Software Engineering Notes
Software Engineering Notes
After selecting a Process Model for your business it is necessary to utilize it. This first means to
define the overall Product Life Cycle with its engineering disciplines and phases. The next step
would be to define detailed activities within each of the phases. The documents and other work
products that shall be an outcome of the activities have to be defined in the next step. In many
cases, it is necessary to define several development processes that interact, rather than a single
one. Depending on the product that has to be developed development processes for mechanical
engineering, electronic engineering and software engineering are required. Only the projects that
have the task to develop software for a given system environment can do with a simple Software
Development Process.
If you have to develop a complete system you usually need the following interacting Process
Models:
An overall Product Life Cycle that constitutes the framework for the following
individual process models:
A System Development Process to describe the activities that have to be performed in
System Engineering. This engineering discipline is responsible for the overall design of
the system. Eventually this discipline has to decide what shall be done in hardware and
what in software, distribution of the computing power over several computer boards or
components, their interfaces etc. This discipline will be also responsible for the overall
project planning, system integration and system validation.
A Hardware Development Process to describe the activities that have to be performed
in Hardware Engineering. This engineering discipline will design computing hardware as
for example in projects that use any kind of controller boards. If hardware is bought of
the shelf this discipline should be responsible for their selection and acceptance testing.
A Software Development Process that defines in detail all activities that have to be
performed to establish and test the software.
A Mechanical Development Process that defines the activities that have to be performed
by the mechanics engineering discipline. This is of course only in case the product needs
some own mechanical design such as a housing or a base frame.
Other processes like procurement, sales, manufacturing etc. may need to be defined to
run a big project successfully and to suffice the needs of larger organizations.
As you can see, it is in many cases not as easy as just selecting a process model for software
development. Usually there is complete process landscape that has to be carefully designed. The
involved disciplines have different needs. For example mechanical engineering should rather use
a traditional approach similar to the waterfall model, whereas it may be wise to select a more
agile approach for software engineering. There are only a hand full of basic process models and
hundreds of variations of these models. You may need to define your own variation to have an
optimized process matching your products. By selecting the best process model for your
product's engineering disciplines and phases in the Product Life Cycle you can influence:
After you selected appropriate process models you should define the activities in detail,
including the roles responsible to carry out the activities and the expected work products of each
activity. This is the work of a professional process engineer. To give you an idea about such a
process description you can look at the following Document. Besides an editable version of this
document there is also a complete set of templates available on our
The waterfall model is believed to have been the first process model which was introduced and
widely followed in software engineering. The innovation was that the first time software
engineering was divided into separate phases. When I did my first programs in PL/1 and RPG in
the early 1970's there was no awareness of splitting up software development into different
phases. Programs were very small, the requirements only a few and after punching a pile of cards
the program was done and could be tested by inserting it into the card reader and observing what
it did.
As programs became bigger the need for a better requirements phase, some more thoughts on the
design, etc. were needed. Programmers found it more and more difficult to keep an abstract of
the program in their mind and transfer it into code. Also the thought of having a separate testing
phase performed by dedicated testers evolved. The different phases of software engineering were
identified and simply cascaded in each other, allowing for loops in case it was found in a
subsequent phase that the previous phase was not done properly.
The phases of "The Waterfall Model" are:
Requirement Analysis & Definition: All requirements of the system which has to be developed
are collected in this step. Like in other process models requirements are split up in functional
requirements and constraints which the system has to fulfil. Requirements have to be collected
by analysing the needs of the end user(s) and checking them for validity and the possibility to
implement them. The aim is to generate a Requirements Specification Document which is used
as an input for the next phase of the model.
System Design: The system has to be properly designed before any implementation is started.
This involves an architectural design which defines and describes the main blocks and
components of the system, their interfaces and interactions. By this the needed hardware is
defined and the software is split up in its components. E.g. this involves the definition or
selection of a computer platform, an operating system, other peripheral hardware, etc. The
software components have to be defined to meet the end user requirements and to meet the need
of possible scalability of the system. The aim of this phase is to generate a System Architecture
Document this serves as an input for the software design phase of the development, but also as
an input for hardware design or selection activities. Usually in this phase various documents are
generated, one for each discipline, so that the software usually will receive a software
architecture document.
Software Design: Based on the system architecture which defines the main software blocks the
software design will break them further down into code modules. The interfaces and interactions
of the modules are described, as well as their functional contents. All necessary system states
like startup, shutdown, error conditions and diagnostic modes have to be considered and the
activity and behaviour of the software has to be defined. The output of this phase is a Software
Design Document which is the base of the following implementation work.
Coding: Based on the software design document the work is aiming to set up the defined
modules or units and actual coding is started. The system is first developed in smaller portions
called units. They are able to stand alone from an functional aspect and are integrated later on to
form the complete software package.
Software Integration & Verification: Each unit is developed independently and can be tested for
its functionality. This is the so called Unit Testing. It simply verifies if the modules or units to
check if they meet their specifications. This involves functional tests at the interfaces of the
modules, but also more detailed tests which consider the inner structure of the software modules.
During integration the units which are developed and tested for their functionalities are brought
together. The modules are integrated into a complete system and tested to check if all modules
cooperate as expected.
System Validation: After successfully integration including the related tests the complete system
has to be tested against its initial requirements. This will include the original hardware and
environment, whereas the previous integration and testing phase may still be performed in a
different environment or on a test bench.
Operation & Maintenance: The system is handed over to the customer and will be used the first
time by him. Naturally the customer will check if his requirements were implemented as
expected but he will also validate if the correct requirements have been set up in the beginning.
In case there are changes necessary it has to be fixed to make the system usable or to make it
comply to the customer wishes. In most of the "Waterfall Model" descriptions this phase is
extended to a never ending phase of "Operations & Maintenance". All the problems which did
not arise during the previous phases will be solved in this last phase.
It is very important to gather all possible requirements during the first phase of
requirements collection and analysis. If not all requirements are obtained at once the
subsequent phases will suffer from it. Reality is that only a part of the requirements is
known at the beginning and a certain percentage will be gathered during the complete
development time.
Iterations are only meant to happen within the same phase or at best from the start of the
subsequent phase back to the previous phase. If the process is kept according to the
school book this tends to shift the solution of problems into later phases which eventually
results in a bad system design. Instead of solving the root causes the tendency is to patch
problems with inadequate measures.
There may be a very big "Maintenance" phase at the end. The process only allows for a
single run through the waterfall. Eventually this could be only a first sample phase which
means that the further development is squeezed into the last never ending maintenance
phase and virtually run without a proper process.
A Process Model describes the sequence of phases for the entire lifetime of a product. Therefore
it is sometimes also called Product Life Cycle. This covers everything from the initial
commercial idea until the final de-installation or disassembling of the product after its use.
Each of these main phases usually has some sub-phases, like a requirement engineering phase, a
design phase, a build phase and a testing phase. The sub-phases may occur in more than one
main phase each of them with a specific peculiarity depending on the main phase.
The activities that have to be carried out in each of the sub-phases, including the
sequence in which these activities have to be carried out.
The roles of the executors that have to carry out the activities, including a description of
their responsibilities and required skills.
The work products that have to be established or updated in each of the activities.
Besides the final product there are usually several other items that have to be generated
during the development of a product. These are for example requirements and design
document, test specifications and test reports, etc.
Therefore, a Process Model provides a fixed framework that guides a project in:
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The job pattern of an IT company engaged in software development can be seen split in two
parts:
Software Creation
Software Project Management
Software Project
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.
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.
Managing People
Managing Project
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.
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.
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
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
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.
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
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 they arrange these 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. The arrangement of tasks which lie
out of critical path are less likely to impact over all schedule of the project.
Resource management
All elements used to develop a software product may be assumed as resource for that project.
This may include human resource, productive tools and software libraries.
The resources are available in limited quantity and stay in the organization as a pool of assets.
The shortage of resources hampers 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.
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.
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.
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.
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.
Configuration Management
IEEE defines it as “the process of identifying and defining the items in the system, controlling
the change of these items throughout their life cycle, recording and reporting the status of items
and change requests, and verifying the completeness and correctness of items”.
Generally, once the SRS is finalized there is less chance of requirement of changes from user. If
they occur, the changes are addressed only with prior approval of higher management, as there is
a possibility of cost and time overrun.
Baseline
A phase of SDLC is assumed over if it baselined, i.e. baseline is a measurement that defines
completeness of a phase. A phase is baselined when all activities pertaining to it are finished and
well documented. If it was not the final phase, its output would be used in next immediate phase.
Change control is function of configuration management, which ensures that all changes made to
software system are consistent and made as per organizational rules and regulations.
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.
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 prototyping is the activity of creating prototypes of software applications, i.e., incomplete
versions of the software program being developed. It is an activity that can occur in software
development and is comparable to prototyping as known from other fields, such as mechanical
engineering or manufacturing.
Software prototyping - Wikipedia
https://en.wikipedia.org/wiki/Software_prototyping
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The Prototyping Model is a systems development method (SDM) in which a prototype (an early
approximation of a final system or product) is built, tested, and then reworked as necessary until an
acceptable prototype is finally achieved from which the complete system or product can now be
developed.
A prototype is an early sample, model, or release of a product built to test a concept or process or to act
as a thing to be replicated or learned from. It is a term used in a variety of contexts, including semantics,
design, electronics, and software programming.
Evolutionary prototyping is a lifecycle model in which the system is developed in increments so that it
can readily be modified in response to end-user and customer feedback.
With 'throw-away' prototyping a small part of the system is developed and then given to the end user
to try out and evaluate. The user provides feedback which can quickly be incorporated into the
development of the main system. The prototype is then discarded or thrown away.
4. Throw away prototyping - Teach ICT
www.teach-ict.com/as_a2_ict_new/ocr/A2_G063/331.../prototyping.../pg4.htm
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Jump to Dynamic systems development method - Software prototyping is the activity of creating
prototypes of software applications, i.e., incomplete versions of the software program being developed.
It is an activity that can occur in software development and is comparable to prototyping as known from
other fields, such as mechanical engineering or manufacturing.
This prototype is developed based on the currently known requirements. Prototype model is a software
development model. By using this prototype, the client ...
This lesson will introduce you to the world of software prototyping, including its advantages and
disadvantages. You will learn the four-step process and two ...
The prototyping model is a systems development method (SDM) in which a ... A first prototype of the
new system is constructed from the preliminary design. ... See complete definition · go-live (go live): In
software development, go-live is the ...
[PPT]Software Prototyping
sunset.usc.edu/~neno/cs477_2003/April3.ppt
Rapid software development to validate requirements; Objectives ... programming and component
reuse; To explain the need for user interface prototyping ... Requirements elicitation – Users can
experiment with a prototype to see how the ...
22 May 2012 - PPT on Prototyping Model by - Krishna Bangwal. ... the development of the actual
software , a working prototype of the system should be built.
Introduction
What is engineering?
What is software?
People
o People are not interchangeable
o People don't always do what they are told
o People are different
o People don't always work together very well
o It is tempting to classify people to make work go smoothly:
see: www.humanmetrics.com/cgi-win/JTypes1.htm
see: www.personalitypathways.com/MBTI_intro.html
see: www.9types.com/
Systems
o A system is an assemblage of components that interact in some
manner among themselves and, possibly, with the world outside
the system boundary.
o We understand systems by decomposing them into
subsystems
system components
o We may decompose by focusing on the "nouns" (the subsystems
and system components), the "verbs" (the actions), the data flows,
the flows of control, ...
o Systems engineering and Operations Research predate Software
Engineering
o Software Engineering has had more impact upon Systems
Engineering than upon the creation of software
o It is very difficult to separate the software components of a system
from the other components of a system.
o Understanding a system
Understand the interactions between the system and the
outside world
Understand the internal actions of the system
o Define the institutional context
Defining the business -- business models
Commercial
Blue collar industries -- manufacturing,
construction
White collar industries -- banking, insurance,
media
Service firms -- accounting, advertising,
consulting
Academic
Government
Health care
Charitable
What are you producing?
Goods -- hardware, software, commodities
What do you want
money, applause
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There are multiple variants of software design. Let us study them briefly:
Structured Design
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 -
A good structured design has high cohesion and low coupling arrangements.
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.
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.
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
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.
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Software Engineering Overview
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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
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.
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
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.
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
Design
Maintenance
Programming
Programming Paradigm
This paradigm is related closely to programming aspect of software development. This includes
–
Coding
Testing
Integration
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.
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
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
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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 -
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.
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.
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.
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.
For an in-depth reading on SDLC and its various models, click here.
Software Requirements
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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.
Feasibility Study
Requirement Gathering
Software Requirement Specification
Software Requirement Validation
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.
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 -
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.
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.
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.
Gathering software requirements is the foundation of the entire software development project.
Hence they must be clear, correct and well-defined.
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.
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 -
Non-Functional Requirements
Requirements, which are not related to functional aspect of software, fall into this category. They
are implicit or expected characteristics of software, which users make assumption of.
Security
Logging
Storage
Configuration
Performance
Cost
Interoperability
Flexibility
Disaster recovery
Accessibility
Requirements are categorized logically as
While developing software, ‘Must have’ must be implemented, ‘Should have’ is a matter of
debate with stakeholders and negation, whereas ‘could have’ and ‘wish list’ can be kept for
software updates.
easy to operate
quick in response
effectively handling operational errors
providing simple yet consistent user interface
User acceptance majorly depends upon how user can use the software. UI is the only way for
users to perceive the system. A well performing software system must also be equipped with
attractive, clear, consistent and responsive user interface. Otherwise the functionalities of
software system can not be used in convenient way. A system is said 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 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.
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.
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Software design is a process to transform user requirements into some suitable form, which helps
the programmer in software coding and implementation.
Software design is the first step in SDLC (Software Design Life Cycle), which moves the
concentration from problem domain to solution domain. It tries to specify how to fulfill the
requirements mentioned in SRS.
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:
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.
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.
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
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.
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.
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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
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
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.
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
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
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.
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
Do no action
Entity-Relationship Model
Entity-Relationship model is a type of database model based on the notion of real world entities
and relationship among them. We can map real world scenario onto ER database model. ER
Model creates a set of entities with their attributes, a set of constraints and relation among them.
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.
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.
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 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
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
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There are multiple variants of software design. Let us study them briefly:
Structured Design
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 -
A good structured design has high cohesion and low coupling arrangements.
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 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.
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.
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.
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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.
Attractive
Simple to use
Responsive in short time
Clear to understand
Consistent on all interfacing screens
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.
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 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
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
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.
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
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.
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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.
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.
Parameter Meaning
When we select source file to view its complexity details in Metric Viewer, the following result
is seen in Metric Report:
n Vocabulary n1 + n2
N Size N1 + N2
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.
Draw an arc
Draw an arc.
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
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.
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.
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.
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.
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:
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
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:
Then,
Cost = $ / FP
Quality = Errors / FP
Productivity = FP / person-month
Software Implementation
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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
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
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.
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.
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.
There are some challenges faced by the development team while implementing the software.
Some of them are mentioned below:
Software Quality
Presently there are two important approaches that are used to determine the quality of the
software:
As mentioned before anything that is not in line with the requirement of the client can be considered as
a defect. Many times the development team fails to fully understand the requirement of the client
which eventually leads to design error. Besides that, the error can be caused due to poor functional
logic, wrong coding or improper data handling. In order to keep a track of defect a defect management
approach can be applied. In defect management, categories of defects are defined based on severity.
The number of defects is counted and actions are taken as per the severity defined. Control charts can
be created to measure the development process capability.
Defect Management Approach
Quality Attribute Approach on the other hand focuses on six quality characteristics that are listed
below:
Quality Attributes Approach
1. Functionality: refers to complete set of important functions that are provided by the software
2. Reliability: this refers to the capability of software to perform under certain conditions for a defined
duration. This also defines the ability of the system to withstand component failure.
Cost of Software Quality Cost of quality is important because when you decide to conduct
software testing for your product you are actually going to invest your time, money and effort in
getting quality checks done. By conducting an analysis of cost of software quality you would
know what the return on that investment (ROI) is.
1. Prevention costs: amount spent on ensuring that all quality assurance practices are followed
correctly. This includes tasks like training the team, code reviews and any other QA related
activity etc.
2. Appraisal costs: this is the amount of money spent on planning all the test activities and then
carrying them out such as developing test cases and then executing them.
The non conformance cost on the other hand is the expense that arises due to:
1. Internal failures: it is theexpense that arises when test cases are executed for the first time at
internal level and some of them fail. The expenses arise when the programmer has to rectify all
the defects uncovered from his piece of code at the time of unit or component testing.
2. External failures: it is the expense that occurs when the defect is found by the customer instead
of the tester. These expenses are much more than what arise at internal level, especially if the
customer gets unsatisfied or escalates the software failure.
1. It displayslack of ability to keep up: this generally happens when the software starts aging. As it
grows old the size increases because the easiest way of adding a feature is by adding new code
without touching anypart of code written earlier. Over a period of time it becomes bulky and it
becomes difficult to identify the sections of code that need to be changed.
2. Performance drop is observed: Every application generally slows down with age and tends to
occupy more and more computer memory therefore it is better to switch to other software.
3. It doesn’t seem to be reliable: It is a known fact that every time when changes are made to the
code of the software to fix an error, more defects are introduced in the system. Surprisingly, this
is one of the major reasons for increased failure rates and in order to save situation it is always
better to ditch the project or give up bug fixing.
Software Testing VS Quality Assurance In IT industry it is often observed that people generally don’t
differentiate between the software quality assurance and software testing. Testers are often looked
upon as Software Quality Assurance professionals because the objectives of software testing as well as
quality assurance are the same .i.e. to ensure that the software is of top quality.
As the name suggests quality assurance processes are carried out to assure the quality of the product is
in line with the requirement of the client. The quality assurance professionals work on development and
implementation of all the necessary processes to ensure that all the necessary procedures of software
development lifecycle are followed correctly. Quality assurance is a proactive activity that is focused on:
1. Defect Prevention
2. Processes
3. Continuous improvement of this processes
Software testing on the other hand is carried to identify or uncover defect and errors in the software. It
involves actual rigorous testing of the software to see if there are any defects or variations from the
client’s requirement that needs to be fixed. Software testing is a part of quality control process and it
focuses only on product oriented activities. Software testing is carried out during the testing phase and
only defects are identified and not corrected in this process. Fixing defects is not a part of software
testing.
Quality Assurance VS Quality Control Another subject that is closely related to quality
assurance is quality control. People often get confused between the two but there is a huge
difference. While quality assurance is all about preventive activities, quality control focuses on
corrective processes.
Here is what you need to understand: software testing is a subset of quality control and quality
control is a subset of quality assurance. Theentire focus of Quality assurance is on
implementation of processes and procedures that are required for the verification of the software
under development and the requirements of the client.
Quality control on the other hand deals with actual activities that ensure that the product is being
developed as per the defined requirements. It deals with all the actions that are important to
control and verify certain characteristics of the product including testing. Examination and
testing of the products is the most important aspect of quality control.
Companies employ quality control team to identify if there is any product or service that does not
meet the company’s standard of quality. If there is an issue the quality control team has the
authority to stop the production of that product till the issue is resolved.
Importance of Audit and Inspection
Audit comprises of some very systematic processes that define how the software testing is taking
place in the organization. The audit team examines all the processes that are conducted at the
time of testing. IEEE defines audit as a review of documented processes to ensure that the
organization or a team is following all the processes as per the defined standards.
1. Planning
2. Overview Preparation
3. Inspection Meeting
4. Rework
5. Follow up