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17 Feb 19
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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.
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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.
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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.
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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. -
Designing
Simplicity.
Choose a system metaphor.
Use CRC cards for design sessions.
Create spike solutions to reduce risk.
No functionality is added early.
Refactor whenever and wherever possible.
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stuza1 .10!!! The team self-organizes around the problem to solve it as efficiently as possible. Extreme Programming improves a software project in five essential ways; communication, simplicity, feedback, respect, and courage.
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Matthew BrelsfordA list of rules describing an "agile process." Pair programming, daily 10-minute stand-up meetings, etc.
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deivideoliveiraSite com informações úteis sofre Extreme Programming. Recomendado pelo livro Engenharia de Software.
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Martin FierroExpreme Programming Rules for Planning, Coding, Designing and testing
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George BradfordXP (eXtreme Programming) - Agile Project Management
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vikramsjnThe Rules and Practices of Extreme Programming.
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Douglas KarrThe Rules and Practices of Extreme Programming.
Bookmarks Array programming xp development methodology extreme agile design
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