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Introducing Extreme Programming

Lessons Learned

 Let's turn now to Extreme Programming (XP) itself. It is a collection of rules and practices each of which supports several others, and are supported by several others in turn. When they are used together a methodology emerges.
 We shall examine these rules and practices now. We will begin with the practices associated with planning. User stories are the heart of planning in XP. User stories can be printed or hand written on cards. The project scope and plan is simply and efficiently created by manipulating the cards by hand.
 Next we will see how XP projects design the system architecture. Architectural spikes or prototypes are used to create a simple overall design also known as the system metaphor. CRC Cards, a simple groupware design technique, encourages all team members to understand and contribute to the system design. But unique to XP is a reliance on a programming technique called refactoring to help uncover the most effective system architecture.
Like a jig saw puzzle
 Then we turn our attention to methods for code creation. As we noted earlier, code quality is very important on an XP project. Practices which enhance quality include pair programming, refactoring, and creating tests before the code.
 Testing occupies the place of honor. Good unit test and acceptance test coverage is the hall mark of an XP project. An XP project takes the attitude that developers are responsible for proving to their customers that the code works correctly, not customers proving the code is broken.
 Continue to follow the little  User Stories logos for a guided tour or jump to the catalog of rules and practices for easy reference. The buttons link to experiences shared with us by people who have already tried XP.

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