Download presentation
Presentation is loading. Please wait.
Published byCatherine Hensley Modified over 8 years ago
1
Extreme Programming
2
Programming History
3
1960’s 60’s “Cowboys” wrote software anyway that they could Difference between best programmers and worst as high as 28:1 (many sources) Start of the “software crisis” 1968 Edsger Dijkstra, “GOTO Statement Considered Harmful” (CACM)GOTO Statement Considered Harmful Recognition that rules can improve the average programmer
4
Structuring Software Development Few rules helped immensely Good rules and practices developed over the 70’s and 80’s If a few rules are good, more are better… Late 80’s, major focus on process as a key to quality ISO 9000 (first published 1987) ISO 9000 Malcolm Baldrige National Quality Award (just celebrated 25 th anniversary) Malcolm Baldrige National Quality Award
5
ISO 9000 ISO: International body 150 national standards organization (US: ANSI) Originally technical standards Has broadened its scope: e.g., quality ISO 9000: family of standards Generic management system standard Not the process but the management of the process Compendium of best practices Continues to be updated ISO 9001 key standard
6
ISO 9001 Requirements Business customer requirement based communication and validation internal audits evaluation and improvements problem management and effectiveness monitoring non-conformances and bad product Quality Policy formal statement from management understood and followed at all levels by all employees used to establish employee measurable objectives Quality System regularly audited and evaluated for conformance and effectiveness decisions based on recorded data records that trace raw materials and products to the source
7
Why not apply to software development? Companies started codifying their practices Large documents and people to manage them Rise of the project manager “Honored in the breach” More large projects and more late or failed projects 1995 Standish Group Study 1995 Standish Group Study Jerry Saltzer SOSP 1999 Jerry Saltzer SOSP 1999
8
1995 Standish Group Study 50% software projects challenged 2x budget 2x completion time 2/3 planned function 30% impaired Scrapped 20% success
9
Jerry Saltzer Presentation Who is Jerry Saltzer? Early time sharing (CTSS) Multics Operating System (“inspired” Unix) Project Athena Thin client computing Kerberos LDAP Instant messaging
10
Software Engineering Processes Differ by how often you do the steps Points on the spectrum Differences in overhead Three fundamental models Waterfall Spiral Iterative Widely used models Integrated Product Development Unified Software Development Process Extreme Programming
11
All models address the 4 P’s of Software Engineering People: those doing it Product: what is produced Process: manner in which it is done Project: the doing of it
12
Integrated Product Development (IBM) Originated at GE Cross-functional teams at all phases Phased approval (easy to start, easy to kill) Concept Plan Ship Sunset
13
Unified (Software Development) Process Iterations within phases 4 phases and core workflows for each Requirements Analysis Design Implementation Test ElaborationInceptionConstructionTransition
14
Agile Methodologies: Born from Backlash
15
Agile Methodologies Keep only those rules and processes that help Antidote to bureaucracy License to hack Key characteristics Adaptive People-oriented
16
Agile Manifesto February 2001 Representatives from Extreme Programming SCRUM DSDMAdaptive Software Dev CrystalFeature-Driven Dev Pragmatic Programming
18
Extreme Programming
19
Complete development process First code drop 2-3 weeks after start (what is the start?) Customer part of the development team Iterative development to the max Derive requirements with customer through hands-on experimentation Agile methodology
20
History Kent Beck considered the inventor Ideas developed in the early 90’s First project at Daimler Chrysler in 1996 Smalltalk Design patterns Extreme programming
21
XP Bills of Rights Developer has a right to Clear requirements and priorities Determine how long requirement will take Revise estimates Always produce quality code
22
XP Bills of Rights Customer has a right to An overall plan See progress in a running system Change requirements and priorities Be informed of changes to schedule and have input as to how to adapt Cancel in the middle and still have something to show for the investment
23
XP Value System Communication: Focus on people, not documentation Simplicity: Of process and code Feedback: Mechanism to make useful progress Courage: To trust in people what you would like to know about software that your life depended on? (Bollinger)
24
Extreme Programming Flowchart http://www.extremeprogramming.org/
25
User Stories Use cases Written by customer Used for planning Developers estimate by story Stories basis for iteration Used to build acceptance tests Remember: correctness equals meeting requirements
26
System Metaphor Initial system design
27
Spikes Technology explorations Focus on high risk items Typically considered throw-away code If not, needs to be agreed to by the whole team
28
Release Planning Each iteration has its own plan Function OR date (other is adjusted accordingly) (Recall 4 variables: function, date, resources, quality) Planning adapts as the project progresses Measure project velocity Number of user stories and tasks completed Next iteration looks at planned vs. actual time Allowed to plan last iteration’s number for this iteration
29
Iteration Scope: all parts of the system Only add functions needed for current user stories Recommendation: 3 weeks Moving people around Backup and training Code is owned by the whole team Pair programming Re-factoring
30
Pair Programming Two people working at a single computer Built-in backup and inspections Collaboration builds better code Mechanical model One drives, the other talks Keyboard slides between the two Logical model One tactical, the other strategic Both think about the full spectrum but bring different perspectives
31
Pair Programming Experiments Typical numbers: total manpower not very different No more than ¼ additional Implication: actual time reduced Improved satisfaction also improves productivity Williams et al, “Strengthening the Case for Pair-Programming”Strengthening the Case for Pair-Programming
32
Refactoring Each iteration adds just the function needed If you continue to add new functions every two weeks, code can get messy Refactoring is the cleaning up of the code at the end of the iteration Critical to maintaining quality code (Also applies to the design) Difference between refactoring & rewriting?
33
Feedback Loops
34
The Rules of Extreme Programming Planning Managing Designing Coding Testing
36
When to Use XP Types of projects High risk Poorly understood requirements Team Small size: 2 to 12 Needs to include customer Automated testing Timing issue
37
What Makes a Project XP Paradigm see change as the norm, not the exception: optimize for change Values communication, simplicity, feedback, courage: honor in actions Power sharing business makes business decisions; development, technical ones Distributed responsibility and authority people make commitments for which they are accountable Optimizing process aware of process and whether it is working: experiment to fix acculturate new team members Ward Cunningham, Ron Jeffries, Martin Fowler, Kent Beck
38
NOT everyone loves XP
39
References Agile Methodologies www.martinfowler.com/articles/newMethodology.html www.martinfowler.com/articles/newMethodology.html Discussion http://xp.c2.com/ExtremeProgrammingRoadmap.html http://xp.c2.com/ExtremeProgrammingRoadmap.html
40
More on Trust in People
41
Egoless Programming Weinberg 1971 The Psychology of Computer Programming “cowboy” era Re-issued in 1998 Programmers needed to be team players Accept inspections and reviews Open to corrections and critiques
42
(Lamont Adams)
43
But pride of ownership is critical to quality
44
Software Craftsmanship Emphasizes coding skills of the developers Recognition of importance of the individual Basis Pragmatic Programmer (Hunt and Thomas) Pragmatic Programmer Software Craftsmanship (McBreen) Software Craftsmanship Manifesto Manifesto First conference 2009 Fundamentals Apprenticeship Pride in your work
46
Can Craftsmanship Help? Craftsmen sign their work basis for reputationhiring on portfolioforget licensing Exploit productivity differences between individuals not managing hordes of 'average' programmers: small teams of good developers pay differentials Expose the fallacy of good enough software Software development is a social, intellectual activity not mechanical : engineering wrong metaphor mythical man month problem still exists Apprenticeship more effective than training software development as a craft not the same as being taught how to program.
Similar presentations
© 2024 SlidePlayer.com. Inc.
All rights reserved.