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2. Agiilmetoodikad

2. Agiilmetoodikad. 2007. Heavyweght vs. lightweight. Student syndrome. What happens with student syndrome. Agiiltehnoloogiad : Just-in-Time Inventory.

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2. Agiilmetoodikad

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  1. 2. Agiilmetoodikad 2007

  2. Heavyweght vs. lightweight

  3. Student syndrome

  4. What happens with student syndrome

  5. Agiiltehnoloogiad: Just-in-Time Inventory • 1980ndate algul jaapanlaste autod olid jänkide omadest paremad ja odavamad. Üheks edukamaks oli Toyota, kus kasutatiToyota Production Systemi(Kanban Approach), mille looja oli Taiichi Ohno. • Idee: ladude minimeerimine, detail saabus just siis, kui seda vajati (just in time). • Kust tuli idee? Ohno jälgis ameerika vürtspoode, mille riiuleid täideti siis-kui-vaja-on printsiibil.

  6. Agiiltehnoloogiad tarkvaraarenduses =agiilmetoodikad

  7. Agile Alliance • 2001. aasta veebruaris Utah’s toimunud konverentsil loodi Agile Alliance

  8. Agile Manifesto

  9. Agile Principles

  10. Agile Principles

  11. Agiilmetoodikate põhiprintsiibid • väärtus kliendile – peamine on tulemus • individuaalsed võimed – toetu isiku oskustele • koostöö – innovatsioon läbi interaktsiooni meeskonnas • adaptsioon – tagasiside ja muudatuste haldamine • minimalism – peamine on loodava tarkvara lihtsus

  12. Cultural Collaboration

  13. Simple Rules

  14. Major Agile Methodologies

  15. XP (Extreme Programming) • Kõigist agiilmetoodikatest kõige enam tähelepanu äratanud. • Osaliselt seetõttu, et seda on propageerinud tugevad liidrid Kent Beck, Ron Jeffries ja Ward Cunningham • Programmis (koodis) muudatuste tegemine on odav! • Võrdle “klassikaga”: muudatuse tegemine programmis on palju kordi (kunagi räägiti isegi: mitusuurusjärku) kallim muudatuse tegemisest spetsifikatsioonis • Siit ka tehnoloogia nurgakivi: realiseeri programmi lihtsaim variant, mis töötab, mis tänaseid vajadusi rahuldab. Täiendada jõuab alati. Ei mingit tulevikuvajaduste ennustamist, neile orienteerumist, sellega programmi (tarbetut?) komplitseerimist ja programmi valmissaamisega venitamist. • ainus, mis on püsiv, on vajadus teha muudatusi

  16. Kosemudel – iteratiivne arendusmudel – XP-arendusmudel

  17. Cost of change in “traditional” software engineering

  18. Cost of change in XP

  19. Iterative Development vs Waterfall

  20. Percentage of companies with more than 50% of projects defined as agile The decision is in: agile versus heavy methodologies by Robert Charette, Senior Consultant, Cutter Consortium, 2003

  21. Most commonly used agile methodologies

  22. Extreme Programming (XP)

  23. Characteristics

  24. Designing

  25. Coding

  26. Testing

  27. What user stories are – Three Cs

  28. Samples – Travel Reservation System

  29. Where are the details?

  30. Details added in smaller “sub-stories”

  31. Details added as tests

  32. User stories are not…

  33. Stories are not IEEE 830

  34. Problems with IEEE 830

  35. All requirements are not equal

  36. What are we building?

  37. What if we had stories instead?

  38. Stories are not use cases

  39. Stories are not use cases

  40. Differences between use cases and stories

  41. Differences between use cases and stories

  42. So, why user stories?

  43. Techniques for trawling for user stories

  44. Story-writing workshops

  45. What makes a good story?

  46. Independent

  47. Making stories independent

  48. Negotiable

  49. Valuable

  50. Stories valued by developers

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