CSci 375/03 Inception
Table| Date | # | Topic (Participation 2pt) | Study pages (2 pts) | Quiz(15 pts) | Project Work(10 pts)
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|---|
| Previous | 2 | Introduction | vii-40 | Mock W0 | -
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| Today | 3 | Inception | 41-59 | Q1(1-59) | W0 due
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| Next | 4 | Use Cases | 61-89 | - | W1 (section 4.3)
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(Close Table)
Project Kickoff
Hand in a brief description of your project: what, who, what,....
and be ready to tell the class about who the team is.
Input: The Inception Phase
- Case Studies:
- General
- NextGen Point Of Sale -- in many chapters.
- The Monopoly Game System -- in many chapters.
- Inception is Not Requirements
- ++ The jungle mission analogy
- ** Key questions for inception:
- WHY are we doing this project?
- WHAT might it involve?
- Can we make it work and how much effort will it take?
- Should we proceed or stop?
- ++ FEASIBILITY!
- WHAT should we do first?
- Length of inception
- ** Artifacts that might be required(used in W1)
- Misapredelusions
- * UML?
- ** Requirements Evolve
- Definition
- Evolution vs "waterfall"
- BDUF::="Big Design Up Front".
- Skill
- Types of Requirements: FURPS+
- ++ My acronym: PQRST: Purposes, Qualities, Realities, Systems, Technologies.
- ++ Or: Why? How? What? Where? Using?
- ++ Key point: not just use cases.
- Organization
- Examples
- Resources
Example of a Simple system
Name -- Shopping Aid
Team -- Me
Vision
A handheld, wireless device that helps shoppers buy the items that they want. A shopper has a list of items that they want. They are sold at different stores. The device keeps an up-to-date list of wanted items as the user shops.
More TBA.
. . . . . . . . . ( end of section Example of a Simple system) <<Contents | End>>
Questions and Answers
[ 03q.html ]
Review Exercises
The
Unified Process.
List the 4 phases, list 3 disciplines, and draw a diagram showing
how they are related.
Object-Oriented Analysis and Design.
List the four steps described in the previous chapter leading from
what the user wants to a design for the software.
Assigned Work for next time -- use cases I
(Preparation): Use Cases. Start with
[ 04.html ]
and take it from there. Submit one question before the deadline.
Quiz 1 The Unified Process
(Q1): Fill in blanks in a diagram that I handed out.
Review Questions
[ 03r.html ]
Standard Definitions
- CS202::= See http://cse.csusb.edu/dick/cs202/.
- CS372::= See http://cse.csusb.edu/dick/cs372/.
- DCD::diagram="Design Class Diagram", shows the classes that will be implemented in code.
- DRY::XP="Don't Repeat Yourself".
- ESSUP::Process= See http://www.ivarjacobson.com/essup.cfm,
Ivar Jacobsen simplified "Essential" UP.
- Glossary::= See http://cse.csusb.edu/dick/cs375/uml.glossary.html.
- GoF::="Gang of Four",
[ patterns.html#GoF ]
- GRASP::patterns="General Responsibility Assignment Software Patterns",
a set of guidelines for designing objects and classes. They take a single
event that the system must handle and determine a good class to carry it out.
See
[ patterns.html#GRASP -- General Responsibility Assignment Software Patterns ]
- Grades::= See http://cse.csusb.edu/dick/cs375/grading/.
- KISS::Folk_law="Keep It Simple, Stupid", in agile processes this means never
drawing a diagram or preparing a document that doesn't provide value
to the clients and stakeholders. In all processes it means never
designing or coding what is not needed, see YAGNI.
- OO::shorthand="Object-Oriented".
- OOAD::="Object-Oriented Analysis and Design", See chapter 1 in text.
- patterns::="Documented families of problems and matching solutions", see
Patterns.
- Patterns::= See http://cse.csusb.edu/dick/cs375/patterns.html.
- Process::="How to develop software".
- RJB::=The author of this document,
RJB="Richard J Botting, Comp Sci Dept, CSUSB".
- RUP::Process="Rational UP", a proprietary version of UP.
- SSD::="System Sequence Diagrams", see chapter 10.
- TBA::="To Be Announced".
- UML::="Unified Modeling Language".
[ Unified_Modeling_Language ]
- UP::="Unified Process", an iterative, risk-driven, and evolutionary way to develop OO software.
- YAGNI::XP="You Ain't Gonna Need It", an XP slogan that stops you
planning and coding for things that are not yet needed. As
a rule the future is not predictable enough to program a feature
until the stakeholders actually need it now. In this class it means
"It won't be on the final or in quizzes".
- XP::="Extreme Programming", the ultimate iterative code-centric, user-involved
process.