Standard practices in no particular order are:
The 10-minute build practice is an extreme programming practice where the code base is designed by the developer to be built automatically. The code base is also designed to test run in ten minutes or less. It is from the amount of time required for the code base to finish running all tests that the 10-minute build derives its name.
The concept of Collective Code Ownership points out to the fact that in an agile software development process, no single member of the whole team owns any specific part of the source code. Therefore, any member of the team can contribute a fresh idea to the project that’s meant to improve the design of the software and fix any bugs in the project. In the process, there is a consistent application of coding standards and each member of the team contributes in a manner that can be deciphered by any member of the whole team. Any new versions created by any member of the team that is incomprehensible are replaced by simpler versions that can be understood by all the members involved in the process.
Continuous Integration is a software development practice wherein the code is stored in the central repository, in a way that it is accessible; once the system is received, automated builds and tests are run on it. Continuous integration is a practice specially devised to build or integrate the stages of development. The idea is to identify bugs and remove them during the development process, thus reducing turnaround time and improving the quality of the software being released as a result. This practice enhances the developer’s productivity and helps release versions quickly and easily. DevOps companies with continuous integration practices tend to automate the software development & delivery processes, thus enabling coordinated teams and reducing lead time between bug fixes, and increased mean time for recovery.
While designing a system, a good team does not assume that they are getting everything right. The team has to prove that what it is doing works and what they are designing is the system needed by the customer. Customer tests allow a customer and programmers to know whether the system is working as they expect it. This practice also makes it possible for the customer to inform the programmer what should be done to meet all the customer requirements.
In extreme programming, simplified design is a fundamental rule to be followed. However, when putting all the designs into play, the design must be refactored.
As it were, you may be aware of specific Extreme Programming practices including test-first incremental design and continuous integration among others. Well, for you to gain the most from each particular practice, you must be fully aware of the values and rules governing the practices. It can sometimes be so painful and time wasting, trying to generate tests just because you want them to meet a particular job requirement. It is, therefore, useful to bear in mind that by so doing, you will be offering details not only to yourself and other developers as well. Instead, it would be better if you did and enjoyed TDD.
Due to changing customer requirements, an experimental approach is needed to suit the ever-changing design and development of the software. As the design is continually evolving, this is crucial towards finetuning it, as it cannot be preconceived before the project begins allowing for a more experimental approach, proving why incremental design is necessary. Incremental design tends to work better because the up-front design doesn’t take into account the flaws that can only be discovered later.
Extreme Programming (XP) was designed to produce vast amounts code and deliver software quickly and timely with less cost. To facilitate that process various practices have to be implemented, one of which is the practice of System Metaphor. Unfortunately, it is one of the least understood and is rarely put into practice as a result.
Pair Programming - also known as Peer Programming - is an extreme programming technique in which programmers work in a pair at one workstation. The idea is similar to a pilot of a rally car - one is the driver, and his team mate gives instructions where what’s ahead.
Extreme programming software development methodology is becoming one of the top software development approaches that ensure customer satisfaction, better design and smooth project development in the software engineering companies. One of the unique features of this method is its planning process which is technically referred to as XP planning game.
Amongst the twelve primary practices of XP comes Quarterly Cycle. Quarterly Cycle along with the other methods helps in assuring a real flow for Extreme Programming. The primary purpose of Quarterly Cycle is to keep an overall track of the project. This in-depth means a Quarterly cycle is like an index to all the weekly periods happening in the project. A quarterly cycle will also help in eliminating minute details and will enable us to focus on the critical areas of the project.
Of the four basic practices of Extreme Programming (XP) it is the design phase that can be the most problematic. For this reason, in implementing Extreme Programming practices, the practice of Simple Design needs to be taken note of.
The Sit Together is an extreme programming practice in which all programmers on teamwork simultaneously within one workspace. The room may have separate workstations where the team members can work individually or in smaller groups of twos (Peer Programming). It is advised that there be a board or projector screen where general plans or instructions from the team leader may be written.
Slack is a type of Agile practice in Extreme programming (XP). Slack is essential in planning for a successful sprint that yields consistent and high-quality results.
Small releases generally are releasing miniature versions of your product to the public over short time intervals. Afterward, analyze the information received from your customers’ reactions.
The term story seems to be unfamiliar with the programming, but actually, it is entirely related with the Extreme Programming Practice. This is a part of the Agile Methodology’s Extreme Programming Practicing factor, in which the product development is done on the bases of the story statement of the user for whom the product is to be designed. The story is a three-sentence text document provided by the user-written on his user card and termed as “User Story.” This is not the document that contains the detailed requirement information of the user, but it is a document that is created and submitted by the user before submitting his detailed requirement document. The extreme programming practice is done on the bases of this user story.
The sustainable pace practice was coined by Kent Beck to replace the “40 hour week” approach of measuring employee output. The current capacity of producing quality work within a time constraint -of a week, for example- is hard to standardize in Extreme Programming because it is a factor of talent. More work hours does not necessarily translate to better productivity.
Weekly-Cycle is one of the primary practices of Extreme Programming. It describes the process of setting up a weekly team and customer meeting. During the meeting, you’ll review your previous work and establish the software development process and goals for the upcoming week.
Achieve a desirable final product in a professional software development process is an emphasis that has to be put on the importance of working together. In a whole-team approach, all individuals possessing the necessary skills required in working towards achieving a common target need to put in a synchronized effort to ensure the project is a success.