XP January 02, 2009 O b j e c t O r i e n t e d S o f t w a r e - - PowerPoint PPT Presentation

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XP January 02, 2009 O b j e c t O r i e n t e d S o f t w a r e - - PowerPoint PPT Presentation

448 extreme programming Lecture 8 XP January 02, 2009 O b j e c t O r i e n t e d S o f t w a r e E n g i n e e r i n g The 12 XP principles 1. Rapid feedback O b j e c t O r i e n t e d S o f t w a r e E n g i n e e r i n g 2.


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January 02, 2009

O b j e c t O r i e n t e d S o f t w a r e E n g i n e e r i n g

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XP

extreme programming Lecture 8

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O b j e c t O r i e n t e d S o f t w a r e E n g i n e e r i n g

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The 12 XP principles

1. Rapid feedback

  • 2. Assume simplicity
  • 3. Incremental change
  • 4. Embracing change
  • 5. Quality work
  • 6. Small initial investment
  • 7. Concrete experiments
  • 8. Open, honest communication
  • 9. Accepted responsibility
  • 10. Local adaptation
  • 11. Travel light
  • 12. Honest measurements
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The 12 XP practices

1. The Planning Game Ñ quickly determine scope of next release

  • 2. Small releases Ñ put a simple system in production quickly then release new version on

a short cycle

  • 3. Metaphor Ñ guide development with a simple shared story
  • 4. Simple design Ñ system should be as simple as possible, complexity should be removed

if at all possible

  • 5. Testing Ñ continually write unit tests, customers write functional tests
  • 6. Refactoring Ñ restructure the system without changing behavior
  • 7. Pair programming Ñ all code written with 2 programmer at 1 machine
  • 8. Collective ownership Ñ anyone can change code anywhere anytime
  • 9. Continuous integration Ñ integrate and build many times a day
  • 10. 40-hour week Ñ work no more than 40h/wk as a rule
  • 11. On-site customer Ñ include a real, live user on the team full time
  • 12. Coding standards Ñ code in accord. to rules emphasizing communication
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O b j e c t O r i e n t e d S o f t w a r e E n g i n e e r i n g

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The 12 XP practices

On-Site Customer Planning Game 40 hour week Metaphor Simple design Refactoring Short releases Testing Pair programming Coding standards Continuous integration Collective ownership