Extreme Programming is a software development technique that aims to increase software reliability and its flexibility to react to new customer or client requirements. During the mid-to-late-1990s, when working on the Chrysler Comprehensive Compensation System (C3), software developer Ken Beck pioneered the Agile Extreme Programming approach. He released Extreme Programming Explained in October 1999, explaining the whole technique to others, and soon afterward established the official website.
Updated on: 2021-06-30
As with other Agile development methodologies, Agile Extreme Programming attempts to deliver iterative and frequent minor releases throughout the project, moreover enabling team members and customers to inspect and assess the project’s progress across the SDLC.
We’ll explore what Extreme Programming is and how it works throughout this article, from the values and concepts that underpin it to the rules and procedural best practices that guide implementing a new agile Extreme Programming project, so let’s get started!
Extreme Programming Value
XP is more than a collection of agile management procedures; it is a set of standards that will help your team operate more efficiently and successfully. The values of Agile Extreme Programming are:
Teams do the task which is at present. Each stage of a complex process is broken down into smaller, more manageable tasks for team members to perform accordingly.
Teams collaborate on all aspects of the project, from requirement gathering to code implementation, and engage in daily standup meetings to keep all teams notified. Any complaints or issues are immediately handled.
Consistency in providing constructive feedback
In XP, teams adjust their processes to the task and client requirements, not vice versa. Therefore, the team should often present their program early to collect client feedback and make required adjustments.
Extreme programming fosters an attitude of “all for one and one for all.” Each team member, regardless of their position in the hierarchy, is valued for their efforts. The staff values the customers’ perspectives and vice versa.
Team members respond to different circumstances and take ownership of their job. They are honest about their achievements; there are no “half-truths” or justifications for their inability to help people feel better. There is no need to be worried since nobody works individually.
Extreme programming methodology’s rules
Don Wells released the first XP guidelines in 1999 to refute allegations that extreme programming does not support essential software development tasks such as planning, management, and design. Follow these fundamental processes for each iteration, from planning to testing the program.
Rather than comprehensive requirement specification, the client creates user stories that detail the functionality they want to see and the value creation and importance assigned to each feature. User stories do not have to be comprehensive or technical; they need to offer enough information to assist the team in estimating the time required to develop those features.
The team then develops a release plan and breaks the project down into iteration (one to three weeks long). To communicate the schedule with the team, project managers may wish to construct a timeline or a simplified Gantt chart.
This guideline relates to the importance of simplicity: Begin with the simplest design possible, since it will take less time to finish than the more complicated solution. Avoid early functionality additions. you should often refactor to maintain a clean and simple codebase. Create spike solutions to investigate possible issues before they become a burden to your team.
Additionally, Kent Beck and Ward Cunningham developed class-responsibility-collaboration (CRC) cards to be used in conjunction with the XP approach. These cards enable the whole project team to collaborate on system design and seeing how things interact.
Finally, the moment has come to implement code. XP adheres to the principle of collective code ownership: Every developer has the ability to examine code and add features, correct problems, or restructure accordingly. To ensure that collaborative code ownership is successful, the team should:
- Select a system analogy
- Experiment with pair programming. Team members collaborate in pairs at a single computer to develop and deploy code. At any one moment, only one pair integrates code.
- Every several hours, integrate and commit code to the repository.
The client should be present throughout this process, ideally on-site, to answer questions and establish the requirements.
Before the code can be published, the team runs unit tests and resolves problems. Additionally, they do regular acceptance testing.
When to utilize Extreme Programming
Even after reading its rules and principles, are you still uncertain if XP will meet your team’s needs. Extreme programming may be beneficial for teams that:
- Expect the functionality of their system to change every few months.
- Work with clients whose needs are always changing or who are unsure of what they want the system to accomplish.
- Desire to minimize project risk, particularly in the face of tight timelines.
- Employ a limited amount of programmers (between 2 and 12 is preferable).
- Possess the ability to collaborate closely with clients.
- Possess the ability to develop automated unit and functional tests.
If your team places a priority on communication and ongoing growth, extreme programming may be worth a try. Because this highly flexible approach demands continuous customer input, anticipates mistakes along the way, and forces workers to collaborate, XP not only guarantees a healthy product delivery but also inadvertently boosts efficiency for development teams worldwide.