Agil Methodology (pacman Proyect Uvg)

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Universidad del Valle de Guatemala

Agile Methodology XP Justification and Planning

Héctor Hurtarte Martín Guzmán Kevin Sánchez Karen Tojín 17/03/2009

Agile Methodology: Extreme Programming (XP) for Pacman The final project that we have chosen is the game Pacman, the goal of the game is to defeat the opposite player (either machine or human) by "eating" all the pieces of food in the scenery And to pass levels to get higher scores. The developer team is conformed by Héctor Hurtarte, Martín Guzmán, Kevin Sánchez and Karen Tojín. To achieve the final project purposes we have selected the agile methodology Extreme Programming (XP) because XP has a disciplined approach to software development. This methodology takes what is generally called as developing practices and takes them to the extreme. The relatively small size of the project also gave us a lead that XP was the right agile methodology to use, against a unified process methodology like RUP that is more oriented for large projects. This is because the unified process methodologies are based on the iterative and incremental development as they meet the needs of different use cases. Our project counts with a fewer amount of use cases, and for that reason we conclude that we didn’t need a methodology that involved a big amount of artifacts as the unified process methodologies and we choose XP. XP methodology is ideal when working with a small group of programmers, and multidisciplinary equipment is on line, as in our case. We have a costumer (the teacher) that tells us what his requirements are, and our group, as developers, has to model, design, elaborate and implement the system. We also have a limited time and resources for the system’s developing so we have to improve the elements that we have, this another reason that made us think that XP was the right methodology for project’s development.

Planning Activity Project Assignment Decide Project

Date (Each Monday of the week) February 16 February 23 – March 2

Installing software and platform SCM

March 9 – March 23

Running tests for the software to use

March 9 – March 23

Modeling Project

March 9 – March 30

Acquisition of mobile

February 23 – March 30

Application Development

March 23 – May 11

Design and development of unit tests

March 30 – April 6, April 20 – May 18

Installing the application on mobile

April 20, May 4 – May 11, 25 May

Design and development of tests in the mobile Preparation for project presentation

April 20, May 4 – May 11, 25 May – June 1 25 May – June 1

Presentation and final project

June 8

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