Thursday, December 31, 2009

Continuous Integration of Python Code with Unit Tests and Maven

My main development language is Java, but I also some work in Python for deployment and related tools. Being a big fan of unit testing I write unit tests in Python using PyUnit. Being a big fan of Maven and Continuous Integration, I really want the  Python unit tests to run as part of the build. I wanted to have a solution that met the following criteria:
  • Used commonly available plugins
  • Keep the maven structure of test and src files in the appropriate directories.
  • Have the tests run in the test phase and fail the build when the tests fail.

The simplest approach I came up with to do this was to use the Exec Maven Plugin by adding the following configuration to your (python) project's POM.

<plugin>
  <groupId>org.codehaus.mojo</groupId>
  <artifactId>exec-maven-plugin</artifactId>
  <executions>
   <execution>
    <configuration>
     <executable>python</executable>
     <workingDirectory>src/test/python</workingDirectory>
     <arguments>
      <argument>unitTests.py</argument>
     </arguments>    
     <environmentVariables>
       <PYTHONPATH>../../main/python:$PYTHONPATH</PYTHONPATH>
     </environmentVariables>
    </configuration>
    <id>python-test</id>
    <phase>test</phase>
    <goals>
     <goal>exec</goal>
    </goals>
   </execution>
  </executions>
 </plugin>

This works well enough. Setting the PYTHONPATH environment variable allows your pyUnit tests to find the modules you are building in the project. What's less than ideal is that, unlike other maven plugins, the person running the build needs to have python installed and configured correctly. (You can allow for some variations between environments. And if you have a developer on your project who doesn't use python, and doesn't want to there is a property you can set on the exec plugin to skip the tests, so in the end only those who use python, and the continuous integration server, need the correct things installed.

This may be obvious to some, if not many, but in case anyone is looking for an answer to how to run unit tests as part of of your maven build, I hope that this is helpful.

Thursday, December 17, 2009

Versions in Maven and Source

I'm a big fan of Maven, a build (and project) management tool. When you are working with Maven, each artifact  that you develop (jar, or war file for example) has a version that's distinct from version in your SCM system.  The Maven Book has a good discussion about how versions are managed, but some there are often questions on projects about how to use Maven versions when you also have the SCM version. "SCM Version 6453" gives more information that "Artifact version 1.1" for example. yet we have 2 version numbers to manage. Here's one approach that works well for simple projects.

I'm assuming that you know the basics of how to specify dependencies in Maven. If you need a quick intro to Maven, see the Maven Book.

If you are developing a project that has artifacts that external clients will incorporate with Maven, you need to change the artifact version with each release, as you  specify the artifact version in the dependency element in your pom. If you are just using maven to develop components that will never show up in an external repository, adding the artifact version dimension to the SCM version can appear to add little value at the expense of some overhead, unless you have a clear model of how the two interact.

Many teams using maven are using it to manage external dependencies, but their own artifacts are not published to external maven repositories. A simple webapp, for example may have one war file, and have some external dependencies, and for support and validation purposes, you can use the build number or version number. There are a couple of ways to figure out the source version that you built your webapp from.

If you use a continuous integration tool like Bamboo, you can pass in the build number on the build command line by adding -DbuildNumber=${bamboo.buildNumber} to make the property buildNumber available to your project. You can make this available the application, so that you can see the build number on a login screen or about page. From the build number you can infer the SCM version. Or you can often ask the CI system the SCM version number. For exampe, in Bamboo, you can specify -DscmRevision=${custom.svn.revision.number} if you are using subversion as your SCM.

You can also use the build-number maven plugin to embed the version in your war manifest or make it available to your flex application, for example.

Regardless of how you get the revision number the revision number still gives you enough information to identify what code you are working with. The Maven convention to keep in mind is that SNAPSHOT artifacts are for active development, and non-SNAPSHOT versions are for released artifacts, so while you are working on a new projects, you'd be building a 1.0-SNAPSHOT artifact, and when you are ready to create a release branch, you would change it to 1.0.

So when should you change the project version in maven?  Here is a simple approach: One maven major/minor version per codeline. Incremental versions stay on the same codeline.

So if you are using an active development line pattern (see Software Configuration Management Patterns) this means that each Release Line has a maven version, and your Mainline is use to create the SNAPSHOT version of the next release artifact.

For example:
  • Start mainline development with 1.0-SNAPSHOT version
  • When you have a release:
    • create the release branch and change the artifact to 1.0.
    • Change the mainline version to 1.1-SNAPSHOT (or whatever the next active version is)
To do support of the 1.0 release you have 3 choices:
  1. Just work with the 1.1 artifact version and use build numbers to distinguish between the current release and the support release.
  2. Branch off of the 1.1 codeline, change the version to 1.1.1-SNAPSHOT, and merge back when the 1.1.1 release goes out.
  3. Change the version on the support branch to 1.1.1-SNAPSHOT and don't branch. Change the version to 1.1.1 when you are done, and create a tag for the release.
I prefer the third option as the simplest, and best option, assuming that there is only one stream of development work for the maintenance branch. It balances the need for identification, with the desire to minimize overhead.


To summarize:
  • New development for M.N-SNAPSHOT versions on trunk.Use SCM version & Build numbers to identify components internally.
  • M.N versions on their own branches.
  • Use M.N.n versions for maintenance releases; SNAPSHOTS for development, remove the SNAPSHOT when done. 
I'm interested in hearing what others may have done to reconcile SCM and Maven artifact versions for internal components.

Sunday, December 13, 2009

Uncertainty and Agile Requirements

The key value of Agile methods is to help you to manage uncertainty. By being incremental and iterative, you manage risks by not investing a lot of effort in specifying things that may "wrong." At the start of each iteration you can look at what you have and decide that it's the right thing, in which case you can build on it, or the wrong thing, in which case you can try something else. Since you've only invested a small amount of effort relative to the specification you do in a waterfall process, you've wasted less effort and, in the end, money if you are wrong.

This approach of small stories with only some details works really well in many cases. An agile team runs into trouble when the project team confuses "uncertainty" with "vagueness." To be successful, an agile team needs to work off of a backlog that has stories that are precise enough that the team can iterate effectively with the stakeholders at the end of each iteration, and can develop with a high velocity. It's important to add precision even if you have uncertainties. While it's important to be as accurate as possible, don't use your lack of certainty about a requirement as an excuse to accept a lack of precision. When you have a good target to aim for (and you hit it) you can iterate quickly and judge if you are hitting the right targets.

How do you tell that you have enough precision?  This varies from team to team. For a team that has been together for a time and has a clear shared vision, a very brief statement of goals might well be enough. For a project where the vision is less clear,  a longer conversation may be necessary. Three concrete tests are:
  • Can the team estimate a story? (See Agile Estimating and Planning for more about estimating.) If the answer is "there is not enough information to estimate" then the story is too vague, and the team and the product owner need to meet to make sure that they understand the options. If the team estimates a story that the Product Owner thought was simple at 3 weeks, you have a raised a flag that you need more conversation to understand what the PO really wants.
  • Can you provide three options for how to implement the the story, or 3 variation of what the user experience will be? If you find yourself developing many more that seem plausable, the story is too vague, and if you can only develop one or two, then the there is not enough information for you to think through the story. 
  • Can you test the story? If you can't come up with a a reasonable high-level test plan, then  the story is too vague. (Mike Cohn has written an excellent article about the value of planning with the larger team.)
While being able to do all 3 for a story is nice, being able to feel like you can estimate with confidence is the one thing that you should do to feel confident that the stories are well developed.  If you can't estimate based on what you know about the story, the good news is that  the very act of trying to come up with an estimate, options, or a test plan will help you refine the story.

One might say that this is too much planning for an agile process, and that this level of detail sounds kind of like a "waterfall."  And at a high level it seems related to the Cone Of Uncertainty, which is a model for waterfall development. The difference is that we still don't need or want to have fully defined specifications at the start of the project; as we approach a development iteration, we want enough detail to have a development target that a stakeholder can evaluate.

At the end of an iteration when something isn't quite right, you want your stakeholders to say "that's not what I want" rather than argue over what they meant. The latter will still happen, and it's OK when it does. By being precise about what you think you want to build, you will identify the high risk areas of a project early on, so that you can take full advantage of the risk management benefits of agile.

Saturday, November 28, 2009

Silver Bullets and Simple Solutions

Recently I was reading the Boston Globe and saw a letter to the editor about problems with H1N1 vaccine distribution and lamenting that "We’re eight months into a pandemic, and it seems that all the government can do is tell us to wash our hands!" While I understand the writer's frustration about the availability of vaccines, and the technology used to produce them, I was  struck by the writer's attitude that a simple solution couldn't possibly be effective.  I'm not a medical professional, but from what I've read, hand washing, while mundane sounding, is effective in preventing the spread of disease. Since I  am a software development professional, I also thought that the attitude that the more exotic solution  is always better, is common in software development as well.

When people ask me about improving their release management process to be more agile,  they are disappointed when I don't focus on the latest SCM tool, but rather talk about approaches like unit testing, small and frequent commits and updates, continuous integration, and the like. All of these things are dismissed as simple and even mundane. Yet, if they are simple, why not do them? The truth is that the best way to make your release management process more agile is to have fewer codelines and keep the codeline you want to release working. There is no real magic to that, other than the magic that happens organically when a team is disciplined and committed to keeping the code high quality.

Since Fred Brooks wrote No Silver Bullet (which appears in The Mythical Man-Month: Essays on Software Engineering, Anniversary Edition (2nd Edition)) software developers have always been looking for technological ways to make projects go more smoothly.  Technology helps, to be sure. A good diff tool can help you merge code when you really have to, and an SCM tool that supports staged integration well can help you get to the point where you can trust your team to keep the codeline working. But the best approach is to small, incremental changes, and small, comprehensible modules.

In the same vein as what the  Pragmatic Programmers tell us in The Pragmatic Programmer: From Journeyman to Master, and as Bob Martin provides further guidance about in Clean Code: A Handbook of Agile Software Craftsmanship, there is a lot you can do to make your team more agile by small changes, keeping things working along the way, and iterating. Think about tools as a way to support how people work, and not the other way around. Tools help you work effectively, but a good tool can't replace good technique.

Sunday, November 22, 2009

Planning Time and Sprint Duration

While having lunch with a friend of mine he mentioned that his team had frequently changing priorities and how the team tried having short (1 week) sprints to be able to adapt to business changes. He discussed how the team felt like the overhead of planning for a 1 week sprint was too high, so the team decided to abandon a sprint model. This conversation reminded me that this kind of question comes up a lot, especially with teams transitioning  to agile.

It makes a lot of sense to tune your sprint length to the rate at which requirements change and the rate at which the team can deliver functionality. Adding work as you go makes it difficult to make commitments and to measure progress, and new "high-priority" work can disrupt flow. If your sprints are 4 weeks long, then there is a greater temptation to add work mid-stream. If a sprint is 1 week long, then it's easier for a Product Owner to be comfortable slotting work into the next sprint.

A sprint isn't just the time spent coding. The planning and review are also important. So, what's a good ratio of planning to "coding" time in a short sprint? In a canonical 4 week sprint, such as described in Agile Project Management with Scrum the team spends 1 day on planning, and about 1 day on review and retrospective. This adds up to 2 days out of 20, or 10%. For a one week sprint, this same ratio gives us 1/2 day for review and planning.

Given the overhead of getting people together, and the dynamics of meetings, the calculation probably isn't linear. But I have worked on teams where we could do a reasonable job planning and reviewing in 1/2 day. This seems like reasonable overhead if:
  • The backlog is well defined by the product owners in advance of the planning meeting so that we can quickly estimate.  
  • Daily scrums start on time, stay focused, and fit within the time box that the team expects (typically 15 minutes)
  • The number of features is small enough that it is possible to have a focused review meeting in an hour or so, with 30 minutes allocated to "retrospective" discussions.
  • There is adequate interaction with a product owner during the sprint so that small issues can be resolved quickly and outside of the review.
This is my experience with planning for 1 week sprints. What are your experiences? How long do you spend in planning and reviewing? Is it enough? What are the prerequisites for an effective 1-week sprint? Please comment!

Tuesday, November 10, 2009

Doing Less to Get Things Done

Have you ever been in a situation where someone walks into the room and announces that they just got off the phone with a customer you need to add some functionality, described in very specific terms. As described the feature could take a lot of work, so you bounce around some ideas about how to do what the customer asked for. Along the way you realize that maybe, perhaps, there is another way that you can add a similar feature that meets the needs at much lower cost. But no one asked the customer what problem they wanted to solve. So what do you do now?

Some options are:
  1. Saying, sorry, we don't really know what the requirement is, so come back when you have more to say.
  2. Spend the next couple of hours discussing how to implement all of the options you think of, and planning how to get them done in detail
  3. List some options for what the customer might really mean, then delegate someone to fine out more, using your options as a basis for conversation.
Option 1 sounds appealing, but doesn't actually help you solve the problem of efficiently building (eventually) what the customer wants. While option 2 has you thinking about the problem and solutions, at some point you're making the solution more expensive than the customer probably wants it to be. This is an easy scenario to fall into since people, and engineers in particular want to solve problems. But a long conversation without data doesn't solve this problem and keeps you away from making progress on other problems that you know enough to solve.

Option third option is a good compromise. Spend some time discussing what problems the customer might want to solve focusing on the problem, not the solution (implementation). Then spend a few minutes figuring out how you might implement each proposed option so that you can attach a cost to each. Then delegate someone to have a follow up conversation with the customer using your options as a starting point. Three options is a good rule of thumb.

It's very easy to get caught up in solving problems without asking if you're solving the right problem. Whenever you're asked to to build something very specific, ask yourself if you really understand the problem. By taking a step back you can save time, and in the end have happier customers.

(For more on figuring out what the problem really is see the appropriately named book: Are Your Lights On?: How to Figure Out What the Problem Really Is)

Sunday, November 8, 2009

Fail, To Succeed

I was listening to a commentary on NPR about a pre-school graduation which mentioned a comment from an education expert Leon Botstein that "we should be rewarding: Curiosity. Creativity. Taking risks. Taking the subjects that you're afraid you might fail. Working hard in those subjects, even if you do fail. We should reward children when they show joy in learning."

This led me to thinking about a reason that some teams struggle with being agile. Agile teams are good at making corrections based on feedback. For this to work you need to be willing to honestly evaluate your progress against a plan, and be willing to revise the plan (and how you work) based on this feedback. This is a hard thing to do if you're used to the idea that any feedback other than "you're doing OK" is bad. (I have more to say about this in a contribution to the 97 Things Every Programmer Should Know project.)

Agile methods help you create an environment where it's safer to try things by providing for feedback at such an interval that things can't go that wrong. By making small steps and evaluating the results, you can take small risks that you believe will be for the better. And if it didn't work out, you haven't lost that much.

This process is visible at all scales in an agile project.

Sprint Reviews give the team a chance to evaluate features every sprint. It happens that, based on review feedback that features are removed as well as added or enhanced. And that's fine because the team only spent a week or two. In other environments such decisions might not be made til it was far too late to change course and either implement something new or avoid embarrassment.

Integration builds give the team rapid feedback when a code change causes an integration problem (even when the developer thought that it was adequately tested).

Unit Tests give you a chance to understand the impact of a refactor before you commit a change. You can see a problem before anyone else is affected. And you can decide to abort a change with unintended consequences.

Frequent commits to a a version management system allow you to recover from changes that become more involved than you thought.

Being willing to fail allows you to improve as long as the failures are small and easily identified. Being agile means being willing to take small risks.

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