Upload
kerry-duran
View
18
Download
4
Tags:
Embed Size (px)
DESCRIPTION
Agile Software Development: Practices through Values. C Sc 335 Rick Mercer. Goal and Outline. Main Goal: Suggest practices, values, and some process for completing a final project on time that is better than any one could do it in in four times the time. Outline - PowerPoint PPT Presentation
Citation preview
2
Goal and Outline
Main Goal:– Suggest practices, values, and some process for
completing a final project on time that is better than any one could do it in in four times the time.
Outline– Distinguish Waterfall (plan driven) from Agile– 11 Practices of quality software development– Four values of Extreme Programming (XP)
3
Waterfall Model
Waterfall was described by 1970Understood as– finish each phase– don’t proceed till done
W. W. Royce criticized this– proposed an iterative approach
4
Became Popular
Management liked phases to easily set deadlinesCustomers provide all requirements Analysts translate requirements into specificationCoders implement the specification Reviews ensure the specification is met Testing is performed by others (QA)Maintenance means modifying as little as possible – old code is good code
Change is hard (and costly)
6
Waterfall
It became popular– This process is still is used a lot
Craig Larman's book [1] provides proof that waterfall is a terrible way to develop software – In his study, 87% of all projects failed – The waterfall process was the "single largest contributing factor
for failure, being cited in 81% of the projects as the number one problem."
[1] Agile and Iterative Development: a Manager's Guide, Addison-Wesley Professional, 2003
7
Extreme Programming (XP)
As of 2009, about 14 years of growth– About 25% of new project are Agile
Set of SE practices that produce high-quality software with limited effort
Many books, first by Kent Beck: Extreme Programming–Embrace Change, Addison-Wesley, 2000, ISBN 0-201-61641-6
http://www.extremeprogramming.org/
8
Extreme Programming
XP is – a disciplined approach to software development– code centric: no reckless coding, test-first– successful because it emphasizes customer
involvement and promotes team work– not a solution looking for a problem– One of several "agile" (can adapt to change)
software development processeshttp://www.agilealliance.org/
9
Essence of XP
Four variables in software development: – Cost, Time, Quality, Scope (# features)
Four Values– Communication, Simplicity, Feedback, Courage
Five Principles– Provide feedback, assume simplicity, make incremental
changes, embrace change, quality workPractices (or fewer, or more, or subject to change)– Planning game, small releases, simple designs, automated testing,
continuous integration, refactoring, pair programming, collective ownership, Continuous Integration, on-site customer, coding standard
11
Cost of the Project
Paraphrasing two companies from AgileWhen we bid projects, we charge $X for doing it Waterfall and $X/2 for doing it Agile
12
Goal and Outline
Main Goal:– Suggest practices, values, and some process for completing
a final project on time that is better than any one could do it in in four times the time.
Outline– Distinguish Waterfall (plan driven) from Agile– 11 Practices of quality software development to use on your
final project – Four values of Extreme Programming (XP)
13
Practices: Planning Game
The planning game involves story cards, which are short descriptions of a feature– Provide value to customer– Independent of each other– Testable
Customer write stories cards and prioritize themDevelopers estimate how long a story takes
14
Practices: The planning game
Business decisions (customer)– Scope: which “stories” should be developed– Priority of stories (features)– Release dates
Technical decisions (developers)– Time estimates for features/stories– Elaborate consequences of business decisions– Team organization and process– Scheduling
15
Practices: Estimation
Based on similar stories from the pastTeam effortWe get good at estimation simply by just doing itIdeal Engineering Time (IET)– could be points
Velocity = IET/Calendar Time– we can do 20 points each week– "Customer, which 20 points do you want next week?"
16
Practices: Small Releases
Releases should be as small as possibleShould make sense as a wholePut system into production ASAP– Fast feedback
Deliver valuable features firstShort cycle time– Planning 1-2 months rather than 6-12 months– Or in our case, 2.5 weeks rather than 5 weeks
17
Practices: Simple design
The “right” design– Runs all tests– No code duplication, No code duplication– Fewest possible classes – Short methods– Fulfills all current business requirements
Design for today not the future– But design so the system can change
18
Practices: Testing
Software should be tested, but it is often spotty or overlookedAutomatic testing (JUnit, for example) help us know that a feature works and it will work after refactoring, additional code, and other changesProvides confidence in the program
19
Testing
Write tests at the same time as production code– Unit tests developer– Feature/acceptance tests customer
Don't need a test for every methodTesting can be used to drive development and design of codeAllows for regression testing– Do changes break previously working code
20
SIM/SQS http://www.simgroup.com/Consultancy/regression.html
Regression Testing – re-testing of a previously tested program following
modification to ensure that faults have not been introduced or uncovered as a result of changes.
– Regression tests are designed for repeatability, and are often used when testing a second or later version of the system under test.
– Regression testing can be carried out on all applications, including e-Commerce and web-based systems .
21
Testing
Strong emphasis on regression testing– Unit tests need to execute all the time
Unit tests pass 100%Acceptance tests (we haven't seen these) show progress on which user stories are workingOther testing frameworks include– JMeter, HttpUnit, JProbe, OptimizeIt, CPPUnit
22
Can't unit test always
Won’t have unit tests for– GUIS: There are testing frameworks to simulate and
test user interaction, but not this course– Network, use visual inspection while running– Randomness: Some strategies might have some
randomness, which can be hard to work with
23
Practices: Refactoring
Restructure code without changing the functionalityGoal: Keep design simple– Change bad design when you find it– Remove dead code
Examples at Martin Fowler's Web site: http://www.refactoring.com/ see online catalog
24
Practices: Pair programmingWrite production code with 2 people on one machine– Person 1: Implements the method– Person 2: Thinks strategically about potential improvements, test cases,
issuesPairs change all the time. Has advantages such as– No single expert on any part of the system– Continuous code reviews, fewer defects– Cheaper in the long run, and more fun– Can you form a team of 4 and have everyone see all code?
Problems:– Not all people like it – Pairs need to be able to work together
25
Practices: Collective ownership
All code can be changed by anybody on the teamEverybody is required to improve any portion of bad code s/he seesEveryone has responsibility for the systemIndividual code ownership tends to create experts
26
Practices: Continuous integration
Integration happens after a few hours of developmentCheckout build with your changes, Make sure all tests pass (green bar)In case of errors:
– Do not put changes into the build– Fix problemsCheckin the system to the common repositoryRepeatWe will use CVS to store your code
27
Continuous Integration
Find problems earlyCan see if a change breaks the system more quickly -- while you remember the detailsSmall increments
28
Practices: Coding standards
Coding Standard– Naming conventions and style– Least amount of work possible: Code should exist
once and only once
Team has to adopt a coding standard– Makes it easier to understand other people’s code– Avoids code changes because of syntactic
preferences
29
Practices: On-site customer
Many software projects fail because they do not deliver software that meets business needsReal customer has to be part of the team– Defines business needs– Answers questions and resolves issues– Prioritizes features
30
Outline
Main Goal:– Suggest practices, values, and some process for completing a final
project on time that is better than any one could do it in in four times the time.
Outline– Distinguish Waterfall (plan driven) from Agile– 11 Practices of quality software development to use on your
final project – Four values of Extreme Programming (XP)– Process considerations adapted from Scrum
31
Values: Communication
Communication– Customer centric (write "Stories")– Pair programming– Task estimation– Iteration planning
• What to do in the next time period• May be weekly goals
– Design sessions
32
Values: Simplicity
Simplicity– Choose the simplest thing that will work– Choose the simplest design, technology,
algorithm, technique
33
Values: Feedback
Feedback very important
– Small Iterations– Frequent deliveries– Pair programming– Constant code review – Continuous integration (add often to the build)– automated unit tests (JUnit, for example)
34
Values: Feedback
Compiler feedback: secondsPair programming feedback: half minutesUnit test feedback: few minutesAcceptance testing: half hours– Customers write these, no can do in 335
Customer feedback: daily (or several times/week in our case)Iteration feedback: weeklyFeedBack?
35
Agile ManifestoManifesto for Agile Software 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
That is, while there is value in the items on the right, we value the items on the left more.
36
Outline
Main Goal:– Suggest practices, values, and some process for completing
a final project on time that is better than any one could do it in in four times the time.
Outline– Distinguish Waterfall (plan driven) from Agile– 11 Practices of quality software development to use
on your final project – Four values of Extreme Programming (XP)