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XP – eXtreme Programming. A gentle introduction. Cleviton Vinícius Jobson Ronan Thiago Rodrigues. Objective. The goal of this presentation is to provide an introduction and overview of Extreme Programming (XP). . The XP Philosopher .
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XP – eXtreme Programming A gentle introduction. Cleviton Vinícius Jobson Ronan Thiago Rodrigues
Objective • The goal of this presentation is to provide an introduction and overview of Extreme Programming (XP).
The XP Philosopher • In the early 1990s a man named Kent Beck was thinking about better ways to develop software. • In March of 1996 started a project at DaimlerChrysler using new concepts in software development
The XP Philosophy • You need to improve communication • You need to seek simplicity • You need to get feedback on how well you are doing • And you need to always proceed with courage
What is Extreme Programming? • Extreme Programming (XP) is actually a deliberate and disciplined approach to software development • This methodology also emphasizes team work • Managers, customers, and developers are all part of a team dedicated to delivering quality software MORE INFORMATION... http://www.extremeprogramming.org/what.html
Four dimensions • XP is successful because it stresses customer satisfaction. • XP improves a software project in four essential ways: • Communication • Simplicity • Feedback • Courage
When should Extreme Programming be Used? • Extreme Programming (XP) was created in response to problem domains whose requirements change. • XP was also set up to address the problems of project risk. • XP is set up for small groups of programmers
When should Extreme Programming be Used? • The real goal has always been to deliver the software that is needed when it is needed. • Environments dynamically changing
The Rules and Practices of Extreme Programming. • Planning • Coding • Designing • Testing MORE INFORMATION... http://www.extremeprogramming.org/rules.html
Planning • User stories are written • Release planning meeting creates the schedule • Make frequent small releases • Move people around
Planning • The project is divided into iterations
Planning • The iteration planning starts each iteration
Designing • Simplicity • Choose a system metaphor • Never add functionality early • Refactor whenever and wherever possible.
Coding • The Customer is Always Available • Coding Standards • Pair Programming • Integrate Often
Coding • Use Coletive Code ownership
Coding • Code the Unit Test First - Easier to create your code - just the requirements *Some software systems are typically building code first and testing second
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
What We Have Learned About Extreme Programming • Release Planning • Simplicity • System Metaphor • Pair Programming • Integrate Often • Optimize Last • Unit Tests • Acceptance Tests