Agile Development Method - Extreme Programming XP
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The four values of Extreme Programming
Communication
One of the fundamental tasks of a software system
Communicate with the system developers to clarify the specific requirements of the system.
The goal is to provide all developers with a shared perspective of the system,
which also aligns with the perspective of the system's end-users.
which also aligns with the perspective of the system's end-users.
Encourage regular verbal communication and feedback.
Simple
Start with the simplest solution.
Achieve better results through continuous refactoring.
Focus only on designing and coding for current needs,
without concerning oneself with the needs that may arise tomorrow, next week, or next month.
without concerning oneself with the needs that may arise tomorrow, next week, or next month.
The future needs are very likely to change before they are even proposed.
Simplification in design and code can enhance the quality of communication.
Feedback
The faster the feedback, the better.
"Feedback" is associated with many different aspects of system development
Feedback from the system
Unit testing
Directly obtain the status of the system after modification
Feedback from customers
Functional Testing
Customers and testers write
Understand the current system status
Plan to do it once every 2 or 3 weeks.
Customers can easily understand and control the progress of development.
Feedback from the group
The client comes to the project planning meeting with new requirements.
The team can directly assess the time required to implement new requirements and then provide feedback to the client.
Feedback is closely linked to the values of "communication" and "simplicity."
Defects in the communication system
Write unit tests
Simple proof that a piece of code has an issue
Users conduct periodic testing of the system based on predefined functional requirements.
Optimism in programming is dangerous, and timely feedback is the solution to it.
Kent Beck
Courage
Design and code only for today's needs,
do not consider tomorrow.
do not consider tomorrow.
Avoid getting bogged down in design issues and spending too much unnecessary effort on other problems.
feel comfortable when they need to refactor their code
Review the existing system and improve it.
Future changes in requirements will be easier to implement.
Understand when it is appropriate to completely discard existing code.
Spent the whole day entangled in a complex problem of my own design and code,
yet gained nothing.
yet gained nothing.
Consider the next day with a fresh and clear perspective.
Solved effortlessly within half an hour.
The 5 Principles of Extreme Programming
Quick feedback
Timely and rapid feedback
Customer
Provide feedback in a timely manner throughout the entire development process.
Be able to control the development direction of the system when needed.
Unit testing
Also plays a role in implementing the feedback principle
Assume simplicity
Any problem can be solved "extremely simply".
Traditional system development methodologies
Consider future changes
Consider the reusability of the code.
Extreme Programming refuses to do so.
Incremental change
Rome wasn't built in a day.
For example
Release a new version with minor changes every three weeks.
Advancing step by step.
Embrace change
Do not adopt a resistant attitude towards change, but rather embrace them.
For instance, during a phase meeting, the client proposed some seemingly dramatic changes in requirements.
As programmers, we must embrace these changes,
and devise a plan to ensure that the next phase of the product can meet the new requirements.
As programmers, we must embrace these changes,
and devise a plan to ensure that the next phase of the product can meet the new requirements.
High-quality work
Four variables in software development
Scope
Time
Cost
Quality
Quality is non-negotiable.
Extreme Programming
Extreme Programming
Extreme programming
Abbreviated as XP
A software engineering methodology
Different
Emphasize adaptability over predictability
Originator
Kent Beck, Ward Cunningham
Ron Jeffries
The goal of Extreme Programming
Reduce costs associated with changes in requirements.
The system requirements need to be established at the beginning of the project development phase.
As the project development progresses into later stages, changes in requirements will lead to a rapid increase in development costs, and such changes in requirements are inevitable in some rapidly developing fields.
By introducing concepts such as basic values, principles, and methods
The purpose of reducing change costs
The 12 Core Practices of Extreme Programming
Short delivery cycle
Adopting an iterative delivery approach, just like Scrum.
Each iteration takes 1-3 weeks.
Iteration ended
Team delivers functional, tested capabilities
These features can be put into use immediately.
Planned game
Two questions
Predict how much work can be completed before the delivery date.
What should we do now and next?
Constantly answering these two questions
Regarding the two issues, there are two corresponding processes.
Software Release Plan (Release Planning)
Based on development costs, risks, and the importance of each requirement, devise a general project plan.
The initial project plan does not need to be (nor is it possible to be) very accurate.
Periodic Development Plan (Iteration Planning)
During the development process
There are many stage plans.
For example, a plan every three weeks.
Reorganize and optimize the system internally within a certain cycle (code and design)
A new feature has been added to a certain cycle.
Will work on both aspects simultaneously within a cycle.
Pros and cons
Benefits
Customers can know immediately.
What has been accomplished?
Is the product made useful?
What else needs to be done or improved?
Disadvantages
Upon seeing the finished product, one might be very dissatisfied and even terminate the contract.
In order to identify and resolve issues early.
Pair programming
Two people are sitting in front of a computer, working together to complete.
A programmer controls the computer and primarily considers the details of coding.
Another person mainly focuses on the overall structure.
Continuously review the code written by the first programmer.
Pairing is not fixed.
Sustainable rhythm
Long-term sustained effort at work.
Conserve energy
Consider the project as a marathon race.
rather than sprinting at full speed
Collective ownership of code
Everyone is responsible for all the code.
Anyone can change any part of the code.
Pair programming significantly contributes to this practice.
Working in different teams
All programmers can see the complete code.
Coding Standards
Everyone follows a unified programming standard.
All the code seems to have been written by one person.
Simple design
There is no one-time, all-encompassing overall design for all requirements in that traditional development model.
The design process almost always runs throughout the entire project development.
From formulating the project plan
To devise a plan for each development cycle (Iteration).
To a streamlined design tailored to each requirement module
Review of the design
as well as continuous design reorganization and optimization
The entire design process is a spiral, continuously advancing and evolving process.
Test-Driven Development
Refactoring
System Metaphor
Continuous Integration
The XP development team uses many vivid metaphors to describe how systems or functional modules work.
On-site clients
Customer
Not the one who pays for the system
but rather the people who truly use the system
Customer
Always present to solve problems
Write a story
Acceptance testing
More frequent communication and discussion

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