Agile Development: Software Engineering: A Practitioner's Approach, 7/e
Agile Development: Software Engineering: A Practitioner's Approach, 7/e
Agile Development: Software Engineering: A Practitioner's Approach, 7/e
Agile Development
Software Engineering: A Practitioner’s Approach, 7/e
by Roger S. Pressman
use.
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 the items on the left more.”
2
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
Yielding …
Rapid, incremental delivery of software
The agility encourages team structures and attitudes that make communication (among team
members, between technologists and business people, between software engineers and their
managers).
It emphasizes rapid delivery of operational software
it adopts the customer as a part of the development team and works to eliminate the “us and them”
attitude that continues to pervade many software projects;
3
Agility and the Cost of Change
These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 4
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In software development the cost of change increases nonlinearly as
a project progresses (Figure 3.1, solid black curve).
It is relatively easy to accommodate a change when a software team is
gathering requirements (early in a project). A usage scenario might have to
be modified, a list of functions may be extended, or a written specification
can be edited. The costs of doing this work are minimal, and the time
required will not adversely affect the outcome of the project.
But what if we fast-forward a number of months? The team is in the middle
of validation testing, and an important stakeholder is requesting a major
functional change. The change requires a modification, Costs go up quickly,
and the time and cost required to ensure that the change is made without
unintended side effects is nontrivial.
5
Proponents of agility argue that a well-designed agile process “flattens” the
cost of change curve (Figure 3.1, shaded, solid curve), allowing a software
team to accommodate changes late in a software project without dramatic
cost and time impact.
The agile process encompasses incremental delivery. When incremental
delivery is coupled with other agile practices such as continuous unit testing
and pair programming (discussed later in this chapter), the cost of making a
change is attenuated.
Although debate about the degree to which the cost curve flattens is
ongoing, there is evidence to suggest that a significant reduction in the cost
of change can be achieved.
These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 6
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.
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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
the process molds to the needs of the people and team, not
the other way around
key traits must exist among the people on an agile team and
the team itself:
Competence. ( talent, skills, knowledge)
Common focus. ( deliver a working software increment )
Collaboration. ( peers and stakeholders)
Decision-making ability. ( freedom to control its own destiny)
Fuzzy problem-solving ability.(ambiguity and constant changes, today
problem may not be tomorrow’s problem)
Mutual trust and respect.
Self-organization. ( themselves for the work done, process for its local
environment, the work schedule)
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Extreme Programming (XP)
In order to illustrate an agile process in a bit more detail, an overview of Extreme
Programming (XP) is given, the most widely used approach to agile software
development. Although early work on the ideas and methods associated with XP
occurred during the late 1980s, the seminal work on the subject has been written by
Kent Beck
1. XP Values
Beck defines a set of five values that establish a foundation for all work performed
as part of XP—communication, simplicity , feedback, courage, and respect.
Each of these values is used as a driver for specific XP activities, actions, and tasks.
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In order to achieve effective communication between software engineers
and other stakeholders (e.g., to establish required features and functions
for the software),XP emphasizes close, yet informal (verbal) collaboration
between customers and developers, the establishment of effective
metaphors for communicating important concepts, continuous feedback,
and the avoidance of voluminous documentation as a communication
medium.(a metaphor is “a story that everyone—customers, programmers, and managers can
tell about how the system works)
To achieve simplicity, XP restricts developers to design only for immediate
needs, rather than consider future needs.
Feedback is derived from three sources: the implemented software itself,
the customer, and other software team members. By designing and
implementing an effective testing strategy, the software (via test results)
provides the agile team with feedback. XP makes use of the unit test as its
primary test
the agile team inculcates respect among it members, between other
stakeholders and team members, and indirectly, for the software itself. 12
Extreme Programming (XP)
The XP Process
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)
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XP Coding
The team develops a series of unit tests. Once the unit test has been created,
the developer is better able to focus on what must be implemented to pass the
test. Once the code is complete, it can be unit-tested immediately, thereby
providing instantaneous feedback to the developers.
A key concept during the coding activity is pair programming. XP recommends
that two people work together. This provides a mechanism for realtime problem
solving and real-time quality assurance. In practice, each person takes on a
slightly different role. For Example, one person might think about the coding
details of a particular portion of The design while the other ensures that coding
standards are Being followed or that the code for the story will satisfy the unit
test.
As pair programmers complete their work, the code they develop is integrated
with the work of others. In some cases this is performed on a daily basis by an
integration team. In other cases, the pair programmers have integration
responsibility
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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
16
Extreme Programming (XP)
spike solut ions
simple design
prot ot ypes
CRC cards
user st ories
values
accept ance t est crit eria
it erat ion plan
refact oring
pair
programming
Release
sof t ware increment
unit t est
project velocit y comput ed cont inuous int egrat ion
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Other Agile Process Models
The most widely used of all agile process models is
Extreme Programming (XP). But many other agile
process models have been proposed and are in use
across the industry. Among the most common are.
Adaptive Software Development (ASD)
Scrum
Dynamic Systems Development Method (DSDM)
Crystal
Feature Drive Development (FDD)
Lean Software Development (LSD)
Agile Modeling (AM)
Agile Unified Process (AUP)
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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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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
project postmortems.
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Adaptive Software Development
adapt ive cycle planning Requirement s gat hering
uses mission st at ement JAD
project const raint s mini-specs
basic requirement s
t ime-boxed release plan
Release
sof t ware increment
adjust ment s f or subsequent cycles
component s implement ed/ t est ed
focus groups for feedback
formal t echnical reviews
post mort ems
24
Scrum
A software development method Originally proposed by Schwaber
and Beedle in early 1990.
Scrum—distinguishing features
Development work is partitioned into “packets”
Testing and documentation are on-going as the product is constructed
Work units occurs in “sprints” and is derived from a “backlog” of existing
changing prioritized requirements
Changes are not introduced in sprints (short term but stable) but in
backlog.
Meetings are very short (15 minutes daily) and sometimes conducted
without chairs ( what did you do since last meeting? What obstacles are
you encountering? What do you plan to accomplish by next meeting?)
“demos” are delivered to the customer with the time-box allocated. May
not contain all functionalities. So customers can evaluate and give
feedbacks.
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Scrum