Week 4 - Agility Principles

Download as ppt, pdf, or txt
Download as ppt, pdf, or txt
You are on page 1of 46

Software Engineering

Agile Software Development


Week # 04

1
Traditional Process Models
A quick overview

2
Waterfall Model
(Diagram)
Communication
Project initiation
Requirements gathering

Planning
Estimating
Scheduling
Tracking Modeling
Analysis
Design Construction
Code
Test Deployment
Delivery
Support
Feedback
3 3
Incremental Model
(Diagram)
Increment #1

Communication
Planning
Modeling Constructio
Increment #2
n Deploymen
Communication t
Planning
Modeling Constructio
Increment #3 n Deploymen
t
Communication
Planning
Modeling Constructio
n Deploy……

4 4
Prototyping Model
(Diagram)

Quick Planning

Communication
Start

Modeling
Quick Design
Deployment,
Delivery,
and Feedback

Construction
Of Prototype
5 5
Spiral Model
(Diagram)
Planning

Communication

Start Modeling

Start

Deployment Construction

6 6
Today’s Outline

• Agile Software Development


• Agile Process Models
– Extreme Programming
– SCRUM

7
Common Fears for Developers
• The project will produce the wrong product.
• The project will produce a product of inferior
quality.
• The project will be late.
• We’ll have to work 80 hour weeks.
• We’ll have to break commitments.
• We won’t be having fun.

8
What is “Agility”?
• Effective (rapid and adaptive) response to change
• Effective communication among all stakeholders
• Drawing the customer onto the team
• Organizing a team so that it is in control of the work
performed (must know about the size of increment
and within increment task should be divided)

Yielding …

• Rapid, incremental delivery of software

9
An Agile Process
• Is driven by customer descriptions of what is required
(scenarios)
• Recognizes that plans are short-lived
• Develops software iteratively with a heavy emphasis
on construction activities
• Delivers multiple ‘software increments’
• Adapts as changes occur

10
Principles of agile methods

11
Agile process models
• Extreme Programming (XP)

• Scrum

12
Extreme Programming (XP)
• 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.
• XP Values
– Communication(There will an effective communication b/w all
stack holders)
– Simplicity (Maintain Simplicity don’t waste time on documentation
planning and design)
– Feedback (Customer feedback)
– Courage (emphasis on testing again and again for each build)
– Respect (Respect for team members)
13
Extreme Programming (XP)

14
The extreme programming
release cycle

15
Extreme Programming (XP)
• XP Planning
– Begins with the creation of user stories
– Agile team assesses each story and assigns a cost
– Stories are grouped to for a deliverable increment
– A commitment is made on delivery date
– After the first increment project velocity is used to
help define subsequent delivery dates for other
increments

16
Extreme Programming (XP)
• XP Design
– Follows the KIS (keep it simple) principle
– Encourage the use of CRC (class-responsibility-
cards) cards
– For difficult design problems, suggests the
creation of spike solutions — a design prototype
– Encourages refactoring — an iterative
refinement of the internal program design
• XP Coding
– Recommends the construction of a unit test for
a story before coding commences
– Encourages pair programming

17
Extreme Programming (XP)
• XP Testing
– All unit tests are executed daily
– Acceptance tests are defined by the customer and
executed to assess customer visible functionality

18
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.

19
Customer involvement
• Customer involvement is a key part of XP where
the customer is part of the development team.
• The role of the customer is:
– To help develop stories that define the requirements
– To help prioritize the features to be implemented in
each release
– To help develop acceptance tests which assess
whether or not the system meets its requirements.

20
Requirements scenarios

• In XP, 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.

21
Story card for document
downloading
Downloading and printing an article

First, you select the article that you want from a displayed list.
You
then have to tell the system how you will pay for it - this can either
be through a subscription, through a company account or by credit
card.

After this, you get a copyright form from the system to fill in and,
when you have submitted this, the article you want is downloaded
onto your computer .

You then choose a printer and a copy of the article is printed.


You
tell the system if printing has been successful.

If the article is a print-only article, you canÕ


t keep the PDF version
so it is automatically deleted from your computer .
22
Task cards for document
downloading

Task 1: Implement principal workflow

Task 2: Implement article catalog and selection

Task 3: Implement payment collection

Payment may be made in 3 different ways. The user


selects which way they wish to pay . If the user
has a library subscription, then they can input the
subscriber key which should be checked by the
system.Alternatively, they can input an org anisational
account number.If this is valid, a debit of the cost
of the article is posted to this account. Finally
, they
may input a 16 digit credit card number and expiry
date. This should be checked for validity and, if
valid a debit is posted to that credit card account.

23
Test case description

Test 4: Test credit card validity


Input:
A string representing the credit card number and two integers representing
the month and year when the card expires
Tests:
Check that all bytes in the string are digits
Check that the month lies between 1 and 12 and the
year is greater than or equal to the current year
.
Using the first 4 digits of the credit card number
,
check that the card issuer is valid by looking up the
card issuer table. Check credit card validity by submitting the card
number and expiry date information to the card
issuer
Output:
OK or error message indicating that the card is invalid

24
XP and change
• A fundamental precept of traditional 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.

25
Refactoring
• Refactoring is the process of code improvement where
code is reorganized and rewritten to make it more
efficient, easier to understand, etc.
• Refactoring is required because frequent releases mean
that code is developed incrementally and therefore tends
to become messy.
• Refactoring should not change the functionality of the
system.
• Automated testing simplifies refactoring as you can see if
the changed code still runs the tests successfully.

26
Testing in XP
• Test-first development.
• Incremental test development from scenarios.
• User involvement in test development and validation.
• Automated test harnesses are used to run all component
tests each time that a new release is built.

27
Pair programming
• In XP, programmers work in pairs, sitting together to
develop code.
• This helps develop common ownership of code and
spreads knowledge across the team.
• It serves as an informal review process as each line of
code is looked at by more than 1 person.
• It encourages refactoring as the whole team can benefit
from this.
• Measurements suggest that development productivity
with pair programming is similar to that of two people
working independently.

28
Problems with XP
• Customer involvement
– This is perhaps the most difficult problem. It may be difficult or
impossible to find a customer who can represent all stakeholders
and who can be taken off their normal work to become part of the
XP team. For generic products, there is no ‘customer’ - the
marketing team may not be typical of real customers.
• Architectural design
– The incremental style of development can mean that
inappropriate architectural decisions are made at an
early stage of the process.
– Problems with these may not become clear until many
features have been implemented and refactoring the
architecture is very expensive.
29
Problems with XP
– Test complacency
• It is easy for a team to believe that because it has many
tests, the system is properly tested.
• Because of the automated testing approach, there is a
tendency to develop tests that are easy to automate rather
than tests that are ‘good’ tests.

30
Key points
• Extreme programming includes practices such as
systematic testing, continuous improvement and
customer involvement.
• Customers are involved in developing requirements
which are expressed as simple scenarios.
• The approach to testing in XP is a particular strength
where executable tests are developed before the code is
written.
• Key problems with XP include difficulties of getting
representative customers and problems of architectural
design.

31
Scrum
• Emphasizes use of a set of software patterns
– Backlog
– Sprints
– Scrum meetings

32
Scrum

33
Scrum’s Roles
• The Product Owner
• The Scrum Master
• The Team
• Everyone else is not part of Scrum

34
Scrum’s Practices
• The Sprint Planning Meeting
• The Sprint
• The Sprint Review Meeting
• The Daily Scrum
• Everything else is not part of Scrum

35
The Sprint Planning Meeting
• Product Owner describes highest priority features to the Team.

• Team decides what they can commit to delivering in the Sprint.

36
The Sprint Review Meeting
• Time boxed to one hour of prep and four hours of meeting.
• Team demonstrates product increment to product owner’s
satisfaction.
• Informality is encouraged. PowerPoint is discouraged.

37
The Daily Scrum
• Time boxed to fifteen minutes!
• The Team and the Scrum Master only.
• What have you accomplished since yesterday?
• Are your Sprint Backlog estimates accurate?
• What are you working on today?
• Is there anything blocking you?

38
The Sprint Retrospective
• Time boxed to three hours.
• Team, Scrum Master, and (optionally) Product Owner review the
last Sprint
• What went well?
• What can be improved?
• Actionable items are presented to the Product Owner for
prioritization as non-functional requirements.

39
Scrum’s Artifacts
• The Product Backlog
• The Sprint Backlog
• The Sprint Burndown Chart
• The Product Increment
• Everything else is not part of Scrum

40
The Product Backlog

41
The Sprint Backlog

42
The Sprint Burndown Chart

43
The Product Increment
• Delivers measurable value
• “Potentially Shippable”: the process can be halted after every Sprint
and there will be some value, some ROI
• Must be a product, no matter how incomplete

44
Some reasons to avoid Scrum
• Your current software development produces acceptable results
• Your project cannot be decomposed into good, increment-able requirements
(“big ball of mud”)
• Your engineering practices embrace heavy, up-front design, the
construction of baroque frameworks, and throw-it-over-the-wall attitudes
towards QA.
• Your management practices embrace ‘do it now and forget what I told you
to do yesterday’.

45
Summary
• Agility principles
• XP
• Scrum
• When to choose which model?

46

You might also like