Software Engineering: (LECT 1)

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Software Engineering

(LECT 1)

1
Organization of this
Lecture:
 What is Software Engineering?
 Programs vs. Software Products
 Evolution of Software Engineering
 Notable Changes In Software
Development Practices
 Introduction to Life Cycle Models
 Summary
2
What is Software
Engineering?
 Engineering approach to develop
software.
Building Construction Analogy.
 Systematic collection of past
experience:
techniques,
methodologies,
guidelines.
3
Engineering Practice

 Heavy use of past experience:


 Past experience is systematically
arranged.
 Theoretical basis and quantitative
techniques provided.
 Many are just thumb rules.
 Tradeoff between alternatives
 Pragmatic approach to cost-
effectiveness 4
Technology Development
Pattern
Engineering

Technology

Esoteric Past
Craft Systematic Use of Past
Experience Experience and Scientific Basis
Unorganized Use of
Past Experience
Art
Time

5
Why Study Software Engineering?
(1)

 To acquire skills to develop large


programs.
 Exponential growth in complexity and
difficulty level with size.
 The ad hoc approach breaks down
when
size of software increases.

6
Why Study Software Engineering?
(2)

 Ability to solve complex


programming problems:
 How to break large projects into
smaller and manageable parts?
 Learn techniques of:
specification, design, interface
development, testing, project
management, etc. 7
Why Study Software Engineering?
(3)

 To acquire skills to be a
better programmer:
Higher Productivity
Better Quality Programs

8
Software Crisis

 Software products:
fail to meet user requirements.
frequently crash.
expensive.
difficult to alter, debug, and
enhance.
often delivered late.
use resources non-optimally.

9
Software Crisis (cont.)

Hw cost
Sw cost

1960 Year
1999
Relative Cost of Hardware and Software

10
Factors contributing to the
software crisis

 Larger problems,
 Lack of adequate training in
software engineering,
 Increasing skill shortage,
 Low productivity improvements.

11
Programs versus Software
Products

 Usually small in size  Large


 Author himself is sole  Large number of
user users
 Single developer  Team of developers
 Lacks proper user  Well-designed
interface interface
 Lacks proper  Well documented &
documentation user-manual prepared
 Ad hoc development.  Systematic development

12
Computer Systems
Engineering
 Computer systems engineering:
encompasses software
engineering.
 Many products require
development of software as well
as specific hardware to run it:
 a coffee vending machine,
a mobile communication
product, etc.
13
Computer Systems
Engineering

 The high-level problem:


deciding which tasks are to be
solved by software
which ones by hardware.

14
Computer Systems
Engineering (CONT.)

 Often, hardware and software are


developed together:
 Hardware simulator is used during
software development.
 Integration of hardware and
software.
 Final system testing

15
Computer Systems
Engineering (CONT.)

Feasibility
Study
Requirements
Analysis and
Specification Hardware
Development
Hardware
Software
Partitioning
Software
Development Integration
and Testing

Project Management

16
Emergence of Software
Engineering

 Early Computer Programming


(1950s):
Programs were being written in
assembly language.
Programs were limited to about a
few hundreds of lines of assembly
code.
17
Early Computer
Programming (50s)
 Every programmer developed
his own style of writing
programs:
according to his intuition
(exploratory programming).

18
High-Level Language
Programming (Early 60s)

 High-level languages such as


FORTRAN, ALGOL, and COBOL
were introduced:
This reduced software
development efforts greatly.

19
High-Level Language
Programming (Early 60s)

 Software development style


was still exploratory.
Typical program sizes were
limited to a few thousands of
lines of source code.

20
Control Flow-Based Design
(late 60s)

 Size and complexity of programs


increased further:
exploratory programming style
proved to be insufficient.
 Programmers found:
very difficult to write cost-
effective and correct programs.
21
Control Flow-Based Design
(late 60s)

 Programmers found:
programs written by others very
difficult to understand and maintain.
 To cope up with this problem,
experienced programmers
advised: ``Pay particular attention
to the design of the program's
control structure.'’
22
Control Flow-Based Design (late 60s)

 A program's control structure


indicates:
 the sequence in which the program's
instructions are executed.
 To help design programs having
good control structure:
 flow charting technique was
developed.
23
Control Flow-Based Design (late

60s)

 Using flow charting


technique:
one can represent and design
a program's control structure.
Usually one understands a
program:
by mentally simulating the
program's execution sequence. 24
Control Flow-Based Design
(Late 60s)

 A program having a messy


flow chart representation:
difficult to understand and
debug.

111 25
Control Flow-Based Design (Late
60s)

 It was found:
GO TO statements makes control
structure of a program messy
GO TO statements alter the flow
of control arbitrarily.
The need to restrict use of GO TO
statements was recognized.

26
Control Flow-Based Design (Late
60s)

 Many programmers had


extensively used assembly
languages.
JUMP instructions are frequently
used for program branching in
assembly languages,
programmers considered use of
GO TO statements inevitable. 27
Control-flow Based Design (Late
60s)

 At that time, Dijkstra published


his article:
“Goto Statement Considered
Harmful” Comm. of ACM, 1969.
 Many programmers were
unhappy to read his article.

28
Control Flow-Based Design (Late
60s)

 They published several


counter articles:
highlighting the advantages
and inevitability of GO TO
statements.

29
Control Flow-Based Design (Late
60s)

 But, soon it was conclusively


proved:
 only three programming constructs
are sufficient to express any
programming logic:
sequence (e.g. a=0;b=5;)
selection (e.g.if(c=true) k=5 else
m=5;)
iteration (e.g. while(k>0) k=j-k;)
30
Control-flow Based Design (Late
60s)

 Everyone accepted:
it is possible to solve any
programming problem without
using GO TO statements.
This formed the basis of
Structured Programming
methodology.
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Structured Programming

 A program is called structured


when it uses only the following
types of constructs:
sequence,
selection,
iteration

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Structured programs

 Unstructured control flows


are avoided.
 Consist of a neat set of modules.
 Use single-entry, single-exit
program constructs.

33
Structured programs

 However, violations to this


feature are permitted:
due to practical considerations
such as:
premature loop exit to support
exception handling.

34
Structured programs

 Structured programs are:


Easier to read and understand,
easier to maintain,
require less effort and time for
development.

35
Structured Programming

 Research experience
shows:
programmers commit less
number of errors
while using structured if-then-
else and do-while statements
compared to test-and-branch
constructs. 36
Data Structure-Oriented
Design (Early 70s)

 Soon it was discovered:


it is important to pay more
attention to the design of data
structures of a program
than to the design of its control
structure.

37
Data Structure-Oriented
Design (Early 70s)

 Techniques which
emphasize designing the
data structure:
derive program structure from
it:
are called data
structure-oriented
38
Data Structure Oriented
Design (Early 70s)

 Example of data structure-


oriented design technique:
Jackson's Structured
Programming(JSP)
methodology
developed by Michael Jackson in
1970s.
39
Data Structure Oriented
Design (Early 70s)

 JSP technique:
 program code structure
should correspond to the
data structure.

40
Data Structure Oriented
Design (Early 70s)

 In JSP methodology:
a program's data structures are
first designed using notations for
sequence, selection, and iteration.
Then data structure design is
used :
to derive the program structure.

41
Data Structure Oriented
Design (Early 70s)

 Several other data structure-


oriented Methodologies also
exist:
 e.g., Warnier-Orr
Methodology.

42
Data Flow-Oriented Design (Late

70s)

 Data flow-oriented
techniques advocate:
the data items input to a system
must first be identified,
processing required on the data
items to produce the required
outputs should be determined.
43
Data Flow-Oriented Design (Late
70s)

 Data flow technique


identifies:
different processing stations
(functions) in a system
the items (data) that flow
between processing stations.
44
Data Flow-Oriented Design (Late
70s)

 Data flow technique is a generic


technique:
 can be used to model the working of
any system
 not just software systems.
 A major advantage of the data
flow technique is its simplicity.
45
Data Flow Model of a Car
Assembly Unit
Engine Store Door Store

Chassis with Partly


Engine Assembled
Fit Fit Car Fit Paint and Car
Engine Doors Wheels Assembled Test
Car

Chassis Store Wheel Store

46
Object-Oriented Design (80s)

 Object-oriented technique:
an intuitively appealing design
approach:
natural objects (such as
employees, pay-roll-register, etc.)
occurring in a problem are first
identified.
47
Object-Oriented Design (80s)

 Relationships among objects:


such as composition, reference,
and inheritance are determined.
 Each object essentially acts as
a data hiding (or data abstraction)
entity.

48
Object-Oriented Design (80s)

 Object-Oriented Techniques
have gained wide acceptance:
Simplicity
Reuse possibilities
Lower development time and cost
More robust code
Easy maintenance

49
Evolution of Design
Techniques
Object-Oriented

Data flow-based

Data structure-
based

Control flow-
based

Ad hoc

50
Evolution of Other Software
Engineering Techniques

 The improvements to the


software design methodologies
are indeed very conspicuous.
 In additions to the software
design techniques:
several other techniques evolved.

51
Evolution of Other Software
Engineering Techniques
life cycle models,
specification techniques,
project management techniques,
testing techniques,
debugging techniques,
quality assurance techniques,
software measurement
techniques,
CASE tools, etc.
52
Differences between the exploratory
style and modern software
development practices

 Use of Life Cycle Models


 Software is developed through
several well-defined stages:
requirements analysis and
specification,
design,
coding,
testing, etc.
53
Differences between the exploratory
style and modern software
development practices

 Emphasis has shifted


 from error correction to error
prevention.
 Modern practices emphasize:
detection of errors as close to
their point of introduction as
possible.
54
Differences between the exploratory
style and modern software
development practices (CONT.)

 In exploratory style,
errors are detected only during
testing,
 Now,
 focus is on detecting as many
errors as possible in each
phase of development.
55
Differences between the exploratory
style and modern software
development practices (CONT.)

 In exploratory style,
coding is synonymous with
program development.
 Now,
coding is considered only a
small part of program
development effort.
56
Differences between the exploratory
style and modern software
development practices (CONT.)

 A lot of effort and attention is now


being paid to:
 requirements specification.
 Also, now there is a distinct design
phase:
 standard design techniques are being
used.

57
Differences between the exploratory
style and modern software
development practices (CONT.)
 During all stages of
development process:
Periodic reviews are being carried
out
 Software testing has become
systematic:
standard testing techniques are
available.
58
Differences between the exploratory
style and modern software
development practices (CONT.)

 There is better visibility of design and


code:
 visibility means production of good quality,
consistent and standard documents.
 In the past, very little attention was being
given to producing good quality and
consistent documents.
 We will see later that increased visibility
makes software project management easier.

59
Differences between the exploratory
style and modern software
development practices (CONT.)

 Because of good documentation:


 fault diagnosis and maintenance are
smoother now.
 Several metrics are being used:
 help in software project management,
quality assurance, etc.

60
Differences between the exploratory
style and modern software
development practices (CONT.)

 Projects are being thoroughly


planned:
 estimation,
 scheduling,
 monitoring mechanisms.
 Use of CASE tools.

61
Software Life Cycle
 Software life cycle (or software
process):
 series of identifiable stages
that a software product
undergoes during its life time:
 Feasibility study
 requirements analysis and specification,
 design,
 coding,
 testing
62
Life Cycle Model
 A software life cycle model (or
process model):
 a descriptive and diagrammatic model
of software life cycle:
 identifies all the activities required for
product development,
 establishes a precedence ordering among
the different activities,
 Divides life cycle into phases.
63
Life Cycle Model (CONT.)

 Several different activities may


be carried out in each life cycle
phase.
 For example, the design stage might
consist of:
 structured analysis activity followed by
 structured design activity.

64
Why Model Life Cycle ?
 A written description:
 forms a common understanding of
activities among the software
developers.
 helps in identifying inconsistencies,
redundancies, and omissions in the
development process.
 Helps in tailoring a process model for
specific projects.
65
Why Model Life Cycle ?

 Processes are tailored for special


projects.
A documented process model
 helps to identify where the
tailoring is to occur.

66
Life Cycle Model (CONT.)

 The development team must


identify a suitable life cycle model:
 and then adhere to it.
 Primary advantage of adhering to a
life cycle model:
 helps development of software in a
systematic and disciplined manner.

67
Life Cycle Model (CONT.)

 When a program is developed


by a single programmer ---
he has the freedom to decide his
exact steps.

68
Life Cycle Model (CONT.)

 When a software product is being


developed by a team:
 there must be a precise understanding
among team members as to when to
do what,
 otherwise it would lead to chaos and
project failure.

69
Life Cycle Model (CONT.)

 A software project will never


succeed if:
 one engineer starts writing code,
 another concentrates on writing the
test document first,
 yet another engineer first defines the
file structure
 another defines the I/O for his portion
first.
70
Life Cycle Model (CONT.)

 A life cycle model:


defines entry and exit criteria for
every phase.
A phase is considered to be
complete:
only when all its exit criteria are
satisfied.

71
Life Cycle Model (CONT.)

 The phase exit criteria for the software


requirements specification phase:
 Software Requirements Specification (SRS)
document is complete, reviewed, and
approved by the customer.
 A phase can start:
 only if its phase-entry criteria have been
satisfied.

72
Life Cycle Model (CONT.)

 It becomes easier for software


project managers:
to monitor the progress of the
project.

73
Life Cycle Model (CONT.)

 When a life cycle model is adhered


to,
 the project manager can at any time
fairly accurately tell,
 at which stage (e.g., design, code, test,
etc. ) of the project is.
 Otherwise, it becomes very difficult to
track the progress of the project
 the project manager would have to
depend on the guesses of the team 74
Life Cycle Model (CONT.)

 This usually leads to a problem:


known as the 99% complete
syndrome.

75
Life Cycle Model (CONT.)

 Many life cycle models have been


proposed.
 We will confine our attention to a few
important and commonly used models.
 classical waterfall model
 iterative waterfall,
 evolutionary,
 prototyping, and
 spiral model
76
Summary

 Software engineering is:


systematic collection of decades
of programming experience
together with the innovations
made by researchers.

77
Summary

 A fundamental necessity while


developing any large software
product:
adoption of a life cycle model.

78
Summary
 Adherence to a software life cycle
model:
 helps to do various development
activities in a systematic and
disciplined manner.
 also makes it easier to manage a
software development effort.

79
Reference

 R. Mall, “Fundamentals of Software


Engineering,” Prentice-Hall of India, 1999,
CHAPTER 1.

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