Software Engineering
Software Engineering
ON
SOFTWARE ENGINEERING
(R15A0511)SOFTWARE ENGINEERING
Objectives:
UNIT - I:
Introduction to Software Engineering: The evolving role of software, Changing Nature of
Software, Software myths.
A Generic view of process: Software engineering- A layered technology, a process
framework, The Capability Maturity Model Integration (CMMI), Process patterns, process
assessment, personal and team process models.
Process models: The waterfall model, Incremental process models, Evolutionary process
models, The Unified process.
UNIT - II:
Software Requirements: Functional and non-functional requirements, User requirements,
System requirements, Interface specification, the software requirements document.
Requirements engineering process: Feasibility studies, Requirements elicitation and
analysis, Requirements validation, Requirements management.
System models: Context Models, Behavioral models, Data models, Object models,
structured methods.
UNIT - III:
Design Engineering: Design process and Design quality, Design concepts, the design
model.
Creating an architectural design: Software architecture, Data design, Architectural styles
and patterns, Architectural Design.
Object-Oriented Design: Objects and object classes, An Object-Oriented design process,
Design evolution.
Performing User interface design: Golden rules, User interface analysis and design,
interface analysis, interface design steps, Design evaluation.
UNIT - IV:
UNIT - V:
Quality Management: Quality concepts, Software quality assurance, Software Reviews,
Formal technical reviews, Statistical Software quality Assurance, Software reliability, The
ISO 9000 quality standards.
TEXT BOOKS :
1. Software Engineering A practitioner’s Approach, Roger S Pressman, 6th edition.
McGrawHill International Edition.
2. Software Engineering, Ian Sommerville, 7th edition, Pearson education.
REFERENCE BOOKS :
1. Software Engineering, A Precise Approach, Pankaj Jalote, Wiley India, 2010.
2. Software Engineering: A Primer, Waman S Jawadekar, Tata McGraw-Hill, 2008
3. Software Engineering, Principles and Practices, Deepak Jain, Oxford University
Press.
Outcomes:
Ability to identify the minimum requirements for the development of application.
Ability to develop, maintain, efficient, reliable and cost effective software solutions.
Ability to critically thinking and evaluate assumptions and arguments.
INDEX
S. No Topic Page no
Unit
4 I Process models 11
5 II Software Requirements 18
7 II System models 26
UNIT - I
INTRODUCTION:
Engineering is the branch of science and technology concerned with the design, building, and
use of engines, machines, and structures. It is the application of science, tools and methods to
find cost effective solution to simple and complex problems.
SOFTWARE ENGINEERING is defined as a systematic, disciplined and quantifiable
approach for the development, operation and maintenance of software.
Characteristics of software
• Software is developed or engineered, but it is not manufactured in the classical sense.
• Software does not wear out, but it deteriorates due to change.
• Software is custom built rather than assembling existing components.
LEGACY SOFTWARE
Legacy software are older programs that are developed decades ago.
The quality of legacy software is poor because it has inextensible design, convoluted code,
poor and nonexistent documentation, test cases and results that are not achieved.
As time passes legacy systems evolve due to following reasons:
The software must be adapted to meet the needs of new computing environment or
technology.
The software must be enhanced to implement new business requirements.
The software must be extended to make it interoperable with more modern systems or
database
The software must be rearchitected to make it viable within a network environment.
SOFTWARE MYTHS
Myths are widely held but false beliefs and views which propagate misinformation and
confusion.
Three types of myth are associated with software:
- Management myth
- Customer myth
- Practitioner’s myth
MANAGEMENT MYTHS
• Myth(1)-The available standards and procedures for software are enough.
• Myth(2)-Each organization feel that they have state-of-art software development tools since
they have latest computer.
• Myth(3)-Adding more programmers when the work is behind
schedule can catch up.
• Myth(4)-Outsourcing the software project to third party, we can
relax and let that party build it.
CUSTOMER MYTHS
• Myth(1)- General statement of objective is enough to begin writing programs, the
details can be filled in later.
• Myth(2)-Software is easy to change because software is flexible
PRACTITIONER’S MYTH
• Myth(1)-Once the program is written, the job has been done.
• Myth(2)-Until the program is running, there is no way of assessing the quality.
• Myth(3)-The only deliverable work product is the working program
• Myth(4)-Software Engineering creates voluminous and unnecessary documentation and
invariably slows down software development.
A PROCESS FRAMEWORK
• Establishes the foundation for a complete software process
• Identifies a number of framework activities applicable to all software projects
• Also include a set of umbrella activities that are applicable across the entire
software process.
Work tasks
ask sets
Software engineering action T Work products
Quality assurance points
Project milestones
Framework activity #n
Work tasks
Work products
Software engineering action Quality assurance points
Project milestones
\
A PROCESS FRAMEWORK
Used as a basis for the description of process models
Generic process activities
• Communication
• Planning
• Modeling
• Construction
• Deployment
A PROCESS FRAMEWORK
Generic view of engineering complimented by a number of umbrella activities
– Software project tracking and control
– Formal technical reviews
– Software quality assurance
– Software configuration management
– Document preparation and production
– Reusability management
Continuous model:
-Lets organization select specific improvement that best meet its business objectives and
minimize risk-Levels are called capability levels.
-Describes a process in 2 dimensions
-Each process area is assessed against specific goals and practices and is rated according to
the following capability levels.
CMMI
• Six levels of CMMI
– Level 0:Incomplete
– Level 1:Performed
– Level 2:Managed
– Level 3:Defined
– Level 4:Quantitatively managed
– Level 5:Optimized
CMMI
• Incomplete -Process is adhoc . Objective and goal of process areas are not known
• Performed -Goal,o bjective, work tasks, work products and other activities of software
process are carried out
• Managed -Activities are monitored, reviewed, evaluated and controlled
• Defined -Activities are standardized, integrated and documented
• Quantitatively Managed -Metrics and indicators are available to measure the process and
quality
• Optimized - Continuous process improvement based on quantitative feed back from
the user
-Use of innovative ideas and techniques, statistical quality control and other
methods for process improvement.
PROCESS ASSESSMENT
Does not specify the quality of the software or whether the software will be
delivered on time or will it stand up to the user requirements. It attempts to keep a check on
the current state of the software process with the intention of improving it.
PROCESS ASSESSMENT
Software Process
Software Process Assessment
Software Process improvement
Motivates Capability determination
Communication
Planning
Modeling
Construction
Deployment
PROBLEMS IN WATERFALLMODEL
• Real projects rarely follow the sequential flow since they are always iterative
• The model requires requirements to be explicitly spelled out in the beginning,
which is often difficult
• A working model is not available until late in the project time plan
• Linear sequential model is not suited for projects which are iterative in nature
• Incremental model suits such projects
• Used when initial requirements are reasonably well-defined and compelling
need to provide limited functionality quickly
• Functionality expanded further in later releases
• Software is developed in increments
Communication
Planning
Modeling
Construction
Deployment
INCREMENT 2
Communication
Planning
Modeling
Construction
: Deployment
:
:
:
INCREMENT N
Communication
Planning
Modeling
Construction
Deployment
Problems in RAD
• Requires a number of RAD teams
• Requires commitment from both developer and customer for rapid-fire completion of
activities
• Requires modularity
• Not suited when technical risks are high
EVOLUTIONARY PROCESSMODEL
PROTOTYPING
Quick Design
Build Prototype
Deployment & Delivery
STEPS IN PROTOTYPING
• Begins with requirement gathering
• Identify whatever requirements are known
• Outline areas where further definition is mandatory
• A quick design occur
• Quick design leads to the construction of prototype
• Prototype is evaluated by the customer
• Requirements are refined
• Prototype is turned to satisfy the needs of customer
LIMITATIONS OF PROTOTYPING
• In a rush to get it working, overall software quality or long term maintainability are
generally overlooked
• Use of inappropriate OS or PL
• Use of inefficient algorithm
An evolutionary model which combines the best feature of the classical life cycle and
the iterative nature of prototype model. Include new element : Risk element. Starts in middle
and continually visits the basic tasks of communication, planning, modeling, construction and
deployment
Evolved by Rumbaugh, Booch, Jacobson. Combines the best features their OO models.
Adopts additional features proposed by otherexperts. Resulted in Unified Modeling
Language(UML). Unified process developed Rumbaugh and Booch. A framework for
Object-Oriented Software
Engineering using UML
3. Construction Phase
*Design model
*System components
*Test plan and procedure
*Test cases
*Manual
4. Transition Phase
*Delivered software increment
*Beta test results
*General user feedback
UNIT II
SOFTWARE REQUIREMENTS
SOFTWARE REQUIREMENTS
• Encompasses both the User’s view of the requirements( the external view ) and the
Developer’s view( inside characteristics)
User’s Requirements
--Statements in a natural language plus diagram, describing the services the system is
expected to provide and the constraints
• System Requirements --Describe the system’s function, services and operational condition
SOFTWARE REQUIREMENTS
• System Functional Requirements
--Statement of services the system should provide
--Describe the behavior in particular situations
--Defines the system reaction to particular inputs
• Nonfunctional Requirements
- Constraints on the services or functions offered by the system
--Include timing constraints, constraints on the development process and standards
--Apply to system as a whole
• Domain Requirements
--Requirements relate to specific application of the system
--Reflect characteristics and constraints of that system
FUNCTIONAL REQUIREMENTS
• Should be both complete and consistent
• Completeness
-- All services required by the user should be defined
• Consistent
-- Requirements should not have contradictory definition
• Difficult to achieve completeness and consistency for large system
NON-FUNCTIONALREQUIREMENTS
Types of Non-functional Requirements
1.Product Requirements
-Specify product behavior
-Include the following
• Usability
• Efficiency
• Reliability
Software Engineering Page 18
• Portability
2.Organisational Requirements
--Derived from policies and procedures
--Include the following:
• Delivery
• Implementation
• Standard
3.External Requirements
-- Derived from factors external to the system and its development process
--Includes the following
• Interoperability
• Ethical
• Legislative
STRUCTURED LANGUAGESPECIFICATION
• Requirements are written in a standard way
• Ensures degree of uniformity
• Provide templates to specify system requirements
• Include control constructs and graphical highlighting to partition the specification
Interface Specification
• Working of new system must match with the existing system
• Interface provides this capability and precisely specified
Purpose of SRS
• communication between the Customer,Analyst,system developers, maintainers, ..
• firm foundation for the design phase
• support system testing activities
• Support project management and control
• controlling the evolution of the system
Process activities
1.Requirement Discovery -- Interaction with stakeholder to collect their requirements
including domain and documentation
2.Requirements classification and organization -- Coherent clustering of requirements from
unstructured collection of requirements
3. Requirements prioritization and negotiation -- Assigning priority to requirements
--Resolves conflicting requirements through negotiation
4. Requirements documentation -- Requirements be documented and placed in the next round
of spiral
2. Interviewing--Puts questions to stakeholders about the system that they use and the system
to be developed. Requirements are derived from the answers.
Two types of interview
– Closed interviews where the stakeholders answer a pre-defined set of questions.
– Open interviews discuss a range of issues with the stakeholders for better understanding
their needs.
3. Scenarios --Easier to relate to real life examples than to abstract description. Starts with an
outline of the interaction and during elicitation, details are added to create a complete
description of that interaction
Scenario includes:
• 1. Description at the start of the scenario
• 2. Description of normal flow of the event
• 3. Description of what can go wrong and how this is handled
• 4.Information about other activities parallel to the scenario
• 5.Description of the system state when the scenario finishes
LIBSYS scenario
• Initial assumption: The user has logged on to the LIBSYS system and has located the
journal containing the copy of the article.
• Normal: The user selects the article to be copied. He or she is then prompted by the system
to either provide subscriber information for the journal or to indicate how they will pay for
the article. Alternative payment methods are by credit card or by quoting an organisational
account number.
• The user is then asked to fill in a copyright form that maintains details of the transaction and
they then submit this to the LIBSYS system.
• The copyright form is checked and, if OK, the PDF version of the article is downloaded to
the LIBSYS working area on the user’s computer and the user is informed that it is available.
The user is asked to select a printer and a copy of the article is printed
LIBSYS scenario
• What can go wrong: The user may fail to fill in the copyright form correctly. In this case,
the form should be re-presented to the user for correction. If the resubmitted form is still
incorrect then the user’s request for the article is rejected.
• The payment may be rejected by the system. The user’s request for the article is rejected.
• The article download may fail. Retry until successful or the user terminates the session..
• Other activities: Simultaneous downloads of other articles.
• System state on completion: User is logged on. The downloaded article has been deleted
from LIBSYS workspace if it has been flagged as print-only.
4. Use cases -- scenario based technique for requirement elicitation. A fundamental feature of
UML, notation for describing object-oriented system models. Identifies a type of interaction
and the actors involved. Sequence diagrams are used to add information to a Use case
REQUIREMENTS VALIDATION
Concerned with showing that the requirements define the systemthat the customer wants.
Important because errors in requirements can lead to extensiverework cost
Validation checks
1.Validity checks --Verification that the system performs the intended function bythe user
2.Consistency check --Requirements should not conflict
3. Completeness checks --Includes requirements which define all functions andconstraints
intended by the system user
4. Realism checks --Ensures that the requirements can be actually implemented
5. Verifiability -- Testable to avoid disputes between customer and developer.
VALIDATION TECHNIQUES
1.REQUIREMENTS REVIEWS
Reviewers check the following:
(a) Verifiability: Testable
(b) Comprehensibility
(c) Traceability
(d) Adaptability
2.PROTOTYPING
3.TEST-CASE GENERATION
Requirements management
Requirements are likely to change for large software systems and as such requirements
management process is required to handle changes.
Reasons for requirements changes
(a) Diverse Users community where users have different requirements and priorities
(b) System customers and end users are different
(c) Change in the business and technical environment after installation
Two classes of requirements
(a) Enduring requirements: Relatively stable requirements
(b) Volatile requirements: Likely to change during system development process or during
operation
Traceability
Maintains three types of traceability information.
1.Source traceability--Links the requirements to the stakeholders
2. Requirements traceability--Links dependent requirements within the requirements
document
3. Design traceability-- Links from the requirements to the design module
A traceability matrix
SYSTEM MODELS
Used in analysis process to develop understanding ofthe existing system or new system.
Excludes details. An abstraction of the system
Types of system models
1.Context models
2. Behavioural models
3.Data models
4.Object models
5.Structured models
Behavioral models
Describes the overall behaviour of a system.
Two types of behavioural model
1.Data Flow models
2.State machine models
Data flow models --Concentrate on the flow of data and functional transformation on that
data. Show the processing of data and its flow through a sequence of processing steps. Help
analyst understand what is going on
Advantages
-- Simple and easily understandable
-- Useful during analysis of requirements
DATA MODELS
Used to describe the logical structure of data processed by the system. An entity-relation-
attribute model sets out the entities in the system, the relationships between these entities and
the entity attributes. Widely used in database design. Can readily be implemented using
relational databases. No specific notation provided in the UML but objects and associations
can be used.
OBJECT MODELS
INHERITANCE MODELS
A type of object oriented model which involves in object classes attributes. Arranges classes
into an inheritance hierarchy with the most general object class at the top of hierarchy
Specialized objects inherit their attributes and services
UML notation
-- Inheritance is shown upward rather than downward
--Single Inheritance: Every object class inherits its attributes and operations from a single
parent class
--Multiple Inheritance: A class of several of several parents.
OBJECT MODELS
OBJECT AGGREGATION
Some objects are grouping of other objects. An aggregate of a set of other objects. The
classes representing these objects may be modeled using an object aggregation model
A diamond shape on the source of the link represents the composition.
OBJECT-BEHAVIORAL MODEL
-- Shows the operations provided by the objects
-- Sequence diagram of UML can be used for behavioral modeling
UNIT III
DESIGN ENGINEERING
DESIGN PROCESS AND DESIGN QUALITY
ENCOMPASSES the set of principles, concepts and practices that lead to the development of
high quality system or product. Design creates a representation or model of the software.
Design model provides details about S/W architecture, interfaces and components that are
necessary to implement the system. Quality is established during Design. Design should
exhibit firmness, commodity and design. Design sits at the kernel of S/W Engineering.
Design sets the stage for construction.
QUALITY GUIDELINES
• Uses recognizable architectural styles or patterns
• Modular; that is logically partitioned into elements or subsystems
• Distinct representation of data, architecture, interfaces and components
• Appropriate data structures for the classes to be implemented
• Independent functional characteristics for components
• Interfaces that reduces complexity of connection
• Repeatable method
QUALITY ATTRIBUTES
FURPS quality attributes
• Functionality
* Feature set and capabilities of programs
* Security of the overall system
• Usability
* user-friendliness
* Aesthetics
* Consistency
* Documentation
• Reliability
* Evaluated by measuring the frequency and severity of failure
* MTTF
• Supportability
* Extensibility
* Adaptability
* Serviceability
DESIGN CONCEPTS
1. Abstractions
2. Architecture
3. Patterns
4. Modularity
5. Information Hiding
Software Engineering Page 30
6. Functional Independence
7. Refinement
8. Re-factoring
9. Design Classes
DESIGN CONCEPTS
ABSTRACTION
Many levels of abstraction.
Highest level of abstraction : Solution is slated in broad terms using the language of the
problem environment
Lower levels of abstraction : More detailed description of the solution is provided
• Procedural abstraction-- Refers to a sequence of instructions that a specific and
limited function
• Data abstraction-- Named collection of data that describe a data object
DESIGN CONCEPTS
ARCHITECTURE--Structure organization of program components (modules) and their
interconnection
Architecture Models
(a) Structural Models-- An organised collection of program components
(b) Framework Models-- Represents the design in more abstract way
(c) Dynamic Models-- Represents the behavioral aspects indicating changes as a function of
external events
(d). Process Models-- Focus on the design of the business or technical process
PATTERNS
Provides a description to enables a designer to determine the followings :
(a). Whether the pattern is applicable to the current work
(b). Whether the pattern can be reused
(c). Whether the pattern can serve as a guide for developing a similar but functionally or
structurally different pattern
MODULARITY
Divides software into separately named and addressable components, sometimes called
modules. Modules are integrated to satisfy problem requirements. Consider two problems p1
and p2. If the complexity of p1 iscp1 and of p2 is cp2 then effort to solve p1=cp1 and effort
to solve p2=cp2
If cp1>cp2 then ep1>ep2
The complexity of two problems when they are combined is often greater than the sum of the
perceived complexity when each is taken separately. • Based on Divide and Conquer strategy
: it is easier to solve a complex problem when broken into sub-modules
INFORMATION HIDING
Information contained within a module is inaccessible to other modules who do not need such
information. Achieved by defining a set of Independent modules that communicate with one
another only that information necessary to achieve S/W function. Provides the greatest
benefits when modifications are required during testing and later. Errors introduced during
modification are less likely to propagate to other location within the S/W.
DESIGN CLASSES
Class represents a different layer of design architecture.
Five types of Design Classes
1. User interface class -- Defines all abstractions that are necessary for human computer
interaction
2. Business domain class -- Refinement of the analysis classes that identity attributes and
services to implement some of business domain
3.Process class -- implements lower level business abstractions required to fully manage the
business domain classes
4.Persistent class -- Represent data stores that will persist beyond the execution of the
software
5.System class -- Implements management and control functions to operate and
communicate within the computer environment and with the outside world.
Data Design
The data design action translates data objects defined as part of the analysis model into data
structures at the component level and a database architecture at application level when
necessary.
ARCHITECTURAL STYLES
Describes a system category that encompasses:
(1) a set of components
(2) a set of connectors that enables “communication andcoordination
(3) Constraints
onstraints that define how components can be integrated to form the system
(4) Semantic
emantic models to understand the overall propertiesof a system
Data-flow
flow architectures
Shows the flow of input data, its computational components
omponents and output data
data. Structure is
also called pipe and Filter.
Filter Pipe provides path for flow of data
data. Filters manipulate data and
work independent ofits neighboring filter
filter. If data flow degenerates into a single line of
transform, it is
is termed as batch sequential.
Object-oriented
oriented architectures
The components of a system encapsulate data and the operations
operations. Communication and
coordination between components is done via message
Layered architectures
A number of different layers are defined Inner Layer( interface with OS)
• Intermediate Layer Utility services and application
application function)
Outer Layer (User interface)
ARCHITECTURAL PATTERNS
A template that specifies approach for some behavioral characteristics of the system
Patterns are imposed on the architectural styles
Pattern Domains
1.Concurrency
--Handles multiple tasks that simulates parallelism.
--Approaches(Patterns)
(a) Operating system process management pattern
(b) A task scheduler pattern
2.Persistence
--Data survives past the execution of the process
--Approaches (Patterns)
(a) Data base management system pattern
(b) Application Level persistence Pattern( word processing software)
Systems context and modes of use. It specify the context of the system. it also specify
the relationships between the software that is being designed and its external environment.
• If the system context is a static model it describe the other system in that environment.
• If the system context is a dynamic model then it describe how the system actually interact
with the environment.
System Architecture
Once the interaction between the software system that being designed and the system
environment have been defined. We can use the above information as basis for designing the
System
Architecture.
Object Identification--This process is actually concerned with identifying the object classes.
We can identify the object classes by the following
1)Use a grammatical analysis
2)Use a tangible entities
3)Use a behaviourial approach
4)Use a scenario based approach
Golden Rules
1. Place the user in control
2. Reduce the user’s memory load
3. Make the interface consistent
Make the Interface Consistent. Allow the user to put the current task into a meaningful
context. Maintain consistency across a family of applications. If past interactive models have
created user expectations, do not make changes unless there is a compelling reason to do
so.
Interface analysis
-Understanding the user who interacts with the system based on their skill levels.i.e,
requirement gathering
-The task the user performs to accomplish the goals of the system are identified, described
and elaborated. Analysis of work environment.
Interface design
In interface design, all interface objects and actions that enable a user to perform all desired
task are defined
Implementation
A prototype is initially constructed and then later user interface development tools may be
used to complete the construction of the interface.
• Validation
The correctness of the system is validated against the user requirement
User Analysis
• Are users trained professionals, technician, clerical, o manufacturing workers?
• What level of formal education does the average user have?
• Are the users capable of learning from written materials or have they expressed a desire for
classroom training?
• Are users expert typists or keyboard phobic?
• What is the age range of the user community?
• Will the users be represented predominately by one gender?
• How are users compensated for the work they perform?
• Do users work normal office hours or do they work until the job is done?
Preliminary design
Build prototype #1
Interface evaluation is studied by designer
Design modifications are made
Build prototype # n
Interface
User evaluate's interface
Interface design is complete