16.3.1 - How Much Planning?
16.3.2 - How Much Reuse?
16.3.3 - How Much Modeling?
16.3.4 - How Much Process?
16.3.5 - How Much Control and Monitoring?
16.3.6 - When to Redefine Project Goals?
16.4.1 - Royce's Methodology
16.4.2 - Extreme Programming
16.4.3 - Rugby Methodologies
A set of three student projects in software engineering, having different properties. ( Jump down to the end to see the comparative summaries. )
16.5.1 - XP Project: ATRACT
- Creation of a test framework for middleware for small wireless devices.
- Local king client - the middleware vendor
- Novice participants - Two developers and a supervisor from the client, not familiar with Java
- Mature technology - Java
- End user access - Client was also an end user
- Project located at the client site
- Poject duration: 2 months requirements + 4 months development using XP methods.
16.5.2 - Local King Client: FRIEND
How much modeling?
Three artifact sets were produced - A client set, a management set, and a system set:
How much process?
Life cycle model included three phases: pre-development, development, post-development. ( This project produced only a prototype, so no operation or support was included. )
How much control?
This project involved 42 students and 5 coaches in a hierarchical structure:
16.5.3 - Distributed Project: JAMES
16.5.4 Case Studies Summary