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{{Short description|Software development methodology}}
'''[[Extreme programming]]''' ('''XP''') is an [[agile software development]] methodology used to implement [[software]]
==Fine
=== Pair programming ===
{{Confusing|date=June 2023|reason=the first sentence of the following paragraph seems to be an incomplete sentence. Where is the verb phrase?}}
[[Pair programming]]
The pairs are not fixed; programmers switch partners frequently, so that everyone knows what everyone is doing, and everybody remains familiar with the whole system, even the parts outside their skill set. This way, pair programming also can enhance team-wide communication. (This also goes hand-in-hand with the concept of Collective Ownership).
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|first1=Grigori|last1=Melnik
|first2=Frank|last2=Maurer
|title=Proceedings. 30th Euromicro Conference, 2004
|
|series=Proceedings of the 30th Euromicro Conference
|pages=334–341
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|publisher=IEEE
|doi=10.1109/EURMIC.2004.1333388
|isbn=0-7695-2199-1
|citeseerx=10.1.1.296.4732
}}</ref> The Planning Game approach
==== ''Release planning'' ====
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*Sort by Value: Business sorts the user stories by [[Business Value]].
*Sort by Risk: Development sorts the stories by risk.
*Set Velocity: Development determines at what speed they can perform
*Choose scope: The user stories that will be finished in the next release will be picked. Based on the user stories the release date is determined.
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Within the steering phase the programmers and business people can "steer" the process. That is to say, they can make changes. Individual user stories, or relative priorities of different user stories, might change; estimates might prove wrong. This is the chance to adjust the plan accordingly.
==== ''Iteration
Considering team velocity storypoints to be planned. Iteration duration can be 1 to 3 weeks.
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* Get a task card: The programmer gets the task card for one of the tasks to which he or she has committed.
* Find a
* Design the task: If needed, the programmers will design the functionality of the task.
* Implement the task using [[
* Run
=== Test driven development ===
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* [[Code refactoring|Refactor]]: Remove any [[code smells]] from both the production and test code.
For a more intense version of the above process, see Uncle Bob's Three Rules of TDD.<ref>{{cite web|last1=Martin|first1=Robert|title=Three Rules of TDD|url=http://butunclebob.com/ArticleS.UncleBob.TheThreeRulesOfTdd}}</ref>
=== Whole team ===<!-- This section is linked from [[Extreme programming]] -->
Within XP, the "customer" is not the one who pays the bill, but the one who really uses the system. XP says that the customer should be on hand at all times and available for questions. For instance, the team developing a financial administration system should include a financial administrator. All the skills necessary to deliver the software product should be present on the team.
==Continuous process==
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=== Design improvement ===
Because XP doctrine advocates programming only what is needed today, and implementing it as simply as possible, at times this may result in a system that is stuck. One of the symptoms of this is the need for dual (or multiple) maintenance: functional changes start requiring changes to multiple copies of the same (or similar) code. Another symptom is that changes in one part of the code affect
=== Small releases ===
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=== Coding standard ===
[[Coding conventions|Coding standard]] is an agreed upon set of rules that the entire development team agree to adhere to throughout the project. The standard specifies a consistent style and format for source code, within the chosen programming language, as well as various programming constructs and patterns that should be avoided in order to reduce the probability of defects.<ref>{{cite book | last = Kolawa | first = Adam |author2=Huizinga, Dorota | title = Automated Defect Prevention: Best Practices in Software Management | url = http://www.wiley.com/WileyCDA/WileyTitle/productCd-0470042125.html | year = 2007 | publisher = Wiley-IEEE Computer Society Press
Extreme Programming backers advocate code that is [[self-documenting]] to the furthest degree possible. This reduces the need for [[Comment (computer programming)|code comments]], which can get out of sync with the code itself.<ref>{{Cite web |url=http://guzdial.cc.gatech.edu/squeakbook/new-lecture-slides/xp.ppt |title=XP-eXtreme Programming | format=PPT| access-date=2015-01-31 |archive-date=2021-12-17 |archive-url=https://web.archive.org/web/20211217175200/http://guzdial.cc.gatech.edu/squeakbook/new-lecture-slides/xp.ppt |url-status=dead }}</ref>
=== Collective code ownership ===
{{main|Code ownership}}
Collective code ownership (also known as "team [[code ownership]]" and "shared code") means that everyone is responsible for all the code; therefore, everybody is allowed to change any part of the code. Collective code ownership is not only an organizational policy but also a feeling. "Developers feel team code ownership more when they understand the system context, have contributed to the code in question, perceive code quality as high, believe the product will satisfy the user needs, and perceive high team cohesion."<ref>{{cite
Collective code ownership may accelerate development because a developer who spots an error can fix it immediately, which can reduce bugs overall. However, programmers may also introduce bugs when changing code that they do not understand well. Sufficiently well-defined unit tests should mitigate this problem: if unforeseen dependencies create errors, then when unit tests are run, they will show failures.
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== See also ==
* [[Continuous integration]]
* [[Multi-stage continuous integration]]
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== References ==
{{reflist}}
{{
== External links ==
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