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MODULE 3

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7 views25 pages

MODULE 3

Uploaded by

Akul Natekar
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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MODULE 3

3.1 What Is Agility?

Agility in software engineering refers to being quick and flexible in responding to changes
during the development process.

3.2 Agility and the Cost of Change

Traditionally, the cost of making changes in software projects increases rapidly as the project
progresses. This is because:

1. Early-Stage Changes (Low Cost):

o During requirement gathering or initial design, changes involve only


modifying documents, lists, or scenarios. These are quick and inexpensive
adjustments.

2. Later Stage Changes (High Cost):

o Changes during testing or deployment require altering multiple


interconnected components, redesigning, and retesting. This is time-
consuming, expensive, and risky due to potential unintended side effects.

How Agility Changes This

Advocates of agile methods argue that agility helps reduce the steep rise in change costs by
introducing practices that support flexibility:
1. Incremental Delivery: Delivering software in small, usable portions allows changes to
be addressed incrementally without overhauling the entire system.

2. Continuous Testing: Frequent testing ensures that issues are identified and
addressed early, preventing costly errors later.

3. Collaborative Techniques (e.g., Pair Programming): Teamwork and shared


knowledge improve code quality and make adapting to changes easier.

3.3 What Is an Agile Process?

An agile process is a flexible, iterative, and collaborative approach to software development


and project management.

Key Characteristics of Agile Processes

1. Iterative Development: Work is divided into small, manageable units (iterations or


sprints), with each iteration producing a functional piece of the software.

2. Flexibility and Adaptability: Agile processes embrace changes in requirements, even


late in development.

3. Continuous Feedback: Regular customer feedback is integrated into each iteration to


ensure the product meets expectations.

4. Collaboration: Close communication between team members and stakeholders


ensures shared understanding and quick decision-making.

5. Incremental Delivery: Delivering working software incrementally allows for early use
and evaluation by the customer.

6. Minimal Documentation: Focus is on producing a working product rather than


extensive documentation, though necessary documentation is maintained.

3.3.1 Agility Principles

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.

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 behaviour accordingly.

3.3.3 Human Factors

Key traits required for an agile team in simpler terms:

1. Competence: Team members should have the necessary talent, skills, and knowledge
about the process. Training can help improve these skills.

2. Common Focus: Everyone on the team, despite their different roles, should work
towards the shared goal of delivering functional software on time and making
necessary adjustments along the way.
3. Collaboration: Team members must work together and communicate effectively with
each other and stakeholders to share, create, and use information to deliver value.

4. Decision-Making Ability: The team should have the freedom to make its own
decisions about technical and project matters, giving them control over their work.

5. Fuzzy Problem-Solving Ability: The team must handle uncertainty and adapt to
changing requirements, even if today’s problem isn’t tomorrow’s. Lessons learned
help in the long run.

6. Mutual Trust and Respect: The team should function as a cohesive unit, trusting and
respecting each other to the point where their combined efforts are greater than
what they could achieve individually.

7. Self-Organization: The team should manage itself—deciding how to approach tasks,


structuring the process to fit their environment, and setting their own schedules. This
fosters collaboration, morale, and motivation, as the team takes ownership of its
commitments.

3.4 Extreme Programming (XP)

Extreme Programming (XP) is a popular agile software development method that


emphasizes values and practices designed to improve team collaboration and deliver high-
quality software efficiently.

3.4.1 XP Values

1. Communication:
XP fosters clear and constant communication between developers and stakeholders.
This includes:

o Informal, verbal collaboration with customers to clarify requirements.

o Using simple metaphors to explain complex concepts.

o Relying on continuous feedback and minimizing heavy documentation.


2. Simplicity:
XP focuses on designing for immediate needs, avoiding overcomplication by
considering hypothetical future requirements. This creates:

o Simple, easily understandable designs.

o Flexibility to refactor and improve designs later if needed.

3. Feedback:
Feedback in XP comes from multiple sources:

o Software: Regular testing (especially unit tests) ensures the software works as
intended.

o Customer: Customers review delivered increments and provide feedback.

o Team Members: Developers collaborate and discuss improvements.


This helps the team adapt quickly to changes in requirements or technical
challenges.

4. Courage (or Discipline):


XP requires the discipline to focus on current needs rather than over-engineering for
future possibilities. For example:

o Designing only for today and being ready to refactor later if requirements
change.

o Adhering to XP practices even under pressure to take shortcuts.

5. Respect:
By following these values, XP fosters mutual respect among team members and
stakeholders. Successful deliveries reinforce respect for both the process and the
team.

3.4.2 The XP Process

1. Planning (Planning Game):

 Requirements Gathering: The team listens to the customer to understand the


business context and required features.
 User Stories: The customer writes user stories (like short requirements) that describe
the desired software features. These stories are placed on index cards.

 Prioritization: The customer assigns a priority to each story. The team estimates how
long each story will take. If a story takes more than three weeks, it is split into smaller
stories.

 Release Planning: Stories are grouped into releases, based on priority and risk. New
stories can be added or changed at any time during development.

 Project Velocity: After the first release, the number of stories completed is measured
(velocity). This helps estimate future release dates and adjust for overcommitments.

2. Design:

 Simplicity (KIS - Keep It Simple): Focus on designing only for immediate needs.
Complex features are avoided unless absolutely necessary.

 CRC Cards: These are used to organize and identify object-oriented classes relevant
to the current software increment.

 Spike Solutions: If a design problem arises, a prototype (spike solution) is created to


test and validate the design before full implementation.

 Refactoring: The code is constantly improved (refactored) to simplify it without


changing its external behavior. This helps improve internal design and keep it flexible.

3. Coding:

 Unit Tests First: Before coding, unit tests are written for each user story. This helps
the developers focus on passing the test and implementing the required
functionality.

 Pair Programming: Two developers work together at the same workstation. One
writes the code, while the other reviews and ensures quality. This improves problem-
solving and quality assurance in real-time.

 Continuous Integration: The code is integrated and tested frequently, often daily, to
ensure everything works together and to catch errors early.
4. Testing:

 Automated Unit Tests: Unit tests are automated to allow for quick and repeated
testing. This helps catch bugs as the code is updated.

 Regression Testing: When code is changed or refactored, automated tests help


ensure that no existing functionality breaks.

 Acceptance Tests: The customer specifies tests that focus on overall system
functionality. These tests are reviewed by the customer to confirm that the software
meets their requirements.

3.4.3 Industrial XP

Industrial Extreme Programming (IXP) is an evolved version of XP, designed to be more


suitable for large-scale projects in organizations. Here’s a breakdown of IXP’s key differences
and new practices:

1. Readiness Assessment:

Before starting an IXP project, organizations perform a readiness assessment to ensure:

 An appropriate development environment supports IXP.

 The team has the right stakeholders with necessary skills and training.

 The organization has a quality program and a culture that supports continuous
improvement.
 The project community is well-populated with key individuals and stakeholders.

2. Project Community:

In traditional XP, the focus is on the development team. In IXP, the "team" expands to a
"community" that includes:

 Technologists and customers central to the project.

 Peripheral roles like legal staff, quality auditors, and others who support the project.
The roles of these community members must be defined clearly, and effective
communication channels between them must be established.

3. Project Chartering:

The IXP team evaluates the project itself by assessing:

 The business justification for the project.

 How the project aligns with and supports the organization's goals.

 How it fits with or improves upon existing systems or processes.

4. Test-Driven Management:

In IXP, progress is tracked using measurable criteria. The team defines "destinations" (goals)
and determines how to measure if these goals have been achieved.

5. Retrospectives:

After delivering a software increment, IXP teams conduct a retrospective. This review looks
at issues, events, and lessons learned during the software release. The goal is to reflect and
improve the process for future increments.

6. Continuous Learning:

IXP emphasizes continuous improvement. Team members are encouraged to learn new
methods and techniques that enhance the quality of the product.

3.4.4 The XP Debate

Extreme Programming (XP) has both supporters and critics, with key issues raised as follows:
1. Requirements Volatility:

 Criticism: Informal customer requests can lead to constant scope changes and
rework.

 Counterargument: XP has mechanisms to control scope creep, and changes happen


regardless of methodology.

2. Conflicting Customer Needs:

 Criticism: Multiple customers with different needs can overwhelm the team.

 Counterargument: XP fosters close customer collaboration, allowing the team to


adjust based on feedback.

3. Informal Requirements:

 Criticism: Relying on user stories and acceptance tests may miss errors.

 Counterargument: XP values adaptability, as formal models quickly become outdated


in changing requirements.

4. Lack of Formal Design:

 Criticism: XP’s minimal design approach may not work for complex systems.

 Counterargument: XP’s simplicity and iterative process reduce complexity, and


refactoring keeps systems maintainable.

3.5 Other Agile Process Models

3.5.1 Adaptive Software Development (ASD)

Adaptive Software Development (ASD), developed by Jim Highsmith, is an agile approach


focused on collaboration, adaptability, and continuous learning. It is designed to handle
complex systems. The process is divided into three main phases:
1. Speculation:

o The project begins with initial planning, which includes understanding the
customer’s mission, constraints (like deadlines), and basic requirements.

o An adaptive cycle plan is created based on this information, which defines the
software increments (releases) required.

o The plan is flexible and reviewed after each cycle to adjust for any changes in
the project’s reality.

2. Collaboration:

o Collaboration is the core of ASD. It involves communication and teamwork,


while also emphasizing individual creativity.

o Team members must trust each other to provide constructive feedback, assist
each other, and take ownership of their roles.

o Trust ensures that everyone contributes positively, critiques without


animosity, and shares concerns effectively to solve problems.

3. Learning:

o Learning is a key aspect throughout the process. ASD teams focus on learning
both individually and as a team.
o Learning is achieved through methods like focus groups, technical reviews,
and postmortems.

o Continuous learning helps teams improve their understanding of the project,


technology, and processes, allowing them to make better decisions moving
forward.

3.5.2 Scrum

Scrum is an agile development method created by Jeff Sutherland and his team in the early
1990s. The method is named after a rugby term, symbolizing teamwork and collaboration.
Scrum activities are divided into cycles called sprints, which are short, time-boxed periods of
work.

Key Elements of Scrum:

1. Backlog:

o A prioritized list of project requirements or features, ordered by business


value.

o Items can be added or re-prioritized as needed throughout the project.

2. Sprints:
o A sprint is a unit of work aimed at fulfilling a backlog requirement.

o It lasts a predefined time-box (usually 30 days).

o Changes to the backlog are not allowed during the sprint, ensuring focus and
stability.

3. Scrum Meetings:

o Daily, short (15 minutes) meetings where each team member answers three
questions:

1. What did you do since the last meeting?

2. What obstacles are you facing?

3. What do you plan to do before the next meeting?

o The Scrum Master leads these meetings, helping to identify and resolve
problems early.

4. Demos:

o At the end of each sprint, a demo is presented to the customer, showcasing


the software increment.

o The demo may not contain all planned features but will focus on those that
were completed within the sprint.

3.5.3 Dynamic Systems Development Method (DSDM)

The Dynamic Systems Development Method (DSDM) is an agile approach to software


development focused on delivering systems quickly, within tight time constraints.

It uses incremental prototyping, where each version of the software is developed


progressively with just enough work to move the project forward.

DSDM follows the 80/20 rule, meaning 80% of an application can be delivered in 20% of the
time it would take to build the full application. More details can be added later as
requirements evolve.
DSDM is flexible and can be combined with other agile methods like Extreme Programming
(XP) for better results.

Key Phases of DSDM:

1. Feasibility Study:

o Establishes the basic business needs and checks whether the project is a good
fit for DSDM.

2. Business Study:

o Defines functional and information requirements, the system's architecture,


and long-term maintainability.

3. Functional Model Iteration:

o Develops early prototypes showing basic functionality. User feedback is


gathered to refine the system.

4. Design and Build Iteration:

o Revisits the prototypes from the previous phase to ensure they are
technically sound and meet business needs.

5. Implementation:

o Deploys the latest version of the software into the real-world environment.
Changes may still be requested after deployment, leading back to the
Functional Model Iteration.

3.5.4 Crystal

The Crystal family of agile methods was created by Alistair Cockburn and Jim Highsmith to
emphasize manoeuvrability in software development. Their goal is to approach
development as a cooperative, resource-limited process that focuses on delivering useful,
working software and setting the foundation for the next phase of development.

The Crystal family includes different agile methodologies, each designed to suit different
project types and environments. These methodologies share core elements such as:
 Roles: Defines the key roles in a team.

 Process patterns: Guidelines for how work should flow.

 Work products: The outputs or artifacts produced during the development process.

 Practices: Specific actions or techniques used by the team.

The key idea behind Crystal is to let agile teams choose the method that best suits their
project’s size, complexity, and environment.

3.5.5 Feature Driven Development (FDD)

Feature Driven Development (FDD) is an agile process model created by Peter Coad and
extended by Stephen Palmer and John Felsing. It is designed for object-oriented software
engineering, particularly for moderately sized to large projects.

Key aspects of FDD include:

1. Collaboration: FDD emphasizes teamwork, with clear communication among team


members.

2. Feature-based Decomposition: The project is broken down into small, client-valued


features. Each feature is implementable in two weeks or less.

Feature Definition:

A feature is a small, deliverable unit of functionality, making it easier to describe,


understand, and review. An example format for defining a feature is:

 <action> the <result> <by for of to> a(n) <object>

For example:

 Add the product to the shopping cart

 Display the technical specifications of the product

FDD Process:

FDD includes five main framework activities, called processes, for delivering software
incrementally
FDD defines six milestones during the design and implementation of a feature:

1. Design Walkthrough: Reviewing designs with team members.

2. Design: Actual design work for features.

3. Design Inspection: Inspecting designs for quality.

4. Code: Writing code for the features.

5. Code Inspection: Ensuring the code meets quality standards.

6. Promote to Build: Integrating the feature into the software build.

3.5.6 Lean Software Development (LSD)

Lean Software Development (LSD) applies lean manufacturing principles to software


engineering, aiming to improve efficiency and reduce waste.

1. Eliminate Waste: Remove anything unnecessary, like extra features or processes, to


save time and effort.

2. Build Quality In: Ensure the software is high quality from the start, not just tested at
the end.

3. Create Knowledge: Focus on continuous learning to improve the product and adapt
to changes.

4. Defer Commitment: Delay decisions until more information is available to make


better choices.

5. Deliver Fast: Release software quickly to get feedback sooner and improve faster.
6. Respect People: Trust and empower team members, giving them the resources they
need to succeed.

7. Optimize the Whole: Improve the whole process, not just individual parts, to get the
best results.

3.5.7 Agile Modeling (AM)

Agile Modeling (AM) offers a simpler, more flexible approach for building large, complex
software systems. It focuses on modeling software in a lightweight, practical way that’s
effective for agile projects. The core principles of Agile Modeling:

1. Model with a Purpose: Before creating a model, have a clear goal in mind, like
communicating information or understanding a part of the software.

2. Use Multiple Models: Different models can be used to represent different aspects of
the system. Only use the ones that are valuable and relevant to the project.

3. Travel Light: Keep only the models that provide long-term value. Avoid unnecessary
models to prevent slowing down the team with maintenance.

4. Content Over Representation: The value of a model is in the information it provides,


not in how perfectly it’s represented. Even an imperfect model can be useful if it
conveys important details.

5. Know Your Models and Tools: Understand the strengths and limitations of the
models and tools you’re using to create them.

6. Adapt Locally: The modeling approach should be tailored to the specific needs of the
agile team and project.

3.5.8 Agile Unified Process (AUP)

The Agile Unified Process (AUP) is a software development approach that combines a
structured, linear flow with agile, iterative development within each phase.

1. Serial in the Large, Iterative in the Small: AUP follows a classic sequence of phases
(inception, elaboration, construction, and transition) to visualize the overall project
flow. However, within each phase, the team works in iterative cycles, developing and
improving software incrementally.

2. Key Activities in Each Iteration:

o Modeling: The team creates UML models to represent the business and
problem domains. These models should be "just barely good enough" to
move forward, rather than perfect.

o Implementation: The models are turned into actual code.

o Testing: The team designs and runs tests to find bugs and verify the code
works as intended.

o Deployment: This involves delivering a software increment to users, getting


their feedback to guide the next steps.

o Configuration and Project Management: Managing changes, risks, and


tracking the team’s progress and coordination.

o Environment Management: Ensures the team has the proper standards,


tools, and technology support to work effectively.

3.6 A Tool Set for the Agile Process

Cockburn identifies several types of "tools" that contribute to agile success:

 Social Tools: These tools help in team formation and collaboration. For example,
having a potential team member spend time pair programming with an existing team
member can help assess their fit within the team.

 Collaborative Tools: These are low-tech and physical tools, like whiteboards, sticky
notes, and index cards, that help organize information and coordinate work. Tools
like these allow developers to actively collaborate and communicate.

 Communication Tools: These tools can be both active (e.g., pair programming) and
passive (e.g., information radiators like a display showing project progress).

 Project Management Tools: Instead of traditional tools like Gantt charts, agile teams
use tools like earned value charts or test tracking graphs to measure progress.
 Environment-Optimizing Tools: These tools enhance the working environment (e.g.,
efficient meeting spaces, collocated teams) and improve team culture and processes
(e.g., pair programming, time-boxing).

4.2 Core Principles


4.2.1 Principles That Guide Process
1. Be agile: Keep things simple, make decisions quickly, and avoid unnecessary work.
2. Focus on quality at every step: Make sure every task you do is high quality, no
matter how small.
3. Be ready to adapt: Be flexible and change your approach if needed, based on the
project and team needs.
4. Build an effective team: Work with a team that trusts each other and works well
together.
5. Establish communication and coordination: Make sure everyone shares important
information and works together to meet goals.
6. Manage change: Have a plan for handling changes that come up during the project.
7. Assess risk: Identify potential problems early and plan solutions for them.
8. Create valuable work products: Only produce work that will help the next person or
task in the project, and make sure it's clear and complete.
4.2.2 Principles That Guide Practice
1. Divide and conquer: Break down large problems into smaller parts to make them
easier to solve.
2. Understand abstraction: Simplify complex parts of the system to make them easier
to understand and communicate.
3. Strive for consistency: Keep things consistent, such as design, code, and user
interfaces, to make them easier to understand and use.
4. Focus on the transfer of information: Pay attention to how information moves
between different parts of the system, as this is where errors or confusion can occur.
5. Build software with good modularity: Divide the system into smaller modules that
each focus on one task. These modules should be simple, independent, and interact
with each other in a straightforward way.
6. Look for patterns: Recognizing patterns helps in solving recurring issues and sharing
knowledge within the development community.
7. Represent the problem and solution from different perspectives: Look at the
problem from different angles (e.g., data, functions, behavior) to gain a better
understanding and identify potential issues.
8. Remember software will need maintenance: Keep in mind that software will be
updated, fixed, and improved over time.

4.3 Principles That Guide Each Framework Activity


4.3.1 Communication Principles
1. Listen: Focus on what the speaker is saying rather than thinking about your
response. Ask for clarification if needed but avoid interrupting or reacting negatively.
2. Prepare before you communicate: Understand the problem beforehand. Do
research if necessary, and have an agenda if you're leading a meeting.
3. Have a facilitator: Every meeting should have someone to guide the conversation,
resolve conflicts, and make sure the meeting stays on track.
4. Face-to-face communication is best: Talking in person is more effective, especially
when you use visual aids like drawings or documents to support the conversation.
5. Take notes and document decisions: One person should be responsible for
recording important points and decisions to avoid forgetting them.
6. Strive for collaboration: Work together to pool knowledge and make decisions.
Collaboration builds trust and focuses everyone on the same goal.
7. Stay focused; modularize your discussion: Avoid jumping between topics in a
meeting. Discuss one issue at a time and only move on when it’s resolved.
8. If something is unclear, draw a picture: Sometimes, a visual (like a drawing) can help
clarify things when words aren't enough.
9. Move on if necessary: If you reach an agreement, move on. If something can't be
agreed on or clarified, don’t linger—continue with the discussion.
10. Negotiation is not a contest: In negotiations, both parties should aim to win. Be
willing to compromise to reach a solution that benefits everyone.
4.3.2 Planning Principles
1. Understand the scope of the project: Know the project’s goal and direction. A clear
scope acts as a roadmap for the team.
2. Involve stakeholders in planning: Stakeholders (like customers or users) help define
priorities and constraints. Their input is crucial for setting expectations and goals.
3. Recognize that planning is iterative: Plans should be flexible. As work progresses,
things will change, and the plan should be updated accordingly.
4. Estimate based on what you know: Make estimates for effort, cost, and duration
based on the current understanding of the work. If the information is unclear, your
estimates will be too.
5. Consider risks in the plan: Identify risks early on, especially those with high impact
and high likelihood, and plan for potential contingencies.
6. Be realistic: Understand that people don’t work 100% all the time. There will be
noise, mistakes, and change. These factors should be accounted for in the planning.
7. Adjust granularity as you define the plan: Start with detailed planning for near-term
tasks (high granularity). For long-term tasks, keep the plan broader (low granularity),
as things might change before they’re executed.
8. Define how you’ll ensure quality: Identify how you’ll maintain quality in the project
—whether through technical reviews, pair programming, or other methods.
9. Describe how you’ll accommodate change: Changes are inevitable. Decide how to
manage changes, such as whether customers can request changes at any time and
how the impact will be assessed.
10. Track the plan frequently and adjust as needed: Monitor progress regularly, ideally
on a daily basis. If there’s a delay or discrepancy, update the plan to reflect new
realities.
4.3.3 Modeling Principles
1. Focus on building software, not just models: The primary goal is to create working
software. Models should aid this process, but excessive modeling that slows down
development should be avoided.
2. Travel light—don’t create unnecessary models: Only create models that are
essential for construction. Each model requires updates and maintenance, which
takes time away from coding and testing.
3. Strive for simplicity in models: Keep models simple to ensure simplicity in the
software itself. Simple models are easier to integrate, test, and maintain. They also
facilitate better understanding and feedback among the team.
4. Design models to be changeable: Models will change over time, especially with
evolving requirements. While they shouldn’t be rushed, incomplete requirements
models can result in designs that overlook important features.
5. Have a clear purpose for each model: Before creating a model, ask why it’s
necessary. If you can’t justify its existence, don’t spend time on it.
6. Adapt models to the system at hand: Tailor your modeling techniques to fit the
specific system. For example, a video game might require different models than an
embedded system for automotive control.
7. Build useful, not perfect models: Strive for models that help the project, but don't
aim for perfection.
8. Don’t obsess over syntax: The content of the model is more important than its exact
syntax. If the model communicates effectively, minor syntax issues can be
overlooked.
9. Trust your instincts: If a model feels wrong, even if it looks fine on paper, take the
time to re-evaluate it. Your experience can often help identify potential issues that
aren’t immediately obvious.
10. Get feedback early and often: Models should be reviewed by the team to identify
mistakes, misinterpretations, or omissions.

Requirements Modeling Principles:


1. Understand the information domain: Represent and understand the data that
enters and exits the system, as well as data stored persistently within the system.
2. Define software functions: The functions should directly benefit users and provide
internal support for user-visible features. Functions can range from general to
detailed descriptions of data transformations and control actions.
3. Represent the software behavior: The software's behavior is driven by interactions
with external events, such as user input or control data from other systems.
4. Partition models to reveal detail: Use a divide-and-conquer strategy to break
complex problems into smaller, more manageable subproblems. Models should be
layered or hierarchical to uncover detailed information step-by-step.
5. Start with essential information: Focus on the problem from the user's perspective
initially. Delay implementation details until the core functionality is defined.

Design Modeling Principles:


1. Design should be traceable to the requirements model: Ensure that the design
elements, such as architecture and components, directly relate to the requirements
model’s specifications.
2. Consider the system architecture: The architecture forms the foundation of the
system. It affects various aspects like interfaces, data structures, program control,
and testing. Focus on the architecture first.
3. Prioritize data design: The design of data structures is as crucial as processing
function design. A well-structured data design simplifies the program flow,
component design, and processing efficiency.
4. Carefully design interfaces: Well-designed internal and external interfaces make
data flow efficient, simplify component integration, and aid in testing.
5. Focus on user interface design: The user interface should be intuitive and prioritize
ease of use, as it directly impacts the perception of the software's quality.
6. Component-level design should be functionally independent: Each component
should focus on one specific task or function, promoting cohesion.
7. Keep components loosely coupled: Low coupling between components reduces the
likelihood of errors and enhances maintainability by minimizing dependencies.
8. Ensure design representations are understandable: The design must be clear and
easy to understand for team members responsible for coding, testing, and future
maintenance.
9. Iterate the design: The design should evolve iteratively. Each iteration should
simplify the design while correcting errors and enhancing its quality.
4.3.4 Construction Principles
Coding Principles:
Preparation Principles:
1. Understand the problem: Have a clear understanding of the problem you're solving.
2. Know basic design principles: Be familiar with fundamental design concepts.
3. Choose the right programming language: Select a language suitable for the software
and its environment.
4. Use appropriate tools: Select a programming environment with helpful tools.
5. Create unit tests: Prepare tests that will be run once the component is completed.
Programming Principles:
1. Follow structured programming: Adhere to structured programming practices to
constrain algorithms.
2. Consider pair programming: Work collaboratively with a partner to improve code
quality.
3. Select appropriate data structures: Choose data structures that meet design needs.
4. Understand software architecture: Ensure interfaces align with the software’s
architecture.
5. Simplify conditional logic: Keep logic as simple as possible to ease readability and
testing.
6. Create testable nested loops: Make loops easy to test and verify.
7. Use meaningful variable names: Select descriptive names and follow coding
standards.
8. Write self-documenting code: The code itself should be clear and understandable.
9. Maintain clear visual layout: Use indentation and blank lines for easy readability.
Validation Principles:
1. Conduct code walkthroughs: When appropriate, perform walkthroughs to identify
errors early.
2. Perform unit tests: Run unit tests and fix any issues found.
3. Refactor the code: After testing, refactor the code to improve its design and
performance.

Testing Principles:
1. Trace tests to customer requirements: All tests should be linked to the customer's
requirements to focus on the most critical defects.
2. Plan tests ahead of time: Plan and design tests well before starting to code, based
on requirements and design models.
3. Apply the Pareto principle: 80% of errors come from 20% of components. Identify
and test these critical components thoroughly.
4. Test from small to large: Begin testing individual components, then integrate them
and test larger systems as development progresses.
5. Exhaustive testing is not possible: Due to the vast number of possible path
permutations, exhaustive testing is impractical. Focus on covering all critical paths
and conditions.
4.3.5 Deployment Principles

Key Principles for Delivering a Software Increment:

1. Manage Customer Expectations

 Communicate clearly about what will be delivered and when.

 Avoid overpromising; manage customer expectations to prevent disappointment.

2.Assemble and Test a Complete Delivery Package

 Include all necessary components (software, data files, documentation).

 Conduct thorough beta testing across different systems and configurations.

3.Establish a Support Regime Before Delivery

 Plan support systems and prepare materials like troubleshooting guides.

 Implement a record-keeping system to track support requests and improve


processes.

4.Provide Appropriate Instructional Materials

 Offer training aids and documentation for users.

 Highlight new features or changes and provide troubleshooting guidelines.


5.Fix Bugs Before Delivery

 Avoid delivering software with known bugs, even under time pressure.

 Focus on quality over speed to ensure long-term customer satisfaction.

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