Agile

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The document discusses the history and development of Agile software development methods. It describes methods like extreme programming, Scrum, feature-driven development and principles like valuing individuals, interactions, working software and responding to change.

Methods discussed include extreme programming, Scrum, feature-driven development, crystal, adaptive software development, and dynamic system development method.

The 12 principles behind the Agile Manifesto value satisfying the customer through early delivery, welcoming changing requirements, frequent delivery, collaboration between business and developers, self-organizing teams, face-to-face conversation, measuring progress through working software, sustainable development, technical excellence, simplicity, emergent design, and continuous improvement.

Agile Development Methods:

Philosophy and Practice


CPSC 315 Programming Studio
Spring 2009

History of Agile Methods


Particularly in 1990s, some developers reacted against
traditional heavyweight software development processes.
New methods were being developed and tested,
e.g. extreme programming, SCRUM, Feature-driven development
Generally termed light processes

Representatives from several of these methods got


together in Utah in 2001

Settled on term Agile as a way to describe these methods


Called themselves the Agile Alliance
Developed a manifesto and a statement of principles
Focuses on common themes in these alternative methodologies

Manifesto for Agile Software Development


We are uncovering better ways of developing
software by doing it and helping others do it.
Through this work we have come to value:

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.
Kent Beck
Mike Beedle
Arie van Bennekum
Alistair Cockburn
Ward Cunningham
Martin Fowler

James Grenning
Jim Highsmith
Andrew Hunt
Ron Jeffries
Jon Kern
Brian Marick

2001, the above authors


this declaration may be freely copied in any form,
but only in its entirety through this notice.

Robert C. Martin
Steve Mellor
Ken Schwaber
Jeff Sutherland
Dave Thomas

12 Principles behind the Agile


Manifesto
1. Our highest priority is to satisfy the customer
through early and continuous delivery of valuable
software.
2. Welcome changing requirements, even late in
development. Agile processes harness change for
the customer's competitive advantage.
3. Deliver working software frequently, from a
couple of weeks to a couple of months, with a
preference to the shorter timescale.

12 Principles behind the Agile


Manifesto
4. Business people and developers must work
together daily throughout the project.
5. Build projects around motivated individuals.
Give them the environment and support they
need, and trust them to get the job done.
6. The most efficient and effective method of
conveying information to and within a
development team is face-to-face conversation.

12 Principles behind the Agile


Manifesto
7. Working software is the primary measure of
progress.
8. Agile processes promote sustainable
development. The sponsors, developers, and
users should be able to maintain a constant pace
indefinitely.
9. Continuous attention to technical excellence
and good design enhances agility.

12 Principles behind the Agile


Manifesto
10. Simplicity--the art of maximizing the amount
of work not done--is essential.
11. The best architectures, requirements, and designs
emerge from self-organizing teams.
12. At regular intervals, the team reflects on how
to become more effective, then tunes and adjusts
its behavior accordingly.

Individuals and Interactions over


Processes and Tools
People make biggest impact on success
Process and environment help, but will not create
success

Strong individuals not enough without good team


interaction.
Individuals may be stronger based on their ability to
work on a team

Tools can help, but bigger and better tools can


hinder more than help
Simpler tools can be better

Working Software over


Comprehensive Documentation
Documentation important, but too much is worse
than too little
Long time to produce, keep in sync with code
Keep documents short and salient

Focus effort on producing code, not descriptions


of it
Code should document itself
Knowledge of code kept within the team

Produce no document unless its need is immediate


and significant.

Customer Collaboration over


Contract Negotiation
Not reasonable to specify whats needed
and then have no more contact until final
product delivered
Get regular customer feedback
Use contracts to specify customer
interaction rather than requirements,
schedule, and cost

Responding to Change over


Following a Plan
Environment, requirements, and estimates of work
required will change over course of large project.
Planning out a whole project doesnt hold up
Changes in shape, not just in time

Keep planning realistic


Know tasks for next couple of weeks
Rough idea of requirements to work on next few
months
Vague sense of what needs to be done over year

Extreme Programming (XP)


One of the most well-known agile methods
Developed in 1990s
Kent Beck, 1996
Chrysler Comprehensive Compensation Project
Published book in 1999

Extreme Programming Practices


1. On-Site Customer
Customer is actively involved with development process
Customer gives User Stories
Short, informal stories describing features
Keep on story cards

2. Planning Game
Developers and customers together plan project
Developers give cost estimates to stories and a budget of how
much they can accomplish
Can use abstract accounting mechanism
Later compare to actual cost, to improve estimates over time

Customer prioritizes stories to fit within budget

Extreme Programming Practices


3. Metaphor
Come up with metaphor that describes how the whole project will
fit together
The picture in a jigsaw puzzle
Provides framework for discussing project in team
Tools and materials often provide good metaphors

4. Small Releases
Time between releases drastically reduced
A few weeks/months

Multiple iterations
Can have intermediate iterations between bigger releases

Extreme Programming Practices


5. Testing
Test-first programming
Unit testing frequently by developers
Acceptance tests defined by customers

6. Simple Design

Principles discussed in earlier lectures


Design should be quick, not elaborate
Pick the simplest thing that could possibly work
Resist adding stuff not ready yet

Extreme Programming Practices


7. Refactoring
Code gets worse with feature adds, bug fixes
Rewrite small sections of code regularly
Rerun all unit tests to know nothing broken
Means you should have designed comprehensive tests

8. Pair Programming
Discussed later

9. Collective Ownership
Anyone can edit anything
Errors are the fault of the whole team

Extreme Programming Practices


10. Continuous Integration
Commit changes frequently (several times a day)
Verify against entire test suite!

11. Coding Standards


Enables effective teamwork

12. Sustainable Pace


No overtime
Only exceptions in final week
Good estimation skills for budgeting will help ensure reasonable
times
Time less likely to be wasted in pairs, bullpen rooms
Plan time each day for administrative work (<1 hour), breaks

SCRUM
Idea first appeared in a business journal in
1986 (applied to product development
management).
Used in software development and
presented in 1995 paper.
Term is based on rugby term
Small cross-functional teams

SCRUM Practices
Product and release backlog
A list of the features to be implemented in the
project (subdivided to next release), ordered by
priority
Can adjust over time as needed, based on
feedback
A product manager is responsible for
maintaining

SCRUM Practices
Burn-down chart
Make best estimate of time to complete what is
currently in the backlog
Plot the time on a chart
By studying chart, understand how team
functions
Ensure burndown to 0 at completion date
By adjusting whats in the backlog
By adjusting the completion date

SCRUM Practices
The sprint
The sprint is a ~1 month period after which some product is
delivered
Features are assigned from the product backlog to a sprint backlog
Features divided into smaller tasks for sprint backlog
Feature list is fixed for sprint

Planning meeting
Tasks can be assigned to team members
Team members have individual estimates of time taken per item

During sprint, work through features, and keep a burn-down chart


for the sprint
New functionality is produced by the end of the sprint
After sprint, a review meeting is held to evaluate the sprint

SCRUM Practices
Scrum meeting
15 minute daily meeting
All team members show up
Quickly mention what they did since last Scrum, any
obstacles encountered, and what they will do next
Some team member volunteers or is appointed to be the
Scrum Master - in charge of Scrum meeting, and
responsible for seeing that issues raised get addressed
Customers, management encouraged to observe

SCRUM Practices
24 hours

Sprint
Release Backlog
Backlog

Product
Backlog

Scrum
Meeting

Sprint
Plan
Begin
Sprint

30 days

Sprint
Retrospective

End
Sprint
New
Functionality

Other Agile Methods

Crystal
Feature-driven development (FDD)
Adaptive software development (ASD)
Dynamic System Development Method
(DSDM)

Drawbacks and Challenges of Agile


Methods
Undefined goals
Feature creep
Neverending project with overruns

Need clear, single, invested customer


All-or-nothing adoption of techniques
Some parts work only if lots of other aspects
used

Team size limited (smaller teams)

Resources Used
Agile methods: www.AgileAlliance.org
Agile methods (especially XP): Agile Software
Development, by Robert C. Martin, Prentice-Hall
2003.
SCRUM: www.controlchaos.org
XP: eXtreme Programming in Action Practical
Experiences from Real World Projects, by Martin
Lippert, Stefan Roock, Henning Wolf, John Wiley
and Sons, 2002.

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