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Introduction to Software Engineering: Principles, Techniques, and Tools

Learn the fundamentals of software engineering, including software development principles, methods, and tools, requirements and design notations, implementation strategies, testing methods, and maintenance techniques.

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Introduction to Software Engineering: Principles, Techniques, and Tools

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  1. CSC 205Software Engineering I Spring Quarter, 2000 Clark S. Turner, J.D., Ph.D.

  2. Why are we here? • Software Engineering is... • the study of software process, software development principles, methods and tools • requirements and design notations • implementation strategies • testing methods • maintenance techniques • Management strategies • the production of quality software, delivered on-time, within budget, and satisfying users’ needs halfway between an art form and a discipline?

  3. Instructor Clark S. Turner Required Books Wiegers, Software Requirements Brooks: Mythical Man-Month, 20th anniversary edition Other References Weinberg, Requirements Jackson, Software Requirements and Specifications Office: 14-211 phone 756 6133 Hours: Monday 9-10 am Tuesday 9-10 am Wednesday 10-11 and 2-4 Prerequisites CSC 103 or equivalent will be checked and enforced Future course website www.csc.calpoly.edu/~csturner Administration

  4. Introduction to Software Engineering scope and principles software methods and tools lifecycle models overview of requirements issues Team issues mythical man-month Requirements Engineering concepts and techniques informal specs methods and tools data-flow diagrams entity-relationship diagrams finite-state machines Petri-nets formal specification Testing, Verification and Validation strategies at the requirements stage test plans Very Preliminary Syllabus ...no guarantees that the course will follow this plan...

  5. Assessment • Final grade based on • Midterm (10%) • Final (10%) • Project contribution (50%) • Class and lab contribution (30%) • Late work policy • Start with an “A” cap on the course grade • late delivery of an activity report drops cap by 1/3 grade (A to A- etc) • non-delivery of an activity report drops cap by an entire grade • grade cap drops are cumulative • Academic (dis)honesty • Our main concern: don’t ever use anyone else’s work without clearly indicating the source!

  6. The problem and the response... • Software is typically • late • over budget • faulty • hence... the “software crisis” • Software Engineering • software production should use established engineering principles • history: coined in 1967 and endorsed by a NATO conference in 1968

  7. What type of software? • Small single-developer projects can typically get by without Software Engineering • typically no deadlines, small budget (freeware), not safety-critical • Software Engineering is required for • large projects (100,000 lines of code and up) • multiple subsystems • teams of developers (often geographically dispersed) • safety-critical systems (software that can kill people...)

  8. Software Engineering is young • Traditional engineering disciplines have been around for hundreds, if not thousands, of years • Software Engineering still needs • standard specification and design techniques • formal analysis tools • established processes • Currently experimenting in • techniques, notations, metrics, processes, architecture, etc. • Some success has been reported • A foundation is being formed...

  9. What is Engineering? • Engineering is • sequence of well-defined, precisely-stated, sound steps, which follow method or apply technique based on some combination of • theoretical results derived from a formal model • empirical adjustments for un-modeled phenomenon • rules of thumb based on experience • This definition is independent of purpose ... • i.e. engineering can be applied to many disciplines • Side question: Are we employees or professionals? • are we independent in our employ? • do we have obligations to society?

  10. Software Engineers require ... • a broad range of skills • Mathematics • Computer Science • Economics • Management • Psychology • applied to all phases of software production!

  11. Software economics... • Software Production = development + maintenance • …but maintenance accounts for approximately 67% of the overall costs during the lifecycle of a software product • Thus … faster development is not always a good thing • may result in software that is difficult to maintain • resulting in higher long-term costs

  12. Lifecycle Costs (Schach: page 10)

  13. Maintenance Aspects • All products undergo some form of maintenance to account for change ... • Three major types of maintenance • Perfective (60.5%) • Changes to improve the software product • Adaptive (18 %) • Responding to changes in a product’s environment • Corrective (17.5 %) • Fixing bugs... Real world is constantly changing Maintenance is a necessity

  14. Requirements and Design Aspects • User needs and perceptions are difficult to assess - functionality isn’t enough • Requirements specification is a contract with the customer • Requirements must provide a definitive basis for testing • Design decomposition is critical to mastering complexity Requirements addresses “what?” Design addresses “how?”

  15. Verification and Validation Aspects • The longer a fault exists in software • the more costly it is to detect and correct • the less likely it is to be fixed correctly • e.g. fixing it “breaks” something else! • 60-70 % of all faults detected in large-scale software products are introduced in its specification and design • Thus...faults must be found early using improved specification techniques and “perpetual testing” • requires specification and design V&V • validate first description and verify each phase with respect to previous • evaluate testability and develop test plans at each phase Verification and validation must permeate the software lifecycle

  16. Relative cost of fixing a fault

  17. Team Programming Aspects • Reduced hardware costs afford hardware that can run large and complex software systems – products too complex for an individual to develop • Most software is produced by a team of software engineers, not an individual • Team programming leads to interface problem between components and communications problems between members • Team programming requires good team organization to avoid excessive communication Team programming introduces communication overhead

  18. Software Engineering Principles • Deal with both process and product • Applicable throughout the lifecycle • Need abstract descriptions of desirable properties • Same principles as other engineering disciplines

  19. Rigor and Formality • Rigor is a necessary complement to creativity • enhances understandability, improves reliability, facilitates assessment, controls cost • Formality is the highest degree of rigor • Engineering = sequence of well-defined, precisely-stated, sound steps, which follow method or apply technique based on some combination of • theoretical results derived from formal model • empirical adjustments for un-modeled phenomenon • rules of thumb based on experience

  20. Separation of Concerns • Enables mastering of inherent complexity • Allows concentration on individual aspects • product features: functions, reliability, efficiency, environment, user interface, etc. • process features: development environment, team organization, scheduling, methods, • economics and management • Concerns may be separated by • time (process sequence) • qualities (e.g., correctness vs. performance) • views to be analyzed separately (data vs. control) • components • Leads to separation of responsibility

  21. Modularity and Decomposition • Complex system divided into modules • Modular decomposition allows separation of concerns in two phases • Modularity manages complexity, fosters reusability, and enhances understandability • composibility vs. decomposibility • high cohesion and low coupling aspects of modules in isolation overall characteristics of integrated system bottom-up top-down

  22. Abstraction • Identify important aspects and ignore details • Abstraction depends on the purpose or view • Models are abstractions of reality • Abstraction permeates software development • from requirements to code • from natural language descriptions to mathematical models • from products to process • One specification but many realizations

  23. Anticipation of Change • Constant change is inevitable in large-scale software systems • software repair & error elimination • evolution of the application • Identify likely changes and plan for change • software requirements usually not entirely understood • users and environments change • also affects management of software process • Maintenance is process of error correction and modification to reflect changing requirements • regression testing with maintenance • configuration management of versions

  24. Generality • Focus on discovering more general problem than the one at hand • fosters potential reuse • facilitates identification of OTS solution • Trade-offs between initial costs vs. reuse savings • General-purpose, OTS products are general trend in application domains • standard solutions to common problems

  25. Incrementality • Step-wise process with successively closer approximations to desired goal • Identify and “deliver” early subsets to gain early feedback • fosters controlled evolution • Incremental concentration on required qualities • Intermediate deliverables may be prototypes • Requires careful configuration management and documentation

  26. Reliability • As software application pervades critical systems, reliability is paramount • Cost of failure exceeds cost of development • Reliability measures how well a system provides expected service over time • all service is not equal • software reliability based entirely on development • software does not degrade Formal development methods lead to higher reliability Formal analysis techniques are critical

  27. Discussion: Relationships between Principles • formality and modularity • formality and separation of concerns • separation of concerns and modularity • modularity and abstraction • modularity and anticipation of change • anticipation of change and generality • abstraction and generality • modularity and incrementality • anticipation of change and incrementality • generality and incrementality

  28. Sample Software Qualities • Correctness • Reliability • Robustness • Performance • Usability • Testability • and more… • what are the relationships between these qualities? • What about safety? Is this a property of software or systems? • Is it subsumed under “reliability”???

  29. Uniqueness of Software • What are we dealing with? • The stuff doesn’t “wear out” (but does exhibit a bathtub curve …) • The stuff has no “tolerance” - it is binary • The stuff weighs nothing, and you can’t really “see” it. • It is very plastic, we can always “change” it in place • try that with your automobile! • Why don’t other engineering principles apply? • For example, statistical reliability methods? • No mean value theorem applies • No accurate user profile or operational distribution • So, when we test, what do we find out about software? • Can’t tell for sure if our software is good or not.

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