Software Engineering
Tahir Farooq
FAST-NU
In Software
One thing is constant
that is
Change
What is Agile
What is Agile
Agile Development
Rapid software development
• Rapid development and delivery is now often the most important requirement
for software systems
• Businesses operate in a fast-changing requirement and it is practically
impossible to produce a set of stable software requirements
• 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 was to radically
reduce the delivery time for working software systems
What agile is , it is surprisingly flexible
Agile doesn’t make decisions for you
Instead it gives a foundation for teams to make decisions
that result in better software development
Principles behind the Agile Manifesto
We follow these principles:
• Our highest priority is to satisfy the customer through early and continuous
delivery of valuable software.
• Welcome changing requirements, even late in development.
• Agile processes harness(control) change for the customer's competitive advantage.
• Deliver working software frequently, from a couple of weeks to a couple of
months, with a preference to the shorter timescale.
• Business people and developers must work together daily throughout the project.
Principles behind the Agile Manifesto
• Build projects around motivated individuals. Give them the environment
and support they need, and trust them to get the job done.
• The most efficient and effective method of conveying information to and
within a development team is face-to-face conversation.
• Working software is the primary measure of progress.
• Agile processes promote sustainable development. The sponsors,
developers, and users should be able to maintain a constant pace
indefinitely.
Principles behind the Agile Manifesto
• Continuous attention to technical excellence and good design
enhances agility.
• Simplicity--the art of maximizing the amount of work not done--is
essential.
• The best architectures, requirements, and designs emerge from self-
organizing teams.
• At regular intervals, the team reflects on how to become more effective,
then tunes and adjusts its behavior accordingly.
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
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
Principles of agile methods
Principle Description
Customer involvement The customer should be closely involved throughout the
development process. Their role is provide and prioritise
new system requirements and to evaluate the iterations of
the system.
Incremental delivery The software is developed in increments with the customer
specifying the requirements to be included in each
increment.
People not process The skills of the development team should be recognised
and exploited. The team should be left to develop their own
ways of working without prescriptive processes.
Embrace change Expect the system requirements to change and design the
system so that it can accommodate these changes.
Maintain simplicity Focus on simplicity in both the software being developed
and in the development process used. Wherever possible,
actively work to eliminate complexity from the system.
Agile process models
• Extreme Programming (XP)
• Scrum
• Adaptive Software Development
• Dynamic System Development Method (DSDM)
• Crystal
• Feature Driven Development
• Agile Modeling (AM)
Extreme Programming (XP)
• 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.
• XP Values
– Communication
– Simplicity
– Feedback
– Courage
– Respect
Extreme Programming (XP)
http://www.extremeprogramming.org/rules/spike.html
Extreme Programming (XP)
• XP Planning
– Begins with the creation of user stories
– Agile team assesses each story and assigns a cost
– 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 (keep it simple) principle
–Encourage the use of CRC (class-responsibility-cards) 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 story before coding
commences
–Encourages pair programming
Extreme Programming (XP)
• XP Testing
–All unit tests are executed daily
–Acceptance tests are defined by the customer and executed to
assess customer visible functionality
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.
Customer involvement
• Customer involvement is a key part of XP where the customer
is part of the development team.
• The role of the customer is:
– To help develop stories that define the requirements
– To help prioritize the features to be implemented in each release
– To help develop acceptance tests which assess whether or not the
system meets its requirements.
Requirements scenarios
• In XP, 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.
Story card for document downloading
Downloading and printing an article
First, you select the article that you want from a displayed list.You
then have to tell the system how you will pay for it - this can either
be through a subsc ription, through a company account or by credit
card.
After this, you get a copyright form from the system to fill in and,
when you have submitted this, the article you want is downloade d
onto your compute r.
You then choose a printer and a copy of the article is printed. You
tell the system if printing has been successful.
If the article is a print-only a rticle, you canÕt keep the PDF version
so it is automatically deleted from your computer.
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.
• It proposes constant code improvement (refactoring) to make changes
easier when they have to be implemented.
Refactoring
• Refactoring is the process of code improvement where code is
re-organised and rewritten to make it more efficient, easier to
understand, etc.
• Refactoring is required because frequent releases mean that code is
developed incrementally and therefore tends to become messy.
• Refactoring should not change the functionality of the system.
• Automated testing simplifies refactoring as you can see if the changed
code still runs the tests successfully.
Testing in XP
• Test-first development.
• Incremental test development from scenarios.
• User involvement in test development and validation.
• Automated test harnesses are used to run all component tests each
time that a new release is built.
Task cards for document downloading
Task 1: Implement princip al workflow
Task 2: Implement article catalog and selection
Task 3: Implement payme nt collec tion
P ayment may be made in 3 different wa ys. The user
selects which way they wish to pay. If the user
has a library subsc ription, then they can input the
subscriber key which should be checked by the
system. Alternatively, they can input an organisational
account number. If this is valid, a debit of the cost
of the article is posted to this account. Finally, they
may input a 16 digit credit card num ber and expiry
date. This should be checked for validity and, if
valid a debit is posted to that credit card account.
Test case description
Test 4: Test credit card validity
Input:
A string representing the credit card number and two integers representing
the month and year when the card expires
Tests:
Check that all bytes in the string are digits
Check that the month lies between 1 and 12 and the
year is greater than or equal to the current year .
Using the first 4 digits of the credit card number,
check that the card issuer is valid by looking up the
card issuer table. Check credit card validity by submitting the card
number and expiry date information to the card
issuer
Output:
OK or error message indicating that the ca rd is invalid
Test-first development
• Writing tests before code clarifies the requirements to be implemented.
• Tests are written as programs rather than data so that they can be
executed automatically. The test includes a check that it has executed
correctly.
• All previous and new tests are automatically run when new functionality
is added. Thus checking that the new functionality has not introduced
errors.
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.
Problems with XP
• Customer involvement
– This is perhaps the most difficult problem. It may be difficult or impossible to find a
customer who can represent all stakeholders and who can be taken off their normal
work to become part of the XP team. For generic products, there is no ‘customer’ -
the marketing team may not be typical of real customers.
• Architectural design
– The incremental style of development can mean that inappropriate
architectural decisions are made at an early stage of the process.
– Problems with these may not become clear until many features have
been implemented and refactoring the architecture is very expensive.
• Test complacency
– It is easy for a team to believe that because it has many tests, the system is
properly tested.
– Because of the automated testing approach, there is a tendency to develop tests
that are easy to automate rather than tests that are ‘good’ tests.
Key points
• Extreme programming includes practices such as systematic testing,
continuous improvement and customer involvement.
• Customers are involved in developing requirements which are
expressed as simple scenarios.
• The approach to testing in XP is a particular strength where executable
tests are developed before the code is written.
• Key problems with XP include difficulties of getting representative
customers and problems of architectural design.
SCRUM
Scrum
• Emphasizes use of a set of software patterns
– Backlog
– Sprints
– Scrum meetings
Scrum
• Scrum is framework for developing complex products and systems. It
is grounded in empirical process and control theory. Scrum employs
an iterative and incremental approach to optimize predictability and
control risk.
Transparency Adapt
Inspect
Scrum
• Product Owner decides what should be produced so as to achieve success
• Gets inputs from users, teams, managers, stakeholders, executives, industry
experts etc.
• Produces the product backlog which contains the features of product to be
produced in order of priority
• The product backlog is the single master list of features, functionality etc ordered
based on business value and risk.
• The product backlog is constantly being revised by the product owner, to maximize
the business success of the team’s efforts
• Consists of 7 to 9 people
• Team has to be cross functional- containing members from different verticals required for
developing the product.
• Team is self organized and self managing – makes a commitment and manages its
responsibilities.
• Sprints is referred to the fixed period of time the team commits to work in course of
developing the product
• The length of sprint is decided by the team and product owner
• Working as sustainable pace is important to avoid burn out
• Team selects what it will to deliver by the end of sprint.
• Every member of team take part
Scrum’s Roles
• The Product Owner(Project Sponsor, Decides features, release date, prioritization)
• The Scrum Master (Facilitator) (-Typically a Project Manager or Team Leader
-Responsible for endorsing Scrum values and practices
-Remove weaknesses / politics, keeps everyone productive )
• The Team
• Everyone else is not part of Scrum
Scrum’s Practices
• The Sprint Planning Meeting
• The Sprint
• The Sprint Review Meeting
• The Daily Scrum
• Everything else is not part of Scrum
The Sprint Planning Meeting
• Product Owner describes highest priority features to the Team.
• Team decides what the can commit to delivering in the Sprint.
The Sprint Review Meeting
• Time boxed to one hour of prep and four hours of meeting.
• Team demonstrates product increment to product owner’s
satisfaction.
• Informality is encouraged. PowerPoint is discouraged.
The Daily Scrum
• Time boxed to fifteen minutes!
• The Team and the Scrum Master only.
• What have you accomplished since yesterday?
• Are your Sprint Backlog estimates accurate?
• What are you working on today?
• Is there anything blocking you?
The Sprint Retrospective
• Time boxed to three hours.
• Team, Scrum Master, and (optionally) Product Owner review the
last Sprint
• What went well?
• What can be improved?
• Actionable items are presented to the Product Owner for
prioritization as non-functional requirements.
Scrum’s Artefacts
• The Product Backlog
• The Sprint Backlog
• The Sprint Burndown Chart
• The Product Increment
• Everything else is not part of Scrum
The Product Backlog
The Sprint Backlog
The Sprint Burndown Chart
The Product Increment
• Delivers measurable value
• “Potentially Shippable”: the process can be halted after every
Sprint and there will be some value
• Must be a product, no matter how incomplete
Some reasons to avoid Scrum
• Your current software development produces acceptable results
• Your project cannot be decomposed into good, increment-able
requirements (“big ball of mud”)
• Your engineering practices embrace heavy, up-front design, the
construction of baroque frameworks, and throw-it-over-the-wall attitudes
towards QA.
• Nobody can agree on ‘done-ness’
• Your management practices embrace ‘do it now and forget what I told you
to do yesterday’.
Difference between two agile processes
1. Scrum teams have sprint which are 2-4 weeks long whereas XP teams typically work in iteration no longer than
1-2 weeks long.
2. Scrum doesn't allow changes to the chosen sprint backlog once planned whereas XP teams XP teams are much
more amenable to change within their iterations, but change can only be made if the team hasn't started working on
a feature.
3. In Scrum product owner prioritizes the product backlog but the Scrum team can choose a lower priority item for a
sprint to work on before the high priority work whereas XP teams must always work in priority order as Features to
be developed are prioritized by the customer
The Biggest difference are
XP mandates a set of engineering practices where Scrum does not. At the same time Scrum mandates planning
ceremonies and artifacts, where XP does not.