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Jorge Tovar
Jorge Tovar

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Clean Agile [Book Notes]

Clean Agile

Clean Agile Book

Great things are made of small teams making small things
Agile provides data
The customer doesn't know what he wants
Agile is not a mini-waterfall: Rather the activities of architecture, design, implementation are continuous through the iteration
Agile is not about going fast is about destroying hope through continuous feedback
Adding manpower to a late project can have a negative impact: Learning curve, communication complexity
the only way to go fast is to go well

Reasonable expectations

  • We can ship shit
  • Continuous technical readiness: the system must be technically deployable at the end of the iteration (no QA stabilization, bypass demos)
  • Stable productivity: Go very fast greenfield project then slow down (mess in the code is accumulated) The existing code is the most powerful instructor
  • pouring the old code to redesign because this is all the documentation The original developers had all been promoted and gone off to management positions. The current members of the team stood up in unison and said, “You can’t ship this, it’s crap. It needs to be redesigned.” (The tiger team never finished the new system design)
  • Inexpensive adaptability: word. The word “ware” means “product.” The word “soft” means easy to change. Therefore, the software is a product that is easy to change I’ve got some news for you, sunshine. If a change to the requirements breaks your architecture, then your architecture sucks.
  • Make changes relative inexpensive is our job
  • Continuous improvement: humans make better with time The design and architecture of a software system should get better with time, the structure of the code
  • Fearless Competence: fear forces you to behave incompetently
  • QA Should Find Nothing
  • Test automation: Manual tests are expensive
  • We cover for each other
  • Honest estimates
  • You need to say no
  • Continuous aggressive learning
  • Mentoring: the best way to learn is to teach

Customer Bill of Rights

  • An overall plan and to know what can be accomplished when and at what cost
  • The most possible value out of every iteration
  • See progress in a running system, proven to work by passing repeatable tests that you specify

Developer Bill of Rights

  • know what is needed with clear declarations of priority
  • produce high-quality work at all times: business people can push for lower quality
  • ask for and receive help from peers, managers, and customers
  • accept your responsibilities instead of having them assigned to you
  • change estimates -> estimates are not commitments

Practices

Technical practices

Test-driven development

The three rules of TDD

  • do not write any production code if there is not a failing test
  • do not write more of a test than is sufficient to fail
  • do not write more production code than is sufficient to pass the currently failing test

When you follow the Three Rules, the tests you end up writing become the code examples for the whole system
Test coverage is a team metric
hard to test is equal some kind of coupling
Good tests enable refactoring and better design and remove the fear of cleaning, if nobody cleans the code eventually the code will become such a horrible mess of unmaintainable spaghetti

Pairing

The goal is to spread and exchange knowledge, not concentrate it
Increase collaboration and training

Simple design

  • Pass all the test
  • Reveal the intent
  • Remove the duplication
  • Decrease elements

Refactoring

Improve the structure of the code without altering the behavior
Red, Green, Refactor
Refactor is part of our job

Team practices

Continuous integration

Continuous Integration meant that developers checked in their source code changes and merged them with the mainline every “couple of hours.”
The build never be broke

Metaphor (ubiquitous language)

Domain-driven design: Ubiquitous Language
its a thread of consistency that interconnects the entire project during every phase of its lifecycle

Sustainable peace

As I matured, I realized that my worst technical mistakes were made during those periods of frenetic late-night energy.
That was the moment that I learned that a software project is a marathon, not a sprint, nor a sequence of sprints. To win, you must pace yourself

Working overtime is not a way to show your dedication to your employer. What it shows is that you are a bad planner, that you agree to deadlines to which you shouldn’t agree, that you make promises you shouldn’t make, that you are a manipulable laborer and not a professional.

You must sleep well

Collective ownership

No one owns the code in an Agile project. The code is owned by the team as a whole. Any member of the team can check out and improve any module in the project at any time. The team owns the code collectively.

Maintain your ability to work outside your specialty

All progress in a module would stop when the author was not at work. No one else dared to work on something owned by someone else.

Business practices

Acceptance test

Must be written between BA, Developers, and QA
QA must write the unhappy paths and provide early feedback using acceptance test

Whole team (Cross-functional)

Shorten the distance between users and programmers

Planning game

Breaking down the pieces and estimating them, estimates are imprecise by definition

Such estimates are composed of three numbers: best-case 95%, nominal-case 50%, and worst-case 5%.
A user story is an abbreviated description of a feature of the system, told from the point of view of a user

The wording is simple, and the details are omitted because it is too early to count on those details. We want to delay the specification of those details as long as possible

Iteration Zero: placeholders stories
Midpoint check
The end of the project is when the stories are not worth
Stories: INVEST

  • Independent: Order of business value
  • Negotiable: Check the cost of development
  • Valuable: H/M/L
  • Estimable
  • Small: can be done in one iteration

Acceptance test writing should go quickly
The demo should include showing that all the acceptance tests run—including all previous acceptance tests
Always have a good story
Return of investment

  • High cost - high value: do later
  • Low cost - high value: do now
  • Low value - high cost: do never
  • Low value - low cost: do much later

Small releases

The practice of Small Releases suggests that a development team should release their software as often as possible

Values

courage

feedback

simplicity

communication

Software craftsmanship

Agile coaches as another layer of management: people telling them what to do instead of helping them to get better at what they do.

Companies are still not mature enough to understand that technical problems are in fact business problems.

  • Not only working software but also well-crafted software
  • Not only responding to change but also steadily adding value
  • Not only individuals and interactions but also a community of professionals
  • Not only customer collaboration but also productive partnerships

Principles without practices are empty shells, whereas practices without principles tend to be implemented by rote, without judgment. Principles guide practices. Practices instantiate principles. They go hand in hand.

Craftsmanship also promotes the Clean Code and SOLID principles. It promotes small commits, small releases, and Continuous Delivery. It promotes modularity in software design and any type of automation that removes manual and repetitive work. And it promotes practices that improve productivity, reduce risk, and help to produce valuable, robust, and flexible software.

Focus on the value, not the practice

A profession gives meaning to our lives

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