1 / 15

4. Agile Processes

4. Agile Processes. Agile Processes. Focus on creating a working system Different attitude on measuring progress XP Scrum. Objective. To minimize the risk in development Understand requirements better Be ready to change as requirements change To succeed in the development process

teal
Télécharger la présentation

4. Agile Processes

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. 4. Agile Processes

  2. Agile Processes • Focus on creating a working system • Different attitude on measuring progress • XP • Scrum

  3. Objective • To minimize the risk in development • Understand requirements better • Be ready to change as requirements change • To succeed in the development process • To complete the project • in budget • on time • If the project has to be cancelled, do so with minimal damage • Create a system that is • easier to maintain • less expensive to evolve • Keep the bug count low

  4. What about extensibility? • Your system should be able to change with least cost • You should anticipate change? • Does it mean that you build for what you think may be needed? • It depends • Here are questions to ask

  5. Cost of the new feature • What are the chances you will need to add new feature? • How much does it take now to provide it? • What is the worth of that feature to customer? • How much will it cost to provide it in the future? • If it will cost almost the same in the future, and you are not certain of the feature’s worth, it may be better to wait • If the features are important, we can implement it later • If it is not needed, we did not implement it

  6. So Should I not worry about extensibility? • You should! • However, there are ways to address it • Check on your ability to anticipate the need and change • Check on your ability to build the system so the change in the future is incremental • Refactor the system as it evolved

  7. Control Variables • Cost • Too little, does not solve problems • Too much, some times more of a problem • Time • More time can improve quality and increase scope. • Too much time hurts as well • Feedback from system in production is imperative • Quality • Sacrificing this may result in short term gains • Over the long haul, lost is enormous • Scope • Lesser the scope, better the quality • You can deliver sooner as well • Assuming it meets the business needs

  8. Set of Values • Communication • Need to communicate critical change in requirements, design, etc. • Put in place practices that will enhance communication • Simplicity • Find simplest thing that will work • Build some thing simple today and pay a little to change tomorrow than build some thing complicated today that may never be used • Feedback • Unit tests provide feedback • Corrected in minutes and days, not weeks • A system that stays out of the hands of users is trouble waiting to happen • Courage • Do not hesitate to throw code away if you find a better simpler way • Do not hesitate to call attention to problems if they are significant and will benefit from reworking

  9. What’s XP? • Kent Beck • XP has nothing new, yet it has something new! • It takes good commonsense principles and practices to extreme levels • If code review is good, we’ll review code all the time • Pair programming • If testing is good, every body will test all the time • Unit testing by developers, functional testing by customers • If design is good, we’ll make it part of everybody’s daily business • Refactoring • If simplicity is good, we’ll make it part of the system with simplest design that supports its current functionality • If architecture is important, everybody will work defining and refining the architecture all the time • metaphor • If integration testing is important, then we’ll integrate and test several times a day • Continuous integration • If short iterations are good, we’ll make the iterations really, really short – seconds and minutes and minutes and hours, not weeks and months and years • The planning game

  10. XP Principles • The Planning Game • Scope next release with business priorities, technical estimates • Update the plan based on reality • Small Releases • Put simply system into production quickly • Release new version in short cycle • Metaphor • Guide development with simple shared story of how the whole system works • Simple Design • Design as simple as possible at any given moment. • Testing • Continually write and run unit tests

  11. XP Principles • Refactoring • Restructure system without changing its behavior to remove duplication, improve communciation, add flexibility and simplify • Pair Programming • Two programmers, one machine, four eyes are better than two • Collective Ownership • Anyone can change code anywhere in the system at any time • Continuous Integration • Integrate and build the system many times a day, every time a talk is completed. • 40-hour Week • Never work overtime a second week in a row • On-site Customer • Real, live user on the team, available full-time to answer questions • Coding Standards • All code written accordance with rules emphasizing communication through the code

  12. Where does XP work? • Culture • Business culture • How change is accepted? Need to work long hours? Goal oriented? Heavy on paper work? • Size • Team size of around 10 is ideal • Technology • Must be able to make change quickly and get feedback • Work environment • Should promote closer interaction and communication

  13. Scrum • Emphasizes agility • Leaves documentation depth to specifics of projects – may need more or less • as little as possible • Self-directed and self-organized team • 30 days iteration cycle (sprints) • Demo to stakeholder at iteration end • Client-driven adaptive planning • Daily standup meetings • No work added during iteration

  14. Scrum Lifecycle • Planning • Vision, expectations, funding • Staging • Identify requirements, prioritize iteration • Development • Implement system ready for release in each sprint • Release • Operational deployment

  15. Scrum Values • Commitment • Team takes responsibility to complete the Sprint. To avoid things that will stand in its way • Focus • Team’s focus is maintained. Distractions, interruptions are fielded • Openness • Overall and individual status and commitments kept open. • Respect • Team responsibility rather than scapegoating. • Courage • Management and team have the courage to take responsibility to do what is necessary

More Related