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Collective Code Ownership
Extreme programming (XP) is an agile software development methodology used to implement software systems. 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 is a method of programming in which code is produced by two people programming together on one task. 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 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 in pairs or doing extensive code review, unit testing of all code, 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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Code Refactoring
In computer programming and software design, code refactoring is the process of restructuring existing source 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 code's 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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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 card ...
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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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Code Ownership
In software engineering, code ownership is a term used to describe control of an individual software developer or a development team over source code modifications of a module or a product. Definitions While the term is very popular, there is no universally accepted definition of it. Koana et al., in their 2024 literature review, found 28 different definitions, and classified them as follows: * ''Psychological ownership'' is a feeling by the developer of ownership and pride in the particular element of the project; * ''Corporeal ownership'' is a set of formal or informal rules defining responsibility for a particular software piece. The rules depend on the development approach taken by the team, but generally can be partitioned along the lines of "what is being owned?" / "who owns it?" / "what is the degree of control?": ** while the answer to "what?" is typically some part of the source code, the ownership concept have been also applied to other artifacts of the software develo ...
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Comment (computer Programming)
In computer programming, a comment is text embedded in source code that a translator (compiler or interpreter (computing), interpreter) ignores. Generally, a comment is an annotation intended to make the code easier for a programmer to understand often explaining an aspect that is not readily apparent in the program (non-comment) code. For this article, ''comment'' refers to the same concept in a programming language, markup language, configuration file and any similar context. Some development tools, other than a source code translator, do parse comments to provide capabilities such as API documentation generator, document generation, static analysis, and version control integration. The comparison of programming languages (syntax)#Comments, syntax of comments varies by programming language yet there are repeating patterns in the syntax among languages as well as similar aspects related to comment content. The flexibility supported by comments allows for a wide degree of cont ...
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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. 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 symbol's meaning, such as ''article.numberOfWords'' or ''TryOpen''. The code must also have a clear and clean structure so that a human reader can easily understand the algorithm used. Practical considerat ...
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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. Sof ...
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Refactoring
In computer programming and software design, code refactoring is the process of restructuring existing source 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 code's 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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Continuous Integration
Continuous integration (CI) is the practice of integrating source code changes frequently and ensuring that the integrated codebase is in a workable state. Typically, developers Merge (version control), merge changes to an Branching (revision control), integration branch, and an automated system Software build, builds and software testing, tests the software system. Often, the automated process runs on each Commit (version control), commit or runs on a schedule such as once a day. Grady Booch first proposed the term CI in Booch method, 1991, although he did not advocate integrating multiple times a day, but later, CI came to include that aspect. History The earliest known work (1989) on continuous integration was the Infuse environment developed by G. E. Kaiser, D. E. Perry, and W. M. Schell. In 1994, Grady Booch used the phrase continuous integration in ''Object-Oriented Analysis and Design with Applications'' (2nd edition) to explain how, when developing using micro ...
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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 popularized 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 s ...
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Unit Test
Unit testing, component or module testing, is a form of software testing by which isolated source code is tested to validate expected behavior. Unit testing describes tests that are run at the unit-level to contrast testing at the integration or system level. History Unit testing, as a principle for testing separately smaller parts of large software systems, dates back to the early days of software engineering. In June 1956 at US Navy's Symposium on Advanced Programming Methods for Digital Computers, H.D. Benington presented the SAGE project. It featured a specification-based approach where the coding phase was followed by "parameter testing" to validate component subprograms against their specification, followed then by an "assembly testing" for parts put together. In 1964, a similar approach is described for the software of the Mercury project, where individual units developed by different programmes underwent "unit tests" before being integrated together. In 1969, t ...
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