Difference between revisions of "Extreme Programming"

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Die 12 Core Practices sind: 1. The planning game, 2. Small releases 3. System metaphor: a simple shared strory 4. Simple Design 5. Testing: write tests before code, customer writes acceptance tests, 6. Refactoring 7. Pair Programming 8. Collective code ownership 9. Continous integration 10. Forty-hour week 11. On-site customer 12. Coding standards
 
Die 12 Core Practices sind: 1. The planning game, 2. Small releases 3. System metaphor: a simple shared strory 4. Simple Design 5. Testing: write tests before code, customer writes acceptance tests, 6. Refactoring 7. Pair Programming 8. Collective code ownership 9. Continous integration 10. Forty-hour week 11. On-site customer 12. Coding standards
  
Siehe: [[Vorgehensmodell]], [[Datenmodell]], [[Suzanne Robertson]], [[WikiWeb:Extreme Programming Roadmap]], [[PSP/TSP Personal Software Process]], [[Agile Alliance]], [[Cockburn: Manifesto]]
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Siehe: [[Vorgehensmodell]], [[Datenmodell]], [[http://www.systemsguild.com/GuildSite/Robs/Template.html][Suzanne Robertson]], [[http://c2.com/cgi/wiki?ExtremeProgrammingRoadmap][WikiWeb:Extreme Programming Roadmap]], [[http://www.sei.cmu.edu/tsp/][PSP/TSP Personal Software Process]], [[http://www.agilealliance.org][Agile Alliance]], [[http://members.aol.com/acockburn/manifesto.html][Cockburn: Manifesto]]

Latest revision as of 20:04, 2 January 2006

Ein sog. "light weight process" und "agile process"; d.h. ein stark vereinfachtes Vorgehensmodell, das hochwirksam auf die konkreten Projekterfordernisse angepasst ist. Es ist durch vier Aktivitäten und 12 Spielregeln ("core practices") beschrieben (s.u.).

Entwickelt 1996 von Kent Beck im Rahmen des Y2K-Payroll-Projekts bei Chrysler. Projektsponor war der DaimlerChrysler CIO Sue Unger. Als Väter von XP zählen: Ward Cummingham, Kent Beck und Ron Jeffries.

Die vier Aktivitäten sind: Listening, Coding, Designing und Testing.

Die 12 Core Practices sind: 1. The planning game, 2. Small releases 3. System metaphor: a simple shared strory 4. Simple Design 5. Testing: write tests before code, customer writes acceptance tests, 6. Refactoring 7. Pair Programming 8. Collective code ownership 9. Continous integration 10. Forty-hour week 11. On-site customer 12. Coding standards

Siehe: Vorgehensmodell, Datenmodell, [[1][Suzanne Robertson]], [[2][WikiWeb:Extreme Programming Roadmap]], [[3][PSP/TSP Personal Software Process]], [[4][Agile Alliance]], [[5][Cockburn: Manifesto]]