Documenting my journey through the pratice of software development RSS 2.0
 Sunday, August 03, 2008

A Food Network Challenge

During this season's 'The Next Food Network Star', there was an episode where the contestants had to cook a dish and review it in front of a camera, describing it's visuals and taste. The twist to the challenge was that they were assigned someone else's dish to review, after everyone had already cooked. Once the assignments were made for who was going to describe who's dish, they were not allowed to see the dishes anymore. A given contestant was then put in front of a camera and had their assigned dish uncovered in front of them. From that point, they had 90 seconds to describe the dish that was in front of them - that included figuring out what it was, what it looks like, what it tasted like and what it smelled like. This was a rather tough challenge to watch, and a few of them didn't do so well.

A Code Review Challenge

What if we take the Next Food Network Star's challenge and apply it to code reviews? When we sit down in a code review session, rather than having the person who wrote the code doing the driving and telling us what is going on, have someone who has not seen the code do the driving - read the code, read the unit tests, etc - and describe to us what is going on. 90 seconds wouldn't be nearly enough time, though, so we'd have to change that time limit based on the size and complexity of the functionality being reviewed. Other than that, though, it seems like it would be a great way to test the team's ability to pick up an area of the system that they have not seen before and quickly learn it so that they can work in it.

Standardized Work - Judging Code And Code Reviewer

There are 2 real benefits to the code review challenge, as I see it:

  1. Judging how well did the coder apply our coding and development standards
  2. Judging how well the reviewer can recognize and describe the standards being applied

We are now building our system from User Stories, with Context / Specification style unit testing. One of the intents of this style of unit testing is to provide an easy-to-read and easy-to-learn set of examples for developers that need to know how to do something or how something works in the system. If the unit tests are properly written and expressive of the code's intent - it should be really easy to see what's going on. If we have good standards in place, a developer should be able to find the code in well organized areas, easily, and know where to look for the various components and parts.

It seems to me that the code review challenge would help to prove a number of these key factors in our projects and our teams:

  • Coding and architecture standards
    • How well the standards are known
    • How well the team follows the standards
  • Expressive Code
    • How easy is it to read the code
    • How easy is it to understand the code's intent
  • Maintainable Code
    • How easily can the code be changed and extended
    • How quickly the team can socialize and collectively own the system

A Challenge In Name, A Learning Experience In Practice

I would avoid applying any sort of point system or other reward / incentive for the code reviews. It seems that this could easily backfire and cause junior team members (in skill or time on the team/project) to feel intimidated or feel that it's an unfair process comparing them to the senior level team members. The intention of the code review challenge is not to cause dismay in any team member, but to create a learning environment by continuously challenging every member of the team. Ultimately, the code review challenge should foster the socialization of the system and lead to a strengthened sense of collective ownership, resulting in a better system.

 

Nothing New Under The Sun?

With all that being said - I'm doubtful that I'm the first person to ever hold a code review like this. I'd be interested in knowing if there's any standard development practices (Agile or otherwise) that are heading in the same direction. Any advice or opinions of you, the reader, would also be very welcomed.

If you know of a resource that describes the same basic ideas or if you have any input to help me improve the idea, please leave a comment and let me know.

Sunday, August 03, 2008 10:57:04 AM (Central Standard Time, UTC-06:00)  #    Comments [0]. Trackback 
Tags: Analysis and Design | Code Reviews | Community | Lean Systems | Management | Philosophy of Software | Standardized Work | User Stories

 Monday, July 21, 2008

Test Driven Development Is To Unit Testing As Interaction Design (IxD) Is To Accidental Design

One of the major problems with writing unit tests after the code is that it is very natural to write tests that prove the code works the way it was written, instead of the way it should work. Writing code test-first (via whatever flavor of Test Driven Development) flips that scenario right side up. TDD helps to ensure that code is written to work according to specifications and not the other way around.

Similarly, designing and/or implementing a UI after a behavior or process has been coded is a likely to result in a UI that fits the code model and not a model that fits the needed interaction and workflow. This situation must also be flipped right side up - interaction design should be done before, or at least in parallel, with coding. It cannot be left to accidental or incidental happenstance - interaction design must occur with proper interaction patterns and practices in mind.

Overlapping IxD and TDD

To overlap interaction design and test driven development, there are a few key words that need to be borrowed from interaction design. Fortunately, they easily fit within TDD development techniques and philosophies.

Epistemic work is exploratory in nature, or a process of trial and error through research. TDD and interaction design sketching are both epistemic. TDD explores API possibilities and allows easy trial and error to find the simplest implementation for what you need at the time. UI design sketches also allow you to quickly explore interaction designs - whether it's a white board, pencil and paper, graphics design software, or even quick-hack forms layout in IDEs. You can quickly and easily throw away a bad API in TDD and you can quickly and easily throw away a bad UI/Interaction design when you have nothing more than pencil sketches or white board drawings.

Pragmatic work is very structured and step-by-step in it's nature, implementing patterns and practices to fulfill what is needed at the moment. Implementing Code after writing unit test and implementing UI after designing around constraints are both pragmatic. TDD is pragmatic in that you only implement what is needed to properly pass the tests that have already been written. Similarly, with previously designed interactions and UI elements, implementation can be easily limited to what is needed for the UI.

With epistemic and pragmatic work covering both interaction design and test driven development, it seems that they are a natural pair. An analysis of a user story and it's acceptance criteria will create the unit tests that we need. At the same time, the same analysis can be applied to interaction designs. Additionally, a strong understanding of how a UI will look can have a profound impact on the code that is written, and vice-versa. Therefore, it is natural that interaction design and test driven development are done at just-in-time intervals - before the real work is implemented in the real code and UI platform.

IxD As Part of "Done"

Despite interaction design being a required part of UI development, not all user stories require a UI. Interaction design may not fit into a swim lane board or be part of every story's "done" criteria. However, interaction design will always be done for any story that does have a UI - it may simply be an accidental or incidental part of the software development process for a team, though. If it's safe to assume that the work will be done, then it is the team's responsibility to ensure that it is done correctly. Don't let interaction design happen accidentally or incidentally in the development process. Set a standard of always including interaction design in the development process, the same way Model View Presenter/Controller is a part of development.

Monday, July 21, 2008 8:47:04 AM (Central Standard Time, UTC-06:00)  #    Comments [3]. Trackback 
Tags: Agile | Analysis and Design | Behavior Driven Development | Interaction Design | Management | Model-View-Presenter | Principles and Patterns | Test Driven Development | Unit Testing | User Stories

 Tuesday, July 15, 2008

My team's first swim lanes!

IMAGE_236 IMAGE_239

From left to right: Backlog, In Dev, In Test, Docs, Done.

sweeeeet.

Tuesday, July 15, 2008 3:51:42 PM (Central Standard Time, UTC-06:00)  #    Comments [0]. Trackback 
Tags: Lean Systems | Management | User Stories

In the last month or two, I have been hand coding a lot of mock and stub objects and it has become a nightmare to manage. My primary reason for doing this by hand was that Rhino Mocks 3.4 and older did not fit with the BDD style unit tests that I was writing. Yes, I made it work in a few places, but it was ugly and annoying.

Fortunately, Ayende has cleaned it all up with the new syntax and made it very easy to assert that individual expectations were met, with v3.5. I finally got around to trying out the new syntax today, and I immediately fell in love with it. For example:

[Concern("User Administration")]
public class When_accessing_the_system_as_a_non_administrator : ContextSpecification
{
    private IMainView view;
 
    private IMainView GetView()
    {
        IMainView mockView = MockRepository.GenerateMock<IMainView>();
        mockView.Expect(v => v.EnableUserManagement()).Repeat.Never();
        mockView.Expect(v => v.DisableUserManagement()).Repeat.Once();
        return mockView;
    }
 
    protected override void Context()
    {
        User administrator = new User();
        administrator.IsAdministrator = false;
        CurrentUser.User = administrator;
 
        view = GetView();
        new MainPresenter(view);
    }
 
    [Observation]
    public void Should_not_display_the_User_Management_option()
    {
        view.AssertWasNotCalled(v => v.EnableUserManagement());
    }
 
    [Observation]
    public void Should_hide_the_user_management_option()
    {
        view.AssertWasCalled(v => v.DisableUserManagement());
    }
 
}

In the "GetView" method, I am setting up two very distinct expectations on my mock object.

  1. Never Call the EnableUserManagement method.
  2. Call the DisableUserManagement method once.

With the new Rhino Mocks syntax, I can easily verify that each one of these expectations was called via my "should" observations.

The "AssertWasNotCalled" extension method verifies that an expectation of Repeat.Never was setup and that the method was not called.

mockView.AssertWasNotCalled(v => v.EnableUserManagement());

And the "AssertWasCalled" extension method verifies that the expectation was to call the method, and that the method actually was called.

mockView.AssertWasCalled(v => v.DisableUserManagement());

I like it. The new syntax has really simplified my Context Specification testing.

Tuesday, July 15, 2008 2:43:10 PM (Central Standard Time, UTC-06:00)  #    Comments [1]. Trackback 
Tags: .NET | Behavior Driven Development | Lambda Expressions | Rhino Mocks | Unit Testing | User Stories

 Friday, July 11, 2008

Scott Bellware (who finally started blogging again), is posting a series on Sustaining Capacity in Maturing Agile Software Teams. It's worth a read, and may be familiar territory to anyone who has done Agile and been reading about Lean.

In the 3rd Post - Recognizing Entropy - he talks specifically about synchronizing the development testing and QA testing efforts:

Development and QA Test Synchronization. Without greater synchronization between development and QA testing, valuable input often comes too late in a development or release cycle to be effective. Test design and test architecture are valuable inputs to development, and software design and architecture are valuable inputs to QA testing. Teams often loose unrealized capacity by not pursuing means to do more development and testing in parallel.

This one really hit home for me, and is a shining beacon to the problems that my current team is going to face, soon. We had our first iteration planning and kickoff meeting yesterday, and the whole team was involved - except the testers from the QA department. For reasons that I have no control over (and honestly - they are legitimate business reasons), the QA department is not coming on to the project for another 2 months (at least).  Today, the team leadership was discussing how the QA personnel would create their test scenarios, and I brought up the point that creating the test scenarios after-the-fact (after the iterations are done) is going to be very problematic.

If a dev team is working from User Stories, and those User Stories are divided along various aspects of behavior, it is very likely that a single screen, workflow, or 'function' of a system is going to be divided into multiple user stories. When the QA team is involved with testing in parallel with the development team, this is not an issue because the QA team will be updating their test scenarios in each iteration. This allows them to keep the scenarios for a given screen, workflow, or 'function' of the system, growing over time. However, since our QA team is going to come into the project at least 2 months after the development team has started coding and testing, the QA team would have to sift through all of the current and previous iteration stories, try and aggregate them down into the screen, workflow, or 'function' of the system, and build test scenarios from there. If there is even a modest number of stories to sift through, this would be a daunting task for the QA team - they would be in a 'catch-up' mode from the beginning of their QA cycle, likely through the end of the project.

As a result of the QA team being unable to join our project immediately, we are forced to modify our entire development process and account for the needs of the QA team, after the fact. Essentially, we are creating additional swim-lanes for our stories to travel through, during an iteration:

  1. Backlog
  2. In Development
  3. Developer Testing
  4. Ad-Hoc Testing (BA's, Developers, etc. testing the app)
  5. QA Functional Spec Documentation
  6. Done

Swim-lane #4 and #5 are directly affected by the QA team not being able to enter the project immediately, and are causing the rest of the team to lower it's capacity. We (developers and BA's) are now required to do our own ad-hoc testing during the iterations, instead of letting the QA team take care of that; and we (the developers and BA's) are now required to create functional specifications, based on the user stories that are completed, to hand to the QA team once they are on the project. The functional specification documents will need to be updated for any given User Story, before the ticket is considered complete (the functional spec updates have become an acceptance criteria on every User Story).

End result - because we cannot get the QA team on our project immediately, and ensure that they are testing in parallel to the developers, we as the development team are losing capacity and building entropy from the very first day of the very first iteration.

Friday, July 11, 2008 4:11:41 PM (Central Standard Time, UTC-06:00)  #    Comments [2]. Trackback 
Tags: Acceptance Testing | Agile | Lean Systems | Management | Pair+1 Programming | Test Driven Development | User Stories

Earlier this week, I was doing a training session with my current team, building a sample Org Chart application. One of the user stories we were working with, talked about assigning managers to department and had the following acceptance criteria:

  • When assigning a manager to a department, ensure that they are an employee of that department, and remove them from their old department

The basic code that we came up with worked well and was encapsulated into a service object in the domain.

public class AssignmentService
{
    
    private IDepartmentRepository _repository;
 
    public AssignmentService(IDepartmentRepository repository)
    {
        _repository = repository;
    }
 
    public void AssignManagerToDepartment(Employee manager, Department assignedDepartment)
    {
        Department previouslyAssignedDepartment = _repository.GetDepartmentForEmployee(employee);
        if (previouslyAssignedDepartment != assignedDepartment)
        {
            previouslyAssignedDepartment.RemoveEmployee(manager);
            _repository.Save(previouslyAssignedDepartment);
        }
 
        assignedDepartment.AssignEmployee(manager);
        assignedDepartment.AssignManager(manager);
        _repository.Save(assignedDepartment);
    }
    
}

Problems

At first glance, this code seems simple enough, but we quickly ran into a problem when we started coding for another story and acceptance criteria.

  • When creating a department, allow a manager to be assigned

Off-hand, this seems like a very simple situation. We'll just call the AssignmentService object after we create the Department. However, there's a large potential problem with this - the AssignmentService handles the entity persistence for both of the departments that were changed, when the manager is assigned. With that in mind, the developer working on the new requirement would have to ensure that the department is created with all of it's required fields and information before calling this service object. If the developer allows the manager to be assigned before the department's info has been completely filled in, we may accidentally allow an invalid state for a department object when calling the AssignmentService. Since the AssignmentService tries to save the department being assigned, we may also have created an semantic coupling between the department creation process and the AssignmentService - the developer needs to know that the AssignmentService will save the department. If they don't know this, they may try to save the same entities more than once, may try to save an invalid state, etc, etc, etc.

Unfortunately, we didn't have time to fix the problem during the training session - we had to stop the training almost immediately after we discovered this issue. I've got a few ideas running around in my head, on how to fix this, but I'm not 100% sure that I like any of them.

Possible Solutions

First and foremost, though, it's becoming rather apparent to me that we want to avoid entity persistence calls from within the domain service objects. This essentially means that the AssignmentService object would have to return the assigned department, and the 'previously assigned department' objects, so that the coordinating presenter could save them both. That seems a little odd, if you ask me.

One of my coworkers suggested that we allow the service to save the previously assigned department, since that is an self-contained operation in the method (the method loads the department, modifies it, and saves it) and then return the assigned department so that the presenter can save it. This option seems a bit better off-hand, but I'm still worried about the possible side effects of the AssignmentService saving the previously assigned department.

Questions

What are your thoughts on this situation... How would you solve the dilemmas that I'm pointing out? Is there a better design for the model that would eliminate this problem and make the department persistence more obvious, without having to 'know' when it is persisted?

Is the idea of not allowing entity persistence from a domain service object valid? Should we go with allowing the self-contained operations to persist the entity in that operation?

Or ???

Friday, July 11, 2008 7:23:46 AM (Central Standard Time, UTC-06:00)  #    Comments [3]. Trackback 
Tags: .NET | Analysis and Design | Data Access | Domain Driven Design | Model-View-Presenter | Principles and Patterns | Refactoring | User Stories

 Monday, July 07, 2008

During a TDD/BDD training session with my team, today, we wrote the following code:

public void SaveRequested()
{
    Employee employee = Department.CreateEmployee(firstName, lastName, email);
 
    if (employee == null)
        repository.Save(Department);
}

I ignored this when we first wrote it, as it was "technically correct", but later returned to this code as a point of refactoring for greater insight and expressiveness. When we came back to it, though, I started off by asking a series of questions:

  • Why would that method return a null?
  • Why would it not return a null?
  • Why is it important to not call repository.Save if the employee is null?

The code is essentially a mystery to anyone that hasn't memorized the details of the Department.CreateEmployee method. Worse yet, I can make a lot of assumptions about this code - but every one of them is going to be wrong until I can prove that they are right by reading the code in Department.CreateEmployee.

So how do we refactor this code for better insight and more expressiveness? How do we change this code so that the assumptions a reader creates in their own mind are more likely to be correct - or better yet, are irrelevant because you don't need to even care about the details of the Department.CreateEmployee method? First and foremost, you need to understand what this code is supposed to be expressing - what it's supposed to be doing and why. If you don't know, you need to ask the person that wrote it. If they don't know (or aren't around), you need to find someone that can help you determine the intended behavior. Ultimately, you may need to dig into the Department.CreateEmployee method to figure it out for yourself.

In this situation, we were trying to express some business rules from a set of acceptance criteria on a user story:

  • When creating an employee, the employee must belong to a department
  • When creating an employee, require a first name, last name, and email address

This code is a factory method on the Department object that is used to ensure these rules are satisfied. In this case, if CreateEmployee returns a null, one of these rules was violated and we should not attempt to save the Department (with the associated employee, or lack there-of). If CreateEmployee returned an employee, we satisfied the rules and we can save the Department and it's associated employees.

The code that we have in place doesn't express any of that intent, though. What we really want is code that tells us that the employee creation failed - and probably why it failed. Fortunately, the changes can be extraordinarily simple.

public void SaveRequested()
{
    EmploymentResult employmentResult = Department.Employ(firstName, lastName, email);
 
    if (employmentResult.Success)
    {
        repository.Save(Department);
    }
    else
    {
        view.DisplayError(employmentResult.FailureReason);
    }
}

UPDATE: Thanks to Martin Linkhorst for the comments, and making this code even more expressive (changing from Department.CreateEmployee to Department.Employ)

By creating an AddEmployeeResult object and supplying a few additional bits of information in it, our code became much more expressive of it's intent. We can now read the SaveRequested method and have a much better chance of knowing what it is really doing - try to create an employee and if it successfully created, then save it. Otherwise, display the failure reason.

What assumptions does your code create in the minds of the readers? Are these assumptions correct, incorrect, or unintelligible? And finally, what can you do to make your code assumption-free and/or assumption-irrelevant?

Monday, July 07, 2008 7:05:17 PM (Central Standard Time, UTC-06:00)  #    Comments [2]. Trackback 
Tags: .NET | Analysis and Design | Domain Driven Design | Model-View-Presenter | Refactoring | User Stories

 Tuesday, June 03, 2008

Yesterday, I posted a quick thought on code generation, and one of the statements I made is worth re-stating to stand on it's own.

In Agile/Lean software development, a single User Story is one piece flow when implemented via TDD, in a Workcell

In Lean Manufacturing, one piece flow is the idea that you do not produce anything in batches, but that you produce one product from start to finish per a customer's order. In Lean / Agile software development, this is analogous to an iteration with user stories. An iteration backlog is a customer order - a set of behaviors or features that are requested to be delivered in the current iteration. A user story is the single piece that we want to flow from beginning to end - from the start of coding all the way to acceptance via user testing.

In manufacturing, a Workcell is used to facilitate one piece flow through the manufacturing process. In software development, a Workcell is also used to facilitate the one piece flow. The Workcell may be 1 person, pair programming or a three person team. In order for it to truly be one piece flow, though, strict standards such as TDD and automated acceptance tests must be followed.

I'm not going to detail the benefits of one piece flow, here (not yet, anyway... another post for another time). I highly recommend that you read The Toyota Way and Lean Thinking for a good understanding of this concept and the benefits it provides.

Tuesday, June 03, 2008 9:44:41 AM (Central Standard Time, UTC-06:00)  #    Comments [0]. Trackback 
Tags: Acceptance Testing | Behavior Driven Development | Lean Systems | Management | Philosophy of Software | Test Driven Development | User Stories

 Thursday, May 29, 2008

Here's the format that my team is currently using for User Stories and Acceptance Criteria. These formats are primarily learned from Scott Bellware's training that we have had recently, but is also influenced by the actual project that we are currently working.

User Stories

As a [Role], I want to [Goal], so that [Motivation].

Role: Who is using the system

Goal: What you want to do with the system

Motivation: Why you want to use the system.

I typically see people asking questions about Motivation - why it's important, etc. It's important because it gives the implementer a frame of mind for the behaviour.

Example:

As a Nurse, I want to record patient pain levels, so that I can adjust their medication doses appropriately.

vs.

As a Nurse, I want to record patient pain levels, so that I can show the pain trends with certain types of medication over a period of time.

When I read these two stories, as a developer, I begin to see drastic requirements differences and expect certain Acceptance Criteria based on the requirements differences that I expect to see. If I'm only adjusting their medication level, I probably only want to see what their current pain level is and whether or not I can adjust the level within dosage limitations. If I'm monitoring trends over a long period of time, I will want to record more - dose for period of time, when adjusted and why for the pain level, what other medications were involved in that patient in the same time periods, etc. The motivation can cause a huge difference in how the story is implemented.

Acceptance Criteria

I've noticed that there are two types of Acceptance Criteria: Behavioral (functional) and technical (non-functional). As such, there may be two different formats for a story.

Functional Acceptance Criteria

When [verb], should [verb], should ...

Example:

When recording the patient pain level
  Should represent the level on a scale of 1 to 10 where 1 is no pain and 10 is extreme pain

Non-Functional Acceptance Criteria

Should [technical detail]

or

When [functional criteria], Should [technical detail]

Example:

The pain level recording screen must be usable via a touch screen tablet pc.

or

When recording patient levels on a tablet pc, the data should be cached locally and synchronized to the master database when the nurse docs the tablet pc.

I believe the functional acceptance criteria should be stated in technology and implementation agnostics terms - imagine for a moment that you are going to implement the requirements via building blocks, paper forms, or printed circuit logic. If you have to change the functional acceptance criteria based on the implementation technology, then the criteria is not formatted correctly in the first place.

Avoid joining functional and non-functional acceptance criteria into a single acceptance criteria. It is easy for a developer to lose sight of the behavioral goals when these are mixed, and may prevent a UI/UX specialist from creating the greatest workflow ever.

Thursday, May 29, 2008 5:04:25 PM (Central Standard Time, UTC-06:00)  #    Comments [0]. Trackback 
Tags: Agile | Behavior Driven Development | User Stories

 Wednesday, May 07, 2008

Myself and 10 other developers in my company went through a day of BDD / TDD training, with Scott Bellware, yesterday. It was a lot of fun, very challenging at times, and covered a lot of topics including an overview of Agile and Behavior Driven Development, all the way down to writing Specification Tests, doing Test Driven Development  and refactoring the model to improve readability, maintainability, flexibility, etc. I took notes via index cards (love that cool-aid) and wanted to share. I don't expect these notes to make sense to everyone. Hopefully it will spark some dialog in someone's mind and cause them to dig further.

First off - the quote of the day.

"Can I be honest with you and say that I've been wanting to touch your keyboard, all day?"

Now for my notes.

User Stories

[Role], [Goal], [Motiviation]

  • As a [role], I want to [goal], so that [motivation]
  • Example: As a nurse, I want to record a patients vital signs, so that I can determine their medication and care needs
  • Motivation is critical - it determines how the development team understands and implements the story. It determines the user experience, how things are integrated, how the software is designed, etc.

Acceptance Criteria

  • Acceptance Criteria is used to drive code, not the story, directly
  • may change at any point, up to implementation
  • is used to drive code design, test design, implementations, etc.
  • should be spoken in domain language
  • may include non-functional, technical details such as database tables, infrastructure, performance, etc
  • All acceptance criteria must be met and tested / verified before a story is considered done

Specification Tests

  • Test Fixture per Class is an anti-pattern (on a personal note, this problem bothered me for months before I discovered BDD)
  • Context Specification or Behavior Specification testing
  • When [verb] then [verb]
    • "When [verb]" is the context
    • "Then [verb]" is an observation of the behavior
  • Based on Acceptance Criteria, but not "code-gen'd" from acceptance criteria

Story Estimation

  • Agile Poker: uses generalized Fibonacci sequence as order of complexity
    • "?", 0, 1/2, 1, 2, 3, 5, 8, 13, 20, 40, 100, infinite
  • everyone throws their estimate at same time
  • if estimates have significant outliers, discussion occurs to understand why, get more detail, etc. and re-throw may happen

Entity Data vs. Aggregate Data

  • Entities should never contain aggregate data
  • Aggregate data is for reporting and other aggregate needs
  • If you need aggregate data to process something, write an SQL query, stored proc, etc. - don't use an ORM like NHibernate
  • We don't want a "Customer" entity to need 10,000 "Order" entities, to aggregate data for processing; write a query to aggregate instead
  • We don't want to persist data that can be calculated / aggregated, generally (performance issues may override this)

Domain Services

  • Can have dependencies on external systems
  • are part of domain logic, therefore are in domain model / assembly
  • are "Doers" of process that don't fit into entity and entity logic, directly
  • coordination of entity logic
  • can include calls to data access, logging, etc.

Continuous Integration

  • Not just continuous compilation of code
  • Full end to end integration of all code, components, databases, services, etc
  • Full suite of integration testing including database testing
  • Do not allow commits if build is currently broken
  • do not allow defects to live - fix immediately, to fix build
  • "Defect" is broken software, "Bug" is functional but wrong

Daily Scrum

  • 3 Questions everyone answers:
    • What did I do yesterday?
    • What am I doing today?
    • What issues am I having?
  • Each person should answer quickly - 1 or 2 minutes, max
  • further discussion happens outside of the Scrum meeting

Productivity of Dev Team

  • RAD and other non-review, non-iterative based management causes problems and loss of productivity
  • we need constant review of the design to ensure good design
  • shorten the feedback loop and get constant review of the design, to always improve the design, via pair programming, work cells, retrospectives, etc.
  • good design will cause productivity gains in the development team beyond the capabilities of any tools

Whiteboard Diagramming vs. Details Specs

  • White board diagramming and human interaction is always better than detailed documents and specs in UML
  • Human interaction leads to knowledge crunching and learning, not just reading a repeating
  • Take pictures, don't re-draw in UML; don't waste time with it
  • Video the entire conversation is even better, so others can learn from the knowledge crunching that occurs; capture the human interaction, body language, etc.
Wednesday, May 07, 2008 9:46:28 AM (Central Standard Time, UTC-06:00)  #    Comments [0]. Trackback 
Tags: .NET | Acceptance Testing | Agile | Behavior Driven Development | Data Access | Domain Driven Design | Lean Systems | Pair+1 Programming | Principles and Patterns | Refactoring | Test Driven Development | Unit Testing | User Stories

 Tuesday, April 08, 2008

I'm chugging the cool-aid as quickly as I can mix it. This morning, I opened a pack of index cards with the intention of taking notes in a non-linear fashion (oh, the freedom my brain finally found). By the end of the day, I was hanging user stories on my cubicle wall to manage all of my administrative responsibilities. After all - if it's good for managing software development, why wouldn't it work for managing my daily / weekly administrative tasks (server maintenance, training coordination, permissions on various things, working with various people for various goals, etc).

IMAGE_113

On the left side of the divide (created by the wall segments - makes it easy) is my back-log. On the right is my in-progress list sorted by highest priority at the bottom. The done list is the trash can you can't see on the floor.

Tuesday, April 08, 2008 6:48:21 PM (Central Standard Time, UTC-06:00)  #    Comments [1]. Trackback 
Tags: Agile | Management | User Stories

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