Tesis sobre el tema "Extreme programming"

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1

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.

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Extreme Programming (XP) is inherently collaborative, which makes it amenable to Computer Supported Cooperative Work (CSCW) support. The collaboration enabling tools and techniques used in XP, such as whiteboards, index cards and co-location, are adequate for their immediate purposes. However, they do not allow sufficient information to survive beyond the end of projects. Long term consequences of their use include the risk of inadequate software maintenance, and limitation of the process' scalability. In this thesis, we explore the opportunity to address these risks by means of a desktop-based client/server experimental groupware application. We exploit existing metaphors and characteristics of XP, such as the `information radiator' and the natural hierarchical arrangement of the primary project concerns, in order to reduce the gap between user's mental model of normal XP and CSCW enabled XP. We use XML, relaxed-WYSIWIS and a message passing communications system to allow users to interact with the same or different aspects of a project's information space---the Project Document---while they collaborate on essential project planning and coordination activities of the Planning Game. We conclude that our choice of deployment architecture and selection of aspects of XP which are augmented offer relevant and more sophisticated support for XP teams than do web-based approaches reported in literature.
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2

Thorsen, 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.

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Syed-Abdullah, Sharifah Lailee. "Empirical study on extreme programming". Thesis, University of Sheffield, 2005. http://etheses.whiterose.ac.uk/6067/.

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The focus of this research is on the human side of an agile methodology because most of the other research on methodologies tends to focus on the technical aspect. The context for this research is the Software Engineering Observatory at the University of Sheffield, a research facility, which is run by the Verification and Testing (VT) research group. The objective of this observatory is two- fold: firstly, it is to create an environment for the training and development of skills that are associated with the successful construction of a software solution with a real commercial client, and secondly, it is for the carrying out of research work that would be impossible to do in the real software industry. The observatory allows empirical researchers to observe, question or interview software developers working on real industrial projects. The general relevance of this research lies in the ability to evaluate the effectiveness of an agile methodology by first, identifying the difficult practices in the XP methodology and the reasons for the difficulties, with the intention to improve the methodology. Cognitive theory indicates that for a new approach to be accepted easily, it must conform to the ways the brain accepts information, stimulates the mind, and thus motivates the developers. The research demonstrates qualitatively and quantitatively the effect of this improvement on the software developers. Comparison studies between the Extreme Programming (an agile methodology) with the Discovery Method (a design-led methodology) were conducted to evaluate the effect of the XP methodology in term of the work related well being, the work group cohesion, the positive affectivity and finally the quality of the software. To achieve generalisability for some findings, data was collected from an XP team in IBM, Hursley, United Kingdom.
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Macias, Francisco Javier. "Empirical assessment of extreme programming". Thesis, University of Sheffield, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.414659.

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5

Eskandari, 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.

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Det 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

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6

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.

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7

Backeman, Jens y 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.

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Att 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.

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8

Rytinki, J. (Janne). "Extreme programming -menetelmien hyödyt tietojärjestelmien ylläpidossa". Master's thesis, University of Oulu, 2013. http://urn.fi/URN:NBN:fi:oulu-201306061562.

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Tietojärjestelmien ylläpitovaiheen tehtäviin kuuluvat kaikki käyttöönoton jälkeiset muutokset, korjaukset ja kehitystyöt. Tietojärjestelmien ylläpitovaihe kestää vuosista kymmeniin vuosiin ja ylläpitovaiheen menetelminä on käytetty perinteistä vesiputousmallia. Ylläpitovaihetta pidetään myös usein kalliina, muutosten toteutus kestää usein ja virheenkorjauksia joudutaan odottamaan kohtuuttomia aikoja. Kuitenkin viime vuosina Agile-menetelmät ovat enemmän sääntö kuin poikkeus. Tämän tutkimuksen tarkoituksena on tutkia, voidaanko Extreme Programming (XP) -menetelmiä hyödyntää tietojärjestelmän ylläpitovaiheen tehtäviin menestyksekkäästi ja miten XP:n menetelmät voivat tukea tietojärjestelmäkehityksen ylläpitovaiheen tehtäviä. Tämä tutkimus on laadullinen tapaustutkimus, joka kartoittaa ongelmakohtia yritys Alfassa kyselylomakkeen ja haastattelujen avulla. Saatujen vastausten avulla pyrittiin kartoittamaan yritys Alfassa olevat ongelmakohdat ja kuinka XP:n menetelmät pystyvät parantamaan niitä. Tiedonkeräys suoritettiin yritys Alfan tuki- ja ylläpitotiimin jäsenille ja siinä mukana olleille. Tiedonkeräyksen avulla saavutetut tulokset tukevat hypoteesia, jonka mukaan XP:n menetelmät pystyvät parantamaan tietojärjestelmän ylläpitovaiheen tehtäviä. Tutkimuksen aikana havaittiin, että XP:n menetelmät soveltuvat hyvin ylläpitovaiheen tehtävien suorittamiseen ja niillä pystyttäisiin nopeuttamaan käytössä olevia prosesseja. XP:n menetelmät tukevat hyvin niitä kohtia, jotka nähtiin yritys Alfassa haasteellisiksi tai joissa nähtiin puutteita. Löydettyjä ongelmakohtia on muun muassa riittämätön palaute, vähäinen kontakti asiakkaaseen, lähdekoodin kompleksisuus, testauksen haasteet ja käyttäjätarinoiden puutteellisuus. XP tarjoaa näihin käytäntöjä, jotka parantavat ongelmakohtia. Parannusehdotuksia ovat esimerkiksi: Refaktoroinnilla saavutetaan yksinkertaisempi lähdekoodi, käyttäjätarinoiden tietosisällön korostaminen, yksikkö- ja hyväksymistestaus parantaa kommunikointia ja palautetta asiakkaan ja ohjelmoijan välillä. Tutkimuksen tulokset auttavat parantamaan olemassa olevia prosesseja tietojärjestelmien ylläpidossa ja tarjoaa tukea tahoille, joissa havaitaan samankaltaisia haasteita. XP:n menetelmät tarjoavat hyvän viitekehyksen tietojärjestelmien ylläpitovaiheen tehtäville.
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9

Sedano, Todd. "Sustainable Software Development: Evolving Extreme Programming". Research Showcase @ CMU, 2017. http://repository.cmu.edu/dissertations/837.

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Context: Software development is a complex socio-technical endeavor that involves coordinating different disciplines and skill sets. Practitioners experiment with and adopt processes and practices with a goal of making their work more effective. Objective: To observe, describe, and analyze software development processes and practices in an industrial setting. Our goal is to generate a descriptive theory of software engineering development, which is rooted in empirical data. Method: Following Constructivist Grounded Theory, we conducted a 2.5 year participant-observation of eight software projects at Pivotal, a software development company. We interviewed 33 software engineers, interaction designers, and product managers, and analyzed one year of retrospection topics. We iterated between data collection, data analysis and theoretical sampling until achieving theoretical saturation and generating a descriptive theory. Results: 1) This research introduces a descriptive theory of Sustainable Software Development. The theory encompasses principles, policies, and practices aiming at removing knowledge silos and improving code quality, hence leading to development sustainability. 2) At the heart of Sustainable Software Development is team code ownership. This research widens our understanding of team code ownership. Developers achieve higher team code ownership when they understand the system context, have contributed to the code in question, perceive code quality as high, believe the product will satisfy the user needs, and perceive high team cohesion. 3) This research introduces the first evidence-based waste taxonomy, identifying eight wastes along with causes and tensions, and compares it with Lean Software Development’s waste taxonomy. Conclusion: The Sustainable Software Development theory refines and extends our understanding of Extreme Programming by adding principles, policies, and practices (including Overlapping Pair Rotation) and aligning them with the business goal of sustainability. One key aspect of the theory is team code ownership, which is rooted in numerous cognitive, emotional, contextual and technical factors and cannot be achieved simply by policy. Another key dimension is waste identification and elimination, which has led to a new taxonomy of waste. Overall, this research contributes to the field of software engineering by providing new insights, rooted in empirical data, into how a software organization leverages and extends Extreme Programming to achieve software sustainability.
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10

Johansson, 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.

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Allt 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.

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11

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.

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12

Chebotarova, D. V. y V. O. Krasnikov. "Features of using extreme programming in software development". Thesis, ФОП Петров В. В, 2021. https://openarchive.nure.ua/handle/document/16579.

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13

Tian, Yuan Umphress David A. "Adapting eXtreme programming for global software development project". Auburn, Ala, 2009. http://hdl.handle.net/10415/1657.

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14

Becker, 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.

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With 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.

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15

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.

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16

Tollin, Kristofer y 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.

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Denna 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.

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17

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.

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Lundgren, 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.

 

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19

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.

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The 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.

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Atli, Gulgunes. "CRITICAL PERSONALITY TRAITS IN SUCCESSFUL PAIR PROGRAMMING". Bowling Green State University / OhioLINK, 2006. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1150232487.

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Vogel, 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.

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22

Bolze, Christian, Tobias Ernst, Steffi Greif, Susanne Krügler, Martin Nowotnick, Andre Schneider y 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.

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Die vorliegende Ausgabe beschäftigt sich mit der Entschleunigung von Konsum- und Unternehmens-prozessen. Entschleunigung ist ein aktuelles Thema in der Wissenschaft, dem immer mehr Aufmerksamkeit geschenkt wird. Umwelt und Bevölkerung können einer stetigen Beschleunigung nicht unbegrenzt standhalten, so dass eine gegenläufige Entwicklung auf Dauer unvermeidlich ist. Doch in welcher Form haben sich Aspekte der Entschleunigung bisher sowohl in Unternehmen als auch bei Individuen etablieren können? Um diese Frage zu beantworten, kommen in dieser Arbeit unterschiedliche empirische Methoden zur Anwendung. Mit Hilfe eines Experiments, durchgeführt mit Studenten der Wirtschaftswissenschaften an der TU Dresden, wird dabei die Zahlungsbereitschaft für Entschleunigung innerhalb der Bevölkerung untersucht. Zur weiteren empirischen Überprüfung des Kenntnisstan-des und Verbreitungsgrades des Themas Entschleunigung werden zwei Fragebögen, welche sich zum Zeitpunkt des Entstehens dieser Arbeit im Stadium des Pre-Tests befinden, entwickelt und im Rahmen dieser Arbeit vorgestellt und ausgewertet. Die Abfrage des Themas Entschleunigung erfolgt dabei über die Betrachtung verschiedener Sichtweisen (Unternehmens-, Kunden-, Mitarbeiter- und Gesundheitssicht), zu denen einleitend theoretische Grundlagen gelegt werden. Als konkretes Beispiel für eine mögliche Umsetzung von Entschleunigung wird für die IT-Branche das Extreme Programming vorgestellt, welches versucht, neue Wege in der Softwareentwicklung zu gehen. Innerhalb einer Fallstudie werden abschließend Netzwerke in der freien Marktwirtschaft und ihre möglichen Beiträge zur Entschleunigung untersucht.
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23

Xu, 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.

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Today's e-commerce systems have evolved from traditional middleware technologies such as CORBA and DCOM to a multi-tiered infrastructure. Java 2 Enterprise Edition (J2EE) and Microsoft .NET are two main competitors building on such architecture. Usually a multi-tiered architecture involves distinct architecture layers, components, distributed applications and enterprise resources. This complexity poses considerable risks to e-commerce systems building on such infrastructure. To address the current problems of high testing cost and non-formal test specification, we propose a new process called FTEXT (Functional Testing of E-commerce systems with eXtreme programming and TTCN-3). FTEXT combines an agile software development process, cost-effective test tools and a formal test specification language that serve a common purpose and work together to support a cost-effective approach to test J2EE based e-commerce systems. To facilitate TTCN-3 test execution, we have designed and implemented a parser that translates TTCN-3 test script to Java source code that conforms to the selected open source test tool. The source code is then compiled into executable test code. In the context of J2EE based system development and testing, this thesis offers the following contributions: (1) Methodology: Proposed a new cost-effective model (FTEXT) for testing J2EE based e-commerce systems. (2) Parser: Designed and implemented a parser to translate TTCN-3 test script and generate Java test code that conforms to the selected open source test tool for functional testing of Web-based applications. (3) Case Study: Implemented our approach in a case study that tests a typical J2EE ecommerce application. The case study demonstrates the working mechanism of the FTEXT method, relevant open source tools (e.g. HttpUnit and Apache Ant) and the capability of our TTCN-3 to Java parser.
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24

Erharuyi, 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.

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The 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. The combination of these models will enable organizations take advantage of models’ strengths and compensate for their weaknesses in enhancing continuous software process improvement and rapidly responding customer’s changing needs. This was achieved by adopting a model in balancing ISO and eXtreme programming in software projects. This allows organization to determine whether to choose a pure method (eXtreme programming or ISO) or mixed methods (eXtreme programming and ISO) that will be most successful in executing software projects. Also developed was another strategy in modifying eXtreme programming practices to reflect ISO 9001:2000 standard requirements.
The 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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25

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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Dissertação (mestrado) - Universidade Federal de Santa Catarina, Centro Tecnológico. Programa de Pós-Graduação em Ciência da Computação.
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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.
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26

Hübner, Uwe. "XP". Universitätsbibliothek Chemnitz, 2001. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-200100361.

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Gemeinsamer Workshop von Universitaetsrechenzentrum und Professur "Rechnernetze und verteilte Systeme" der Fakultaet fuer Informatik der TU Chemnitz. Workshop-Thema: Mobilitaet Die Ideen hinter "Extreme Programming" werden vorgestellt. Die sehr unterschiedliche Bewertung wird damit erklärt, daß der Erfolg offenbar von den beteiligten Persönlichkeitstypen abhängt.
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27

Arnklint, 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.

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Urdangarin, 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.

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The 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.
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29

Loos, Peter y 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.

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Der in der Literatur verwendete Wissensbegriff ist vielschichtig. In dieser Arbeit werden sechs Facetten des Begriffes Wissen aus Sicht der Software-Entwicklung herausgearbeitet: Träger, Güte, Ausdrücklichkeit, Sprachbezug, Abstraktionsebene und Inhalt. Während traditionelle, schwergewichtige Software-Entwicklungsprozesse primär explizites und formal-sprachliches Wissen fokussieren, das sich bspw. in Anforderungsdokumenten oder Quelltexten widerspiegelt, betonen leichtgewichtige Prozesse neben dem formal-sprachlichen Wissen auch implizites und nicht-sprachliches Wissen, das durch Konzepte wie Pair-Progamming oder Planspiele bei der Projektplanung stimuliert wird. Bei einer Untersuchung des V-Modells und des Extreme Programming werden weitere Unterschiede alternativer Vorgehensweisen bei der Software-Entwicklung aus Sicht des Wissensmanagements dargestellt. Abgeschlossen wird die Arbeit mit einer Zusammenstellung spezieller Anforderungen an ein Wissensmanagement in der Software-Entwicklung.
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30

Fettke, 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.

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Der in der Literatur verwendete Wissensbegriff ist vielschichtig. In dieser Arbeit werden sechs Facetten des Begriffes Wissen aus Sicht der Software-Entwicklung herausgearbeitet: Träger, Güte, Ausdrücklichkeit, Sprachbezug, Abstraktionsebene und Inhalt. Während traditionelle, schwergewichtige Software-Entwicklungsprozesse primär explizites und formal-sprachliches Wissen fokussieren, das sich bspw. in Anforderungsdokumenten oder Quelltexten widerspiegelt, betonen leichtgewichtige Prozesse neben dem formal-sprachlichen Wissen auch implizites und nicht-sprachliches Wissen, das durch Konzepte wie Pair-Progamming oder Planspiele bei der Projektplanung stimuliert wird. Bei einer Untersuchung des V-Modells und des Extreme Programming werden weitere Unterschiede alternativer Vorgehensweisen bei der Software-Entwicklung aus Sicht des Wissensmanagements dargestellt. Abgeschlossen wird die Arbeit mit einer Zusammenstellung spezieller Anforderungen an ein Wissensmanagement in der Software-Entwicklung.
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31

Endriss, 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.

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Recentemente 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
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32

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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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
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33

Martins, Marques Helena. "Um processo para customização de produtos de software". Universidade Federal de Pernambuco, 2005. https://repositorio.ufpe.br/handle/123456789/2788.

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A 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
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34

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.

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35

Shah, Syed Mudassir y 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.

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Context: Over the past few years, Global Software Development (GSD) has emerged as an evolving trend in the software industry. The reasons behind this evolution are globalization, economic benefits, time to market, organizational and strategic location, access to skilled labor and reduction of costs. But despite its benefits, GSD also has challenges associated with communication, coordination and control. The challenges are mainly due to temporal, geographical and socio-cultural distances. Due to flexibility, and emphasis on frequent communication in agile methods, researchers have shown interest in incorporating agile methods in GSD. Extreme Programming (XP) is one of the most widely known agile methodologies that values simplicity, communication, courage and feedback. In this research study, we have investigated the suitability of XP in GSD by exploring its benefits and challenges in the state of art and state of practice. Objectives: This study aims at investigating the benefits and challenges associated with the combination of XP and GSD both in the research literature and in practice. The study also explores practices or solutions adopted in order to address the challenges of XP-GSD combination. Moreover, this study compares challenges of XP-GSD combination with the traditional GSD challenges. Methods: This research study has been accomplished with the help of a systematic literature review (SLR) and an industrial survey. For the systematic review, the snowballing approach was applied, and an initial set of papers was selected from IEEE Xplore and Google Scholar. After selecting the initial set of papers, backward snowballing was conducted by searching the reference list of the selected articles. Then, forward snowballing was conducted by looking for the citations of the selected articles. After completing the systematic review, the industrial survey was conducted to complement the findings of the literature review. The data collected from both SLR and survey was analyzed both separately and collectively. Results: Through SLR, we have identified 21 benefits, 17 challenges, and 18 solutions to the identified challenges. The benefits and challenges have been classified according to communication, coordination and control in correspondence with temporal, socio-cultural and geographical distance. From the survey, we have identified 19 benefits, 20 challenges, and 17 solutions to the identified challenges. However, 13 benefits, 9 challenges, and 8 solutions were in common. The majority of challenges found in both literature review and survey were however traditional GSD challenges. Conclusions: The scarcity of research literature in the area suggests that more work needs to be done to successfully implement XP in GSD projects. The benefits and challenges extracted from literature and industry suggest that the application of XP can be beneficial for GSD since the majority of the reported challenges are traditional GSD challenges. Nevertheless, application of XP practices can alleviate these challenges. Based on the results, we conclude that XP can be successfully adopted in GSD projects.
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36

Urdangarin, 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.

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Os 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.
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37

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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Dissertação (mestrado) - Universidade Federal de Santa Catarina, Centro Tecnológico. Programa de Pós-Graduação em Ciência da Computação.
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38

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.

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This thesis focuses on the development of a distributed pair programming tool that enables two programmers to generate code together in JBuilder editor over the web. First, software development processes are generally reviewed and Extreme Programming, Distributed Extreme Programming, and Distributed Pair Programming issues are examined. The tools that enable Distributed Pair Programming are compared. This thesis also specifies the functional requirements of the newly presented tool and includes information about its design and implementation processes. Finally, an evaluation is given by indicating the positive and negative sides of the tool.
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39

Martins, 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.

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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
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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.

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För 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

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Pettersson, Erik y Matthias Holmberg. "KodEd". Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-58364.

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Projektet undersökte olika verktyg och metoder som i skrivande stund används för att lära ut programmering. Den sammanfattar tidigare undersökningar och drar slutsatser kring hur lämpliga de är. Utifrån dessa slutsatser utformades en webbapplikation för undervisning.   Rapporten redogör för hur webbapplikationen konstruerades, samt vilka metoder och verktyg som användes i dess utveckling.   Detta ämne är högaktuellt idag då Sveriges regering ämnar införa programmering i grundskolan och då krävs både bra metoder och verktyg för detta.
This 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.
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Fälth, Karin y 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.

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Syftet med arbetet var att ta reda på om den ökade tidsåtgången som parprogrammeringen leder till uppvägs av de fördelar som den genererar i jämförelse med enskild programmering där arbetet delas mellan två programmerare och sedan integreras. I arbetet presenteras resultatet från en enkätundersökning som sju personer från fyra olika företag i Sverige har besvarat. Samtliga personer som besvarat enkäten har arbetat både med enskild programmering och parprogrammering. Vårt arbete bidrar till forskningsområdet programvaruteknik som intresserar sig för mjukvaruutvecklingsmetoder. På senare tid har detta forskningsområde också intresserat sig för lättrörlig mjukvaruutveckling där utvecklingsmetoden Extreme Programming (XP) ingår. XP tillämpar parprogrammering och är en mjukvaruteknisk metod som har att göra med klassisk mjukvaruteknik som bl.a. utgår ifrån kodkvalite och samspel mellan utvecklare. (Rittenbruch m.fl, 2002) I den litteratur vi läst har det presenterats en undersökning som gjorts i USA om parprogrammering. I den konstaterades att detta arbetssätt ger en ökad tidsåtgång och det framkom också ett antal fördelar med att programmera i par. Vi har utgått ifrån tidsåtgången och fördelarna när vi gjorde vår enkätundersökning. Vi fann att vår undersökning styrker de fördelar som finns med parprogrammering, men däremot bekräftar inte undersökningen att tidsåtgången ökar. Samtliga i undersökningen tycker att kodkvalitén förbättrats, dvs bättre struktur och design samt mindre fel på koden. Sammanhållningen och kommunikationen har blivit bättre och fler programmerare är involverade i samma kod. Detta innebär att projektgruppen inte påverkades så mycket när en person lämnar projektet. Det har också framkommit att parprogrammering inte är lämpligt att använda vid enklare uppgifter.
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Villena, Moya Agustín Antonio. "Un Modelo Empírico de Enseñanza de las Metodologías Agiles". Tesis, Universidad de Chile, 2008. http://repositorio.uchile.cl/handle/2250/101998.

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Las metodologías ágiles de desarrollo de software, y en particular Extreme Programming (XP), constituyen una de las tendencias de mayor impacto en la industria del desarrollo de software en la última década, gracias a su enfoque centrado en la generación temprana de valor y en su acento en el aspecto humano del desarrollo de software. Su adopción sin embargo ha demostrado ser bastante compleja debido a los cambios de paradigma que ellas plantean. Desde los inicios de estas metodologías surgió el interés de incorporar esta nueva mirada como una forma de enriquecer la formación de los futuros ingenieros de software. En este trabajo se plantea que un buen aprendizaje de las metodologías ágiles de desarrollo de software puede ser logrado por los alumnos a través de una experiencia educativa teóricopráctica basada en la aplicación de dichas metodologías en proyectos reales. Este enfoque ha sido aplicado desde el año 2002 en el curso CC62V “Taller de metodologías ágiles de desarrollo de software” delDepartamento de Ciencias de la Computación de la Universidad de Chile, y en esta investigación se pone a prueba esta hipótesis, a partir del análisis de una de las instancias del curso realizada entre los meses de agosto y noviembre del año 2005. Para realizar este análisis se construyó un modelo evaluativo de aprendizaje basado en cómo las metodologías ágiles, y en particular Extreme Programming (XP), organizan el entorno de un proyecto de desarrollo de software para mantener la sincronía entre los cambiantes elementos que allí están en juego. Dichos elementos son el problema de negocios, la tecnología, la experiencia y destrezas del equipo de desarrollo, y el producto en desarrollo. El modelo de evaluación fue aplicado sobre los trabajos generados por los alumnos de la versión del curso usado como experimento de esta investigación, complementados con las observaciones realizadas por el profesor en la sala de clases, y otras evidencias tales como las opiniones de los clientes y una encuesta de evaluación de impacto hecha a los alumnos aproximadamente 6 meses después de finalizado el curso. Con respecto al impacto en el aprendizaje de los alumnos, se observó una comprensión y aplicación generalizada del marco de prácticas de XP, aunque el nivel de logro estuvo muy relacionado al entorno de trabajo logrado por cada uno de los proyectos realizados. En particular se encontró que algunos elementos no considerados en la hipótesis original, tales como la complejidad del problema a resolver y la relación con el cliente, tenían también un impacto relevante sobre el éxito de los proyectos, y no sólo los aspectos pedagógicos. Se comprobó la eficacia de este modelo pedagógico que promueve el equilibro entre teoría y práctica, el ambiente humano de equipo y de colaboración con el cliente y las destrezas entrenadas. Por su parte, la práctica de XP más destacada por los alumnos es la “programación en parejas”, que presenta la mejor evaluación durante el curso y es la más aplicada a posteriori. Otra práctica que causa mucho interés es el “desarrollo guiado por test”, pero se indican problemas de tiempo y experiencia para poder aplicarla después del curso. En lo que se refiere al modelo pedagógico aplicado para que los alumnos conozcan e internalicen las prácticas de XP, se determina que las claves de su éxito se encuentran en: reproducir de manera fiel el ambiente de aprendizaje colaborativo acelerado que se genera en la práctica profesional de las metodologías ágiles, y complementar dicho ambiente con una leve capa de acciones docentes orientadas a reflexionar y retroalimentar el dominio de la metodología.
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Sato, 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/.

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Os Métodos Ágeis surgiram no final da década passada como uma alternativa aos métodos tradicionais de desenvolvimento de software. Eles propõem uma nova abordagem para o desenvolvimento, eliminando gastos com documentação excessiva e burocrática, enfatizando a comunicação, colaboração com o cliente e as atividades que trazem valor imediato na produção de software com qualidade. Por meio de um processo empírico, com ciclos constantes de inspeção e adaptação, a equipe trabalha sempre num ambiente de melhoria contínua. Uma das atividades propostas pela Programação Extrema (XP) para guiar a equipe em direção à melhoria é conhecida como tracking. O papel do tracker é coletar métricas para auxiliar a equipe a entender o andamento do projeto. Encontrar maneiras eficazes de avaliar o processo e a equipe de desenvolvimento não é uma tarefa simples. Além disso, alguns dos possíveis problemas não são facilmente reconhecidos a partir de dados quantitativos. Este trabalho investiga o uso de métricas no acompanhamento de projetos utilizando Métodos Ágeis de desenvolvimento de software. Um estudo de caso da aplicação de XP em sete projetos acadêmicos e governamentais foi conduzido para validar algumas dessas métricas e para avaliar o nível de aderência às práticas propostas, com o objetivo de auxiliar o tracker de uma equipe ágil.
Agile 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.
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Sandberg, Daniel. "Automatiserad unit testning". Thesis, Blekinge Tekniska Högskola, Avdelningen för telekommunikationssystem, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3186.

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Dagens utveckling av mjukvara går snabbare och snabbare samtidigt som mjukvaran blir allt mer komplex. Att under dessa omständigheter kunna bibehålla en lika om inte högre kodkvalité är en utmaning. På UIQ bestämde de sig för att undersöka om ett automatiserat unit test kunde hjälpa dem. Metoderna för att komma fram till resultaten i denna rapport har varit intervjuer, en enkät, intern information och litteratur så som forskningsartiklar m.m. Denna rapport är en utredning av automatiserade test, vad man bör tänka på, vilka fördelarna är, vilka testfall som är möjliga att automatisera med mera. Rapporten kommer även att presentera grunderna i testning av mjukvara, en introduktion till eXtreme Programming och Test-Driven Development samt hur testningen utförs på UIQ idag. Då jag kom fram till att ett automatiserat unit test skulle passa sig bra på UIQ kommer jag i slutet av denna rapport presentera ett implementerings förslag. Man bör även införa en test driven utvecklings metodik för att säkerhetsställa att det kommer att utvecklas automatiserade testfall.
Det 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.
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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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We present a methodology of an agile formal method named eXtreme Formal Modeling (XFM) recently developed by us, based on Extreme Programming concepts to construct abstract models from a natural language specification of a complex system. In particular, we focus on Prescriptive Formal Models (PFMs) that capture the specification of the system under design in a mathematically precise manner. Such models can be used as golden reference models for formal verification, test generation, etc. This methodology for incrementally building PFMs work by adding user stories (expressed as LTL formulae) gleaned from the natural language specifications, one by one, into the model. XFM builds the models, retaining correctness with respect to incrementally added properties by regressively model checking all the LTL properties captured theretofore in the model. We illustrate XFM with a graded set of examples including a traffic light controller, a DLX pipeline and a Smart Building control system. To make the regressive model checking steps feasible with current model checking tools, we need to keep the model size increments under control. We therefore analyze the effects of ordering LTL properties in XFM. We compare three different property-ordering methodologies: 'arbitrary ordering', 'property based ordering' and 'predicate based ordering'. We experiment on the models of the ISA bus monitor and the arbitration phase of the Pentium Pro bus. We experimentally show and mathematically reason that predicate based ordering is the best among these orderings. Finally, we present a GUI based toolbox for users to build PFMs using XFM.
Master of Science
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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.

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Examensarbetet 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.

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Chazarreta, Jasmin y 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.

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To 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.

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Martsinkevich, Tatiana V. "Improving message logging protocols towards extreme-scale HPC systems". Thesis, Paris 11, 2015. http://www.theses.fr/2015PA112215.

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Les machines pétascale qui existent aujourd'hui ont un temps moyen entre pannes de plusieurs heures. Il est prévu que dans les futurs systèmes ce temps diminuera. Pour cette raison, les applications qui fonctionneront sur ces systèmes doivent être capables de tolérer des défaillances fréquentes. Aujourd'hui, le moyen le plus commun de le faire est d'utiliser le mécanisme de retour arrière global où l'application fait des sauvegardes périodiques à partir d’un point de reprise. Si un processus s'arrête à cause d'une défaillance, tous les processus reviennent en arrière et se relancent à partir du dernier point de reprise. Cependant, cette solution deviendra infaisable à grande échelle en raison des coûts de l'énergie et de l'utilisation inefficace des ressources. Dans le contexte des applications MPI, les protocoles de journalisation des messages offrent un meilleur confinement des défaillances car ils ne demandent que le redémarrage du processus qui a échoué, ou parfois d’un groupe de processus limité. Par contre, les protocoles existants ont souvent un surcoût important en l’absence de défaillances qui empêchent leur utilisation à grande échelle. Ce surcoût provient de la nécessité de sauvegarder de façon fiable tous les événements non-déterministes afin de pouvoir correctement restaurer l'état du processus en cas de défaillance. Ensuite, comme les journaux de messages sont généralement stockés dans la mémoire volatile, la journalisation risque de nécessiter une large utilisation de la mémoire. Une autre tendance importante dans le domaine des HPC est le passage des applications MPI simples aux nouveaux modèles de programmation hybrides tels que MPI + threads ou MPI + tâches en réponse au nombre croissant de cœurs par noeud. Cela offre l’opportunité de gérer les défaillances au niveau du thread / de la tâche contrairement à l'approche conventionnelle qui traite les défaillances au niveau du processus. Par conséquent, le travail de cette thèse se compose de trois parties. Tout d'abord, nous présentons un protocole de journalisation hiérarchique pour atténuer une défaillance de processus. Le protocole s'appelle Scalable Pattern-Based Checkpointing et il exploite un nouveau modèle déterministe appelé channel-determinism ainsi qu’une nouvelle relation always-happens-before utilisée pour mettre partiellement en ordre les événements de l'application. Le protocole est évolutif, son surcoût pendant l'exécution sans défaillance est limité, il n'exige l'enregistrement d'aucun évènement et, enfin, il a une reprise entièrement distribuée. Deuxièmement, afin de résoudre le problème de la limitation de la mémoire sur les nœuds de calcul, nous proposons d'utiliser des ressources dédiées supplémentaires, appelées logger nodes. Tous les messages qui ne rentrent pas dans la mémoire du nœud de calcul sont envoyés aux logger nodes et sauvegardés dans leur mémoire. À travers de nos expériences nous montrons que cette approche est réalisable et, associée avec un protocole de journalisation hiérarchique comme le SPBC, les logger nodes peuvent être une solution ultime au problème de mémoire limitée sur les nœuds de calcul. Troisièmement, nous présentons un protocole de tolérance aux défaillances pour des applications hybrides qui adoptent le modèle de programmation MPI + tâches. Ce protocole s'utilise pour tolérer des erreurs détectées non corrigées qui se produisent lors de l'exécution d'une tâche. Normalement, une telle erreur provoque une exception du système ce qui provoque un arrêt brutal de l'application. Dans ce cas, l'application doit redémarrer à partir du dernier point de reprise. Nous combinons la sauvegarde des données de la tâche avec une journalisation des messages afin d’aider à la reprise de la tâche qui a subi une défaillance. Ainsi, nous évitons le redémarrage au niveau du processus, plus coûteux. Nous démontrons les avantages de ce protocole avec l'exemple des applications hybrides MPI + OmpSs
Existing 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
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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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This master thesis deals with choice of appropriate approach to software development. The thesis specifies currently used approaches of project management. Current project status and approaches are analysed. The thesis focuses on choice of method and its application in the project.
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