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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
projectsfrom small to large. Recently a growing number of "agile"
processessuch as eXtreme Programming (XP), SCRUM, Feature-Driven Development
(FDD) and the Crystal Clear Methodologyhave recently been gaining recognition
as effective methods for building smaller systems. (See www.agilealliance.org
for further information on the Agile Alliance.)
The focus of this roadmap will be on assisting 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.
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 softwarefor example, applying iterative development
and focusing on the end users.
This roadmap explains 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.)
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 beand in some cases already areemployed 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 neededparticularly documents. As its preferred
medium of customer-developer communication, XP stresses conversation, which
relies on continuity and familiarity to succeed; however, when a systemeven
a small onehas 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 artifactprogramming guidelinesthat
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 rewardjust for the satisfaction
of seeing something completedand 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 guidebut 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 programmingas well as
test-first design and refactoringis 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 pairsand some of the other team-based practices advocated by XPis
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 justas 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 wellmaybe 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
RUPSimple Designneeds 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.
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 small project roadmap
in the RUP, we see a sample RUP configuration has been configured to produce
fewer artifacts (as shown in Table 1).
Table 1: XP-to-RUP mapping of artifacts for a small project
Although the granularity of the artifacts varies on both sides, in general
the artifacts in the RUP for small projects (the type XP would comfortably address)
map quite well to those of an XP project.
Note that the Example Development
Case for Small Projects also includes a few artifacts which are not covered
by XP, but are needed on many projects. These include Data
Model, and artifacts related to deployment, such as End-User
Support Material.
Activities
The RUP defines an activity
as work performed by a roleeither
using and transforming input artifacts or producing new and changed output artifacts.
RUP goes on to enumerate these activities and categorize them according to the
RUP disciplines. These disciplines
include: business modeling, requirements, analysis and design, deployment, and
project management (among others).
Activities are time-related through the artifacts they produce and consume:
an activity can logically begin when its inputs are available (and in an appropriately
mature state). This means that producer-consumer activity pairs can overlap
in time, if the artifact state permits; they need not be rigidly sequenced.
Activities are intended to give strong guidance on how an artifact should be
produced, and they may also be used to help the project manager with planning.
Woven through the RUP as it's described in terms of lifecycle, artifacts, and
activities are "best practices": software engineering principles proven
to yield quality software built to predictable schedule and budget. The RUP,
through its activities (and their associated artifacts) supports and realizes
these best practices - they are themes running through the RUP. Note that XP
uses the notion of "practices" as well, but as we shall see, there
is not an exact alignment with RUP's concept of best practice.
XP presents an engagingly simple view of software development as having four
basic activitiescoding, testing, listening, and designingwhich are
to be enabled and structured according to some supporting practices (as discussed
in Extreme Programming Explained, Chapter 9). Actually, as noted earlier, XP's
activities are closer in scope to the RUP's disciplines than to the RUP's activities,
and much of what happens on an XP project (in addition to its four basic activities)
will come from the elaboration and application of its practices.
So, there is an XP equivalent of the RUP's activities, but XP's "activities"
aren't formally identified or described as such. For example, looking at Chapter
4, "User Stories," in Extreme Programming
Installed, you'll find the heading, "Define requirements with stories,
written on cards," and throughout the chapter there's a mixture of process
description and guidance on what user stories are, and how (and by whom) they
should be produced. And it goes on that way; in the various sections of the
XP books (under headings that are a mixture of artifact-focused
and activity-focused), both "things produced" and "things done"
are described, to varying degrees of prescription and detail.
RUP's apparently high degree of prescription results from its completeness
and greater formality in its treatment of activities and their inputs and outputs.
XP does not lack prescription but, perhaps in its attempt to remain lightweight,
the formality and detail are simply omitted. Lack of specificity is neither
a strength nor a weakness, but the lack of detailed information in XP should
not be confused with simplicity. Not having details may be fine for more experienced
developers, but in many cases, more details are a great help for new team members,
and team members that are still getting up to speed with the team's approach
to software development.
With Activities, just as with Artifacts, it is important to keep focus on what
we are trying to achieve. Carrying out an activity blindly is never a good practice.
Activities and associated guidelines are there to look at when you need them
to achieve your objectives, but should not be used as an excuse for not having
to figure out what you are trying to achieve. This spirit is well articulated
in XP, and we believe it should be applied by every user of RUP
Roles
In the RUP, activities are said
to be performed by roles (or, more
precisely, by individuals or groups playing roles). Roles also have responsibility
for particular artifacts; the
responsible role will usually create the artifact and ensure that any changes
made by other roles (if allowed at all) don't break the artifact. An individual
or group of people may perform just one role or several roles. A role doesn't
have to be mapped to a only a single position or "slot" in an organization.
Extreme Programming Explained identifies
seven roles applicable to XPProgrammer, Customer, Tester, Tracker, Coach,
Consultant, and Big Bossand describes their responsibilities and the competencies
required of the people who will perform them. References are made to these roles
in some of the other XP books as well. The
difference in the number of roles in XP and the RUP is easy to explain:
- XP doesn't cover all of the RUP disciplines.
- XP roles are more comparable to positions within an organization (possibly
with multiple responsibilities) than to RUP roles. For example, XP's Programmer
actually performs multiple RUP rolesImplementer, Code Reviewer, and
Integratorwhich require slightly different competencies.
XP and RUP Roles on a Small Project
When RUP roles are mapped to a small project (as in the Software
Development Plan Template for Small Projects), the number of XP-like roles
that they correspond to is reduced considerably in that the number of positions,
or job titles, is 5. Table 3 (drawn from the RUP) shows this mapping with the
corresponding XP Role.
Table 3: Mapping XP roles to RUP roles on a small project
Using XP Practices with RUP
The RUP is a process framework from which particular processes
can be configured and then instantiated. The RUP must be configuredthis
is a required step defined in the RUP itself. Strictly speaking then, we should
compare a tailored version of the RUP with XPthat is, with the RUP tailored
to the project characteristics that XP explicitly establishes (and those that
can be inferred). Such a tailored RUP process could accommodate many of XP's
practices (such as pair programming, test-first design and refactoring), but
it still wouldn't be identical to XP because of RUP's emphasis on the importance
of architecture, abstraction (in modeling), and risk, and its different structure
in time (phases and iterations).
XP is intentionally directed at implementing a lightweight
process for small projects. In doing so, it also includes descriptions (at
least in the books) that are not fully elaborated. In an XP implementation
there will always be things that will need to be discovered, invented, or
defined on the fly. The RUP will accommodate projects that both fit and are
beyond the scope of XP in scale and kind. As this roadmap shows, RUP is actually
quite compatible with most of the practices described in the XP literature.
Keep in mind that essence of XP is its focus on organization,
people, and culture. This is important in all projects and is certainly applicable
to those projects using RUP. Small projects could benefit greatly by using
these practices together.
Agile Process References
- eXtreme Programming (XP) (See http://www.extremeprogramming.org/more.html
for more information.):
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Extreme Programming Explained: Embrace Change.
Kent Beck explains the concepts and philosophy behind extreme programming.
This book teaches what and why but not how.
-
Refactoring Improving the Design of Existing Code.
Martin Fowler writes the first authoritative volume on refactoring.
Presented as patterns. There are plenty of examples in Java. This book
teaches you how to refactor and why.
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Extreme Programming Installed. By Ron Jeffries,
Chet Hendrickson, and Ann Anderson. This book covers specific XP practices
in finer detail than Expreme Programming Explained. This book teaches
how to program XP style.
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Planning Extreme Programming. by Kent Beck, and
Martin Fowler. This book presents the latest thoughts on how to plan
software in a rapid delivery environment. This book teaches how to run
an XP project.
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Extreme Programming Examined. by Giancarlo Succi
and Michele Marchesi. Papers presented at XP2000. A well rounded set
of papers covers most topics.
-
Extreme Programming in Practice. by Robert C.
Martin, James W. Newkirk. A real project which used XP is described
in gory detail.
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Extreme Programming Explored. by William C. Wake.
Based on the popular XPlorations website. Specific subjects are explored
in detail.
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Extreme Programming Applied: Playing to Win.
by Ken Auer and Roy Miller. Experiences from pioneers in applying XP.
To be published in September.
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Copyright
© 1987 - 2001 Rational Software Corporation
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