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Q:
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
Q:
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.
Q:
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
Q:
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.
Q:
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 are correct.
Q:
Which of the following is NOT 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) Little testing required
Q:
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
Q:
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) eXtreme is a traditional design approach.
Q:
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.
Q:
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.
Q:
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
Q:
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.
Q:
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
Q:
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.
Q:
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.
Q:
Which of the following is a critical factor for distinguishing agile and traditional approaches to systems development?
A) State
B) Criticality
C) Static
D) CRM
E) ERD
Q:
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
Q:
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.
Q:
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.
Q:
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.
Q:
An Agile process is not recommended when your project involves:
A) unpredictable requirements.
B) responsible and motivated developers.
C) customers who understand the process and will get involved.
D) customers who refuse to get involved.
E) dynamic requirements.
Q:
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
Q:
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.
Q:
According to the Agile Software Development Manifesto, the seventeen anarchists came to value:
A) roles over individuals.
B) comprehensive documentation.
C) contract negotiation.
D) following a plan.
E) individuals and interactions over processes and tools.
Q:
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) only testing late in development.
C) a one-time delivery of working software.
D) having customer satisfaction as its lowest priority.
E) avoiding changing requirements, even late in development.
Q:
The key principles of the Agile Methodologies does not include:
A) a focus on adaptive rather than predictive methodologies.
B) a focus on people rather than roles.
C) a self-adaptive process.
D) a focus on talented people
E) a focus on documentation
Q:
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
Q:
Which of the following is a true statement?
A) The developer-as-scam-artists 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-artists systems development era, principles from engineering were applied to development.
C) The Agile Methodologies era favors close cooperation between developers and clients.
D) Agile Development formally started in 1972.
E) Agile Development formally started in 1970.
Q:
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
Q:
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
Q:
With Agile Methodologies, code is tested soon after it is written.
Q:
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.
Q:
Module refinement is the process of making a program simpler after adding a new feature.
Q:
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.
Q:
During eXtreme Programming, programmers are the only participants in the Planning Game.
Q:
During eXtreme Programming, the nominal group technique is the primary method used for requirements determination.
Q:
The two most effective aspects of the Agile Usage-Centered Design are the coding and the design rework sessions.
Q:
The extensive involvement of users in the analysis and design process is a key part of many Agile Methodologies.
Q:
Limited user participation is a major criticism of the Agile Methodologies.
Q:
eXtreme Programming advantages include more communication among developers, higher levels of productivity, higher-quality code, and reinforcement of the other eXtreme Programming practices.
Q:
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.
Q:
When using the eXtreme Programming approach, code is tested very soon after it is written.
Q:
At the end of eXtreme Programming's coding phase, all code written to that point is tested.
Q:
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.
Q:
eXtreme Programming uses two-person programming teams and has a customer on-site during the development process.
Q:
eXtreme Programming is distinguished by its long development cycles and predictive planning approach.
Q:
Agile approaches work best when the system being developed operates in a stable environment.
Q:
Traditional approaches work best when the target system will operate in a volatile and fluid environment.
Q:
An Agile Methodology is recommended if your project has a development team of 100 or more people.
Q:
An Agile Methodology is recommended if your project involves unpredictable or dynamic requirements.
Q:
Agile Methodologies promote a self-adaptive software development process.
Q:
In general, Agile Methodologies view people as interchangeable units.
Q:
If you have a fixed-price or fixed-scope contract, an agile methodology is often recommended.
Q:
Agile Methodologies are recommended if you have responsible and motivated developers.
Q:
Agile Methodologies focus on the roles that people perform.
Q:
Structured analysis focuses on the frequent production of working versions of a system that have a subset of the total number of required features.
Q:
According to the Agile Software Development Manifesto, continuous attention to technical excellence and good design enhances agility.
Q:
According to the Agile Software Development Manifesto, working software is the primary measure of progress.
Q:
According to the Agile Software Development Manifesto, simplicity is the art of maximizing the amount of work not done.
Q:
According to the Agile Software Development Manifesto, the best architectures, requirements, and designs emerge from self-organizing teams.
Q:
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.
Q:
According to the Agile Software Development Manifesto, the seventeen anarchists agreed that projects should be built around motivated individuals.
Q:
According to the Agile Software Development Manifesto, the seventeen anarchists agreed that business people and developers should work together daily throughout the project.
Q:
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.
Q:
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.
Q:
According to the Agile Software Development Manifesto, customer satisfaction is the primary measure of progress.
Q:
Agile software development values responding to change over following a plan.
Q:
Agile software development values contract negotiations over customer collaboration.
Q:
Agile software development values working software over documentation.
Q:
Agile software development values individuals and interactions over processes and tools.
Q:
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.
Q:
Agile Methodologies are more planning-based than the traditional approaches to systems development.
Q:
Agile Methodologies are more predictive than the more traditional approaches to systems development.
Q:
eXtreme Programming is a traditional methodology.
Q:
Scrum is an Agile Methodology.
Q:
The convergence of the object-oriented approach and the Internet economy set the stage for the Agile Methodologies.
Q:
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.
Q:
During the developer-as-artist systems development era, principles from engineering were frequently applied to the systems development process.
Q:
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.
Q:
The Unified Modeling Language (UML) is a notation that allows the modeler to specify, visualize, and construct the artifacts of software systems, as well as business models.