Software Engineering (LECT 1) Dr. R. Mall 1
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Software Engineering (LECT 1) Dr. R. Mall 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 costeffectiveness 4
Technology Development Pattern Engineering Technology Esoteric Past Experience Art Craft Systematic Use of Past Experience and Scientific Basis Unorganized Use of Past Experience 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: --- “One thorn of experience is worth a whole wilderness of warning.” 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 Year 1960 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 Author himself is sole user Single developer Lacks proper user interface Lacks proper documentation Ad hoc development. Large Large number of users Team of developers Well-designed interface Well documented & user-manual prepared 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 Software Partitioning Hardware Development 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 costeffective 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. 31
Structured Programming A program is called structured when it uses only the following types of constructs: sequence, selection, iteration 32
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 structureoriented design techniques. 38
Data Structure Oriented Design (Early 70s) Example of data structureoriented 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 Engine Fit Engine Chassis Store Fit Doors Partly Assembled Car Fit Wheels Assembled Car Paint and Test Car 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 structurebased Control flowbased 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 maintenance. 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 members. 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. 80