Chapter 01 3
Chapter 01 3
Dr. M. Zhu
Chapter 3
Agile Development
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(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 1
The Manifesto 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 theKent Beck
items onetthe
al
left more.”
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What is “Agility”?
Effective (rapid and adaptive) response to change (team members, new
technology, requirements)
Effective communication in structure and attitudes among all team
members, technological and business people, software engineers and
managers 。
Drawing the customer into the team. Eliminate “us and them” attitude.
Planning in an uncertain world has its limits and plan must be flexible.
Organizing a team so that it is in control of the work performed
Eliminate all but the most essential work products and keep them lean.
Emphasize an incremental delivery strategy as opposed to intermediate
products that gets working software to the customer as rapidly as feasible.
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What is “Agility”?
Yielding …
Rapid, incremental delivery of software
The development guidelines stress delivery over
analysis and design although these activates are not
discouraged, and active and continuous
communication between developers and customers.
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Why and What Steps are“Agility”
important?
Why? The modern business environment is fast-paced
and ever-changing. It represents a reasonable alternative
to conventional software engineering for certain classes
of software projects. It has been demonstrated to deliver
successful systems quickly.
What? May be termed as “software engineering lite” The
basic activities- communication, planning, modeling,
construction and deployment remain. But they morph into
a minimal task set that push the team toward
construction and delivery sooner.
The only really important work product is an operational
“software increment” that is delivered.
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Agility and the Cost of Change
Conventional wisdom is that the cost of change increases nonlinearly
as a project progresses. It is relatively easy to accommodate a change
when a team is gathering requirements early in a project. If there are
any changes, the costs of doing this work are minimal. But if the middle
of validation testing, a stakeholder is requesting a major functional
change. Then the change requires a modification to the architectural
design, construction of new components, changes to other existing
components, new testing and so on. Costs escalate quickly.
These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 6
Agility and the Cost of Change
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An Agile Process
Is driven by customer descriptions of what is required
(scenarios). Some assumptions:
Recognizes that plans are short-lived (some requirements will persist, some
will change. Customer priorities will change)
Develops software iteratively with a heavy emphasis on construction
activities (design and construction are interleaved, hard to say how much design is
necessary before construction. Design models are proven as they are created. )
Analysis, design, construction and testing are not predictable.
Thus has to Adapt as changes occur due to unpredictability
Delivers multiple ‘software increments’, deliver an operational
prototype or portion of an OS to collect customer feedback for
adaption.
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Agility Principles - I
1. Our highest priority is to satisfy the customer through
early and continuous delivery of valuable software.
2. Welcome changing requirements, even late in
development. Agile processes harness change for the
customer's competitive advantage.
3. Deliver working software frequently, from a couple of
weeks to a couple of months, with a preference to the
shorter timescale.
4. Business people and developers must work together
daily throughout the project.
5. Build projects around motivated individuals. Give them
the environment and support they need, and trust them
to get the job done.
6. The most efficient and effective method of conveying
information to and within a development team is face–
to–face conversation.
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Agility Principles - II
7. Working software is the primary measure of
progress.
8. Agile processes promote sustainable development.
The sponsors, developers, and users should be
able to maintain a constant pace indefinitely.
9. Continuous attention to technical excellence and
good design enhances agility.
10. Simplicity – the art of maximizing the amount of
work not done – is essential.
11. The best architectures, requirements, and
designs emerge from self–organizing teams.
12. At regular intervals, the team reflects on how to
become more effective, then tunes and adjusts its
behavior accordingly.
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Human Factors
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Extreme Programming (XP)
The most widely used agile process, originally proposed by Kent Beck in
2004. It uses an object-oriented approach.
XP Planning
Begins with the listening, leads to creation of “user stories” that describes
required output, features, and functionality. Customer assigns a value(i.e., a
priority) to each story.
Agile team assesses each story and assigns a cost (development weeks. If more
than 3 weeks, customer asked to split into smaller stories)
Working together, stories are grouped for a deliverable increment next release.
A commitment (stories to be included, delivery date and other project matters)
is made. Three ways: 1. Either all stories will be implemented in a few weeks, 2. high
priority stories first, or 3. the riskiest stories will be implemented first.
After the first increment “project velocity”, namely number of stories
implemented during the first release is used to help define subsequent delivery
dates for other increments. Customers can add stories, delete existing stories,
change values of an existing story, split stories as development work proceeds.
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Extreme Programming (XP)
XP Design ( occurs both before and after coding as refactoring is encouraged)
Follows the KIS principle (keep it simple) Nothing more nothing less than the story.
Encourage the use of CRC (class-responsibility-collaborator) cards in an object-oriented context.
The only design work product of XP. They identify and organize the classes that are relevant to
the current software increment. (see Chapter 8)
For difficult design problems, suggests the creation of “spike solutions”—a design prototype for
that portion is implemented and evaluated.
Encourages “refactoring”—an iterative refinement of the internal program design. Does not alter
the external behavior yet improve the internal structure. Minimize chances of bugs. More efficient,
easy to read.
XP Coding
Recommends the construction of a unit test for a story before coding commences. So
implementer can focus on what must be implemented to pass the test.
Encourages “pair programming”. Two people work together at one workstation. Real time problem
solving, real time review for quality assurance. Take slightly different roles.
XP Testing
All unit tests are executed daily and ideally should be automated. Regression tests are conducted
to test current and previous components.
“Acceptance tests” are defined by the customer and executed to assess customer visible
functionality
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Extreme Programming (XP)
spike solutions
simple design
prototypes
CRC cards
user stories
values
acceptance test criteria
iteration plan
refactoring
pair
programming
Release
software increment unit test
project velocity computed continuous integration
acceptance testing
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The XP Debate
Requirements volatility: customer is an active member of XP team,
changes to requirements are requested informally and frequently.
Conflicting customer needs: different customers' needs need to be
assimilated. Different vision or beyond their authority.
Requirements are expressed informally: Use stories and acceptance
tests are the only explicit manifestation of requirements. Formal
models may avoid inconsistencies and errors before the system is
built. Proponents said changing nature makes such models obsolete
as soon as they are developed.
Lack of formal design: XP deemphasizes the need for architectural
design. Complex systems need overall structure to exhibit quality and
maintainability. Proponents said incremental nature limits complexity
as simplicity is a core value.
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Adaptive Software Development
(ASD)
Originally proposed by Jim Highsmith (2000)focusing
on human collaboration and team self-organization as
a technique to build complex software and system.
ASD — distinguishing features
Mission-driven planning
Component-based focus
Uses “time-boxing” (See Chapter 24)
Explicit consideration of risks
Emphasizes collaboration for requirements gathering
Emphasizes “learning” throughout the process
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Three Phases of ASD
1. Speculation: project is initiated and adaptive cycle
planning is conducted. Adaptive cycle planning uses
project initiation information- the customer’s mission
statement, project constraints (e.g. delivery date), and
basic requirements to define the set of release cycles
(increments) that will be required for the project. Based
on the information obtained at the completion of the first
cycle, the plan is reviewed and adjusted so that
planned work better fits the reality.
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Three Phases of ASD
2. Collaborations are used to multiply their talent and creative output beyond
absolute number (1+1>2). It encompasses communication and teamwork, but it
also emphasizes individualism, because individual creativity plays an important
role in collaborative thinking.
It is a matter of trust. 1) criticize without animosity, 2) assist without resentments,
3) work as hard as or harder than they do. 4) have the skill set to contribute to the
work at hand, 5) communicate problems or concerns in a way that leas to effective
action.
3. Learning: As members of ASD team begin to develop the components, the
emphasis is on “learning”. Highsmith argues that software developers often
overestimate their own understanding of the technology, the process, and the
project and that learning will help them to improve their level of real understanding.
Three ways: focus groups, technical reviews and project postmortems.
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Adaptive Software Development
adaptive cycle planning Requirements gathering
uses mission statement J AD
project constraints mini-specs
basic requirements
time-boxed release plan
Release
software increment
adjustments for subsequent cycles
components implemented/ tested
focus groups for feedback
formal technical reviews
postmortems
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Dynamic Systems Development Method
It is an agile software development approach that provides a
framework for building and maintaining systems which meet tight time
constraints through the use of incremental prototyping in a controlled
project environment.
Promoted by the DSDM Consortium (www.dsdm.org)
DSDM—distinguishing features
Similar in most respects to XP and/or ASD
Nine guiding principles
• Active user involvement is imperative.
• DSDM teams must be empowered to make decisions.
• The focus is on frequent delivery of products.
• Fitness for business purpose is the essential criterion for acceptance of deliverables.
• Iterative and incremental development is necessary to converge on an accurate business solution.
• All changes during development are reversible.
• Requirements are baselined at a high level
• Testing is integrated throughout the life-cycle.
These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 20
Dynamic Systems Development Method
These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
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Scrum
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Crystal
Proposed by Cockburn and Highsmith
Crystal—distinguishing features
Actually a family of process models that allow
“maneuverability” based on problem characteristics
Face-to-face communication is emphasized
Suggests the use of “reflection workshops” to
review the work habits of the team
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Feature Driven Development
Originally proposed by Peter Coad et al as a object-oriented
software engineering process model.
FDD—distinguishing features
Emphasis is on defining “features” which can be organized
hierarchically.
• a feature “is a client-valued function that can be implemented in two weeks
or less.”
Uses a feature template
• <action> the <result> <by | for | of | to> a(n) <object>
• E.g. Add the product to shopping cart.
• Display the technical-specifications of the product.
• Store the shipping-information for the customer.
A features list is created and “plan by feature” is conducted
Design and construction merge in FDD
These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 25
Feature Driven Development
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Agile Modeling
Originally proposed by Scott Ambler
Suggests a set of agile modeling principles
Model with a purpose
Use multiple models
Travel light
Content is more important than representation
Know the models and the tools you use to create them
Adapt locally
These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 27