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Chapter 3
 Agile Development
Software Engineering: A Practitioner’s Approach, 7/e
by Roger S. Pressman
use.
2
The Manifesto for
Agile Software Development
“We are uncovering better ways of developing
software by doing it and helping others do it.
Through this work we have come to value:
•Individuals and interactions over processes
and tools
•Working software over comprehensive
documentation
•Customer collaboration over contract
negotiation
•Responding to change over following a plan
That is, while there is value in the items on the
right, we value the items on the left more.”
3
What is “Agility”?
 Effective (rapid and adaptive) response to change
 Effective communication among all stakeholders
 Drawing the customer onto the team
 Organizing a team so that it is in control of the work
performed
Yielding …
 Rapid, incremental delivery of software
 The agility encourages team structures and attitudes that make communication (among
team members, between technologists and business people, between software
engineers and their managers).
 It emphasizes rapid delivery of operational software
 it adopts the customer as a part of the development team and works to eliminate the “us
and them” attitude that continues to pervade many software projects;
These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 4
Agility and the Cost of Change
`
 In software development the cost of change increases nonlinearly as
a project progresses (Figure 3.1, solid black curve).
 It is relatively easy to accommodate a change when a software team is
gathering requirements (early in a project). A usage scenario might have
to be modified, a list of functions may be extended, or a written specification
can be edited. The costs of doing this work are minimal, and the time
required will not adversely affect the outcome of the project.
 But what if we fast-forward a number of months? The team is in the middle
of validation testing, and an important stakeholder is requesting a major
functional change. The change requires a modification, Costs go up
quickly, and the time and cost required to ensure that the change is
made without unintended side effects is nontrivial.
5
 Proponents of agility argue that a well-designed agile process “flattens” the
cost of change curve (Figure 3.1, shaded, solid curve), allowing a software
team to accommodate changes late in a software project without dramatic
cost and time impact.
 The agile process encompasses incremental delivery. When
incremental delivery is coupled with other agile practices such as
continuous unit testing and pair programming (discussed later in this
chapter), the cost of making a change is attenuated.
 Although debate about the degree to which the cost curve flattens is
ongoing, there is evidence to suggest that a significant reduction in the
cost of change can be achieved.
These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 6
7
An Agile Process
 Is driven by customer descriptions of what is required
(scenarios). Some assumptions:
 Recognizes that plans are short-lived (some requirements will persist, some
will change. Customer priorities will change)
 It is difficult to predict in advance which software requirements will persist and
which will change. It is equally difficult to predict how customer priorities will change as
the project proceeds.
 Develops software iteratively with a heavy emphasis on construction
activities (design and construction are interleaved, hard to say how much design is
necessary before construction. Design models are proven as they are created. )
 Analysis, design, construction and testing are not predictable.
 An incremental development strategy should be instituted. Software increments must be
delivered in short time periods so that adaptation keeps pace with change (unpredictability).
 This iterative approach enables the customer to evaluate the software increment
regularly, provide necessary feedback to the software team, and influence the process
adaptations that are made to accommodate the feedback.
8
Agility Principles - I
1. Our highest priority is to satisfy the customer through early and
continuous delivery of valuable software.
2. Welcome changing requirements, even late in development. Agile
processes harness change for the customer's competitive
advantage.
3. Deliver working software frequently, from a couple of weeks to a
couple of months, with a preference to the shorter timescale.
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.
9
Agility Principles - II
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.
10
Human Factors
 the process molds to the needs of the people and team, not
the other way around
 key traits must exist among the people on an agile team and
the team itself:
 Competence. ( talent, skills, knowledge)
 Common focus. ( deliver a working software increment )
 Collaboration. ( peers and stakeholders)
 Decision-making ability. ( freedom to control its own destiny)
 Fuzzy problem-solving ability.(ambiguity and constant changes, today
problem may not be tomorrow’s problem)
 Mutual trust and respect.
 Self-organization. ( themselves for the work done, process for its local
environment, the work schedule)
11
Extreme Programming (XP)
In order to illustrate an agile process in a bit more detail, an overview of Extreme
Programming (XP) is given, the most widely used approach to agile software
development. Although early work on the ideas and methods associated with
XP occurred during the late 1980s, the seminal work on the subject has been
written by Kent Beck
1. XP Values
 Beck defines a set of five values that establish a foundation for all work
performed
as part of XP—communication, simplicity , feedback, courage, and respect.
Each of these values is used as a driver for specific XP activities, actions, and tasks.
 In order to achieve effective communication between software engineers
and other stakeholders (e.g., to establish required features and functions for
the software),XP emphasizes close, yet informal (verbal) collaboration
between customers and developers, the establishment of effective metaphors
for communicating important concepts, continuous feedback, and the
avoidance of voluminous documentation as a communication medium.(a
metaphor is “a story that everyone—customers, programmers, and managers can tell about how the
system works)
 To achieve simplicity, XP restricts developers to design only for
immediate needs, rather than consider future needs.
 Feedback is derived from three sources: the implemented software
itself, the customer, and other software team members. By designing and
implementing an effective testing strategy, the software (via test results)
provides the agile team with feedback. XP makes use of the unit test as its
primary test
 the agile team inculcates respect among it members, between other
stakeholders and team members, and indirectly, for the software itself.
12
13
Extreme Programming (XP)
 The XP Process
The most widely used agile process, originally proposed by Kent Beck in 2004. It uses
an object-oriented approach.
XP Planning
 Begins with the listening, leads to creation of “user stories” that describes
required output, features, and functionality. Customer assigns a value(i.e., a
priority) to each story.
 Agile team assesses each story and assigns a cost (development weeks. If more
than 3 weeks, customer asked to split into smaller stories)
 Working together, stories are grouped for a deliverable increment next
release.
 A commitment (stories to be included, delivery date and other project
matters) is made. Three ways: 1. Either all stories will be implemented in a few
weeks, 2. high priority stories first, or 3. the riskiest stories will be implemented first.
 After the first increment “project velocity”, namely number of stories
implemented during the first release is used to help define subsequent
delivery dates for other increments. Customers can add stories, delete
existing stories, change values of an existing story, split stories as
development work proceeds.
14
Extreme Programming (XP)
 XP Design ( occurs both before and after coding as refactoring is encouraged)
 Follows the KIS principle (keep it simple) Nothing more nothing less than the story.
 Encourage the use of CRC (class-responsibility-collaborator) cards in an object-oriented
context. The only design work product of XP. They identify and organize the classes
that are relevant to the current software increment. (see Chapter 8)
 For difficult design problems, XP recommends the immediate creation of an operational
prototype of that portion of the design called “spike solutions”—a design prototype for that
portion is implemented and evaluated.
 Encourages “refactoring”—an iterative refinement of the internal program design.
Does not alter the external behavior yet improve the internal structure. Minimize
chances of bugs. More efficient, easy to read.
 XP Coding
 The team develops a series of unit tests. Once the unit test has been created,
the developer is better able to focus on what must be implemented to pass the
test. Once the code is complete, it can be unit-tested immediately, thereby
providing instantaneous feedback to the developers.
 A key concept during the coding activity is pair programming. XP recommends
that two people work together. This provides a mechanism for realtime
problem solving and real-time quality assurance. In practice, each person
takes on a slightly different role. For Example, one person might think about the
coding details of a particular portion of The design while the other ensures
that coding standards are Being followed or that the code for the story will
satisfy the unit test.
 As pair programmers complete their work, the code they develop is integrated
with the work of others. In some cases this is performed on a daily basis by
an integration team. In other cases, the pair programmers have integration
responsibility
15
 XP Testing
 All unit tests are executed daily and ideally should
be automated. Regression tests are conducted to
test current and previous components.
 “Acceptance tests” are defined by the customer
and executed to assess customer visible
functionality
16
These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 17
Extreme Programming (XP)
The XP Debate
 Requirements volatility: customer is an active member of XP team,
changes to requirements are requested informally and frequently. As a
consequences the scope of the project can change and earlier work may have
to be modified to accommodate current needs.
 Conflicting customer needs: different customers' needs need to be
assimilated. Different vision or beyond their authority.
 Requirements are expressed informally: Use stories and acceptance tests
are the only explicit manifestation of requirements. Formal models may avoid
inconsistencies and errors before the system is built. Changing nature makes
such models obsolete as soon as they are developed.
 Lack of formal design: XP deemphasizes the need for architectural design.
Complex systems need overall structure to exhibit quality and maintainability.
The incremental nature limits complexity as simplicity is a core value.
18
Other Agile Process Models
 The most widely used of all agile process models is
Extreme Programming (XP). But many other agile
process models have been proposed and are in use
across the industry. Among the most common are.
 Adaptive Software Development (ASD)
 Scrum
 Dynamic Systems Development Method (DSDM)
 Crystal
 Feature Drive Development (FDD)
 Lean Software Development (LSD)
 Agile Modeling (AM)
 Agile Unified Process (AUP)
19
20
Adaptive Software Development
(ASD)
 Originally proposed by Jim Highsmith (2000)focusing
on human collaboration and team self-organization as
a technique to build complex software and system.
 ASD — distinguishing features
 Mission-driven planning
 Component-based focus
 Uses “time-boxing”
 Explicit consideration of risks
 Emphasizes collaboration for requirements gathering
 Emphasizes “learning” throughout the process
Three Phases of ASD
1. Speculation:
 project is initiated and adaptive cycle planning is conducted.
 Adaptive cycle planning uses project initiation information- the
customer’s mission statement, project constraints (e.g. delivery
date), and basic requirements to define the set of release
cycles (increments) that will be required for the project.
 Based on the information obtained at the completion of the first
cycle, the plan is reviewed and adjusted so that planned work
better fits the reality.
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 21
22
Three Phases of ASD
2. Collaborations are used to multiply their talent and creative output
beyond absolute number . It encompasses communication and
teamwork, but it also emphasizes individualism, because individual
creativity plays an important role in collaborative thinking.
 It is a matter of trust.
 criticize without animosity,
 assist without resentments,
 work as hard as or harder than they do.
 have the skill set to contribute to the work at hand
 communicate problems or concerns in a way that leas to effective action.
3. Learning:
 As members of ASD team begin to develop the
components, the emphasis is on “learning”.
 Highsmith argues that software developers often
overestimate their own understanding of the technology, the
process, and the project and that learning will help them to
improve their level of real understanding. Three ways:
 focus groups, - provide feedback
 technical reviews - review the software components,
improving quality
 project postmortems – introspective, addressing its own
performance and process.
23
24
Adaptive Software Development
Scrum
 Scrum was developed by jeff sutherland and his team in early 1990.
 Scrum is a agile, lightweight process for managing and controlling
software and product development in rapidly changing environment.
 Scrum principles are consistent with the agile manifesto and are used to
guide development activities within a process that incorporates the
following framework activities: requirements, analysis, design, evolution,
and delivery.
 Within each framework activity, work tasks occur within a process pattern
called a sprint.
 The work conducted within a sprint (the number of sprints required for
each framework activity will vary depending on product complexity and
size) is adapted to the problem at hand and is defined and often modified
in real time by the Scrum team.
These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 25
26
Scrum
 A software development method Originally proposed by Schwaber
and Beedle in early 1990.
 Scrum—distinguishing features
 Development work is partitioned into “packets”
 Testing and documentation are on-going as the product is constructed
 Work units occurs in “sprints” and is derived from a “backlog” of existing
changing prioritized requirements
 Changes are not introduced in sprints (short term but stable) but in
backlog.
 Meetings are very short (15 minutes daily) and sometimes conducted
without chairs ( what did you do since last meeting? What obstacles are
you encountering? What do you plan to accomplish by next meeting?)
 “demos” are delivered to the customer with the time-box allocated. May
not contain all functionalities. So customers can evaluate and give
feedbacks.
 Scrum emphasizes the use of a set of software process
patterns that have proven effective for projects with tight
timelines, changing requirements, and business criticality.
 Backlog—a prioritized list of project requirements or features
that provide business value for the customer. Items can be
added to the backlog at any time
 Sprints—consist of work units that are required to achieve a
requirement defined in the backlog that must be fit into a
predefined time-box.
 Scrum meetings—are short (typically 15 minutes) meetings
held daily by the Scrum team.
 A team leader, called a Scrum master, leads the meeting
and assesses the responses from each person. The Scrum
meeting helps the team to uncover potential problems as
early as possible.
These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 27
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 28
Scrum
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 29
Dynamic Systems Development Method
 It is an agile software development approach that provides a
framework for building and maintaining systems which meet tight time
constraints through the use of incremental prototyping in a controlled
project environment.
 Promoted by the DSDM Consortium (www.dsdm.org)
 DSDM—distinguishing features
 Similar in most respects to XP and/or ASD
 Nine guiding principles
• Active user involvement is imperative.
• DSDM teams must be empowered to make decisions.
• The focus is on frequent delivery of products.
• Fitness for business purpose is the essential criterion for acceptance of deliverables.
• Iterative and incremental development is necessary to converge on an accurate business solution.
• All changes during development are reversible.
• Requirements are baselined at a high level
• Testing is integrated throughout the life-cycle.
 Feasibility study—establishes the basic business requirements
and constraints associated with the application to be built and
then assesses whether the application is a viable candidate for
the DSDM process.
 Business study—establishes the functional and information
requirements that will allow the application to provide business
value; also, defines the basic application architecture.
 Functional model iteration—produces a set of incremental
prototypes that demonstrate functionality for the customer.
 Design and build iteration—revisits prototypes built during
functional model iteration to ensure that each has been
engineered in a manner that will enable it to provide operational
business value for end users.
 Implementation—places the latest software increment (an
“operationalized” prototype) into the operational environment. It
should be noted that (1) the increment may not be 100 percent
complete or (2) changes may be requested as the increment is
put into place.
These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 30
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 31
Dynamic Systems Development Method
DSDM Life Cycle (with permission of the DSDM consortium)
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 32
Crystal
 Proposed by Cockburn and Highsmith
 Crystal—distinguishing features
 Actually a family of process models that allow
“maneuverability” based on problem characteristics
 Face-to-face communication is emphasized
 Suggests the use of “reflection workshops” to review the
work habits of the team
 To achieve maneuverability, Cockburn and Highsmith
have defined a set of methodologies, each with core
elements that are common to all, and roles, process
patterns, work products, and practice that are unique to
each
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 33
Feature Driven Development
 Originally proposed by Peter Coad et al as a object-oriented
software engineering process model.
 FDD—distinguishing features
 Emphasis is on defining “features” which can be organized
hierarchically.
• a feature “is a client-valued function that can be implemented in two weeks
or less.”
 Uses a feature template
• <action> the <result> <by | for | of | to> a(n) <object>
• E.g. Add the product to shopping cart.
• Display the technical-specifications of the product.
• Store the shipping-information for the customer.
 A features list is created and “plan by feature” is conducted
 Design and construction merge in FDD
 FDD adopts a philosophy that
 (1) emphasizes collaboration among people on an FDD team;
 (2) manages problem and project complexity using feature-based decomposition
followed by the integration of software increments, and
 (3) communication of technical detail using verbal, graphical, and text-based means.
 FDD emphasizes software quality assurance activities by
encouraging an incremental development strategy, the use
of design and code inspections, the application of software
quality assurance audits, the collection of metrics, and the
use of patterns (for analysis, design, and construction).
These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 34
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 35
Feature Driven Development
Agile Modeling
 Agile Modeling (AM) is a practice-based
methodology for effective modeling and
documentation of software-based systems.
 Simply put, Agile Modeling (AM) is a collection
of values, principles, and practices for
modeling software that can be applied on a
software development project in an effective
and light-weight manner.
 Agile models are more effective than traditional
models because they are just barely good, they
don’t have to be perfect.
These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 36
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 37
Agile Modeling
 Originally proposed by Scott Ambler
 Suggests a set of agile modeling principles
 Model with a purpose
 Use multiple models
 Travel light
 Content is more important than representation
 Know the models and the tools you use to create them
 Adapt locally
 Model with a purpose- -A developer who uses AM
should have a specific goal in mind before creating the
model.
 Use multiple models - AM suggests that to provide
needed insight, each model should present a different
aspect of the system and only those models that provide
value to their intended audience should be used
 Travel light- Every time you decide to keep a model you
trade-off agility for the convenience of having that
information available to your team in an abstract manner
These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 38
 Content is more important than representation -
Modeling should impart information to its intended
audience. A syntactically perfect model that imparts
little useful content is not as valuable as a model with
flawed notation
 Know the models and the tools you use to create
them - Understand the strengths and weaknesses of
each model and the tools that are used to create it.
 Adapt locally -The modeling approach should be
adapted to the needs of the agile team.
These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 39

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chapter-03-Agile view of process.ppt

  • 1. 1 Chapter 3  Agile Development Software Engineering: A Practitioner’s Approach, 7/e by Roger S. Pressman use.
  • 2. 2 The Manifesto for Agile Software Development “We are uncovering better ways of developing software by doing it and helping others do it. Through this work we have come to value: •Individuals and interactions over processes and tools •Working software over comprehensive documentation •Customer collaboration over contract negotiation •Responding to change over following a plan That is, while there is value in the items on the right, we value the items on the left more.”
  • 3. 3 What is “Agility”?  Effective (rapid and adaptive) response to change  Effective communication among all stakeholders  Drawing the customer onto the team  Organizing a team so that it is in control of the work performed Yielding …  Rapid, incremental delivery of software  The agility encourages team structures and attitudes that make communication (among team members, between technologists and business people, between software engineers and their managers).  It emphasizes rapid delivery of operational software  it adopts the customer as a part of the development team and works to eliminate the “us and them” attitude that continues to pervade many software projects;
  • 4. These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 4 Agility and the Cost of Change
  • 5. `  In software development the cost of change increases nonlinearly as a project progresses (Figure 3.1, solid black curve).  It is relatively easy to accommodate a change when a software team is gathering requirements (early in a project). A usage scenario might have to be modified, a list of functions may be extended, or a written specification can be edited. The costs of doing this work are minimal, and the time required will not adversely affect the outcome of the project.  But what if we fast-forward a number of months? The team is in the middle of validation testing, and an important stakeholder is requesting a major functional change. The change requires a modification, Costs go up quickly, and the time and cost required to ensure that the change is made without unintended side effects is nontrivial. 5
  • 6.  Proponents of agility argue that a well-designed agile process “flattens” the cost of change curve (Figure 3.1, shaded, solid curve), allowing a software team to accommodate changes late in a software project without dramatic cost and time impact.  The agile process encompasses incremental delivery. When incremental delivery is coupled with other agile practices such as continuous unit testing and pair programming (discussed later in this chapter), the cost of making a change is attenuated.  Although debate about the degree to which the cost curve flattens is ongoing, there is evidence to suggest that a significant reduction in the cost of change can be achieved. These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 6
  • 7. 7 An Agile Process  Is driven by customer descriptions of what is required (scenarios). Some assumptions:  Recognizes that plans are short-lived (some requirements will persist, some will change. Customer priorities will change)  It is difficult to predict in advance which software requirements will persist and which will change. It is equally difficult to predict how customer priorities will change as the project proceeds.  Develops software iteratively with a heavy emphasis on construction activities (design and construction are interleaved, hard to say how much design is necessary before construction. Design models are proven as they are created. )  Analysis, design, construction and testing are not predictable.  An incremental development strategy should be instituted. Software increments must be delivered in short time periods so that adaptation keeps pace with change (unpredictability).  This iterative approach enables the customer to evaluate the software increment regularly, provide necessary feedback to the software team, and influence the process adaptations that are made to accommodate the feedback.
  • 8. 8 Agility Principles - I 1. Our highest priority is to satisfy the customer through early and continuous delivery of valuable software. 2. Welcome changing requirements, even late in development. Agile processes harness change for the customer's competitive advantage. 3. Deliver working software frequently, from a couple of weeks to a couple of months, with a preference to the shorter timescale. 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.
  • 9. 9 Agility Principles - II 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.
  • 10. 10 Human Factors  the process molds to the needs of the people and team, not the other way around  key traits must exist among the people on an agile team and the team itself:  Competence. ( talent, skills, knowledge)  Common focus. ( deliver a working software increment )  Collaboration. ( peers and stakeholders)  Decision-making ability. ( freedom to control its own destiny)  Fuzzy problem-solving ability.(ambiguity and constant changes, today problem may not be tomorrow’s problem)  Mutual trust and respect.  Self-organization. ( themselves for the work done, process for its local environment, the work schedule)
  • 11. 11 Extreme Programming (XP) In order to illustrate an agile process in a bit more detail, an overview of Extreme Programming (XP) is given, the most widely used approach to agile software development. Although early work on the ideas and methods associated with XP occurred during the late 1980s, the seminal work on the subject has been written by Kent Beck 1. XP Values  Beck defines a set of five values that establish a foundation for all work performed as part of XP—communication, simplicity , feedback, courage, and respect. Each of these values is used as a driver for specific XP activities, actions, and tasks.
  • 12.  In order to achieve effective communication between software engineers and other stakeholders (e.g., to establish required features and functions for the software),XP emphasizes close, yet informal (verbal) collaboration between customers and developers, the establishment of effective metaphors for communicating important concepts, continuous feedback, and the avoidance of voluminous documentation as a communication medium.(a metaphor is “a story that everyone—customers, programmers, and managers can tell about how the system works)  To achieve simplicity, XP restricts developers to design only for immediate needs, rather than consider future needs.  Feedback is derived from three sources: the implemented software itself, the customer, and other software team members. By designing and implementing an effective testing strategy, the software (via test results) provides the agile team with feedback. XP makes use of the unit test as its primary test  the agile team inculcates respect among it members, between other stakeholders and team members, and indirectly, for the software itself. 12
  • 13. 13 Extreme Programming (XP)  The XP Process The most widely used agile process, originally proposed by Kent Beck in 2004. It uses an object-oriented approach. XP Planning  Begins with the listening, leads to creation of “user stories” that describes required output, features, and functionality. Customer assigns a value(i.e., a priority) to each story.  Agile team assesses each story and assigns a cost (development weeks. If more than 3 weeks, customer asked to split into smaller stories)  Working together, stories are grouped for a deliverable increment next release.  A commitment (stories to be included, delivery date and other project matters) is made. Three ways: 1. Either all stories will be implemented in a few weeks, 2. high priority stories first, or 3. the riskiest stories will be implemented first.  After the first increment “project velocity”, namely number of stories implemented during the first release is used to help define subsequent delivery dates for other increments. Customers can add stories, delete existing stories, change values of an existing story, split stories as development work proceeds.
  • 14. 14 Extreme Programming (XP)  XP Design ( occurs both before and after coding as refactoring is encouraged)  Follows the KIS principle (keep it simple) Nothing more nothing less than the story.  Encourage the use of CRC (class-responsibility-collaborator) cards in an object-oriented context. The only design work product of XP. They identify and organize the classes that are relevant to the current software increment. (see Chapter 8)  For difficult design problems, XP recommends the immediate creation of an operational prototype of that portion of the design called “spike solutions”—a design prototype for that portion is implemented and evaluated.  Encourages “refactoring”—an iterative refinement of the internal program design. Does not alter the external behavior yet improve the internal structure. Minimize chances of bugs. More efficient, easy to read.
  • 15.  XP Coding  The team develops a series of unit tests. Once the unit test has been created, the developer is better able to focus on what must be implemented to pass the test. Once the code is complete, it can be unit-tested immediately, thereby providing instantaneous feedback to the developers.  A key concept during the coding activity is pair programming. XP recommends that two people work together. This provides a mechanism for realtime problem solving and real-time quality assurance. In practice, each person takes on a slightly different role. For Example, one person might think about the coding details of a particular portion of The design while the other ensures that coding standards are Being followed or that the code for the story will satisfy the unit test.  As pair programmers complete their work, the code they develop is integrated with the work of others. In some cases this is performed on a daily basis by an integration team. In other cases, the pair programmers have integration responsibility 15
  • 16.  XP Testing  All unit tests are executed daily and ideally should be automated. Regression tests are conducted to test current and previous components.  “Acceptance tests” are defined by the customer and executed to assess customer visible functionality 16
  • 17. These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 17 Extreme Programming (XP)
  • 18. The XP Debate  Requirements volatility: customer is an active member of XP team, changes to requirements are requested informally and frequently. As a consequences the scope of the project can change and earlier work may have to be modified to accommodate current needs.  Conflicting customer needs: different customers' needs need to be assimilated. Different vision or beyond their authority.  Requirements are expressed informally: Use stories and acceptance tests are the only explicit manifestation of requirements. Formal models may avoid inconsistencies and errors before the system is built. Changing nature makes such models obsolete as soon as they are developed.  Lack of formal design: XP deemphasizes the need for architectural design. Complex systems need overall structure to exhibit quality and maintainability. The incremental nature limits complexity as simplicity is a core value. 18
  • 19. Other Agile Process Models  The most widely used of all agile process models is Extreme Programming (XP). But many other agile process models have been proposed and are in use across the industry. Among the most common are.  Adaptive Software Development (ASD)  Scrum  Dynamic Systems Development Method (DSDM)  Crystal  Feature Drive Development (FDD)  Lean Software Development (LSD)  Agile Modeling (AM)  Agile Unified Process (AUP) 19
  • 20. 20 Adaptive Software Development (ASD)  Originally proposed by Jim Highsmith (2000)focusing on human collaboration and team self-organization as a technique to build complex software and system.  ASD — distinguishing features  Mission-driven planning  Component-based focus  Uses “time-boxing”  Explicit consideration of risks  Emphasizes collaboration for requirements gathering  Emphasizes “learning” throughout the process
  • 21. Three Phases of ASD 1. Speculation:  project is initiated and adaptive cycle planning is conducted.  Adaptive cycle planning uses project initiation information- the customer’s mission statement, project constraints (e.g. delivery date), and basic requirements to define the set of release cycles (increments) that will be required for the project.  Based on the information obtained at the completion of the first cycle, the plan is reviewed and adjusted so that planned work better fits the reality. These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 21
  • 22. 22 Three Phases of ASD 2. Collaborations are used to multiply their talent and creative output beyond absolute number . It encompasses communication and teamwork, but it also emphasizes individualism, because individual creativity plays an important role in collaborative thinking.  It is a matter of trust.  criticize without animosity,  assist without resentments,  work as hard as or harder than they do.  have the skill set to contribute to the work at hand  communicate problems or concerns in a way that leas to effective action.
  • 23. 3. Learning:  As members of ASD team begin to develop the components, the emphasis is on “learning”.  Highsmith argues that software developers often overestimate their own understanding of the technology, the process, and the project and that learning will help them to improve their level of real understanding. Three ways:  focus groups, - provide feedback  technical reviews - review the software components, improving quality  project postmortems – introspective, addressing its own performance and process. 23
  • 25. Scrum  Scrum was developed by jeff sutherland and his team in early 1990.  Scrum is a agile, lightweight process for managing and controlling software and product development in rapidly changing environment.  Scrum principles are consistent with the agile manifesto and are used to guide development activities within a process that incorporates the following framework activities: requirements, analysis, design, evolution, and delivery.  Within each framework activity, work tasks occur within a process pattern called a sprint.  The work conducted within a sprint (the number of sprints required for each framework activity will vary depending on product complexity and size) is adapted to the problem at hand and is defined and often modified in real time by the Scrum team. These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 25
  • 26. 26 Scrum  A software development method Originally proposed by Schwaber and Beedle in early 1990.  Scrum—distinguishing features  Development work is partitioned into “packets”  Testing and documentation are on-going as the product is constructed  Work units occurs in “sprints” and is derived from a “backlog” of existing changing prioritized requirements  Changes are not introduced in sprints (short term but stable) but in backlog.  Meetings are very short (15 minutes daily) and sometimes conducted without chairs ( what did you do since last meeting? What obstacles are you encountering? What do you plan to accomplish by next meeting?)  “demos” are delivered to the customer with the time-box allocated. May not contain all functionalities. So customers can evaluate and give feedbacks.
  • 27.  Scrum emphasizes the use of a set of software process patterns that have proven effective for projects with tight timelines, changing requirements, and business criticality.  Backlog—a prioritized list of project requirements or features that provide business value for the customer. Items can be added to the backlog at any time  Sprints—consist of work units that are required to achieve a requirement defined in the backlog that must be fit into a predefined time-box.  Scrum meetings—are short (typically 15 minutes) meetings held daily by the Scrum team.  A team leader, called a Scrum master, leads the meeting and assesses the responses from each person. The Scrum meeting helps the team to uncover potential problems as early as possible. These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 27
  • 28. These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 28 Scrum
  • 29. These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 29 Dynamic Systems Development Method  It is an agile software development approach that provides a framework for building and maintaining systems which meet tight time constraints through the use of incremental prototyping in a controlled project environment.  Promoted by the DSDM Consortium (www.dsdm.org)  DSDM—distinguishing features  Similar in most respects to XP and/or ASD  Nine guiding principles • Active user involvement is imperative. • DSDM teams must be empowered to make decisions. • The focus is on frequent delivery of products. • Fitness for business purpose is the essential criterion for acceptance of deliverables. • Iterative and incremental development is necessary to converge on an accurate business solution. • All changes during development are reversible. • Requirements are baselined at a high level • Testing is integrated throughout the life-cycle.
  • 30.  Feasibility study—establishes the basic business requirements and constraints associated with the application to be built and then assesses whether the application is a viable candidate for the DSDM process.  Business study—establishes the functional and information requirements that will allow the application to provide business value; also, defines the basic application architecture.  Functional model iteration—produces a set of incremental prototypes that demonstrate functionality for the customer.  Design and build iteration—revisits prototypes built during functional model iteration to ensure that each has been engineered in a manner that will enable it to provide operational business value for end users.  Implementation—places the latest software increment (an “operationalized” prototype) into the operational environment. It should be noted that (1) the increment may not be 100 percent complete or (2) changes may be requested as the increment is put into place. These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 30
  • 31. These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 31 Dynamic Systems Development Method DSDM Life Cycle (with permission of the DSDM consortium)
  • 32. These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 32 Crystal  Proposed by Cockburn and Highsmith  Crystal—distinguishing features  Actually a family of process models that allow “maneuverability” based on problem characteristics  Face-to-face communication is emphasized  Suggests the use of “reflection workshops” to review the work habits of the team  To achieve maneuverability, Cockburn and Highsmith have defined a set of methodologies, each with core elements that are common to all, and roles, process patterns, work products, and practice that are unique to each
  • 33. These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 33 Feature Driven Development  Originally proposed by Peter Coad et al as a object-oriented software engineering process model.  FDD—distinguishing features  Emphasis is on defining “features” which can be organized hierarchically. • a feature “is a client-valued function that can be implemented in two weeks or less.”  Uses a feature template • <action> the <result> <by | for | of | to> a(n) <object> • E.g. Add the product to shopping cart. • Display the technical-specifications of the product. • Store the shipping-information for the customer.  A features list is created and “plan by feature” is conducted  Design and construction merge in FDD
  • 34.  FDD adopts a philosophy that  (1) emphasizes collaboration among people on an FDD team;  (2) manages problem and project complexity using feature-based decomposition followed by the integration of software increments, and  (3) communication of technical detail using verbal, graphical, and text-based means.  FDD emphasizes software quality assurance activities by encouraging an incremental development strategy, the use of design and code inspections, the application of software quality assurance audits, the collection of metrics, and the use of patterns (for analysis, design, and construction). These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 34
  • 35. These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 35 Feature Driven Development
  • 36. Agile Modeling  Agile Modeling (AM) is a practice-based methodology for effective modeling and documentation of software-based systems.  Simply put, Agile Modeling (AM) is a collection of values, principles, and practices for modeling software that can be applied on a software development project in an effective and light-weight manner.  Agile models are more effective than traditional models because they are just barely good, they don’t have to be perfect. These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 36
  • 37. These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 37 Agile Modeling  Originally proposed by Scott Ambler  Suggests a set of agile modeling principles  Model with a purpose  Use multiple models  Travel light  Content is more important than representation  Know the models and the tools you use to create them  Adapt locally
  • 38.  Model with a purpose- -A developer who uses AM should have a specific goal in mind before creating the model.  Use multiple models - AM suggests that to provide needed insight, each model should present a different aspect of the system and only those models that provide value to their intended audience should be used  Travel light- Every time you decide to keep a model you trade-off agility for the convenience of having that information available to your team in an abstract manner These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 38
  • 39.  Content is more important than representation - Modeling should impart information to its intended audience. A syntactically perfect model that imparts little useful content is not as valuable as a model with flawed notation  Know the models and the tools you use to create them - Understand the strengths and weaknesses of each model and the tools that are used to create it.  Adapt locally -The modeling approach should be adapted to the needs of the agile team. These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 39

Editor's Notes

  1. a public declaration of intentions, opinions, objectives, or motives, as one issued by a government, sovereign, or organization. 
  2. Regression testing. Each time a new module is added as part of integration testing,the software changes. New data flow paths are established, new I/O may occur, and new control logic is invoked. These changes may cause problems with functions that previously worked flawlessly. In the context of an integration test strategy, regression testing is the reexecution of some subset of tests that have already been conducted to ensure that changes have not propagated unintended side effects.
  3.  timeboxing allocates a fixed time period, called a time box, to each planned activity. Several project management approaches use timeboxing. It is also used for individual use to address personal tasks in a smaller time frame. It often involves having deliverables and deadlines, which will improve the productivity of the user.
  4. A project post-mortem is a process, usually performed at the conclusion of a project, to determine and analyze elements of the project that were successful or unsuccessful. Project post-mortems are intended to inform process improvements which mitigate future risks and to promote iterative best practice.
  5. Joint Application Development) is a methodology that involves the client or end ... as using fewer formal methodologies and reusing software components