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[Text Version] w1.html Wed Jan 11 07:26:27 PST 2012

Contents


    W1 Project Inception

      Givens for W1

      Project documentation from CS372 or your own vision for a project.

      You know each other's names and EMail addresses and set up communications so that every thing you produce -- every artifact -- is seen by more than one person, has two copies (on different systems), and is easy to revise. There is a lot to be said for setting up a web site to act as repository for all your artifacts. Some teams have used Google docs and DropBox in the past.

      Goals for W1

      Start your project. Complete a partial inception phase (no code is needed or tested).

      Process for W1

      In groups, start in class but work on outside class, I will visit each team to give advice and encouragement.

      Rethink any documents you have from the point of view of writing some software.

      Deliverables for W1

      The deliverables form a packet and every element in the packet should be there in the listed order.
      1. Cover sheet: name of project and names of team members.
      2. Vision + Business case,
      3. List of actors and use-case names,
      4. Glossary defining terms.
      5. Risks.

      Hand in at the start of next class.

      Presentation -- 3 Minutes Maximum

    1. Introduce the project title and team members.
    2. Ask for questions and comments?

    . . . . . . . . . ( end of section Project Inception) <<Contents | End>>

    Standard Definitions

  1. Artifact::="Anything that is created in the course of a project".
  2. artifact::=see above.
  3. DCD::diagram="Design Class Diagram", shows the classes that will be implemented in code.
  4. Deliverables::="A packet of artifacts that must be prepared by a deadline for review or distribution".
  5. Glossary::= See http://cse.csusb.edu/dick/cs375/uml.glossary.html.
  6. GoF::="Gang of Four", [ patterns.html#GoF ]
  7. 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 ]
  8. Grades::= See http://cse.csusb.edu/dick/cs375/grading/.

  9. 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.

  10. OO::shorthand="Object-Oriented".

  11. OOAD::="Object-Oriented Analysis and Design", See chapter 1 in text.
  12. patterns::="Documented families of problems and matching solutions", see Patterns.
  13. Patterns::= See http://cse.csusb.edu/dick/cs375/patterns.html.

  14. Process::="How to develop software".

  15. RJB::=The author of this document, RJB="Richard J Botting, Comp Sci Dept, CSUSB".
  16. RUP::Process="Rational UP", a proprietary version of UP.

  17. SSD::="System Sequence Diagrams", see chapter 10.

  18. TBA::="To Be Announced".

  19. UML::="Unified Modeling Language". [ Unified_Modeling_Language ]

  20. UP::="Unified Process", an iterative, risk-driven, and evolutionary way to develop OO software.

  21. 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 now. In this class it also means "It won't be on the final or in quizzes".

  22. XP::="Extreme Programming", the ultimate iterative, code-centric, user-involved process.

End