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Week 1

The document provides an overview of software engineering, defining it as a systematic approach to software development that addresses the software crisis characterized by issues such as unmet user requirements and high costs. It discusses the importance of abstraction and decomposition as fundamental techniques to manage complexity in software projects, as well as the evolution of programming practices from exploratory styles to more structured methodologies. Additionally, it highlights the growth of software services and the integration of hardware and software in computer systems engineering.
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© © All Rights Reserved
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0% found this document useful (0 votes)
13 views125 pages

Week 1

The document provides an overview of software engineering, defining it as a systematic approach to software development that addresses the software crisis characterized by issues such as unmet user requirements and high costs. It discusses the importance of abstraction and decomposition as fundamental techniques to manage complexity in software projects, as well as the evolution of programming practices from exploratory styles to more structured methodologies. Additionally, it highlights the growth of software services and the integration of hardware and software in computer systems engineering.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd

INTRODUCTION

1
WHAT IS SOFTWARE
ENGINEERING?
•Engineering approach to develop software.
–Building Construction Analogy.
•Systematic collection of past experience:
–Techniques,
–Methodologies,
–Guidelines.

2
IEEE
DEFINITION
• “Software engineering is the application of
a systematic, disciplined, quantifiable
approach to the development, operation,
and maintenance of software; that is,
the application of engineering to
software.”

3
SOFTWARE
CRISIS
•It is often the case that software products:
–Fail to meet user requirements.
–Expensive.
–Difficult to alter, debug, and enhance.
–Often delivered late.
–Use resources non-optimally.

4
SOFTWARE CRISIS
(CONT.)

Laptop or
Desktop =
Rs.45,000/-
Hw Rational suite node
cost locked = Rs.3,14,600/-
Sw
Rational suite floating
cost license=
Rs.6,03,200/-

196 Yea 201


0 r 8
Relative Cost of Hardware and
Software
5
THEN WHY NOT HAVE ENTIRELY
HARDWARE SYSTEMS?...
• A virtue of software:
– Relatively easy and faster to develop and to change…
– Consumes no space, weight, or power…
– Otherwise all might as well be hardware.
• The more is the complexity of software, the
harder it is to change--why?
– Further, the more the changes made to a program,
the greater becomes its complexity.

6
Standish Group Report

28%
SUCCESSFU
L
49% Delayed or
cost overrun

23% Cancelled

7
WHICH FACTORS ARE CONTRIBUTING
TO THE SOFTWARE
• Larger problems, CRISIS?

• Poor project management

•Lack of adequate training in software engineering,

• Increasing skill shortage,

• Low productivity improvements.

8
PROGRAMMING: AN
ART OR
ENGINEERING?
Esoteric Engineeri Technology
Past
Experienc ng Development Pattern
e
Technolo

Craf
Systematic Use of Past
t Experience and Scientific
Basis
gy

Unorganized Use
of Past
Ar Experience Tim
t e

9
Programming
• Heavy use of past experience:
an Art or
–Past experience is systematically arranged. Engineering?
• Theoretical basis and quantitative techniques
provided.
• Many are just thumb rules.
• Tradeoff between alternatives.
• Pragmatic approach to cost-effectiveness.

10
• Early programmers used exploratory What is
(also called build and fix) style. Exploratory
Software
– A `dirty' program is quickly developed. Development?
– The bugs are fixed as and when they are
noticed.
– Similar to how a junior
student develops programs…

11
EXPLORATORY
STYLE
Fix

Initial
Tes
Codin Do
g t Until
Done
Does not work for nontrivial projects…
Why?...
13
WHAT IS WRONG WITH THE
EXPLORATORY STYLE?
• Can successfully be used for developing only very small (toy)
programs. Software
Explorato Engineeri
ry ng
time, cost
M
Effort,

ac
hi
Program ne
Size

13
WHAT IS WRONG WITH THE
EXPLORATORY STYLE? Cont…

• Besides the exponential growth of effort, cost,


and
time with problem size:

– Exploratory style usually results in unmaintainable


code.

– It becomes very difficult to use the exploratory style in


team development environments…
14
What is Wrong with the Exploratory Style? Cont…

• Why does the effort required to develop


a software grow exponentially with size?
Software

• Why does the approach Explorato


ry
Engineeri
ng

completely breaks down Machi

Effort, time,
ne

when the size of software

cost
becomes large?
Program
Size

15
What is the Implication in Program Development?
• A small program having just a few variables:
– Is within easy grasp of an individual.

• As the number of independent variables in the program


increases:
– It quickly exceeds the grasping power of an individual…

– Requires an unduly large effort to master the problem.

16
IMPLICATION IN PROGRAM
DEVELOPMENT
• Instead of a human, if a machine could be writing (generating) a
program,
– The slope of the curve would be linear.

• But, how does use of software engineering principles helps hold


down the effort-size curve to be almost linear?
– Software engineering principles extensively use techniques
specifically targeted to overcome the human cognitive limitations.

17
Which Principles are Deployed by Software Engineering
Techniques to Overcome Human Cognitive Limitations?

• Two important principles are profusely


used:
– Abstraction
– Decomposition

18
TWO
FUNDAMENTAL
TECHNIQUES TO
HANDLE
COMPLEXITY

19
WHAT IS
ABSTRACTION?
• Simplify a problem by omitting unnecessary
details.
– Focus attention on only one aspect of the problem
and ignore other aspects and irrelevant details.
– Also called model building.

20
• Suppose you are asked to develop an overall
understanding of some country. Abstractio
n
– Would you:
Example
• Meet all the citizens of the country, visit every house, and
examine every tree of the country?
– You would possibly refer to various types of maps for that
country only.

21
YOU WOULD STUDY AN
ABSTRACTION…
• A map is:
– An abstract
representation of
a country.
– Various types of
maps
(abstractions)
possible.

22
Does every Problem have a single Abstraction?

• Several abstractions of the same


problem can be created:
– Focus on some specific aspect
and ignore the rest.
– Different types of models help understand
different aspects of the problem.
23
• For complex problems: Abstractions of
Complex Problems
– A single level of abstraction is inadequate.
– A hierarchy of abstractions may have to be constructed.
• Hierarchy of models:
– A model in one layer is an abstraction
of the lower layer model.
– An implementation of the model at
the higher layer.

24
ABSTRACTION OF COMPLEX
PROBLEMS -- AN EXAMPLE
• Suppose you are asked to understand all life forms that
inhabit the earth.
• Would you start examining each living organism?
– You will almost never complete it.
– Also, get thoroughly confused.

• Solution: Try to build an abstraction hierarchy.

25
Animali Planta Fung Kingd
a e ae om Living
Organism
Mollusc Chordat Ascomycot Zygomycot
a a a a
Phyllu
s
m

Hom Solanum Coprinus Speci


o Tuberosum Comatus es
Sapie
n
26
QUI
Z
• What is a model?

• Why develop a model? That is, how does


constructing a model help?

• Give some examples of models.

27
DECOMPOSI
TION
• Decompose a problem into many small independent parts.
– The small parts are then taken up one by one and solved
separately.
– The idea is that each small part would be easy to
grasp and therefore can be easily solved.
– The full problem is solved when all the parts are solved.

28
DECOMPOSI

TION
A popular example of decomposition principle:
– Try to break a bunch of sticks tied
together versus breaking them individually.

• Any arbitrary decomposition of a problem may not help.

– The decomposed parts must be more


or less independent of each other.

29
DECOMPOSITION:
ANOTHER EXAMPLE
• Example use of decomposition principle:
– You understand a book better when the contents are
organized into independent chapters.
– Compared to when everything is mixed up.

30
Why Study Software Engineering? (1)
•To acquire skills to develop large programs.
–Handling exponential growth in complexity with size.
–Systematic techniques based on abstraction (modelling)
and decomposition.

31
WHY STUDY SOFTWARE
ENGINEERING? (2)
•Learn systematic techniques of:

–Specification, design, user interface development,


testing, project management, maintenance, etc.

–Appreciate issues that arise in team development.

32
Why Study Software Engineering? (3)

•To acquire skills to be a better


programmer:
•Higher Productivity

•Better Quality Programs

33
Uncertain
Routine ty of Jobs versus
outcome Projects

Jobs Projects Exploratio


n
Jobs – repetition of very well-defined and well understood tasks with very
little uncertainty
Exploration – The outcome is very uncertain, e.g. finding a cure for cancer.
Projects – in the middle! Has challenge as well as routine…

43
•Two types of software projects:
–Products (Generic software) Types of Software
Projects
–Services (custom software)
•Total business – Several Trillions of US $
–Half in products and half services
–Services segment is growing fast!

44
Horizontal
market
software—
PACKAGED SOFTWARE meets needs of
many
— PREWRITTEN SOFTWARE companies
AVAILABLE FOR PURCHASE Vertical market
software—
designed for
Custom software — particular
software developed at some industry

user’s requests-Usually
developer tailors some Types of Software
generic solution

36
TYPES OF SOFTWARE
PROJECTS

• Software product development projects

• Software services projects

37
SOFTWARE
SERVICES
• Software service is an umbrella term, includes:
– Software customization
CP
– Software maintenance
– Software testing
– Also contract programmers (CP) carrying out coding or
any other assigned activities.

38
FACTORS RESPONSIBLE FOR ACCELERATED
GROWTH OF
SERVICES…
• Now lots of code is available in a company:
– New software can be developed by modifying the closest.

• Speed of Conducting Business has increased


tremendously:
– Requires shortening of project duration

48
Contribution of the
IT sector to India’s
GDP rose to
approximately 9.5%
in 2015 from 1.2%
in 98

40
SCENARIO OF INDIAN
SOFTWARE COMPANIES

• Indian companies have largely


focused on the services segment --
- Why?

41
A FEW CHANGES IN SOFTWARE PROJECT
CHARACTERISTICS OVER LAST 40 YEARS
• 40 years back, very few software existed
– Every project started from scratch
– Projects were multi year long
• The programming languages that were used earlier hardly provided
any scope for reuse:
– FORTRAN, PASCAL, COBOL, BASIC
• No application was GUI-based:
– Mostly command selection from displayed text menu items.

51
TRADITIONAL VERSUS
MODERN PROJECTS
• Projects are increasingly becoming services:
– Either tailor some existing software or reuse pre-built libraries.
• Facilitate and accommodate client feedbacks
• Facilitate customer participation in project development work
• Incremental software delivery with evolving functionalities.
• No software is being developed from scratch --- Significant
reuse is being made…

52
COMPUTER SYSTEMS
ENGINEERING
• Many products require development of software as well as
specific hardware to run it:
– a coffee vending machine,
–a robotic toy,
–A new health band product, etc.
• Computer systems engineering:
–encompasses software engineering.

44
COMPUTER SYSTEMS
ENGINEERING
•The high-level problem:
–Deciding which tasks are to be solved by software.
–Which ones by hardware.

45
COMPUTER SYSTEMS
ENGINEERING (CONT.)

• Typically, hardware and software are developed together:

–Hardware simulator is used during software development.

• Integration of hardware and software.

• Final system testing

46
COMPUTER SYSTEMS
ENGINEERING (CONT.)
Feasibili
ty
Study
Requireme
nts
Analysis Hardware
and Developme
Specificati Hardwa nt
on re
Softwar
e Software
Partitioni
ng Integration
Developm
and Testing
ent

Projec Managem
t ent

47
EMERGENCE OF
SOFTWARE
ENGINEERING
TECHNIQUES

48
Emergence of Software Engineering Techniques

•Early Computer Programming (1950s):


–Programs were being written in assembly
language…
–Sizes limited to about a few hundreds of lines
of assembly code…

49
Early Computer Programming (50s)
•Every programmer developed his/her own
style of writing programs:

–According to his intuition (called


exploratory or build-and-fix programming) .

50
HIGH-LEVEL LANGUAGE
PROGRAMMING (EARLY 60S)
• High-level languages such as FORTRAN, ALGOL, and
COBOL were introduced:
 This reduced software development efforts greatly.

 Why reduces?

51
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.

52
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.

53
CONTROL FLOW-BASED
DESIGN (LATE 60S)
•Programmers found it very difficult:
–To understand and maintain programs written by
others.
•To cope up with this problem, experienced
programmers advised---”Pay particular attention to the
design of the program's control structure.'’

54
CONTROL FLOW-BASED
DESIGN (LATE 60S)
•What is a program's control structure?
– The sequence in which the program's
instructions are executed.
•To help design programs having good
control structure:
–Flow charting technique was
developed.
55
CONTROL FLOW-BASED
DESIGN (LATE 60S)
•Using flow charting technique:
–One can represent and design a
program's control structure.
–When asked to understand a
program:
•One would mentally trace the
program's execution sequence.
56
CONTROL FLOW-BASED
DESIGN
•A program having a messy flow chart
representation:
–Difficult to understand and debug.

57
SPAGHETTI CODE
STRUCTURE

58
CONTROL FLOW-BASED
DESIGN (LATE 60S)
•What causes program complexity?
–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.
59
CONTROL FLOW-BASED addi $a0, $0, 1
j next
DESIGN (LATE 60S)
•Many programmers had next:
j skip1
add $a0, $a0, $a0
extensively used assembly skip1:
j skip2
languages. add $a0, $a0, $a0
–JUMP instructions are frequently used for add $a0, $a0,
$a0 skip2:
program branching in assembly languages. j skip3
loop:
–Programmers considered use of GO TO add $a0, $a0, $a0
add $a0, $a0,
statements inevitable. $a0 add $a0,
$a0, $a0 skip3:
j loop
69
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.

61
CONTROL FLOW-BASED
DESIGN (LATE 60S)
•Some programmers published several counter
articles:
–Highlighted the advantages and inevitability of GO TO
statements.

62
CONTROL FLOW-BASED
DESIGN (LATE 60S)
•It soon was conclusively proved:
–Only three programming constructs are sufficient to
express any programming logic:
•sequence (a=0;b=5;)
•selection (if(c==true) k=5 else m=5;)
•iteration (while(k>0) k=j-k;)

63
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.

64
STRUCTURED
PROGRAMMING
•A program is called structured:
–When it uses only the following types of constructs:
•sequence,
•selection,
•iteration
–Consists of modules.

65
STRUCTURED
PROGRAMS
• Sometimes, violations to structured
programming are permitted:
o Due to practical considerations such as:
o Premature loop exit (break) or for exception
handling.

66
ADVANTAGES OF STRUCTURED
PROGRAMMING
•Structured programs are:
–Easier to read and understand,
–Easier to maintain,
–Require less effort and time for development.
–Less buggy

67
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 (GOTO)
constructs.
68
DATA STRUCTURE-ORIENTED
DESIGN (EARLY 70S)
•As program sizes increased further, 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.

69
DATA STRUCTURE-ORIENTED
DESIGN (EARLY 70S)
•Techniques which emphasize designing the data
structure:
–Derive program structure from it:

•Are called data structure-oriented design


techniques.

70
DATA STRUCTURE ORIENTED
DESIGN (EARLY 70S)
•An example of data structure-oriented design
technique:

–Jackson's Structured Programming(JSP)


methodology

•Developed by Michael Jackson in 1970s.

71
DATA STRUCTURE ORIENTED
DESIGN (EARLY 70S)
• JSP technique:

Program code structure should correspond to
the data structure.

72
JSP A DATA STRUCTURE
methodology:
ORIENTED DESIGN (Early 70s)

 A program's data structures are first designed using notations for

sequence, selection, and iteration.

 The data structure design is then used :

To derive the program structure.

73
DATA STRUCTURE ORIENTED
DESIGN (EARLY 70S)
• Several other data structure-oriented Methodologies
also exist:

 e.g., Warnier-Orr Methodology.

74
DATA FLOW-
(Late 70s)
ORIENTED DESIGN
•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.

75
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.

76
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.

77
DATA FLOW MODEL OF A CAR
ASSEMBLY UNIT
Engi Stor Doo Stor
ne e r e

Partly
Chassis
Assembl
with
ed Car Fit Paint Ca
Fit Engine
Engi F Wheel Assembl and r
ne i s ed Test
t Car
D
o
Chass Stor Wheel
o
is e r Store
s

87
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.

79
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.

80
• Object-Oriented Techniques have gained wide acceptance:


Simplicity
Object-Oriented
– Increased Reuse Design (80s)
possibilities
– Lower development time and cost

– More robust code

– Easy maintenance

81
Aspect Compone Service
- nt- based -
oriente oriente
d d
Object-
Object-
Oriented
Oriented
Data flow-
based
Data
structure-
based Evolution of
Control Design Techniques
flow-
based

Ad hoc

91
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.

83
• Life cycle models,
• Specification techniques,
• Project management techniques, Evolution of Other
Software Engineering
• Testing techniques, Techniques
• Debugging techniques,
• Quality assurance techniques,
• Metrics,
• CASE tools, etc.

84
• Use of Life Cycle Models

• Software is developed through several well-defined stages:


–Requirements analysis and specification,
–Design, Differences between the exploratory style and
–Coding, modern software development practices
–Testing, etc.

85
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.

86
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.

87
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.
88
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.

89
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.

90
DIFFERENCES BETWEEN THE EXPLORATORY STYLE
AND MODERN SOFTWARE
DEVELOPMENT
• There is better visibility of design and code: PRACTICES (CONT.)

– 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.
91
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.
92
Differences between the exploratory style and
modern software development practices
(CONT.)

• Projects are being properly planned:


–estimation,
–scheduling,
–monitoring mechanisms.
• Use of CASE tools.
93
REVIEW
QUESTIONS
•What is structured programming?
•What problems may appear if a large program is
developed without using structured
programming techniques?

94
LIFE CYCLE MODELS

95
SOFTW
Conceptualiz
e ARE
Specify LIFE
Retire
CYCLE
Design
Maintain

Deliver Code

Test

96
LIFE CYCLE
MODEL
• A software life cycle model (also process model or SDLC):
–A descriptive and diagrammatic model of software life
cycle:
–Identifies all the activities undertaken during product
development,

–Establishes a precedence ordering among the different activities,

–Divides life cycle into phases.


97
LIFE CYCLE
MODEL (CONT.)

•Each life cycle phase consists of several


activities.
–For example, the design stage might consist of:
•structured analysis
•structured design
•Design review
98
WHY MODEL LIFE
• A graphical andCYCLE?
written description:
–Helps common understanding of activities among the software
developers.

–Helps to identify inconsistencies, redundancies, and omissions


in the development process.

–Helps in tailoring a process model for specific projects.

99
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.

100
LIFE CYCLE
MODEL (CONT.)

• When a program is developed by a single programmer ---


– The problem is within the grasp of an individual.
– He has the freedom to decide his exact steps and still succeed --- called
Exploratory model--- One can use it in many ways Fi
x
– CodeTest Design
Initial
Tes
– CodeDesign Test  Change Code  Codin
g t
Do
Until
Done
– Specify code Design Test  etc.

101
LIFE CYCLE
MODEL (CONT.)

•When software 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.

102
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.

103
Phase Entry and Exit Criteria
•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.

104
LIFE CYCLE
• What is the phaseMODEL
exit criteria for the software requirements
(CONT.)

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.

105
LIFE CYCLE MODEL:
MILESTONES
•Milestones help software project managers:
–Track the progress of the project.
–Phase entry and exit are
important milestones.

106
LIFE CYCLE AND PROJECT
MANAGEMENT
•When a life cycle model is followed:
–The project manager can at any time fairly
accurately tell,
•At which stage (e.g., design, code, test,
etc.) the project is.
107
Project Management Without Life Cycle Model
• 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.
• This usually leads to a problem:
–known as the 99% complete syndrome.

108
PROJECT DELIVERABLES: MYTH
AND REALITY
Myth:
The only deliverable for a successful project is the working
program.
Reality:
Documentation of all aspects of software development are
needed to help in operation and maintenance.

109
• Many life cycle models have been proposed.
• We confine our attention to only a few commonly used models.
–Waterfall
–V model, Life Cycle Model (CONT.)

–Evolutionary, Traditional models


–Prototyping
–Spiral model,
–Agile models

110
• 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
Software Life Cycle
•Maintenance.

111
CLASSICAL
WATERFALL MODEL
• Classical waterfall model divides life cycle into following phases:
– Feasibility study,
– Requirements analysis and specification,
Conceptualiz
– Design, e
Retire Specify
– Coding and unit testing,
Design
– Integration and system testing, Maintai
n

– Maintenance.
Deliver Code

Test

121
Feasibility Study
CLASSICAL
WATERFALL MODEL
Req.
Analysis
Desi Simplest and most
gn intuitive
Coding

Testing

Maintenan
ce

122
RELATIVE EFFORT
FOR PHASES
• Phases between feasibility study and
60
testing
50
– Called development phases. 40
• Among all life cycle phases 30

Relative
– Maintenance phase 20

Effort
consumes 10
maximum 0

Maintnce
Design

Coding
Req. Sp

Test
effort.
• Among development
phases,
– Testing phase consumes the
• Most organizations usually define:
– Standards on the outputs (deliverables) produced at the end of every phase
– Entry and exit criteria for every phase.
• They also prescribe methodologies for:
– Specification,
Process Model
– Design,
– Testing,
– Project management, etc.
CLASSICAL WATERFALL
MODEL (CONT.)

• The guidelines and methodologies of an organization:


–Called the organization's software development methodology.
• Software development organizations:
– Expect fresh engineers to master the
organization's software development methodology.

116
FEASIBILITY
STUDY c
Economi

feasibility
(also
called
cost/benef
it
feasibility
)

Technic Feasibili Schedul


al ty e
feasibili Dimensi feasibili
ty ons ty

117
• Main aim of feasibility study: determine whether developing the
software is:
– Financially worthwhile
Feasibility Study
– Technically feasible.
• Roughly understand what customer wants: First Step
– Data which would be input to the system,
– Processing needed on these data,
– Output data to be produced by the system,
– Various constraints on the behavior of the system.

118
• SPF Scheme for CFL
• CFL has a large number of employees, exceeding 50,000.
• Majority of these are casual labourers
• Mining being a risky profession:
– Casualties are high Case Study
• Though there is a PF:
– But settlement time is high
• There is a need of SPF:
– For faster disbursement of benefits

119
FEASIBILITY: CASE
STUDY
• Manager visits main office, finds out the
main functionalities required
• Visits mine site, finds out the data to be input
• Suggests alternate solutions
• Determines the best solution
• Presents to the CFL Officials
• Go/No-Go Decision

129
Activities During Feasibility Study
•Work out an overall understanding of the problem.
•Formulate different solution strategies.
•Examine alternate solution strategies in terms of:
•resources required,
•cost of development, and
•development time.

121
•Perform a cost/benefit analysis:
–Determine which solution is the best.
–May also find that none of the solutions is
feasible due to: Activities during Feasibility Study
•high cost,
•resource constraints,
•technical reasons.

122
COST BENEFIT
ANALYSIS (CBA)
• Need to identify all costs --- these could be:
– Development costs
– Set-up
– Operational costs
• Identify the value of benefits

• Check benefits are greater than costs

123
THE BUSINESS CASE
• Benefits of delivered project
must outweigh costs
Benefit
s • Costs include:
Cost - Development
s - Operation
Rs • Benefits:
Rs
– Quantifiable
– Non-quantifiable

124
Rajib Mall
CSE Department 134

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