1 / 25

Jump into Release 1

Jump into Release 1. Pepper. Goals for End of Class. Project delivery Diagrams (new class & firm state, use, context, sequence) Agile cycles with SCRUM management - live it Project management terms and tasks

kamana
Download Presentation

Jump into Release 1

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Jump into Release 1 Pepper

  2. Goals for End of Class • Project delivery • Diagrams (new class & firm state, use, context, sequence) • Agile cycles with SCRUM management - live it • Project management terms and tasks • assigning man hours and tracking completion; critical path; gantt chart and burndown chart • Testing Levels + How to write a test case • Change control - live it • Mysql and Junit and GIT - just enough • Design classes - touch on design patterns (need stronger Class UML first)

  3. Test Plans • Test Driven Development • Unit test plan first • Code coverage • Automated Regression built as you go • Debug is easier • Serves as system doc • Still need system test on top • Legacy code might not have the plans

  4. Test Plan levels • User Acceptance • System (integration) • Unit test (TDD concerned with these) • Regression

  5. Type • Try to break it • Validate flows (from state to state) • Validate Specifications (including use cases and sequence diagrams) • Stress test • Code inspection • Black box vs white box • Black - From spec - no design knowledge • White - look at code to find decisions

  6. A Good Test Case • Setup situation - environment to input into • Action to test - actual input • Assertion of result - what the environment looks like when you are done

  7. Chose cases • Input / output partitions (similar characteristics) • One from each paritition; boundaries and null • Cause all failure types (every failure error msg) • Sequences: have only 1 in a sequence; have none in a sequence; also act on first, middle and last • Input / output buffer overflow • Try to force invalid outputs

  8. Environments • Good test environments encourage good tests • Refresh periodically • One per user + One shared • Bypass Database with stubs to return from a DB call • Quick • Not complete

  9. Testing Wrap UP • Levels - unit / system / user • Structure - situation / input / expected output • TDD - code test before coding program • Choose cases - partitions (border, null, sample) / sequences / buffer limits / force errors • You will be able to : • Write a user acceptance test plan • Write good test cases on paper

  10. Scrum - Plan a Sprint • Great Video (but added release /sprint layer) http://www.youtube.com/watch?v=XU0llRltyFM - pictures in this presentation from that video • Plan a release: • Prod Owner: Pick user stories from product backlog

  11. Acceptance Plan • Write a quick plan that the user agrees will validate the sprint is good • Starting situation / Actions / Resulting situation • Estimate: 4 plans per story included in the release

  12. Sprint Tasks • Choose tasks for your sprint • Assign man hours to tasks • Scrum Master Assign tasks to people • Commit to release date based on man hours

  13. Project Control • 15 minute daily stand up meetings • Development Team: What is done, what obstacles, what is next for you • Discuss group solutions • Burn Down Chart

  14. SCRUM Summary • Roles • Product owner, Scrum Master, Development team • Ceremonies • Sprint planning done (stories chosen) • Sprint designed (tasks chosen with high level design) • Daily Scrum Meeting • Artefacts • Product backlog • Sprint backlog • Burndown charts Credit to http://alaverdyan.com/readme/2011/12/back-to-basics-scrum-origin-and-lean-thinking/

  15. Class Diagram UML Annotations • Example: http://www.math-cs.gordon.edu/courses/cps211/ATMExample/ClassDiagram.html • Diamond • Big Open Triangle • Small Arrow • Dotted line • http://www.uml-diagrams.org/class-reference.html

  16. ATM – check Bjork’s design • Class diagram Annotations • Diamond • Diamond attached to the class that contains another class. • Often read as “has a “ from the diamond side to the non-diamond, and “is part of” from the non-diamond to the diamond. • Filled diamond means the part cannot exist without the container. If the container is deleted, delete the parts. Chapter 7 Design and implementation

  17. ATM – check Bjork’s design – more annotations • Class diagram Annotations • Triangle • Triangle attached to the whole in an “is a “ relationship. • The class not touching the triangle “is a “ the class touching the triangle. • The class touching the triangle “can be a “ the class not touching the triangle (“but it will not always be one”) Chapter 7 Design and implementation

  18. ATM – check Bjork’s design – more annotations • Class diagram Annotations • Small arrow • Two classes are related, but only one knows the relationship exists • The class without the arrow knows the one with the arrow exists • Solid line – the arrow side is contained inside the other side • Dotted line – just has a weak relationship with (maybe creates it during a method) Chapter 7 Design and implementation

  19. ATM – check Bjork’s design – more annotations • Class diagram Annotations • Dotted line - association • To small arrow – depends on the small arrow side • Non-arrow side “somehow depends upon” arrow side • (small arrow side may be an interface) • Maybe “uses’ , calls, creates, sends, instead of “depends upon” • To large arrow - realizes (implements or executes) • Non arrow side implements or executes arrow side Chapter 7 Design and implementation

  20. Inventory UML ProductManager knows Product exists, but Product does not know. PM changes product Simple Product is a product manager A product manager can be a Simple Product manager

  21. Try one (observer) Subject has an observer (diamond) Observer is part of a subject (diamond) Observer is owned by Subject (filled circle) Concrete subject is a subject Concrete Observer is a Observer Concrete observer holds one copy of the subject's state Concerted subject is the information being observed

  22. One More - File Inventory An element has a inventory relationship, which deletes when the element is gone Elements are part of inventory container, and inventory model and should be deleted when container gone All these files are types of Inventory Items Items and containers are inventory elements Directory and path are inventory containers

  23. GIT • See Moodle presentation

  24. MySQL • See moodle presentation by Jan

  25. Ready to Run a Sprint • Just enough • UML - Enough Class diagram • Testing Knowledge - Junit • Change Control - Git • Database - MySQL • Scrum - plan your release and monitor

More Related