Iterative and Incremental Development: a Brief History
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Writing and Reviewing Use-Case Descriptions
Bittner/Spence_06.fm Page 145 Tuesday, July 30, 2002 12:04 PM PART II WRITING AND REVIEWING USE-CASE DESCRIPTIONS Part I, Getting Started with Use-Case Modeling, introduced the basic con- cepts of use-case modeling, including defining the basic concepts and understanding how to use these concepts to define the vision, find actors and use cases, and to define the basic concepts the system will use. If we go no further, we have an overview of what the system will do, an under- standing of the stakeholders of the system, and an understanding of the ways the system provides value to those stakeholders. What we do not have, if we stop at this point, is an understanding of exactly what the system does. In short, we lack the details needed to actually develop and test the system. Some people, having only come this far, wonder what use-case model- ing is all about and question its value. If one only comes this far with use- case modeling, we are forced to agree; the real value of use-case modeling comes from the descriptions of the interactions of the actors and the system, and from the descriptions of what the system does in response to the actions of the actors. Surprisingly, and disappointingly, many teams stop after developing little more than simple outlines for their use cases and consider themselves done. These same teams encounter problems because their use cases are vague and lack detail, so they blame the use-case approach for having let them down. The failing in these cases is not with the approach, but with its application. -
The Timeboxing Process Model for Iterative Software Development
The Timeboxing Process Model for Iterative Software Development Pankaj Jalote Department of Computer Science and Engineering Indian Institute of Technology Kanpur – 208016; India Aveejeet Palit, Priya Kurien Infosys Technologies Limited Electronics City Bangalore – 561 229; India Contact: [email protected] ABSTRACT In today’s business where speed is of essence, an iterative development approach that allows the functionality to be delivered in parts has become a necessity and an effective way to manage risks. In an iterative process, the development of a software system is done in increments, each increment forming of an iteration and resulting in a working system. A common iterative approach is to decide what should be developed in an iteration and then plan the iteration accordingly. A somewhat different iterative is approach is to time box different iterations. In this approach, the length of an iteration is fixed and what should be developed in an iteration is adjusted to fit the time box. Generally, the time boxed iterations are executed in sequence, with some overlap where feasible. In this paper we propose the timeboxing process model that takes the concept of time boxed iterations further by adding pipelining concepts to it for permitting overlapped execution of different iterations. In the timeboxing process model, each time boxed iteration is divided into equal length stages, each stage having a defined function and resulting in a clear work product that is handed over to the next stage. With this division into stages, pipelining concepts are employed to have multiple time boxes executing concurrently, leading to a reduction in the delivery time for product releases. -
Agile Playbook V2.1—What’S New?
AGILE P L AY B O OK TABLE OF CONTENTS INTRODUCTION ..........................................................................................................4 Who should use this playbook? ................................................................................6 How should you use this playbook? .........................................................................6 Agile Playbook v2.1—What’s new? ...........................................................................6 How and where can you contribute to this playbook?.............................................7 MEET YOUR GUIDES ...................................................................................................8 AN AGILE DELIVERY MODEL ....................................................................................10 GETTING STARTED.....................................................................................................12 THE PLAYS ...................................................................................................................14 Delivery ......................................................................................................................15 Play: Start with Scrum ...........................................................................................15 Play: Seeing success but need more fexibility? Move on to Scrumban ............17 Play: If you are ready to kick of the training wheels, try Kanban .......................18 Value ......................................................................................................................19 -
Descriptive Approach to Software Development Life Cycle Models
7797 Shaveta Gupta et al./ Elixir Comp. Sci. & Engg. 45 (2012) 7797-7800 Available online at www.elixirpublishers.com (Elixir International Journal) Computer Science and Engineering Elixir Comp. Sci. & Engg. 45 (2012) 7797-7800 Descriptive approach to software development life cycle models Shaveta Gupta and Sanjana Taya Department of Computer Science and Applications, Seth Jai Parkash Mukand Lal Institute of Engineering & Technology, Radaur, Distt. Yamunanagar (135001), Haryana, India. ARTICLE INFO ABSTRACT Article history: The concept of system lifecycle models came into existence that emphasized on the need to Received: 24 January 2012; follow some structured approach towards building new or improved system. Many models Received in revised form: were suggested like waterfall, prototype, rapid application development, V-shaped, top & 17 March 2012; Bottom model etc. In this paper, we approach towards the traditional as well as recent Accepted: 6 April 2012; software development life cycle models. © 2012 Elixir All rights reserved. Keywords Software Development Life Cycle, Phases and Software Development, Life Cycle Models, Traditional Models, Recent Models. Introduction Software Development Life Cycle Models The Software Development Life Cycle (SDLC) is the entire Software Development Life Cycle Model is an abstract process of formal, logical steps taken to develop a software representation of a development process. SDLC models can be product. Within the broader context of Application Lifecycle categorized as: Management (ALM), the SDLC -
Ovum Decision Matrix: Selecting an Application Lifecycle Management and Devops Solution, 2019–20
Ovum Decision Matrix: Selecting an Application Lifecycle Management and DevOps Solution, 2019–20 Publication Date: 27 Jun 2019 | Product code: INT003-000374 Michael Azoff Ovum Decision Matrix: Selecting an Application Lifecycle Management and DevOps Solution, 2019–20 Summary Catalyst Software lifecycle management (SLM) is the management of software development by taking a lifecycle approach from concept through the management of requirements, testing, coding, deployment, upgrades, maintenance, and final retirement. The market provides tools to support this lifecycle in the form of application lifecycle management (ALM) tools and, with the rise of DevOps, tools that provide DevOps-style release management, orchestration, and automation. This Ovum Decision Matrix (ODM) examines ALM tools that cross over into DevOps to support the full arc of the lifecycle from application/product concept to deployment into production. Ovum view ALM origins and trends The need for taking an SLM approach is best thought of as good practice in the relatively young art of software development. The ALM tools market has evolved to support SLM through the years; at its core is the development methodology or work process, and this has evolved over time, starting with waterfall or linear stage-gate processes and incorporating various innovations such as Tom Gilb's evolutionary delivery, Barry Boehm's spiral model, and Rational's unified process, before Agile and lean swept the board with examples such as Scrum, extreme programming, and Kanban boards post- 2001 (when the Agile Manifesto was created). The integrated ALM suite tools market really took off around 2003 but supported waterfall because Agile was still under the radar. -
A Comparison Between Five Models of Software Engineering
IJCSI International Journal of Computer Science Issues, Vol. 7, Issue 5, September 2010 94 ISSN (Online): 1694-0814 www.IJCSI.org A Comparison Between Five Models Of Software Engineering Nabil Mohammed Ali Munassar1 and A. Govardhan2 1Ph.D Student of Computer Science & Engineering Jawahrlal Nehru Technological University Kuktapally, Hyderabad- 500 085, Andhra Pradesh, India 2Professor of Computer Science & Engineering Principal JNTUH of Engineering College, Jagityal, Karimnagar (Dt), A.P., India Abstract increased recently which results in the difficulty of This research deals with a vital and important issue in computer enumerating such companies. During the previous four world. It is concerned with the software management processes decades, software has been developed from a tool used for that examine the area of software development through the analyzing information or solving a problem to a product in development models, which are known as software development itself. However, the early programming stages have life cycle. It represents five of the development models namely, created a number of problems turning software an waterfall, Iteration, V-shaped, spiral and Extreme programming. These models have advantages and disadvantages as well. obstacle to software development particularly those Therefore, the main objective of this research is to represent relying on computers. Software consists of documents and different models of software development and make a programs that contain a collection that has been comparison between them to show the features and defects of established to be a part of software engineering each model. procedures. Moreover, the aim of software engineering is Keywords: Software Management Processes, Software to create a suitable work that construct programs of high Development, Development Models, Software Development Life quality. -
Software Development a Practical Approach!
Software Development A Practical Approach! Hans-Petter Halvorsen https://www.halvorsen.blog https://halvorsen.blog Software Development A Practical Approach! Hans-Petter Halvorsen Software Development A Practical Approach! Hans-Petter Halvorsen Copyright © 2020 ISBN: 978-82-691106-0-9 Publisher Identifier: 978-82-691106 https://halvorsen.blog ii Preface The main goal with this document: • To give you an overview of what software engineering is • To take you beyond programming to engineering software What is Software Development? It is a complex process to develop modern and professional software today. This document tries to give a brief overview of Software Development. This document tries to focus on a practical approach regarding Software Development. So why do we need System Engineering? Here are some key factors: • Understand Customer Requirements o What does the customer needs (because they may not know it!) o Transform Customer requirements into working software • Planning o How do we reach our goals? o Will we finish within deadline? o Resources o What can go wrong? • Implementation o What kind of platforms and architecture should be used? o Split your work into manageable pieces iii • Quality and Performance o Make sure the software fulfills the customers’ needs We will learn how to build good (i.e. high quality) software, which includes: • Requirements Specification • Technical Design • Good User Experience (UX) • Improved Code Quality and Implementation • Testing • System Documentation • User Documentation • etc. You will find additional resources on this web page: http://www.halvorsen.blog/documents/programming/software_engineering/ iv Information about the author: Hans-Petter Halvorsen The author currently works at the University of South-Eastern Norway. -
Agile Software Development: the Cooperative Game Free
FREE AGILE SOFTWARE DEVELOPMENT: THE COOPERATIVE GAME PDF Alistair Cockburn | 504 pages | 19 Oct 2006 | Pearson Education (US) | 9780321482754 | English | New Jersey, United States Cockburn, Agile Software Development: The Cooperative Game, 2nd Edition | Pearson View larger. Preview this title online. Request a copy. Additional order info. Buy this product. The author has a deep background and gives us a tour de force of the emerging agile methods. The agile model of software development has taken the world by storm. Cockburn also explains how the cooperative game is played in business and on engineering projects, not just software development. Next, he systematically illuminates the agile model, shows how it has evolved, and answers the Agile Software Development: The Cooperative Game developers and project managers ask most often, including. Cockburn takes on crucial misconceptions that cause agile projects to fail. Cockburn turns to the practical Agile Software Development: The Cooperative Game of constructing agile methodologies for your own teams. This edition contains important new contributions on these and other topics:. This product is part of the following series. Click on a series title to see the full list of products in the series. Chapter 1. Chapter 5. Chapter 6. Appendix A. Pearson offers special pricing when you package your text with other student resources. If you're interested in creating a cost-saving package for your students, contact your Pearson rep. Alistair Cockburn is an internationally renowned expert on all aspects of software development, from object-oriented modeling and architecture, to methodology design, to project management and organizational alignment. Sincehe has led projects and taught in places from Oslo to Cape Town, from Vancouver to Beijing. -
GRASP Patterns
GRASP Patterns David Duncan November 16, 2012 Introduction • GRASP (General Responsibility Assignment Software Patterns) is an acronym created by Craig Larman to encompass nine object‐oriented design principles related to creating responsibilities for classes • These principles can also be viewed as design patterns and offer benefits similar to the classic “Gang of Four” patterns • GRASP is an attempt to document what expert designers probably know intuitively • All nine GRASP patterns will be presented and briefly discussed What is GRASP? • GRASP = General Responsibility Assignment Software Patterns (or Principles) • A collection of general objected‐oriented design patterns related to assigning defining objects • Originally described as a collection by Craig Larman in Applying UML and Patterns: An Introduction to Object‐Oriented Analysis and Design, 1st edition, in 1997. Context (1 of 2) • The third edition of Applying UML and Patterns is the most current edition, published in 2005, and is by far the source most drawn upon for this material • Larman assumes the development of some type of analysis artifacts prior to the use of GRASP – Of particular note, a domain model is used • A domain model describes the subject domain without describing the software implementation • It may look similar to a UML class diagram, but there is a major difference between domain objects and software objects Context (2 of 2) • Otherwise, assumptions are broad: primarily, the practitioner is using some type of sensible and iterative process – Larman chooses -
Software Maintenance Lifecycle Modeling
Home Software Maintenance Lifecycle Modeling D Vijay Rao, VVS Sarma and NK Srinivasan Department of Computer Science & Automation Indian Institute of Science Bangalore 560 012, India. Abstract Maintenance of legacy systems, representing a massive, long-term business investment, is an important but relatively new research area. A generic, unified lifecycle model (ULM) integrating the product, process and project views of software development and maintenance based on re- entrant lines is proposed. The proposed re-entrant line model represents the software maintenance process in a software organisation. The existing model for software development predicts project metrics such as the development time, cost and product quality for any new project to be taken up by the organization. The routing matrix of the artifacts in the ULM can be modified to derive different types of lifecycle models such as Waterfall, Prototyping, Spiral and Hybrid models. The ULM is modified to depict the complex set of activities associated with software maintenance. Quantitative metrics such as release time of versions, cost, time and effort for maintenance are estimated using this model. 1. Introduction The area of software maintenance has not received adequate attention in the literature because it was considered as a fairly routine activity with no challenge for creative people. Today, when salaries of programmers have become a major part of the data processing budget, the difficulties in software maintenance are slowly becoming apparent. A large proportion of the software products in operation are the so-called ‘legacy systems’ [TrTi95, LLFG97, BMW96, BM97]. Such systems, that typically are the backbone of an organization’s information flow and business, represent a massive, long-term business investment. -
Model-Driven Development of Complex Software: a Research Roadmap Robert France, Bernhard Rumpe
Model-driven Development of Complex Software: A Research Roadmap Robert France, Bernhard Rumpe Robert France is a Professor in the Department of Computer Science at Colorado State University. His research focuses on the problems associated with the development of complex software systems. He is involved in research on rigorous software modeling, on providing rigorous support for using design patterns, and on separating concerns using aspect-oriented modeling techniques. He was involved in the Revision Task Forces for UML 1.3 and UML 1.4. He is currently a Co-Editor-In-Chief for the Springer international journal on Software and System Modeling, a Software Area Editor for IEEE Computer and an Associate Editor for the Journal on Software Testing, Verification and Reliability. Bernhard Rumpe is chair of the Institute for Software Systems Engineering at the Braunschweig University of Technology, Germany. His main interests are software development methods and techniques that benefit form both rigorous and practical approaches. This includes the impact of new technologies such as model-engineering based on UML-like notations and domain specific languages and evolutionary, test-based methods, software architecture as well as the methodical and technical implications of their use in industry. He has furthermore contributed to the communities of formal methods and UML. He is author and editor of eight books and Co-Editor-in-Chief of the Springer International Journal on Software and Systems Modeling (www.sosym.org). Future of Software Engineering(FOSE'07) -
Iterative & Evolutionary
iterative.fm Page 9 Sunday, July 20, 2003 1:16 PM Chapter 2 ITERATIVE & EVOLUTIONARY Experience is that marvelous thing that enables you to recognize a mistake when you make it again. —F. P. Jones OVERVIEW ❑ Basic practices of iterative and evolutionary methods, including timeboxing and adaptive planning. ❑ A common mistake adopting iterative methods. ❑ Specific iterative and evolutionary methods, including Evo and UP. Iterative and evolutionary development is a foundation not only of history p. 79 modern software methods, but—as the history section of the “Evi- dence” chapter shows—of methods used as far back as the 1960s. Agile methods are a subset of iterative and evolutionary methods. This chapter summarizes key practices: iterative development evolutionary development risk-driven and client-driven evolutionary requirements timeboxing adaptive planning ITERATIVE DEVELOPMENT Iterative development is an approach to building software (or iterative planning tips anything) in which the overall lifecycle is composed of several iter- start on p. 248 ations in sequence. Each iteration is a self-contained mini-project 9 iterative.fm Page 10 Sunday, July 20, 2003 1:16 PM 2 — Iterative & Evolutionary composed of activities such as requirements analysis, design, pro- gramming, and test. The goal for the end of an iteration is an iter- ation release, a stable, integrated and tested partially complete system. To be clear: All the software across all the teams is inte- grated into a release each iteration. Most iteration releases are internal, a baseline primarily for the benefit of the development team—they are not released externally. The final iteration release is the complete product, released to the market or clients.