Alistair Cockburn - Agile Software Development

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Agile Software Development: краткое содержание, описание и аннотация

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The agile model of software development has taken the world by storm. Now, in Agile Software Development, Second Edition, one of agile’s leading pioneers updates his Jolt Productivity award-winning book to reflect all that’s been learned about agile development since its original introduction.
Alistair Cockburn begins by updating his powerful model of software development as a “cooperative game of invention and communication.” Among the new ideas he introduces: harnessing competition without damaging collaboration; learning lessons from lean manufacturing; and balancing strategies for communication. Cockburn also explains how the cooperative game is played in business and on engineering projects, not just software development
Next, he systematically illuminates the agile model, shows how it has evolved, and answers the questions developers and project managers ask most often, including
· Where does agile development fit in our organization?
· How do we blend agile ideas with other ideas?
· How do we extend agile ideas more broadly?
Cockburn takes on crucial misconceptions that cause agile projects to fail. For example, you’ll learn why encoding project management strategies into fixed processes can lead to ineffective strategy decisions and costly mistakes. You’ll also find a thoughtful discussion of the controversial relationship between agile methods and user experience design.
Cockburn turns to the practical challenges of constructing agile methodologies for your own teams. You’ll learn how to tune and continuously reinvent your methodologies, and how to manage incomplete communication. This edition contains important new contributions on these and other topics:
· Agile and CMMI
· Introducing agile from the top down
· Revisiting “custom contracts”
· Creating change with “stickers”
In addition, Cockburn updates his discussion of the Crystal methodologies, which utilize his “cooperative game” as their central metaphor.
If you’re new to agile development, this book will help you succeed the first time out. If you’ve used agile methods before, Cockburn’s techniques will make you even more effective.

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In keeping with variations among people, some people have the opposite tendency. Often, though, the most adventuresome people are those who have little to lose personally if the project fails.

The good news is that there are opportunities for both sorts of people. The bad news is that these people probably find themselves on the same project.

Inventing Rather than Researching

This behavioral mode may be peculiar to American and European software developers (I don't have enough experience with Indian and Asian developers to comment on their habits). It is the tendency to avoid researching previous solutions to a problem and just invent a new solution on the spot.

This tendency is usually described as a sickness, the Not-Invented-Here (NIH) syndrome. I prefer not to view it as a disease but rather as a natural outgrowth of cultural pressures. One might instead call it the Invent-Here-Now Imperative. It grows in the following way:

From earliest school days, students are instructed not to copy other people's work, to not help each other, and to be as original as possible in all but rote memory acts. They are given positive marks for originality and punished for using other people's solutions. (Recently, a fourth grade teacher told her students not to call each other to discuss homework problems—not even to ask for which problems to do!).

Through the university level, assignments are designed to produce grades for individual work, not for teamwork. This reaches a culmination in the Ph.D. dissertation, where originality is a core requirement.

Somewhere in these years of schooling, some people join the profession of "programmer," a person whose job is to program and who advances in the profession by writing harder and more uniquely original programs.

Under these circumstances, it is hardly surprising that the people internalize the Invent-Here-Now Imperative.

Upon showing up at work, though, these same people are told by the business owners that they should not write new programs but should scavenge solutions created throughout the industry over the history of the field. They should use as many existing solutions as possible, without violating intellectual property rights.

The rewards offered for this behavior are meager. People continue to receive low evaluations for reusing code instead of writing new code. Promotion comes to those who do the most and the best programming, not those who successfully hook together existing components. Technical authors still refer to people who do such work as low-level "component assemblers."

In one survey, education and attitude showed the greatest correlation with increased reuse (Frakes 1995). Just being shown that reuse was culturally considered a preferable outcome over developing new solutions [this phrase, which is not yet a complete sentence.]. Reward structures did not show a significant effect, nor did object-oriented technology, CASE tools, or a myriad of other factors.

Texas Instruments fought its "Not Invented Here" syndrome with an unusual award, the "Not Invented Here But I Did It Anyway" award (Dixon 2000). This NIHBIDIA award not only rewards people who make use of previous results, but it pokes fun at people caught up in the NIH syndrome at the same time. In this way, it creates a social effect of the type Frakes and Fox were referring to.

People who are professionals in some different field do practice effective reuse. These people, using the computer to accomplish some assignment of value in that other field, develop their sense of accomplishment from the program's effect in that other field, not from the cleverness of the programming. They are therefore motivated to put the software together to get on with their other work. They happily accept a less glamorous design if it can be put into use quickly.

Inconsistent Creatures of Habits

Asking a person to change his habits or to be consistent in action are the two most difficult requests I can think of. We are creatures of habit who resist learning new behaviors, and at the same time we tend toward inconsistency.

This may seem like a harsh judgement, and so I illustrate it with a conversation I heard between four people. Each was a senior manager or had a Ph.D., and so these were people you would most expect to be able to handle changing habits and being consistent. The Clean Desk Technique

One of the four said, "I'm suffering from the flood of paper that comes into my office. I can't think of how to manage it." A second offered, "It's easy. Keep your desk entirely clean. Put four baskets on one side and a set of folders in the top drawer. When a new piece of paper shows up, deal with it directly, and put it into its correct filing place..." He didn't actually get that far before the other three jumped in together: "Keep the desk clean!? I can't do that!" The second speaker never got to finish explaining his technique. The demand was that the people act with care at 100% consistency. A few people can accomplish this. Most people, though, vary from hour to hour, having a good hour followed by a bad one. Some people even celebrate being inconsistent and careless.

Worse than asking them to be consistent, the second speaker asked them to both change their habits and be consistent in that change.

This story tells me, as a methodologist, that if we ever do discover an optimal design process, people will resist using it and then use it sporadically or carelessly.

If only people could just act consistently... Of course, if they could do that, they could keep their desks clean, avoid cavities, lose weight, give up smoking, play a musical instrument, and possibly even produce software on a regular and timely basis. We already know of a number of good practices.

David Gries detailed how to derive correct programs in The Science of Programming (1987).

Beck and Cunningham (1987) and Wilkinson (1995) described using CRC cards in object-oriented design.

Beck (1999) and Jeffries (2000) described pair programming and test-first design in the context of Extreme Programming.

Careful design checking and statistical testing were detailed in the Cleanroom methodology (Becker 1996).

Humphreys (1996), in his Personal Software Process, provided detailed instructions about how programmers can become more effective through checking where errors are introduced.

Consistent application of any of the above ideas would improve most of the projects I have visited. As Karl Wiegers quipped, "We are not short on practices; we are short on practice."

Countering with Discipline and Tolerance

Methodologists deal with people's common weaknesses with tolerance or discipline:

· Design the methodology to be tolerant of individual variations.

· Create mechanisms in the methodology that hold strict behavioral standards in place.

Most choose discipline.

Because consistency in action is a human weakness, high-discipline methodologies are fragile. Even when they contain good practices, people are unlikely to keep performing those practices over time. Performing a disciplined activity daily is just as hard in software development as keeping the desk clear in the clean-desk technique just mentioned.

To remain in practice, a high-discipline methodology must contain specific element(s) that keep the discipline in place.

Let's look briefly at three high-discipline methodologies: Cleanroom, Personal Software Process, and Extreme Programming.

In Cleanroom, production code is not allowed to be compiled before being checked in. Typing errors and syntax errors are considered part of the statistical process being controlled (new language features and system calls are learned on nonproduction code). The team doing the compiling can then detect the rate at which errors are introduced during program entry.

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