SWE2

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XP: basic principles

--> Fundamental
XP: basic principles

--> Other principles
XP Practices
         
The Planning Game
Small Releases
Metaphor
         
Simple Design
Simple Design
Testing
         
Refactoring
Pair Programming
Collective Code Ownership
         
Continuous Integration
40 hours week
40 hours week
         
On-site Customer
Coding Standards
XP: 13 primary practices
         
XP: 11 corollary practices
Unit Testing Terms

Validating
Unit Testing Terms

Verification
         
Unit Testing Terms

Regression Testing
Unit Testing Terms

Software Faul
Unit Testing Terms

Software Error
         
Unit Testing Terms

Software Failure
A-TRIP
RIGHT-BICEP
         
BICEP - Boundary Conditions

CORRECT
BICEP - Error Conditions
BICEP - Performance
         
Test Doubles in Unit Testing

- Dummy
- Stubs
- Spys
- Fakes
- Mocks
When to Use Mock Objects
Pros of Mock Objects
         
Cons of Mock Objects
Easy Mock Usage Pattern
EasyMock Benefits
         
Benefits of Refactoring
Prerequisites for Refactoring
When to refactor?
         
When NOT to refactor?

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