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Software Engineering

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Software Engineering

Let us first understand what software engineering stands for. The term
is made of two words, software and engineering.
Software is more than just a program code. A program is an
executable code, which serves some computational purpose.
Software is considered to be collection of executable programming
code, associated libraries and documentations. Software, when made
for a specific requirement is called software product.
Engineering on the other hand, is all about developing products,
using well-defined, scientific principles and methods.
Software engineering is an engineering branch associated with
development of software product using well-defined scientific
principles, methods and procedures. The outcome of software
engineering is an efficient and reliable software product.

Definitions
IEEE defines software engineering as:
(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.
(2) The study of approaches as in the above statement.
Fritz Bauer, a German computer scientist, defines software
engineering as:
Software engineering is the establishment and use of sound
engineering principles in order to obtain economically software that is
reliable and work efficiently on real machines.
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 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 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 requirement is not feasible. The only feasible and
economical solution is to update the existing software so that it
matches the latest requirements.
Software Evolution Laws
Lehman has given laws for software evolution. He divided the
software into three different categories:

 S-type (static-type) - This is a software, which works strictly


according to defined specifications and solutions. The solution
and the method to achieve it, both are immediately understood
before coding. The s-type software is least subjected to changes
hence this is the simplest of all. For example, calculator program
for mathematical computation.
 P-type (practical-type) - This is a software with a collection of
procedures. This is defined by exactly what procedures can do.
In this software, the specifications can be described but the
solution is not obvious instantly. For example, gaming software.
 E-type (embedded-type) - This software works closely as the
requirement of real-world environment. This software has a high
degree of evolution as there are various changes in laws, taxes
etc. in the real world situations. For example, Online trading
software.

E-Type software evolution


Lehman has given eight laws for E-Type software evolution -

 Continuing change - An E-type software system must continue


to adapt to the real world changes, else it becomes progressively
less useful.
 Increasing complexity - As an E-type software system evolves,
its complexity tends to increase unless work is done to maintain
or reduce it.
 Conservation of familiarity - The familiarity with the software or
the knowledge about how it was developed, why was it
developed in that particular manner etc. must be retained at any
cost, to implement the changes in the system.
 Continuing growth- In order for an E-type system intended to
resolve some business problem, its size of implementing the
changes grows according to the lifestyle changes of the
business.
 Reducing quality - An E-type software system declines in
quality unless rigorously maintained and adapted to a changing
operational environment.
 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.
 Self-regulation - E-type system evolution processes are self-
regulating with the distribution of product and process measures
close to normal.
 Organizational stability - The average effective global activity
rate in an evolving E-type system is invariant over the lifetime of
the product.
Software Paradigms
Software paradigms refer to the methods and steps, which are taken
while designing the software. There are many methods proposed and
are in work today, but we need to see where in the software
engineering these paradigms stand. These can be combined into
various categories, though each of them is contained in one another:

Programming paradigm is a subset of Software design paradigm


which is further a subset of Software development paradigm.

Software Development Paradigm


This Paradigm is known as software engineering paradigms where all
the engineering concepts pertaining to the development of software
are applied. It includes various researches and requirement gathering
which helps the software product to build. It consists of –
 Requirement gathering
 Software design
 Programming

Software Design Paradigm


This paradigm is a part of Software Development and includes –

 Design
 Maintenance
 Programming

Programming Paradigm
This paradigm is related closely to programming aspect of software
development. This includes –

 Coding
 Testing
 Integration

Need of Software Engineering


The need of software engineering arises because of higher rate of
change in user requirements and environment on which the software
is working.

 Large software - It is easier to build a wall than to a house or


building, likewise, as the size of software become large
engineering has to step to give it a scientific process.
 Scalability- If the software process were not based on scientific
and engineering concepts, it would be easier to re-create new
software than to scale an existing one.

 Cost- As hardware industry has shown its skills and huge


manufacturing has lower down he price of computer and
electronic hardware. But the cost of software remains high if
proper process is not adapted.
 Dynamic Nature- The always growing and adapting nature of
software hugely depends upon the environment in which user
works. If the nature of software is always changing, new
enhancements need to be done in the existing one. This is
where software engineering plays a good role.
 Quality Management- Better process of software development
provides better and quality software product.

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 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 a software has the capabilities to
maintain itself in the ever-changing environment:

 Modularity
 Maintainability
 Flexibility
 Scalability
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.
Software Development Life Cycle
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. He contacts the service provider and tries to
negotiate the terms. He submits his 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 -

 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
made to fulfill all requirements of the user and if there is any possibility
of software being no more useful. It is found out, 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, 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.

Operation and Maintenance


This phase confirms the software operation in terms of more efficiency
and less errors. If required, the users are trained on, or aided with the
documentation on how to operate the software and how to keep the
software operational. The software is maintained timely by updating
the code according to the changes taking place in user end
environment or technology. This phase may face challenges from
hidden bugs and real-world unidentified problems.

Disposition
As time elapses, the software may decline on the performance front. It
may go completely obsolete or may need intense upgradation. Hence
a pressing need to eliminate a major portion of the system arises. This
phase includes archiving data and required software components,
closing down the system, planning disposition activity and terminating
system at appropriate end-of-system time.

Software Development Paradigm


The software development paradigm helps developer to select a
strategy to develop the software. A software development paradigm
has its own set of tools, methods and procedures, which are
expressed clearly and defines software development life cycle. A few
of software development paradigms or process models are defined as
follows:

Waterfall Model
Waterfall model is the simplest model of software development
paradigm. It says the 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.

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 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 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
combine 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 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.

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.
Software Project Management
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:

 Every project may has a unique and distinct goal.


 Project is not routine activity or day-to-day operations.
 Project comes with a start time and end time.
 Project ends when its goal is achieved hence it is a temporary
phase in the lifetime of an organization.
 Project needs adequate resources in terms of time, manpower,
finance, material and knowledge-bank.

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.
Need of software project management
Software is said to be an intangible product. Software development is
a kind of all new stream in world business and there’s very little
experience in building software products. Most software products are
tailor made to fit client’s requirements. The most important is that the
underlying technology changes and advances so frequently and
rapidly that experience of one product may not be applied to the other
one. All such business and environmental constraints bring 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 three
factor can severely impact the other two.
Therefore, software project management is essential to incorporate
user requirements along with budget and time constraints.

Software Project Manager


A software project manager is a person who undertakes the
responsibility of executing the software project. Software project
manager is thoroughly aware of all the phases of SDLC that the
software would go through. Project manager may never directly
involve in producing the end product but he controls and manages the
activities involved in production.
A project manager closely monitors the development process,
prepares and executes various plans, arranges necessary and
adequate resources, maintains communication among all team
members in order to address issues of cost, budget, resources, time,
quality and customer satisfaction.
Let us see few responsibilities that a project manager shoulders -

Managing People
 Act as project leader
 Liaison with stakeholders
 Managing human resources
 Setting up reporting hierarchy etc.

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

Software Management Activities


Software project management comprises of a number of activities,
which contains planning of project, deciding scope of software
product, estimation of cost in various terms, scheduling of tasks and
events, and resource management. Project management activities
may include:

 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 direction
connection with software production; rather it is a set of multiple
processes, which facilitates software production. Project planning may
include the following:

Scope Management
It defines the scope of 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.

During Project Scope management, it is necessary to -

 Define the scope


 Decide its verification and control
 Divide the project into various smaller parts for ease of
management.
 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 correct estimation managers can manage
and control the project more efficiently and effectively.
Project estimation may involve the following:

 Software size estimation


Software size may be estimated either in terms of KLOC (Kilo
Line of Code) or by calculating number of function points in the
software. Lines of code depend upon coding practices and
Function points vary according to the user or software
requirement.
 Effort estimation
The managers estimate 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 managers’ experience, organization’s historical data
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
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 -

o Size of software
o Software quality
o Hardware
o Additional software or tools, licenses etc.
o Skilled personnel with task-specific skills
o Travel involved
o Communication
o Training and support

Project Estimation Techniques


We discussed various parameters involving project estimation such as
size, effort, time and cost.
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.
There are two main models -

 Line of Code Estimation is done on behalf of number of line of


codes in the software product.
 Function Points Estimation is done on behalf of number of
function points in the software product.

Empirical Estimation Technique


This technique uses empirically derived formulae to make
estimation.These formulae are based on LOC or FPs.
 Putnam Model
This model is made by Lawrence H. Putnam, which is based on
Norden’s frequency distribution (Rayleigh curve). Putnam model
maps time and efforts required with software size.

 COCOMO
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 arrange them keeping various factors in mind. They look for tasks
lie 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.
For scheduling a project, it is necessary to -

 Break down the project tasks into smaller, manageable form


 Find out various tasks and correlate them
 Estimate time frame required for each task
 Divide time into work-units
 Assign adequate number of work-units for each task
 Calculate total time required for the project from start to finish
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
the development of 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.
Resource management includes -

 Defining proper organization project by creating a project team


and allocating responsibilities to each team member
 Determining resources required at a particular stage and their
availability
 Manage Resources by generating resource request when they
are required and de-allocating them when they are no more
needed.

Project Risk Management


Risk management involves all activities pertaining to identification,
analyzing and making provision for predictable and non-predictable
risks in the project. Risk may include the following:

 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.

Risk Management Process


There are following activities involved in risk management process:

 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.
 Manage - Analyze the probability of occurrence of risks at
various phases. Make plan to avoid or face risks. Attempt to
minimize their side-effects.
 Monitor - Closely monitor the potential risks and their early
symptoms. Also monitor the effects of steps taken to mitigate or
avoid them.

Project Execution & Monitoring


In this phase, the tasks described in project plans are executed
according to their schedules.
Execution needs monitoring in order to check whether everything is
going according to the plan. Monitoring is observing to check the
probability of risk and taking measures to address the risk or report
the status of various tasks.
These measures include -
 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.

Project Communication Management


Effective communication plays vital role in the success of a project. It
bridges gaps between client and the organization, among the team
members as well as other stake holders in the project such as
hardware suppliers.
Communication can be oral or written. Communication management
process may have the following steps:

 Planning - This step includes the identifications of all the


stakeholders in the project and the mode of communication
among them. It also considers if any additional communication
facilities are required.
 Sharing - After determining various aspects of planning,
manager focuses on sharing correct information with the correct
person on correct time. This keeps every one involved the
project up to date with project progress and its status.
 Feedback - Project managers use various measures and
feedback mechanism and create status and performance
reports. This mechanism ensures that input from various
stakeholders is coming to the project manager as their feedback.

 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.
After closure, the team moves to next phase or project.

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.
Configuration management is a discipline of organization
administration, which takes care of occurrence of any change
(process, requirement, technological, strategical etc.) after a phase is
baselined. CM keeps check on any changes done in software.

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.
A change in the configuration of product goes through following steps
-
 Identification - A change request arrives from either internal or
external source. When change request is identified formally, it is
properly documented.
 Validation - Validity of the change request is checked and its
handling procedure is confirmed.
 Analysis - The impact of change request is analyzed in terms of
schedule, cost and required efforts. Overall impact of the
prospective change on system is analyzed.
 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.
 Execution - If the previous phase determines to execute the
change request, this phase take appropriate actions to execute
the change, does a thorough revision if necessary.
 Close request - The change is verified for correct
implementation and merging with the rest of the system. This
newly incorporated change in the software is documented
properly and the request is formally is closed.

Project Management Tools


The risk and uncertainty rises multifold with respect to the size of the
project, even when the project is developed according to set
methodologies.
There are tools available, which aid for effective project management.
A few are described -

Gantt Chart
Gantt charts 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.
PERT Chart
PERT (Program Evaluation & Review Technique) 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
way. 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 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.
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.
Software Requirements
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.
The goal of requirement engineering is to develop and maintain
sophisticated and descriptive ‘System Requirements Specification’
document.

Requirement Engineering Process


It is a four step process, which includes –

 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 rough idea about what all
functions the software must perform and which all features are
expected from the software.
Referencing to this information, the analysts does a detailed study
about whether the desired system and its functionality are feasible to
develop.
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 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.

Software Requirement Specification


SRS is a document created by system analyst after the requirements
are collected from various stakeholders.
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 system analyst to document the requirements
in technical language so that they can be comprehended and useful
by the software development team.
SRS should come up with following features:

 User Requirements are expressed in natural language.


 Technical requirements are expressed in structured language,
which is used inside the organization.
 Design description should be written in Pseudo code.
 Format of Forms and GUI screen prints.
 Conditional and mathematical notations for DFDs etc.

Software Requirement Validation


After requirement specifications are developed, the requirements
mentioned in this document are validated. User might ask for illegal,
impractical solution or experts may interpret the requirements
incorrectly. This results in huge increase in cost if not nipped in the
bud. Requirements can be checked against following conditions -

 If they can be practically implemented


 If they are valid and as per functionality and domain of software
 If there are any ambiguities
 If they are complete
 If they can be demonstrated
Requirement Elicitation Process
Requirement elicitation process can be depicted using the folloiwng
diagram:

 Requirements gathering - The developers discuss with the


client and end users and know their expectations from the
software.
 Organizing Requirements - The developers prioritize and
arrange the requirements in order of importance, urgency and
convenience.
 Negotiation & discussion - If requirements are ambiguous or
there are some conflicts in requirements of various stakeholders,
if they are, it is then negotiated and discussed with stakeholders.
Requirements may then be prioritized and reasonably
compromised.
The requirements come from various stakeholders. To remove
the ambiguity and conflicts, they are discussed for clarity and
correctness. Unrealistic requirements are compromised
reasonably.

 Documentation - All formal & informal, functional and non-


functional requirements are documented and made available for
next phase processing.
Requirement Elicitation Techniques
Requirements Elicitation is the process to find out the requirements for
an intended software system by communicating with client, end users,
system users and others who have a stake in the software system
development.
There are various ways to discover requirements

Interviews
Interviews are strong medium to collect requirements. Organization
may conduct several types of interviews such as:

 Structured (closed) interviews, where every single information to


gather is decided in advance, they follow pattern and matter of
discussion firmly.
 Non-structured (open) interviews, where information to gather is
not decided in advance, more flexible and less biased.
 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.

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 client’s end and how execution problems are
dealt. The team itself draws some conclusions which aid to form
requirements expected from the software.

Software Requirements Characteristics


Gathering software requirements is the foundation of the entire
software development project. Hence they must be clear, correct and
well-defined.
A complete Software Requirement Specifications must be:

 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 requirements are
expected from the software system.
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 -

 Search option given to user to search from various invoices.


 User should be able to mail any report to management.
 Users can be divided into groups and groups can be given
separate rights.
 Should comply business rules and administrative functions.
 Software is developed keeping downward compatibility intact.

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.

Non-functional requirements include -

 Security
 Logging
 Storage
 Configuration
 Performance
 Cost
 Interoperability
 Flexibility
 Disaster recovery
 Accessibility
Requirements are categorized logically as

 Must Have : Software cannot be said operational without them.


 Should have : Enhancing the functionality of software.
 Could have : Software can still properly function with these
requirements.
 Wish list : These requirements do not map to any objectives of
software.
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.
User Interface requirements
UI is an important part of any software or hardware or hybrid system.
A software is widely accepted if it is -

 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 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.

Software System Analyst


System analyst in an IT organization is a person, who analyzes the
requirement of proposed system and ensures that requirements are
conceived and documented properly & correctly. Role of an analyst
starts during Software Analysis Phase of SDLC. It is the responsibility
of analyst to make sure that the developed software meets the
requirements of the client.
System Analysts have the following responsibilities:

 Analyzing and understanding requirements of intended software


 Understanding how the project will contribute in the organization
objectives
 Identify sources of requirement
 Validation of requirement
 Develop and implement requirement management plan
 Documentation of business, technical, process and product
requirements
 Coordination with clients to prioritize requirements and remove
and ambiguity
 Finalizing acceptance criteria with client and other stakeholders

Software Metrics and Measures


Software Measures can be understood as a process of quantifying
and symbolizing various attributes and aspects of software.
Software Metrics provide measures for various aspects of software
process and software product.

Software measures are fundamental requirement of software


engineering. They not only help to control the software development
process but also aid to keep quality of ultimate product excellent.
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.
Let us see some software metrics:
 Size Metrics - LOC (Lines of Code), mostly calculated in
thousands of delivered source code lines, denoted as KLOC.
Function Point Count is measure of the functionality provided by
the software. Function Point count defines the size of functional
aspect of software.

 Complexity Metrics - McCabe’s Cyclomatic complexity


quantifies the upper bound of the number of independent paths
in a program, which is perceived as complexity of the program or
its modules. It is represented in terms of graph theory concepts
by using control flow graph.
 Quality Metrics - Defects, their types and causes, consequence,
intensity of severity and their implications define the quality of
product.
The number of defects found in development process and
number of defects reported by the client after the product is
installed or delivered at client-end, define quality of product.

 Process Metrics - In various phases of SDLC, the methods and


tools used, the company standards and the performance of
development are software process metrics.
 Resource Metrics - Effort, time and various resources used,
represents metrics for resource measurement.

Software Design Basics


Software design is a process to transform user requirements into
some suitable form, which helps the programmer in software coding
and implementation.
For assessing user requirements, an SRS (Software Requirement
Specification) document is created whereas for coding and
implementation, there is a need of more specific and detailed
requirements in software terms. The output of this process can directly
be used into implementation in programming languages.
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.

Software Design Levels


Software design yields three levels of results:

 Architectural Design - The architectural design is the highest


abstract version of the system. It identifies the software as a
system with many components interacting with each other. At
this level, the designers get the idea of proposed solution
domain.
 High-level Design- The high-level design breaks the ‘single
entity-multiple component’ concept of architectural design into
less-abstracted view of sub-systems and modules and depicts
their interaction with each other. High-level design focuses on
how the system along with all of its components can be
implemented in forms of modules. It recognizes modular
structure of each sub-system and their relation and interaction
among each other.

 Detailed Design- Detailed design deals with the implementation


part of what is seen as a system and its sub-systems in the
previous two designs. It is more detailed towards modules and
their implementations. It defines logical structure of each module
and their interfaces to communicate with other modules.

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 rules 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:

 Smaller components are easier to maintain


 Program can be divided based on functional aspects
 Desired level of abstraction can be brought in the program
 Components with high cohesion can be re-used again
 Concurrent execution can be made possible
 Desired from security aspect

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.
In software design, concurrency is implemented by splitting the
software into multiple independent units of execution, like modules
and executing them in parallel. In other words, concurrency provides
capability to the software to execute more than one part of code in
parallel to each other.
It is necessary for the programmers and designers to recognize those
modules, which can be made parallel execution.

Example
The spell check feature in word processor is a module of software,
which runs along side the word processor itself.
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 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.
There are seven types of cohesion, namely –

 Co-incidental cohesion - It is unplanned and random cohesion,


which might be the result of breaking the program into smaller
modules for the sake of modularization. Because it is unplanned,
it may serve confusion to the programmers and is generally not-
accepted.
 Logical cohesion - When logically categorized elements are put
together into a module, it is called logical cohesion.
 Temporal Cohesion - When elements of module are organized
such that they are processed at a similar point in time, it is called
temporal cohesion.
 Procedural cohesion - When elements of module are grouped
together, which are executed sequentially in order to perform a
task, it is called procedural cohesion.
 Communicational cohesion - When elements of module are
grouped together, which are executed sequentially and work on
same data (information), it is called communicational cohesion.
 Sequential cohesion - When elements of module are grouped
because the output of one element serves as input to another
and so on, it is called sequential cohesion.
 Functional cohesion - It is considered to be the highest degree
of cohesion, and it is highly expected. Elements of module in
functional cohesion are grouped because they all contribute to a
single well-defined function. It can also be reused.

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.
There are five levels of coupling, namely -

 Content coupling - When a module can directly access or


modify or refer to the content of another module, it is called
content level coupling.
 Common coupling- When multiple modules have read and
write access to some global data, it is called common or global
coupling.
 Control coupling- Two modules are called control-coupled if
one of them decides the function of the other module or changes
its flow of execution.
 Stamp coupling- When multiple modules share common data
structure and work on different part of it, it is called stamp
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.
Ideally, no coupling is considered to be the best.

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.
By structured verification approach, reviewers can detect defects that
might be caused by overlooking some conditions. A good design
review is important for good software design, accuracy and quality.
Software Analysis & Design Tools
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:

Data Flow Diagram


Data flow diagram is graphical representation of flow of data in an
information system. It is capable of depicting incoming data flow,
outgoing data flow and stored data. The DFD does not mention
anything about how data flows through the system.
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. DFD 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 -

 Entities - Entities are source and destination of information data.


Entities are represented by a 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.
 Data Flow - Movement of data is shown by pointed arrows. Data
movement is shown from the base of arrow as its source towards
head of the arrow as destination.

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.
 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.

Structure chart represents hierarchical structure of modules. At each


layer a specific task is performed.
Here are the symbols used in construction of structure charts -

 Module - It represents process or subroutine or task. A control


module branches to more than one sub-module. Library Modules
are re-usable and invokable from any module.

 Condition - It is represented by small diamond at the base of


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.

 Loop - A curved arrow represents loop in the module. All sub-


modules covered by loop repeat execution of module.
 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
HIPO (Hierarchical Input Process Output) diagram is a combination of
two organized method 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 decomposes functions into sub-functions in a
hierarchical manner. It depicts the functions performed by system.
HIPO diagrams are good for documentation purpose. Their graphical
representation makes it easier for designers and managers to get the
pictorial idea of the system structure.

In contrast to IPO (Input Process Output) 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 design of software program as well as
documentation of the same.
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.
Other forms of methods, which use graphs or diagrams, may are
sometimes interpreted differently by different people.
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.

Other form of methods, which use graphs or diagrams, may are


sometimes interpreted differently by different people. Here, both
Structured English and Pseudo-Code tries to mitigate that
understanding gap.
Structured English is the It uses plain English words in structured
programming paradigm. It is not the ultimate code but a kind of
description what is required to code and how to code it. The following
are some tokens of structured programming.
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
SEEK Customer_Name in Customer_Name_DB file
IF Customer_Name found THEN
Call procedure USER_PASSWORD_AUTHENTICATE()
ELSE
PRINT error message
Call procedure NEW_CUSTOMER_REQUEST()
ENDIF

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.
Pseudo code contains more programming details than Structured
English. It provides a method to perform the task, as if a computer is
executing the code.

Example
Program to print Fibonacci up to n numbers.
void function Fibonacci
Get value of n;
Set value of a to 1;
Set value of b to 1;
Initialize I to 0
for (i=0; i< n; i++)
{
if a greater than b
{
Increase b by a;
Print b;
}
else if b greater than a
{
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.

Creating Decision Table


To create the decision table, the developer must follow basic four
steps:

 Identify all possible conditions to be addressed


 Determine actions for all identified conditions
 Create Maximum possible rules
 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 NNNNY Y YY

Conditions Ping is Working NNY Y NNYY

Opens Website Y NY NY NYN

Actions Check network cable X

Check internet router X X X X

Restart Web Browser X


Contact Service provider X X X X X X

Do no action
Table : Decision Table – In-house Internet Troubleshooting

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.
ER Model is best used for the conceptual design of database. ER
Model can be represented as follows :

 Entity - An entity in ER Model is a real world being, which has


some properties called attributes. Every attribute is defined by
its corresponding set of values, called domain.
For example, Consider a school database. Here, a student is an
entity. Student has various attributes like name, id, age and class
etc.
 Relationship - The logical association among entities is called
relationship. Relationships are mapped with entities in various
ways. Mapping cardinalities define the number of associations
between two entities.
Mapping cardinalities:

o one to one
o one to many
o many to one
o 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.

Data dictionary is often referenced as meta-data (data about data)


repository. It is created along with DFD (Data Flow Diagram) model of
software program and is expected to be updated whenever DFD is
changed or updated.

Requirement of Data Dictionary


The data is referenced via data dictionary while designing and
implementing software. Data dictionary removes any chances of
ambiguity. It helps keeping work of programmers and designers
synchronized while using same object reference everywhere in the
program.
Data dictionary provides a way of documentation for the complete
database system in one place. Validation of DFD is carried out using
data dictionary.

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
Course ID = Course Number + Course Name + Course Level +
Course Grades

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)
 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:

 Logical: As user sees it


 Physical: As software sees it

Software Design Strategies


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.
Structured design is mostly based on ‘divide and conquer’ strategy
where a problem is broken into several small problems and each small
problem is individually solved until the whole problem is solved.
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 -
Cohesion - grouping of all functionally related elements.
Coupling - communication between different modules.
A good structured design has high cohesion and low coupling
arrangements.

Function Oriented Design


In function-oriented design, the system is comprised 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.

Function oriented design inherits some properties of structured design


where divide and conquer methodology is used.
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.
Another characteristic of functions is that when a program calls a
function, the function changes the state of the program, which
sometimes is not acceptable by other modules. Function oriented
design works well where the system state does not matter and
program/functions work on input rather than on a state.
Design Process
 The whole system is seen as how data flows in the system by
means of data flow diagram.
 DFD depicts how functions changes data and state of entire
system.
 The entire system is logically broken down into smaller units
known as functions on the basis of their operation in the system.
 Each function is then described at large.

Object Oriented Design


Object oriented design works around the entities and their
characteristics instead of functions involved in the software system.
This design strategies focuses on entities and its characteristics. The
whole concept of software solution revolves around the engaged
entities.
Let us see the important concepts of Object Oriented Design:

 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.
 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.
In the solution design, attributes are stored as variables and
functionalities are defined by means of methods or procedures.

 Encapsulation - In OOD, the attributes (data variables) and


methods (operation on the data) are bundled together is called
encapsulation. Encapsulation not only bundles important
information of an object together, but also restricts access of the
data and methods from the outside world. This is called
information hiding.

 Inheritance - OOD allows similar classes to stack up in


hierarchical manner where the lower or sub-classes can import,
implement and re-use allowed variables and methods from their
immediate super classes. This property of OOD is known as
inheritance. This makes it easier to define specific class and to
create generalized classes from specific ones.
 Polymorphism - OOD languages provide a mechanism where
methods performing similar tasks but vary in arguments, can be
assigned same name. This is called polymorphism, which allows
a single interface performing tasks for different types. Depending
upon how the function is invoked, respective portion of the code
gets executed.
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:

 A solution design is created from requirement or previous used


system and/or system sequence diagram.
 Objects are identified and grouped into classes on behalf of
similarity in attribute characteristics.
 Class hierarchy and relation among them is defined.
 Application framework is defined.

Software Design Approaches


Here are two generic approaches for software designing:

Top Down Design


We know that a system is composed of more than one sub-systems
and it contains a number of components. Further, these sub-systems
and components may have their on set of sub-system and
components and creates hierarchical structure in the system.
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 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.
Bottom-up strategy is more suitable when a system needs to be
created from some existing system, where the basic primitives can be
used in the newer system.
Both, top-down and bottom-up approaches are not practical
individually. Instead, a good combination of both is used

Software User Interface Design


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 such a way that it is
expected to provide the user insight of the software. UI provides
fundamental platform for human-computer interaction.
UI can be graphical, text-based, audio-video based, depending upon
the underlying hardware and software combination. UI can be
hardware or software or a combination of both.
The software becomes more popular if its user interface is:

 Attractive
 Simple to use
 Responsive in short time
 Clear to understand
 Consistent on all interfacing screens
UI is broadly divided into two categories:

 Command Line Interface


 Graphical User Interface

Command Line Interface (CLI)


CLI has been a great tool of interaction with computers until the video
display monitors came into existence. CLI is first choice of many
technical users and programmers. CLI is minimum interface a
software can provide to its users.
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.
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 uses less amount of computer resource as compared to GUI.

CLI Elements

A text-based command line interface can have the following elements:


 Command Prompt - It is text-based notifier that is mostly shows
the context in which the user is working. It is generated by the
software system.
 Cursor - It is a small horizontal line or a vertical bar of the height
of line, to represent position of character while typing. Cursor is
mostly found in blinking state. It moves as the user writes or
deletes something.
 Command - A command is an executable instruction. It may
have one or more parameters. Output on command execution is
shown inline on the screen. When output is produced, command
prompt is displayed on the next line.

Graphical User Interface


Graphical User Interface 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:
 Window - An area where contents of application are displayed.
Contents in a window can be displayed in the form of icons or
lists, if the window represents file structure. It is easier for a user
to navigate in the file system in an exploring window. Windows
can be minimized, resized or maximized to the size of screen.
They can be moved anywhere on the screen. A window may
contain another window of the same application, called child
window.
 Tabs - If an application allows executing multiple instances of
itself, they appear on the screen as separate windows. Tabbed
Document Interface has come up to open multiple documents
in the same window. This interface also helps in viewing
preference panel in application. All modern web-browsers use
this feature.
 Menu - Menu is an array of standard commands, grouped
together and placed at a visible place (usually top) inside the
application window. The menu can be programmed to appear or
hide on mouse clicks.
 Icon - An icon is small picture representing an associated
application. When these icons are clicked or double clicked, the
application window is opened. Icon displays application and
programs installed on a system in the form of small pictures.
 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.

Application specific GUI components


A GUI of an application contains one or more of the listed GUI
elements:
 Application Window - Most application windows uses the
constructs supplied by operating systems but many use their
own customer created windows to contain the contents of
application.
 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.

 Radio-button - Displays available options for selection. Only


one can be selected among all offered.
 Check-box - Functions similar to list-box. When an option is
selected, the box is marked as checked. Multiple options
represented by check boxes can be selected.
 List-box - Provides list of available items for selection. More
than one item can be selected.
Other impressive GUI components are:

 Sliders
 Combo-box
 Data-grid
 Drop-down list

User Interface Design Activities


There are a number of activities performed for designing user
interface. The process of GUI design and implementation is alike
SDLC. Any model can be used for GUI implementation among
Waterfall, Iterative or Spiral Model.
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.
 Task Analysis - Designers have to analyze what task is to be
done by the software solution. Here in GUI, it does not matter
how it will be done. Tasks can be represented in hierarchical
manner taking one major task and dividing it further into smaller
sub-tasks. Tasks provide goals for GUI presentation. Flow of
information among sub-tasks determines the flow of GUI
contents in the software.
 GUI Design & implementation - Designers after having
information about requirements, tasks and user environment,
design the GUI and implements into code and embed the GUI
with working or dummy software in the background. It is then
self-tested by the developers.
 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


There are several tools available using which the designers can create
entire GUI on a mouse click. Some tools can be embedded into the
software environment (IDE).
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

User Interface Golden rules


The following rules are mentioned to be the golden rules for GUI
design, described by Shneiderman and Plaisant in their book
(Designing the User Interface).
 Strive for consistency - Consistent sequences of actions
should be required in similar situations. Identical terminology
should be used in prompts, menus, and help screens. Consistent
commands should be employed throughout.

 Enable frequent users to use short-cuts - The user’s desire to


reduce the number of interactions increases with the frequency
of use. Abbreviations, function keys, hidden commands, and
macro facilities are very helpful to an expert user.
 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.
 Design dialog to yield closure - Sequences of actions should
be organized into groups with a beginning, middle, and end. The
informative feedback at the completion of a group of actions
gives the operators the satisfaction of accomplishment, a sense
of relief, the signal to drop contingency plans and options from
their minds, and this indicates that the way ahead is clear to
prepare for the next group of actions.
 Offer simple error handling - As much as possible, design the
system so the user will not make a serious error. If an error is
made, the system should be able to detect it and offer simple,
comprehensible mechanisms for handling the error.
 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.
 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.

 Reduce short-term memory load - The limitation of human


information processing in short-term memory requires the
displays to be kept simple, multiple page displays be
consolidated, window-motion frequency be reduced, and
sufficient training time be allotted for codes, mnemonics, and
sequences of actions.

Software Design Complexity


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.
Software design complexity is difficult to assess without using
complexity metrics and measures. Let us see three important software
complexity measures.

Halstead's Complexity Measures


In 1977, Mr. Maurice Howard Halstead introduced metrics to measure
software complexity. Halstead’s metrics depends upon the actual
implementation of program and its measures, which are computed
directly from the operators and operands from source code, in static
manner. It allows to evaluate testing time, vocabulary, size, difficulty,
errors, and efforts for C/C++/Java source code.
According to Halstead, “A computer program is an implementation of
an algorithm considered to be a collection of tokens which can be
classified as either operators or operands”. Halstead metrics think a
program as sequence of operators and their associated operands.
He defines various indicators to check complexity of module.

Parameter Meaning

n1 Number of unique operators

n2 Number of unique operands

N1 Number of total occurrence of operators

N2 Number of total occurrence of operands

When we select source file to view its complexity details in Metric


Viewer, the following result is seen in Metric Report:

Metric Meaning Mathematical Representation


n Vocabulary n1 + n2

N Size N1 + N2

V Volume Length * Log2 Vocabulary

D Difficulty (n1/2) * (N1/n2)

E Efforts Difficulty * Volume

B Errors Volume / 3000

T Testing time Time = Efforts / S, where S=18 seconds.

Cyclomatic Complexity Measures


Every program encompasses statements to execute in order to
perform some task and other decision-making statements that decide,
what statements need to be executed. These decision-making
constructs change the flow of the program.
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.
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.
Process to make flow control graph:

 Break program in smaller blocks, delimited by decision-making


constructs.
 Create nodes representing each of these nodes.
 Connect nodes as follows:
o If control can branch from block i to block j
Draw an arc
o From exit node to entry node
Draw an arc.

To calculate Cyclomatic complexity of a program module, we use the


formula -
V(G) = e – n + 2

Where
e is total number of edges
n is total number of nodes
The Cyclomatic complexity of the above module is
e = 10
n = 8
Cyclomatic Complexity = 10 - 8 + 2
= 4

According to P. Jorgensen, Cyclomatic Complexity of a module should


not exceed 10.

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.
Function point counts on five parameters, named as External Input,
External Output, Logical Internal Files, External Interface Files, and
External Inquiry. To consider the complexity of software each
parameter is further categorized as simple, average or complex.

Let us see parameters of function point:

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.
 Simple - if input count is low and affects less internal files
 Complex - if input count is high and affects more internal files
 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.
 Simple - if output count is low
 Complex - if output count is high
 Average - in between simple and complex.

Logical Internal Files


Every software system maintains internal files in order to maintain its
functional information and to function properly. These files hold logical
data of the system. This logical data may contain both functional data
and control data.
 Simple - if number of record types are low
 Complex - if number of record types are high
 Average - in between simple and complex.

External Interface Files


Software system may need to share its files with some external
software or it may need to pass the file for processing or as parameter
to some function. All these files are counted as external interface files.
 Simple - if number of record types in shared file are low
 Complex - if number of record types in shared file are high
 Average - in between simple and complex.

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
 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:

Parameter Simple Average Complex

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
 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:
CAF = 0.65 + 0.01N

Then,
Delivered Function Points (FP)= CAF x Raw FP

This FP can then be used in various metrics, such as:


Cost = $ / FP
Quality = Errors / FP
Productivity = FP / person-month

Software Implementation
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.
Structured programming uses three main concepts:
 Top-down analysis - A software is always made to perform
some rational work. This rational work is known as problem in
the software parlance. Thus it is very important that we
understand how to solve the problem. Under top-down analysis,
the problem is broken down into small pieces where each one
has some significance. Each problem is individually solved and
steps are clearly stated about how to solve the problem.
 Modular Programming - While programming, the code is
broken down into smaller group of instructions. These groups are
known as modules, subprograms or subroutines. Modular
programming based on the understanding of top-down analysis.
It discourages jumps using ‘goto’ statements in the program,


 which often makes the program flow non-traceable. Jumps are
prohibited and modular format is encouraged in structured
programming.
 Structured Coding - In reference with top-down analysis,
structured coding sub-divides the modules into further smaller
units of code in the 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.
In procedural programming, it is possible for a procedure to produce
different results when it is called with the same argument, as the
program itself can be in different state while calling it. This is a
property as well as a drawback of procedural programming, in which
the sequence or timing of the procedure execution becomes
important.
Functional programming provides means of computation as
mathematical functions, which produces results irrespective of
program state. This makes it possible to predict the behavior of the
program.

Functional programming uses the following concepts:


 First class and High-order functions - These functions have
capability to accept another function as argument or they return
other functions as results.
 Pure functions - These functions do not include destructive
updates, that is, they do not affect any I/O or memory and if they
are not in use, they can easily be removed without hampering
the rest of the program.
 Recursion - Recursion is a programming technique where a
function calls itself and repeats the program code in it unless
some pre-defined condition matches. Recursion is the way of
creating loops in functional programming.
 Strict evaluation - It is a method of evaluating the expression
passed to a function as an argument. Functional programming
has two types of evaluation methods, strict (eager) or non-strict
(lazy). Strict evaluation always evaluates the expression before
invoking the function. Non-strict evaluation does not evaluate the
expression unless it is needed.
 λ-calculus - Most functional programming languages use λ-
calculus as their type systems. λ-expressions are executed by
evaluating them as they occur.
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.
An appropriate programming style includes using function and variable
names relevant to the intended task, using well-placed indentation,
commenting code for the convenience of reader and overall
presentation of code. This makes the program code readable and
understandable by all, which in turn makes debugging and error
solving easier. Also, proper coding style helps ease the
documentation and updation.

Coding Guidelines
Practice of coding style varies with organizations, operating systems
and language of coding itself.
The following coding elements may be defined under coding
guidelines of an organization:
 Naming conventions - This section defines how to name
functions, variables, constants and global variables.
 Indenting - This is the space left at the beginning of line, usually
2-8 whitespace or single tab.
 Whitespace - It is generally omitted at the end of line.

 Operators - Defines the rules of writing mathematical,


assignment and logical operators. For example, assignment
operator ‘=’ should have space before and after it, as in “x = 2”.
 Control Structures - The rules of writing if-then-else, case-
switch, while-until and for control flow statements solely and in
nested fashion.
 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.
 Functions - This defines how functions should be declared and
invoked, with and without parameters.
 Variables - This mentions how variables of different data types
are declared and defined.
 Comments - This is one of the important coding components, as
the comments included in the code describe what the code
actually does and all other associated descriptions. This section
also helps creating help documentations for other developers.

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.
A well-maintained documentation should involve the following
documents:

 Requirement documentation - This documentation works as


key tool for software designer, developer and the test team to
carry out their respective tasks. This document contains all the
functional, non-functional and behavioral description of the
intended software.
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.
This documentation works as foundation for the software to be
developed and is majorly used in verification and validation
phases. Most test-cases are built directly from requirement
documentation.
 Software Design documentation - These documentations
contain all the necessary information, which are needed to build
the software. It contains: (a) High-level software architecture, (b)
Software design details, (c) Data flow diagrams, (d) Database
design
These documents work as repository for developers to
implement the software. Though these documents do not give
any details on how to code the program, they give all necessary
information that is required for coding and implementation.
 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.

The technical documentation increases the understanding


between various programmers working on the same code. It
enhances re-use capability of the code. It makes debugging easy
and traceable.
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.
 User documentation - This documentation is different from all
the above explained. All previous documentations are
maintained to provide information about the software and its
development process. But user documentation explains how the
software product should work and how it should be used to get
the desired results.
These documentations may include, software installation
procedures, how-to guides, user-guides, uninstallation method
and special references to get more information like license
updation etc.

Software Implementation Challenges


There are some challenges faced by the development team while
implementing the software. Some of them are mentioned below:
 Code-reuse - Programming interfaces of present-day languages
are very sophisticated and are equipped huge library functions.
Still, to bring the cost down of end product, the organization
management prefers to re-use the code, which was created
earlier for some other software. There are huge issues faced by
programmers for compatibility checks and deciding how much
code to re-use.

 Version Management - Every time a new software is issued to


the customer, developers have to maintain version and
configuration related documentation. This documentation needs
to be highly accurate and available on time.
 Target-Host - The software program, which is being developed
in the organization, needs to be designed for host machines at
the customers end. But at times, it is impossible to design a
software that works on the target machines.

Software Testing
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.

 Validation ensures the product under development is as per the


user requirements.
 Validation answers the question – "Are we developing the
product which attempts all that user needs from this software ?".
 Validation emphasizes on user requirements.

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.

 Verification ensures the product being developed is according to


design specifications.
 Verification answers the question– "Are we developing this
product by firmly following all design specifications ?"
 Verifications concentrates on the design and system
specifications.
Target of the test are -
 Errors - These are actual coding mistakes made by developers.
In addition, there is a difference in output of software and desired
output, is considered as an error.
 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.
 Failure - failure is said to be the inability of the system to
perform the desired task. Failure occurs when fault exists in the
system.
Manual Vs Automated Testing
Testing can either be done manually or using an automated testing
tool:
 Manual - This testing is performed without taking help of
automated testing tools. The software tester prepares test cases
for different sections and levels of the code, executes the tests
and reports the result to the manager.
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.
 Automated This testing is a testing procedure done with aid of
automated testing tools. The limitations with manual testing can
be overcome using automated test tools.
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 –

 Functionality testing
 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 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. It is 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.
Black-box testing techniques:
 Equivalence class - The input is divided into similar classes. If
one element of a class passes the test, it is assumed that all the
class is passed.
 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.
 Cause-effect graphing - In both previous methods, only one
input value at a time is tested. Cause (input) – Effect (output) is a
testing technique where combinations of input values are tested
in a systematic way.
 Pair-wise Testing - The behavior of software depends on
multiple parameters. In pairwise testing, the multiple parameters
are tested pair-wise for their different values.
 State-based testing - The system changes state on provision of
input. These systems are tested based on their states and input.

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.

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.
The below are some White-box testing techniques:
 Control-flow testing - The purpose of the control-flow testing to
set up test cases which covers all statements and branch
conditions. The branch conditions are tested for both being true
and false, so that all statements can be covered.
 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.
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:
 Functionality testing - Tests all functionalities of the software
against the requirement.
 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.
 Alpha testing - The team of developer themselves perform
alpha testing by using the system as if it is being used in work
environment. They try to find out how user would react to some
action in software and how the system should respond to inputs.
 Beta testing - After the software is tested internally, it is handed
over to the users to use it under their production environment
only for testing purpose. This is not as yet the delivered product.
Developers expect that users at this stage will bring minute
problems, which were skipped to attend.

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 -

Before Testing
Testing starts with test cases generation. Following documents are
needed for reference –
 SRS document - Functional Requirements document
 Test Policy document - This describes how far testing should
take place before releasing the product.
 Test Strategy document - This mentions detail aspects of test
team, responsibility matrix and rights/responsibility of test
manager and test engineer.
 Traceability Matrix document - This is SDLC document, which
is related to requirement gathering process. As new
requirements come, they are added to this matrix. These
matrices help testers know the source of requirement. They can
be traced forward and backward.
While Being Tested
The following documents may be required while testing is started and
is being done:
 Test Case document - This document contains list of tests
required to be conducted. It includes Unit test plan, Integration
test plan, System test plan and Acceptance test plan.
 Test description - This document is a detailed description of all
test cases and procedures to execute them.
 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.

Testing vs. Quality Control, Quality Assurance


and Audit
We need to understand that software testing is different from software
quality assurance, software quality control and software auditing.
 Software quality assurance - These are software development
process monitoring means, by which it is assured that all the
measures are taken as per the standards of organization. This
monitoring is done to make sure that proper software
development methods were followed.
 Software quality control - This is a system to maintain the
quality of software product. It may include functional and non-
functional aspects of software product, which enhance the
goodwill of the organization. This system makes sure that the
customer is receiving quality product for their requirement and
the product certified as ‘fit for use’.
 Software audit - This is a review of procedure used by the
organization to develop the software. A team of auditors,
independent of development team examines the software
process, procedure, requirements and other aspects of SDLC.
The purpose of software audit is to check that software and its
development process, both conform standards, rules and
regulations.
Software Maintenance
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:
 Market Conditions - Policies, which changes over the time,
such as taxation and newly introduced constraints like, how to
maintain bookkeeping, may trigger need for modification.
 Client Requirements - Over the time, customer may ask for
new features or functions in the software.
 Host Modifications - If any of the hardware and/or platform
(such as operating system) of the target host changes, software
changes are needed to keep adaptability.
 Organization Changes - If there is any business level change at
client end, such as reduction of organization strength, acquiring
another company, organization venturing into new business,
need to modify in the original software may arise.

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:
 Corrective Maintenance - This includes modifications and
updations done in order to correct or fix problems, which are
either discovered by user or concluded by user error reports.
 Adaptive Maintenance - This includes modifications and
updations applied to keep the software product up-to date and
tuned to the ever changing world of technology and business
environment.
 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.
 Preventive Maintenance - This includes modifications and
updations to prevent future problems of the software. It aims to
attend problems, which are not significant at this moment but
may cause serious issues in future.

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:

Real-world factors affecting Maintenance Cost


 The standard age of any software is considered up to 10 to 15
years.
 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.
 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.

Software-end factors affecting Maintenance Cost


 Structure of Software Program
 Programming Language
 Dependence on external environment
 Staff reliability and availability

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.
These activities go hand-in-hand with each of the following phase:
 Identification & Tracing - It involves activities pertaining to
identification of requirement of modification or maintenance. It is
generated by user or system may itself report via logs or error
messages.Here, the maintenance type is classified also.

 Analysis - The modification is analyzed for its impact on the


system including safety and security implications. If probable
impact is severe, alternative solution is looked for. A set of
required modifications is then materialized into requirement
specifications. The cost of modification/maintenance is analyzed
and estimation is concluded.
 Design - New modules, which need to be replaced or modified,
are designed against requirement specifications set in the
previous stage. Test cases are created for validation and
verification.
 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.
 System Testing - Integration testing is done among newly
created modules. Integration testing is also carried out between
new modules and the system. Finally the system is tested as a
whole, following regressive testing procedures.
 Acceptance Testing - After testing the system internally, it is
tested for acceptance with the help of users. If at this state, user
complaints some issues they are addressed or noted to address
in next iteration.
 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.
Training facility is provided if required, in addition to the hard
copy of user manual.

 Maintenance management - Configuration management is an


essential part of system maintenance. It is aided with version
control tools to control versions, semi-version or patch
management.
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.
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?
 Perform Reverse Engineering, in order to obtain specifications
of existing software.
 Restructure Program if required. For example, changing
function-oriented programs into object-oriented programs.
 Re-structure data as required.
 Apply Forward engineering concepts in order to get re-
engineered software.
There are few important terms used in Software re-engineering

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.
An existing system is previously implemented design, about which we
know nothing. Designers then do reverse engineering by looking at
the code and try to get the design. With design in hand, they try to
conclude the specifications. Thus, going in reverse from code to
system specification.

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.
The dependability of software on obsolete hardware platform can be
removed via 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.
Forward engineering is same as software engineering process with
only one difference – it is carried out always after reverse engineering.

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.
There is a whole new vertical, which is based on re-use of software
component, and is known as Component Based Software Engineering
(CBSE).
Re-use can be done at various levels
 Application level - Where an entire application is used as sub-
system of new software.
 Component level - Where sub-system of an application is used.
 Modules level - Where functional modules are re-used.
Software components provide interfaces, which can be used to
establish communication among different components.

Reuse Process
Two kinds of method can be adopted: either by keeping requirements
same and adjusting components or by keeping components same and
modifying requirements.
 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.
 Design - This is also a standard SDLC process step, where
requirements are defined in terms of software parlance. Basic
architecture of system as a whole and its sub-systems are
created.
 Specify Components - By studying the software design, the
designers segregate the entire system into smaller components
or sub-systems. One complete software design turns into a
collection of a huge set of components working together.
 Search Suitable Components - The software component
repository is referred by designers to search for the matching
component, on the basis of functionality and intended software
requirements..
 Incorporate Components - All matched components are
packed together to shape them as complete software.

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