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Agile Programin

This document discusses several agile process models: Extreme Programming (XP), Adaptive Software Development (ASD), Dynamic Systems Development Method (DSDM), Scrum, and Crystal. It outlines key principles and practices for each model, such as XP's use of user stories, pair programming and testing practices. ASD focuses on adaptive cycle planning and self-organizing teams. DSDM emphasizes prototyping. Scrum utilizes backlogs, sprints and scrum meetings. Crystal provides a set of agile processes and principles.

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0% found this document useful (0 votes)
93 views

Agile Programin

This document discusses several agile process models: Extreme Programming (XP), Adaptive Software Development (ASD), Dynamic Systems Development Method (DSDM), Scrum, and Crystal. It outlines key principles and practices for each model, such as XP's use of user stories, pair programming and testing practices. ASD focuses on adaptive cycle planning and self-organizing teams. DSDM emphasizes prototyping. Scrum utilizes backlogs, sprints and scrum meetings. Crystal provides a set of agile processes and principles.

Uploaded by

hungry2fly
Copyright
© Attribution Non-Commercial (BY-NC)
Available Formats
Download as PDF, TXT or read online on Scribd
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Chapter 3

Agile Process Models


What is “Agility”?
 Effective (rapid and adaptive) response to change
 Effective communication among all stakeholders
 Drawing the customer onto the team
 Organizing a team so that it is in control of the work
performed
Yielding …
 Rapid, incremental delivery of software
Principles
 Satisfy customer through early and continuous delivery of
valuable software
 Welcome change in requirements, even late in development
 Deliver working software frequently.
 Business people and developers must together daily.
 Build projects around motivated individuals
 Have face-to face conversation
 Working software is the primary measure of progress
 Simplicity- the art of maximizing the amount of work not
done.
 Self organizing team
 At regular intervals performance tuning.
An Agile Process
 Is driven by customer descriptions of what is required
(scenarios)
 Recognizes that plans are short-lived
 Develops software iteratively with a heavy emphasis on
construction activities
 Delivers multiple ‘software increments’
 Adapts as changes occur
Extreme Programming (XP)
 XP has four Framework activities : planning, design,
coding, and testing.
 XP Planning
 Begins with the creation of a set of “user stories”
 The customer assigns a “value” to the story.
 Agile team assesses each story and assigns a cost- measured in
development weeks, if more than 3 then split.
 Stories are grouped to for a deliverable increment
 A commitment is made on delivery date
 After the first increment “project velocity” is used to help
define subsequent delivery dates for other increments

Extreme Programming (XP)
 XP Design
 Follows the KIS (keep it simple) principle
 Encourage the use of CRC (class-responsibility collaborator) cards
 For difficult design problems, suggests the creation of “spike solutions”—a design
prototype
 Encourages “refactoring”—an iterative refinement of the internal program design
 XP Coding
 Recommends the construction of a unit test for a store before coding commences
 Encourages “pair programming”- 2 people work together at one computer workstation
to create code for the story.
 XP Testing
 All unit tests are executed daily
 “Acceptance tests” are defined by the customer and executed to assess customer visible
functionality
spike solut ions
simple design
prot ot ypes
CRC cards
user st ories
values
accept ance t est crit eria
it erat ion plan

ref act oring

pair
programming

Release
sof t ware increment
unit t est
project v elocit y comput ed cont inuous int egrat ion

accept ance t est ing


Waterfall
Waterfall Iterative
Iterative XP
XP
Waterfall Iterative XP

Analysis

Design

Code

Test
XP Practices
 Planning game.
 Small releases.
 Simple design.
 Testing.
 Refactoring.
 Coding standards.
 Pair programming.
 Collective ownership.
 On-site customer.
 40-hour week.
 Open workspace.
 Continuous integration
Summary of testing
100% Unit
Tests Passed
Run all unit
tests
Failed
Create Pair End of Continuous
Task
Unit Test Programming Integration
Passed

Acceptance
Tests Passed
ExtremeProgramming.org
Adaptive Software Development
 A technique for complex software system.
 Focus on human collaboration and team self-organization
 ASD life cycle
 Speculation
 Collaboration
 Learning
adapt ive cycle planning Requirement s gat hering
uses mission st at ement JAD
project const raint s mini-specs
basic requirement s
t ime-boxed release plan

Release
sof t ware increment
adjust ment s f or subsequent cy cles
component s implement ed/ t est ed
f ocus groups f or f eedback
f ormal t echnical reviews
post mort ems
Dynamic Systems Development Method
 systems which meet tight time constraints –incremental
approach.
 Follows the 80 percent rule
 Only enough work is required for each increment for the movement
to next increment, the remaining details can be completed later
 Life cycle
 Feasibility study – basic requirement
 Business study – functional and informational requirement
 Provide buss.Value
 Defines appl arch.
 Functional Model iteration – f/b as they exercise prototypes
 Design and build iteration- revisits prototype to provide operational
buss.Value.
 Implementation – not 100% complete
Dynamic Systems Development Method
 DSDM—distinguishing features
 Similar in most respects to XP and/or ASD
 Nine guiding principles
 Active user involvement is imperative.
 DSDM teams must be empowered to make decisions.
 The focus is on frequent delivery of products.
 Fitness for business purpose is the essential criterion for
acceptance of deliverables.
 Iterative and incremental development is necessary to
converge on an accurate business solution.
 All changes during development are reversible.
 Requirements are baselined at a high level
 Testing is integrated throughout the life-cycle.
Scrum
 Principles
 Small working teams
 Max. comm.,
 Min. overhead
 Max. sharing of knowledge
 Process should be adaptable to both technical and business
changes
 Process yields frequent software increments
 Developers are partitioned into clean, low coupling partition
or packets.
 Constant testing and documentation
 Ability to declare a product done whenever possible.
Scrum
 Framework activities –
 Requirement
 Analysis
 Design
 Evolution
 Delivery

 Work occurs in “sprints” and is derived from a “backlog” of


existing requirements
 Meetings are very short and sometimes conducted without
chairs
 “demos” are delivered to the customer with the time-box
allocated
 Backlog (prioritized list of requirements or features the
provide business value to customer, items can be added at any
time)
 Sprints (work units required to achieve one of the backlog
items, must fir into a predefined time-box, affected backlog
items frozen)
 Scrum meetings (15 minute daily meetings) addressing these
questions: What was done since last meeting? What obstacles
were encountered? What will be done by the next meeting?
 Demos (deliver software increment to customer for
evaluation)
Scrum Process Flow (used wit h permission)
Crystal
 Crystal—distinguishing features
 Actually a family of process models that allow
“maneuverability” based on problem characteristics
 Face-to-face communication is emphasized
 Suggests the use of “reflection workshops” to review the work
habits of the team
Crystal Principals
 Its always cheaper and faster to communicate face-to-face
 As projects grow in size, teams become larger and methodologies
become heavier
 As projects grow in criticality some degree of formality will need to be
introduced in parts of the methodology
 As feedback and communication become more efficient the need for
intermediate work products is reduced
 Discipline, skills, and understanding counter process, formality, and
documentation
 Team members not on the critical project path can spend their excess
time improving the product or helping people who are on the critical
path
 Incremental development strategy used with 1 to 3
month time lines
 Reflection workshops conducted before project begins,
during increment development activity, and after
increment is delivered
 Crystal methodologies
 Clear (small, low criticality projects)
 Orange (larger, moderately critical projects)
 Orange Web (typical e-business applications)
The following characteristics are notable for each of the
agile models discussed:
 XP— user stories, pair-programming, refactoring, and
continuous integration, incremental delivery
 ASD—adaptive cycle planning, time-boxing, risk-driven
planning, collaborative learning, self-organizing teams
 DSDM—operationalized prototyping
 Scrum—backlog, sprints, scrum meetings
 Crystal— a set of example agile processes, useful
principles

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