The document discusses time boxing and agile models. Time boxing involves fixing an iteration duration and dividing each iteration into stages of approximately equal duration, with each stage performing a clearly defined task. This allows iterations to be executed in a pipelined manner to improve delivery times. Agile models use iterative and incremental development with short iterations to focus on quickly delivering working software. Popular agile methods discussed include extreme programming (XP), which uses user stories, estimation, frequent small releases and acceptance testing.
The Unified Process (UP) is a software development process that provides guidance on team activities and work integration. It originated from issues with traditional processes being too diverse and outdated. Key aspects of UP include being use-case driven, architecture-centric, and iterative/incremental. UP follows a lifecycle of inception, elaboration, construction, and transition phases within iterative development cycles. While UP addressed issues with prior methods, its weaknesses include not covering the full software process and tools-focus not suiting complex systems.
The document discusses software quality and defines key aspects:
- It explains the importance of software quality for users and developers.
- Qualities like correctness, reliability, efficiency are defined.
- Methods for measuring qualities like ISO 9126 standard are presented.
- Quality is important throughout the software development process.
- Both product quality and process quality need to be managed.
This document discusses various techniques for evaluating projects, including:
- Strategic assessment to evaluate how projects align with organizational goals and strategies.
- Technical assessment to evaluate functionality against available hardware, software, and solutions.
- Cost-benefit analysis to compare expected project costs and benefits in monetary terms over time.
- Cash flow forecasting to estimate costs and benefits over the project lifecycle.
- Risk evaluation to assess potential risks and their impacts.
Project evaluation is important for determining progress, outcomes, effectiveness, and justification of project inputs and results. The challenges include commitment, establishing baselines, identifying indicators, and allocating time for monitoring and evaluation.
The document discusses software estimation and project planning. It covers estimating project cost and effort through decomposition techniques and empirical estimation models. Specifically, it discusses:
1) Decomposition techniques involve breaking down a project into functions and tasks to estimate individually, such as estimating lines of code or function points for each piece.
2) Empirical estimation models use historical data from past projects to generate estimates.
3) Key factors that affect estimation accuracy include properly estimating product size, translating size to effort/time/cost, and accounting for team abilities and requirements stability.
This document discusses software process models. It defines a software process as a framework for activities required to build high-quality software. A process model describes the phases in a product's lifetime from initial idea to final use. The document then describes a generic process model with five framework activities - communication, planning, modeling, construction, and deployment. It provides an example of identifying task sets for different sized projects. Finally, it discusses the waterfall process model as the first published model, outlining its sequential phases and problems with being rarely linear and requiring all requirements up front.
The document discusses the waterfall model, which is a sequential software development process where progress flows steadily from one phase to the next - conception, initiation, analysis, design, construction, testing, production/implementation, and maintenance. The key phases and deliverables are completed one at a time before moving to the next phase. The waterfall model is simple and easy to understand, manage, and works well for smaller projects with well-defined requirements. However, it is inflexible and carries high risks since changes are difficult once a later phase has begun and no working software is produced until late in the lifecycle. The model is not suitable for complex, long-term, or ambiguous projects where requirements may change.
The document defines the software development life cycle (SDLC) and its phases. It discusses several SDLC models including waterfall, prototype, iterative enhancement, and spiral. The waterfall model follows sequential phases from requirements to maintenance with no overlap. The prototype model involves building prototypes for user feedback. The iterative enhancement model develops software incrementally. The spiral model is divided into risk analysis, engineering, construction, and evaluation cycles. The document also covers software requirements, elicitation through interviews and use cases, analysis through data, behavioral and functional modeling, and documentation in a software requirements specification.
The Unified Process (UP) is a software development process that provides guidance on team activities and work integration. It originated from issues with traditional processes being too diverse and outdated. Key aspects of UP include being use-case driven, architecture-centric, and iterative/incremental. UP follows a lifecycle of inception, elaboration, construction, and transition phases within iterative development cycles. While UP addressed issues with prior methods, its weaknesses include not covering the full software process and tools-focus not suiting complex systems.
The document discusses software quality and defines key aspects:
- It explains the importance of software quality for users and developers.
- Qualities like correctness, reliability, efficiency are defined.
- Methods for measuring qualities like ISO 9126 standard are presented.
- Quality is important throughout the software development process.
- Both product quality and process quality need to be managed.
This document discusses various techniques for evaluating projects, including:
- Strategic assessment to evaluate how projects align with organizational goals and strategies.
- Technical assessment to evaluate functionality against available hardware, software, and solutions.
- Cost-benefit analysis to compare expected project costs and benefits in monetary terms over time.
- Cash flow forecasting to estimate costs and benefits over the project lifecycle.
- Risk evaluation to assess potential risks and their impacts.
Project evaluation is important for determining progress, outcomes, effectiveness, and justification of project inputs and results. The challenges include commitment, establishing baselines, identifying indicators, and allocating time for monitoring and evaluation.
The document discusses software estimation and project planning. It covers estimating project cost and effort through decomposition techniques and empirical estimation models. Specifically, it discusses:
1) Decomposition techniques involve breaking down a project into functions and tasks to estimate individually, such as estimating lines of code or function points for each piece.
2) Empirical estimation models use historical data from past projects to generate estimates.
3) Key factors that affect estimation accuracy include properly estimating product size, translating size to effort/time/cost, and accounting for team abilities and requirements stability.
This document discusses software process models. It defines a software process as a framework for activities required to build high-quality software. A process model describes the phases in a product's lifetime from initial idea to final use. The document then describes a generic process model with five framework activities - communication, planning, modeling, construction, and deployment. It provides an example of identifying task sets for different sized projects. Finally, it discusses the waterfall process model as the first published model, outlining its sequential phases and problems with being rarely linear and requiring all requirements up front.
The document discusses the waterfall model, which is a sequential software development process where progress flows steadily from one phase to the next - conception, initiation, analysis, design, construction, testing, production/implementation, and maintenance. The key phases and deliverables are completed one at a time before moving to the next phase. The waterfall model is simple and easy to understand, manage, and works well for smaller projects with well-defined requirements. However, it is inflexible and carries high risks since changes are difficult once a later phase has begun and no working software is produced until late in the lifecycle. The model is not suitable for complex, long-term, or ambiguous projects where requirements may change.
The document defines the software development life cycle (SDLC) and its phases. It discusses several SDLC models including waterfall, prototype, iterative enhancement, and spiral. The waterfall model follows sequential phases from requirements to maintenance with no overlap. The prototype model involves building prototypes for user feedback. The iterative enhancement model develops software incrementally. The spiral model is divided into risk analysis, engineering, construction, and evaluation cycles. The document also covers software requirements, elicitation through interviews and use cases, analysis through data, behavioral and functional modeling, and documentation in a software requirements specification.
The document discusses several software development life cycle models:
- The phased model segments development into phases like analysis, design, implementation, testing and maintenance.
- The cost model views the life cycle in terms of costs incurred in each phase and modifying previous work.
- Prototyping involves building initial versions to explore technical issues and illustrate requirements for the customer.
- Successive versions refines an initial product skeleton through multiple iterations.
Planning the development process involves choosing a life cycle model and defining documents, milestones and reviews. This provides structure and visibility needed for control and quality.
UML (Unified Modeling Language) is a diagramming language used for object-oriented programming. It can be used to describe the organization, execution, use, and deployment of a program. Design patterns describe common solutions to programming problems and always use UML diagrams. This document focuses on class diagrams, which show classes, interfaces, and their relationships. It provides examples of how to depict classes with variables and methods, and relationships between classes like inheritance.
The document discusses requirements analysis and analysis modeling principles for software engineering. It covers key topics such as:
1. Requirements analysis specifies a software's operational characteristics and interface with other systems to establish constraints. Analysis modeling focuses on what the software needs to do, not how it will be implemented.
2. Analysis modeling principles include representing the information domain, defining functions, modeling behavior, partitioning complex problems, and moving from essential information to implementation details.
3. Common analysis techniques involve use case diagrams, class diagrams, state diagrams, data flow diagrams, and data modeling to define attributes, relationships, cardinality and modality between data objects.
The document discusses key concepts and principles of software engineering practice. It covers the software development lifecycle including requirements analysis, planning, modeling, construction, testing, and deployment. It provides guidance on best practices for communication, modeling, design, coding, testing, and project management. The overall aim of software engineering is to develop reliable, maintainable and usable software that meets customer requirements.
This document discusses various techniques for estimating software costs:
1. Expert judgment relies on experienced people's assessments but can be unreliable due to biases. The Delphi technique improves expert judgment by anonymously aggregating estimates over multiple rounds.
2. Work breakdown structures break projects down into components to estimate costs bottom-up. The COCOMO model also estimates bottom-up using algorithmic formulas adjusted by multipliers for attributes.
3. COCOMO is demonstrated through an example estimating effort of 191 person-months and a 13 month schedule for a 30,000 line embedded software project with high reliability requirements.
This document discusses several software cost estimation techniques:
1. Top-down and bottom-up approaches - Top-down estimates system-level costs while bottom-up estimates costs of each module and combines them.
2. Expert judgment - Widely used technique where experts estimate costs based on past similar projects. It utilizes experience but can be biased.
3. Delphi estimation - Estimators anonymously provide estimates in rounds to reach consensus without group dynamics influencing individuals.
4. Work breakdown structure - Hierarchical breakdown of either the product components or work activities to aid bottom-up estimation.
The document discusses the process of requirement engineering which involves identifying stakeholders, eliciting requirements, building use cases, negotiating requirements, and validating them. It explains the various steps in requirement engineering like understanding needs, analyzing and defining requirements, and establishing groundwork through stakeholder identification and viewpoints. The overall goal of requirement engineering is to help software engineers better understand problems by involving various participants like managers, customers and users.
The document discusses software measurement and metrics. It defines software measurement as quantifying attributes of software products and processes. Metrics are used to measure software quality levels. There are different types of metrics including product, process, and project metrics. Common software metrics include lines of code, function points, and complexity measures. Metrics should be quantitative, understandable, repeatable, and economical to compute.
Multimedia databases store various media types like text, images, audio and video. They allow querying and retrieval of data based on content. Relational databases store multimedia as BLOBs while object-oriented databases represent multimedia as classes and objects. Challenges include large data size, different formats, and complex queries required for content-based retrieval from multimedia data. Applications include digital libraries, education, entertainment and geographic information systems.
The document discusses several prescriptive software process models including:
1) The waterfall model which follows sequential phases from requirements to deployment but lacks iteration.
2) The incremental model which delivers functionality in increments with each phase repeated.
3) Prototyping which focuses on visible aspects to refine requirements through iterative prototypes and feedback.
4) The RAD (Rapid Application Development) model which emphasizes very short development cycles of 60-90 days using parallel teams and automated tools. The document provides descriptions and diagrams of each model.
Evolutionary process models allow developers to iteratively create increasingly complete versions of software. Examples include the prototyping paradigm, spiral model, and concurrent development model. The prototyping paradigm uses prototypes to elicit requirements from customers. The spiral model couples iterative prototyping with controlled development, dividing the project into framework activities. The concurrent development model concurrently develops components with defined interfaces to enable integration. These evolutionary models allow flexibility and accommodate changes but require strong communication and updated requirements.
UNIT IV
PROJECT MANAGEMENT AND CONTROL
Framework for Management and control – Collection of data Project termination – Visualizing progress – Cost monitoring – Earned Value Analysis- Project tracking – Change control- Software Configuration Management – Managing contracts – Contract Management.
The Constructive Cost Model (COCOMO) is an algorithmic software cost estimation model developed by Barry Boehm. The model uses a basic regression formula, with parameters that are derived from historical project data and current project characteristics.
Basic COCOMO compute software development effort (and cost) as a function of program size. Program size is expressed in estimated thousands of source lines of code (SLOC, KLOC).
This document discusses criteria for modularization in software design. It defines modules as named entities that contain instructions, logic, and data structures. Good modularization aims to decompose a system into functional units with minimal coupling between modules. Modules should be designed for high cohesion (related elements) and low coupling (dependencies). The types of coupling from strongest to weakest are content, common, control, stamp, and data coupling. The document also discusses different types of cohesion within modules from weakest to strongest. The goal is functional cohesion with minimal coupling between modules.
This document discusses various techniques for estimating effort for software projects. It describes common challenges with software estimation like subjective nature and changing requirements. It then explains different estimation techniques like algorithmic models, expert judgment, analogy, top-down and bottom-up approaches. Specifically, it outlines the function point analysis technique and COCOMO model for estimating effort based on source lines of code and complexity factors. Finally, it lists some typical rules of thumb for software estimation from Capers Jones.
This document outlines the typical sections and contents of a software requirements specification (SRS). It discusses 12 common sections of an SRS, including an overview, development environments, external interfaces, functional requirements, performance requirements, exception handling, implementation priorities, foreseeable changes, acceptance criteria, design guidance, a cross-reference index, and a glossary. Key sections describe functional requirements using relational or state-oriented notation, performance characteristics like response times, and exception handling categories. The SRS should have properties like being correct, complete, consistent, unambiguous, functional, and verifiable.
Software Engineering- Requirement Elicitation and SpecificationNishu Rastogi
The document discusses the process of requirements engineering for software development. It involves four main steps:
1) Feasibility study to determine if the project is possible.
2) Requirements gathering by communicating with clients and users to understand what the software should do.
3) Creating a software requirements specification (SRS) document that defines system functions and constraints.
4) Validating requirements to ensure they are clear, consistent, and can be implemented.
Software engineering a practitioners approach 8th edition pressman solutions ...Drusilla918
Full clear download( no error formatting) at: https://goo.gl/XmRyGP
software engineering a practitioner's approach 8th edition pdf free download
software engineering a practitioner's approach 8th edition ppt
software engineering a practitioner's approach 6th edition pdf
software engineering pressman 9th edition pdf
software engineering a practitioner's approach 9th edition
software engineering a practitioner's approach 9th edition pdf
software engineering a practitioner's approach 7th edition solution manual pdf
roger s. pressman
The document discusses staffing level estimation over the course of a software development project. It describes how the number of personnel needed varies at different stages: a small group is needed for planning and analysis, a larger group for architectural design, and the largest number for implementation and system testing. It also references models like the Rayleigh curve and Putnam's interpretation that estimate personnel levels over time. Tables show estimates for the distribution of effort, schedule, and personnel across activities for different project sizes. The key idea is that staffing requirements fluctuate throughout the software life cycle, with peaks during implementation and testing phases.
The Delphi technique was developed to gain expert consensus on estimates without group influence. It can be adapted for software cost estimation by having estimators provide anonymous estimates in rounds. A coordinator summarizes estimates between rounds and asks outliers to justify differences, iterating until consensus. A variation allows group discussion with the coordinator but maintains anonymous estimating to focus on variances. Additional information may be needed if consensus is not reached.
This document provides an overview of process models and agile development approaches. It discusses the Unified Process (UP) and its phases including inception, elaboration, and more. Agile methods like Scrum and Extreme Programming (XP) are also summarized. Scrum uses sprints, daily stand-ups, sprint reviews and retrospectives. XP practices pair programming, test-driven development, and frequent small releases. The document emphasizes that agile prioritizes individuals, working software, customer collaboration and responding to change over processes and tools.
Crystal Clear is an agile software development methodology created by Alistair Cockburn. It focuses on 7 properties: frequent delivery, reflective improvement, osmotic communication, personal safety, focus, easy access to expert users, and an automated testing environment. The development process in Crystal Clear involves several cycles including the project cycle, delivery cycle, iteration cycle, daily cycle, integration cycle, and development episode. It emphasizes frequent delivery to users, reflection and improvement, collaboration through open communication, and an environment that allows developers to focus on their work.
The document discusses several software development life cycle models:
- The phased model segments development into phases like analysis, design, implementation, testing and maintenance.
- The cost model views the life cycle in terms of costs incurred in each phase and modifying previous work.
- Prototyping involves building initial versions to explore technical issues and illustrate requirements for the customer.
- Successive versions refines an initial product skeleton through multiple iterations.
Planning the development process involves choosing a life cycle model and defining documents, milestones and reviews. This provides structure and visibility needed for control and quality.
UML (Unified Modeling Language) is a diagramming language used for object-oriented programming. It can be used to describe the organization, execution, use, and deployment of a program. Design patterns describe common solutions to programming problems and always use UML diagrams. This document focuses on class diagrams, which show classes, interfaces, and their relationships. It provides examples of how to depict classes with variables and methods, and relationships between classes like inheritance.
The document discusses requirements analysis and analysis modeling principles for software engineering. It covers key topics such as:
1. Requirements analysis specifies a software's operational characteristics and interface with other systems to establish constraints. Analysis modeling focuses on what the software needs to do, not how it will be implemented.
2. Analysis modeling principles include representing the information domain, defining functions, modeling behavior, partitioning complex problems, and moving from essential information to implementation details.
3. Common analysis techniques involve use case diagrams, class diagrams, state diagrams, data flow diagrams, and data modeling to define attributes, relationships, cardinality and modality between data objects.
The document discusses key concepts and principles of software engineering practice. It covers the software development lifecycle including requirements analysis, planning, modeling, construction, testing, and deployment. It provides guidance on best practices for communication, modeling, design, coding, testing, and project management. The overall aim of software engineering is to develop reliable, maintainable and usable software that meets customer requirements.
This document discusses various techniques for estimating software costs:
1. Expert judgment relies on experienced people's assessments but can be unreliable due to biases. The Delphi technique improves expert judgment by anonymously aggregating estimates over multiple rounds.
2. Work breakdown structures break projects down into components to estimate costs bottom-up. The COCOMO model also estimates bottom-up using algorithmic formulas adjusted by multipliers for attributes.
3. COCOMO is demonstrated through an example estimating effort of 191 person-months and a 13 month schedule for a 30,000 line embedded software project with high reliability requirements.
This document discusses several software cost estimation techniques:
1. Top-down and bottom-up approaches - Top-down estimates system-level costs while bottom-up estimates costs of each module and combines them.
2. Expert judgment - Widely used technique where experts estimate costs based on past similar projects. It utilizes experience but can be biased.
3. Delphi estimation - Estimators anonymously provide estimates in rounds to reach consensus without group dynamics influencing individuals.
4. Work breakdown structure - Hierarchical breakdown of either the product components or work activities to aid bottom-up estimation.
The document discusses the process of requirement engineering which involves identifying stakeholders, eliciting requirements, building use cases, negotiating requirements, and validating them. It explains the various steps in requirement engineering like understanding needs, analyzing and defining requirements, and establishing groundwork through stakeholder identification and viewpoints. The overall goal of requirement engineering is to help software engineers better understand problems by involving various participants like managers, customers and users.
The document discusses software measurement and metrics. It defines software measurement as quantifying attributes of software products and processes. Metrics are used to measure software quality levels. There are different types of metrics including product, process, and project metrics. Common software metrics include lines of code, function points, and complexity measures. Metrics should be quantitative, understandable, repeatable, and economical to compute.
Multimedia databases store various media types like text, images, audio and video. They allow querying and retrieval of data based on content. Relational databases store multimedia as BLOBs while object-oriented databases represent multimedia as classes and objects. Challenges include large data size, different formats, and complex queries required for content-based retrieval from multimedia data. Applications include digital libraries, education, entertainment and geographic information systems.
The document discusses several prescriptive software process models including:
1) The waterfall model which follows sequential phases from requirements to deployment but lacks iteration.
2) The incremental model which delivers functionality in increments with each phase repeated.
3) Prototyping which focuses on visible aspects to refine requirements through iterative prototypes and feedback.
4) The RAD (Rapid Application Development) model which emphasizes very short development cycles of 60-90 days using parallel teams and automated tools. The document provides descriptions and diagrams of each model.
Evolutionary process models allow developers to iteratively create increasingly complete versions of software. Examples include the prototyping paradigm, spiral model, and concurrent development model. The prototyping paradigm uses prototypes to elicit requirements from customers. The spiral model couples iterative prototyping with controlled development, dividing the project into framework activities. The concurrent development model concurrently develops components with defined interfaces to enable integration. These evolutionary models allow flexibility and accommodate changes but require strong communication and updated requirements.
UNIT IV
PROJECT MANAGEMENT AND CONTROL
Framework for Management and control – Collection of data Project termination – Visualizing progress – Cost monitoring – Earned Value Analysis- Project tracking – Change control- Software Configuration Management – Managing contracts – Contract Management.
The Constructive Cost Model (COCOMO) is an algorithmic software cost estimation model developed by Barry Boehm. The model uses a basic regression formula, with parameters that are derived from historical project data and current project characteristics.
Basic COCOMO compute software development effort (and cost) as a function of program size. Program size is expressed in estimated thousands of source lines of code (SLOC, KLOC).
This document discusses criteria for modularization in software design. It defines modules as named entities that contain instructions, logic, and data structures. Good modularization aims to decompose a system into functional units with minimal coupling between modules. Modules should be designed for high cohesion (related elements) and low coupling (dependencies). The types of coupling from strongest to weakest are content, common, control, stamp, and data coupling. The document also discusses different types of cohesion within modules from weakest to strongest. The goal is functional cohesion with minimal coupling between modules.
This document discusses various techniques for estimating effort for software projects. It describes common challenges with software estimation like subjective nature and changing requirements. It then explains different estimation techniques like algorithmic models, expert judgment, analogy, top-down and bottom-up approaches. Specifically, it outlines the function point analysis technique and COCOMO model for estimating effort based on source lines of code and complexity factors. Finally, it lists some typical rules of thumb for software estimation from Capers Jones.
This document outlines the typical sections and contents of a software requirements specification (SRS). It discusses 12 common sections of an SRS, including an overview, development environments, external interfaces, functional requirements, performance requirements, exception handling, implementation priorities, foreseeable changes, acceptance criteria, design guidance, a cross-reference index, and a glossary. Key sections describe functional requirements using relational or state-oriented notation, performance characteristics like response times, and exception handling categories. The SRS should have properties like being correct, complete, consistent, unambiguous, functional, and verifiable.
Software Engineering- Requirement Elicitation and SpecificationNishu Rastogi
The document discusses the process of requirements engineering for software development. It involves four main steps:
1) Feasibility study to determine if the project is possible.
2) Requirements gathering by communicating with clients and users to understand what the software should do.
3) Creating a software requirements specification (SRS) document that defines system functions and constraints.
4) Validating requirements to ensure they are clear, consistent, and can be implemented.
Software engineering a practitioners approach 8th edition pressman solutions ...Drusilla918
Full clear download( no error formatting) at: https://goo.gl/XmRyGP
software engineering a practitioner's approach 8th edition pdf free download
software engineering a practitioner's approach 8th edition ppt
software engineering a practitioner's approach 6th edition pdf
software engineering pressman 9th edition pdf
software engineering a practitioner's approach 9th edition
software engineering a practitioner's approach 9th edition pdf
software engineering a practitioner's approach 7th edition solution manual pdf
roger s. pressman
The document discusses staffing level estimation over the course of a software development project. It describes how the number of personnel needed varies at different stages: a small group is needed for planning and analysis, a larger group for architectural design, and the largest number for implementation and system testing. It also references models like the Rayleigh curve and Putnam's interpretation that estimate personnel levels over time. Tables show estimates for the distribution of effort, schedule, and personnel across activities for different project sizes. The key idea is that staffing requirements fluctuate throughout the software life cycle, with peaks during implementation and testing phases.
The Delphi technique was developed to gain expert consensus on estimates without group influence. It can be adapted for software cost estimation by having estimators provide anonymous estimates in rounds. A coordinator summarizes estimates between rounds and asks outliers to justify differences, iterating until consensus. A variation allows group discussion with the coordinator but maintains anonymous estimating to focus on variances. Additional information may be needed if consensus is not reached.
This document provides an overview of process models and agile development approaches. It discusses the Unified Process (UP) and its phases including inception, elaboration, and more. Agile methods like Scrum and Extreme Programming (XP) are also summarized. Scrum uses sprints, daily stand-ups, sprint reviews and retrospectives. XP practices pair programming, test-driven development, and frequent small releases. The document emphasizes that agile prioritizes individuals, working software, customer collaboration and responding to change over processes and tools.
Crystal Clear is an agile software development methodology created by Alistair Cockburn. It focuses on 7 properties: frequent delivery, reflective improvement, osmotic communication, personal safety, focus, easy access to expert users, and an automated testing environment. The development process in Crystal Clear involves several cycles including the project cycle, delivery cycle, iteration cycle, daily cycle, integration cycle, and development episode. It emphasizes frequent delivery to users, reflection and improvement, collaboration through open communication, and an environment that allows developers to focus on their work.
The document provides an overview of different categories of development methods including code and fix, serial, iterative, and agile approaches. It then discusses why an agile methodology would be suitable for the team described, which includes small teams without full-time roles like designers or testers. The document outlines several popular agile methodologies like Scrum, Extreme Programming (XP), Crystal, Dynamic Systems Development Method (DSDM), Lean, and Feature-Driven Development (FDD). It compares the characteristics, processes, artifacts, and ceremonies of Scrum and XP in more detail. Finally, it discusses how to implement Scrum for a specific project called Mercury Rod, including establishing roles, building a backlog, planning sprints,
This document provides an overview of agile methodology and several agile frameworks. It begins with a brief history of the traditional waterfall model and its limitations. It then introduces the agile manifesto and some core agile principles. Several agile frameworks are described at a high level, including scrum, kanban, extreme programming, and others. Key practices of scrum and extreme programming like iterations, user stories, stand-up meetings, and test-driven development are defined. The document aims to give the reader a broad understanding of agile concepts and some of the most commonly used agile frameworks and practices.
Agile software development focuses on iterative development, where requirements and solutions evolve through collaboration between self-organizing cross-functional teams. It advocates adaptive planning, evolutionary development, early delivery, continuous improvement, and encourages rapid and flexible response to change. Key aspects include iterative delivery in short cycles, active user involvement, minimal documentation, pair programming, test-driven development, and continuous refactoring to improve design. Popular agile methods include extreme programming (XP), which emphasizes feedback and refactoring, and Scrum, which utilizes sprints for iterative delivery and emphasizes daily stand-ups and product backlogs.
Learn about Agile Methodology of Software Engineering and study concepts like What is Agile, Why Agile is there, Agile Principles, Agile Manifesto with Pros & Cons of it.
Presentation also include Agile Testing Methodology like Scrum, Crystal Methodologies, DSDM, Feature Driven Development, Lean Software Development & Extreme Programming.
If you watch this one please rate it and do share this presentation to others so then can easily learn more about the Agile Methodology.
The document provides an overview of the waterfall model and agile methodologies for software development projects. It discusses:
- The linear sequential phases of the waterfall model and when it is suitable.
- Issues with the waterfall model like inability to handle changes and lack of testing throughout.
- Benefits of agile like ability to adapt to changes, early delivery of working software, and improved success rates.
- Key aspects of the Scrum agile framework like sprints, daily stand-ups, and product backlogs.
- Differences in how development costs are treated as capital expenditures or operating expenses between waterfall, agile, and cloud-based models.
The document discusses key concepts in Agile and Scrum project management frameworks. It outlines some common misconceptions about Agile, describes Scrum roles and ceremonies like sprint planning and review meetings, and emphasizes that adopting Scrum requires changes to team dynamics, skills, and work habits.
Prototyping involves an iterative approach where initial prototypes are developed to help identify requirements, with feedback used to refine subsequent prototypes. Issues can arise if customers want to stop development after seeing a prototype or if implementation compromises are made to develop prototypes quickly. The spiral model similarly takes an iterative approach but incorporates risk assessment at each stage to determine if the project should continue. Agile methods like extreme programming (XP) emphasize customer involvement, frequent iterations, pair programming, and test-first development where automated tests are created and run regularly.
This document provides an overview of several agile software development methodologies:
- Extreme Programming (XP) focuses on incremental planning, small releases, simple design, test-first development, refactoring, pair programming, collective ownership, continuous integration, and sustainable pace.
- Adaptive Software Development is cyclical like evolutionary models and involves speculation, collaboration, and learning phases with short iterations.
- Lean development aims to maximize customer value while minimizing waste through practices like eliminating waste, amplifying learning, and continuous improvement.
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The Many approaches and methodologies are available in the development of software with error free to its end user by fulfilling the values of stake-holders. Among the available methodologies Agile is a popular methodology which is introduced in 2001. Agile consists of various development processes such as Scrum, XP, Kanban, Lean and others. Among them Lean is one of the methodology in development of software domain which is adapted from Toyota Production System. This paper concentrates on how Lean sustains in the business stagnation because there exists some problems such as missing deadline, over development and ineffective management. Lean is having its own advantages and pitfalls. To overcome the pitfalls of Lean an adaptive approach is needed which may fit with existing industry standards.
This document discusses agile software development methods. It covers topics like extreme programming (XP), which takes an iterative approach with new versions built daily or weekly. XP emphasizes customer involvement, pair programming, collective code ownership, and test-driven development. The document also discusses Scrum, an agile project management framework that uses short "sprints" to iteratively develop software in increments. Each sprint involves selecting stories, implementing the code as a team, and then reviewing the completed increment with customers.
This document discusses agile software development methods. It covers topics like extreme programming (XP), which takes an iterative approach with new versions built daily or weekly. XP emphasizes customer involvement, pair programming, collective code ownership, and test-driven development. The document also discusses Scrum, an agile project management framework that uses short "sprints" to iteratively develop software in increments with daily stand-up meetings and sprint reviews. Both XP and Scrum value rapid feedback, collaboration, and responding quickly to changes over rigidly following a plan.
This document discusses agile software development methods. It covers topics like extreme programming (XP), which takes an iterative approach with new versions built daily or weekly. XP emphasizes customer involvement, pair programming, collective code ownership, and test-driven development. The document also discusses Scrum, an agile project management framework that uses short "sprints" to iteratively develop software in increments. At the end of each sprint, teams conduct a review and retrospect to improve their process. The key difference between plan-driven and agile methods is that the latter favors adaptive planning and rapid feedback over extensive pre-planning.
This document discusses agile software development methods. It covers topics like extreme programming (XP), which takes an iterative approach with new versions built daily or weekly. XP emphasizes customer involvement, pair programming, collective code ownership, and test-driven development. The document also discusses Scrum, an agile project management framework that uses short "sprints" to iteratively develop software in increments. At the end of each sprint, teams conduct a review and retrospect to improve their process. The key difference between plan-driven and agile methods is that the latter favors adaptive planning and rapid feedback over extensive pre-planning.
This document discusses agile software development methods. It covers topics like extreme programming (XP), which takes an iterative approach with new versions built daily or weekly. XP emphasizes customer involvement, pair programming, collective code ownership, and test-driven development. The document also discusses Scrum, an agile project management framework that uses short "sprints" to iteratively develop software in increments with daily stand-up meetings and sprint reviews. Both XP and Scrum value rapid feedback, collaboration, and responding quickly to changes over rigidly following a plan.
This document discusses agile software development methods. It covers topics like extreme programming (XP), which takes an iterative approach with new versions built daily or weekly. XP emphasizes customer involvement, pair programming, collective code ownership, and test-driven development. The document also discusses Scrum, an agile project management framework that uses short "sprints" to iteratively develop software in increments with daily stand-up meetings and sprint reviews. Both XP and Scrum value rapid feedback, collaboration, and responding quickly to changes over rigidly following a plan.
This document provides an overview and summary of Steve Forte's half-day Agile seminar presented by SSW. The seminar covers topics including an introduction to Agile and Scrum, Agile estimation, Agile and offshore teams, and Agile tools. Attendees can ask questions throughout the interactive seminar.
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2. Sofware Process 2
Time boxing
Time boxing – fix an iteration duration, determine
specs. acc.
Development is done iteratively in fixed duration
time boxes
Each time box divided in fixed stages
Each stage approximately equal in duration
Each stage performs a clearly defined task that can
be done independently
Use pipelining concepts to execute iterations in
3. Sofware Process 3
Time Boxed Iterations
General iterative
development – fix the
functionality for each
iteration, then plan and
execute it
In time boxed
iterations – fix the
duration of iteration
and adjust the
functionality to fit in
◦ Completion time is fixed,
the functionality to be
delivered is flexible
4. Sofware Process 4
Example
An iteration with three stages – Analyis,
Build, Deploy
◦ These stages are appx. equal in many situations
◦ Can adjust durations by determining the
boundaries
◦ Can adjust duration by adjusting the team size
for each stage
There is a dedicated team for each stage
(A, B, and D)
When one stage team finishes, it hands
over the project to the next team -
Pipelining
6. Sofware Process 6
Pipelined Execution
AT starts executing it-1
AT finishes, hands over it-1 to BT,
starts executing it-2
AT finishes it-2, hands over to BT; BT
finishes it-1, hands over to DT; AT
starts it-3, BT starts it-2 (and DT, it-1)
…
7. Sofware Process 7
Time boxed Iteration usage
This itself very useful in many situations
Has predictable delivery times
Overall product release and marketing can be
better planned
Makes time a non-negotiable parameter and
helps focus attention on schedule
Prevents requirements bloating
Overall dev. time is still unchanged
8. Sofware Process 8
Timeboxing execution
First iteration finishes at time T
Second finishes at T+T/3; third at T+2 T/3,
and so on
In steady state, delivery every T/3 time
If T is 3 weeks, first delivery after 3 wks, 2nd
after 4 wks, 3rd after 5 wks,…
In linear execution, delivery times will be 3
wks, 6 wks, 9 wks,…
9. Sofware Process 9
Timeboxing execution
Duration of each iteration still the same
Total work done in a time box is also the same
Productivity of a time box is same
Yet, average cycle time or delivery time has
reduced to a third
10. Sofware Process 10
Team Size
In linear execution of iterations, the same
team performs all stages
If each stage has a team of S, in linear
execution the team size is S
In pipelined execution, the team size is
three times (one for each stage)
I.e. the total team size in time boxing is
larger; and this reduces cycle time
11. Sofware Process 11
Work Allocation of Teams
Requirements
Team
Requirements
Analysis for TB1
Requirements
Analysis for TB3
Requirements
Analysis for TB2
Requirements
Analysis for TB4
Build Team
Deployment
Team
Build for TB1 Build for TB2 Build for TB3
Deployment for TB1Deployment for TB2
Build for TB4
Deployment for TB3
Requirements
Team
Requirements
Analysis for TB1
Requirements
Analysis for TB3
Requirements
Analysis for TB2
Requirements
Analysis for TB4
Build Team
Deployment
Team
Build for TB1 Build for TB2 Build for TB3
Deployment for TB1Deployment for TB2
Build for TB4
Deployment for TB3
12. Sofware Process 12
Team Size
Merely by increasing the team size we
cannot reduce cycle time - Brook’s law
Time boxing allows structured way to add
manpower to reduce cycle time
Note that we cannot change the time of an
iteration – Brook’s law still holds
Work allocation different to allow larger
team to function properly
13. Sofware Process 13
Timeboxing
Advantages: Shortened delivery times,
iterative, distributed execution
Disadvantages: Larger teams, proj. mgmt
is harder, high synchronization needed, CM
is harder
Applicability: When short delivery times v.
imp.; architecture is stable; flexibility in
feature grouping
14. Agile Models
Iterative + incremental process
Focus -> flexibility in producing software quickly and
capably
Agile:
◦ break the product into small incremental builds.
◦ these builds are provided in iterations.
◦ each iteration typically lasts from about one to three
weeks
◦ At the end of the iteration, a working product is
displayed to the customer and important
stakeholders
15.
16. Following are the Agile manifesto principles:
◦ Value individuals and interactions over process
and tools
◦ Prefer to invest time in producing working
software rather than in producing comprehensive
documentation
◦ Focus on continuous customer collaboration to
get proper product requirements.
◦ Responding to change rather than on creating a
plan and then following it
17. Agility Principles
1) Highest priority is to satisfy the customer through early
and continuous delivery of valuable software.
2) Welcome changing requirements, even late in
development.
3) Deliver working software frequently, from a couple of
weeks to months
4) Business people and developers must work together
daily throughout the project.
5) Build projects around motivated individuals. Give them
the environment and support they need, and trust
them to get the job done.
6) The most efficient and effective method of conveying
information to and within a development team is face-
to-face conversation.
18. 7) Working software is the primary measure of
progress.
8) Agile processes promote sustainable development.
The sponsors, developers, and users should be
able to maintain a constant pace indefinitely.
9) Continuous attention to technical excellence and
good design enhances agility
10) Simplicity–the art of maximizing the amount of
work not done–is essential.
11) The best architectures, requirements, and designs
emerge from self-organizing teams
12) At regular intervals, the team reflects on how to
become more effective, then tunes and adjusts its
behavior accordingly.
19. THE POLITICS OF AGILE DEVELOPMENT
Jim Highsmith states “Traditional methodologists
are a bunch of stick-in-the-muds who’d rather
produce flawless documentation than a working
system that meets business needs”.
As a counterpart he states “Light-weight, ‘agile’
methodologists are a bunch of glorified hackers
who are going to be in for a heck of a surprise
when they try to scale up their toys into enterprise-
wide software”
Customer Interaction (backbone), Open
communication with minimum documentation -
Agile methodology
20. Agile Vs Traditional SDLC
Models
Agile is based on the adaptive software development
methods
Traditional SDLC models like the waterfall model is based on
a predictive approach.
Predictive methods depend on the requirement analysis
and planning done in the beginning of cycle with strict
change management
In Adaptive approach, feature driven development and the
team adapts to the changing product requirements
dynamically.
21. Human Factors
Some of fundamental characteristics and skills that will facilitate the
implementation of agile practices at its core.
1) Competency: The staff should be competent in knowing
software and the technologies
2) Collaboration:
◦ Ability to work in a team
◦ Cooperate among themselves involved in project
3) Focus:
◦ Common goal:
“Deliver customer an increment of working software in
agreed time”
◦ Continuous adaptations, always improving the process as
needed.
22. 4) Decision making:
◦ Development team should have freedom, in technical
matters and project.
◦ Company can suggest good practice, but in the end is
the staff (self-organizing) which will adopt the methods or
processes that you think best.
◦ Development team must learn to deal with conflicting
situations, ambiguity and frequent changes, which will
facilitate the continual improvement process.
23. 4) Trust and respect:
◦ Team must be consistent
◦ Team demonstrate trust and respect needed to make a
strong team.
◦ Main Objective: Make the team strong enough that the
whole is greater than the sum of its parts.
5) Self organization:
◦ Self organized Team to perform the work.
◦ Continuous evaluation for process improvement
◦ Self organization has technical benefits : Team selects
how much work believed to be capable of performing the
iteration and commits.
24. There Is Nothing Noble In Being Superior
To Your Fellow Man; True Nobility Is Being
Superior To Your Former Self.
25. Some Agile Methods
Rapid Application Development (RAD)
Extreme Programming (XP)
Rational Unify Process (RUP)
Adaptive Software Development (ASD)
Feature Driven Development (FDD)
Crystal Clear
Incremental SDLC
Scrum
Dynamic Software Development Method (DSDM)
26. Sofware Process 26
EXTREME PROGRAMMING (XP)
eXtreme Programming (XP) is one of the most popular
An XP project starts with user stories, which are short description
of user needs
◦ Details are not included
◦ User stories written on a separate card
Team estimates time to implement a user story – Rough Estimates
Release planning is done
◦ Defines which stories are to be built in which release, & release
dates
◦ Encourages Frequent and small releases
◦ Acceptance tests built from user stories; used to test before
release
◦ Bugs found in AT are fixed in next release
28. Sofware Process 28
Overall Process
Development done in iterations of a few
weeks each
◦ Iteration starts with planning, in which stories to
be implemented are selected – high risk high
value are chosen first
◦ Details of stories obtained during the
development are implemented
◦ Failed AT of previous iteration are also fixed
29. Sofware Process 29
XP - Summary
Well suited for situations where volume and
pace of requirements is high
Customer is willing to engage heavily with
the team
The team is collocated and is not too large
(less than 20 or so)
Requires strong capability in team
members
30. Prototyping + Iterative development with no specific
planning
Focus:
◦ Gather customer requirements
◦ Early testing of the prototypes by the customer using iterative
concept
◦ Reuse of the existing prototypes (components)
◦ Continuous integration and rapid delivery
No detailed preplanning - easier to incorporate the changes
Team comprises of developers, domain experts, customer
representatives and other IT resources
Rapid Application Model (RAD)
31.
32. RAD Phases
Requirements planning phase
◦ Structured discussion of business problems
◦ Does System planning and analysis
◦ Users, managers, and IT staff members discuss and
agree on business needs, project scope, constraints,
and system requirements.
◦ It ends when the team agrees on the key issues and
obtains management authorization to continue
33. User description phase
◦ automated tools capture information from users
◦ Users interact with systems analysts and develop models
and prototypes that represent all system processes,
inputs, and outputs.
◦ Use tools & techniques to translate user needs into
working models.
◦ Continuous interactive process to understand, modify,
and eventually approve a working model.
34. Construction phase
◦ Uses productivity tools, such as code generators,
screen generators, etc. inside a time-box. (“Do
until done”)
◦ Users continue to participate and suggest
changes or improvements
◦ Tasks are programming and application
development, coding, unit-integration, and
system testing.
35. Cutover phase
◦ System installation, user acceptance testing and
user training
◦ Resembles the final tasks
◦ New system is built, delivered, and placed in
operation
◦ Tasks are data conversion, full-scale testing,
system changeover, user training.
36. RAD Strengths
Changing requirements can be accommodated.
Progress can be measured.
Iteration time can be short with use of powerful
RAD tools.
Productivity with fewer people in a short time.
Reduced development time.
Increases reusability of components.
Quick initial reviews occur.
Encourages customer feedback.
Integration from very beginning solves a lot of
integration issues.
37. RAD Weaknesses
Dependency on technically strong team members for
identifying business requirements.
Only system that can be modularized can be built using RAD.
Requires highly skilled developers/designers.
High dependency on modeling skills.
Inapplicable to cheaper projects as cost of modeling and
automated code generation is very high.
Management complexity is more.
Suitable for systems that are component based and scalable.
Requires user involvement throughout the life cycle.
Suitable for project requiring shorter development times.
38. When to use RAD
Reasonably well-known requirements
User involved throughout the life cycle
Project can be time-boxed
Functionality delivered in increments
High performance not required
Low technical risks
System can be modularized
39. Sofware Process 39
Rational Unified
Process(RUP)
Iterative model
Software development is divided into cycles, each
cycle delivering a fully working system
Each cycle executed as separate project
Execution of a cycle is broken into four consecutive
phases, each phase ending with a milestone
achievement
40. Sofware Process 40
Phases in a Project
◦ Inception phase: ends with Lifecycle Objectives
milestone; vision and high level capability of
system defined
◦ Elaboration phase: Lifecycle architecture
milestone; most requirements defined and
architecture designed
◦ Construction phase: Initial operational
capability milestone
◦ Transition phase: Product release; transition
product from development to production
42. Sofware Process 42
Execution of phases
Each phase itself can be done in multiple
iterations, each iteration having an
external/internal customer
Generally construction has multiple
iterations; elaboration can also be
meaningfully done in multiple iterations
43. Advantages of Agile Model
Realistic approach
Promotes teamwork and cross training
Flexibility to developers
Functionality can be developed rapidly and
demonstrated
Resource requirements are minimum.
Suitable for fixed or changing requirements
Delivers early partial working solutions
Good model for environments that change steadily
Minimal rules, documentation easily employed
Enables concurrent development and delivery within an
overall planned context.
Little or no planning required
Easy to manage
44. Disadvantages of Agile Model
Not suitable for handling complex dependencies.
More risk of sustainability, maintainability and extensibility.
Strict delivery management
Depends heavily on customer interaction, so if customer is
not clear, team can be driven in the wrong direction.
High individual dependency, since there is minimum
documentation generated.
Transfer of technology to new team members may be quite
challenging due to lack of documentation.
45. Sofware Process 45
Summary
Process is a means to achieve project objectives of high
QP
Process models define generic process, which can form
basis of project process
Process typically has stages, each stage focusing on an
identifiable task
Many models for development process have been
proposed
Model should be selected based on the nature of the
problem
Editor's Notes
imeboxing is a planning technique common in planning projects (typically for software development), where the schedule is divided into a number of separate time periods (timeboxes, normally two to six weeks long), with each part having its own deliverables, deadline and budget. Timeboxing is a core aspect of rapid application development (RAD) software development processes such as dynamic systems development method (DSDM) and agile software development.
Timeboxes are used as a form of risk management, especially for tasks that may easily extend past their deadlines. The end date (deadline) is one of the primary drivers in the planning and should not be changed as it is usually linked to a delivery date of the product. If the team exceeds the deadline, the team failed in proper planning and / or effective execution of the plan. This can be the result of: the wrong people on the wrong job (lack of communication between teams, lack of experience, lack of commitment / drive / motivation, lack of speed) or underestimation of the (complexity of the) requirements.
When the team exceeds the deadline, the following actions might be taken after conferring with the Client:
Dropping requirements of lower impact (the ones that will not be directly missed by the user)
Working overtime to compensate for the time lost
Moving the deadline