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Agile Processes: eXtreme Programming

Agile Processes: eXtreme Programming. Data taken from Ganesh.Sambasivam@isoftplc.comak SDLC 3.0 book; Google; Scattered Notes. Thumbnail Sketch. XP is the most widely recognized agile method.

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Agile Processes: eXtreme Programming

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  1. Agile Processes: eXtreme Programming Data taken from Ganesh.Sambasivam@isoftplc.comak SDLC 3.0 book; Google; Scattered Notes

  2. Thumbnail Sketch • XP is the most widely recognized agile method. • Developed by Kent Beck, Ward Cunningham, and Ron Jeffries and is based on the method and their experiences at Daimler Chrysler. • Captured attention with its very name!

  3. XP Values • XP is based on • four values and • twelve practices • that have been extended various ways since XP’s introduction

  4. XP Values • Communication. Most projects fail because of poor communication. So implement practices that force communication in a positive fashion. • Simlicity. Develop the simplest product that meets the customer’s needs • Feedback. Developers must obtain and value feedback from the customer, from the system, and from each other. • Courage. Be prepared to make hard decisions that support the other principles and practices.

  5. Thoughts • Work is performed by small teams that include a customer continuously present on site. • XP begins with the planning game, where customers and developers negotiate requirements in the form of stories captured on index cards. • The system concept is captured in terms of a metaphor to support a single vision of success. • The fundamental short cycletime (iteration) is no more than three weeks. • The technical process assumes collective ownership of the product so that anyone can work on anything. • This fits with simple design, pair programming, and emergent degin through refactoring to work. • Coding standards are established by the team, and quality is assured through a test-first approach and continuous integration. • A sustainable pace is achieved through emphasis on a 40-hour work week.

  6. Comments • XP has a strong track record for achieving success in small applications. • Scaling is an issue with a 20-person team often stated as an absolute upper limit. • While discipline-enhanced versions of XP have been shown to work with multiple teams, there has been relatively little experience using it in that environment. • Simple design and YAGNI are often inappropriate for stable systems with predictable evolutions. • Beck identified several other barriers to using XP including teams that are not collocated, long feedback cycles, and long integration processes. • See Beck, 1999, Extreme Programming Explained: Embracing Change, Reading, MA. Addison-Wesley.

  7. XP by Kent Beck • Extreme Programming (XP) was conceived and developed to address the specific needs of software development conducted by small teams in the face of vague and changing requirements. • This new lightweight methodology challenges many conventional tenets, including the long held assumption that the cost of changing a piece of software necessarily rises dramatically over the course of time. • XP recognizes that projects have to work to achieve this reduction in cost and exploit the savings once they have been earned.

  8. XP by Kent Beck • Fundamentals of XP include: • Distinguishing between the decisions to be made by business interests and those to be made by project stakeholders. • Writing unit tests before programming and keeping all of the tests running at all times. • Integrating and testing the whole system--several times a day. • Producing all software in pairs, two programmers at one screen. • Starting projects with a simple design that constantly evolves to add needed flexibility and remove unneeded complexity. • Putting a minimal system into production quickly and growing it in whatever directions prove most valuable.

  9. XP by Kent Beck • Why is XP so controversial? Some sacred cows don’t make the cut in XP: • Don’t force team members to specialize and become analysts, architects, programmers, testers, and integrators--every XP programmer participates in all of these critical activities every day. • Don’t conduct complete up-front analysis and design--an XP project starts with a quick analysis of the entire system, and XP programmers continue to make analysis and design decisions throughout development. • Develop infrastructure and frameworks as you develop your application, not up-front--delivering business value is the heartbeat that drives XP projects. • Don’t write and maintain implementation documentation--communication in XP projects occurs face-to-face, or through efficient tests and carefully written code

  10. XP by Kent Beck • Kent says: • You may love XP or you may hate it, but Extreme Programming Explained will force you to take a fresh look at how you develop software.

  11. Extreme Programming • Is a discipline of software development • Values: simplicity, communications, and feedback. • It brings the whole team together in the presence of simple practices with enough feedback to enable the team to check where they are and to tune their practices to their unique situation.

  12. XP recognizes that the end goal of a development project is to produce quality, production code that can be executed and maintained. • Anything in a project that does not directly support this goal is questioned and discarded if appropriate. • XP takes 12 software development “best practices” and applies them to the extreme. • Every contributor to the Project is a part of the TEAM and the team interacts with the Customer daily. • Let’s look at the Core Practices

  13. XP Core Practice #1- The Planning Game • Business and development cooperate to produce the max business value as quickly as possible. • The planning game happens at various scales, but the basic rules are the same: • Business comes up with a list of desired features. Each feature is written out as a User Story, which gives the feature a name, and describes in broad strokes what is required. User stories are typically written on 4x6 cards. • Development estimates how much effort each story will take, and how much effort the team can produce in a given time interval. • Business then decides which stories to implement in what order, as well as when and how often to produce a production release of the system.

  14. XP – Core Practice #2: Small Releases • XP teams practice small releases in two important ways: • First, the team releases running, tested software, delivering business value chosen by the Customer, every iteration. • The Customer can use this software for any purpose, whether evaluation or even release to end users. • The most important aspect is that the software is visible, and given to the customer, at the end of every iteration. • Second, XP teams release to their end users frequently as well. • XP Web projects release as often as daily, in house projects monthly or more frequently.

  15. XP – Core Practice #3: Simple Design • XP uses the simplest possible design that gets the job done. • The requirements will change tomorrow, so only do what's needed to meet today's requirements. • Design in XP is not a one-time thing but an all-the-time thing. There are design steps in release planning and iteration planning, plus teams engage in quick design sessions and design revisions through refactoring, through the course of the entire project.

  16. XP – Core Practice #4: Metaphor • Extreme Programming teams develop a common vision of how the program works, which we call the "metaphor". • At its best, the metaphor is a simple evocative description of how the program works. • XP teams use a common system of names to be sure that everyone understands how the system works and where to look to find the functionality you're looking for, or to find the right place to put the functionality you're about to add.

  17. XP – Core Practice #5: Continuous Testing • XP teams focus on validation of the software at all times. • Programmers develop software by writing tests first, and then code that fulfills the requirements reflected in the tests. • Customers provide acceptance tests that enable them to be certain that the features they need are provided.

  18. XP – Core Practice #6: Refactoring • XP Team Refactor out any duplicate code generated in a coding session. • Refactoring is simplified due to extensive use of automated test cases.

  19. XP – Core Practice #7: Pair Programming • All production code is written by two programmers sitting at one machine. • This practice ensures that all code is reviewed as it is written and results in better Design, testing and better code. • Some programmers object to pair programming without ever trying it. • It does take some practice to do well, and you need to do it well for a few weeks to see the results. Ninety percent of programmers who learn pair programming prefer it, so it is recommended to all teams. • Pairing, in addition to providing better code and tests, also serves to communicate knowledge throughout the team.

  20. XP – Core Practice #8: Collective Code Ownership • No single person "owns" a module. Any developer is expected to be able to work on any part of the codebase at any time.

  21. XP – Core Practice #9: Continuous Integration • All changes are integrated into the codebase at least daily. • The unit tests have to run 100% both before and after integration. • Infrequent integration leads to serious problems on a software project. • First of all, although integration is critical to shipping good working code, the team is not practiced at it, and often it is delegated to people who are not familiar with the whole system. • Problems creep in at integration time that are not detected by any of the testing that takes place on an unintegrated system. • Also weak integration process leads to long code freezes. • Code freezes mean that you have long time periods when the programmers could be working on important shippable features, but that those features must be held back.

  22. XP – Core Practice #10: 40-hour Week • Programmers go home on time. In crunch mode, up to one week of overtime is allowed. • But multiple consecutive weeks of overtime are treated as a sign that something is very wrong with the process and/or schedule.

  23. XP – Core Practice #11: On-Site Customer • Development team has continuous access to the customer who will actually be using the system. • For initiatives with lots of customers, a customer representative (i.e. Product Manager) will be designated for Development team access.

  24. XP – Core Practice #12: Coding Standards • Everyone codes to the same standards. • The specifics of the standard are not important: what is important is that all the he code looks familiar, in support of collective ownership.

  25. XP Values • XP is a values-based methodology. The values are Simplicity, Communication, Feedback and Courage. • XP’s core values are best summarized in the following statement by Kent Beck: Do more of what works and do less of what doesn’t.

  26. Highlights of the four values itemized: • Simplicity encourages: • Delivering the simplest functionality that meets business needs • Designing the simplest software that supports the needed functionality • Building for today and not for tomorrow • Writing code that is easy to read, understand, maintain and modify

  27. Highlights of the four values itemized: • Communication is accomplished by: • Collaborative workspaces • Co-location of development and business space • Paired development • Frequently changing pair partners • Frequently changing assignments • Public status displays • Short standup meetings • Unit tests, demos and oral communication, not documentation

  28. Highlights of the four values itemized: • Feedback is provided by: • Aggressive iterative and incremental releases • Frequent releases to end users • Co-location with end users • Automated unit tests • Automated functional tests • Courage is required to: • Do the right thing in the face of opposition • Do the practices required to succeed

  29. Conclusion • Extreme Programming is not a complete template for the entire delivery organization. • Rather, XP is a set of best practices for managing the development team and its interface to the customer. • As a process it gives the team the ability to grow, change and adapt as they encounter different applications and business needs. • And more than any other process we have encountered Extreme Programming has the power to transform the entire delivery organization, not just the development team.

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