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AgileDevelopmentIntroduction

Course: COSC 4352, Fall 2008
School: U. Houston
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Software Agile Development An Introduction Typical Software Project Lifecycle Slow start as everyone attempts to make sense of what problem is being solved Struggle to interpret users requirements and translate into specification language Development team begins to build system, but soon realizes that solution cannot be delivered in allocated time Changes come in at rapid pace; Defects grow at a increasing rate...

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Software Agile Development An Introduction Typical Software Project Lifecycle Slow start as everyone attempts to make sense of what problem is being solved Struggle to interpret users requirements and translate into specification language Development team begins to build system, but soon realizes that solution cannot be delivered in allocated time Changes come in at rapid pace; Defects grow at a increasing rate Final months become a battle against the bugsovertime and weekends are the automatic responselife is miserablebut the end is near Pep talks from management about how great the team is when faced with adversity. Asks you to step up once more and show how you meet challenges System is delivered; Quality is questionable; Users are not satisfied; years of maintenance and patches neededwe celebrate! Project Post-Mortem On to the next project, where the same steps will be repeated Copyright Scott W. Ambler 2 20th Century Software Development 1960s Ad Hoc Code-and-Fix Programming 1970s Waterfall or sequential lifecycle model Taught as the the ideal approach; a way to explain the creative process Adopted by the US Department of Defense Assumed low-change, low-novelty, and low-complexity work 1980s Plenty of bad music and haircuts Defense Spending during Regan Administration Commercial Software, Hardware, and Network companies forming 1990s US Department of Defense changes Based on failure rate, changed to iterative development preference Standish Report comes out in 1994 Dot-com companies producing high-speed, high-quality products to meet market needs and survivehow? Copyright Scott W. Ambler 3 Business of Software Development Early software companies are technology-driven Business people have to respond to what developers give them Focus on innovation and novelty Development as a black box activity Focus then shifts to market-driven Solutions to improve speed at which businesses can move Business people define product needs to Development IT departments became a cost to company bottom line Project Portfolio Management Feature Portfolio Management Incremental Funding Models Collaborative delivery of value Offshore development to save on costs Accountability and Visibility Copyright Scott W. Ambler 4 Software Development and dot-com In the dot-com era. Investors and developers paid little attention to ROI thinking High demand for technical people Young, energetic workforce Get rich nowsacrifice everything Eat plenty of Pizza! Big Spending Pressure to get something to market quickly After the bubble burst End of the Y2K Fear September 11 Impact Downsizing, Rightsizing, & Global Competition Back to business basics What did we learn? Copyright Scott W. Ambler 5 Software Development Landscape From the well-known Standish CHAOS Report 1994 Software projects fail: Cancelled - 31%; Late or lacking of features 53% Industry has only delivered on-time and on-budget 16% of the time! In 1995, this cost American companies well over $150 billion 94 of 100 projects will have restarts Average cost overrun is 189% 3 top reasons for failure Lack of user (sponsor) involvement No executive management support Unclear, incomplete, & changing requirements Typical software project experiences a 25% change in requirements 45% of features defined in early specs are never used Copyright Scott W. Ambler 6 Bridge to Success The Standish Group concluded that keys to success are: Shorter time frames Delivery of software components early and often Iterative process Growing" software vs. "developing" software Engage the user earlier Clear statement and set of objectives for components Keep it simple! - Complexity = confusion and cost Copyright Scott W. Ambler 7 Introduction to Agility Agility is a comprehensive response to the business challenges of profiting from rapidly changing, continually fragmenting, global markets for high-quality, high-performance, customer-configured goods and services Agility is the ability to both create and respond to change in order to profit in a turbulent business environment Agile projects are not controlled by conformance to plan but by conformance to business value Agility is a way of life, a constantly emerging and changing response to business turbulence Copyright Scott W. Ambler 8 What About Standardization? Department of Defense Specifications International Standards Organization (ISO) Software Engineering Institute (SEI) Capability Maturity Model (CMM) 5 Levels Project Management Institute (PMI) Body of Knowledge (PMBOK) Many derivatives as each company has created their own versions Standards have tried to capture the best practices of software development Organizations have tried to use these as prescriptive methods for success.and often failed Copyright Scott W. Ambler 9 Three Flawed Assumptions It is actually possible to plan a large project well enough that success is primarily determined by degree of conformance to plan It is possible to protect against late changes to a large system project It make sense to lock in big project decisions early Copyright Scott W. Ambler 10 An emerging wave Iterative Development An approach in which the overall lifecycle is composed of several iterations, each a mini-project Incremental Development Concept of growing a system through a series of Iterations Agile Development Time-boxed Iterative, Incremental development that include values and practices that encourage rapid and flexible response to change flexibility/maneuverability to compete In IT: Scrum, XP, RUP, DSDM, FDD, Crystal In Construction: Last Planner Results 88% of organizations cited improved productivity 84% cited improved quality 83% cited increase in overall business satisfaction Copyright Scott W. Ambler 11 What is Agile? An iterative and incremental (evolutionary) approach performed in a highly collaborative manner with just the right amount of ceremony to produce high quality software in a cost effective and timely manner which meets the changing needs of its stakeholders. Core principles Fits just right process Continuous testing and validation Consistent team collaboration Rapid response to change Ongoing customer involvement Frequent delivery of working software Copyright Scott W. Ambler 12 Values of Agile Development individuals and interactions working software customer collaboration responding to change over over over over processes and tools comprehensive documentation contract negotiation following a plan While there is value in the items on the right, we value the items on the left more. Copyright Scott W. Ambler 13 How Agile is Different Focus on collaboration: Less paperwork and more conversation Stakeholders actively involved Focus on working software: Greater feedback makes agile projects easier to manage Less documentation is required Less bureaucracy Agilists are generalizing specialists: Less hand offs between people Less people required Specialists find it difficult at first to fit into the team Agile is based on practice, not theory: This is a significant change from traditional You need to see how agile works in practice to truly understand it Copyright Scott W. Ambler 14 Mythbusters Myth No Documentation Undisciplined Planning No Not Predictable Does Not Scale a Fad Is Silver Bullet RUP isnt agile Not Fixed Price Reality Agile Documentation Requires great discipline Just-in-time (JIT) planning Far more predictable Eclipse is agile quickly becoming the norm Its It requires skilled people RUP is as agile as you make it Agile provides stakeholders control over the budget, schedule, and scope Copyright Scott W. Ambler 15 Why Agile Works Copyright Scott W. Ambler 16 Some Common Practices Regular Deployment of Working Software Pair Programming Refactoring Continuous Integration Test Driven Development (TDD) Shared Code Ownership Active Stakeholder Participation Copyright Scott W. Ambler 17 Agile Methods Extreme Programming (XP) (Kent Beck, Ward Cunningham, Ron Jeffries) Scrum (Jeff Sutherland, Mike Beedle, Ken Schwaber) DSDM Dynamic Systems Development Method (Community owned) Crystal (Alistair Cockburn) ASD Adaptive Software Development (Jim Highsmith) XBreed (Mike Beedle) Copyright Kyle R. Larson 18 All Agile Methods Maximize value by minimizing anything that does not directly contribute to product development and delivery of customer value Respond to change by inspecting and adapting Stress evolutionary, incremental development Build on success, not hope Copyright Kyle R. Larson 19 Weve Seen It Before Lean Manufacturing (1990, Toyota) Agile Manufacturing Just-in-time JIT Common goals include: Reduce Cycle Time Maximize Quality Reduce Costs Copyright Kyle R. Larson 20 Lean Lean means prioritize and optimize everything to deliver value to the customer One common technique: Postpone decisions until the last responsible moment. Live with uncertainty but define, communicate, and manage it Lean Manufacturing and the Toyota Production System, SAE International Lean Software Development: An Agile Toolkit, Mary & Tom Poppendieck, 2003 Copyright Kyle R. Larson 21 Scrum Term in rugby to get an out-of-play ball back into play Term used in Japan in 1987 to describe hyper-productive development Used by Ken Schwaber and Mike Beedle to describe their Agile methodology Copyright Kyle R. Larson 22 Extreme Programming A collection of best practices each done to the extreme Sounds extreme, but very disciplined Created by Kent Beck, Ward Cunningham, Ron Jeffries Copyright Kyle R. Larson 23 Scrum with Extreme Programming SCRUM Project Management Best Practices EXTREME PROGRAMMING Mostly Technical Best Practices Scrum works well as a wrapper around Extreme Programming Copyright Kyle R. Larson 24 Agile Independence Not created by any single company, but by a group of software industry experts to find better ways of developing software by doing it and helping others do it.* Agile Principles: highest priority is customer satisfaction welcomes changing requirements frequently deliver working software advocates close collaboration and rapid feedback reinforces inspect and adapt * www.agilealliance.org Copyright Kyle R. Larson 25 Agile Management Defined Project Project Management vs. Empirical Project Management Copyright Kyle R. Larson 26 Defined PM Assumes we can predict how the project will unfold assumes very little uncertainty Time to complete and costs predictable Uses work breakdown structure Manages to a static plan Primary participants: development team Success; On Time & On Budget Copyright Kyle R. Larson 27 Empirical PM Software and systems construction is a discovery process manages uncertainty Focuses on value/cost tradeoffs Plan is volatile; use discoveries to reprioritize and adjust Primary participants: project steering team Success; Delivering good value in reasonable time Copyright Kyle R. Larson 28 PM End-Game Almost all projects eventually revert to empirical PM Copyright Kyle R. Larson 29 Both Are Needed Defined PM works because many things in a project are deterministic. Defined model provides constraints: deliver not the best solution, but the best we can afford Entire Project Defined Empirical Copyright Kyle R. Larson 30 Empirical PM Strategy Early estimates of cost and value, tied to business processes Deliver subsets of functionality prioritized by business value Reassess and re-plan to fit resources, schedule, and discoveries Copyright Kyle R. Larson 31 Best-Practice Scheduling/Tracking Align accountability with responsibility Those who will produce the work, estimate the work Measure one level up Keep estimation techniques simple, consistent, and believable Generate, own, and use your own data Copyright Kyle R. Larson 32 Empirical PM Getting Started Early estimates, for mgmt to prioritize Structure more important than accuracy Sets confidence/predictability expectations Begins tone of inspect and adapt How system delivers value is as important as what it costs Copyright Kyle R. Larson 33 Planning in Uncertainty In list of business use cases leave rows for undiscovered process In list of system use cases leave rows for undiscovered use case In supplementary requirements section leave rows for unknown requirements Budget for technical solutions to be more complex than originally anticipated Copyright Kyle R. Larson 34 Agile PM Concepts Software construction is a discovery process Not the best solution; the affordable solution Invent successful outcomes Copyright Kyle R. Larson 35 Scrum Overview Empirical management and control process for projects and products Widely used since 1990s Wraps existing engineering practices Manages noise, allows overhead to wither Simple, common sense Delivers business functionality in 30 days Scalable Copyright Kyle R. Larson 36 Scrum Scheduling and Tracking Copyright Kyle R. Larson 37 Scrum Roles Product Owner Team Scrum Master Copyright Kyle R. Larson 38 Scrum Roles Product Owner Single person who owns, maintains, prioritizes Product Backlog Empowered to make decisions for customers and users Responsible for vision, ROI, and releases of product Attends Sprint planning and Sprint review meetings Copyright Kyle R. Larson 39 Scrum Roles - Team Self-organizing, cross-functional, no formal roles Seven plus or minus two people Best experts available Cost and commit to work, and responsible for delivering Full autonomy and authority to deliver during Sprint Copyright Kyle R. Larson 40 Scrum Roles Scrum Master Project manager, Coach, and/or Player-Coach Responsible for process and maximizing team productivity Sets up and conducts meetings Sprint Planning Daily Scrum Sprint Release Copyright Kyle R. Larson 41 XP Definitions Kent Becks idea of turning the knobs on all the best practices up to 10. Optimizing the Circle of Life by hitting the sweet-spot of practices that self-reinforce and become more than the sum of the parts (synergize). Copyright Kyle R. Larson 42 XP Circle of Life Customer Defines Value 1 Developers Build Value 4 2 Developers Estimate Cost 3 Customer Chooses Value Copyright Kyle R. Larson 43 Cost-of-Change Curves Flattening cost of change curve is both enabled by and exploited by Extreme Programming (XP) Copyright Kyle R. Larson 44 The Four XP Values Simplicity Simplest thing that could possibly work YAGNI Feedback Testing Experimenting Delivering Communication Developers Users Customers Testers Code Courage Trust History Copyright Kyle R. Larson 45 The Four XP Variables Quality Internal high, fixed Schedule Fixed-length, short iterations Cost People-Time Mythical Man-Month Scope Negotiable Copyright Kyle R. Larson 46 Twelve XP Practices Planning Game Short Releases Simple Design Testing Refactoring Pair Programming Collective Ownership Continuous Integration On-site Customer Sustainable Pace Metaphor Coding Standards Copyright Kyle R. Larson 47 1. Planning Game Release Planning: Define and estimate higher-level features down to about 5-10 days effort each. Customer lays features in fixed-length iteration schedule. Iteration Planning: Same, but to 3 or less days effort & detailed story cards within next iteration. Simple to steer project towards success. Copyright Kyle R. Larson 48 2. Short Releases Deliver business value early and often Do not slip iteration release dates adjust scope within an iteration, never time or quality Small, stable teams are predictable in short time-frames Copyright Kyle R. Larson 49 3. Simple Design XP Mantra: The simplest thing that could possibly work. Meet current, minimum business requirements only. Avoid anticipatory design. YAGNI You Arent Going to Need It Copyright Kyle R. Larson 50 4. Testing Automated unit tests for every entity. Automated acceptance tests for every story / requirement. All unit tests pass 100% before checking in a feature. Test-First, in small increments: Write the test Prove it fails (red-bar) Code until it passes (green-bar) Copyright Kyle R. Larson 51 5. Refactoring Refactoring: changing internal structure without changing external behavior Remove duplication. Once and Only Once, Three strikes and your out. Leaves code in simplest form. When change is hard, refactor to al...

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U. Houston - COSC - 2008
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COSC4393/6380 DigitalImageProcessing DepartmentofComputerScience UniversityofHouston Assignment#3 Due:12/07/081. Write a program to detect lines in an image using the Hough Transform. Use the polar parameterization of a line for your implementation.
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More on Gaussian Distribution( x )2 f ( x) = exp( ) 2 2 2 2 1X ~ (x,2x, Y ~ (y, 2y), X & Y are independent, then X+Y ~ (x+y, 2x+2y) X ~ (x,2x), then aX ~ (ax,a22x) Error function erferf ( z ) = 2e0zt 2dt2 x 1 e t / 2 dt = [1 + erf
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Lecture 4: Wireless LAN & IEEE 802.11 Wireless LAN Standard54Wireless LANsApplicationsLAN Extension Cross-building interconnect (e.g., Seattle Wireless) Nomadic Access Ad hoc networkingExample technologiesInfrared (IR) LANs Spread spectrum L
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