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1 Contents 1 Introduction WhyThisBook? A Bit of History What Is Agile Software Development? WhyBe Agile? What This Book Is About? Implementation Languages The Structure of the Book Where to Get More Information? Where to Go Online? 6 2 Agile Methods and the Agile Manifesto Introduction What Is Agile? The Agile Manifesto What Are Agile Methods? Agile Modelling XP: extreme Programming The XP Project Lifecycle User Stories Architectural Spike Release Planning Iterations Acceptance Testing Release Why Is XP Controversial? DSDM SCRUM Feature-Driven Development Summary 30 3 Agile Modelling Introduction Modelling Misconceptions 31 v

2 vi Contents 3.3 Agile Modelling Agile Models Add Value Agile Models Fulfil Their Purpose Agile Models Are Understandable Accuracy and Consistency Agile Models Are Sufficiently Detailed Agile Models Are as Simple as Possible What Sort of Models? Tool Misconceptions Updating Agile Models Summary 43 4 How to Become an Agile Modeller Introduction Agile Modelling Practices The Core Practices The Supplementary Practices Interactions Between Practices Adopt the Core Agile Modelling Practices Iterative and Incremental Modelling Working as a Team Promoting Simplicity Validating the Models Consider the Supplementary Practices Improving Productivity Design Patterns Controlling Documentation Motivations for Modelling Maximise You Modelling Potential Know Your Tools Refactoring Test-First Design Model in Increments Think Small Agile Models Are Good Enough Agile Modelling Sessions Agile Models Agile Documentation Summary 67 5 Extreme Programming (XP) Introduction Core XP Values Communication Simplicity Feedback Courage 73

3 Contents vii 5.3 User Stories The Twelve XP Practises The Planning Game Small Releases Simple Design Testing Refactoring Pair Programming CoUective Ownership Continuous Integration On-Site Customer Coding Standards HourWeek System Metaphor What Is So Extreme About Extreme Programming? Review 86 Putting XP into Practise Introduction Planning XP Projects Playing the Planning Game The Goal of the Game The Strategy The Game Pieces The Players The Moves/Playing the Game Planning Your XP Project Test First Coding How to Write Tests First? What to Test? Confidence in the Test Suite Making Pair Programming Work Refactoring TheVeryldea When to Refactor? Howto Refactor? When Not to Refactor? Keeping on Track Small Releases Simple Design Continuous Integration Making CoUective Ownership Happen Getting an On-Site Customer Stand-Up Meetings Summary 123

4 viii Contents 7 Agile Modelling and XP Introduction The Fit Common Practises Modelling Specific Practises Model with a Purpose Multiple Models Know Your Models XP Objections to Agile Modelling Agile Modelling and Planning XP Projects Initial Project Planning Iteration/Release Planning XP Implementation Phase Refactoring Test-First Coding Simple Design Pair Programming FocusonXP Agile Modelling and XP Reviewed Introduction Review of XP/AM Practices The Planning Game Small Releases Simple Design Testing Refactoring Pair Programming Collective Ownership Continuous Integration On-Site Customer Coding Standards hour Week System Metaphor Other Factors I Scalability Post Project Review Environment Daily Meeting Architecture Why Have an Architecture Characteristics of a Good Architecture So What is an Architecture? Architecture Can Make XP Work XP on Large Projects Where XP Works Best Summary 159

5 Contents ix 9 Feature-Driven Development Introduction Incremental Software Development Regaining Control: The Motivation behind FDD Feature-Centric Development Timeboxing Iterations Being Adaptive but Managed Planning an Iterative Project Iterations, Timeboxes and Releases Planning an Iteration An Aside on Planning within an FDD Project Estimating the Cost of a Feature Architecture Centric Why Architecture Centric? Architecture Defined Why Have an Architecture? Architecture Myths Plan Incremental Build of Software FDD and XP Summary Planning a Sample FDD Project Introduction Initiating the Project The Overall Project Plan Planning the First Iteration Selecting Features for Iteration Feature to Task Mapping Ordering Tasks for Iteration The Gantt Chart for Iteration Post Delivery Summary Agile Methods with RUP and PRINCE Introduction Agile Modelling and RUP Overview of the Unified Process Lifecycle Phases Phases, Iterations and Disciplines Modelling and the Unified Process Agile Modelling and Documentation FDD and RUP Agile Methods and Prince Summary Introducing Agile Methods into Your Organisation Introduction Selling Agile Methods 211

6 x Contents 12.3 Identifying a Suitable First Project Promoting an Agile Culture Building an Agile Team Adopting Agile Processes One at a Time Managing Existing Processes Working with Distributed Teams Get Some Experience Tools to Help with Agile Development Introduction What Tools Do You Need? Eclipse: An Agile IDE Lightweight Modelling within Eclipse Building Applications with ANT Version Control with CVS So What Is It All About? Code Central Station Testing with JUnit JUnit within Eclipse Adding JUnit to an Eclipse Project Using the Eclipse JUnit Wizard Online References Obstacles to Agile Software Development Introduction Management Intransigence The Failed Project Syndrome Developer Resistance Customer Opposition Contractual Difficulties Familiarity with Agility References 247 Index 251

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