as a type of agile software development, it advocates frequent “releases” in short development cycles, which is intended to improve productivity and introduce checkpoints at which new customer requirements can be adopted. jeffries thereafter acted as a coach to instill the practices as habits in the c3 team. extreme programming also introduces a number of basic values, principles and practices on top of the agile programming framework. code, say the proponents of this position, is always clear and concise and cannot be interpreted in more than one way. a new value, respect, was added in the second edition of extreme programming explained.
related to the “communication” value, simplicity in design and coding should improve the quality of communication. one is the commandment to always design and code for today and not for tomorrow. the principles that form the basis of xp are based on the values just described and are intended to foster decisions in a system development project. traditional system development methods say to plan for the future and to code for reusability. the book also makes other criticisms, and it draws a likeness of xp’s “collective ownership” model to socialism in a negative manner. some of these xp sought to replace, such as the waterfall methodology; example: project lifecycles: waterfall, rapid application development (rad), and all that.
extreme programming (xp) is an agile software development framework that aims to produce higher quality software, and higher quality of life for the development team. the members of your team need to respect each other in order to communicate with each other, provide and accept feedback that honors your relationship, and to work together to identify simple designs and solutions. since communication is one of the five values of xp, and most people agree that face to face conversation is the best form of communication, have your team sit together in the same space without barriers to communication, such as cubicle walls. the idea behind slack in xp terms is to add some low priority tasks or stories in your weekly and quarterly cycles that can be dropped if the team gets behind on more important tasks or stories.
this practice encourages your team to automate your build process so that you are more likely to do it on a regular basis and to use that automated build process to run all of your tests. this approach reduces the cost of changes and allows you to make design decisions when necessary based on the most current information available. to describe xp in terms of a lifecycle it is probably most appropriate to revisit the concept of the weekly cycle and quarterly cycle. xp’s primary contribution to the software development world is an interdependent collection of engineering practices that teams can use to be more effective and produce higher quality code. an additional, and equally important, contribution of xp is the focus on practice excellence.
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extreme programming is designed to improve the quality of your software with iterative and very much in line with the practices of the iterative model, this concept ensures that the elaborate, analyze, and verify the models before development. a model is supposed to be used as a framework. however, extreme programming (xp) is an agile project management methodology that involves frequent releases crc model class-responsibility-collaborator (crc) model (click on image to modify online),
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