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Lecture 03 - Agile Models - XP

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

Lecture 03 - Agile Models - XP

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reyankhan54975
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© © All Rights Reserved
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
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SE 2101 Software

Engineering

Chapter 3
Software Engineering, A Practitioner’s Approach, Pressman R.
S.& Maxim B. R., 7th Edition, McGraw-Hill, 2015.

1
Recap

 Generic process framework


 Waterfall model
 Incremental model
 Prototyping model
 Spiral model
 Summary
Today’s Agenda

 Agile Models
 XP Programming
Agile Development

4
Common Fears for
Developers
 The project will produce the wrong product.
 The project will produce a product of inferior
quality.
 The project will be late.
 We’ll have to work 80 hour weeks.
 We’ll have to break commitments.
 We won’t be having fun.
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
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)
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 KIS (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 subscription, 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 downloaded
onto your computer .

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 article, you canÕ


t keep the PDF version
so it is automatically deleted from your computer .
Chapter 3 Agile software
development 19
Task cards for document
downloading

Task 1: Implement principal workflow

Task 2: Implement article catalog and selection

Task 3: Implement payment collection

Payment may be made in 3 different ways. The user


selects which way they wish to pay . If the user
has a library subscription, 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 number and expiry
date. This should be checked for validity and, if
valid a debit is posted to that credit card account.
Task cards

21
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.
Refactoring

 Refactoring is the process of code improvement where


code is reorganised 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.
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 card 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.
The End.

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