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UNIT :1
Agile Software Development
Dr. N. N. Maltare
Government Engineering College, Modasa
Unit 1: Agile software development 1
COURSE OUTCOMES
Understand the practices and philosophies of
agile methods.
Examine the User experiences and User
designs with empirical and analytic evaluations.
Demonstrate the connection between UX design
with Agile software Development.
Use an agile UX design and Agile software
development method as per the need of the
project.
2
WATERFALL MODEL
Chapter 3 Agile software development 3
PROBLEMS OF WATERFALL MODEL
4
PROBLEMS OF WATERFALL MODEL
5
AGILE METHODOLOGY
• AGILE methodology is a practice that
promotes continuous iteration of
development and testing throughout the
software development lifecycle of the project.
• In the Agile model, both development and
testing activities are concurrent, unlike the
Waterfall model.
6
AGILE METHODOLOGY
The Agile software development methodology is
one of the simplest and effective processes to turn a
vision for a business need into software solutions.
Agile is a term used to describe software
development approaches that employ continual
planning, learning, improvement, team
collaboration, evolutionary development, and early
delivery.
It encourages flexible responses to change.
7
FOUR CORE VALUES OF AGILE
8
Agile manifesto
Our values:
 Individuals and interactions over processes and
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.
Chapter 3 Agile software development 9
Plan-driven and agile specification
Chapter 3 Agile software development 10
separate
development
stages with
the outputs to
be produced
at each of
these stages
planned in
advance.
Not
necessarily
waterfall
model – plan-
driven,
incremental
development
is possible
Iteration within stage
Iteration of stage
User's full
agreement at
end, not before
code
Copyright © 2010 AgileInnovation
Problems with agile methods
 It can be difficult to keep the interest of customers / users who are involved
in the process.
 Team members may be unsuited to the intense involvement that
characterizes agile methods.
 Prioritizing changes can be difficult where there are multiple stakeholders.
 Maintaining simplicity requires extra work.
 Contracts may be a problem as with other approaches to iterative
development.
 Because of their focus on small, tightly-integrated teams, there are
problems in scaling agile methods to large systems.
 Less emphasis on documentation - harder to maintain when you get a new
team for maintenance
Chapter 3 Agile software development 12
Balance plan driven and agile
• Not great for Agile:
– What type of system is being developed?
• Plan-driven approaches may be required for systems that require a lot of analysis before implementation (e.g. real-time
system with complex timing requirements).
– What is the expected system lifetime?
• Long-lifetime systems may require more design documentation to communicate the original intentions of the system
developers to the support team.
– What technologies are available to support system development?
• Agile methods rely on good tools to keep track of an evolving design
– How is the development team organized?
• Many teams; Outsourcing ---> need design documents to control borders
 Culture or contract needs detailed specification
 Is rapid feedback from users realistic?
 Large scale, not co-located may require more formal communication methods
 Need high level programming skills - refactoring, work with little spec
 Outside regulation documentation requirements
Chapter 3 Agile software development 13
Extreme programming
 A popular form of Agile
 Extreme Programming (XP) takes an ‘extreme’ approach to iterative
development.
 New versions may be built several times per day;
 Increments are delivered to customers every 2 weeks;
 All tests must be run for every build and the build is only accepted if tests run
successfully.
 Customer involvement means full-time customer engagement with the
team. - Specifications through user stories broken into tasks
 People not process : pair programming, collective ownership and a process
that avoids long working hours.
 Regular system releases. - release set of user stories
 Maintaining simplicity through constant refactoring of code.
Chapter 3 Agile software development 14
The extreme programming release
cycle
Chapter 3 Agile software development 15
The Parts and the Whole
Controller
Inspect
Set Target Adapt
• Clean Design & Code & Refactor
• User Stories - Late Elaboration
• Shared Code Ownership
• Test Driven Development…..
• Iteration Plan
• Daily Stand-Up
• Pair Programming
• Customer Reviews &
Feedback
• Retrospectives
• AutoTest…..
Sustainable pace
Collective Ownership with users
Minimal documentation for sprint
The Life of an Iteration
Copyright © 2010 AgileInnovation
“Tell me how you will measure
me and I’ll tell you how I’ll
behave”
Transparency
Copyright © 2010 AgileInnovation
A ‘prescribing medication’ story
Chapter 3 Agile software development 19
Examples of task cards for
prescribing medication
Chapter 3 Agile software development 20
Unit -1.ppt
Refactoring
 Programming team look for possible software improvements and
make these improvements even where there is no immediate need
for them.
 This improves the understandability of the software and so reduces
the need for documentation.
 Changes are easier to make because the code is well-structured
and clear.
 However, some changes requires architecture refactoring and this is
much more expensive.
RISK:
Changes the user does not test
Changes to working software break it
Chapter 3 Agile software development 22
Examples of refactoring
Re-organization of a class hierarchy to
remove duplicate code.
Tidying up and renaming attributes and
methods to make them easier to
understand.
The replacement of inline code with calls
to methods that have been included in a
program library.
Chapter 3 Agile software development 23
Test case description for dose
checking
Chapter 3 Agile software development 24
Test automation
Automate tests (junit)
Run upon checkin
Difficulties:
Time constraints
Programmer preferences to not test
Test coverage
Chapter 3 Agile software development 25
Pair programming
In XP, programmers work in pairs, sitting
together to develop code.
Common ownership
Knowledge spread
Informal review
Refactoring
Similar output to two people coding
Chapter 3 Agile software development 26
Scrum
Project Manager's job: - Deliver needed
system on time within budget
The Scrum approach - manage the
iterations
There are three phases in Scrum.
 outline planning phase - general picture and
architecture
 Sprint cycles releasing increments of the
system.
 The project closure phase - final delivery,
Chapter 3 Agile software development 27
The Scrum process
Chapter 3 Agile software development 28
The Sprint cycle
Every 2–4 weeks (a fixed length).
1) Project team with customer: Look at
product backlog - select stories to
implement
2) implement with all customer
communication through scrum master
(protecting pgmr at this point)
Scrum master has project manager role
during sprint
Daily 15 min meetings
Chapter 3 Agile software development 29
Scrum benefits
The product is broken down into a set of
manageable and understandable chunks.
Unstable requirements do not hold up
progress.
The whole team have visibility of
everything and consequently team
communication is improved.
Customers see on-time delivery of
increments and gain feedback on how the
product works.
Chapter 3 Agile software development 30
Summary
Plan Driven (Ex: Waterfall) vs Incremental
(Ex: Agile )
Structure and benefits and downfalls
XP - an implementation of Agile - Power to the
Programmer
User story requirements
Test driven design with continual retest and
integration
Pair Programming
Refactoring encouraged
Chapter 3 Agile software development 31

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Unit -1.ppt

  • 1. UNIT :1 Agile Software Development Dr. N. N. Maltare Government Engineering College, Modasa Unit 1: Agile software development 1
  • 2. COURSE OUTCOMES Understand the practices and philosophies of agile methods. Examine the User experiences and User designs with empirical and analytic evaluations. Demonstrate the connection between UX design with Agile software Development. Use an agile UX design and Agile software development method as per the need of the project. 2
  • 3. WATERFALL MODEL Chapter 3 Agile software development 3
  • 6. AGILE METHODOLOGY • AGILE methodology is a practice that promotes continuous iteration of development and testing throughout the software development lifecycle of the project. • In the Agile model, both development and testing activities are concurrent, unlike the Waterfall model. 6
  • 7. AGILE METHODOLOGY The Agile software development methodology is one of the simplest and effective processes to turn a vision for a business need into software solutions. Agile is a term used to describe software development approaches that employ continual planning, learning, improvement, team collaboration, evolutionary development, and early delivery. It encourages flexible responses to change. 7
  • 8. FOUR CORE VALUES OF AGILE 8
  • 9. Agile manifesto Our values:  Individuals and interactions over processes and 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. Chapter 3 Agile software development 9
  • 10. Plan-driven and agile specification Chapter 3 Agile software development 10 separate development stages with the outputs to be produced at each of these stages planned in advance. Not necessarily waterfall model – plan- driven, incremental development is possible Iteration within stage Iteration of stage User's full agreement at end, not before code
  • 11. Copyright © 2010 AgileInnovation
  • 12. Problems with agile methods  It can be difficult to keep the interest of customers / users who are involved in the process.  Team members may be unsuited to the intense involvement that characterizes agile methods.  Prioritizing changes can be difficult where there are multiple stakeholders.  Maintaining simplicity requires extra work.  Contracts may be a problem as with other approaches to iterative development.  Because of their focus on small, tightly-integrated teams, there are problems in scaling agile methods to large systems.  Less emphasis on documentation - harder to maintain when you get a new team for maintenance Chapter 3 Agile software development 12
  • 13. Balance plan driven and agile • Not great for Agile: – What type of system is being developed? • Plan-driven approaches may be required for systems that require a lot of analysis before implementation (e.g. real-time system with complex timing requirements). – What is the expected system lifetime? • Long-lifetime systems may require more design documentation to communicate the original intentions of the system developers to the support team. – What technologies are available to support system development? • Agile methods rely on good tools to keep track of an evolving design – How is the development team organized? • Many teams; Outsourcing ---> need design documents to control borders  Culture or contract needs detailed specification  Is rapid feedback from users realistic?  Large scale, not co-located may require more formal communication methods  Need high level programming skills - refactoring, work with little spec  Outside regulation documentation requirements Chapter 3 Agile software development 13
  • 14. Extreme programming  A popular form of Agile  Extreme Programming (XP) takes an ‘extreme’ approach to iterative development.  New versions may be built several times per day;  Increments are delivered to customers every 2 weeks;  All tests must be run for every build and the build is only accepted if tests run successfully.  Customer involvement means full-time customer engagement with the team. - Specifications through user stories broken into tasks  People not process : pair programming, collective ownership and a process that avoids long working hours.  Regular system releases. - release set of user stories  Maintaining simplicity through constant refactoring of code. Chapter 3 Agile software development 14
  • 15. The extreme programming release cycle Chapter 3 Agile software development 15
  • 16. The Parts and the Whole Controller Inspect Set Target Adapt • Clean Design & Code & Refactor • User Stories - Late Elaboration • Shared Code Ownership • Test Driven Development….. • Iteration Plan • Daily Stand-Up • Pair Programming • Customer Reviews & Feedback • Retrospectives • AutoTest….. Sustainable pace Collective Ownership with users Minimal documentation for sprint
  • 17. The Life of an Iteration Copyright © 2010 AgileInnovation
  • 18. “Tell me how you will measure me and I’ll tell you how I’ll behave” Transparency Copyright © 2010 AgileInnovation
  • 19. A ‘prescribing medication’ story Chapter 3 Agile software development 19
  • 20. Examples of task cards for prescribing medication Chapter 3 Agile software development 20
  • 22. Refactoring  Programming team look for possible software improvements and make these improvements even where there is no immediate need for them.  This improves the understandability of the software and so reduces the need for documentation.  Changes are easier to make because the code is well-structured and clear.  However, some changes requires architecture refactoring and this is much more expensive. RISK: Changes the user does not test Changes to working software break it Chapter 3 Agile software development 22
  • 23. Examples of refactoring Re-organization of a class hierarchy to remove duplicate code. Tidying up and renaming attributes and methods to make them easier to understand. The replacement of inline code with calls to methods that have been included in a program library. Chapter 3 Agile software development 23
  • 24. Test case description for dose checking Chapter 3 Agile software development 24
  • 25. Test automation Automate tests (junit) Run upon checkin Difficulties: Time constraints Programmer preferences to not test Test coverage Chapter 3 Agile software development 25
  • 26. Pair programming In XP, programmers work in pairs, sitting together to develop code. Common ownership Knowledge spread Informal review Refactoring Similar output to two people coding Chapter 3 Agile software development 26
  • 27. Scrum Project Manager's job: - Deliver needed system on time within budget The Scrum approach - manage the iterations There are three phases in Scrum.  outline planning phase - general picture and architecture  Sprint cycles releasing increments of the system.  The project closure phase - final delivery, Chapter 3 Agile software development 27
  • 28. The Scrum process Chapter 3 Agile software development 28
  • 29. The Sprint cycle Every 2–4 weeks (a fixed length). 1) Project team with customer: Look at product backlog - select stories to implement 2) implement with all customer communication through scrum master (protecting pgmr at this point) Scrum master has project manager role during sprint Daily 15 min meetings Chapter 3 Agile software development 29
  • 30. Scrum benefits The product is broken down into a set of manageable and understandable chunks. Unstable requirements do not hold up progress. The whole team have visibility of everything and consequently team communication is improved. Customers see on-time delivery of increments and gain feedback on how the product works. Chapter 3 Agile software development 30
  • 31. Summary Plan Driven (Ex: Waterfall) vs Incremental (Ex: Agile ) Structure and benefits and downfalls XP - an implementation of Agile - Power to the Programmer User story requirements Test driven design with continual retest and integration Pair Programming Refactoring encouraged Chapter 3 Agile software development 31