agile 2006
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Agile 2006. אז מה היה לנו?. Introductory Lectures Tracks: Hands-on Discovery Sessions Tutorials Research Papers Experience Reports Educators Symposium Evening events. Scrum. Scrum is an agile process to manage and control development work - PowerPoint PPT PresentationTRANSCRIPT
Agile 2006
אז מה היה לנו?
Introductory Lectures Tracks:
Hands-on Discovery Sessions Tutorials Research Papers Experience Reports Educators Symposium
Evening events
Scrum Scrum is an agile
process to manage and control development work
Scrum is a wrapper for existing engineering practices
Scrum is scalable from single projects to entire organizations (with over a thousand developers and implementers)
Scrum An iterative, incremental process for developing any
product or managing any work (yep, just like XP)
What Is Agile Software Development? 2001: Manifesto for Agile Software Development:
Individuals and interactions over processes and tools Working software over comprehensive documentation Customer collaboration over contract negotiation Responding to change over following a plan
Principles: Satisfy the customer through early and continuous delivery of
valuable software Welcome changing requirements And much more… (http://www.agilemanifesto.org/)
Martin FowlerJames GrenningJim HighsmithAndrew HuntRon Jeffries
Kent BeckMike BeedleArie van BennekumAlistair CockburnWard CunninghamDave Thomas
Jon KernBrian MarickRobert C. MartinSteve MellorKen SchwaberJeff Sutherland
Research Papershttp://agile2006.com/program/Program
1. AgileEVM – Earned Value Management in Scrum Projects2. Earned Value and Agile Reporting 3. An Empirical Study of Using Planning Poker for User Story
Estimation 4. Executable Acceptance Tests for Communicating Business
Requirements: Customer Perspective 5. On Agile Performance Requirements Specification and Testing 6. Refactoring with Contracts 7. The Role of Story Cards and the Wall in XP teams: a distributed
cognition perspective 8. A Case Study on the Impact of Customer Communication on
Defects in Agile Software Development 9. Reflections on Reflection in Agile Software Development 10. Critical Personality Traits in Successful Pair Programming 11. What Lessons Can the Agile Community Learn from a Maverick
Fighter Pilot?
Research Papershttp://agile2006.com/program/Program
1. AgileEVM – Earned Value Management in Scrum Projects2. Earned Value and Agile Reporting 3. An Empirical Study of Using Planning Poker for User Story
Estimation 4. Executable Acceptance Tests for Communicating Business
Requirements: Customer Perspective 5. On Agile Performance Requirements Specification and Testing 6. Refactoring with Contracts 7. The Role of Story Cards and the Wall in XP teams: a distributed
cognition perspective 8. A Case Study on the Impact of Customer Communication on
Defects in Agile Software Development 9. Reflections on Reflection in Agile Software Development 10. Critical Personality Traits in Successful Pair Programming 11. What Lessons Can the Agile Community Learn from a Maverick
Fighter Pilot?
RP: Reflections on Reflection in Agile Software Development
Reflections on Reflection in Agile Software Development This paper analyzes the reflections of an agile team,
developing a large-scale project in an industry setting The team uses an Iteration Summary Meeting practice,
which includes four elements: The customer’s summary Formal presentation of the system Review of metrics Reflection
The proposed practice supports tracking past decisions It also incurs a lower overhead than existing alternative
reflection practices (only 2.1% of the team's time, in contrast to 3.7% or 4.7% in other cases)
Reflections
Reflection is the process according to which an individual (or a group) examines his/her/its actions during the accomplishment of the action or after it
Reflective mode of thinking may improve the application of some of the XP practices: When a pair is engaged in a pair programming session, the
navigator reflects on the drivers’ coding
Research Settings The project is a business-critical enterprise
information system, considered to be highly complex and intended for a large and varied user population.
The agile software development method used in the project is based on Extreme Programming [2], with a few adaptations in line with the agile approach that were dictated by the project's size and the organization
Regular reflection meetings and formal 2 weeks iteration summary meetings were conducted.
Development team averaged 15 developers during this period
Research Method
The main research method used in this paper is personal reflection of team members on the reflection
Discuss a specific problem in the process Analyze, via written questionnaires, several months
after the reflections in question took place
Agile Reflection Technique Only one specific problem is
discussed at each reflection meeting
The discussed problem should relate to the development process, not the developed product
The subject is chosen in advance by the moderator
The reflection cannot exceed one hour
The whole team is required to attend the reflection
The reflection may be an open discussion, or use some structured problem solving technique
Team members are encouraged to speak their own opinions
The moderator records important insights and proposed action items that surface during the meeting
The moderator summarizes the meeting
The decided action items are effective immediately
The moderator publishes the main insights and action items to the teams soon after the reflection
Results
Reflections on the techniqueof the reflection meeting
xUnit Test Patterns
Improving Test Code and Testability Through Refactoring
Expect to have just as much test code as production code!
The Challenge: How To Prevent Doubling Cost of Software Maintenance?
A Recipe for Success Write some (easy) tests Note the Test Smells that show up
Code Smells – Visible Problems in Test Code Behavior Smells – Tests Behaving Badly Project Smells – Testing-related problems visible to a
Project Manager Refactor to remove obvious Test Smells
Apply appropriate xUnit Test Patterns Write some more (complex) tests Repeat from Step 2 until:
All necessary tests written No smells remain
Common Code Smells Conditional Test Logic
Tests containing conditional logic (IF statements or loops) Hard to verify correctness. Does it always test the same
thing? A cause of Buggy Tests (Project Smell)
Hard to Test Code Obscure Test Test Code Duplication Test Logic in Production
Patterns Expected Objects
Use AssertEquals on whole objects rather than comparing individual fields
Guard Assertions Remove conditional logic associated with avoiding assertions
when they would fail Custom Asserts
Remove Test Duplication by factoring out common code Remove conditional logic associated with complex verification
logic Test Doubles
Test Stubs return test-specific values Mock Objects also verify method calls and arguments Fake Objects provide same services in a “lighter” way
Teardown Transaction Rollback
Common Behavior Smells Slow Tests Erratic Tests
Interacting Tests:When one test fails, a bunch of other tests fail for no apparent reason because they depend on other tests’ side effects
Unrepeatable Tests: Tests can’t be run repeatedly without intervention
Fragile Tests The 4 sensitivities
Assertion Roulette Frequent Debugging Manual Intervention
Patterns Shared Fixture Fresh Fixture Standard Fixture Minimal Fixture Lazy Setup Setup Decorator SuiteFixture Setup
Common Project Smells
Developers Not Writing Tests Symptoms: No tests can be found when you ask to see:
Unit tests for a task Customer tests for a User Story
Buggy Tests Production Bugs
Symptoms: Bugs are being found in production High Test Maintenance Cost
Refactoring Databases
A database refactoring is a simple change to a database schema that improves its design while retaining both its behavioral and informational semantics
A database schema includes both structural aspects such as table and view definitions as well as functional aspects such as stored procedures and triggers
Important: Database refactorings are a subset of schema transformations, but they do not add functionality
Rename Column
The ProcessVerify that a
refactoring is needed
Run the tests
Change your schema
MigrateData
(optional)
[Fail]
[Pass]
[Not Needed]
[Finished]
[Work continues]
Choose theRight
Refactoring
Write aUnit Test
Deprecate the OriginalSchema
(optional)
Update ExternalAccess
Programs
Run the tests
AnnounceThe Refactoring
VersionControl Your
Work
[Fail]
Other Database Refactorings Merge Columns Add CRUD Methods Add Mirror Table Apply Standard Codes Consolidate Key Strategy Drop Column Constraint Drop View Introduce Calculated
Column Introduce Common Format Introduce Read-Only Table Introduce Variable
Migrate Method From Database
Migrate Method to Database Move Column Move Data Parameterize Method Rename Table Replace Column Replace One-To-Many With
Associative Table Split Table Substitute Algorithm Use Official Data Source
Database Refactoring Plug-In: www.eclipse.org/epf
Philosophies of Agile Data Method Data is one of several important aspects of software-
based systems Enterprise issues should considered and acted upon
by the development teams Enterprise Groups exist to nurture enterprise assets
and to support other groups, such as development teams, within organization. These enterprise groups should act in an agile manner
Unique situation for every project. One software process does not fit all and therefore the relative importance of data varies based on the nature of the problem being addressed.
Work together Sweet spot. You should actively strive to find the path
that works best for your overall situation.
Exploratory Testing Exploratory testing is simultaneous
learning, test design, and test execution Learning Focus
Testing a new product Improving your model of product by investigating its
elements Using and operating a product, and searching for bugs
while also searching for new testing ideas Scanning or mapping a delivered artifact with focus on
potential exploitation, unexpected interaction, or emergent behavior)
Interacting with a product to test your model of it
Contrasting Approaches
Scripted Testing Is directed from elsewhere Is determined in advance Is about confirmation Is about controlled tests Emphasizes predictability Emphasizes decidability Like making a speech Like playing from a score
Exploratory Testing Is directed from within Is determined in the moment Is about investigation Is about improving test
design Emphasizes adaptability Emphasizes learning Like having a conversation Like playing in a jam session
Coaching
Coach – a team advocate, a person who helps a team produce a desired effect Coaches aid change and provoke change Coaching has ethical responsibilities
All coaching relies on some model of human behavior
The job of a coach is to find teachable moments, and help team members release the tension productively
Research Papershttp://agile2006.com/program/Program
1. AgileEVM – Earned Value Management in Scrum Projects2. Earned Value and Agile Reporting 3. An Empirical Study of Using Planning Poker for User Story
Estimation 4. Executable Acceptance Tests for Communicating Business
Requirements: Customer Perspective 5. On Agile Performance Requirements Specification and Testing 6. Refactoring with Contracts 7. The Role of Story Cards and the Wall in XP teams: a distributed
cognition perspective 8. A Case Study on the Impact of Customer Communication on
Defects in Agile Software Development 9. Reflections on Reflection in Agile Software Development 10. Critical Personality Traits in Successful Pair Programming 11. What Lessons Can the Agile Community Learn from a
Maverick Fighter Pilot?
Coaching Techniques Conflict Identification Go Sideways Go Home ‘Antennae Up’ Pair Coaching Ask the Room Make It Physical Active Listening Advance/Retreat Personal Encouragement /
Discouragement
Name It The ‘Flounce’ Team Surgery Push in the Water Self-disintermediation Cheerleading Cultivate Respect
What does it really mean for a software development organization to be agile? “It may say agile on the box, but it doesn’t feel agile”
Not every “agile” project is agile Not every “plan driven” project is not agile
US Air Force Colonel John Boyd: To win in a competitive environment we “must operate at a
faster tempo or rhythm than our adversaries” He defined agility as the ability to operate the Observation-
Orientation-Decision-Action (OODA) loop faster than an adversary
Observe Decide ActOrient
Agility: Execute your OODA loop more quickly than your adversary
Action(Test)
Decision(Hypothesis)Observations
UnfoldingCircumstances
OutsideInformation
CulturalTraditions
GeneticHeritage
NewInformation
PreviousExperience
Analyses &Synthesis
Agility is a Cultural Phenomenon Blitzkrieg’s principles:
Trust: people feel safe taking the initiative rather than worrying how to justify their actions
Skill and experience: enable people to clearly observe their environment and develop creative solutions
Intent: opens the opportunity for people to take the initiative Vision: gives people direction, in those situations where no
firm guidance has been given People, ideas, technology…in that order!
Agility depends on the tempo at which we can exploit the OODA loop, and it is culture, not methodologies or tools that determine our OODA loop speed
Agility’s cultural dependency explains why a project using an agile methodology may not feel agile, and why a so called plan driven project may feel agile
Does a theory of competition apply to software development? Yes!
Uncertainty can have the same disorienting effect on a team as an explicit adversary
The OODA loop is about getting into a position of advantage in an uncertain environment
The OODA model is about groups of people working harmoniously together to accomplish a common purpose - even though everything is collapsing around them
Our organization’s objective is to survive on its own terms Software development is commerce and commerce is
about competition
Implications of the OODA loop for the Agile community1. Agility is a time based strategy for operational
success and is not based on size2. Agility is a relative concept, not an absolute
concept3. Agility is an essential attribute for project success,
large or small4. Agility depends on organizational culture (unity,
trust, intent, focus)5. We are late to the party
Research Opportunities
Good team culture quickens the decision cycle. The principles of the Blitzkrieg —mutual trust, skill, intent, and vision — describe the necessary talents for an agile organization
Unfortunately, these are generally not talents that emerge spontaneously in an organization
Cockpit Resource Management Could we design a similar program for software
developers? (Developer Resource Management Program, perhaps)
Implications for software engineering education?
The End