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SEA Side – Extreme Programming 1 SEA Side Software Engineering Annotations Annotation 1: Extreme Programming Professor Sara Stoecklin Director of Software.

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Presentation on theme: "SEA Side – Extreme Programming 1 SEA Side Software Engineering Annotations Annotation 1: Extreme Programming Professor Sara Stoecklin Director of Software."— Presentation transcript:

1 SEA Side – Extreme Programming 1 SEA Side Software Engineering Annotations Annotation 1: Extreme Programming Professor Sara Stoecklin Director of Software Engineering- Panama City sstoecklin@mail.pc.fsu.edu stoeckli@cs.fsu.edu 850-522-2091 850-522-2023 Ex 182 Florida State University Computer Science

2 SEA Side – Extreme Programming 2 Extreme Programming Definition: –An agile (lightweight) team process to create software rapidly that is extremely reliable, efficient, and well-factored. - (marketing) –A deliberate and disciplined approach to software development that emphasizes team work to improve the process through utilization of refactoring, patterns, and good testing.

3 SEA Side – Extreme Programming 3 Extreme Programming (XP) History: –Many of the practices were created and tested as part of the Chrysler C3 project, which was a very successful software development project for a payroll system. –About six years old and has proved to be a cost effective process for development of software.

4 SEA Side – Extreme Programming 4 Why Not XP Lightweight – does not scale –Meant for small projects 2-15 people, 1 to 2 years. Most are less than 6 people and less than one year projects. Not academically Proven –Statistics and successes are not tested by an independent group. Lot of hype. Easy systems –Anyone can develop a small system what about a 5 year system with 300 database tables, 500 screens, 4000 reports and 1500 transactions. What about an operating system such as MVS or Windows XP?

5 SEA Side – Extreme Programming 5 Why XP Promotes Good Software Engineering Principles –Patterns, refactoring, cohesion, coupling, encapsulation, polymorphism, and inheritance. Allows the personal software process to mature –Allows a finely tuned software development process to emerge within an organization. Promotes Good Testing Principles –Defines a method for testing, promotes testing as completely, encourages good unit testing.

6 SEA Side – Extreme Programming 6 What are the XP Practices There are 12 simple practices which rely on the synergy between them. These practices support each other by covering the weakness of one with the strength of others Five are basic XP principles Seven are process techniques

7 SEA Side – Extreme Programming 7 Twelve XP Practices Five Basic XP Principles –Small Releases –40-hour work week –On-site customer –Collective Ownership –Coding Standards

8 SEA Side – Extreme Programming 8 Twelve XP Practices Five Basic XP Principles –Small Releases »Everything released to the customer should be as small as possible »Put simple system to work as quickly as possible »Release new versions on a very short development cycle »Helps to reduce schedule slips since short release cycles limit scope for each release »Release planning meeting discover these small units of functional behavior.

9 SEA Side – Extreme Programming 9 Twelve XP Practices Five Basic XP Principles –40-hour work week »Never work overtime, go home at 5:00, have a nice week-end »Rested programmers have more courage and make fewer mistakes »Rested staff keeps them happy causing more chance of having stable teams. »Rested staff more able to handle intense inter- personal interaction of the team »Use the release planning meeting to plan the 40 hour week releases

10 SEA Side – Extreme Programming 10 Twelve XP Practices Five Basic XP Principles –On-site customer »A real customer is available on site. »Answers questions, resolve disputes, set small scale priorities, and provide test. »Customer participates in release planning meetings to define the small incremental RELEASES. »Customer participates in writing USER STORIES »Customer participates in testing RELEASES with the USER STORIES

11 SEA Side – Extreme Programming 11 Twelve XP Practices Five Basic XP Principles –Collective Ownership »Anyone can change the code and anyone who sees an opportunity to add value to any portion of the code is required to do it at any time. »Everyone improves product »Fix bugs – define tests to test bugs »Refactor Mercilessly »Create unit test for each unit developed »Frequent integration of new code

12 SEA Side – Extreme Programming 12 Twelve XP Practices Five Basic XP Principles –Coding Standards »Everybody defines the class naming standards, variable naming standards, class names, variable names. »Standards are set or evolve for the team.

13 SEA Side – Extreme Programming 13 Twelve XP Practices Seven Process Techniques –The Planning Game –Metaphor –Simple Design –Pair Programming –Refactoring –Continuous Integration –Testing

14 SEA Side – Extreme Programming 14 Twelve XP Practices Seven Process Techniques –The Planning Game »Customer and Developer participate in writing USER STORIES (other names - lightweight use cases, process narratives, scenarios). CRC cards helpful. »Each story transforms into one or more releases on a release plan. »Customer and Developer write, estimate stories, schedule by priority or risk with the team owning the schedule. »If the project velocity gets too high then we limit the scope of this release. If the load factor of a story gets to high then we split the story. »Customer writes the acceptance test cases for these USER STORIES

15 SEA Side – Extreme Programming 15 Twelve XP Practices Seven Process Techniques –Metaphor »Start development with just a metaphor not a detailed architectural plan »Be consistant with names, find common ground, find common domain patterns, solutions »Uniformity simplifies coding.

16 SEA Side – Extreme Programming 16 Twelve XP Practices Seven Process Techniques –Simple Design »The right design for the system at any moment is the one that had not duplication, runs all the tests, does everything needed, upholds constraints. »Start with small simple designs »A simple design takes less time to finish than a complex one. »Never add functinality before it is scheduled. »Simple designs are easier to maintain. »Refactor out complexity »Do spike solutions (risk first)

17 SEA Side – Extreme Programming 17 Twelve XP Practices Seven Process Techniques –Pair Programming »Master feedback loop to ensure that the XP programming practices stay in place. »Reduces overall project risk. »Two people working side by side to produce quality code – one thinks, one drives.

18 SEA Side – Extreme Programming 18 Twelve XP Practices Seven Process Techniques –Pair Programming »Thinker Is this approach going to work What are some test cases to test this code Is there some way to simplify the code Is there some pattern we should be using Is there duplicated code Is there some refactoring technique to use Is there some other solution »Driver Keys in solutions Aids thinker

19 SEA Side – Extreme Programming 19 Twelve XP Practices Seven Process Techniques –Pair Programming »Does not cost twice as much. Aids in jelling programming assignment Encourages testing Encourages thinking Encourages not leaving bad code »Pair new programmer with old-timer. »Rules: can’t go off and do things separately Both must be able to see the monitor Take turns driving No lone rangers Trust your partner

20 SEA Side – Extreme Programming 20 Twelve XP Practices Seven Process Techniques –Refactoring »Remove duplication »Improve communications »Add flexibility »Simplify »Refactor for patterns (design, application, analysis) »Refactor for good design »Keep code clean

21 SEA Side – Extreme Programming 21 Twelve XP Practices Seven Process Techniques –Continuous Integration »Build, integrate and test daily according to the iteration planning and release scheduling Load current release Load changes Run tests »Take iteration deadlines seriously »Measure progress with standup meetings

22 SEA Side – Extreme Programming 22 Twelve XP Practices Seven Process Techniques –Testing »Types Functional testing – black box Unit tests – programmer written with method by method Acceptance tests - customer written for stories Parallel tests – test to assure system works as old system Stress test – simulate worst case load Monkey test – test behavior of nonsensical input

23 SEA Side – Extreme Programming 23 Twelve XP Practices Seven Process Techniques –Testing »Unit tests Cornerstone of XP – code it first Need a unit test framework –http: www.XProgramming.com Harder it is to write the test- more you need it Enables collective code ownership Junit testing becoming standard Enables refactoring and frequent integration Safety net of regression and validation tests

24 SEA Side – Extreme Programming 24 Twelve XP Practices Seven Process Techniques –Testing »Unit tests Rhythm for unit testing Loop iteratively –Write a little code –Write the code for testing this code –Test written code with code for testing –Correct code or test for code

25 SEA Side – Extreme Programming 25 Twelve XP Practices Seven Process Techniques –Testing »Acceptance Tests Created from user stories Black box system tests Used in regression tests Should be automated so they can be ran often Improve the quality of the system

26 SEA Side – Extreme Programming 26 The XP Process Build User Stories Define Architectural Spikes Conduct Release Planning Build Iteration Conduct Acceptance Testing requirements metaphor new velocity estimating release plan bugs next iteration release Defines user requirements Controls Scope Improves Quality

27 SEA Side – Extreme Programming 27 Getting Started How do I start using XP –A new project –Collect user stories –Conduct spike solutions –Schedule release planning meeting –Plan iterations –Start iterative development –Try automated unit tests –Try automated acceptance testing

28 SEA Side – Extreme Programming 28 Web-Sites http://www.extremeprogramming.org http://www.junit.org http://www.instantiations.com/jfactor/ http://c2.com/cgi/wiki?ExtremeProgrammingRoadma phttp://c2.com/cgi/wiki?ExtremeProgrammingRoadma p http://www.xpuniverse.com/home

29 SEA Side – Extreme Programming 29 Summary Remember – XP is lightweight – does not scale –Meant for small projects 2-15 people, 1 to 2 years. Most are less than 6 people and less than one year projects. Promotes Good Software Engineering Principles –Patterns, refactoring, cohesion, coupling, encapsulation, polymorphism, and inheritance. Allows the personal software process to mature –Allows a finely tuned software development process to emerge within an organization. Promotes Good Testing Principles –Defines a method for testing, promotes testing as completely, encourages good unit testing.

30 SEA Side – Extreme Programming 30 Computing Degrees at FSU-Panama City Math&Science Business Math&EE General Information System Degrees Scientific Degrees Management Information Systems (BS) Information Studies (Web – BS,MS) Computer Science (MS, Web-BS) Computer Engineering (BS, Web-MS)  Systems Analysis  IT Management  Computer Consulting  Application Programming  Web Development  Network Management  Information Systems  Management of Information Services  Social Informatics  Information and Communication Technologies  Embedded Systems  Image Processing  Electronics and Electromagnetics  Signals and Systems  Communications  Microprocessors  Computer Architecture  Operating Systems  Systems Programming  Applications Programming  Database Administration  Systems Administration. Degree Programs http://www.pc.fsu.edu/degreeplansheets/default.asphttp://www.pc.fsu.edu/degreeplansheets/default.asp. Advisor Jeanne Dexter – jdexter@mail.pc.fsu.edu. Advisor Alan Stromberg sdytomnrty@mail.pc.fsu.edu. Advisor Kamran Imen kimen@mail.pc.fsu.edu. Advisor Sara Stoecklin stoeckli@cs.fsu.edu


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