Ppt-3 (Agile Models)
Ppt-3 (Agile Models)
• 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.
❑ Focus on the code rather than the design
❑ Are based on an iterative approach to software development
❑ Are intended to deliver working software quickly and evolve
this quickly to meet changing requirements.
THE AGILE MANIFESTO
• The key point is that agile approaches plan features, not tasks, as the first
priority because features are what customers understand.
AGILITY
Principle Description
Customer involvement Customers should be closely involved throughout the development process.
Their role is provide and prioritize new system requirements and to evaluate the
iterations of the system.
Incremental delivery The software is developed in increments with the customer specifying the
requirements to be included in each increment.
People not process The skills of the development team should be recognized and exploited. Team
members should be left to develop their own ways of working without
prescriptive processes.
Embrace change Expect the system requirements to change and so design the system to
accommodate these changes.
Maintain simplicity Focus on simplicity in both the software being developed and in the
development process. Wherever possible, actively work to eliminate complexity
from the system.
TECHNICAL, HUMAN, ORGANIZATIONAL ISSUES
• 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
• Are systems that are developed using an agile approach maintainable, given the emphasis in the
development process of minimizing formal documentation?
• Scaling agile methods for large systems is difficult. Large systems need up-front design
and some documentation
❑ Incremental development
❑ supported through small, frequent system releases.
❑ People not process
❑ Pair programming, collective ownership and a process that avoids long
working hours.
❑ Customer involvement means full-time customer engagement with the team.
❑ Change
❑ supported through regular system releases.
❑ Maintaining simplicity
❑ through constant refactoring of code.
THE EXTREME PROGRAMMING RELEASE CYCLE
EXTREME PROGRAMMING
PRACTICES (A)
Principle or practice Description
Incremental planning Requirements are recorded on story cards and the stories to be included
in a release are determined by the time available and their relative priority.
The developers break these stories into development ‘Tasks’.
Small releases The minimal useful set of functionality that provides business value is
developed first. Releases of the system are frequent and incrementally
add functionality to the first release.
Test-first development An automated unit test framework is used to write tests for a new piece of
functionality before that functionality itself is implemented.
Refactoring All developers are expected to refactor the code continuously as soon as
possible code improvements are found. This keeps the code simple and
maintainable.
Continuous integration As soon as the work on a task is complete, it is integrated into the whole
system. After any such integration, all the unit tests in the system must
pass.
Sustainable pace Large amounts of overtime are not considered acceptable as the net effect
is often to reduce code quality and medium term productivity
REQUIREMENTS SCENARIOS
❑ XP testing features:
❑ Test-first development.
❑ Incremental test development from scenarios.
❑ User involvement in test development and validation.
❑ Automated test are used to run all component tests each time
that a new release is built.
TEST-FIRST DEVELOPMENT
•Lifecycle of Scrum
•Sprint: A Sprint is a time box of one month or less. A new Sprint starts
immediately after the completion of the previous Sprint. Release: When
the product is completed, it goes to the Release stage.
•Sprint Review: If the product still has some non-achievable features, it
will be checked in this stage and then passed to the Sprint Retrospective
stage.
•Sprint Retrospective: In this stage quality or status of the product is
checked. Product Backlog: According to the prioritize features the product
is organized.
•Sprint Backlog: Sprint Backlog is divided into two parts Product assigned
features to sprint and Sprint planning meeting.
SCRUM ROLES
❑ Product owner
❑ ensures that the team delivers value to the business. The Product Owner writes customer-centric
items (typically user stories), ranks and prioritizes them, and adds them to the product backlog.
❑ Scrum master
❑ protects the development team from external distractions.
❑ a facilitator who arranges daily meetings, tracks the backlog of work to be done, records decisions,
measures progress against the backlog and communicates with customers and management
outside of the team.
❑ Development team
❑ Consists of 3 to 9 software engineers from cross functional area
❑ Include architects, programmers, analysts, QA experts, testers, and UI designers.