The document discusses several agile software development methodologies including:
- Extreme Programming (XP) which emphasizes user stories, pair programming, testing, and frequent delivery of working software increments.
- Adaptive Software Development (ASD) which uses mission-driven planning, time-boxing, and emphasizes learning throughout the process.
- Scrum which partitions work into packets and sprints derived from a backlog, with daily standup meetings and frequent demos to the customer.
This document discusses agile software development methods. It begins by presenting the Agile Manifesto, which values individuals, interactions, working software, and responding to change over processes, tools, documentation, and following a plan. It then defines agility and discusses how agile processes deliver working software frequently through iterative development with customer collaboration. The document proceeds to describe several prominent agile methods like Extreme Programming, Adaptive Software Development, Scrum, Dynamic Systems Development Method, Crystal, Feature Driven Development, and Agile Modeling.
This document summarizes several agile software development methodologies including:
- Extreme Programming (XP) which emphasizes iterative development, unit testing, and pair programming.
- Adaptive Software Development (ASD) which focuses on collaboration, self-organization, and learning through iterations.
- Dynamic Systems Development Method (DSDM) which provides an agile framework using incremental prototyping.
- Scrum which partitions work into packets and emphasizes ongoing testing and documentation.
All the methodologies aim to improve responsiveness to change through principles like iterative delivery, collaboration, and simplicity.
The document contains slides from a lecture on software engineering process models. It discusses the waterfall model, V-model, incremental model and evolutionary models. The waterfall model follows sequential phases from requirements to maintenance without overlap. The V-model pairs each development phase with a testing phase. The incremental model combines linear and parallel activities to deliver software in increments. Evolutionary models take an iterative approach where software evolves over time through incremental improvements.
This document discusses key concepts for managing software projects and engineering teams. It covers the four elements of projects (people, product, process, project), stakeholders, team structures, communication methods, defining the product scope, decomposing problems, selecting a development process, and practices for successful projects. The overall focus is on planning teams, work, and coordination to deliver quality software on time and on budget.
This document discusses metrics that can be used to measure software processes and projects. It begins by explaining why measurement is important for assessing project status, tracking risks, finding problem areas, and improving processes. It then provides examples of different types of metrics that can be measured, including process metrics related to quality, productivity, and reuse, as well as project metrics related to inputs, outputs, results, effort, defects, and size. Guidelines are also given for establishing an effective metrics program.
These slides accompany the textbook "Software Engineering: A Practitioner's Approach" and were created by Roger Pressman. They cover various topics related to software engineering process models, including prescriptive models like the waterfall model and V-model, evolutionary models like prototyping, spiral development and concurrent development, and specific models like the Unified Process, Personal Software Process and Team Software Process. The slides also discuss process patterns, assessment methods and improving software processes.
This document discusses software project planning and estimation. It provides an overview of tasks involved in project planning, such as establishing scope, determining feasibility, analyzing risks, defining requirements, and developing estimates, schedules, and control strategies. It then focuses on estimation techniques like using historical data, function points, process tasks, use cases, empirical models and automated tools. The document emphasizes that estimation requires experience, metrics, and risk management given inherent uncertainties.
These slides summarize key concepts about software testing strategies from the book "Software Engineering: A Practitioner's Approach". The slides cover topics such as unit testing, integration testing, regression testing, object-oriented testing, and debugging. The overall strategic approach to testing outlined in the slides is to begin with "testing in the small" at the component level and work outward toward integrated system testing. Different testing techniques are appropriate at different stages of development.
This document contains slides about software project planning and estimation. The slides discuss establishing project scope, determining feasibility, analyzing risks, defining required resources, and estimating cost and effort. Several techniques for project estimation are presented, including using lines of code, function points, process-based decomposition, tools, and use cases. Empirical estimation models like COCOMO-II are also summarized. The overall goal of the slides is to present methods for planning a software project to control, track, and monitor it so the end result is delivered on time and with quality.
This document contains slides from a lecture on software engineering. It defines software, discusses different types of software applications, and introduces some key concepts in software engineering. The slides cover what software is, how it is developed, different categories of software applications, characteristics of web applications, definitions of software engineering, and frameworks and best practices for the software engineering process.
The document contains slides from a lecture on software engineering. It discusses definitions of software and software engineering, different types of software applications, characteristics of web applications, and general principles of software engineering practice. The slides are copyrighted and intended for educational use as supplementary material for a textbook on software engineering.
The document discusses key aspects of software and software engineering. It defines software as computer programs, data structures, and documentation. Software is engineered rather than manufactured. The document outlines different types of software applications and discusses characteristics that are important for web applications. It provides definitions of software engineering from seminal and IEEE sources, describing it as the systematic and disciplined development of quality software. The document presents a process framework for software engineering including core activities, umbrella activities, and considerations for adapting process models.
These slides discuss software testing strategies and accompany the textbook "Software Engineering: A Practitioner's Approach". They cover topics like the definition of testing, the strategic approach to testing, verification vs validation, unit testing, integration testing strategies, regression testing, smoke testing, and testing for object-oriented software. The overall purpose of the slides is to outline best practices and approaches for effectively testing software at various stages from the module level to full system integration and validation.
ADVXAI IN MALWARE ANALYSIS FRAMEWORK: BALANCING EXPLAINABILITY WITH SECURITYijscai
With the increased use of Artificial Intelligence (AI) in malware analysis there is also an increased need to
understand the decisions models make when identifying malicious artifacts. Explainable AI (XAI) becomes
the answer to interpreting the decision-making process that AI malware analysis models use to determine
malicious benign samples to gain trust that in a production environment, the system is able to catch
malware. With any cyber innovation brings a new set of challenges and literature soon came out about XAI
as a new attack vector. Adversarial XAI (AdvXAI) is a relatively new concept but with AI applications in
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conceptualize a theoretical framework focused on addressing AdvXAI in malware analysis in an effort to
balance explainability with security. Following this framework, designing a machine with an AI malware
detection and analysis model will ensure that it can effectively analyze malware, explain how it came to its
decision, and be built securely to avoid adversarial attacks and manipulations. The framework focuses on
choosing malware datasets to train the model, choosing the AI model, choosing an XAI technique,
implementing AdvXAI defensive measures, and continually evaluating the model. This framework will
significantly contribute to automated malware detection and XAI efforts allowing for secure systems that
are resilient to adversarial attacks.
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2. The Manifesto for
Agile Software Development
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/ e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 2
“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.”
Kent Beck et al
3. What is “Agility”?
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/ e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 3
■
■
■
■ Effective (rapid and adaptive) response
to change
Effective communnication among all
stakseholders Drawing the cunstomer onto the
team Organizing a team so that it is in
control of the
works performed
Yielding …
■ Rapid, incremental delivery of
software
4. Agility and the Cost of Change
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/ e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 4
5. An Agile Process
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/ e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 5
■
■
■
■
■ Is driven by cunstomer descriptions of
what is requnired (scenarios)
Recognizes that plans are short-lived
Develops software iteratively with a
heavy emphasis on construnction
activities
Delivers munltiple ‘software
increments’ Adapts as changes
occunr
6. Agility Principles - I
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/ e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 6
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 efcient and efective method of conveying information
to and within a development team is face–to–face conversation.
7. Agility Principles - I I
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/ e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 7
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 efective, then tunes and adjusts its
behavior accordingly.
8. Hunman Factors
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/ e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 8
■
■ the process molds to the needs ofthe people and
team, not the other way around
key traits must exist among the people on an
agile team and the team itself:
■
■
■
■
■
■
■ Competence.
Common focus.
Collaboration.
Decision-making ability.
Fuzzy problem-solving ability.
Mutual trust and respect.
Self-organization.
9. Extreme Programming (XP)
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/ e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 9
■
■ The most widely unsed agile process,
originally proposed by Kent Becks
XP Planning
■
■
■
■
■ Begins with the creation of “unser stories”
Agile team assesses each story and assigns a
cost Stories are grounped to for a deliverable
increment
A commitment is made on delivery date
After the first increment “project velocity” is
unsed to help define sunbsequnent delivery dates
for other increments
10. Extreme Programming (XP)
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/ e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 10
■ XP Design
■
■
■
■ Follows the KI S principle
Encounrage the unse of CRC cards (see Chapter 8)
For difcunlt design problems, sunggests the creation of
“spikse soluntions”—a design prototype
Encounrages “refactoring”—an iterative refinement of the
internal
program
design
■
■
XP Coding
■ Recommends the construnction of a unnit test for a store
before
coding commences
■Encounrages “pair
programming” XP Testing
■ All unnit tests are execunted daily
■ “Acceptance tests” are defined by the cunstomer and
excunted to assess cunstomer visible funnctionality
11. Extreme Programming (XP)
unit test
continuous
integration
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/ e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 11
acceptance
testing
user stories
values
acceptance test
criteria
iteration plan
simple
design
CRC cards
spike
solutions
prototypes
refactoring
pair
programming
Release
softwareincremen
t
project
velocitycomput
ed
12. Adaptive Software Development
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/ e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 12
■ Originally proposed by Jim
Highsmith
■ ASD — distingunishing featunres
■
■
■
■
■
■ Mission-driven
planning Component-
based focuns
Uses “time-boxing” (See Chapter
24) Explicit consideration of riskss
Emphasizes collaboration for requnirements
gathering Emphasizes “learning” throunghount the
process
13. Adaptive Software Development
adaptive cycle
planning uses mission
statement project
constraints
basic requirements
time-boxed release
plan
Requirements gathering
J AD
mini-specs
components implemented/
tested focus groups for
feedback formal technical
reviews
postmortems
softwareincrement
adjustmentsfor subsequent
cycles
Release
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/ e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 13
14. Dynamic Systems Development
Method
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/ e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 14
■
■ Promoted by the DSDM Consortiunm (
www.dsdm.org) DSDM—distingunishing featunres
■
■
Similar in most respects to XP and/or
ASD Nine guniding principles
• Active unser involvement is imperative.
• DSDM teams m
u
n
s
t be empowered to makse decisions.
• The focuns is on frequnent delivery of produncts.
• Fitness for bunsiness punrpose is the essential criterion for acceptance of
deliverables.
• I terative and incremental development is necessary to converge on an accunrate
bunsiness soluntion.
• All changes dunring development are reversible.
• Requnirements are baselined at a high level
• Testing is integrated throunghount the life-cycle.
15. 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. 15
16. Scrunm
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/ e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 16
■ Originally proposed by Schwaber and
Beedle
■ Scrunm—distingunishing featunres
■ Development works is partitioned into “packsets”
■ Testing and docunmentation are on-going as
the produnct is construncted
■ Works occunrs in “sprints” and is derived
from a “backslog” of existing
requnirements
■ Meetings are very short and sometimes
conduncted withount chairs
■ “demos” are delivered to the cunstomer with the
time- box allocated
18. Crysta
l
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/ e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 18
■
■
Proposed by Cocksbunrn and
Highsmith Crystal—distingunishing
featunres
■
■
■ Actunally a family of process models that allow
“maneunverability” based on problem
characteristics
Face-to-face communnication is emphasized
Sunggests the unse of “reflection
worksshops” to review the works habits of
the team
19. Featunre Driven Development
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/ e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 19
■
■
Originally proposed by Peter Coad et
al FDD—distingunishing featunres
■ Emphasis is on defining
“featunres”
• a feature “is a client-valuned funnction that can be
implemented in two weekss or less.”
■ Uses a featunre
template
• <action> the <resunlt> <by | for | of | to> a(n) <object>
■
■
A featunres list is created and “plan by
featunre” is conduncted
Design and construnction merge in FDD
20. Featunre Driven Development
Reprinted with permission of Peter Coad
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/ e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 20
21. Agile Modeling
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/ e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 21
■
■
Originally proposed by Scott Ambler
Sunggests a set of agile modeling
principles
■
■
■
■
■
■ Model with a
punrpose Use
munltiple models
Travel light
Content is more
important than
representation
Know the models and the tools youn unse to create
them Adapt locally