UNIT–II (Agile Projects)

 

UNIT–II (Agile Projects) – SIMPLE NOTES


⭐ 1. Planning for Agile Teams

Agile teams are small, flexible, self-organizing groups.

A. Scrum Team

Very simple:

  • Product Owner (PO) – decides what to build

  • Scrum Master (SM) – removes problems, supports team

  • Development Team – builds the product

πŸ‘‰ Remember: PO → SM → DEV


B. XP Team

XP team focuses on quality & coding practices
Members:

  • Customer

  • Developers

  • Coach

  • Tracker

  • Tester

πŸ‘‰ Easy trick: C–D–C–T–T


C. General Agile Teams

All normal Agile teams have:

  • 5–9 people

  • Cross-functional

  • Self-managing

  • Communicate daily


D. Team Distribution

How teams are located:

  • Co-located: in one place (BEST for Agile)

  • Distributed: team in multiple locations → needs online tools


⭐ 2. Agile Project Lifecycle (Simple Explanation)

Agile project lifecycle = build in small cycles called iterations/sprints.

Typical lifecycle:

  1. Plan – create vision, backlog

  2. Design – simple design

  3. Build – develop features in small pieces

  4. Test – test continuously

  5. Review – show to customer

  6. Improve – take feedback and improve

  7. Repeat – next iteration

πŸ‘‰ Trick: P–D–B–T–R–I (Plan, Design, Build, Test, Review, Improve)


⭐ 3. Phase Activities in Agile

Each iteration has:

  • Planning (what to do)

  • Development (coding)

  • Testing (continuous testing)

  • Review (show to customer)

  • Retrospective (improve team work)


⭐ 4. Product Vision (VERY SIMPLE)

Product Vision =
πŸ‘‰ A short statement describing what the product will achieve.

Example:
“Build a fast, secure online shopping app.”

Purpose:

  • Gives direction

  • Helps team stay focused


⭐ 5. Release Planning (MOST IMPORTANT)

Release planning = deciding what features to deliver in the next release.

Steps:

1. Create Product Backlog

Product backlog = list of all features, tasks, ideas.

Example:

  • Login

  • Payment

  • Search

  • Cart


2. User Stories

User story = a simple requirement written from user's view.

Format:
πŸ‘‰ “As a user, I want feature, so that benefit.”

Example:
“As a shopper, I want to add items to a cart so I can buy later.”


3. Prioritizing

Deciding which features are most important.

Methods:

  • High / Medium / Low

  • MoSCoW (Must, Should, Could, Won’t)


4. Estimating

Estimating how long each story will take.

Ways:

  • Story points

  • T-shirt size (S, M, L)


5. Creating the Release Plan

Release plan =
πŸ‘‰ What features will be included in the upcoming release.

Example:

  • Release 1: Login, Search

  • Release 2: Cart, Payment


⭐ 6. Monitoring and Adapting (VERY SCORING)

A. Managing Risks

Risk = a problem that might happen.

Agile reduces risk by:

  • Short iterations

  • Daily meetings

  • Frequent testing

  • Customer feedback


B. Managing Issues

Issue = a problem that already happened
Team fixes issues quickly in daily meetings.


C. Retrospectives

Retrospective =
πŸ‘‰ A meeting at end of iteration to improve team performance.

Team discusses:

  • What went well

  • What didn’t

  • What to improve next time

Goal: continuous improvement


🎯 Super-Short Memory Sheet (For Exam)

  • Scrum Team = PO + SM + Dev Team

  • XP Team = Customer + Developers + Coach + Tester

  • Agile Lifecycle = Plan → Build → Test → Review → Improve

  • Backlog = list of all features

  • User Story = As a user, I want…, so that…

  • Prioritizing = Must/Should/Could

  • Retrospective = improve next iteration

SOLID Principles (Super Simple Meanings)

SOLID = 5 important object-oriented design principles used in Agile.


S – Single Responsibility Principle (SRP)

A class should have only one job.

πŸ‘‰ Meaning: One class = One purpose


O – Open/Closed Principle (OCP)

Software should be open for extension but closed for modification.

πŸ‘‰ Meaning: Add new features without changing old code.


L – Liskov Substitution Principle (LSP)

A child class should be usable wherever the parent class is used.

πŸ‘‰ Meaning: Subclasses must behave like their parents.


I – Interface Segregation Principle (ISP)

Don’t force a class to use methods it doesn’t need.

πŸ‘‰ Meaning: Small interfaces > Big interfaces.


D – Dependency Inversion Principle (DIP)

Depend on abstractions, not concrete classes.

πŸ‘‰ Meaning: High-level code should not depend on low-level code.

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