The document describes the Extreme Programming (XP) model, an agile software development methodology created by Kent Beck. It discusses the key assumptions and practices of XP, including short iterative development cycles, frequent integration and testing, pair programming, and prioritizing customer feedback. The advantages are reducing costs and risks through simplicity, spreading work across the team. Disadvantages include potential lack of upfront design and measurement of quality assurance.
The document discusses several software development life cycle (SDLC) models including Waterfall, V-Shaped, Prototyping, Rapid Application Development (RAD), Incremental, and Spiral models. For each model, it describes the key steps, strengths, weaknesses, and when each model is best applied. The models range from traditional sequential models like Waterfall to more iterative models like Prototyping and RAD.
This document provides information about an IT project management presentation on Agile software development lifecycle. It contains the following key points:
- The presentation was created by 4 students and discusses the Agile model of software development.
- Agile follows an iterative approach where working software is delivered in increments after each iteration to meet customer requirements.
- It emphasizes principles like early delivery of value to customers, welcoming changing requirements, frequent delivery of working software, and face-to-face collaboration between business and development teams.
- Advantages of Agile include rapid delivery, minimal upfront planning, flexibility, and suitability for changing environments. Disadvantages include risk to sustainability and lack of documentation.
Extreme Programming (XP) is an agile software development methodology that focuses on rapid feedback, simplicity, communication, and responsiveness to change. The core values of XP are communication, simplicity, feedback, and courage. Some key XP practices include pair programming, test-driven development, planning games, daily standups, continuous integration, and on-site customers. XP aims to improve software quality and responsiveness through these values and iterative practices.
The document provides an outline and introduction for a term paper on Agile Software Development. It discusses key aspects of Agile development including the Agile Manifesto, values and principles, methodologies like Extreme Programming (XP) and Scrum, and how Agile development compares to the Waterfall model. The outline covers topics such as the Agile Manifesto, Agile vs Waterfall, methodologies, a case study, performance evaluation, and conclusion.
FDD is a software development process that is client-centric, architecture-centric, and pragmatic. It focuses on developing features, which are small client-valued functions. Key aspects of FDD include developing an overall model, building a prioritized feature list, planning by feature, designing by feature, and building by feature in an iterative process. FDD was created by Jeff DeLuca in 1997 for a banking project and combines techniques like modeling, domain-driven design, and agile practices like XP.
This document provides an overview of Agile software development principles and practices. It discusses:
- The problems with traditional waterfall software development approaches
- The evolution and principles of Agile development as outlined in the Agile Manifesto
- Key Agile practices like Scrum, product backlogs, sprints, and sprint planning meetings
- Tips for writing good user stories and splitting stories into smaller tasks
- The typical lifecycle of activities in a Scrum project including release planning, iterations (sprints), daily stand-ups, sprint reviews and retrospectives
This Presentation shows That what is Agile methodology, its principles and key points and how it is different from other software development life cycle.
Extreme Programming (XP) is an agile software development framework that focuses on rapid software development and frequent delivery of working software. It utilizes practices like pair programming, test-driven development, continuous integration, collective code ownership and small, frequent releases. The core values of XP include communication, simplicity, feedback and courage. An XP team consists of programmers, a customer representative, a coach and utilizes roles, practices and values to develop high quality software through collaboration and rapid, adaptive responses to changing requirements.
There you can find about definition of agile model.Working of agile model.You can also find where to use agile model.Examples of agile model is also given here.
The document provides an overview of the Scrum model for agile software development. Scrum divides projects into short sprints of 2-4 weeks to focus development. It utilizes daily stand-up meetings, sprint planning and reviews, and retrospectives. Key roles include the product owner who prioritizes the backlog, the scrum master who facilitates the process, and the cross-functional development team. Scrum aims to provide structure while allowing for flexibility, feedback and adapting to changes.
A fair analysis of the Agile Methodology. A quick comparison of Agile and Waterfall to clear up misconceptions about the two. Scalability is a major issue with Agile and is worth considering if you're not a large software company.
Agile development is both a philosophy and methodology for building products in an iterative and incremental way. It involves short development cycles called sprints where self-organizing cross-functional teams focus on continuously delivering working software. Daily stand-up meetings help ensure transparency and coordination across the team. While agile aims to be flexible and lightweight, some key practices like planning, pair programming, and tracking progress help teams stay aligned and deliver value continuously.
Agile Methodology in Software DevelopmentRaghav Seth
The document discusses various agile methodologies and frameworks, with a focus on Scrum. It defines Scrum as an agile process that allows teams to focus on delivering the highest business value in the shortest time through rapid inspection of working software every 2-4 weeks. Key Scrum roles include the Product Owner who prioritizes features, the Scrum Master who facilitates the process, and self-organizing Development Teams. Sprints involve planning, daily stand-ups, demos, and retrospectives to continuously improve.
The iterative model breaks a project into small modules that can be delivered incrementally. A working version is produced in the first module, with each subsequent release adding additional functionality until the full system is complete. It allows for quick releases during development and makes it easier to develop and test in smaller iterations while incorporating customer feedback at each stage. However, it requires more resources than traditional models and skilled management to avoid increased costs over time.
1. Software development life cycle models break down the development process into distinct phases to manage complexity. Common models include waterfall, incremental, evolutionary (like prototyping and spiral), and component-based.
2. The waterfall model follows linear sequential phases from requirements to maintenance. Incremental models iterate through phases. Evolutionary models use prototypes to evolve requirements through customer feedback.
3. The spiral model is an evolutionary model representing phases as loops in a spiral, with risk assessment and reduction at each phase. It aims to minimize risk through iterative development and prototyping.
Learn about Agile Methodology of Software Engineering and study concepts like What is Agile, Why Agile is there, Agile Principles, Agile Manifesto with Pros & Cons of it.
Presentation also include Agile Testing Methodology like Scrum, Crystal Methodologies, DSDM, Feature Driven Development, Lean Software Development & Extreme Programming.
If you watch this one please rate it and do share this presentation to others so then can easily learn more about the Agile Methodology.
The document discusses different software development life cycle (SDLC) models. It defines SDLC as a process used by the software industry to design, implement, and test high-quality software. The main stages of SDLC are planning, analysis, design, coding/development, testing, and deployment. It then describes six common SDLC methodologies - waterfall, V-shaped, iterative, spiral, big bang, and agile - and explains when each is generally most appropriate to use.
Universal Design for Learning: Differentiated InstructionDamian T. Gordon
The document discusses using the six thinking hats technique developed by Edward de Bono as a model for learning styles. It describes how each of the six hats - white, red, black, yellow, green and blue - can represent a different learning style dimension. For example, the white hat is likened to logical learners, while the green hat represents creative learners. The document also provides examples of learning style models that aspects of the six hats can be mapped to. It proposes using the six hats framework to form balanced groups and get different perspectives in teaching.
This document provides an introduction and overview of various Python programming concepts including print statements, math operations, variables, selection using if/else statements, and iteration using while and for loops. Examples are given for basic "Hello World" programs, math calculations, variables, checking if a number is odd or even, and finding the largest of three numbers. Loops are demonstrated for printing ranges of numbers, calculating sums and factorials. The document also discusses data types and operations in Python.
Multiple inheritance allows a subclass to inherit from multiple parent classes, combining their functionality. While simple in concept, it can be tricky to implement clearly. The simplest form is a mixin, where a class is designed to be inherited from to share methods and attributes without becoming a unique entity itself. The example demonstrates a MailSender mixin class that a EmailableContact class inherits from along with a Contact class, allowing send_mail functionality to be reused across classes.
Polymorphism allows the same method name to perform different actions depending on the object type. The document discusses polymorphism in the context of playing different audio file types (e.g. MP3, WAV, OGG). It defines an AudioFile parent class with subclasses for each file type that override the play() method. This allows calling play() on any audio file object while the correct playback logic is handled polymorphically based on the file's type.
The iterator pattern is a design pattern where an iterator object is used to traverse the elements of a container. The iterator pattern includes two main parts - an iterable class that creates the iterator object, and an iterator class that implements the iteration logic and traversal of the container's elements using methods like next() and done(). The pattern provides a standard way to access elements of a container in a programming language-agnostic manner.
The document discusses manager objects in Python. Manager objects delegate responsibilities to other methods rather than performing tasks directly. An example manager class is provided that finds and replaces text within files within a compressed ZIP file. The manager object's methods each perform a single step: unzipping the file, finding and replacing text, and rezipping the files. This partitioning improves readability, extensibility, and reusability of the methods.
Design patterns are formalized best practices for solving common programming problems. They show relationships between classes and objects to address recurring design problems, but are not finished designs that can be directly converted to code. Design patterns provide reusable solutions to software design problems in specific contexts, and examples include strategy, computation, execution, implementation, and structural patterns.
Modules in Python allow organizing classes into files to make them available and easy to find. Modules are simply Python files that can import classes from other modules in the same folder. Packages allow further organizing modules into subfolders, with an __init__.py file making each subfolder a package. Modules can import classes from other modules or packages using either absolute or relative imports, and the __init__.py can simplify imports from its package. Modules can also contain global variables and classes to share resources across a program.
The document discusses access control in Python object-oriented programming. It explains that in most languages, attributes and methods can be public, protected, or private, but in Python there is no built-in access control. By convention, prefixing with a single underscore _ indicates internal use only, while double underscore __ makes Python attempt to make it private. The document provides an example SecretString class to demonstrate how attributes prefixed with __ cannot be directly accessed but can still be retrieved by external objects in more complex ways.
The document discusses basic inheritance in Python. It explains that all classes inherit from the base Object class. Inheritance allows creating subclasses that inherit attributes and methods from a parent superclass. This allows code reuse and adding specialized behavior. An example creates a Contact class to store names and emails, with a Supplier subclass that adds an "order" method. A SupplierCheck subclass then overrides the order method to check the customer balance before processing orders.
While Python's standard library provides many features, it does not include everything. Developers can write their own packages or use third-party packages from others. The Python Package Index (PyPI) lists available third-party packages that can be installed using the pip tool. Pip allows installation of third-party packages with a simple command to add them to the library.
Python: Migrating from Procedural to Object-Oriented ProgrammingDamian T. Gordon
The document discusses migrating code to an object-oriented approach. It begins with an example of modeling polygons with points and calculating perimeters procedurally. It then shows how to model this using classes to encapsulate the Point and Polygon logic and attributes. The document also discusses using properties to add behavior when getting and setting attributes, like validation checks. Properties allow interacting with attributes through getter and setter methods while retaining the attribute syntax.
Extreme Programming (XP) is an agile software development methodology that focuses on rapid feedback, simplicity, communication, and responsiveness to change. The core practices of XP include: short iterative release cycles, frequent planning games, simple design, pair programming, unit testing, collective code ownership, continuous integration, on-site customers, and 40-hour work weeks. By following these practices, XP aims to deliver working software frequently in a way that is adaptable to changing requirements.
This document provides an overview of Extreme Programming (XP), an agile software development methodology. It discusses XP's history and features, which include short 2-week development cycles, pair programming, test-driven development, and frequent refactoring. The core principles of XP are also examined, such as incremental planning, small releases, simple design, and sustainable pace. Various phases of the XP process are outlined, from exploration to productionizing. Requirements are captured as scenarios and prioritized by the customer. Automated testing is a key practice in XP. Both advantages like collective code ownership and disadvantages like its unsuitability for large projects are noted.
Extreme Programming (XP) is an agile software development framework that focuses on customer satisfaction, rapid and flexible response to change, simplicity, communication, and feedback. The core practices of XP include the planning game, simple design, metaphor, continuous testing, pair programming, collective code ownership, and continuous integration. Tests are written and automated before code is written to ensure customer requirements are met. Customers are involved throughout development providing feedback and acceptance tests. Frequent small releases are made, often multiple times per day, to get working software into customers' hands quickly.
Prototyping involves an iterative approach where initial prototypes are developed to help identify requirements, with feedback used to refine subsequent prototypes. Issues can arise if customers want to stop development after seeing a prototype or if implementation compromises are made to develop prototypes quickly. The spiral model similarly takes an iterative approach but incorporates risk assessment at each stage to determine if the project should continue. Agile methods like extreme programming (XP) emphasize customer involvement, frequent iterations, pair programming, and test-first development where automated tests are created and run regularly.
The document discusses the key principles and practices of Extreme Programming (XP), an agile software development methodology. It describes the 12 key features of XP as outlined by Kent Beck, including practices like pair programming, collective code ownership, continuous integration, and on-site customers. The document provides descriptions and examples of how each practice works in XP and the values they aim to achieve, such as communication, simplicity, and feedback.
The document describes the twelve core practices of extreme programming (XP). It discusses each practice in 1-2 paragraphs, covering pair programming, refactoring, simple design, collective code ownership, continuous integration, on-site customer, small releases, 40-hour work week, coding standards, system metaphor, planning game, and testing (including unit and acceptance testing). The advantages include customer focus, incremental releases, and continuous testing/integration improving quality. Disadvantages include being suited for a single co-located team and not working as well without customer involvement or for large scalable systems.
Agile Development | Agile Process ModelsAhsan Rahim
Agile Development | Agile Process Models
Here you are going to know What is Agile Development & What are Agile Process Models for the development of Software Product.
What are different types of Agile Development, steps involve in Agile Development, XP, Scrum, Traditional Process Models with full text and animated description.
Software Process Models defines a distinct set of activities, actions, tasks, milestones, and work products that are required to engineer high-quality software...
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This document discusses the XP (extreme programming) methodology. XP is intended to improve software quality and responsiveness to changing requirements. It involves techniques like pair programming, extensive testing, and frequent communication. XP works best for systems that require frequent changes and in situations where other methods may fail. Advantages include reduced costs, better risk management, and resilience to changing needs. Disadvantages can include issues with duplication, weak measurement, and being too code-centric. Roles in XP include tracker, tester, coach, customer, and programmer. XP differs from Scrum in areas like iteration length and flexibility to changes.
This document provides an overview of agile methodology and several agile frameworks. It begins with a brief history of the traditional waterfall model and its limitations. It then introduces the agile manifesto and some core agile principles. Several agile frameworks are described at a high level, including scrum, kanban, extreme programming, and others. Key practices of scrum and extreme programming like iterations, user stories, stand-up meetings, and test-driven development are defined. The document aims to give the reader a broad understanding of agile concepts and some of the most commonly used agile frameworks and practices.
Jun 08 - PMWT Featured Paper -Tarabykin - XP PAPER - FINALAlex Tarra
This document discusses the principles and practices of Extreme Programming (XP), an agile software development methodology. It describes XP's emphasis on communication, rapid feedback cycles, incremental changes, and automated testing. The document outlines specific XP practices related to planning, designing, testing, and coding software. It also addresses criticisms of XP and compares it to traditional waterfall development methods. Overall, the document provides an overview of XP and argues that its lightweight approach can enable better results for rapid development projects compared to lack of methodology or strict waterfall practices.
Extreme Programming (XP) is an agile software development framework that aims to improve quality and developer satisfaction. It utilizes frequent small releases, customer collaboration, simple designs, testing automation, pair programming, and other practices. The core values of XP include communication, simplicity, feedback, courage, and respect. Some key practices are planning games, small releases, testing, refactoring, pair programming, on-site customers, and continuous integration. XP focuses on rapid feedback and continuous improvement through its values and lightweight practices.
The document provides an overview of the Rational Unified Process (RUP) and Extreme Programming (XP). RUP is a configurable software development process that uses iterative development, UML modeling, and documentation of artifacts. It consists of four main phases - inception, elaboration, construction, and transition. XP is an agile methodology based on values of communication, simplicity, feedback, and courage, and practices like planning games, test-driven development, pair programming, and frequent integration.
Agile development focuses on effective communication, customer collaboration, and incremental delivery of working software. The key principles of agile development according to the Agile Alliance include satisfying customers, welcoming changing requirements, frequent delivery, collaboration between business and development teams, and self-organizing teams. Extreme Programming (XP) is an agile process model that emphasizes planning with user stories, simple design, pair programming, unit testing, and frequent integration and testing.
Program versus Software, Software Characteristics, S/W Failure rate, Evolution Pattern, Types of Software, Stakeholders in Software Engineering, Software Quality, Software Crisis, Software Engineering: A Layered Technology, Evolution of Design Techniques, Exploratory style of S/W Development
Extreme Programming (XP) is a software development methodology that focuses on rapid iterations and frequent feedback. Some key practices of XP include pair programming, small iterative releases, simple design, testing, and planning games. XP values simplicity, communication, respect, and feedback. While XP enables rapid development and adaptation, it may encounter issues with unstable requirements and lack of documentation.
1. The document discusses various agile development processes including Extreme Programming (XP), Scrum, Adaptive Software Development (ASD), and Dynamic Systems Development Method (DSDM).
2. It provides an overview of the key principles and activities in each process, such as planning, design, coding, and testing in XP, and speculation, collaboration, and learning phases in ASD.
3. Scrum uses an iterative process with sprints and daily stand-up meetings to frequently deliver working software increments for customer feedback, while DSDM employs feasibility and business studies prior to iterative functional modeling, design, and implementation cycles.
The document provides an introduction to lean and agile software development. It discusses common problems with traditional software development approaches and introduces the Agile Manifesto and its 12 principles. It then describes several popular agile methodologies like Scrum, Extreme Programming (XP), and Lean Software Development. Finally, it outlines some standard practices for agile software development projects, including iteration planning, key meetings, roles, requirements management, tools, development, and testing.
Software Engineering (Introduction to Software Engineering)ShudipPal
Software engineering is concerned with all aspects of software production. It aims to develop software using systematic and disciplined approaches to reduce errors and costs. Some key challenges in software development are its high cost, difficulty delivering on time, and producing low quality software. Software engineering methods strive to address these challenges and produce software with attributes like maintainability, dependability, efficiency, usability and acceptability.
Similar to The Extreme Programming (XP) Model (20)
Universal Design for Learning, Co-Designing with Students.Damian T. Gordon
The document discusses Universal Design for Learning (UDL) and how to co-design educational experiences with students. It presents UDL using a systems model of inputs, processes, and outputs similar to human perception, cognition, and motor skills. Examples of how instructors can involve students in co-designing their educational experience are provided, such as allowing choice in content or activities, creating accessible materials in multiple formats, and developing self-assessment tools. The goal is to incorporate student feedback to create more inclusive and engaging learning experiences.
The document discusses microservices, providing examples and characteristics. Microservices are small, independent services that each perform a specific task and communicate through lightweight protocols. They allow for scalability, flexibility and organic development. However, microservices also introduce more complexity, communication issues and challenges in management and testing across distributed systems. When designing microservices, the appropriate level of granularity must be determined to balance functionality and performance. [/SUMMARY]
Representational State Transfer (REST) is an architectural style where resources are accessed via standard HTTP methods like GET, POST, PUT, and DELETE. Resources can represent both concrete state like a database record or abstract state like a service element. REST services expose resources through a uniform interface and are stateless, cacheable, and layered.
This document discusses three stages of cloud adoption and serverless computing. It describes the stages as: 1) "Try It Out" where organizations migrate workloads to the cloud without significant changes, 2) "The Cloud Way" where organizations embrace cloud-native design and leverage more cloud services, and 3) "Serverless Computing" where organizations build using functions and server management is abstracted away. It outlines benefits of serverless like automatic scaling, faster deployment, and lower costs, but also weaknesses like vendor lock-in, loss of server control, and challenges with state management. The future of serverless computing is uncertain but it is likely the trend towards more abstraction and vendor control will continue.
This document discusses identity management and security in cloud computing. It covers key topics such as:
- Centralized identity management provides benefits like a single user identity, consistent security policies, and reduced costs.
- Authentication establishes a user's identity through credentials. Popular methods include JSON web tokens (JWTs) which use digital signatures to authenticate API requests without authenticating each one individually.
- JWTs work by having a client authenticate once to get a token, then include that token in subsequent requests to prove identity without further authentication. The token contains identity claims and is digitally signed by an authentication authority.
This document discusses containers and Docker. It begins by explaining that cloud infrastructures comprise virtual resources like compute and storage nodes that are administered through software. Docker is introduced as a standard way to package code and dependencies into portable containers that can run anywhere. Key benefits of Docker include increased efficiency, consistency, and security compared to traditional virtual machines. Some weaknesses are that Docker may not be suitable for all applications and large container management can be difficult. Interesting uses of Docker include malware analysis sandboxes, isolating Skype sessions, and managing Raspberry Pi clusters with Docker Swarm.
Cloud computing provides on-demand access to shared computing resources via the internet on a pay-per-use basis. It offers several benefits including simplified customer acquisition, elastic demand that scales with usage, and utility pricing where customers only pay for what they use. However, security, lack of standardization, and unclear legal responsibilities if a provider fails present challenges. Cloud computing impacts businesses by challenging traditional IT practices and acting as either a disruptive innovation or additional outsourcing option.
ChatGPT is an AI chatbot created by Anthropic to be helpful, harmless, and honest. It uses a transformer algorithm trained on millions of text conversations to identify patterns and relationships between words. While ChatGPT appears intelligent in its responses, it does not truly understand language and can be fooled. Several tools like GPT-ZERO exist to detect ChatGPT responses with high accuracy, but its answers can be modified to evade detection. The document recommends assignment designs that require skills beyond ChatGPT's abilities, like judgment, current events, group work, or multimedia submissions.
This document provides an introduction to argumentation and logical reasoning. It discusses how to justify beliefs by presenting evidence and explores different types of arguments. Some key points:
- Evidence such as facts, documentation, and expert testimony can be used to justify beliefs and claims. The person making a claim has the burden of proof.
- Arguments follow basic logical rules like identity, non-contradiction, and excluded middle. They involve presenting a claim, evidence for the claim, and accepting or rejecting the claim.
- Common logical fallacies that invalidate arguments are discussed, like appeals to probability, false equivalences, and slippery slopes. Different types of arguments like deductive and inductive are also introduced.
Evaluating Teaching: SECTIONS.
Check out:
Bates, A. W., & Poole, G. (2003). Effective Teaching with Technology in Higher Education: Foundations for Success. Jossey-Bass, An Imprint of Wiley. 10475 Crosspoint Blvd, Indianapolis, IN 46256.
The document outlines the three stages that are evaluated for educational software in the MERLOT Model:
1. Quality of Content - Evaluates whether the concepts, models and skills presented are valid and educationally significant for the discipline. Content should be core curriculum that is difficult to teach and learn.
2. Potential Effectiveness as a Teaching-Learning Tool - Evaluates if the software is likely to improve teaching and learning based on how faculty and students could use it. It should support multiple stages of the learning process and have clear learning objectives tailored for the target learners.
3. Ease of Use - Evaluates how easy it is for users to use the software for the first time. It should
Evaluating Teaching: Anstey and Watson Rubric
Check out:
Lauren M. Anstey & Gavan P.L. Watson. (2018), Rubric for eLearning Tool Evaluation. Centre for Teaching and Learning, Western University,
http://creativecommons.org/licenses/by-n c-sa/4.0/
The document outlines 9 stages of the LORI model for evaluating educational technologies. The stages include evaluating the content quality, alignment of learning goals, ability to provide adaptive feedback, motivation of learners, design of visual and auditory presentations, ease of navigation and interface usability, accommodation of disabled learners, reusability across contexts, and compliance with international standards.
Designing Teaching: ASSURE
Check out:
Heinich, R., Molenda, M., & Russell, J. D., (1993). Instructional Media and The New
Technologies of Instruction. New York: Macmillan
Designing Teaching: Laurilliard's Learning TypesDamian T. Gordon
Designing Teaching: Laurilliard's Learning Types
Check out:
Laurillard, D., 2013. Teaching as a design science: Building pedagogical patterns for learning and technology. Routledge.
Designing Teaching: Elaboration Theory
Check out:
Reigeluth, C. & Stein, F. (1983). The elaboration theory of instruction. In C. Reigeluth (ed.), Instructional Design Theories and Models. Hillsdale, NJ: Erlbaum Associates.
Universally Designed Learning Spaces: Some ConsiderationsDamian T. Gordon
This document discusses creating inclusive learning environments in higher education. It provides an overview of universal design principles and how they can be applied to different learning spaces on a university campus. The document outlines a process for applying universal design that involves identifying best practices, considering user diversity, merging with universal design models, planning accommodations, and getting feedback. It notes common reasons for reluctance to universal design and provides examples of accessibility features for physical spaces.
Slide Presentation from a Doctoral Virtual Open House presented on June 30, 2024 by staff and faculty of Capitol Technology University
Covers degrees offered, program details, tuition, financial aid and the application process.
Principles of Roods Approach!!!!!!!.pptxibtesaam huma
Principles of Rood’s Approach
Treatment technique used in physiotherapy for neurological patients which aids them to recover and improve quality of life
Facilitatory techniques
Inhibitory techniques
The Value of Time ~ A Story to Ponder On (Eng. & Chi.).pptxOH TEIK BIN
A PowerPoint presentation on the importance of time management based on a meaningful story to ponder on. The texts are in English and Chinese.
For the Video (texts in English and Chinese) with audio narration and explanation in English, please check out the Link:
https://www.youtube.com/watch?v=lUtjLnxEBKo
How to Install Theme in the Odoo 17 ERPCeline George
With Odoo, we can select from a wide selection of attractive themes. Many excellent ones are free to use, while some require payment. Putting an Odoo theme in the Odoo module directory on our server, downloading the theme, and then installing it is a simple process.
Join educators from the US and worldwide at this year’s conference, themed “Strategies for Proficiency & Acquisition,” to learn from top experts in world language teaching.
Split Shifts From Gantt View in the Odoo 17Celine George
Odoo allows users to split long shifts into multiple segments directly from the Gantt view.Each segment retains details of the original shift, such as employee assignment, start time, end time, and specific tasks or descriptions.
The membership Module in the Odoo 17 ERPCeline George
Some business organizations give membership to their customers to ensure the long term relationship with those customers. If the customer is a member of the business then they get special offers and other benefits. The membership module in odoo 17 is helpful to manage everything related to the membership of multiple customers.
Webinar Innovative assessments for SOcial Emotional SkillsEduSkills OECD
Presentations by Adriano Linzarini and Daniel Catarino da Silva of the OECD Rethinking Assessment of Social and Emotional Skills project from the OECD webinar "Innovations in measuring social and emotional skills and what AI will bring next" on 5 July 2024
How to Store Data on the Odoo 17 WebsiteCeline George
Here we are going to discuss how to store data in Odoo 17 Website.
It includes defining a model with few fields in it. Add demo data into the model using data directory. Also using a controller, pass the values into the template while rendering it and display the values in the website.
Front Desk Management in the Odoo 17 ERPCeline George
Front desk officers are responsible for taking care of guests and customers. Their work mainly involves interacting with customers and business partners, either in person or through phone calls.
Integrated Marketing Communications (IMC)- Concept, Features, Elements, Role of advertising in IMC
Advertising: Concept, Features, Evolution of Advertising, Active Participants, Benefits of advertising to Business firms and consumers.
Classification of advertising: Geographic, Media, Target audience and Functions.
9. Overview
• Extreme Programming (XP) was created by
Kent Beck during his work on the C3 project.
• Beck became the C3 project leader in 1996
and began to refine the development
methodology used in the project
• He wrote a book on the methodology,
published in October 1999, called Extreme
Programming Explained.
9
10. Reference
• Beck, K. (1999) “Extreme Programming
Explained: Embrace Change”. Addison-Wesley,
ISBN 978-0321278654.
11. Kent Beck
• Born in 1961.
• an American software
engineer and the creator
of Extreme Programming
• was one of the 17 original
signatories of the Agile
Manifesto
• the leading proponent of
Test-Driven Development
16. Extreme Programming (XP)
• Start with the Planning Game:
• The game is a meeting that occurs once per iteration,
typically once a week. The planning process is
divided into two parts:
– Release Planning: This is focused on determining what
requirements are included in which near-term releases,
and when they should be delivered. The customers and
developers are both part of this.
– Iteration Planning: This plans the activities and tasks of the
developers. In this process the customer is not involved.
17. Extreme Programming (XP)
• This is done by:
– Emphasis on continuous feedback from the customer
– Short iterations
– Design and redesign
– Coding and testing frequently
– Eliminating defects early, thus reducing costs
– Keeping the customer involved throughout the
development
– Delivering working product to the customer
18. Extreme Programming (XP)
• Management-Practices
– On-Site Customer: A central customer contact must always be
accessible in order to clarify requirements and questions
directly.
– Planning Game: Projects, in accordance with XP, run iteratively
(repeatedly) and incrementally (gradually build on each other).
The contents of the next step are planned before each iteration.
All project members (incl. the customer) participate.
– Short Releases: New deliveries should be made at short
intervals. Consequently, customers receive the required
functions quicker and can therefore give feedback on the
development quicker.
20. Extreme Programming (XP)
• Management-Practices
– On-Site Customer: A central customer contact must always be
accessible in order to clarify requirements and questions
directly.
– Planning Game: Projects, in accordance with XP, run iteratively
(repeatedly) and incrementally (gradually build on each other).
The contents of the next step are planned before each iteration.
All project members (incl. the customer) participate.
– Short Releases: New deliveries should be made at short
intervals. Consequently, customers receive the required
functions quicker and can therefore give feedback on the
development quicker.
21. Extreme Programming (XP)
• Team-Practices
– Metaphor: Only a few clear metaphors should describe the system
being developed so that the nitty-gritty of the system is clear to all of
the project members.
– Collective Ownership: The whole team is responsible for the system,
not individuals. Each developer must have access to all lines of code so
that each developer is able to take over the task of another developer.
– Continuous Integration: All changes to the system are integrated
promptly so that not too many dependencies between changes occur.
– Coding Standards: Regarding the common responsibility for the code,
there should be a given common standard for writing the code.
– Sustainable Pace: XP builds on the creativity of the individual project
members. This creativity cannot be achieved if the project team
constantly works overtime. Overtime is to be avoided.
22. Extreme Programming (XP)
• Programming-Practices
– Testing: All developments must be tested.
– Simple Design: The system should be designed as simply
as possible so that it is easier to understand, modify and
test.
– Refactoring: As soon as it becomes necessary to alter the
structure of the system, it should be implemented.
– Pair Programming: There are always two developers sitting
in front of a computer in order to increase the quality and
transfer the knowledge better.
23. Extreme Programming (XP)
• Project are broken down into 1-2 week
iterations.
• If changes occur in the middle of an iteration,
the team are capable of reacting to them, as
long as the team hasn’t started work on a
particular feature.
• Extreme Programming teams work in a strict
priority order. Features to be developed are
prioritized by the customer.
24. Extreme Programming (XP)
• Design
– Writing unit tests before programming and
keeping all of the tests running at all times. The
unit tests are automated and eliminates defects
early, thus reducing the costs.
– Starting with a simple design just enough to code
the features at hand and redesigning when
required.
26. Extreme Programming (XP)
• Development
– Programming in pairs (called pair programming),
with two programmers at one screen, taking turns
to use the keyboard. While one of them is at the
keyboard, the other constantly reviews and
provides inputs.
– Integrating and testing the whole system several
times a day.
27. Extreme Programming (XP)
• Pair Programming
– two programmers work together at one
workstation.
– One, the driver, writes code while the other, the
observer or navigator, reviews each line of code
as it is typed in.
– The two programmers switch roles frequently.
28. Extreme Programming (XP)
• Pair Programming
– While reviewing, the observer also considers the
"strategic" direction of the work, coming up with
ideas for improvements and likely future problems
to address.
– This frees the driver to focus all of their attention
on the "tactical" aspects of completing the current
task, using the observer as a safety net and guide.
29. Extreme Programming (XP)
• Pair Programming
– Pair programming increases the man-hours
required to deliver code compared to
programmers working individually from up to
between 15% and 100%.
– However, the resulting code has about 15% fewer
defects.
30. Extreme Programming (XP)
• Production
– Putting a minimal working system into the
production quickly and upgrading it whenever
required.
– Keeping the customer involved all the time and
obtaining constant feedback.
37. Advantages
• XP is reduces the risks related to
programming. Normally programming
depends a lot on individuals key team
members. In XP, Using module structure, and
pair programing XP spreads the risk and
mitigate the dependence on individuals
38. Advantages
• In software simplicity always brings quality
and contributes the robustness. By bringing
simplicity, XP manages to create faster
software with less defects.
Test driven development at the coding stage
and the customer UAT validation leads to
successful development completion.
43. Disadvantages
• To convince developers to accept this tough
practice is not always easy. It requires more
discipline in the team and devotion of your
customers. Project management might
experience difficulties related with
the practice that changes during the life
cycle.
44. Disadvantages
• XP is practiced with pair programming which
might usually lead to too much duplication of
codes and data.
46. Interesting
• XP engineering practices include things like
test-driven development, automated testing,
pair programming, simple design, and
refactoring.
47. Interesting
• XP says that the only truly important product
of the system development process is code.
48. Interesting
• Coding can also help to communicate
thoughts about programming problems. A
programmer dealing with a complex
programming problem, or finding it hard to
explain the solution to fellow programmers,
might code it in a simplified manner and use
the code to demonstrate what she means.
49. Interesting
• System-wide integration testing is
encouraged, initially, as a weekly activity, for
early detection of incompatible interfaces, to
reconnect before the separate sections
diverged widely from coherent functionality.
50. Interesting
• Listening is a key element of XP, programmers
must listen to what the customers need the
system to do, what "business logic" is needed.
51. Interesting
• XP is still evolving, assimilating more lessons
from experiences in the field. In the second
edition of Extreme Programming Explained,
five years after the first edition, Beck added
more values and practices and differentiated
between primary and corollary practices.
54. Reflections
• XP is very useful when we have:
– Dynamically changing software requirements
– Risks caused by fixed time projects using new
technology
– Small, co-located extended development team
– The technology you are using allows for
automated unit and functional tests
55. Reflections
• XP sees communication as a vital aspect of
development, and most people agree that
face to face conversation is the best form of
communication, so XP suggests that the team
sit together in the same space without
barriers to communication, such as cubicle
walls.
56. Reflections
• XP tells you to build in some slack, the idea
behind slack is to add some low priority tasks
or stories in your weekly and quarterly cycles
that can be dropped if the team gets behind
on more important tasks or stories.
57. Reflections
• XP focuses on practice excellence. The method
prescribes a small number of absolutely
essential practices and encourages teams to
perform those practices as good as they
possibly can, almost to the extreme.
The purpose of the Planning Game is to guide the product into delivery. Instead of predicting the exact dates of when deliverables will be needed and produced, which is difficult to do, it aims to "steer the project" into delivery using a straightforward approach.