extreme programming
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2022 ◽  
Vol 16 (1) ◽  
pp. 34
Author(s):  
Andi Nurkholis ◽  
Yopita Anggela ◽  
A Ferico Octaviansyah P

In the face of increasing technological advances, the development of society refers to the ability to keep up with technological developments and the ability to access and present useful information. Lack of information and knowledge about the location of the gift store makes the public or tourists only visit the nearest store or those suggested by friends and people around. This study aims to develop a web-based geographic information system to make it easier for people to find the location of Lampung gift store. In this study using extreme programming as a development method. Based on the results of testing ISO 25010 that has been carried out involving 50 respondents, the conclusion that the quality of the software produced has a success percentage with a total average of 90.66%. So it can be concluded that the percentage value obtained shows the overall software quality has a "Very Good" scale and is feasible to use.


2022 ◽  
Vol 16 (1) ◽  
pp. 26
Author(s):  
Suwanto Sanjaya

Tomatoes ripen relatively quickly, so tomato farmers must be able to properly sort the tomatoes for distribution. Farmers typically sort the tomatoes by hand. Tomato farmers are generally experts at manually sorting tomatoes, but humans have many limitations, such as being tired and unfocused. Because these issues can lead to inconsistencies and inaccuracies in sorting, a tool is required to help with the process. As a result, it is necessary to create an Android application to aid in the sorting process. The reason for using Android as a platform is that it is a tool that a large number of people own. The LVQ algorithm is used as a learning algorithm to find the best model for tomato recognition. To build the model, the algorithm requires features. Colors with Hue, Saturation, and Value (HSV) are used. The Personal eXtreme Programming (PXP) system development methodology was used to create applications that recognize the level of ripeness of tomatoes. Unified Modeling Language (UML) is the analytic tool of choice. The application was successfully developed on the Android platform based on the test results. The application's use results in an accuracy of 80%. Green and red tomatoes are the most well-known types of tomatoes. Turning tomatoes are difficult to identify because many of them are mistaken for green tomatoes.Keyword: Android; eXtreme Programming; HSV; Recognition; TomatoBuah tomat memiliki waktu kematangan relatif cepat, sehingga petani tomat harus dapat menyortir buah tomat dengan tepat yang akan didistribusikan. Pada umumnya petani menyortir buah tomat secara manual. Petani tomat juga pada umumnya sudah ahli dalam menyortir tomat secara manual, tetapi manusia memiliki banyak keterbatasan seperti lelah dan tidak fokus. Masalah tersebut dapat meyebabkan inkonsistensi dan ketidaktepatan dalam penyortirannya, sehingga dibutuhkan alat bantu untuk membantu proses peyortiran tersebut. Oleh karena itu, perlu dikembangkan sebuah aplikasi Android yang dapat membantu proses penyortiran tersebut. Alasan penggunaan Android sebagai platform karena merupakan alat yang banyak dimiliki orang pada umumnya. Algoritme LVQ digunakan sebagai algoritme pembelajaran untuk mendapatkan model terbaik dalam mengenali buah tomat. Algoritme tersebut membutuhkan fitur untuk membangun modelnya. Fitur yang digunakan adalah warna Hue, Saturation, dan Value (HSV). Aplikasi pengenalan tingkat kematangan buah tomat dikembangkan menggunakan metodologi pengembangan sistem Personal eXtreme Programming (PXP). Alat analisis yang digunakan adalah Unified Modeling Language (UML). Berdasarkan hasil pengujian, aplikasi berhasil dikembangkan pada platform Android. Penggunaan aplikasi tersebut menghasilkan akurasi sebesar 80%. Tomat yang paling banyak dikenali adalah tomat Green dan Red. Tomat Turning cukup sulit dikenali, karena tomat tersebut cukup banyak yang dikenali sebagai tomat Green.Kata Kunci: Android; eXtreme Programming; HSV; Pengenalan; Tomat


2022 ◽  
Vol 7 (1) ◽  
pp. 8-14
Author(s):  
Daniel Apdianto Herman ◽  
Michael Michael
Keyword(s):  

Setiap tahunnya, terdapat banyak mahasiswa baru dari luar kota datang untuk melanjutkan jenjang pendidikannya di tempat baru. Secara tidak langsung kebutuhan akan tempat tinggal akan meningkat secara proposional, terutama di daerah yang dekat dengan institusi pendidikan tinggi. Tapi sering kali keterbatasan informasi membuat para calon mahasiswa maupun mahasiswa baru mengalami kebingungan dalam mencari informasi tempat tinggal atau kost. Oleh karena itu, penulis berniat mengembangkan sebuah aplikasi web kost-kostan yang dimana dapat menyediakan informasi tersebut dan menghubungkan penyedia kost dengan pencari kost. Aplikasi web juga sangat fleksibel sehingga dapat diakses kapan saja dan dari mana saja asal terhubung dengan internet. Selama proses penelitan ini penulis menerapkan metode Extreme Programming (XP). Penelitian nantinya akan menghasilkan sebuah aplikasi web dimana penyedia kost dapat mempromosikan kost-kostannya dan juga pencari kost dapat mencari kost yang diinginkan dengan segala informasi sudah tertera didalam aplikasi. Dari penelitian ini penulis menyimpulkan aplikasi web kost-kostan sangat dibutuhkan pada saat ini. Penerapan XP sebagai metode penelitian juga sangat cocok dikarenakan jangka waktu yang cukup singkat dan tentunya metode XP sangat terstruktur selama penerapannya.


SISTEMASI ◽  
2022 ◽  
Vol 11 (1) ◽  
pp. 12
Author(s):  
Ahmad Rizki ◽  
Dini Harisah ◽  
Muhammad Farid Azmi Aziz ◽  
Puji Rahayu

2022 ◽  
pp. 163-182
Author(s):  
Kamalendu Pal

Agile software development methodologies are attracting attention from academics and practitioners for planning and managing software projects. The eXtreme Programming (XP) challenges conformist wisdom regarding software system development processes and practices as agile methodologies. To work efficiently in the current software development practice, characterized by requirements fuzziness, XP moves away from document-centric operations into people-centric management. In the XP-based software project, the customers play an essential role, having multiple responsibilities such as driving the project, gathering requirements (‘user stories'), and exercising quality control (or acceptance testing). Besides, the customers must liaise with external project stakeholders (e.g., funding authorities, end-users) while maintaining the development team's trust and the wider business. The success of such software project management practices relies on the quality result of each stage of development obtained through rigorous testing. This chapter describes three characteristics of XP project management: customer role, software testing feedback, and learning.


2022 ◽  
pp. 2015-2025
Author(s):  
Chamundeswari Arumugam ◽  
Srinivasan Vaidyanathan

This chapter is aimed at studying the key performance indicators of team members working in an agile project environment and in an extreme programming software development. Practitioners from six different XP projects were selected to respond to the survey measuring the performance indicators, namely, escaped defects, team member's velocity, deliverables, and extra efforts. The chapter presents a comparative view of Scrum and XP, the two renowned agile methods with their processes, methodologies, development cycles, and artifacts, while assessing the base performance indicators in XP setup. These indicators are key to any agile project in a global software development environment. The observed performance indicators were compared against the gold standard industry benchmarks along with best, average, and worst-case scenarios. Practitioners from six agile XP projects were asked to participate in the survey. Observed results best serve the practitioners to take necessary course corrections to stay in the best-case scenarios of their respective projects.


2022 ◽  
pp. 1059-1076
Author(s):  
Kamalendu Pal ◽  
Bill Karakostas

The adoption of agility at a large scale often requires the integration of agile and non-agile development practices into hybrid software development and delivery environment. This chapter addresses software testing related issues for Agile software application development. Currently, the umbrella of Agile methodologies (e.g. Scrum, Extreme Programming, Development and Operations – i.e., DevOps) have become the preferred tools for modern software development. These methodologies emphasize iterative and incremental development, where both the requirements and solutions evolve through the collaboration between cross-functional teams. The success of such practices relies on the quality result of each stage of development, obtained through rigorous testing. This chapter introduces the principles of software testing within the context of Scrum/DevOps based software development lifecycle.


2022 ◽  
pp. 111-133
Author(s):  
Kenish Rajesh Halani ◽  
Kavita Jhajharia

Software engineering is used in order to develop larger and complex software products. As software product is needed in almost all the industries, software engineering becomes really important. Software development can be done through various software development life cycle (SDLC) models like waterfall model, agile model, spiral model, prototype model, etc. SDLC is a framework that defines the tasks that to be performed at each step in the development process. Authors are mainly focusing on two models (i.e., waterfall and agile model). Waterfall model is a serial model which follows a strict sequence. Agile methodology can be divided into scrum methodology and extreme programming. Scrum methodology mainly focuses on how to manage tasks in a team-based environment. Scrum consists of three main roles. They are scrum master, product owner, and scrum team. While comparing both the models, the main difference obtained is waterfall does not allow any customer involvement while agile does allow it.


Author(s):  
Edwin Arturo Quintero Torres ◽  
William Andrés León Beltrán ◽  
Juan Manuel Sánchez Céspedes

This article presents the design, development and implementation of a software tool, serving as an alternative to the problems involving management, control and reporting of processes within the institutional plan for environmental management (known as plan institucional de gestión ambiental (PIGA) by its Spanish acronym) for the Universidad Distrital Francisco José de Caldas. The software is focused on carrying out such processes to the automation setting, based on the extreme programming (XP) Agile methodology that mainly centers on the continuous development of the customer requirements to offer a more assertive tool, in line with the plan institucional de gestión ambiental in Spanish (PIGA) processes. The result is a complete satisfaction of users and a highly usable, adaptable and efficient software, inherently optimizing and automating the environmental management processes of the PIGA program. This work delivers an applet that meets the design and implementation requirements of environmental management policies. The proposed tool manages to reduce process-related times by 97%, therefore, allowing to aim efforts in other missional functions and increase the overall value offer of the organization.


2021 ◽  
Vol 5 (4) ◽  
pp. 553
Author(s):  
Bobi Agustian ◽  
Muhamad Yasser Arafat

In the process of teaching and learning activities in schools, there are still many that only use learning media in the form of books. This causes boredom in the learning process. Especially in basic computer and network subjects, where in this subject there is a lot of visual recognition and developing forms of technology. Good visual presentation is very important to support the learning process. Augmented Reality (AR) is a learning medium that is currently still being used in the teaching and learning process. AR is an application that combines the real world with the virtual world in two-dimensional or three-dimensional forms which are projected in a real environment at the same time. AR technology is very appropriate to be implemented to support the visualization process in learning activities, because it can present visualization in 3-dimensional form. So that the visualization is more interactive and more interesting. In the learning process at SMK Nufa Citra Mandir, they still rely on books only, especially in computer and basic network subjects which really need visualization of the devices discussed. The application of AR technology to basic computer and network subjects at SMK Nufa Citra Mandiri is expected to help in the learning process. In its development, the design method used is the Extreme Programming (XP). Purpose of this research is to create software with AR technology on Android platform, so that students can better understand and get to know computer tools and computer network devices contained in basic computer and network subjects.


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