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Extreme Programming Methodology

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Title: Extreme Programming Methodology


1
Extreme Programming Methodology
Emin BORANDAG Department of Informatics, Maltepe
University,Turkey eminb_at_maltepe.edu.tr
2
Klasik Metotlara Olan Elestiriler
  • Sürüm yani çalisan program çok geç ortaya
    çikiyor.
  • Sürüm çok geç çiktigi için hatalar çok geç
    anlasiliyor.
  • Verimli degil.
  • Esnek degil, yeni gelen isterler dogrultusunda
    kendi yapisini degistiremedigi için yeni
    isterleri karsilayamiyor.
  • Degisiklik geç ve zor yapiliyor.

3
Agile Metodolojiler
  • Extreme Programing
  • Scrum
  • Crystal Family
  • Rup

4
What is Xp?
  • XPs mechanism depends on some simple practices
    and applications. These practices may seem to be
    so simple and unnecessary at the beginning but
    after a while they will show their power through
    the successes gained .

5
Extreme ProgramingAvantajlari
  • Hata oranini azaltma
  • Yazilimin erken safhasinda somut gelismeler
    saglaya bildiginden, olusan hatalarin farkina
    varabilir.Bu hatalari da kendi içerisinde
    olusturdugu küçük yasam döngüleri ile telafi
    edebilir.
  • Projenin gelisme süresini kisaltir.
  • Artirimsal yaklasim sayesinde hizli bir sekilde
    genel planin olusmasi saglanir.Burada ayni bütün
    ekip tarafindan proje süresi tahmini de yapilir.
  • Degisikliklere izin verir.
  • Esnek is yürütme ve fonksiyonellik sayesinde,
    isletmenin degisen ihtiyaçlarina cevap verir
  • Yazilimsal olarak ortaya çikabilecek
    tikanikliklari azaltir.
  • Müsteriler ile birlikte monitörlerden
    programcilar ve müsteriler ortak bir sekilde test
    yaparak ileride tikanikliklarin ortadan
    kaldirilmasini saglarlar.

6
XP History
  • Ward and Kent together had experienced an
    approach to software development that made every
    thing seem simple and more efficient. Kent
    contemplated on what made software simple to
    create and what made it difficult.

7
XP History
  • In March of 1996 Kent started a project at
    DaimlerChrysler using new concepts in software
    development. The result was the Extreme
    Programming (XP) methodology. What Kent came to
    realise is that there are four dimensions along
    which one can improve any software project. You
    need to improve communication. You need to seek
    simplicity. You need to get feedback on how well
    you are doing. And you need to always proceed
    with courage. Communication, Simplicity,
    Feedback, and Courage are the four values sought
    out by XP programmers

8
Degisim Maliyeti
9
Extreme Programing 4 Temel Noktasi
  • Iletisim
  • Basitlik
  • Geri Besleme
  • Cesaret

10
Iletisim
  • XP in ilk temel tasi iletisimdir. Projelere
    baktigimizda ortaya çikan önemli problemlerin
    insanlarin birbirleriyle tam olarak anlasamamasi
    nedeniyle oldugunu görünür. Bazen programcilar
    sormalari gereken dogru soruyu soramazlar. Bazen
    de projenin yapisiyla ilgili önemli bir gelismeyi
    söylemezler. Bu yüzden projelerde çesitli tikanma
    noktalari olabilir. Bazen de proje yöneticileri
    programcilara belirtmeleri gerekenleri tam olarak
    belirtemezler. Bu da projenin gelisme
    sürecilerini olumsuz etkiler. XP de iletisim yüz
    yüze olmalidir. Iletisim sürekliligi olmalidir.
    Yazilim ekibi ile yazilimi kullanacaklar arasinda
    siki bir iletisim bagi olmasi esastir. Bu sayede
    sorunlar erken fark edilir.

11
Basitlik
  • XP in ikinci temel tasi basitliktir. Aslinda
    basitlik saglanmasi zor olan bir konudur.
    Basitlik, zorunlu islerin yapilmasidir. Gerekli
    olmayan bir sey varsa, kesinlikle bu konu XP
    basitlik ilkesi içerisinde olmamalidir. Dünyadaki
    en zor sey gelecekte ne gibi ihtiyaçlarla
    karsilasacagimizi bilmemektir. Bu nedenden dolayi
    olusturulacak yapi, gelecekte ne gibi isterlerin
    ortaya çikacagini tam olarak bilmeden olusur.
    Buna göre esnek zaman ve maliyeti göz önüne
    alinmis bir yapi olusturmak gerekmektedir. XP en
    iyi sekilde bu basitligi saglamak için, bu günün
    ihtiyaçlarini hedef alarak esnek ve basit bir
    sistem gerçeklestirmeye çalisir.

12
Geri Besleme
  • Sistemlerin geri dönüsümü olmasi sistemler için
    paha biçilemez bir firsat yaratir. Geri dönüsüm
    sayesinde optimizasyonun olusmasina engel olan
    tehlikeler ortadan kaldirilir. Öncelikle
    programcilar bütün sistemin mantiksal yapisini
    içeren bölüm testleri olusturur. Programcilar
    sistem hakkinda somut bilgiler elde ederler.
    Müsteriler yeni bir stories hikâye ile
    geldikleri zaman, programcilar hemen bu yeni
    gelen hikâyenin gerçeklesmesi ile ilgili çalisma
    yapip bu stories e uygun bir çalisma
    gerçeklestirirler.

13
Cesaret
  • XP in dört temel noktasindan en zoru cesarettir.
    Projelerin üzerine yilmadan gidilmesi projelerin
    gelistirilmesi açisindan son derece önemlidir.
    Cesaretin olmadigi projelerde korku gelisir ve
    gelisen bu korku projeyi basarisizliga iter.
    Yazilim islerindeki basarisizlik ise yazilimin
    çöpe gitmesidir ve maalesef genel duruma da
    baktigimizda yazilimlarin büyük bir kisminin çöpe
    gittigini görünyorur. Basarisizlik, genel tabiat
    içerisinde olan bir durumdur. Basarisizliktan
    korkmak yerine basarisizligi olusturan nedenler
    üzerine gitmek yerinde olacaktir. Basarisizlikla
    mümkün olunan en kisa sürede karsilasmak, daha
    sonra telafi etme sansini arttirir.

14
Extreme ProgrammingKorkmadiklari
  • Kodlama
  • Degisen fikirler
  • Gelecegi bilmeden yol alabilmek
  • Çalisan bir sistemin yapisinin degismesi
  • Testler yazilmasi

15
Extreme ProgramingRoller
  • Müsteri
  • Yazilim gelistirme sorumlusu
  • Test sorumlusu
  • Ölçüm sorumlusu
  • Koç
  • Danisman
  • Yönetici

16
Extreme Programing Çalisma Mantigi
17
Planning Game
XP Practices
Planning Game
On-Site Client
Testing
Simple Design
Pair Programming
Continuous Integration
Small Releases
Refactoring
Collective Ownership
Metaphor
Coding Standard
40-Hours a Week
In the initial phase of the project, tasks are
not described in detail. Only specific issues are
tried to be solved. After this phase detailed
project plan is produced for small processes
18
On-Site Client
XP Practices
Planning Game
On-Site Client
Testing
Simple Design
Pair Programming
Continuous Integration
Small Releases
Refactoring
Collective Ownership
Metaphor
Coding Standard
40-Hours a Week
Client representatives are present in the same
environment with the software development team.
Thus, it is ensured that the information software
development teams needs are accessed rapidly
19
Testing
XP Practices
Planning Game
On-Site Client
Testing
Simple Design
Pair Programming
Continuous Integration
Small Releases
Refactoring
Collective Ownership
Metaphor
Coding Standard
40-Hours a Week
Test code is written before the project code.
Thus, it is ensured that reliable software is
implemented by revealing the potential problems
sooner
20
Simple Design
XP Practices
Planning Game
On-Site Client
Testing
Simple Design
Pair Programming
Continuous Integration
Small Releases
Refactoring
Collective Ownership
Metaphor
Coding Standard
40-Hours a Week
A design that meets client requirements in the
simplest way is produced. Software is designed
according to the given requirements and future
requirements are not anticipated
21
Pair Programming
XP Practices
Planning Game
On-Site Client
Testing
Simple Design
Pair Programming
Continuous Integration
Small Releases
Refactoring
Collective Ownership
Metaphor
Coding Standard
40-Hours a Week
This is the practice in which two programmers
develop code together by sharing the same
computer. While one of the programmers is writing
the code the other one examines the code and they
alternately change places with each other.
22
Continuous Integration
XP Practices
Planning Game
On-Site Client
Testing
Simple Design
Pair Programming
Continuous Integration
Small Releases
Refactoring
Collective Ownership
Metaphor
Coding Standard
40-Hours a Week
Every module that has been developed is
integrated to the other modules. Errors that can
occur due to the conflicts are eliminated by
integrating all modules. Module integration is
done once or twice a week
23
Small Releases
The release of the program is given to the client
in short periods of time. Thus, client can follow
the progression of the project. The advantage of
XP is that an executable release is produced in a
short time compared to the other methods. Thus,
the client has the chance to see the completed
parts of the software on early phases
XP Practices
Planning Game
On-Site Client
Testing
Simple Design
Pair Programming
Continuous Integration
Small Releases
Refactoring
Collective Ownership
Metaphor
Coding Standard
40-Hours a Week
24
Refactoring
XP Practices
Planning Game
On-Site Client
Testing
Simple Design
Pair Programming
Continuous Integration
Small Releases
Refactoring
Collective Ownership
Metaphor
Coding Standard
40-Hours a Week
Design faults can cause the system not to be
corrected afterwards. Therefore, code and design
should be revised constantly
25
Collective Ownership
XP Practices
Planning Game
On-Site Client
Testing
Simple Design
Pair Programming
Continuous Integration
Small Releases
Refactoring
Collective Ownership
Metaphor
Coding Standard
40-Hours a Week
The software code that is developed is the common
asset of the team members. The fundamental of the
collective ownership practice is that any team
member can access the codes other members
produced within definite rules. It is aimed that
team members will be able, by this mean, to do
changes over the code to improve the existing
software
26
Metaphor
XP Practices
Planning Game
On-Site Client
Testing
Simple Design
Pair Programming
Continuous Integration
Small Releases
Refactoring
Collective Ownership
Metaphor
Coding Standard
40-Hours a Week
It is tried to produce software by emulating the
systems within the implementation. For example,
the software being implemented is divided into
parts and each part is emulated to another system
27
Coding Standard
XP Practices
Planning Game
On-Site Client
Testing
Simple Design
Pair Programming
Continuous Integration
Small Releases
Refactoring
Collective Ownership
Metaphor
Coding Standard
40-Hours a Week
It is useful to have a coding standard rather
than using different coding standards. It is
important that coding issues such as names of
forms and variables, locations of functions, etc.
have a standard in terms of simplicity and
comprehensibility of the code.
28
40-Hours a Week
In terms of working efficiency, 40 hours of work
time a week is set. Tasks are performed in 8
hours a weekday. There is no overtime concept in
40-Hours a week practice.Even if the team works
more than 40 hours, increase of the efficiency
will not be enough. The risk of increase in
errors also goes up.
XP Practices
Planning Game
On-Site Client
Testing
Simple Design
Pair Programming
Continuous Integration
Small Releases
Refactoring
Collective Ownership
Metaphor
Coding Standard
40-Hours a Week
29
Project Development USING XP
  • Project Planning
  • Revealing Existing Requirements by Examining the
    Old Version
  • Determining the Main Processes and the Sub
    Processes
  • Coding the Software
  • Testing the Software

30
Project Planning
  • Project development process started with the
    planning game favorably with XPs structure. A
    basic plan far from the details of the project
    was produced with the planning game. By means of
    the planning game, the processes that would be
    used in the development of the Automation System
    were determined.

31
Coding the Software
  • In this process, requirements in the technical
    cards were transformed into program codes
    complied with the coding standard determined in
    the project plan and formed by taking advantage
    of previous experiences. The aim was to develop
    software that could be followed can be managed
    and changed easily by using simple design
    practice.

32
Testing the Software
  • The test of the automation system carried out in
    three phases. In the first phase unit tests were
    applied to the codes developed complied to the
    collective ownership practice by the programmers
    and the team leader. In the second phase software
    was tested by client according to the user
    stories formed during the determination of the
    work processes.

33
Basili and Boehm, Software Defect Reduction Top
10 List, IEEE Computer Society, vol. 34, (No.
1),January 2001, pp. 135137.
Figure 1 is an irrefutable proof of the axiom
test early and test often.
34
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35
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36
Riskler ve Risk çözümleri
Gecikmeler Kisa sürüm zamanlari
Projenin iptal edilmesi Is acisindan en önemli süreçlere önem verilmesi.
Yama tutmayan sistemler Anlasilir test senaryolari (otomatik test)
Yanlis anlasmalar Müsterinin takimin ayrilmaz bir üyesi olmasi sayesinde yanlis anlamalarin büyük bir kismi önlenir.
Is dünyasindaki degisiklikler Kisa sürüm zamanlari
Ihtiyaç duyulmayan birçok özellik Sadece en öncelikli islerin yapilmasi
Isten çikmalar Çift programci
37
References (1/2)
  • Schach, S., R., Object-Oriented Classical
    Software Engineering, 7th Ed., McGraw Hill,
    2007.
  • Borandag, E., Basamakli CMMI Modeli ile Extreme
    Programming Metodunun Degerlendirilmesi, Maltepe
    Üniversitesi, Fen Bilimleri Enstitüsü, Yüksek
    Lisans Tezi, 2006.
  • Randell, B., The 1968/69 NATO Software
    Engineering Reports, 2009, World Wide Web
    http//homepages.cs.ncl.ac.uk/brian.randell/NATO/N
    ATOReports/index.html
  • Saridogan, E., Yazilim Mühendisligi, Papatya
    Yayincilik, 2004.
  • Beck, K., eXtreme Programming, Addison-Wesley,
    2002.
  • Agile Team 2005 12 Practice, 2009, World Wide
    Web www.agilemanifesto.com\12Practice.html
  • Acar, Ö., Extreme Programming, Pusula
    Yayincilik, 2009.

38
References (2/2)
  • Newkirk, J., Introduction to Agile Processes and
    Extreme Programming Thought Works, Proceedings
    of the 24th International Conference on Software
    Engineering, Pages695-696, 2002.
  • Paulk, M., C., Extreme Programming from CMM
    Perspective, IEEE Software, 2001.
  • Borandag, E., Yücalar, F., Erdogan, S. Z.,
    Ince, F., Basamakli CMMI Modeli ile Extreme
    Programming Metodunun Degerlendirilmesi, Trakya
    Üniversitesi Fen Bilimleri Dergisi, ISSN 1305
    6468, Haziran 2009.
  • Layman, L., Williams, L., Daiman, D., Bures, H.,
    Essential communication practices for Extreme
    Programming in a global software development
    team, Journal of Information and Software
    Technology, Elsevier, 2006.
  • Kalayci, O., Uygulamali CMMI/XP Egitimi,
    Nitelik Danismanlik, 2006.

39
Additional Resources
  • Mailing Lists
  • Yahoo Group testdrivendevelopment
  • Yahoo Group agiledotnet
  • Books
  • Test-Driven Development in Microsoft .NET James
    Newkirk and Alexei Vorontsov
  • Test-Driven Development, by Example Kent Beck
  • Test-Driven Development, A Practical Guide
    David Astels
  • Unit Testing in Java, Johannes Link

40
Community Resources
  • Web Siteshttp//www.testdriven.comhttp//www.xpr
    ogramming.comAgileAlliance.com
  • ExtremeProgramming.org
  • Blogshttp//dotnetjunkies.com/WebLog/darrell_nort
    onhttp//www.peterprovost.orghttp//weblogs.asp.
    net/nunitaddinhttp//weblogs.asp.net/jamesnewkirk
  • http//www,iserializable.com
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