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Randy Ribler – Lynchburg College PhD from Virginia Tech Postdoc at University of Illinois (UIUC) Many years of industry experience building systems ribler@lynchburg.edu I was here before in 2006 I’m absolutely delighted to be back in 2013
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Hobbs Hall
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How do we build big systems? How do people work together best? How can we prevent project failure? Failure rates are debatable, but undeniably too high How should individual programmers do their jobs? What are “best practices”
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Fewer things are provable Hard/Impossible to repeat anything Every situation is a different Projects are different Staff is different Tools are different Customers are different SE has been wrong before Conventional wisdom has changed radically in the last several years.
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Structured Programming Object-oriented Programming Design Patterns Configuration Management Pair Programming Test-driven Development Refactoring A number of software process models Coding Standards Tools
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Chaos! No agreement on exactly what the system must do No comprehensive high-level design Difficult coordination between team members ▪ How do we know what we should be working on ? What happens if someone leaves? How do we bring all the pieces together?
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Requirements Determine exactly what the system must do. Generally, say nothing about how it does it. A requirements specification document is produced. System Design High-level design breaks the system in to pieces (modules) ▪ Describe how each of the pieces work and communicate. Low-level design ▪ Write pseudo-code for all the modules Design documents are produced
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Implementation (Coding) Typically cited as expected to take 10-15% of project time. Testing Unit testing Integration Testing Deployment Deliver the system to the customer ▪ Sometimes this is the first time the customer has seen the system work!
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Maintenance Debug problems Make Enhancements This phase is acknowledged to be the most expensive
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Follows other engineering disciplines – “Have a blueprint before you build anything” The entire system is planned from the beginning, allowing design to be comprehensive. The customer is told what they will get from the beginning Good for contracts, at least on the surface Module breakdown provides parallelism of effort.
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The less sure we are about what we want the more expensive it will be What happens if the project is cancelled before deployment? How do we keep all the documents consistent? How do we know that the system will solve the user’s problem? How do we know how long things will take? It is unclear how effective it is.
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- Discussion of Chapter 1 in Martin and Martin
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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
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That is, while there is value in the items on the right, we value the items on the left more.
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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 time scale.
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Businesspeople 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.
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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.
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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.
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Relatively new software development process Very clearly defined roles for the development team (Development) and the management team (Business) Extreme Programming Explained – Embrace Change ▪ Kent Beck, 2000, 2005 An incremental software development process One of a family of “agile” development processes Less formal specification and design
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In XP, user requirements are expressed as stories Stories are determined in meetings between customers and developers Sample Stories: A user logs into the system A user makes a deposit to their account Stories are recorded on index cards Developers estimate the work required to implement a story
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A release is software that is delivered to the customer In extreme programming (XP), releases are made frequently. (approximately every 3 months) Releases consist of working code, but they are usually snapshots of works in progress. Releases allow the customer to see how the system is developing and react to problems at early stages (provide feedback) The customer determines which stories are included in the release, constrained by a budget determined by the previous release.
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Releases are implemented through a series of iterations. Iterations produce working software demonstrated every 1-2 weeks to get user feedback Iteration Plan Collection of stories meeting a budget established by developers Budget is determined by progress made during the previous iteration Stories are broken up into “tasks”
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Details of user stories specified by the customer The virtual requirements document Everyone can read and understand these tests Once a test passes, it should never be allowed to break for more than a few hours
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Pair Programming Test-driven Development (TDD) Refactoring Open Workspaces Customers as team members
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Two programmers work together One types One watches for errors, makes suggestions, helps Occasionally switch roles Benefits Fewer bugs initially Two heads are better than one Information and Ownership Sharing ▪ Both programmers understand this code well Information Transfer ▪ Learn techniques from each other ▪ Learn about all parts of the system Isn’t this more expensive? It doesn’t seem to be
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Change pairs frequently (once per day) Everyone works on everything
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Improve code without changing its function Contrary to “if it works don’t fix it” ▪ “If it works, make it better” Make a series of small transformations to make the code better. Verify the you have not broken the code A unified design can emerge.
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All production code is written to make a failing test pass. Loop ▪ Write a failing test ▪ Make the test pass ▪ Refactor Result ▪ All production code has unit tests available from the start. ▪ Refactoring can be done with confidence as tests exist to verify correctness.
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The team is not allowed to work overtime, other than during the last week of a release Overtime is viewed as borrowing time from the future, with the interest being a dramatic reduction in quality
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Programmers do not work in private offices Everyone works together in one big room Better communication Less reliance of formal meetings
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Consider the simplest thing that could possibly work You aren’t going to need what you think you will need Reject duplication of code.
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Any pair as the right to check out any module and improve it Configuration Management supports this.
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Business and Development play the planning game to determine what to do next.
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Each system feature is broken down to 1 or more user "stories.” e. g., “a student drops a course,” “a user logs in,” “the system is asked to find a specific course that fits in a given schedule.”
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Check in code after one or two hour’s work Don’t integrate large modules all at once
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Stories are written on index cards ▪ just enough to remember what they are. ▪ We don’t want lots of details.
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name of the story date brief description of story number of "points" the story requires (cost) ▪ estimates are not in hours, they are in points that have a consistent value Notes Anything helpful
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rewritten broken up into smaller stories if they are too large combined with other stories if they are too small. discarded
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Phases are cyclical - you will move back and forth between the phases during the course of the game. Exploration ▪ Determine what new things the system might do. Commitment ▪ Decide what subset of all possible requirements to purse next Steering ▪ Update the plan based on what Business and Development learn
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Determine what new things the system might do. Moves ▪ Write a story (Business) ▪ Estimate a story (Development) ▪ Split a story
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Decide what subset of all possible requirements to purse next. Moves ▪ Business Sorts by Value ▪ Three piles Essential Significant business value Nice to have ▪ Development Sorts by Risk ▪ Three piles Cost estimates can be precise Cost estimates can be reasonably precise Cost estimates cannot be precise
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Set Velocity Development tells Business how fast the team can work. Choose Scope Business chooses the set of cards that will be included in the release
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Update the plan based on what Business and Development learn Steering Moves: ▪ Iteration ▪ Business picks one iteration worth of the most valuable stories to be implemented. ▪ Recovery ▪ If Development realizes that it has overestimated its velocity, it can ask Business to specify a smaller subset of the current stories.
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New Story If Business realizes it needs a new story, Business removes stories with equivalent estimates and inserts the new story. Reestimate If Development feels that the plan no longer provides an accurate map of development, it can re-estimate all of the remaining stories and set velocity again.
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Velocity The number of story points we complete each iteration is our "velocity." Our next iteration will use our current velocity for determining the number of points we can commit to for the next iteration. Release Planning Given velocity, Business gets good estimates of the cost of features Managers use both cost and priority to schedule the development sequence of features.
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Players are just the programmers No management Stories are broken in tasks Tasks are recorded on index cards Programmers accept responsibility for tasks Programmers estimate the time required for each task (perfect programming days/hours) Programmers test and implement tasks using pair programming
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Exploration Phase Write a task Split/combine a task
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Commitment Phase Accept a task ▪ Programmer volunteers to accept responsibility for a task ▪ Estimate a task ▪ The programmer who has accepted responsibility for a task estimates the time required to complete it (usually in perfect days or perfect programming hours) ▪ Set load factors ▪ What percentage of the available time will you work on your tasks? ▪ Balancing ▪ Determine how well the available time matches the estimated task time for each individual – redistribute as necessary
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Steering Phase Implement a task ▪ Use pair programming ▪ Use test-driven development Record Progress Keep track how much time has been spent on each task Recovery Reduce task scope of task/story Remove non-essential tasks Get more/better help Ask customer to defer some stories
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Loop ▪ Write a failing test ▪ Make the test pass ▪ Refactor Most development environments now have direct support for TDD ▪ NUnit is one of the most popular tools for TDD ▪ Microsoft Visual Studio supports a number of TDD tools, as does Eclipse ▪ Both environments support versions of Nunit
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Using Nunit Create a TestClass with the attribute [TestFixture] [TestFixture] class chessClassTests { }
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Add a reference to NUnit References | Manage NuGet Packages Search for NUnit Install Add “using NUnit.Framework;” to your test files. Under Tests | Test Settings Select “Run Tests After Build”
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