Save
Busy. Please wait.
Log in with Clever
or

show password
Forgot Password?

Don't have an account?  Sign up 
Sign up using Clever
or

Username is available taken
show password


Make sure to remember your password. If you forget it there is no way for StudyStack to send you a reset link. You would need to create a new account.
Your email address is only used to allow you to reset your password. See our Privacy Policy and Terms of Service.


Already a StudyStack user? Log In

Reset Password
Enter the associated with your account, and we'll email you a link to reset your password.
focusNode
Didn't know it?
click below
 
Knew it?
click below
Don't Know
Remaining cards (0)
Know
0:00
Embed Code - If you would like this activity on your web page, copy the script below and paste it into your web page.

  Normal Size     Small Size show me how

XP TERMS

XTREME PROGRAMMING TERMS

TermDefinition
SOFTWARE DEVELOPMENT-CENTRIC AGILE METHOD EXTREME PROGRAMMING
XP CORE VALUES - SIMPLICITY - COMMUNICATION - FEEDBACK - COURAGE - RESPECT
XP ROLES - COACH - CUSTOMER - PROGRAMMERS - TESTERS
XP GAMES PT. 1 - RELEASE PLANNING - ITERATION PLANNING - SMALL RELEASES - CUSTOMER TESTS - COLLECTIVE CODE OWNERSHIP
XP GAMES PT. 2 - CODE STANDARDS - SUSTAINABLE PACE - METAPHOR - CONTINUOUS INTEGRATION - TEST DRIVEN DEVELOPMENT - SIMPLE DESIGN - REFACTORING
ELEMENTS OF XP RELEASE PLANNING - PUSH NEW FUNCTIONALITY TO USERS - CUSTOMER OUTLINES REQUIRED FUNCTIONALITY - DEVELOPERS ESTIMATE BUILD DIFFICULTY
ELEMENTS OF XP ITERATION PLANNING - SHORT DEVELOPMENT CYCLES WITHIN A RELEASE - CUSTOMER EXPLAINS FUNCTIONALITY - DEV'S BREAK FUNCTIONALITY DOWN & ESTIMATE WORK BASED ON AMOUNT OF WORK COMPLETED IN PREVIOUS ITERATION
HOW OFTEN DOES ITERATION PLANNING TAKE PLACE IN XP? AT THE START OF EVERY ITERATION, OR EVERY 2 WEEKS
ELEMENTS OF XP SMALL RELEASES - FREQUENT, SMALL RELEASES TO TEST ENV - DEMONSTRATE PROGRESS & INCREASE CUSTOMER VISIBILITY - MAINTAIN QUALITY VIA RIGOROUS TESTING/CONTINUOUS INTEGRATION
ELEMENTS OF XP CUSTOMER TESTS - CUSTOMER DESCRIBES ONE OR MORE TESTS TO SHOW SOFTWARE WORKS - TEAM BUILDS AUTOMATED TESTS TO PROVE SOFTWARE WORKS
ELEMENTS OF XP COLLECTIVE CODE OWNERSHIP - ANY PAIR OF DEVELOPERS CAN IMPROVE OR AMEND ANY CODE - MULTIPLE PEOPLE WORK ON ALL CODE, WHICH INCREASES VISIBILITY & KNOWLEDGE OF CODE BASE - LEADS TO HIGHER QUALITY - LESS RISK IF A DEVELOPER LEAVES DUE TO SHARED KNOWLEDGE
ELEMENTS OF XP CODE STANDARDS - FOLLOW CONSISTENT DEVELOPMENT STANDARD - CODE LOOKS AS IF IT'S BEEN WRITTEN BY A SINGLE, KNOWLEDGEABLE PROGRAMMER
ELEMENTS OF XP SUSTAINABLE PACE - PERIODS OF OT MAY BE NECESSARY, BUT REPEATED, LONG WORK HOURS ARE UNSUSTAINABLE & COUNTERPRODUCTIVE - MAINTAINING SUSTAINABLE PACE OF DEVELOPMENT OPTIMIZES DELIVERY OF LONG-TERM VALUE
XP METAPHORS SIMILES & METAPHORS ARE OFTEN USED TO EXPLAIN DESIGNS & CREATE A SHARED TECHNICAL VISION
EXAMPLE OF XP METAPHOR "INVOICING MODULE IS LIKE ACCOUNTS RECEIVABLE PERSONNEL WHO MAKES SURE MONEY IS COLLECTED FROM OUR CUSTOMERS"
XP CONTINUOUS INTEGRATION BRINGING CODE TOGETHER TO MAKE SURE IT ALL COMPILES & WORKS TOGETHER
ELEMENTS OF XP TEST-DRIVEN DEVELOPMENT - TEAM WRITES TESTS BEFORE NEW CODE - IF TESTS WORK, INITIAL CODE WILL FAIL - CODE PASSES ONCE WRITTEN CORRECTLY
ELEMENTS OF XP PAIR PROGRAMMING - PROD CODE WRITTEN BY 2 DEV'S IN A PAIR TO WRITE & PROVIDE REAL-TIME REVIEWS OF SOFTWARE AS IT EMERGES - HELPS SPREAD SYSTEM KNOWLEDGE THROUGHOUT TEAM
ELEMENTS OF XP SIMPLE DESIGN - CODE IS ALWAYS TESTABLE, BROWSABLE, UNDERSTANDABLE, & EXPLAINABLE - ALWAYS DO SIMPLEST THING THAT COULD WORK NEXT
ELEMENTS OF XP REFACTORING - REMOVE REDUNDANCY - ELIMINATE UNUSED FUNCTIONALITY - REJUVENATE OBSOLETE DESIGNS - SAVE TIME & INCREASE QUALITY THROUGHOUT - CODE IS CLEAN & CONCISE SO EASIER TO UNDERSTAND, MODIFY, & EXTEND
Created by: justin.olive1
Popular Management sets

 

 



Voices

Use these flashcards to help memorize information. Look at the large card and try to recall what is on the other side. Then click the card to flip it. If you knew the answer, click the green Know box. Otherwise, click the red Don't know box.

When you've placed seven or more cards in the Don't know box, click "retry" to try those cards again.

If you've accidentally put the card in the wrong box, just click on the card to take it out of the box.

You can also use your keyboard to move the cards as follows:

If you are logged in to your account, this website will remember which cards you know and don't know so that they are in the same box the next time you log in.

When you need a break, try one of the other activities listed below the flashcards like Matching, Snowman, or Hungry Bug. Although it may feel like you're playing a game, your brain is still making more connections with the information to help you out.

To see how well you know the information, try the Quiz or Test activity.

Pass complete!
"Know" box contains:
Time elapsed:
Retries:
restart all cards