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Software Engineering Concepts Overview

The document provides an overview of software and software engineering, defining software as instructions, data structures, and documentation. It discusses the differences between hardware and software, the types of software products, and the characteristics of web applications. Additionally, it outlines the principles of software engineering, including the importance of understanding problems, planning solutions, and maintaining quality throughout the software development process.

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0% found this document useful (0 votes)
15 views30 pages

Software Engineering Concepts Overview

The document provides an overview of software and software engineering, defining software as instructions, data structures, and documentation. It discusses the differences between hardware and software, the types of software products, and the characteristics of web applications. Additionally, it outlines the principles of software engineering, including the importance of understanding problems, planning solutions, and maintaining quality throughout the software development process.

Uploaded by

atik
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd

CSE 321

Software Engineering
Chapter 1 & 2
 Software & Software Engineering
Slide Set to accompany
Software Engineering: A Practitioner’s Approach, 7/e
by Roger S. Pressman

Slides copyright © 1996, 2001, 2005, 2009 by Roger S. Pressman

For non-profit educational use only


May be reproduced ONLY for student use at the university level when used in conjunction
with Software Engineering: A Practitioner's Approach, 7/e. Any other reproduction or use is
prohibited without the express written permission of the author.

All copyright information MUST appear if these slides are posted on a website for student
use.

2
What is Software?
Software is:
(1) instructions (computer programs)
that when executed provide desired
features, function, and performance;
(2) data structures that enable the
programs to adequately manipulate
information and
(3) documentation that describes the
operation and use of the programs.

3
What is Software?
 Software is developed or engineered,
it is not manufactured in the
classical sense.
 Software doesn't "wear out".
 Although the industry is moving
toward component-based
construction, most software
continues to be custom-built.

4
Hardware vs. Software
Hardware Software
Manufactured Developed/engineered
 Wears out  Deteriorates
 Built using  Custom built
components  Complex
 Relatively
simple

5
Wear vs. Deterioration
increased failure
rate due to side effects
Failure
rate

change
actual curve

idealized curve

Time

6
Software products
 Generic products
 Stand-alone systems that are marketed and sold to
any customer who wishes to buy them.
 Examples – PC software such as editing, graphics
programs, project management tools; CAD
software; software for specific markets such as
appointments systems for dentists.
 Customized products
 Software that is commissioned by a specific
customer to meet their own needs.
 Examples – embedded control systems, air traffic
control software, traffic monitoring systems.

7
Software Applications
 1. System software: such as compilers, editors, file
management utilities
 2. Application software: stand-alone programs for specific
needs.
 3. Engineering/scientific software: Characterized by
“number crunching”algorithms. such as automotive stress
analysis, molecular biology, orbital dynamics, etc.
 4. Embedded software resides within a product or
system. (key pad control of a microwave oven, digital
function of dashboard display in a car)

8
Software Applications
 5. Product-line software focus on a limited marketplace to
address mass consumer market. (word processing,
graphics, database management)
 6. WebApps (Web applications) network centric software.
As web 2.0 emerges, more sophisticated computing
environments is supported integrated with remote
database and business applications.
 7. AI software uses non-numerical algorithm to solve
complex problem. Robotics, expert system, pattern
recognition game playing

9
Software—New Categories
 Open world computing—pervasive, distributed
computing
 Ubiquitous computing—wireless networks
 Netsourcing—the Web as a computing engine
 Open source—”free” source code open to the
computing community (a blessing, but also a potential
curse!)
 Also … (see Chapter 31)
 Data mining
 Grid computing
 Cognitive machines
 Software for nanotechnologies
10
Legacy Software
Why must it change?
 software must be adapted to meet the needs
of new computing environments or
technology.
 software must be enhanced to implement new
business requirements.
 software must be extended to make it
interoperable with other more modern
systems or databases.
 software must be re-architected to make it
viable within a network environment.

11
Characteristics of WebApps - I
 Network intensiveness. A WebApp resides on a network and
must serve the needs of a diverse community of clients.
 Concurrency. A large number of users may access the
WebApp at one time.
 Unpredictable load. The number of users of the WebApp may
vary by orders of magnitude from day to day.
 Performance. If a WebApp user must wait too long (for
access, for server-side processing, for client-side formatting
and display), he or she may decide to go elsewhere.
 Availability. Although expectation of 100 percent availability is
unreasonable, users of popular WebApps often demand
access on a “24/7/365” basis.

12
Characteristics of WebApps - II
 Data driven. The primary function of many WebApps is to use
hypermedia to present text, graphics, audio, and video content to the
end-user.
 Content sensitive. The quality and aesthetic nature of content
remains an important determinant of the quality of a WebApp.
 Continuous evolution. Unlike conventional application software that
evolves over a series of planned, chronologically-spaced releases,
Web applications evolve continuously.
 Immediacy. Although immediacy—the compelling need to get software
to market quickly—is a characteristic of many application domains,
WebApps often exhibit a time to market that can be a matter of a few
days or weeks.
 Security. Because WebApps are available via network access, it is
difficult, if not impossible, to limit the population of end-users who may
access the application.
 Aesthetics. An undeniable part of the appeal of a WebApp is its look
and feel.

13
Software Engineering
 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
 The seminal definition:
 [Software engineering is] the establishment
and use of sound engineering principles in
order to obtain economically software that is
reliable and works efficiently on real machines.

14
Software Engineering
 The IEEE definition:
 Software Engineering: (1) The application of
a systematic, disciplined, quantifiable
approach to the development, operation, and
maintenance of software; that is, the
application of engineering to software. (2)
The study of approaches as in (1).

15
FAQ about software engineering
Question Answer

What is software? Computer programs, data structures and associated


documentation. Software products may be
developed for a particular customer or may be
developed for a general market.

What are the attributes of good Good software should deliver the required
software? functionality and performance to the user and should
be maintainable, dependable and usable.
What is software engineering? Software engineering is an engineering discipline
that is concerned with all aspects of software
production.
What is the difference between Computer science focuses on theory and
software engineering and computer fundamentals; software engineering is concerned
science? with the practicalities of developing and delivering
useful software.
What is the difference between System engineering is concerned with all aspects of
software engineering and system computer-based systems development including
engineering? hardware, software and process engineering.
Software engineering is part of this more general
process.

16
Essential attributes of good
software
Product characteristic Description

Maintainability Software should be written in such a way so that it can evolve


to meet the changing needs of customers. This is a critical
attribute because software change is an inevitable requirement
of a changing business environment.
Dependability and Software dependability includes a range of characteristics
security including reliability, security and safety. Dependable software
should not cause physical or economic damage in the event of
system failure. Malicious users should not be able to access or
damage the system.
Efficiency Software should not make wasteful use of system resources
such as memory and processor cycles. Efficiency therefore
includes responsiveness, processing time, memory utilisation,
etc.
Acceptability Software must be acceptable to the type of users for which it is
designed. This means that it must be understandable, usable
and compatible with other systems that they use.

17
Software Engineering
A Layered Technology
tools

methods

process model

a “quality” focus
 Any engineering approach must rest on organizational commitment to quality which
fosters a continuous process improvement culture.
 Process layer as the foundation defines a framework with activities for effective
delivery of software engineering technology. Establish the context where products
(model, data, report, and forms) are produced, milestone are established, quality is
ensured and change is managed.
 Method provides technical how-to’s for building software. It encompasses many
tasks including communication, requirement analysis, design modeling, program
construction, testing and support.
 Tools provide automated or semi-automated support for the process and methods.
18
A Process Framework
Process framework
Framework activities
work tasks
work products
milestones & deliverables
QA checkpoints
Umbrella Activities

These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman. 19
Framework Activities
 Communication
 Planning
 Modeling
 Analysis of requirements
 Design
 Construction
 Code generation
 Testing
 Deployment

These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman. 20
Umbrella Activities
 Umbrella activities are a set of steps or procedure that the software
engineering team follows to maintain the progress, quality, change and
risks of the overall development tasks. These steps of umbrella activities
will evolve through the phases of generic view of software development.
 Software project management
 Formal technical reviews
 Software quality assurance
 Software configuration management
 Work product preparation and production
 Reusability management
 Measurement
 Risk management

These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman. 21
Adapting a Process Model
 the overall flow of activities, actions, and tasks and the
interdependencies among them
 the degree to which actions and tasks are defined within
each framework activity
 the degree to which work products are identified and
required
 the manner which quality assurance activities are
applied
 the manner in which project tracking and control
activities are applied
 the overall degree of detail and rigor with which the
process is described
 the degree to which the customer and other
stakeholders are involved with the project
 the level of autonomy given to the software team
 the degree to which team organization and roles are
prescribed
These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman. 22
The Essence of Practice
 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).

These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman. 23
Understand the Problem
 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?

These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman. 24
Plan the Solution
 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?

These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman. 25
Carry Out the Plan
 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?

These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman. 26
Examine the Result
 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?

These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman. 27
Hooker’s General Principles
 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!

These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman. 28
Software Myths
 Affect managers, customers (and
other non-technical 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
These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman. 29
How It all Starts
 SafeHome:
 Every software project is precipitated by some
business need—
• the need to correct a defect in an
existing application;
• the need to the need to adapt a ‘legacy
system’ to a changing business
environment;
• the need to extend the functions and
features of an existing application, or
• the need to create a new product,
service, or system.
These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman. 30

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