Extreme Programming

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Extreme Programming Patrick Mattis Alana Trafford

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Extreme Programming. Patrick Mattis Alana Trafford Akarsh Sakalaspur. Presentation Outline. Overview of Extreme Programming Key Practices of Extreme Programming Advantages of XP Disadvantages of XP Summary/Conclusions References/Links. Overview. - PowerPoint PPT Presentation

Transcript of Extreme Programming

Page 1: Extreme Programming

Extreme Programming

Patrick Mattis

Alana Trafford

Akarsh Sakalaspur

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Presentation Outline

• Overview of Extreme Programming

• Key Practices of Extreme Programming

• Advantages of XP

• Disadvantages of XP

• Summary/Conclusions

• References/Links

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Overview

• Extreme Programming (XP) was conceived and developed by Kent Beck to address the specific needs of software development conducted by small teams in the face of vague and changing requirements.

• Extreme Programming nominates coding as the key activity.

• The programmer is the heart of XP.

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Overview

Why Extreme?XP takes commonsense principles and practices to extreme levels.• If code reviews are good, we’ll review code all the time (pair

programming).• If testing is good, everybody will test all the time (unit testing).• If design is good, we’ll make it part of everybody’s daily business

(refactoring).• If integration testing is important, then we’ll integrate and test

several times a day.• If short iterations are good, we will make the iterations really,

really short – seconds, minutes and hours, not weeks, months and years.

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Overview

• This new lightweight methodology challenges many conventional tenets, including the long-held assumption that the cost of changing a piece of software rises dramatically over the course of time.

• The cost of change curve for XP is a flat curve, which is achieved by simple design, tests, and an attitude of constant refinement of the design.

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Overview

Historical Cost of Change Curve - The cost of change rising exponentially over time

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Overview

XP Cost of Change Curve - The cost of change may NOT rise over time

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Overview

Fundamentals of XP include: • Writing unit tests before programming and keeping all of the

tests running at all times. • Integrating and testing the whole system--several times a

day. • Producing all software in pairs, two programmers at one

screen. • Starting projects with a simple design that constantly

evolves to add needed flexibility and remove unneeded complexity.

• Putting a minimal system into production quickly and growing it in whatever directions prove most valuable.

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Overview

Why is XP so different? XP doesn't force team members to specialize and become

analysts, architects, programmers, testers, and integrators--every XP programmer participates in all of these critical activities every day.

XP doesn't conduct complete up-front analysis and design--an XP project starts with a quick analysis of the entire system, and XP programmers continue to make analysis and design decisions throughout development.

Develop infrastructure and frameworks as you develop your application, not up-front--delivering business value is the heartbeat that drives XP projects.

Don't write and maintain implementation documentation--communication in XP projects occurs face-to-face, or through efficient tests and carefully written code.

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Overview

XP - What is involved: The four basic activities of Extreme The four basic activities of Extreme Programming are coding, testing, listening, and designing.Programming are coding, testing, listening, and designing.

• Coding: You code because if you don't code, at the end of the day you haven't done anything.

• Testing: You test because if you don't test, you don't know when you are done coding

• Listening: You listen because if you don't listen you don't know what to code or what to test

• Designing: And you design so you can keep coding and testing and listening indefinitely (good design allows extension of the system with changes in only one place)

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XP Values/Principles

There are four basic values in XP:

Communication, Simplicity, Feedback, Courage

Principles• Rapid feedback• Assume Simplicity• Incremental Changes• Embrace Change• Quality Work

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Key Practices of XP

• Planning Game• Small releases• Metaphor• Simple design• Testing• Refactoring

• Pair Programming• Collective ownership• Continuous

integration• 40-hour week• On-site Customer• Coding Standards

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Planning Game

Business People• Scope• Priority• Composition• Release Date

Technical People• Estimates• Consequences• Process• Detailed Scheduling

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Small Releases

• Every release must be as small as possible• Contain the most valuable business

requirements• Release has to make sense

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Metaphor

Helps understand • Basic elements of the project

• Relationships

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Simple Design

• The system must communicate everything you want to communicate

• No duplicate code• The system should have the fewest possible

classes• The system should have the fewest possible

methods

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Testing

Sources• Programmers• Customers

Types of Testing• Unit Testing• Functional Testing

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Refactoring

• After getting something to work we refactor• Revise and edit• Followed by running all the tests

We cannot check in our code until:All tests are green.All duplication has been removedThe code is as expressive as we can make it

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Pair Programming

• Two programmers collaborate on the same design, algorithm, code or test case

• Pairing is dynamic• Encourages communication, productivity and

enhances code quality• Pairing is useful for cross-training established

employees and for training new employees• Pair programming research reveals that:

– Pairs use no more man-hours than singles– Pairs create fewer defects– Pairs create fewer lines of code– Pairs enjoy their work more

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University of Utah Experiment: Pairs spent 15% more time on the program than individuals

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University of Utah Experiment: Code written by pairs passed more test cases than code written by individuals

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University of Utah Experiment: Pairs consistently implemented the same functionality produced by

individuals in fewer lines of code

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University of Utah Experiment: Learning how to program in an environment where there are rapidly tangible results is fun and allows one to learn faster

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University of Utah Experiment: Conclusions

The significant benefits of pair programming are that:

• many mistakes get caught as they are being typed in rather than in QA testing or in the field

• the end defect content is statistically lower

• the designs are better and code length shorter

• the team solves problems faster

• people learn significantly more about the system and about software development

• the project ends up with multiple people understanding each piece of the system

• people learn to work together and talk more often together, giving better information flow and team dynamics

• people enjoy their work more

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Collective Ownership

• Any team member may add to the code at any time• Everybody takes responsibility for the whole system• Encourages simplicity:

– Prevents complex code from entering the system

• Increases individual responsibility and personal power

• Reduces project risk:– Spreads knowledge of the system around the team

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Continuous Integration

• Code is integrated and tested after a few hours• Daily builds are for wimps

– Build, end to end, at every check in– Check in frequently– Put resources on speeding build time– Put resources on speeding test time

• Reduces project risk:– You’ll never spend days chasing a bug that was created

some time in the last few weeks

• Provides valuable human benefit during development

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Forty Hour Week(Sustainable Pace)

• Overtime is a symptom of a serious problem on a project

• Occasionally, programmers may work one week of moderate overtime. Two weeks in a row is out of the question

• Programmers need to be well rested to work efficiently

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On-Site Customer

• A real customer must sit with the team full time• The on-site customer enables an XP team to explore

business requirements as it needs to and gives direct access to someone who can make key decisions quickly

• Provides value to the company by contributing to the project, thus reducing project risk.

• In XP, if the system isn’t worth the time of one customer, maybe it’s not worth building.

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Coding Standards

• Programmers write all code in accordance with rules adopted voluntarily by the team

• Make it impossible to tell who wrote what• Having no standards slows pair programming and

refactoring

Constraints• No duplicate code• System should have the fewest possible classes• System should have the fewest possible methods• Comments should be minimized

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Advantages/Disadvantages

ADVANTAGES

• Customer focus increase the chance that the software produced will actually meet the needs of the users

• The focus on small, incremental release decreases the risk on your project:– by showing that your approach works and

– by putting functionality in the hands of your users, enabling them to provide timely feedback regarding your work.

• Continuous testing and integration helps to increase the quality of your work

• XP is attractive to programmers who normally are unwilling to adopt a software process, enabling your organization to manage its software efforts better.

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Advantages/Disadvantages

DISADVANTAGES

• XP is geared toward a single project, developed and maintained by a single team.

• XP is particularly vulnerable to "bad apple" developers who:– don't work well with others– who think they know it all, and/or – who are not willing to share their "superior” code

• XP will not work in an environment where a customer or manager insists on a complete specification or design before they begin programming.

• XP will not work in an environment where programmers are separated geographically.

• XP has not been proven to work with systems that have scalability issues (new applications must integrate into existing systems).

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Conclusion

• XP focuses on people• Values team work over power• XP works well when there are

uncertain or volatile requirements• XP is a process not a miracle cure

for all software development problems

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References/Links

Books • Kent Beck, "Extreme Programming Explained," Addison-Wesley,

2000. • Giancarlo Succi, Michelle Marchesi, "Extreme Programming

Examined," Addison-Wesley, 2001.

Websites • http://www.extremeprogramming.org • http://www.xprogramming.com• http://www.jera.com/techinfo/xpfaq.html• http://www.c2.com/cgi/wiki?ExtremeProgrammingRoadmap• http://ootips.org/xp.html• http://pairprogramming.com/