Software Engineering: It’s Much More Than Programming! Sources: “Software Engineering: A Practitioner’s Approach Fourth Edition” Pressman, Chapter 1 HP Software Engineering via Martin Griss “Code Complete” McConnell, Chapters 1-3 CS 3500 SE - 1 Software Eras (Pressman Figure 1.1) Second era Multiuser Real-time Database Product software The fifth era? • Cloud computing • Smart phones • Multi-core 1950 CS 3500 1960 1970 Third era Distributed systems Embedded “intelligence” Low cost hardware Consumer impact 1980 Fourth era Powerful desk-top systems OOP Parallel Internet 1990 Increasing Amounts of Software Early years Batch Limited distribution Custom software 200x SE - 2 The 50+ Year “Software Crisis” CS 3500 Hardware advances faster than the ability of software to take advantage of the hardware Demand for new programs exceeds our ability to produce them Computers are pervasive; reliability is key; major damage is possible on failure We struggle to build reliable, high quality software Support and enhancement of existing programs is expensive and error prone due to poor design and inadequate resources Many, many projects are started but never finished SE - 3 Aspects of Software Crisis Techniques that work for small programs don’t scale Big systems live on beyond original author(s) Most effort expended after first release Requirements change rapidly User expectations increase rapidly Most software late, expensive, buggy or inadequate Last minute testing can’t ensure quality What can you add to this list? CS 3500 SE - 4 Infant mortality Wear out Time Hardware failure rates (Pressman 1.2) Failure rate Failure rate Software vs. Hardware obsolescence Time Idealized software failure rates (Pressman 1.3) Why the difference? CS 3500 SE - 5 obsolescence Failure rate Failure rate Software Failure Rates Side effects Change Time Idealized software failure rates (Pressman 1.3) Time Actual software failure rates (Pressman 1.4) Why the difference? CS 3500 SE - 6 Software Myths Management Myths – We have books of standards. – I work very hard to put the latest, greatest, fastest, state-of-the-art hardware in front of all my programmers. – We have the greatest CASE tools around. – If we get behind, we can just add more programmers. Customer myths – A general statement of objectives is sufficient to start coding, we can fill in the details later – Project requirements change constantly, but change is easy because software is flexible. Programmer myths – Once the program is written and working, our job is done. – Until the program is running, there is no way to assess quality. – The only deliverable for a successful project is the working program. CS 3500 SE - 7 Solution: Disciplined Software Engineering Systems Management, Sociology Software Engineering Computer Science “More than just programming and algorithms” CS 3500 Psychology, HCI SE - 8 Software Lifecycle Development phases: – – – – Analysis [What do we need?] Design [How do we do it?] Coding [Implement it] Testing [Make sure it works] (14-22%) (16-21%) (30-39%) (25-37%) Relative time to fix defect after release depends on origin: – Analysis >> design >> coding >> test Average time in maintenance – Only 25-45% of entire lifecycle spent in development – Fixing defects is 20-30% of lifecycle; enhancing the program is 35-45% of lifecycle – Half of maintenance time is spent figuring things out CS 3500 SE - 9 Software Development Processes Traditional Waterfall Process - - Address each step completely before moving to the next Each step might take many months Premium on getting things right the first time Emphasis on management hierarchies and written reports Agile Process - Iterate repeatedly through each step, gradually growing the system Each iteration produces an incomplete but usable system Design changes and code refactoring are the norm Premium on frequent and rapid interactions among clients and developers Emphasis on face-to-face interactions What Will We Study? C# Programming using Visual Studio 2010 Software Construction Tools and Techniques – – – – – – – – – – CS 3500 Version control (SVN) Testing Debugging Performance profiling Code inspections Object-oriented design patterns Program organization and coding style Documentation UML (Unified Modeling Language) Scripting SE - 11 What Will We Study? Software Architectures – Pipe and filter – Object-oriented – Client/server – Event-driven – Model-view-controller Working Individually, in Pairs, in Small Groups – Via programming projects Other Topics – Requirement gathering – High-level design – Intellectual property – Professional ethics