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1 Software Engineering Process Models In this course we will have a project with: Product requirements A defined development process A team of 4-5 developers We will use the Unified Modeling Language (UML) to describe our product specifications and design Today we will discuss some standard process models
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2 Software Engineering Phases
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3 Capability Maturity Model CMM : capability maturity model--defines level of the development process itself 1. Initial: ad hoc 2. Repeatable: basic project management processes in place 3. Defined: documented process integrated into an organization-wide software process 4. Managed: detailed measures are collected 5. Optimizing--desired level: Continuous process improvement from quantitative feedback
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4 Software Process Model Software Process Model: --A development strategy that encompasses the process, methods, and tools --Specific model is chosen based upon the project/application, the methods/tools to be used, resources available, and the deliverables required basic model: problem develop integrate each step is carried out recursively until an appropriate level of detail is achieved
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5 Process Model Types Process Model Types: “Prescriptive” Model includes a specific set of tasks, along with a workflow for these tasks and definite milestones and outcomes for each task; end result is the desired product "Agile" Model tends to be simpler than prescriptive models; emphasis is on incremental development, customer satisfaction, and minimal process overhead "Mathematical" Formal Method Model stresses mathematical rigor and formal proofs that product is meeting carefully-defined goals
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6 Some Common Prescriptive Models Some common models used in practice: Prescriptive: "Basic": Linear Sequential Model Prototyping Model "Evolutionary" (product evolves over time): Incremental Model Component-based Model “Formal Methods” Z-based methods “Agile” Extreme Programming
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7 Waterfall Model AnalysisDesignCodeTestMaintain Linear Sequential Model (“waterfall model”): Sequential approach from system level through analysis, design, coding, testing, support--oldest and most widely used paradigm Advantages: --better than nothing --can be appropriate for for small, well-understood projects Disadvantages: --Real projects rarely follow a sequential flow --Requirements usually not fully known. --Working version not available until late in project.
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8 Prototyping Model Prototyping Model: customer defines set of general objectives; no details on input, processing, output requirements; may be unsure of algorithm efficiency, adaptability, OS, human/machine issues Advantages: --Focuses on what is visible to customer --Quick design leads to a prototype --Prototype evaluated by the customer who can refine requirements --Ideal mechanism for identifying and refining SW requirements Disadvantages: --Customer sees something that appears to work and wants it. --Less than ideal choices move from prototype to product SW Prototyping:A-->D-->C-->T-->M (A=analysis, D=design, C=coding, T=testing, M=maintenance)
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9 Evolutionary Models
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10 Incremental Model Incremental: A-->D-->C-->T-->M-->A-->D-->C-->T--> ……-->M (A=analysis, D=design, C=coding, T=testing, M=maintenance) Incremental Model: Elements of linear sequential (applied repetitively) with prototyping. As result of use, a plan is developed for next increment. Advantages: Unlike prototyping, an operational product is delivered at each increment. Disadvantages: Variable staffing at each increment (task dependent). Risk analysis must be done at each increment.
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11 Component Based Development Component based: A-->D-->Library-->Integrate-->T-->M C (A=analysis, D=design, C=coding, T=testing, M=maintenance) Component Based Development: emphasizes the creation of classes that encapsulate data and the algorithms to manipulate the data. Reusability. Evolutionary and iterative. But composes applications from prepackaged SW components (classes) Process steps: --candidate class is identified --library is searched for existing class --if none exists, then one engineered using object-oriented methods. Advantages: Faster development and lower costs. Disadvantages: requires expertise in this type of development
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12 Process Models--Comparison Graphical comparison of basic and evolutionary models: Basic waterfall model: A-->D-->C-->T-->M (A=analysis, D=design, C=coding, T=testing, M=maintenance) Prototyping:A-->D-->C-->T-->M Incremental: A-->D-->C-->T-->M-->A-->D-->C-->T--> ……-->M Component based:A-->D-->Library-->Integrate-->T-->M C
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13 Formal Methods Formal Methods: formal mathematical specification of SW. Uses rigorous mathematical notation. Advantages: --Ambiguity, incompleteness, inconsistency found more easily. --Serves as a basis for program verification. --”promise” of defect-free SW Disadvantages: --Very time consuming --extensive training required --not a good communication mechanism (especially for customer) --handles syntax well; not so successful with semantics uses: Safety critical SW (medicine and avionics) or when severe economic hardship will be incurred by developer if error occurs
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14 Extreme Programming—an Agile Process Model Extreme Programming-- An Agile Process Model
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15 Review of Process Models In process models discussed previously: problem develop integrate each step is carried out recursively until an appropriate level of detail is achieved Basic method:
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16 Introduction to Extreme Programming
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17 “12 Practices” of XP
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18 Metaphor
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19 Release Planning 2. release planning requirements are given in terms of "user stories" each "story" is a short (~ 1 index card) description of what the customer wants, in natural language requirements are prioritized by customer resources and risks are estimated by developer "planning game"--each increment is restricted to a "time box"; highest priority and highest risk user stories are in early time boxes; after each increment, replay the "planning game"
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20 Testing 3. testing development is test-driven tests are written before code unit must run at 100% before going on acceptance tests written with customer; they act as "contract", measure progress
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21 Pair Programming 4. pair programming two engineers, one task, one computer "driver" controls keyboard & mouse "navigator" watches, identifies defects, participates in brainstorming roles are rotated periodically
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22 Refactoring 5. refactoring improve design of existing code, but don't change functionality relies on testing; no new errors can be introduced
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23 Simple Design 6. simple design no big design up front "do the simplest thing that could possibly work" don't add features you won't need may use "CRC cards"
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24 Collective Code Ownership 7. collective code ownership code belongs to project, not individual engineers may browse into and modify ANY class
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25 Continuous Integration 8. continuous integration pair writes unit test cases & code pair tests code to 100% pair integrates pair runs ALL test cases to 100% pair moves on to next task
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26 On-Site Customer 9. on-site customer clarifies stories, participates in critical decisions developers don't make assumptions no waiting for decisions face-to-face communication
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27 Small Releases 10. small releases timeboxed as small as possible, but with "business value" get feedback early and often do planning game after each iteration
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28 40-Hour Work Week 11. 40-hour work week burning midnight oil kills performance tired developers make more mistakes workforce is more content
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29 Coding Standards 12. coding standards use coding conventions write intention-revealing code
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30 “13th Practice” "13th practice": stand up meeting 15 minutes at start of each day stand up to keep meeting short each participant says --what they did yesterday --what they plan to do today --any obstacles they are facing pairs can be reformed based on meeting
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31 Contrast with Waterfall Model example contrasts: "waterfall model” || XP planning: upfront || incremental control of project, "people" questions: centralized || distributed customer involvement: only for specification, reviews || ongoing risk analysis, scheduling: all at beginning || in increments code development: assigned sections || collective ownership testing: specific phase || ongoing and required to 100% project type: well-understood, static || new, dynamic
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