Bài giảng Introduction to Software Engineering - Week 10: Agile Software Development - Nguyễn Thị Minh Tuyền

Week 10:  
Agile Software Development  
Nguyễn Thị Minh Tuyền  
Adapted from sSlidoemsmoef rIavnille  
Topics covered  
1. Agile methods  
2. Extreme programming  
3. Agile project management  
4. Scaling agile methods  
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Topics covered  
1. Agile methods  
2. Extreme programming  
3. Agile project management  
4. Scaling agile methods  
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Rapid software development  
£ Rapid development and delivery is now often the most  
important requirement for software systems  
p Businesses operate in a fast – changing requirement and it is  
practically impossible to produce a set of stable software  
requirements  
p Software has to evolve quickly to reflect changing business  
needs.  
£ Plan-driven development is essential for some types of  
system but does not meet these business needs.  
£ Agile development methods emerged in the late 1990s  
whose aim wdelivery time for  
working software systems  
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Agile development  
£ Program specification, design and implementation are  
inter-leaved  
£ The system is developed as a series of versions or  
increments with stakeholders involved in version  
specification and evaluation  
£ Frequent delivery of new versions for evaluation  
£ Extensive tool support (e.g. automated testing tools) used  
to support development.  
£ Minimal documentation – focus on working code  
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Plan-driven and agile development  
Plan-based development  
Design and  
implementation  
Requirements  
engineering  
Requirements  
specification  
Requirements change  
requests  
Agile development  
Requirements  
engineering  
Design and  
implementation  
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Plan-driven and agile development  
£ Plan-driven development  
p A plan-driven approach to software engineering is based around  
separate development stages with the outputs to be produced at  
each of these stages planned in advance.  
p Not necessarily waterfall model – plan-driven, incremental  
development is possible  
p Iteration occurs within activities.  
£ Agile development  
p Specification, design, implementation and testing are inter-leaved  
and the outputs from the development process are decided through  
a process of negotation during the software development process.  
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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:  
p Focus on the code rather than the design  
p Are based on an iterative approach to software development  
p Are intended ickly and evolve this  
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.  
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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:  
p Individuals and interactions over processes and tools  
p Working sodocumentation  
p Customer collaboration over contract negotiation  
p 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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The principles of agile methods  
Principle  
Description  
Customer  
involvement  
Customers should be closely involved throughout the  
development process. Their role is provide and prioritize  
new system requirements and to evaluate the iterations of  
the system.  
Incremental delivery The software is developed in increments with the customer  
be included in each  
increment.  
People not process  
The skills of the development team should be recognized  
and exploited. Team members should be left to develop  
their own ways of working without prescriptive processes.  
Embrace change  
Maintain simplicity  
o change and so design  
the system to accommodate these changes.  
Focus on simplicity in both the software being developed  
and in the development process. Wherever possible,  
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actively work to eliminate complexity from the system.  
Agile method applicability  
£ Product development  
p where a software company is developing a small or medium-  
sized product for sale.  
£ Custom system development within an organization  
p where there is a clear commitment from the customer to become  
involved iwhere there are not a  
lot of external rules and regulations that affect the software.  
£ Because of their focus on small, tightly-integrated teams,  
there are problems in scaling agile methods to large  
systems.  
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Topics covered  
1. Agile methods  
2. Extreme programming  
3. Agile project management  
4. Scaling agile methods  
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Agile methods  
£ Agile Modeling  
£ Agile Unified Process (AUP)  
£ Dynamic Systems Development Method (DSDM)  
£ Essential Unified Process (EssUP)  
£ Extreme Programming (XP)  
£ Feature Driven Development (FDD)  
£ Open Unified Process (OpenUP)  
£ Scrum  
£ Velocity tracking  
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Extreme programming  
£ A very influential agile method, developed in the  
late 1990s, that introduced a range of agile  
development techniques.  
£ Extreme Programming (XP) takes an ‘extreme’  
approach to iterative development.  
p New versions may be built several times per day;  
p Increments are delivered to customers every 2 weeks;  
p All tests must be run for every build and the build is only  
accepted if tests run successfully.  
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XP and agile principles  
£ Incremental development is supported through small,  
frequent system releases.  
£ Customer involvement means full-time customer  
engagement with the team.  
£ People not process through pair programming, collective  
ownership and a process that avoids long working hours.  
£ Change supported through regular system releases.  
£ Maintaining simplicity through constant refactoring of code.  
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The extreme programming release cycle  
Select user  
stories for this  
release  
Break down  
stories to tasks  
Plan release  
Evaluate  
system  
Release  
software  
Develop/integrate/  
test software  
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Extreme programming practices (a)  
Principle or practice Description  
Incremental planning Requirements are recorded on story cards and the stories  
to be included in a release are determined by the time  
available and their relative priority. The developers break  
these stories into development ‘Tasks’.  
Small releases  
The minimal useful set of functionality that provides  
business value is developed first. Releases of the system  
are frequent and incrementally add functionality to the first  
release.  
Simple design  
Enough design is carried out to meet the current  
requirements and no more.  
Test-first development An automated unit test framework is used to write tests for  
that functionality itself is  
implemented.  
Refactoring  
All developers are expected to refactor the code  
continuously as soon as possible code improvements are  
found. This keeps the code simple and maintainable.  
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Extreme programming practices (b)  
Pair programming  
Developers work in pairs, checking each other’s work and  
providing the support to always do a good job.  
Collective ownership The pairs of developers work on all areas of the system,  
so that no islands of expertise develop and all the  
developers take responsibility for all of the code. Anyone  
can change anything.  
Continuous  
integration  
omplete, it is integrated  
into the whole system. After any such integration, all the  
unit tests in the system must pass.  
Sustainable pace  
On-site customer  
Large amounts of overtime are not considered acceptable  
as the net effect is often to reduce code quality and  
medium term productivity  
the system (the  
customer) should be available full time for the use of the  
XP team. In an extreme programming process, the  
customer is a member of the development team and is  
responsible for bringing system requirements to the team  
for implementation.  
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Influential XP practices  
£ Extreme programming has a technical focus and is  
not easy to integrate with management practice in  
most organizations.  
£ Key practices  
p User storie
p Refactoring  
p Test-first development  
p Pair programming  
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User stories for requirements  
£ 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 e
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