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Karteikarten

Extreme Programming

JOSE ANTONIO GOMEZ GUZMAN Spanisch 10 Karten

Extreme Programming

Karten in diesem Stapel (10)

  1. 1EXTREME PROGRAMMING By: José Antonio Gómez GuzmánProgramming is a software development methodology designed to improve the quality of software and its ability to properly adapt to the changing needs of the customer or client.EXTREME PROGRAMMING By: José Antonio Gómez Guzmán
  2. 2Extreme RulesPlanning
    User stories are written.
    Release planning creates the release schedule.
    Make frequent small releases.
    The project is divided into iterations.
  3. 3MANAGINGGive the team a dedicated open workspace.
    A stand-up meeting starts each day.
    The Project Velocity is measured.
    Fix Extreme Programming when it breaks.
  4. 4DESIGNINGSimplicity.
    Choose a system metaphor.
    Use CRC cards for design sessions.
    Create spike solutions to reduce risk.
  5. 5CODINGThe customer is always available.
    Code must be written to agreed standards.
    Code the unit test first.
    All production code is pair programmed.
    Only one pair integrates code at a time.
    Integrate often.
  6. 6TESTINGAll code must have unit tests.
    All code must pass all unit tests before it can be released.
    When a bug is found tests are created.
    Acceptance tests are run often and the score is published.
  7. 7EXTREME PRACTICESCreated using what were considered the best practices of software development at the time
  8. 8PAIR PROGRAMMINGMeans that two people work in tandem on the same system when developing any production code. By frequently rotating partners throughout the team, Extreme
    Programming promotes better communication and team-building.
  9. 9PLANNING GAMETakes the form of a meeting and well-defined interval, where the majority of planning
  10. 10Whole TeamAs with many other SDLC methods and practices. Extreme programming promotes the inclusion of costumer

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Karteikarten am Extreme Programming, erstellt von JOSE ANTONIO GOMEZ GUZMAN am 31/01/2019.
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