AGILE TECHNIQUES

PLEASE I REALLY NEED THIS DONE! DO NOT TAKE ON UNLESS YOU ARE ABSOLUTELY POSITIVE YOU CAN COMPLETE IT! I ASSIGNED IT A MONTH AGO TO SOMEBODY BUT IT WAS DUE YESTERDAY AND HE DISAPPEARED ON ME.. I WAS ABLE TO GET A 1 WEEK EXTENSION SO THIS MY LAST CHANCE OR I FAIL THE CLASS

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IN FACT, THE ONLY WAY I CAN RISK GIVING THIS ASSIGNMENT TO ANYBODY IS LIKE THIS: FIRST PERSON TO COMPLETE THE ASSIGNMENT AND UPLOAD THE ANSWER IS THE PERSON WHO WILL GET THE $250. UNLESS YOU HAVE WORKED MY ASSIGNMENTS BEFORE AND I KNOW I CAN TRUST YOU. 

 

IF YOU DO TAKE THIS ASSIGNMENT ON YOU SHOULD MESSAGE ME LETTING ME KNOW YOU HAVE BEGUN WORK SO I CAN LET YOU KNOW IF YOU SHOULD CEASE WORK AT ANY TIME.

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INSTRUCTIONS ATTACHED.

Surname 1

I attached the book for this class as a pdf as well. My professor asked to “Please review Chapter 3 carefully, including the further readings and information sources. (Page 93) ” Instructions – “no cell towers, no static infrastructure, no gps, no satellites, everything that you need is provided, by two basic components, the device (pen) and the environment.”

Your device reflects in more detail the visual environment you are in, and adapts to the changes, for example a classroom is one environment, when you exit the classroom you are in another environment, and so on. So basically the environment + acquired information (your lifetime) is what the device displays to the user of the device.

The deliverables are

· a requirements doc

· functional spec (which links the requirements to the design doc)

· design doc, what you should have is enough documentation to give to a software company to produce a deliverable product that matches your requirements and design doc.

Please let me know if you need more info

Graduate School of Computer and Information Sciences CISC 680 Software Engineering (3 Credits)

Please review Chapter 3 carefully, including the further readings and information sources. (Page 93)

Project:

Using Agile Techniques the students will design an Personal Environment Network. Each student will be involved in identifying and classifying which components need addressing and how, using Agile development, this will be achieved. The final outcome of this

will a document or documents addressing these components, (Communication, planning, modeling, construction and deployment).

Agile Objective:

“The object of agile development tools is to assist in one or more aspects of agile development with an emphasis on facilitating the rapid generation of operation software.” (Pressman)

Tools:

OnTime – www.axosoft.com

Ideogramic UML – www.ideogramic.com

Together Tool Set – www.borland.com

Fundamental components:

Project planning

Use case development

Requirement gathering

Rapid design

Code generation

Testing

Area of work:

Using Agile Techniques the students will design a Personal Environment Network, This will involve in-class collaboration among the class students as they identify and classify which components need addressing and how, using Agile development, this will be achieved. The final outcome of this will a document or documents addressing, at least, these components, (Communication, planning, modeling).

The assignment will be further discussed during the lectures including time for students to discuss and work on the project.

Customer Requirements will be discussed in class

Deliverables: will be discussed in class

Graduate School of Computer and Information Sciences CISC 680 Software Engineering (3 Credits)
Please review Chapter 3 carefully, including the further readings and information sources. (Page 93)
Project:

Using Agile Techniques the students will design an Personal Environment Network. This will involve each student identifying and classifying which components need addressing and how, using Agile development, this will be achieved. The final outcomes of this will a document or documents addressing these components, (Communication, planning, modeling, construction and deployment).

Organization and Flow:

• Project planning

• Use case development

• Requirement gathering

• Rapid design

• Code generation

• Testing

Area of work:

Using Agile Techniques the students will design an Personal Enviroment Network, This will involve in-class collaboration among the class students as they identify and classify which components need addressing and how, using Agile development, this will be achieved. The final outcomes of this

will a document or documents addressing these components, (Communication, planning, modeling, construction and deployment).
The assignment will be further discussed during the lectures including time for students to discuss and work on the project.
Customer Requirements will be discussed in class

Overview:

A personal Environment Network is a network of ad-hoc device (cell phones or other WIFI wireless devices) that organize themselves into an active network to exchange information that is determined by each individual device. The application that allows the information exchange is responsible for security, look and feel and protocol. The underlining communication protocol is also part of the application. Furthermore, the application is capable of routing thru a node to get a link to a node outside a original nodes transmission range. These devices do not need any cell tower requirements, although it is possible.

According to Wikipedia these devices follow this definition:

A mobile ad hoc network (MANET), is a self-configuring infrastructure-less network of mobile devices connected by wireless links. ad hoc is Latin and means “for this purpose”. [1] [2]

Each device in a MANET is free to move independently in any direction, and will therefore change its links to other devices frequently. Each must forward traffic unrelated to its own use, and therefore be a router. The primary challenge in building a MANET is equipping each device to continuously maintain the information required to properly route traffic. Such networks may operate by themselves or may be connected to the larger Internet. MANETs are a kind of wireless ad hoc networks that usually has a routable networking environment on top of a Link Layer ad hoc network.

The growth of laptops and 802.11/Wi-Fi wireless networking have made MANETs a popular research topic since the mid 1990s. Many academic papers evaluate protocols and their abilities, assuming varying degrees of

mobility within a bounded space, usually with all nodes within a few hops of each other.

Different protocols are then evaluated based on measure such as the packet drop rate, the overhead introduced by the routing protocol, end-to-end packet delays, network throughput etc.

Use case:

The user of the device sets their device to accept information from:

• Friends

• Ads by category

• Classmates (for example course 680)

• Device specifications in stores

• Home appliance devices

Classification of some simple use cases:

1) Item identification and location

2) ad-hoc social networking

3) ad-hoc phone services (vs. cellular phone service)

Deliverables: will be discussed in class

 what I will give you here are some of the parameters for the PEN From these descriptions you need to create your requirements, unit test/use cases, prototypes (if needed) and a design doc for submission on the project These are the basic rules no internet no cell towers the device creates it’s own network dynamically and is capable of mobility unlimited memory unlimited battery power no servers basically no fixed network to like to transceivers are embedded in almost all device, roads, table, chairs, product, building and so on, these device transmit according to their definition, for example, products in a store would transmit there relevant information, (without the use of a database) The device is environmentally aware, in other words, it maps and displays according to environment by reading the sensors in the area, basically what you see as your environment is what the device can see (or more), so a classroom is an environment, a house is an environment, school is an environment, a store is an environment, these devices automatically create a network about the environment that they are in. There are three examples to focus on: Classroom or conference: In this case your device would automatically map out all the individuals of the room, faces and perhaps bio, and so on. Cell phones: The cell phones would route message thru the other phones eventually connecting to the receiver Stores: The devices, upon entering a store, would map out the environment and detail all your like. One other thing, These devices learn, and one device is used probably for your entire lifetime, so as the device (lives) with you it learns your likes and dislikes (basically gets smarter), so when you go to stores, the device basically knows what you normally look for and what interests you. The deliverables are a requriements doc, functional spec (which links the requirements to the design doc), and a design doc, what you should have is enough documentation to give to a software company to produce a deliverable product that matches your requriements and design doc.

Project:

Using Agile Techniques the students will design an Personal Environment Network. This will involve each student identifying and classifying which components need addressing and how, using Agile development, this will be achieved. The final outcomes of this will a document or documents addressing these components, (Communication, planning, modeling, construction and deployment).

Organization and Flow:

• Project planning

• Use case development

• Requirement gathering

• Rapid design

• Code generation

• Testing

Area of work:

Using Agile Techniques the students will design an Personal Enviroment Network, This will involve in-class collaboration among the class students as they identify and classify which components need addressing and how, using Agile development, this will be achieved. The final outcomes of this

will a document or documents addressing these components, (Communication, planning, modeling, construction and deployment). The assignment will be further discussed during the lectures including time for students to discuss and work on the project.

Customer Requirements will be discussed in class

Overview:

A personal Environment Network is a network of ad-hoc device (cell phones or other WIFI wireless devices) that organize themselves into an active network to exchange information that is determined by each individual device. The application that allows the information exchange is responsible for security, look and feel and protocol. The underlining communication protocol is also part of the application. Furthermore, the application is capable of routing thru a node to get a link to a node outside a original nodes transmission range. These devices do not need any cell tower requirements, although it is possible.

According to Wikipedia these devices follow this definition:

A mobile ad hoc network (MANET), is a self-configuring infrastructure-less network of mobile devices connected by wireless links. ad hoc is Latin and means “for this purpose”. [1] [2]

Each device in a MANET is free to move independently in any direction, and will therefore change its links to other devices frequently. Each must forward traffic unrelated to its own use, and therefore be a router. The primary challenge in building a MANET is equipping each device to continuously maintain the information required to properly route traffic. Such networks may operate by themselves or may be connected to the larger Internet. MANETs are a kind of wireless ad hoc networks that usually has a routable networking environment on top of a Link Layer ad hoc network.

The growth of laptops and 802.11/Wi-Fi wireless networking have made MANETs a popular research topic since the mid 1990s. Many academic papers evaluate protocols and their abilities, assuming varying degrees of

mobility within a bounded space, usually with all nodes within a few hops of each other.

Different protocols are then evaluated based on measure such as the packet drop rate, the overhead introduced by the routing protocol, end-to-end packet delays, network throughput etc. Use case:

The user of the device sets their device to accept information from:

• Friends

• Ads by category

• Classmates (for example course 680)

• Device specifications in stores

• Home appliance devices

Classification of some simple use cases:

1) Item identification and location

2) ad-hoc social networking

3) ad-hoc phone services (vs. cellular phone service)

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