Mobile Development Processes or Approaches - Lt2
Mobile Development Processes or Approaches - Lt2
CS 504
Drake Patrick Mirembe
School of Professional and Vocational Education
Uganda Technology and Management University
2015
1
Outline of the talk
• Introduction to software development life cycle
• The classic waterfall model
• Structure evolutionary model
• Feature driven design
• Spiral SDLC model
• Rapid Application Development (RAD)
2
What is a Mobile Application?
3
What is a Mobile Application?
• Two types of mobile applications can be accessed by wireless devices,
the first type:
• Browser-Based
– A Browser-Based application is an application that is accessed through
the use of the mobile device’s web browser
– Browser-Based applications are coded with the use of a markup
language
• Native Applications
– Native applications are those applications that are found entirely on
the mobile device
– These applications have their own runtime environment for execution
– Highly interactive applications are really only feasible when they are
native applications
4
Why Develop Mobile Applications?
5
Mobile Applications
6
Mobile Application Development Challenges
7
Challenge: Mobile Devices
8
Challenge: Mobile Devices Resources
9
Challenge: Mobile Devices Resources
• Processing Power
– Another sign of the heterogeneity of mobile devices is the processing
power
– The CPUs differ from phone to phone and this must be taken into
consideration by developers
– Developers cannot create applications that require the user to wait an
unreasonable amount of time for the service to load
• Input Devices
– The input devices on mobile devices range from full QWERTY
keyboards to three letter button inputs
– This means developers must take into account how much text is
required by the user to input into their application and what kind of
difficulties they may experience based on their device
10
Challenge: Network Issues
• Transmission Errors
– When creating mobile applications that utilize network
connections there is a variety of issues that can effect the
application
– Wireless networks are exposed to interference which can alter
the message received by the client or the server then what was
originally sent
– Applications must take into account these potential problems
especially in financially sensitive services
• Message Latency
– Messages that are to be sent to clients or servers can be delayed
due to a variety of reasons such as overloaded network nodes or
servers, dead or turned off cell phones, distance to travel
– Applications must take this into account so as to avoid sending
servers or clients stale information
11
More challenges
• Bandwidth Usage
– Wireless customers are forced to pay fees to access the wireless network and
internet
– While phones with WIFI capabilities allow for some users to have free connectivity
at times it is important to keep messages to a minimum and compact
– Applications that cost a lot to use will not be popular with many of the financially
conscious users
• Wireless networks by default are not as secure as wired networks, it is important
to note that message can be intercepted when travelling through the air
• Mobile applications must secure the sensitive data that is being transmitted over
the air
• There are different methods to implement security but it must be relative to the
information we want to secure and the resources that we wish to use for securing
it
12
Solution: Mobile Devices
• Screen Size
– There is no one single method to overcome to problem of different screen
sizes however there are some ways to help
1: When dealing with graphics that should be placed on edges use
methods which retrieve the edge of the display
2: When creating an for a particular set of mobile devices (ie. Blackberry’s,
cell phones) create the layout to the smallest display size
• Memory
– Compact data representation will help reduce the amount of memory it
requires to load and use your application
– Compress any graphic images that you use in your application and save
graphics in a format which takes the least space
13
Solution: Mobile Devices
• Processing Power
– A result of reducing the memory consumption and footprint of the
application should help time required to load applications
– Allow the server to do the brunt of the calculations and processing work
and pass the information to the mobile device for less CPU intensive
calculations
• Transmission Errors
– Transmissions errors may be inevitable when dealing with wireless
networks but there are some wireless network protocols than can correct
or at the least detect these errors
– One solution does not exist for every single type of transmission error
that may occur, it is important to plan for these types of errors and be
able to deal with them accordingly
14
Solution: Network
• Message Latency
– In a client-server architecture the server can store messages that do not arrive at
the mobile device and attempt to resend them at specific intervals
– Servers can also store the message and send it when the mobile device reconnects
to the system
– Let the user know if they receive a message that can possibly be out of date or no
longer valid, this could be done using timestamps
• Bandwidth Usage
– Pass as little messages as required between the client and the server
– Keep the messages as short as possible, you can use symbols to represent
commands for the server
– If your application must use a lot of bandwidth at least notify the user of this fact
15
Solution: Security
• There has been research into creating keys for algorithms such
as RSA and others and sending this to the mobile device to use
but this is an area that is still developing
http://cmer.cis.uoguelph.ca 16
Mobile Application Development
• This leads to many issues that developers face after moving their
application to another platform and stresses an importance on
testing
17
SDLC Model
A framework that describes the activities
performed at each stage of a software
development project.
Waterfall Model
• Requirements – defines needed
information, function, behavior,
performance and interfaces.
• Design – data structures, software
architecture, interface
representations, algorithmic
details.
• Implementation – source code,
database, user documentation,
testing.
Waterfall Strengths
• Easy to understand, easy to use
• Provides structure to inexperienced staff
• Milestones are well understood
• Sets requirements stability
• Good for management control (plan, staff, track)
• Works well when quality is more important than cost
or schedule
Waterfall Deficiencies
• All requirements must be known upfront
• Deliverables created for each phase are considered
frozen – inhibits flexibility
• Can give a false impression of progress
• Does not reflect problem-solving nature of software
development – iterations of phases
• Integration is one big bang at the end
• Little opportunity for customer to preview the
system (until it may be too late)
When to use the Waterfall Model
• Requirements are very well defined
• Product definition is stable
• Technology platform is understood
• New version of an existing product
• Porting an existing app to a new platform.
V-Shaped SDLC Model
• Typical activities:
– Create a design
– Review design
– Develop code
– Inspect code
– Test product
Spiral Quadrant
Plan next phase
• Typical activities
– Develop project plan
– Develop configuration management plan
– Develop a test plan
– Develop an installation plan
Spiral Model Strengths
• Provides early indication of insurmountable risks,
without much cost
• Users see the system early because of rapid prototyping
tools
• Critical high-risk functions are developed first
• The design does not have to be perfect
• Users can be closely tied to all lifecycle steps
• Early and frequent feedback from users
• Cumulative costs assessed frequently
Spiral Model Weaknesses
• Time spent for evaluating risks too large for small or low-risk
projects
• Time spent planning, resetting objectives, doing risk analysis
and prototyping may be excessive
• The model is complex
• Risk assessment expertise is required
• Spiral may continue indefinitely
• Developers must be reassigned during non-development
phase activities
• May be hard to define objective, verifiable milestones that
indicate readiness to proceed through the next iteration
When to use Spiral Model
• When creation of a prototype is appropriate
• When costs and risk evaluation is important
• For medium to high-risk projects
• Long-term project commitment unwise because of
potential changes to economic priorities
• Users are unsure of their needs
• Requirements are complex
• New product line
• Significant changes are expected (research and
exploration)
Agile SDLC’s
• Speed up or bypass one or more life cycle phases
• Usually less formal and reduced scope
• Used for time-critical applications
• Used in organizations that employ disciplined
methods
Some Agile Methods
• Adaptive Software Development (ASD)
• Feature Driven Development (FDD)
• Crystal Clear
• Dynamic Software Development Method (DSDM)
• Rapid Application Development (RAD)
• Scrum
• Extreme Programming (XP)
• Rational Unify Process (RUP)
Extreme Programming - XP
For small-to-medium-sized teams developing
software with vague or rapidly changing
requirements
Coding is the key activity throughout a software
project
• Communication among teammates is done with
code
• Life cycle and behavior of complex objects
defined in test cases – again in code
XP Practices (1-6)
1. Planning game – determine scope of the next release by
combining business priorities and technical estimates
2. Small releases – put a simple system into production, then
release new versions in very short cycle
3. Metaphor – all development is guided by a simple shared
story of how the whole system works
4. Simple design – system is designed as simply as possible
(extra complexity removed as soon as found)
5. Testing – programmers continuously write unit tests;
customers write tests for features
6. Refactoring – programmers continuously restructure the
system without changing its behavior to remove duplication
and simplify
XP Practices (7 – 12)
7. Pair-programming -- all production code is written with two
programmers at one machine
8. Collective ownership – anyone can change any code
anywhere in the system at any time.
9. Continuous integration – integrate and build the system
many times a day – every time a task is completed.
10. 40-hour week – work no more than 40 hours a week as a
rule
11. On-site customer – a user is on the team and available full-
time to answer questions
12. Coding standards – programmers write all code in
accordance with rules emphasizing communication through
the code
XP is “extreme” because
Commonsense practices taken to extreme levels
• If code reviews are good, review code all the time (pair programming)
• If testing is good, everybody will test all the time
• If simplicity is good, keep the system in the simplest design that supports
its current functionality. (simplest thing that works)
• If design is good, everybody will design daily (refactoring)
• If architecture is important, everybody will work at defining and refining
the architecture (metaphor)
• If integration testing is important, build and integrate test several times a
day (continuous integration)
• If short iterations are good, make iterations really, really short (hours
rather than weeks)
XP References
Online references to XP at
• http://www.extremeprogramming.org/
• http://c2.com/cgi/wiki?ExtremeProgrammingRoadmap
• http://www.xprogramming.com/
Feature Driven Design (FDD)
Five FDD process activities
1. Develop an overall model – Produce class and sequence diagrams from chief
architect meeting with domain experts and developers.
2. Build a features list – Identify all the features that support requirements. The
features are functionally decomposed into Business Activities steps within Subject
Areas.
Features are functions that can be developed in two weeks and expressed in client terms with the
template: <action> <result> <object>
i.e. Calculate the total of a sale
3. Plan by feature -- the development staff plans the development sequence of
features
4. Design by feature -- the team produces sequence diagrams for the selected features
5. Build by feature – the team writes and tests the code
http://www.nebulon.com/articles/index.html
Dynamic Systems Development Method (DSDM)
Applies a framework for RAD and short time
frames