Software Life Cycle Model
Software Life Cycle Model
The goal of prototyping based development is to counter the first two limitations of the waterfall model
discussed earlier. The basic idea here is that instead of freezing the requirements before a design or
coding can proceed, a throwaway prototype is built to understand the requirements. This prototype is
developed based on the currently known requirements. Development of the prototype obviously
undergoes design, coding and testing. But each of these phases is not done very formally or thoroughly.
By using this prototype, the client can get an "actual feel" of the system, since the interactions with
prototype can enable the client to better understand the requirements of the desired system.
Prototyping is an attractive idea for complicated and large systems for which there is no manual process
or existing system to help determining the requirements. In such situations letting the client "plan" with the
prototype provides invaluable and intangible inputs which helps in determining the requirements for the
system. It is also an effective method to demonstrate the feasibility of a certain approach. This might be
needed for novel systems where it is not clear that constraints can be met or that algorithms can be
developed to implement the requirements. The process model of the prototyping approach is shown in the
figure below.
Prototyping Model
The basic reason for little common use of prototyping is the cost involved in this built-it-twice approach.
However, some argue that prototyping need not be very costly and can actually reduce the overall
development cost. The prototype are usually not complete systems and many of the details are not built in
the prototype. The goal is to provide a system with overall functionality. In addition, the cost of testing and
writing detailed documents are reduced. These factors helps to reduce the cost of developing the
prototype. On the other hand, the experience of developing the prototype will very useful for developers
when developing the final system. This experience helps to reduce the cost of development of the final
system and results in a more reliable and better designed system.
Advantages of Prototyping
1. Users are actively involved in the development
2. It provides a better system to users, as users have natural tendency to change their mind in
specifying requirements and this method of developing systems supports this user tendency.
3. Since in this methodology a working model of the system is provided, the users get a better
understanding of the system being developed.
4. Errors can be detected much earlier as the system is mode side by side.
5. Quicker user feedback is available leading to better solutions.
Disadvantages
1. Leads to implementing and then repairing way of building systems.
2. Practically, this methodology may increase the complexity of the system as scope of the system
may expand beyond original plans.
The design starts after the requirements analysis is done. And coding begins after the design is done.
Once the programming is completed, the code is integrated and testing is done. On succeeful completion
of testing, the system is installed. After this the regular operation and maintenance of the system takes
place. The following figure demonstrates the steps involved in waterfall life cycle model.
With the waterfall model, the activities performed in a software development project are requirements
analysis, project planning, system design, detailed design, coding and unit testing, system integration and
testing. Linear ordering of activities has some important consequences. First, to clearly identify the end of
a phase and beginning of the others. Some certification mechanism has to be employed at the end of
each phase. This is usually done by some verification and validation. Validation means confirming the
output of a phase is consistent with its input (which is the output of the previous phase) and that the
output of the phase is consistent with overall requirements of the system.
The consequences of the need of certification is that each phase must have some defined output that can
be evaluated and certified. Therefore, when the activities of a phase are completed, there should be an
output product of that phase and the goal of a phase is to produce this product. The outputs of the earlier
phases are often called intermediate products or design document. For the coding phase, the output is
the code. From this point of view, the output of a software project is to justify the final program along with
the use of documentation with the requirements document, design document, project plan, test plan and
test results.
Another implication of the linear ordering of phases is that after each phase is completed and its outputs
are certified, these outputs become the inputs to the next phase and should not be changed or modified.
However, changing requirements cannot be avoided and must be faced. Since changes performed in the
output of one phase affect the later phases, that might have been performed. These changes have to
made in a controlled manner after evaluating the effect of each change on the project.This brings us to
the need for configuration control or configuration management.
The certified output of a phase that is released for the best phase is called baseline. The configuration
management ensures that any changes to a baseline are made after careful review, keeping in mind the
interests of all parties that are affected by it. There are two basic assumptions for justifying the linear
ordering of phase in the manner proposed by the waterfall model.
For a successful project resulting in a successful product, all phases listed in the waterfall model must be
performed anyway.
Any different ordering of the phases will result in a less successful software product.
The set of documents that forms the minimum that should be produced in each project are:
Requirement document
Project plan
System design document
Detailed design document
Test plan and test report
Final code
Software manuals (user manual, installation manual etc.)
Review reports
Except for the last one, these are all the outputs of the phases. In order to certify an output product of a
phase before the next phase begins, reviews are often held. Reviews are necessary especially for the
requirements and design phases, since other certification means are frequently not available. Reviews
are formal meeting to uncover deficiencies in a product. The review reports are the outcome of these
reviews.
Freezing the requirements usually requires choosing the hardware (since it forms a part of the
requirement specification). A large project might take a few years to complete. If the hardware is selected
early, then due to the speed at which hardware technology is changing, it is quite likely that the final
software will employ a hardware technology that is on the verge of becoming obsolete. This is clearly not
desirable for such expensive software.
The waterfall model stipulates that the requirements should be completely specified before the rest of the
development can proceed. In some situations it might be desirable to first develop a part of the system
completely, an then later enhance the system in phase. This is often done for software products that are
developed not necessarily for a client (where the client plays an important role in requirement
specification), but for general marketing, in which the requirements are likely to be determined largely by
developers.
This is a recent model that has been proposed by Boehm. As the name suggests, the activities in this
model can be organized like a spiral. The spiral has many cycles. The radial dimension represents the
cumulative cost incurred in accomplishing the steps dome so far and the angular dimension represents
the progress made in completing each cycle of the spiral. The structure of the spiral model is shown in the
figure given below. Each cycle in the spiral begins with the identification of objectives for that cycle and
the different alternatives are possible for achieving the objectives and the imposed constraints.
The next step in the spiral life cycle model is to evaluate these different alternatives based on the
objectives and constraints. This will also involve identifying uncertainties and risks involved. The next step
is to develop strategies that resolve the uncertainties and risks. This step may involve activities such as
benchmarking, simulation and prototyping. Next, the software is developed by keeping in mind the risks.
Finally the next stage is planned.
The next step is determined by remaining risks. For example, its performance or user-interface risks are
considered more important than the program development risks. The next step may be evolutionary
development that involves developing a more detailed prototype for resolving the risks. On the other
hand, if the program development risks dominate and previous prototypes have resolved all the user-
interface and performance risks; the next step will follow the basic waterfall approach.
The risk driven nature of the spiral model allows it to accommodate any mixture of specification-oriented,
prototype-oriented, simulation-oriented or some other approach. An important feature of the model is that
each cycle of the spiral is completed by a review, which covers all the products developed during that
cycle, including plans for the next cycle. The spiral model works for developed as well as enhancement
projects.
Although the spiral, as depicted, is oriented toward software development, the concept is equally
applicable to systems, hardware, and training, for example. To better understand the scope of each spiral
development quadrant, let’s briefly address each one.
Engineering activities performed in this quadrant select an alternative approach that best satisfies
technical, technology, cost, schedule, support, and risk constraints. The focus here is on risk mitigation.
Each alternative is investigated and prototyped to reduce the risk associated with the development
decisions. Boehm describes these activities as follows:
. . . This may involve prototyping, simulation, benchmarking, reference checking, administering user
questionnaires, analytic modeling, or combinations of these and other risk resolution techniques.
The outcome of the evaluation determines the next course of action. If critical operational and/or technical
issues (COIs/CTIs) such as performance and interoperability (i.e., external and internal) risks remain,
more detailed prototyping may need to be added before progressing to the next quadrant. Dr. Boehm
notes that if the alternative chosen is “operationally useful and robust enough to serve as a low-risk base
for future product evolution, the subsequent risk-driven steps would be the evolving series of evolutionary
prototypes going toward the right (hand side of the graphic) . . . the option of writing specifications would
be addressed but not exercised.” This brings us to Quadrant 3.
If a determination is made that the previous prototyping efforts have resolved the COIs/CTIs, activities to
develop, verify, next-level product are performed. As a result, the basic “waterfall” approach may be
employed—meaning concept of operations, design, development, integration, and test of the next system
or product iteration. If appropriate, incremental development approaches may also be applicable.
Quadrant 4: Plan Next Phases
The spiral development model has one characteristic that is common to all models—the need for
advanced technical planning and multidisciplinary reviews at critical staging or control points. Each cycle
of the model culminates with a technical review that assesses the status, progress, maturity, merits, risk,
of development efforts to date; resolves critical operational and/or technical issues (COIs/CTIs); and
reviews plans and identifies COIs/CTIs to be resolved for the next iteration of the spiral.
Subsequent implementations of the spiral may involve lower level spirals that follow the same quadrant
paths and decision considerations.
In the first step of iterative enhancement model, a simple initial implementation is done for a subset of the
overall problem. This subset is the one that contains some of the key aspects of the problem which are
easy to understand and implement, and which forms a useful and usable system. A project control list is
created which contains, in an order, all the tasks that must be performed to obtain the final
implementation. This project control list gives an idea of how far the project is at any given step from the
final system.
Each step consists of removing the next step from the list. Designing the implementation for the selected
task, coding and testing the implementation, and performing an analysis of the partial system obtained
after this step and updating the list as a result of the analysis. These three phases are called the design
phase, implementation phase and analysis phase. The process is iterated until the project control list is
empty, at the time the final implementation of the system will be available. The process involved in
iterative enhancement model is shown in the figure below.
The Iterative Enhancement Model
The project control list guides the iteration steps and keeps track of all tasks that must be done. The tasks
in the list can be include redesign of defective components found during analysis. Each entry in that list is
a task that should be performed in one step of the iterative enhancement process, and should be simple
enough to be completely understood. Selecting tasks in this manner will minimize the chances of errors
and reduce the redesign work.
We live in a world of objects. These objects exist in nature, in man-made entities, in business, and in the
products that we use. They can be categorized, described, organized, combined, manipulated and
created. Therefore, an object-oriented view has come into picture for creation of computer software. An
object-oriented approach to the development of software was proposed in late 1960s.
Object-Oriented development requires that object-oriented techniques be used during the analysis, and
implementation of the system. This methodology asks the analyst to determine what the objects of the
system are, how they behave over time or in response to events, and what responsibilities and
relationships an object has to other objects. Object-oriented analysis has the analyst look at all the
objects in a system, their commonalties, difference, and how the system needs to manipulate the objects.
In simple terms, Object Modeling is based on identifying the objects in a system and their
interrelationships. Once this is done, the coding of the system is done. Object Modeling is somewhat
similar to the traditional approach of system designing, in that it also follows a sequential process of
system designing but with a different approach. The basic steps of system designing using Object
Modeling may be listed as:
System Analysis
System Design
Object Design
Implementation
System Analysis
As in any other system development model, system analysis is the first phase of development in case of
Object Modeling too. In this phase, the developer interacts with the user of the system to find out the user
requirements and analyses the system to understand the functioning.
Based on this system study, the analyst prepares a model of the desired system. This model is purely
based on what the system is required to do. At this stage the implementation details are not taken care of.
Only the model of the system is prepared based on the idea that the system is made up of a set of
interacting objects. The important elements of the system are emphasized.
System Design
System Design is the next development stage where the overall architecture of the desired system is
decided. The system is organized as a set of sub systems interacting with each other. While designing
the system as a set of interacting subsystems, the analyst takes care of specifications as observed in
system analysis as well as what is required out of the new system by the end user.
As the basic philosophy of Object-Oriented method of system analysis is to perceive the system as a set
of interacting objects, a bigger system may also be seen as a set of interacting smaller subsystems that in
turn are composed of a set of interacting objects. While designing the system, the stress lies on the
objects comprising the system and not on the processes being carried out in the system as in the case of
traditional Waterfall Model where the processes form the important part of the system.
Object Design
In this phase, the details of the system analysis and system design are implemented. The Objects
identified in the system design phase are designed. Here the implementation of these objects is decided
as the data structures get defined and also the interrelationships between the objects are defined.
Let us here deviate slightly from the design process and understand first a few important terms used in
the Object-Oriented Modeling.
As already discussed, Object Oriented Philosophy is very much similar to real world and hence is gaining
popularity as the systems here are seen as a set of interacting objects as in the real world. To implement
this concept, the process-based structural programming is not used; instead objects are created using
data structures. Just as every programming language provides various data types and various variables
of that type can be created, similarly, in case of objects certain data types are predefined.
For example, we can define a data type called pen and then create and use several objects of this data
type. This concept is known as creating a class.
Class: A class is a collection of similar objects. It is a template where certain basic characteristics of a set
of objects are defined. The class defines the basic attributes and the operations of the objects of that
type. Defining a class does not define any object, but it only creates a template. For objects to be actually
created instances of the class are created as per the requirement of the case.
Abstraction: Classes are built on the basis of abstraction, where a set of similar objects are observed
and their common characteristics are listed. Of all these, the characteristics of concern to the system
under observation are picked up and the class definition is made. The attributes of no concern to the
system are left out. This is known as abstraction.
The abstraction of an object varies according to its application. For instance, while defining a pen class for
a stationery shop, the attributes of concern might be the pen color, ink color, pen type etc., whereas a pen
class for a manufacturing firm would be containing the other dimensions of the pen like its diameter, its
shape and size etc.
Inheritance: Inheritance is another important concept in this regard. This concept is used to apply the
idea of reusability of the objects. A new type of class can be defined using a similar existing class with a
few new features. For instance, a class vehicle can be defined with the basic functionality of any vehicle
and a new class called car can be derived out of it with a few modifications. This would save the
developers time and effort as the classes already existing are reused without much change.
Coming back to our development process, in the Object Designing phase of the Development process,
the designer decides onto the classes in the system based on these concepts. The designer also decides
on whether the classes need to be created from scratch or any existing classes can be used as it is or
new classes can be inherited from them.
Implementation
During this phase, the class objects and the interrelationships of these classes are translated and actually
coded using the programming language decided upon. The databases are made and the complete
system is given a functional shape.
The complete OO methodology revolves around the objects identified in the system. When observed
closely, every object exhibits some characteristics and behavior. The objects recognize and respond to
certain events. For example, considering a Window on the screen as an object, the size of the window
gets changed when resize button of the window is clicked.
Here the clicking of the button is an event to which the window responds by changing its state from the
old size to the new size. While developing systems based on this approach, the analyst makes use of
certain models to analyze and depict these objects. The methodology supports and uses three basic
Models:
Object Model - This model describes the objects in a system and their interrelationships. This
model observes all the objects as static and does not pay any attention to their dynamic nature.
Dynamic Model - This model depicts the dynamic aspects of the system. It portrays the changes
occurring in the states of various objects with the events that might occur in the system.
Functional Model - This model basically describes the data transformations of the system. This
describes the flow of data and the changes that occur to the data throughout the system.
While the Object Model is most important of all as it describes the basic element of the system, the
objects, all the three models together describe the complete functional system.
As compared to the conventional system development techniques, OO modeling provides many benefits.
Among other benefits, there are all the benefits of using the Object Orientation. Some of these are:
Reusability - The classes once defined can easily be used by other applications. This is achieved
by defining classes and putting them into a library of classes where all the classes are maintained for
future use. Whenever a new class is needed the programmer looks into the library of classes and if it is
available, it can be picked up directly from there.
Inheritance - The concept of inheritance helps the programmer use the existing code in another
way, where making small additions to the existing classes can quickly create new classes.
Programmer has to spend less time and effort and can concentrate on other aspects of the
system due to the reusability feature of the methodology.
Data Hiding - Encapsulation is a technique that allows the programmer to hide the internal
functioning of the objects from the users of the objects. Encapsulation separates the internal functioning
of the object from the external functioning thus providing the user flexibility to change the external
behaviour of the object making the programmer code safe against the changes made by the user.
The systems designed using this approach are closer to the real world as the real world
functioning of the system is directly mapped into the system designed using this approach.
Object Oriented Methodology closely represents the problem domain. Because of this, it is easier
to produce and understand designs.
The objects in the system are immune to requirement changes. Therefore, allows changes more
easily.
Object Oriented Methodology designs encourage more re-use. New applications can use the
existing modules, thereby reduces the development cost and cycle time.
Object Oriented Methodology approach is more natural. It provides nice structures for thinking
and abstracting and leads to modular design.
Dynamic System Development Method is another approach to system development, which, as the name
suggests, develops the system dynamically. This methodology is independent of tools, in that it can be
used with both structured analysis and design approach or object-oriented approach.
The Dynamic System Development Method (DSDM) is dynamic as it is a Rapid Application Development
method that uses incremental prototyping. This method is particularly useful for the systems to be
developed in short time span and where the requirements cannot be frozen at the start of the application
building. Whatever requirements are known at a time, design for them is prepared and design is
developed and incorporated into system. In Dynamic System Development Method (DSDM), analysis,
design and development phase can overlap. Like at one time some people will be working on some new
requirements while some will be developing something for the system. In Dynamic System Development
Method (DSDM), requirements evolve with time.
Dynamic System Development Method (DSDM) has a five-phase life cycle as given the following figure
Feasibility study
In this phase the problem is defined and the technical feasibility of the desired application is verified.
Apart from these routine tasks, it is also checked whether the application is suitable for Rapid Application
Development (RAD) approach or not. Only if the RAD is found as a justified approach for the desired
system, the development continues.
Business study
In this phase the overall business study of the desired system is done. The business requirements are
specified at a high level and the information requirements out of the system are identified. Once this is
done, the basic architectural framework of the desired system is prepared.
The systems designed using Rapid Application Development (RAD) should be highly maintainable, as
they are based on the incremental development process. The maintainability level of the system is also
identified here so as to set the standards for quality control activities throughout the development process.
This is one of the two iterative phases of the life cycle. The main focus in this phase is on building the
prototype iteratively and getting it reviewed from the users to bring out the requirements of the desired
system. The prototype is improved through demonstration to the user, taking the feedback and
incorporating the changes. This cycle is repeated generally twice or thrice until a part of functional model
is agreed upon. The end product of this phase is a functional model consisting of analysis model and
some software components containing the major functionality
This phase stresses upon ensuring that the prototypes are satisfactorily and properly engineered to suit
their operational environment. The software components designed during the functional modeling are
further refined till they achieve a satisfactory standard. The product of this phase is a tested system ready
for implementation.
There is no clear line between these two phases and there may be cases where while some component
has flown from the functional modeling to the design and build modeling while the other component has
not yet been started. The two phases, as a result, may simultaneously continue.
Implementation
Implementation is the last and final development stage in this methodology. In this phase the users are
trained and the system is actually put into the operational environment. At the end of this phase, there are
four possibilities, as depicted by figure :
Everything was delivered as per the user demand, so no further development required.
A new functional area was discovered, so return to business study phase and repeat the whole
process
A less essential part of the project was missed out due to time constraint and so development
returns to the functional model iteration.
Some non-functional requirement was not satisfied, so development returns to the design and
build iterations phase.
Dynamic System Development Method (DSDM) assumes that all previous steps may be revisited as part
of its iterative approach. Therefore, the current step need be completed only enough to move to the next
step, since it can be finished in a later iteration. This premise is that the business requirements will
probably change anyway as understanding increases, so any further work would have been wasted.
According to this approach, the time is taken as a constraint i.e. the time is fixed, resources are fixed
while the requirements are allowed to change. This does not follow the fundamental assumption of
making a perfect system the first time, but provides a usable and useful 80% of the desired system in
20% of the total development time. This approach has proved to be very useful under time constraints
and varying requirements.
Active user participation throughout the life of the project and iterative nature of development
improves quality of the product.