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A Visiting Professor. Randy Ribler – Lynchburg College PhD from Virginia Tech Postdoc at University of Illinois (UIUC ) Many years of industry experience building systems [email protected] I was here before in 2006 I’m absolutely delighted to be back in 2013. Lynchburg College. - PowerPoint PPT Presentation
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A Visiting Professor
Randy Ribler – Lynchburg College PhD from Virginia Tech Postdoc at University of Illinois (UIUC) Many years of industry experience
building systems [email protected]
I was here before in 2006 I’m absolutely delighted to be back
in 2013
Lynchburg College
Hobbs Hall
Central Virginia
Intro to Software Engineering
How do we build big systems? How do people work together best? How can we prevent project failure?
Failure rates are debatable, but undeniably too high
How should individual programmers do their jobs?
What are “best practices”
SE is unlike other subfields of Computer Science
Fewer things are provable Hard/Impossible to repeat anything
Every situation is a different Projects are different Staff is different Tools are different Customers are different
SE has been wrong before Conventional wisdom has changed
radically in the last several years.
Software Engineering has Value Structured Programming Object-oriented Programming Design Patterns Configuration Management Pair Programming Test-driven Development Refactoring A number of software process models Coding Standards Tools
What if everyone just codes?
Chaos! No agreement on exactly what the
system must do No comprehensive high-level design Difficult coordination between team
members▪ How do we know what we should be working
on ? What happens if someone leaves? How do we bring all the pieces together?
The Waterfall Model
Phases of the waterfall – each phase must be completed before moving to the next
Requirements Determine exactly what the system must do.
Generally, say nothing about how it does it. A requirements specification document is produced.
System Design High-level design breaks the system in to pieces
(modules)▪ Describe how each of the pieces work and communicate.
Low-level design▪ Write pseudo-code for all the modules
Design documents are produced
Phases of the waterfall – each phase must be completed before moving to the next
Implementation (Coding) Typically cited as expected to take 10-
15% of project time. Testing
Unit testing Integration Testing
Deployment Deliver the system to the customer▪ Sometimes this is the first time the customer
has seen the system work!
Phases of the waterfall – each phase must be completed before moving to the next
Maintenance Debug problems Make Enhancements This phase is acknowledged to be the
most expensive
Expensive backtracking when errors are found – the further back we go, the more expensive the fix
Good Qualities of Waterfall Follows other engineering disciplines –
“Have a blueprint before you build anything”
The entire system is planned from the beginning, allowing design to be comprehensive.
The customer is told what they will get from the beginning Good for contracts, at least on the surface
Module breakdown provides parallelism of effort.
Problems with the Waterfall The less sure we are about what we want
the more expensive it will be What happens if the project is cancelled
before deployment? How do we keep all the documents
consistent? How do we know that the system will solve
the user’s problem? How do we know how long things will take? It is unclear how effective it is.
Extreme Programming- Discussion of Chapter 1 in Martin and Martin
Manifesto for Agile Development
We are uncovering better ways of developing software by doing it and helping others do it. Through this work we have come to value: Individuals and interactions over
processes and tools Working software over comprehensive
documentation Customer collaboration over contract
negotiation Responding to change over following
a plan
Manifesto (continued)
That is, while there is value in the items on the right, we value the items on the left more.
XP Principles
Our highest priority is to satisfy the customer through early and continuous delivery of valuable software.
Welcome changing requirements, even late in development. Agile processes harness change for the customer’s competitive advantage.
Deliver working software frequently, from a couple of weeks to a couple of months, with a preference to the shorter time scale.
XP Principles (contined)
Businesspeople and developers must work together daily throughout the project.
Build projects around motivated individuals. Give them the environment and support they need, and trust them to get the job done.
The most efficient and effective method of conveying information to and within a development team is face-to-face conversation.
XP Principles (continued) Working software is the primary measure of
progress. Agile processes promote sustainable
development. The sponsors, developers, and users should be able to maintain a constant pace indefinitely.
Continuous attention to technical excellence and good design enhances agility.
Simplicity – the art of maximizing the amount of work not done – is essential.
XP Principles (continued)
The best architectures, requirements, and designs emerge from self-organizing teams.
At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly.
Software Development Extreme Programming
Relatively new software development process Very clearly defined roles for the development team
(Development) and the management team (Business)
Extreme Programming Explained – Embrace Change▪ Kent Beck, 2000, 2005
An incremental software development process One of a family of “agile” development processes Less formal specification and design
Stories
In XP, user requirements are expressed as stories
Stories are determined in meetings between customers and developers
Sample Stories: A user logs into the system A user makes a deposit to their account
Stories are recorded on index cards Developers estimate the work required to
implement a story
Frequent Releases
A release is software that is delivered to the customer In extreme programming (XP), releases are made
frequently. (approximately every 3 months) Releases consist of working code, but they are
usually snapshots of works in progress. Releases allow the customer to see how the
system is developing and react to problems at early stages (provide feedback)
The customer determines which stories are included in the release, constrained by a budget determined by the previous release.
Iterations
Releases are implemented through a series of iterations.
Iterations produce working software demonstrated every 1-2 weeks to get user feedback
Iteration Plan Collection of stories meeting a budget
established by developers Budget is determined by progress made
during the previous iteration Stories are broken up into “tasks”
Acceptance Tests
Details of user stories specified by the customer
The virtual requirements document Everyone can read and understand
these tests Once a test passes, it should never
be allowed to break for more than a few hours
Critical Components of Extreme Programming
Pair Programming Test-driven Development (TDD) Refactoring Open Workspaces Customers as team members
Pair Programming
Two programmers work together One types One watches for errors, makes suggestions, helps Occasionally switch roles
Benefits Fewer bugs initially Two heads are better than one Information and Ownership Sharing▪ Both programmers understand this code well
Information Transfer▪ Learn techniques from each other▪ Learn about all parts of the system
Isn’t this more expensive? It doesn’t seem to be
Pair Programming (continued)
Change pairs frequently (once per day)
Everyone works on everything
Refactoring
Improve code without changing its function Contrary to “if it works don’t fix it”▪ “If it works, make it better”
Make a series of small transformations to make the code better.
Verify the you have not broken the code A unified design can emerge.
Test-Driven Development (TDD) All production code is written to make
a failing test pass. Loop▪ Write a failing test▪ Make the test pass▪ Refactor
Result▪ All production code has unit tests available
from the start.▪ Refactoring can be done with confidence as
tests exist to verify correctness.
Overtime
The team is not allowed to work overtime, other than during the last week of a release
Overtime is viewed as borrowing time from the future, with the interest being a dramatic reduction in quality
Open Workspace (War Room)
Programmers do not work in private offices
Everyone works together in one big room Better communication Less reliance of formal meetings
XP Philosophies
Consider the simplest thing that could possibly work
You aren’t going to need what you think you will need
Reject duplication of code.
Collective Ownership
Any pair as the right to check out any module and improve it Configuration Management supports
this.
The Planning Game
Business and Development play the planning game to determine what to do next.
Stories
Each system feature is broken down to 1 or more user "stories.”
e. g., “a student drops a course,” “a user logs in,” “the system is asked to find a specific course that fits in a given schedule.”
Continuous Integration
Check in code after one or two hour’s work
Don’t integrate large modules all at once
Stories on Index Cards
Stories are written on index cards▪ just enough to remember what they are. ▪ We don’t want lots of details.
Index card contents
name of the story date brief description of story number of "points" the story requires
(cost) ▪ estimates are not in hours, they are in points
that have a consistent value Notes Anything helpful
Stories are dynamic.
rewritten broken up into smaller stories if they are
too large combined with other stories if they are
too small. discarded
Three Phases of Planning Game
Phases are cyclical - you will move back and forth between the phases during the course of the game. Exploration▪ Determine what new things the system might do.
Commitment ▪ Decide what subset of all possible requirements
to purse next Steering▪ Update the plan based on what Business and
Development learn
Exploration
Determine what new things the system
might do. Moves▪ Write a story (Business)▪ Estimate a story (Development)▪ Split a story
Commitment
Decide what subset of all possible requirements to purse next. Moves ▪ Business Sorts by Value▪ Three piles
Essential Significant business value Nice to have
▪ Development Sorts by Risk▪ Three piles
Cost estimates can be precise Cost estimates can be reasonably precise Cost estimates cannot be precise
Commitment Moves (continued)
Set Velocity Development tells Business how fast the
team can work.
Choose Scope Business chooses the set of cards that
will be included in the release
Steering
Update the plan based on what Business and Development learn Steering Moves: ▪ Iteration▪ Business picks one iteration worth of the most
valuable stories to be implemented.
▪ Recovery ▪ If Development realizes that it has overestimated its
velocity, it can ask Business to specify a smaller subset of the current stories.
Steering Moves (continued)
New Story If Business realizes it needs a new story,
Business removes stories with equivalent estimates and inserts the new story.
Reestimate If Development feels that the plan no
longer provides an accurate map of development, it can re-estimate all of the remaining stories and set velocity again.
Steering Moves (continued)
Velocity The number of story points we complete each
iteration is our "velocity." Our next iteration will use our current velocity
for determining the number of points we can commit to for the next iteration.
Release Planning Given velocity, Business gets good estimates of
the cost of features Managers use both cost and priority to schedule
the development sequence of features.
Iteration Planning
Players are just the programmers No management
Stories are broken in tasks Tasks are recorded on index cards
Programmers accept responsibility for tasks
Programmers estimate the time required for each task (perfect programming days/hours)
Programmers test and implement tasks using pair programming
The Iteration Planning Game
Exploration Phase Write a task Split/combine a task
Iteration Planning Phases
Commitment Phase Accept a task▪ Programmer volunteers to accept responsibility for a
task▪ Estimate a task▪ The programmer who has accepted responsibility for a task
estimates the time required to complete it (usually in perfect days or perfect programming hours)
▪ Set load factors▪ What percentage of the available time will you work on your
tasks?
▪ Balancing▪ Determine how well the available time matches the estimated
task time for each individual – redistribute as necessary
Iteration Planning Phases
Steering Phase Implement a task▪ Use pair programming▪ Use test-driven development
Record Progress Keep track how much time has been spent on each
task Recovery
Reduce task scope of task/story Remove non-essential tasks Get more/better help Ask customer to defer some stories
Iteration Planning Phases
Test-Driven Development (TDD)
Loop▪ Write a failing test▪ Make the test pass▪ Refactor
Most development environments now have direct support for TDD▪ NUnit is one of the most popular tools for TDD▪ Microsoft Visual Studio supports a number of
TDD tools, as does Eclipse▪ Both environments support versions of Nunit
TDD in Visual Studio 2012
Using Nunit Create a TestClass with the attribute
[TestFixture]
[TestFixture]class chessClassTests{}
Using NUnit
Add a reference to NUnit References | Manage NuGet Packages Search for NUnit Install
Add “using NUnit.Framework;” to your test files.
Under Tests | Test Settings Select “Run Tests After Build”