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REKAYASA PERANGKAT LUNAK (Software Engineering)

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Presentation on theme: "REKAYASA PERANGKAT LUNAK (Software Engineering)"— Presentation transcript:

1 REKAYASA PERANGKAT LUNAK (Software Engineering)
Pendahuluan

2 Produk Perangkat Lunak (PL) / Software ?
Serangkaian instruksi/program/struktur data yang dapat di exekusi / untuk memanipulasi suatu informasi. software is engineered software doesn’t wear out software is custom built software is complex

3 Failure (“Bathtub”) Curve for Hardware
Awal produksi tidak dipakai lagi Failure Rate Time

4

5 Aplikasi PL System Software (s/w), misalnya s/w yang berupa kumpulan program untuk menunjang pembuatan program Real Time Software, misalnya s/w yang digunakan untuk mengukur / menganalisa / mengontrol proses input data s/d output sesuai dengan keinginan Bussines Software, misalnya s/w yang digunakan dalam aplikasi bisnis

6 Engineering & Scientific Software, misalnya s/w yang digunakan dalam aplikasi teknik
Embedded Software, misalnya s/w yang digunakan untuk mengontrol proses dalam pabril & biasanya disimpan didalam ROM Personal Computer Software, misalnya s/w untuk aplikasi komputer Artificial Intellegence Software, misalnya s/w untuk kecerdasan buatan

7 Mitos RPL Management We have new computers We have standards
We’ll add more people to catch up I outsourced it, I’m done Customer We have general objectives, let’s start Change is easily accommodated Practitioner We’ll write it and be done I can’t assess quality until it is running I only need deliver code Software engineering is about meaningless documents

8 Biaya perubahan

9 Proses Kerangka proses RPL Common process framework
Framework activities Task Sets Umbrella Activities tasks milestones,deliverables SQA checkpoints

10 Kegiatan RPL Software project management (tracking and control)
Formal technical reviews Software quality assurance Software configuration management Document preparation and production Reusability management Measurement / pengukuran Risk management

11 The Process Model : Adaptability
the framework activities will always be applied on every project ... BUT the tasks (and degree of rigor) for each activity will vary based on: the type of project (an “entry point” to the model) characteristics of the project common sense judgment; concurrence of the project team

12 Process as Problem Solving / Sekuensial Linier Model
status quo Definisi masalah pengembangan teknis solution integration

13 The Linear Model analysis design code test System/information
engineering

14 Waterfall Model Software Reqmts Analysis Software Detailed Design
Integration Software Item 1 Software Architectural Design Software Coding & Testing Software Qualification Testing System Reqmts Analysis System Integration, Qualification & Release Activities System Architectural Design Software Item n . . . Hardware Items Note: 1) Software Lifecycle Activities are bolded / shaded 2) This model is consistent with IEEE/EIA

15 Prototyping Prototyping listen build/revise to mock-up customer
test-drives Prototyping

16 RAD

17 The Incremental Model calendar time increment 1 delivery of
s i d e g c o t S m / f r increment 2 increment 3 increment 4 increment 1 delivery of 1st increment 2nd increment 3rd increment 4th increment calendar time

18 An Evolutionary (Spiral) Model
C u s t o m e r n i c a P l g & R E v k A y

19 Still Other Process Models
WINWIN spiral model - defines negotiating activities and adds anchor points to spiral model Concurrent process model—recognizes that different part of the project will be at different places in the process Component-based development model—the process to apply when reuse is a development objective Formal methods—the process to apply when a mathematical specification is to be developed Cleanroom software engineering—emphasizes error detection before testing

20 Manajemen Proyek The 4 P’s
People — the most important element of a successful project Product — the software to be built Process — the set of framework activities and software engineering tasks to get the job done Project — all work required to make the product a reality

21 Software Teams the difficulty of the problem to be solved
the size of the resultant program(s) in lines of code or function points the time that the team will stay together (team lifetime) the degree to which the problem can be modularized the required quality and reliability of the system to be built the rigidity of the delivery date the degree of sociability (communication) required for the project

22 Organizational Paradigms
closed paradigm—structures a team along a traditional hierarchy of authority (similar to a CC team) random paradigm—structures a team loosely and depends on individual initiative of the team members open paradigm—attempts to structure a team in a manner that achieves some of the controls associated with the closed paradigm but also much of the innovation that occurs when using the random paradigm synchronous paradigm—relies on the natural compartment-alization of a problem and organizes team members to work on pieces of the problem with little active communication among themselves

23 Project Management Concerns

24 Defining the Problem establish scope—a narrative that bounds the problem decomposition—establishes functional partitioning

25 Melding Problem and Process

26 Software Projects size delivery deadline budgets and costs
application domain technology to be implemented system constraints user requirements available resources

27 Why Projects Fail? • an unrealistic deadline is established
• changing customer requirements • an honest underestimate of effort • predictable and/or unpredictable risks • technical difficulties • miscommunication among project staff • failure in project management

28 To Get to the Essence / pokok of a Project
Why is the system being developed? What will be done? By when? Who is responsible for a function? Where are they organizationally located? How will the job be done technically and managerially? How much of each resource (e.g., people, software, tools, database) will be needed?


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