This document discusses agile software development methods. It covers topics like extreme programming (XP), plan-driven vs agile development, pair programming, testing in XP, and agile project management using Scrum. The key points are that agile methods focus on rapid, incremental development with frequent customer feedback to adapt to changing requirements. XP is an agile method that emphasizes pair programming, frequent small releases, and testing code at every step. Scrum is an agile project management framework that uses short sprint cycles to iteratively develop software.
This document discusses agile software development methods. It covers topics like extreme programming (XP), plan-driven vs agile development, pair programming, testing in XP, and agile project management using Scrum. The key points are that agile methods focus on rapid, incremental development with frequent customer feedback to adapt to changing requirements. XP is an agile method that emphasizes pair programming, frequent small releases, and testing code at every step. Scrum is an agile project management framework that uses short sprint cycles to iteratively develop software.
Fajar Pradana S.ST., M.Eng Topics covered • Agile methods • Plan-driven and agile development • Extreme programming • Agile project management • Scaling agile methods 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. 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 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 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. Agile Method Applicability • Product development where a software company is developing a small or medium-sized product for sale. • Custom system development within an organization, where there is a clear commitment from the customer to become involved in the development process and where there are not a lot of external rules and regulations that affect the software. • Because of their focus on small, tightly-integrated teams, there are problems in scaling agile methods to large systems. 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 characterises agile methods. • Prioritising 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. 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. Plan-driven vs 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. Plan-driven and agile specification Extreme Programming 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. 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. The extreme programming release cycle Key points • Agile methods are incremental development methods that focus on rapid development, frequent releases of the software, reducing process overheads and producing high-quality code. • They involve the customer directly in the development process. • The decision on whether to use an agile or a plan-driven approach to development should depend on: type of software being developed, the capabilities of the development team, and the culture of the company developing the system. Key points • Extreme programming is a well-known agile method that integrates a range of good programming practices frequent releases of the software, continuous software improvement, and customer participation in the development team. Testing in XP • Testing is central to XP and XP has developed an approach where the program is tested after every change has been made. • XP testing features: 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. Test-first development • Writing tests before code clarifies the requirements to be implemented. • Tests are written as programs rather than data so that they can be executed automatically. The test includes a check that it has executed correctly. Usually relies on a testing framework such as Junit. • All previous and new tests are run automatically when new functionality is added, thus checking that the new functionality has not introduced errors. Customer involvement • The role of the customer in the testing process is to help develop acceptance tests for the stories that are to be implemented in the next release of the system. • The customer who is part of the team writes tests as development proceeds. • All new code is therefore validated to ensure that it is what the customer needs. Drawbacks • However, people adopting the customer role have limited time available and so cannot work full-time with the development team. • They may feel that providing the requirements was enough of a contribution and so may be reluctant to get involved in the testing process. Pair Programming in XP Pair Programming in XP • 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. Pair programming • In pair programming, programmers sit together at the same workstation to develop the software. • Pairs are created dynamically so that all team members work with each other during the development process. • The sharing of knowledge that happens during pair programming is very important as it reduces the overall risks to a project when team members leave. • Pair programming is not necessarily inefficient and there is evidence that a pair working together is more efficient than 2 programmers working separately. Advantages of pair programming • It supports the idea of collective ownership and responsibility for the system. Individuals are not held responsible for problems with the code. Instead, the team has collective responsibility for resolving these problems. • It acts as an informal review process because each line of code is looked at by at least two people. • It helps support refactoring, which is a process of software improvement. Where pair programming and collective ownership are used, others benefit immediately from the refactoring so they are likely to support the process. Project Management in Agile Development Agile project management • The principal responsibility of software project managers is to manage the project so that the software is delivered on time and within the planned budget for the project. • The standard approach to project management is plan-driven. Managers draw up a plan for the project showing what should be delivered, when it should be delivered and who will work on the development of the project deliverables. • Agile project management requires a different approach, which is adapted to incremental development and the particular strengths of agile methods. Scrum • The Scrum approach is a general agile method but its focus is on managing iterative development rather than specific agile practices. • There are three phases in Scrum. The initial phase is an outline planning phase where you establish the general objectives for the project and design the software architecture. This is followed by a series of sprint cycles, where each cycle develops an increment of the system. The project closure phase wraps up the project, completes required documentation such as system help frames and user manuals and assesses the lessons learned from the project. The Scrum process The Sprint Cycle • Sprints are fixed length, normally 2–4 weeks. They correspond to the development of a release of the system in XP. • The starting point for planning is the product backlog, which is the list of work to be done on the project. • The selection phase involves all of the project team who work with the customer to select the features and functionality to be developed during the sprint. Scrum benefits • The product is broken down into a set of manageable and understandable chunks. • Unstable requirements do not hold up progress. • The whole team have visibility of everything and consequently team communication is improved. • Customers see on-time delivery of increments and gain feedback on how the product works. • Trust between customers and developers is established and a positive culture is created in which everyone expects the project to succeed. Scaling agile methods • Agile methods have proved to be successful for small and medium sized projects that can be developed by a small co- located team. • It is sometimes argued that the success of these methods comes because of improved communications which is possible when everyone is working together. • Scaling up agile methods involves changing these to cope with larger, longer projects where there are multiple development teams, perhaps working in different locations. Key points • A particular strength of extreme programming is the development of automated tests before a program feature is created. All tests must successfully execute when an increment is integrated into a system. • The Scrum method is an agile method that provides a project management framework. It is centred round a set of sprints, which are fixed time periods when a system increment is developed. • Scaling agile methods for large systems is difficult. Large systems need up-front design and some documentation. 32