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1. Concept: Agile Practices and RUP Topics Introduction Overview XP Practices o XP Practices Compatible with RUP White Papers: o XP Practices That Don't Scale Well A Comparison of RUP and XP o XP Practice Requiring Using the RUP for Small Projects: Caution Expanding upon eXtreme Programming Mapping of Artifacts for a RUP/XP Guidelines: Pair Programming Small Project Activities RUP/XP Guidelines: Test-first Design Roles and Refactoring o XP and RUP Roles on a Small Project Using XP Practices with RUP Agile Process References Introduction The Rational Unified Process (RUP) is a process framework that Rational Software has refined over the years which has been widely used for all types of software projects—from small to large. Recently a growing number of "agile" processes—such as eXtreme Programming (XP), SCRUM, Feature-Driven Development (FDD) and the Crystal Clear Methodology—have recently been gaining recognition as effective methods for building smaller systems. (See www.agilealliance.org for further information on the Agile Alliance.) The following sections are intended to assist those project teams evaluating some of the "agile" practices found in one of these methods to see how they are addressed by the more complete software development process defined by RUP. Overview The agile community has synthesized a number of "best practices" that are especially applicable to small, co-located project teams. Although RUP is targeted to project teams of any size, it can be successfully applied to small projects. In general, RUP and the processes of the Agile community have a similar view of the key best practices required to develop quality software—for example, applying iterative development and focusing on the end users. The following sections explain how to apply some of the "best practices" identified in the agile community to RUP- based projects that would like to benefit from some of these practices. In this case, the focus will be specifically on those practices presented by the eXtreme Programming (XP) methodology. (For more information on XP, please refer to the website: http://www.extremeprogramming.org.) 2. XP Practices XP includes four basic "activities" (coding, testing, listening, and designing), which are actually more closely aligned with RUP disciplines. These XP activities are performed using a set of practices that require the performance of additional activities, which map to some of the other disciplines in the RUP. XP's practices, according to Extreme Programming Explained, are: The planning game: Quickly determine the scope of the next release by combining business priorities and technical estimates. As reality overtakes the plan, update the plan. Small releases: Put a simple system into production quickly, then release new versions on a very short cycle. Metaphor: Guide all development with a simple shared story of how the whole system works. Simple design: The system should be designed as simply as possible at any given moment. Extra complexity is removed as soon as it is discovered. Testing: Programmers continually write unit tests, which must run flawlessly for development to continue. Customers write tests demonstrating that features are finished. Refactoring: Programmers restructure the system without changing its behavior to remove duplication, improve communication, simplify, or add flexibility. Pair programming: All production code is written with two programmers at one machine. Collective ownership: Anyone can change any code anywhere in the system at any time. Continuous integration: Integrate and build the system many times a day, every time a task is completed. 40-hour week: Work no more than 40 hours a week as a rule. Never work overtime a second week in a row. On-site customer: Include a real, live user on the team, available full-time to answer questions. Coding standards: Programmers write all code in accordance with rules emphasizing communication through the code. Activities performed as a result of the "planning game" practice, for example, will mainly map to the RUP's project management discipline. But some RUP topics, such as business modeling and the deployment of the released software, are outside the scope of XP. Requirements elicitation is largely outside the scope of XP, since the customer defines and provides the requirements. Also, because of simpler development projects it addresses, XP can deal very lightly with the issues the RUP covers in detail in the configuration and change management discipline and the environment discipline. XP Practices Compatible with RUP In the disciplines in which XP and the RUP overlap, the following practices described in XP could be—and in some cases already are—employed in the RUP: The planning game: The XP guideance on planning could be used to achieve many of the objectives shown in the Project Management discipline of RUP for a very small project. This is especially useful for low- formality projects that are not required to produce formal intermediate project management artifacts. Test-first design and refactoring: These are good techniques that can be applied in the RUP's implementation discipline. XP's testing practice, which requires test-first design, is in particular an excellent way to clarify requirements at a detailed level. As we'll see in the next section, refactoring may not scale well for larger systems. Continuous integration: The RUP supports this practice through builds at the subsystem and system levels (within an iteration). Unit-tested components are integrated and tested in the emerging system context. On-site customer: Many of the RUP's activities would benefit greatly from having a customer on-site as a team member, which can reduce the number of intermediate deliverables needed—particularly documents. As its preferred medium of customer-developer communication, XP stresses conversation, which relies on continuity and familiarity to succeed; however, when a system—even a small one—has to be transitioned, more than conversation will be needed. XP allows for this as something of an afterthought with, for example, design documents at the end of a project. While it doesn't prohibit producing documents or other artifacts, XP says you should produce only those you really need. The RUP agrees, but it goes on to describe what you might need when continuity and familiarity are not ideal. Coding standards: The RUP has an artifact—programming guidelines—that would almost always be regarded as mandatory. (Most project risk profiles, being a major driver of tailoring, would make it so.) Forty-hour week: As in XP, the RUP suggests that working overtime should not be a chronic condition. XP does not suggest a hard 40-hour limit, recognizing different tolerances for work time. Software engineers are notorious for working long hours without extra reward—just for the satisfaction of seeing something completed—and managers need not necessarily put an arbitrary stop to that. What managers should never do is exploit this practice or impose it. They should always be collecting metrics on hours actually worked, even if uncompensated. If the log of hours worked by anyone seems high over an extended period, this certainly should be investigated; however, these are issues to be resolved in the circumstances in which they arise, between the manager and the individual, recognizing any concerns the rest of the team might have. Forty hours is only a guide—but a strong one. Pair programming: XP claims that pair programming is beneficial to code quality, and that once this skill is acquired it becomes more enjoyable. The RUP doesn't describe the mechanics of code production at such a fine-grained level, although it would certainly be possible to use pair programming in a RUP-based process. Some information on pair programming—as well as test-first design and refactoring—is now provided with the RUP, in the form of white papers. Obviously, it is not a requirement to use any of these practices in the RUP, however in a team environment, with a culture of open communication, we would hazard a guess that the benefits of pair programming (in terms of effect on total lifecycle costs) would be hard to discern. People will come together to discuss and solve problems quite naturally in a team that's working well, without being obliged to do so. The suggestion that good process has to be enforced at the "micro" level is often unpalatable and may not fit some corporate cultures. Strict enforcement, therefore, is not advocated by RUP. However, in some circumstances, working in pairs—and some of the other team-based practices advocated by XP—is obviously advantageous, as each team member can help the other along; for example: in the early days of team formation, as people are getting acquainted, in teams inexperienced in some new technology, in teams with a mix of experienced staff and novices. XP Practices That Don't Scale Well The following XP practices don't scale well for larger systems (nor does XP claim they do), so we would make their use subject to this proviso in the RUP. Metaphor: For larger, complex systems, architecture as metaphor is simply not enough. The RUP provides a much richer description framework for architecture that isn't just—as Extreme Programming Explained describes it—"big boxes and connections." Even in the XP community, metaphor has more recently been deprecated. It is no longer one of the practices in XP (until they can figure out how to describe it well— maybe a metaphor would help them). Collective Ownership: It's useful if the members of a team responsible for a small system or a subsystem are familiar with all of its code. But whether you want to have all team members equally empowered to make changes anywhere should depend on the complexity of the code. It will often be faster (and safer) to have a fix made by the individual (or pair) currently working on the relevant code segment. Familiarity with even the best-written code, particularly if it's algorithmically complex, diminishes rapidly over time. Refactoring: In a large system, frequent refactoring is no substitute for a lack of architecture. Extreme Programming Explained says, "XP's design strategy resembles a hill-climbing algorithm. You get a simple design, then you make it a little more complex, then a little simpler, then a little more complex. The problem with hill-climbing algorithms is reaching local optima, where no small change can improve the situation, but a large change could." In the RUP, architecture provides the view and access to the "big hill," to make a large, complex system tractable. Small Releases: The rate at which a customer can accept and deploy new releases will depend on many factors, typically including the size of the system, which is usually correlated with business impact. A two- month cycle may be far too short for some types of system; the logistics of deployment may prohibit it. XP Practice Requiring Caution Finally, an XP practice that at first glance sounds potentially usable in the RUP—Simple Design—needs some elaboration and caution when applied generally. Simple Design XP is very much functionality driven: user stories are selected, decomposed into tasks, and then implemented. According to Extreme Programming Explained, the right design for the software at any given time is the one that runs all the tests, has no duplicated logic, states every intention important to the programmers, and has the fewest possible classes and methods. XP doesn't believe in adding anything that isn't needed to deliver business value to the customer. There's a problem here, akin to the problem of local optimizations, in dealing with what the RUP calls "nonfunctional" requirements. These requirements also deliver business value to the customer, but they're more difficult to express as stories. Some of what XP calls constraints fall into this category. The RUP doesn't advocate designing for more than is required in any kind of speculative way, either, but it does advocate designing with an architectural model in mind-that model being one of the keys to meeting nonfunctional requirements. So, the RUP agrees with XP that the "simple design" should include running all the tests, but with the rider that this includes tests that demonstrate that the software will meet the nonfunctional requirements. Again, this only looms as a major issue as system size and complexity increase, or when the architecture is unprecedented or the nonfunctional requirements onerous. For example, the need for marshalling data (to operate in a heterogeneous distributed environment) seems to make code overly complex, but it will still be required throughout the program. 3. Mapping of Artifacts for a Small Project When we tailor the RUP for a small project and reduce the artifact requirements accordingly, how does this compare to the equivalent of artifacts in an XP project? Looking at the example development case for small projects in the RUP, we see a sample RUP configuration has been configured to produce fewer artifacts (as shown in Table 1). RUP Artifacts XP Artifacts (from Example Development Case for Small Projects) Stories Vision Additional documentation from conversations Glossary Use-Case Model Constraints Supplementary Specifications Test Plan Acceptance tests and unit tests Test Case Test data and test results Test Suite (including Test Script, Test Data) Test Log Test Evaluation Summary Software (code) Implementation Model Releases Product (Deployment Unit) Release Notes Metaphor Software Architecture Document Design (CRC, UML sketch) Technical tasks and other tasks Design Model Design documents produced at end Supporting documentation Coding standards Project Specific Guidelines Workspace Development Case Testing framework and tools Test Environment Configuration Release plan Software Development Plan Iteration plan Iteration Plan Story estimates and task estimates Overall plan and budget Business Case Risk List Reports on progress Status Assessment Time records for task work Iteration Assessment Metrics data (including resources, scope, Review Record
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