Chapter 3 Agile Software Development

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Transcription:

Chapter 3 Agile Software Development Chapter 3 Agile Software Development Slide 1

Topics covered Rapid software development Agile methods Plan-driven vs. agile development Extreme programming (XP) Agile project management Scaling agile methods Chapter 3 Agile Software Development Slide 2

Rapid software development Chapter 3 Agile Software Development Slide 3

Rapid software development Rapid development and delivery is often the most critical requirement for software systems. Businesses must be responsive to new opportunities and competition. Software has to evolve quickly to facilitate this responsiveness. Evolving quickly requires being able to cope with unstable requirements. Chapter 3 Agile Software Development Slide 4

General characteristics of a rapid development processes Processes of specification, design and implementation are interleaved (= incremental development). System is developed in a series of versions with stakeholders involved in version evaluation and feedback. User interfaces are often developed using an interactive development system that supports quick GUI development. Chapter 3 Agile Software Development Slide 5

Agile methods Chapter 3 Agile Software Development Slide 6

Agile methods background and aim Dissatisfaction with the overhead of heavyweight, plan-driven development approaches of the 1980s and 1990s led to the creation of agile methods. Careful project planning, formalized QA, CASEsupported analysis and design, and a controlled, rigorous process are appropriate for large, longlifetime systems developed by large, geographically dispersed teams over many years, but... When applied to small and medium-sized business systems, the overhead dominates and interferes with rapid development and delivery. (cont d) Chapter 3 Agile Software Development Slide 7

Agile methods background and aim The newly proposed agile methods allowed: A focus on the software itself rather than its design and documentation. A reliance on iterative development. An ability to deliver working software quickly which can evolve quickly to meet rapidly changing requirements. A reduction in bureaucracy by avoiding unnecessary work and overhead. See: www.agilealliance.org Chapter 3 Agile Software Development Slide 8

Manifesto for Agile Software Developers 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. Chapter 3 Agile Software Development Slide 9

Principles of agile methods Principle Description Customer involvement Customers should be closely involved throughout the development process. Their role is provide and prioritize new system requirements and to evaluate the iterations of the system. Incremental development (not delivery ) The software is developed in increments with the customer specifying the requirements to be included in each increment. People not process Embrace change Maintain simplicity The skills of the development team should be recognized and exploited. Team members should be left to develop their own ways of working without prescriptive processes. Expect the system requirements to change and so design the system to accommodate these changes. Focus on simplicity in both the software being developed and in the development process. Wherever possible, actively work to eliminate complexity from the system. Chapter 3 Agile Software Development Slide 10

Agile methods applicability Software companies developing small or mediumsized generic products for sale. Small or medium-sized custom system development where there is clear commitment from the customer to be involved in the process and where there are few 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.) Chapter 3 Agile Software Development Slide 11

Problems with agile methods 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 characterizes agile methods. Prioritizing changes can be difficult where there are multiple stakeholders. Maintaining (code) simplicity requires extra work. Contracts may be a problem as with other iterative development approaches. Chapter 3 Agile Software Development Slide 12

Agile methods and software maintenance Since most organizations spend more on maintaining existing software than they do on new software development, if agile methods are to be successful, they have to support maintenance as well as original development. Two key issues: The emphasis on minimizing formal documentation... Evolving a system in response to customer change requests after delivery... In particular, problems may arise if the original development team cannot be retained. Chapter 3 Agile Software Development Slide 13

Plan-driven vs. agile development Chapter 3 Agile Software Development Slide 14

Stereotypical attributes Plan-driven development: based around separate development stages with the outputs produced at each stage (including formal documents) used to plan the following activity. Iteration only occurs within activities. Agile development: design and implementation are the central activities; they incorporate other activities such as requirements elicitation and testing. Iteration occurs both within and across activities. (cont d) Chapter 3 Agile Software Development Slide 15

Stereotypical attributes (cont d) However, most software projects include practices from both plan-driven AND agile approaches. For example, a plan-driven process CAN support incremental development and delivery; likewise an agile process is not inevitably code-focused and MAY produce some design documentation. Chapter 3 Agile Software Development Slide 16

Finding the right balance between plandriven and agile development Is it important to have a detailed specification and design before moving to implementation? If so, you probably need to use a plan-driven approach. Is an incremental development strategy, whereby you deliver the software to customers and get rapid feedback from them, realistic? If so, consider using agile methods. How large is the system that is being developed? Agile methods are most effective when the system can be developed with a small co-located team whose members can communicate informally. This may not be possible for large systems so a plan-driven approach may have to be used. (cont d) Chapter 3 Agile Software Development Slide 17

Finding the right balance between plandriven and agile development (cont d) What type of system is being developed? Plan-driven approaches may be required for systems that require a lot of analysis before implementation (e.g., real-time systems with complex timing requirements). What is the expected system lifetime? Long-lifetime systems may require more design documentation to communicate the original intentions of the system developers to the support team. What technologies are available to support system development? Agile methods rely on good tools to keep track of an evolving design. (cont d) Chapter 3 Agile Software Development Slide 18

Finding the right balance between plandriven and agile development (cont d) How is the development team organized? If the development team is distributed or if part of the development is being outsourced, then you may need to develop design documents to communicate across the development teams. Are there cultural or organizational issues that may affect system development? Traditional engineering organizations have a culture of plan-based development, as this is the norm in engineering. (cont d) Chapter 3 Agile Software Development Slide 19

Finding the right balance between plandriven and agile development (cont d) How skilled are the designers and programmers in the development team? It is sometimes argued that agile methods require higher skill levels than plan-based approaches in which programmers simply translate a detailed design into code. Is the system subject to external regulation? If a system has to be approved by an external regulator (e.g., the FAA approves software that is critical to the operation of an aircraft) then you will probably be required to produce detailed documentation as part of the system safety case. Chapter 3 Agile Software Development Slide 20

XP Chapter 3 Agile Software Development Slide 21

Extreme programming (XP) Perhaps the best-known and most widely used agile method. 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 run successfully for every build. XP = iterative development on steroids Chapter 3 Agile Software Development Slide 22

XP and agile principles Incremental development is supported through small, frequent system releases. Customer involvement means full-time customer engagement with the team. Focus is on people not process through pair programming, collective ownership, and a process that avoids long working hours. (cont d) Chapter 3 Agile Software Development Slide 23

XP and agile principles (cont'd) Responsiveness to change is supported through regular system releases. Simplicity (and therefore maintainability) is preserved through constant refactoring of code. Chapter 3 Agile Software Development Slide 24

The XP release cycle Develop/integrate/ test software Chapter 3 Agile Software Development Slide 25

Extreme programming practices 1 Principle or practice Incremental planning Small releases Simple design Test-first development Refactoring Description Requirements are recorded on story cards and the stories to be included in a release are determined by the time available and their relative priority. The developers break these stories into development Tasks. See Figures 3.5 and 3.6. The minimal useful set of functionality that provides business value is developed first. Releases of the system are frequent and incrementally add functionality to the first release. Enough design is carried out to meet the current requirements and no more. An automated unit test framework is used to write tests for a new piece of functionality before that functionality itself is implemented. All developers are expected to refactor the code continuously as soon as possible code improvements are found. This keeps the code simple and maintainable. Chapter 3 Agile Software Development Slide 26

Extreme programming practices 2 Pair programming Collective ownership egoless programming Continuous integration Sustainable pace On-site customer Developers work in pairs, checking each other s work and providing the support to always do a good job. The pairs of developers work on all areas of the system, so that no islands of expertise develop and all the developers take responsibility for all of the code. Anyone can change anything. As soon as the work on a task is complete, it is integrated into the whole system. After any such integration, all the unit tests in the system must pass. Large amounts of overtime are not considered acceptable as the net effect is often to reduce code quality and medium term productivity A representative of the end-user of the system (the customer) should be available full time for the use of the XP team. In an extreme programming process, the customer is a member of the development team and is responsible for bringing system requirements to the team for implementation. Chapter 3 Agile Software Development Slide 27

XP Requirements scenarios Requirements are expressed as scenarios or user stories written on index cards. Customer chooses stories for inclusion in the next release based on priorities and schedule estimates. Development team breaks them down into implementation tasks. Tasks are the basis of schedule and cost estimates. Chapter 3 Agile Software Development Slide 28

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 you can t canõ t keep the PDF version so it is automatically deleted from your computer. Chapter 3 Agile Software Development Slide 29

Task cards for document downloading Task 1: Implement principal workf low Task 2: Implement article catalog and selection Task 3: Implement payment collection Payment may be made in 3 di ferent 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 organisational 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. Chapter 3 Agile Software Development Slide 30

XP and change Conventional SE wisdom is design for change (e.g., via information hiding ) to reduce maintenance costs. XP maintains that this is not worthwhile since changes cannot be reliably anticipated. (Instead,) XP proposes constant code improvement ( refactoring ) to make changes easier when they have to be implemented. Chapter 3 Agile Software Development Slide 31

Refactoring Team looks for possible software improvements and makes them even if there is no immediate need for this. Improves understandability of software and so reduces the need for documentation. Changes are easier to make because the code is well-structured and clear. However, some changes requires architecture refactoring which is much more expensive. (An obvious disadvantage of: Simple design enough design is carried out to meet the current requirements and no more. ) Chapter 3 Agile Software Development Slide 32

Examples of refactoring Reorganizing class hierarchies to remove duplicate code. Tidying-up and renaming attributes and methods to make them easier to understand. Replacing in-line code with calls to methods that have been included in a program library. Chapter 3 Agile Software Development Slide 33

Testing in XP Testing is central to XP: the program is tested after every change has been made. Test-first development: * tests are written from scenarios before coding to clarify requirements. Users are involved in test development and validation. An automated testing framework (e.g., JUnit) is used to run all component tests before each new release. * Test-driven development is a generalization of this idea that will be considered later. Chapter 3 Agile Software Development Slide 34

Test-first development Tests are written as programs rather than data so they can be executed automatically. (Each test includes a check that it has executed correctly.) All previous and new tests are run automatically when new functionality is added, thus ensuring that the new functionality has not introduced errors. automated regression testing Chapter 3 Agile Software Development Slide 35

Customer involvement in testing The role of the customer is to help develop acceptance tests for the stories that are to be implemented in the next release. In theory, then, all new code is validated to ensure that it does what the customer requires. However, customers may be reluctant to accept this role either because of limited time availability or because they feel that providing the requirements was a sufficient contribution to the process. Chapter 3 Agile Software Development Slide 36

Pair programming in XP Programmers work in pairs, sitting together at the same workstation to develop software. Pairs are created dynamically so that all team members work with each other during the development process. Supports idea of collective ownership and responsibility for the system ( egoless programming ). Resultant sharing of knowledge is very important as it reduces the overall risks to a project when team members leave. (cont d) Chapter 3 Agile Software Development Slide 37

Pair programming in XP (cont'd) Serves as an informal, continuous review process, as each line of code is looked at by at least two people. This, in turn, encourages refactoring, from which the whole team benefits. Some (but not all) evidence suggests that a pair working together may be more productive than two programmers working separately. Chapter 3 Agile Software Development Slide 38

Agile project management Chapter 3 Agile Software Development Slide 39

Plan-driven and agile project management The principal responsibility of software project management is to ensure (quality) software is delivered on time and within the planned budget. The standard approach is plan-driven. Managers determine what should be delivered, when it should be delivered, and who will work on the deliverables. Agile project management requires a different approach one that is adapted to incremental development and the particular strengths of agile methods. Chapter 3 Agile Software Development Slide 40

The Scrum* management approach Scrum is a general agile method but its focus is on managing iterative development rather than specific agile practices. There are three phases in Scrum... Planning phase: establish general objectives for the project and design the software architecture. Sprint or development phase: a series of sprint cycles, where each cycle yields an increment of the system. Closure phase: wraps-up the project, completes required documentation such as help frames and user manuals, and assesses the lessons learned from the project. * Scrum is a rugby term for the close-knit, shoulder-to-shoulder formation a rugby team forms to jointly move the ball forward. Chapter 3 Agile Software Development Slide 41

The Sprint cycle Sprints are fixed length (normally 2-4 weeks) and correspond to the development of a new system release in XP. The starting point for each sprint is the product backlog, which is the list of work to be done on the project. The project team works with the customer to select the (stable) features and functionality to be devel-oped during the sprint. (cont d) Chapter 3 Agile Software Development Slide 42

The Sprint cycle (cont d) Once these are agreed upon, the team is isolated from the customer, with all communications channelled through the so-called Scrum master. The role of the Scrum master is to protect the development team from external distractions. At the end of the sprint, the development work is reviewed and presented to stakeholders. The next sprint cycle then begins. Chapter 3 Agile Software Development Slide 43

Teamwork in Scrum The Scrum master is a facilitator who arranges daily meetings, tracks the backlog of work to be done, records decisions, measures progress, and communicates with customers and management. The whole team attends short daily meetings* to share information, describe their progress and problems, and plan their work for the following day. Thus, everyone on the team knows what is going on and, if problems arise, can re-plan their short-term work to cope with them. * the daily scrum (What if members are not co-located?) Chapter 3 Agile Software Development Slide 44

Scrum benefits The product is broken down into a set of manageable and understandable pieces. Unstable requirements do not, in theory, hold-up progress. The whole team has visibility of everything, so team communication is improved. Customers see regular, on-time delivery of increments and learn 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. Chapter 3 Agile Software Development Slide 45

Scaling agile methods Chapter 3 Agile Software Development Slide 46

Small and medium systems development Agile methods work well for small and medium sized projects that can be developed by a small, co-located team. Some argue this is because of the improved communications that naturally take place when small groups work together in one location. To scale effectively, agile methods must be modified to cope with larger, longer projects utilizing multiple development teams working in different locations. Chapter 3 Agile Software Development Slide 47

Large systems development Large systems are often comprised of communicating sub-systems with separate teams developing each. Frequently, these teams work in different places, and even in different time zones. A significant fraction of the development may be concerned with sub-system configuration (to support integration) rather than original code development. ( high communication overhead) Most large systems are required to interact with other, existing systems, and so don t lend themselves to requirements flexibility and incremental development. (cont d) Chapter 3 Agile Software Development Slide 48

Large systems development (cont d) Large systems and their development processes are often constrained by external rules and regulations that limit the way that they can be developed. Large systems have a long procurement and development time. It is difficult to maintain coherent teams who know about the system over long periods. Large systems usually have a diverse set of stakeholders. It is practically impossible to involve all of them in the development process. Chapter 3 Agile Software Development Slide 49

Two perspectives on scaling agile methods Scaling-up: using agile methods for developing large software systems that cannot be developed by a small team. Scaling-out: how agile methods can be introduced across a large organization with years of (traditional) software development experience. classic technology transfer problem In either case, it is essential to maintain agile fundamentals (i.e., flexible planning, frequent system releases, continuous integration, test-driven development, and good team communications). Chapter 3 Agile Software Development Slide 50

Scaling-up to large systems For large systems development, it is impractical to focus solely on code; more up-front design and system documentation is required. Cross-team communication mechanisms must be used (e.g., phone/video/electronic conferences and meetings where teams update each other on their progress/problems). Continuous integration (the whole system is built every time a developer checks-in a change) is practically impossible. But it is essential to maintain frequent system builds and regular releases. Chapter 3 Agile Software Development Slide 51

Scaling-out in large companies: some impediments Project managers (and procurers) inexperienced with agile methods may be reluctant to accept the risk of a new approach. Large organizations often have bureaucratic quality procedures and standards that all projects are expected to follow. These are likely to be incompatible with agile methods. (cont d) Chapter 3 Agile Software Development Slide 52

Scaling-out in large companies: some impediments (cont d) Agile methods seem to work best when team members have high skill levels. But there are likely to be a wide range of skill levels and abilities within large organizations. There may be cultural resistance to agile methods, especially in those organizations that have a long history of using conventional systems engineering processes. (See Grady, Van Slack, "Key Lessons in Achieving Widespread Inspection Use," IEEE Software, July, 1994, pp. 46-57, for general insights about successful technology transfer.) Chapter 3 Agile Software Development Slide 53

Key points Agile methods are incremental development methods that focus on rapid development, frequent software releases, reducing process overhead, and producing high-quality code. They involve the customer directly in the development process. The decision on whether to use an agile or a plandriven development approach should depend on the type of software being developed, the capabilities of the development team, and the culture of the company developing the system. (cont d) Chapter 3 Agile Software Development Slide 54

Key points (cont d) Extreme programming is a well-known agile method that integrates a range of good programming practices such as frequent releases of the software, continuous software improvement, and customer participation in the development team. A particular strength of XP is the development of automated tests before code is written. All tests must successfully execute when an increment is integrated into a system. (cont d) Chapter 3 Agile Software Development Slide 55

Key points (cont d) Scrum is an iterative development management approach that provides a project management framework for agile methods. Its focus is a set of sprints, which are fixed time periods during which a system increment is developed. Scaling agile methods is difficult. Large systems require up-front design and some documentation. Introducing and sustaining the use of agile methods across a large organization is a lengthy process of cultural change. Chapter 3 Agile Software Development Slide 56

Chapter 3 Agile Software Development Chapter 3 Agile Software Development Slide 57