Dissertations / Theses on the topic 'Extreme programming'
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Williams, Malcolm Maxwell. "Distributed extreme programming : extending the frontier of the extreme programming software engineering process." Thesis, University of Canterbury. Computer Science and Software Engineering, 2003. http://hdl.handle.net/10092/9621.
Full textThorsen, Liv Ryssdal. "Extreme Programming i sikkerhetskritiske systemer." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2002. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9133.
Full textSyed-Abdullah, Sharifah Lailee. "Empirical study on extreme programming." Thesis, University of Sheffield, 2005. http://etheses.whiterose.ac.uk/6067/.
Full textMacias, Francisco Javier. "Empirical assessment of extreme programming." Thesis, University of Sheffield, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.414659.
Full textEskandari, Edvin. "Framgångsfaktorer för parprogrammering inom Extreme Programming." Thesis, University of Skövde, School of Humanities and Informatics, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-1001.
Full textDet här arbetet har med hjälp av en kvalitativ undersökning tagit fram framgångsfaktorer för parprogrammering. Detta har genomförts med hjälp av intervju samt enkätundersökningar med sex respondenter. Då litteraturen inte behandlar hur parprogrammering kan bli framgångsrikt har detta arbete haft som syfte för att göra detta. Resultatet har kategoriserats i fyra nivåer. Exempel på framtagna framgångsfaktorer är att:
• ledningen måste införskaffa kunskaper om parprogrammering
• projektledaren uppmuntrar till byte av par ofta
• projektdeltagarna är öppna och mottagbara för konstruktiv kritik
Elvheim, Martin. "Gruppuppgifter : attityder, lärande och Extreme Programming." Thesis, University West, Department of Informatics and Mathematics, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-546.
Full textBackeman, Jens, and Erik Carlson. "Dokumentera med eXtreme Programming : Går det?" Thesis, Uppsala University, Computer Systems Sciences, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-126179.
Full textAtt sätta sig in i system kan vara krångligt utan rätt sorts dokumentation. Vi har undersökt vilken dokumentation som kan vara lämplig att lämna över till nya utvecklare, som ska arbeta vidare med systemet i software maintenance fasen.
Det har gjorts genom att vi har gjort en litteraturstudie om dokumentation samt undersökt vad för dokumentationsartefakter som används när man ska sätta sig in i datorsystem. Vi använde eXtreme Programming för att utveckla ett system som vi försökte dokumentera samtidigt som vi utvecklade det.
eXtreme Programming förordar muntlig kommunikation, vilket är svårt att lämna över till nya utvecklare. Vi upptäckte under vår utveckling att det var svårt att föra in dokumentation sam-tidigt som utvecklandet pågick, därför använde vi bara enhetstester och strukturerade kod-kommentarer under utvecklingsiterationerna.
Vi undersökte hur dokumentationen som skapats fungerade genom att göra en undersökning bestående av strukturerade intervjuer där de fick komma med kommentarer om hur dokumen-tationen hjälpte förståelsen för systemet.
Vi lämnar ifrån oss en vidareutveckling av eXtreme Programming som innefattar en doku-mentationsiteration innan överlämnandet samt en studie om vad för dokumentation som är värdefull att ha vid systemöverlämningar.
Understanding systems can be a tough task without the right sort of documentation. We have examined the documentation artifacts which may be appropriate to hand over to new develop-ers, who will continue working with the system during the software maintenance phase.
By doing a literature review on documentation and examined what documentation artifacts is used when you want to understand a computer system. We used the eXtreme Programming system development methodology to develop a system that we tried to document as we devel-oped it.
eXtreme Programming favors oral communication, but that is hard to hand over to new devel-opers. We discovered during our development that it was difficult to introduce documentation while the development process was going on so we only used structured code comments and unit testing during the development iterations
We examined how the documentation that was created worked by doing a survey consisting of structured interviews where the respondents made comments about if and how the documen-tation improved their understanding of the system.
We pass on an evolved eXtreme Programming system development methodology, which in-cludes a standalone documentation iteration before the handover, and a study of what kind of documentation that is valuable to have when transferring systems to new developers.
Rytinki, J. (Janne). "Extreme programming -menetelmien hyödyt tietojärjestelmien ylläpidossa." Master's thesis, University of Oulu, 2013. http://urn.fi/URN:NBN:fi:oulu-201306061562.
Full textSedano, Todd. "Sustainable Software Development: Evolving Extreme Programming." Research Showcase @ CMU, 2017. http://repository.cmu.edu/dissertations/837.
Full textJohansson, Carolin. "eXtreme Programming vs. etablerade systemutvecklingsmetoder : en jämförelse." Thesis, University of Skövde, School of Humanities and Informatics, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-884.
Full textAllt sedan 1960-talet har det utvecklats så många systemutvecklingsmetoder att det kan vara svårt, som systemutvecklare, att välja rätt metod till det utvecklingsprojekt som ska genomföras. För att underlätta valet av systemutvecklingsmetod kan ett jämförelseramverk vara användbart. Detta för att lättare kunna sätta sig in i de utvecklingsmetoder som finns till hands att välja mellan.
Denna rapport fokuserar på att jämföra systemutvecklingsmetoden eXtreme Programming med Structured Systems Analysis and Design Method (SSADM) och Rational Unified Process (RUP). Detta görs med hjälp av ett jämförelseramverk. Syftet är att erhålla en djupare kunskap om vad eXtreme Programming är för en typ av systemutvecklingsmetod och vad den har att erbjuda som de mer etablerade metoderna, SSADM och RUP, inte kan erbjuda och vise versa.
Resultatet av rapporten är ett jämförelseramverk som kan användas på ett strukturerat sätt för att erhålla information om systemutvecklingsmetoder. Vidare erhåller läsaren en djupare kunskap om en relativt ny systemutvecklingsmetod eXtreme Programming.
Lewis, A. "Extreme point methods for infinite linear programming." Thesis, University of Cambridge, 1986. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.384548.
Full textChebotarova, D. V., and V. O. Krasnikov. "Features of using extreme programming in software development." Thesis, ФОП Петров В. В, 2021. https://openarchive.nure.ua/handle/document/16579.
Full textTian, Yuan Umphress David A. "Adapting eXtreme programming for global software development project." Auburn, Ala, 2009. http://hdl.handle.net/10415/1657.
Full textBecker, Christian Heinrich. "Using eXtreme Programming in a StudentEnvironment: A Case Study." Thesis, Karlstad University, Faculty of Economic Sciences, Communication and IT, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-5763.
Full textWith the advent of shorter time to market of software products there an increasing requirement for techniques and methods to improve the productivity levels in software development together with a requirement for increased flexibility and the introduction of late changes. This in turn has lead to the introduction of a set of techniques known as ―Agile methods which include one methodology known as ―eXtreme Programming. This is a collection of values, principles, and practices. Since these methods are becoming more common in industry, is has become more important to introduce these ideas in the undergraduate curriculum. This case study analysed whether or not it is possible to teach eXtreme Programming at a university by means of a course that presents a mixture of theory and practice within eXtreme programming. In this context, a case study was carried out to determine which of the practices of eXtreme Programming are more appropriate to university projects. The case study indicates that it is worth investing the effort to teach eXtreme Programming to students to enable them to apply eXtreme Programming or at least some of its practices in future business and university projects.
Vishnuvajhala, Sashanka. "Enhancing extreme programming (XP) with performance driven development (PDD) /." Available to subscribers only, 2005. http://proquest.umi.com/pqdweb?did=1079672421&sid=15&Fmt=2&clientId=1509&RQT=309&VName=PQD.
Full textTollin, Kristofer, and Matti Wennberg. "Framtagning av webbcommunity : En fallstudie med fokus på Extreme Programming." Thesis, Linköping University, Department of Computer and Information Science, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-57850.
Full textDenna rapport är en fallstudie som återspeglar framtagandet av en webbplats åt det norska Diabetesforbundet. Webbplatsen är ett community där personer skapar användarkonton och interagerar med varandra med hjälp av ett antal funktioner som finns att tillgå. Då själva utvecklingen av webbplatsen har varit huvudmålet med examensarbetet fokuserar denna rapport på att förklara den praktiska implementeringen. De tekniker och metoder som använts i det praktiska arbetet såsom kontextuellt utforskande och användbarhet definieras och förklaras för att sedan användas vid argumentation kring designval för webbplatsen. Den utvecklingsmetod som använts i det praktiska arbetet har varit en Agile Software Development-metod som kallas Extreme Programming. Denna metod fokuserar på parprogrammering, kontinuerlig testning och utveckling med många delmål. Slutsatser om bland annat webbstandarder, webbläsarkompatibilitet, användbarhet och säkerhet kommer även att presenteras och all kod följer de standarder som satts upp av W3C för XHTML 1.0 Strict och CSS Level 3.
This thesis takes form of a case study which reflects on the development of a website for Diabetesforbundet, the Norwegian Diabetes Association. The website is a community where people can create accounts and use a number of different functions to interact with each other. The focus of this thesis lies in explaining the practical implementation of the website since this aspect is the main purpose of our degree project. We define and explain the techniques and methods used in the practical work like Contextual Inquiry and usability and thereafter put them to use to explain our design choices on the website. The development methodology we have chosen for the practical aspect of this degree project is Extreme Programming. This software development methodology focuses on pair programming, continual testing and incremental implementation. Conclusions made on web standards, web browser compatibility, usability and security will be presented and all written code follows the standards set by W3C for XHTML 1.0 Strict and CSS Level 3.
Sandmeier, Patricia. "Integrating customers into industrial product innovation : lessons from extreme programming /." [[St. Gallen] : [s.n.], 2006. http://www.gbv.de/dms/zbw/520496345.pdf.
Full textLundgren, Jens. "Användarcentrerad design och agila metoder : Integrering av prototyping och Extreme Programming." Thesis, University of Skövde, School of Humanities and Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-2958.
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Agila metoder är en relativt ny ansats inom programvaruutvecklingsområdet och ses som en reaktion mot plandrivna metoder som har svårt att hantera oförutsägbara och skiftande krav. Agila metoder förespråkar nära och frekvent kundkommunikation och iterativt arbete för att ständigt kunna skapa, prioritera och verifiera krav. Dock uppmärksammar inte agila metoder aspekter som berör programvarans användbarhet. Syftet med rapporten är därför att integrera användarcentrerad design för att öka fokus mot programvarans användbarhet hos agila metoder. Användarcentrerad design är en process som fokuserar på användbarhet genom att användarna är en central aspekt i utvecklingsprocessen. Genom litteraturstudie identifierades förutsättningar men även hinder och svårigheter för en integrering av agila metoder och användarcentrerad design. Med de identifierade föutsättningarna som grund har sedan den användarcentrerade designprocessen prototyping integrerats med den agila metoden Extreme Programming. Resultatet blev en artefakt som integrerar Extreme Programming och prototyping och ökar möjligheten att utveckla en användbar programvara.
Högberg, Jonas. "How does refactoring affects performance?" Thesis, Uppsala University, Computer Systems Sciences, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-119482.
Full textThe biggest field in the recent decade in software development has been a subject known as Agile Development. In Agile development the construction of the software is an iterative process and is done with close contact with the costumer. One of the most well-known agile methods is Extreme Programming, which suggests a number of practices to develop software. One of those practices is test-Driven Development, which is the writing of the test code before you write the actual code. This means that one can test the code after it is finished. This creates an opportunity to change the design of the code and then test it again with your test code and discover if any functionality has been lost. The purpose of refactoring is the improvement of the design of existing code. How refactoring affects the performance is not widely discussed and therefore this thesis is going to examine that field. Code examples with and without refactoring principles have been tested. The investigation has been divided into two parts, part one tests individual refactoring principles and part two tests a test application. There are many opinions how to interpret the results of a performance test. After an extensive investigation the arithmetic mean was chosen, mainly because it reflects the total runtime for a series of executions. To test the hypothesis that total execution time will change with refactoring the Students t-test was used. It was chosen because it can be applied even when the variance is unknown. The results were clear, the arithmetic mean increased in five out of six refactoring principles. The test application also increased, but with only 4 %. The reason for the small increase was that it is not possible to go from a non refactored application to a fully refactored application. Another reason is that is was developed with Swedish Rail Administration’s framework which of course was not refactored. The conclusion of this thesis was that one should be careful with refactoring the parts of the code that is executed the most. One should have the “90-10 rule” in mind, it states that 90 % of the execution time is done in 10 % of the code. Another important aspect is that very often is an existing framework used, if you only refactor the new code and not the framework it leads to that only a subset of the code is being refactored. This means that the application does not get fully refactored and therefore the consequences of the refactoring mitigates.
Atli, Gulgunes. "CRITICAL PERSONALITY TRAITS IN SUCCESSFUL PAIR PROGRAMMING." Bowling Green State University / OhioLINK, 2006. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1150232487.
Full textVogel, Michael. "Kundenintegration in die Innovations-Frühphase Methodentransfer für Industriegüter aus der Software-Entwicklung /." St. Gallen, 2005. http://www.biblio.unisg.ch/org/biblio/edoc.nsf/wwwDisplayIdentifier/02603660001/$FILE/02603660001.pdf.
Full textBolze, Christian, Tobias Ernst, Steffi Greif, Susanne Krügler, Martin Nowotnick, Andre Schneider, and Benjamin Sterneberg. "Entschleunigung von Konsum- und Unternehmensprozessen." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2006. http://nbn-resolving.de/urn:nbn:de:swb:14-1157450611775-78087.
Full textXu, Wei. "FTEXT: Functional testing of e-commerce systems with extreme programming and TTCN-3." Thesis, University of Ottawa (Canada), 2004. http://hdl.handle.net/10393/26815.
Full textErharuyi, Edison. "Combining eXtreme Programming with ISO 9000:2000 to Improve Nigerian Software Development Processes." Thesis, Blekinge Tekniska Högskola, Avdelningen för programvarusystem, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5616.
Full textThe aim of this research work is to study how eXtreme programming could be combined with ISO 9000:2000 standards to improve Nigerian software development processes
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Tolfo, Cristiano. "A influência da cultura e da estrutura organizacional na adoção da extreme programming." Florianópolis, SC, 2005. http://repositorio.ufsc.br/handle/123456789/102643.
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Os métodos ágeis de desenvolvimento de software prometem alto desempenho para equipes pequenas, porém implantar um método ágil como a Extreme Programming em uma empresa de software pode requerer mudanças consideráveis, as quais afetam as relações de trabalho, aumentam as responsabilidades na condução do projeto e refletem no sistema de poder da organização. Para que as práticas e valores do método XP realmente se efetivem não basta satisfazer aspectos técnicos, mas é imprescindível que no ambiente de trabalho estejam presentes determinados aspectos culturais e estruturais que são decisivos para a adoção satisfatória da XP, como políticas da empresa relacionadas à motivação dos desenvolvedores, coesão da equipe de desenvolvimento, descentralização de poder e liderança democrática. Neste contexto, surge a preocupação referente ao desgaste gerado pela implantação da Extreme Programming em empresas cuja cultura e estrutura organizacional se revelem altamente incompatíveis com as práticas e valores do método. Neste sentido, o presente trabalho procura fazer uma contribuição identificando aspectos culturais e estruturais favoráveis ou desfavoráveis à adoção da Extreme Programming, de forma a elaborar uma lista de verificação da adequação dos fatores organizacionais.
Hübner, Uwe. "XP." Universitätsbibliothek Chemnitz, 2001. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-200100361.
Full textArnklint, Jonas. "Utveckling av publiceringsverktyg för hantering av webbplatser." Thesis, Jönköping University, JTH, Computer and Electrical Engineering, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-11767.
Full textUrdangarin, Roger Gonçalves. "Uma investigação sobre o uso de práticas Extreme Programming no desenvolvimento global de software." Pontifícia Universidade Católica do Rio Grande do Sul, 2008. http://hdl.handle.net/10923/1555.
Full textThe challenges facing global software engineering in today’s world, due to large geographical area, became more complex. The rise in globalization of international companies have directly affected the software development market. In the search for low cost competitive advantages for companies, high productivity and quality in the system development, several organizations decided to extend their internal development to the BRIC emerging countries (Brazil, Russia, India and China) because these countries reduce their costs and have large specialized labor pools available. Making it necessary to search for new software development processes that are less bureaucratic, increase the distribution team’s agility and minimizing the negative impacts that large geographic distribution causes in global software development. In this sense, the goal of this research is to identify and validate the effects caused by adopting the practice of agile development in the principal challenges faced by GSD projects. The research method chosen was the case study, conducted in three universities located in the two different continents, in addition to a software engineering research center from the United States. The contribution of this research is the identification of the lessons learned based on the affects that the adoption of agile methodology in the global software engineering context, as well as what would be new challenges that appear from this combination.
Os desafios que a engenharia global de software vem enfrentando atualmente em função das grandes distâncias geográficas continuam cada vez mais complexos. A globalização de companhias tem afetado diretamente o mercado de desenvolvimento de software. Na busca por diferenciais competitivos que resultem em custos mais baixos e um alto índice de produtividade e qualidade no desenvolvimento de software, diversas empresas multinacionais optaram por expandir suas fronteiras e começaram a expandir o seu desenvolvimento de software nos países emergentes do bloco BRIC (Brasil, Rússia, Índia e China) em função dos incentivos fiscais favoráveis e mão de obra especializada abundante. Torna-se cada vez mais necessário identificar alternativas de processos de desenvolvimento de software que sejam mais leves e menos burocráticos que contribuam para a agilidade das equipes distribuídas e aliviem os efeitos negativos que a distribuição geográfica traz para o desenvolvimento global de software. Nesse sentido, esta dissertação de mestrado tem como objetivo avaliar os efeitos causados pela adoção de práticas de desenvolvimento ágil nos principais desafios enfrentados por projetos GSD. O método de pesquisa utilizado foi o estudo de caso tendo como unidade de análise um projeto de desenvolvimento global de software envolvendo a participação de três universidades situadas em dois continentes e um centro de pesquisas em engenharia de software localizado nos EUA. A pesquisa contribui no sentido de identificar quais as lições aprendidas sobre os efeitos produzidos pela aplicação da metodologia ágil no contexto da engenharia global de software, bem como, que novos desafios surgem a partir desta combinação.
Loos, Peter, and Peter Fettke. "Aspekte des Wissensmanagements in der Software-Entwicklung am Beispiel von V-Modell und Extreme Programming." Universitätsbibliothek Chemnitz, 2001. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-200100873.
Full textFettke, Peter. "Aspekte des Wissensmanagements in der Software-Entwicklung am Beispiel von V-Modell und Extreme Programming." Technische Universität Chemnitz, 2001. https://monarch.qucosa.de/id/qucosa%3A17755.
Full textEndriss, Carneiro Campelo Renata. "XP-CMM : uma guia para utilização de Extreme Programming em um ambiente nível do CMM." Universidade Federal de Pernambuco, 2003. https://repositorio.ufpe.br/handle/123456789/2523.
Full textRecentemente a comunidade de software vem se deparando com um grupo de novas metodologias de desenvolvimento de software, classificadas como metodologias ágeis . Algumas das metodologias que fazem parte deste grupo são Extreme Programming (XP) e SCRUM, sendo XP a mais conhecida e utilizada. Estas metodologias possuem em comum um conjunto de valores para o desenvolvimento de software, priorizando: indivíduos e iterações sobre processos e ferramentas; software funcionando sobre documentação compreensiva; colaboração do cliente sobre negociação de contrato; resposta à mudança sobre seguir um plano. Em paralelo à disseminação das metodologias ágeis, os investimentos em qualidade de software vêm aumentando a cada ano. Pesquisas realizadas sobre o setor de software, indicam um crescimento na adoção de modelos de qualidade como ISO 9000 e Capability Maturity Model for Software (CMM). Modelos de qualidade e metodologias ágeis possuem fundamentos opostos, como é possível notar nos valores definidos por essas metodologias. Autores de metodologias ágeis freqüentemente criticam modelos como o CMM. Em contra partida, alguns trabalhos indicam que é possível utilizar as duas abordagens em um mesmo ambiente. Este trabalho apresenta o Guia XP-CMM2, que tem como objetivo apoiar as organizações no uso da metodologia ágil XP em um ambiente nível 2 do CMM. Com o uso do Guia XP-CMM2, as organizações deverão se beneficiar da agilidade proposta por XP e da maturidade adquirida com o nível 2 do modelo de qualidade de software mais respeitado do mundo, o CMM. Para a elaboração do Guia XP-CMM2, foi realizado inicialmente um diagnóstico da satisfação de XP ao nível 2 do CMM e, depois, para cada problema identificado, uma solução foi proposta. Finalmente o Guia XP-CMM2 foi aplicado em dois ambientes distintos visando avaliação dos resultados obtidos
Bezerra, Júnior José Etiene. "Investigando o uso do extreme programming como uma metodologia de ensino para aplicações práticas da robótica educacional." Universidade Federal Rural do Semi-Árido, 2018. http://bdtd.ufersa.edu.br:80/tede/handle/tede/835.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
In an empirical way, it can be seen that technologies applied to education are increasingly present in educational institutions, especially the presence of educational robotics. Educational robotics consists of an educational technology that proposes to make the teaching and learning process more effective, using theoretical knowledge that is applied in practice. One of the major reasons for the presence of robotics is its advantage of being able to work in any area, making use of the interdisciplinary approach. It has been used by several professional in the educational area, as a teaching tool aimed at solving low school performance and avoidance. But for this, it is necessary to carry out a complete planning with the methodology to be followed. In this context, the objective of this paper is to propose a development of educational robotics combined with software engineering, in this case using agile software methodology as a teaching tool for the development of robotics. In this way, analyzes were performed in both robotics and agile methodology, based on this, it was identified that the most appropriate methodology for application of this development is Extreme Programming (XP). Based on this, the methodology developed was applied in a public school with first year students of high school. Thus, to validate this development of XP, two case studies were elaborated. After the accomplishment of this work, it was verified that it is possible to use XP as a teaching methodology for robotics producing results such as: the development of logical reasoning and the development of computational thinking
De modo empírico, percebe-se que as tecnologias aplicadas à educação estão cada vez mais presentes nas instituições de ensino, de modo especial, verifica-se também a presença da robótica educacional. A robótica educacional consiste em uma tecnologia da educação que propõe tornar o processo de ensino e aprendizagem mais eficaz, para isso, utiliza-se de conhecimentos teóricos que são aplicados na prática. Um dos maiores motivos da presença da robótica na educação é a sua vantagem de poder trabalhar em qualquer área, fazendo uso da abordagem interdisciplinar. A mesma tem sido utilizada por vários profissionais da área educacional, como uma ferramenta de ensino em que visa à solução para o baixo rendimento escolar e evasão. Mas para isso, é necessário a realização de todo um planejamento junto à metodologia a ser seguida. Diante deste contexto, o objetivo deste trabalho é propor um desenvolvimento da robótica educacional combinado com a engenharia de software, neste caso utilizando a metodologia ágil de software como uma ferramenta de ensino para o desenvolvimento da robótica. Deste modo, foram realizadas análises tanto na robótica como na metodologia ágil, com base nisso, identificou-se que a metodologia mais adequada para aplicação deste desenvolvimento é o Extreme Programming (XP). Com base nisso, a metodologia desenvolvida foi aplicada em uma escola pública com alunos do primeiro ano do ensino médio. Sendo assim, para validar este desenvolvimento do XP, foi elaborado dois estudos de casos. Após a realização desse trabalho, foi constatado que é possível utilizar o XP como uma metodologia de ensino para a robótica produzindo resultados como: o desenvolvimento do raciocínio lógico e o desenvolvimento do pensamento computacional
2018-06-12
Martins, Marques Helena. "Um processo para customização de produtos de software." Universidade Federal de Pernambuco, 2005. https://repositorio.ufpe.br/handle/123456789/2788.
Full textA evolução da indústria de software vem seguindo as tendências do mercado global, onde fatores como alta qualidade, baixo custo de produção e manutenção, uso efetivo de recursos e time-to-market ditam os objetivos dos negócios. Além destas demandas, um novo fator está sendo incorporado: a customização de produtos para atender às necessidades únicas de cada cliente. Apesar de novas estratégias terem surgido na indústria de software no sentido de sistematizar o desenvolvimento de produtos de software, ainda existem vários desafios em torno da necessidade de construir produtos modulares e que possuam um alto grau de flexibilidade, como, por exemplo, o amadurecimento de um processo para a construção sistemática de produtos customizáveis de software e a solução dos problemas em torno da instanciação destes produtos para atender às necessidades particulares de diversos clientes. Através de uma análise de processos de software existentes foi possível identificar as lacunas deixadas pelos processos RUP e XP, no âmbito da customização e implantação de produtos de software. As abordagens focam no desenvolvimento de produtos de software, seja ele um serviço para um cliente específico (software sob encomenda) ou um produto fechado. Como resultado deste estudo, foi definida uma abordagem de processo de software cujo objetivo é orientar e apoiar na condução de projetos cujo foco é a customização e implantação de produtos de software. As principais contribuições deste trabalho são a formalização de um processo eficaz para a customização e implantação de produtos de software e que, ao mesmo tempo, seja vantajoso em termos de tempo e custo em relação ao desenvolvimento tradicional de software
Hansson, Kristina. "User-Centered Extreme Programming Development : a combination of two software development process in theory and practice." Thesis, University West, Department of Technology, Mathematics and Computer Science, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-549.
Full textShah, Syed Mudassir, and Muhammad Amin. "Investigating the Suitability of Extreme Programming for Global Software Development : A Systematic Review and Industrial Survey." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3084.
Full textUrdangarin, Roger Gon?alves. "Uma investiga??o sobre o uso de pr?ticas Extreme Programming no desenvolvimento global de software." Pontif?cia Universidade Cat?lica do Rio Grande do Sul, 2008. http://tede2.pucrs.br/tede2/handle/tede/5019.
Full textOs desafios que a engenharia global de software vem enfrentando atualmente em fun??o das grandes dist?ncias geogr?ficas continuam cada vez mais complexos. A globaliza??o de companhias tem afetado diretamente o mercado de desenvolvimento de software. Na busca por diferenciais competitivos que resultem em custos mais baixos e um alto ?ndice de produtividade e qualidade no desenvolvimento de software, diversas empresas multinacionais optaram por expandir suas fronteiras e come?aram a expandir o seu desenvolvimento de software nos pa?ses emergentes do bloco BRIC (Brasil, R?ssia, ?ndia e China) em fun??o dos incentivos fiscais favor?veis e m?o de obra especializada abundante. Torna-se cada vez mais necess?rio identificar alternativas de processos de desenvolvimento de software que sejam mais leves e menos burocr?ticos que contribuam para a agilidade das equipes distribu?das e aliviem os efeitos negativos que a distribui??o geogr?fica traz para o desenvolvimento global de software. Nesse sentido, esta disserta??o de mestrado tem como objetivo avaliar os efeitos causados pela ado??o de pr?ticas de desenvolvimento ?gil nos principais desafios enfrentados por projetos GSD. O m?todo de pesquisa utilizado foi o estudo de caso tendo como unidade de an?lise um projeto de desenvolvimento global de software envolvendo a participa??o de tr?s universidades situadas em dois continentes e um centro de pesquisas em engenharia de software localizado nos EUA. A pesquisa contribui no sentido de identificar quais as li??es aprendidas sobre os efeitos produzidos pela aplica??o da metodologia ?gil no contexto da engenharia global de software, bem como, que novos desafios surgem a partir desta combina??o.
Nonemacher, Marcos Leandro. "Comparação e avaliação entre o processo RUP de desenvolvimento de software e a metodologia extreme programming." Florianópolis, SC, 2003. http://repositorio.ufsc.br/xmlui/handle/123456789/86306.
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Karapinar, Hasan Turan. "Jdp: A Tool To Support Pair Programming In Distributed Environments." Master's thesis, METU, 2005. http://etd.lib.metu.edu.tr/upload/3/12606402/index.pdf.
Full textMartins, Júnior Machado. "RequirementX: um a ferramenta para suporte à gerência de requisitos em extreme Programming baseada em mapas conceituais." Universidade do Vale do Rio do Sinos, 2007. http://www.repositorio.jesuita.org.br/handle/UNISINOS/2244.
Full textCoordenação de Aperfeiçoamento de Pessoal de Nível Superior
Uma das tarefas críticas na confecção de sistemas de software é a elicitação de requisitos, a qual configura uma ação de descoberta de conhecimento. Assim, muitas técnicas são empregadas na tentativa de minimizar conflitos de idéias, conceitos mal formados, interpretações redundantes e omissão de dados; sendo que, para tanto, o uso de cenários, entrevistas, cartões, viewpoints e diagramas de Use Case são utilizados como ferramentas para diminuir a distância entre o técnico e o usuário na definição dos requisitos. Além disso, os Mapas Conceituais têm sido empregados com muita eficiência em tarefas de captura de conhecimento, portanto, este trabalho utiliza esse conceito como forma de organizar, identificar, aprimorar conceitos e definições dos requisitos de um software de forma cooperativa, formatado em User Story da metodologia Extreme Programming (XP). Com esse objetivo, o processo é apoiado por uma ferramenta baseada na web, que automatiza a geração, organização e acompanhamento da captura dos requisitos ge
One of the hardest tasks of building a software system is requirements elicitation, which triggers a knowledge discovery action. Thus, many techniques are used with the intention to minimize idea conflicts, misformed concepts, erroneous interpretations and missing data; In order to achieve this goal, scenarios interviews, User Stories, viewpoints and Use Case diagrams are techniques to reduce the distance between the researcher and the user on requirement elicitation. Concept maps have been used as efficient way to represent knowledge. This research uses concept maps to deal with the organization, identification and improvement of concepts and software requirements definitions in a cooperative way, making use of the User Story format introduced by the Extreme Programming (XP) methodology. The proposed process is supported by a web-based tool, which automates the generation, organization and management of the requirements capture generated in the Concept Maps format
Flisberg, Magnus. "En undersökning av faktorer som styr valet mellan XP och RUP." Thesis, University of Skövde, School of Humanities and Informatics, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-1024.
Full textFör att genomföra ett lyckat systemutvecklingsprojekt kan ett flertal utvecklingsmetoder användas. Utvecklingsmetoder hjälper till att undvika fallgropar under utvecklingsprocessen. De två typer av utvecklingsprocesser som arbetet baseras på är eXtreme Programming (XP) och Rational Unified Process (RUP).
Genom att identifiera skillnader samt hur XP och RUP kan kombineras, presenteras olika faktorer. En faktor är projektstorlek som enligt litteratur är den viktigaste faktorn vid valet mellan XP och RUP. Med hjälp av en enkätundersökning hos ett antal utvecklingsföretag har data samlats in för att ta reda på om projektstorlek är en huvudsaklig faktor för valet mellan XP och RUP. Undersökningen resulterar i att verifiera eller falsifiera om projektstorlek är en huvudsaklig faktor vid valet mellan XP och RUP. Undersökningen visar med hjälp av ett poängsystem att projektstorlek inte är den huvudsakliga faktorn, det vill säga att hypotesen om att projektstorlek är huvudsaklig, falsifieras
Pettersson, Erik, and Matthias Holmberg. "KodEd." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-58364.
Full textThis project investigated different tools and methods used today in teaching programming. It summarizes earlier studies and draws conclusions about how suited they are for the job. The accompanying web application would be crafted based on the conclusions made. The report intends to describe how the web application was constructed, and which methods and tools were used during its development. The subject of the report is highly relevant today since the Swedish government is discussing the introduction of programming classes in the elementary school. Thus demanding both suitable methods and tools.
Fälth, Karin, and Linda Svahn. "Parprogrammering : Ökad tidsåtgång uppvägs av dess fördelar?" Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik och datavetenskap, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2791.
Full textVillena, Moya Agustín Antonio. "Un Modelo Empírico de Enseñanza de las Metodologías Agiles." Tesis, Universidad de Chile, 2008. http://repositorio.uchile.cl/handle/2250/101998.
Full textSato, Danilo Toshiaki. "Uso eficaz de métricas em métodos ágeis de desenvolvimento de software." Universidade de São Paulo, 2007. http://www.teses.usp.br/teses/disponiveis/45/45134/tde-06092007-225914/.
Full textAgile Methods appeared at the end of the last decade as an alternative to traditional software development methods. They propose a new style of development, eliminating the cost of excessive and bureaucratic documentation, and emphasizing the interactions between people collaborating to achieve high productivity and deliver high-quality software. With an empirical process, based on constant inspect-and-adapt cycles, the team works towards an environment of continuous improvement. One of the practices proposed by Extreme Programming (XP) to enable the creation of such environment is called tracking. The role of a tracker is to collect metrics that support the team on understanding their current process. Finding effective ways to evaluate the team and the development process is not an easy task. Also, some of the possible problems are not always easily recognizable from quantitative data alone. This work investigates the use of metrics for tracking projects using Agile Methods for software development. A case study on the adoption of XP in seven academic and governmental projects was conducted to validate some of these metrics and to evaluate the level of adherence to the proposed practices, with the goal of assisting and supporting the tracker of an agile team.
Sandberg, Daniel. "Automatiserad unit testning." Thesis, Blekinge Tekniska Högskola, Avdelningen för telekommunikationssystem, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3186.
Full textDet första en utvecklare tänker på när man hör de tre magiska orden automatisk unit testning är att han äntligen slipper sitta med den tråkiga testningen. Medan chefen och ekonomiansvarige börjar räkna på hur mycket pengar de kan spara efter de sagt upp halva testavdelningen. Tyvärr får båda tänka om då oftast den automatiska testningen har lika lång utvecklingstid men förhoppningvis om den blir lyckad så förbättrar den kodkvalitén. Vilket kan vara minst lika mycket värt som att man sparar några kronor i minskade personalkostnader.
Suhaib, Syed Mohammed. "XFM: An Incremental Methodology for Developing Formal Models." Thesis, Virginia Tech, 2004. http://hdl.handle.net/10919/9905.
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Velic, Haris. "Vilka nödvändiga kompetenser krävs av systemutvecklare som använder XP? : en kvalitativ studie bland svenska systemutvecklare." Thesis, University of Skövde, School of Humanities and Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-2336.
Full textExamensarbetet har sin ansats i utvecklingsmetoder närmare bestämt den lättrörliga utvecklingsmetoden Extreme Programming (XP). Beståndsdelen i en utvecklingsmetod är människorna, deras erfarenheter och kunnande samt deras förmåga att skapa idéer och lösa problem såväl enskilt som tillsammans. Utan nödvändig kompetens inom utvecklingsteamen ökar risken att utvecklingsprojekten misslyckas eller försenas. Syftet med detta arbete är att utifrån intervjuer med systemutvecklare undersöka vilka nödvändiga kompetenser som är nödvändiga för att XP skall kunna användas på ett effektivt sätt, även att uppmärksamma vilka problem som kan uppstå då den sociala kompetensen saknas. Metoden som har använts för att undersöka vilka faktorer som är nödvändiga i avseende till kompetenser är baserad på en kvalitativ ansats. Undersökningen har gjorts på två medelstora företag som använder XP vid utveckling av programvara. I stora drag har resultatet från denna undersökning utifrån intervjuer visat att social kompetens är viktig hos medarbetarna för att uppnå ett lyckat resultat. I ett projekt där samarbete med kunden sker kontinuerligt är det nödvändigt att systemutvecklarna har en god kommunikation vilken grundar sig på den sociala kompetensen. Slutsatser som kan dras från denna undersökning utifrån det empiriska materialet visar att social kompetens utgör en central roll inom XP. Systemutvecklare som använder XP behöver kunna kommunicera på ett klart och tydligt sätt, samt kunna samarbeta med övriga gruppmedlemmar för att projekten skall drivas framåt. I resultaten berörs även ytterligare kompetenser som kan vara till nytta vid användning av XP. Vidare redogörs för faktorer som kan vidtas för att uppnå kraven.
Chazarreta, Jasmin, and Mari Johansson. "Agila metoders påverkan på testare." Thesis, Linköping University, Department of Computer and Information Science, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-11512.
Full textTo assure good quality the software needs to be tested to find errors and to verify that the programme meets the customer’s expectations. Traditional methods are usually used in software development and means that a number of predetermined steps are followed. By using agile methods the development can more easily be adapted to the changes on the market. With these methods the testing is carried out continuously throughout the project. This may affect both developers and testers in different ways. Most studies focus on how agile methods affect developers but there are no studies on how testers are affected by these methods. The purpose of this master thesis is therefore to study how the testers are affected when adopting the agile methods.
The study was based on a theoretical and an empirical study consisting of interviews. These studies indicate five areas to investigate further, these areas were: test process, collaboration and communication, psychological effects, exchange of knowledge and education. After contacting a number of interviewees a decision was made to only study the agile methods Extreme programming and Scrum. Interviews were carried out at six different companies, where all interviewees had experience of testing in agile projects. The questions were open-ended questions and the answers were compiled to be compared with the theory in an analysis.
The result showed that tests are carried out early and continuously throughout the entire development process. Since the testing is carried out parallel to the development the tester gains a better understanding for the product and there is a smaller risk for unnecessary tests to be written. The documentation produced during the test process is not affected by the agile methods but is rather dependent on other factors. These factors could be demands or the company’s business area. Collaboration and communication between testers and developers is improved since they are sitting together and have daily meetings. This also results in an increased exchange of knowledge within the team and that the team members are more informed about each others work. The result also showed that agile methods have psychological effects on the tester. Since the tester often has a unique role in the team the feeling of loneliness is larger and the opportunities to discuss tests are less than if there would have been other testers in the team. The role as a tester means to work independently with both developers and product owners to satisfy the interests of both sides. Finally, the study showed that the team needs an education when adopting agile methods to make sure that all team members have the same understanding of the methods.
För att kunna säkerställa god kvalité på mjukvara krävs att den testas för att hitta fel och visa att programmet uppfyller kundens förväntningar. Vanligen sker mjukvaruutveckling enligt så kallade traditionella metoder som innebär att ett antal förutbestämda steg följs. För att kunna anpassa mjukvaruutvecklingen efter förändringar som ständigt uppstår på marknaden används i stället agila metoder. Dessa metoder innebär bland annat att testningen sker parallellt med utvecklingen vilket kan komma att påverka utvecklarna och testarna på flera olika sätt. De flesta studier kring agila metoders påverkan fokuserar på utvecklarna och studier som visar hur testarna påverkas saknas. Syftet med examensarbetet var därför att undersöka hur testarna påverkas av införandet av agila metoder.
Undersökningen baserades på teoristudier och en empirisk studie bestående av intervjuer. Dessa studier visade på fem områden att undersöka närmare, dessa var: testprocessen, samarbete och kommunikation, psykologiska effekter, kunskapsutbyte samt utbildning. Efter kontakt med ett antal intervjuobjekt beslöts att avgränsa studien till att endast studera de agila metoderna Extreme programming och Scrum. Personer från sex olika företag intervjuades, där alla intervjuobjekt hade erfarenhet av test inom agila projekt. Intervjufrågorna var fasta med öppna svarsalternativ och svaren sammanställdes sedan för att, i en analys, jämföras med den teoretiska bakgrunden.
Resultatet visade att testaren utför tester tidigt och kontinuerligt genom hela utvecklingsprocessen. Genom att testningen sker parallellt med utvecklingen får testaren en ökad förståelse för produkten och risken minskar för att onödiga tester skrivs. Dokumentationen som produceras under testprocessen påverkas inte av de agila metoderna utan beror i stället på andra faktorer. Dessa faktorer kan vara efterfrågan eller vilken bransch företaget är verksam i. Samarbete och kommunikation mellan testare och utvecklare förbättras då de sitter tillsammans och har dagliga möten. Detta leder även till att kunskapsutbytet inom teamet ökar och att teammedlemmarna blir mer insatta i varandras arbeten. Resultatet visade även att agila metoder har vissa psykologiska effekter på testaren. Eftersom testaren oftast har en unik roll i teamet känner denne i större grad ensamhet i sitt arbete och tillfällena att diskutera test blir färre än om det hade varit fler testare i teamet. Rollen som testare innebär att arbeta oberoende med både utvecklare och produktägare samtidigt som båda parter ska bli nöjda. Slutligen visade undersökningen att teamet behöver utbildning vid införandet av agila metoder. Utbildningen ska ge en korrekt bild av metoderna för att alla i teamet ska få samma syn på dessa.
Martsinkevich, Tatiana V. "Improving message logging protocols towards extreme-scale HPC systems." Thesis, Paris 11, 2015. http://www.theses.fr/2015PA112215.
Full textExisting petascale machines have a Mean Time Between Failures (MTBF) in the order of several hours. It is predicted that in the future systems the MTBF will decrease. Therefore, applications that will run on these systems need to be able to tolerate frequent failures. Currently, the most common way to do this is to use global application checkpoint/restart scheme: if some process fails the whole application rolls back the its last checkpointed state and re-executes from that point. This solution will become infeasible at large scale, due to its energy costs and inefficient resource usage. Therefore fine-grained failure containment is a strongly required feature for the fault tolerance techniques that target large-scale executions. In the context of message passing MPI applications, message logging fault tolerance protocols provide good failure containment as they require restart of only one process or, in some cases, a bounded number of processes. However, existing logging protocols experience a number of issues which prevent their usage at large scale. In particular, they tend to have high failure-free overhead because they usually need to store reliably any nondeterministic events happening during the execution of a process in order to correctly restore its state in recovery. Next, as message logs are usually stored in the volatile memory, logging may incur large memory footprint, especially in communication-intensive applications. This is particularly important because the future exascale systems expect to have less memory available per core. Another important trend in HPC is switching from MPI-only applications to hybrid programming models like MPI+threads and MPI+tasks in response to the increasing number of cores per node. This gives opportunities for employing fault tolerance solutions that handle faults on the level of threads/tasks. Such approach has even better failure containment compared to message logging protocols which handle failures on the level of processes. Thus, the work in these dissertation consists of three parts. First, we present a hierarchical log-based fault tolerance solution, called Scalable Pattern-Based Checkpointing (SPBC) for mitigating process fail-stop failures. The protocol leverages a new deterministic model called channel-determinism and a new always-happens-before relation for partial ordering of events in the application. The protocol is scalable, has low overhead in failure-free execution and does not require logging any events, provides perfect failure containment and has a fully distributed recovery. Second, to address the memory limitation problem on compute nodes, we propose to use additional dedicated resources, or logger nodes. All the logs that do not fit in the memory of compute nodes are sent to the logger nodes and kept in their memory. In a series of experiments we show that not only this approach is feasible, but, combined with a hierarchical logging scheme like the SPBC, logger nodes can be an ultimate solution to the problem of memory limitation for logging protocols. Third, we present a log-based fault tolerance protocol for hybrid applications adopting MPI+tasks programming model. The protocol is used to tolerate detected uncorrected errors (DUEs) that happen during execution of a task. Normally, a DUE caused the system to raise an exception which lead to an application crash. Then, the application has to restart from a checkpoint. In the proposed solution, we combine task checkpointing with message logging in order to support task re-execution. Such task-level failure containment can be beneficial in large-scale executions because it avoids the more expensive process-level restart. We demonstrate the advantages of this protocol on the example of hybrid MPI+OmpSs applications
Gryc, Radim. "Využití agilních metod ve startupu." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2015. http://www.nusl.cz/ntk/nusl-224977.
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