Deck 12: Agile Methodologies
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Deck 12: Agile Methodologies
1
During the developer-as-artist systems development era, principles from engineering were frequently applied to the systems development process.
False
2
According to the Agile Software Development Manifesto, the best architectures, requirements, and designs emerge from self-organizing teams.
True
3
The developer-as-artist systems development era was marked by a lack of documentation and development tools and by a high degree of dependence on the developer for the continued ongoing operation of the system he/she had created.
True
4
Agile software development values responding to change over following a plan.
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5
eXtreme Programming is a traditional methodology.
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6
Agile software development values individuals and interactions over processes and tools.
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7
Agile Methodologies are more planning-based and less adaptive than the traditional approaches to systems development.
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8
According to the Agile Software Development Manifesto, the seventeen anarchists agreed to deliver working software only after it had been thoroughly tested, even if it means waiting for several months to deliver the software.
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9
According to the Agile Software Development Manifesto, the seventeen anarchists agreed that their highest priority is to satisfy the customer through early and continuous delivery of valuable software.
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10
According to the Agile Software Development Manifesto, the seventeen anarchists agreed that business people and developers should work together daily throughout the project.
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11
Agile software development values working software over documentation.
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12
According to the Agile Software Development Manifesto, customer satisfaction is the primary measure of progress.
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13
The convergence of the object-oriented approach and the Internet economy set the stage for the Agile Methodologies.
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14
The three key principles of Agile Methodologies include a focus on adaptive rather than predictive methodologies, a focus on people rather than roles, and a focus on a self-adaptive process.
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15
Agile Methodologies are more predictive than the more traditional approaches to systems development.
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16
Agile software development values customer collaboration over contract negotiation.
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17
During the developer-as-engineer systems development era, documentation, rigorous testing, structured tools and techniques, and computer-based tools became standard parts of analysis and design.
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18
Scrum is an Agile Methodology.
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19
According to the Agile Software Development Manifesto, the seventeen anarchists agreed that projects should be built around motivated individuals.
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20
According to the Agile Software Development Manifesto, the most efficient and effective method of conveying information to and within a development team is face-to-face conversation.
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21
When using the eXtreme Programming approach, code is tested very soon after it is written.
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22
The overall philosophy behind eXtreme Programming is that code will be integrated into the system it is being developed for and tested within a few hours after it has been written.
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23
Agile Methodologies are recommended if you have responsible and motivated developers.
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24
eXtreme Programming uses two-person programming teams and has a customer on-site during the development process.
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25
If you have a fixed-price or fixed-scope contract, an agile methodology is often recommended.
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26
At the end of eXtreme Programming's coding phase, all code written to that point is tested.
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27
An Agile Methodology is recommended if your project involves unpredictable or dynamic requirements.
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28
eXtreme Programming advantages include more communication among developers, higher levels of productivity, higher-quality code, and reinforcement of the other eXtreme Programming practices.
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29
According to the Agile Software Development Manifesto, continuous attention to technical excellence and good design enhances agility.
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30
During eXtreme Programming, all phases of the life cycle converge together into a series of activities based on the basic processes of coding, testing, listening, and designing.
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31
Structured analysis focuses on the frequent production of working versions of a system that have a subset of the total number of required features.
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32
According to the Agile Software Development Manifesto, simplicity is the art of maximizing the amount of work not done.
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33
Traditional approaches work best when the target system will operate in a volatile and fluid environment.
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34
Agile Methodologies focus on the roles that people perform.
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35
An Agile Methodology is recommended if your project has a development team of 100 or more people.
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36
Agile Methodologies promote a self-adaptive software development process.
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37
Agile approaches work best when the system being developed operates in a stable environment.
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38
In general, Agile Methodologies view people as interchangeable units.
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39
eXtreme Programming is distinguished by its long development cycles and predictive planning approach.
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40
According to the Agile Software Development Manifesto, working software is the primary measure of progress.
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41
Module refinement is the process of making a program simpler after adding a new feature.
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42
Which of the following is the systems development era marked by a lack of documentation and development tools and by a high degree of dependence on the developer for the continued ongoing operation of the system he/she had created?
A) Developer-as-artist
B) Developer-as-integrator
C) Facilitator-as-developer
D) User-as-developer
E) Developer-as-engineer
A) Developer-as-artist
B) Developer-as-integrator
C) Facilitator-as-developer
D) User-as-developer
E) Developer-as-engineer
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43
The two most effective aspects of the Agile Usage-Centered Design are the coding and the design rework sessions.
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44
During eXtreme Programming, programmers are the only participants in the Planning Game.
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45
During eXtreme Programming, the nominal group technique is the primary method used for requirements determination.
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46
According to the Agile Software Development Manifesto, the seventeen anarchists came to value:
A) individuals and interactions over processes and tools.
B) working software over comprehensive documentation.
C) customer collaboration over contract negotiation.
D) responding to change over following a plan.
E) all of the above.
A) individuals and interactions over processes and tools.
B) working software over comprehensive documentation.
C) customer collaboration over contract negotiation.
D) responding to change over following a plan.
E) all of the above.
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47
The Agile Software Development anarchists value:
A) contract negotiation over customer collaboration.
B) processes and tools over individuals and interactions.
C) following a plan over responding to change.
D) working software over comprehensive documentation.
E) joint application development over rapid application design.
A) contract negotiation over customer collaboration.
B) processes and tools over individuals and interactions.
C) following a plan over responding to change.
D) working software over comprehensive documentation.
E) joint application development over rapid application design.
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48
Principles identified in the Agile Manifesto include:
A) having as its highest priority customer satisfaction through the early and continuous delivery of valuable software.
B) welcoming changing requirements, even late in development.
C) the frequent delivery of working software, from a couple of weeks to a couple of months, with a preference to the shorter timescale.
D) all of the above.
E) none of the above.
A) having as its highest priority customer satisfaction through the early and continuous delivery of valuable software.
B) welcoming changing requirements, even late in development.
C) the frequent delivery of working software, from a couple of weeks to a couple of months, with a preference to the shorter timescale.
D) all of the above.
E) none of the above.
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49
The extensive involvement of users in the analysis and design process is a key part of many Agile Methodologies.
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50
eXtreme Programming uses simple design and refactoring to continually improve the quality of the design as developers continue to iterate through the analysis-design-code-test cycle.
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51
Which of the following set the current major phase in systems development?
A) The object-oriented approach and the Internet economy
B) The process-oriented approach
C) The planning-based approach
D) The software engineering approach
E) The prototyping approach
A) The object-oriented approach and the Internet economy
B) The process-oriented approach
C) The planning-based approach
D) The software engineering approach
E) The prototyping approach
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52
The key principles of the Agile Methodologies include:
A) a focus on adaptive rather than predictive methodologies.
B) a focus on people rather than roles.
C) a self-adaptive process.
D) all of the above.
E) none of the above.
A) a focus on adaptive rather than predictive methodologies.
B) a focus on people rather than roles.
C) a self-adaptive process.
D) all of the above.
E) none of the above.
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53
Simple design refers to the creation of uncomplicated software and software components that work to solve the current problem rather than creating complicated software designed for a future that may not come.
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54
With Agile Methodologies, code is tested soon after it is written.
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55
Which of the following is the systems development era that spawned the structured analysis and structured design approaches to systems development?
A) Developer-as-artist
B) Developer-as-integrator
C) Facilitator-as-developer
D) User-as-developer
E) Developer-as-engineer
A) Developer-as-artist
B) Developer-as-integrator
C) Facilitator-as-developer
D) User-as-developer
E) Developer-as-engineer
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56
Limited user participation is a major criticism of the Agile Methodologies.
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57
An Agile Methodology is recommended for each of the following EXCEPT:
A) unpredictable or dynamic requirements.
B) responsible and motivated developers.
C) customers who understand and will get involved.
D) a large development team, exceeding 100 or more people.
E) small development projects.
A) unpredictable or dynamic requirements.
B) responsible and motivated developers.
C) customers who understand and will get involved.
D) a large development team, exceeding 100 or more people.
E) small development projects.
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58
Which of the following is a true statement?
A) The developer-as-artist systems development era was marked by a lack of documentation and development tools and by a high degree of dependence on the developer for the continued ongoing operation of the system he or she had created.
B) During the developer-as-engineer systems development era, principles from engineering were applied to development.
C) The Agile Methodologies era favors close cooperation between developers and clients.
D) All of the above are correct.
E) None of the above is correct.
A) The developer-as-artist systems development era was marked by a lack of documentation and development tools and by a high degree of dependence on the developer for the continued ongoing operation of the system he or she had created.
B) During the developer-as-engineer systems development era, principles from engineering were applied to development.
C) The Agile Methodologies era favors close cooperation between developers and clients.
D) All of the above are correct.
E) None of the above is correct.
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59
Which of the following would the Agile Software Development anarchists place more value on?
A) Individuals and interactions
B) Contract negotiations
C) Following a plan
D) Comprehensive documentation
E) Team member roles
A) Individuals and interactions
B) Contract negotiations
C) Following a plan
D) Comprehensive documentation
E) Team member roles
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60
An Agile process is recommended when your project involves:
A) unpredictable or dynamic requirements.
B) responsible and motivated developers.
C) customers who understand the process and will get involved.
D) all of the above.
E) none of the above.
A) unpredictable or dynamic requirements.
B) responsible and motivated developers.
C) customers who understand the process and will get involved.
D) all of the above.
E) none of the above.
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61
Which of the following is a true statement about eXtreme Programming?
A) After a programmer has written the code, it is immediately given to a tester for testing.
B) Code is tested at the end of the coding phase.
C) Pair programming requires one person to type in the code and another person to watch as the code is entered.
D) The overall philosophy behind eXtreme Programming is that code will be integrated into the system it is being developed for and tested within a few hours after it has been written.
E) All of the above are true statements.
A) After a programmer has written the code, it is immediately given to a tester for testing.
B) Code is tested at the end of the coding phase.
C) Pair programming requires one person to type in the code and another person to watch as the code is entered.
D) The overall philosophy behind eXtreme Programming is that code will be integrated into the system it is being developed for and tested within a few hours after it has been written.
E) All of the above are true statements.
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62
eXtreme Programming:
A) is distinguished by its short development cycles.
B) focuses on automated tests written by programmers and customers to monitor the process of development.
C) uses two-person programming teams.
D) has a customer on-site during the development process.
E) does all of the above.
A) is distinguished by its short development cycles.
B) focuses on automated tests written by programmers and customers to monitor the process of development.
C) uses two-person programming teams.
D) has a customer on-site during the development process.
E) does all of the above.
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63
During eXtreme Programming, the techniques used for requirements determination are captured in the:
A) Iteration Planning Game.
B) venting session.
C) walkthrough session.
D) Product Determination Game.
E) Planning Game.
A) Iteration Planning Game.
B) venting session.
C) walkthrough session.
D) Product Determination Game.
E) Planning Game.
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64
Which of the following is an eXtreme Programming advantage?
A) More communication among developers
B) Higher levels of productivity
C) Higher-quality code
D) Reinforcement of the other practices in eXtreme Programming
E) All of the above
A) More communication among developers
B) Higher levels of productivity
C) Higher-quality code
D) Reinforcement of the other practices in eXtreme Programming
E) All of the above
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65
Each of the following are descriptive of Agile Methodologies EXCEPT:
A) detailed plans and Big Design Up Front are excellent for highly stable environments but are a source of expensive rework for highly dynamic environments.
B) thrives in a culture where people feel comfortable and empowered by having many degrees of freedom.
C) well-matched to small products and teams.
D) simple design and continuous refactoring are excellent for highly dynamic environments but are a source of potentially expensive rework for highly stable environments.
E) requires a continuous presence of a critical mass of scarce experts.
A) detailed plans and Big Design Up Front are excellent for highly stable environments but are a source of expensive rework for highly dynamic environments.
B) thrives in a culture where people feel comfortable and empowered by having many degrees of freedom.
C) well-matched to small products and teams.
D) simple design and continuous refactoring are excellent for highly dynamic environments but are a source of potentially expensive rework for highly stable environments.
E) requires a continuous presence of a critical mass of scarce experts.
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66
In the Planning Game, which of the following refers to the customer who knows the processes to be supported by the system being developed?
A) Facilitator
B) Business
C) Development
D) Sponsor
E) Scribe
A) Facilitator
B) Business
C) Development
D) Sponsor
E) Scribe
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67
Which of the following is NOT an eXtreme Programming advantage?
A) More communication among developers
B) Higher levels of productivity
C) Very useful for large development teams
D) Reinforcement of the other practices in eXtreme Programming
E) Higher-quality code
A) More communication among developers
B) Higher levels of productivity
C) Very useful for large development teams
D) Reinforcement of the other practices in eXtreme Programming
E) Higher-quality code
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68
Which of the following is a critical factor for distinguishing agile and traditional approaches to systems development?
A) Size
B) Criticality
C) Dynamism
D) Personnel
E) All of the above
A) Size
B) Criticality
C) Dynamism
D) Personnel
E) All of the above
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69
Which of the following focuses on the frequent production of working versions of a system that have a subset of the total number of required features?
A) Use-case modeling
B) Structured analysis
C) Iterative development
D) Structured programming
E) Limited production
A) Use-case modeling
B) Structured analysis
C) Iterative development
D) Structured programming
E) Limited production
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70
Which of the following is distinguished by its short development cycles, its incremental planning approach, its focus on automated tests written by programmers and customers to monitor the process of development, and its reliance on an evolutionary approach to development that lasts throughout the lifetime of the system?
A) JAD
B) OCP
C) DRM
D) eXtreme Programming
E) Nominal group technique
A) JAD
B) OCP
C) DRM
D) eXtreme Programming
E) Nominal group technique
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71
eXtreme Programming:
A) relies on predictive planning.
B) thrives on order.
C) is best used in the development of critical systems.
D) has as a key emphasis the use of two-person teams.
E) focuses on fixed contract systems.
A) relies on predictive planning.
B) thrives on order.
C) is best used in the development of critical systems.
D) has as a key emphasis the use of two-person teams.
E) focuses on fixed contract systems.
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72
Which of the following is a stylized approach to development used during eXtreme Programming that seeks to maximize fruitful interaction between those who need a new system and those who build it?
A) Iteration Planning Game
B) Venting session
C) Walkthrough session
D) Product Determination Game
E) Planning Game
A) Iteration Planning Game
B) Venting session
C) Walkthrough session
D) Product Determination Game
E) Planning Game
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73
Each of the following describes engineering-based methods EXCEPT:
A) methods evolved to handle highly critical products.
B) methods evolved to handle large products and teams.
C) needs a critical mass of scarce experts during project definition but can work with fewer later in the project, unless the environment is highly dynamic.
D) thrives in a culture where people feel comfortable and empowered by having their roles defined by clear practices and procedures.
E) simple design and continuous refactoring are excellent for highly dynamic environments but are a source of potentially expensive rework for highly stable environments.
A) methods evolved to handle highly critical products.
B) methods evolved to handle large products and teams.
C) needs a critical mass of scarce experts during project definition but can work with fewer later in the project, unless the environment is highly dynamic.
D) thrives in a culture where people feel comfortable and empowered by having their roles defined by clear practices and procedures.
E) simple design and continuous refactoring are excellent for highly dynamic environments but are a source of potentially expensive rework for highly stable environments.
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74
Which of the following are descriptive of engineering-based methods?
A) Thrives in a culture where people feel comfortable and empowered by many degrees of freedom
B) Potential difficulties with simple design and lack of documentation
C) Simple design and continuous refactoring are excellent for highly dynamic environments but are a source of potentially expensive rework for highly stable environments .
D) Needs a critical mass of scarce experts during project definition but can work with fewer later in the project, unless the environment is highly dynamic
E) Well-matched to small products and teams
A) Thrives in a culture where people feel comfortable and empowered by many degrees of freedom
B) Potential difficulties with simple design and lack of documentation
C) Simple design and continuous refactoring are excellent for highly dynamic environments but are a source of potentially expensive rework for highly stable environments .
D) Needs a critical mass of scarce experts during project definition but can work with fewer later in the project, unless the environment is highly dynamic
E) Well-matched to small products and teams
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75
When dealing with a lack of predictability, Agile Methodologies employ:
A) use-case modeling.
B) structured analysis.
C) iterative development.
D) structured programming.
E) logic modeling.
A) use-case modeling.
B) structured analysis.
C) iterative development.
D) structured programming.
E) logic modeling.
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76
Traditional methods for software development are preferred for each of the following EXCEPT:
A) when the project is operating under a fixed-price or fixed-scope contract.
B) unpredictable or dynamic requirements.
C) a large development team, exceeding 100 or more people.
D) projects dealing with safety-critical systems.
E) the system being developed will operate in a stable environment.
A) when the project is operating under a fixed-price or fixed-scope contract.
B) unpredictable or dynamic requirements.
C) a large development team, exceeding 100 or more people.
D) projects dealing with safety-critical systems.
E) the system being developed will operate in a stable environment.
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77
Which of the following describes Agile Methodologies?
A) Methods evolved to handle highly critical products.
B) Methods evolved to handle large products and teams.
C) Needs a critical mass of scarce experts during project definition but can work with fewer later in the project, unless the environment is highly dynamic
D) Thrives in a culture where people feel comfortable and empowered by having their roles defined by clear practices and procedures
E) Simple design and continuous refactoring are excellent for highly dynamic environments but are a source of potentially expensive rework for highly stable environments.
A) Methods evolved to handle highly critical products.
B) Methods evolved to handle large products and teams.
C) Needs a critical mass of scarce experts during project definition but can work with fewer later in the project, unless the environment is highly dynamic
D) Thrives in a culture where people feel comfortable and empowered by having their roles defined by clear practices and procedures
E) Simple design and continuous refactoring are excellent for highly dynamic environments but are a source of potentially expensive rework for highly stable environments.
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78
Planning Game players include:
A) business and development.
B) facilitators, business, and development.
C) scribes, sponsors, and business.
D) development and scribes.
E) sponsors and development.
A) business and development.
B) facilitators, business, and development.
C) scribes, sponsors, and business.
D) development and scribes.
E) sponsors and development.
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79
In the Planning Game, which of the following refers to the individuals who are actually designing and constructing the system?
A) Facilitator
B) Business
C) Development
D) Constructor
E) Scribe
A) Facilitator
B) Business
C) Development
D) Constructor
E) Scribe
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80
During eXtreme Programming:
A) system requirements are produced during the systems analysis phase.
B) system specifications are created during the design phase.
C) coding and testing are done at the beginning of the implementation phase.
D) system requirements, system specifications, and coding and testing activities are combined into a single analysis-design-code-test process.
E) none of the above is correct.
A) system requirements are produced during the systems analysis phase.
B) system specifications are created during the design phase.
C) coding and testing are done at the beginning of the implementation phase.
D) system requirements, system specifications, and coding and testing activities are combined into a single analysis-design-code-test process.
E) none of the above is correct.
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