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  • ExtremeProgramming

ExtremeProgramming

Also know as XP

Rules

http://www.extremeprogramming.org/rules.html

Planning

  • User stories are written.
  • Release planning creates the release schedule.
  • Make frequent small releases.
  • The project is divided into iterations.
  • Iteration planning starts each iteration.

Managing

  • Give the team a dedicated open work space.
  • Set a sustainable pace.
  • A stand up meeting starts each day.
  • The Project Velocity is measured.
  • Move people around.
  • Fix XP when it breaks.

Designing

  • Simplicity.
  • Choose a system metaphor (using good names for things).
  • Use CRC cards for design sessions.
  • Create spike solutions to reduce risk.
  • No functionality is added early.
  • Refactor whenever and wherever possible.

Coding

  • The 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.
  • Set up a dedicated integration computer.
  • Use collective ownership.

Testing

  • All 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.

Values

  • Simplicity: We will do what is needed and asked for, but no more.
  • Communication: Everyone is part of the team and we communicate face to face daily.
  • Feedback: We will take every iteration commitment seriously by delivering working software.
  • Respect: Everyone gives and feels the respect they deserve as a valued team member.
  • Courage: We will tell the truth about progress and estimates.
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