Foundaons of Soware Engineering

Process: Agile Pracces Claire Le Goues

1 Learning goals

• Define agile as both a set of iterave process pracces and a business approach for aligning customer needs with development. • Explain the movaon behind and reason about the tradeoffs presented by several common agile pracces. • Summarize both scrum and , and provide movaon and tradeoffs behind their pracces. • Idenfy and jusfy the process pracces from the agile tradion that are most appropriate in a given modern development process.

2 What problems are there in soware development?

3 Agile Soware Development Is …

Both: • a set of soware engineering best pracces (allowing for rapid delivery of high quality soware) • a business approach (aligning development with customer needs and goals)

4 Brief History of Agile XP reified: Kent Beck Incepon of Iterave and released Extreme Incremental Development (IID): Introducon of Scrum: Programming Explained: Walter Shewhart (Bell Labs, Jeff Sutherland and Ken Embrace Change signal transmission) proposed a Schwaber presented a paper Introducon of “Agile”: series of “plan-do-study- describing the Scrum The Agile Manifesto act” (PDSA) cycles methodology at a conference wrien by 17 soware workshop developers

Introducon of the waterfall: Winston Royce’s arcle Managing the Development of Large Soware Systems

1930s 1970 1995 1999 2001

5 Agile in a nutshell

• A approach that seeks to respond to change and unpredictability, primarily using incremental, iterave work sequences (oen called “sprints”). • Also: a collecon of pracces to facility that approach. • All predicated on the principles outlined in “The Manifesto for Agile Soware Development.”

6 The Manifesto for Agile Soware Development (2001) Value Individuals and over Processes and tools interacons Comprehensive Working soware over documentaon Customer over Contract negoaon collaboraon Responding to over Following a plan change

7 The Twelve Principles of Agile Soware Development 1. Projects are built around movated individuals, who should be trusted 2. Face-to-face conversaon is the best form of communicaon (co-locaon) 3. Self-organizing teams Individuals and interacons 4. Working soware is delivered frequently (weeks rather than months) 5. Working soware is the principal measure of progress 6. Sustainable development, able to maintain a constant pace

Working soware 7. Connuous aenon to technical excellence and good design 8. Simplicity—the art of maximizing the amount of work not done—is essenal 9. Customer sasfacon by rapid delivery of useful soware

Customer collaboraon 10. Close, daily cooperaon between business people and developers 11. Welcome changing requirements, even late in development 12. Regular adaptaon to changing circumstances Responding to change 8 Agile Pracces

• Backlogs (Product and • Iterave and • Timeboxing Sprint) incremental • Use case • Behavior-driven development (IID) • • development (BDD) Pair programming • Story-driven modeling • • Cross-funconal team Planning poker • Retrospecve • • Connuous Refactoring • On-site customer integraon (CI) • Scrum meengs • Agile Modeling • Domain-driven design (Sprint planning, Daily • (DDD) scrum, Sprint review 40-hour weeks • • Informaon radiators and retrospecve) Short development cycles ( board, Task • Small releases • board, Burndown • Simple design Collecve ownership chart) • • Test-driven Open workspace • Acceptance test-driven development (TDD) • Velocity tracking development (ATDD) • Agile tesng • Etc.

9 40-hour Weeks

No one can work a second consecuve week of overme. Even isolated overme used too frequently is a sign of deeper problems that must be addressed.

10 Planning Poker

11 Collecve Ownership

Every programmer improves any code anywhere in the system at any me if they see the opportunity.

12 Kanban Board

13 Simple Design

“Say everything once and only once”: At every moment, the design runs all the tests, communicates everything the programmers want to communicate, contains no duplicate code, and has the fewest possible classes and methods.

14 On-site Customer

A customer sits with the team full-me.

15 Pair Programming

Driver Navigator

16 Short development cycle

The soware development process is organized in a way in which the full soware development cycle—from design phase to implementaon phase to test and deployment phase—is performed within a short mespan, usually several months or even weeks.

17 Small Releases

The system is put into producon in a few months, before solving the whole problem. New releases are made oen—anywhere from daily to monthly.

18 Refactoring vs. Design

The design of the system is evolved through transformaons of the exisng design that keep all the tests running.

19 Connuous Integraon (CI)

New code is integrated with the current system aer no more than a few hours. When integrang, the system is built from scratch and all tests must pass or the changes are discarded.

20 Test-driven development

Programmers write unit tests minute by minute. These tests are collected and they must all run correctly. Customers write funconal tests for the stories in an iteraon.

21 Open workspace

22 Solving Soware Development Problems with Agile Pracces

Problem in Soware Development Agile Methods That Migate It 1. Requirement changes during the Close relaon with customer, short development development process cycle, small releases, planning poker, Kanban board 2. Scope creep Short development cycle, small releases, planning poker 3. Architecture erosion Collecve ownership, pair programming 4. Under- or overesmaon (me and Close relaon with customer, planning poker, short budget), scking to the plan development cycle, small releases 5. Bringing in new developers (me Collecve ownership (pros & cons), planning poker and effort for their training), steep learning curve 6. Change of management during the Close relaonship with customer development process 7. Introducing new bugs as you develop 40-hour week, collecve ownership, short soware development cycle, small releases, tests, CI, pair programming Contd. 23 Solving Soware Development Problems with Agile Pracces* (contd.)

Problem in Soware Development Agile Methods That Migate It 8. Challenge of communicaon Close relaon with customer 9. Developer turnover Collecve ownership (pros & cons), 40-hour week 10. Integraon issues Collecve ownership 11. Difficulty of tracking bugs Collecve ownership, short development cycle, small releases, CI, tests 12. Disagreement between developers Close relaon with customer 13. Scheduling problems (global team) Close relaon with customer 14. “Groupthink” (tendency of Planning poker, pair programming developers to agree with one another, common thinking among them), fear of hurng the feelings of other developers 15. Challenges with integrang with Collecve ownership legacy code

* This is an expanded, but sll not comprehensive list.

24 Scrum

25 Customer, team, scrum master

26 Scrum Process

27 Extreme Programming (XP)

Human evoluon

XP evoluon

28 Programming is 4 acvies

"Listening, Tesng, Coding, Designing. That's all there is to soware. Anyone who tells you different is selling something.” –Kent Beck (Extreme Programming Explained)

29 Extreme Programming (XP)

30 XP Values

• Communicaon: Verbal communicaon is beer than wrien communicaon. • Simplicity: Do the simplest thing that could possibly work. • Feedback: Get lots of feedback, esp from customer (“first-effort” prototype). • Courage: (somewhat underspecified)

31 XP Pracces (subset of Agile!)

• TDD (test-first approach). • Planning game: 1-3 week iteraons, one iteraon at a me, customer decides which user stories to use • Whole team/on-site customer: “customer speaks with one voice.” Customer may be a whole team. • Small releases, with valuable funconality, to guard against unhappy customers. • System metaphor is a single shared story of how it works. (Sort of like architecture) • Simplest thing that possibly works (coding for today) • Refactor all the me, because you don’t have up-front design before programming. • Collecve ownership. Everyone is responsible for everything. If a programmer sees something she doesn’t like, she can go change it. Task ownership is individual. • Pair programming. can code alone for nonproducon code like prototypes • Connuous Integraon. A day of development at most. • Sustainable pace. 40 hour work weeks. • Coding standards, Especially since all code can change at all mes.

32 Evoluon, exploraon

• Evoluonary: code grows/evolves rather than being planned) – contrast with RUP (iterave and incremental) • No requirements documents: programmers and the customer assemble and discuss the customer's needs. – Compile stories, remove ambiguity from the stories by making sure that they are testable and esmable. – Order by business value.

33 Quesons/Conversaon

• Case study: What happened with C3? • Tradeoffs of pracces: on-site customer/ co-located team, TDD, user stories/ planning game, small releases, system metaphor, code for today, refactor, collecve ownership, pair programming, connuous integraon, sustainable pace, coding standards.

34