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Agile online training

Agile



overview


The Agile movement proposes alternatives to traditional project management. Agile approaches are typically used in software development to help businesses respond to unpredictability.

Agile development provides opportunities to assess the direction throughout the development lifecycle. This is achieved through regular cadences of work, known as Sprints or iterations, at the end of which teams must present a potentially shippable product increment. By focusing on the repetition of abbreviated work cycles as well as the functional product they yield, agile methodology is described as "iterative" and "incremental." In waterfall, development teams only have one chance to get each aspect of a project right. In an agile paradigm, every aspect of development requirements, design, etc.is continually revisited.

prerequisties

  • An understanding of software development processes.

Duration

Online
  • It is a 20 days program and extends up to 2hrs each.
  • The format is 40% theory, 60% Hands-on.

Corporate
  • It is a 5 days program and extends up to 8hrs each.
  • The format is 40% theory, 60% Hands-on.
Classroom
    Private Classroom arranged on request and minimum attendies for batch is 4.

course content

  • Agile Practices
    • The Agile Alliance
    • Principles
  • Overview of Extreme Programming
    • What is Extreme Programming
    • The Practices of Extreme Programming
  • Planning
    • Initial Exploration
    • Release Planning
    • Iteration Planning
    • Defining "Done"
    • Task Planning
    • Iterating
    • Tracking
  • Testing
    • Test-Driven Development
    • Acceptance Tests
    • Serendipitous Architecture
  • A Simple Example of Refactoring
    • Generating Primes
  • What Is Agile Design?
    • Design Smells
    • Why Software Rots
    • The Copy Program
  • The Single-Responsibility Principle (SRP)
    • Defining a Responsibility
    • Coupled Responsibilities
    • Persistence
  • The Open/Closed Principle (OCP)
    • Description of OCP
    • The Shape Application
  • The Liskov Substitution Principle (LSP)
    • Violations of LSP
    • Factoring Instead of Deriving
    • Heuristics and Conventions
    • The Dependency-Inversion Principle (DIP)
    • Layering
    • A Simple DIP Example
  • The Interface Segregation Principle (ISP)
    • Interface Pollution
    • Separate Clients Mean Separate Interfaces
    • Class Interfaces versus Object Interfaces
  • Overview of UML
    • Class Diagrams
    • Object Diagrams
    • Collaboration Diagrams
    • State Diagrams
  • Working with Diagrams
    • Why Model?
    • Making Effective Use of UML
    • Iterative Refinement
    • When and How to Draw Diagrams
  • State Diagrams
    • The Basics
    • Using FSM Diagrams
  • Object Diagrams
    • A Snapshot in Time
    • Active Objects
  • Use Cases
    • Writing Use Cases
    • Diagramming Use Cases
  • Class Diagrams
    • The Basics
    • An Example Class Diagram
    • The Details
  • Template Method and Strategy: Inheritance versus Delegation
    • Template Method
    • Strategy
  • Design Patterns Intro
    • Facade
    • Mediator
    • Singleton
    • Monostate
  • Use Cases
  • Factory
    • A Dependency Problem
    • Static versus Dynamic Typing
    • Substitutable Factories
    • Using Factories for Test Fixtures
    • Importance of Factories
  • Composite
    • Composite Commands
    • Multiplicity or No Multiplicity
  • Observer: Evolving into a Pattern
    • The Digital Clock
    • The OBSERVER Pattern
  • Abstract Server, Adapter, and Bridge
    • Abstract Server
    • Adapter
    • Bridge
  • Proxy and Gateway: Managing Third-Party APIs
    • Proxy
    • Databases, Middleware, and Other Third-Party Interfaces
    • Table Data Gateway
    • Using Other Patterns with Databases
  • Visitor
    • Visitor
    • Decorator
    • Extension Object

Videos

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