Titular Professors
Client/Servers projects (GI009)
The Learning results of this subject are:
- The knowledge is available for the specification of information systems requirements.
- Advanced concepts of databases, security, concurrency and transactions.
- Implementation of the main Design Patterns currently applied.
- Recognize certain programming algorithms that follow anti-pattern practices and how to correct them.
Block 1: Development methodology
1. BASICS
a. Introduction to the Software Methodology.
b. SW life cycle and requirements taking interview
2. PATTERNS
a. Creational patterns
b. Structural patterns
c. Behavior patterns
d. Interaction patterns and SW design anti-patterns
Block 2: AGILE
o Waterfall projects vs agile projects.
o Introduction AGILE: AGILE is not only for SW
o Know the different Roles of SCRUM and their functions, and the artifacts. What are the events that take place in SCRUM and what benefits does it bring to the development of a project.
o SCRUM roles
o What are the benefits of SCRUM
o SCRUM events
o SCRUM artifacts
o How to manage a product
o Preparation of the Product backlog (Requirements, Prioritization, Estimation and Planning)
o Activity: Scrum simulation
o Push vs Pull
or Kanban
o The conditions for the change
o Ways to make the change
o Typical problems
o How to do continuous improvement
The course is made up of two blocks: SW Methodology and Patterns; and Agile Methodologies. These are taught in parallel.
Both comprise a set of theoretical and practical sessions, as well as a series of exercises / works.
At all times, theoretical classes, work sessions and practical training are combined, teaching methodology that favors absorbing knowledge and enhances associated transversal skills.
The grade for the course is the result of the grades obtained throughout the semester. The results obtained in the specific exercises of each block are taken into account, as well as the grade obtained in the final practice.
BLOCK 1 (SW Development Methodology and Patterns), the note consists of:
10% FOUNDATIONS BLOCK
- Activity 1 (+ -100% Fundamentals Block)
90% PATTERN BLOCK, where:
- Activity 2 (+ - 20% mark from PATTERN BLOCK)
- Practice patterns -> (+ - 80% note of PATTERN BLOCK)
In this way, the final grade is calculated based on the following formula:
Endnote = Pond1 * Media_Bloc1 + Pond2 * Media_Bloc2
To apply the above formula it is essential:
1. Have approved all the exercises in each block.
2. Minimum attendance 80%.
FinalNote will be equal to NP (if there is an exercise and / or practice pending).
Regarding the recovery period, there is a deadline for the delivery of the works to be evaluated in the extraordinary call. This will be published in the subject forum and delivery will be during the month of July (maximum grade 7).
Considerations for deliveries:
1. They are carried out via eStudy. No email will be accepted.
2. The date considered for the evaluation of the commented criteria will be the one registered in the eStudy tool once the file is uploaded to the well.
3. The file nomenclature must be respected. This will be clearly indicated in the requirements of each practice / project / exercise.
4. Any delivery that requires documentation (memory, diagrams, etc.), must be delivered in paper format the day after ascent to the well. If the volume of information requires it, it should be bound.
- Ingeniería del software: un enfoque práctico, Pressman, Roger S., 5ª edición, McGraw-Hill, 2001
- Ingeniería del software, Sommerville, Ian, 6a edición, Addison-Wesley, 2002
- El Lenguaje Unificado de Modelado, Jacobson, I., Booch, G., Rumbaugh, J., Addison-Wesley, 1999
- Design Patterns, Head First, Eric Freeman & Elisabeth Robson, 2014. ISBN: 978-0-596-00712-6
Materials provided in class and / or available on the Virtual Campus eStudy.