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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, [1] [2] [3] it advocates frequent releases in short development cycles, intended to improve productivity and introduce checkpoints at which new customer requirements can be adopted.
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. [1]
You aren't gonna need it" [1] [2] (YAGNI) [3] is a principle which arose from extreme programming (XP) that states a programmer should not add functionality until deemed necessary. [4] Other forms of the phrase include "You aren't going to need it" (YAGTNI) [ 5 ] [ 6 ] and "You ain't gonna need it".
The name Specification by Example was coined by Martin Fowler in 2004. [9] Specification by Example is an evolution of the Customer Test [10] practice of Extreme Programming proposed around 1997 and Ubiquitous Language [11] idea from Domain-driven design from 2004, using the idea of black-box tests as requirements described by Weinberg and ...
Extreme project management corresponds to extreme programming. Advanced approaches to extreme project management utilize the principles of human interaction management to deal with the complexities of human collaboration. The term "Extreme project management" has not been picked up by any of the international organizations developing Project ...
Unit testing is the cornerstone of extreme programming, which relies on an automated unit testing framework. This automated unit testing framework can be either third party, e.g., xUnit, or created within the development group. Extreme programming uses the creation of unit tests for test-driven development. The developer writes a unit test that ...
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 [1] but are also popular among expert designers [2] and recommended by extreme programming practitioners. [3]
Pages in category "Extreme programming" The following 41 pages are in this category, out of 41 total. This list may not reflect recent changes. ...