Agile Programming 9 OCTOBER 2013 History 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) Recognition that rules can improve the average programmer 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) Malcolm Baldrige National Quality Award (just celebrated 25th anniversary) 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 Jerry Saltzer SOSP 1999 Agile Methodologies: Backlash Agile Methodologies Keep only those rules and processes that help Antidote License Key to bureaucracy to hack characteristics Adaptive People-oriented Agile Manifesto February 2001 Representatives from Extreme Programming SCRUM DSDM Adaptive Software Development Crystal Feature-Driven Development Pragmatic Programming SCRUM WITH ACKNOWLEDGEMENT TO MIKE COHN FROM MOUNTAIN GOAT SOFTWARE, LLC We’re losing the relay race “The… ‘relay race’ approach to product development…may conflict with the goals of maximum speed and flexibility. Instead a holistic or ‘rugby’ approach—where a team tries to go the distance as a unit, passing the ball back and forth—may better serve today’s competitive Hirotaka Takeuchi and Ikujiro Nonaka, “The requirements.” New New Product Development Game”, Harvard Business Review, January 1986. Scrum in 100 words • Scrum is an agile process that allows us to focus on delivering the highest business value in the shortest time. • It allows us to rapidly and repeatedly inspect actual working software (every two weeks to one month). • The business sets the priorities. Teams self-organize to determine the best way to deliver the highest priority features. • Every two weeks to a month anyone can see real working software and decide to release it as is or continue to enhance it for another sprint. Characteristics Self-organizing teams Product progresses in a series of month-long “sprints” Requirements captured in “product backlog” No specific engineering practices prescribed Uses generative rules to create an agile environment for delivering projects The Process © www.mountaingoatsoftware.com/scrum Sprints Scrum projects make progress in a series of “sprints” Typical at most A duration is 2–4 weeks or a calendar month constant duration leads to a better rhythm Product sprint is designed, coded, and tested during the Sequential vs. overlapping development Requirements Design Code Test Rather than doing all of one thing at a time... ...Scrum teams do a little of everything all the time Source: “The New New Product Development Game” by Takeuchi and Nonaka. Harvard Business Review, January 1986. No changes during a sprint Change Plan sprint durations around how long you can commit to keeping change out of the sprint Scrum framework Roles •Product owner •ScrumMaster •Team Ceremonies •Sprint planning •Sprint review •Sprint retrospective •Daily scrum meeting Artifacts •Product backlog •Sprint backlog •Burndown charts The team Typically 5-9 people Cross-functional: Programmers, testers, user experience designers, … Members should be full-time May be exceptions (e.g., database administrator) Team capacity Sprint planning meeting Sprint prioritization Product backlog Business conditions • Analyze and evaluate product • backlog Select sprint goal Sprint goal Sprint planning • Decide how to achieve sprint Current product • Technology • goal (design) Create sprint backlog (tasks) from product backlog items (user stories / features) Estimate sprint backlog in hours Sprint backlog Sprint planning Team selects items from product backlog they can commit to Sprint backlog is created Tasks are identified and each is estimated (1-16 hours) Collaboratively, not done alone by the ScrumMaster High-level design is considered As a vacation planner, I want to see photos of the hotels. Code the middle tier (8 hours) Code the user interface (4) Write test fixtures (4) Code the foo class (6) Update performance tests (4) The daily scrum Daily 15-minutes Stand-up Not for problem solving Whole world is invited Only team members, Scrum Master, product owner talk Helps avoid other unnecessary meetings Everyone answers 3 questions What did you do yesterday? What will you do today? Is anything in your way? 1 2 3 not status for the ScrumMaster commitments in front of peers A sample product backlog Backlog item Allow a guest to make a reservation As a guest, I want to cancel a reservation. As a guest, I want to change the dates of a reservation. As a hotel employee, I can run RevPAR reports (revenue-per-available-room) Estimate 3 5 3 8 Improve exception handling 8 ... 30 ... 50 Tasks Mon Tues Wed Thur Fri Code the user interface Code the middle tier Test the middle tier Write online help 8 16 8 12 8 10 16 4 12 16 7 11 50 40 30 Hours 20 10 0 Mon Tue Wed Thu Fri 8 Scaling through the Scrum of scrums Extreme Programming Extreme Programming 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 XP Bills of Rights Developer Clear has a right to requirements and priorities Determine how long a requirement will take Revise estimates Always produce quality code XP Bills of Rights Customer An has a right to 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 XP Value System Communication Focus Simplicity Of on people, not documentation process and code Feedback Mechanism to make useful progress Courage To trust in people (Bollinger: what you would like to know about software that your life depended on) Extreme Programming Flowchart http://www.extremeprogramming.org/ User Stories Use cases Written by customer Used for planning Developers Stories estimate by story basis for iteration Used to build acceptance tests Remember that correctness equals meeting requirements System Metaphor Initial system design Spikes Technology Focus on high risk items Typically If explorations considered throw-away code not, needs to be agreed to by the whole team 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 Iteration Scope: all parts of the system Only add functions needed for current user stories Recommendation: 3 weeks Moving people around Backup Code and training is owned by the whole team Pair programming Re-factoring 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 Pair Programming Experiments Typical numbers show the total manpower consumed not very different Numbers range, but no more than ¼ additional manpower Implication: actual time is reduced Improved satisfaction also improves productivity Williams et al, “Strengthening the Case for Pair-Programming” 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? Feedback Loops The Rules of Extreme Programming Planning Managing Designing Coding Testing When to Use XP Types High of projects risk Poorly understood requirements Team Small size: 2 to 12 Needs to include customer Automated Timing issue testing What Makes a Project XP Paradigm see change as the norm, not the exception optimize for change Values communication, simplicity, feedback, and courage honor in actions Power sharing business makes business decisions development makes technical decisions 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 NOT everyone loves XP