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EmacsLisp > EmacsTipsAndTricks > EmacsVsVi > Enamel > EnterpriseApplicationIntegration > EnterpriseGuerilla > ErichGamma > ErichGammaConversations > ErikNaggum > Erlang > ExceptionHandling > Exceptions > ExecutablePseudocode > ExplorativeProgramming > Hacking > ExtensibleStylesheetLanguage > ExtremeProgrammingClear TrailIf it's not tested, it's broken.[1]
Extreme Programming is a discipline of software development based on values of simplicity, communication, feedback, and courage. It works by bringing the whole team together in the presence of simple practices, with enough feedback to enable the team to see where they are and to tune the practices to their unique situation. [2]
design first, write tests to that design, then program, test, perform refactoring and iterate
Always implement things when you actually need them, never when you just foresee that you need them.
Just do it in tiny increments.
Do the simplest thing that could possibly work.
The simplest explanation is the best. When multiple explanations are available for a phenomenon, the simplest version is preferred.
The differences between XP and trial-and-error are basically two-fold: first, you solve each error as it comes up, so that it doesn't compound with later errors. And second, you meant to do it that way in the first place, rather than being forced to come back and deal with unforeseen complications.
"Extreme" means these practices get "turned up" to a much higher "volume" than on traditional projects. XP ignores any other practice (like Wiki:BigDesignUpFront) that does not appear on the list. The result is stable, productive, and very rapid because the practices support each other the more they are used together without interference. An Extreme project is typically so stable and sedate it can lead to Wiki:FortyHourWeeks without any schedule slips.