Software Engineering Modern Approaches

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Presentation transcript:

Software Engineering Modern Approaches Eric Braude and Michael Bernstein

Chapter 4: Agile Software Processes

Requirements analysis Planning Maintenance Testing The Software Development Lifecycle Requirements analysis Implementation Design Learning goals of this chapter How did agile methods come about? What are the principles of agility? How are agile processes carried out? Can agile processes be combined with non-agile ones? Phases most relevant to this chapter are shown in bold

Agile Processes Prior to 2001, group of methodologies shared following characteristics: Close collaboration between programmers and business experts Face-to-face communication (as opposed to documentation) Frequent delivery of working software Self-organizing teams Methods to craft the code and the team so that the inevitable requirements churn was not a crisis

Agile Alliance – Agile Manifesto

Agile Principles Our highest priority is to satisfy the customer through early and continuous delivery of valuable software. Welcome changing requirements, even late in development. Agile processes harness change for the customer's competitive advantage. Deliver working software frequently, from a couple of weeks to a couple of months, with a preference to the shorter timescale. Business people and developers must work together daily throughout the project. Build projects around motivated individuals. Give them the environment and support they need, and trust them to get the job done. The most efficient and effective method of conveying information to and within a development team is face-to-face conversation.

Agile Principles Working software is the primary measure of progress. Agile processes promote sustainable development. The sponsors, developers, and users should be able to maintain a constant pace indefinitely. Continuous attention to technical excellence and good design enhances agility. Simplicity--the art of maximizing the amount of work not done--is essential. The best architectures, requirements, and designs emerge from self-organizing teams. At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly.

Agile Methods

Agile Cycle

Agile Schedule

Extreme Programming (XP) Kent Beck, 1996 Project at Daimler Chrysler Simple and efficient process

XP Values

XP Values (cont.)

XP Principles Planning Process Small Releases Test-driven Development Refactoring Design Simplicity Pair Programming Collective Code Ownership Coding Standard Continuous Integration On-Site Customer Sustainable Pace Metaphor

SCRUM Developed in early 1990s Based on assumption: development process is unpredictable and complicated can only be defined by a loose set of activities. Development team empowered to define and execute the necessary tasks to successfully develop software

SCRUM

Crystal Alistair Cockburn Family of agile methods Frequent delivery, close communication and reflective improvement

Crystal

Crystal Properties Frequent delivery Reflective improvement Close communication Personal safety Focus Easy access to expert users Technical environment with automated testing, configuration management and frequent integration

How Detailed to Plan 100% Can obtain all requirements Certain of end date Certain of high-level design Certain of personnel HIGH DETAIL PLAN Advisable detail level of plans No knowledge  LOW DETAIL PLAN Extent of knowledge 0% 100% © 2010 John Wiley & Sons Ltd.

Agile / Non-Agile Tradeoff Benefits of Agile Motivates developers Thoroughly tested, mostly Easier to estimate each cycle Responsive to customer Always demonstrable software Costs of Agile Hard for new participants Sensitive to individuals Hard to estimate full job Limits team size Questionable security

Agile / Non-Agile Combination Options Conventional Wisdom (2008) % agile vs. non-agile Agile / Non-Agile Combination Options Conventional Wisdom (2008) 100% non-agile agile agile agile small large Job size © 2010 John Wiley & Sons Ltd.

Integrating Agile with non-Agile Methods 1: Time Line Requirements documentation * 4 Design documentation 2 * 5 3 Coding & test 6 System Testing 1 * High level

Integrating Agile with non-Agile Methods 2: Iterations time M I L E S T O N E S First iteration* completed X Product released X S C H E D U L E Iteration #  1 2 3 Requirements documentation * * * Design documentation * * * Coding & test System Testing 1 2 3 *high level

Agile-Driven Approach to Large Jobs: Each Iteration Initial agile development Requirements documentation Design documentation Coding & test (including agility?) © 2010 John Wiley & Sons Ltd.