SoftwareDevelopmentLifecycles (SDLCS)
SoftwareDevelopmentLifecycles (SDLCS)
Software Engineering Session 2 Main Theme Software Development Lifecycles (SDLCs) Dr. Jean-Claude Franchitti New York University Computer Science Department Courant Institute of Mathematical Sciences
Presentation material partially based on textbook slides Software Engineering: A Practitioners Approach (7/e) by Roger S. Pressman Slides copyright 1996, 2001, 2005, 2009
2/7/2013
Textbooks:
Software Engineering: A Practitioners Approach Roger S. Pressman McGraw-Hill Higher International ISBN-10: 0-0712-6782-4, ISBN-13: 978-00711267823, 7th Edition (04/09) http://highered.mcgraw-hill.com/sites/0073375977/information_center_view0/ http://highered.mcgrawhill.com/sites/0073375977/information_center_view0/table_of_contents.html
Agenda
Software Engineering Detailed Process Models Agile Development Software Engineering Knowledge Roles and Types of Standards ISO 12207: Life Cycle Standard IEEE Standards for Software Engineering Processes and Specifications Summary and Conclusion Readings Assignment #1 Course Project
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Icons / Metaphors
Agenda
1 2 3
Session Overview Software Engineering LifeCycles (SDLCs) Summary and Conclusion
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What is a SDLC
System Development Life Cycle: It is about developing a software-driven solution to a business problem It concerns a process which takes from two months to two years This is called a System Development Life Cycle but it should really be called a (Business) Solution Development Life Cycle
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Some realities
A concerted effort should be made to understand the problem before a software solution is developed Design becomes a pivotal activity Software should exhibit high quality Software should be maintainable
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A Layered Technology
Software Engineering
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A Process Framework
Process framework Framework activities work tasks work products milestones & deliverables QA checkpoints Umbrella Activities
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Framework Activities
Construction
Code generation Testing
Deployment
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Umbrella Activities
Software project management Formal technical reviews Software quality assurance Software configuration management Work product preparation and production Reusability management Measurement Risk management
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Polya* suggests:
1. Understand the problem (communication and analysis) 2. Plan a solution (modeling and software design) 3. Carry out the plan (code generation) 4. Examine the result for accuracy (testing and quality assurance)
* http://www.stevemcconnell.com/rl-top10.htm
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Who has a stake in the solution to the problem? That is, who are the stakeholders? What are the unknowns? What data, functions, and features are required to properly solve the problem? Can the problem be compartmentalized? Is it possible to represent smaller problems that may be easier to understand? Can the problem be represented graphically? Can an analysis model be created?
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Have you seen similar problems before? Are there patterns that are recognizable in a potential solution? Is there existing software that implements the data, functions, and features that are required? Has a similar problem been solved? If so, are elements of the solution reusable? Can subproblems be defined? If so, are solutions readily apparent for the subproblems? Can you represent a solution in a manner that leads to effective implementation? Can a design model be created?
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Does the solution conform to the plan? Is source code traceable to the design model? Is each component part of the solution provably correct? Has the design and code been reviewed, or better, have correctness proofs been applied to algorithm?
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Is it possible to test each component part of the solution? Has a reasonable testing strategy been implemented? Does the solution produce results that conform to the data, functions, and features that are required? Has the software been validated against all stakeholder requirements?
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1: The Reason It All Exists 2: KISS (Keep It Simple, Stupid!) 3: Maintain the Vision 4: What You Produce, Others Will Consume 5: Be Open to the Future 6: Plan Ahead for Reuse 7: Think! * http://c2.com/cgi/wiki?SevenPrinciplesOfSoftwareDevelopment
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Software Myths
Affect managers, customers (and other nontechnical stakeholders) and practitioners Are believable because they often have elements of truth, but Invariably lead to bad decisions, therefore Insist on reality as you navigate your way through software engineering
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SDLC Characteristics
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System
Hardware Software
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Prototype
An initial software-driven solution usually done with a rapid development tool Usually has limited functionality Users can see results very quickly
Planning
The process of gathering what is needed to solve a business problem Includes a feasibility study Includes project steps
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Analysis
The process of determining detail requirements in the form of a model
Design
The process of drawing blueprints for a new system at a high-level first then at a detailed level
Construction
The actual coding of the model into a software package Uses one or more programming languages
Java C# C++ etc.
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Implementation
Doing whatever is necessary to startup a system Includes:
Database Networks Hardware configuration
Maintenance
Doing whatever is necessary to keep a system running Includes:
Repairs to correct errors Enhancements to accommodate changes in requirements
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Deliverables
Deliverables consist mainly of diagrams and their supporting documentation For example:
Models that emphasize dynamics Models that emphasize structure Models can be used for specifying the outcome of analysis Models can be used for specifying the outcome of design
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Planning:
System Functions
A simple list of each requirement a system must do For example:
record video rental calculate fine
System Attributes
A simple property describing each requirement of a system For example:
record video rental under 15 seconds calculate fine and return response in 5 seconds
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Pay Employees
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Planning:
Prototype
Recall it is a first system usually done with a rapid development tool Since users can see results very quickly they will pay attention Final product is seldom created in same tool as the prototype
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Analysis:
Use case
Shows the dynamics between the users (actors) of the system and the system itself This is a narrative representation
Conceptual Diagram
Shows the structure of the objects and their relationships This is a graphical representation
Contracts
Shows the state of each object before each action This is a narrative representation
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Users
Connectivity
User Interfaces
Component Manager
Legacy Systems
Facilitator
Phone Visitor
Support PDA
User Data XML-Based Application Data Legacy Databases
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e-Business Services
Legacy Systems
Facilitators
Router
NT & Unix
XML/Web Enabling Facilities Client Request Handler Firewall Client Request Handler Subnet (within DMZ)
Web Server Proxy Server
Professor
Win 2000
Maintenance Apps
Data Mining Software / Global Content Monitoring / Backup
ChatUser Component Client & System Administration Component Entitlement & Security Component Login, Authentification, Non-Repudiation Registration Systems Accounting Systems Sales/Marketing Systems Servlets/JSPs: session hdlr SMIL presentation hdlr Q&A hdlr XML MOM/POP hdlr etc.
Presentation Enabling: Authoring Q&A Enabling: Integration System Support: Monitoring System Admin. Help Desk
Telephony Svcs
IVR Faxback
Web-Enabled Applications
Front Office Apps
Servlet Engine
JSP Engine
NT & Unix
Facilitator Application, Channel, and Client/ System Admin Interfaces Business Intelligence
(Customer Analysis, Course Planning)
Teaching Assistant
Support Services
XML Core Services (Doc Hdlr, Version Manager)
Client Support Systtems (carreer management, alumni relations, library support, etc.)
Collaborative Applications
Ft Off. & Web Apps (via VPN)
(2D Avatars, Classroom Navigation, Chat, Events)
Session/State Mgmt.
Internal Administration
Course Development Systems Course Production Systems Human Resources Systems Payroll Systtems
Fax
Client Interfaces
Clients
Telephony Svcs
IVR
DataWarehouse-Driven Processing
Telephony-Based Services
Customer Calls Handling
(ACD, Flex-Routing, Call Center Mgmt.)
Connectors
Course Production Systems)
Support Systtems
Integrated Data Architecture Layer Database Management Systems (DBMS) University Intranet WAN
Win 2000
Web-Enabled Applications
Web Applications
Client Interface
(Pres entation querying, locating, and view ing Questions capture and Q&A view ring)
Internet-Based Services
(XML interfaces, Email, Brow ser)
Students
Personalization Interface
Channels Interface
(Browsers, PDAs, W APs)
SMIL Data XLF Data Operational Data Global Application Data Replicas
Legend:
PDA/WAP Applications
Collaborative Applications
(2D Avatars, Classroom Navigation, Chat, Events )
Desktop Filesystems
Voice/Data Integration
WAP Server
Teleweb / W eb Integration Services (Consolidated Messaging, Telephone-Based Web Services, Video C onf., etc.)
Operational Data Store Client Knowledge Engine Metadata Repository Business Information Warehouse
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Application Server
Support Services
Intrusion Detection
Load Balancers Alteon AC3 Web Server Servlets & JSP Engines
Client Request Handler Servlets/JSPs: - session handler - SMIL presentation handler - Q&A handler - Cocoon 2 XML POP handler
Database Server
XML POP Templates Content Mgmt. Repository Back-Office Systems Client Administration Internal Administration
Router
Firewall
NFR Flight Recorder Remote-1
Sun E420/Solaris 2.6 200GB raid5 Disk Array iPlanet Enterprise Svr Webtrends
Intrusion Detection
Admin/Reporting Server
Intrusion Detection
Professor/TA Workstation
Firewall
Sun E220/Solaris 2.6 Checkpoint Firewall-1 Stonebeat Intrusion Detection NFR Flight Recorder Remote-1 Program Administrator
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Design:
Interaction Diagram
Shows the interaction between objects This is a graphic representation It is a dynamic blueprint
Class Diagram
Shows the structure between objects Shows the structure inside objects This is a graphic representation It is a static blueprint
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Process Flow
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A task set defines the actual work to be done to accomplish the objectives of a software engineering action
A list of the tasks to be accomplished A list of the work products to be produced A list of the quality assurance filters to be applied
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Process Patterns
A process pattern
describes a process-related problem that is encountered during software engineering work, identifies the environment in which the problem has been encountered, and suggests one or more proven solutions to the problem
Stated in more general terms, a process pattern provides you with a template [Amb98] - a consistent method for describing problem solutions within the context of the software process
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Stage patterns - defines a problem associated with a framework activity for the process Task patterns - defines a problem associated with a software engineering action or work task and relevant to successful software engineering practice Phase patterns - define the sequence of framework activities that occur with the process, even when the overall flow of activities is iterative in nature
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Prescriptive Models
Prescriptive process models advocate an orderly approach to software engineering That leads to a few questions If prescriptive process models strive for structure and order, are they inappropriate for a software world that thrives on change? Yet, if we reject traditional process models (and the order they imply) and replace them with something less structured, do we make it impossible to achieve coordination and coherence in software work?
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Communicat ion
project init iat ion requirement gat hering
Planning
estimating scheduling tracking
Modeling
analysis design
Deployment
delivery support f eedback
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The V-Model
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increment # n
Co m m u n i c a t i o n Pl a n n i n g Modeling analysis design
increment # 2
Com m u n i c a t i o n Pla nning Modeling analysis design
delivery of nt h increment
increment # 1
Co m m un i c a t i o n Pl a n n i n g Modeling analys is design Co ns t ru c t i o n code t es t De p l o y m e n t d e l i v e ry fe e dbac k
Qu ic k p l an Quick
plan
Co m m u n icat io n communication
M oModeling d e lin g Q u ic k d e sig n Quick design
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communication modeling
analysis design start
deployment
delivery feedback
construction
code test
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Under development
Done
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Component based developmentthe process to apply when reuse is a development objective Formal methodsemphasizes the mathematical specification of requirements AOSDprovides a process and methodological approach for defining, specifying, designing, and constructing aspects Unified Processa use-case driven, architecture-centric, iterative and incremental software process closely aligned with the Unified Modeling Language (UML)
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t ransit ion
product ion
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UP Phases
UP Phases
Inception Elaboration C onstruction Transition Production
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UP Work Products
Inception phase
Vision document Init ial use-case model Init ial project glossary Init ial business case Init ial risk assessment . Project plan, phases and it erat ions. Business model, if necessary. One or more prot ot ypes
I ncept i o n
Elaboration phase
Use-case model Supplement ary requirement s including non-funct ional Analysis model Soft ware archit ect ure Descript ion. Execut able archit ect ural prot ot ype. Preliminary design model Revised risk list Project plan including it erat ion plan adapt ed workflows milest ones t echnical work product s Preliminary user manual
Construction phase
Design model Soft ware component s Int egrat ed soft ware increment Test plan and procedure Test cases Support document at ion user manuals inst allat ion manuals descript ion of current increment
Transition phase
Delivered soft ware increment Bet a t est report s G eneral user feedback
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Team Software Process (TSP) Build self-directed teams that plan and track their work, establish goals, and own their processes and plans. These can be pure software teams or integrated product teams (IPT) of three to about 20 engineers. Show managers how to coach and motivate their teams and how to help them sustain peak performance. Accelerate software process improvement by making CMM Level 5 behavior normal and expected.
The Capability Maturity Model (CMM), a measure of the effectiveness of a software process, is discussed in Chapter 30 of the course textbook.
Provide improvement guidance to high-maturity organizations. Facilitate university teaching of industrial-grade team skills.
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The Capability Maturity Model for Software (SWCMM) is used by organizations to guide their software process improvement efforts Personal Software Process
http://www.sei.cmu.edu/tsp/psp.html
The Team Software Process (TSP) was designed to implement effective, high-maturity processes for project teams If all projects in an organization are using the TSP, does the organization exhibit the characteristics of high process maturity, as described in the SWCMM?
http://www.sei.cmu.edu/pub/documents/02.reports/pdf/02tr008.pdf
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SEIs IDEALModel
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Research and put together a comparative write-up or traditional Process Models: Waterfall V Phased Evolutionary Spiral CBSE RUP PSP/TSP
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We are uncovering better ways of developing software by doing it and helping others do it. Through this work we have come to value: Individuals and interactions over processes and tools Working software over comprehensive documentation Customer collaboration over contract negotiation Responding to change over following a plan That is, while there is value in the items on the et right, Kent Beck al we value the items on the left more.
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What is Agility?
Effective (rapid and adaptive) response to change Effective communication among all stakeholders Drawing the customer onto the team Organizing a team so that it is in control of the work performed Yielding Rapid, incremental delivery of software
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An Agile Process
Is driven by customer descriptions of what is required (scenarios) Recognizes that plans are short-lived Develops software iteratively with a heavy emphasis on construction activities Delivers multiple software increments Adapts as changes occur
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Agility Principles (1/2) 1. Our highest priority is to satisfy the customer through early and continuous delivery of valuable software. 2. Welcome changing requirements, even late in development. Agile processes harness change for the customer's competitive advantage. 3. Deliver working software frequently, from a couple of weeks to a couple of months, with a preference to the shorter timescale. 4. Business people and developers must work together daily throughout the project. 5. Build projects around motivated individuals. Give them the environment and support they need, and trust them to get the job done. 6. The most efficient and effective method of conveying information to and within a development team is facetoface conversation.
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Agility Principles (2/2) 7. Working software is the primary measure of progress. 8. Agile processes promote sustainable development. The sponsors, developers, and users should be able to maintain a constant pace indefinitely. 9. Continuous attention to technical excellence and good design enhances agility. 10. Simplicity the art of maximizing the amount of work not done is essential. 11. The best architectures, requirements, and designs emerge from selforganizing teams. 12. At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly.
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the process molds to the needs of the people and team, not the other way around key traits must exist among the people on an agile team and the team itself:
Competence. Common focus. Collaboration. Decision-making ability. Fuzzy problem-solving ability. Mutual trust and respect. Self-organization.
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The most widely used agile process, originally proposed by Kent Beck XP Planning
Begins with the creation of user stories Agile team assesses each story and assigns a cost Stories are grouped to for a deliverable increment A commitment is made on delivery date After the first increment project velocity is used to help define subsequent delivery dates for other increments
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Extreme Programming (XP) (2/3) XP Design Follows the KISS principle Encourage the use of CRC cards (see textbook ch 8) For difficult design problems, suggests the creation of spike solutionsa design prototype Encourages refactoringan iterative refinement of the internal program design XP Coding Recommends the construction of a unit test for a store before coding commences Encourages pair programming XP Testing All unit tests are executed daily Acceptance tests are defined by the customer and excuted to assess customer visible functionality
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Release
software increment project velocity computed
unit t est cont inuous int egrat ion accept ance t est ing
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XP Project Lifecycle
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XP Iteration Planning
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XP Unit Testing
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Agile Modeling & XP Summarized Practices-based software process whose scope is to describe how to model and document in an effective and agile manner One goal is to address the issue of how to apply modeling techniques on software projects taking an agile approach such as: eXtreme Programming (XP) Dynamic Systems Development Method (DSDM) SCRUM etc. Using modeling throughout the XP lifecycle
http://www.agilemodeling.com/essays/agileModelingXPLifecycle.htm
Additional information
http://www.agilemodeling.com/ http://www.agilemodeling.com/resources.htm
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Release
software increment adjustments for subsequent cycles
component s implement ed/ t est ed focus groups for feedback formal t echnical reviews post mort ems
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Scrum
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Project Start
Project End
Agile based projects are broken down into Releases At the end of each Release, a
2-3 months
Release 1
Release 2
2-4 weeks
Sprint 1
Sprint 2
working version of the product is deployed with incremental functionalities added over the
Daily
previous sprint
Scrum 4 Scrum N
Scrum 1
Scrum 2
Scrum 3
During each Sprint, daily scrum calls are held where status update is provided by the team
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Crystal
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A features list is created and plan by feature is conducted Design and construction merge in FDD
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Agile Modeling
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You often hear people say that software development knowledge has a 3-year half-life: half of what you need to know today will be obsolete within 3 years. In the domain of technology-related knowledge, thats probably about right. But there is another kind of software development knowledgea kind that I think of as "software engineering principles"that does not have a three-year half-life. These software engineering principles are likely to serve a professional programmer throughout his or her career.
Steve McConnell
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Principles that Guide Process - I Principle #1. Be agile. Whether the process model you choose is prescriptive or agile, the basic tenets of agile development should govern your approach. Principle #2. Focus on quality at every step. The exit condition for every process activity, action, and task should focus on the quality of the work product that has been produced. Principle #3. Be ready to adapt. Process is not a religious experience and dogma has no place in it. When necessary, adapt your approach to constraints imposed by the problem, the people, and the project itself. Principle #4. Build an effective team. Software engineering process and practice are important, but the bottom line is people. Build a self-organizing team that has mutual trust and respect.
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Principles that Guide Process - II Principle #5. Establish mechanisms for communication and coordination. Projects fail because important information falls into the cracks and/or stakeholders fail to coordinate their efforts to create a successful end product. Principle #6. Manage change. The approach may be either formal or informal, but mechanisms must be established to manage the way changes are requested, assessed, approved and implemented. Principle #7. Assess risk. Lots of things can go wrong as software is being developed. Its essential that you establish contingency plans. Principle #8. Create work products that provide value for others. Create only those work products that provide value for other process activities, actions or tasks.
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Principles that Guide Practice Principle #1. Divide and conquer. Stated in a more technical manner, analysis and design should always emphasize separation of concerns (SoC). Principle #2. Understand the use of abstraction. At it core, an abstraction is a simplification of some complex element of a system used to communication meaning in a single phrase. Principle #3. Strive for consistency. A familiar context makes software easier to use. Principle #4. Focus on the transfer of information. Pay special attention to the analysis, design, construction, and testing of interfaces.
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Principles that Guide Practice Principle #5. Build software that exhibits effective modularity. Separation of concerns (Principle #1) establishes a philosophy for software. Modularity provides a mechanism for realizing the philosophy. Principle #6. Look for patterns. Brad Appleton [App00] suggests that: The goal of patterns within the software community is to create a body of literature to help software developers resolve recurring problems encountered throughout all of software development. Principle #7. When possible, represent the problem and its solution from a number of different perspectives. Principle #8. Remember that someone will maintain the software.
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Communication Principles Principle #1. Listen. Try to focus on the speakers words, rather than formulating your response to those words. Principle # 2. Prepare before you communicate. Spend the time to understand the problem before you meet with others. Principle # 3. Someone should facilitate the activity. Every communication meeting should have a leader (a facilitator) (1) to keep the conversation moving in a productive direction; (2) to mediate any conflict that does occur, and (3) to ensure than other principles are followed. Principle #4. Face-to-face communication is best. But it usually works better when some other representation of the relevant information is present.
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Communication Principles
Principle # 5. Take notes and document decisions. Someone participating in the communication should serve as a recorder and write down all important points and decisions. Principle # 6. Strive for collaboration. Collaboration and consensus occur when the collective knowledge of members of the team is combined Principle # 7. Stay focused, modularize your discussion. The more people involved in any communication, the more likely that discussion will bounce from one topic to the next. Principle # 8. If something is unclear, draw a picture. Principle # 9. (a) Once you agree to something, move on; (b) If you cant agree to something, move on; (c) If a feature or function is unclear and cannot be clarified at the moment, move on. Principle # 10. Negotiation is not a contest or a game. It works best when both parties win.
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Planning Principles Principle #1. Understand the scope of the project. Its impossible to use a roadmap if you dont know where youre going. Scope provides the software team with a destination. Principle #2. Involve the customer in the planning activity. The customer defines priorities and establishes project constraints. Principle #3. Recognize that planning is iterative. A project plan is never engraved in stone. As work begins, it very likely that things will change. Principle #4. Estimate based on what you know. The intent of estimation is to provide an indication of effort, cost, and task duration, based on the teams current understanding of the work to be done.
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Planning Principles Principle #5. Consider risk as you define the plan. If you have identified risks that have high impact and high probability, contingency planning is necessary. Principle #6. Be realistic. People dont work 100 percent of every day. Principle #7. Adjust granularity as you define the plan. Granularity refers to the level of detail that is introduced as a project plan is developed. Principle #8. Define how you intend to ensure quality. The plan should identify how the software team intends to ensure quality. Principle #9. Describe how you intend to accommodate change. Even the best planning can be obviated by uncontrolled change. Principle #10. Track the plan frequently and make adjustments as required. Software projects fall behind schedule one day at a time.
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Modeling Principles
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Requirements Modeling Principles Principle #1. The information domain of a problem must be represented and understood. Principle #2. The functions that the software performs must be defined. Principle #3. The behavior of the software (as a consequence of external events) must be represented. Principle #4. The models that depict information, function, and behavior must be partitioned in a manner that uncovers detail in a layered (or hierarchical) fashion. Principle #5. The analysis task should move from essential information toward implementation detail.
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Construction Principles
The construction activity encompasses a set of coding and testing tasks that lead to operational software that is ready for delivery to the customer or end-user. Coding principles and concepts are closely aligned programming style, programming languages, and programming methods. Testing principles and concepts lead to the design of tests that systematically uncover different classes of errors and to do so with a minimum amount of time and effort.
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Preparation Principles
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Coding Principles
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Validation Principles
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Testing Principles
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Deployment Principles Principle #1. Customer expectations for the software must be managed. Too often, the customer expects more than the team has promised to deliver, and disappointment occurs immediately. Principle #2. A complete delivery package should be assembled and tested. Principle #3. A support regime must be established before the software is delivered. An end-user expects responsiveness and accurate information when a question or problem arises. Principle #4. Appropriate instructional materials must be provided to end-users. Principle #5. Buggy software should be fixed first, delivered later.
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Other Standards
ISO 12207
http://www.acm.org/tsc/lifecycle.html http://www.12207.com/
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Course Assignments
Individual Assignments
Reports based on case studies / class presentations
Project-Related Assignments
All assignments (other than the individual assessments) will correspond to milestones in the team project. As the course progresses, students will be applying various methodologies to a project of their choice. The project and related software system should relate to a real-world scenario chosen by each team. The project will consist of inter-related deliverables which are due on a (bi-) weekly basis. There will be only one submission per team per deliverable and all teams must demonstrate their projects to the course instructor. A sample project description and additional details will be available under handouts on the course Web site
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Team Project
Project Logistics
Teams will pick their own projects, within certain constraints: for instance, all projects should involve multiple distributed subsystems (e.g., webbased electronic services projects including client, application server, and database tiers). Students will need to come up to speed on whatever programming languages and/or software technologies they choose for their projects - which will not necessarily be covered in class. Students will be required to form themselves into "pairs" of exactly two (2) members each; if there is an odd number of students in the class, then one (1) team of three (3) members will be permitted. There may not be any "pairs" of only one member! The instructor and TA(s) will then assist the pairs in forming "teams", ideally each consisting of two (2) "pairs", possibly three (3) pairs if necessary due to enrollment, but students are encouraged to form their own 2-pair teams in advance. If some students drop the course, any remaining pair or team members may be arbitrarily reassigned to other pairs/teams at the discretion of the instructor (but are strongly encouraged to reform pairs/teams on their own). Students will develop and test their project code together with the other member of their programming pair.
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Build a methodology Wiki & partially implement the enablers Apply transformation methodology approach to a sample problem domain for which a business solution must be found Final product is a wiki/report that focuses on
Methodology / methodology implementation / sample business-driven problem solution
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Team Project
Team Project proposal (format TBD in class)
Team Exercise #1
Presentation topic proposal (format TBD in class)
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Any Questions?
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