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Extreme Programming (XP) is a controversial method because it eliminates a lot of phases from the traditional Waterfall methodology. XP an agile development methodology, is simple , and based on communication, feedback, and courage.
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Note XP is one of the agile development methodologies, but there are more. These methodologies try to overcome the essential problem of the Waterfall method: you can t always predict the evolution of a project from the beginning. If you don t have previous exposure to agile methods, I recommend you start by reading the great article at
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The professional analysts are replaced with the client, who is very active in the process. The client writes a document named User Stories, which is a simple description of the desired functionality of the software. The programmers read the document and give an estimated time frame for implementing each functionality. After receiving the time estimates, the customer chooses a group of functionalities to be developed first. This is called an iteration. The developers use a test-driven design in the implementation phase, meaning that a testing method for the desired functionality is conceived before the code is actually written. Usually, every piece of code is written by a programmer under the supervision of another programmer who tests the functionality of the code. After the code for the entire iteration is complete, it s then given an acceptance test with the customer, who approves (or disapproves) the iteration. The programmer keeps developing or improving code for that iteration until it passes the acceptance test. The software is deployed in a number of releases, composed of one or more iterations; the software gets to the final release when all iterations that contain all the functionalities described in the User Stories document pass the acceptance test.
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Picking a Method
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More project management methods are available to you than the ones described so far. Because no single method is best, a good project manager must know in theory a little about all of them to choose the best one for the current project. Choosing the wrong tactic for a project might lead to failure, so the project manager needs to carefully consider all options before choosing how to deal with a particular project. A strategy like this will never work: Okay, we have to build an e-commerce site. Let s do XP with this one, and maybe we ll spiral the next one! In many cases, it s best to use a mix of methods to suit your project. For example, if the client doesn t know for sure what she wants, you can use bits of XP and collaborate closely with the client during the development based on a User Stories document, add a few steps from the Waterfall method, and do some RAD on the way. Anyway, it s very important to keep some of these procedures in mind for your next projects because the way you manage your projects can save you time, money, and stress.
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Understanding the E-Commerce Project Cycle
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If you have some knowledge about management and a good artistic spirit for web design, after you read this book, the e-commerce project can be a one man show. First of all, you need to organize the tasks so that they take place in a logical, sequential order. Understanding the customer needs should not be difficult. The customer wants an e-store where a range of products can be advertised and bought. You need to know the type
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of products the customer wants on the site and a little about future strategy (today the customer is only selling hardware components, but in the future, the customer might want to sell laptops). This is very important because the database and the whole architecture must be designed from the start to support future changes. You might also want to find out about how the shipping department is organized to optimize the handling and shipping process. Most customers require artistic and functional design, so, in most cases, the next phase is creating a web prototype. Whether you do it yourself or hire a web designer, the prototype should be only a web site template only HTML code with something like Product name Here instead of an actual product, without the need for any databases. Depending on the artistic taste of the customer, you might have to build several prototypes until you agree on a design. Designing the database is, as I said, a critical phase of the project. The logical database design is developed from the Requirements gathering phase, and is agreed on with the customer. The database s logical design describes what data you need to store and the relationships between different entities of data (such as the relationship between products and departments), but it doesn t include strict implementation details such as the associate table used to physically implement Many-to-Many relationships. If you re an advanced database designer, you ll create an optimal physical database structure yourself. A number of tools (such as the ones presented at dmcdmd.htm) enable you to design the database visually. (You can find even more useful links with a Google search on data modeling. ) These tools have very powerful features for designing relational database structures and even generate the SQL code to turn them into real databases. Regardless of the database engine you re using, design your tables in a visual way (even with a pen and paper) rather than start by writing SQL queries. Next, you implement the data tier objects. This is the place you start playing with your database because you need to implement the data access logic that will support the other tiers in your application. In the process, you ll probably want to populate the database with some fictive examples to have a base for testing your queries. Before writing the queries as data tier objects, test them using a visual interface to the database engine that allows executing and debugging SQL queries. This will make your life easier when debugging the SQL code because, as all SQL developers know, the code doesn t always work as you expect it to the first time. After the data tier is in place, you can continue by building the middle tier of your application. In this book, you learned some techniques about implementing the middle tier for various parts of the site, but you might want to choose other techniques for your particular project. Building the user interface is obviously the next step. You already have a prototype that is usable only for design because, at the stage you created the prototypes, you didn t have a functional foundation. Usually, interface prototypes in software projects are throwaway code, but here you build the UI logic (preferably using Smarty or another templating engine) that generates the actual look of your web site with the design the customer agreed on. A final testing phase is very important at the end of the project. The database will be populated with real records, and a simulation is made to test the efficiency of the ordering process. Every process should be tested before production, so you must give your customer enough time to test every functionality of the site, to make some test orders, and to evaluate the shipping process. During this stage, any programming errors should be revealed for you to correct.
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