Degree in Audiovisual Engineering

Degree in Audiovisual Systems Engineering

Receive training with a University Degree and become a qualified Engineer in Audio visual Engineering, specialised in Audio and Image

Software Methodology II

Description
1143 / 5000 Resultados de traducción The first block introduces us to the world of Software Methodology, going through the different Life Cycles to be applied during the development of software projects. In this phase, a practical part will be carried out on the applications of Design Patterns. During the course of the course, special emphasis is placed on the entire theme of DESIGN PATTERNS that must be taken into account for the realization of the corresponding Object-Oriented Design (one of the phases of SW development) The second block of the subject focuses on Agile Methodologies for project management. The objectives will be to introduce the basic concepts of AGILE methods, and gain knowledge about: What is SCRUM. What are the benefits of SCRUM compared to other methodologies. Definition and development of a product with SCRUM and its life cycle. SCRUM in a real example. Know KANBAN and other types of agile methodologies. See different ways to introduce AGILE in a company, its characteristics and values ​​necessary to be successful. Learn the different techniques to carry out continuous improvement in the product and in the project.
Type Subject
Optativa
Semester
First
Credits
4.00

Titular Professors

Application development officer
Previous Knowledge

Client/Servers projects (GI009)

Objectives

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.

Contents

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

Methodology

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.

Evaluation

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.

Evaluation Criteria
Basic Bibliography

- 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

Additional Material

Materials provided in class and / or available on the Virtual Campus eStudy.