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eXtreme Programming

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Title: eXtreme Programming


1
eXtreme Programming
  • By Aaron Flocke, Leena Paulose, Geetha Krishna
    (Team 6)

2
What is XP?
3
XP is
  • A set of rules\principles\practices used to
    rapidly develop high-quality software
  • Tools not Rules -Ron Jeffries
  • One of the more prominent lightweight
    software-engineering methodologies
  • Main Goal Customer Satisfaction
  • Highest quality in Lowest time frame.

4
XP emphasizes
  • Communication
  • Simplicity
  • Feedback
  • Courage
  • Using 12 main principles, including
  • Comprehensive unit tests
  • Short release cycles
  • Adding only whats needed for the current task
  • Collective code ownership
  • Pair programming

5
Where did XP come from?
  • Father of XP Kent Beck
  • Wrote Extreme Programming Explained Embracing
    Change
  • Had years of experience in OOP such as Small Talk
    (at time of xP creation)
  • Ward Cunningham
  • Ron Jeffries

6
It all started
  • Kent Beck developed XP back in 1996 while working
    at Daimler Chrysler
  • Its use in developing the payroll system for D.C.
    is considered one of the great XP success
    stories.

7
Pros/Cons of XP
  • Pros
  • Handles changing requirements well
  • Maximizes quality while minimizing time
  • Cons
  • Only works well with small groups (around a
    dozen)
  • Many people dislike Pair Programming and think of
    it as overkill and a waste of resources

8
A more in depth look -gt
  • And now my associates will give you all a more in
    depth look at XP so you can decide for yourself
    how useful or worthless XP is

9
Extreme Roles
  • Customer
  • writes explains user stories
  • sets priorities, specifies tests
  • may or may not be an end-user
  • Programmer
  • estimates stories
  • defines tasks from stories
  • implements stories and unit tests
  • Tracker
  • monitors progress
  • keeps track of schedule
  • Coach
  • guides mentors the team
  • watches the progress

10
Extreme Roles (contd.)
  • Tester
  • runs functional tests
  • makes sure people know when test results decline.
  • Doomsayer
  • ensures that everybody knows the risks involved
  • ensures that bad news isn't hidden, glossed over,
    or blown out of proportion
  • Manager
  • schedules meetings, passes results to tracker
  • responsible to the Gold Owner.
  • Gold Owner
  • the person funding the project
  • may or may not be the same as the Customer

11
Extreme Practices
  • The Planning Process
  • Simple Design
  • System Metaphor
  • Frequent, Small Releases
  • On-site Customer
  • 40 hr weeks
  • Pair Programming
  • Refactoring
  • Test Driven Development
  • Collective Code Ownership
  • Continuous Integration
  • Coding Standard

The 12 Golden Rules
12
XP Practice Cycle
13
XP Practices
  • The Planning Process
  • defines desired features briefly
  • describes each feature's business value and
    priority
  • helps estimate project cost
  • Simple Design
  • the best design is the easiest one that works
  • a correct design must have
  • no duplicate code
  • fewest possible classes and methods
  • meets the business value and expected
    functionality
  • System Metaphor
  • provide a broad view of the projects goal
  • describes how the system should work, its
    functionality
  • defines the overall theme to which developers and
    clients can relate

14
XP Practices
  • Frequent, Small Releases
  • develop and deliver the application in a series
    of frequently updated versions.
  • provides frequent feedback
  • On-site Customer
  • integral part of the development effort.
  • must be available at all times to set priorities,
    deliver
  • and establish requirements, and answer
    questions.
  • Sustainable Pace / 40 hr weeks
  • avoid overtime
  • re-examine schedule
  • rested programmers fewer mistakes

15
Pair Programming
  • all code is written in pairs
  • programmer and observer
  • code is simpler
  • less defects found
  • continuous code review
  • software quality increases
  • increases learning
  • every programmer knows all aspects

16
Refactoring
  • Refactoring is the process of changing a software
    system in such a
  • way that it does not alter the external behavior
    of the code yet
  • improves its internal structure
  • The aim of refactoring is to
  • constantly revise
  • make the design simpler
  • make the code more understandable
  • improve the tolerance of code to change
  • remove duplication,
  • improve communication add flexibility
  • Change it even if it is not broken!

17
XP Practices (contd.)
  • Collective Code Ownership
  • code belongs to the team
  • encourages team to work closer
  • everybody tries to produce a high-quality system
  • Test Driven Development
  • plays central role in XP
  • each block is tested thoroughly
  • 2 kinds - acceptance and unit test
  • Continuous Integration
  • immediate integration
  • new system must pass all tests
  • Coding Standard
  • common naming formatting schemes
  • makes pair progamming and collective code
    ownership easier
  • rapid code sharing reduces the learning curve

18
XP Project - Phases
19
Stages of an XP Project
  • Initiation
  • Use stories
  • Spike solutions
  • Release Planning
  • Release
  • Iteration 1
  • Development
  • Deployment
  • Acceptance Testing
  • Iteration 2
  • Development
  • Deployment
  • Acceptance Testing
  • .
  • .
  • Iteration n

20
User Stories
  • Short Description of the behavior of the system
  • Customers point of view
  • Customer terminology no technical terms
  • One for each major feature of the system
  • Create low-risk time estimates for the project
  • Similar to Requirements Documents but not the
    same
  • Different from Use Cases written by user, not
    programmer
  • Average implementation time ( 2-3 weeks)
  • 80 /- 20 stories sufficient to create a
    release plan.
  • Printed on cards, similar to CRC cards.

21
Spike Solution
  • Simple programs
  • Explore solutions for tough technical / design
    problems
  • Address only the problem under consideration
  • Ignore other concerns
  • If not good throw away

22
Release Planning
  • Create release plan for the whole project ( 1-6
    months )
  • Programmer provides estimates of 1,2 or 3 points
    for each story
  • Customer decides which stories should be included
    in the release
  • Customer decides the priorities of the stories
  • Stories chosen for the release are arranged in
    1-3 week iteration
  • High risk/high priority stories earlier
    iteration
  • Release and iteration dates are fixed.

23
Iteration
  • Iteration planning meeting-beginning of each
    iteration
  • Each iteration 1-3 weeks
  • For each iteration, user stories and failed tests
    are chosen
  • Programmers break stories into tasks
  • Programmers sign up for tasks and estimate time
    needed
  • Programmers have a limitation on the task they
    can sign up for
  • Can only sign up for as many points as were
    completed in the last iteration
  • If the iteration is too long, Customer chooses
    stories to be put off for later iterations
    called Snow Plowing
  • If iteration is too short, extra stories are
    added.

24
Acceptance Tests
  • Same as Functional Tests determines if the
    system is acceptable
  • Test First Principle Tests are written first
    and then code is written to pass the test
  • No code goes into production without an
    associated test
  • Tests determine what code to write
  • Customers specify the conditions to be tested
  • These conditions are taken from user stories
  • For each user story, there can be 1 or more tests
  • Test scores are published to the customers and
    programmers
  • Failed tests become part of the next iteration
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