Originally posted by Junilu Lacar:
Trying to revive the discussion that was accidentally deleted.
The initial statement was something to the effect that in XP, scope creep is controlled by having the developer negotiate with the client such that if the client wants X to be included in an iteration, he must also sacrifice a Y with similar costs. (Is that about right, Ilja?)
[ June 07, 2002: Message edited by: Junilu Lacar ]
Originally posted by Corey McGlone:
Let's say a customer wants a given feature in the system. This feature would require 40 hours to design and implement. Now, if the customer didn't tell you about that requirement until you had already begun development, it would then cost the customer more than 40 hours, correct?
The additional cost would come from the extra refactoring required to remove some other feature and add this new feature.
The soul is dyed the color of its thoughts. Think only on those things that are in line with your principles and can bear the light of day. The content of your character is your choice. Day by day, what you do is who you become. Your integrity is your destiny - it is the light that guides your way. - Heraclitus
Originally posted by Junilu Lacar:
The way XP works is that the features that are most valuable to the client are included in the current iteration plan. The replacement of Y with X occurs in the plan, not in the code. Work on Y is simply moved to the plan for a subsequent iteration. If work has already started on Y, I think the client will just have to find another task/s that he finds less valuable to move to another iteration.
Originally posted by Junilu Lacar:
unless of course you can write 2000 lines of code without introducing a single bug
Originally posted by Corey McGlone:
So, it would seem to me that you do still put a freeze on requirements, it's just not until you've started to work on the design an implementation of a specific feature that it is frozen. Is that correct?
For example, let's say that we're developing some software for a university. In order to fulfill a requirement (let's say register for classes), we need to create a Sudent class. Now, for some later requirement, (let's say submit grades), we need a Professor class. It is quite likely that the Student and the Professor classes are going to share some characteristics so an inheritance heirarchy might be appropriate. However, it doesn't make sense to simply have Professor inherit from Student. Rather, it would make more sense to refactor those characteristics into another class and have both inherit from that. But, doesn't going through a process like this, perhaps many times, get costly? I mean, you have extra refactoring costs and you'll have to regression test the feature that utilized the Student class to begin with. It seems to me that this would increase the amount of overhead involved in such a process.
The soul is dyed the color of its thoughts. Think only on those things that are in line with your principles and can bear the light of day. The content of your character is your choice. Day by day, what you do is who you become. Your integrity is your destiny - it is the light that guides your way. - Heraclitus
Originally posted by Junilu Lacar:
I want to get it a little more organized.
The soul is dyed the color of its thoughts. Think only on those things that are in line with your principles and can bear the light of day. The content of your character is your choice. Day by day, what you do is who you become. Your integrity is your destiny - it is the light that guides your way. - Heraclitus
Originally posted by Ilja Preuss:
If you want to know more about how this works, you can try to revive Junilu's OO calculator thread
The soul is dyed the color of its thoughts. Think only on those things that are in line with your principles and can bear the light of day. The content of your character is your choice. Day by day, what you do is who you become. Your integrity is your destiny - it is the light that guides your way. - Heraclitus
a wee bit from the empire
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https://coderanch.com/t/777758/Gift-giving-easy-permaculture-playing
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