Software Engineering: Student Reference Tutorial
Software Engineering: Student Reference Tutorial
i
Managing Project ................................................................................. 17
SOFTWARE MANAGEMENT ACTIVITIES............................................................................................................. 17
PROJECT PLANNING ............................................................................................................................................ 17
SCOPE MANAGEMENT ......................................................................................................................................... 17
PROJECT ESTIMATION ......................................................................................................................................... 18
PROJECT ESTIMATION TECHNIQUES ................................................................................................................ 19
Decomposition Technique ....................................................................... 19
Empirical Estimation Technique ............................................................... 19
PROJECT SCHEDULING ......................................................................................................................................................... 20
RESOURCE MANAGEMENT .................................................................................................................................. 20
PROJECT RISK MANAGEMENT ........................................................................................................................... 21
Risk Management Process ....................................................................... 21
PROJECT EXECUTION AND MONITORING ......................................................................................................... 21
PROJECT COMMUNICATION MANAGEMENT ..................................................................................................... 22
CONFIGURATION MANAGEMENT........................................................................................................................ 23
Baseline ........................................................................................... 23
Change Control ................................................................................... 23
PROJECT MANAGEMENT TOOLS........................................................................................................................ 24
Gantt Chart ....................................................................................... 24
PERT Chart ........................................................................................ 25
Resource Histogram .............................................................................. 25
Critical Path Analysis ............................................................................ 26
SOFTWARE REQUIREMENTS ..................................................................................................... 27
REQUIREMENT ENGINEERING ............................................................................................................................ 27
REQUIREMENT ENGINEERING PROCESS ......................................................................................................... 27
Feasibility study .................................................................................. 27
Requirement Gathering ......................................................................... 28
Software Requirement Specification (SRS) ................................................... 28
Software Requirement Validation ............................................................. 28
REQUIREMENT ELICITATION PROCESS ............................................................................................................ 29
REQUIREMENT ELICITATION TECHNIQUES ...................................................................................................... 29
Interviews ......................................................................................... 30
Surveys ............................................................................................ 30
Questionnaires ................................................................................... 30
Task analysis ...................................................................................... 30
Domain Analysis .................................................................................. 30
Brainstorming .................................................................................... 30
Prototyping ....................................................................................... 31
Observation ....................................................................................... 31
SOFTWARE REQUIREMENTS CHARACTERISTICS ........................................................................................... 31
SOFTWARE REQUIREMENTS .............................................................................................................................. 31
Functional Requirements ....................................................................... 32
Non-Functional Requirements .................................................................. 32
USER INTERFACE REQUIREMENTS ..................................................................................................................................... 33
SOFTWARE SYSTEM ANALYST ............................................................................................................................................ 33
SOFTWARE METRICS AND MEASURES ............................................................................................................................. 34
ii
SOFTWARE DESIGN BASICS ............................................................................................................. 36
SOFTWARE DESIGN LEVELS ................................................................................................................................................ 36
MODULARIZATION ........................................................................................................................................ 37
CONCURRENCY .................................................................................................................................................... 37
Example ........................................................................................... 37
COUPLING AND COHESION ................................................................................................................................. 38
COHESION ............................................................................................................................................................. 38
COUPLING .............................................................................................................................................................. 39
DESIGN VERIFICATION ........................................................................................................................................ 39
SOFTWARE ANALYSIS AND DESIGN TOOLS ................................................................................... 41
DATA FLOW DIAGRAM ......................................................................................................................................... 41
Types of DFD ...................................................................................... 41
DFD Components ................................................................................. 41
Levels of DFD...................................................................................... 42
STRUCTURE CHARTS ............................................................................................................................................................. 43
HIPO DIAGRAM .................................................................................................................................................... 45
Example ........................................................................................... 46
STRUCTURED ENGLISH ......................................................................................................................................................... 47
Example ........................................................................................... 47
PSEUDO-CODE ..................................................................................................................................................... 48
Example ........................................................................................... 49
DECISION TABLES................................................................................................................................................................... 49
Creating Decision Table ......................................................................... 49
Example ........................................................................................... 50
ENTITY-RELATIONSHIP MODEL ......................................................................................................................... 50
DATA DICTIONARY................................................................................................................................................ 51
Requirement of Data Dictionary................................................................ 51
Contents ........................................................................................... 52
Example ........................................................................................... 52
Data Elements .................................................................................... 52
Data Store ......................................................................................... 53
Data Processing ................................................................................... 53
SOFTWARE DESIGN STRATEGIES .................................................................................................... 54
STRUCTURED DESIGN ........................................................................................................................................................... 54
FUNCTION ORIENTED DESIGN ........................................................................................................................... 55
Design Process .................................................................................... 55
OBJECT ORIENTED DESIGN ................................................................................................................................................. 55
Design Process .................................................................................... 56
SOFTWARE DESIGN APPROACHES .................................................................................................................................... 57
Top Down Design ................................................................................. 57
Bottom-up Design ................................................................................ 57
SOFTWARE USER INTERFACE DESIGN ........................................................................................... 58
COMMAND LINE INTERFACE (CLI) .................................................................................................. 58
CLI Elements ...................................................................................... 59
iii
GRAPHICAL USER INTERFACE ............................................................................................................................................ 60
GUI Elements ..................................................................................... 60
Application specific GUI components .......................................................... 61
USER INTERFACE DESIGN ACTIVITIES .............................................................................................................................. 62
GUI IMPLEMENTATION TOOLS ........................................................................................................................... 64
Example ........................................................................................... 64
USER INTERFACE GOLDEN RULES ..................................................................................................................................... 64
SOFTWARE DESIGN COMPLEXITY ............................................................................................ 67
HALSTEAD'S COMPLEXITY MEASURES ............................................................................................................. 67
CYCLOMATIC COMPLEXITY MEASURES ............................................................................................................................ 68
FUNCTION POINT .................................................................................................................................................. 70
External Input .................................................................................... 70
External Output .................................................................................. 71
Logical Internal Files ............................................................................ 71
External Interface Files ......................................................................... 71
External Inquiry .................................................................................. 71
SOFTWARE IMPLEMENTATION ................................................................................................. 74
STRUCTURED PROGRAMMING ........................................................................................................................... 74
FUNCTIONAL PROGRAMMING ............................................................................................................................. 75
PROGRAMMING STYLE ......................................................................................................................................... 76
Coding Guidelines ................................................................................ 76
SOFTWARE DOCUMENTATION ........................................................................................................................... 77
SOFTWARE IMPLEMENTATION CHALLENGES .................................................................................................. 78
SOFTWARE TESTING OVERVIEW .............................................................................................. 80
SOFTWARE VALIDATION ...................................................................................................................................... 80
SOFTWARE VERIFICATION .................................................................................................................................. 80
MANUAL VS AUTOMATED TESTING ................................................................................................................... 81
TESTING APPROACHES ......................................................................................................................................................... 81
Black-box testing ................................................................................. 82
White-box testing ................................................................................ 82
TESTING LEVELS ..................................................................................................................................................................... 83
Unit Testing ....................................................................................... 83
Integration Testing .............................................................................. 83
System Testing ................................................................................... 84
Acceptance Testing .............................................................................. 84
Regression Testing ............................................................................... 84
TESTING DOCUMENTATION ................................................................................................................................ 84
Before Testing .................................................................................... 85
While Being Tested ............................................................................... 85
After Testing...................................................................................... 85
TESTING VS. QUALITY CONTROL & ASSURANCE AND AUDIT ........................................................................ 86
SOFTWARE MAINTENANCE OVERVIEW ................................................................................... 87
TYPES OF MAINTENANCE .................................................................................................................................... 87
COST OF MAINTENANCE ..................................................................................................................................... 88
iv
Real-world factors affecting Maintenance Cost .............................................. 88
Software-end factors affecting Maintenance Cost ........................................... 89
MAINTENANCE ACTIVITIES .................................................................................................................................. 89
SOFTWARE RE-ENGINEERING............................................................................................................................ 90
Re-Engineering Process .......................................................................... 91
Reverse Engineering ............................................................................. 92
Program Restructuring .......................................................................... 92
Forward Engineering ............................................................................. 92
COMPONENT REUSABILITY ................................................................................................................................. 93
Example ........................................................................................... 93
Reuse Process ..................................................................................... 93
SOFTWARE CASE TOOLS OVERVIEW ............................................................................................ 100
CASE TOOLS......................................................................................................................................................................... 100
COMPONENTS OF CASE TOOLS ...................................................................................................................................... 100
SCOPE OF CASE TOOLS ..................................................................................................................................................... 101
Diagram tools ................................................................................... 101
Process Modeling Tools ........................................................................ 101
Project Management Tools .................................................................... 102
Documentation Tools .......................................................................... 102
Analysis Tools ................................................................................... 102
Design Tools ..................................................................................... 102
Configuration Management Tools ............................................................ 102
Change Control Tools .......................................................................... 103
Programming Tools ............................................................................ 103
Prototyping Tools .............................................................................. 103
Web Development Tools ....................................................................... 103
Quality Assurance Tools ....................................................................... 103
Maintenance Tools ............................................................................. 103
v
Software Overview
1
Let us understand what Software Engineering stands for. The term is made of two
words, software and engineering.
Engineering on the other hand, is all about developing products, using well-
defined, scientific principles and methods.
Definitions
IEEE defines software engineering as:
1
(1) The application of a systematic, disciplined, quantifiable approach to
the development, operation, and maintenance of software; that is, the
application of engineering to software.
Software Evolution
The process of developing a software product using software engineering
principles and methods is referred to as Software Evolution. This includes the
initial development of software and its maintenance and updates, till desired
software product is developed, which satisfies the expected requirements.
Evolution starts from the requirement gathering process. After which developers
create a prototype of the intended software and show it to the users to get their
feedback at the early stage of the software product development. The users
suggest changes, on which several consecutive updates and maintenance keep on
changing too. This process changes to the original software, till the desired
software is accomplished.
Even after the user has the desired software in hand, the advancing technology
and the changing requirements force the software product to change accordingly.
Re-creating software from scratch and to go one-on-one with the requirement is
2
not feasible. The only feasible and economical solution is to update the existing
software so that it matches the latest requirements.
3
5. Reducing quality - An E-type software system declines in quality unless
rigorously maintained and adapted to a changing operational environment.
6. Feedback systems- The E-type software systems constitute multi-loop,
multi-level feedback systems and must be treated as such to be successfully
modified or improved.
7. Self-regulation - E-type system evolution processes are self-regulating
with the distribution of product and process measures close to normal.
8. Organizational stability - The average effective global activity rate in an
Software Paradigms
Software paradigms refer to the methods and steps, which are taken while
designing the software. There are many methods proposed and are implemented.
But, we need to see where in the software engineering concept, these paradigms
stand. These can be combined into various categories, though each of them is
contained in one another:
4
Requirement gathering
Software design
Programming
Design
Maintenance
Programming
Programming Paradigm
This paradigm is related closely to programming aspect of software development.
This includes –
Coding
Testing
Integration
Cost- As hardware industry has shown its skills and huge manufacturing
has lower down the price of computer and electronic hardware. But, cost of
the software remains high if proper process is not adapted.
5
Characteristics of good software
A software product can be judged by what it offers and how well it can be used.
This software must satisfy on the following grounds:
Operational
Transitional
Maintenance
Well-engineered and crafted software is expected to have the following
characteristics:
Operational
This tells us how well the software works in operations. It can be measured on:
Budget
Usability
Efficiency
Correctness
Functionality
Dependability
Security
Safety
Transitional
This aspect is important when the software is moved from one platform to
another:
Portability
Interoperability
Reusability
Adaptability
Maintenance
This aspect briefs about how well the software has the capabilities to maintain
itself in the ever-changing environment:
Modularity
Maintainability
Flexibility
Scalability
6
In short, Software engineering is a branch of computer science, which uses well-
defined engineering concepts required to produce efficient, durable, scalable, in-
budget, and on-time software products.
7
Software Development Life Cycle
2
Software Development Life Cycle, SDLC for short, is a well-defined, structured
sequence of stages in software engineering to develop the intended software
product.
SDLC Activities
SDLC provides a series of steps to be followed to design and develop a software
product efficiently. SDLC framework includes the following steps:
Communication
This is the first step where the user initiates the request for a desired software
product. The user contacts the service provider and tries to negotiate the terms,
submits the request to the service providing organization in writing.
Requirement Gathering
This step onwards the software development team works to carry on the project.
The team holds discussions with various stakeholders from problem domain and
tries to bring out as much information as possible on their requirements. The
requirements are contemplated and segregated into user requirements, system
requirements and functional requirements. The requirements are collected using
a number of practices as given -
8
studying the existing or obsolete system and software,
conducting interviews of users and developers,
referring to the database or
collecting answers from the questionnaires.
Feasibility Study
After requirement gathering, the team comes up with a rough plan of software
process. At this step the team analyzes if a software can be designed to fulfill all
requirements of the user, and if there is any possibility of software being no more
useful. It is also analyzed if the project is financially, practically, and
technologically feasible for the organization to take up. There are many algorithms
available, which help the developers to conclude the feasibility of a software
project.
System Analysis
At this step the developers decide a roadmap of their plan and try to bring up the
best software model suitable for the project. System analysis includes
understanding of software product limitations, learning system related problems
or changes to be done in existing systems beforehand, identifying and addressing
the impact of project on organization and personnel etc. The project team analyzes
the scope of the project and plans the schedule and resources accordingly.
Software Design
Next step is to bring down whole knowledge of requirements and analysis on the
desk and design the software product. The inputs from users and information
gathered in requirement gathering phase are the inputs of this step. The output
of this step comes in the form of two designs; logical design, and physical design.
Engineers produce meta-data and data dictionaries, logical diagrams, data-flow
diagrams, and in some cases pseudo codes.
Coding
This step is also known as programming phase. The implementation of software
design starts in terms of writing program code in the suitable programming
language and developing error-free executable programs efficiently.
Testing
An estimate says that 50% of whole software development process should be
tested. Errors may ruin the software from critical level to its own removal.
Software testing is done while coding by the developers and thorough testing is
conducted by testing experts at various levels of code such as module testing,
9
program testing, product testing, in-house testing, and testing the product at
user‟s end. Early discovery of errors and their remedy is the key to reliable
software.
Integration
Software may need to be integrated with the libraries, databases, and other
program(s). This stage of SDLC is involved in the integration of software with
outer world entities.
Implementation
This means installing the software on user machines. At times, software needs
post-installation configurations at user end. Software is tested for portability and
adaptability and integration related issues are solved during implementation.
Waterfall Model
Waterfall model is the simplest model of software development paradigm. All the
phases of SDLC will function one after another in linear manner. That is, when the
first phase is finished then only the second phase will start and so on.
10
This model assumes that everything is carried out and taken place perfectly as
planned in the previous stage and there is no need to think about the past issues
that may arise in the next phase. This model does not work smoothly if there are
some issues left at the previous step. The sequential nature of model does not
allow us to go back and undo or redo our actions.
This model is best suited when developers already have designed and developed
similar software in the past and are aware of all its domains.
Iterative Model
This model leads the software development process in iterations. It projects the
process of development in cyclic manner repeating every step after every cycle of
SDLC process.
The software is first developed on very small scale and all the steps are followed
which are taken into consideration. Then, on every next iteration, more features
and modules are designed, coded, tested, and added to the software. Every cycle
produces a software, which is complete in itself and has more features and
capabilities than that of the previous one.
After each iteration, the management team can do work on risk management and
prepare for the next iteration. Because a cycle includes small portion of whole
11
software process, it is easier to manage the development process but it consumes
more resources.
Spiral Model
Spiral model is a combination of both, iterative model and one of the SDLC model.
It can be seen as if you choose one SDLC model and combined it with cyclic
process (iterative model).
This model considers risk, which often goes un-noticed by most other models. The
model starts with determining objectives and constraints of the software at the
start of one iteration. Next phase is of prototyping the software. This includes risk
analysis. Then one standard SDLC model is used to build the software. In the
fourth phase of the plan of next iteration is prepared.
V – model
The major drawback of waterfall model is we move to the next stage only when
the previous one is finished and there was no chance to go back if something is
12
found wrong in later stages. V-Model provides means of testing of software at
each stage in reverse manner.
At every stage, test plans and test cases are created to verify and validate the
product according to the requirement of that stage. For example, in requirement
gathering stage the test team prepares all the test cases in correspondence to the
requirements. Later, when the product is developed and is ready for testing, test
cases of this stage verify the software against its validity towards requirements at
this stage.
This makes both verification and validation go in parallel. This model is also known
as verification and validation model.
13
Big Bang Model
This model is the simplest model in its form. It requires little planning, lots of
programming and lots of funds. This model is conceptualized around the big bang
of universe. As scientists say that after big bang lots of galaxies, planets, and
stars evolved just as an event. Likewise, if we put together lots of programming
and funds, you may achieve the best software product.
For this model, very small amount of planning is required. It does not follow any
process, or at times the customer is not sure about the requirements and future
needs. So the input requirements are arbitrary.
This model is not suitable for large software projects but good one for learning
and experimenting.
14
Software Project Management
3
The job pattern of an IT company engaged in software development can be seen
split in two parts:
Software Creation
Software Project Management
A project is well-defined task, which is a collection of several operations done in
order to achieve a goal (for example, software development and delivery). A
Project can be characterized as:
Software Project
A Software Project is the complete procedure of software development from
requirement gathering to testing and maintenance, carried out according to the
execution methodologies, in a specified period of time to achieve intended
software product.
15
risk in software development hence it is essential to manage software projects
efficiently.
The image above shows triple constraints for software projects. It is an essential
part of software organization to deliver quality product, keeping the cost within
client‟s budget constrain and deliver the project as per scheduled. There are
several factors, both internal and external, which may impact this triple constrain
triangle. Any of the three factors can severely impact the other two.
Managing People
Act as project leader
Lesion with stakeholders
Managing human resources
Setting up reporting hierarchy etc.
16
Managing Project
Defining and setting up project scope
Managing project management activities
Monitoring progress and performance
Risk analysis at every phase
Take necessary step to avoid or come out of problems
Act as project spokesperson
Project Planning
Scope Management
Project Estimation
Project Planning
Software project planning is task, which is performed before the production of
software actually starts. It is there for the software production but involves no
concrete activity that has any direct connection with the software production;
rather it is a set of multiple processes, which facilitates software production.
Project planning may include the following:
Scope Management
It defines scope of the project; this includes all the activities, process need to be
done in order to make a deliverable software product. Scope management is
essential because it creates boundaries of the project by clearly defining what
would be done in the project and what would not be done. This makes project to
contain limited and quantifiable tasks, which can easily be documented and in turn
avoids cost and time overrun.
17
Verify the scope
Control the scope by incorporating changes to the scope
Project Estimation
For an effective management, accurate estimation of various measures is a must.
With the correct estimation, managers can manage and control the project more
efficiently and effectively.
Effort estimation
The manager estimates efforts in terms of personnel requirement and
man-hour required to produce the software. For effort estimation software
size should be known. This can either be derived by manager‟s experience,
historical data of organization, or software size can be converted into
efforts by using some standard formulae.
Time estimation
Once size and efforts are estimated, the time required to produce the
software can be estimated. Efforts required is segregated into sub
categories as per the requirement specifications and interdependency of
various components of software. Software tasks are divided into smaller
tasks, activities or events by Work Breakthrough Structure (WBS). The
tasks are scheduled on day-to-day basis or in calendar months.
The sum of time required to complete all tasks in hours or days is the total
time invested to complete the project.
Cost estimation
18
This might be considered as the most difficult of all because it depends on
more elements than any of the previous ones. For estimating project cost,
it is required to consider -
Project manager can estimate the listed factors using two broadly recognized
techniques –
Decomposition Technique
This technique assumes the software as a product of various compositions.
Putnam Model
19
COCOMO stands for Constructive Cost Model, developed by Barry W.
Boehm. It divides the software product into three categories of software:
organic, semi-detached, and embedded.
Project Scheduling
Project Scheduling in a project refers to roadmap of all activities to be done with
specified order and within time slot allotted to each activity. Project managers
tend to define various tasks, and project milestones and then arrange them
keeping various factors in mind. They look for tasks like in critical path in the
schedule, which are necessary to complete in specific manner (because of task
interdependency) and strictly within the time allocated. Arrangement of tasks
which lies out of critical path are less likely to impact over all schedule of the
project.
Resource management
All elements used to develop a software product may be assumed as resource for
that project. This may include human resource, productive tools, and software
libraries.
The resources are available in limited quantity and stay in the organization as a
pool of assets. The shortage of resources hampers development of the project and
it can lag behind the schedule. Allocating extra resources increases development
cost in the end. It is therefore necessary to estimate and allocate adequate
resources for the project.
20
Manage Resources by generating resource request when they are required
and de-allocating them when they are no more needed.
Experienced staff leaving the project and new staff coming in.
Change in organizational management.
Requirement change or misinterpreting requirement.
Under-estimation of required time and resources.
Technological changes, environmental changes, business competition.
Identification - Make note of all possible risks, which may occur in the
project.
Categorize - Categorize known risks into high, medium and low risk
intensity as per their possible impact on the project.
Monitor - Closely monitor the potential risks and their early symptoms.
Also monitor the effective steps taken to mitigate or avoid them.
21
Activity Monitoring - All activities scheduled within some task can be
monitored on day-to-day basis. When all activities in a task are completed,
it is considered as complete.
Status Reports - The reports contain status of activities and tasks
completed within a given time frame, generally a week. Status can be
marked as finished, pending or work-in-progress etc.
Milestones Checklist - Every project is divided into multiple phases where
major tasks are performed (milestones) based on the phases of SDLC. This
milestone checklist is prepared once every few weeks and reports the status
of milestones.
Closure - At the end of each major event, end of a phase of SDLC or end
of the project itself, administrative closure is formally announced to update
every stakeholder by sending email, by distributing a hardcopy of document
or by other mean of effective communication.
22
Configuration Management
Configuration management is a process of tracking and controlling the changes in
software in terms of the requirements, design, functions and development of the
product.
IEEE defines it as “the process of identifying and defining the items in the system,
controlling the change of these items throughout their life cycle, recording and
reporting the status of items and change requests, and verifying the completeness
and correctness of items”.
Generally, once the SRS is finalized there is less chance of requirement of changes
from user. If they occur, the changes are addressed only with prior approval of
higher management, as there is a possibility of cost and time overrun.
Baseline
A phase of SDLC is assumed over if it baselined, i.e. baseline is a measurement
that defines completeness of a phase. A phase is baselined when all activities
pertaining to it are finished and well documented. If it was not the final phase, its
output would be used in next immediate phase.
Change Control
Change control is function of configuration management, which ensures that all
changes made to software system are consistent and made as per organizational
rules and regulations.
23
Control - If the prospective change either impacts too many entities in the
system or it is unavoidable, it is mandatory to take approval of high
authorities before change is incorporated into the system. It is decided if
the change is worth incorporation or not. If it is not, change request is
refused formally.
There are tools available, which aid for effective project management. A few
described are:-
Gantt Chart
Gantt chart was devised by Henry Gantt (1917). It represents project schedule
with respect to time periods. It is a horizontal bar chart with bars representing
activities and time scheduled for the project activities.
24
PERT Chart
Program Evaluation & Review Technique) (PERT) chart is a tool that depicts project
as network diagram. It is capable of graphically representing main events of
project in both parallel and consecutive ways. Events, which occur one after
another, show dependency of the later event over the previous one.
Events are shown as numbered nodes. They are connected by labeled arrows
depicting the sequence of tasks in the project.
Resource Histogram
This is a graphical tool that contains bar or chart representing number of resources
(usually skilled staff) required over time for a project event (or phase). Resource
Histogram is an effective tool for staff planning and coordination.
25
Critical Path Analysis
This tools is useful in recognizing interdependent tasks in the project. It also helps
to find out the shortest path or critical path to complete the project successfully.
Like PERT diagram, each event is allotted a specific time frame. This tool shows
dependency of event assuming an event can proceed to next only if the previous
one is completed.
The events are arranged according to their earliest possible start time. Path
between start and end node is critical path which cannot be further reduced and
all events require to be executed in same order.
26
Software Requirements
4
The software requirements are description of features and functionalities of the
target system. Requirements convey the expectations of users from the software
product. The requirements can be obvious or hidden, known or unknown,
expected or unexpected from client‟s point of view.
Requirement Engineering
The process to gather the software requirements from client, analyze, and
document them is known as requirement engineering.
Feasibility Study
Requirement Gathering
Software Requirement Specification
Software Requirement Validation
Let us see the process briefly -
Feasibility study
When the client approaches the organization for getting the desired product
developed, it comes up with a rough idea about what all functions the software
must perform and which all features are expected from the software.
This feasibility study is focused towards goal of the organization. This study
analyzes whether the software product can be practically materialized in terms of
implementation, contribution of project to organization, cost constraints, and as
per values and objectives of the organization. It explores technical aspects of the
91
project and product such as usability, maintainability, productivity, and integration
ability.
The output of this phase should be a feasibility study report that should contain
adequate comments and recommendations for management about whether or not
the project should be undertaken.
Requirement Gathering
If the feasibility report is positive towards undertaking the project, next phase
starts with gathering requirements from the user. Analysts and engineers
communicate with the client and end-users to know their ideas on what the
software should provide and which features they want the software to include.
SRS defines how the intended software will interact with hardware, external
interfaces, speed of operation, response time of system, portability of software
across various platforms, maintainability, speed of recovery after crashing,
Security, Quality, Limitations etc.
The requirements received from client are written in natural language. It is the
responsibility of the system analyst to document the requirements in technical
language so that they can be comprehended and used by the software
development team.
28
in cost if not nipped in the bud. Requirements can be checked against following
conditions -
Requirements gathering - The developers discuss with the client and end
users and know their expectations from the software.
There are various ways to discover requirements. Some of them are explained
below:
29
Interviews
Interviews are strong medium to collect requirements. Organization may conduct
several types of interviews such as:
Oral interviews
Written interviews
One-to-one interviews which are held between two persons across the
table.
Group interviews which are held between groups of participants. They help
to uncover any missing requirement as numerous people are involved.
Surveys
Organization may conduct surveys among various stakeholders by querying about
their expectation and requirements from the upcoming system.
Questionnaires
A document with pre-defined set of objective questions and respective options is
handed over to all stakeholders to answer, which are collected and compiled.
A shortcoming of this technique is, if an option for some issue is not mentioned in
the questionnaire, the issue might be left unattended.
Task analysis
Team of engineers and developers may analyze the operation for which the new
system is required. If the client already has some software to perform certain
operation, it is studied and requirements of proposed system are collected.
Domain Analysis
Every software falls into some domain category. The expert people in the domain
can be a great help to analyze general and specific requirements.
Brainstorming
An informal debate is held among various stakeholders and all their inputs are
recorded for further requirements analysis.
30
Prototyping
Prototyping is building user interface without adding detail functionality for user
to interpret the features of intended software product. It helps giving better idea
of requirements. If there is no software installed at client‟s end for developer‟s
reference and the client is not aware of its own requirements, the developer
creates a prototype based on initially mentioned requirements. The prototype is
shown to the client and the feedback is noted. The client feedback serves as an
input for requirement gathering.
Observation
Team of experts visit the client‟s organization or workplace. They observe the
actual working of the existing installed systems. They observe the workflow at the
client‟s end and how execution problems are dealt. The team itself draws some
conclusions which aid to form requirements expected from the software.
Clear
Correct
Consistent
Coherent
Comprehensible
Modifiable
Verifiable
Prioritized
Unambiguous
Traceable
Credible source
Software Requirements
We should try to understand what sort of requirements may arise in the
requirement elicitation phase and what kinds of requirement are expected from
the software system.
31
Broadly software requirements should be categorized in two categories:
Functional Requirements
Requirements, which are related to functional aspect of software fall into this
category.
They define functions and functionality within and from the software system.
EXAMPLES -
Users can be divided into groups and groups can be given separate rights.
Non-Functional Requirements
Requirements, which are not related to functional aspect of software, fall into this
category. They are implicit or expected characteristics of software, which users
make assumption of.
Security
Logging
Storage
Configuration
Performance
Cost
Interoperability
Flexibility
Disaster recovery
Accessibility
Requirements are categorized logically as:
Could have : Software can still properly function with these requirements.
32
While developing software, „Must have‟ must be implemented, „Should have‟ is a
matter of debate with stakeholders and negation, whereas „Could have‟ and „Wish
list‟ can be kept for software updates.
easy to operate
quick in response
effectively handling operational errors
providing simple yet consistent user interface
User acceptance majorly depends upon how user can use the software. UI is the
only way for users to perceive the system. A well performing software system
must also be equipped with attractive, clear, consistent, and responsive user
interface. Otherwise the functionalities of software system can not be used in
convenient way. A system is said to be good if it provides means to use it
efficiently. User interface requirements are briefly mentioned below –
Content presentation
Easy Navigation
Simple interface
Responsive
Consistent UI elements
Feedback mechanism
Default settings
Purposeful layout
Strategical use of color and texture.
Provide help information
User centric approach
Group based view settings.
33
of SDLC. It is the responsibility of analyst to make sure that the developed
software meets the requirements of the client.
Validation of requirement
Software Metrics provide measures for various aspects of software process and
software product.
According to Tom DeMarco, a (Software Engineer), “You cannot control what you
cannot measure.” By his saying, it is very clear how important software measures
are.
34
perceived as complexity of the program or its modules. It is represented in
terms of graph theory concepts by using control flow graph.
Process Metrics - In various phases of SDLC, the methods and tools used,
the company standards and the performance of development are software
process metrics.
35
Software Design Basics
5
Software design is a process to transform user requirements into some suitable
form, which helps the programmer in software coding and implementation.
Software design is the first step in SDLC (Software Design Life Cycle), which
moves the concentration from problem domain to solution domain. It tries to
specify how to fulfill the requirements mentioned in SRS.
91
Modularization
Modularization is a technique to divide a software system into multiple discrete
and independent modules, which are expected to be capable of carrying out
task(s) independently. These modules may work as basic constructs for the entire
software. Designers tend to design modules such that they can be executed and/or
compiled separately and independently.
Modular design unintentionally follows the rule of „divide and conquer‟ problem-
solving strategy, this is because there are many other benefits attached with the
modular design of a software.
Advantage of modularization:
Concurrency
Back in time, all software are meant to be executed sequentially. By sequential
execution, we mean that the coded instruction will be executed one after another
implying only one portion of program being activated at any given time. Say, a
software has multiple modules, then only one of all the modules can be found
active at any time of execution.
Example
The spell check feature in word processor is a module of software, which runs
along side the word processor itself.
37
Coupling and Cohesion
When a software program is modularized, its tasks are divided into several
modules based on some characteristics. As we know, modules are set of
instructions put together in order to achieve some tasks. They are though,
considered as a single entity but, may refer to each other to work together. There
are measures by which the quality of a design of modules and their interaction
among them can be measured. These measures are called coupling and cohesion.
Cohesion
Cohesion is a measure that defines the degree of intra-dependability within
elements of a module. The greater the cohesion, the better is the program design.
38
Coupling
Coupling is a measure that defines the level of inter-dependability among modules
of a program. It tells at what level the modules interfere and interact with each
other. The lower the coupling, the better the program.
Common coupling- When multiple modules have read and write access to
some global data, it is called common or global coupling.
Data coupling- Data coupling is when two modules interact with each
other by means of passing data (as parameter). If a module passes data
structure as parameter, then the receiving module should use all its
components.
Design Verification
The output of software design process is design documentation, pseudo codes,
detailed logic diagrams, process diagrams, and detailed description of all
functional or non-functional requirements.
The next phase, which is the implementation of software, depends on all outputs
mentioned above.
It is then becomes necessary to verify the output before proceeding to the next
phase. The early any mistake is detected, the better it is or it might not be
detected until testing of the product. If the outputs of design phase are in formal
notation form, then their associated tools for verification should be used otherwise
a thorough design review can be used for verification and validation.
39
40
Software Analysis and
Design Tools 6
Software analysis and design includes all activities, which help the transformation
of requirement specification into implementation. Requirement specifications
specify all functional and non-functional expectations from the software. These
requirement specifications come in the shape of human readable and
understandable documents, to which a computer has nothing to do.
Software analysis and design is the intermediate stage, which helps human-
readable requirements to be transformed into actual code.
Let us see few analysis and design tools used by software designers:
There is a prominent difference between DFD and Flowchart. The flowchart depicts
flow of control in program modules. DFDs depict flow of data in the system at
various levels. It does not contain any control or branch elements.
Types of DFD
Data Flow Diagrams are either Logical or Physical.
Logical DFD - This type of DFD concentrates on the system process, and
flow of data in the system. For example in a banking software system, how
data is moved between different entities.
Physical DFD - This type of DFD shows how the data flow is actually
implemented in the system. It is more specific and close to the
implementation.
DFD Components
DFD can represent source, destination, storage, and flow of data using the
following set of components -
91
Entities - Entities are sources and destinations of information data. Entities
are represented by rectangles with their respective names.
Process - Activities and action taken on the data are represented by Circle
or Round-edged rectangles.
Data Storage - There are two variants of data storage - it can either be
represented as a rectangle with absence of both smaller sides or as an
open-sided rectangle with only one side missing.
Levels of DFD
Level 0 - Highest abstraction level DFD is known as Level 0 DFD, which
depicts the entire information system as one diagram concealing all the
underlying details. Level 0 DFDs are also known as context level DFDs.
Level 1 - The Level 0 DFD is broken down into more specific, Level 1 DFD.
Level 1 DFD depicts basic modules in the system and flow of data among
various modules. Level 1 DFD also mentions basic processes and sources
of information.
42
Level 2 - At this level, DFD shows how data flows inside the modules
mentioned in Level 1.
Higher level DFDs can be transformed into more specific lower level DFDs
with deeper level of understanding unless the desired level of specification
is achieved.
Structure Charts
Structure chart is a chart derived from Data Flow Diagram. It represents the
system in more detail than DFD. It breaks down the entire system into lowest
functional modules, describes functions and sub-functions of each module of the
system to a greater detail than DFD.
43
Condition - It is represented by small diamond at base of the module. It
depicts that control module can select any of sub-routine based on some
condition.
Jump - An arrow is shown pointing inside the module to depict that the
control will jump in the middle of the sub-module.
44
Data flow - A directed arrow with empty circle at the end represents data
flow.
Control flow - A directed arrow with filled circle at the end represents
control flow.
HIPO Diagram
Hierarchical Input Process Output (HIPO) diagram is a combination of two
organized methods to analyze the system and provide the means of
documentation. HIPO model was developed by IBM in year 1970.
HIPO diagram represents the hierarchy of modules in the software system. Analyst
uses HIPO diagram in order to obtain high-level view of system functions. It
45
decomposes functions into sub-functions in a hierarchical manner. It depicts the
functions performed by system.
In contrast to Input Process Output (IPO) diagram, which depicts the flow of
control and data in a module, HIPO does not provide any information about data
flow or control flow.
Example
Both parts of HIPO diagram, Hierarchical presentation, and IPO Chart are used for
structure designing of software program as well as documentation of the same.
46
Structured English
Most programmers are unaware of the large picture of software so they only rely
on what their managers tell them to do. It is the responsibility of higher software
management to provide accurate information to the programmers to develop
accurate yet fast code.
Hence, analysts and designers of the software come up with tools such as
Structured English. It is nothing but the description of what is required to code
and how to code it. Structured English helps the programmer to write error-free
code. Here, both Structured English and Pseudo-Code tries to mitigate that
understanding gap.
IF-THEN-ELSE,
DO-WHILE-UNTIL
Analyst uses the same variable and data name, which are stored in Data
Dictionary, making it much simpler to write and understand the code.
Example
We take the same example of Customer Authentication in the online shopping
environment. This procedure to authenticate customer can be written in
Structured English as:
Enter Customer_Name
ELSE
ENDIF
47
The code written in Structured English is more like day-to-day spoken English. It
can not be implemented directly as a code of software. Structured English is
independent of programming language.
Pseudo-Code
Pseudo code is written more close to programming language. It may be considered
as augmented programming language, full of comments, and descriptions.
Pseudo code avoids variable declaration but they are written using some actual
programming language‟s constructs, like C, Fortran, Pascal, etc.
48
Example
Program to print Fibonacci up to n numbers.
if a greater than b
Increase b by a;
Print b;
increase a by b;
print a;
Decision Tables
A Decision table represents conditions and the respective actions to be taken to
address them, in a structured tabular format.
It is a powerful tool to debug and prevent errors. It helps group similar information
into a single table and then by combining tables it delivers easy and convenient
decision-making.
49
Define action for each rule
Decision Tables should be verified by end-users and can lately be simplified by
eliminating duplicate rules and actions.
Example
Let us take a simple example of day-to-day problem with our Internet
connectivity. We begin by identifying all problems that can arise while starting the
internet and their respective possible solutions.
We list all possible problems under column conditions and the prospective actions
under column Actions.
Conditions/Actions Rules
Shows Connected N N N N Y Y Y Y
Opens Website Y N Y N Y N Y N
Do no action
Entity-Relationship Model
Entity-Relationship model is a type of database model based on the notion of real
world entities and relationship among them. We can map real world scenario onto
ER database model. ER Model creates a set of entities with their attributes, a set
of constraints and relation among them.
50
ER Model is best used for the conceptual design of database. ER Model can be
represented as follows :
Mapping cardinalities:
one to one
one to many
many to one
many to many
Data Dictionary
Data dictionary is the centralized collection of information about data. It stores
meaning and origin of data, its relationship with other data, data format for usage,
etc. Data dictionary has rigorous definitions of all names in order to facilitate user
and software designers.
51
work of programmers and designers synchronized while using same object
reference everywhere in the program.
Contents
Data dictionary should contain information about the following:
Data Flow
Data Structure
Data Elements
Data Stores
Data Processing
Data Flow is described by means of DFDs as studied earlier and represented in
algebraic form as described.
= Composed of
{} Repetition
() Optional
+ And
[/] Or
Example
Address = House No + (Street / Area) + City + State
Data Elements
Data elements consist of Name and descriptions of Data and Control Items,
Internal or External data stores etc. with the following details:
Primary Name
Secondary Name (Alias)
Use-case (How and where to use)
52
Content Description (Notation etc. )
Supplementary Information (preset values, constraints etc.)
Data Store
It stores the information from where the data enters into the system and exists
out of the system. The Data Store may include -
Files
o Internal to software.
o External to software but on the same machine.
o External to software and system, located on different machine.
Tables
o Naming convention
o Indexing property
Data Processing
There are two types of Data Processing:
53
Software Design Strategies
7
Software design is a process to conceptualize the software requirements into
software implementation. Software design takes the user requirements as
challenges and tries to find optimum solution. While the software is being
conceptualized, a plan is chalked out to find the best possible design for
implementing the intended solution.
There are multiple variants of software design. Let us study them briefly:
Structured Design
Structured design is a conceptualization of problem into several well-organized
elements of solution. It is basically concerned with the solution design. Benefit of
structured design is, it gives better understanding of how the problem is being
solved. Structured design also makes it simpler for designer to concentrate on the
problem more accurately.
The small pieces of problem are solved by means of solution modules. Structured
design emphasis that these modules be well organized in order to achieve precise
solution.
These modules are arranged in hierarchy. They communicate with each other. A
good structured design always follows some rules for communication among
multiple modules, namely -
91
Function Oriented Design
In function-oriented design, the system comprises of many smaller sub-systems
known as functions. These functions are capable of performing significant task in
the system. The system is considered as top view of all functions.
This design mechanism divides the whole system into smaller functions, which
provides means of abstraction by concealing the information and their operation.
These functional modules can share information among themselves by means of
information passing and using information available globally.
Design Process
The whole system is seen as how data flows in the system by means of data
flow diagram.
DFD depicts how functions change data and state of the entire system.
The entire system is logically broken down into smaller units known as
functions on the basis of their operation in the system.
Objects - All entities involved in the solution design are known as objects.
For example, person, banks, company, and customers are treated as
objects. Every entity has some attributes associated to it and has some
methods to perform on the attributes.
55
Classes - A class is a generalized description of an object. An object is an
instance of a class. Class defines all the attributes, which an object can have
and methods, which defines the functionality of the object.
Design Process
Software design process can be perceived as series of well-defined steps. Though
it varies according to design approach (function oriented or object oriented, yet It
may have the following steps involved:
56
Software Design Approaches
Here are two generic approaches for software designing:
Top-down design takes the whole software system as one entity and then
decomposes it to achieve more than one sub-system or component based on some
characteristics. Each sub-system or component is then treated as a system and
decomposed further. This process keeps on running until the lowest level of
system in the top-down hierarchy is achieved.
Top-down design starts with a generalized model of system and keeps on defining
the more specific part of it. When all the components are composed the whole
system comes into existence.
Top-down design is more suitable when the software solution needs to be designed
from scratch and specific details are unknown.
Bottom-up Design
The bottom up design model starts with most specific and basic components. It
proceeds with composing higher level of components by using basic or lower level
components. It keeps creating higher level components until the desired system
is not evolved as one single component. With each higher level, the amount of
abstraction is increased.
Both, top-down and bottom-up approaches are not practical individually. Instead,
a good combination of both is used.
57
Software User Interface Design
8
User interface is the front-end application view to which user interacts in order to
use the software. User can manipulate and control the software as well as
hardware by means of user interface. Today, user interface is found at almost
every place where digital technology exists, right from computers, mobile phones,
cars, music players, airplanes, ships etc.
User interface is part of software and is designed in such a way that it is expected
to provide the user insight of the software. UI provides fundamental platform for
human-computer interaction.
Attractive
Simple to use
Responsive in short time
Clear to understand
Consistent on all interfacing screens
UI is broadly divided into two categories:
CLI provides a command prompt, the place where the user types the command
and feeds to the system. The user needs to remember the syntax of command
and its use. Earlier CLI were not programmed to handle the user errors effectively.
91
A command is a text-based reference to set of instructions, which are expected to
be executed by the system. There are methods like macros, scripts that make it
easy for the user to operate.
CLI Elements
59
Graphical User Interface
Graphical User Interface (GUI) provides the user graphical means to interact with
the system. GUI can be combination of both hardware and software. Using GUI,
user interprets the software.
Typically, GUI is more resource consuming than that of CLI. With advancing
technology, the programmers and designers create complex GUI designs that
work with more efficiency, accuracy, and speed.
GUI Elements
GUI provides a set of components to interact with software or hardware.
Every graphical component provides a way to work with the system. A GUI system
has following elements such as:
60
also helps in viewing preference panel in application. All modern web-
browsers use this feature.
Cursor - Interacting devices such as mouse, touch pad, digital pen are
represented in GUI as cursors. On screen cursor follows the instructions
from hardware in almost real-time. Cursors are also named pointers in GUI
systems. They are used to select menus, windows and other application
features.
Dialogue Box - It is a child window that contains message for the user and
request for some action to be taken. For Example: Application generate a
dialogue to get confirmation from user to delete a file.
Text-Box - Provides an area for user to type and enter text-based data.
Buttons - They imitate real life buttons and are used to submit inputs to
the software.
61
Radio-button - Displays available options for selection. Only one can be
selected among all offered.
List-box - Provides list of available items for selection. More than one item
can be selected.
Sliders
Combo-box
Data-grid
Drop-down list
62
A model used for GUI design and development should fulfill these GUI specific
steps.
GUI Requirement Gathering - The designers may like to have list of all
functional and non-functional requirements of GUI. This can be taken from
user and their existing software solution.
User Analysis - The designer studies who is going to use the software GUI.
The target audience matters as the design details change according to the
knowledge and competency level of the user. If user is technical savvy,
advanced and complex GUI can be incorporated. For a novice user, more
information is included on how-to of software.
63
Testing - GUI testing can be done in various ways. Organization can have
in-house inspection, direct involvement of users and release of beta version
are few of them. Testing may include usability, compatibility, user
acceptance etc.
GUI implementation tools provide powerful array of GUI controls. For software
customization, designers can change the code accordingly.
There are different segments of GUI tools according to their different use and
platform.
Example
Mobile GUI, Computer GUI, Touch-Screen GUI etc. Here is a list of few tools which
come handy to build GUI:
FLUID
AppInventor (Android)
LucidChart
Wavemaker
Visual Studio
64
Offer informative feedback - For every operator action, there should be
some system feedback. For frequent and minor actions, the response must
be modest, while for infrequent and major actions, the response must be
more substantial.
Permit easy reversal of actions - This feature relieves anxiety, since the
user knows that errors can be undone. Easy reversal of actions encourages
exploration of unfamiliar options. The units of reversibility may be a single
action, a data entry, or a complete group of actions.
65
Support internal locus of control - Experienced operators strongly
desire the sense that they are in charge of the system and that the system
responds to their actions. Design the system to make users the initiators of
actions rather than the responders.
66
Software Design Complexity
9
The term complexity stands for state of events or things, which have multiple
interconnected links and highly complicated structures. In software programming,
as the design of software is realized, the number of elements and their
interconnections gradually emerge to be huge, which becomes too difficult to
understand at once.
91
Parameter Meaning
When we select source file to view its complexity details in Metric Viewer, the
following result is seen in Metric Report:
n Vocabulary n1 + n2
N Size N1 + N2
If we compare two programs of same size, the one with more decision-making
statements will be more complex as the control of program jumps frequently.
68
McCabe, in 1976, proposed Cyclomatic Complexity Measure to quantify complexity
of a given software. It is graph driven model that is based on decision-making
constructs of program such as if-else, do-while, repeat-until, switch-case and goto
statements.
V(G) = e – n + 2
Where:
e = 10
n=8
Cyclomatic Complexity = 10 - 8 + 2
69
=4
Function Point
It is widely used to measure the size of software. Function Point concentrates on
functionality provided by the system. Features and functionality of the system are
used to measure the software complexity.
External Input
Every unique input to the system, from outside, is considered as external input.
Uniqueness of input is measured, as no two inputs should have same formats.
These inputs can either be data or control parameters.
70
Average - in-between simple and complex.
External Output
All output types provided by the system are counted in this category. Output is
considered unique if their output format and/or processing are unique.
External Inquiry
An inquiry is a combination of input and output, where user sends some data to
inquire about as input and the system responds to the user with the output of
inquiry processed. The complexity of a query is more than External Input and
External Output. Query is said to be unique if its input and output are unique in
terms of format and data.
Simple - if query needs low processing and yields small amount of output
data
Complex - if query needs high process and yields large amount of output
data
71
Average - in between simple and complex.
Each of these parameters in the system is given weightage according to their class
and complexity. The table below mentions the weightage given to each parameter:
Inputs 3 4 6
Outputs 4 5 7
Enquiry 3 4 6
Files 7 10 15
Interfaces 5 7 10
The table above yields raw Function Points. These function points are adjusted
according to the environment complexity. System is described using fourteen
different characteristics:
Data communications
Distributed processing
Performance objectives
Operation configuration load
Transaction rate
Online data entry,
End user efficiency
Online update
Complex processing logic
Re-usability
Installation ease
Operational ease
Multiple sites
Desire to facilitate changes
These characteristics factors are then rated from 0 to 5, as mentioned below:
No influence
72
Incidental
Moderate
Average
Significant
Essential
All ratings are then summed up as N. The value of N ranges from 0 to 70 (14
types of characteristics x 5 types of ratings). It is used to calculate Complexity
Adjustment Factors (CAF), using the following formulae:
Then,
Cost = $ / FP
Productivity = FP / person-month
73
Software Implementation
10
In this chapter, we will study about programming methods, documentation and
challenges in software implementation.
Structured Programming
In the process of coding, the lines of code keep multiplying, thus, size of the
software increases. Gradually, it becomes next to impossible to remember the
flow of program. If one forgets how software and its underlying programs, files,
procedures are constructed, it then becomes very difficult to share, debug, and
modify the program. The solution to this is structured programming. It encourages
the developer to use subroutines and loops instead of using simple jumps in the
code, thereby bringing clarity in the code and improving its efficiency Structured
programming also helps programmer to reduce coding time and organize code
properly.
Structured programming states how the program shall be coded. It uses three
main concepts:
91
order of their execution. Structured programming uses control structure,
which controls the flow of the program, whereas structured coding uses
control structure to organize its instructions in definable patterns.
Functional Programming
Functional programming is style of programming language, which uses the
concepts of mathematical functions. A function in mathematics should always
produce the same result on receiving the same argument. In procedural
languages, the flow of the program runs through procedures, i.e. the control of
program is transferred to the called procedure. While control flow is transferring
from one procedure to another, the program changes its state.
75
Common Lisp, Scala, Haskell, Erlang, and F# are some examples of functional
programming languages.
Programming style
Programming style is set of coding rules followed by all the programmers to write
the code. When multiple programmers work on the same software project, they
frequently need to work with the program code written by some other developer.
This becomes tedious or at times impossible, if all developers do not follow some
standard programming style to code the program.
Coding Guidelines
Practice of coding style varies with organizations, operating systems and language
of coding itself.
Indenting - This is the space left at the beginning of line, usually 2-8
whitespace or single tab.
Line length and wrapping - Defines how many characters should be there
in one line, mostly a line is 80 characters long. Wrapping defines how a line
should be wrapped, if is too long.
76
Functions - This defines how functions should be declared and invoked,
with and without parameters.
Software Documentation
Software documentation is an important part of software process. A well written
document provides a great tool and means of information repository necessary to
know about software process. Software documentation also provides information
about how to use the product.
Source of this document can be previously stored data about the software,
already running software at the client‟s end, client‟s interview,
questionnaires, and research. Generally it is stored in the form of
spreadsheet or word processing document with the high-end software
management team.
77
Technical documentation - These documentations are maintained by the
developers and actual coders. These documents, as a whole, represent
information about the code. While writing the code, the programmers also
mention objective of the code, who wrote it, where will it be required, what
it does and how it does, what other resources the code uses, etc.
There are various automated tools available and some comes with the
programming language itself. For example java comes JavaDoc tool to
generate technical documentation of code.
78
But at times, it is impossible to design a software that works on the target
machines.
79
Software Testing Overview
11
Software Testing is evaluation of the software against requirements gathered from
users and system specifications. Testing is conducted at the phase level in
software development life cycle or at module level in program code. Software
testing comprises of Validation and Verification.
Software Validation
Validation is process of examining whether or not the software satisfies the user
requirements. It is carried out at the end of the SDLC. If the software matches
requirements for which it was made, it is validated.
Software Verification
Verification is the process of confirming if the software is meeting the business
requirements, and is developed adhering to the proper specifications and
methodologies.
91
Fault - When error exists fault occurs. A fault, also known as a bug, is a
result of an error which can cause system to fail.
Manual testing is time and resource consuming. The tester needs to confirm
whether or not right test cases are used. Major portion of testing involves
manual testing.
A test needs to check if a webpage can be opened in Internet Explorer. This can
be easily done with manual testing. But to check if the web-server can take the
load of 1 million users, it is quite impossible to test manually.
There are software and hardware tools which helps tester in conducting load
testing, stress testing, regression testing.
Testing Approaches
Tests can be conducted based on two approaches –
1. Functionality testing
2. Implementation testing
When functionality is being tested without taking the actual implementation in
concern it is known as black-box testing. The other side is known as white-box
testing where not only functionality is tested but the way it is implemented is also
analyzed.
Exhaustive tests are the best-desired method for a perfect testing. Every single
possible value in the range of the input and output values is tested. It is not
81
possible to test each and every value in real world scenario if the range of values
is large.
Black-box testing
It is carried out to test functionality of the program and also called „Behavioral‟
testing. The tester in this case, has a set of input values and respective desired
results. On providing input, if the output matches with the desired results, the
program is tested „ok‟, and problematic otherwise.
In this testing method, the design and structure of the code are not known to the
tester, and testing engineers and end users conduct this test on the software.
Boundary values - The input is divided into higher and lower end values.
If these values pass the test, it is assumed that all values in between may
pass too.
White-box testing
It is conducted to test program and its implementation, in order to improve code
efficiency or structure. It is also known as „Structural‟ testing.
82
In this testing method, the design and structure of the code are known to the
tester. Programmers of the code conduct this test on the code.
Data-flow testing - This testing technique emphasis to cover all the data
variables included in the program. It tests where the variables were
declared and defined and where they were used or changed.
Testing Levels
Testing itself may be defined at various levels of SDLC. The testing process runs
parallel to software development. Before jumping on the next stage, a stage is
tested, validated and verified.
Testing separately is done just to make sure that there are no hidden bugs or
issues left in the software. Software is tested on various levels -
Unit Testing
While coding, the programmer performs some tests on that unit of program to
know if it is error free. Testing is performed under white-box testing approach.
Unit testing helps developers decide that individual units of the program are
working as per requirement and are error free.
Integration Testing
Even if the units of software are working fine individually, there is a need to find
out if the units if integrated together would also work without errors. For example,
argument passing and data updation etc.
83
System Testing
The software is compiled as product and then it is tested as a whole. This can be
accomplished using one or more of the following tests:
Performance testing - This test proves how efficient the software is. It
tests the effectiveness and average time taken by the software to do desired
task. Performance testing is done by means of load testing and stress
testing where the software is put under high user and data load under
various environment conditions.
Security & Portability - These tests are done when the software is meant
to work on various platforms and accessed by number of persons.
Acceptance Testing
When the software is ready to hand over to the customer it has to go through last
phase of testing where it is tested for user-interaction and response. This is
important because even if the software matches all user requirements and if user
does not like the way it appears or works, it may be rejected.
Regression Testing
Whenever a software product is updated with new code, feature or functionality,
it is tested thoroughly to detect if there is any negative impact of the added code.
This is known as regression testing.
Testing Documentation
Testing documents are prepared at different stages -
84
Before Testing
Testing starts with test cases generation. Following documents are needed for
reference –
Test Policy document - This describes how far testing should take place
before releasing the product.
Test case report - This document contains test case report as a result of
the test.
Test logs - This document contains test logs for every test case report.
After Testing
The following documents may be generated after testing :
Test summary - This test summary is collective analysis of all test reports
and logs. It summarizes and concludes if the software is ready to be
launched. The software is released under version control system if it is
ready to launch.
85
Testing vs. Quality Control & Assurance and Audit
We need to understand that software testing is different from software quality
assurance, software quality control and software auditing.
86
Software Maintenance Overview
12
Software maintenance is widely accepted part of SDLC now a days. It stands for
all the modifications and updations done after the delivery of software product.
There are number of reasons, why modifications are required, some of them are
briefly mentioned below:
Client Requirements - Over the time, customer may ask for new features
or functions in the software.
Types of maintenance
In a software lifetime, type of maintenance may vary based on its nature. It may
be just a routine maintenance tasks as some bug discovered by some user or it
may be a large event in itself based on maintenance size or nature. Following are
some types of maintenance based on their characteristics:
91
Perfective Maintenance - This includes modifications and updates done
in order to keep the software usable over long period of time. It includes
new features, new user requirements for refining the software and improve
its reliability and performance.
Cost of Maintenance
Reports suggest that the cost of maintenance is high. A study on estimating
software maintenance found that the cost of maintenance is as high as 67% of
the cost of entire software process cycle.
On an average, the cost of software maintenance is more than 50% of all SDLC
phases. There are various factors, which trigger maintenance cost go high, such
as:
Older softwares, which were meant to work on slow machines with less
memory and storage capacity cannot keep themselves challenging against
newly coming enhanced softwares on modern hardware.
88
As technology advances, it becomes costly to maintain old software.
Most maintenance engineers are newbie and use trial and error method to
rectify problem.
Often, changes made can easily hurt the original structure of the software,
making it hard for any subsequent changes.
Changes are often left undocumented which may cause more conflicts in
future.
Programming Language
Maintenance Activities
IEEE provides a framework for sequential maintenance process activities. It can
be used in iterative manner and can be extended so that customized items and
processes can be included.
89
system may itself report via logs or error messages.Here, the maintenance
type is classified also.
Implementation - The new modules are coded with the help of structured
design created in the design step.Every programmer is expected to do unit
testing in parallel.
Delivery - After acceptance test, the system is deployed all over the
organization either by small update package or fresh installation of the
system. The final testing takes place at client end after the software is
delivered.
Software Re-engineering
When we need to update the software to keep it to the current market, without
impacting its functionality, it is called software re-engineering. It is a thorough
process where the design of software is changed and programs are re-written.
90
Legacy software cannot keep tuning with the latest technology available in the
market. As the hardware become obsolete, updating of software becomes a
headache. Even if software grows old with time, its functionality does not.
For example, initially Unix was developed in assembly language. When language
C came into existence, Unix was re-engineered in C, because working in assembly
language was difficult.
Other than this, sometimes programmers notice that few parts of software need
more maintenance than others and they also need re-engineering.
Re-Engineering Process
Decide what to re-engineer. Is it whole software or a part of it?
91
Reverse Engineering
It is a process to achieve system specification by thoroughly analyzing,
understanding the existing system. This process can be seen as reverse SDLC
model, i.e. we try to get higher abstraction level by analyzing lower abstraction
levels.
Program Restructuring
It is a process to re-structure and re-construct the existing software. It is all about
re-arranging the source code, either in same programming language or from one
programming language to a different one. Restructuring can have either source
code-restructuring and data-restructuring or both.
Re-structuring does not impact the functionality of the software but enhance
reliability and maintainability. Program components, which cause errors very
frequently can be changed, or updated with re-structuring.
Forward Engineering
Forward engineering is a process of obtaining desired software from the
specifications in hand which were brought down by means of reverse engineering.
It assumes that there was some software engineering already done in the past.
92
Component reusability
A component is a part of software program code, which executes an independent
task in the system. It can be a small module or sub-system itself.
Example
The login procedures used on the web can be considered as components, printing
system in software can be seen as a component of the software.
Components have high cohesion of functionality and lower rate of coupling, i.e.
they work independently and can perform tasks without depending on other
modules.
In OOP, the objects are designed are very specific to their concern and have fewer
chances to be used in some other software.
In modular programming, the modules are coded to perform specific tasks which
can be used across number of other software programs.
Reuse Process
Two kinds of method that can be adopted: either by keeping requirements same
and adjusting components or by keeping components same and modifying
requirements.
93
Requirement Specification - The functional and non-functional
requirements are specified, which a software product must comply to, with
the help of existing system, user input or both.
94
Software CASE Tools Overview
13
CASE stands for Computer Aided Software Engineering. It means, development
and maintenance of software projects with help of various automated software
tools.
CASE Tools
CASE tools are set of software application programs, which are used to automate
SDLC activities. CASE tools are used by software project managers, analysts and
engineers to develop software system.
There are number of CASE tools available to simplify various stages of Software
Development Life Cycle such as Analysis tools, Design tools, Project management
tools, Database Management tools, Documentation tools are to name a few.
Use of CASE tools accelerates the development of project to produce desired result
and helps to uncover flaws before moving ahead with next stage in software
development.
100
Upper Case Tools - Upper CASE tools are used in planning, analysis and
design stages of SDLC.
Lower Case Tools - Lower CASE tools are used in implementation, testing
and maintenance.
Integrated Case Tools - Integrated CASE tools are helpful in all the stages
of SDLC, from Requirement gathering to Testing and documentation.
CASE tools can be grouped together if they have similar functionality, process
activities and capability of getting integrated with other tools.
Diagram tools
These tools are used to represent system components, data and control flow
among various software components and system structure in a graphical form.
For example, Flow Chart Maker tool for creating state-of-the-art flowcharts.
101
Project Management Tools
These tools are used for project planning, cost and effort estimation, project
scheduling and resource planning. Managers have to strictly comply project
execution with every mentioned step in software project management. Project
management tools help in storing and sharing project information in real-time
throughout the organization. For example, Creative Pro Office, Trac Project,
Basecamp.
Documentation Tools
Documentation in a software project starts prior to the software process, goes
throughout all phases of SDLC and after the completion of the project.
Documentation tools generate documents for technical users and end users.
Technical users are mostly in-house professionals of the development team who
refer to system manual, reference manual, training manual, installation manuals
etc. The end user documents describe the functioning and how-to of the system
such as user manual. For example, Doxygen, DrExplain, Adobe RoboHelp for
documentation.
Analysis Tools
These tools help to gather requirements, automatically check for any
inconsistency, inaccuracy in the diagrams, data redundancies or erroneous
omissions. For example, Accept 360, Accompa, CaseComplete for requirement
analysis, Visible Analyst for total analysis.
Design Tools
These tools help software designers to design the block structure of the software,
which may further be broken down in smaller modules using refinement
techniques. These tools provides detailing of each module and interconnections
among modules. For example, Animated Software Design.
102
Change Control Tools
These tools are considered as a part of configuration management tools. They deal
with changes made to the software after its baseline is fixed or when the software
is first released. CASE tools automate change tracking, file management, code
management and more. It also helps in enforcing change policy of the
organization.
Programming Tools
These tools consist of programming environments like IDE (Integrated
Development Environment), in-built modules library and simulation tools. These
tools provide comprehensive aid in building software product and include features
for simulation and testing. For example, Cscope to search code in C, Eclipse.
Prototyping Tools
Software prototype is simulated version of the intended software product.
Prototype provides initial look and feel of the product and simulates few aspect of
actual product.
Prototyping CASE tools essentially come with graphical libraries. They can create
hardware independent user interfaces and design. These tools help us to build
rapid prototypes based on existing information. In addition, they provide
simulation of software prototype. For example, Serena prototype composer,
Mockup Builder.
Maintenance Tools
Software maintenance includes modifications in the software product after it is
delivered. Automatic logging and error reporting techniques, automatic error
103
ticket generation and root cause Analysis are few CASE tools, which help software
organization in maintenance phase of SDLC. For example, Bugzilla for defect
tracking, HP Quality Center.
104