SE382 Software Engineering Lecture 06 Agile Development (1) First Midterm Exam Tuesday, 3 March 2015 (same time as the lecture) Duration: 75 minutes Will cover all lectures delivered before the exam date Will consist of MCQ’s, fill-in-the-blanks, questions with short answers, and drawing of diagrams If you miss any midterm exams for any reason, you will have to appear for a makeup exam on the Thursday of the last week of teaching. This exam will cover all lectures delivered in the semester. It will consist of drawing of diagrams and answering questions having 0.5-1 page answers. Chapter 5 Agile Development Slide Set to accompany Software Engineering: A Practitioner’s Approach, 8/e by Roger S. Pressman and Bruce R. Maxim Slides copyright © 1996, 2001, 2005, 2009, 2014 by Roger S. Pressman For non-profit educational use only May be reproduced ONLY for student use at the university level when used in conjunction with Software Engineering: A Practitioner's Approach, 8/e. Any other reproduction or use is prohibited without the express written permission of the author. All copyright information MUST appear if these slides are posted on a website for student use. These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 8/e (McGraw-Hill, 2014) Slides copyright 2014 by Roger Pressman. 3 The Manifesto for Agile Software Development “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 & interactions over processes & tools Working software over comprehensive documentation Customer collaboration over contract negotiation Responding to change over following a plan That is, while there is value in the items on the right, we value the items on the left more.” Kent Beck et al These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 8/e (McGraw-Hill, 2014) Slides copyright 2014 by Roger Pressman. 4 What is “Agility”? Effective (rapid and adaptive) response to change Effective communication among all stakeholders Drawing the customer onto the team Organizing a team so that it is in control of the work performed Yielding … Rapid, incremental delivery of software These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 8/e (McGraw-Hill, 2014) Slides copyright 2014 by Roger Pressman. 5 Agility and the Cost of Change These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 8/e (McGraw-Hill, 2014) Slides copyright 2014 by Roger Pressman. 6 An Agile Process … Is driven by customer descriptions of what is required (scenarios) Recognizes that plans are short-lived Develops software iteratively with a heavy emphasis on construction activities Delivers multiple ‘software increments’ Adapts as changes occur These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 8/e (McGraw-Hill, 2014) Slides copyright 2014 by Roger Pressman. 7 Agility Principles - I 1. Our highest priority is to satisfy the customer through early and continuous delivery of valuable software 2. Welcome changing requirements, even late in development. Agile processes harness change for the customer's competitive advantage 3. Deliver working software frequently, from a couple of weeks to a couple of months, with a preference to the shorter timescale 4. Business people and developers must work together daily throughout the project These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 8/e (McGraw-Hill, 2014) Slides copyright 2014 by Roger Pressman. 8 Agility Principles - II 5. Build projects around motivated individuals. Give them the environment and support they need, and trust them to get the job done 6. The most efficient and effective method of conveying information to and within a development team is face–to–face conversation 7. Working software is the primary measure of progress 8. Agile processes promote sustainable development. The sponsors, developers, and users should be able to maintain a constant pace indefinitely These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 8/e (McGraw-Hill, 2014) Slides copyright 2014 by Roger Pressman. 9 Agility Principles - III 9. Continuous attention to technical excellence and good design enhances agility 10. Simplicity – the art of maximizing the amount of work not done – is essential 11. The best architectures, requirements, and designs emerge from self–organizing teams 12. At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 8/e (McGraw-Hill, 2014) Slides copyright 2014 by Roger Pressman. 10 Human Factors The process molds to the needs of the people and team, not the other way around Key traits that must exist among the people on an agile team and the team itself: o Competence o Common focus o Collaboration o Decision-making ability o Fuzzy problem-solving ability o Mutual trust and respect o Self-organization These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 8/e (McGraw-Hill, 2014) Slides copyright 2014 by Roger Pressman. 11 Extreme Programming (XP) The most widely used agile process, originally proposed by Kent Beck XP activities: 1. Planning 2. Design 3. Coding 4. Testing These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 8/e (McGraw-Hill, 2014) Slides copyright 2014 by Roger Pressman. 12 XP Planning 1. Begins with the creation of “user stories” 2. Agile team assesses each story and assigns a value (priority) and a cost (in terms of development time) 3. Stories are grouped to for a deliverable increment 4. A commitment is made on delivery date 5. After the first increment “project velocity” is used to help define subsequent delivery dates for other increments These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 8/e (McGraw-Hill, 2014) Slides copyright 2014 by Roger Pressman. 13 XP Design 1. Keep it simple 2. Encourage the use of CRC cards (see Chapter 10) 3. For difficult design problems, suggests the creation of “spike solutions”—a design prototype 4. Encourages “refactoring”—an iterative refinement of the internal program design These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 8/e (McGraw-Hill, 2014) Slides copyright 2014 by Roger Pressman. 14 XP Coding and Testing XP Coding 1. Recommends the construction of a unit-test for a story before coding commences 2. Encourages “pair programming” XP Testing 1. All unit-tests are executed daily 2. “Acceptance tests” are defined by the customer and executed to assess customer visible functionality These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 8/e (McGraw-Hill, 2014) Slides copyright 2014 by Roger Pressman. 15 Extreme Programming (XP) These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 8/e (McGraw-Hill, 2014) Slides copyright 2014 by Roger Pressman. 16 Industrial XP (IXP) IXP has greater inclusion of management, expanded customer roles, and upgraded technical practices IXP adds six new practices to handle larger projects: 1. Readiness assessment - what’s required to do the project? 2. Project community - are the right people on the team? 3. Project chartering - to check feasibility 4. Test driven management - nonstop progress assessment 5. Retrospectives - to do increment postmortem 6. Continuous learning - to improve future increments These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 8/e (McGraw-Hill, 2014) Slides copyright 2014 by Roger Pressman. 17 SE382 Software Engineering Lecture 07a Agile Development (2) First Midterm Exam Tuesday, 3 March 2015 (same time as the lecture) Duration: 75 minutes Will cover all lectures delivered before the exam date Will consist of MCQ’s, fill-in-the-blanks, questions with short answers, and drawing of diagrams If you miss any midterm exams for any reason, you will have to appear for a makeup exam on the Thursday of the last week of teaching. This exam will cover all lectures delivered in the semester. It will consist of drawing of diagrams and answering questions having 0.5-1 page answers. Scrum Distinguishing features: Development work is partitioned into “packets” Testing and documentation are on-going as the product is constructed Work occurs in “sprints” and is derived from a “backlog” of existing requirements Meetings are very short and sometimes conducted without chairs “demos” are delivered to the customer with the time-box allocated These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 8/e (McGraw-Hill, 2014) Slides copyright 2014 by Roger Pressman. 20 Fixed-Scope Delivery Deliver all features that were promised even if it delays the increment Customers sometimes do not like this because they may have cleared their schedules to receive the increment Time-Boxed Delivery Deliver the increment on time, even if all promised features have not been implemented The delayed features, if necessary, are incorporated in future increments Scrum These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 8/e (McGraw-Hill, 2014) Slides copyright 2014 by Roger Pressman. 22 Dynamic Systems Development Method Similar to XP, but emphasizes project management Guiding principles: Active user involvement is imperative Teams must be empowered to make decisions The focus is on frequent delivery of products Fitness for purpose is the acceptance criterion Iterative and incremental development is necessary to converge on an accurate business solution All changes during development are reversible Requirements are baselined at a high level Testing is integrated throughout the life-cycle These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 8/e (McGraw-Hill, 2014) Slides copyright 2014 by Roger Pressman. 23 DSDM Lifecycle Who are the users? Priotrized requirements System architecture Development plan Identify functional requirements Agree plan Create functional prototype Review functional prototype Is it a good idea to build this product? Should we use DSDM for this? Cost/time estimates Possible solutions and Risks User approval guidelines Deploy system Train users Review business impact Identify non-functional requirements Identify design prototype Agree plan Create/review design prototype DSDM Lifecycle Image Ref: www.uwplatt.edu/files/csse/courses/prev/csse411-materials/s10/DSDM%20-%20bowersju.ppt Why do we build models? To better understand the details of the product that needs to be built To help break-up the product into smaller, more manageable, and easy-to-build pieces To help in the checking of what is being built while it is been built 25 Agile Modeling (AM) Agile models are more effective than traditional models because they are just barely good, they don't have to be perfect. AM follows the following principles: Model with a purpose (have a specific goal for AM) Use multiple models (each representing a specific aspect of the system) Travel light (only keep those models that provide value in the long run) Content is more important than representation Know the models and the tools used to create them Adapt locally (according to the needs of the team) These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 8/e (McGraw-Hill, 2014) Slides copyright 2014 by Roger Pressman. 26 Agile Unified Process (AUP) Simplified version of the Unified Process It describes a simple, easy to understand approach to developing software using agile techniques and concepts yet still remaining true to the Unified Process AUP uses agile techniques including agile modeling and test-driven development (creating test-cases before commencing coding) Ref: en.wikipedia.org/wiki/Agile_Unified_Process AUP Activities Each AUP iteration includes the following activities: 1. Modeling using UML 2. Implementation 3. Testing 4. Deployment of increment; acquisition of feedback 5. Configuration management 6. Project management 7. Management of the development processes & tools These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 8/e (McGraw-Hill, 2014) Slides copyright 2014 by Roger Pressman. 28