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Extreme Programming: A Gentle Introduction.

Extreme Programming: A Gentle Introduction.

What is use case? - Definition from WhatIs.com A use case is a methodology used in system analysis to identify, clarify, and organize system requirements. The use case is made up of a set of possible sequences of interactions between systems and users in a particular environment and related to a particular goal. It consists of a group of elements (for example, classes and interfaces) that can be used together in a way that will have an effect larger than the sum of the separate elements combined. The use case should contain all system activities that have significance to the users. A use case can be thought of as a collection of possible scenarios related to a particular goal, indeed, the use case and goal are sometimes considered to be synonymous. A use case (or set of use cases) has these characteristics: Use cases can be employed during several stages of software development, such as planning system requirements, validating design, testing software, and creating an outline for online help and user manuals. Email Alerts

lean_primer Up the tata without a tutu by Joel Spolsky Saturday, December 02, 2000 Until yesterday, the FogBUGZ license said that you couldn't reverse engineer the program, attempt to look at the source code, or modify it in any way. Various honest people have asked how much we charge for a source license, so that they could customize a few things. Hmmm. Why does the license say you can't change the source code? Way back in 1995, I was working at Viacom, where a small group of us hardy pioneers were building web sites for various Viacom properties. In those days, there were no application servers. A brave company called Illustra started telling people that their database management system was perfect for the web. A colleague of mine at Viacom was put in charge of building an ecommerce site so that Blockbuster could sell, I kid you not, CDs on the web. Unfortunately, disaster struck. "Please can I not use Illustra?" "Well, OK, but what are you going to use instead?" And my reputation was on the line. Want to know more?

Version Control with Subversion Chapter 21: Designing Web Applications For more details of the topics covered in this guide, see Contents of the Guide. In this chapter, you will learn the general design considerations and key attributes for a Web application. This includes the guidelines for a layered structure; guidelines for performance, security, and deployment; and the key patterns and technology considerations. A Web application is an application that can be accessed by the users through a Web browser or a specialized user agent. The browser creates HTTP requests for specific URLs that map to resources on a Web server. The server renders and returns HTML pages to the client, which the browser can display. Figure 1 The typical structure of a Web application The presentation layer usually includes UI and presentation logic components; the business layer usually includes business logic, business workflow and business entities components, and optionally a façade; and the data layer usually includes data access and service agent components. Authentication

The New Methodology In the past few years there's been a blossoming of a new style of software methodology - referred to as agile methods. Alternatively characterized as an antidote to bureaucracy or a license to hack they've stirred up interest all over the software landscape. In this essay I explore the reasons for agile methods, focusing not so much on their weight but on their adaptive nature and their people-first orientation. Probably the most noticeable change to software process thinking in the last few years has been the appearance of the word 'agile'. This new movement grew out of the efforts of various people who dealt with software process in the 1990s, found them wanting, and looked for a new approach to software process. This essay was originally part of this movement. My conclusion then, which I still believe now, is that there were some fundamental principles that united these methodologies, and these principles were a notable contrast from the assumptions of the established methodologies.

Unifying types and classes in Python 2.2 Python Version: 2.2.3 Guido van Rossum This paper is an incomplete draft. I am soliciting feedback. Table of Contents Change Log Changes since the original Python 2.2 version of this tutorial: Don't scare people by suggesting classmethod may go away. (4-Apr-2002) Introduction Python 2.2 introduces the first phase of "type/class unification". This is one of the biggest changes to Python ever, and yet it can be done with very few backwards incompatibilities. A bit of terminology: "classic Python" refers to Python 2.1 (and its patch releases such as 2.1.1) or earlier versions, while "classic classes" refer to classes defined with a class statement that does not have a built-in object amongst its bases: either because it has no bases, or because all of its bases are classic classes themselves - applying the definition recursively. Classic classes are still a special category in Python 2.2. Subclassing built-in types There's a new built-in name, "dict", for the type of dictionaries.

20 Things I Learned About Browsers and the Web IllustrationChristoph Niemann Writers/EditorsMin Li Chan, Fritz Holznagel, Michael Krantz Project CuratorMin Li Chan & The Google Chrome Team DesignFiPaul Truong DevelopmentFi Very Special Thanks To Brian Rakowski, Ian Fette, Chris DiBona, Alex Russell, Erik Kay, Jim Roskind, Mike Belshe, Dimitri Glazkov, Henry Bridge, Gregor Hochmuth, Jeffrey Chang, Mark Larson, Aaron Boodman, Wieland Holfelder, Jochen Eisinger, Bernhard Bauer, Adam Barth, Cory Ferreria, Erik Arvidsson, John Abd-Malek, Carlos Pizano, Justin Schuh, Wan-Teh Chang, Vangelis Kokkevis, Mike Jazayeri, Brad Chen, Darin Fisher, Johanna Wittig, Maxim Lobanov, Marion Fabing Nicolas, Jana Vorechovska, Daniele De Santis, Laura van Nigtevegt, Wojtek Cyprys, Dudley Carr, Richard Rabbat, Ji Lee, Glen Murphy, Valdean Klump, Aaron Koblin, Paul Irish, John Fu, Chris Wright, Sarah Nahm, Christos Apartoglou, Meredith Papp, Eric Antonow, Eitan Bencuya, Jay Nancarrow, Ben Lee, Gina Weakley, Linus Upson, Sundar Pichai & The Google Chrome Team

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