The document discusses agile software development methods. It introduces concepts like rapid development, iterative development, and customer involvement. It describes principles of agile methods like incremental delivery, embracing change, and maintaining simplicity. It then focuses on the Extreme Programming (XP) agile method, outlining practices like test-first development, pair programming, and continuous integration. XP uses user stories and tasks to plan work in short iterations with customer involvement.
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Lecture 3 Agile SW Dev't Part I
The document discusses agile software development methods. It introduces concepts like rapid development, iterative development, and customer involvement. It describes principles of agile methods like incremental delivery, embracing change, and maintaining simplicity. It then focuses on the Extreme Programming (XP) agile method, outlining practices like test-first development, pair programming, and continuous integration. XP uses user stories and tasks to plan work in short iterations with customer involvement.
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Lecture 3
Agile Software Development
Lecture 3 Agile software development 1
Rapid Software Development Rapid development and delivery is now often the most important requirement for software systems Businesses operate in a fast –changing requirement and it is practically impossible to produce a set of stable software requirements Software has to evolve quickly to reflect changing business needs. Rapid software development Specification, design and implementation are inter-leaved System is developed as a series of versions with stakeholders involved in version evaluation User interfaces are often developed using an IDE and graphical toolset.
Lecture 3 Agile software development 2
Agile Methods Dissatisfaction with the overheads involved in software design methods of the 1980s and 1990s led to the creation of agile methods. These methods: Focus on the code rather than the design Based on an iterative approach to software development Are intended to deliver working software quickly and evolve this quickly to meet changing requirements. The aim of agile methods is to reduce overheads in the software process (e.g. by limiting documentation) and to be able to respond quickly to changing requirements without excessive rework.
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The principles of agile methods Principle Description Customers should be closely involved throughout the Customer development process. Their role is provide and prioritize involvement new system requirements and to evaluate the iterations of the system. The software is developed in increments with the Incremental customer specifying the requirements to be included in delivery each increment. The skills of the development team should be recognized People not process and exploited. Team members should be left to develop their own ways of working without prescriptive processes.
Expect the system requirements to change and so design
Embrace change the system to accommodate these changes. Focus on simplicity in both the software being developed Maintain simplicity and in the development process. Wherever possible, actively work to eliminate complexity from the system.
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Problems with agile methods It can be difficult to keep the interest of customers who are involved in the process. Team members may be unsuited to the intense involvement that characterizes agile methods. Prioritizing changes can be difficult where there are multiple stakeholders. Maintaining simplicity requires extra work. Contracts may be a problem as with other approaches to iterative development.
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Agile methods and software maintenance Most organizations spend more on maintaining existing software than they do on new software development. So, if agile methods are to be successful, they have to support maintenance as well as original development. Two key issues: Are systems that are developed using an agile approach maintainable, given the emphasis in the development process of minimizing formal documentation? Can agile methods be used effectively for evolving a system in response to customer change requests? Problems may arise if original development team cannot be maintained.
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Plan-driven and agile development Plan-driven development A plan-driven approach to software engineering is based around separate development stages with the outputs to be produced at each of these stages planned in advance. Not necessarily waterfall model – plan-driven, incremental development is possible Iteration occurs within activities. Agile development Specification, design, implementation and testing are inter- leaved and the outputs from the development process are decided through a process of negotiation during the software development process.
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Plan-driven and agile specification
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Extreme Programming Perhaps the best-known and most widely used agile method. Extreme Programming (XP) takes an ‘extreme’ approach to iterative development. New versions may be built several times per day; Increments are delivered to customers every 2 weeks; All tests must be run for every build and the build is only accepted if tests run successfully.
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XP and agile principles Incremental development is supported through small, frequent system releases. Customer involvement means full-time customer engagement with the team. People not process through pair programming, collective ownership and a process that avoids long working hours. Change supported through regular system releases. Maintaining simplicity through constant refactoring of code.
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The extreme programming release cycle
Lecture 3 Agile software development 11
Extreme programming practices (a)
Principle or practice Description
Requirements are recorded on story cards and the stories
Incremental to be included in a release are determined by the time planning available and their relative priority. The developers break these stories into development ‘Tasks’. The minimal useful set of functionality that provides business value is developed first. Releases of the system Small releases are frequent and incrementally add functionality to the first release. Enough design is carried out to meet the current Simple design requirements and no more. An automated unit test framework is used to write tests for Test-first a new piece of functionality before that functionality itself is development implemented. All developers are expected to refactor the code Refactoring continuously as soon as possible code improvements are found. This keeps the code simple and maintainable. Lecture 3 Agile software development 12 Extreme programming practices (b) Developers work in pairs, checking each other’s work and Pair programming providing the support to always do a good job. The pairs of developers work on all areas of the system, so Collective that no islands of expertise develop and all the developers ownership take responsibility for all of the code. Anyone can change anything. As soon as the work on a task is complete, it is integrated Continuous into the whole system. After any such integration, all the integration unit tests in the system must pass. Large amounts of overtime are not considered acceptable Sustainable pace as the net effect is often to reduce code quality and medium term productivity A representative of the end-user of the system (the customer) should be available full time for the use of the On-site customer XP team. In an XP process, the customer is a member of the development team and is responsible for bringing system requirements to the team for implementation. Lecture 3 Agile software development 13 Requirements scenarios In XP, a customer or user is part of the XP team and is responsible for making decisions on requirements. User requirements are expressed as scenarios or user stories. These are written on cards and the development team break them down into implementation tasks. These tasks are the basis of schedule and cost estimates. The customer chooses the stories for inclusion in the next release based on their priorities and the schedule estimates.
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A ‘prescribing medication’ story
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Examples of task cards for prescribing medication
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XP and change Conventional wisdom in software engineering is to design for change. It is worth spending time and effort anticipating changes as this reduces costs later in the life cycle. XP, however, maintains that this is not worthwhile as changes cannot be reliably anticipated. Rather, it proposes constant code improvement (refactoring) to make changes easier when they have to be implemented.
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Refactoring Programming team look for possible software improvements and make these improvements even where there is no immediate need for them. This improves the understandability of the software and so reduces the need for documentation. Changes are easier to make because the code is well- structured and clear. However, some changes requires architecture refactoring and this is much more expensive. Examples: Re-organization of a class hierarchy to remove duplicate code, Tidying up and renaming attributes and methods to make them easier to understand. Lecture 3 Agile software development 18 Any Questions??
Lecture 3 Agile software development 19
Don’t waste your time looking back on what you’ve lost.