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Published byLynne Wilkinson Modified over 8 years ago
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Copyright 2015, Robert W. Hasker
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Classic Model Gathering Requirements Specification Scenarios Sequences Design Architecture Class, state models Implementation Source Unit tests Verification System tests Acceptance tests Dates to 1970.
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Classic Model Gathering Requirements DesignImplementationVerification Late delivery Expensive waits Response to change: Wait until next release Revisit previous phase Basic issue: leave model
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Why still in use? Gathering Requirements DesignImplementationVerification Simple Covers key deliverables Well-defined benchmarks
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Simple fix: Iteration ReqsDesignImpl.VerificationReqsDesignImpl.VerificationReqsDesignImpl.Verification
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Simple fix: Iteration ReqsDesignImpl. Verifica tion ReqsDesignImpl. Verifica tion ReqsDesignImpl. Verifica tion Advantages Customer feedback before final delivery Helps convince customer progress is being made Handles scheduling problems (lack of people, hardware Disadvantage Customer may judge software in terms of what's missing
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Unified Process Observation: no phase ever really complete Varying levels of effort by time Dutchguilder, Wikipedia
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Unified Process Phases Business Modeling, Requirements identify preliminary use cases, develop preliminary architecture, outline development Primary goal: establish goals for project and each iteration (with input from all stakeholders) Key issue: address business and requirements risks Analysis & Design: establish baseline architecture Rest of project: filling "gaps" within the architecture Implementation, Test Make use cases operational for end users Deployment End result: available for customers/end users
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Evaluation Very flexible Rational: detailed definitions for each phase Robust enough for very large projects
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Agile 2001: Manifesto for Agile Software Development Individuals and interactions over processes and tools Working software over comprehensive documentation Customer collaboration over contract negotiation Responding to change over following a plan
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Alternatives to Scrum Extreme Programming (XP): Stories done in strict order defined by customer Strongly encourages Test-Driven Development, pair programming, minimal design Feature-Driven Development (FDD): Up front planning, design Implementation: check off tasks
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Other methods Component-based development System = sum of off –the-shelf components Issues: design compromises, testing dependency Aspect-oriented development Aspects: operations to be executed before/after method calls Clean integration of policy and data Formal methods Prove code works!
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What should we use? Formal tool for comparing: Capability Maturity Model
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What should we use? Formal tool for comparing: Capability Maturity Model Every model: Talk to customer, plan, structure solution, implement, verify, deploy VCS, risk analysis, review, project tracking & control Key observation: Real savings in the small choices made by the team How to process issues, verify, validate
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Where have we been? Scrum: why? CI: why not? UI Design: reviewing interfaces Process alternatives
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Course Goals Plan and track team software development activities Generate software process artifacts that are necessary in software quality assurance Apply software tools needed in the lifecycle of a team software project Identify the key objectives and deliverables of the phases defined by an agile development process Design, implement, and work within a continuous integration environment
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Final Bring computer, one page of notes, front and back Scrum: A few q’s on agile principles (why) Review, retrospective, roles, stories, sprints: MC Testing: acceptance, system, unit, integration Coverage: statement, decision, condition, MCDC, path, mutation User interface: user types, postures, principles: MC Guidelines for effective reviews Cognitive walkthrough, heuristic evaluation Continuous inspection, deployment, feedback Process: waterfall, iterative, Unified Process, CMMI
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