Monday, July 26, 2010
SOFTWARE DEVELOPMENT METHODOLOLOGY NOTES.
Development Methodology.Note: T_T;;; editted this post before..full had information...but then apparently it didn't post :\ there goes an hour worth of notes -.-;; gah.
System Development Methodology:
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As a noun: framework that is used to structure, plan, and control the process of developing an information system. This structure affects pre-definition of specific aspects that are created and completed by developers in order to create or maintain an application. One method may not be suited to all kinds of prjects, each framework are best suited to specific projects - it's usability depending on various technical, organizational, project and team consideration. Examples of frameworks include:
- Rational Unified Process - since 1998
- Agile Unified Process - since 2005 by Scott Ambler
- Integrated IT Methodology - since 2007
As a verb: an approach used to apply the software framework, and the main approaches are:
- Waterfall: Sequential development approach (linear framework) where development flows steadily downwards through phrases of requirements analysis, design, implmentation, testing (validation), integration, and maintenance. Basic principles involve:
> Division of phrases - with some overlap and splashback
> Planning - time schedules, target dates, budgets and implemenation of an entire system at one time
> Maintenance of control - extensive written doucmentation, as well as formal reviews and approval/signoff by mangaging developer at the end of each stage. - Prototyping: Creation of prototypes (no surprise there...) and basic principles are:
> Handling selected portions - not a standalone, complete development
> Attempts to reduce inherent risk - breaking project into smaller segments and providing more "ease-of-change" during development
> High user involvement- increase likelhood of user acceptance of the final implementation
> Small scale mock-ups
> Basic understand of fundamental business problem - to avoid the wrong problem - Spiral: Combining elements of both design and prototyping in stages, basic principles are:
> Focus on risk assessment - minimizing project risk through breaking project into smaller portions
> "Each cycle involves a progression through the same process of steps..." - each stage has its own elaboration, showing in detail the parts of the project
> Four basic qudrants - 1: Determine objectives, alternatives and constraints 2: Evaluate alternatives, idenify and resolve risks 3: Develop and verify deliberables 4: Plan the next stage - Rapid Application Developlment (RAD): Involves iterative development and uses the construction of prototypes. Basic principles:
> Fast development and delivery, with high quality and low cost
> Reduce project risks - breaking the project down
> Emphasis on fulfilling bussiness need - technological or engineering excellence is of lesser importance
> Joint Application Development (JAD) - users are involved in system design, either through consesus in workshops, or electronically operated interaction
> Produces documentation necessary to support future development and maintenance
Agile Software Development
A group of software development methodologies, where requriements and solutions evolve through collaboration between self-organizing cross-functional teams (group of people with different expertise working toward a common goal). Generally promote a disciplined project management process that encourages frequent inspection and adpation, a leadership philosphy that encourages teamwork, self-organization and accountability.
There are numerous agile development methods, however most promote development, teamwork, collaboration and process adaptability throughout the life-cycle of the project. They break tasks into small portions with minimal planning, and do not irectly involve long-term planning.
Iterations are short time frames that typically last for one to four week, and each part involes a team working through a full software development cycle including planning, requirements analysis, design, codingm unit testing, and acceptance testing when product is demostrated to stakeholders.
Agile Software Development methods are fall in the 'adaptive' side of developments, and so concentrate on adapting quickly to changing realities, there when the needs of a project change, an adaptive team changes as well. In contrast the 'predictive' methods focus on planning the future in detail, therefore team members would be able to report exactly what features and tasks are planned for the entire lenght of the development process.
An iterative development model
Emily is cool. <- look here (:
Labels: multimedia, notes
9:51 AM
Evaluation.
Warning: Monday Morning, First Period - this post therefore has many personalities clashing to show themselves :)[Post filled with bs, no grammar, no logic, no sense whatsoeverrrr.]Okay we shall start off with...
This assignment took an epic amount of time to design, which ended up eating all our time..actually getting the information down was the easy part.
Anyways...
EvaluationOur multimedia system...although fulfils most of the criteria nescessary for it to be considered a multimedia system - i.e. interactive nature, using text, images, videos, audio - and so it's a success(?). We explored multimedia systems, and any issues regarding them - featured in
Applications page.
We could've used our time more wisely, instead of concentrating on the decorative part of the site -
Emily!!!!!!!!!. Also, in hindsight,
Maxinnnneeeeee!!!!! could've done something whilst... - anyway..
However, we finished the assignment in a manner that makes us happy - for the majority of the pages (especially our
Journal) we're happy, as the layout remains the same and therefore users would be able to see the links between them.
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We're gonna end it here...
Labels: assignment, emily and maxinne, multimedia, theory
9:25 AM
Friday, July 23, 2010
Annoucement.
-.-;;;;
*dies a little inside*
Anyway, the annoucement is that most of the written journal entries is that, it's on the journal on our actual project :)
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Anddd I'm gonna put some notes on 'text' because it's looking a little plain and empty atm, so here it goes....
There are various types of text, which are used for different reasons - all of which depending on what the user is trying to achieve through text. These types are - in the computing sense:
- Plain text: Any string (there is no limit, unless specifically specified, to the characters) that consists entirely of characters (basic letters or numbers). This type of text is used for basic typing - such as using Microsoft Word for typing essays or notes. Therefore 'plain text' is the normal text such as 'QWERTY, 1235, %#!#'.
- Rich Text Format: Abbreviation is 'RTF' and is a method of encoding formatted text and graphics for easy transfer between applications.
- Hidden text: Computer text that is displayed in a way that cannot be easily read, which is easily done through making the text's colour the same as the background colour.
Source:
Source//
10:08 AM
Thursday, July 22, 2010
Audio Notes - emphasis on digital audio
Definition: The audible part of a transmitted signal.
Digital audio: Digitizing and storage of sound or music on a computer or portable hard drives (USB's, hard drive, etc.)
There are two forms of audio waveform and MIDI, which are then broken down into the variety of audio files that can be found - such as .mp3, .wma, .wav, and .midi. 'Waveform' is created when sound is digitised through measurements of pitch and volume, however MIDI (Music Instrument Digital Interface) would be considered the more advisable method. The MIDI method involves the creation of a digital 'music score', in which instrument itself is stored rather than its sounds.
Samples:
Labels: emily and maxinne, multimedia, notes
9:52 PM
Tuesday, July 20, 2010
Software Notes.
Definition: A general term mostly used for digitally stored data such as computer programs and other kinds of information. Also described as any data, information, designs, or ideas which are, or will become, computer files, programs, systems of programs, or related input or output data.
There are various types of software for different uses on the computer, therefore is the opposite of hardware as it is intangible but together they allow for computers to work. The main types of software are:
- Application: Designed to help perform a singular or multiple related specific tasks
- System: Designed to operate computer hardware, as well as to provide and maintain a platform for running application software
- Programming tools: Help conduct computer tasks. This is done through assisting programmers in writing other computer programs, programming tools also allow for different programming languages (easier for programmers across the world)
Example of computer software include: Application software (
Word processors,
Video games), System software
Mac OS X, Microsoft Windows), Programming tools (
Visual Guard*,
Visual Build**)
However, there are other software types - which are either not as widely used or can be applied under the main three. These are Testware, Firmware, Device drivers, Middleware, and Shrinkware.
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*Visual Guard -a system that "Create and manage users' roles and permissions and determine what each user can do, see and modify in any new or existing .NET (using the internet) application without modifying any code.
**Visual Build - a system that "provides a powerful framework for automating your builds...help you create builds quickly"
Building - referring to constructing other computer software/programs
Labels: assignment, emily and maxinne, multimedia, notes
2:23 PM
Friday, July 16, 2010
MULTIMEDIA SYSTEMS USING MULITMEDIA.. what a fail title o_o;
In reality the title is meaningless :) lol it's pretty much just talking about different multimedia, :)
How has developing technology affected the process/cost of different aspects of displaying and creating multimedia?
HARDWAREVideos - Besides the basic TV or computer monitor there is also projectors used for displaying multimedia, these projectors are very bright and has clear high resolution images in broad daylight. However, it is only recently that these projectors became more accessible, They use what is called a DLP (Digital Light Processor), which is a chip roughly one centimetre square contains up to 500 000 separate mirrors. A mirror which can be individually controlled, and by shining a bright light into the chip while supplying its electrical circuit with a TV signal and therefore is able to create an image that can then be projected
Speakers and Sound Systems -
-.-;; yeah cbb adding anymore atm. :)
Labels: assignment, emily and maxinne, multimedia, notes, theory
8:52 PM
Examples of Multimedia Systems
Leisure and entertainmentHeavily directed towards non-text based information, for people of all ages and abilities which means information technology skills will be low. Most common form is the interactive computer game which are usually stored in CD's, and more recently in DVD's.
Usage is usually through the mouse, keyboard or joystick. The type of games/entertainment found with leisure and entertainment based multimedia systems involve "fast action and the ability of the user to explore and discover.
Information
Multimedia systems can also be used to access basic information quickly, and therefore directed towards a wide range of users - ability and age most likely not having any impact (however, the level knowledge that is needed to operate the system may become a problem).
Using multimedia systems usually means that participants have a specific task or objective in mind - such information may include interactive maps in shopping centres, and catalogue systems for a library. This means that such systems could be 'touch-based' which allows for easy use, these systems would most likely not have any audio based information, as they would be located in noisy environments and so make it hard to hear anything - but this does not mean that it is impossible to have audio.
Simulations and VR (Virtual Reality)
These are used in order to duplicate real situations and therefore are one of the most sophisticated and expensive multimedia based systems. Purpose is "to create a situation with sufficient realism that the user can gain valuable training and experience from using the system."
Simulation and Virtual Reality systems - beside for entertainment purposes - can be used as training for situations that potentially could endanger the user's life/health. Examples of such simulators would be flight simulations that pilots would use in order to learn or train how to operate various scenarios. However, such systems would cost millions of dollars, and so wouldn't be ready for everyone who may need to use them - demonstrating the main issue of constructing systems such as this.
Source: Textbook ('Information Processes and Technology HSC' Ware. P, Cheleski. P, Chivers. B)
Labels: assignment, emily and maxinne, multimedia, theory
7:08 PM
Monday, July 12, 2010
Social Issues.
Copyright. Set of exclusive rights granted to the author or creator of an original work, including the right to copy, distribute and adapt the work. Also defined as: "the acknoeledgement of source data and the ease with which digital data can be modified."
Multimedia files - such as music and video - are constantly under the problems of the infringement of copyright due to the amount of illegal downloading that occurs. If a multimedia project is commerical - open to the public - than
graphics artists, musicians and video staff can be employed to create multimedia or royalties could be paid to the author.
Implication: With copyright the works that are used within a multimedia system should be either original or have the proper rights in order to use other organisation or individuals' works. If copyright is infringed then the makers of the multimedia system may be taken into legal issues - the chance of being sued for illegal use of another's works. However, despite the illegality of infringement of copyright is not heavily pursued by the police due to the wide spread nature of it, therefore copyright becomes more of a moral issue - this is due to it taking the rights and acknowledgement of the work the artists/creators have placed in it.
Appropriate UseThis is in regard to the type of material that the multimedia system would use and display - especially if the internet is involved. This also covers that individuals using the system would be using so in the correct manner, and not to the detriment of either the creators or other users. The involvement of the internet - as it is very helpful in business, advertising, entertainment and education - to multimedia systems mean that there is a rise to opportunities to misuse/abuse the material.
Implication: The creators and users of the system need to ensure that they are using/developing the system for the correct reasons, and that it would not offend anyone in any way.
Data IntegrityReferring to: "...the reliability and wholeness/completion of data."
Although data integrity is never totally fool-proof it is the responsibility of the manufacturers to ensure that the information being provided is the most accurate as possible.
Implication: Therefore creators of the system should also access multiple sources in regard to one set of information in order to collaboate that the information is indeed correct - however this does not take into accound that over time information could become useless due to advancing nature of society/technoloy OR new statistics. In regard to educational/informative multimedia systems the importance of the accuracy/depth of the information is high, as this could lead to individuals learning incorrectly and later jepordise something.
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Virtual WorldsAdvantages:
- Virtual advertising
- Reduce the cost of entertainment
- Simplifcation of e-commerce
- Virtual simulation of experiences without the risk of failing
Disadvantages:
- Loss of real-life social interaction
- Lack of physical activity
- Reduction of real-life experiences
- Costly to maintain/install
SOURCE, Wikipedia. Labels: assignment, emily and maxinne, multimedia, notes
8:00 PM