CSE3308/DMS/2003/3 Software Engineering: Analysis and Design - CSE3308 David Squire David.Squire@csse.monash.edu.au Room 5.23A B Block, Caulfield 9903 1033 101A, Building 26, Clayton 9905 3295 (thanks to Martin Dick for initial development of course resources) CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.1 Lecture Outline Course Outline What is Software Engineering? Why Bother with Software Engineering? Product and Process The Software Development Lifecycle CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.2 Course outline Objectives Assessment Passing the Subject Lectures, practice classes, the lecturer and consultation Recommended reading Assignment Work Web Pages CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.3 Objectives (1) Knowledge of the difficulties of specifying and producing large software products, leading to an appreciation of the need for software engineering methodologies understanding of the distinction between software engineering and programming, and thus the distinction between a software configuration and a program An understanding of, and ability to apply, the methods of analysis and design, including: structured analysis and design using Yourdon notation » Context Diagram, Event Lists, Data-Flow Diagrams, Entity-Relationship Diagram, State Transition Diagrams, Process Specifications, Data Dictionary, Structure Chart object-oriented analysis and design using UML » Use Cases, Class Diagrams, Interaction Diagrams, State Diagrams, Package Diagrams, Activity Diagrams CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.4 Objectives (2) Knowledge of , and the ability to apply, principles of user interface design such as affordances, awareness of mental models, visibility, mapping and feedback. An awareness of the problems of managing large software development projects, and the techniques used to address them, including Configuration management Software metrics Validation and verification techniques Quality management CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.5 Assessment and Passing There are two assessment components: An examination worth 40% of the marks Assignments worth 60% of the marks There will be two practical assignments: » A group project worth 45% » An individual assignment worth 15% You need to achieve 50% in both the exam and the assignments and achieve an overall mark of 50%, i.e. You must get at least 20 marks out of 40 for the exam You must get 30 marks out of 60 for the assignments You must get 50 marks out of 100 overall CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.6 Lectures Lectures will be held at: 2:00pm on Wednesdays, room S6 2:00pm on Thursdays, room C1 Notes for each week will be made available on the subject web page in PowerPoint and Portable Document Format (PDF) formats It is your responsibility to ensure that you have copies of all notes, including the assignments All lecture material, worksheets and assignment work is examinable CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.7 Practice Classes There will be two practice classes each 12.00 noon to 2:00pm Thursday, room EH2 11:00am to 1:00pm Friday, room EH2 week: Students are expected to attend at most one practice class per week During a practice class, students are expected to work on practice problems, or on their assignments The lecturer and tutors will be available to comment on, and help with, solutions during the practice class. Practice classes start in week 2 CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.8 Lecturer and Consulation Lecturer: David Squire Clayton, Bldg. 26, Room 101A, Ph. 9905 3295 (Wed., Thu, & Fri., 1st semester) Caulfield, Bldg B, Room 5.23A, Ph. 9903 1033 Email: David.Squire@csse.monash.edu.au Consultation The primary time for consultation is during the practice classes Other consultation at Clayton campus (preferably by appointment): Wednesday 3:15pm - 5pm, building 63, room G.12 CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.9 Recommended Reading There is no prescribed text. The following books cover the basic material in the course: Booch, G., Rumbaugh, J., and Jacobson, I. The Unified Modeling Language User Guide (1998) Yourdon, E.: Modern Structured Analysis (1989) Pressman, R., Software Engineering: A Practitioner's Approach, (2000) The lecture notes are long and detailed - the intent is to give you the material you will need A list of further useful books is provided in the unit outline. Copies of these books are on reserve in the library. CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.10 Assignment work All work submitted by a group must be solely the work of that group All work submitted by an individual must solely be the work of that individual This is not to mean that you may not consult with others, but: If you receive any help, you must specifically acknowledge that person in your submitted work If any student or group of students submits work which is not their own, they will be disciplined according to the University and Faculty policies - see the unit web site Penalties range from exclusion from University to zero marks for the subject CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.11 Web pages The unit web site can be found at: http://www.csse.monash.edu.au/courseware/cse3308/ Information at the web site will include: Lectures (in Powerpoint and PDF formats) Assignment specifications (in Microsoft Word and PDF formats) Resources and links relevant to the subject Anonymous feedback forum You should check the subject web site each week CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.12 What is Software Engineering? Group Exercise Break into groups of 4 or 5 (i.e. your neighbours, don’t move around the theatre) Take 5 minutes to write down a definition of software engineering - this can be in point form After 5 minutes, we will collect definitions from the class CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.13 What is Software Engineering? Many Definitions “… the establishment and use of sound engineering principles in order to obtain economically software that is reliable and works efficiently on real machines.” (Bauer 1969) “The application of science and mathematics by which the capabilities of computer equipment are made useful to man via computer programs, procedures, and associated documentation.” (Boehm 1981) “The application of a systematic, disciplined, quantifiable approach to the development, operation and maintenance of software; that is the application of engineering to software.” (IEEE 1993) Designing, building and maintaining large software systems in a cost-effective way. CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.14 Why bother with Software Engineering? Many very successful projects don’t use software engineering, e.g. early Microsoft ID Software’s Doom Sausage’s Hotdog BUT they are often not repeatable Many more projects fail because they don’t use software engineering. Failures occur because: of the size of the project relative to previous efforts key personnel have left of failure to understand requirements the project delivers, but lacks the required quality of the introduction of new technology of many, many other reasons CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.15 Some classic disasters CS90 - How Westpac wasted $150 million Therac-25 - Radiation death courtesy of the computer McKinsey’s PeopleNet New Jersey Department of Motor Vehicles Microsoft’s first Windows database - Omega Australian Customs Service - Intelligence Gathering System Denver International Airport London Ambulance Service CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.16 From E-Trade to E-Grave 3rd largest on-line stockbroking service in the world 60,000 trades a day February 3rd, 1999 - 75 minutes downtime after slow access February 4th - More downtime February 5th - 29 minutes of downtime Two class action law suits Stock price dropped from US$62 to US$48 CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.17 Some statistics One in four systems miscarry 20% turnover in staff is not uncommon Major corporations have a backlog of up to a 30 months Large systems take 3 to 5 years to develop Corporations are spending up to 20% of revenue on Information Technology Y2K problem took up to 50% of resources in at least one bank in Australia. Many of the systems were built in the 1980s CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.18 Product and Process Both are key aspects in software engineering We move from an emphasis on product to process, and back and forth Structured programming - Product Structured analysis and design - Process Data encapsulation (OO languages) - Product Capability Maturity Model/ISO9000 - Process Next step? We need to be able to deliver quality software products to our customers with a consistent, well-managed and cost-effective process Product and process are not a dichotomy CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.19 The Software Product Is not the same as a hardware product A Software is developed or engineered, it isn’t manufactured like a personal computer Software doesn’t wear out Most software is custom-built, rather than being assembled from existing components software product should perform the required function be reliable be maintainable be efficient have an appropriate user interface have an appropriate lifetime CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.20 A good software product? CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.21 The Software Product Is composed of Programs Data Documentation » requirements, analysis & design documents, walkthrough minutes, test plan, user manuals, etc. often referred to as the “software configuration” Two main types of product Generic - eg. Windows, Macintosh application software Bespoke - Systems created for specific application areas Most software expenditure is generic Most software development effort is bespoke CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.22 The Software Process The set of activities and associated results which produce a software product The sequence of steps required to develop and maintain software Sets out the technical and management framework for applying methods, tools and people to the software task Definition: The Software Process is a description of the process which guides software engineers as they work by identifying their roles and tasks. CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.23 Characteristics of a good process Understandability Visibility Supportability Acceptability Reliability Robustness Maintainability Rapidity CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.24 Two questions Is there a right process for software engineers to adopt? Will having a good process guarantee a good product? CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.25 When do we need process? We always have some process! The larger the project, the greater the need for a formal process Complexity of building a system when related to size is not linear. Size Gigatron 5,000 Gigatron 2 50,000 Deluxe Effort Required 1 20 CSE3308 - Software Engineering: Analysis and Design, 2003 Errors after release 25 375 (15 times Lecture 1.26 Determining Process Several Schemes US Department of Defense use the Project Formality Worksheet Projects rate between 12 (minimal formality) to 60 (maximum formality) Most student projects are well under 20 and require very minimal formal process to be successful CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.27 Steps in a Generic Software Process Project Definition Requirements Analysis Design Program Implementation Component Testing Integration Testing System Testing System Delivery Maintenance CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.28 Process Activities (1) Project Definition States the purpose of the project Makes initial decision on political and technical feasibility of the project Requirements Analysis High level definition of the functionality of the system, primarily from the point of view of the users Design Looks at the software requirements of the system and the architecture of the system Lower level design activities - data structures, interface representations, procedural (algorithmic) details CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.29 Process Activities (2) Program Implementation Writing or generating the code to build the system Component Testing of the individual components while they are being built and after they have been completed Integration Testing Testing of the way individual components fit together System Testing Testing Testing of the whole system usually in concert with the users (acceptance testing) CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.30 Process Activities (3) System Delivery Implementation of the system into the working environment and replacement of the existing system Maintenance Corrective Adaptive Perfective CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.31 Types of Software Processes Traditional/Waterfall Prototyping Rapid Application Development (RAD) Evolutionary Incremental Spiral Component Assembly Formal Methods Fourth Generation Techniques CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.32 The Waterfall Model Project Definition Requirements Analysis Design Program Implementation Component Testing Integration Testing System Testing System Delivery Maintenance CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.33 Waterfall Model Most widely used Each step results in documentation May be suitable for well-understood developments using familiar technology Not suited to new, different systems because of specification uncertainty Difficulty in accommodating change after the process has started Can accommodate iteration but indirectly Working version not available till late in process Often get blocking states CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.34 Prototyping Specifying requirements is often very difficult Users don’t know exactly what they want until they see it Prototyping involves building a mock-up of the system and using to obtain for user feedback CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.35 Prototyping Listen to Customer Build/Revise Mock-up Customer test-drives mock-up CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.36 Prototyping Ideally mock-up serves as mechanism for identifying requirements Users like the method, get a feeling for the actual system Less ideally may be the basis for completed product prototypes often ignore quality/performance/maintenance issues may create pressure from users on deliver earlier may use a less-than-ideal platform to deliver e.g Visual Basic - excellent for prototyping, may not be as effective in actual operation CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.37 Rapid Application Development Similar to waterfall but uses a very short development cycle (60 to 90 days to completion) Uses component-based construction and emphasises reuse and code generation Use multiple teams on scaleable projects Requires heavy resources Requires developers and customers who are heavily committed Performance can be a problem Difficult to use with new technology CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.38 Rapid Application Development Team 1 Team 2 Team 3 Business modelling Business Business modelling modelling Data modelling Data modelling Data modelling Process modelling Process modelling Process modelling Application generation Applicatio n Application Testing and turnover generation generation Testing and turnover CSE3308 - Software Engineering: Analysis and Design, 2003 Testing and turnover Lecture 1.39 Incremental Development Applies an iterative philosophy to the waterfall model Divide functionality of system into increments and use a linear sequence of development on each increment First increment delivered is usually the core product, i.e only basic functionality Reviews of each increment impact on design of later increments Manages risk well CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.40 Incremental Development 1st Increment analysis design coding testing delivery 2nd Increment analysis design coding Project Definition testing delivery 3rd Increment analysis design coding testing delivery 4th Increment analysis CSE3308 - Software Engineering: Analysis and Design, 2003 design coding testing Lecture 1.41 delivery The Spiral Model Development cycles through multiple (3-6) task regions (6 stage version) customer communication planning risk analysis engineering construction and release customer evaluation Incremental releases early releases may be paper or prototypes later releases become more complicated Models software until it is no longer used CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.42 Spiral Model CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.43 Spiral Model Not a silver bullet, but considered to be one of the best approaches Is a realistic approach to the problems of large scale software development Can use prototyping during any phase in the evolution of product Requires excellent management and risk assessment skills CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.44 Component Assembly Incorporates features of the spiral model Usually based on object technologies, but not necessarily e.g. Visual Basic (older versions) Compose applications from pre-packaged software components Can greatly boost productivity and reuse Relies heavily on quality and robustness of the software components Fits into the Engineering/Construction task region of the spiral model CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.45 Component Assembly CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.46 Formal Methods Use of mathematical techniques to specify the requirements of the system e.g Z, VDM, Object-Z Mainly used in life or mission-critical applications, e.g heart pacemakers, NASA Can get very high quality software Problems Time-consuming and expensive Few developers have necessary skills, so extensive training required Difficult to use as a tool to communicate with users CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.47 Fourth Generation Techniques The use of CASE and 4GL tools which let you specify the software at a high-level Example: Hamilton-1 uses a formal specification language to generate complete system from requirements analysis ($100,000 per license) Use of 4GT has grown considerably in the last decade Some indications of productivity improvements for small and intermediate applications CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.48 Fourth Generation Techniques Large projects require as much or more analysis, design and testing to achieve the time gains from the elimination of coding Often problems with efficiency of automatically generated code CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.49 References Pressman, R., Software Engineering: A Practitioner's Approach, McGraw-Hill, 2000, (Chapters 1 and 2). McConnell, S., Less is More: Jump-Start Productivity with Small Teams, Software Development, October 1997, pp. 28-34. http://www.stevemcconnell.com/articles/art06.htm CSE3308 - Software Engineering: Analysis and Design, 2003 Lecture 1.50