Extreme Programming Practices
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Extreme Programming Practices
Extreme programming (XP) is an agile software development methodology used to implement software projects. This article details the practices used in this methodology. Extreme programming has 12 practices, grouped into four areas, derived from the best practices of software engineering.Beck, K. ''Extreme Programming Explained: Embrace Change'' 2nd. ed. Addison-Wesley, 2000 pp. 54 Fine scale feedback Pair programming Pair programming means that all the codes which is produced by two people programming on one task on one workstation. One programmer has control over the workstation and is thinking mostly about the coding in detail. The other programmer is more focused on the big picture, and is continually reviewing the code that is being produced by the first programmer. Programmers trade roles after minute to hour periods. The pairs are not fixed; programmers switch partners frequently, so that everyone knows what everyone is doing, and everybody remains familiar with the whole ...
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Extreme Programming
Extreme programming (XP) is a software development methodology intended to improve software quality and responsiveness to changing customer requirements. As a type of agile software development,"Human Centred Technology Workshop 2006 ", 2006, PDFHuman Centred Technology Workshop 2006 /ref> it advocates frequent Software release life cycle, releases in short development cycles, intended to improve productivity and introduce checkpoints at which new customer requirements can be adopted. Other elements of extreme programming include: programming Pair programming, in pairs or doing extensive code review, unit testing of all code, You aren't gonna need it, not programming features until they are actually needed, a flat management structure, code simplicity and clarity, expecting changes in the customer's requirements as time passes and the problem is better understood, and frequent communication with the customer and among programmers.
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Unit Test
In computer programming, unit testing is a software testing method by which individual units of source code—sets of one or more computer program modules together with associated control data, usage procedures, and operating procedures—are tested to determine whether they are fit for use. History Before unit testing, capture and replay testing tools were the norm. In 1997, Kent Beck and Erich Gamma developed and released JUnit, a unit test framework that became popular with Java developers. Google embraced automated testing around 2005–2006. Description Unit tests are typically automated tests written and run by software developers to ensure that a section of an application (known as the "unit") meets its design and behaves as intended. In procedural programming, a unit could be an entire module, but it is more commonly an individual function or procedure. In object-oriented programming, a unit is often an entire interface, such as a class, or an individual me ...
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Class-responsibility-collaboration Card
Class-responsibility-collaboration (CRC) cards are a brainstorming tool used in the design of object-oriented software. They were originally proposed by Ward Cunningham and Kent Beck as a teaching tool but are also popular among expert designersMartin Fowler, ''UML Distilled'', chapter 4 and recommended by extreme programming practitioners. Author Martin Fowler has written that CRC cards may be a sensible means by which multiple alternative interactions may be quickly devised, as they avoid a great deal of drawing and erasing. CRC card sessions may be followed by the creation of sequence diagrams to capture interactions that are identified. CRC cards are frequently employed during the design phase of system and software development to transition use-case descriptions into class diagrams, allowing a smoother transition with a greater overview and permitting developers to implement solutions with low binding and high cohesion. CRC cards are usually created from index cards. Members ...
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Multi-stage Continuous Integration
Multi-stage continuous integration is a software development technique intended to achieve highly integrated parallel development activity while reducing the scope of integration problems. Theory Multi-stage continuous integration takes advantage of a basic unifying pattern of software development: software moves in stages from a state of immaturity to a state of maturity, and the work is broken down into logical units performed by interdependent teams that integrate the different parts together over time. What changes from shop to shop is the number of stages, the number and size of teams, and the structure of the team interdependencies. Recommended practices Multi-stage continuous integration is an expansion upon continuous integration, it presumes that you are already following those recommended practices. The larger and/or more complex the project, the higher the chance that the project becomes unstable. Alerts and broken builds increase as the project grows. Progress decrea ...
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Comment (computer Programming)
In computer programming, a comment is a programmer-readable explanation or ''annotation'' in the source code of a computer program. They are added with the purpose of making the source code easier for humans to understand, and are generally ignored by compilers and interpreters.Source code can be divided into ''program code'' (which consists of machine-translatable instructions); and ''comments'' (which include human-readable notes and other kinds of annotations in support of the program code). The syntax of comments in various programming languages varies considerably. Comments are sometimes also processed in various ways to generate documentation external to the source code itself by documentation generators, or used for integration with source code management systems and other kinds of external programming tools. The flexibility provided by comments allows for a wide degree of variability, but formal conventions for their use are commonly part of programming style guides. ...
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Self-documenting
In computer programming, self-documenting (or self-describing) source code and user interfaces follow naming conventions and structured programming conventions that enable use of the system without prior specific knowledge. In web development, self-documenting refers to a website that exposes the entire process of its creation through public documentation, and whose public documentation is part of the development process. Objectives Commonly stated objectives for self-documenting systems include: * Make source code easier to read and understand * Minimize the effort required to maintain or extend legacy systems * Reduce the need for users and developers of a system to consult secondary documentation sources such as code comments or software manuals * Facilitate automation through self-contained knowledge representation Conventions Self-documenting code is ostensibly written using human-readable names, typically consisting of a phrase in a human language which reflects the symb ...
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Coding Conventions
Coding conventions are a set of guidelines for a specific programming language that recommend programming style, practices, and methods for each aspect of a program written in that language. These conventions usually cover file organization, indentation, comments, declarations, statements, white space, naming conventions, programming practices, programming principles, programming rules of thumb, architectural best practices, etc. These are guidelines for software structural quality. Software programmers are highly recommended to follow these guidelines to help improve the readability of their source code and make software maintenance easier. Coding conventions are only applicable to the human maintainers and peer reviewers of a software project. Conventions may be formalized in a documented set of rules that an entire team or company follows, or may be as informal as the habitual coding practices of an individual. Coding conventions are not enforced by compilers. Softwar ...
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Refactoring
In computer programming and software design, code refactoring is the process of restructuring existing computer code—changing the '' factoring''—without changing its external behavior. Refactoring is intended to improve the design, structure, and/or implementation of the software (its '' non-functional'' attributes), while preserving its functionality. Potential advantages of refactoring may include improved code readability and reduced complexity; these can improve the source codes maintainability and create a simpler, cleaner, or more expressive internal architecture or object model to improve extensibility. Another potential goal for refactoring is improved performance; software engineers face an ongoing challenge to write programs that perform faster or use less memory. Typically, refactoring applies a series of standardized basic ''micro-refactorings'', each of which is (usually) a tiny change in a computer program's source code that either preserves the behavior of the ...
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Code Smells
In computer programming, a code smell is any characteristic in the source code of a program that possibly indicates a deeper problem. Determining what is and is not a code smell is subjective, and varies by language, developer, and development methodology. The term was popularised by Kent Beck on WardsWiki in the late 1990s. Usage of the term increased after it was featured in the 1999 book ''Refactoring: Improving the Design of Existing Code'' by Martin Fowler. It is also a term used by agile programmers. Definition One way to look at smells is with respect to principles and quality: "Smells are certain structures in the code that indicate violation of fundamental design principles and negatively impact design quality". Code smells are usually not bugs; they are not technically incorrect and do not prevent the program from functioning. Instead, they indicate weaknesses in design that may slow down development or increase the risk of bugs or failures in the future. Bad code sm ...
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Code Refactoring
In computer programming and software design, code refactoring is the process of restructuring existing computer code—changing the '' factoring''—without changing its external behavior. Refactoring is intended to improve the design, structure, and/or implementation of the software (its '' non-functional'' attributes), while preserving its functionality. Potential advantages of refactoring may include improved code readability and reduced complexity; these can improve the source codes maintainability and create a simpler, cleaner, or more expressive internal architecture or object model to improve extensibility. Another potential goal for refactoring is improved performance; software engineers face an ongoing challenge to write programs that perform faster or use less memory. Typically, refactoring applies a series of standardized basic ''micro-refactorings'', each of which is (usually) a tiny change in a computer program's source code that either preserves the behavior of ...
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Unit Testing
In computer programming, unit testing is a software testing method by which individual units of source code—sets of one or more computer program modules together with associated control data, usage procedures, and operating procedures—are tested to determine whether they are fit for use. History Before unit testing, capture and replay testing tools were the norm. In 1997, Kent Beck and Erich Gamma developed and released JUnit, a unit test framework that became popular with Java developers. Google embraced automated testing around 2005–2006. Description Unit tests are typically automated tests written and run by software developers to ensure that a section of an application (known as the "unit") meets its design and behaves as intended. In procedural programming, a unit could be an entire module, but it is more commonly an individual function or procedure. In object-oriented programming, a unit is often an entire interface, such as a class, or an individual ...
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