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Previous Lecture Software Tools INF 111 / CSE 121: Methods & Notations Software Tools and Methods Process Modeling The Agile Process Model Started on XP Lecture Notes for Fall Quarter, 2007 Michele Rousseau Lecture Notes


  1. Previous Lecture � Software Tools INF 111 / CSE 121: � Methods & Notations Software Tools and Methods � Process Modeling � The Agile Process Model � Started on XP Lecture Notes for Fall Quarter, 2007 Michele Rousseau Lecture Notes Set 3 2 Lecture Notes 3 Today’s Lecture Extreme Programming (XP) � Continue with XP � Invented by Kent Beck in 1996 � Testing ● “Seat of the pants” fix to Chrysler project � No Silver Bullet ● To fix problems caused by long development cycles of traditional process models � Beck Published in 1999 “Extreme Programming Explained: Embrace Change” “E t P i E l i d E b Ch ” ● Current hot topic in S/W Process ● Loved and Hated ● Tries to associate s/w process with eXtreme sports � Idea: Take a good programming practice and push it to the extreme ● Eg. Testing ● Testing is good so… do it all the time Lecture Notes 3 3 Lecture Notes 3 4 Premise of XP 6 Phases Of Development � The Four Values � Exploration � Planning � Iterations to Release � Productionizing � Maintenance Communication Simplicity Feedback � Death Courage Hmmm.. But aren’t these standard “Best Practices”? What’s new here? Lecture Notes 3 5 Lecture Notes 3 6 1

  2. Exploration Phase Planning Phase � Prioritize Stories ● First Small release agreement � Customers ● Story Cards – 1 feature per card � Effort Estimate for each story ◘ Customer wish list for first release � Developers ● Schedule Agreement ● Get familiar with ◘ Usually < 2 months Usually < 2 months ◘ Tools ◘ Technology ◘ Practices � Takes a few days … to be used ● Architecture possibilities explored – Prototype ● Tailor process to the project � A few weeks to months ● How familiar is tech to programmers 7 8 Lecture Notes 3 Lecture Notes 3 Iterations to Release Phase Productionizing Phase � End testing before release � Several Iterations before 1 st Release � New changes may be found � # of Iterations determined in planning phase ● Decide whether to include in current release ● Documented for later implementation � Each iteration takes 1-4 wks to implement � Maintenance Phase � Maintenance Phase � Select stories wisely � Iterations shortened ● these enforce system architecture for the entire system ● Customer chooses stories for each iteration � Functional tests created by Customer ● Run at the end of each iteration At the end of last iteration � Production Lecture Notes 3 9 Lecture Notes 3 10 Maintenance and Death Phases XP Lifecycle Model � Maintenance ● May need more people ◘ Maintain current production ◘ Produce new Iterations ◘ Change team structure ● Development slows � Death Phase Either… ● All stories complete & quality is satisfactory ● Not delivering expected outcomes ● Too expensive to continue Lecture Notes 3 11 Lecture Notes 3 12 2

  3. Programmer Practices 14 Key Practices of XP Simple Design � Simple Design Programmer Test-driven development ● Simple solutions � no complex or extra code Practices Refactoring ● Do the simplest thing that will get you thru milestone Pair programming ● Eliminate duplication in the design Continuous integration ● Don't over engineer, solve problems only when they Collective code ownership occur Coding standards Just Rules � Test-driven development ● Unit test implemented before code and are run Planning Game Management continuously (White Box Testing) Small releases Practices ◘ Write a simple, automated test before coding 40-hour week ● Customers write functional tests (Black box testing) Open Workspace Communication Simplicity Feedback On-site customer Customer Practices Courage 13 Metaphor 14 Lecture Notes 3 Programmer Practices (2) Programmer Practices (3) � Refactoring � Collective Ownership ● Improving code without changing features ● Any developer can change any code any time � A change to the system that leaves its behavior ● But, “ you break it, you fix it ” unchanged, but enhances some nonfunctional quality-simplicity, flexibility, understandability, performance. � Coding Standards ● Automated tests catch any errors that are introduced ● Everyone codes to the same style standards � Pair Programming � 2 people + 1 computer ● Corollary to “collective code ownership” C ll “ ll i d hi ” ● “No one can recognize who wrote what” ● One codes, one thinks about the design and catches errors � Just Rules � Continuous Integration ● Team defined – can change ● Many times / day ◘ all must agree & impact assessed ● All tests must pass for changes to be accepted Communication Simplicity Feedback Communication Simplicity Feedback Courage Courage Lecture Notes 3 15 Lecture Notes 3 16 Pair Programming Management Practices Programming is not just “typing”, this is why pair � Planning Game programming does not reduce productivity (Fowler) ● Dev estimates effort ● Cust decides what they want and when Benefits: � Small Short Releases < 2-3 months ● All design decisions involve at least two brains. ● Then less ● At least two people are familiar with every part of the system. f th t � 40-hour work week 40 h k k ● No 2 overtime wks in a row ● There is less chance of both people neglecting tests or other tasks. � Open Workspace ● Changing pairs spreads knowledge throughout ● 1 Large Room � Small Cubicles the team. ● Pair Programmers in the Center ● Code is always being reviewed by at least one Communication Simplicity Feedback person. Courage Lecture Notes 3 17 Lecture Notes 3 18 3

  4. Customer Practices User Story / User Card � On-site customer ● Need customer/user around to answer questions ● Builds a bond, working relationship � Metaphors ● “Shared Story” guides development ● Describes how system should work Communication Simplicity Feedback http://www.scissor.com/resources/teamroom/ Courage 19 20 Lecture Notes 3 Lecture Notes 3 The XP Team Room XP Concepts � XP is a set of key practices that suggest a software development process. � Key concept: Embrace change . ● Rather than avoid changes, try to reduce the cost of making changes. � Key concept: Defer costs . ● Rather than face every problem up front, try to start with a small subset and incrementally plan and carry out improvements. Lecture Notes 3 21 Lecture Notes 3 22 XP Proponents Responses to Criticisms XP Proponents Resp. to Criticisms (2) � Just a fancy form of build-and-fix . � Doesn’t work for geographically distributed teams. ● False. ● False. ● XP is actually a disciplined software process. ● Technology is both the cause and the solution ● Has the some of the same challenges and adoption ● Planning tools, Skype, IM, revision control problems as traditional phased processes. � User stories are no substitute for requirements. � Doesn’t work for large systems. ● True. ● False ● False. ● User stories work, because they depend on the other practices U t i k b th d d th th ti ● Chrysler Comprehensive Compensation system was a such as On-site Customer large system ● Other XP users include Google and John Deere � Doesn’t work with safety-critical software . ● False. � Doesn’t work for large teams. ● Same challenges apply here as with phased processes ● False. ● Can add checks and balances, documentation, and formal ● Large teams are normally broken up into sub-projects design as needed ● Same can be applied to large teams using XP Lecture Notes 3 23 Lecture Notes 3 24 4

  5. Productivity Gains XP Proponents Resp. to Criticisms (3) � Doesn’t produce documentation. ● Maybe. XP only produces as much documentation as is � For a Web Dev Project needed, when it is needed (simplicity). ● 66% increase in new lines of code � It is wasteful, because you’re doing constantly p produced doing re-design. doing re design. ● False. ● 302% inc in new methods developed ● Planning everything up front is wasteful, because things are ● 283% inc in # of new classes implemented going to change anyways. � Not suitable for all projects ● True. ● User functionality is simple, algorithms hard ● Example: scientific applications Maruer & Martel 2002b 25 26 Lecture Notes 3 Lecture Notes 3 Cons More Reading if you are interested � Corp Culture must support XP ● Any resistance can lead to failure � Agile ● Abrahamsson, P, et al. (2002). Agile � Best for teams < 20 software development methods: Review and analysis. VTT Publications 478. y ● http://www.vtt.fi/inf/pdf/publications/2002/P � Best if teams are collocated 478.pdf ● On the same floor � XP ● Beck, K. (1999). Extreme programming � Technology that does not support “graceful change” � may not be explained: Embrace change. Reading Mass., Addison-Wesley suitable Lecture Notes 3 27 Lecture Notes 3 28 Moving on.. Take a break! � Stretch, Relax � No Silver Bullet � Get some water, Use the restroom � Testing � Get to know your classmates… � Etc….. When we return… � No Silver Bullet � Testing Lecture Notes 3 29 Lecture Notes 3 30 5

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