Agile Process Models
Agile Process Models
Agile Process Models
Outline
Agile methods Plan-driven and agile development Extreme programming Agile project management Scaling agile methods
Agile methods
Dissatisfaction with the overheads involved in software design methods of the 1980s and 1990s led to the creation of agile methods. These methods:
Focus on the code rather than the design Are based on an iterative approach to software development Are intended to deliver working software quickly and evolve the software quickly to meet changing requirements.
The aim of agile methods is to reduce overheads in the software process (e.g. by limiting documentation) and to be able to respond quickly to changing requirements without excessive rework.
Agile manifesto
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.
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Incremental delivery
Agile development
Specification, design, implementation and testing are interleaved and the outputs from the development process are decided through a process of negotiation during the software development process.
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How good are the designers and programmers in the development team?
It is sometimes argued that agile methods require higher skill levels than plan-based approaches in which programmers simply translate a detailed design into code
Extreme programming
Perhaps the best-known and most widely used agile method. 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.
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Requirements scenarios
In XP, a customer or user is part of the XP team and is responsible for making decisions on requirements. User requirements are expressed as scenarios or user stories. These are written on cards and the development team break them down into implementation tasks. These tasks are the basis of schedule and cost estimates. The customer chooses the stories for inclusion in the next release based on their priorities and the schedule estimates.
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XP and change
Conventional wisdom in software engineering is to design for change. It is worth spending time and effort anticipating changes as this reduces costs later in the life cycle. XP, however, maintains that this is not worthwhile as changes cannot be reliably anticipated. Rather, it proposes constant code improvement (refactoring) to make changes easier when they have to be implemented.
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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.
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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.
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Pair programming
In XP, programmers work in pairs, sitting together to develop code. This helps develop common ownership of code and spreads knowledge across the team. It serves as an informal review process as each line of code is looked at by more than 1 person. It encourages refactoring as the whole team can benefit from this. Measurements suggest that development productivity with pair programming is similar to that of two people working independently.
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It acts as an informal review process because each line of code is looked at by at least two people. It helps support refactoring, which is a process of software improvement.
Where pair programming and collective ownership are used, others benefit immediately from the refactoring so they are likely to support the process.
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Scrum
The Scrum approach is a general agile method but its focus is on managing iterative development rather than specific agile practices. There are three phases in Scrum.
The initial phase is an outline planning phase where you establish the general objectives for the project and design the software architecture. This is followed by a series of sprint cycles, where each cycle develops an increment of the system. The project closure phase wraps up the project, completes required documentation such as system help frames and user manuals and assesses the lessons learned from the project.
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Teamwork in Scrum
The Scrum master is a facilitator who arranges daily meetings, tracks the backlog of work to be done, records decisions, measures progress against the backlog and communicates with customers and management outside of the team. The whole team attends short daily meetings where all team members share information, describe their progress since the last meeting, problems that have arisen and what is planned for the following day.
This means that everyone on the team knows what is going on and, if problems arise, can re-plan short-term work to cope with them.
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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. Trust between customers and developers is established and a positive culture is created in which everyone expects the project to succeed.
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Key points
Agile methods are incremental development methods that focus on rapid development, frequent releases of the software, reducing process overheads and producing high-quality code. They involve the customer directly in the development process. The decision on whether to use an agile or a plan-driven approach to development should depend on the type of software being developed, the capabilities of the development team and the culture of the company developing the system. Extreme programming is a well-known agile method that integrates a range of good programming practices such as frequent releases of the software, continuous software improvement and customer participation in the development team.
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Key points
A particular strength of extreme programming is the development of automated tests before a program feature is created. All tests must successfully execute when an increment is integrated into a system. The Scrum method is an agile method that provides a project management framework. It is centred round a set of sprints, which are fixed time periods when a system increment is developed.
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