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Agile Methods (Extreme Programming)

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Title: Agile Methods (Extreme Programming)


1
Agile Methods (Extreme Programming)
  • A Framework For Pulling It All Together

2
Extreme Programming
  • A deliberate and disciplined approach to software
    development
  • Suited to risky projects with dynamic
    requirements
  • Including late life cycle changes
  • Emphasizes customer satisfaction
  • Unproductive activities have been trimmed from
    the process
  • Reduces cost
  • Reduces frustration

3
Extreme Programming (cont.)
  • Promotes team work
  • Managers
  • Customers
  • Developers
  • Software project improvements (see following
    slides)
  • Communication
  • Simplicity
  • Feedback
  • Courage

4
Software project improvements
  • Communication
  • Between developers
  • Between managers and developers
  • Between customer and developers
  • Simplicity
  • Designs are keep simple
  • Designs are keep clean (uncluttered with
    extraneous features)

5
Software project improvements (cont.)
  • Feedback
  • Testing begins on day 1 thus encouraging feedback
  • Customer feedback/requests are implemented
    immediately
  • Courage
  • Programmers respond to changing requirements
  • Programmers respond to changing technology
  • No fear of repercussion such as cost/time

6
Something New?
  • software engineered to be simple and elegant is
    no more valuable than software that is complex
    and hard to maintain
  • XP refutes this view
  • Programs that are easy to understand and maintain
    save time and money

7
Something New? (cont.)
  • Testing is a crucial part of development
  • Tests are created before, during, and after code
    is written
  • Tests are well matched to the code they are
    testing
  • Identification of bugs leads to new tests to
    ensure that the same bugs do not reoccur

8
Something New? (cont.)
  • Change is embraced
  • Customer feedback is encouraged throughout
    development
  • Allows customers to take full advantage of
    unseen/unanticipated opportunities in the
    marketplace

9
When?
  • Created in response to problem domains whose
    requirements change
  • Address areas of risk
  • Time schedule
  • Unproven/unfamiliar technology
  • Small groups of developers (2-10)
  • Not good for large teams of developers

10
When? (cont.)
  • Extended development team
  • Developers
  • Managers
  • Customers
  • All must buy in to the process

11
Another Methodology?
  • Software methodology
  • The set of rules and practices used to create
    computer programs
  • Heavyweight methodology
  • Many rules, practices, and documents
  • Requires discipline and time to follow correctly
  • Lightweight methodology
  • Few rules, practices, and documents
  • Easy to follow

12
Another Methodology? (cont.)
  • To facilitate use of heavyweight methodologies,
    tools were invented
  • CASE (Computer Aided Software Engineering) tools,
    but the tools themselves are often difficult to
    learn
  • Time that could be spent on the problem is
    redirected to the meta-problem

13
Another Methodology? (cont.)
  • For the lightweight methodologies we pick and
    choose the rules to follow
  • Learn from the past
  • Keep rules that directly lead to the creation of
    quality software
  • Omit the rules that hinder progress
  • Simplify the rules that are too complex
  • Make programmers feel free to be creative and
    productive while remaining organized and focused

14
What is Extreme Programming?
  • A collection of rules and practices each of which
    supports the development and delivery of quality
    software
  • The rules and practices support each other (are
    used together)
  • Its an iterative process

15
Stages
  • Planning
  • User Stories
  • Design of the system architecture
  • Architectural spikes or prototypes
  • Code creation
  • Testing
  • From day 1
  • Not necessarily in this order

16
User Stories
  • Similar in purpose to use cases
  • Create time estimates for release planning (to be
    defined later)
  • Replace large requirements documents
  • Written by customers as things the system must do
    for them (like scenarios)
  • Helps to avoid technical jargon

17
User Stories (cont.)
  • Drive the creation of acceptance tests
  • Derive tests to verify the implementation of the
    story as the story is being written
  • Provide only enough detail to make an
    implementation time estimate
  • Detailed descriptions will be solicited during
    implementation (i.e. questions for the domain
    expert or customer)

18
User Stories (cont.)
  • Time estimates
  • Provided by developers
  • ideal development time units
  • Assuming no distractions
  • Assuming no other assignments
  • Assuming you know exactly what to do
  • Should be 1-3 weeks in duration
  • Shorter stories get merged
  • Long stories get split

19
User Stories (cont.)
  • Focus is on user needs
  • As opposed to technical details that may be
    present in a classical requirements
    specification
  • As opposed to GUI designs that may be present in
    a classical requirements specification

20
Release Plan/Planning
  • Layout the overall project
  • Layout individual iterations through the project
  • Release planning follows a set of rules
  • Development team estimates user story times
  • Customer determines user story priorities
  • Management make resource decisions

21
Release Plan/Planning (cont.)
  • Business people make business decisions
  • Technical people make technical decisions
  • Negotiation results in a schedule all can commit
    to
  • The approach yields a useable system (in terms of
    customer needs and technical abilities) delivered
    as early as possible

22
Release Plan/Planning (cont.)
  • Planning may be based on time or scope
  • Time
  • How many user stories can be implemented by a
    specified date
  • Scope
  • How long it will take to complete a set of user
    stories
  • Project velocity is used in the estimates
  • A measure for time estimates and progress
  • More on this later

23
Release Plan/Planning (cont.)
  • Iterations are not planned in detail until just
    before they begin
  • Facilitates scheduling change
  • Addresses issue of poor estimates in time
  • Facilitates task (user story) priority changes

24
Release Plan/Planning (cont.)
  • But it looks like its going to take too long
  • Dont change estimates based on such statements
  • This will cause problems later (when theyre more
    difficult to correct)
  • Negotiate a release plan that is acceptable to
    all partiesdevelopers, customers, management

25
Release Plan/Planning (cont.)
  • A release plan can be quantified by four
    variables
  • Scope how much is to be done
  • Resources how many people are how much
    equipment is available
  • Time when will the project be done
  • Quality how good will the finished produce be

26
Release Plan/Planning (cont.)
  • Management can only choose to manipulate 3 of
    these variables
  • Developers always get the 4th
  • and, skimping on quality is never acceptable
  • Always causes problems at a later date
  • Let developers have a say in how many people get
    dumped onto the project

27
Release Plan
  • Result of Release Planning
  • Based on user stories and release planning
  • Specifies exactly which user stories are going to
    be implemented for each release date

28
Release Plan (cont.)
  • Provide a set of user stories for the customer to
    choose from for the next iteration (iteration
    planning)
  • Translate these stories into programming tasks
    for the iteration
  • Will be translated into acceptance tests during
    the iteration
  • If the project velocity changes for an iteration,
    schedule another release planning meeting and
    update the release plan

29
Releases
  • Results of the Release Plan
  • Release iterative versions often
  • Get the software into the customers environment
    as soon as possible
  • Get meaningful feedback from the customer in a
    timely manner
  • The longer you wait, the less time you have to
    fix problems

30
Project Velocity
  • A measure of how fast work is getting completed
  • The number of user stories (programming tasks)
    that were completed during an iteration
  • Used for subsequent release planning
  • Update estimates/priorities
  • Hopefully its more meaningful than lines of
    code

31
Project Velocity (cont.)
  • Used for subsequent iteration planning
  • Developers sign-up for programming tasks equal
    to the current project velocity
  • Allows developers to recover and clean up after
    iterations i.e. they dont become overworked
    and stressed
  • Developers can ask for another user story
    (programming task) in the event that they finish
    early
  • Causes project velocity to increase

32
Project Velocity (cont.)
  • Project velocity will vary throughout system
    development
  • Use release planning and iteration planning to
    smooth out the ups and downs

33
Iterative Development
  • Each iteration should be of limited time (1 to 3
    weeks?)
  • Dont schedule programming tasks in advance
    (just-in-time planning)
  • Dont implement anything that was not planned for
    a given iteration (never add functionality)
  • Facilitates dealing with changing user
    requirements

34
Iteration Planning
  • Meet prior to each iteration
  • Map out programming tasks for the iteration
  • User stories are selected by the customer based
    on their priorities
  • Failed acceptance tests from the previous
    iteration are selected

35
Iteration Planning (cont.)
  • User stories are translated into programming
    tasks
  • Tasks are written down on cards which become the
    detailed iteration plan
  • Tasks should be 1-3 days ideal development time
    units
  • Shorter tasks are merged
  • Longer tasks are split

36
Iteration Planning (cont.)
  • The developer does the time estimate
  • Theres a novel approach
  • Project velocity is used to check the booking
    of the iteration
  • If over booked, the customer must choose which
    user stories are to be eliminated (moved to the
    next iteration) (snow plowing)
  • If under booked, the customer may add user stories

37
Iteration Planning (cont.)
  • Dont fudge your time estimates, no matter how
    tempting this may be
  • And dont let others fudge your time estimates
    either

38
Moving People Around
  • One expert in a given area can be disastrous
  • Moving people from one task to another allows all
    to become knowledgeable in various areas
  • Loss of a team member is now manageable
  • Pair programming (discussed later) eases the pain
    of cross training people
  • Avoids productivity loss
  • Ensures continuity of thought

39
Daily Stand Up Meeting
  • Communicate problems, solutions, and promote team
    focus
  • Avoid long, drawn out meetings that leave people
    feeling demoralized and stressed out (due to not
    working on the project)
  • Specialized meetings can be scheduled as the need
    arises
  • Involve only pertainent team members

40
Simplicity
  • Avoid complexity
  • Difficult to implement
  • Difficult to debug
  • Difficult to maintain
  • Not always possible, but try anyway
  • KISS approach Keep It Simple Stupid

41
CRC Cards
  • Class, Responsibility, and Collaboration
  • Object-oriented design
  • Cards represent objects (instances)
  • Class
  • Responsibility
  • Collaborating classes
  • Cards are easily manipulated (physically)
    facilitating stepping through the process

42
CRC Cards (cont.)
  • Easy for many people to become involved in the
    class design process/verification
  • Informal walk-through or structured walk-though
    may be stifling to some people
  • Criticism
  • Cards result in lack of written documentation
  • Solution is to write one card from each class
    formally and store it away

43
Spike Solution
  • A simple program used to explore potential
    solutions
  • Also known as a prototype
  • Figure out answers to tough technical questions
  • Reduce technical risk
  • Increase user story estimate reliability
  • This used to scare developers for fear that at
    spike solution will be made the solution
    through a business/management decision

44
Spike Solution (cont.)
  • Only addresses the problem at hand
  • Total disregard to all other issues
  • Throw-away code

45
Never Add Functionality Early
  • Keep the system focused and uncluttered
  • Items you predict might be useful may turn out to
    be totally unnecessary
  • Concentrate on todays tasks
  • These are the high priority items as specified by
    the customer

46
Refactor
  • Learn to let go
  • Perhaps the hardest thing for a software
    developer to do is to walk away from something
    theyve poured their heart into
  • Ego-less programming
  • This is a key part of XP (and iterative design
    methodologies in general)

47
Refactor (cont.)
  • Refactor
  • Remove redundancy
  • Eliminate unused functionality
  • Rejuvenate obsolete designs
  • Constant refactoring results in
  • Life cycle time savings
  • Increased software quality
  • Design simplicity

48
Include the Customer
  • Throughout the process
  • Beginning to end
  • Develop user stories its their system so who
    better to describe how it will be used
  • Prioritize user stories its their system so
    who better to decide which parts are most
    important
  • Release planning its their system so who
    better to decide which parts to deliver first

49
Include the Customer (cont.)
  • Throughout the process (cont.)
  • During iterations to fill in details
    intentionally left out of user stories
  • Functional testing creation of test data and
    verification of results (on site quality
    assurance)
  • Requires full cooperation/buy-in
  • Trade-off up front requirements specification
    time for development time through-out
  • Dont settle for a trainee, even though that may
    seem cost effective you need a domain expert

50
Coding Standards
  • Define them and stick to them
  • Provides consistency facilitating team
    understanding and refactoring
  • Supports moving people around and pair
    programming
  • More on this later

51
Unit Test
  • Create the unit test plan prior to creating the
    code
  • Aids in describing exactly what the software unit
    must do
  • Makes requirements very specific
  • Provides immediate feedback (the tests either
    pass or fail)
  • Provides a definite finish point (when all the
    tests pass)

52
Unit Test (cont.)
  • Designs are then driven by the desire of the
    customer to have all tests pass
  • Remember the customer is also involved in
    designing the tests (the functionality to be
    tested) as well as performance of the testing
  • The resulting code does exactly what the tests
    specifyno more, no less
  • Better make sure the tests are all encompassing

53
Pair Programming
  • Two people work together at a single computer
  • Driver/backseat driver
  • Two people working together on one task will be
    more productive than two people working on
    separate tasks
  • Very counter intuitive

54
Pair Programming (cont.)
  • Reason Quality!
  • Higher quality now results in lower more costly
    maintenance later
  • Two people physically sit at one computer
  • One thinks tactically e.g. doing the current
    class method
  • One think strategically e.g. envisioning how
    current class method interacts with other methods

55
Pair Programming (cont.)
  • Very awkward at first
  • but it beats talking to yourself

56
Sequential Integration
  • Integration is the act of taking one task and
    making it work with the rest of the system
  • Classically, this is done simultaneously (by all
    developers) when all individual tasks are
    completed
  • Or by a development team trained at such tasks

57
Sequential Integration (cont.)
  • XP specifies that each developer (pair?) should
    integrate their task into the system
  • This is done one developer (pair?) at a time
    (sequentially)
  • The mechanics of this is some sort of source code
    repository with locking method that allows only
    one developer access at a time
  • MicroSoft has a product called SourceSafe for
    such a system

58
Integrate Often
  • Integrating often should shorten the lock-out
    time from the repository
  • Reduces the complexity of the integration task
  • Makes latest code available to all developers
  • Identifies incompatibilities early (before its
    too late)

59
Collective Code Ownership
  • Everyone has full access to all code
  • Not allowed to label something as my code
  • Anyone can fix any portion of the code
  • Anyone can break any portion of the code
  • Hopefully, since designs are simple, someone
    wont misconstrue working code for a bug
  • Unit testing plays an influential role here too

60
Optimize Last
  • Dont guess what the system bottleneck will be
  • Measure performance when the system is complete
  • Address performance when the bottlenecks are well
    known

61
No Overtime
  • Dont ask (make?) developers to work overtime
  • Call a release planning meeting to change project
    scope or timing
  • Over worked developers make bad decisions leading
    to low quality software
  • Dont add people to the team without consulting
    existing developers

62
Unit Test Frameworks
  • Weve discussed this previously
  • A test suite for performing regression testing
    automatically
  • JUnit
  • others

63
Acceptance Tests
  • Basically, when the software passes all of the
    customer defined functional tests, youre done

64
Summary
  • Extreme Programming (and other agile methods)
    suggests some software development practices and
    allows you to pick and choose the ones that work
    best for your team
  • Most of all, it stresses
  • Teamwork
  • Communication
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