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Submitted in fulfilment of the
                  requirements for the award of the degree
                                     of
                          Bachelor of Technology
                                     in
                     COMPUTER ENGINEERING

Submitted To:                                    Submitted by:
MS. Poonam Gera                                  HIMANSHU MUNJAL
HOD , C.S.                                      VIII SEM , C.S.
   INTRODUCTION
   AGILE METHODOLOGIES
   EXTREME PROGRAMMING(XP)
   XP WORKFLOW
   XP VALUES
   XP PRACTICES
   ADVANTAGE & DISADVANTAGE
   XP PROGRAMMING EXAMPLE
   An agile development methodology

   Created by Kent Beck in the mid 1990’s

   A set of 12 key practices taken to their ―extremes‖

   A mindset for developers and customers
   A methodology is a formalized process or set of practices for
    creating software.

   An early methodology was the waterfall model.

   PROBLEMS:
    ◦ It assumes that there will be no unforeseen difficulties in the
      software development.

    ◦ It assumes that the customers know (and can specify) what they
      want, in extreme detail.
   Agile programming methodologies assume:

    ◦ Customers can best discover what software meets their needs
      via frequent iterations

    ◦ Requirements will need to be revised, probably multiple times,
      during software development.
XP has nothing new, yet it has something new
 XP is a specific instantiation of an agile process
 XP combines best practices in a different way
 XP is a different approach to development which
  provides-
      Incremental planning
      Flexible implementation
      Automatic tests
    Short description of what customer wants the software
    to do.
   Written by the customer in the customer terminology
    without techno-syntax.
    Used to create time estimates for the release planning
    meeting.
    Used instead of a large requirements document.
◦ Pair Programming
   Teams of two people
◦ Test Driven Development
   Writing lots of tests, and writing them early
◦ Continuous Integration
   Putting code together as you write it, not at the last minute
◦ Coding Standards
   Learn and follow well-established conventions
◦ Collective Code Ownership
   You are responsible for your partner’s code
◦ Simple Design
   Project Structure

    ◦ Project: Customized an existing Labor Collection System.

    ◦ Primary User: Human resource

    ◦ Project Team: Programer1, Programer2, Senior Programmer,
      DBA, Project Manager.
User                  R
      P1, P2, P3   Program
      R and Data   manager




                               P2
                                           Senior Pro.
                     Pro 2

     Prog1



                                                     P3



P1
                      DBA




                               CONVENTIONAL APPROACH

                        Data
P1, P2, P3
 R and Data
                             User




                     Pro 2
                                    PROGRAMMING WITH
                                            XP
Prog1




              Pro
              Lead
   Built-In Quality

   Overall Simplicity

   Programmer Power

   Customer Power
   Hard to do

   constant involvement of the customer

   Informal, little, or no documentation

   Misconception on the cost of change
   Light-weight: discipline without bureaucracy

   Under stress, people do what is easiest
    ◦ All XP practices have short-term benefits as well as long-term
      benefits

   Development as a Conversation

   The code is the documentation
   Not on very large projects

   Not for embedded software if the hardware is frozen

   Not with data-driven apps – RAD for these

   Not with ―Old Economy‖ management
   Work as closely as you can with your partner

   Don’t just ―contribute‖ your share of the code—also review your partner’s
    code, checking for problems.

   You can use all the Java you know, if your partner also understands it

   Don’t:
    ◦ Depend on your partner to do it all
    ◦ Take off and do it all yourself
extreme programming

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extreme programming

  • 1. Submitted in fulfilment of the requirements for the award of the degree of Bachelor of Technology in COMPUTER ENGINEERING Submitted To: Submitted by: MS. Poonam Gera HIMANSHU MUNJAL HOD , C.S. VIII SEM , C.S.
  • 2. INTRODUCTION  AGILE METHODOLOGIES  EXTREME PROGRAMMING(XP)  XP WORKFLOW  XP VALUES  XP PRACTICES  ADVANTAGE & DISADVANTAGE  XP PROGRAMMING EXAMPLE
  • 3. An agile development methodology  Created by Kent Beck in the mid 1990’s  A set of 12 key practices taken to their ―extremes‖  A mindset for developers and customers
  • 4. A methodology is a formalized process or set of practices for creating software.  An early methodology was the waterfall model.  PROBLEMS: ◦ It assumes that there will be no unforeseen difficulties in the software development. ◦ It assumes that the customers know (and can specify) what they want, in extreme detail.
  • 5. Agile programming methodologies assume: ◦ Customers can best discover what software meets their needs via frequent iterations ◦ Requirements will need to be revised, probably multiple times, during software development.
  • 6. XP has nothing new, yet it has something new  XP is a specific instantiation of an agile process  XP combines best practices in a different way  XP is a different approach to development which provides- Incremental planning Flexible implementation Automatic tests
  • 7.
  • 8. Short description of what customer wants the software to do.  Written by the customer in the customer terminology without techno-syntax.  Used to create time estimates for the release planning meeting.  Used instead of a large requirements document.
  • 9.
  • 10. ◦ Pair Programming  Teams of two people ◦ Test Driven Development  Writing lots of tests, and writing them early ◦ Continuous Integration  Putting code together as you write it, not at the last minute ◦ Coding Standards  Learn and follow well-established conventions ◦ Collective Code Ownership  You are responsible for your partner’s code ◦ Simple Design
  • 11. Project Structure ◦ Project: Customized an existing Labor Collection System. ◦ Primary User: Human resource ◦ Project Team: Programer1, Programer2, Senior Programmer, DBA, Project Manager.
  • 12. User R P1, P2, P3 Program R and Data manager P2 Senior Pro. Pro 2 Prog1 P3 P1 DBA CONVENTIONAL APPROACH Data
  • 13. P1, P2, P3 R and Data User Pro 2 PROGRAMMING WITH XP Prog1 Pro Lead
  • 14. Built-In Quality  Overall Simplicity  Programmer Power  Customer Power
  • 15. Hard to do  constant involvement of the customer  Informal, little, or no documentation  Misconception on the cost of change
  • 16. Light-weight: discipline without bureaucracy  Under stress, people do what is easiest ◦ All XP practices have short-term benefits as well as long-term benefits  Development as a Conversation  The code is the documentation
  • 17. Not on very large projects  Not for embedded software if the hardware is frozen  Not with data-driven apps – RAD for these  Not with ―Old Economy‖ management
  • 18. Work as closely as you can with your partner  Don’t just ―contribute‖ your share of the code—also review your partner’s code, checking for problems.  You can use all the Java you know, if your partner also understands it  Don’t: ◦ Depend on your partner to do it all ◦ Take off and do it all yourself