USIT-404-Software-Engineering-munotes

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1Chapter 1: An Introduction
Unit 1
1 AN INTRODUCTION
Unit Structure
1.1 Objective
1.2 Introduction
1.3 Why is the term software really necessary?
1.4. What is software engineering?
1.5 Software E ngineering in brief .
1.6 Tasks of software engineeri ng
1.7. Life cycle Software engineering
1.7.1 Classical Model waterfall
1.7.2 Rapid Prototype model
1.7.3 Spiral Model
1.7.4 Market -driven Model of software engineering
1.7.5 Open source model of software engineering
1.7.6 Agile Programming Model of software engineering
1.8 Software Engineering Development Phase
8.1 Requirement Analysis
8.2 The feasibility study
8.3 Design
8.4 Coding
8.5 Testing
8.6 Maintnance
1.9 Summary
1.10 Questions
1.11 References
1.1 Objective
This chapter is about software engineering and why software engineering?
How software engineering can create, maintain, research and design all kinds of
software applications to operating systems.
We can learn and understand the needs of software engineering from this chapter.
Here we will discuss the goal s and responsibilities of members of the group or
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1.2 Introduction
Software engineering was 50 -60 years old. At the North Atlantic Treaty
Organization conference to discuss development issues of software . The word
software engineering was introduced or became in 1969.
At that time extensive software systems were a delay and as per the user
requirements, functionality did not provide, was unexpectedly expensive, and
was unreliable .
During the 1970s and in the 1980s, t he history of the progr amming is, PCs were
simply starting to be accessible at a sensible expense.
There were numerous PC magazine’s accessible at newspaper kiosks and book
shops; these magazines were loaded up with articles depicting how to decide
the substance of explicit memo ry areas utilized by PC working frameworks.
Different articles represent the calculations and their execution in som e of the
BASIC programming language.
Media inclusion recommended that the opportunities for developers were
unlimited . It appeared to be probable that the computerization of society
and the major changes brought about by this computerization were driven
by the activities of countless autonomously working developers.
It appeared to be reasonable that the computerization of society and the
principal changes brought about by this computerization were driven by the
activities of an enormous number of autonomously working developers.
Nonetheless, one more pattern was happening, to a great extent stowed away
from general visibility. Programming w as filling incredibly in size and turning out to be amazingly perplexing. The development of word handling programming is a decent delineation.
In the last part of the 1970s, programming, for example, Microsoft Word and
WordStar ran effectively on little P Cs with just 64 kilobytes of client memory.
1.3 Why is the term software really necessary?
You may plan to be an engineer of independent applications for, say, cell phones,
and keep thinking about whether this custom is essential. Here is a portion of the
real factors. There are over 1,000,000 applications for iPhones and iPads on the
App Store and thus, it tends to be difficult to have individuals find your application.
You might have caught wind of the software engineer who created an application
that sold 17,000 units in a single day and quit his place of employment to be a full -
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3Chapter 1: An Introduction
Maybe you caught wind of Nick D'Aloisio, a British young person who sold an
application named Summly to Yahoo! The cost was $30 million, which is a
considerable measure of cash for somebody still in secondary school.
(see the article http://articles.latimes.com/2013/mar/26/business/la -fi-teen-
millionaire -20130326 ) computer programming is the term used to portray programming improvement that follows these standards.
In particular, the term computer programming alludes to a deliberate methodology
that is utilized in the setting of a by and large acknowledged arrangem ent of objectives for the examination, plan, execution, testing, and support of programming.
The product delivered ought to be effective, dependable, usable, modifiable,
compact, testable, reusable, viable, interoperable, and right. These terms allude
both to frameworks and their parts. Large numbers of the terms are simple;
nonetheless, we incorporate their definitions for fulfillment. You ought to allude to
the as of late removed, yet at the same time accessible and helpful, IEEE standard
glossary of PC terms (IEEE, 1990) or on the other hand to the " Programming
Body of Knowledge " (SWEBOK, 2013) for related definitions.
1. Effectiveness —The product is delivered in the normal time and inside the
constraints of the accessible assets. The product that is cre ated runs inside the
time expected for different calculations to be finished.
2. Dependability —The product proceeds true to form. In multiuser frameworks, the framework plays out its capacities even with other burdens
on the framework.
3. Ease of use —The product can be utilized appropriately. This for the most
part alludes to the convenience of the UI yet additionally concerns the
materialism of the product to both the PC's working framework and utility
capacities and the application climate.
4. Modifiab ility—The product can be effectively changed if the prerequisites
of the framework change.
5. Versatility —The product framework can be ported to different PCs or
frameworks without significant revising of the product. Programming that
needs just to be rec ompiled to having an appropriately working framework
on the new machine is viewed as truly compact.
6. Testability —The product can be effectively tried. This by and large implies
that the product is written in a particular way.
7. Reusability —Some or the entirety of the product can be utilized again in
different tasks. This implies that the product is secluded, that every individual
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module has a characterized result from its execution. This frequently implies
that there is a considerable degree of deliberation and over -simplification in
the modules that will be reused regularly.
8. Viability —The product can be handily perceived and changed over the long
haul if issues happen. This term is regularly used to portray the lifetime of
enduring frameworks such as the aviation authority framework that should
work for decades.
9. Maintainability —The software can be easily understood and changed over
time if problems occur. This term is often u sed to describe the lifetime of
long-lived systems such as the air traffic control system that must operate for
decades.
10. Interoperability —The software system can interact properly with other
systems. This can apply to software on a single, stand -alone computer or to
software that is used on a network.
11. Correctness —The program produces the correct output.
1.4 What is software engineering?
1. Software engineering is the term which is composed by two word.
2. Programming is something other than a program code. A program is an
executable code, which fills some computational need. Programming is
viewed as assortment of executable programming code, related libraries and
documentations. Programming, when made for a particular necessity is called
progra mming item.
3. Designing, then again, is tied in with creating items, utilizing clear cut,
logical standards and strategies
4. Software engineering is defined as a process of breaking down client prerequisites and afterward planning, building, and testing progra mming
applications that will fulfill those necessities.
5. IEEE, in its standard 610.12 -1990, defines software engineering as the
application of a systematics, disciplined, which is a computable approach for
the development, operation, and maintenance of soft ware.
6. It was in the last part of the 1960s when numerous product projects fizzled.
7. Numerous products became over spending plan. Yield was an inconsistent
programming that is costly to keep up with.
8. Bigger programming was troublesome and very costly to kee p up with
Bunches of programming can't fulfill the developing necessities of the client.
9. Intricacies of programming projects expanded at whatever point its equipment ability expanded. Interest for new programming expanded quicker
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5Chapter 1: An Introduction
10. Many individuals feel that product is just one more word for PC programs.
In any case, when we are discussing computer programming, programming
isn't only the
11. It might incorporate framework documentation, which depicts the construction of the framework; client documentation, which discloses how to
utilize the framework, and sites for clients to download late item data.
12. This is one of the basic separations among expert and novice programming
progress. In case you are making a program for yourself, no other person will
utilize it
13. Furthermore, you don't need to stress over making program guides, recording
the program plan, and so on in any case, assuming Instance you are making
programming that others will utilize and different specialists will change then
you normally need to give extra data like the code of the program Questions Answer What is software? Computer programs and associated documentation. Software products may be developed for a particular
customer or may be developed for a general market.
Computer programs and associated documentation.
Software products may be developed for a particular customer or may be developed for a general market. What are the attributes of good software? Good software should deliver the required functionality and performance to the user and should be maintainable, dependable, and usable. What is software engineering? Software engineering is an engineering discipline that is concerned with all aspects of software production. What are the fundamental software
engineering activities? Software specification, software development, software validation, and software evolution. What is the difference between software
engineering and computer science? Computer science focuses on theory and fundamentals; software engineering is concerned
with the practicalities of developing and delivering useful software What are the key challenges facing software engineering? Coping with increasing diversity, demands for reduced delivery times, and developing trustworthy software. munotes.in

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6SOFTWARE ENGINEERINGQuestions Answer What is the difference between software
engineering and system
engineering?
System engineering is concerned with all aspects of computer -based systems development including hardware, software, and process engineering. Software engineering is part of this more general process What are the costs of software engineering?. Roughly 60% of software costs are development costs; 40% are testing costs. For custom software, Evolution costs often exceed development costs. What are the best software engineering
techniques
and methods?
While all software projects have to be professionally managed and developed, different techniques are appropriate for different types of systems. For example,
games should always be developed using a series of
prototypes whereas safety -critical control systems require a complete and analyzable specification to bedeveloped. You can’t, therefore, say that one method is better than another What differences has the Web made to software
engineering? The Web has led to the availability of software services and the possibility of developing highly
distributed service -based systems. Web -based
systems development has led to important advances in programming languages and software reuse Figure 1.1 frequently asked questi ons (Reference by:” Software Engineering”,
Ninth edition, Ian Sommerville)
Software engineers are worried about creating programming items (i.e., programming which can be offered to a client). There are two sorts of programming
items.
1. Generic products:
These are autonomous systems that are made by an improvement affiliation
and sold on the open market to any customer who can Instance of this sort of item incorporate programming for PCs, for example, data sets, word processors, drawing bundles, and undertaking the board instruments.
It additionally incorporates supposed vertical applications intended for some particular reason, for example, library data frameworks, bookkeeping frameworks, or frameworks for keeping up with dental records. munotes.in

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Instances of this kind of item incorporate programming for PCs, for example,
Information bases, word processors, drawing bundles, and undertaking the
executive’s instruments.
It likewise incorporates supposed vertical applications intended for some
particular reason, for example, library data frameworks, bookkeeping frameworks, or frameworks for keeping up with dental records.

Customized (or bespoke) products:
These are frameworks that are dispatched by a specific client. For that client, A
product worker for hire fosters the product, particularly for that client. Instances of
this sort of programming incorporate control frameworks for electronic gadgets,
frameworks written to help a specific business measure, and airport regulation
frameworks.
A significa nt contrast between these sorts of programming is that, in nonexclusive
items,
the association that fosters the product controls the product in particular. For
custom items, the detail is generally evolved and constrained by the association that
is purcha sing the product. The product designers should work to that detail. Notwithstanding, the qualification between these framework item types is becoming progressively obscured. An ever -increasing number of frameworks are
currently being worked with a conventi onal item as a base, which is then adjusted
to suit the prerequisites of a client.
Undertaking Resource Planning (ERP) frameworks, like the SAP framework, are awesome instances of this methodology. Here, an enormous and complex framework is adjusted for a n organization by consolidating data about business
rules and cycles, reports required, etc.
At the point when we talk about the nature of expert programming, we need to take
into account that the product is utilized and changed by individuals separated f rom
its designers. Quality is in this manner not simply worried about what the product
does of the framework programs and related documentation. This is reflected in
supposed quality or non -practical programming credits. Instances of these characteristics are the product's reaction time to a client inquiry and the understandability of the program code.
The particular arrangement of qualities that you may anticipate from a product
framework relies upon its application. In this manner, a financial framework should
be secure, and the intuitive game should be responsive, a phone exchanging framework should be dependable, etc. These can be summed up into the arrangement of characteristics. munotes.in

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1.5 Software engineering:
Computer programming is a designing discipline that is worried about all parts of
programming creation from the beginning phases of framework determination
through to keeping up with the framework after it has gone into utilization. In this
definition, the re are two key expressions:
1. Designing discipline Engineers make things work. They apply speculations,
techniques, and apparatuses where these are suitable. In any case, they use them
specifically and consistently attempt to find answers for issues in any event,
when there are no appropriate speculations and strategies. Product characteristics Description Maintainability Software should be written in such a way so that it can evolve to meet the changing needs of customers. This is a critical attribute because software change is an inevitable requirement of a changing business environment Dependability and security
Software dependability includes a range of characteristics including reliability, security, and safety. Dependable software should not cause physical or economic damage in
the event of system failure. Malicious users should not be able to access or damage the system. Efficiency Software should not make wasteful use of system resources such as memory and processor cycles. Efficiency, therefore,
includes responsiveness, processing time, memory utilization, etc. Acceptability Software must be acceptable to the type of users for which it is designed. This means that it must be understandable, usable, and compatible with other systems that they use
By Ref: Software engineering (9th addition) Ian Sommerville.
I. Specialists likewise perceive that they should work to hierarchical and
monetary limitations so they search for arrangements inside these limitations.
II. All parts of programming creation Software designing aren’t recently
concerned with the specialized cycles of programming advancement.
III. It additionally incorporates exercises, for example, programming project the
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IV. Designing is tied in with getting consequences of the necessary quality inside
the timetable what's more, spending plan.
V. This frequently includes making compromises —engineers can't be fussbu dgets. Individuals composing programs for themselves, in any case,
can invest as much energy as they wish on the program improvement.
VI. As a rule, programmers embrace an orderly and coordinated way to deal with
their work, as this is frequently the best method to create excellent programming.
In any case, designing is tied in with choosing the most proper strategy for a bunch
of conditions so a more innovative, less proper way to deal with advancement might
be powerful in certain conditions. Less conventiona l advancement is especially
proper for the improvement of electronic frameworks, which requires a mix of
programming
what's more, graphical plan abilities.
Ɣ Computer programming is significant for two reasons:
1. To an ever increasing extent, people an d society depend on cutting edge
programming frameworks. We should have the option to deliver solid
and dependable frameworks financially and rapidly
2. It is usually cheaper, in the long run, to use software engineering
methods and techniques for software systems rather than just write the
programs as if it was a personal programming project. For most types
of systems, the majority of costs are the costs of changing the software
after it has gone into use.
The systematic approach that is used in software engineering is
sometimes called a software process. A software process is a sequence
of activities that leads to the production of a software product. There are four fundamental activities that are common to all software processes.
Ɣ These activi ties are :
1. Software specification, where customers and engineers define the software that is to be produced and the constraints on its operation.
2. Software development, where the software is designed and programmed.
3. Software validation, where the software is checked to ensure that it is
what the customer requires.
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Different types of systems need different development processes. For example,
real-time software in an aircraft has to be completely specified before development
begins. In e -commerce systems, the specification and the program are usually
developed together. Consequently, these generic activities may be organized in
different
ways and described at different levels of detail depending on the type of software
being developed.
Software processes in more detail:
Ɣ Software engineering is related to both computer science and systems
engineering:
1. Computer science is concerned with the theories and methods that underlie computers and software systems, whereas software engineering is concerned with the practical problems of producing
software. Some knowledge of computer science is essential for software engineers in the same way that some knowledge of physics is
essential for electrical engineers. Computer science theory, however, is
often most applicable to relatively small programs. Elegant theories of
computer science cannot always be applied to large, complex problem s
that require a software solution.
2. System engineering is concerned with all aspects of the development
and evolution of complex systems where software plays a major role. System engineering is therefore concerned with hardware development, policy and process design, and system deployment, as well as software engineering. System engineers are involved in specifying the system, defining its overall architecture, and then
integrating the different parts to create the finished system. They are
less concerned with the engineering of the system components (hardware, software, etc.)
As I discuss in the next section, there are many different types of
software. There is no universal software engineering method or technique that is applicable for all of these.
Ɣ However, there are three general issues that affect many different types
of software:
1. Heterogeneity Increasingly, systems are required to operate as distributed systems across networks that include different types of
computer and mobile device s. As well as running on general -purpose
computers, the software may also have to execute on mobile phones.
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written in different programming languages. The challenge here is to
develop techniques for building dependable software that is flexible
enough to cope with this heterogeneity.
2. Business and social change Business and society are changing incredibly quickly as emerging economies develop and new technologies become available. They need to be able to change their
existing software and rapidly develop new software. Many traditional
software engineering techniques are time -consuming and delivery of
new systems often takes longer than planned. They need to evolve so
that the time require d for the software to deliver value to its customers
is reduced.
3. Security and trus t as software is intertwined with all aspects of our
lives, it is essential that we can trust that software. This is especially
true for remote software systems accessed through a web page or web
service interface. We have to make sure that malicious users cannot
attack our software and that information security is maintained.
Of course, these are not independent issues. For example, it may be
necessary to make rapid changes to a legacy system to provide it with
a web service interface. To address these challenges, we will need new
tools and techniques as well as innovative ways of combining and using
existing software engineering methods.
1.6 There are several tasks that are part of every software engineering project:
• Analysis of the problem
• Determination of requirements
• Design of the software
• Coding of the software solution
• Testing and integration of the code
• Installation and delivery of the software
• Documentation
• Maintenance
• Quality assurance
• Training
• Resource estimation
• Project management
We will not describe either the analysis or training activities in this book in any
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Analysis of a problem is very often undertaken by experts in the particular area of
application, although, as we shall see later, the analysis can often benefit from input
from software engineers and a variety of potential users. Think of the problem that
Apple’s software designers faced when Apple decide d to create its iOS operating
system for smartphones using as many existing software components from the OS
X operating system as possible.
Apple replaced a Linux -based file system where any running process with proper
permissions can access any file to on e where files are in the province of the
particular
The application that created them. The changes in the user interface were also
profound, using
the “ capacitive touch ” where a swipe of a single finger and a multi -finger touch
are both parts
of the user i nterface.
We now briefly introduce the other activities necessary in software development
Unfortunately, a discussion of software training is beyond the scope of this
chapter.
We now briefly introduce the other activities necessary in software development.
Most of these activities will be described in detail in a separate chapter. You should
note that these tasks are generally not performed in a vacuum. Instead, they are
performed as part of an organized sequence of activities that is known as the
“software life cycle”
1.7 Software Development life cycle :
1. It is the process to develop, design, and test high quality it is called the Software
Development life cycle .
2. SDLC is a deliberate cycle (systematic process) for building programming that
ensures the quality and rightness of the item manufactured.
3. SDLC process implies making high quality programming that meets customer
presumptions or expectations .
4. The system development should be complete or finished within given period
duration and cost.
5. SDLC consist of detailed of arrangements or plan which explains you how to
plan, develop, build, maintain, replace specific software.
6. Every phase of the SDLC life Cycle has its own interaction and expectations
that feed into the next stage .
7. SDLC is short form of Software Development Life Cycle and it is called as the
Application Development Life -Cycle. munotes.in

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13Chapter 1: An IntroductionThere are reasons for developing a software system why SDLC is important.
1. It offers a basis for project planning, scheduling , and estimating
2. Gives a structure to a standard arrangement of exercises and expectations . It is a system for project following and control .
3. Expands perceivability of undertaking wanting to all elaborate stakeholder of the improvement (development) process.
4. To improved client relations, increased and enhanced development
speed.
We will speedily look at six fundamental models of software development life
cycle s in this reliable district.
1. Classical waterfall model
2. Rapid prototyping model
3. Spiral model
4. Market -driven model
5. Open source development model
6. Agile development model
(Only the first four life cycle models listed were described in the first edition of this
book.
There is a seventh software development life cycle, called hardware and software
concurrent development, or development, that is beyond the scope of this book.)
Each of these software life cycle models will be discussed in a separate section. For
simplicity, we will leave documentation out of our discussion of the various models
of software development. Keep in mind that the models discus sed to describe a
“pure process”; there are likely to be many variations on the processes described
herein in almost any actual software development project.
Ɣ Classical Waterfall Model
One of the most common models of the software development process is
called the classical waterfall model and is illustrated in Figure 1.3. This
model is used almost exclusively in situations where there is a customer for
whom the software is being created. The model is essentially never applied
in situations where there is no known customer, as would be the case of
software designed for the commercial market to multiple retail buyers.
In the simplest classical waterfall model, the different activities in the
software life cycle are considered to occur sequentially. The onl y exception
is that two activities that are adjacent in Figure 1 are allowed to communicate
via feedback. This artificiality is a major reason that this model is no longer
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make th e original set of requirements obsolete. Nonetheless, the model can
be informative as an illustration of a software development life cycle model.
A life cycle model such as the one presented in Figure 1.3 illustrates the
sequence of many of the major software development activities, at least at a
high level. It is clear, for example, that specification of a system’s requirements will occur before testing of individual modules. It is also clear
from this abstraction of the software development life cycl e

Fig 1
that there is feedback only between certain pairs of activities: requirements
specification
and software design; design and implementation of source code; coding and testing;
and
testing and maintenance.
What is not clear from this illustration is the relationship between the different
activities and the time when one activity ends and the next one begins. This stylized
description
of the classical waterfall model is usually augmented by a sequence of milestones
in which
every two ad jacent phases of the life cycle interface. A simple example of a
milestone chart
for a software development process that is based on the classical waterfall model is
given fig 2
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An example of a milestone chart for a classical waterfall software developme nt
process.
final (or critical) requirements review. In nearly all organizations that use the
classical waterfall model of software development, the action of having the requirements presented at the critical requirements review accepted by the designers a nd customer will mark the “official” end of the requirements phase.
There is one major consequence of a decision to use the classical waterfall model
of software development. Any work by the software’s designers during the period
between the preliminary an d (accepted) final, or critical, requirements reviews may
have to be redone if it is no longer consistent with any changes to the requirements.
This forces the software development activities to essentially follow the sequence
that was illustrated in Figur e 1.3.
Note that there is nothing special about the boundary between the requirements
specification and design phases of the classical waterfall model. The same holds
true for the design and implementation phases, with system design being approved
in a preliminary design review, an intermediate design review, and the final (or
critical) design review. The pattern applies to the other interfaces between life cycle
phases as well. The classical waterfall model is very appealing for use in those software development projects in which the system requirements can be determined within
a reasonable period and, in addition, these requirements are not likely to change
very much during the development period. Of course, there are many situations in
which these assu mptions are not valid.

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Ɣ Rapid Prototyping Model
Due to the artificiality of the classical waterfall model and the long lead time
between \;,l, ?>;setting requirements and delivering a product, many organizations follow the rapid prototyping or spiral m odels of software
development. These models are iterative and require the creation of one or
more prototypes as part of the software development process. The model can
be applied whether or not there is a known customer. The rapid prototyping
is illustrate d in Figure 3 (The spiral model will be discussed.
The primary assumption of the rapid prototyping model of software development is that the complete requirements specification of the software
is not known before the software

FIGURE 3 The rapid prototyping model of the software development life cycle is
designed and implemented. Instead, the software is developed incrementally, with
the specification developing along with the software itself. The central point of the
rapid prot otyping method is that the final software project produced is considered
as the most acceptable of a sequence of software prototypes.
The rapid prototyping method will now be explained in more detail, illustrating the
basic principles by the use of a syste m whose development history may be familiar
to you: the initial development of the Microsoft Internet Explorer network browser.
(The same issues apply to the development of the Mozilla Firefox, Apple Safari,
and Google Chrome browsers, to a large extent.) Let us consider the environment
in which Microsoft found Itself.
For strategic reasons, the company decided to enter the field of Internet browsers.
The success of Mosaic and Netscape, among others, meant that the development
path was constrained to some degree. There had to be support for HTML and most
existing web pages had to be readable by the new browser. The user interface had
to have many features with the same functionality as those of Netscape and Mosaic.
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However, the user interfaces had to be su bstantially different from those systems
in order to avoid copyright issues. Some of the new systems could be specified in advance. For example, the new system had to include a parser for HTML documents. In addition, the user interface had to be mouse -driven.
However, the system could not be specified fully in advance. The user interface
would have to be carefully tested for usability. Several iterations of the software
were expected before the user interface could be tested to the satisfaction of
Microsoft . The users testing the software would be asked about the collection of
features available with each version of Internet Explorer.
The user interface not only had to work correctly but the software had to have a set
of features that were of sufficient per ceived value to make other potential users
change from their existing Internet browsers if they already used one or purchase
Microsoft Internet Explorer if they had never used such a product before.
Thus, the process of development for this software had to be iterative. The software
was developed as a series of prototypes, with the specifications of the individual
prototypes changing in response to feedback from users.
Many of the iterations reflected small changes, whereas others responded to
disruptive changes such as the mobile browsers that
work on smaller screens on smartphones and tablets with their own operating
systems and
the need to interoperate with many Adob e products, for example
Now let us consider an update to this browser. There have been changing standards
for HTML, including frames, cascading style sheets, a preference for the HTML
directive

instead of

, and a much more semantically powerful ve rsion,
HTML 6.
Here the browser competition is between IE and several browsers that became
popular after IE became dominant, such as Mozilla’s Firefox, Apple’s Safari, and
Google’s Chrome.
Of course, there are many software packages and entire suites of to ols for website
development, far too many to mention. Anyone creating complex, graphics -
intensive websites is well aware of the subtle differences between how these
browsers display some types of Information.
Ɣ Spiral Model
Another iterative software development life cycle is the spiral model developed by Barry Boehm (Boehm, 1988). The spiral model differs from the rapid prototyping model primarily in the explicit emphasis on the assessment of software risk for each prototype during the evaluation period. munotes.in

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The term risk is used to describe the potential for disaster in the software
project. Note that this model is almost never applied to projects for which
there is no known customer.
Clearly, there are several levels of disasters, and different organiz ations and
projects may view identical situations differently. Examples of commonly
occurring disastrous situations in software development projects include the
following:
• The software development team is not able to produce the software
within the allotted budget and schedule.
• The software development team is able to produce the software and is
either over budget or schedule but within an allowable overrun (this
may not always be disastrous).
• The software development team is not able to produce the software
within anything resembling the allotted budget.
• After the considerable expenditure of time and resources, the software
development
The team has determined that the software cannot be built to meet the
presumed requirements at any c ost.
Planning is also part of the iterative process used in the spiral development
model.
The classical waterfall and rapid prototyping software development models, a
milestone chart can be used for the spiral development process.
rapid prototyping and spi ral models are classified as iterative because there are
several instances of intermediate software that can be evaluated before a final
product is Produced.
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Ɣ Market -Driven Model of Software Development
It should be clear that none of the models of the software development life
cycle previously described in this book are directly applicable to the modern
development of software for the general consumer market.
The models previously discussed assumed that there was time for relatively
comp lete initial requirements analysis (as in the classical waterfall model) or
for an iterative analysis (as in the rapid prototyping and spiral models with
their risk assessment and discarding of unsatisfactory prototypes).
These models do not, for example , address the realities of the development
of software for personal computers and various mobile devices. Here, the
primary pressure driving the development process is getting a product to
market with sufficient quality to satisfy consumers and enough desi rable new
features to maintain, and even increase market share.
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This is a relatively new approach to software development and no precise,
commonly accepted models of this type of software development process
have been advanced as yet, at least not in the general literature.
The reality is that the marketing arm of the organization often drives the
process by demanding that new features be added, even as the product nears
its target release date.
Thus there is no concept of a “requirements freeze,” which was a common,
unwritten assumption of all the previous models at various points.
We indicate the issues with this type of market -driven “concurrent engineering” in
the stylized milestone chart in Figure

An example of a milestone chart for a market -based, concurrently engineered
software development process.
The developer does not do so or is slow in making the changes, bad reviews result,
and sales will plummet.
Ɣ Open Source Model of Software Development
Open -source software development is based on the fundamental belief that
the intellectual content of software should be available to anyone for free.
Hence, the source code for any project should be publicly available for
anyone to make changes to it. As we will discuss later in this section, “free”
does not mean “no cost,” but refers to the lack of proprietary ownership so
that the software can be easily modified for any new purpose if necessary.
Making source code available is the easy part. The difficulty is in getting
various source code components developed by a wide variety of often
geographically separated people to be organized, classified, maintainable,
and of sufficient quality to be of use to themselves and others. How is this
done?
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In order to answer this question, we will separate our discussion of open
source projects into two primary categories: (1) projects such as new computer languages, compilers, software libraries, and utility functions that
are created for the common good; and (2) reuse of the open -source v ersions
of these computer languages, compilers, software libraries, and utility
functions to create a new software system for a specific purpose.
Here is a brief overview of how many open source projects involving
computer languages, compilers, software l ibraries, and utility functions
appear to be organized. The The primary model for this discussion of open -
source software development is the work done by the Free Software Foundation, although there also are aspects of wiki -based software
development in th is discussion.
An authoritative person or group decides that a particular type of software
application or utility should be created. Initial requirements are set and a
relatively small number of software modules are developed. They are made
publicly avail able to the open -source community by means of publication on
a website, possibly one separate from the one that contains relatively complete projects.
The idea is that there is a community of developers who wish to make
contributions to the project. These developers work on one or more relevant
source code modules and test the modules’ performance to their own
satisfaction, then submit the modules for approval by the authoritative person
or group. If the modules seem satisfactory, they are uploaded to a website
where anyone can download them, read the source code, and test the code.
Anyone can make comments about the code and anyone can change it
Ɣ Agile Programming Model of Software Development
The roots of the concept of agile development can be traced back to at least
as far as the “Skunk Works” efforts to engineer projects at the company now
known as Lockheed Martin. (A Wikipedia article accessed May 5, 2015,
states that the term Skunk Works “is an official alias for Lockheed Martin’s
Advanced Develop ment Programs [ADP], formerly called Lockheed Advanced Development Projects.”) Skunk Works came to the fore by the The
early 1940s, during World War II.
The term is still used to describe both highly autonomous teams and their projects,
which are usually h ighly advanced. Many of the Skunk Works projects made use
of existing technologies, a forerunner for component -based software development,
with the efficient use of existing software components that can be as large as entire
subsystems.
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The principles of what is now known as agile programming are best
described by the “Agile Manifesto,” which can be found at
http://agilemanifesto.org/principles.html and whose basic principles are listed here
for convenience.
1.8 Software Development phases:
The whole SDLC measure is partitioned into the accompanying SDLC steps

1.8.1. The Requirement Analysis:
The requirement is the first stage in the SDLC process. It is conducted by the senior
team members with inputs from all the stakeholders and domain experts in the
industry. Planning for the quality assurance requirements and recognization of the
risks involved is also done at this stage.
This stage gives a clearer picture of the scope of the entire project and the
anticipated issues, opportunities, and directives that triggered the p roject. Requirements Gathering stage needs teams to get detailed and precise requirements. This helps companies to finalize the necessary timeline to finish the
work of that system.
1.8.2. The feasibility study:
When the prerequisite investigation stage is finished the following sdlc step is to
characterize and archive programming needs. This cycle led with the assistance of
the 'Programming Requirement Specification' archive otherwise called the 'SRS'
report. It incorporates all that which ought to be planned and created during the task
life cycle.
There are primarily five kinds of plausibility checks:
1. Economica l: Can we finish the venture inside the spending plan or not?
2. Legal : Can we handle this venture as digital law and other administrative
structures/compliances.
3. Operational feasibility: Can we make tasks which is normal by the customer?
4. Technical : Need to check whether the current PC framework can uphold the
product
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23Chapter 1: An Introduction
5. Schedule : Decide that the task can be finished inside the given timetable or
not.
In this third stage, the framework and programming configuration records are ready
according to the necessity particular report. This characterizes generally framework
engineering.
1.8.3. Design
In this third phase, the system and software design documents are prepared as per
the requirement specification document. This helps define the overall system
architecture.
This design phase serves as input for the next phase of the model.
There are two ki nds of design documents developed in this phase
Significant Level Design (HLD)
1. Brief depiction and name of every module
2. A layout about the usefulness of each module
3. Interface relationship and conditions between modules
4. Data set tables distinguished alongside their critical components
5. Complete design graphs alongside innovation subtleties
Low -Level Design (LLD)
8.The practical rationale of the modules Data set tables, which incorporate sort and
size Complete detail of the interface Addresses a wide range of reliance issues
Posting of mistake messages Complete info and yields for each module
1.8.4. Coding:
When the framework configuration stage is finished, the following stage is coding.
In this stage, engineer s begin to construct the whole framework by composing code
utilizing the picked programming language. In the coding stage, undertakings are
separated into units or modules and appointed to the different designers. It is the
longest period of the Software D evelopment Life Cycle measure.
In this stage, the Developer needs to adhere to certain predefined coding rules. They likewise need to utilize programming apparatuses like compilers, mediators, debuggers to create and execute the code.
1.8.5. Testing:
When the product is finished, and it is conveyed in the testing climate. The testing
group begins testing the usefulness of the whole framework. This is done to check
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During this stage, QA and testing group might discover a few bugs/absconds which
they convey to designers. The advancement group fixes the mess and sends back
to QA for a re -test. This cycle proceeds until the product is sans bug, stable, and
working as indicated by the bus iness needs of that framework.
1.8.6. Installation and Deployment:
When the product testing stage is finished and no bugs or blunders are left in the
framework then the last arrangement measure begins. In view of the criticism given
by the venture chief, the last programming is delivered and checked for arrangement issues assuming any.
1.8.7. Maintenance:
When the framework is sent, and clients begin utilizing the created framework, the
accompanying 3 exercises happen
Bug fixing – bugs are accounted for du e to certain situations which are not tried by
any stretch of the imagination
Overhaul – Upgrading the application to the fresher variants of the Software
Upgrade – Adding some new elements into the current programming
The fundamental focal point of thi s SDLC stage is to guarantee that necessities
keep on being met and that the framework keeps on proceeding according to the
particular referenced in the main stage.
1.9 Summary:
Ɣ Computer programming is a designing discipline that is worried about all
parts of programming creation.
Ɣ Software isn't only a program or projects yet in addition incorporates documentation. Fundamental programming item ascribes are viability, constancy, security, effectiveness, and agreeableness.
Ɣ The product interaction inco rporates the entirety of the exercises engaged
with programming advancement. The high level exercises of determination,
improvement, approval, and advancement are important for all product
measures.
Ɣ The key ideas of programming are all around material to a wide range of
framework advancement. These basics incorporate programming measures,
constancy, security, prerequisites, and reuse.
Ɣ There are a wide range of sorts of frameworks and each requires proper
computer programming devices and methods for their turn of events. There
are scarcely any, particular plan and execution procedures that are relevant to
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25Chapter 1: An Introduction
Ɣ The essential thoughts of programming are relevant to a wide ran ge of
programming frameworks.
Ɣ These essentials incorporate oversaw programming measures, programming
reliability and security, prerequisites designing, and programming reuse.
Ɣ Software engineers have liabilities to the designing calling and society. T hey
ought to not just be worried about specialized issues.
Ɣ Professional social orders distribute sets of accepted rules that set out the
principles of conduct anticipated of their individuals.
1.10 Questions:
1. Clarify why proficient programming isn't only the projects that are created
for a client.
2. Why we need software engineering?
3. What is software engineering? Explain in brief.
4. Explain Software development Life Cycle.
1.11 References:
Ɣ Introduction to Software Engineering, Second Edition, Series Editor,Ronald
J. Leach
Ɣ Software engineering, Ninth edition, Ian sommerville.
Ɣ https://www.guru99.com/software -development -life-cycle -tutorial.html
Ɣ http://imappl.org/~rjl/Software -Engineering
Ɣ Ada, Reference Manual for the Ada Programming Language, ANSI -MIL-
STD -1815A, 1983.
Ɣ Ada, Reference Manual for the Ada Programming Language, ANSI -MIL-
STD -1815B, 1995.
Ɣ Ada, 2005 Language Reference Manual, 2005, http://www.adaic.org/ada -
resources/standards/ada05/.
Ɣ Ada, 2012 Language Reference Manual, 2012, http://www.ada -
auth.org/standards/ada12.html.
Ɣ Albrecht, A. J., Measuring application development productivity, Proceedings of the IBM Applications
Ɣ Development Joint SHARE/GUIDE Symposium, 83 –92, Monterey, California, 1979. munotes.in

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26SOFTWARE ENGINEERING
Ɣ Albrecht, A. J., and Gaffney, Jr., J. E., Source lines of code, and development
effort prediction: A s oftware science validation, IEEE Transactions on
Software Engineering, vol. SE -9, 639 –648, 1983.
Ɣ American National Standards Institute, Standard Glossary of Software
Engineering Terminology, ANSI/IEEE Standard 729 –1991.
Ɣ American National Standards Inst itute, Recommended Practice for Software
Reliability, ANSI Standard R -012-1992.
Ɣ Armour, P. G., The business of software: When faster is slower, Communications of the ACM, vol. 56, no. 10, 30 –32, October 2013.
Ɣ Arnold, R. S., ed., Software Reengineering, IEEE Press, Los Alamitos,
California, 1992.
Ɣ Arnold, R. S., and Bohner, S., Software Change Impact Analysis, IEEE Press,
Los Alamitos, California, 1997.
Ɣ Arnold, T. R., and Fuson, W. A., Testing “in a perfect world,” Communications of the ACM, vol. 37, no. 9, 78 –86, September 1994.
Ɣ Atkinson, C., Object -Oriented Reuse, Concurrency, and Distribution, ACM
Press, New York, 1991.
Ɣ Babar, M. A., Kitchenham, B., Zhu, L., and Jeffery, R., An exploratory study
of groupware support for distributed software architecture evaluation process, Proceedings of the 11th Asia -Pacific
Ɣ Software Engineering Conference (APSEC ’04), 222 –229, November 30 –
December 3, 2004.
Ɣ Baker, A. L., and Zweben, S. H., The use of software science in evaluating
modularity, IEEE
Ɣ Transact ions on Software Engineering, vol. SE -5, no. 3, 110 –120, 1979.
Ɣ Barbey, S., and Strohmeier, A., The problematics of testing object -oriented software, Proceedings of the Second Conference on Software Quality Management (SQM ’94), Edinburgh, Scotland, vol. 2, 411 –426, July 26 –28,
1994.
Ɣ Barker, T. T., and Dragga, S., Writing Software Documentation: A Task -
Oriented Approach, Allyn & Bacon, New York, 1997.
Ɣ Barnard, J., and Price, A., Managing code inspection information, IEEE
Software, vol. 11, no. 2, 59 –69, March 1994.
Ɣ Basili, V. R., and Selby, R. W., Comparing the effectiveness of software
testing strategies, University of Maryland at College Park, Department of
Computer Science, Technical Report Number TR-1501, 1985. munotes.in

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27Chapter 1: An Introduction
Ɣ Basili, V. R., and Rombach, H. D., The TAME project: Towards improvement -oriented software development, IEEE Transactions on Software Engineering, vol. SE -14, no. 6, 758 –773, 1988.
Ɣ Basili, V. R., Viewing maintenance as reuse -oriented software development,
IEEE Software, vol. 7, no. 1, 19 –25, January 1990.
Ɣ Gotterbarn, D., Miller, K. and Rogerson, S. (1999). Software Engineering
Code of Ethics is Approved. Comm. ACM, 42 (10), 102 –7.
Ɣ Holdener, A. T. (2008). Ajax: The Definitive Guide. Sebastopol, Ca.:
O’Reilly and Associates.
Ɣ Huff, C. and Martin, C. D. (1995). Computing Consequences: A Framework
for Teaching Ethical Computing. Comm. ACM, 38 (12), 75 –84.
Ɣ Johnson, D. G. (2001). Computer Ethics. Englewood Cliffs, NJ: Prentice
Hall.
Ɣ Laudon, K. (1995). Ethical Concepts and Infor mation Technology. Comm.
ACM, 38 (12), 33 –9.
Ɣ Naur, P. and Randell, B. (1969). Software Engineering: Report on a Conference sponsored by the NATO Science Committee, Garmisch, Germany. 7th to 11th October 1968 .

7777777

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Unit 1
2 SOFTWARE REQUIREMENTS
Unit Structure
2.0 Objectives
2.1 Introduction
2.2 Functional and Non -Functional Requirements
2.3 User Requirements
2.4 System Requirements
2.5 Interface Specification
2.6 Documentation of the Software Requirements
2.7 Summary
2.8 References
2.9 Questions
2.0 Objectives
Following are the listed objectives of the chapter:
• know the ideas of user and system requirements and why these requirements
need to be written in different ways
• understand the differences between functional and non-operational software
requirements
• understand how the necessary conditions may be organized in a software
specification for the document
• appreciate the principal specifications for the engineering activities of elicitation, analysis and validation, and the relationships between these activities
• understand why the terms and conditions the management is necessary and how
it supports other standards laid down in engineering events
2.1 Introduction
Requirement’s engineering is conceded with instituting what the system should do,
its desired and essential emergent properties, and the restrictions on system
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requirements engineering as the communications process between the software
clients and customers and the software developers.
Requirement’s engineering is not just a technical process. The system requirements are influenced by users' likes, dislikes, and prejudices, and depending
on the political and organisational issues. These are fundamental human traits , and
new technologies, such as use -cases, scenarios and proper methods do not help us
much in solving these problems .
The term ‘requirement’ is not used regularly in the software industry. In some
cases, a requirement is simply a high -level, abstract declaration of a service that a
system should provide or a const raint on a system. Some of the problems that occur
during the requirements engineering process are a result of failing to make a clear
distinction between these different levels of description. There are two terminologies utilized in the requirement engine ering User Requirements and
System Requirements.
User requirements and system requirements may be defined as follows:
1. User requirements are statements, in a natural language plus diagrams, of
what facilities the system is expected to provide to system users and the
limitations under which it must operate.
2. System requirements are a more complete description of the software system’s functions, services, and operational constraints. The system requirements document (sometimes called a functional spec ification) should
define precisely what is to be implemented. It may be part of the agreement
between the system buyer and the software developers.
Different levels of requirements are helpful because they communicate information
about the system to the di fferent kinds of reader example:
User Requirement Definition:
The chemist billing system shall generate monthly management reports showing
the cost of drugs prescribed by each clinic during that month.
System Requirements Specification:
R On the last working day of each month, a summary of the drugs prescribed,
their cost, and the prescribing clinics shall be generated.
R The system shall automatically generate the report for printing after 12.00 on
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R A report shall be created for each clinic and shall make a list the individual
drug names, the total number of prescriptions, the number of doses approved ,
and the total cost of the prescribed drugs.
R If drugs are available in different dose units (e.g., 10 mg , 20 mg) the
individual reports shall be created for every dose unit.
R Access to all cost reports shall be limited to authorized users listed on a
administration access control list.
2.2 Functional and non -functional requirements
Software system requiremen ts are frequently categorized as functional
requirements or non -functional requirements:
Functional requirements : The following are the statements of services the system
should provide, how the system should react to inputs, and how the system should
perfo rm situations. In some cases, the functional requirements may also explicitly
define what the system should not do. Functional system requirements vary from
general specifications covering what the system should do in order to very
particular requirements reflecting local ways of working or the organization's
existing systems. For example, here are examples of functional requirements:
1) Authentication and authorization of user whenever he/she logs into the
system.
2) System should raise que ry when hazardous issue is highlighted.
3) A Verification email and OTP is sent to user whenever he/she registers for
the first time on some software system or during ecommerce transaction an
SMS is sent for the amount deduction.
The functional requiremen ts specification of a system must be both complete and
consistent. Completeness means that all services required by the user must be
defined. Consistency means that requirements should not have conflicting
definitions.
In practice, for large, complex syste ms, it is practically impossible to achieve
requirements consistency and completeness. One reason for this is that it is simple
to make mistakes and omissions when writing specifications for complex systems.
Another reason is that there are many stakeholde rs in a large system. A stakeholder
is an individual or a role that is affected by the system in some way. Stakeholders
have different — and frequently inconsistent —needs. These inconsistencies may
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Non-functional requirements These are constraints on the services or features
offered by the system. They include timing constraints, constraints on the
developmental process , and constraints imposed by standards. Non -functional
requirements often be applied to the system, rather than individual system features
or services.
Non-functional requirements, as the name suggests, are the necessary conditions
that are not directly concerned with the specific services delivered by the system to
its users. They may relate to emergent system characteristics such as reliability,
response time , and warehouse occupancy.
Alternatively, they may define constraints on the computer system implementation
such as the capabilities of I/O devices or the data statements used in interfaces with
other systems. Non -functional requirements, such as performa nce, security, or
availability, usually specify or constrain characteristics of the system. Non -
functional requirements are frequently more critical than individual functional
requirements.
System users can usually find methods to work around a system fun ction that does
not really meet their needs. However, failing to meet a non -functional requirement
can imply that the whole system is unusable.
For example
1) Emails should be sent with a latency of no greater than 12 hours from such
an activity.
2) The processing of each enquiry should be done within 20 seconds
3) The site should load in 4 seconds when the number of simultaneous users are
greater than 11000
The implementation of these requirements can be diffused throughout the system.
There are two reasons for this:
1. Non-functional requirements may affect the overall structural design of a
system rather than the individual components. For example, to ensure that the
performance requirements are fulf illed, you may have to organize the system
to reduce the communication between the components.
2. A single non -functional requirement, such as a security requirement, could
produce several related functional requirements that define new system
services t hat are necessary . In addition, it may also generate in accordance
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Non-functional requirements arise through user needs, due to the fact of budget
constraints, organizational policies, the need for the interoperability with other
software or hardware systems, or outside factors such as safety regulations or
confidentiality legislation.

Fig: Classification of Non -functional Requirements
Non-functional requirements may come from the necessary characteristics of the
software or from outside sources :
1. Product requirements These requirements stipulate or constrain the behaviour
of the software.
Examples include performance conditions laid d own on how fast the system
must execute and how much memory it requires, reliability in accordance
with the provisions that set out the acceptable failure rate, security requirements, and the usability requirements. The product prerequisite is an
availabil ity requirement that defines when the system should be available and
the allowed down time each day. It says nothing about the features and clearly
identifies a restriction that must be considered by the system architects .
2. Organizational requirements These requirements are comprehensive
system requirements derived from policies and procedures in the customer’s
and programmer's organization.
Operational process specifications determine how the system can be used,
implementation process re quirements define the programming language, development environment, or process criteria that will be used, and environmental requirements define the system's operating environment. How
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users authenticate themselves to the system is defined by the organisa tional
requirement.
3. External requirements This broad heading encompasses all criteria arising
from factors outside of the system and its creation process. This may include
regulatory standards that specify what must be done in order for a regulator,
such as a central bank, to allow the system for use; legal requirements that
must be met to ensure that the system works within the law; and ethical
requirements that ensure that the system is appropriate to its users and the
general public.
A common problem with non -functional requirements is that customers or customers often propose these requirements as general goals, for example the ease
of use, the ability of the system to recoup from failure, or rapid user response. The
table below show the metrics that you can use to determine non-functional system
properties. Property Measure Speed Processed deals/second User/event reply in the time
Screen refresh time Size Bytes Number of ROM chips Reliability Mean time to failure. Probability of inaccessibility
Rate of failure occurrence
Availability Robustness Time to restart after failure. Percentage of events is caused by the failure.
Probability of information from the corruption on failure Portability Percentage of target reliant statements Number of target systems Ease of Use Training period in which the Number of help frames
It is difficult, in practice, to separate functional and non -functional requirements
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specified separately from the functional requirements, the relationships between
them may be h ard to understand. However, you should explicitly emphasize the
requirements that are clearly related to emergent system properties, such as per
performance or reliability . Non -functional requirements such as reliability, safety,
and confidentiality requir ements are also essential while defining the conditions
necessary and should not be side-lined .
2.3 User Requirements:
The user requirements for a system should describe the functional and non -
functional requirements so that they are easily understood by system users without
thorough technical knowledge. They should only specify the external behavioural
patterns of the system and should avoid, as far as possible, system design characteristics.
Consequently, if you are writing user requirements, you must not use the software
jargon, structured notations, or formal notations, or explain the requirement by
describing the syst em implementation. List of problems that occur when
requirements are written in natural language.
1. Lack of clarity It is sometimes difficult to use language in an accurate and
unambiguous manner without making the document wordy and hard to read .
2. Requirement’s confusion Functional requirements, non -functional
requirements, system objectives and design information might not be clearly
distinguished.
3. Requirement’s amalgamation Several different requirements can be expressed together as a single requirement.
User requirements that include too much data constrain the freedom of the system
developer to provide innovative solutions to user problems and are difficult to
understand. The user requirement should simply focus on the key and all the
essential amenities to be provided.
To minimise misunderstandings when writing user requirements, following steps
need to be taken:
• Invent a standard format and ensure that all requirement definitions follow
that format.
• Standardising the format makes exceptions less likely and the necessary
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boldface, includ ing a declaration of rationale with each user requirement and
a reference to the more detailed system requirement specification.
• You may also include information on who proposed the requirement (the
requirement source) so that you will know whom to consult if the requirement
must be changed.
• Use language steadily .
• You should always distinguish between compulsory and desirable
requirements. Mandatory requirements are requirements that the system must
support and are typically written using ' shall'. Appropriate requirements are
not essential and are written using 'should'.
• Use text highlighting (bold, italic or colour) to pick out crucial parts of the
requirement.
Avoid, as far as possible, the use of computer terminology . Inevitably, however,
the comprehensive technical terms will invade the user requirements.
2.4 System Requirements:
System requirements are expanded versions of the user needs that are used by
software engineers as the starting point for the system design. They add details an d
explain how the user requirements should be offered by the system . They may be
used as part of the contract for the application of the system and should therefore
be a complete and consistent specification of the whole system Ideally, the system
requirem ents should simply explain the external behaviour of the system and its
operational constraints. They should not be worried about how the system should
be constructed or implemented. However, at the level of detail necessary to
completely specify a complex software system, it is impossible, in practice, to
exclude all information about the project .
Natural language is often used to write system specifications for the specifications
as well as user requirements. However, because system requirements are more
detailed than user requirements, natural language specifications may be confusing
and hard to understand:
Natural language understanding depends on the specification readers and writers
that uses the same words for the same notion . This leads to misunderstandings
because of an ambiguity of natural language. A natural linguistic requirements
specification is over flexible. You could tell you the same thing in completely
different ways. It is up to the reader to find out when require ments are the same and
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requirements . It may be difficult to find all the related terms and conditions set
forth . To discover the consequence of a transformation , you may need to lo ok at
every requirement rather than at simply a group of connected requirements.
Structured language Specification:
Structured natural language is a way of writing system specifications for the where
the freedom of the requirements writer is limited, and all the demands are written
in a standard way. The advantage of this approach is that it maintains most of the
fluency and understandability of natural language but ensures that some degree of
uniformity remains imposed on the specification.
Structured lan guage notations restrict the terminology that can be used and use
templates to specify system requirements. They can incorporate control constructs
derived from programming languages and graphical emphasizing to partition the
specification.


Reference: Sommerville 8e Chapter 6 Software Requirements
When a standard form can be used to specify the functional requirements, the
following data should be included:
1. Description of the feature or entity being specified
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2. Explanation of its inputs as well as where these come from
3. Description of its outputs and somewhere these go to
4. Suggestion of which other entities is used (the requires part)
5. Explanation of the action to be carried out
6. If a functional approach is used, a pre -condition setting out what should be
true before the function is called and a post -condition if you specify what is
true after the function is called
7. Description of the side effects (if any) of the operation
Graphical models are most useful when you need to show how state changes using
sequence diagram there are three basic subsequence used:
1. Validate card the user s card is authenticated by checking the card number
and user’s PIN.
2. Handle request the user s request is handled through the system . For a
withdrawal, the database must be queried to check the user's balance and to
debit the sum withdrawn. Notice the exception here if the requestor does not
have enough cash in their account .
3. Complete transa ction the user s card will be returned and, when it is removed,
the cash and receipt are delivered.

Reference: Sommerville 8e Chapter 6 Software Requirements
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2.5 Interface Specification:
Almost all software systems must operate with existing systems which have already
been implemented and installed in an environment. If a new system and the existing
systems must work together, the interfaces of existing systems must be precisely
specified. These specifications should be defined early in the process and
incorporated into the requirements document.
There are three types of interfaces that may have to be defined:
1. Procedural interfaces where existing systems or sub -systems provide a
range of services that are accessed by calling interface procedures. These
interfaces have sometimes called Application Programming Interfaces.
2. Data structures that are passed from a particular sub-system to another.
Graphical information from the models are the best entries for this type of
description. If necessary, system descriptions in Java or python may be
automatically generated from these descriptions.
3. Representations of data that h ave been established for an already existing
sub-system. These interfaces are most common in the integrated , real -time
system. Some programming languages like Ada support this level of
specification. However, the best way to explain these is probably to us e a
diagram of the structure along with annotations explaining the function of
every group of bits.
2.6 The Software Requirements Document
How can a client and provider reach a shared understanding on the concept of the
product? It is not easy when they sp eak several languages . A customer defines a
product at a high -level concept level, focusing on the external system behaviour :
what it will be doing and how end -users will work with it. Meanwhile, developers
think of the product is in terms of its own internal characteristics . That is why
a Business Analyst steps in to convert a customer’s needs into requirements, and
further turn them into tasks for developers. This is initially done by writing software requirements specifications.
Poorly specified requirements inevitably lead to some functionality not being
included in the application. Every assumption should be clearly communicated
rather than just implied. For instance, NASA’s Mars Climate Orbiter mission failed
due to conflicting units of measure. Nobody specified beforehand that the mindset -
control system and navigation software must both use the same metric or imperial
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This is a widespread problem that keeps happening even to the best specialists if
not prevented.

Inaccurate requirements gathering is one of the top causes for project failure,
Source: 30,¶V3XOVHRIWKH3URIHVVLRQ
The manufacture of the requirements stage of a software development process
is Software Requirements Specifications (SRS) (also called a requirements
document ). This report lays a foundation for software development activities and
is constructing when whole requirements are elicited and analyzed. SRS is a formal
report, which serves as a representation of software that enables the customers to
review whether it (SRS) is in accordance with their requirements . Also, it includes
user requirements for a system in addition to the detailed requirements of the
system requirements.
The SRS is a specification for a particular software product, program, or a set of
applic ations which perform functions in a specific environment. It serves several
purposes depending on who is writing it. First, the SRS could be written by the
client of a system.
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Second, the SRS could be written by a developer of the system. The two methods
create entirely various situations and establish different purposes for the document
altogether. The first case, SRS, is used to define the needs and expectation of the
users. The second case, SRS, is written for different purposes and serves as a
contract detail between customer and developer.
SRS is at the bottom of the software requirements pyramid , which goes like this:
Top tier – the high -level business requirements (BRs) dictating the aim behind the
product,
Middle tier – user requirements (URs) that picture an end -user and their needs, and
Bottom tier – SRSs that specify the product’s features are available in tech terms.

Solid arrows show how requirement types (ovals) are sorted into the documents
(rectangles). While dotted arrows show which requirement type is the origin of or
influences another one, Source: Software Requirements by Karl Wiegers Joy
Beatty
SRS Software and Template
An SRS template provides a handy reminder of what kinds of knowledge to
explore. Every software development organization would adopt one or more
standard SRS templates for their projects . There are various templates available
depending on the design class. Here is an example of an SRS template that works
well for many types of projects.
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Source: Software Requirements by Karl Wiegers Joy Beatty

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Structure with explanation of SRS: Chapter Description Preface This should define the anticipated readership of the document and describe its version history,
including a rationale for the creation of a new
edition and a summary of the changes made in
each version. Introduction This should describe the necessity for the system . It should briefly desc ribe its functions
and explain how it will work with other systems.
It should explain how the system fits into the
overall business or strategic, to achieve the goals of the organisation commission ing the
software Glossary This should define the technological terms used in the document You do not have to make any
assumptions about the experience or expertise
of the reader User Requirement Definition The service provided for the user as well as the non-functional system requirements should be
outlined in t his section. This description may use natural language, diagrams or other notations that are to be understood by
customers. Product and process standards that
should be followed should be specified. System architecture This chapter is required to submit an extremely high-level overview of the anticipated system
structure showing the allocation of functions across system modules. Architectural components that are recycled must be highlighted . System Requirements Specification This should describe the functional and that are not related to -functional demands in more detail. If necessary, more detailed information
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43Chapter 2: Software Requirementsrequirements, e.g., interfaces with other systems may be defined. System Models This should set out a single result or multiple system models showing the relationships between the components in the system and the system and its environment These might be object models, data -flow models, as well as the
semantic data models. System Evolution This should describe the basic assumptions on which the system is based and anticipated changes due to hardware evolution, changing user needs, etc. Appendices These should provide detailed, particular information which is related to the application which is being developed. Examples of appendices that can be included are hardware and database descriptions. Hardware requirements define the minimal and optimal structures for the system. Database requirements define the logical organisation of
the data that are used in the system and the relationships between data Index several indexes to the document can be included . As well as a normal alphabetic index
there might be an index of diagrams, a n index of
functi ons, etc.
2.7 Summary:
• Requireme nts for a software system set out what the current system should
do and define the restrictions on its operation and implementation.
• Functional requirements are the declarations of the services that the system
will have to provide or are descriptions of how certain calculations must be
carried out.
• Non-functional requirements frequently constrain the entire system being
developed and the development process being used. These could be product
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often relate to the evolving properties of the system and therefore apply to
the scheme .
• The software requirements document that is an agreed statement of the
system requirements. It should be organized so that both approach customers
and software developers will be able to use it.
2.8 Reference s:
1. Beck, K. (1999). ‘Embracing Change with Extreme Programming’. IEEE
Computer, 32 (10), 70 –8.
2. Crabtree, A. (2003). Designing Collaborative Systems: A Practical Guide to
Ethnography. London: Springer -Verlag.
3. Kotonya, G. and Sommerville, I. (1998). Requirements Engineering: Processes and Techniques. Chichester, UK: John Wiley and Sons.
4. Larman, C. (2002). Applying UML and Patterns: An Introduction to Object -
oriented Analysis and Design and the Unified Process. Englewood Cliff, NJ:
Prentice Hall.
2.9 Questions:
1. Write a set of functional and non -functional specifications for the banking
system , setting out its expected reliability and response time .
2. With an example write the customer requirements of ATM machine
3. Write a short note the significance of SRS.
4. List the advantages of SRS.
7777777
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Unit 1
3 SOFTWARE PROCESSES
Unit Structure
3.0 Objectives
3.1 Introduction
3.2 Process and Project
3.2.1 Project Management Benefits
3.2.2 Project and Process Identification Benefits
3.2.3 Difference between Project and Process
3.3 Component Software processes
3.3.1 Software Requirement Specification
3.3.2 Software Design and Implementation
3.3.3 Software Testing
3.3.4 Software Maintenance
3.4 Summary
3.5 Questionnaire
3.6 References
3.0 Objectives
After going through this chapter, you will be able to:
• define process and project
• understand how projects are classified
• state the benefits of project management
• state the different component software processes
• gain a brief understanding
• of each of th e different component software processes
3.1 Introduction
A software process is a series of operations that lead to a software product being
produced. These actions might include the development of a standard programming
language like Java or C of the sof tware from scratch. However, this is not necessary for commercial applications to emerge. New business software is typically currently produced by expanding and changing existing systems or by setting up
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Software processes are complicated, rely on humans to make decisions and
judgements, much like other intellectual and creative processes. There is no perfect
method and many companies have their own software development processes
established. Processes hav e emerged to benefit from the capability and unique
features of the systems built by the employees of a company. A more organised
development approach is needed for certain systems, such as critical systems. A
less formal, flexible approach is likely to be more successful in business systems
with frequently changing needs
3.2 Process and Project
Project:
A project is a large action that entails a series of smaller activities that result in the
creation of value in the form of a product or service. Customized planning,
exploration, ideation, research, and talks about achieving stated goals are all part
of it.
Example : - Building an eCommerce website for a customer .
The number of project stakeholders will vary depending on the size and scope of
the project. If you're planning a large job, you'll need more personnel or time to do
it.
What is a project?
Guided by a project manager and led by a project team, a project is a set of tasks
needed to achieve a goal. It covers a scope, a set schedule, a proj ect strategy and
resources.
The management of projects is the discipline of project organization and execution.
The project is expressed in the five -phase project life cycle:
Initiation of the project
The first step is the conception stage, which examines ideas, conducts research and
makes decisions on possibilities. This decides the feasibility of the project.
Planning of the project
The second phase consists of considering the needs of stakeholders, setting out an
objective, bring ing together a project team and creating a project plan.
Running of the project
The project team is at this phase trying to develop results and fulfil the goals
established in the project plan. Processes will be implemented; resources will be
allocated a nd tasks will be allotted.
Monitoring of projects
The fourth phase of project management focuses on performance and monitoring
of progress. Measures are taken to guarantee that everything is up -to-date and
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Closing of Project
The last stage is where all actions are stopped. The project must be closed, both
successful and failing. Administrative activities are completed and evaluated to
better future efforts. The evaluation will be carried out.
3.2.1 Project Management Benefits
Management of projects is a strong tool for organizations of all sizes which may provide numerous advantages. It provides you with repetitive proce sses, rules, and strategies to assist you in the
management of your projects .This can enable you to achieve tasks consistently,
efficiently, on schedule and budget. It can help you achieve success.
List of benefits : -
Ɣ Improve your opportunities to achie ve the desired result
Ɣ Get a new look at your project and how your company plan matches
Ɣ Priorities and make optimal utilization of your business resources
Ɣ Set the scope, time and budget from the beginning precisely
Ɣ Stay in time and maintain budget e xpenses and resources
Ɣ Enhance productivity and job quality
Ɣ Promote constant communication between employees, suppliers and customers
Ɣ Meeting the different demands of the project participants
Ɣ Mitigate project risk failure
Ɣ Enhance client satisfacti on
Ɣ Acquire a competitive advantage and increase your profit
Classification of Projects
Projects are not classified in any standard way. These can, however, be divided into
two major industrial and development categories in view of the project objectives.
Every one of them can be further classified taking into account the nature of the job
(repetitive, non -repetitive), completion period (long term, short term etc.), cost, risk
level (high, low, no risk), style of operation (wide, small, etc. ,co nstruction,
construction -operate -transfer etc.)
Industrial projects that are also referred to as commercial projects provide goods or
services for the satisfaction of client demands and providing good returns to the
investor/stakeholder.
These projects are further divided into two groups, namely demand -based and
resource -based. The demand -led initiatives are meant to meet the latent demands of consumers and their complexity. Infrastructure for fertilisers, agricultural processing etc th at are based on resources/provision use the existing resources, such
as land, water, agriculture, raw materials and human resources.
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Process:
A process is just a collection of activities that you have to do time and again. From
cooking to paying electric power bills, everything you do in your daily life is
connected to a process.
The procedure is broken down into stages. At least one stakeholder participates in
each of these phases. The procedure starts, midway through and ends. For a single
time, some pro cesses are done. During the timeframe there are some routine
processes that are repeatedly completed by the personnel.
For example, daily reporting to the management and approval for the employee's
leave requests are distinct kinds of procedures.
A process has been created and repeated for internal business reasons. It involves
a number of actions that have to be performed with each other to obtain a result.
Processes are an essential aspect of corporate knowledge and constitute many
everyday activities. Fo r example, the HR department has a procedure in place to
hire new applicants and the development team has one to prioritise requests for
features. A flux diagram is a popular way of viewing a process.
The aim of a process is to serve customer value busines s goals. They should be
examined and upgraded periodically in order to ensure good business standards.
Types of processes :
Operational process:
It focuses on the correct performance of a business/operational entity's tasks. In
other words, "get things do ne" by staff. The customer service staff offers assistance
to its customers is an example of this.
Management process:
It ensures proper performance of operational processes. This is where the
management team ensures that work procedures are efficient and efficient. One
example is the supervision of the tasks and operations of a project by a project
manager.
Process of governance:
It guarantees that the enterprise/entity complies fully with applicable rules,
standards and shareholder expectations.
3.2.2 Project and Process Identification Benefits
Project Identification advantages:
Opportunity for cooperation - When you work on a project, it provides you an
opportunity to work with new individuals.
Competence development - It enables you to grow you r skills by trying to push
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Defined schedules - If you manage your project correctly, you will obtain a precise
concept of how long you will achieve.
Advantages of identification of process
1. Bottlenecks -
You will discover new bottlenecks which were previously invisible when you
routinely through repeated processes.
2. Smooth and organized flow -
It helps you develop a flow that can be effective in your job.
3. Control -
It allows you to manage your everyday chores, output standards or time taken
during the entire procedure.
3.2.3. Difference Between Project and Process
The frequency of repetition is the difference between project and process. Projects
are one -off, whereas processes are repeated.
The goals that are set are another other element. The objective of a project is to be
successful. You want to reach there on t ime and on budget through the finish line.
As projects are typically one -time tasks, a lot of planning needs to be done and
the risks are sometimes enormous. Project teams spend time ensuring that the project is delivered and that the risks
are minimized . In comparison, the focus is on optimization when conducting a process. There is little or no risk associated with processes (after all, it has become a
standardized process for whatever reasons) and so typically the major aim is to
refine it. The more you work, the simpler it is to adjust. Cost and time requirements
can always be optimized.
The similarities between projects a nd process:
Both have duties to do. If a work is handed , one would want it to be done simply.
It does not matter whether it is part of a project or process.
Projects and processes can also be found in each other.
Mini projects may involve processes.
For example, building a large branded shop, is more than a few times what
happened, therefore any firm is supposed to follow a process.
However, a project that can be leasing a property in various places requires
different processes and laws to be followed in establishing a store in a new place.
It involves quality, time and costs, and the risk.

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3.3. Component Software Processes
A software process is a collection of interconnected actions that results in the
creation of a software product. These tasks might include creating software from
the ground up in a standard programming language such as Java or C.
Business applications, on the other hand, are not often created in this manner. New
business software is f requently created by expanding and altering existing systems
or by configuring existing systems.
There are several software processes, however they all must involve four activities
that are essential to software engineering:
1. Specification of software: The software's functioning and its limitations. It is necessary to define the operation.
2. Software Design and implementation: The software must adhere to the
requirements. It is necessary to create.
3. Testing ( Verification of software ): To verify that the software performs what
it says, it must be verified
4. The evolution (maintenance) of software: To satisfy changing consumer
demands, the software must adapt.
These actions are present in all software processes in some way. They are, of
course, complicated activities in and of themselves, including sub -activities like
requirements validation, architect ural design, unit testing, and so on. Documentation and software configuration management are examples of supporting process activities. We generally talk about the activities in processes
when we describe and discuss them. Specifying a data model, creatin g a user
interface, and so on are examples of these activities and the order in which these
operations are carried out.
Brief Description of the four activities involved in the software processes:
3.3.1 Software Requirement Specification
1. Software Requirement Specification:
The software requirements specification serves as the foundation for a
contract between customers and contractors or suppliers about how the
software product should work (in a market -driven project, these roles may be
played by the marketing and development divisions).
The objective of software requirements definition is to reduce subsequent
redesign by doing a thorough assessment of needs prior to the more specific
system design stages. Software requirements specs should also offer a
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When used correctly, software requirements specifications may assist avoid
software project failure.
The software requirements specification document contains adequate and r equired
requirements for project development. The developer must have a clear and complete grasp of the products under development in order to derive the requirements.
Throughout the software development process, this is accomplished through
comprehensive and ongoing communication with the project team and the client.
The SRS may contain organizationally specific material or be one of the contract's
deliverable data item descriptions.
A technical writer, a systems architect, or a software programmer often composes
an SRS.
A SRS should contain sufficient information to complete the stated program. It not
only outlines the program description in development but also the goal to which it
is intended: what the software has to accomplish and how it should work.
An SRS documents typically includes these elements:
* The purpose of developing the software
* An entire description of Software
* The functionality of the software or what the software should do in a
production situation
* Non-functional requirements :Outside interfaces or how the software interacts with hardware or other software.
A simple example is provided in the following sample of an SRS:
i. Introduction
ii. Purpose
iii. Intended use
iv. Scope
v. Definitions
vi. General description
vii. User needs
viii. Assumptions and dependence
ix. System functional requirements
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In introducing your SRS, start explaining the objective of the product. You specify
here the intended audience and how the product is to be used.
Here is how to design the aim: define the product scope , description of the value
it will give ,show who wi ll use the program in detail how the intended user will be
helped with the software.
When you define the purpose of the product, outline how it works. Here you will
provide an overview of the features of the programmer and how they suit the
demands of the user.
You will also outline the assumptions you make regarding the functionality of the product and everything on which this depends in the existing technology environment.
Functional Requirements:
The aim of the new system you are building are functional requirements. You explain how the system works to aid with the tasks of a user. It defines how the system reacts to user entries and contains information on
computations, data input and business operations. A thorough description of the software features and user demands may be
considered for functional requirements. Th e system will not work without fulfilling
the functional criteria.
Non-functional Requirements:
While functional needs indicate what a system does, non -functional needs explain
how the system works. Non -functional needs do not influence the functioning of
the system. They focus on user expectation and cover aspects such as performance,
safety, trustworthiness, availability and usability, instead of focusing on user needs.
3.3.2. Software Design and Implementation:
Software Design:
The design functions and processes, includ ing screen layouts, business rules,
process diagrams, and other documentation, are covered in depth in systems design.
This stage's result will be a collection of modules or subsystems that explain the
new system.
The needs stated in the approved requireme nts document are used as the initial
input in the design stage. As a consequence of interviews, workshops, and/or
prototype efforts, a collection of one or more design components will be generated
for each need.
Functional hierarchy diagrams, screen layout diagrams, tables of business rules,
and business rules tables are examples of design components that define the
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Software Development:
The software solutions are built by teams depending on the design consideration s
made. By executing the solution, teams achieve the goals and outputs established
during the software requirements collecting phase.
The development process may involve several individuals, new technologies, and
unforeseen difficulties; nevertheless, development teams generally collaborate
with tech leads, product managers, and project managers to unblock the process,
make choices, and offer assistance.
Developers start creating the whole system using the programming language they
have selected. Tasks are split in units or modules throughout the development stage
and allocated to different developers.
Developers must follow specific es tablished code directives at this stage. To create
and implement code, they must employ programming tools such as compilers,
interpreters and debuggers.
The process of coding involves transforming the system specifications into a code
written in programmin g language which a computer can understand and perform
the functions specified with the help of that code.
With efficient coding, one can greatly reduce the cost of testing and maintenance
of the software at later stages. This leads to increased efficiency in the execution of
the whole software project.
Now, coding does not only involve implementing the code in any appropriate
language as the developer selects. Certain standards and standards, known as the
coding standards, are set for this purpose.
In gen eral, good companies creating software ensure that software engineers comply with these criteria to generate excellent software quality. Some organizations are rigorously following these guidelines, while some modify them
to fit their needs and standards o f quality.
Reasons for the coding standards:
1) Uniform appearance of the code --
Since so many coders and members are involved in the developing of the
software, everyone follows the same standard, then there is a consistent look
and naming conventions of the various modules which everyone can understand.
2) Easier understanding of the code:
Since everybody involved follows a common standard, it becomes easier for
everyone to follow every piece of code. There are no ambiguities involved.
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If a developer resigns in the middle of the project, and if another developer
replaces him, it will become difficult for the new developer to comprehend
the coding logi c and make appropriate changes. Due to the common coding
standards, the new hire can easily know the intricate logic and would be able
to do the maintenance part.
4) Encouragement of good programming practices:
Good programming practices are given encoura gement in the programmer’s
community which is something very commendable.
Once teams have packed and built their code, this step of work is completed.
3.3.3. Software Testing
Software testing is an important part of the development process. It includes a
thorough examination of software to verify that it fits your client's needs and
objectives.
The main objective of testing is to find all of the flaws and faults in the software
before it is put into production. Software faults that are not resol ved before
deployment might have a negative impact on the client's business. The price of
resolving those concerns would be prohibitive.
Testing, on the other hand, helps you to maintain software quality while also
gaining your clients' trust and confiden ce. Furthermore, because the finished
product will work precisely, consistently, and dependably, it will require less
maintenance.
Requirement Testing , Unit testing, integration testing, system testing, and
acceptance testing are the stages of software te sting in total. With that in mind,
these four phases may be divided into two categories, the first two of which are
verification stages and the final two of which are validation stages.
The main distinction between the two is that verification testing is b ased on the
methods that were utilized throughout development. The validation step, on the
other hand, examines the final product's functioning and, in the end, incorporates
user feedback.
a. Requirements Testing
It is important to check that you can not only build test cases against every
need, but the definitions are clear and unambiguous in their testing of your
requirements, whether in business, functional or technical. Make it incorrect
and you may suffer extr a rework expenses, lost deadlines, probable system
failures and harm to the reputation of your organization .
b. Unit Testing
A unit refers to a small software segment which the developers have written
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One of the greatest advantages of automated testing is that it can be done
when a code part is modified and that problems may be fixed as soon as
feasible. Before software developers give software to test testers f or extra
testing, it is fairly frequent.
c. System Testing
System tests are the stage of software tests where separate software
components are integrated and fully tested. This is particularly essential since
it validates that the functional areas perfo rm according to expectations and
that each system works together. Regardless of whether every unit is being
tested, the software may not function as necessary if you don't verify it is
appropriately integrated.
d. Regression Testing:
Regression testing checks if the previously created and operating program
still functions appropriately when it is modified. Changes might involve
improving software, fixing bugs or updating infrastructure.
You can ensure that fresh modifications to an a pplication have not produced
regression problems by restarting test scenarios and causing parts that were
originally working.
e. Acceptance Testing
Acceptance tests (or user acceptance tests – UAT) are carried out to verify if
the system is ready. UAT is going to strive to check operational and business
needs. Requirements might be misunderstood and executed occasionally in a
way that does not satisfy user or business goals.
3.3.4. Software Maintenance
The process of changing a software product after it has been delivered to the client
is known as software maintenance. Software maintenance is the process of
modifying and updating software programs after they have been delivered in order
to fix bugs and enhance performance.
In general, software remains act ive for a long time after it is first installed, and it
needs ongoing maintenance to guarantee that it continues to run at peak levels.
Software programmers routinely provide software patches during the maintenance
phase of the software life cycle to addr ess changes in an organization's needs, to
rectify issues pertaining to faults in the software, or to tackle possible security risks.
During the maintenance phase, designers resolve any issues that are identified in
order to ensure that the software perfo rms as intended or to add new features to the
product.
Software Maintenance is Required to:
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Ɣ Enhance the design.
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Ɣ Connect to other systems.
Ɣ Allow various hardware, software, system features, and telecommunications
facilities to be used with different progra ms
Ɣ Legacy software should be migrated.
Ɣ Software should be retired.
Depending on the nature of the program, the sort of maintenance required may
change over time.
It might be a simple routin e maintenance operation, such as fixing a problem found
by a user, or it could be a big event in and of itself, depending on the scale or nature
of the maintenance.
According to their characteristics, the following are some forms of maintenance:
1. Corrective Maintenance -
This comprises adjustments and updates made to repair or fix problems that
are either discovered by users or concluded by user error reports.
2. Adaptive Maintenance -
It entails making changes and updates to the software pro duct to keep it
current and tailored to the ever -changing world of technology and business.
3. Perfective Maintenance -
It entails making changes and upgrades to the progra m to maintain it useful
for a long time. It offers new features as well as additio nal user requirements
in order to improve the software's dependability and performance.
4. Preventive Maintenance -
It entails making changes and updates to the progra m to avoid future issues.
Its goal is to address issues that aren't as serious right now but might become
problematic in the future.
Real -world issues impacting maintenance costs
Ɣ Older software’s , which were designed to run on sluggish computers with
limited memory and storage, are unable to compete with freshly released
improved software on contemporary technology.
Ɣ Maintaining outdated software gets more expensive as technology progresses.
Ɣ Most maintenance engineers are inexperienced and rely on trial and error to
solve problems.
Ɣ Frequently, modifications can easily harm the software's original structure,
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The software maintenance activity is the phase that lasts the longest compared to other activities. This is because any software has a life for a
specific length of time.
This is because the software keeps on getting used until it becomes totally
outdated or the business process undergoes a drastic change requiring
completely new software or automation strategies.
3.4 Summary A project is a huge venture that entails a sequence of smaller activities that lead to creation of value in the form of a product or service. Appropriate planning, study,
idea formation, research, and brainstorming sessions about achieving stated goals
are all part of it.
Management of projects is a strong way for companies of all sizes which may
provide a lot of advantages.
Projects are not grouped in any standard way. These can, however, be divided into
two sizable industrial and development categories keeping in view the project
objectives.
Every project can be further classified thinking about the kind of the job
(repetitive, non -repetitive), length of time taken (long term, short term etc.), cost,
risk level (high, low, no risk), nature of operation (wide, small, etc. ,construction,
construction -operate -transfer etc.)
A process is an activity that you have to do time and again. From making tea to
paying internet bills, everything you do in your daily life is a process.
The number of repetitions is the difference between project and process. Projects
are one -off, wherea s processes are repeated.
Projects and processes can also be found in each other.
Components of software processes:
1. Specification of software: The software's functioning and its restrictions. It is necessary to define the operation.
The software requirements specification serves as the baseline for a contract
between customers and contractors.
2. Software Design and implementation: The software must stick to the
requirements.It is necessary to create.Developer s start building the entire
system using the programming language they have selected.
3. Testing (Verification of software ): To verify that the software performs
what it states, it must be verified. It includes a detailed examination of
software to verif y that it fits your client's needs and aims.
4. The evolution (maintenance) of software: To satisfy changing consumer
demands, the software must adapt.In general, software remains active for a
long time after it is first installed, and it needs ongoing mai ntenance to
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3.5 Questio ns
1) What is a project?
2) What is a process?
3) What is the difference between project and process?
4) What are the different types of processes?
5) What are the advantages of project management?
6) What are the steps in project management?
7) What are the different software component processes?
8) Explain Software Requirement Specification Stage.
9) Explain Software Testing phase.
10) Write in detail about the So ftware Maintenance phase.
11) What is the difference between verification and validation?
3.6 References
https://www.manage.gov.in/studymaterial/PM.pdf
Software Engineering Edition,Ian Somerville,Pearson Education
Software Engineering ,Pankaj Jalote,Narosa Publication
Software Engineering, A practitioner’s approach,Roger Pressman,Tata McGraw
Hill
https://www.projectcentral.com/blog/project -management -benefits/
https://appian.com/bpm/what -is-process -improvement -in-organizational -
development -.html
https://www.manifera.com/6 -basic -steps -software -development -process/
https://www.ibm.com/topics/software -testing
https://www.plutora.com/blog/verification -vs-validation
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59Chapter 4: Software Development Process Models
Unit 1
4 SOFTWARE DEVELOPMENT
PROCESS MODELS
Unit Structure
4.0 Objectives
4.1 Introduction
4.2 Waterfall Model
4.2.1 Merits and Demerits
4.3 Prototyping Model
4.3.1 Phases
4.3.2 Types of prototype models
4.3.3 Merits/Demerits
4.4 Iterative Development Model
4.4.1 Where it is suitable
4.5 Rationalized Unified Process Model
4.5.1 Phases of RUP Model
4.6 RAD Model
4.6.1 RAD Phases
4.6.2 Benefits/Drawbacks
4.7 Timeboxing Model
4.7.1 Pros and Cons
4.8 Summary
4.9 Questionnaire
5.0 References
4.0 Objectives
After going through this chapter, you will be able to:
• state different software development process models
• understand waterfall model and its use
• understand prototyping model, its benefits , its use
• understand iterative development model
• gain a brief understanding of rationalized unified processes
• gain a brief understanding of RAD and Timeboxing Model munotes.in

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4.1 Introduction
A model software process is a reduced software process representation. Each model
describes a process from a specific point of view and therefore only gives partial information. We see the process structure but not the particular activity information.
These generic models are not software process descr iptions. Instead, they are
abstractions that may be used to describe software development techniques.
These models do not exclude one another and are frequently employed jointly,
particularly in the creation of complex systems. For big systems, some of the finest
characteristics of the waterfall and progressive models have to be combined. To
build a software architecture, you need to be aware of the fundamental system
needs to support these requirements. You can't gradually build this. Sub -systems
can be bu ilt using several techniques inside a larger system.
Parts can be specified and created by means of a waterfall -based approach which
are fully known. Parts of the systems, such as the user interface, which are difficult
to describe beforehand, should be bu ilt utilising a gradual approach always.
4.2 Waterfall Model The first process model to be introduced was the Waterfall Model. The understanding and use is extremely easy. The Waterfall model is the oldest SDLC
software development technique.
The waterfall model demonstrates a linear sequential flow of the software
development process. This means that every stage of the development process starts
only when t he preceding stage is complete. The stages do not overlap in this
waterfall model.
The different sequential phases of the Waterfall model are -
1) Feasibility Study:
The major objective of this phase is to assess whether the software can be
developed financially and technically.
This feasibility study includes a study of the problem and then feasible
solutions for solving the problem are then determined. Based on their
advantages and disadvantages, these alternative solutions are assessed, t he
best option is picked and the following phases of this model are implemented.
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2) Analytical and specification requirements:
The objective of the requirement analysis and specification stage is to
accurately comprehend and document the customer's demands. Two distinct
activities constitute this phase.
a) Collection and analysis of requirements: The customers first collect all software needs and then assess the collected requirements. The objective of the analysis stage is to eliminate incom pleteness and
inconsistencies.
b) Specification of requirements: These evaluated requirements are documented in an SRS document. SRS document is a contract between
customers and the development team. An examination of the SRS
document can resolve any future d isagreement between customers and
developers.
3) Design:
The objective is to translate into a structure appropriate for implementation in a certain programming language the criteria described in the SRS document.
4) Coding and testing of units:
in the design of software coding phase, any appropriate programming language is used to build source code. Every module designed is therefore
programmed. The objective of the test phase is to see whether or not each
module works properly.
5) Integration and testing:
Integration of several modules will be carried out shortly after coding and
testing of every unit. Incremental integration of different modules takes place
over several steps. The intended modules are introduced to the partially
integrated system during each integration phase and the resulting system
tested. Finally, the full work system is realized and system testing is carried
out after all modules have been successfully integrated and tested.
6) Maintenance Phase :
The software deployed is upgraded and new features are added if required.
Any bugs disco vered later on are taken care of.
4.2.1 Waterfall Model Merits and Demerits
Waterfall Model Benefits
Ɣ It's easy to grasp and use.
Ɣ Due to the rigidity of the model, it is easy to control - each step has specified
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Ɣ In this model phases are completed one at a time. They do not overlap.
Ɣ For smaller projects, the waterfall model works effectively, when needs are
well stated and well -understood.
Demerits of the model waterfall
Ɣ Once the application is in the testing phase, anything that was not properly
thought -out at the ideation stage is tough to go back and modify.
Ɣ Until late in the life cycle, no functioning software is generated.
Ɣ High danger and insecurity levels.
Ɣ Not suitable for object -oriented projects.
Ɣ Not su itable for projects where requirements are ever changing.
When Waterfall Model is used :
Ɣ Only when the needs are fully understood, unambiguous and fixed is this
paradigm employed.
Ɣ The definition of the product is stable.
Ɣ The requirements are very clear/ unambiguous
Ɣ Extensive resources with the necessary knowledge are readily accessible
Ɣ Project is short term.
4.3 Prototyping Model
Prototyping model is a software development approach that constructs, tests and
revises the prototype up to an acceptable level. It also provides a basis for producing
the final software system. It works well in situations in which the needs of the
project are not fully known. It is an iterative process between the developer and the
customer and it is based on trial and erro r.
4.3.1. Phases
Steps in Prototyping model
Step 1: Collection and analysis of requirements
The need analysis begins with a prototype model. The system requirements are
established in depth at this phase. The system users are interviewed throughout this
phase to find out what their expectations are about the system.
Step 2: Quick Design
The second stage consists of a preliminary design. A basic system design is built
at this stage. It's not a full design, however. It offers the user a bri ef picture of the
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Step 3: Prototype construction
A real prototype is created in this step based on the information collected from the
design in the previous design. The resulting system is a tin y functioning model.
Step 4: First user assessment
At this step, the system suggested for an initial review is presented to the customer.
The strength and weakness of the working model can be identified. The consumer
gives feedback and suggestions to the s oftware coders.
Step 5: Prototype refinement
Should the user not be satisfied with the present prototype, the prototype must be
modified according to user feedback.
Step 6: Product implementation and maintenance:
The system is fully tested and implemented in production after the final system is
built based on the final prototype. Regular maintenance is carried out to minimize
downtime and avoid large -scale breakdowns.
4.3.2 Types Of Prototype Models
Types of Prototyping models
1) Quick Throwaway
It is rapidly designed to display the visual appearance of the requirement . The
input of the client helps to alter the needs and the prototype is built again till
the need is based. A prototype created is rejected and does not form part of
the prototype th at was eventually approved. This method helps to explore
ideas and to receive immediate feedback on consumer needs.
2) Evolutionary
Here the prototype is progressively improved based on the feedback of the
customer until it is accepted at last. It can save y ou time and effort. Because
building a prototype from scratch may often be quite difficult for every
interaction of the process. This approach is useful for a project that employs
a new, poorly understood technology.
3) Incremental
The final product is divi ded and developed separately into numerous tiny
prototypes. The many prototypes will eventually be fused into a single
product. This approach helps to shorten the period between input between the
user and the development team.
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4) Extreme:
It is mainly used for web development. There are three successive stages.
HTML format is included as the basic prototype and a services layer to mimic
data processes.
The services are implemented in the final prototype and integrated.
4.3.3 Benefits and Demerits
Benefits :
Ɣ Development involves users actively. In the earliest stage of the software
development process, problems can be discovered.
Ɣ Identification of features that decrease the chance of failure, as prototyping
is also a risk reduction activity.
Ɣ Assists team members with efficient communication
Ɣ Satisfaction with the consumer occurs because the product may be realized
very early.
Ɣ Software rejection is scarcely possible.
Demerits :
Ɣ It is a slow process.
Ɣ The development costs for a prototype are a complete waste, as the prototype
is finally discarded.
Ɣ Excessive demands for change may be encouraged through prototyping.
Ɣ Sometimes consumers may be not prepared to engage for the extended
duration of the iteration cycle.
Ɣ When the prototype is reviewed by the client, there may be too many
differences in the software requirements.
4.4 Iterative Development Model Iterative development is a software development method that divides the development process into smaller pieces of a major program. Each element, known
as the "iteration," reflects the whole process and comprises phases for planning,
design, development and testing.
Iterative Model Advantage:
Ɣ Early and fast in the life cycle, certain working functions can be created.
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Ɣ Growth in development may be assessed.
Ɣ It is less expensive to modify the scope/needs.
Ɣ Smaller iterations make it simpler to test and troubleshoot.
Ɣ Risks are recognized and resolved and each iteration is a milestone easily
controlled.
Ɣ Risk management is easier.
Ɣ The operating product is supplied with each increase.
Iterative Model Disadvantages:
Ɣ It is not appropriate for minor tasks.
Ɣ It may require additional resources.
Ɣ Due to imprecise criteria, design might be altered over and over again.
Ɣ Changes in budget requirements may cause.
Ɣ The completion date of the project was not certain as the specifications had
changed.
4.4.1 Where it is Suitable
In the following circumstances, this model is most commonly employed :
Clearly specified and understood are the requirements for the entire system.
Important needs must be stated, although certain features or upgrades sought may
be developed over time.
The development team is using and learning a new technology during the project's
work.
No resources with the necessary skills are available and are scheduled for usage in
certain iterations on a contractual basis.
In the future, there are some risky features and objectives of the software project
may change.
4.5 Rationalised Unified Process Model
The Rational Unified Process (RUP ) is an iterative software development process
framework cr eated by the Rational Software Corporation, IBM since 2003.
The RUP is built on some building elements that describe what is to be developed,
what skills are needed and how certain development goals are to be reached step
by step. The following are the pri mary building elements:
a) Roles (who) – The role specifies a collection of linked talents, powers and
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b) Work products - a work product, comprising all papers and patterns created
during the process, symbolizes anything that is a result of a task.
c) Tasks (How) – A task represents a work unit allocated to an important role.
The RUP has established a four -phase project life -cycle. These phases permit a
high-level presentation of the process, comparable to what a model like the
'waterfall' might do, however the key to the process resides essentially in the
development iterations in all the phases. Each phase a lso includes a major aim and
milestone, which marks the completed goal.
4.5.1 Phases
A) Inception Phase
The main purpose is to make sufficient use of the system to validate initial costs
and budgets. In this step, a business case is created which comprises the company
environment, success parameters(anticipated revenue, market recognition, etc.). A
basic cas e model for the usage, project plan, first risk assessment and project description are created to support the business case (core project needs, requirements and key features).
The project is examined according to the following criteria:
a. Stakeholder competition in defining scope and estimating costs / timing.
b. Understanding of requirements as shown by primary use case.
c. Cost/plan estimations, priorities, risks and development process credibility
d. The depth and width of any established archit ectural prototype.
e. Creation of a basis for comparing current expenditure to anticipated
expenditure.
If this phase is not passed by the project, it can either be repeated or terminated to
better fulfil the requirements.
B) Elaboration Phase
The main aim i s to reduce the main risk elements discovered via analysis up to the
end of this phase. This phase is the beginning of the project. In this phase, problem
domain analysis is carried out and the project architecture takes its fundamental
form.
The results o f this phase are:
1. A use case model that identifies usage cases and actors, and most of the usage
case descriptions are developed. It should be 80% complete.
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3. An architecture which executes scenarios of important architectural use.
4. Business Case and list of risks.
C) Construction Phase
The main aim is the construction of the software system. At this stage, the major
focus is on component development and other sy stem features. This is the stage in
which the bulk of coding occurs. In larger projects, many iterations might be
produced in order to break the uses into manageable pieces to build prototypes.
D) Transition Phase
The main goal is to 'transition' the system from development to production and
make it possible for the end user to use and understand it. This phase involves
educating end users and maintenance staff and beta testing the system to validate it
against the expectations of end users. The system also undergoes assessment
phases, in which any developer that doesn't do the needed work is replaced. The
product is also tested against the degree of quality specified at the startup stage.
When all targets are accomplished, the mileston e for release is achieved and the
development cycle is completed.
RUP is built on six best practices , which have developed into the six fundamental
principles that helped thousands of customers supporting software development
projects worldwide, as well as inside IBM itself.
These are the essential principles:
ٳ Process adjustment.
ٳ Balance Competitive pri orities of stakeholders.
ٳ Collaborate across teams.
ٳ Provide value on a substantial basis.
ٳ Increase the abstraction level.
ٳ Concentrate on quality continuously.
The following are the best practices:
ٳ Iteratively develop.
ٳ Requirements management.
ٳ Use Architectu re Component.
ٳ Use a visual model.
ٳ Verify quality continuously.
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4.6 Rapid Application Development Model
RAD is a linear sequential paradigm of software development. If the requirements
are clearly understood and defined and the scope of the project is a constraint, the
RAD method enables a development team to produce a completely working system
in a short amount of time.
RAD is an approach that allows products to be built more quickly and quality
through:
i. Collecting needs through workshops or focus groups
ii. Prototyping and early repetitive user testing
iii. Software component recycling
iv. A strict schedule referring to advances in design
v. Less formal reviews
4.6.1 Rad Phases
The various phases of RAD are:
1. Business modelling: The flow of information across business operations is
defined by answering questions like which data is driven, which data is
created, who is generating them, where the information is going, who is
processing it and so forth.
2. Modeling of dat a: The information gathered through business modelling is
refined into a collection of data objects (entities) necessary to sustain a
company. Each entity's characteristics are recognized , and their relationship
is established.
3. Process Modeling: In the data modelling step, the data object defined is
turned into the required data flux for a business function. Descriptions of
processing are developed to add, alter, delete, or recover a data item.
4. Generation of application: automated software building technologies are
utilized ; even 4th GL methods are employed.
5. Testing and turnover: Since RAD emphasizes reuse of some components of
programming that have previously been tested, it leads to decrease in the
testing time overall. But it is necessary to t est the new part and to complete
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4.6.2 Rad Model Benefits/Drawbacks
RAD Model Benefits
i. It's flexible to alter this model.
ii. Changes can be adopted in this model.
iv. Every phase of RAD gives the consumer the utmost importance.
iv. The development time has been decreased.
v. The reusability of features is increased.
The RAD Model Drawbacks
i. Highly talented designers were required.
ii. Every app is not RAD compatible.
iii. We can't utilize the RAD approach for smaller projects.
iv. It is not appropriate for the high technical risk.
vi. User participation required.
When to use the RAD Model?
When the system has to generate the modelling project in a brief period of time
(2-3 months).
When it is known about the requirements.
If technical risk is limited.
If a system has to be built that modularized in 2 -3 months.
Only if the budget permits automatic code generation tools. It should be employed.
4.7 Timeboxing Model
The time boxing process is the greatest means of increasing productivity and
dividing tasks into assigned time periods. This time management approach gives
the possibility of limited time spent in advance on a certain task. The ultimate
objective is to identify and limit the time sp ent on a given activity.
Timeboxing is the treatment to prevent time limitations from being exceeded. This
approach guarantees a timely delivery and provides progressive insight through the
allocation of maximum time units. These times are also known as "p eriods,"
"timeboxes" or "items."
For timeboxing the whole project term is often split into many smaller segments.
This produces mini -projects that become part of the whole project. The project may
be readily adjusted by assessing at the end of a time perio d.
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Step one: Assess the length of time each sub -activity needs.
Step two: Give every sub activity a certain length of time; this is a time box.
Step three: Please include breaks in the time boxes schedule.
Step four: Also take unanticipated events, like breaks and unexpected visitors, into
account in all time boxes.
Step five: Use a time -set to watch individual time -boxes closely.
Step six: Assess each check -box; if the sub -activity is halted or does not fit in a
time-box, the reason(s) have to be taken into account.
4.7.1 . Timeboxing Model Pros and Cons
Timeboxing advantages
There are numerous advantages to using timeboxing. It will not just meet deadlines,
but also allow staff to focus more effectively, focusing on their work. It avoids
discontinuation because time constraints force you to ignore distractions and give
priority to your job.
It also guarantees that the perfectionist, who takes a long time to accomplish an
activity, gets 'completed' inside the time frame.
In particular, time -boxing can help, as just one action needs to be performed every
day.
Timeboxing is also used for project management. In a variety of times, projects are
planned, each with its own target, budget, and deadline. The so-called 'critical path,'
the time period with less freedom, is evident if you know the least time to complete
a project in advance.
It not only offers a definite period of time, but also guarantee s that the budget is not
overcome. The decline of smaller activities and the recruitment of more employees
at peak times may be considered in order to fulfil deadlines. In the time boxing paradigm, like in the iterative enhancement approach, development ta kes place iteratively.
However, each iteration in a time box model takes place within a set length
timebox.
The designed functionality is modified to match the timebox duration. In addition,
each timebox is separated into a predetermined stage sequence i n which each stage
carries out a clearly defined job, which may be done separately (analysis,
implementation and deployment).
This approach also needs about equal time for each phase so that the pipeline idea
reduces the time for development and releases of products. For every step there is
a specialized staff so that the job is possible.
Disadvantages:
# Project management becom es complex
# It is not suitable for projects where entire duration cannot be divided into multiple
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4.8 Summary:
Ɣ The waterfall model demonstrates a linear sequential flow of the software
development process. This means that every stage of the development
process starts only when the preceding stage is complete. The stages do not
overlap in this waterfall model.
Ɣ Prototyping model is a software development approach that constructs, tests
and revises the prototype up to an acceptable level. It also provides a basis
for producing the final software system. It works well in situations in which
the needs of the project are not fully known. It is an iterative process between
the developer and the customer and it is based on tria l and error.
Ɣ Timeboxing is the treatment to prevent time limitations from being exceeded.
This approach guarantees a timely delivery and provides progressive insight
through the allocation of maximum time units. These times are also known
as "periods," "ti meboxes" or "items."
Ɣ RAD is a linear sequential paradigm of software development. If the requirements are clearly understood and defined and the scope of the project
is a constraint, the RAD method enables a development team to produce a
completely working system in a short amount of time.
Ɣ The RUP is built on some building elements that describe what is to be
developed, what skills are needed and how certain development goals are to
be reached step by step. The following are the primary building elements.
a)Roles (who) – The role specifies a collection of linked talents, powers and
tasks.
b) Work products - a work product, comprising all papers and patterns
created during the process, symbolises anything that is a result of a task.
c)Tasks (How) – A task represents a work unit allocated to an important role.
Ɣ Iterative development is a software development method that divides the
development process into smaller pieces of a major software.
4.9 Questions
1) Explain Waterfall model.List its advantages and disadvantages.
2) What is the RAD model?
3) Explain different types of prototyping models.
4) What is meant by a prototype software model?
5) Explain in brief iterative development model.
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7) Write a note on RUP.
8) What are the different phases in the Waterfall Software Model?
9) List the merits and demerits of each software development model.
10) Explain any two phases of the Rationalised Unified Process Model.
11) When is the waterfall model used and when is the iterative dev elopment
model used?
12) What are the principles and practices in the RUP model?
5.0 References
https://www.manage.gov.in/studymaterial/PM.pdf
Software Engineering Edition,Ian Somerville,Pearson Education
Software Engineering ,Pankaj Jalote,Narosa Publication
Software Engineering, A practitioner’s approach,Roger Pressman,Tata McGraw
Hill
https://www.scnsoft.com/blog/software -development -models
https://www.synopsys.com/blogs/software -security/top -4-software -development -
methodologies/
www.wikipedia.org
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73Chapter 5: Agile Software Development
Unit 1
5 AGILE SOFTWARE DEVELOPMENT
Unit Structure
5.0 Objectives
5.1 Introduction
5.2 Agile Methods
5.2.1 Agile Principles
5.2.2 Agile Method Limitations
5.3 Plan Driven and Agile Development
5.3.1 Issues to consider when balancing agile and plan based development
5.4 Extreme Programming
5.4.1 Testing in XP
5.4.2 Pair Programming
5.5 Agile Project Management
5.5.1 Stages in Scrum
5.6 Scaling Agile Methods
5.6.1 Challenges in implementation
5.7 Summary
5.8 Questionnaire
5.9 References
5.0 Objectives
After going through this chapter, you will be able to:
• Know about the agile methods
• Understand plan driven and agile development models
• Know about extreme programming
• Understand agile
• Project management
• Gain a brief understanding of issues of scaling agile methods
5.1 Introduction
Corporations currently operate in a fast-changing global context. They must adapt
to the introduction of competitive products and services and to the changing
economic conditions. Software i s part of most company activities; such that new
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So, the most important need for software systems is now, consequently, fast
development and delivery. In realit y, many companies are prepared to compromise
the quality of software and the requirements in order to obtain a quicker deployment
of the required software.
Since these companies operate in a dynamic environment, a comprehensive set of
solid software requ irements are frequently nearly difficult to draw out. The original
requirements alter unavoidably since consumers cannot foresee how a system
affects their work habits, how it interacts with other systems and which user actions
should be automated.
It is only possible that the actual needs become obvious once a system is supplied
and users grow familiar with it. Still though, because of external causes the needs
will probably alter fast and unpredictably.
When supplied, the software may be out of date. Sof tware development procedures
that are designed to fully set the requirements and design, create and test the system
will not be designed for fast developments in software. The systems design or
implementation should be updated and tested when needs change or as requirement
issues are found.
Consequently, a typical waterfall or a specification process is usually extended, and
once it has first been specified, the completed program is provided to the client. A
plan-driven approach is the correct one for som e types of software, such as safety -
critical control systems, where full system analysis is needed. But this might pose
serious issues in a rapidly changing corporate environment.
The initial purpose for its procurement may have so dramatically altered when the
program is available for use that the software will be worthless. Development
procedures focused on quick software development and delivery are therefore
crucial for commerci al systems .
Rapid procedures in software development are designed for speedy software
production. The program has not been built as a single unit but as a number of
increases, each with additional system capability.
5.2 Agile Methods
There was a broad belief in the 1980s and early 1990s that careful project planning,
formal quality assurance, the use of Case tools backed analysis and design
methodologies and regulated, and rigorous software development processes were
the best way to pr oduce better Software.
This idea was taken from the community of software engineering, which developed
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Teams were typically scattered geographically and worked on the software for a
long time. The planning, development and documentation of the system constitute a considerable overall task. This overall cost is justified in coordinating the activities
of nu merous development teams if the system is a crucial system and many individuals take part in the maintenance of software throughout their lives. However, when this heavy -weight, plan -driven method is applied to SMEs, the
overhead is so high that it dominat es the software development process.
It takes more time to create the system than to design and test the software. As the
needs of the system change, rework is required and the design and design of the
program must, in theory, at least alter. In the 1990s, several software designers
proposed new 'agile methodologies' due to their dissatisfaction with this high -
profile approach in software engineering. The development team therefore focused
not on the design of the software itself.
Agile techniques often rel y on a progressive approach to the design, development,
and delivery of software. They are ideally suited to the creation of an application
when the system must change quickly in the process of development. The aim is to
offer work software to clients rapi dly, who may afterwards submit new and
modified needs to be integrated in the system subsequently. They want to eliminate
bureaucracy by avoiding long -term work with doubtful value and by removing
documents which are unlikely to be needed.
In the agile Man ual accepted by many of the major creators of these techniques,
the concept underlying agile methods is expressed.
This manifesto states:
We are uncovering better ways of developing software by doing it and helping
others do it. Through this work we have come to value:
• Individuals and interactions over processes and tools
• Working software over comprehensive documentation
• Customer collaboration over contract negotiation
• Responding to change over following a plan.
• That is, while there is value in the items on the right, we value the items on the
left more.
5.2.1 Agile Principles
Although all of these agile techniques are founded on the concept of progressive
development and execution, they suggest various procedure s to do so. But,
according to the agile manifesto, they share a set of principles, therefore they have
a lot in common.
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During the whole development process, customers should be intimately involved.
Its purpose is to offer new system needs, priorities them and assess system
iterations.
Principle 2: Incremental Delivery
The software is developed in steps with the client defining the needs for each
iteration.
Principle 3: Focus on people do not process
This should recognize and utilize the development team's skills. Team members should be left without prescribed processes to create their own methods of functioning.
Principle 4: Embrace Change
To adapt to changes, consider the system requirements.
Princip le 5: Focus on simplicity
Concentrate on simplicity in the development process and software. Work to
eliminate the complexity of the system whenever feasible.
5.2.2 Agile Method Limitations
Limitations of agile methods :
A) In reality, it is sometimes challenging to actualize the principles behind agile
methods:
1. Although the notion of customer participation in development is
intriguing, the success of this idea depends on a customer who can
spend time in the development team and represe nt all the systems.
Customer representatives are often under different demands and cannot
participate fully in the creation of software.
2. Individual team members may not have appropriate personalities that
are typical of agile techniques for intensive engagement and consequently do not connect effectively with other team members.
3. Changes may be exceedingly difficult to priorities , particularly in
systems with numerous stakeholders. Typically, the varied priorities of
each stakeholder are distinct.
4. To maintain simplicity, more work is needed. The team members may
not have time to make beneficial simplifications of systems under
pressure from delivery schedules.
5. Many organizations , particularly major corporations, have spent years
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B) Another non -technical difficulty – which is an overall problem of agile
deve lopment and delivery – is when the system client hires a foreign system
development company. Usually, the software requirement document is part
of the customer -supplier contract.
Since the incremental specification is inherent in agile techniques, it may be
challenging to write contracts for this kind of development.
Agile approaches must thus depend on developing a precise set of criteria on
contracts in which the Customer pays for the time necessary to create the
system. This helps the client and developer as long as everything goes
smoothly. However, it may be diffi cult if issues occur who is guilty and who
should pay for additional time and resources.
C) The principal problem is that consumers are less likely to be involved after
delivery of software. Although a client can justify a representative's complete
engagem ent in the system development process, this is less probable when
the modifications do not occur during maintenance. The system will certainly
lose interest for the customer reps.
D) The other difficulty is that the development crew will be continuous. Agi le
techniques are based on team members who grasp the system elements
without consulting documentation. If an agile development team breaks
down then implicit knowledge is lost and the development of the system and
its components is challenging for new tea m members.
In the context of agile techniques and maintenance, two questions have to be
considered:
1. Are systems built by means of an agile methodology maintainable,
considering the importance of avoiding formal documentation in the
development process?
2. Can agile approaches be utilized to develop a system successfully in
response to client demands for change? The system should be described by official documents, making it easier to comprehend for those who change the system. Howe ver, formal documentation is
sometimes not kept up to date in reality and hence does not reflect the software
correctly. Agile approaches therefore highlight the
Importance of well -structured code authoring and code enhancement investment
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5.3 Plan-Driven and Agile Development
The design and execution of agile approaches to software development are the key
tasks in the software process. They include additional activities in the design and
execution, such as requirements elicitation and testing. I n contrast, a plan -driven
software engineering methodology recognizes different phases in the development
process with each stage -specific outcome. As a foundation for the planification of
succeeding process activities, the results from one phase are emplo yed.
With a plan -driven approach, iteration takes place in activities with formal
documentation utilized to communicate across process phases. The requirements
are, for instance, changing and finally specifying the needs are generated. This then
contribute s to the design and execution process. In Agile methodology ,iteration
takes place through activities. The requirements and design are therefore created
jointly and not individually.
A plan -driven software process can enable progressive development and de livery.
The needs can precisely be allocated, and the design and development process may
be planned as a whole. An agile approach does not necessarily focus on coding,
and some design documentation can be produced. Indeed, most software projects
incorporate practical techniques that are plan -based and agile.
5.3.1 Issues to Consider When Balancing Agile and Plan Based Development
You have to address a range of technical, human and organizational issues to select
the balance between a plan -based st rategy and an agile one:
1. Is the specification and design extremely comprehensive before we get to
implementation important? If such is the case, you should probably utilize a
plan-led approach.
2. Does the software provided to clients and quick feed back from them really
work in an incremental delivery strategy? If so, take agile approaches into
account.
3. How big is the development system? Agile approaches are most efficient
when a small, co -located team can create the system and communicate
infor mally. This may not be viable for big systems requiring larger
development teams to adopt a plan -driven approach.
4. What kind of system is developed? To do this study systems that require
much analysis before they are implemented ( e.g., in real time syst ems with
complicated schedule requirements). In such cases, a plan driven strategy
may be ideal.
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6. Which technologies are accessible for the creation of the system? Agile
approaches frequently depend on effective tools to track a changing design.
You may need additional design documentation if you are creating a system
using an IDE that doesn't offer ex cellent capabilities to see or analyze the
software.
7. What is the organization of the development team? If the team is spread or
part of development is outsourced, design papers may need to be developed
to communicate with all development teams. You mig ht have to plan what
these are in advance.
8. Do cultural concerns impact the growth of the system? 8. Traditional
engineering organizations , because this is the norm in engineering, have a
culture of planning development. This generally calls for compreh ensive
design documentation instead of informal knowledge in agile procedures.
9. How excellent are the development team designers and programmers? It is
occasionally stated that agile techniques need greater levels of competence
than plans in which progr ammers simply translate a detail in coding. You
may have to utilize the best individuals to produce the design with others in
charge of programming if you have a team with relatively less skill levels.
10. Is the system regulated from outside? 10. If an e xternal regulator must
approve a system, you will probably have to provide extensive evidence in
the event of system security.
In fact, it is not particularly necessary to consider whether a project can be
characterized as plan -led or agile. Finally, consu mers of a software system are
primarily concerned about if they have an executable system that matches their
demands and does things helpful to the individual user or the company. Many
businesses which claim agile methodologies have practiced and really em braced
some agile practices.
5.4 Extreme Programming The requirements are defined as scenarios (called user stories) in extreme programming, which are immediately carried out as a series of activities. Programmers work in pairs before creating the code and write tests for each
assignment. When the new code is incorporated into the system, all tests must be
carried out successfully. The system releases have a limited time span.
Extreme programming involves a number of practices:
1. Small, regular system releases promote incremental development. Simple
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2. The ongoing engagement of the customer in the development team supports
consu mer participation. The client representative is responsible for defining
acceptance tests for the system and participating in the development process.
3. The co -programming, community ownership and sustainable growth processes that do not require excessiv e working hours of persons will not
support processes.
4. Change includes frequent customer system releases, first development tests, restructuring to avoid degeneration of the code, and continuing new functional integration.
5. Constant refactoring tha t improves code quality and the application of basic designs that do not anticipate changes in the system needlessly assist simplicity maintenance. In an XP process, client needs are defined and
prioritized closely. The client of the system is instead part of the team and
discusses scenarios with others. Together, a 'story card' is developed which
covers consumer demands. This scenario will then be implemented in a future
software version by the development team.
Extreme programming adopts a 'extreme' metho dology for progressive growth.
New software versions may be created more than once a day, and consumers can
get releases every two weeks. Release times are never slipped away; if there are
issues with development, the client will be contacted, and function ality will be
deleted. When a programmer creates an existing system to produce a new version,
all current automated testing and new functionality tests must be performed.
The new software construction is only allowed if all testing is successful. This is
the basis for the following system iteration. A basic concept of conventional
software engineering is to plan changes. In other words, you should anticipate
future software modifications and design them to be implemented quickly.
However, this idea has bee n rejected by extreme programming on the grounds that
changing is often a waste of time. It's not valuable to take time to make changes
more generically in a software. The anticipated modifications are frequently never
done and entirely other requests for changes might be made. The XP methodology
acknowledges this, and modifications are made and that the programmed is
reorganized when such changes occur.
5.4.1 Testing Xp
No system specification may be utilized by an external test team for system tests
with incremental development. As a result, in contrast to plan -driven testing, some
methods to incremental development have been highly informal. XP stresses the
need of program testing to prevent some of the dif ficulties of testing and system
validation. XP provides a testing technique which lowers the likelihood of
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The main characteristics of the XP test are:
1. Test first development
2. incremen tal scenario tests
3. user participation in and validation of the tests
4. the usage of automated frameworks for testing.
Test-first development is one of XP's most significant innovations. You write the
tests before you create the code instead of developing a code and then building tests
for that code. You may then run the test as your code is created and identify
difficulti es while developing it. Implicit written tests define both an interface and
a behavioral specification for the feature that is being built. Problems of interface misunderstandings and requirements are reduced. This technique may be employed in any process in which the system needs and the code
implementing that requirement are clearly related. This relationship can be always
seen in XP, as the story cards reflecting the needs are divided into tasks and the
tasks are the main implementation unit.
In test -first development, the task implementers must completely grasp the requirements in order to build system tests. This requires clarification of ambiguities and omissions in the specification prior to implementation. In addition,
the problem of 'test -lag' is also avoided. This can occur if the system developer
works quicker than the testing device . Implementation continues to advance the
testing, and there is a propensity to bypass testing to preserve the development pace.
For the test -first development automated testing is necessary. A system that allows
for easy writing and submission of a collec tion of tests for execution is an
automated test framework. Since testing is automated, a number of tests may be
performed quickly and simply.
Test-first development and automated testing generally leads to the preparation and
execution of a significant nu mber of tests.
This method does not lead to comprehensive program testing though. Three reasons
are available:
1. Programmers prefer testing over programming and occasionally take shortcuts when they write tests.
2. Incremental writing of some tests mig ht be quite tough.
3. The completeness of a test set is difficult to evaluate. While several system
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5.4.2 Pair Programming
Another unique technique established in XP is that software deve lopers work in
pairs. In fact, they sit on the same desktop to build the program. The same pairings
do not usually schedule together, however. Rather, pairs are dynamically established to work together during the development process. All team members
work together.
There are a few advantages of using pair programming:
1. It promotes the concept that the system is jointly owned and acco untable.
This mirrors the notion of egoless programming from Weinberg (1971),
where the software belongs to the complete team, and individuals are not
liable for code issues. The team is instead collectively responsible for fixing
these challenges.
2. It serves as a method of informal inspection since at least two individuals
examine each line of code. Code inspections and reviews have been highly
successful in finding a high level of software failure. They take time to
organize , though, and usually delay the development process. Although pair
programming is less official than code inspections, it is considerably cheaper.
3. It helps to facilitate software enhancement refactoring. The challenge is to
rebuild this for long -term benefit in the regular devel opment environment.
Any person who does refactoring code might be considered less efficient
than someone who develops code.
5.5 Agile Project Management The software project managers are primarily responsible for the project management, so that the softw are is delivered in time and within the intended
project budget. They oversee the work of software developers and monitor the
progress of software development. Project management is a typical technique based
on the plan.
Managers set up a project plan deta iling when the project should be delivered and
who will work on the project achievements. In order to have a plan-based strategy,
a manager needs a steady picture of all developments and development processes.
Nevertheless, agile techniques do not function properly if plan-based approach is
used because in agile techniques, changes in software and requirements are the rule.
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Scrum approach to project management is a general agile method where it focuses
on managing development iteratively. It does not prescribe any technical approaches to agile software engineering like pair programming or test -first
development.
It may therefore be utilized to give the project a management framework with more
technical, agile techniques, like XP.
5.5.1 Stages in Scrum
Scrum consists of three stages.
a) Firstly, the planning outline phase in which the main project goals are defined
and the software architecture designed.
b) Following this, there is a series of sprinting cycles. Its essential part,
especially th e sprint cycles, is the innovative characteristic of Scrum. A
Scrum Sprint is a planning unit that evaluates the work, selects development
features and implements the software. At the end of a sprint, the stakeholders
are provided with the finished functi onality.
c) Finally, the closing stage of a project completes the project, completes
necessary documentation, such as system assistance frames and user manuals
and evaluates the lessons gained from the project.
The key features of this process are:
1. Fixed sprints, usually 2 -4 weeks, are available. It is the development of a
system release in XP.
2. A product backlog is the beginning point for the planning, which is the list of
projects to be carried out. This is examined and priority and risk are allocated
during the evaluation phase of the sprint. At the start of each sprint, the
customer is intimately involved and might suggest new needs or tasks.
3. The phase of selection includes the entire project team working with the
client to choose the features and functi onality that will be built during the
sprint.
4. The team arranges to create the software after they have been agreed upon.
Short daily meetings are held with each team member to assess progress and
reprioritize work if required. The team is separated fro m the client and
company during this stage and all communications are routed via the so -
called 'Scrum master.' The Scrum Master's duty is to prevent external
distractions from developing teams. It depends on the challenge and the team
how the task is carri ed out.
5. Work carried out is assessed and submitted to interested parties at the end of
the sprint. Then starts the following sprint cycle. Scrum is based on the
concept that the entire team should be empowered to make decisions in order
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'Scrum master' is a facilitator who schedules day -to-day meetings, monitors
backlogs, records decisions and measures backlog progress and communicates with
clients and management outside of the team.
The whole staff attend s everyday meetings, exchange information during the
meeting, explain their progress since the last meeting and the difficulties that have
emerged.
So everyone in the team understands what is going on and may replan short -term
work to deal with these diffi culties if they occur. Everybody is involved in this
short -term strategy – from the Scrum master there are no orders or instructions
given.
Benefits of Scrum Methodology
1. The product is divided into a series of digestible and comprehensible pieces.
2. No progress can be held up by unstable needs.
3. Everything is visible to the entire team and so communication amongst the
team is better.
4. Customers notice increments on time and receive feedback on the functioning
of the product.
5. Confidence is formed between clients and developers and a good culture in
which everybody expects the project to succeed is developed.
5.6 Scaling Agile Methods
Agile methods have been used by small programming teams who ca n work together
in the same room and communicate informally. Accordingly agile approaches have
mainly been utilized for small and medium -sized systems development.
Naturally, for larger systems, too, there is a need to produce software more quickly,
which is more adapted for client demands. The scaling up of agile methodologies
to deal with larger systems, built by huge businesses, has therefore been of
significant interest.
The development of large software systems is distinct from the development of
smal l systems in several ways:
1. Large systems generally consist of collections of discrete communication
systems, which are developed by individual teams. These teams often operate
at many locations, sometimes in various time zones. Every team cannot have
a glimpse of the entire system effectively. Therefore, their priorities are
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2. Political problems might also be important here, frequently changing an
existi ng system is the quickest answer to a problem. This needs, however, negotiations with the system management to convince them that the modifications can be performed without risking the operation of the system.
3. A substantial percentage of the developmen t involves systems configuration
rather than the original code development, where multiple systems are
incorporated into the design of a system. This does not necessarily match the
progressive design and frequent integration of the system.
4. External law s and regulations which restrict the method in which large
systems and their development procedures can be built, require specific kinds
of system documentation to be produced, etc.
5. Long procurement and development times for large systems. It's hard to have
coherent teams that know the system over this time, since individuals
inevitably migrate to other jobs and projects.
6. Generally, large systems have several stakeholders. For instance, nursing
staff and administrators may be the end users of a medi cal system, but the
stakeholders include senior medical professionals, hospital management etc.
All these many stakeholders cannot be included in the development process
effectively.
The scalability of agile methodologies offers two perspectives:
A. A 'scaled -up' approach that uses such methodologies to create big software
systems that a small team cannot develop.
B. A "scaling out" perspective, which concerns how agile approaches with many
years of software development expertise may be adopted through out a big
business.
1. For the development of big systems, you cannot concentrate on the
system code alone. You need to develop and document your system more at an early stage. There must be software architecture and documentation generated in order to define important component s of
the system, such as database schemes, team breakdowns, etc.
2. Mechanisms for cross -team communication must be developed and
utilized . This should include regular talks with team members on
telephones and videos and frequent, brief electronic meeting s, when
teams update each other on progress. To enable communication a range
of communication channels should be offered, for example, e -mail,
instant messaging, wikis and social networking platforms.
3. Continuous integration is practiced when the entire system is built
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system builds, and regular system releases are important to maintain. This could lead to the introduction of new technologies for configuration management supporting multi -team software development.
5.6.1 Challenges In Implementation
Agile methodologies at large firms are challenging to implement for a number of
reasons:
1. Project managers with no agile methodologies’ expertise may be reluctant to
take the risk of a new approach since they don't know how their projects will
influence it.
2. Because of their bureaucracy, large companies frequently enforce quality
processes and standards that are required to be followed by all projects.
Sometimes software tools support these and the use of the tools is made
compulsory.
3. Agile approaches appear to be most effective when team members have a
reasonably high degree of competence. There are, however, a wide variety of
talents and capabilities inside huge businesses, and those with lesser levels of
expertise are probably not efficient team members in agile processes.
4. In particular in businesses with a history of utilizing conventional systems
engineering, cultural opposi tion might exist to agile approaches. Examples of companies' procedures which may not be compatible with agile methodologies are change management and testing procedures.
Change management is the process of controlling changes to a system, so that the
impact of changes is predictable, and costs are controlled. All modifications must
be approved before being made and the concept of refactoring is in contradiction
with it.
A process of cultural transformation is the introduction and maintenance of the use
of agile methodologies across a major organisation. It takes a long time to
implement cultural change and frequently requires a change in administration prior
to its implementation.
5.7 Summary:
1. Agile techniques often rely on a progressive approach to the de sign,
development, and delivery of software. They are ideal for the creation of an
application software when the system must change fast in the process of
development. That will give software to clients rapidly, who may later
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2. A plan -driven software process can enable progressive development and
delivery. The needs can accurately be allocated, and the design and development process may be planned as a whole. An agile approach does not
always focus on coding, and some design documentation can be produced.
Indeed, most software projects incorporate practical techniques that are plan -
based and agile.
You have to address a range of technical, human and organizational issues to
selec t the balance between a plan -based strategy and an agile one.
3. Extreme programming adopts an 'extreme' methodology for progressive
growth. New software versions may be created more than once a day, and
consumers can get releases every two weeks. Release times are never slipped
away; if there are issues with developmen t, the client will be contacted, and
functionality will be deleted.
4. Scrum approach to project management is a general agile method where it
focuses on managing development iteratively. It does not prescribe any
technical approaches to agile software engineering like pair programming or
test-first development.
It may th erefore be utilized in order to give the project a management
framework with more technical, agile techniques, like XP. Scrum consists of
three stages.
a) Firstly, the planning outline phase in which the main project goals are
defined and the software archit ecture designed.
b) Following this, there is a series of sprinting cycles. Its essential part,
especially the sprint cycles, is the innovative characteristic of Scrum. A Scrum Sprint is a planning unit that evaluates the work, selects development features a nd implements the software. At the end of a sprint,
the stakeholders are provided with the finished functionality.
c) Finally, the closing stage of a project completes the project, completes
necessary documentation, such as system assistance frames and user
manuals and evaluates the lessons gained from the project.
5.8 Questions
1) What is agile software development methodology?
2) When to use a plan driven approach and agile approach?
3) What is Extreme Programming?
4) What is pair programming?
5) Why is it necessary for larger businesses to use agile methodology?
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7) How is the development of smaller software systems different from large
software systems?
8) What are the different technical,human and organisational issues tha t one has
to consider while striking a balance between plan driven and agile approach?
9) What are the limitations of agile methods?
10) What are the benefits of scrum methodology?
5.9 References
https://www.manage.gov.in/studymaterial/PM.pdf
Software Engineering Edition,Ian Somerville,Pearson Education
Software Engineering ,Pankaj Jalote,Narosa Publication
Software Engineering, A practitioner’s approach,Roger Pressman,Tata McGraw
Hill
https://www. comakeit.com/blog/agile -software -development -approach -save-
business -pandemic -disruptions/
https://www.agilealliance.org/agile101/
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Unit 2
6 SOCIO -TECHNICAL SYSTEM
Unit Structure
6.0 Objectives
6.1 Essential Characteristics of Socio technical systems
6.2 Emergent System Properties
6.3 Systems Engineering
6.4 Components of Systems such as organization, people and computers.
6.5 Dealing Legacy Systems
6.0 Objectives
At the end of this unit, the student will be able to
xTo explain what a socio -technical system is and the distinction between this
and a computer -based system
xTo introduce the concept of emergent system properties s uch as reliability
and security
xTo explain system engineering and system procurement processes
xTo explain why the organizational context of a system affects its design and
use
xTo discuss legacy systems and why these are critical to many businesses.
6.1 Essential Characteristics of Socio Technical Systems
1. The term system is one that is universally used. We talk about computer
systems, operating systems, payment systems, the educational systems, the
systems of government and so on.
2. These are all obviously quite different uses of the word system although they
share the characteristic that, somehow, the system is more than simply the
sum of its parts.
3. A useful working definition of these types of systems is: A system is a
purposeful collection of interrelated components that work together to achieve some objective.
4 This general definition embraces a vast range of systems. For example, a very
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hardware and software components plus human users who make decisions
based on information from the computer system.
5. Systems that include software fall in to two categories
5.1 Technical computer -based systems are systems that include hardware
and software components but not procedures and processes. Examples
of technical systems include televisions, mobile phones and most
personal computer software.
5.2 Socio -technical systems include one or mor e technical systems but,
crucially, also include knowledge of how the system should be used to
achieve some broader objective. This means that these systems have defined operational processes, include people (the operators) as inherent parts of the system, are governed by organisational policies
and rules and may be affected by external constraints such as national
taws and regulatory policies.
6 Essential Characteristics of Socio -Technical Systems are as follows
6.1 They have emergent properties that are properties of the system as a
whole rather than associated with individu al parts of the system.
Emergent properties depend on both the system components and the
relationships between them. As this is so complex, the emergent
properties can only be evaluat ed once the system has been assembled.
6.2 They are often nondeterministic. This means that, when presented with
a specific input, they may not always produce the same output. The
system's behaviour depends on the human operators, and people do not
always react in the same way. Furthermore, use of the system may
create new relationships between the system components and hence
change its emergent behaviour.
6.3 The extent to which the system supports organisational objectives does
not just depend on the sy stem itself. It also depends on the stability of
these objectives, the relationships and conflicts between organisational objectives and how people in the organisation interpret these objectives. New management may reinterpret the organisational objective that a system is designed to support, and a successful' system
may then become a failure .
7 Software engineers should have some knowledge of socio -technical systems
and systems engineering (White, et al., 1993; Thayer, 2(02) because of the
importance of s oftware in these systems. For example, there were fewer than
10 megabytes of software in the US Apollo space program that put a man on
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8 A characteristic of all systems is that the properties and the behaviour of the
system components are inextricably intermingled. The successful functioning of each system component depends on the functioning of some other components. Thus, software can onl y operate if the processor is operational.
9 Systems are usually hierarchical and so include other systems. For example, a police command and control system may include a geographical information system to provide details of the location of incidents. Thes e other
systems are called sub -systems.
10 A characteristic of sub -systems is that they can operate as independent
systems in their own right. Therefore, the same geographical information
system may be used in different systems.
11 Because software is inherently flexible, unexpected systems problems are
often left to software engineers to solve. Say a radar installation has been
sited so that ghosting of the radar image occurs. It is impractical to move the
radar to a site with less interfer ence, so the systems engineers have to find
another way of removing this ghosting.
12 This situation, where software engineers are left with the problem of enhancing software capabilities without increasing hardware cost, is very
common. A good example of this was the failure of the Denver airport
baggage system (Swartz, 1996), where the controlling software was expected
to deal with several limitations in the equipment used.
13 Software engineering is therefore critical for the successful development of
complex, computer -based socio -technical systems. As a software engineer,
you should not simply be concerned with the software itself but you should
also have a broader awareness of how that software interacts with other
hardware and software systems and how it is supposed to be used.
14 This knowledge helps us understand the limits of software, to design better
software and to participate as equal members of a systems engineering group .
6.2 Emergent System Properties
1. The complex relationships between the components in a system mean that
the system is more than simply the sum of its parts. It has properties that are
properties of the system as a whole.
2. These emergent properties (Checkland, 1981) cannot be attribute d to any
specific part of the system. Rather, they emerge only once the system
components have been integrated. Some of these properties can be derived
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3 However, more often, they result from comple x sub -system interrelationships
that cannot, in practice, be derived from the properties of the individual
system components. Examples of some emergent properties are shown in
table 1 given below .
4 There are two types of emergent properties
4.1 Functio nal emergent properties appear when all the parts of a system
work together to achieve some objective. For example, a bicycle has
the functional property of being a transportation device once it has been
assembled from its components.
4.2 a) Non-functiona l emergent properties relate to the behaviour of the
system in its operational environment. Examples of non -functional
properties are reliability, performance, safety and securi1ty. These are
often critical for computer -based systems, as failure to achieve some
minimal defined level in these properties may make the system
unusable. b) Some users may not need some system function, so the
system may be acceptable without them. However, a system that is
unreliable or too slow is likely to be rejected by all it s users.
5 To illustrate the complexity of emergent properties, consider the property of
system reliability. Reliability is a complex concept that must always be
considered at the system level rather than at the individual component level.
The component i n a system are interdependent, so failures in one component
can be propagated through the system and affect the operation of other
component failures propogate through the system.
6. It is often difficult to anticipate how the consequences of component fa ilures propagate through the system. Consequently, you cannot make good estimates of overall system reliability from data about the reliability of
system components.
7 There are three related influences on the overall reliability of a system
7.1 Hardware reliability What is the probability of a hardware component
failing and how long does it take to repair that component?
7.2 Software reliability How likely is it that a software component will
produce an incorrect output? Software failure is usually disti nct from
hardware failure in that software does not wear out. Failures are usually
transient so the system carries on working after an incorrect result has
been produced
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8 The software can then behave unpredictably. Operator error is most likely in
conditions of stress, such as when system failures are occurring. These
operator errors may further stress the hard ware, causing more failures, and
so on.
9 Thus, the initial, recoverable failure can rapidly develop into a serious
problem requiring a complete system shutdown.
10 Like reliability, other emergent properties such as performance or usability
are hard to assess but can be measured after the system is operational.
Properties such as safety and security, however, pose different problems.
11 A secure system is one that does not allow unauthorised access to its data but
it is clearly impossible to predict all possible modes of access and explicitly
forbid them. Therefore, it may only be possible to assess these properties by
default. That is, you only know that a system is insecure when someone
breaks into it.
12 Table 1 Examples of Emergent Properties Sr.No Property Description 1 Volume The volume of a system varies depending on how the component assemblies are arranged and connected 2 Reliability System reliability depends on component reliability but unexpected interactions can cause new types of failure and therefore affect
the reliability of the sy stem 3 Security The security of the system is a complex property that cannot be easily measured. Attacks may be devised that were not anticipated by the system designers and so may
defeat built -in safeguard. 4 Repairability This property reflects how easy it is to fix a problem with the system once it has been discovered. It depends on being able to diagnose the problem. access the components that are faulty Mel modify or replace these components. 5 Usability This property reflects how easy it is to use the system. It depends on the technical system components, its operators and its operating environment. munotes.in

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6.3 Systems Engineering
1. Systems engineering is the activity of specifying, designing, implementing,
validating, deploying and maint aining socio -technical systems.
2. Systems engineers are not just concerned with software but also with hardware and the system's interactions with users and its environment. They
must think about the services that the system provides, the constraints un der
which the system must be built and operated and the ways in which the
system is used to fulfil its purpose.
3. software engineers need an understanding of system engineering because
problems of software engineering are often a result of system enginee ring
decisions.

Fig 1 Disciplines involved in Systems Engineering
4. There are important distinctions between the system engineering process and
the software development process
4.1 Limited scope for rework during system development Once some
system engineering decisions, such as the siting of base stations in a
mobile phone system, have been made, they are very expensive to
change. Reworking the system design to solve these problems is rarely
possible. One reason software has become so importa nt in systems is
that it allows changes to be made during system development, in
response to new requirements.
4.2 Interdisciplinary involvement Many engineering disciplines may be involved in system engineering. There is a lot of scope for misunderstanding because different engineers use different terminology and conventions.
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5 Systems engineering is an interdisciplinary activity involving teams drawn
from various backgrounds. System engineering teams are needed because of
the wide knowledge required to c onsider all the implications of system design
decisions. Fig 1 shows some of the disciplines that may be involved in the
system engineering team for an air traffic control (AT C) system that uses
radars and other sensors to determine aircraft position .
6 For many systems, there are almost infinite possibilities for trade -offs
between different types of sub -systems. Different disciplines negotiate to
decide how functionality should be provided. Often there is no correct'
decision on how a system should be de composed.
7 Rather, you may have several possible alternatives, but you may not be able
to choose the best technical solution. Say one alternative in an air traffic
control system is to build new radars rather than refit existing installations.
8 If the civil engineers involved in this process do not have much other work,
they may favour this alternative because it allows them to keep their jobs.
They may then rationalise this choice with technical arguments .


Fig 2 System Engineering Process
9 The ab ove figure explains the phases of the systems engineering process.
This process was an important influence on the ‘waterfall’ model of the
software process.
10 Types of S ystem Engineering
10.1 System requirement definition
1. System requirements definitions specify what the system should do (its
functions) and its essential and desirable system properties. As with
software requirements analysis.
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2. As with software requirements analysis creating system requirements
definitions involv es consultations with system customers and end -
users. This requirements definition phase usually concentrates on
deriving three types of requirements
2.1 Abstract functional requirements the basic functions that the
system must provide are defined at an a bstract level. More
detailed functional requirements specification takes place at the
sub-system level. For example, in an air traffic control system, an
abstract functional requirement would specify that a flight -plan
database should be used to store the flight plans of all aircraft entering the controlled airspace. However, you would not normally specify the details of the database unless they affected
the requirements of other sub -systems.
2.2 System properties These are non -functional emergent system
properties such as availability, performance and safety. These
non-functional system properties affect the requirements for all
sub-systems.
2.3 Characteristics that the system must not exhibit It is sometimes
as important to specify what the system must n ot do as it is to
specify what the system should do. For example, if you are
specifying an air traffic control system, you might specify that
the system should not present the controller with too much
information.
3 An Important part of the requirements d efinition phase is to establish a
set of overall objectives that the system should meet. These should not
necessarily be expressed in terms of the system', functionality but
should define why the system is being procured for a particular
environment.
4 For eg specifying a system for an office building to provide for fire
protection and for intruder detection. A statement of objectives based
on the system functionality might be to provide a fire and intruder alarm
system for the building that will provide i nternal and external warning
office or unauthorised intrusion.
5 This objective states explicitly that there needs to be an alarm system
that provides warnings of undesired events. Such a statement might be
appropriate if you were replacing an existing al arm system. By contrast,
a broader statement of objectives might be to ensure that the normal
functioning of the work carried out in the building is not seriously
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6 A fundamental difficulty in establishing system requirements is that the
problems that complex systems are usually built to help tackle are
usually 'wicked problems. A wicked problem is a problem that is so
complex and where there are so many related entities that there is no
definitive problem specification.
10.2 System Design
1 System design is concerned with how the system functionality is to be
provided by the components of the system. The activities involved in
this process are
1.1 Partition requirements You analyse the requirements and organise them into related groups. There are usually several
possible partitioning options, and you may suggest a number of
alternatives at this stage of the process.
1.2 Identify sub -systems You should identify sub -systems that c an
individually or collectively meet the requirements. Groups of
requirements are usually related to sub -systems, so this activity
and requirements partitioning may be amalgamated. However,
sub-system identification may also be influenced by other organisa tional or environmental factors.
1.3 Assign requirements to sub -systems You assign the requirements
to subsystems. In principle, this should be straightforward if the
requirements partitioning is used to drive the sub -system
identification. In practice, th ere is never a clean match between
requirements partitions and identified sub -systems. Limitations
of externally purchased sub -systems may mean that you have to
change the requirements to accommodate these constraints.
1.4 Specify sub -system functionality You should specify the specific
functions provided by each sub -system. This may be seen as part
of the system design phase or, if the sub -system is a software
system, part of the requirements specification activity for that
system. You should also try to i dentify relationships between
sub-systems at this stage.
1.5 Define sub -system interfaces You define the interfaces that are
provided and required by each sub -system. Once these interfaces
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Fig 2 The System design process

2 The spiral process reflects the reality that requirements affect design
decisions and vice versa and so it makes sense to interleave these
processes. Starting in the centre, each round of the spiral may add detail
to the requirements and the design. Some rounds may focus on
requirements, some on design. Sometimes, new knowledge collected
during the requirements and design process means that the problem
statement itself has to be changed.

Fig 4 A spiral model of requirements and design
10.3 System Modelling
1. During the system requirements and design activity, systems may be
modelled as a set of components and relationships between these
components. The system architecture may be presented as a block
diagram showing the major sub -systems and the interconnections
between these sub -systems.
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2 When drawing a block diagram, you should represent each sub -system
using a rectangle, and we should show relat ionships between the sub -
systems using arrows that link these rectangles. The relationships
indicated may include data flow, is used by' relationship or some other
type of dependency relationship.
3 For eg figure shown below depict the decomposition of an intruder
alarm system in to its principal components.

Fig 5 A simple Burglar Alarm System
4 Every component of above figure is explained in table 2 given below Sr. No Subsystem Description 1 Movement Sensors Detects movement in the rooms monitored by the system 2 Door Sensors Detects door opening in the external doors of the building 3 Alarm Controller Controls the operation of the system 4 Siren Emits an audible warning when an intruder is suspected 5 Voice Synthesizer Synthesises a voice message giving the location of the suspected intruder 6 Telephone Caller Makes eternal calls to notify security, the police etc

5 Figure shown below the architecture of a much larger system for air
traffic control. Several major sub -systems shown are themselves large
systems. The arrowed lines that link these systems show information
flow between these sub -systems.
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Fig 6 An architectural model of an air traffic control system
10.4 Sub-System development
1 During sub-system development, the sub -systems identified during
system design are implemented. This may involve starting another
system engineering process for sub -system is software, a software
process involving requirements, design, implement.
2 Occasionally, all sub -systems are developed from scratch during the
development process. Normally, however, some of the sub -systems are
commercial, off -the-shelf (COTS) systems that are bought for integration into the system.
3 Sub-systems are usually developed in par allel. When problems are
encountered that cut across sub -system boundaries, a system modification request must be made. Where systems involve extensive
hardware engineering, making modifications after manufacturing has
started is usually very expensive.
10.5 System Integration
1 During the systems integration process, you take the independently
developed sub systems and put them together to make up a complete
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system. Integration can be done using a 'big bang' approach, where all
the sub -systems are integra ted at the same time.
2 However, for technical and managerial purposes, an incremental
integration process where sub -systems are integrated one at a time is
the best approach, for two reasons as follows
2.1 It is usually impossible to schedule the devel opment of all sub -
systems so that they are all finished at the same time.
2.2 a) Incremental integration reduces the cost of error location. If
many sub -systems are simultaneously integrated, an error that
arises during testing may be in any of these sub systems. b) When
a single sub -system is integrated with an already working system,
errors that occur are probably in the newly integrated sub -system
or in the interactions between the existing subsystems and the
new sub -system.
3 Once the components have been integrated, an extensive programme
of system testing takes place.
4 Sub-system faults that are a consequence of invalid assumptions about
other subsystems are often revealed during system integration. This
may lead to disputes between the various contractors responsible for
the different sub -systems.
5 As more and more systems are built by integrating COTS hardware and
software components, system integration is becoming increasingly
important.
10.6 System Evolution
1 Large, complex systems have a very long lifetime. During their life,
they are changed to correct errors in the original system requirements and to implement new requirements that have emerged. The organisation that uses the system may reorganise itself and hence use
the system in a different way. The external environment of the system
may change, forcing changes to the system.
2 System evolution is like software evolution is inherently costly for
several reasons
1 Proposed changes have to be analysed very carefully from a
business and a technical perspective. Changes have to contribute
to the goals of the system and should not simply be technically
motivated.
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behaviour of other subsystems. Consequent changes to these sub -
systems may therefore be needed.
3 The reasons for original design decisions are often unrecorded.
Those responsible for the system evolution have to work out why
particular design decisions were made.
4 As systems age, their structure typically becomes corrupted by
change so the costs of making further changes increases .
6.4 Components of Systems Such As Organization, People And
Computers.
1. Socio -technical systems ar e enterprise systems that are intended to help
deliver some organisational or business goal. This might be to increase sales,
reduce material used in manufacturing, collect taxes, maintain a safe airspace,
etc.
2 Because they are embedded in an organisational environment, the procurement, development and use of these system is influenced by the
organisation's policies and procedures and by its working culture.
3 The users of the system are people who are influenc ed by the way the
organisation is managed and by their interactions with other people inside
and outside of the organisation.
4 Therefore, when we are trying to understand the requirements for a socio -
technical system we need to understand its organisation al environment. If we
don't understand the systems may not meet business needs, and users and
their managers may reject the system.
5 Human and organisational factors from the system's environment that affect
the system design include as follows
5.1 Proce ss changes Does the system require changes to the work processes
in the environment? If so, training will certainly be required. If changes
are significant, or if they involve people loosing their jobs, there is a
danger that the users will resist the intr oduction of the system.
5.2 Job changes Does the system de -!;kill the users in an environment or
cause them to change the way they work? If so, they may actively resist
the introduction of the system into the organisation. Designs that
involve managers ha ving to change their way of working to fit the
computer system are often resented. The managers may feel that their
status in the organisation is being reduced by the system.
5.3 Organisational changes Does the system change the political power
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dependent on a complex system, 1hose who know how to operate the
system have a great deal of political power.
6 Organizational Processes
1. The development process is not the only process involved in systems
engineering. It interacts with the system procurement process and with the
process of using and operating the system. This depicts in figure given below


Fig7 Procurement, development and operational processes
2 The procurement proce ss is normally embedded within the organisation that
will buy and use the system (the client organisation). The process of system
procurement is conce rned with making decisions about the best way for an
organisation to acquire a system and deciding on the best suppliers of that
system.
3 Large complex systems usually consist of a mixture of off -the-shelf and
specially built components. One reason why more and more software is included in systems is that it allows more use of existing hardware components, w ith the software acting as a 'glue' to make these hardware
components work together effectively.
5 Figure given below depicts the procurement process for both existing systems
and systems teams that have to be specially designed. Some important points
abou t the process shown in the diagram are as follows
5.1 Off the shelf components do not usually much requirements exactly,
unless the requirements have been written with these components in
mind. Therefore, choosing a system means that we have to find the
closest match between the system requirements and the facilities
offered by off the shelf systems.
5.2 When a system is to be built specially, the specification of requirements
acts as the basis of a contract for the system procurement. It is therefore
a leg al, as well as a technical document.
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5.3 After a contractor to build a system has been selected, there is a contract
negotiation period where we may have to negotiate further changes to
the requirements and also discussed the issues such as the cost of
changes to the system.
Fig 8 The System procurement process
6 The supplier who is usually called the principal contractor may contract out
the development of different sub -systems to a number of sub -contractors. For
large systems, such as air traffic control systems, a group of suppliers may
form a consortium to bid for the contract.
7 The procurer deals with the contractor rather than the sub -contractors so that
there is a single procurer/supplier interface. The sub -contractors design and
build parts of the system to a specification that is produced by the principal
contractor.
8 Operational processes are the processes that are involved in using the system
for its defined purpose. For example, operators of an air traffic control system
follow specific processes when aircraft enter and leave airspace, when they
have to change height or speed, when an emergency occurs and so on.
9 The key benefit of having people in a system is that people have a unique
capability of being able to respond effectively to u nexpected situations even
when they have never had direct experience of these situations.
10 Designers should design operational processes to be flexible and adaptable.
The operational processes should not be too constraining, they should not
require operations to be done in a particular order, and the system software
should not rely on a specific process being followed.
11 An issue that may only emerge after the system goes into operation is the
problem of operating the new system alongside ex isting systems. There may
be physical problems of incompatibility, or it may be difficult to transfer data
from one system to another .
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6.5 Dealing Legacy Systems
1. The time and effort required to develop a com -lex system, large computer -
based usually have a long lifetime. For example, military systems are often
designed for a 20 year lifetime and much of the world’s air traffic control still
relies on software and op erational processes that were originally developed
in the 1960’s and 1970’s.
2 Their development continues throughout their life with changes to accommodate new requirements, new operating platforms, and so forth.
3 Legacy systems are socio -technical com puter -based systems that have been
developed in the past, often using older or obsolete technology. These
systems include not only hardware and software but also legacy processes
and procedures -old ways of doing things that are difficult to change because
they rely on legacy software.
4 Legacy systems are often business -critical systems. They are maintained
because it is too risky to replace them. For example, for most banks the
customer accounting system was one of their earliest systems. Organisational
policies and procedures may rely on this system. If the bank were to scrap
and replace the customer accounting software (which may run on expensive
mainframe hardware) then there would be a serious business risk if the
replacement system didn't work proper ly.
5 Figure shown below depicts the logical parts of a legacy system and their
relationships
5.1 System hardware -In many cases" legacy systems have been written for
mainframe hardware that is no longer available, that is expensive to
maintain and that ma y not be compatible with current organisational IT
purchasing policies.
5.2 Support software -The legacy system may rely on a range of support
software from the operating system and utilities provided by the
hardware manufacturer through to the compilers u sed for system
development. Again, these may be obsolete and no longer supported by
their original providers.
5.3 Application software - The application system that provides the business services is usually composed of a number of separate programs that ha ve been developed at different times. Sometimes the
term legacy system means this application software system rather than
the entire system.
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data has accumulated over the lifetime of the system. This data may be
inconsistent and may be duplicated in several files.
5.5 Business processes -These are processes that are used in the business
to achieve some business objective. An example of a business process
in an insurance company would be issuing an insurance policy; in a
manufacturing company, a business process would be accepting all
order for products and setting up the associated manufacturing process.
Business processes may be designed around a legacy system and
constrained by the functionality that it provides.
5.6 Business policies and rules -These are definitions of how the business
should be carried out and constraints on the business. Use of the legacy
application syst em may be embedded in these policies and rules.

Fig 9 Legacy System Components
6 An alternative way of looking at these components of a legacy system is as a
series of layers as shown in figure below. Each layer depends on the layer
immediately below it and interfaces with that layer. If interfaces are
maintained, then we should be able to make changes within a layer without
affecting either of the adjacent layers.

Fig 10 Layered model of a Legacy System
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Questions
Q1 Explain what is socio -technical system?
Q2 Describe the emergent properties of socio -technical system>
Q3 Illustrate the System engineering process along with-it types?
Q4 Describe about the need of Organizational process in socio -technical system?
Q5 Describe in short about Legacy Systems ?
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Unit 2
7 CRITICAL SYSTEMS
Unit Structure
7.0 Objectives
7.1 Types of Critical System
7.2 A Simple safety critical systems
7.3 Dependability of a system
7.4 Availability and Reliability
7.5 Safety and security of Software Systems
7.0 Objectives
At the end of this unit, the student will be able to
• Understand that in a critical system, system failure can have severe human or
economic consequences.
• Illustrate four dimensions of system dependability - Availability, reliability,
safety and security.
• Understand the importance of dependability with respect to software engineering .
7.1 Types of Critical System
1 Software failures are relatively common. In most cases, these failures cause
inconvenience but no serious, long -term damage. However in some systems
failure can result in significant economic losses, physical damage or threats
to human life. Such type of systems are called critical systems.
2 Critical systems are technical or socio -technical systems that people or
businesses depend on. If these systems fail to deliver their services as
expected then serious problems and significant losses may result.
3. There are three main types of critical system
3.1 Safety -critical systems -A system whose failure may result in injury,
loss of life or serious environmental damage. An example of a safety -
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3.2 Mission -critical systems -A system whose failure may result in the
failure of some goal -directed activity. An example of a mission -critical
system is a navigational system for a spacecraft.
3.3 Business -critical systems - A system whose failure may result in very
high costs for the business using that system. An example of a business -
critical system is the customer accounting system in a bank.
4 The most important emergent property of a critical system is its dependability. The term dependability was proposed by Laprie(1995) to
cover the related systems attributes of availability, reliability, safety and
security.
5. There are several reasons why dependability is the most important emergent
property for critical systems.
5.1 Systems that are unreliable, unsafe or insecure are often rejected by
their users. If users don’t trust a system, they will refuse to use it.
5.2 System failure costs may be enormous. For some applications, such as
a reactor control system or an aircraft navigation system, the cost of
system failure is orders of magnitude greater than the cost of the control
system.
5.3 Untrustworthy systems m ay cause information loss. Data is very
expensive to collect and maintain, it may sometimes be worth more
than the computer system on which it is processed.
6 Consequently, critical systems are usually developed using well -tried
techniques rather than ne wer techniques that have not been subject to
extensive practical experience.
7 Expensive software engineering techniques that are not cost -effective for
noncritical systems may sometimes be used for critical systems development.
8 One reason why these fo rmal methods are used is that it helps reduce the
amount of testing required. For critical systems, the costs of verification and
validation are usually very high-more than 50% of the total system development costs.
9 Although a small number of control sys tems may be completely automatic,
most critical systems are socio -technical systems where people monitor and
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10.1 System hardwa re may fail because of mistakes in its design, because
components fail as a result of manufacturing errors or because the
components have reached the end of their natural life.
10.2 System software may fail because of mistakes in its specification, design
or implementation.
10.3 Human operators of the system may fail to operate the system correctly.
As hardware and software have become more reliable, failures in
operation are now probably the largest single cause of system failures.
11 These failures can b e interrelated. A failed hardware component may mean
system operator have to cope with an unexpected situation and additional
workload.
12 As a result, it is particularly important that designers of critical systems take
a holistic systems perspective rat her than focus on a single aspect of the
system. If the hardware, software and operational processes are designed
separately without taking the potential weaknesses of other parts of the
system take in to account, then it is more likely that errors at int erfaces
between the various parts of the system.

Fig 1 Insulin Pump Structure
7.2 A Simple Safety Critical Systems
1. There are many types of critical computer -based systems, ranging from
control systems for devices and machinery to information and e -commerce
systems. Understanding the critical system can be very difficult as we need
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to understand the features and constra ints of the application domain where
they operate.
2 To understand the safety critical system, a simple example is taken over here
is medical system that simulates the operation of the pancreas(internal organ).
Diabetes is a relatively common condition where the human pancreas is
unable to produce sufficient quantities of a hormone called insulin. Insulin
metabolises glucose in the blood. The conventional treatment of diabetes
involves regular injections of genetically engineered insulin. Diabe tics
measure their blood sugar levels using an external meter and then calculate
the dose of insulin that they should inject.
3 The problem with this treatment is that the level of insulin in the blood does
not just depend on the blood glucose level but i s a function of the time when
the insulin injection was taken. This can lead to very low levels of blood
glucose (if there is too much insulin) or very high levels of blood sugar (if
there is too little insulin). Low blood sugar is, in the short term, a mo re serious
condition, as it can result in temporary brain malfunctioning and, ultimately,
unconsciousness and death. In the long term, continual high levels of blood
sugar can lead to eye damage, kidney damage, and heart problems.
4 Current advances in de veloping miniaturised sensors have meant that it is
now possible to develop automated insulin delivery systems. These systems
monitor blood sugar levels and deliver an appropriate dose of insulin when
required. Insulin delivery system already exist for the treatment of hospitals
patients.
5 A software -controlled insulin delivery system might work by using a micro -
sensor embedded in the patient to measure some blood parameter that is
proportional to the sugar level. This is sent to the pump controller. Thi s
controller computes the sugar level and the amount of insulin that is needed.
It then sends signals to a pump to deliver the insulin via a permanently
attached needle.
6 Figure shown below depict the data flow model for transformation of insulin
to a hu man body. There are two high -level dependability requirements for
this insulin pump system
6.1 The system shall be available to deliver insulin when required.
6.2 The system shall perform reliably and deliver the correct amount of
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7. This might be possible that if system fails then human body gets excessive
amount of insulin which threaten the life of the user.

Fig 2 Data -flow model of the insulin pump
7.3 Dependability of A System
1. All of us are familiar with the problem of computer system failure. Without
any reason computer systems sometimes crash and fail to deliver the services
that have been requested.
2 Program running on these computers may not operate as expected and
occasi onally, may corrupt the data that is managed by the system.
3 We have learned to live with these failures and few of us completely trust the
personnel computers that we normally use.
4 The dependability of a computer system is a property of the system t hat
equates to its trustwor thiness. Trustworthiness essentially means the degree
of user confidence that the system will operate as they expect and that the
system will not fail in normal use.
5 This property cannot be expressed numerically, but we use r elative terms
such as not dependable, very dependable and ultra dependable to reflect the
degrees of trust that we have with system.
6 There are four principal dimensions to dependability as shown in figure
below
6.1 Availability - It is the probability, over a given period of time, that the
system will correctly deliver services as expected by the user.
6.2 Reliability - It is the probability over a given period of time, that the
system will cause damage to people or its environment.
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6.3 Safety – It is a judgement of how likely it is that the system will cause
damage to a people or its environment.
6.4 Security - It is a judgment of how likely it is that the system can resist
accidental or deliberate intrusions.
Fig 3 Dimensions of Dependability
7 These are complex properties that can be decomposed in to a number of other,
simpler properties. For example security includes integrity and confidentiality. Reliability includes correctness (ensuring the system services are as specified), precision (ensuring information is delivered at an appropriate level of detail) and timeliness (ensuring that information is
delivered when it is required).
8 The dependability properties of availability, security, reliability and safety
are all interrelated. Safe system operation usually depends on the system
being available and operating reliability. A system may become un reliable
because its data has been corrupted by an intruder.
9 Denial -of-service attacks on a system are intended to compromise its
availability. If a system that has been proved to be safe is infected with a
virus, safe operation can no longer be assumed . It is because of these close
links that the notion of system dependability as an encompassing property
was introduced.
10 Properties of Dependability
10.1 Repairability - System failures are inevitable, but the disruption caused
by failure can be minimis ed if the system can be repaired quickly. In
order for that to happen, it must be possible to diagnose the problem,
access the component that has failed and make changes to fix that component. Repairability in software is enhanced when the
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organisation usi ng the system has access to the source code and has the
skills to make changes to it.
10.2 Maintainability - As systems are used, new requirements emerge. It is
important to maintain the usefulness of a system by changing it to
accommodate these new requirements. Maintainable software is software that can be adapted economically to cope with new requirements and where there is a low probability that making changes
will introduce new errors into the system.
10.3 Survivability - A very important attribute for I nternet -based systems is
survivability, which is closely related to security and availability
(Ellison, et al., 1999). Survivability is the ability of a system to continue
to deliver service whilst it is under attack and, potentially, while part of
the sys tem is disabled. Work on survivability focuses on identifying
key system components and ensuring that they can deliver a minimal
service. Three strategies are used to enhance survivability -namely,
resistance to attack, attack recognition and recovery from the damage
caused by an attack.
10.4 Error Tolerance - This property can be considered as part of usability
and reflects the extent to which the system has been designed so that
user input error are avoided and tolerated. When user errors occur, the
system should, as far as possible, detect these errors and either fix them
automatically or request the user to re -input their data.
11 All project will not have all these dimensions dependability properties. For
eg insulin pump system consist of properties lik e availability, reliability and
safety whereas security is not required.
12 Dependable software includes extra, often redundant, code to perform the
necessary checking for exceptional system states and to recover from system
faults. This reduces system pe rformance and increases the amount of store
required by the software. It also adds significantly to the costs of system
development.
13 Because of additional design, implementation and validation costs, increasing the dependability of a system can signific antly increase
development costs. 14 Figure given below shows relationship between costs and incremental improvements in dependability. The higher the dependability that you need,
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level. the exponential nature of this cost/dependability curve, it is not possible to demonstrate that a system is 100% dependable, as the costs of dependability assurance would then be infinite.

Fig 4 Cost/ Dependability Curve
7.4 Availability and Reliability
1. System availability and reliability are closely related properties that can both
be expressed as numerical probability. The reliability of a system is the
probability that the system's services will be correctly delivered a s specified.
The availability of a system is the probability that the: system will be up and
running to deliver these services to users when they request them.
2 For example, some systems can have a high availability requirement but a
much lower reliabili ty requirement. If users expect continuous service, then
the availability requirements are high. However, if the consequences of a
failure are minimal and the system can recover quickly from these failures
then the same system can have low reliability requ irements.
3 An example of a system where availability is more critical than reliability is
a telephone exchange switch. Users expect a dial tone when they pick up a
phone so the system has high availability requirements. However, if a system
fault causes a connection to fail, this is often recoverable.
4 Availability does not simply d1epend on the system itself but also on the time
needed to repair the faults that make the system unavailable. Therefore, if
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system A fails once per year, and system B fails once per month, then A is
clearly more reliable then B.
5 System reliability and availability may be defined more precisely as follows
5.1 Reliability -The probability of failure -free operation over a specified
time in a given environment for a specific p urpose.
5.2 Availability - The probability that a system at a point in time, will be
operational and able to deliver the requested services.
6 The definition of reliability states that the environment in which the system
is used and the purpose that it is used for must be taken into account. For
example, let's say that we measure the reliability of a word processor in an
office environment where most users are uninterested in the operation of the
software. They follow the instructions for its use and do no t try to experiment
with the system.
7 Human perceptions and patterns of use are also significant. For example, say
a car has a fault in its windscreen wiper system that results in intermittent
failures of the wipers to operate correctly in heavy rain. The reliability of that
system as perceived by a driver depends on where they live and use the car.
8 A strict definition of reliability relates the system implementation to its
specification. That is, the system is behaving reliably if its behaviou r is
consistent with that defined in the specification. Reliability and availability
are compromised by system failures. These may be a failure to provide a
service, a failure to deliver a service as specified, or the delivery of a service
in such a way th at is unsafe or insecure.
9 Human errors do not inevitably lead to system failures. The faults introduced
may be in parts of the system that are never used. Faults do not necessarily
result in system errors, as the faulty state may be transient and may be
corrected before erroneous behaviour occurs.
10 Table shown below differentiate among the terms fault, error and failure Sr.No Term Description 1 System Failure An event that Occurs at some point in time when the system does not deliver a service
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117Chapter 7: Critical Systems3 System Fault A characteristic of a software system that can lead to a system error. For example,
failure to initialise a variable could lead to
that varia ble having the wrong value when
it is used. 4 Human Error or Mistake Human behaviour that results in the introduction of faults in to a system

11 Three approaches that are used to improve the reliability of a system
11.1 Fault Avoidance -Development techniques are used that either minimise the possibility of mistakes and/or that trap mistakes before
they result in the introduction of system faults. Examples of such
techniques include avoiding error -prone programming language constructs such as pointers and the use of static analysis to detect
program anomalies.
11.2 Fault detection and removal -The use of verification and validation
techniques that increase the chances that faults will be detected and
removed before the system is used. Systematic system testing and
debugging is an example of a fault -detection technique.
11.3 Fault tolerance Techniques - that ensure that faults in a system do not
result in system errors or that ensure that system errors do not result in
system fail ures. The incorporation of self -checking facilities in a
system and the use of redundant system modules are examples of fault
tolerance techniques.
12 Software faults cause software failures when the faulty code is executed with
a set of inputs that expos e the software fault. The code works properly for
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Fig 5 A system as an input/output mapping
13 Some of these inputs or input combinations, shown in the shaded ellipse in
Figure given above, cause erroneous outputs to be generated. The software
reliability is related to the probability that, in a particular execution of the
program, the system input will be a member of the set of inputs, which cause
an erroneous output to occur.
14 Each user of a system uses it in different ways. Faults that affect the reliability
of the system for one user may never be revealed under someone else's mode
of working as shown in figure below.

Fig 6 Software Usage Pattern
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15 The overall reliability of a program, therefore, mostly depends on the number
of inputs causing erroneous outputs during normal use of the system by most
users. Software faults that occur only in exceptional situations have little
effect on the system's reliability.
16 Users in a soci0 -technical system may adapt to software with known faults,
and may share information about how to get around these problems. They
may avoid using inputs that are kno wn to cause problems so program failures
never arise.
7.5 Safety and Security Of Software Systems
1 Safety -critical systems are systems where it is essential that system operation
is always safe. That is, the system should never damage people or the syste m's
environment even if the system fails. Examples of safety -critical systems are
control and monitoring systems in aircraft, process control systems in
chemical and pharmaceutical plants and automobile control systems.
2 Hardware control of safety -critic al systems is simpler to implement and
analyse than software control. However, we now build systems of such
complexity that they cannot be controlled by hardware alone. Some software
control is essential because of the need to manage large numbers of senso rs
and actuators with complex control laws. An example of such complexity is
found in advanced, aerodynamically unstable military aircraft.
3 Safety -critical falls in to two classes
1 Primary, safety -critical software -This is software that is embedded a s a
controller in a system. Malfunctioning of such software can cause a hardware
malfunction, which results in human injury or environmental damage. I focus
on this type of software.
2 Secondary safety -critical software This is software that can indirectl y result
in injury. Examples of such systems are computer -aided engineering design
systems whose malfunctioning might result in a design fault in the object
being designed. This fault may cause injury to people if the designed system
malfunctions.
4 Syste m reliability and system safety are related but separate dependability
attributes. Of course, a safety -critical system should be reliable in that it
should conform to its specification and operate without failures.
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5.1 The specification may be incomplete in that it does not describe the
required behaviour of the system in some critical situations. A high
percentage of system malfunctions are the result of specification rather
than design errors.
5.2 Hardware malfunctions may cause the system to behave in an unpredictable way and may present the software with an unanticipated
environment. When components are close to failure they may behave
erratically and generate signals that are outside the ranges that can be
handled by the software.
5.3 The system operators may generate inputs that are not individually incorrect but which, in some situations, can lead to a system malfunction. The software carr ied out the mechanic's instruction
perfectly. Unfortunately, the plane was on the ground at the time -
dearly, the system should have disallowed the command unless the
plane was in the air.
6 The key to assuring safety is to ensure either that accidents do not occur or
that the consequences of an accident are minimal. This can be achieved in
three complementary ways
6.1 Hazard avoidance the system is designed so that hazards are avoided.
For example, a cutting system that requires the operator to press two
separate buttons at the same time to operate the machine avoids the
hazard of the operator's hands being in the blade pathway.
6.2 Hazar d detection and removal - The system is designed so that hazards
are detected and removed before they result in an accident. For
example, a chemical plant system may detect excessive pressure and
open a relief valve to reduce the pressure before an explosio n occur.
6.3 Damage limitation -The system may include protection features that
minimise the damage that may result from an accident. For example,
an aircraft engine normally includes automatic fire extinguishers. If a
fire occurs, it can often be control led before it poses a threat to the
aircraft.
7 It is impossible to make a system 100% safe, and society has to decide
whether or not the consequences of an occasional accident are worth the
benefits that come from the use of advanced technologies.
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121Chapter 7: Critical SystemsSr.No Term Description 1 Accident An unplanned event or sequence of events which results In human death or Injury, damage to property or to the environment.
A computer -controlled machine injuring Its operator is an example of an accident. 2 Hazard A condition with the potential for causing or contributing to an accident. A failure of
the sensor that detects an obstacle In front
of a machine Is an example of a hazard. 3 Damage A measure of the loss resulting from a mishap. Damage can range from m21ny people killed as a result of an accident to
minor Injury or property damage. 4 Hazard Severity An assessment of the worst possible damage that could result from a particular
hazard. Hazard severity can range from catastrophic where many people are killed
to minor where only minor damage results. 5 Hazard Probability The probability of the events occurring which create a hazard. Probability values tend to be arbitrary but range from probable (say 1/100 chance of a hazard occurring) to implausible (no conceivable
situations are likely where the hazard could
occur). 6 Risk This is a measure of the probability that the system will cause an accident. The risk Is assessed by considering the hazard probability, the hazard severity and the probability that a hazard will result in an accident.

9 Security
9.1 Security is a system attribute that reflects the ability of the system to protect
itself from external attacks that may be accidental or deli berate. Security has
become increasingly important as more and more systems are connected to
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Internet conne ction also means that the system can be attacked by people with
hostile intentions.
9.2 Examples of attacks might be viruses, unauthorised use of system services
and unauthorised modification of the system or its data. Security is important
for all critical systems. Without a reasonable level of security, the availability, reliability and safety of the sy stems may be comprised if external
attacks cause some damage to the system.
9.3 The reason for this is that all methods for assuring availability, reliab ility and
safety rely on the fact that the operational system is the same as the system
that was originally installed. If this installed system has been compromised
in some way (for example, if the software has been modified to include a
virus), then the a rguments for reliability and safety that were originally made
can no longer hold.
9.4 There are three types of damage that may caused through external attack
1 Denial of service - The system may be forced into a state where its
normal service, become una vailable. This, obviously, then affects the
availability of the system.
2 Corruption of programs or data - The software components of the
system may be altered in an unauthorised way. This may affect the
system's behaviour and hence its reliability and saf ety. If damage is
severe, the availability of the system may be affected.
3 Disclosure of confidential information -The information managed by
the system may be confidential, and the external attack may expose this
to unauthorised people. Depending on the type of data, this could affect
the safety of the system and may allow later attacks that affect the
system availability or reliability.
9.5 There are comparable approaches that may be used to assure the security of
a system
1 Vulnerability avoidance -The system is designed so that vulnerabilities
do not occur. For example, if a system is not connected to an external
public network, then there is no possibility of an attack from members
of the public.
2 Attack detection and neu tralisation - The system is designed to detect
vulnerabilities and remove them before they result in an exposure. An
example of vulnerability detection and removal is the use of a virus
checker that analyses incoming files for viruses and modifies these fil es
to remove the virus.
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9.6 Table 3 discuses some security terminologies Sr.No Term Description 1 Exposure Possible loss in a computing system. This can be loss or damage to data or can be a loss of time and
effort if recovery is necessary after a secur ity
breach. 2 Vulnerability A weakness in a computer-based system that may be exploited to cause loss or harm. 3 Attack An exploitation of a system's vulnerability. Generally, this is from outside the system and is a
deliberate attempt to cause some damage. 4 Threats Circumstances that have potential to cause loss or harm. You can think of these as a system vulnerability that is subjected to an attack. 5 Control A protective measure that reduces a system's vulnerability. Encryption would be an examp le of
a control that reduced a vulnerability of a weak
access control system.

Questions
Q1 Explain the four dimensions of Dependability?
Q2 What is Safety Critical Systems?
Q3 What are the three principal types of critical system? Explain the differences
between these?
Q4 Suggest six reasons why dependability is important in critical systems.
Q5 Giving reasons for your answer, suggest which dependability attributes are
likely to be most critical for the following systems: • An Internet server p rovided
by an ISP with thousands of customers • A computer -controlled scalpel used in
keyhole surgery • A directional control system used in a satellite launch vehicle •
An Internet -based personal finance management system.
7777777
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Unit 2
8 REQUIREMENT ENGINEERING PROCESS
Unit Structure
8.0 Objective
8.1 Introduction
8.1.1 Requirement analysis
8.1.2. Feasibility study
8.1.3 Requirement Elicitation and analysis
8.1.4 Eliciting and understanding stakeholder requirements.
8.2 Requirements Validation
8.2.1 Principles of Requirements Validation.
8.2.2 Requirements Validation Technique
8.2.3 Requirements Management
8.2.4 Requirements Management Planning
8.2.5 Requirement Revies
8.3 Requirement Ma nagement
8.3.1 Principal stages to a change management process
8.0 Objective:
• This Chapters help you to understand .
• What is Requirement and why it is Important .
• How to manage requirement and its process.
• Different types of System Model and how it works.
• Architectural design and different component used.
• How to Structure a system and its different styles.
Requirement Engineering Processes
8.1 Introduction
Requirement engineering is a process Requirements engineering is the systematic
use of proven principles, techniques, languages, and tools for the cost-effective
analysis, documentation, and on -going evolution of user needs and the specification
of the ext ernal behaviour of a system to satisfy those user needs.
The process to determine the requirement specification of the software is called as
requirement engineering process. Both the software engineer and customer take an
active role in software requiremen ts engineering , a software engineer performs
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The use of Requirement Engineering Process :
If you don’t analyse , it’s highly likely that you’ll build a very elegant software
solution that solves the wrong problem.
The result is: wasted time and money, personal frustration, and unhappy customers.
Requirement engineering process includes four high level activities:
1) If the system is useful to the business (Feasibility study).
2) Discovering requirements (Elicitations and Analysis).
3) Converting these requirements into some standard form (Specification).
4) Checking that the requirements actually define the system that the customer
wants (Validation).
Requirement Involved in Requirement Engineering
Depending on the type of system being developed and the specific practices of the
organization(s) involved the activities or tasks that are involved in requirements
engineering v ary widely.
Activities involved in requirement engineering
1. Requirement inception
2. Requirement elicitation
3. Requirement analysis and negotiation
4. System modelling
5. Requirement specification
6. Requirement validation
7. Requirements management
1. Requirements Inception
Inception is a task where the requirement engineering requests a set of queries
to find a software process. In requirement inception task it understands the
problem and assesses with the proper solution. It cooperates with the
relationship between the customer and the inventor . The overall scope and
the nature of the question are decided by the developer and customer.
2. Requirements Elicitation
In requirements engineering, this is the exercise of investigating and learning
the requirements of a system from stakeholders. users, customers, and other .
The requirements elicitation is also sometimes referred to as "requirement
gathering".
3. Requirement Analysis and Negotiation
The tasks that are involved in requirements analysis and compromise are
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4. System modelling
There some engineering fields or specific study in situations in picture that
need the product to be completely designed and modelled before its
construction or fabrication starts. Hence, the design phase must be performed
in advance.
Many fields might de rive models of the system with the Lifecycle Modelling
Language, whereas others might use UML.
5. Requirement specification
Requirements are documented in a formal artefact called Requirements
Specification.
Nevertheless, it will become official only after validation.
A requirement specification can contain both written and graphical (models)
information if necessary. Example is Software Requirements Specification
(SRS).
6. Requirement validation
It is the process of checking whether the documented requirements and
models are consistent and meet the needs of the stakeholder.
Only if the final draft passes the validation process, the RS becomes official.
7. Requirement Management
This phase manages all activities related to requirem ent after it is put into use.
The two important task of requirement engineering process are
1. Finding the requirement specifications.
2. Reviewing the requirements to ensure their correctness.
8.1.1. Requirement analysis:
Requirement analysis is a software engineering task that bridges the gap between
system level requirements engineering and software design.
Requirements engineering activities result in the specification of software’s
operational characteristics (function , data, and behaviour ), indicate software's
interface with other system elements, and establish constraints that software must
meet.
The analyst must define all externally observable data objects, evaluate the flow
and content of information, define and el aborate all software functions, understand
software behaviour in the context of events that affect the system, establish system
interface characteristics, and uncover additional design constraints. Each of these
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Fig: Analysis Concepts and Principles
For example, an inventory control system is required for a major supplier of auto
parts. The analyst finds that problems with the current manual system include
(1) inability to obtain the status of a component rapidly
(2) two- or three -day turnaround to update a card file
(3) multiple reorders to the same vendor because there is no way to associate
vendors with components, and s o forth.
Once problems have been identified, the analyst determines what information is to
be produced by the new system and what data will be provided to the system. For
instance, the customer desires a daily report that indicates what parts have been
taken from inventory and how many similar parts remain.
The customer indicates that inventory clerks will log the identification number of
each part as it leaves the inventory area.
All analysis methods are related by a set of operational principles:
1. The information domain of a problem must be represented and understood.
2. The functions that the software is to perform must be defined.
3. The behaviour of the software (because of external events) must be represented.
4. The models that depict information, function, and behaviour must be partitioned in a manner that uncovers detail in a layered (or hierarchical)
fashion.
5. The analysis process should move from essential information toward implementation detail.
Requirement engineering process consists of following processes:
1. Requirement elicitation and analysis
2. Requirement validation
3. Requirement management
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8.1.2. Feasibility study For all new systems the requirement engineering process should start with feasibility study.

Fig. Feasibility Study
1) The input to the feasibility study is preliminary requirements, an outline
description of how the system is intended to support business process.
2) The results are the report that recommends whether it is worth carrying on
with the project.
3) Thus, a feasibility study is a short -focused study that aims to answer several questions like system contribution, system implementation and system integration.
4) If the system does not support the business objectives it has no real value to
the business.
5) Carrying out a feasibility study involves information assessment, information
collection and report writing.
6) The information assessment phase identifies the information that is required
and once the information is gathered discussion with various sources can be
done.
8.1.3 Requirement Elicitation and analysis
• In this activity software engineers work with customers and system end users
to find about their application domain .
• This activity may involve a variety of people in the organization
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• The term stakeholder is used to refer to a person or group who will be directly
or indirectly affected by the system.
• It is defined as a process of requirement gathering which focuses on "What is the scope and objective of the software?" and "how it can be accomplished?".
• The users and the developers are the stakeholders who are the interested in
the successful development of the software.
The various tools in elicitation are meetings, interviews, questionnaire, observation
collaboration, video conferencing.
The output of requirement elicitation includes the following:
• Statement of need and feasibility.
• Statement of the scope for the system.
• List of stakeholders participated in the process of requirement gathering.
• Description of the system's technical environment.
• Specification of non -functional requirements.
8.1.4 Eliciting and understanding stakeholder requirements is difficult because
1. Stakeholders often don’t know what they want from the computer system
hence they may make unrealistic demands .
2. Stakeholders naturally express requirements in their own terms and with
implicit knowledge of their own work. Requirements engineers without
experience of customer domain must understand these requirements .
3. Different stakeholders have different requirements which they may express
in different ways. Requirement engineers must consider all potential sources
of requirements and discover commonalities and conflict .
4. Political factors may influence the requirements of the system .
The three main problems faced during the requirement gathering/elicitation
process
a) Problem of scope
b) Problem of understanding
c) Problem of instability


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The activities used in the elicitation and analysis process are:

Requirement discovery – This is the process on interacting with stakeholders in
the system to collect their requirement. Domain requirements from the stakeholders
and documentation are discovered during this activity.
• It is the process of gathering information about the proposed and existing
system and filtering the user requirements from it. Sources of information
during the requirements discovery phase includes documentation, system
stakeholders and specification of similar systems.
• The different ways of gathering inf ormation are
1. Viewpoints – It can be used to classify stakeholders and other sources of
requirements.
There are three different types of viewpoints.
– Interactor viewpoints represent people or other systems that interact directly
with the system
– Indirect viewpoints represent stakeholders who do not use the system
themselves but who influence the requirements in some way
– Domain viewpoints represents domain characteristics and constraints that
influence the system requirements.
• Viewpoints provide different types of requirements. Interactor viewpoints
provide detailed system requirements whereas indirect viewpoints are more
likely to provide higher level organizational requirements and constraints and
domain viewpoints normally provide domain const raints that apply to the
system.
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The initial identification of viewpoints that are relevant to a system can
sometimes be difficult. Viewpoints that provide requirements may come
from the marketing and external affairs departments.
For a non -trivial syste m there is huge number of viewpoints
• Interviewing – In this portion questions are put to the stakeholders about the
system.
Interviews can be of open type (no predefined set of questions) or closed
type (predefined set of questions).
• Interviews are good for getting an overall understanding of what the stakeholders do, how they might interact with the system and the difficulties
that they face with current systems.
• Interviews are not so good for understanding the requirements from the
application domain because there are subtle power and influence relationships between the stakeholders in the organization
• Effect ive interviews have two characteristics
– They are open minded avoid perceived ideas about the requirements
and are
willing to listen to stakeholders
– They prompt the interviewee to start discussion with a question
• Information from interviews suppl ements other information about the system
from documents, user observations and so on .
• Sometimes interviews may be the only source of information but still it may
miss an important thing and hence it should be used alongside other
requirements techniqu es
• Scenarios – They are particularly useful for adding detail to an outline
requirements description .
• Several forms of scenarios provide different types of information at different
levels of detail about the system.
• The scenario starts with an outline of the interaction and during elicitation
details are added to create a complete description of that interaction
• Scenario based elicitation can be carried out informally where the requirements engineer works with sta keholders to identify scenarios
• Scenarios may be written as text, supplemented by diagrams, screen shots
etc.
• Use-cases – They are scenario -based technique for requirements elicitation.
• They have now become a fundamental feature of the UML nota tion for
describing object -oriented system models.
• Use-cases identify the individual interactions with the system
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• The UML is a de facto standard for object -oriented modelling so use cases
and use case-based elicitation is increasingly used for requirements elicitation
Requirement classification and organization – This activity takes the
unstructured collection of requirements and organizes them into clear clusters. The
most common way of grouping requirements is to use a model of the system
architecture to identify sub -systems and to associate requirements with each sub -
system. In practice, requirements engineering and architectural design cannot be
separate activit ies.
Requirement prioritization and negotiation – when multiple stake holders are
involved, requirements will conflict. This activity is concerned with prioritizing
requirements and finding and resolving requirements conflicts through negotiation.
Usually , stakeholders must meet to resolve differences and agree on compromise
requirements.
Requirement documentation – The requirements are documented and input into
next round of spiral.
Requirement Analysis:
It is a structures and organized method for ide ntifying the set of resources to satisfy
the users need.
It acts as a transformation between the system need and the design concept. Requirement analysis in systems engineering and software engineering, encompasses those tasks that go into determining the needs or conditions to meet for a new or altered product, taking account of the possibly conflicting requirements of the various stakeholders, such as beneficiaries or users.
8.2 Requirement Validation
• It is concerned with showing that the requirements define the system that the customer wants .
• It overlaps analysis in that it is concerned with finding problems with the
requirements .
• It is important because errors in requirements documentation can lead to
extensive rework costs when they are discovered during development
process.
• The cost of fixing a requirements problem is much greater than repairing
design or coding errors
• Various checks carried out on requirements in requirements document
are
1. Validity checks A user may think that a system is needed to perform certain
functions. However, further thought and analysis may identify additional or
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different needs and any set of requiremen ts is inevitably a compromise across
the stake holder community
2. Consistency checks Requirements in the document should not conflict. That
is, there should not be contradictory constraints or different descriptions of
the same system function.
3. Completeness checks the requirements document should include requirements that define all functions and the constraints intended by the
system user.
4. Realism checks Using knowledge of existing technology, the requirements
should be checked to ensure that they can actually be implemented. These
checks should also take account of the budget a nd schedule for the system
development.
5. Verifiability To reduce the potential for dispute between customer and
contractor, system requirements should always be written so that they are
verifiable. This means that you should be able to write a set of t ests that can
demonstrate that the delivered system meets each specified requirement.

There are several requirements validation techniques that can be used individually
or in conjunction with one another:
1. Requirements reviews the requirements are a nalysed systematically by a
team of reviewers who check for errors and inconsistencies.
2. Prototyping In this approach to validation, an executable model of the system
in question is demonstrated to end -users and customers. They can experiment
with this model to see if it meets their real needs.
3. Test-case generation Requirements should be testable. If the tests for the
requirements are devised as part of the validation process, this often reveals
requirements problems. If a test is difficult or impo ssible to design, this
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usually means that the requirements will be difficult to implement and should
be re -considered. Developing tests from the user requirements before any
code is written is an integral part of extreme programming.
8.2.1 Principles of Requirement Validation.
1 Involvement of the correct stakeholders.
2 Unravelling the identification and the correction of errors.
3 Validation from different views.
4 Satisfactory change of documentation type.
5 Construction of development artifacts.
6 Recurring authentication ( Validation).
8.2.2 Requirements Validation Technique
• Requirements reviews – The requirements are analysed systematically by a
team of reviewers
• Prototyping – In this approach to validation an executable model of the
system is demonstrated to end users and customers
• Test case generation – Tests for the requirements are devised as a part of
validation process. Developing tests from the user requirements before any
code is written in an integra l part of extreme programming
• Requirement review is a manual process that involves people from both client
and contractor organizations.
• They check the requirements document for irregularities and errors.
• Requirements reviews can be informal (involves contractors discussing
requirements with stake holders) and formal (the development team walks
through the system requirements)
• Reviewers may also check for
– Verifiability
– Comprehensibility
– Traceability
– Adaptability
8.2.3 Requirements Management
Requirements for the large system keeps on changing due to which stakeholders
understanding of problem is constantly changing. It is hard for the users and system
customers to anticipate what effects the new system will have on organization.
Requirement management is the process the principal concerns are of managing
the changes to requirements.
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• Managing the dependencies between different documents, specification and
other documents produced in the systems engineering process.
• Managing changes to decided requirements.
New needs and priorities are discovered
– Large systems have different u sers having different requirements and
priorities.
– After delivery new features may be added for user support if the system
is to meet its goal.
– Business and technical environment changes after installation and these
changes must be reflected in the s ystem.
8.2.4 Requirements Management Planning
• Planning is an essential first stage in the requirements management process.
• During the requirement management stage, following are decided: -
1. Requirements reviews the requirements are analysed systematically by a
team of reviewers who check for errors and inconsistencies.
2. Prototyping In this approach to validation, an executable model of the
system in question is demonstrated to end -users and customers. They can
experiment with this model to see if it meets their real needs.
3. Test-case generation Requirements should be testable. I f the tests for the
requirements are devised as part of the validation process, this often reveals
requirements problems. If a test is difficult or impossible to design, this
usually means that the requirements will be difficult to implement and should
be re-considered. Developing tests from the user requirements before any
code is written is an integral part of extreme programming.
Requirements management needs automated support and the software tools, and
this should be chosen during the planning phase.
The needed tool support is: -
1) Requirement storage: - The requirements should be maintained in a secure,
managed data store that is accessible to everyone involved in the requirements engineering process.
2) Change management: - The process of change management is simplified if
active tool support is availa ble.
3) Traceability management: - some tools are available which use natural
language processing techniques to help discover possible relationship between requirements.
8.2.5 Requirement Revies
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a) Requirement reviews
b) Perspective -based reading
c) Validation through prototypes
d) Using checklists for validation
Requirement review is a technique used to validate the requirements by a group of
people. It is a formal process which involves readers from the both sides of clients
and developers. Reviews help customers and developers to resolve problems at
early stages of SDLC.
Requirements review process consists of following points
a) Plan Review: Team is selected, time and place are decided for the review
meeting with all the requirements to be checked.
b) Distribute Documents: Brochures are distributed among the review team
members so, each member gives their review on the documentation.
c) Prepare for Review: Each Persons read the relevant documents for inconsistencies, conflicts, omissions, and other problems before review
meeting.
d) Hold Review Meeting: Individual remarks and glitches are discussed, set of
actions to address the problem is agreed.
e) Follow -up Actions: Checks for the work completion and the progresses of
the task given to the individual person of team.
f) Rescript Document: Documents were checked by Team members for
rechecking or reviewing purpose

Fig: Requirement Review Process
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8.3 Requirement change Management Change management is essential because you need to decide if the benefits of
implementing new requirements are justified by the costs of implementation.
The advantage of using a formal proces s for change management is that all change
proposals are treated consistently and changes to the requirements document are
made in a controlled way.
It begins from the changes being made in the environment in which finished
product is considered to be used , business changes, regulation changes, errors in
the original definition of requirements, limitations in the technology, and changes
in security environment and so on.
The activities that are included in requirements change management are receiving
change requests from the stakeholders, recording the received change requests, analysing and determining the desirability and process of implementation, implementation of change request, and quality assurance for the implementation
and closing the change request .
After this the data of the change requests are complied, analysed and appropriate
metrics are derived then fit into the organizational knowledge repository.
8.3.1 Principal stages to a change management process:
1. Problem analysis and change specification : -
During this stage, the problem or the change proposal is analysed to check that it is
valid. This analysis is fed back to the change requestor who may respond with a
more specific requirements change proposal or decide to withdraw the requ est.
2. Change analysis and costing : -
The cost of making the change is estimated both in terms of modifications to the requirements document and, if appropriate, to the system design and implementation. Once this analysis is completed, a decision is made whether to
proceed with the requirements change.
3. Change implementation:
The requirements document and, where necessary, the system design and implementation, are modified. You should organize the requirements document so
that you can make changes to it without extensive rewriting or reorganization .

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Graded Questions:
1. What are the underlying principles that guide analysis work?
2. Explain Analysis Concept and Principles with neat diagram.
3. What is requirement Management? Explain.
4. Explain Requirements Validation Technique
5. What are different Principal stages to a change management process?
Reference Books:
1. Software Engineering, edition, Ian Somerville Peaeson Education. Ninth
Edtition
2. Software Eng ineering, Pankaj Jalote Narosa Publi cation
3. Software eng ineering, a practitioner’s approach, Roger P ressm an , Tata
Mcgraw-hill , Seve nth
7777777

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Unit 2
9 SYSTEM MODELS
Unit Structure
9.0 Objective
9.1 Introduction to System Models
9.1.1 Essential element of system model
9.1.2 Features of Modelling Techniques
9.2 Type of System Model
9.2.2 Context Models
9.2.2 Behavioural Model
9.2.2.1 Data Flow Models
9.2.2.2 State Machine Models
9.3 Data Models
9.4 Object Model
9.5 Structured Method
9.6 Interaction Model
9.7 Use case Modelling
9.8 Sequence diagram
9.0 Objective
In this chapter you will understand how system were created and what are the
different element , what are the different system model and how and where this
model is useful
9.1 Introduction to System Models
Every computer -based system can be modelled as an information transform using
an input -processing -output template.
Using a representation of input, processing, output, user interface processing, and
self-test processing, a system engineer can create a model of system components
that sets a foundation for later steps in each of the engi neering disciplines.
The system engineer allocates system elements to each of five processing regions
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(1) user interface
(2) input
(3) system function and control
(4) output, and (5) maintenance and self -test.
Like nearly all modelli ng techniques used in system and software engineering, the
system model template enables the analyst to create a hierarchy of detail.

Fig: System Modelling Template
System modelling is the process of developing abstract models of a system, with
each model presenting a different view or perspective of that system.
System modelling uses graphical notation, Unified Modelling Language (UML).
Models are used during the re quirements engineering process to help derive the
requirements for a system, during the design process to describe the system to
engineer implementing the system and after implementation to document the
system’s structure and operation.
You may develop mo dels of both the existing system and the system to be
developed:
1. Models of the existing system are used during requirements engineering.
They help clarify what the existing system does and can be used as a basis
fordiscussing its strengths and weakne sses. These then lead to requirements
for the new system.
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2. Models of the new system are used during requirements engineering to help
explain the proposed requirements to other system stakeholders. Engineers
use these models to discuss design proposals and to document the system for
implementation.
The UML has many diagram types and so supports the creation of many different
types of system model.
9.1.1 The three essential elements of system models are
a) Environmental Model:
It defines the scope of the proposed system and its boundaries. It consists of
statement of purpose, context diagram and events of the system
b) Behavioural Model:
It describes the functional requirements, internal behaviour and d ata entities
of the system. It consists of ER diagram, DFD, State Transition diagram
c) Implementation Model:
It describes the design specification of the software and consist of software
architecture, data design, interface design and component design
d) Structural Model:
It emphasises on modelling the structure of the data that is processed by the
system.
9.1.2 Features of Modelling Techniques
1. Easy to use : Can use the model and understand the model working and can
give proper inputs and receive the outputs from the system.
2. Contain few about powerful mode lling objects to enable easy learning :
Structure of the model must be easy to understand and handle properly, so if
any error occur end user can perform respective task to remove or avoided
the errors
3. Help to handle complexity of the system : Can able to work on all the modules
or phases of the system, so can receive the proper output from the system
without making any error or mistake during the function of the system.
9.2 Type of System Model
Model are of following types:
• Data processing Mod el: Data processing model showing which component
and system are used to processes the data and how the data processed at
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• Composition Model : Composition model display where the interface and
connection is between the entities and how entities are calm other entities.
• Architectural Model: Architectural model shows what are the main components of the system and main sub-systems in the project model.
• Classification Model: Classification model showing how entities are
interrel ated to each other and have common characteristics.
• Response Model: Response model showing the system's reaction to events .
UML five diagram types could represent the essentials of a system:
1. Activity diagrams, which show the activities involved in a process or in data
processing.
2. Use case diagrams, which show the interactions between a system and its
environment.
3. Sequence diagrams, which show interactions between actors and the system
and between system components.
4. Class diag rams, which show the object classes in the system and the
associations between these classes.
5. State diagrams, which show how the system reacts to internal and external
events.
9.2.1 Context Models
• At an early stage in the requirements elicitation and analysis process
boundaries of the system must be decided involving system stakeholders
• In some cases, the boundary between a system and its environment is
relatively clear.
For example, where an automated system is replacing an exist ing manual or
computerized system the environment of the new system is usually the same as the
existing system.
whereas in other cases the stakeholders decide the boundary.
xFor example, in the library system the user decides the boundary whether to
include library catalogues for accessing or not
• Once some decisions on the boundaries of the system have been made part
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Fig: Context Model for ATM
In the above figure each ATM is connected to account database, local branch
accounting system, a security system, and a system to support machine maintenance.
• The system is also connected to usage database that monitors how the
network of ATM is used and to a local branch counter system.
• This counter system provides services such as ba ckup and printing.
• These therefore need not be included in the ATM system itself.
• Architectural models describe the environment of the system but do not show
the relationships between the other systems in the environment and the
system that is being specified.
• Simple architecture models are supplemented by other models such as
process models that show the process activities by the system.
9.2.2 Behavioural Model
• Used to describe the overall behaviour of the system
• These are of two types
1. Data Flow Models which model the data processing in the system
2. State Machine Models which model how the system reacts to events
• Some systems are driven by data, so data flow model is enough to represent
their behaviour.
• Real time systems are often driven with minimal data processing and hence
state machine model is most effective.
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9.2.2.1 Data Flow Models
• An intuitive way of showing how data is processed by a system
• At the analysis level they should be used to model the way in which data is
processed in the existing system
• Notations used in this model represents functional processing (rounded
rectangles) data stores (rectangles) and data movements between functions
(labelled arrows)
• Used to show how data flows through a sequence of p rocessing steps
• The data is transformed or processed before moving to the next step which
are known as software processes or functions
• Data flow models are valuable because tracking and documenting how the
data associated with a particular process mo ves through the system.
• They are simple and intuitive and is usually possible to explain them to
potential system users.

Fig: Data Flow Model for Order Processing
9.2.2.2 State Machine Models
• It describes how a system responds to internal or external events and shows
the system states and events that cause transitions from one state to another
but does not show the flow of data within the system
• This type of model is often used for modelling real time systems

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• These models ar e an integral part of real time design methods and assumes
that at any time the system is in one of the numbers of possible states
• The problem with the state machine approach is that the number of possible
states increases rapidly and therefore some str ucturing is needed.

Fig: Form Filling and Payment by Student
In the Given figure we can see that the start state and stop state , start state begin
with the registration of the student after registration student will receive his student
ID and password , using which he will log in into a system where he will fill up the
admission form , for which he had to pay the payment accordingly as done with the
payment .
Then need to print the payment slip and field form ask at work is done he can log
out from the system and the state will be stopped state machine is nothing, but
which shows us of progress in the system.
This diagram can be drawn using star UML software.
9.3 Data Models
1. An important part of system modelling is defining the logical form of data
processed by the system. These are called as semantic data models.
2. The most widely used data modelling technique is ERA (Entity -Relation -
Attribute) modelling.
3. The relationship models devised from this system are in 3NF and hence they
been widely used.
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4. Because of the explicit typing and the recognition of the subtypes and super
types it is also straight forward to im plement these models using object -
oriented databases.
5. Data models lack detail, and more descriptions of ERA must be maintained
by using data dictionaries.
6. Data dictionaries are used to develop system models.
7. It is simply an alphabetical list of names included in model.
8. The advantages of data dictionary are it checks for the uniqueness and warns
against name duplications, and it stores all data in a single place.
9. Data model is dependent on data, data relationship, dat a semantics and data
constraints .
10. data model provides the various details such as information to be stored and
is of primary use when the final product is created.
11. A data model determines the structure of data explicitly. In the data modeling
graphical notation are used and the data model are also specified.
12. Data model organizers element of data and standardize how they relate to one
another to the property of real -world entity.
13. Sometime data model can be a formalization of the object and relationship
found in a particular application domain for instance the customer, process
products and older found in manufacturing organization.
9. The following figure is an example of data model.

Fig: Semantic Data Model
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9.4 Object Model
• Expressing the system requirements using object model, designing using
objects and developing using languages like C++ and Java.
• Object models developed during requirements analysis are used to represent
both data and its process. They c ombine some uses of dataflow and semantic
models.
• They are also useful for showing how entities in the system may be classified
and composed of other entities. Objects are executable entities with attributes
and services of the object class and many obj ects can be created from a class.
• The following diagram shows an object class in UML as a vertically oriented
rectangle with three sections – name of the object, class attributes, operations
associated with the object.


Fig: Library Management System
In the about library management system, we can have multiple objects with their
attributes and operations for example we have a library class which include
attribute like name and phone an operation like add book remove book add Journal
remove Journal which help us to provide oral information about that class .
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This object model we can call it as inheritance model as well in object -oriented
modelling it is imperative to identify the class off object that are important in
domain that is Bing studied.
The class of the object are then organized into taxonomies, and it is nothing but a
classification scheme that shows how an object class is related to other class
through common attribute and service.
The object class are capable to inherit their attribute and service from one or more
yeah super class you can see in the example where library members he's a super
class and student and staff are the subclass which inherited the attribute of
superclass.
9.5 Structured Methods
• Systematic way of producing models of an existing system or proposed
system
• Provide a framework for detailed system modelling as part of requirements
elicitation and analysis
• Have their own preferred set of system models and usually define a process
that are used to d erive these models and set of rules and guidelines that apply
to the models
• CASE tools usually used support model editing, coding, report generation
and some model checking capabilities
• Have been applied in many large projects because they use standa rd notations
and ensure standard design documentation.
• Suffer from following weakness
– Do not provide effective support for understanding non -functional
requirements
– Do not include guidelines whether a method is appropriate, nor do they
advise on how they can be adapted for a particular project .
– Produce too much documentation .
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Fig: Central Information Repository
Diagram Editors
These editors are used to create object models, data models, and behavioural
models and so on , they are not just drawing tools but are aware of the types of
entities in the diagram.
The editors are capable of capturing information about these entities and save this
information in the central repository.
Design Analysis and checking tools
These tools pr ocess the design and report on errors and anomalies.
They may be integrated with the editing system so that user errors are trapped at an
early stage in the process.
Repository Query Languages
These languages facilitate the designers determine designs to and associated design
information in the repository.
Data Dictionary
It has responsibility of maintaining information about the entities used in a system
design.
Report Definition and generation tools
These tools accept information from the central store and automatically generate
system documentation.
Forms definition tools
These tools facilitate screen and document formats to be specified. 

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Import/Export Facilities
These facilities allow the interchange of information the central repository with
other development tools
Code generators
The code generator are responsible for generating code or code skeletons
automatically from the design captured in the central store.
9.6 Interaction Model
All systems involve interaction of some kind.
This can be user interaction, which involves user inputs and outputs, interaction
between the system being developed and other systems or interaction between the
components of the system.
Interaction Model hel ps in, Modelling user interaction is important as it helps to
identify user requirements.
Modelling system to system interaction highlights the communication problems
that may arise.
Modelling component interaction helps us understand if a proposed syste m
structure.
There are two related approaches to interaction modelling:
1. Use case modelling, which is mostly used to model interactions between a
system and external actors (users or other systems).
2 Sequence diagrams, which are used to model inter actions between system
components, although external agents may also be included.
Use case models and sequence diagrams present interaction at different levels of
detail and so may be used together.
The details of the interactions involved in a high -level use case may be documented
in a sequence diagram.
The UML also includes communication diagrams that can be used to model
interactions.
We won’t discuss these here as they are an alternative represe ntation of sequence
charts. In fact, some tools can generate a communication diagram from a sequence
diagram.
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9.7 Use case Modelling
use case modelling is widely used to support requirements elicitation. A use case
can be taken as a simple scenario that describes what a user expects from a system. 
Each use case represents a discrete task that involves external interaction with a
system.
In its simplest form, a use case is shown as an ellipse with the actors involved in
the use case represented as stick figures.

Medical Receptionist Patient Record System
Notice that there are two actors in this use case: the operator who is transferring the
data and the patient record system. The stick figure notation was originally
developed to cover human interaction, but it is also now used to represent other
external systems and hardware.
Use case diagrams give a simple overview of an interaction so you have to provide
more detail to understand what is involved.
Can use case modeling the actor there are two types of actor when who initiate and
another who will react to the system there must be at least one interaction with the
use cases with actors the initiator always keep left side of the system and reaction
actor always keep right side of the system.
The use cases in the system must be arrange in proper logical order only so that
actor can have a proper interaction with use cases within the system
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 Fig: Use case involving the role ‘medical receptionist’
9.8 Sequence diagram
Sequence diagrams in the UML are primarily used to model the interactions
between the actors and the objects in a system and the interactions between the
objects themselves.
The UML has a rich syntax for sequence diagrams, which allows many kinds of
interaction to be modelled. I don't have space to cover all possibilities here, so I
focus on the basics of this diagram type.
As the name implies, a sequence diagram shows the sequence of interactions that
take place during a particular use case or use case i nstance.
Below Figure is an example of a sequence diagram that illustrates the basics of the
notation.
This diagram models the interactions involved in the View patient information use
case, where a medical receptionist can see some patient information
The objects and actors involved are listed along the top of the diagram, with a dot
ted line drawn vertically from these.
Interactions between objects are indicated by annotated arrows.
The rectangle on the dotted lines indicates the lifeline of the objec t concerned (i.e.,
the time that object instance is involved in the computation).
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You read the sequence of interactions from top to bottom. The annotations on the
arrows indicate the calls to the objects, their parameters, and the return values. In
this e xample, we can see the notation used to denote alternatives.

Fig: Sequence Diagram
In the given sequence diagram, we can see the sequence of steps to complete the
process in ATM system.
Graded Question
1. What are the advantages of Architectural Design? Which factors are dependable during the design?
2. What is the design perspective of architectural design? Explain.
3. What are the three system organization styles of architectural design? Explain
in brief.
4. Explain use case diagra m with neat diagram.
5. Write a short note on object model.

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Reference Books:
1. Software Engineering, edition, Ian Somerville Peaeson Education. Ninth
Edtition
2. Software Eng ineering, Pankaj Jalote Narosa Publi cation
3. Software eng ineering, a practitioner’s a pproach , Roger P ressm an , Tata
Mcgraw-hill , Seve nth
7777777


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155Chapter 10: Architectural Design
Unit 3
10 ARCHITECTURAL DESIGN
Unit Structure
10.1 Introduction to Architectural design
10.1.1 Architectural Design
10.1.2 Software architectures design levels
10.2 Architectural design decisions
10.2.1 The various attributes of architecture
10.3 Architectural View
10.3.1 Architectural Design Processes
10.4 System Organization
10.4.1 Shared data repository style
10.4.2 A shared service and server’s style (Client -Server Model)
10.4.3 Pipe and Filter architecture
10.4.4 An abs tract machine or layered style.
10.5 Modular Decomposition Styles
10.5.1 Object -oriented decomposition:
10.5.2 Invoice processing system
10.5.3 Function Oriented Pipelining or Data flow model
10.6 Reference architectures
10.7 Application architecture
10.7.1 As a software designer
10.7.2 Type of allocation system
Objective:
1. Understand the concept of software architecture
2. Understanding the design
3. Know the architectural patterns
10.1 Introduction to Architectural design
Architectural design is concerned with understanding how a system should be organised and design overall structure of system. In the model of software development process architectural design is the first stage in software design
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Application systems are intended to meet a business or organizational need. All
businesses have much in common -they need to hire people, issue invoices, keep
accounts, and so on. Businesses operating in the same sector use common sector
specific appli cations.
Application architectures encapsulate the principal characteristics of a class of
systems. For example, in real -time systems, there might be generic architectural
models of different system types, such as data collection systems or monitoring
systems. Although instances of these systems differ in detail, the common
architectural structure can be reused when developing new systems of the same
type.
The application architect may be re -implemented when developing new systems
but, for many business systems, application reuse is possible without re implementation. We see this in the growth of Enterprise Resource Planning (ERP)
systems from companies such as SAP and Oracle, and vertical software packages
(COTS) for specialized applications in different ar eas of business. In these systems,
a generic system is configured and adapted to create a specific business application.
10.1.1 Architectural Design
The architecture of a system describes its major components, their relationships
structures, and how they i nteract with each other. Architectural design is also called
as high -level design.
Software architecture and design includes several related factors such as Business
strategy, quality attributes, human dynamics, design, and IT environment.

We can segregate Software Architecture and Design into two distinct phases:
Software Architecture and Software Design. In Architecture, non -functional
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10.1.2 Software architectures can be designed at two levels of concept:
• Architecture in the small is concerned with the architecture of individua
programs. At this level, we are concerned with the way that an individua
program is decomposed into components.
• Architecture in the large is concerned with the architecture of complex enterprise systems that include other systems, programs, and program components.
Fig: The architecture of a packing robot control system
There are Three advantages of explicitly designing and documenting software
architecture:
1. Stakeholder communication the architecture is a high -level presentation of
the system that may be used as a focus for discussion by a range of different
stakeholders.
2. System analysis Making the system architecture explicit at an early stage in the system development requires some analysis. Architectural design decisions have a profound effect on whether the system can meet critical
requirements such as performance, reliability , and maintainability.
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3. Large -scale reuse A model of a system architecture is a compact, manageable description of how a system is organized and how the components interoperate. The system architecture is often the same for
systems with similar requirem ents and so can support large -scale software
reuse. As I explain in Chapter 16, it may be possible to develop product -line
architectures where the same architecture is reused across a range of related
systems.
The apparent contradictions between practice a nd architectural theory a because
there are two ways in which an architectural model of a program is used:
1. As a way of facilitating discussion about the system design A high -level
architectural view of a system is useful for communication with system s take
holders and project planning because it is not cluttered with detail. Stake
holders can relate to it and understand an abstract view of the system. They
can then discuss the system as a whole without being confused by detail. The
architectural model i dentifies the key components that are to be developed so
managers can start assigning people to plan the development of these
systems.
2. As a way of documenting an architecture that has been designed The aim here
is to produce a complete system model tha t shows the different components
in a system, their interfaces, and their connections. The argument for this is
that such a detailed architectural description makes it easier to understand
and evolve the system.
10.2 Architectural design decisions
Architectural design is a creative process where you design a system organization
that will satisfy the functional and non -functional requirements of a system.
Because it is a creative process, the activities within the process depend on the type
of system being developed, the background and experience of the system architect,
and the specific requirements for the system. It is therefore useful to think of
architectural design as a series of decisions to be made rather than a sequence of
activities.
During the architectural design process, system architects have to make a number
of structural decisions that profoundly affect the system and its development
process. Based on their knowledge and experience, they have to consider the follow
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1. Is there a generic application architecture that can act as a template for the
system that is being designed?
2. How will the system be distributed across a number of cores or processors?
3. What architectural patterns or styles might be used?
4. What will be the fundamental approach used to structure the system?
5. How will the structural components in the system be decomposed into
subcomponents?
6. What strategy will be used to control the operation of the components in the
system?
7. What architectural organization is best for delivering the non -functional
requirements of the system?
8. How will the architectural design be evaluated?
9. How should the architecture of the system be documented?
Because of the close relationship between non -functional requirements and software architecture, the architectural style and structure that you choose for a
system should depend on the non -functional system requirements:
10.2.1 The various attributes of architecture are as follows:
1. Performance
If pe rformance is a critical requirement, the architecture should be designed
to localize critical operations within a small number of com ponents, with
these components all deployed on the same computer rather than distributed
across the network.
This may m ean using a few relatively large com ponents rather than small,
fine-grain components, which reduces the number of component communications. You may also consider run -time system organizations that
allow the system to be replicated and executed on differen t processors.
2. Security
If security is a critical requirement, a layered structure for the architecture
should be used, with the most critical assets protected in the innermost layers,
with a high level of security validation applied to these layers.
3. Safety
If safety is a critical requirement, the architecture should be designed so that
safety -related operations are all located in either a single component or in a
small number of components. This reduces the costs and problems of safety
validation and makes it possible to provide related protection systems that
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4. Availability
If availability is a critical requirement, the architecture should be designed to
include redundant components so that it is possible to replace and update
components without stopping the system. I describe two fault -tolerant system
architectures for high -availability systems.
5. Maintainability If maintainability is a critical requirement, th e system
architecture should be designed using fine -grain, self -contained components
that may readily be changed.
10.3 Architectural View
There are different opinions as to what view are required, some of the view that are
suggested.
1. A logical view, which shows the key abstractions in the system as objects or
object classes. It should be possible to relate the system requirements to
entities in this logical view.
2. A process view, which shows how, at run -time, the system is composed of
interac ting processes. This view is useful for making judgments about non -
functional system characteristics such as performance and availability.
3. A development view, which shows how the software is decomposed for
development, that is, it shows the breakdown o f the software into components
that are implemented by a single developer or development team. This view
is useful for software managers and programmers.
4. A physical view, which shows the system hardware and how software
components are distributed acros s the processors in the system. This view is
useful for systems engineers planning a system deployment.
10.3.1 Architectural Design Processes are as follows
1. System Structuring
2. Control Modelling
3. Modular Decomposition
10.4 SYSTEM ORGANIZATION
System Organiza tion reflects the basic strategies that is used to structure a system.
Three organisational styles are widely used:
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- Shared data is held in a central database
- Each sub -system maintains its own database and pass it to other sub -system

Fig: A repository architecture for an IDE
9.4.2 A shared service and server’s style (Client -Server Model)
It is a distributed system model which shows ho w data and processing is distributed
across a range of components.
A system that follows the client -server pattern is organized as a set of services and
associated servers, and clients that access and use the services. The major com
ponents of this model a re:
1. A set of servers that offer services to other components. Examples of servers
include print servers that offer printing services, file servers that offer file
management services, and a compile server, which offers programming
language compilation serv ices.
2. A set of clients that call on the services offered by servers. There will
normally be several instances of a client program executing concurrently on
different computers.
3. A network that allows the clients to access these services. Most client -server
systems are implemented as distributed systems, connected using Internet
protocols.
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Client -server architectures are usually thought of as distributed systems architectures but the logical model of independent services running on separate
servers can be imp lemented on a single computer. Again, an important benefit is
separation and independence. Services and servers can be changed without
affecting other parts of
the system. Clients may have to know the names of the available servers and the
services that they provide. However, servers do not need to know the identity of
clients or how many clients are accessing their services. Clients access the services
provided by a Server through remote procedure calls using a request -reply protocol
such as the htt p protocol used in WWW.

10.4.3 Pipe and Filter architecture
This is a model of the run -time organization of a system where functional transformations process their inputs and produce outputs. Data flows from one to
another and is transformed as it moves through the sequence. Each processing step
is implemented as a transform, Input data flows through these transforms until
converted to output. The transformations may execute sequentially or in parallel.
The data can be processed by each transform item by item or in a single batch.
The name 'pipe and filter come from the original Unix system where it was possible
to link processes using 'pipes', These passed a text stream from one process to
another. Systems that conform to this model can be implemented by combining
Unix commands, using pipes and the control facilities of the Unix shell. The term
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'filter is used because a transformation filters out the data it can process from its
input data stream.
Variants of this pattern have been in use since computers w ere first used for automatic data processing. When transformations are sequential with data processed in batches, this pipe and filter architectural model becomes a batch
sequential model, a common architecture for data processing systems (e.g., a billing
system). The architecture of an embedded system may also be organized as a
process pipeline, with each process executing concurrently.

An example of this type of system architecture, used in a batch processing
application, is shown in above Figure. An organization has issued invoices to
customers.
Once a week, payments that have been made are reconciled with the invoices.
For those invo ices that have been paid; a receipt is issued. For those invoices that
have not been paid within the allowed payment time, a reminder is issued.
Interactive systems are difficult to write using the pipe and filter model because of
the need for a stream of data to be processed.
Although simple textual input and output can be modelled in this way, graphical
user interfaces have more complex I/O formats and a control strategy that is based
on events such as mouse clicks or menu selections.
It is difficult to translate this into a form compatible with the pipelining model.
10.4.4 An abstract machine or layered style.
It is used to organise the system systematically into layers.
The notions of separation and independence are fundamental to architectural design
because they allow changes to be localized. separates elements of a system,
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allowing them to change independently. For example, adding a new view or
changing an existing view can be done without any changes to the underlying data
in the model. The layered architecture pattern is another way of achieving
separation and independence.
This layered approach supports the incremental development of systems. As a layer
is developed, some of the services provided by that layer may be made available to
users. The ar chitecture is also changeable and portable. So long as its interface is
unchanged, a layer can be replaced by another, equivalent layer.
As layered systems localize machine dependencies in inner layers. this makes it
easier to provide multi -platform implem entations of an application system. Only
the inner, machine -dependent layers need be re -implemented to take account of the
facilities of a different operating system or database.

Fig: A generic layered architecture
Above Figure is an example of a layered architecture with four layers.
The lowest layer includes system support software -typically database and operating
system support.
The ne xt layer is the application layer that includes the components concerned with the application functionality and utility components that are used by other application components.
The third layer is concerned with user interface management and providing user
authentication and authorization, with the top layer providing user interface
facilities.
Of course, the number of layers is arbitrary. Any of the layers in Figure could be
split into two or more layers.
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10.5 Modular Decomposition Styles
Two modular decomposition models covered
1. An object model where the system is decomposed into interacting objects
2. A data -flow model where the system is decomposed into functional modules
which t ransform inputs to outputs. Also known as the pipeline model.
If possible, decisions about concurrency should be delayed until modules are
implemented
10.5.1 Object -orien ted deco mposition:
1. Structure the system into a set of loosely coupled objects with well -defined
interfaces
2. Object -oriented decomposition is concerned with identifying object classes,
their attributes, and operations
3. When implemented, objects are created from these classes and some control
model used to coordinate object operations.
10.5.2 Invoice processing system

Advantages:
1. Objects are loosely coupled, the implementation of the objects are modify
without affecting other objects.
2. Objects can be reused.
3. Direct implementation of architectural components.
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1. To use services, objects must explicitly reference the name and the interface
of other objects.
2. Interface change is required to satisfy proposed system changes, the effect of
that change on all users of the changed object must be evalu ated.
10.5.3 Function Oriented Pipelining or Data flow model:
1. Functional transformation processes their inputs to produce outputs.
2. Variants of this approach are very common. When transformations are
sequential, this is a batch sequential model which is extensively used in
data processing systems.
3. It may be referred to as a pipe and filter model.

Fig: Data Flow Model
10.6 Refere nce architectures
• Reference models are derived from a study of the application domain rather
than from existing systems.
• May be used as a basis for system implementation or to compare different
systems. It acts as a standard against which systems can be evaluated.
• OSI model is a layered model for communication systems
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Fig: OSI Reference Model
• The software architect is responsible for deriving a structural system model,
a control model, and a sub -system decom position model.
• Large systems rarely conform to a single architectural model
10.7 Application architecture
The application architecture may be re -implemented when developing new systems
but, for many business systems, application reuse is possible without re implementation. We see this in the growth of Enterprise Resource Planning (ERP)
systems from companies such as SAP and Oracle, and vertical software packages
(COTS) for specialized applications in different areas of business. In these systems,
a generic system is configured and adapted to create a specific business application.
10.7.1 As a software designer, you can use models of application architectures
in several Ways which are as follows.
1. As a starting point for the architectural design process If you are unfamiliar
with the type of application that you are developing, you can base your initial
design on a generic application architecture. Of course, this will have to be
specialized for the specific system being developed, but it is a go od starting
point for design.
2. As a design checklist If you have developed an architectural design for an
application system, you can compare this with the generic application
architecture. You can check that your design is consistent with the generic
architecture.
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3. As a way of organizing the work of the development team. The application
architectures identify stable structural features of the system architectures and
in many cases, it is possible to develop these in parallel. You can assign work
to group members to implement different components within the architecture.
4. As a means of assessing components for reuse If you have components you
might be able to reuse, you can compare these with the generic structures to
see whether there are comparabl e components in the application architecture.
5. As a vocabulary for talking about types of applications If you are discussing
a specific application or trying to compare applications of the same types,
then you can use the concepts identified in the generic architecture to talk
about the applications.
10.7.2 There are many types of application system, there are architecture of
two type of application.
1. Transaction processing applications:
Transaction processing applications are database -cantered applications that process user requests for information and update the information in a database.
These are the most common type of inter active business systems. They are
organized in such a way that user actions can't interfere with each other and
the integrity of the database is maintained.
These systems include e -commerce system, information systems, and
booking system


Fig: The structure of transaction processing application
2. Language processing systems :
Language processing systems are systems in which the user's intentions are
expressed in a formal language (such as Java). The language processing
system processes this language into an internal format and then interprets this
internal representation.
The best -known language pro cessing systems are compilers, which translate
high-level language programs into machine code.
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However, language processing systems are also used to interpret command
languages for databases and information systems, and mark -up languages
such as XML.
Transaction Processing Systems
Transaction processing system are designed to process user request for information
from a database, or request to update database.
a database transaction is a sequence of operation that is treated as a signal single
unit, all of the operation in a transaction have to be completed before the database
changes and made permanent. This ensures that failure of operation within the
transaction does not lead to inconsi stency in the database.
Hey for a user perspective a transaction is any coherent sequence of operation that
satisfy a goal, It the user transaction does not required the database to be changed
then it may not be necessary to package this as a technical dat abase transaction
For example, a transaction is a customer request to withdraw money from a bank
account using an ATM.

Fig: The Software architecture of ATM system
Transaction processing system may be organised as pi pe and filter architecture with
system components responsible for input, processing, and output.
The system is composed of 2 component cooperating software component the
ATM software and the account processing software in the bank database server.
Summary
Requirement for a software system set out what the system should do and define
constraints on its operation and implementation. The Specifications determining
part for project success or failure.

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Graded Question
1. What are the advantages of Architectural Design? Which factors are
dependable during the design?
2. What are the three system organization styles of architectural design? Explain
in brief.
3. What is the design perspective of architectural design? Explain.
4. What are the three system organi zation styles of architectural design? Explain
in brief.
5. Explain Object oriented decomposition.
Reference Books:
1. Software Engineering, edition, Ian Somerville Peaeson Education. Ninth
Edtition
2. Software Eng ineering, Pankaj Jalote Narosa Publi cation
3. Software eng ineering, a practitioner’s a pproach, Roger P ressm an, Tata
Mcgraw-hill , Seve nth
7777777

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Unit 3
11 USER INTERFACE DESIGN –
RAPID SOFTWARE DEVELOPMENT
Unit Structure
11.0 Objectives
11.1 Introduction
11.2 Need of UI design
11.3 Design issues
11.3.1 User interaction
11.3.2 Information presentation
11.4 The UI design Process
11.5 User Analysis
11.5.1 Analysis Techniques
11.6 User Interface Prototyping
11.7 Interface Evaluation
11.8 Agile Methods
11.9 Extreme Programming
11.9.1 Testing in XP
11.9.2 Pair programming
11.10 Rapid Application Development
11.11 Software Prototyping
11.12 Summary
11.13 Self-Assessment Questions
11.14 References
11.0 Objectives
The objective of this chapter is to introduce some aspects of user interface design
that are important for software engineers. When you have read this chapter, you
will:
• understand several user interface design principles.
• be introduced to several interaction styles and understand when these are
most appropriate.
• understand when to use graphical and textual presentation of information.
• come to know what is involved in the principal activities in the use interface
design process.
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• understand the rationale for agile software development methods, the agile
manifesto, and the differences between agile and plan driven development.
• know the key practices in extreme programming and how these relate to the
general principles of agile methods.
• understand the importance of RAD
• know the concept of Software prototyping
11.1 Introduction
Computer system design encompasses a spectrum of acti vities from hardware
design to user interface design. While specialists are often employed for hardware
design and for the graphic design of web pages, only large organizations normally
employ specialist interface designers for their application software. Therefore,
software engineers must often take responsibility for user interface design as well
as for the design of the software to implement that interface. Even when software
designers and programmers are competent users of interface implementation
techn ologies, such as Java's Swing classes (Elliott et al., 2(02) or XHTML (Musdano and Kennedy, 2002), the user interfaces they develop are often unattractive and inappropriate for their target users.
The focus here is, therefore, on the design products for u ser interfaces rather than
the software that implements these facilities. Because of space limitations, it
considered only graphical user interfaces. it is not discussed about interfaces that
require special (perhaps very simple) displays such as cell phon es, DVD players,
televisions, copiers and fax machines.
Careful user interface design is an essential part of the overall software design
process. If a software system is to achieve its full potential, it is essential that its
user interface should be des igned to match the skills, experience, and expectations
of its anticipated users. Good user interface design is critical for system
dependability. Many so -called user errors are caused by the fact that user interfaces
do not consider the capabilities of re al users and their working environment. A
poorly designed user interface means that users will probably be unable to access
some of the system features, will make mistakes and will feel that the system
hinders rather than helps them in achieving whatever t hey are using the system for.
11.2 Need of UI Design
When making user interface design decisions, you should consider the physical and
mental capabilities of the people who use software. Human issues in detail
discussed here but important factors that you should consider are:
1. People have a limited short -term memory -we can instantaneously remember
about seven items of information (Miller, 1957). Therefore, if you present
users with too much information at the same time, they may not be able to
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2. We all make mistakes, especially when we must handle too much information
or are under stress. When systems go wrong and issue warning messages and
alarms, this often puts more stress on users, thus increasing the chances that
they will make oper ational errors.
3. We have a diverse range of physical capabilities. Some people see and hear
better than others, some people are color -blind, and some are better than
others at physical manipulation. You should not design for your own
capabilities and ass ume that all other users will be able to cope.
4. We have different interaction preferences. Some people like to work with
pictures, others with text. Direct manipulation is natural for some people, but
others prefer a style of interaction that is based o n issuing commands to the
system.

Figure 11.1
These human factors are the basis for the design principles shown in Figure 11.1.
These general principles are applicable to all user interface designs and should normally be instantiated as more detailed design guidelines for specific organizations or types of system. User interface design principles are covered in
more detail by Di x, et al. (Dix, et al., 2004). Shneiderman (Shneiderman, 1998)
gives a longer list of more specific user interface design guidelines.
The principle of user familiarity suggests that users should not be forced to adapt
to an interface because it is conveni ent to implement. The interface should use
terms that are familiar to the user, and the objects manipulated by the system should
be directly related to the user s working environment. For example, if a system is
designed for use by air traffic controllers, the objects manipulated should be
aircraft, flight paths, beacons, and so on. Associated operations might be to increase
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or reduce aircraft speed, adjust heading, and change height. The underlying
implementation of the interface in terms of files and data structures should be
hidden from the end user.
The principle of user interface consistency means that system commands and
menus should have the same format, parameters should be passed to all commands
in the same way, and command punctuation should be si milar. Consistent interfaces
reduce user learning time. Knowledge learned in one command or application is
therefore applicable in other parts of the system or in related applications. Interface
consistency across applications is also important. As far as possible, commands
with similar meanings in different applications should be expressed in the same
way.
Errors are often caused when the same keyboard command, such as 'Control -b'
means different things in different systems. For example, in the word proce ssor that
is normally used, 'Control -b' means embolden text, but in the graphics program that
is used to draw diagrams, 'Control -b' means move the selected object behind
another object. The mistakes are made when using them together and sometimes
try to em bolden text in a diagram using the key combination. Then to get confused
when the text disappears behind the enclosing object. You can normally avoid this
kind of error if you follow the command key shortcuts defined by the operating
system that you use.
This level of consistency is low -level. Interface designers should always try to
achieve this in a user interface. Consistency at a higher level is also sometimes
desirable. For Example, it may be appropriate to support the same operations (print,
copy, et c.) on all types of system entities. However, Grodin (Grodin, 1989) points
out that complete consistency is neither possible nor desirable. It may be sensible
to implement deletion from a desktop by dragging entities into a trash can. It would
be awkward t o delete text in a word processor in this way. Unfortunately, the
principles of user familiarity and user consistency are sometimes conflicting.
Ideally, applications with common features should always use the same commands
to access these features. Howeve r, this can conflict with user practice when systems
are designed to support a particular type of user, such as graphic designers. These
users may have evolved their own styles of interactions, terminology and operating
conventions. These may clash with th e interaction 'standards' that are appropriate
to more general applications such as word processors.
The principle of minimal surprise is appropriate because people get very irritated
when a system behaves in an unexpected way. As a system is used, users build a
mental model of how the system works. If an action in one context causes a
particular type of change, it is reasonable to expect that the same action in a
different context it will cause a comparable change. If something completely
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Interface designers should therefore try to ensure that comparable actions have
comparable effects. Surpri ses in user interfaces are often the result of the fact that
many interfaces are mo deled. This means that there are several modes of working
(e.g., viewing mode and editing mode), and the effect of a command is different
depending on the mode. It is very important that, when designing an interface, you
include a visual indicator showing the user the current mo de.
The princip le of recoverability is important because users inevitably make mistakes
when using a system. The interface design can minimi ze these mistakes (e.g., using
menus m eans avoids typing mistakes), but mistakes can never be completely
eliminated . Consequently, you should include interface facilities that allow users
to recover Lom their mistakes. These can be of three kinds:
1. Confirmation of destructive actions
If a user specifies an action that is potentially destructive, the system should
ask the user to confirm that this is really what is wanted before destroying
any information.
2. The provision of an undo facility
Undo restores the system to a state before the action occurred. Multiple levels
of undo are useful because users don 't always recogni ze immediately that a
mistake has been made.
3. Checkpointing
Checkpointing involves saving the state of a system at periodic intervals and
allowing the system to restart from the last checkpoint. Then, when mistakes
occur, users can go back to a previous state and start again. Many systems
now include checkpointing to cope with system failures but, paradoxically,
they don't allow system users to use them to recover from their own mistakes.
A related principle is the principle of user assistance. Interfaces should have built
in user assistance or help facilities. These should be integrated with the system and
should provide different levels of help and advice. Levels should range from basic
information on getting started to a full description of system facilities. Help systems
should be structured so that users are not overwhelmed with information when they
ask for help.
The principle of user diversity recogni zes that, for many interactive systems, there
may be different types of u sers. Some will be casual users who interact occasionally
with the system while others may be power users who use the system for several
hours each day.
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suffer from disabilities of various types and, if possible, the interface should be
adaptable to cope with these. Therefore, you might include facilities to display
enlarged text, to replace sound wi th text, to produce very large buttons and so on.
This reflects the notion of Universal Design (UD) (Preiser and Ostoff, 2001), a
design philosophy whose goal is to avoid excluding users because of thoughtless
design choices.
The principle of recogni zing user diversity can conflict with the other interface
design principles, since some users may prefer very rapid interaction over, for
example, user interface consistency. Similarly, the level of user guidance required
can be radically different for differen t users, and it may be impossible to develop
support that is suitable for all types of users. You therefore have to make
compromises to reconcile the needs of these users.
11.3 Design issues
A coherent user interface must integrate user interaction and inf ormation
presentation. This can be difficult because the designer must find a compromise between the most appropriate styles of interaction and presentation for the application, the background and experience of the system users, and the equipment
that is a vailable.
11.3.1 User interaction
User interaction means issuing commands and associated data to the computer
system. On early computers, the only way to do this was through a command -line
interface, and a special -purpose language was used to communicate with the
machine. However, this was geared to expert users and a number of approaches
have now evolved that are easier to use. Shneiderman (Shneiderman, 1998) has
classified these forms of interaction into five primary styles:
• Direct manipulation
• The user interacts directly with objects on the screen. Direct manipulation
usually involves a pointing device (a mouse, a stylus, a trackball or, on touch
screens, a finger) that indicates the object to be manipulated and the action,
whic h specifies what should be done with that object. For example, to delete
at file, you may click on an icon representing that file and drag it to a trash
can icon.
• Menu selection
• The user selects a command from a list of possibilities (a menu). The user
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command operates on that object. In this approach, to delete a file, you would
select t he file icon then select the delete command.
• Form fill-in
• The user fills in the fields of a form. So me fields may have associat ed menus,
and the form may have action 'buttons' that, when pressed, cause some action
to be initiated. You would not normally use this approach to implement the
interface to operations such as file deletion. Doing so would invol ve filling
in the name of the file on the form then 'pressing' a delete button.
• Command language
• The user issues a special command and associated parameters to inst inct the
system what to do. To delete a file, you would type a delete command with
the file name as a parameter.
• Natural language
• The user issues a command in natural language. This is usually a front end to
a command language; the natural language is parsed and translated to system
commands. To delete a file, you might type 'delete the file nam ed xxx.
Each of these styles of interaction has advantages and disadvantages and is best
suited to a particular type of application and user (Shneiderman, 1998). Figure 11.2
shows the main advantages and disadvantages of these styles and suggests types of
applications where they might be used. Of c ourse, these interaction styles may be
mixed, with several styles used in the same application.

Figure 11.2 Advantages and disadvantages of interaction styles
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For example, Microsoft Windows supports direct manipulation of the iconic
representation of files and directories, menu -based command selection, and for
commands such as configuration commands, the user must fill in a special -purpose
form that is presented to them. In principle, it should be possible to separate the
interaction style from the underlying entities that are manipulated through the user
interface. This was the basis of the Seeheim model (Pfaff and ten Hagen, 1985) of
user interface management. In this model, the presentation of information, the
dialogue management and the application are separate.
In reality, this model is more of an ideal than practical, but it is certainly possible
to have separate interfaces for different classes of users (c asual users and
experienced users, say) that interact with the same underlying system.
This is illustrated in Figure 11.3, which shows a command language interface and
a graphical interface to an underlying operating system such as Linux. Web -based
user i nterfaces are based on the support provided by HTML or XHTML (the page
description languages used for web pages) along with languages such as Java,
which can associate programs with components on a page. Because these web -
based interlaces are usually desig ned for casual users, they mostly use forms -based
interfaces.

Figure 11.3
It is possible to construct direct manipulation interlaces on the web, but this is a
complex programming task. Furthermore, because of the range of experience of
web users and the fact that they come from many different cultures, it is difficult to
establish a user interface metaphor for direct interaction that is universally
acceptable.
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To illustrate the design of web -based user interaction, it is discussed the approach
used in the LIBSYS system where users can access documents from other libraries.
There are two, fundamental operations that need to be supported:
1. Document search where users use the search facilities to find the documents
that they need.
2. Document request where users request that the document be delivered to their local machine or server for printing The LIBSYS user interface is implemented using a web browser, so, given that users must supply information to the system such as the document identifier, their name and
their authorization details, it makes sense to use a forms -based interlace.
Figure 11.4 shows a possible interlace design for the search component of the
system. In form -based interfaces, the user supplies all of the information
required then initiate s, the action by pressing a button. Forms fields can be
menus, free -text input fields or radio buttons. In the LIBSYS example, a user
chooses the collection to search from a menu of collections that can be
accessed ('All' is the default, meaning search all collections) and types the
search phrase into a free -text input field. The user chooses the field of the
library record from a menu ('Title' is the default) and selects a radio button to
indicate whether the search terms should be adjacent in the record.

Figure 11.4 A forms -based interface to the L1BSYS system
11.3.2 Information presentation
All interactive systems have to provide some way of presenting information to
users. The information presentation may simply be a direct representation of the
input information (e.g., text in a word processor) or it may present the information
graphically. A good design guideline is to keep the software required for
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information presentation separate from the information itself. Separating the
presentation system from the data allows us to change the representation on the
user s screen without having to change the underlying computational system. This
is illustrated in Figure 11.5. The MVC approach (Figure 11.6), first made widely
available in Smalltalk (Goldberg and Ro bson, 1983), is an effective way to support
multiple presentations of data. Users can interact with each presentation in a style
that is appropriate to the presentation. The data to be displayed is encapsulated in
a model object. Each model object may have a number of separate view objects
associated with it where each view is a different display representation of the
model. Each view has an associated controller object that handles user input and
device interaction. Therefore, a model that represents numer ic data may have a
view that represents the data as a histogram and a view that presents the data as a
table. The model may be edited by changing the values in the table or by
lengthening or shortening the bars in the histogram.

Figure 11.5

Figure 11.6
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You should not assume that using graphics makes your display more interesting.
Graphics take up valuable screen space (a major issue with portable devices) and
can take a long time to download if the user is working over a slow, dial -up
connect ion. Information that does not change during a session may be presented
either graphically or as text depending on the application. Textual presentation
takes up less screen space but cannot be read at a glance. You should distinguish
information that does not change from dynamic information by using a different
presentation style. For example, you could present all static information in a
particular font or color, or you could associate a 'static information' icon with it.
You should use text to present in formation when precise information is required
and the information changes relatively slowly. If the data changes quickly or if the
relationships between data rather than the precise data values are significant, then
you should present the information grap hically.

Figure 11.7 Alternative information presentations
For example, consider a system that records and summarizes the sales figures for a
company on a monthly basis. Figure 11.7 illustrates how the same information can
be presented as text or in a graphical form. Managers studying sales figures are
usually more interested in trends or anomalous figures rather than precise values.
Graphical presentation of this information, as a histogram, makes the anomalous
figures in March and May stand out from the others. Figure 11.7 also illustrates
how textual presentation takes less space than a graphical representation of the
same information.
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In control rooms or instrument panels such a s those on a car dashboard, the
information that is to be presented represents the state of some other system (e.g.,
the altitude of an aircraft) and is changing all the time. A constantly changing digital
display can be confusing and irritating as readers can't read and assimilate the
information before it changes. Such dynamically varying numeric information is therefore best presented graphically using an analogue representation. The graphical display can be supplemented if necessary with a precise digit al display.
Different ways of presenting dynamic numeric information are shown in Figure
11.8. Continuous analogue displays give the viewer some sense of relative value.
In Figure 11.9, the values of temperature and pressure are approximately the same.
How ever, the graphical display shows that temperature is close to its maximum
value whereas pressure has not reached 25% of its maximum. With only a digital
value, the viewer must know the maximum values and mentally compute the
relative state of the reading. The extra thinking time required can lead to human
errors in stressful situations when problems occur and operator displays may be
showing abnormal readings.

Figure 11.8 Methods of presenting dynamically varying numeric information

Figure 11.9 Graphic al information display showing relative values
When large amounts of information have to be presented, abstract visualizations
that link related data items may be used. This can expose relationships that are not
obvious from the raw data. You should be awa re of the possibilities of visualization,
especially when the system user interface must represent physical entities.
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Examples of data visualizations are:
1. Weather information, gathered from several sources, is shown as a weather
map with isobars, weather fronts, and so on.
2. The state of a telephone network is displayed graphically as a linked set of
nodes in a network management center .
3. The state of a chemical plant is visualized by showing pre ssures and
temperatures in a linked set of tanks and pipes.
4. A model of a molecule is displayed and manipulated in three dimensions
using a virtual reality system.
5. A set of web pages is displayed as a hyperbolic tree (Lamping et al., 1995).
Shneider man (Shneiderman, 1998) offers a good overview of approaches to
visualization as well as identifies classes of visualization that may be used. These
include visualizing data. Using two - and three -dimensional presentations and as
trees or networks. Most of these are concerned with the display of large amounts
of information managed on a computer. However, the most common use of
visualization in user interfaces is to represent some physical structure such as the
molecular structure of a new drug, the links in a telecommunications network and
so on. Three - dimensional presentations that may use special virtual reality
equipment are particularly effective in product visualizations. Direct manipulation
of these visualizations is a very effective way to interact w ith the data. In addition
to the style of information presentation, you should think carefully about how color
is used in the interface. Color can improve user interfaces by helping users
understand and manage complexity. However, it is easy to misuse colo r and to
create user interfaces that are visually unattractive and error prone . Shneiderman
gives 14 key guidelines for the effective use of color in user interfaces. The most
important of these are:
1. Limit the number of colors employed and be conservative how these are used
You should not use more than four or five separate colors in a window and
no more than seven in a system interface. If you use too many, or if they are
too bright, the display may be confusing. Some users may find masses of
color disturbing and visually tiring. User confusion is also possible if colors
are used inconsistently.
2. Use color change to show a change in system status
If a display changes color, this should mean that a significant event has
occurred. Thus, in a fuel gauge, you could use a change of color to indicate
that fuel is running low. Color highlighting is particularly important in
complex displays where hundreds of distinct entities may be displayed.
3. Use col or coding to support the task users are trying to perform
If they have to identify anomalous instances, highlight these instances; if
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4. Use color coding in a thoughtful and consistent way
If one part of a system displays error messages in red (say), all other parts
should do likewise. Red should not be used for anything else. If it is, the user
may interpret the red display as an error message.
5. Be careful about color pair ings
Because of the physiology of the eye, people cannot focus on red and blue
simultaneously. Eyestrain is a likely consequence of a red on blue display.
Other color combinations may also be visually disturbing or difficult to read.
In general, you sho uld use color for highlighting, but you should not associate
meanings with colors . About 10% of men are color -blind and may misinterpret the
meaning. Human color perceptions are different, and there are dif ferent
conventions in different professions about the meaning of particular colors. Users
with different backgrounds may unconsciously interpret the same color in different
ways. For example, to a driver, red usually means danger. However, to a chemist,
red means hot. As well as presenting application inf ormation, systems also
communicate with users through messages that give information about errors and
the system state. A user's first experience of a software system may be when the
system presents an error message. Inexperienced users may start work, mak e an
initial error and immediately have to understand the resulting error message. This
can be difficult enough for skilled software engineers. It is often impossible for
inexperienced or casual system users. Factors that you should take into account
when designing system messages are shown in Figure 11.10.

Figure 11.10 Design factors in message wording
You should anticipate the background and experience of users when designing
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error messages. For example, say a system user is a nurse in an intensive -care ward
in a hospital. Patient monitoring is carried out by a computer system. To view a
patient's current state (heart rate, temperature, etc.), the nurse selects 'display' from
a menu and input s the patient's name in the box, as shown in Figure 11.11. In this
case, let's assume that the nurse has misspelled the patient's name and has typed
'MacDonald' instead of 'McDonald'. The system generates an error message. E rror
messages should always be p olite, concise, consistent and constructive. They must
not be abusive and should not have associated beeps or other noises that might
embarrass the user. Wherever possible, the message should suggest how the error
might be corrected . The error message shou ld be linked to a context -sensitive
online help system. Figur e: 11.12 shows examples of good and bad error messages.
The left -hand mes sage is badly designed. It is negative (it accuses the user of
making an error), it is not tailo red to th e user's skill an d experience level, and it
does not take context information into account.

Figure 11.11 An input text box used by a nurse

Figure 11.12 System and user -oriented error messages
It does not suggest how the situation might be rectified. It uses system -specific
terms (patient id) rather than user -oriented language. Th right -hand message is
better. It is positive, implying that the problem is a system rather than a user
problem. It identifies the problem in the nurse's terms and offers an easy way to
correct the mistake by pressing a single button. The help system is available if
required.
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11.4 The UI design process
User interface (UI) design is an iterative process where users interact with designers
and interface prototypes to decide on the features, organization and the look and
feel of the system user interface. Sometimes, the interface is separately prototyp ed
in parallel with other software engineering activities. More commonly, especially
where iterative development is used, the user interface design proceeds incrementally as the software is developed. In both cases, however, before you start
programming, you sh ould have developed and, ideally, tested some paper -based
designs. The overall UI design process is illustrated in Figure 11.13. There are three
core activities in this process:

Figure 11.13 The UI design process
1. User analysis
In the user analysis p rocess, you develop an understanding of the tasks that
users do, their working environment, the other systems that they use, how
they interact with other people in their work and so on. For products with a
diverse range of users, you have to try to develop this understanding through
focus groups, trials with potential users and similar exercises.
2. System -prototyping
User interface design and development is an iterative process. Although users
may talk about the facilities they need from an interface, it is very difficult
for them to be specific until they see something tangible. Therefore, you have
to develop prototype systems and expose them to users, who call. then guide
the evolution of the interface.
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3. Interface evaluation
Although you will obviously have discussions with users during the prototyping process, you should also have a more formalized evaluation
activity where you collect information about the users actual experience with
the interface.





Figure 11.14 A library interaction scenario
11.5 User analysis
A critical UI design activity is the analyses of the user activities that are to be
supported by the computer system. If you don't understand what users want to do
with a system, then you have no realistic prospect of designing an effective user
interface. To develop this understanding, you may use techniques such as task
analysis, ethnographic studies, user interviews and observations or, commonly, a
mixture of all of these.
A challenge for engineers involved in user analysis is to find a way to describe user
analyses so that they communicate the essence of the tasks to other designers and
to the users themselves. Notations such as UML sequence charts may be able to describe user interactions and are ideal {or communicating with software engineers. However , other users may think of these charts as too technical and will
not try to understand them. Because it is very important to engage users in the
design process, you therefore usually have to develop natural language scenarios
to describe user activities. Figure 11.14 is an example of a natural language scenario
that might have been developed during the specification and design process for the
LIBSYS system. It describes a situation where LIBSYS does not exist and where a
student needs to retrieve informati on from another library. From this scenario, the
designer can see a number of requirements:
1. Users might not be aware of appropriate search terms. They may need to
access ways of helping them choose search terms.
2. Users have to be able to select collec tions to search.
3. Users need to be able to carry out searches and request copies of relevant
material. Radhika is a religious studies student writing an essay on Indian architecture and how it has been influenced by religious practices. To help her understand this, she would like
to access pictures of details on notable buildings but cannot find anything in her local
library. She approaches the subject librarian to discuss her needs and he suggests search
terms that she might use. He also suggests libraries in Mumbai and London that might
have this material, so he and Radhika log on to the library catalogues & search using
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You should not expect user analysis to generate very specific user interface
requirements. Normally, the analysis helps you understand the needs and c oncerns
of the system users.

Figure 11.15
As you become more aware of how they work, their concerns and their constraints,
your design can take these into account. This means that your initial designs (which
you will refine through prototyping anyway) are more likely to be acceptable to
users and so convince them to become engaged in the process of design refinement.
11.5.1 Analysis Techniques
There are various forms of task analysis (Diaper, 1989), but the most used is
Hierarchical Task Analysi s (HTA). HTA was originally developed to help with
writing user manuals, but it can also be used to identify what users do to achieve
some goal. In HTA, a high -level task is broken down into subtasks, and plans are
identified that specify what might happen in a specific situation. Starting with a
user goal, you draw a hierarchy showing what has to be done to achieve that goal.
Figure 11.15 illustrates this approach using the library scenario introduced in
Figure 11.14. In the HTA notation, a line under a bo x normally indicates that it will
not be decomposed into more detailed subtasks.
The advantage of HTA over natural language scenarios is that it forces you to
consider each of the tasks and to decide whether these should be decomposed. With
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natural langua ge scenarios, it is easy to miss important tasks. Scenarios also
become long and boring to read if you want to add a lot of detail to them. The
problem with this approach to describing user tasks is that it is best suited to tasks
that are sequential proce sses. The notation becomes awkward when you try to
model tasks that involve interleaved or concurrent activities or that involve a very
large number of subtasks.
Furthermore, HTA does not record why tasks are done in a particular way or
constraints on the user processes. You can get a partial view of user activities from
HTA, but you need additional information to develop a fuller understanding of the
UI design requirements. Normally, you collect information for HTA through
observing and interviewing users . In this interviewing process, you can collect
some of this additional information and record it alongside the task analyses. When
interviewing to discover what users actually do, you should design interviews so
that users can provide any information that they (rather than you) feel is relevant.
This means you should not stick rigidly to prepared list of questions. Rather, your
questions should be open ended and should encourage users to tell you why they
do things as well as what they actually do. Intervi ewing, of course, is not just a way
of gathering information for task analysis it is a general information -gathering
technique.
You may decide to supplement individual interviews with group interviews or
focus groups. The advantage of using focus groups is that users stimulate each other
to provide information and may end up discussing different ways that they have
developed of usi ng systems. Task analysis focuses on how individuals work but, of
course, most work is actually cooperative. People work together to achieve a goal,
and users find it difficult to discuss how this cooperation actually takes place.
Therefore, direct observa tion of how users work and use computer -based systems
is an important additional techni que of user analysis.
Figure 11.16 A report of observations of air traffic control
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1. Controllers had to be able to see all flights in a sector (this was why they
spread strip: out on the desk). Therefore, we should avoid using scrolling
displays where flights disappeared off the top or bottom of the display.
2. The interface should have so me way of telling controllers how many flights
are in adjacent sectors so that controllers can plan their workload . Checking
adjacent sectors was an automatic controller action and it is very likely that
they would not have mentioned this in discussions of the ATC process. It was only through direct observation that we discovered these important requirements.
None of these user analysis techniques, on their own, give you a complete picture
of what users actually do. They are complementary approaches that y ou should use
together to help you understand what users do and get insights into what might be
an appropriate user interface design.
11.6 User interface prototyping
Because of the dynamic nature of user interfaces, textual descriptions and diagrams
are no t good! enough for expressing user interface requirements. Evolutionary or
exploratory prototyping with end -user involvement is the only practical way to
design and develop graphical user interfaces for software systems. Involving the
user in the design an d development process is an essential aspect of user -centred
design (Norman and Draper, 1986), a design philosophy for interactive systems.
The aim of prototyping is to allow users to gain direct experience with the interface.
Most of us find it difficult to think abstractly about a user interface and to explain
exactly what we want. However, when we are presented with examples, it is easy
to identify the characteristics that we like and dislike.
Ideally, when you are prototyping a user interface, you shou ld adopt a two -stage
prototyping process:
1. Very early in the process, you should develop paper prototypes -mock -ups of
screen designs -and walk through these with end -users.
2. You then refine your design and develop increasingly sophisticated automated pr ototypes, then make them available to users for testing and
activity simulation.
Paper prototyping is a cheap and surprisingly effective approach to prototype
development (Snyder, 2003). You don't need to develop any executable software
and the designs do n't have to be drawn to professional standards. You can draw
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scenarios describing how the system might be used. As a scenario progresses, you
sketch the information that would be displayed and the options available to users.
You then work through these scenarios with users to simulate how the system might
be used. This is an effective way to get users' initial reactions to an interface design,
the information they need from the system and how they would normally interact
with the system.
Alternatively, you can use a storyboarding technique to present the interface
design. A storyboard is a series of sketches that illustrate a sequence of interactions.
This is less hands -on but can be more convenient when presenting the interface
proposals to groups rather than individuals. After initial experiments with a paper
prototype, you should implement a software prototype of the interface design.
The problem, of course, is that you need to have some system functionality with
which the users can interact. If you are prototyping the ill very early in the system
development process, this may not be available. To get around this problem, you
can use 'Wizard of Oz' prototyping (see the web pa ge for an explanation if you
haven't seen the film). In this approach, users interact with what appears to be a
computer system, but their inputs are actually channeled to a hidden person who
simulates the system's responses. They can do this directly or b y using some other
system to compute the required responses.
In this case, you don't need to have any executable software apart from the proposed
user interface. There are three approaches that you can use for user interface
prototyping:
1. Script -driven approach
If you simply need to explore ideas with users, you can use a script -driven
approach such as you'd find in Macromedia Director. In this approach, you
create screens with visual elements, such as buttons and menus, and associate
a script with the se elements. When the user interacts with these screens, the
script is executed and the next screen is presented, showing them the Jesuits
of their actions. There is no application logic involved.
2. Visual programming languages
3. Visual programming languages, such as Visual Basic, incorporate a powerful
development environment, access to a range of reusable objects and a user -
interface development system that allows interfaces to be created quickly, with components and scripts associated with interface objects. These solutions, based on web browsers and languages such as Java, offer a ready -
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programs with the information to be displayed. These segments (called
applets) are executed automatically when the page is loaded into the browser.
This approach is a fast way to develop user interface prototypes, but there are
inherent restrictions imposed by the browser and the Java securi ty model.
Prototyping is obviously closely associated with interface evaluation. Formal
evaluation is unlikely to be cost -effective for early prototypes, so what you are
trying to achieve at this stage is a 'formative evaluation' where you look for ways
in which the interface can be improved.
11.7 Interface evaluation
Interface evaluation is the process of assessing the usability of an interface and
checking that it meets user requirements. Therefore, it should be part of the normal
verification and validat ion process for software systems. For example, in a
learnability specification, you might state that m operator who is familiar with the
work supported should be able to use 80% of the system functionality after a three -
hour training session. However, it i s more common to specify usability (if it is
specified at all) qualitatively rather than using metrics. You therefore usually have
to use your judgement and experience in interface evaluation.
Systematic evaluation of a user interface design can be an expensive process
involving cognitive scientists and graphics designers. You may have to design and
carry out a statistically significant number of experiments with typical users. You
may need to use specially constructed laboratories fitted with monitorin g
equipment. A user interface evaluation of this kind is economically unrealistic for
systems developed by small organizations with limited resources.

Figure 11.17 Usability attributes
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There are several simpler, less expensive techniques of user interfac e evaluation
that can identify particular user interface design deficiencies:
1. Questionnaires that collect information about what users thought of the
interface.
2. Observation of users at work with the system and 'thinking aloud' about how
they are tryi ng to use the system to accomplish some tasks.
3. Video 'snapshots' of typical system use.
4. The inclusion in the software of code which collects information about the
most used facilities and the most common errors.
Surveying users by questionnaire is a relatively cheap way to evaluate an interface.
The questions should be precise rather than general. It is no use asking questions
such as 'Please comment on the usability of the interface' as the responses will
probably vary so much that you won't see any common trend. Rather, specific
questions such as 'Please rate the understandability of the error messages on a scale
from 1 to 5. A rating of 1 means very clear and 5 means incomprehensible' are
better. They are both easier to answer and more likely to pr ovide useful information
to improve the interface. Users should be asked to rate their own experience and
background when filling in the questionnaire. This allows the designer to find out
whether users from any background have problems with the interface.
Questionnaires can even be used before any executable system is available if a
paper mock -up of the interface is constructed and evaluated. Observation -based
evaluation simply involves watching users as they use a system, looking at the
facilities used, the errors made and so on. This can be supplemented by 'think aloud'
sessions where users talk about what they are trying to achieve, how they
understand the system and how they are trying to use the system to accomplish their
objectives.
Relatively low -cost video equipment means that you can record user sessions for
later analysis. Complete video analysis is expensive and requires a specially
equipped evaluation suite with several cameras focused on the user and on the
screen. However, video recording of s elected user operations can be helpful in
detecting problems. Other evaluation methods must be used to find out which
operations cause user di fficulties .
Analysis of recordings allows the designer to find out whether the interface requires
too m uch hand m ovement (a problem with some systems is that users must
regularly move their hand from keyboard to mouse) and to see whether unnatural
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mean that the user makes more errors and misses parts of the display. Inst rumenting
code to collect usage statistics allows interfaces to be improved in a nu mber of
ways.
The most common operations can be detected. The interface can be reorganized so
that these are the fastest to select. For ex ample, if pop -up or pull -down menus are
used, the most frequent operations should be at the top of the menu and destructive
operations towards the bottom. Code instrumentation also allows error -prone
commands to be detected and modified. Finally, it is eas y to give users a 'gripe'
command that they can use to pass messages to the tool designer. This makes users
feel that their views are being considered.
The interface designer and other engineers can gain rapid feedback about individual
problems. None of t hese relatively simple approaches to user interface evaluation
is foolproof and they are unlikely to detect all user interface problems. However,
the techniques can be used with a group of volunteers before a system is released
without a large outlay of re sources. Many of the worst problems of the user
interface design can then be discovered and corrected.
Rapid Software Development
Businesses now operate in a global, rapidly changing environment. They must
respond to new opportunities and markets, changing economic conditions, and the
emergence of competing products and services. Software is part of almost all
business operations so new software is developed quickly to take advantage of new
opportunities and to respond to competitive pressure. Rapid development and
delivery are therefore now often the most critical requirement for software systems.
In fact, many businesses are willing to trade off software quality and compromise
on requirements to achieve faster deployment of the software that they need.
Because these businesses are operating in a changing environment, it is often
practically impossible to derive a complete set of sta ble software requirements. The
initial requirements inevitably change because customers find it impossible to
predict how a system will affect working practices, how it will interact with other
systems, and what user operations should be automated. It may only be after a
system has been delivered and users gain experience with it that the real
requirements become clear. Even then, the requirements are likely to change
quickly and unpredictably due to external factors. The software may then be out of
date wh en it is delivered. Software development processes that plan on completely
specifying the requirements and then designing, building, and testing the system
are not geared to rapid software development. As the requirements change or as
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be reworked and retested. Therefore , a conventional waterfall or specification -
based process is usually prolonged, and the final software is delivered to the
customer long after it was originally specified.
For some types of software, such as safety -critical control systems, where a
complete analysis of the system is essential, a plan -driven approach is the right one.
However, in a fast -moving business environment, this can cause real problems. By
the time the software is available for use, the original reason for its procurement
may have changed so radically that the software is effectively useless. Therefore,
for business systems in particular, development processes that focus on rapid
software d evelopment and delivery are essential. The need for rapid system
development and processes that can handle changing requirements has been
recognized for some time. IBM introduced incremental development in the 1980s
(Mills et al., 1980). The introduction o f so-called fourth generation languages, also
in the 1980s, supported the idea of quickly developing and delivering software
(Martin, 1981).
However, the notion really took off in the late 1990s with the development of the
notion of agile approaches such as DSDM (Stapleton, 1997), Scrum (Schwaber and Beedle, 2001), and extreme programming (Beck, 1999; Beck, 2000). Rapid software development processes are designed to produce useful software quickly.
The software is not developed as a single unit but as a se ries of increments, with
each increment including new system functionality. Although there are many approaches to rapid software development, they share some fundamental characteristics:
1. The processes of specification, design, and implementation are int erleaved.
There is no detailed system specification, and design documentation is
minimized or generated automatically by the programming environment used
to implement the system. The user requirements document only defines the
most important characteristic s of the system.
2. The system is developed in a series of versions. End -users and other system
stakeholders are involved in specifying and evaluating each version. They
may propose changes to the software and new requirements that should be
implemented in a later version of the system.
3. System user interfaces are often developed using an interactive development
system that allows the interface design to be quickly created by drawing and
placing icons on the interface. The system may then generate a web -based
interface for a browser or an interface for a specific platform such as
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11.8 Agile methods
In the 1980s and early 1990s, there was a widespread view that the best way to
achieve better software was through careful project planning, formalized quality
assurance, the use of analysis and design methods supported by CASE tools and
controlled and rigorous software development processes. This view came from the
software engineering community that was responsible for developing large, long
lived software systems such as aerospace and government systems. This software
was developed by large teams working for different companies. Teams were often
geographically dispersed and worked on the software for long periods of time. An
example of this t ype of software is the control systems for a modern aircraft, which
might take up to 10 years from initial specification to deployment. These plan -
driven approaches involve a significant overhead in planning, designing, and
documenting the system. This ove rhead is justified when the work of multiple
development teams has to be coordinated, when the system is a critical system, and
when many different people will be involved in maintaining the software over its
lifetime.
However, when this heavyweight, plan -driven development approach is applied to
small and medium -sized business systems, the overhead involved is so large that it
dominates the software development process. More time is spent on how the system
should be developed than on program development a nd testing. As the system
requirements change, rework is essential and, in principle at least, the specification
and design have to change with the program. Dissatisfaction with these heavyweight approaches to software engineering led a number of software developers in the 1990s to propose new ‘agile methods .
These allowed the development team to focus on the software itself rather than on
its design and documentation. Agile methods universally rely on an incremental
approach to software specification, dev elopment, and delivery. They are best suited
to application development where the system requirements usually change rapidly
during the development process. They are intended to deliver working software
quickly to customers, who can then propose new and ch anged requirements to be
included in later iterations of the system. They aim to cut down on process
bureaucracy by avoiding work that has dubious long -term value and eliminating
documentation that will probably never be used. The philosophy behind agile
methods is reflected in the agile manifesto that was agreed on by many of the
leading developers of these methods. This manifesto states:
We are uncovering better ways of developing software by doing it and helping
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over processes and tools Working software over comprehensive documentation
Customer collaboration over contract negotiation Responding to change over
following a plan That is, while there is value in the items on the right, we value the
items on the left more.
Although these agile methods are all based around the notion of incremental development and delivery, they propose different processes to achieve this. However, they share a set of principles, based on the agile manifesto, and so have
much in common. These principles are shown in Figure 11.18.

Figure 11.18 The principles of agile methods
Agile methods have been very successful for some types of system development:
• Product development where a software company is developing a small or
medium -sized product for sale.
• Custom system development within an organization, where there is a clear
commitment from the customer to become involved in the development process
and where there are not a lot of external rules and regulations that affect t he
software.
In practice, the principles underlying agile methods are sometimes difficult to
realize:
1. Although the idea of customer involvement in the development process is an
attractive one, its success depends on having a customer who is willing and
able to spend time with the development team and who can represent all
system stakeholders. Frequently, the customer representatives are subject to
other pressures and cannot take full part in the software development.
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2. Individual team members may not ha ve suitable personalities for the intense
involvement that is typical of agile methods, and therefore not interact well
with other team members.
3. Prioritizing changes can be extremely difficult, especially in systems for
which there are many stakeholders. Typically, each stakeholder gives different priorities to different changes.
4. Maintaining simplicity requires extra work. Under pressure from delivery
schedules, the team members may not have time to carry out desirable system
simplifications.
5. Many organizations, especially large companies, have spent years changing
their culture so that processes are defined and followed. It is difficult for them
to move to a working model in which processes are informal and defined by
development teams.
Another n on-technical problem —that is a general problem with incremental
development and delivery —occurs when the system customer uses an outside
organization for system development. The software requirements document is
usually part of the contract between the cus tomer and the supplier. Because
incremental specification is inherent in agile methods, writing contracts for this
type of development may be difficult. Consequently, agile methods must rely on
contracts in which the customer pays for the time required for system development
rather than the development of a specific set of requirements. So long as all goes
well, these benefits both the customer and the developer. However, if problems
arise then there may be difficult disputes over who is to blame and who sh ould pay
for the extra time and resources required to resolve the problems.
There are only a small number of experience reports on using agile methods for
software maintenance (Poole and Huisman, 2001). There are two questions that
should be considered wh en considering agile methods and maintenance:
1. Are systems that are developed using an agile approach maintainable, given the emphasis in the development process of minimizing formal documentation?
2. Can agile methods be used effectively for evolving a system in response to
customer change requests?
Formal documentation is supposed to describe the system and so make it easier for people changing the system to understand. In practice, however, formal documentation is often not kept up to date and so doe s not accurately reflect the
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time to write this documentation and that the key to implementing maintainable
software is to produce high -quality, readable code. Agile pract ices therefore
emphasize the importance of writing well -structured code and investing effort in
code improv ement. Therefore, the lack of documentation should not be a problem in maintaining systems developed using an agile approach. However, my experience of system maintenance suggests that the key document is the system
requirements document, which tells the software engineer what the system is
supposed to do. Without such knowledge, it is difficult to assess the impact of
proposed system change s. Many agile methods collect requirements informally and
incrementally and do not create a coherent requirements document. In this respect,
the use of agile methods is likely to make subsequent system maintenance more
difficult and expensive. Agile practi ces, used in the maintenance process itself, are
likely to be effective, whether or not an agile approach has been used for system
development. Incremental delivery, design for change and maintaining simplicity
all make sense when software is being changed . In fact, you can think of an agile
development process as a process of software evolution.
11.9 Extreme programming
Extreme programming (XP) is perhaps the best known and most widely used of the
agile methods. The name was coined by Beck (2000) because t he approach was
developed by pushing recognized good practice, such as iterative development, to
‘extreme’ levels. For example, in XP, several new versions of a system may be
developed by different programmers, integrated and tested in a day.

Figure 11.19 The extreme programming release cycle
In extreme programming, requirements are expressed as scenarios (called user
stories), which are implemented directly as a series of tasks. Programmers work in
pairs and develop tests for each task before writing the code. All tests must be
successfully ex ecuted when new code is integrated into the system. There is a short
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time gap between releases of the system. Figure 11.19 illustrates the XP process to
produce an increment of the system that is being developed.
Extreme programming involves a number of p ractices, summarized in Figure
11.20, which reflect the principles of agile methods:

Figure 11.20 Extreme programming practices
1. Incremental development is supported through small, frequent releases of the
system. Requirements are based on simple cust omer stories or scenarios that
are used as a basis for deciding what functionality should be included in a
system increment.
2. Customer involvement is supported through the continuous engagement of
the customer in the development team. The customer repres entative takes part
in the development and is responsible for defining acceptance tests for the
system.
3. People, not process, are supported through pair programming, collective
ownership of the system code, and a sustainable development process that
does not involve excessively long working hours.
4. Change is embraced through regular system releases to customers, test -first
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5. Maintaining simplicity is supported by constant refactoring that improves
code quality and by using simple designs that do not unnecessarily anticipate
future changes to the system.
In an XP process, customers are intimately involved in specifying and prioritizing
system requireme nts. The requirements are not specified as lists of required system
functions. Rather, the system customer is part of the development team and
discusses scenarios with other team members. Together, they develop a ‘story card’
that encapsulates the customer needs. The development team then aims to implement that scenario in a future release of the software. An example of a story
card for the mental health care patient management system is shown in Figure
11.21.

Figure 11.21 A ‘prescribing medication’ story.
This is a short description of a scenario for prescribing medication for a patient.
The story cards are the main inputs to the XP planning process or the ‘planning
game’. Once the story cards have been developed, the development team bre aks
these down into tasks (Figure 11.22) and estimates the effort and resources required
for implementing each task. This usually involves discussions with the customer to refine the requirements. The customer then prioritizes the stories for implementatio n, choosing those stories that can be used immediately to deliver
useful business support. The intention is to identify useful functionality that can be
implemented in about two weeks, when the next release of the system is made
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available to the customer. Of course, as requirements change, the unimplemented
stories change or may be discarded. If changes are required for a system that has
already been delivered, new story cards are developed and again, the customer
decides whether these changes should have p riority over new functionality.
Sometimes, during the planning game, questions that cannot be easily answered
come to light and additional work is required to explore possible solutions. The
team may carry out some prototyping or trial development to unde rstand the
problem and solution. In XP terms, this is a ‘spike’, an increment where no
programming is done. There may also be ‘spikes’ to design the system architecture
or to develop system documentation. Extreme programming takes an ‘extreme’
approach to incremental development. New versions of the software may be built
several times per day and releases are delivered to customers roughly every two
weeks. Release deadlines are never slipped; if there are development problems, the
customer is consulted, and functionality is removed from the planned release.
When a programmer builds the system to create a new version, he or she must run
all existing automated tests as well as the tests for the new functionality. The new
build of the software is accepted only if all tests execute successfully. This then
becomes the basis for the next iteration of the system. A fundamental precept of
traditional software engineering is that you should design for change. That is, you
should anticipate future changes to the softw are and design it so that these changes
can be easily implemented. Extreme programming, however, has discarded this
principle on the basis that designing for change is often wasted effort. It isn’t worth
taking time to add generality to a program to cope w ith change. The changes
anticipated often never materialize and completely different change requests may
actually be made. Therefore, the XP approach accepts that changes will happen and
reorganize the software when these changes actually occur.

Figure 11.22 Examples of task cards for prescribing medication
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A general problem with incremental development is that it tends to degrade the
software structure, so changes to the software become harder and harder to
implement. Essentially, the development proceed s by finding workarounds to
problems, with the result that code is often duplicated, parts of the software are
reused in inappropriate ways, and the overall structure degrades as code is added
to the system. Extreme programming tackles this problem by sugg esting that the
software should be constantly refactored. This means that the programming team
look for possible improvements to the software and implement them immediately. When a team member sees code that can be improved, they make these improvements ev en in situations where there is no immediate need for them.
Examples of refactoring include the reorganization of a class hierarchy to remove
duplicate code, the tidying up and renaming of attributes and methods, and the
replacement of code with calls to m ethods defined in a program library. Program
development environments, such as Eclipse (Carlson, 2005), include tools for
refactoring which simplify the process of finding dependencies between code
sections and making global code modifications. In principl e then, the software
should always be easy to understand and change as new stories are implemented.
In practice, this is not always the case. Sometimes development pressure means
that refactoring is delayed because the time is devoted to the implementation of new functionality. Some new features and changes cannot readily be accommodated by code -level re factoring and require the architecture of the system
to be modified. In practice, many companies that have adopted XP do not use all
of the extreme programming practices listed in Figure 11.20. They pick and choose
according to their local ways of working. For example, some companies find pair
programming helpful; others prefer to use individual programming and reviews. To
accommodate different levels of skill, some programmers don’t do refactoring in
parts of the system they did not develop, and convention al requirements may be
used rather than user stories. However, most companies who have adopted an XP
variant use small releases, test -first development, and continuous integration.
11.9.1 Testing in XP
To avoid some of the problems of testing and system va lidation, XP emphasizes
the importance of program testing. XP includes an approach to testing that reduces
the chances of introducing undiscovered errors into the current version of the
system. The key features of testing in XP are:
1. Test-first developm ent,
2. Incremental test development from scenarios,
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Test-first development is one of the most important innovations in XP. Instead of
writing some code and then writing tests for that code, you write the tests before
you write the code. This means that you can run the test as the code is being written
and discover problems during development. Writing tests implicitly defines both
an interface an d a specification of behavior for the functionality being developed.
Problems of requirements and interface misunderstandings are reduced. This
approach can be adopted in any process in which there is a clear relationship
between a system requirement and t he code implementing that requirement. In XP,
you can always see this link because the story cards representing the requirements
are broken down into tasks and the tasks are the principal unit of implementation.
The adoption of test -first development in XP has led to more general test -driven
approaches to development (Astels, 2003). I discuss these in Chapter 8. In test -first development, the task implementers have to thoroughly understand the specification so that they can write tests for the system. This means that ambiguities
and omissions in the specification have to be clarified before implementation
begins. Furthermore, it also avoids the problem of ‘test -lag’. This may happen
when the developer of the system works at a faster pace than the tester. The
implementation gets further and further ahead of the testing and there is a tendency
to skip tests, so that the development schedule can be maintained.
User requirements in XP are expressed as scenarios or stories and the user
prioritizes these for devel opment. The development team assesses each scenario
and breaks it down into tasks. For example, some of the task cards developed from
the story card for prescribing medication (Figure 11.21) are shown in Figure 11.22.
Each task generates one or more -unit tests that check the implementation described
in that task. Figure 11.23 is a shortened description of a test case that has been
developed to check that the prescribed dose of a drug does not fall outside known
safe limits.

Figure 11.23 Test case descript ion for dose checking
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In XP, acceptance testing, like development, is incremental. The customer who is
part of the team writes tests as development proceeds. All new code is therefore
validated to ensure that it is what the customer needs. For the story in Figure 11.21,
the acceptance test would involve scenarios were
a) the dose of a drug was changed,
b) a new drug was selected, and
c) the formulary was used to find a drug. In practice, a series of acceptance tests
rather than a single test are normally required.
Relying on the customer to support acceptance test development is sometimes a
major difficulty in the XP testing process. People adopting the customer role have
very limited available time and may not be able to work full -time with the
developme nt team. The customer may feel that providing the requirements was
enough of a contribution and so may be reluctant to get involved in the testing
process. Test automation is essential for test -first development. Tests are written as
executable components before the task is implemented. These testing components
should be stand alone, should simulate the submission of input to be tested, and
should check that the result meets the output specification. An automated test
framework is a system that makes it eas y to write executable tests and submit a set
of tests for execution. Junit (Massol and Husted, 2003) is a widely used example
of an automated testing framework. As testing is automated, there is always a set
of tests that can be quickly and easily executed . Whenever any functionality is
added to the system, the tests can be run and problems that the new code has
introduced can be caught immediately.
Test-first development and automated testing usually results in a large number of
tests being written and ex ecuted. However, this approach does not necessarily lead
to thorough program testing. There are three reasons for this:
1. Programmers prefer programming to testing and sometimes they take shortcuts when writing tests. For example, they may write incomplet e tests
that do not check for all possible exceptions that may occur.
2. Some tests can be very difficult to write incrementally. For example, in a
complex user interface, it is often difficult to write unit tests for the code that
implements the ‘display logic’ and workflow between screens.
3. It difficult to judge the completeness of a set of tests. Although you may have
a lot of system tests, your test set may not provide complete coverage. Crucial
parts of the system may not be executed and so remain untested.
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Therefore, although a large se t of frequently executed tests may give the impression
that the system is complete and correct, this may not be the case. If the tests are not
reviewed and further tests written after development, then undetected bugs may be
delivered in the system release .
11.9.2 Pair programming
Another innovative practice that has been introduced in XP is that programmers
work in pairs to develop the software. They actually sit together at the same
workstation to develop the software. However, the same pairs do not alway s
program together. Rather, pairs are created dynamically so that all team members work with each other during the development process. The use of pair programming has a number of advantages:
1. It supports the idea of collective ownership and responsibili ty for the system.
This reflects Weinberg’s (1971) idea of egoless programming where the
software is owned by the team as a whole and individuals are not held
responsible for problems with the code. Instead, the team has collective
responsibility for resol ving these problems.
2. It acts as an informal review process because each line of code is looked at
by at least two people. Code inspections and reviews (covered in Chapter 24)
are very successful in discovering a high percentage of software errors.
Howev er, they are time consuming to organize and, typically, introduce
delays into the development process. Although pair programming is a less
formal process that probably doesn’t find as many errors as code inspections,
it is a much cheaper inspection process than formal program inspections.
3. It helps support refactoring, which is a process of software improvement. The
difficulty of implementing this in a normal development environment is that
effort in refactoring is expended for long -term benefit. An indiv idual who
practices refactoring may be judged to be less efficient than one who simply carries on developing code. Where pair programming and collective ownership are used, others benefit immediately from the refactoring, so they
are likely to support the process.
You might think that pair programming would be less efficient than individual
programming. In a given time, a pair of developers would produce half as much
code as two individuals working alone. There have been various studies of the
productivity of paid programmers with mixed results. Using student volunteers,
However, more experienced programmers found that there was a significant loss
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quality benefits, but these did n ot fully compensate for the pair -programming overhead. Nevertheless, the sharing of knowledge that happens during pair programming is very important as it reduces the overall risks to a project when
team members leave. In itself, this may make pair program ming worthwhile.
11.10 Rapid Application Development
Although agile methods as an approach to iterative development have received a
great deal of attention in the last few years, business systems have been developed
iteratively fer many years using rapid a pplication development techniques. Rapid
application development (RAD) techniques evolved from so -called fourth -
generation languages in the I980s and are used for developing applications that are
data-intensive. Consequently, they are usually organized as a set of tools that allow
data to be created, searched, displayed and presented in reports. Figure 11.24
illustrates a typical organization for a RAD system.
The tools that are included in a RAD environment are:
1. A database programming language that emb eds knowledge of the database
structure; and includes fundamental database manipulation operations. SQL
is the standard database programming language. The SQL commands may be
input directly or generated automatically from forms filled in by 2n end -user.
2. An interface generator, which is used to create forms for data input and
display.
3. links to office applications such as a spreadsheet for the analysis and
manipulation of numeric information or a word processor for report template
creation.
4. A report generator, which is used to define and create reports from information in the database.

Figure 11.24 A rapid application development environment
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Standard forms are used for input and output. RAD systems are geared towards
producing interactive app lications that rely on abstracting information from an
organizational database, presenting it to end -users on their terminal or workstation,
and updating the database with changes made by users. Many business applications
rely on structured forms for input and output, so RAD environments provide
powerful facilities for screen definition and report generation. Screens are often
defined as a series of linked forms (in one application we studied, there were 137
form definitions) so the screen generation system must provide for:
1. Interactive Jann definition where the developer defines the fields to be
displayed and how these are to be organized.
2. Form linking where the developer can specify that particular inputs cause
further forms to be displayed.
3. Field verification where the developer defines allowed ranges for values
input to form fields.
All RAD environments now support the development of database interfaces based
on web browsers. These allow the database to be accessed from anywhere with a
valid In ternet connection. This reduces training and software costs and allows
external users to have access to a database. However, the inherent limitations of
web browsers and Internet protocols mean that this approach may be unsuitable for
systems where very fa st, interactive responses are required. Most RAD systems
now also include visual programming tools that allow the system to be developed
interactively. Rather than write a sequential program, the system developer
manipulates graphical icons representing functions, data or user interface components, and associates processing scripts with these icons. An executable
program is generated automatically from the visual representation of the system.
11.11 Software Prototyping
Software prototyping is becoming very popular as a software development model,
as it enables to understand customer requirements at an early stage of development.
It helps get valuable feedback from the customer and helps software designers and
developers understand about what exactly is expec ted from the product under
development.
What is Software Prototyping?
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Prototyping is used to allow the users evaluate developer proposals and try them
out before implementation. It also helps understand the requirements which are user
specific and may not have been considered by the developer during product design.
Following is the stepwise approach to design a software prototype:
• Basic Requirement Identification: This step involves understanding the very
basics product requirements especially in terms of user interface. The mor e
intricate details of the internal design and external aspects like performance
and security can be ignored at this stage.
• Developing the initial Prototype: The initial Prototype is developed in this
stage, where the very basic requirements are showcased, and user interfaces
are provided. These features may not exactly work in the same manner
internally in the actual software developed and the workarounds are used to
give the same look and feel to the customer in the prototype developed.
• Review of the Prototype: The prototype developed is then presented to the
customer and the other important stakeholders in the project. The feedback is
collected in an organized manner and used for further enhancements in the
product under development.
• Revise and enhance the Prototype: The feedback and the review comments
are discussed during this stage and some negotiations happen with the
customer based on factors like , time and budget constraints and technical
feasibility of actual implementation. The changes accepted are again incorporated in the new Prototype developed and the cycle repeats until
customer expectations are met.
Prototypes can have horizontal or vertical dimensions. Horizontal prototype
displays the user interface for the product and g ives a broader view of the entire
system, without concentrating on internal functions. A vertical prototype on the
other side is a detailed elaboration of a specific function or a sub system in the
product. The purpose of both horizontal and vertical proto type is different.
Horizontal prototypes are used to get more information on the user interface level
and the business requirements. It can even be presented in the sales demos to get
business in the market. Vertical prototypes are technical in nature and are used to
get details of the exact functioning of the sub systems. For example, database
requirements, interaction and data processing loads in a given sub system.
Software Prototyping Types
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1. Throwaway/Rapid Prototyping: Throwaway prototyping is also called as
rapid or close ended prototyping. This type of prototyping uses very little
efforts with minimum requirement analysis to build a prototype. Once the
actual requirements are understood, the prototype is discarded, and the actual
system is developed with a much clear understanding of user requirements.
2. Evolutionary Prototyping: Evolutionary prototyping also called as breadboard prototyping is based on building actual functional prototypes with
minimal functionality in the beginning. The prototype developed forms the
heart of the future prototypes on top of which the entire system is built. Using
evolutionary pro totyping only well understood requirements are included in
the prototype and the requirements are added as and when they are
understood.
3. Incremental Prototyping: Incremental prototyping refers to building multiple
functional prototypes of the various s ub systems and then integrating all the
available prototypes to form a complete system.
4. Extreme Prototyping : Extreme prototyping is used in the web development
domain. It consists of three sequential phases. First, a basic prototype with
all the exist ing pages is presented in the html format. Then the data processing
is simulated using a prototype services layer. Finally, the services are
implemented and integrated to the final prototype. This process is called
Extreme Prototyping used to draw attentio n to the second phase of the
process, where a fully functional UI is developed with very little regard to
the actual services.
Software Prototyping Application
Software Prototyping is most useful in development of systems having high level
of user intera ctions such as online systems. Systems which need users to fill out
forms or go through various screens before data is processed can use prototyping
very effectively to give the exact look and feel even before the actual software is
developed. Software tha t involves too much of data processing and most of the
functionality is internal with very little user interface does not usually benefit from
prototyping. Prototype development could be an extra overhead in such projects
and may need lot of extra efforts.
11.12 Summary:
• User interface principles covering user familiarity, consistency, minimal
surprise, recoverability, user guidance and user diversity help guide the
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direct manip ulation, menu systems, form fill -in, command languages and
natural language.
• Graphical information display should be used when it is intended to present
trends and approximate values. Digital display should only be used when
precision is required. Color s hould be used sparingly and consistently in user
interfaces. Designers should take account of the fact that a significant number
of people are color -blind. The user interface design process includes sub -
processes concerned with user analysis, interface pro totyping and interface
evaluation.
• The aim of user analysis is to sensitive designers to the ways in which users
actually work. You should use different techniques -task analysis, interviewing and observation -during user analysis.
• User interface prototype development should be a staged process with early prototypes based on paper versions of the interface that, after initial evaluation and feedback, are used as a basis for automated prototypes. The
goals of user interface evaluation are to obtain feedback on how a UI design
can be improved and to a user whether an interface meets its usability
requirements.
• Agile methods are incremental development methods that focus on rapid
development, frequent releases of the software, reducing process overheads,
and pr oducing high -quality code. They involve the customer directly in the
development process.
• Extreme programming is a well -known agile method that integrates a range
of good programming practices such as frequent releases of the software,
continuous software improvement, and customer participation in the development team.
• The Software Prototyping refers to building software application prototypes
which display the functionality of the product under development but may
not actually hold the exact logic of the o riginal software.
11.13 Self-Assessment Questions:
• Why do we need UI design?
• Explain the design issues
• What is the design process?
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a) User Analysis
b) RAD
c) Testing in XP
d) Interface Evaluation
• What is Software Prototyping?
11.14 List of References:
• Software Engineering, Ian Somerville, 8th edition, Pearson Education
• Software Engineering, Pankaj Jalote
• Software Engineering, A practitioner’s approach, Roger Pressman, Tata
McGraw -Hill
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213Chapter 12: Project Management
Unit 3
12 PROJECT MANAGEMENT
Unit Structure
12.0 Objectives
12.1 Introduction - Project Management
12.2 Software Project Management
12.2.1 Definition
12.2.2 Software Management Dissimilarities
12.3 Management activities
12.4 Project Planning
12.4.1 Planning stages
12.4.2 Proposal planning
12.4.3 Project plans
12.4.4 The planning process
12.5 Project Scheduling
12.5.1 Project scheduling activities
12.5.2 Milestones and deliverables
12.5.3 The project scheduling process
12.5.4 Scheduling problems
12.5.5 Schedule representation
12.5.6 Activity bar chart
12.5.7 Staff allocation chart
12.5.8 Agile planning
12.5.8.1 Agile planning stages
12.5.8.2 Planni ng in XP
12.5.8.3 Story -based planning
12.6 Risk Management
12.6.1 Definition
12.6.2 Examples of common project, product, and business risks
12.6.3 The risk management process
12.6.4 Risk identification
12.6.5 Examples of different risk types
12.6.6 Risk analysis
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12.6.8 Risk planning
12.6.9 Strategies to help manage risk
12.6.10 Risk monitoring
12.6.11 Risk indicators
12.7 Let’s Sum up
12.8 References
12.9 Unit End Exercises
12.0 Objectives
This Chapter would make you understand the following concepts:
x What is Project Management
x Management process of Software Project
x Management activities related with the software Project
x Stages, Planning and Process of Project Planning
x Activities, Process, Project Scheduling
x Risk Management
12.1 Introduction – Project Management
Project management is the use of specific knowledge, skills, tools and techniques
to deliver something of value to people. The development of software for an
improved business process, the construction of a building, the relief effort after a
natural disaster, the expansion of sales into a new geographic market —these are all
examples of projects.
12.2 Software Project Management
12.2.1 Definition:
Concerned with activities involved in ensuring that software is delivered on time
and on schedule and in accordance with the requirements of the organizations
developing and procuring the software.
x Project management is needed because software development is always
subject to budget and schedule constraints that are set by the organizations
developing the software.
x Deliver the software to the customer at the agreed time.
x Keep overall costs within budget.
x Deliver software that meets the customer’s expectations.
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12.2.2 Software Management Dissimilarities
x The product is intangible.
Software cannot be seen or touched. Software project managers cannot see
progress by simply looking at the artefact that is being constructed.
x Many software projects are 'one -off' projects.
Large software projects are usually different in some ways from previous
projects. Even managers who have lots of previous experience may find it
difficult to anticipate problems.
x Software processes are variable and organization specific.
We still cannot reliably predict when a particular software process is likely
to lead to development problems.
12.3 Management activities
x Project planning
Project managers are responsible for planning. Estimating and scheduling
project development and assigning people to tasks.
x Reporting
Project managers are usually responsible for reporting on the progress of a
project to customers and to the managers of the company developing the
software.
x Risk management
Project managers assess the risks that may affect a project, monitor these risks
and take action when problems arise.
x People management
Project managers have to choose people for their team and establish ways of
working that leads to effective team perf ormance
x Proposal writing
The first stage in a software project may involve writing a proposal to win a
contract to carry out an item of work. The proposal describes the objectives
of the project and how it will be carried out.
12.4 Project planning
Project planning involves breaking down the work into parts and assign these to
project team members, anticipate problems that might arise and prepare tentative
solutions to those problems.
The project plan, which is created at the start of a pro ject, is used to communicate
how the work will be done to the project team and customers, and to help assess
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12.4.1 Planning stages
At the proposal stage, when you are bidding for a contract to develop or provide a
software system .
During the project startup phase, when you have to plan who will work on the
project, how the project will be broken down into increments, how resources will
be allocated across your company, etc.
Periodically throughout the project, when you modify yo ur plan in the light of
experience gained and information from monitoring the progress of the work.
12.4.2 Proposal planning
Planning may be necessary with only outline software requirements.
The aim of planning at this stage is to provide information that will be used in
setting a price for the system to customers.
12.4.3 Project plans
In a plan -driven development project, a project plan sets out the resources available
to the project, the work breakdown and a schedule for carrying out the work.
Plan sections
x Introduction
x Project organization
x Risk analysis
x Hardware and software resource requirements
x Work breakdown
x Project schedule
x Monitoring and reporting mechanisms
Project plan supplements
PLAN DESCRIPTION Quality plan Describes the quality procedures and standards that will be used in a project. Validation plan Describes the approach, resources, and schedule used for system validation. Configuration management plan Describes the configuration management procedures and structures to be used. Maintenance plan Predicts the maintenance requirements, costs, and effort. Staff development plan Describes how the skills and experience of the project team members will be developed. munotes.in

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12.4.4 The planning process
x Project planning is an iterative process that starts when you create an initial
project plan during the project startup phase.
x Plan changes are inevitable.
¾ As more information about the system and the project team becomes
available during the pro ject, you should regularly revise the plan to
reflect requirements, schedule and risk changes.
¾ Changing business goals also leads to changes in project plans. As
business goals change, this could affect all projects, which may then
have to be re -planned.
The project planning process

12.5 PROJECT SCHEDULING
x Project scheduling is the process of dec iding how the work in a project will
be organized as separate tasks, and when and how these tasks will be
executed.
x You estimate the calendar time needed to complete each task, the effort
required and who will work on the tasks that have been identified.
x You also have to estimate the resources needed to complete each task, such
as the disk space required on a server, the time required on specialized
hardware, such as a simulator, and what the travel budget will be.
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12.5.1 Project scheduling activities
x Split project into tasks and estimate time and resources required to complete
each task.
x Organize tasks concurrently to make optimal use of workforce.
x Minimize task dependencies to avoid delays caused by one task waiting for
another to complete.
x Dependent on project managers intuition and experience.
12.5.2 Milestones and deliverables
x Milestones are points in the schedule against which you can assess progress,
for example, the handover of the system for testing.
x Deliverables are work products that are delive red to the customer, e.g. a
requirements document for the system.
12.5.3 The project scheduling process

12.5.4 Scheduling problems
x Estimating the difficulty of problems and hence the cost of developing a
solution is hard.
x Productivity is not proportional to the number of people working on a task.
x Adding people to a late project makes it later because of communication
overheads.
x The unexpected always happens. Always allow contingency in planning.
12.5.5 Schedule representation
x Graphical notatio ns are normally used to illustrate the project schedule.
x These show the project breakdown into tasks. Tasks should not be too small.
They should take about a week or two.
x Bar charts are the most commonly used representation for project schedules.
They show the schedule as activities or resources against time.

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Tasks, durations, and dependencies Task Effort (person days) Duration (days) Dependencies T1 15 10 T2 8 15 T3 20 15 T1 (M1) T4 5 10 T5 5 10 T2, T4 (M3) T6 10 5 T1, T2 (M4) T7 25 20 T1 (M1) T8 75 25 T4 (M2) T9 10 15 T3, T6 (M5) T10 20 15 T7, T8 (M6) T11 10 10 T9 (M7) T12 20 10 T10, T11 (M8) 12.5.6 Activity bar chart

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12.5.7 Staff allocation chart
12.5.8 Agile planning
x Agile methods of software development are iterative approaches where the
software is developed and delivered to customers in increments.
x Unlike plan -driven approaches, the functionality of these increments is not
planned in advance but is decided during t he development.
x The decision on what to include in an increment depends on progress and on
the customer’s priorities.
x The customer’s priorities and requirements change so it makes sense to have
a flexible plan that can accommodate these changes.
12.5.8.1 Agile planning stages
x Release planning, which looks ahead for several months and decides on the
features that should be included in a release of a system.
x Iteration planning, which has a shorter term outlook, and focuses on planning
the next increment of a system. This is typically 2 -4 weeks of work for the
team.
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12.5.8.2 Planning in XP

12.5.8.3 Story -based planning
x The system specification in XP is based on user stories that reflect the
features that should be included in the system.
x The project team read and discuss the stories and rank them in order of the
amount of time they think it will take to implement the st ory.
x Release planning involves selecting and refining the stories that will reflect
the features to be implemented in a release of a system and the order in which
the stories should be implemented.
x Stories to be implemented in each iteration are chosen, wi th the number of
stories reflecting the time to deliver an iteration (usually 2 or 3 weeks).
12.6 RISK MANAGEMENT
12.6.1 Definition :
Risk management is concerned with identifying risks and drawing up plans to
minimize their effect on a project.
¾ A risk is a probability that some adverse circumstance will occur
x Project risks affect schedule or resources;
x Product risks affect the quality or performance of the software being developed;
x Business risks affect the organization developing or procuring the softwar e.
12.6.2 Examples of common project, product, and business risks RISK AFFECTS DESCRIPTION Staff turnover Project Experienced staff will leave the project before it is finished. Management change Project There will be a change of organizational management with
different priorities.
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222SOFTWARE ENGINEERINGHardware unavailability Project Hardware that is essential for the project will not be delivered on schedule. Requirements change Project and product There will be a larger number of changes to the requirements than
anticipated. Specification delays Project and product Specifications of essential interfaces are not available on schedule. Size underestimate Project and product The size of the system has been underestimated. CASE tool underperformance Product CASE tools, which support the project, do not perform as anticipated. Technology change Business The underlying technology on which the system is built is superseded by new technology. Product competition Business A competitive product is marketed before the system is completed.

12.6.3 The risk management process
¾ Risk identification
ƒ Identify project, product and business risks;
¾ Risk analysis
ƒ Assess the likelihood and consequences of these risks;
¾ Risk planning
ƒ Draw up plans to avoid or minimise the effects of the risk;
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The risk management process

12.6.4 Risk identification
x May be a team activities or based on the individual project manager’s
experience.
x A checklist of common risks may be used to identify risks in a project
ƒ Technology risks.
ƒ People risks.
ƒ Organizational risks.
ƒ Requirements risks.
ƒ Estimation risks.
12.6.5 Examples of different risk types RISK TYPE POSSIBLE RISKS Technology The database used in the system cannot process as many transactions per second as expected. (1)
Reusable software components contain defects that mean
they cannot be reused as planned. (2) People It is impossible to recruit staff with the skills required. (3) Key staff are ill and unavailable at critical times. (4)
Required training for staff is not available. (5)
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Organizational financial problems force reductions in the
project budget. (7) Tools The code generated by software code generation tools is inefficient. (8) Software tools cannot work together in an
integrated way. (9) Requirements Changes to requirements that require major design rework are proposed. (10) Customers fail to understand the impact
of requirements changes. (11) Estimation The time required to develop the software is underestimated. (12)
The rate of defect repair is underestimated. (13)
The size of the software is underestimated. (14)
12.6.6 Risk analysis
Assess probability and seriousness of each risk.
Probability may be very low, low, moderate, high or very high.
Risk consequences might be catastrophic, serious, tolerable or insignificant.
12.6.7 Risk types and examples RISK PROBABILITY EFFECTS Organizational financial problems force reductions in the project budget (7). Low Catastrophic It is impossible to recruit staff with the skills required for the project (3). High Catastrophic Key staff are ill at critical times in the project (4). Moderate Serious Faults in reusable software components have to be repaired before these components are reused. (2). Moderate Serious Changes to requirements that require major design rework are proposed (10). Moderate Serious munotes.in

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225Chapter 12: Project ManagementThe organization is restructured so that different management are responsible for the project (6). High Serious The database used in the system cannot process as many transactions per second
as expected (1). Moderate Serious The time required to develop the software is underestimated (12). High Serious Software tools cannot be integrated (9). High Tolerable Customers fail to understand the impact of requirements changes (11). Moderate Tolerable Required training for staff is not available (5). Moderate Tolerable The rate of defect repair is underestimated (13). Moderate Tolerable The size of the software is underestimated (14). High Tolerable Code generated by code generation tools is inefficient (8). Moderate Insignificant 12.6.8 Risk planning
Consider each risk and develop a strategy to manage that risk.
x Avoidance strategies
ƒ The probability that the risk will arise is reduced
x Minimizations strategies
ƒ The impact of the risk on the project or product will be reduced
x Contingency plans
ƒ If the risk arises, contingency plans are plans to deal with that risk

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12.6.9 Strategies to help manage risk RISK STRATEGY Organizational financial problems Prepare a briefing document for senior management showing how the project is making a very important contribution to the goals of the business and presenting reasons why cuts to the
project budget would not be cost effective. Recruitment problems Alert customer to potential difficulties and the possibility of delays; investigate buying -in
components. Staff illness Reorganize team so that there is more overlap of work and people therefore understand each other’s
jobs. Defective components Replace potentially defective components with bought -in components of known reliability. Requirements changes Derive traceability information to assess requirements change impact; maximize information hiding in the design. Organizational restructuring Prepare a briefing document for senior management showing how the project is making a very important contribution to the goals of the business. Database performance Investigate the possibility of buying a higher-performance database. Underestimated development time Investigate buying-in components; investigate use of a program generator.
12.6.10 Risk monitoring
x Assess each identified risks regularly to decide whether or not it is becoming
less or more probable.
x Also assess whether the effects of the risk have changed.
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12.6.11 Risk indicators RISK TYPE POTENTIAL INDICATORS Technology Late delivery of hardware or support software; many reported technology problems. People Poor staff morale; poor relationships amongst team members; high staff turnover. Organizational Organizational gossip; lack of action by senior management. Tools Reluctance by team members to use tools; complaints about CASE tools; demands for higher -powered workstations. Requirements Many requirements change requests; customer complaints. Estimation Failure to meet agreed schedule; failure to clear reported defects.

12.7 Let’s Sum up
x We will have a clear idea about Management of Software Project, Management activities related with the software Project , Stages , Planning
and Process of software Project Planning Activities, Process, Project Scheduling and Risk Management
12.8 Reference s
x https://www.pmi.org/about/learn -about -pmi/what -is-project -
management#:~:text=Project%20management%20is%20the%20use,someth
ing%20of%20value%20to%20people.&text=Each%20project%20is%20uni
que%20and,once%20the%20goal%20is%20achieved.
x projectmanagement.com/default.cfm#_=_
x https://www.javatpoint.com/software -project -management -activities
x https://www.tutorialspoint.com/software_engineering
x http://moodle.autola b.uni -
pannon.hu/Mecha_tananyag/szoftverfejlesztesi_folyamatok_angol/ch11.ht
ml
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x https://www.geeksforgeeks.org/software -engineering -project -management -
process/
x http://www.cs.ox.ac.uk/people/michael.wooldridge/teaching/soft -
eng/lect05.pdf
x https://ppqc.net/assets/Example%20Project%20Planning%20Process.pdf
x https://ecomputernotes.com/software -engineering/project -planning
x https://www.sinnaps.com/en/project -management -blog/project -planning -in-
software -engineering
x https://cs.ccsu .edu/~stan/classes/CS530/Notes18/23 -ProjectPlanning.html
x https://ccelms.ap.gov.in/adminassets/docs/24112020155304 -SE-
KNOW_MORE -1-18.pdf
x https://www.wrike.com/project -management -guide/faq/what -is-scheduling -
in-project -management/
x https://tutorialsinhand.com/tutorials/software -engineering -tutorial/software -
project -management/software -project -scheduling.aspx
x https://kissflow.com/project/basics -of-project -scheduling/
x https://www.castsoftware.com/research -labs/risk -management -in-software -
development -and-software -engineering -projects
x https://www.guru99.com/risk -analysis -project -management.html
x https://www.unf.edu/~ncoulter/cen6070/handouts/ManagingRisk.pdf

12.9 Unit End Exercises
x Take a Real - time Project and prepare the chart of Management activities
related with the software Project .
x Take a Real - time Project and list out the stages of software Project.
x Take a Real - time Project and write up the Scheduling for the Project.
x Take a Real - time Project prepare the Risk factors of the Software Project.
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229Chapter 13: Quality Management
Unit 3
13 QUALITY MANAGEMENT
Unit Structure
16.1 Quality Management
16.1.1 Quality Factors
16.1.2 Quality Management and Software development
16.2 Software Quality
16.2.1 Software Quality attribute
16.3 Quality Assurance and software Standards
16.3.1 ISO 9001 standards framework
16.4 Review and inspection
16.4.1 The review process
16.5 Soft-ware measurement and metrics
16.5.1 Product metrics
16.5.2 Software component analysis
13.0 Objectives
• Understand the sof tware quality and measurement of the product/software.
• Software planning and process is important. Software.
• Software planning can decrease the quality of the product.
• Understand how measurement is help full.
13.1 Quality Management
The quality is the capacity of commodity to satisfy human wants and needs better
the quality higher the cost half the product which means as you satisfy all the
requirement of the customer which are specified by individual customer and if
those requirements are specifications providing output according to the requirement and giving us high quality output with maximum consistency then we
can called any product as a quality product
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Software quality management for software systems has three principal
concerns:
1. The organizational level :
Quality management is concerned with establishing a framework of organizational processes and standards that will lead to high quality software.
This means that the quality management team should take responsibility for
defining the software development processes to be used and standards that
should apply to the software and related documentation, including the system
requirements, design, and code.
2. The project level :
Quality management involves th e application of specific quality processes,
checking that these planned processes have been followed, and ensuring that
the project outputs are conformant with the standards that are applicable to
that project.
3. Quality management :
at the project leve l is also concerned with establishing a quality plan for a
project. The quality plan should set out the quality goals for the project and
define what processes and standards are to be used.
13.1.1 There are several quality factors which define a quality pr oduct as
follows
Portability :
Software must be platform independent. It must be easily installed in any of the
operating system, or it can be installed in any system environment, in any machine
with other software. It can be stored in any of the device (CD, Pen -drive) while
moving the software from one point to another point for installation
Usability :
Every product has good usabil ity, but while using the product the working of the
product needs to be understand by the end user or by the owner of that particular
product. Understanding the product process is most important part in usability so
that any expert or novice user can easil y understand and use the product.
Re usability :
The software product must provide re-usability , as it can be used hey in other
modules while developing a new module, such of software module hey need to be
used all developed as it will save more time mon ey on implementing different
projects or modules.
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Correct Ness :
The requirements which are provided by the customer must be implemented in the
given project if all the requirements which are specified and working properly and
giving quality output and consistency then we can measure the correct Ness of the
product.
Maintainability :
Maintainability is nothing but we can do the changes into the system as per our
requirement, whenever we want but it could not affect any part of the designing.
If any error occurs, then we can able to modify or remove error from the sof tware.
As per requirement we can add new functionalities in the system as well.
Software quality management provide independent check on software development
process, for small system development, software quality management hey, it is
done with the help o f a proper communication between team members which
include external customer as well who provide views on the project which is
developed or in developing mode.
For large system we will do software quality management with respect to
following points
Qual ity assurance :
Any product needs to assure the customer with its quality output, as it aims in
building the organizational procedures and standards. Procedure/Output assure the quality of the product the market branding for the product as well As for organ ization may get increased.
Quality planning :
Better the plain best the product hey so that you have to select best planning
procedure to build any product selecting appropriate procedure and proper planning
increase the quality output of the product.
Quality control :
Quality of the product hey need to be controlled as it need to be consistent
throughout the procedure . So, we need to implement a product or module by
following quality procedures and standards.
13.1.2 Quality Management and Software development
• Quality management provides an independent check on the software development process. The quality management process checks the project
deliverables to ensure that they are consistent with organizational standards
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• The QA team should be independent from the development team so that they
can take an objective view of the software.
• This allows them to report on software quality without being influenced by
software development issues.

1. From the above diagram we can see that quality man agement provides an
independent check on the software development process.
2. The quality management process checks the project deliverable to ensure that
they are consistent with organizational standards and goals. This allows them
to report on software quality without Bing influence by software development issue.
3. software development team is independent from quality management team.
• Quality planning is the process of developing a quality plan for a project.
• The quality plan should set out the desired sof tware qualities and describe
how these are to be assessed.
• It therefore defines what 'high -quality software actually means for a particular system Without this definition, engineers may make different
sometimes conflicting assumptions about which product attributes reflect the
most important quality characteristic s.
• Formalized quality planning is an integral part of plan -based development
processes.
• Agile methods, however, adopt a less formal approach to quality management.
An out -line structure for a quality plan. This includes:
1. Product introduction A description of the product, its intended market, and
the quality expectations for the product.
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2. Product plans the critical release dates and responsibilities for the product.
along with plans for distribution and product servicing.
3. Process descriptions the development and service processes and standards
that should be used for product development and management.
4. Quality goals the quality goals and plans for the product, including an
identification and justification of critical prod uct quality attributes.
5. Risks and risk management the key risks that might affect product quality
and the actions to be taken to address these risks.
13.2 Software Quality
The fundamentals of quality management were established by manufacturing
industr y in a drive to improve the quality of the products that were being made.
Software quality is not directly comparable with quality in manufacturing. The idea
of tolerances is not applicable to digital systems, and, for the following reasons, it
may be impo ssible to come to an objective conclusion about whether or not a soft -
ware system meets its specification.
1. Difficult to write the complete an unambiguous software specification . hey
Software developer and customer may interpret the requirements in differen t
way.
2. specification usually integrate requirement from several classes of stakeholders. These requirements are inevitably a compromise and may not
be included the requirement of all stakeholders group.
3. It is impossible to measure certain quality characte ristics directly.
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Fig: Process -based quality
• There is a clear link between process and product quality in manufacturing
because the process is relatively easy to standardize and monitor.
• Once manufacturing systems are calibrated, they can be run again and again
to output high -quality products.
• However, software is not manufactured -it is designed. In software development, therefore, the relationship between process quality and product
quality is more complex.
• Software development is a creative rather than a mechanical process, so the
influence of individual skills and experience is significant.
• External factors, such as the novelty of an application or commercial pressure
for an early product release, also affect product quality irrespective of the
process used.
• The development process used has a significant influence on the quality of
the software and those good processes are more likely to lead to good quality
software.
• Process quality management and improvement can lead to fewer defects in
the software being developed. Howev er, it is difficult to assess software
quality attributes, such as maintainability, without using the software for a
long period.
• Consequently, it is hard to tell how process characteristics influence these
attributes.
13.3 Quality Assurance and software Standards
Quality assurance is a planned and systematic approach necessary to provide a high
degree of confidence in the quality of a product. It provides quality assessment of
the quality control activities and determines the validity of the data for identifying
the quality.
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The main function of quality assurance is to define the standards as:
1. Product standards
2. Process standards
1. Product standards
These apply to the software product being developed. They include document
standards, such as the structure of requirements documents, documentation standards, such as a standard comment header for an object class definition, and
coding standards, which define how a programming language should be used.
2. Process standards
These define the processes that s hould be followed during software development.
They should encapsulate good development practice. Process standards may
include definitions of specification, design and validation processes, process
support tools, and a description of the documents that sh ould be written during
these processes.
Software standards are important for three reasons:
1. Standards capture wisdom that is of value to the organization. They are based
on knowledge about the best or most appropriate practice for the company.
Building it into a standard helps the company reuse this experience and avoid
previous mistakes.
2. Standards provide a framework for defining what 'quality' means in a
particular setting, software quality is subjective, and by using standards you
establish a basis for deciding if a required level of quality has been achieved. Product standards Process standards Design review conduct Design review form Requirements document structure Submission of new code for system building Method header format Version release process Java programming style Project plan approval process Project plan format Change control process Change request form Test recording process munotes.in

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Of course, this depends on setting s tandards that reflect user expectations for
software dependability, usability, and performance.
3. Standards assist continuity when work carried out by one person is taken up
and continued by another. Standards ensure that all engineers within an
organiza tion adopt the same practices. Consequently, the learning effort
required when starting new work is reduced.
As there are two type pf standards there are many Product and Process standards
which are depicted in table below.
To minimize dissatisfaction and to encourage buy -in to standards, quality managers
who set the standards should therefore take the following steps:
1. Involve software engineers in the selection of product standards
If developers understand why standards have been selected, they are more
likely to be com mitted to these standards. Ideally, the standards document
should not just set out the standard to be followed but should also include
commentary explaining why standardization decisions have been made.
2. Review and modify standards regularl y to reflect changing technologies
Standards are expensive to develop and they tend to be enshrined in a
company standards handbook. Because of the costs and discussion required,
there is often a reluctance to change them. A standards handbook is essential,
but it should evolve to reflect changing circumstances and technolo gy.
3. Provide software tools to support standards
Developers often find standards to be a bugbear when conformance to them
involves tedious manual work that could be done by a software tool. If tool
support is available, very little effort is required to follow the software development standards. For example, document standards can be implemented using word processor styles.
16.3.1 The ISO 9001 standards framework
• There is an international set of standards that can be used in the development
of qualit y management systems in all industries, called ISO 9000.
• ISO 9000 standards can be applied to a range of organizations from
manufacturing through to service industries.
• ISO 9001, the most general of these standards, applies to organizations that
design, develop, and maintain products, including software.
• The ISO 9001 standard is not itself a standard for software development but
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• It sets out general quality principles, describes quality processes in genera l,
and lays out the organizational standards and procedures that should be
defined.
• These should be documented in an organizational quality manual.
• The major revision of the ISO 9001 standard in 2000 reoriented the standard
around nine core processes

Fig: ISO 9001 core processes
• The relationships between ISO 9001, organizational quality manuals, and
individual
• project quality plans are shown in ISO 9001 and quality management shown
in following Figure .
• This diagram has been derived from a model given by Ince (1994), who
explains how the general ISO 9001 standard can be used as a basis for
software quality management processes.
The guideline steps are:
• Support the quality
• Satisfy the customer
• Establish quality policy
• Control quality system
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• Provide quality resources
• Provide quality personnel
• Document the quality management system
• Perform management reviews.
• conduct quality system
• control customer processes
• control monitoring devices
• analyse quality information

Fig: ISO 9001 and quality management
Review and inspection
1. Reviews and inspections are QA activities that check the quality of project
deliverables. This involves examining the software, its documentation, and
records of the process to disc over errors and omissions and to see if quality
standards have been followed.
2. During a review, a group of people examine the software and its associated
documentation, looking for potential problems and non -conformance with
standards.
3. The review te am makes informed judgments about the level of quality of a system or project deliverable. Project managers may then use these assessments to make planning decisions and allocate resources to the
development process.
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The purpose of reviews and inspections is to improve software quality, not to assess
the performance of people in the development team.
1. Reviewing is a public process of error detection, compared with the more
private component -testing process.
2. Inevitably, mistakes that are made by individuals are revealed to the whole
programming team.
3. To ensure that all developers engage constructively with the review process,
project managers must be sensitive to individual concerns.
4. They must develop a working culture that provides support without blame
when errors are discovered.
Although a quality review provides information for management about the software
being developed, quality reviews are not the same as management progress
reviews.
Progress re views take external factors into account and changed circumstances may
mean that software under development is no longer required or has to be radically
changed.
16.3.2 The review processes
1. Pre-review activities
These are preparatory activities that are essential for the review to be
effective. Typically, pre -review activities are concerned with review
planning and review preparation. Review planning involves setting up a
review team, arranging a time and place for the review, and distributing the
documen ts to be reviewed. During review preparation, the team may meet to
get an overview of the software to be reviewed. Individual review team
members read and understand the software or documents and relevant
standards. They work independently to find errors, omissions, and departures
from standards. Reviewers may supply written comments on the software if
they cannot attend the review meeting.
2. The review meeting
During the review meeting, an author of the document or program being
reviewed should walk through' the document with the review team. The
review itself should be relatively short -two hours at most. One team member
should chair the review, and another shou ld formally record all review
decisions and actions to be taken. During the review, the chair is responsible
for ensuring that all written comments are considered. The review chair
should sign a record of comments and actions agreed during the review.
3. Post-review activities
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This may involve fixing software bugs, refactoring software so that it
conforms to quality standards, or rewriting documents.
Sometimes, the problems discovered in a quality review are such that a
management review is also necessary to decide if more resources should be
made available to correct them.
After changes have been made, the review chair may check that the review
comme nts have all been considered .
Sometimes, a further review will be required to check that the changes made
cover all the previous review comments.
13.5 Software measurement and metrics
• Software measurement is concerned with deriving a numeric value or pro file
for an attribute of a software component, system, or process.
• By comparing these values to each other and to the standards that apply
across an organization, you may be able to draw conclusions about the quality
of software, or assess the effectiveness of software processes, tools, and
methods.
• The long -term goal of software measurement is to use measurement in place
of reviews to make judgments about software quality.
• Using software measurement, a system could ideally be assessed using a
range of metrics and, from these measurements, a value for the quality of the
system could be inferred.
• If the software had reached a required quality threshold, then it could be
approved without review.
• When appropriate, the measurement tools might also highlight areas of the
software that could be improved. However, we are still quite a long way from
this ideal situation and, there are no signs that automated quality assessment
will become a reality in the foreseeable future.

Fig: Predictor and control measurement
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• A software metric is a characteristic of a software system, system documentation, or development process that can be objectively measured.
• Examples of metrics include the size of a produc t in lines of code.
• Software metrics may be either control metrics or predictor metrics. As the
names imply, control metrics support process management, and predictor
metrics help you predict characteristics of the software.
• Control metrics are usually a ssociated with software processes.
• Examples of control or process metrics are the average effort and the time
required to repair reported defects.
There are two ways in which measurements of a software system may be used:
1. To assign a value to system q uality attributes
By measuring the characteristics of system components, such as their cyclomatic complexity, and then aggregating these measurements, you can
assess system quality attributes, such as maintainability.
2. To identify the system components whose quality is substandard
Measurements can identify individual components with characteristics that
deviate from the norm. For example, you can measure components to
discover those with the highest complexity. These a re most likely to contain
bugs because the complexity makes them harder to understand.

Fig: Relationships between internal and external software
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The diagram suggests that there may be relationships between external and internal
attributes, but it does no t say how these attributes are related. If the measure of the
internal attribute is to be a useful predictor of the external software characteristic,
three conditions must hold .
1. The internal attribute must be measured accurately.
This is not always straightforward, and it may require special -purpose tools
to make the measurements.
2. A relationship must exist between the attribute
that can be measured and the external quality attribute that is of interest. That
is, the value of the quality attribute must be related, in some way, to the value
of the attribute than can be measured.
3. This relationship between the internal and external attributes
must be understood, validated, and expressed in terms of a formula or model.
Model formulation involves ident ifying the functional form of the model
(linear, exponential, etc.) by analysis of collected data, identifying the
parameters that are to be included in the model, and calibrating these
parameters using existing data.
13.5.1 Product metrics
Product metric s are predictor metrics that are used to measure internal attributes of
a software system. Examples of product metrics include the system size, measured
in lines of code, or the number of methods associated with each object class.
Product metrics fall into two classes:
1. Dynamic metrics , which are collected by measurements made of a program
in execution. These metrics can be collected during system testing or after
the system has gone into use. An example might be the number of bug reports
or the time tak en to complete a computation.
2. Static metrics, which are collected by measurements made of representations of the system, such as the design, program, or documentation.
Examples of static metrics are the code size and the average length of
identifiers u sed.
• These types of metrics are related to different quality attributes. Dynamic
metrics help to assess the efficiency and reliability of a program. Static
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• There is usually a clear relationship between dynamic metrics and software
quality characteristics.
• It is easy to measure the execution time required for functions and to assess
the time required to start up a system.
• These relate directly to the system’s efficien cy. Similarly, the number of
system failures and the type of failure can be logged and related directly to
the reliability of the software
13.5.2 Software component analysis
A measurement process that may be part of a software quality assessment process
is shown in below Figure Each system component can be analysed separately using
a range of metrics. The values of these metrics may then be compared for different
components and, perhaps, with historical measurement data collected on previous
projects. Anom alous measurements, which deviate significantly from the norm,
may imply that there are problems with the quality of these components.

Fig: The process of product measurement
The key stages in this component measurement process are:
1. Choose measurements to be made
The questions that the measurement is intended to answer should be formulated and the measurements required to answer these questions defined.
Measurements that are not directly relevant to these questions need not be
collected.
2. Select components to be assessed
You may not need to assess metric values for all the compon ents in a software
system. Sometimes, you can select a representative selection of components
for measurement, allowing you to make an overall assessment of system
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quality. At other times, you may wish to focus on the core components of the
system that are in almost constant use. The quality of these components is
more important than the quality of components that are only rarely used.
3. Measure component characteristics
The selected components are measured, and the associated metric values
computed. This n ormally involves processing the component representation
(design, code, etc.) using an automated data collection tool. This tool may be
specially written or may be a feature of design tools that are already in use.
4. Identify anomalous measurements
After the component measurements have been made, you then compare them
with each other and to previous measurements that have been recorded in a
measurement database. You should look for unusually high or low values for
each metric, as these suggest that there could be problems with the component exhibiting these values.
5. Analyse anomalous components
When you have identified components that have anomalous values for your
chosen metrics, you should examine them to decide whether these anomalous
metric values mean that the quality of the component is compromised. An
anomalous metric value for complexity (say) does not necessarily mean a
poor-quality component. There may be some other reason for the high value,
so may not mean that there are component qua lity problems.
Graded Question
1. Explain the process of Software Quality Management
2. Explain quality assurance and standards
3. Explain how product quality can be planned
4. Explain what is software metric and measurement?
5. What are the key component measurement process ?
Reference Books:
1. Software Engineering, edition, Ian Somerville Peaeson Education. Ninth
Edtition
2. Software Eng ineering, Pankaj Jalote Narosa Publi cation
3. Software eng ineering, a practitioner’s a pproach , Roger P ressm an , Tata
Mcgraw-hill , Seve nth
7777777
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Unit 4
14 VERIFICATION AND VALIDATION
Unit Structure
14.0 Objective
14.1 Verification and Validation
14.2 Software Inspections
14.3 Automated Static Analysis
14.4 Verification and Formal Methods
14.5 Cleanroom software development
14.6 Summary
14.7 Exercise
14.0 Objectives
Ɣ The objective of this chapter is to introduce software verification and
validation techniques. This chapter helps us to understand the distinctions
between software verification and software validation.
Ɣ Software inspection is int roduced to program inspections as a method of
discovering defects in programs.
Ɣ We can understand what automated static analysis is and how it is used in
verification and validation.
Ɣ Also understand how static verification is used in the development proce ss.
To describe the Cleanroom software development process
14.1 Verification and Validation
Verification and Validation is the process of investigating that a software system
satisfies specifications and standards and it fulfills the required purpose. Barry Boehm described verification and validation as the following: Verification: Are we building the product, right?
Validation: Are we building the right product?
Verification:
Ɣ Verification is the process of checking that a software achieves its goal
without any b ugs.
Ɣ It is the process to ensure whether the product that is developed is right or
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Ɣ It verifies whether the developed product fulfills the requirements that we
have.
Ɣ Verification is Static Testing .
Ɣ Activities involved in verification:
1. Inspections
2. Reviews
3. Walkthroughs
4. Desk -checking
Validation:
Ɣ Validation is the process of checking whether the software product is up to
the mark.
Ɣ In other words, the product has high level requirements.
Ɣ It is the process of checking the validation of produ ct i.e., it checks what we
are developing is the right product.
Ɣ It is validation of actual and expected products.
Ɣ Validation is the Dynamic Testing .
Verification is followed by Validation.

Diagrammatic representation of Verification and validation model:

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Difference between verification and validation testing: Verification Validation We check whether we are developing the right product or not. We check whether the developed product is right. Verification is also known as static testing. Validation is also known as dynamic testing. Verification includes different methods like Inspections, Reviews, and Walkthroughs. Validation includes testing like functional testing, system testing, integration, and User acceptance testing. It is a process of checking the work-products (n ot the final product) of a
development cycle to decide whether the product meets the specified requirements. It is a process of checking the software during or at the end of the development
cycle to decide whether the software
follow the specified business
requirements. Quality assurance comes under verification testing. Quality control comes under validation testing. The execution of code does not happen in the verification testing. In validation testing, the execution of code happens. In verification testing, we can find the bugs early in the development phase
of the product. In the validation testing, we can find those bugs, which are not caught in the
verification process. Verification testing is executed by the Quality assurance team to make sure that the product is developed according to customers' requirements. Validation testing is executed by the testing team to test the application. Verification is done before the validation testing. After verification testing, validation testing takes p lace. In this type of testing, we can verify that the inputs follow the outputs or
not. In this type of testing, we can validate that the user accepts the product or not.
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KEY DIFFERENCE
Ɣ Verification process includes checking of documents, design, code and
program whereas the Validation process includes testing and validation of
the actual product.
Ɣ Verification does not involve code execution while Validation involves code
execution.
Ɣ Verification uses methods like reviews, walkthroughs, inspections and desk -
checking whereas Validation uses methods like black box testing, white box
testing and non -functional testing.
Ɣ Verification checks whether the software confirms a specification whereas
Validation checks whether the software meets the requirements and
expectations.
Ɣ Verification finds the bugs early in the development cycle whereas Validation finds the bugs that verification can not catch.
Ɣ Verification process targets software architecture, design, database, etc.
while the Validation process targets the actual software product.
Ɣ Verification is done by the QA team while Validation is done by the
involvement of testing team with QA team.
Ɣ Verification process comes before validation whereas the Validation process
comes after verification.
14.2 So ftware Inspections:
Ɣ Software inspection is a static V & V process in which a software system is
reviewed to find errors, omissions and anomalies.
Ɣ It focuses on source code, but any readable representation of the software
such as its requirements or a desi gn model can be inspected.
Ɣ While inspecting a system, you use knowledge of the system, its application
domain and the programming language or design model to discover errors.
Ɣ There are three major advantages of inspection over testing:
1. During testin g, errors can mask (hide) other errors.
ٯ Once one error is discovered, you can never be sure if other output
anomalies are due to a new error or are side effects of the original error.
ٯ Because inspection is a static process, you don’t have to be concerned
with interactions between errors.
ٯ Consequently, a single inspection session can discover many errors in
a system.
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2. Incomplete versions of a system can be inspected without additional costs.
ٯ If a program is incomplete, then you need to develop speci alised test
harnesses to test the parts that are available.
ٯ This obviously adds to the system development costs.
ٯ 3. Searching for program defects, an inspection can also consider
broader quality attributes of a program
ٯ such as compliance with standards, portability and maintainability.
ٯ You can look for inefficiencies, inappropriate algorithms and poor
programming style that could make the system difficult to maintain and
update.
Ɣ There have been several studies and experiments that have demonstrated that
inspections are more effective for defect discovery than program testing.
Ɣ Fagan (Fagan, 1986) reported that more than 60% of the errors in a program
can be detected using informal program inspections. Mills et al. (Mills, et al.,
1987) suggest that a more formal approach to inspection based on correctness
arguments can detect more than 90% of the errors in a program.
Ɣ This technique is used in the Cleanroom process. Selby and Basil i (Selby, et
al., 1987) empirically compared the effectiveness of inspections and testing.
Ɣ They found that static code reviewing was more effective and less expensive
than defect testing in discovering program faults.
Ɣ Gilb and Graham (Gilb and Graham, 19 93) have also found this to be true.
Ɣ Reviews and testing each have advantages and disadvantages and should be
used together in the verification and validation process.
Ɣ Gilb and Graham (Gilb and Graham, 1993) have also found this to be true
that static co de reviewing was more effective and less expensive.
Ɣ They suggest that one of the most effective uses of reviews is to review the
test cases for a system. Reviews can discover problems with these tests and
can help design more effective ways to test the sy stem.
Ɣ You can start system V & V with inspections early in the development
process, but once a system is integrated, you need testing to check its
emergent properties and that the system’s functionality is what the owner of
the system really wants.
Roles in the inspection process with Description are as follow:
1. Author or owner
ٯ The programmer or designer responsible for producing the program or
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ٯ Responsible for fixing defects discovered during the inspection process.
2. Inspector
ٯ Finds errors, omissions and inconsistencies in programs and documents.
ٯ May also identify broader issues that are outside the scope of the
inspection team.
3. Reader
ٯ Presents the code or document at an inspection meeting.
4. Scribe
ٯ Records the results of the inspection meet ing.
5. Chairman or moderator
ٯ Manages the process and facilitates the inspection.
ٯ Reports process results to the chief moderator.
6. Chief moderator
ٯ Responsible for inspection process improvements, checklist updating,
standards development, etc.
The activities in the inspection process are as follow:
Before a program inspection process begins, it is essential that,
1. You have a precise specification of the code to be inspected. It is impossible
to inspect a component at the level of detail required to detect defects without
a complete specification.
2. The inspection team members are familiar with the organisational standards.
3. An up -to-date, compilable version of the code has been distributed to all team
members. There is no point in inspecti ng code that is ‘almost complete’ even
if a delay causes schedule disruption.
The inspection process:

Ɣ During an inspection, a checklist of common programmer errors is often used
to focus the discussion.
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Ɣ You need different checklists for different programming languages because
each language has its own characteristic errors.
Ɣ Humphrey (Humphrey, 1989), in a comprehensive discussion of inspections,
gives a number of examples of inspection checklists.
Ɣ This checklist varies according to programming language because of the
different levels of checking provided by the language compiler.
Ɣ For example, a Java com piler checks that functions have the correct number
of parameters, a C compiler does not.
Ɣ Gilb and Graham (Gilb and Graham, 1993) emphasise that each organisation
should develop its own inspection checklist based on local standards and
practices.
Inspect ion checks with different Fault class are as follow:
1. Data faults:
ٯ Are all program variables initialized before their values are used?
ٯ Have all constants been named?
ٯ Should the upper bound of arrays be equal to the size of the array or
Size -1?
ٯ If character strings are used, is a delimiter explicitly assigned?
ٯ Is there any possibility of buffer overflow?
2. Control faults:
ٯ For each conditional statement, is the condition correct?
ٯ Is each loop certain to terminate?
ٯ Are compound statements correc tly bracketed?
ٯ In case statements, are all possible cases accounted for?
ٯ If a break is required after each case in case statements, has it been
included?
3. Input/output faults:
ٯ Are all input variables used?
ٯ Are all output variables assigning a value befor e they are output?
ٯ Can unexpected inputs cause corruption?
ٯ Interface faults:
ٯ Do all function and method calls have the correct number of parameters?
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ٯ If components access shared memory, do they have the same model of
the shared memory structure?
4. Storage management faults:
ٯ If a linked structure is modified, have all links been correctly reassigned?
ٯ If dynamic sto rage is used, has space been allocated correctly?
ٯ Is space explicitly de -allocated after it is no longer required?
5. Exception management faults:
ٯ Have all possible error conditions been taken into account?
14.3 Automated Static Analysis
Ɣ Inspections are one form of static analysis where you examine the program
without executing it.
Ɣ Inspections are often driven by checklists of errors and heuristics that identify
common errors in different programming languages.
Ɣ For some errors and heuris tics( an approach to problem solving or self-
discovery ), it is possible to automate the process of checking programs
against t his list, which has resulted in the development of automated static
analyzers for different programming languages.
Ɣ Static analyzers are software tools that scan the source text of a program and
detect possible faults and anomalies.
Ɣ They parse the program text and thus recognize the types of statements in the
program.
Ɣ They can then detect whether statements are well formed, make inferences
about the control flow in the program and, in many cases, compute the set of
all possible values for program data.
Ɣ They complement the error detection facilities provided by the language
compiler.
Ɣ They can be used as part of the inspection process or as a separate V & V
process activity.
Ɣ The intention of automatic static analysis is to draw an inspector’s attention
to anomalies in the program, such as variables that are used without initialization , variables that are unused or data whose value could go out of
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The stages involved in static analysis include:
1. Control flow analysis
ٯ This stage identifies and highlights loops with multiple exit or entry
points and unreachable code .
ٯ Unreachable code is code that is surrounded by unconditional go to
statements or that is in a branch of a conditional statement where the
guarding condition can never be true.
2. Data use analysis
ٯ This stage highlights how variables in the program are used.
ٯ It detects variables that are used without previous initialization ,
variables that are written twice without an intervening assignment and
variables that are de clared but never used.
ٯ Data use analysis also discovers ineffective tests where the test condition is redundant. Redundant conditions are conditions that are
either always true or always false.
3. Interface analysis
ٯ This analysis checks the consistency of routine and procedure declarations and their use.
ٯ It is unnecessary if a strongly typed language such as Java is used for
implementation as the compiler carries out these checks.
ٯ Interface analysis can detect type errors in weakly typed languages like
FORTRAN and C.
ٯ Interface analysis can also detect functions and procedures that are
declared and never called or function results that are never used.
4. Information flow analysis
ٯ This phase of the analysis identifies the dependencies between input
and output variables.
ٯ While it does not detect anomalies, it shows how the value of each
program variable is derived from other variable values.
ٯ With this information, a code inspection should be able to find values
that have been wrongly computed.
ٯ Information flow analysis can also show the conditions that affect a
variable’s value.
5. Path analysis
ٯ This phase of semantic analysis identifies a ll possible paths through the
program and sets out the statements executed in that path.
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Automated static analysis checks with Fault class are as follow:
1. Data faults
ٯ Variables used before initialization
ٯ Variables declared but never used
ٯ Variables assigned twice but never used between assignments
ٯ Possible array bound violations
ٯ Undeclared variables
2. Control faults
ٯ Unreachable code
ٯ Unconditio nal branches into loops
3. Input/output faults
ٯ Variables output twice with no intervening assignment
4. Interface faults
ٯ Parameter type mismatches
ٯ Parameter number mismatches
ٯ Non-usage of the results of functions
ٯ Uncalled functions and procedures
5. Storage management faults
ٯ Unassigned pointers
ٯ Pointer arithmetic
14.4 Verification and Formal Methods
Ɣ Formal methods of software development are based on mathematical representations of the software, usually as a formal specification.
Ɣ These formal methods are mainly concerned with a mathematical analysis of
the specification
Ɣ with transforming the specification to a more detailed, semantically equivalent representation; or
Ɣ with formally verifying that one representation of the system is semantically
equivalent to another representation.
Ɣ We can use formal methods as the ultimate static verification techniq ue.
Ɣ They require very detailed analyses of the system specification and the
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Ɣ Consequently, the use of formal methods is mostly confined to safety - and
security -critical software development pro cesses.
Ɣ The use of formal mathematical specification and associated verification was
mandated in UK defense standards for safety -critical software (MOD, 1995).
Formal methods may be used at different stages in the V & V process as shown
below:
1. A formal specification of the system may be developed and mathematically analyzed for inconsistency. This technique is effective
in discovering specification errors and omissions.
2. You can formally verify, using mathematical arguments, that the code of a
software system is consistent with its specification. This requires a formal
specification and is effective in discovering programming and some design
errors. A transformational deve lopment process where a formal specification is transformed through a series of more detailed representations or a Cleanroom process may be used to support the formal verification process.
Ɣ Formal verification demonstrates that the developed program meets its
specification so implementation errors do not compromise dependability.
Ɣ The argument against the use of formal specification is that it requires
specialized notations.
Ɣ These can only be used by specially trained staff and cannot be understood
by doma in experts.
Ɣ Software engineers cannot recognize potential difficulties with the requirements because they don’t understand the domain; domain experts
cannot find these problems because they don’t understand the specification.
Ɣ Although the specification m ay be mathematically consistent, it may not
specify the system properties that are really required.
Ɣ Many people think that formal verification is not cost -effective.
Ɣ The same level of confidence in the system can be achieved more cheaply by
using other v alidation techniques such as inspections and system testing.
Ɣ It is sometimes claimed that the use of formal methods for system development leads to more reliable and safer systems.
Ɣ There is no doubt that a formal system specification is less likely to co ntain
anomalies that must be resolved by the system designer.
Formal specification and proof do not guarantee that the software will be
reliable in practical use. The reasons for this are:
1. The specification may not reflect the real requirements of system users.
ٯ Lutz ( Lutz, 1993) discovered that many failures experienced by users
were a consequence of specification errors and omissions that could not
be detected by formal system specification.
ٯ System users rarely understand formal n otations so they cannot read
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2. The proof may contain errors.
ٯ Program proofs are large and complex, so, like large and complex
programs, they usually contain errors.
3. The proof may ass ume a usage pattern which is incorrect.
ٯ If the system is not used as anticipated, the proof may be invalid.
Ɣ In spite of their disadvantages, formal methods have an important role to play
in the development of critical software systems.
Ɣ Formal specifications are very effective in discovering specification problems that are the most common causes of system failure.
Ɣ Formal verification increases confidence in the most critical components of
these systems.
Ɣ The use of formal approaches is increasing as proc urers demand it and as
more and more engineers become familiar with these techniques.
14.5 Cleanroom software development:
Ɣ Another well -documented approach that uses formal methods is the Cleanroom development process.
Ɣ Cleanroom software development (Mills, et al., 1987; Cobb and Mills, 1990;
Linger, 1994; Prowell, et al., 1999) is a software development philosophy
that uses formal methods to support rigorous software inspection.
Ɣ The objective of this approach to softwa re development is zero -defect
software .
Ɣ The name ‘Cleanroom’ was derived by analogy with semiconductor fabrication units where defects are avoided by manufacturing in an ultra -
clean atmosphere.
Ɣ Cleanroom development is particularly relevant to this chapt er because it has
replaced the unit testing of system components by inspections to check the
consistency of these components with their specifications.





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The Cleanroom approach to software development is based on five key
strategies:
The Cleanroom development process
1. Formal specification
ٯ The software to be developed is formally specified.
ٯ A state transition model that shows system responses to stimuli is used
to express the specification.
2. Incremental development
ٯ The software is partitioned into increments that are developed and
validated separately using the Cleanroom process.
ٯ These increments are specified, with customer input, at an early stage
in the process.
3. Structured programming
ٯ Only a limited number of control and data abstraction constructs are
used.
ٯ The program development process is a process of stepwise refinement
of the specification.
ٯ A limited number of constructs are used and the aim is to systematically
transform the sp ecification to create the program code.
4. Static verification
ٯ The developed software is statically verified using rigorous software
inspections.
ٯ There is no unit or module testing process for code components.
5. Statistical testing of the system
ٯ The integrated software increment is tested statistically to determine its
reliability.
ٯ These statistical tests are based on an operational profile, which is
developed in parallel with the system specification as shown in above
Figure.
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There are three team s involved when the Cleanroom process is used for large
system development:
1. The specification team
ٯ This group is responsible for developing and maintaining the system
specification.
ٯ This team produces customer -oriented specifications (the user requirements definition) and mathematical specifications for verification.
ٯ In some cases, when the specification is complete, the specification
team also takes responsibility for development.
2. The development teams
ٯ This team has the responsibility of developing and verifying the
software.
ٯ The software is not executed during the development process.
ٯ A structured, formal approach to verification based on inspection of
code supplemented with correctness arguments is u sed.
3. The certification teams
ٯ This team is responsible for developing a set of statistical tests to
exercise the software after it has been developed.
ٯ These tests are based on the formal specification.
ٯ Test case development is carried out in parallel with software development.
ٯ The test cases are used to certify the software reliability. Reliability
growth models used to decide when to stop testing.
14.6 Summary:
Ɣ Verification and validation are not the same thing.
Ɣ Verification is intended to show that a program meets its specification.
Ɣ Validation is intended to show that the program does what the user requires.
Ɣ Static verification techniques involve examination and analysis of the
program source code to detect errors.
Ɣ They should be used with program testing as part of the V & V process.
Ɣ Program inspections are effective in finding program errors.
Ɣ The aim of an inspection is to locate faults.
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Ɣ In a program inspection, a small team systematically checks the code.
Ɣ Team members include a team leader or moderator, the author of the code, a
reader who presents the code during the inspection and a tester who co nsiders
the code from a testing perspective.
Ɣ Static analyzers are software tools that process a program source code and
draw attention to anomalies such as unused code sections and uninitialized
variables.
Ɣ These anomalies may be the result of faults in t he code.
Ɣ Cleanroom software development relies on static techniques for program
verification and statistical testing for system reliability certification.
Ɣ It has been successful in producing systems that have a high level of
reliability.
14.7 Exercise
Answer the following:
1. Explain the differences between verification and validation, and explain why
validation is a particularly difficult process.
2. Explain why program inspections are an effective technique for discovering
errors in a program.
3. What types of errors are unlikely to be discovered through inspections?
4. Suggest why an organization with a competitive, elitist culture would
probably find it difficult to introduce program inspections as a V & V
technique.
5. Explain why it may be cost -effective to use formal methods in the development of safety critical software systems.
6. Why do you think that some developers of this type of system are against the
use of formal methods?
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Unit 4
15 SOFTWARE MEASUREMENT
Unit Structure
15.0 Objectives
15.1 Software Measurement - Introduction
15.1.1 Definition: Measurements
15.1.2 Software measurement and metrics
15.1.3 Software metric
15.1.4 Predictor and control measurements
15.1.5 Use of measurements
15.1.6 Metrics assumptions
15.1.7 Relationships between internal and external software
15.1.8 Problems with measurement in industry
15.1.9 Product metrics
15.1.9.1 Dynamic and static metrics
15.1.9.2 Static software product metrics
15.1.9.3 Static software product metrics
15.1.10 The CK object -oriented metrics suite
15.1.10.1 The CK object -oriented metrics suite
15.1.11 Software component analysis
15.1.12 The process of product measureme nt
15.1.13 Measurement surprises
15.2 Size Oriented Metrics
15.3 Function Oriented Metrics
15.3.1 Benefits of Function
15.3.2 How to Calculate Function
15.3.3 Counting function points
15.3.4 Functional units with weighting factors
15.3.5 The procedure for the calculation of Unadjusted
Function Point (UFP)
15.4 Extended Function Point Metrics
15.5 Lets Sum up
15.6 References
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15.0 Objectives
This Chapter would make you understand the following concepts:
x What is Measurement?
x Software Measurement – Introduction
x Size Oriented Metrics
x Function Oriented Metrics
x Extended Function Point Metrics
15.1 Software Measurement - Introduction
15.1.1 Definition : Measurements in the physical world can be categorized in
two ways:
x Direct measures and
Ex: length of a bolt
x Indirect measures
Ex: the “quality” of bolts produced, measured by counting rejects)
15.1.2 Software measurement and metrics
x Definition : Software measurement is concerned with deriving a numeric
value for an attribute of a software product or process.
x A measure provides a quantitative indication of the extent, amount,
dimension, capacity, or size of some attribute of a product or process.
x Metrics is a quantitative measure of the degree to which a system, component,
or process possesses a given attribut e.
x This allows for objective comparisons between techniques and processes.
x Although some companies have introduced measurement programmers , most
organizations still don’t make systematic use of software measurement.
x There are few established standards in this area.
15.1.3 Software metric
x Any type of measurement which relates to a software system, process or
related documentation
x Lines of code in a program, the Fog index, number of person days required to
develop a component.
x Allow the software and the software process to be quantified.
x May be used to predict product attributes or to control the software process.
x Product metrics can be used for general predictions or to identify anomalous
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15.1.4 Predictor and control measurements

15.1.5 Use of measurements
¾ To assign a value to system quality attributes
x By measuring the characteristics of system components, such as their
cyclomatic complexity, and then aggregating these measurements, you can
assess system quality attributes , such as maintainability.
¾ To identify the system components whose quality is substandard
x Measurements can identify individual components with characteristics that
deviate from the norm. For example, you can measure components to discover
those with the highest complexity. These are most likely to contain bugs
because the complexity makes them harder to understand.
15.1.6 Metrics assumptions
x A software property can be measured.
x The relationship exists between what we can measure and what we want to
know. We can only measure internal attributes but are often more interested in
external software attributes.
x This relationship has been formalized and validated.
x It may be difficult to relate what can be measured to desirable external quality
attributes.
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15.1.7 Relationships between internal and external software

15.1.8 Problems with measurement in industry
x It is impossible to quantify the return on investment of introducing an
organizational metrics program.
x There are no standards for software metrics or standardized processes for
measurement and analysis.
x In many companies, softwar e processes are not standardized and are poorly
defined and controlled.
x Most work on software measurement has focused on code -based metrics and
plan-driven development processes. However, more and more software is now
developed by configuring ERP systems or COTS.
x Introducing measurement adds additional overhead to processes.
15.1.9 Product metrics
Definition : A quality metric should be a predictor of product quality.
Classes of product metric
x Dynamic metrics which are collected by measurements made of a program in
execution;
x Static metrics which are collected by measurements made of the system
representations;
x Dynamic metrics help assess efficiency and reliability
x Static metrics help assess complexity, understandability and maintainability.
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15.1.9.1 Dynam ic and static metrics
¾ Dynamic metrics are closely related to software quality attributes
x It is relatively easy to measure the response time of a system
(performance attribute) or the number of failures (reliability attribute).
¾ Static metrics have an indire ct relationship with quality attributes
x You need to try and derive a relationship between these metrics and
properties such as complexity, understandability and maintainability.
15.1. 9.2 Static software product metrics SOFTWARE METRIC DESCRIPTION FAN-IN/FAN-OUT Fan-in is a measure of the number of functions or methods that call another function or method (say
X). Fan -out is the number of functions that are called by function X. A high value for fan -in means
that X is tightly coupled to the rest of the design and
changes to X will have extensive knock -on effects.
A high value for fan -out suggests that the overall complexity of X may be high because of the complexity of the control logic needed to coordinate the call ed components. LENGTH OF CODE This is a measure of the size of a program. Generally, the larger the size of the code of a component, the more complex and error -prone that
component is likely to be. Length of code has been
shown to be one of the most reliable metrics for predicting error -proneness in components.
15.1.9.3 Static software product metrics SOFTWARE METRIC DESCRIPTION CYCLOMATIC COMPLEXITY This is a measure of the control complexity of a program. This control complexity may be related to program understandability. I discuss cyclomatic complexity in Chapter 8. LENGTH OF IDENTIFIERS This is a measure of the average length of identifiers (names for variables, classes, methods, etc.) in a program. The longer the identifiers, the mo re likely they are to be meaningful and hence the more understandable the program. DEPTH OF CONDITIONAL NESTING This is a measure of the depth of nesting of if-statements in a program. Deeply nested if -statements are hard to understand and potentially error-prone. munotes.in

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265Chapter 15: Software MeasurementFOG INDEX This is a measure of the average length of words and sentences in documents. The higher the value of a document’s Fog index, the more difficult the document is to understand. 15.1. 10 The CK object -oriented metrics suite OBJECT-ORIENTED
METRIC DESCRIPTION WEIGHTED METHODS PER
CLASS (WMC) This is the number of methods in each class, weighted by the complexity of each method. Therefore, a simple method may have a complexity of 1, and a large and complex method a much higher value. The larger the value
for this metric, the more complex the object class. Complex objects are more likely to be difficult to understand. They may not be logically cohesive, so cannot
be reused effectively as super classes in an inheritance tree. DEPTH OF INHERITANCE
TREE
(DIT) This represents the number of discrete levels in the inheritance tree where subclasses inherit attributes and operations (methods) from super classes . The deeper the
inheritance tree, the more complex the design. Many object
classes may have to be understood to understand the object
classes at the leaves of the tree. NUMBER OF CHILDREN
(NOC) This is a measure of the number of immediate subclasses in a class. It measures the breadth of a class hierarchy, whereas DIT measures its depth. A high value for NOC may indicate greater reuse. It may mean that more effort
should be made in validating base classes because of the
number of subclasses that depend on them.

15.1. 10.1 The CK object -oriented metrics suite OBJECT-ORIENTED
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266SOFTWARE ENGINEERINGCoupling between object classes
(CBO) Classes are coupled when methods in one class use methods or instance variables defined in a different class.
CBO is a measure of how much coupling exists. A high
value for CBO means that classes are highly dependent,
and therefore it is more likely that c hanging one class will affect other classes in the program. Response for a class (RFC) RFC is a measure of the number of methods that could potentially be executed in response to a message received by an object of that class. Again, RFC is related to complexity. The higher the value for RFC, the more complex a class and hence the more likely it is that it will include errors. Lack of cohesion in methods (LCOM) LCOM is calculated by considering pairs of methods in a class. LCOM is the difference between the number of method pairs without shared attributes and the number of method pairs with shared attributes. The value of this metric has been widely debated and it exists in several variations. It is not clear if it really adds any addit ional,
useful information over and above that provided by other metrics.
15.1. 11 Software component analysis
x System component can be analyzed separately using a range of metrics.
x The values of these metrics may then compared for different components and ,
perhaps, with historical measurement data collected on previous projects.
x Anomalous measurements, which deviate significantly from the norm, may
imply that there are problems with the quality of these components.
15.1. 12 The process of product measurement

15.1. 13 Measurement surprises
Reducing the number of faults in a program leads to an increased number of help
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x The program is now thought of as more reliable and so has a wider more
diverse market. The percentage of users who call the help desk may have
decreased but the total may increase;
x A more reliable system is used in a different way from a system where users
work around the faults. This leads to more help desk calls.
15.2 Size Oriented Metrics
Definition : Size-oriented software metrics are derived by normalizing quality
and/or productivity measures by considering the size of the software that has been
produced.
x If a software organization maintains simple records, a table of size-oriented
measures, such a s the one shown in Figure can be created. The table lists each
software development project that has been completed over the past few years
and corresponding measures for that project.
Referring to the table entry for project alpha :
x 12, 100 lines of code were developed
x 24 person -months of effort
x at a cost of $168, 000. It should be noted that the effort and cost recorded in
the table represent all software engineering activities (analysis, design, code,
and test), not just coding.
x Further information for project alpha indicates that
x 365 pages of documentation were developed,
x 134 errors were recorded before the software was released,
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x 29 defects were encountered after release to the customer within the first year
of operation.
Three people worked on the development of software for project alpha. in order to
develop metrics that can be assimilated with similar metrics from other projects,
we choose lines of code as our normalization value.
From the rudimentary data contained in the table, a set of simple size -oriented
metrics can be developed for each project:
x Errors per KLOC (thousand lines of code).
x Defects 4 per KLOC.
x $ per LOC.
x Page of documentation per KLOC.
In addition, other interesting metrics can be computed:
x Errors pers on-month.
x LOC person -month.
x $ per page of documentation.
15.3 Function Oriented Metrics
Definition : Functionalities, provided by the software is measured Independent of
programming language used
15.3.1 Benefits of Function
x Function points are useful
x In measuring the size of the solution instead of the size of the problem.
x As requirements are the only thing needed for function points count.
x As it is independent of technology.
In estimating testing
x In estimating overall project costs, schedule and In contract negotiations as it
provides a method of easier communication with business groups
x As it quantifies and assigns a value to the actual uses, interfaces, and purposes
of the functions in the
x In cre ating ratios with other metrics such as hours, cost, headcount duration,
and other application
15.3.2 How to Calculate Function
x Data for following – characteristics are collected.
x Number of User Inputs –
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which provides, Distinct applicat ion data,
to the software
Is counted
‡ Number of User Outputs -
each user output
that provides – application data to the user – is counted.
Ex.: Screens, reports, error messages
‡ Number of User Inquiries
an online input
that results in
the generation of some
immediate software response
in the form of an output
‡ Number of Files
each logical master files
i.e., a logical grouping of data, that may be part of a
database or a separate file
‡ Number of External Interfaces
all machine -readable interfaces
That are used to transmit information
To another system
are counted
‡ The organization needs to develop criteria
Which determine
Whether a particular entry is
simple, average or complex
‡ The weighting factors
should be determined
by observations or by experiments
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Fig. : FPAs functional units System


15.3.3 Counting function points FUNCTIONAL UNITS WEIGHTING FACTORS LOW AVERAGE HIGH External Inputs (EI) 3 4 6 External Output (EO) 4 5 7 External Inquiries (EQ) 3 4 6 External logical files (ILF) 7 10 15 External Interface files (EIF) 5 7 10
15.3.4 Functional units with weighting factors FUNCTIONAL UNITS COUNT COMPLEXITY COMPLEXITY TOTALS FUNCTIONAL UNIT
TOTALS External Inputs (EIs) Low x 3 Average x 4 = = High x 6 =
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271Chapter 15: Software MeasurementExternal Outputs (EOs) Low x 4 Average x 5 = = High x 7 = External Inquiries
(EQs) Low x 3 Average x 4 = = High x 6 = External logical Files
(ILFs) Low x 7 Average x 10
High x 15 = =
= External Interface Files
(EIFs) Low x 5 Average x 7 = = High x 10 = Total Unadjusted Function Point Count

Table: UFP calculation table
The weighting factors
x are identified for
x all functional units and
x Multiplied with the functional units accordingly .
15.3.5 The procedure for the calculation of Unadjusted Function Point
(UFP) is given in table shown above.
Domain Characteristics Count Weighting
Factor
Count
low avg high
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Number Of User
Outputs * 4 5 7 Number Of User Enquiries * 3 4 6
Number Of Files * 7 10 15
Number Of External
Interfaces * 5 7 10
Count Total
x The Count Total – can be computed with the help of above given table
x Now – The Software Complexity –
R -can be computed
R -by answering following questions
x These are complexity adjustment values – (sum(Fi))


Table : Computing function points
Rate each factor on a scale of 0 to 5.

Number of factors considered ( F i )
1. Does the system require reliable backup and recovery ?
2. Is data communication required ?
3. Are there distributed processing functions ?
4. Is performance critical ?
5. Will the system run in an existing heavily utilized operational environment ?
6. Does the system require on line data entry ?
7. Does the online data entry require the input transaction to be built over
multiple screens or operations ?
8. Are the master files updated online ?
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10. Is the internal processing complex ?
11. Is the code designed to be reusable ?
12. Are conversion and installation included in the design ?
13. Is the system designed for multiple installations in different organizations ?
14. Is the application designed to facilitate change and ease of use by the user ?
‡ Rate
each of the above factors
accor ding to the following scale of (0 to 5)
‡ Function Points (FP ) = count total * (0.65 + (0.01 * sum (Fi)))
0 1 2 3 4 5


‡ Rate each factor on a scale of 0 to 5.
0 ± No Influence
1 - Incidental
2 - Moderate
3 - Average
4 - Significant
5 – Essential
‡ Number of factors considered ( F i )
‡ These metrics are controversial and are not universally acceptable.
‡ There are standards issued by
‡ the International Functions Point User Group (IFPUG)
and
‡ The United Kingdom Function Point User Group (UFPGU).
‡ An ISO standard for function point method is also being developed .
15.3.6 Example : 1
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Solution
Domain Characteristics Count Weighting Factor Count Simple Average Complex Number Of User Inputs 50 * 4 200 Number Of User Outputs 40 * 5 200 Number Of User
Enquiries 35 * 4 140 Number Of Files 06 * 10 60 Number Of External
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Function Points (FP) =
count total * (0.65 + (0.01 * sum (Fi)))
FP = 628 * (0.65 + 0.01 * (14*3))
= 628 * (0.65 + 0.42)
= 628 * (1.07)
= 671.96
x Functions points may compute the following important metrics:
x Avg productivity is Æ 6.5 FP per person -month
x (i.e. 1 person works for 1 month – to develop 6.5 FP)
x Avg labor cost is Æ Rs. 6000/ - per month
1. Cost per function point = 6000/6.5 = Rs. 923 per function point
2. Total estimated project cost = Rs. 923 * 672 FP = Rs. 6,20,256/ -
3. Total estimated effort = (672 / 6.5) = 103 person – month.
i.e. 103 person will work for 1 month to complete the project.
Or 52 person will work for 2 months to complete the project.
Or 26 person will work for 4 months to complete the project.
Or 13 person will work for 8 months to complete the project.

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15.4 Extended Function Point Metrics
The function point measure wa s originally designed to be applied to business
infor mation
systems applications. To accommodate these applications, the data dimension (the information domain values discussed previously) was emphasized to the engineering, real -time, exclusion of the functional and behavioral (control) dimensions. For this reason, points are used for the end control -oriented
applications.
Function point measure was inadequate for many engineering and embedded
systems (which emphasize function and control). A number of extensions to the
basic function point measure have been proposed to re medy this situation.
A function point extension called feature points [JON91], is a superset of the
function point measure that can be applied to systems and engineering software
applications.
The feature point measure accommodates applications in which al gorithmic
complex - ity is high. Real -time, process control and embedded software applications tend to have high algorithmic complexity and are therefore amenable
to the feature point.
To compute the feature point, information domain values are again counte d and
weighted .The feature point metric counts a new software characteristic —
algorithms. An algorithm is defined as "a bounded computational problem that is
included within a specific computer program” [JON91]. Inverting a matrix,
decoding a bit string, or handling an interrupt are all examples of algorithms.
A useful FAQ on function another function point extension for real -time systems
and engineered products points (and extended has been developed by Boeing. The
Boeing approach integrates the data dimension function points) can be obtained at
of software with the functional and control dim ensions to provide a function -
oriented
http://ourworld.
measure amenable to applications that emphasize function and control capabilities.
compuserve.com/
Called the 3D function point [WHI95], characteristics of all three software
dimensions
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homepages/ softcomp/
are “counted, quantified, and transformed” into a measure that provides an
indication of the functionality delivered by the software.
Counts of retained data (the internal program data structure; e.g., files) and external
data (inputs , outputs, inquiries, and external references) are used along with
measures of complexity to derive a data dimension count. The functional dimension is measured by considering “the number of internal operations required to transform input to output data” [ WHI95]. For the purposes of 3D function point
computation, a “transformation” is viewed as a series of processing steps that are
constrained by a set of semantic statements. The control dimension is measured by
counting the number of transitions between st ates.
A state represents some externally observable mode of behavior, and a transition
occurs as a result of some event that causes the software or system to change its
mode of behavior (i.e., to change state). For example, a wireless phone contains
soft- ware that supports auto dial functions. To enter the auto -dial state from a
resting state, the user presses an Auto key on the keypad. This event causes an LCD
display to prompt for a code that will indicate the party to be called. Upon entry of
the code and hitting the Dial key (another event), the wireless phone software
makes a transition to the dialing state. When computing 3D function points,
transitions are not assigned a complexity value.
To compute 3D function points, the following relationship is used:
index = I + O + Q + F + E + T + R (4 -2)
It should be noted that other extensions to function points for application in real -
time software work (e.g., [ALA97]) have also been proposed. However, none of
these appears to be widely used in the industry .
Determining the statements complexity of a transformation for 3D function
points [WHI95].
Processing steps
where I, O, Q, F, E, T, and R represent complexity weighted values for the
elements discussed already: inputs, outputs, inquiries, internal data structures,
external files, transformation, and transitions, respectively. Each complexity
weighted value is computed using the following relationship:
where N il ,N ia , and N ih represent the number of occurrences of element i (e.g.,
out-puts) for e ach level of complexity (low, medium, high);
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Unit 4
16 SOFTWARE COST ESTIMATION
Unit Structure
16.0 Objective
16.1 Software Testing:
16.2 System Testing
16.3 Component Testing
16.4 Test Case Design
16.5 Test Automation
16.6 Software Cost Estimation :
16.6.1 Software Productivity
16.6.2 Estimation Techniques
16.6.3 Algorithmic Cost Modeling
16.6.4 Project Duration and Staffing
16.7 Summary
16.8 Exercise
16.0 Objectives
Ɣ The Objective Of This Chapter Is To Describe The Processes Of Software
Testing And Introduce A Range Of Testing Techniques.
Ɣ Understand The Distinctions Between Validation Testing and Defect
Testing.
Ɣ Understand The Principles of System Testing and Component Testing.
Ɣ Understand Three Strategies That May Be Used to Generate System Test
Cases.
Ɣ Understand The Essential Characteristics of Software Tools That Support
Test Automation.
Ɣ The two fundamental testing activities are
ż component testing —testing the parts of the system and
ż system testing —testing the system as a whole.
Ɣ The Software Testing Process Has Two Distinct Goals:
ż To Demonstrate to The Developer and The Customer That the Software
Meets Its Requirements
ż To Discover Faults or Defects In The Software Where The Beha vior
Of The Software Is Incorrect, Undesirable Or Does Not Conform To
Its Specification.
Ɣ The Aim of The Component Testing Stage Is To Discover Defects By Testing
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16.1 Software Testing:
A model of the software testing process

A general model of the testing process is shown in above Figure.
Ɣ Test cases are specifications of the inputs to the test and the expected output
from the system plus a statement of what is being tested.
Ɣ Test dat a are the inputs that have been devised to test the system.
Ɣ Test data can sometimes be generated automatically. Automatic test case
generation is impossible.
Ɣ The output of the tests can only be predicted by people who understand what
the system should do.
Ɣ Exhaustive testing, where every possible program execution sequence is
tested, is impossible.
Ɣ Testing, therefore, has to be based on a subset of possible test cases.
Ɣ Ideally, software companies should have policies for choosing this subset
rather than leave this to the development team.
Ɣ These policies might be based on general testing policies, such as a policy
that all program statements should be executed at least once.
Ɣ Alternatively, the testing policies may be based on experience of system
usage and may focus on testing the features of the operational syst em.
For example:
1. All system functions that are accessed through menus should be tested.
2. Combinations of functions (e.g., text formatting) that are accessed through
the same menu must be tested.
3. Where user input is provided, all functions must be tested with both correct
and incorrect input.
16.2 System Testing:
Ɣ System testing involves i ntegrating two or more components that implement
system functions or features and then testing this integrated system.
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Ɣ In an iterative development process, system testing is concerned with testing
an increment to be delivered to the customer; in a waterfa ll process, system
testing is concerned with testing the entire system.
For most complex systems, there are two distinct phases to system testing:
1. Integration testing, where the test team has access to the source code of the
system.
Ɣ When a problem is discovered, the integration team tries to find the source of
the problem and identify the components that have to be debugged.
Ɣ Integration testing is mostly concerned with finding defects in the system.
Ɣ 2. Release testing, where a version of the system t hat could be released to
users is tested.
Ɣ Here, the test team is concerned with validating that the system meets its
requirements and with ensuring that the system is dependable.
Ɣ Release testing is usually ‘black -box’ testing where the test team is simpl y
concerned with demonstrating that the system does or does not work
properly.
Ɣ Problems are reported to the development team whose job is to debug the
program.
Ɣ Where customers are involved in release testing, this is sometimes called
acceptance testing. If the release is good enough, the customer may then
accept it for use.
Integration testing
Ɣ The process of system integration involves building a system from it s
components and testing the resultant system for problems that arise from
component interactions.
Ɣ The components that are integrated may be off -the-shelf components,
reusable components that have been adapted for a particular system or newly
developed co mponents.
Ɣ Integration testing checks that these components actually work together, are
called correctly and transfer the right data at the right time across their
interfaces.
Ɣ System integration involves identifying clusters of components that deliver
some system functionality and integrating these by adding code that makes
them work together.
Ɣ In the top -down integration skeleton of the system is developed first, and
components are added to it.
Ɣ Alternatively, in the bottom -up integration first integrate infrastructure
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access, then add the functional components.
Ɣ In both top -down and bottom -up integration, usually we have to develop
additional code to simulate other components and allow the system to
execute.
Ɣ Drawback :
ż A major problem that arises during integration testing is localizing
errors.
ż There are complex interactions between the system components and,
when an anomalous output is discovered, you may find it hard to
identify where the error occurred.
Ɣ To make it easier to locate errors, you should always use an incremental
approach to system integration and testing. Initially, you should integrate a
minimal system
Ɣ Regression testing:
ż These problems mean that when a new increment i s integrated, it is
important to rerun the tests for previous increments as well as the new
tests that are required to verify the new system functionality.
ż Rerunning an existing set of tests is called regression testing.
ż If regression testing exposes pro blems, then you have to check whether
these are problems in the previous increment that the new increment
has exposed or whether these are due to the added increment of
functionality.
ż Regression testing is clearly an expensive process and is impractical
without some automated support.
Release testing:
Ɣ Release testing is the process of testing a release of the system that will be
distributed to customers.
Ɣ The primary goal of this process is to increase the supplier’s confidence that
the system meets its re quirements. If so, it can be released as a product or
delivered to the customer.
Ɣ Release testing is usually a black -box testing process where the tests are
derived from the system specification.
Performance testing:
Ɣ Once a system has been completely integrated, it is possible to test the system
for emergent properties such as performance and reliability.
Ɣ Performance tests have to be designed to ensure that the system can process
its intended load.
Ɣ This usually invol ves planning a series of tests where the load is steadily
increased until the system performance becomes unacceptable.
Ɣ As with other types of testing, performance testing is concerned both with
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problems and defects in the system.
Ɣ To test whether performance requirements are being achieved, you may have
to construct an operational profile.
16.3 Component Testing:
Ɣ Component testing also known as unit testing is the process of testing
individual components in the system.
Ɣ This is a defect testing process so its goal is to expose faults in these
components.
Ɣ As I discussed in the introduction, for most systems, the developers of
components are responsible for component testing.
Ɣ There are di fferent types of components that may be tested at this stage:
1. Individual functions or methods within an object
2. Object classes that have several attributes and methods
3. Composite components made up of several different objects or functions.
Ɣ These composite components have a defined interface that is used to access
their functionality.
Ɣ Individual functions or methods are the simplest type of component and your
tests are a set of calls to these routines with different input parameters.
Ɣ You can use the approaches to test case design, discussed in the next section,
to design the function or method tests.
Ɣ When you are testing object classes, you should design your tests to provide
coverage of all of the features of the object.
Ɣ Therefore, object class testing should include:
1. The testing in isolation of all operations associated with the object
2. The setting and interrogation of all attributes associated with the object
3. The exercise of the object in all possible states.
Ɣ In principle, you should test every possible state transition sequence, although in practice this may be too expensive.
Ɣ Examples of state sequences that should be tested in the weather station
include:
Ɣ 6KXWGRZQĺ:DLWLQJĺ6KXWGRZQ
Ɣ :DLWLQJĺ&DOLEUDWLQ Jĺ7HVWLQJĺ7UDQVPLWWLQJĺ:DLWLQJ
Ɣ :DLWLQJĺ&ROOHFWLQJĺ:DLWLQJĺ Summarizing ĺ7UDQVPLWWLQJĺ
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16.4 Test Case Design:
Ɣ Test case design is a part of system and component testing where you design
the test cases (inputs and predicted outputs) tha t test the system.
Ɣ The goal of the test case design process is to create a set of test cases that are
effective in discovering program defects and showing that the system meets
its requirements.
Ɣ To design a test case, you select a feature of the system or component that
you are testing.
Ɣ You then select a set of inputs that execute that feature, document the
expected outputs or output ranges and, where possible, design an automated
check that tests that the actual and expected outputs are the same.
Ɣ There a re various approaches that you can take to test case design:
1. Requirements -based testing where test cases are designed to test the
system requirements. This is mostly used at the system -testing stage as
system requirements are usually implemented by sev eral components.
For each requirement, you identify test cases that can demonstrate that
the system meets that requirement.
2. Partition testing where you identify input and output partitions and
design tests so that the system executes inputs from all pa rtitions and
generates outputs in all partitions. Partitions are groups of data that
have common characteristics such as all negative numbers, all names
less than 30 characters, all events arising from choosing items on a
menu, and so on.
3. Structural te sting where you use knowledge of the program’s structure
to design tests that exercise all parts of the program. Essentially, when
testing a program, you should try to execute each statement at least
once. Structural testing helps identify test cases that can make this
possible.
Ɣ In general, when designing test cases, you should start with the highest -level
tests from the requirements then progressively add more detailed tests using
partition and structural testing.
16.4.1 Requirements -based testing:
A general principle of requirements engineering is that requirements should be
testable.
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where you consider each requirement and derive a set of tests for it.
Requirements -based testing is validation rather than defect testing demonstrates
that the system has properly implemented its requirements.
Process of Requirements based Testing:
Ɣ Defining Test Completion Criteria -
Ɣ Testing is completed only when all the functional and non -functional testing
is complete.
Ɣ Design Test Cases -
Ɣ A Test case has five parameters namely the initial state or precondition, data
setup, the inputs, expected outcomes and actual outcomes.
Ɣ Execute Tests -
Ɣ Execute the test cases against the system under test and document the results.
Ɣ Verify Test Results -
Ɣ Verify if the expected and actual results match each other.
Ɣ Verify Test Coverage -
Ɣ Verify if the tests cover both functional and non -functional aspects of the
requirement.
Ɣ Track and Manage Defects -
Ɣ Any defects detected during the testing process goes through the defect life
cycle and are tracked to resolution. Defect Statistics are maintained which
will give us the overall status of the project.
Requirements Testing process:
Ɣ Testing must be carried out in a timely manner.
Ɣ Testing process should add va lue to the software life cycle, hence it needs to
be effective.
Ɣ Testing the system exhaustively is impossible hence the testing process needs
to be efficient as well.
Ɣ Testing must provide the overall status of the project; hence it should be
manageable.
ż The Requirements based testing process starts at the very early phase
of the software development, as correcting issues/errors is easier at this
phase.
ż It begins at the requirements phase as the chances of occurrence of bugs
have its roots here.
ż It aims at quality improvement of requirements. Insufficient requirements leads to failed projects.
16.4.2 Partition testing:
One systematic approach to test case design is based on identifying all partitions
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Test cases are designed so that the inputs or outputs lie within these partitions.
Partition testing can be used to design test cases for both systems and components.
Input equivalence partitions are sets of data where all of the set members should be
processed in an equivalent way. Output equivalence partitions are program outputs that have common characteristics, so they can be considered as a distinct class.
You also identify partitions where the inputs are outside the other partitions that
you have chosen.
These test whether the program handles invalid input correctly.
Valid and invalid inputs also form equivalence partitions.
You ide ntify partitions by using the program specification or user documentation
and, from experience, where you predict the classes of input value that are likely to
detect errors.
For example, say a program specification states that the program accepts 4 to 8
inputs that are five -digit integers greater than 10,000.
Equivalence partitions
16.4.3 Structural testing:
Ɣ Structural testing is an approach to test case design where the tests are derived
from knowledge of the software’s structure and implementation.
Ɣ This approach is sometimes called ‘white -box’, ‘glass -box’ testing, or
‘’clear -box’ test -
Ɣ ing to distinguish it from black -box testing.
Ɣ Understanding the algorithm used in a component can help you identify
further partitions and test cases.
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Ɣ
Ɣ Structural testing, also known as glass box testing or white box testing is an
approach where the tests are derived from the knowledge of the software's
structure or internal implementation.
Ɣ Structural Testing Techniques:
ż Statement Coverage - This technique is aimed at exercising all programming statements with minimal tests.
ż Branch Coverage - This technique is running a series of tests to ensure
that all branches are tested at least once.
ż Path Coverage - This technique corresponds to testing all possible paths
which means that each statement and branch are covered.
16.4.4 Path testing:
Ɣ Path Testing is a structural testing method based on the source code or
algorithm and NOT based on the specifications.
Ɣ It can be applied at different levels of granularity.
Ɣ Path Testing Assumptions:
ż The Specifications are Accurate
ż The Data is defined and accessed properly
ż There are no defects that exist in the system other than those that affect
control flow
Ɣ Path Testing Techniques:
ż Control Flow Graph (CFG) - The Program is converted into Flow
graphs by representing the code into nodes, regions and edges.
ż Decision to Decision path (D -D) - The CFG can be broken into various
Decision to Decision paths and then collapsed into individual nodes.
ż Independent (basis) paths - Independent path is a path through a DD -
path graph which cannot be reproduced from other paths by other
methods.
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1. Control Flow Graph –
A control flow graph (or simply, flow graph) is a directed graph which represents
the control structure of a program or module. A control flow graph (V, E) has V
number of nodes/vertices and E number of edges in it. A control graph can also
have :
Junction Node – a node with more than one arrow entering it.
Decision Nod e – a node with more than one arrow leaving it.
Region – area bounded by edges and nodes (area outside the graph is also counted
as a region.).

Below are the notations used while constructing a flow graph :
Ɣ Sequential Statements –

Ɣ If – Then – Else –
Ɣ Do – While –

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Ɣ While – Do –

Ɣ Switch – Case –

Cyclomatic Complexity –
The cyclomatic complexity V(G) is said to be a measure of the logical complexity
of a program. It can be calculated using three different formulae :
Formula based on edges and nodes :
V(G) = e - n + 2*P
Where,
e is number of edges,
n is number of vertices,
P is number of connected components.
For example, consider first graph given above,
where, e = 4, n = 4 and p = 1
So,
Cyclomatic complexity V(G)
= 4 - 4 + 2 * 1
1. = 2
Formula based on Decision Nodes :
V(G) = d + P
where,
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d is number of decision nodes,
P is number of connected nodes.
For example, consider first graph given above,
where, d = 1 and p = 1
So,
Cyclomatic Complexity V(G)
= 1 + 1
2. = 2
Formula based on regions :
V(G) = number of regions in the graph
For example, consider first graph given above,
Cyclomatic complexity V(G)
= 1 (for region 1) + 1 (for Region 2)
3. = 2
Hence, using all the three above formulae, the cyclomatic complexity obtained
remains same. All these three formulae can be used to compute and verify the
cyclomatic complexity of the flow graph.
Note –
1. For one function [ e.g., Main( ) or Factorial( ) ], only one flow graph is
constructed. If in a program, there are multiple functions, then a separate flow
graph is constructed for each one of them. Also, in the cyclomatic complexity
formula, the value of ‘p’ is set depending of the number of graphs present in
total.
2. If a decision node has exactly two arrows leaving it, then it is counted as
one decisio n node. However, if there are more than 2 arrows leaving a
decision node, it is computed using this formula :
d = k - 1
Here, k is number of arrows leaving the decision node.
Independent Paths :
An independent path in the control flow graph is the one whic h introduces at least
one new edge that has not been traversed before the path is defined. The cyclomatic
complexity gives the number of independent paths present in a flow graph. This is
because the cyclomatic complexity is used as an upper -bound for the number of
tests that should be executed in order to make sure that all the statements in the
program have been executed at least once.
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So, the independent paths in above first given graph :
Ɣ Path 1:
A -> B
Ɣ Path 2:
C -> D
Note –
Independent paths are not unique. In other words, if for a graph the cyclomatic
complexity comes out be N, then there is a possibility of o btaining two different
sets of paths which are independent in nature.
Design Test Cases :
Finally, after obtaining the independent paths, test cases can be designed where
each test case represents one or more independent paths.
Advantages :
Basis Path Testing can be applicable in the following cases:
1. More Coverage –
Basis path testing provides the best code coverage as it aims to achieve
maximum logic coverage instead of maximum path coverage. This results in
an overall thorough testing of the code.
2. Maintenance Testing –
When a software is modified, it is still necessary to test the changes made in
the software which as a result, requires path testing.
3. Unit Testing –
When a developer writes the code, he or she tests the structure of the progra m
or module themselves first. This is why basis path testing requires enough
knowledge about the structure of the code.
4. Integration Testing –
When one module calls other modules, there are high chances of Interface
errors. In order to avoid the case of su ch errors, path testing is performed to
test all the paths on the interfaces of the modules.
5. Testing Effort –
Since the basis path testing technique takes into account the complexity of
the software (i.e., program or module) while computing the cyclomatic
complexity, therefore it is intuitive to note that testing effort in case of basis
path testing is directly proportional to the complexity of the software or
program.
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16.5 Test Automation:
Ɣ Testing is an expensive and laborious phase of the software proce ss.
Ɣ As a result, testing tools were among the first software tools to be developed.
Ɣ These tools offer a range of facilities and their use can significantly reduce
the costs of testing.
Ɣ The tests themselves should be written in such a way that they indicate
whether the tested system has behaved as expected.
Ɣ A software testing workbench is an integrated set of tools to support the
testing process.
Ɣ In addition to testing frameworks that support automated test execution, a
workbench may include tools to simulate other parts of the system and to
generate system test data.
Ɣ Following Figure shows some of the tools that might be included in such a
testin g workbench:

1. Test manager Manages the running of program tests. The test manager keeps track of test data, expected results and program facilities tested. Test automation frameworks such as JUnit are examples of test managers.
2. Test data generator Generates test data for the program to be tested. This
may be accomplished by selecting data from a database or by using patterns
to generate random data of the correct form.
3. Oracle Generates predictions of expected test results. Oracles may either be
previous program versions or prototype systems. Back -to-back testing involves running the oracle and the program to be tested in parallel.
Differences in their outputs are highlighted.

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4. File comparator Compares the results of program tests with previo us test
results and reports differences between them. Comparators are used in
regression testing where the results of executing different versions are
compared. Where automated tests are used, this may be called from within
the tests themselves.
5. Report generator Provides report definition and generation facilities for test
results.
6. Dynamic analyzer Adds code to a program to count the number of times each
statement has been executed. After testing, an execution profile is generated
showing how often each program statement has been executed.
7. Simulator Different kinds of simulators may be provided. Target simulators
simulate the machine on which the program is to execute.
User interface simulators are script -driven programs that simulate multiple simultaneous user interactions. Using simulators for I/O means that the timing of transaction sequences is repeatable.
16.6 Software Cost Estimation:
It is always necessary to know how much any new project will cost to develop and
how much development time will it take.
These estimates are needed before development is initiated.
The objective of this section is to introduce techniques for estimating t he cost and
effort required for software production.
Ɣ understand the fundamentals of software costing and reasons why the price
of the software may not be directly related to its development cost;
Ɣ have been introduced to three metrics that are used for soft ware productivity
assessment;
Ɣ appreciate why a range of techniques should be used when estimating
software costs and schedule;
Ɣ understand the principles of the COCOMO II model for algorithmic cost
estimation.
Several estimation procedures have been develop ed and are having the following
attributes in common.
1. Project scope must be established in advanced.
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To achieve tru e cost & schedule estimate, several options arise.
4. Delay estimation
5. Used symbol decomposition techniques to generate project cost and schedule
estimates.
6. Acquire one or more automated estimation tools.
16.6.1 Software productivity:
Factors affecting software pricing are as follow:
Ɣ Market opportunity
ż A development organization may quote a low price because it wishes
to move into a new segment of the software market.
ż Accepting a low profit on one project may give the organization the
opportu nity to make a greater profit later.
ż The experience gained may also help it develop new products.
Ɣ Cost estimate uncertainty
ż If an organization is unsure of its cost estimate, it may increase its price
by some contingency o ver and above its normal profit.
Ɣ Contractual terms
ż A customer may be willing to allow the developer to retain ownership
of the source code and reuse it in other projects.
ż The price charged may then be less than if the software source code is
handed over to the customer.
Ɣ Requirement vola tility
ż If the requirements are likely to change, an organization may lower its
price to win a contract. After the contract is awarded, high prices can
be charged for changes to the requirements .
Ɣ Financial health
ż Developers in financial difficulty may lower their price to gain a
contract. It is better to make a smaller than normal profit or break even
than to go out of business.
Ɣ Productivity estimates are usually based on measuring attributes of the
software and dividing this by the total effort required for development.
Ɣ There are two types of metrics that have been used:
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1. Size-related metrics
ڮ These are related to the size of some output from an activity.
ڮ The most commonly used size -related metric is lines of delivered source
code.
ڮ Other metrics that may be used are the number of delivered object code
instructions or the number of pages of system documentation.
2. Function -related metrics
ڮ These are relate d to the overall functionality of the delivered software.
Productivity is expressed in terms of the amount of useful functionality produced
in some given time.
ڮ Function points and object points are the best -known metrics of this type.
Cost Estimation Models:
A model may be static or dynamic.
In a static model, a single variable is taken as a key element for calculating cost and
time.
In a dynamic model, all variable are interdependent, and there is no basic variable.

Static, Single Variable Models:
When a model makes use of single variables to calculate desired values such as
cost, time, efforts, etc. is said to be a single variable model. The most common
equation is:
C=aLb
Where C = Costs
L= size
a and b are constants
The Software Engineering Laboratory established a model called SEL model, for
estimating its software production. This model is an example of the static, single
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variable model.
E=1.4L0.93
DOC=30.4L0.90
D=4.6L0.26
Where E= Efforts (Person Per Month)
DOC=Documentation (Number of Pages)
D = Duration (D, in months)
L = Number of Lines per code
Static, Multivariable Models:
These models are based on method (1), they depend on several variables describing
various aspects of the software development environmen t.
In some models, several variables are needed to describe the software development
process, and the selected equation combines these variables to give the estimate of
time & cost.
These models are called multivariable models.
WALSTON and FELIX develop the models at IBM provide the following equation
gives a relationship between lines of source code and effort:
E=5.2L0.91
In the same manner duration of development is given by
D=4.1L0.36
The productivity index uses 29 variables which are found to be highly correlated
productivity as follows:

Where Wi is the weight factor for the ith variable and Xi={-1,0,+1} the estimator
gives Xione of the values -1, 0 or +1 depending on the variable decreases, has no
effect or increases the productivity.
Example: Compare the Walston -Felix Model with the SEL model on a software
development expected to involve 8 person -years of effort.
D Calculate the number of lines of source code that can be produced.
E Calculate the duration of the development.
F Calculate the productivity in LOC/PY
G Calculate the average manning

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Solution:
The amount of manpower involved = 8PY=96persons -months
(a)Number of lines of source code can be obtai ned by reversing equation to give:

Then
/ 6(/    » /2&
/ 6(/    » /2&
(b)Duration in months can be calculated by means of equation
D (SEL) = 4.6 (L) 0.26
= 4.6 (94.264)0.26 = 15 months
D (W -F) = 4.1 L0.36
= 4.1 (24.632)0.36 = 13 months
(c) Productivity is the lines of code produced per person s/month (year)

(d)Average manning is the average number of persons required per month in the
project

COCOMO Model :
Ɣ Boehm proposed COCOMO (Constructive Cost Estimation Model) in 1981.
Ɣ COCOMO is one of the most generally used software estimation models in
the world. COCOMO predicts the efforts and schedule of a software product
based on the size of the software.
Ɣ The necessary steps in this model are:
ż Get an initial estimate of the development effort from evaluation of
thousands of delivered lines of source code (KDLOC).
ż Determine a set of 15 multiplying factors from various attributes of the
project.
ż Calculate the effort estimate by multiplying the initial estimate with all
the multiplying factors i.e., multiply the values in step1 and step2.
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Ɣ The init ial estimate (also called nominal estimate) is determined by an
equation of the form used in the static single variable models, using KDLOC
as the measure of the size.
Ɣ To determine the initial effort E i in person -months the equation used is of the
type is shown below
Ɣ Ei=a*(KDLOC)b , where the value of the constant a and b are depends on the
project type.
In COCOMO, projects are categorized into three types:
1. Organic
2. Semidetached
3. Embedded
1.Organic:
Ɣ A development project can be treated of the organic type, if the project deals
with developing a well -understood application program, the size of the development team is reasonably small, and the team members are experienced in developing similar methods o f projects.
Ɣ Examples of this type of projects are simple business systems, simple
inventory management systems, and data processing systems.
2. Semidetached:
Ɣ A development project can be treated with semidetached type if the development consists of a mix ture of experienced and inexperienced staff.
Ɣ Team members may have finite experience in related systems but may be
unfamiliar with some aspects of the order being developed.
Ɣ Example of Semidetached system includes developing a new operating
system (OS), a Database Management System (DBMS), and complex inventory management system.
3. Embedded:
Ɣ A development project is treated to be of an embedded type, if the software
being developed is strongly coupled to complex hardware, or if the stringent
regul ations on the operational method exist.
Ɣ For Example: ATM, Air Traffic control.
Ɣ For three product categories, Bohem provides a different set of expression to
predict effort (in a unit of person month)and development time from the size
of estimation in KLOC (Kilo Line of code) efforts estimation takes into
account the productivity loss due to holidays, weekly off, coffee breaks, etc.
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According to Boehm, software cost estimation should be done through three
stages:
1. Basic Model
2. Intermediate Model
3. Detailed Model
1. Basic COCOMO Model:
The basic COCOMO model provide an accurate size of the project parameters.
The following expressions give the basic COCOMO estimation model:
Effort=a1*(KLOC) a2 PM
Tdev=b1*(efforts)b2 Months
Where
KLOC is the estimated size of the software product indicate in Kilo Lines of Code,
a1,a2,b1,b2 are constants for each group of software products,
Tdev is the estimated time to develop the software, expressed in months,
Effort is the total effo rt required to develop the software product, expressed in
person months (PMs).
Estimation of development effort
For the three classes of software products, the formulas for estimating the effort
based on the code size are shown below:
Organic: Effort = 2.4(KLOC) 1.05 PM
Semi -detached: Effort = 3.0(KLOC) 1.12 PM
Embedded: Effort = 3.6(KLOC) 1.20 PM
Estimation of development time
For the three classes of software products, the formulas for estimating the
development time based on the effort are given below:
Organic: Tdev = 2.5(Effort) 0.38 Months
Semi -detached: Tdev = 2.5(Effort) 0.35 Months
Embedded: Tdev = 2.5(Effort) 0.32 Months
Some insight into the basic COCOMO model can be obtained by plotting the
estimated characteristics for different software sizes.
Following Fig shows a plot of estimated effort versus product size.
From fig, we can observe that the effort is somewhat superliner in the size of the
software product.
Thus, the effort required to develop a product increases very rapidly with pr oject
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Example1: Suppose a project was estimated to be 400 KLOC. Calculate the effort
and development time for each of the three model i.e., organic, semi -detached &
embedded.
Solution: The basic COCOMO equation takes the form:
Effort= a1*(KLOC) a 2 PM
Tdev=b 1*(efforts)b 2 Months
Estimated Size of project= 400 KLOC
(i)Organic Mode
E = 2.4 * (400)1.05 = 1295.31 PM
D = 2.5 * (1295.31)0.38=38.07 PM
(ii)Semidetached Mode
E = 3.0 * (400)1.12=2462.79 PM
D = 2.5 * (2462.79)0.35=38.45 PM
(iii) Embedded Mode
E = 3.6 * (400)1.20 = 4772.81 PM
D = 2.5 * (4772.8)0.32 = 38 PM
Example2: A project size of 200 KLOC is to be developed. Software development
team has average experience on similar type of projects. The project schedule is
not very tight. Calculate the Effort, development time, average staff size, and
productivity of the project.
Solution: The semidetached mode is the most appropriate mode, keeping in view
the size, schedule and experience of development time.
Hence E=3.0(200)1.12=1133.12PM
D=2.5(1133.12)0.35=29.3PM

P = 176 LOC/PM
2. Intermediate Model:
The basic Cocomo model considers that the effort is only a function of the number
of lines of code and some constants calculated according to the various software
systems.
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The intermediate COCOMO model recognizes these facts and refines the initial
estima tes obtained through the basic COCOMO model by using a set of 15 cost
drivers based on various attributes of software engineering.
Classification of Cost Drivers and their attributes:
(i) Product attributes -
Ɣ Required software reliability extent
Ɣ Size of the application database
Ɣ The complexity of the product
Hardware attributes -
ł Run-time performance constraints
ł Memory constraints
ł The volatility of the virtual machine environment
ł Required turnabout time
Personnel attributes -
ł Analyst capability
ł Software engineering capability
ł Applications experience
ł Virtual machine experience
ł Programming language experience
Project attributes -
ł Use of software tools
ł Application of software engineering methods
ł Required development schedule
Intermediate COCOMO equation:
E=a i (KLOC) b i*EAF
D=c i (E)d i
3. Detailed COCOMO Model:
Detailed COCOMO incorporates all qualities of the standard version with an
assessment of the cost drivers' effect on each method of the software engineering
process.
The detailed model uses various effort multipliers for each cost driver property.
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then we apply COCOMO in various modules to estimate effort and then sum the
effort.
The Six phases of detailed COCOMO are:
 Planning and requirements
 System structure
 Complete structure
 Module code and test
 Integration and test
 Cost Constructive model
The effort is determined as a function of program estimate, and a set of cost drivers
are given according to every phase of the software lifecycle.
16.6.2 Estimation techn iques:
Organizations need to make software effort and cost estimates.
To do so, one or more of the techniques described below may be used.
All of these techniques rely on experience -based judgements by project managers
who use their knowledge of previous projects to arrive at an estimate of the
resources required for the project.
Some examples of the changes that may affect estimates based o n experience
include:
1. Distributed object systems rather than mainframe -based systems
2. Use of web services
3. Use of ERP or database -centered systems
4. Use of off -the-shelf software rather than original system development
5. Development for and w ith reuse rather than new development of all parts of
a system
6. Development using scripting languages such as TCL or Perl (Ousterhout,
1998)
7. The use of CASE tools and program generators rather than unsupported soft -
ware development.
Various Cost es timation techniques are as follows:
Ɣ Algorithmic cost modelling
ż A model is developed using historical cost information that relates
some software metric (usually its size) to the project cost.
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Ɣ Expert judgement
ż Several experts on the proposed software development techniques and
the application domain are consulted.
ż They each estimate the project cost.
ż These estimates are compared and discussed.
ż The estimation process iterates until an agreed estimate is reached.
Ɣ Estimation by analogy
ż This technique is applicable when other projects in the same application
domain have been completed.
ż The cost of a new project is estimated by analogy with these completed
projects.
ż Myers (Myers, 1989) gives a very clear description of this approach.
Ɣ Park inson’s Law
ż Parkinson’s Law states that work expands to fill the time available.
ż The cost is determined by available resources rather than by objective
assessment.
ż If the software has to be delivered in 12 months and 5 people are
available, the effort r equired is estimated to be 60 person -months.
Ɣ Pricing to win
ż The software cost is estimated to be whatever the customer has
available to spend on the project.
ż The estimated effort depends on the customer’s budget and not on the
software functionality.
16.6.3 Algorithmic cost modelling:
Ɣ Algorithmic cost modelling uses a mathematical expression to predict project
costs based on estimates of the project size, the number of software engineers,
and other process and product factors.
Ɣ An algorithmic cost model c an be developed by analyzing the costs and
attributes of completed projects and finding the closest fit mathematical
expression to the actual project.
Ɣ In general, an algorithmic cost estimate for software cost can be expressed
as:
Ɣ EFFORT=A×SIZE B×M
Ɣ In thi s equation A is a constant factor that depends on local organizational
practices and the type of software that is developed.
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Ɣ M is a multipl ier made by combining process, product and development
attributes, such as the dependability requirements for the software and the
experience of the development team.
Ɣ The exponential component B associated with the size estimate expresses the
non-linearit y of costs with project size.
Ɣ As the size of the software increases, extra costs are emerged.
Ɣ The value of exponent B usually lies between 1 and 1.5.
Ɣ All algorithmic models have the same difficulties:
ż It is difficult to estimate SIZE in the early stage of development. Function or object point estimates can be produced easier than estimates of code size but are often inaccurate.
ż The estimates of the factors contributing to B and M are subjective.
Estimates vary from one person to another person, depending on their
background and experience with the type of system that is being
developed.
Ɣ The number of lines of source code in software is the basic software metric
used in many algorithmic cost models.
Ɣ The code size can be estimated by previ ous projects, by converting function
or object points to code size, by using a reference component to estimate the
component size, etc.
Ɣ The programming language used for system development also affects the
number of lines of code to be implemented.
Ɣ Furth ermore, it may be possible to reuse codes from previous projects and
the size estimate has to be adjusted to take this into account.
16.6.4 Project Duration and Staffing:
Ɣ As well as estimating the effort required to develop a software system and
the overal l project costs, project managers must also estimate how long the
software will take to develop and when staff will be needed to work on the
project.
Ɣ The development time for the project is called the project schedule.
Ɣ Increasingly, organizations are dem anding shorter development schedules so
that their products can be brought to market before their competitor’s.
Ɣ The relationship between the number of staff working on a project, the total
effort required and the development time is not linear.
Ɣ As the num ber of staff increases, more effort may be needed. The reason for
this is that people spend more time communicating and defining interfaces
between the parts of the system developed by other people.
Ɣ Doubling the number of staff (for example) therefore doe s not mean that the
duration of the project will be halved.
Ɣ The COCOMO model includes a formula to estimate the calendar time
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same for all COCOMO levels:
Ɣ TDEV = 3 (PM)(0.33+0.2*(B -1.01))
Ɣ PM is the effort computation and B is the exponent computed, as discussed
above (B is 1 for the early prototyping model).
Ɣ This computation predicts the nominal schedule for the project.
Ɣ However, the predicted project schedule and the schedule requi red by the
project plan are not necessarily the same thing.
Ɣ The planned schedule may be shorter or longer than the nominal predicted
schedule.
Ɣ However, there is obviously a limit to the extent of schedule changes, and the
COCOMO II model predicts this:
Ɣ TDEV = 3 (PM)(0.33+0.2*(B -1.01)) SCEDPercentage/100
Ɣ SCEDPercentage is the percentage increase or decrease in the nominal
schedule.
Ɣ If the predicted figure then differs significantly from the planned schedule, it
suggests that there is a high risk of probl ems delivering the software as
planned.
Ɣ To illustrate the COCOMO development schedule computation, assume that
60 months of effort are estimated to develop a software system (Option C in
Figure Assume that the value of exponent B is 1.17. From the schedule
equation, the time required to complete the project is:
Ɣ TDEV = 3 (60)0.36 = 13 months
Ɣ In this case, there is no schedule compression or expansion, so the last term
in the formula has no effect on the computation.
Ɣ An interesting implication of the COCOMO model is that the time required
to complete the project is a function of the total effort required for the project.
Ɣ It does not depend on the number of software engineers working on the
project.
Ɣ This confirms the notion that adding more people to a project that is behind
schedule is unlikely to help that schedule to be regained. Myers (Myers,
1989) discusses the proble ms of schedule acceleration.
Ɣ He suggests that projects are likely to run into significant problems if they try
to develop software without allowing sufficient calendar time.
16.7 Summary:
Ɣ Testing can only show the presence of errors in a program. It canno t
demonstrate that there are no remaining faults.
Ɣ Component testing is the responsibility of the component developer. A
separate testing team usually carries out system testing.
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customer releases and should validate that the system to be released meets its
requirements.
Ɣ When testing systems, you should try to ‘break’ the system by using
experience and guidelines to choose types of test cases that have been
effective in discovering defects in other systems.
Ɣ Interface testing is intended to discover defects in the interfaces of composi te
components. Interface defects may arise because of errors made in reading
the specification, specification misunderstandings or errors or invalid timing
assumptions.
Ɣ Equivalence partitioning is a way of deriving test cases. It depends on finding
partiti ons in the input and output data sets and exercising the program with
values from these
Ɣ partitions. Often, the value that is most likely to lead to a successful test is a
value at the boundary of a partition.
Ɣ Structural testing relies on analyzing a progra m to determine paths through it
and using this analysis to assist with the selection of test cases.
Ɣ Test automation reduces the costs of testing by supporting the testing process
with a range of software tools.
Ɣ There is not necessarily a simple relationshi p between the price charged for
a system and its development costs. Organizational factors may mean that the
price charged is increased to compensate for increased risk or decreased to
gain competitive advantage.
Ɣ Factors that affect software productivity i nclude individual aptitude (the
dominant factor), domain experience, the development process, the size of
the project, tool support and the working environment.
Ɣ Software is often priced to gain a contract, and the functionality of the system
is then adjust ed to meet the estimated price.
Ɣ There are various techniques of software cost estimation. In preparing an
estimate, several different techniques should be used. If the estimates diverge
widely, this means that inadequate estimating information is available .
Ɣ The COCOMO II costing model is a well -developed algorithmic cost model
that takes project, product, hardware and personnel attributes into account
when formulating a cost estimate. It also includes a means of estimating
development schedules.
Ɣ Algorithmic cost models can be used to support quantitative option analysis.
They allow the cost of various options to be computed and, even with errors,
the options can be compared
Ɣ on an objective basis.
Ɣ The time required to complete a project is not simply proporti onal to the
number of people working on the project. Adding more people to a late
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16.8 Exercise:
Answer the following:
1. What is the objective of software cost estimation?
2. What are the main costs of a software development project?
3. How programmer productivity can be measured by function points?
4. How programmer productivity can be measured by object points?
5. List some cost estimation techniques that are not based on any size related
metric of software?
6. Explain the expression of algorithmic cost modelling?
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Unit 5
17 PROCESS IMPROVEMENT
Unit Structure
17.1 Process and Product Quality
17.1.1 Process quality management
17.2 Process Classification
17.3 Process Measurement
17.4 Process Change
17.5 The CMMI Process Improvement Framework
17.5.1 The staged CMMI model
17.0 Objectives
In this chapter you will understand What is process and the Quality.
Understand the principles of software process improvement
Understand the cycle process improvement process
Process Improvement:
Process improvement is a cyclical activity. It involves three principal stages:

Fig.: The process improvement cycle
1) Process measurement: Attributes of the current project or the product are
measured. The aim is to improve the measures according to the goals of the
organization involved in process improvement.
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2) Process analysis: The current process is assessed, and process weaknesses
bottlenecks are identified. Process models that describe the process are
usually developed during this stage.
3) Process change: Changes to the process that have been identified during
analysis are introduced.
17.1 Process and Prod uct Qual ity
1. A fundamental assumpti on of quality management is that the quality of
the development pr ocess direct ly affects the quality of delivered
products.
2. This assumption comes from man ufacturi ng systems where product
quality is intimate ly related the production process.
3. In an automated manufacturing system, the process involves configuri ng,
setting up and operati ng the machi nes involved in process.
4. Once the machines are operati ng correctly, product quality naturally
follo ws. You measure the quality of the product and change the process
until you achieve the quality level that you need.
5. There is a clear link betwe en process and product quality in
manufacturi ng because the process is relatively easy to standardize and
monitor.
6. Once manufacturi ng systems are calibrated, they can be run again and
again to output high-quality products.
7. However, soft ware is not manufactured but is designed.
8. Software developm ent is a creative rather than a mechanical process, so
the influence of Individ ual skills and experience is significant.
9. Exter nal factors, such as the novelty of an application or commercial
pressure for an early pr oduct re lease, also affect p roduct quality
irrespective of the process used.
17.1.1 Process quality management involves:
1) Defining process standards such as how and when reviews should be
conducted
2) Monitoring the development process to ensure that the standards are being
followed
3) Reporting the software process to project management and to the buyer of
the software
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For example, process quality standards for critical syste ms may specify that
specification must be complete and approved before implementation can begin.
However, some critical systems may require prototyping where programs are
implemented without a complete specification.
I have experienced situations where the quality management team suggests that
this prototyping should not be carried out because the prototype quality cannot be
monitored.
In such situations, senior management must intervene to ensure that the quality
process supports rather than hinders product development.

Fig: Metrics and Measures

Fig: Process characteristics
Process characteristic Description Understandability To what extent is the process explicitly defined and how easy is it to understand the process definition? Visibility Do the process activities culminate in clear results so that the progress of the process is externally visible? Supportability To what extent can CASE tools be used to support the process activities? Acceptability Is the defined process acceptable to and usable by the engineers responsible for producing the software product? Reliability Is the process designed in such a way that process errors are avoided or trapped before they result in product errors? Robustness Can the process continue in spite of unexpected problems? Maintainability Can the process evolve to reflect changing organizational requirements or identified process improvements? Rapidity How fast can the process of delivering a system from a given specification be completed? munotes.in

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17.2 Process Classification
1) Informal processes . When there is no strictly defined process model, the development team chooses the process that they will use. Informal processes may use formal procedures such as configuration management,
but the procedures and the relationships between procedures are defined as
required by the development team.

Fig.: Process applicability
2) Managed processes. A defined process model is used to drive the development process. The process model defines the procedures, their scheduling, and the relationships between the procedures.
3) Methodical processes . When some defined development method are used,
these processes benefit from CASE tool support for design and analysis
processes.
4) Improving processes . Processes that have inherent improvement objectives
have a specific budget for improvements and procedures for introducing
SUCH improvement s. As part of this, quantitative process measurement
may be introduced.
17.3 Process Measurement
Process measurements are quantitative data about the software process.
• The measurement of process and product attributes is essential for process
improvement.
• Measurement has an important role to play in small -scale, personal process
improvement.
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• Process measurements can be used to assess whether the efficiency of a
process h as been improved.
• For example, the effort and time devoted to testing can be monitored.
• Effective improvements to the testing process should reduce the effort,
testing time or both.
• However, process measurements on their own cannot be used to determine
whether product quality has improved.
• Product quality data should also be collected and related to the process
activities
Three classes of process metric can be collected:
1) The time taken for a process to be completed . This can be the total time
devoted to the process, calendar time, the time spent on the process by
engineers .
2) The resources required for a process. The resources might include total
effort in person -days, travel costs and computer resources.
3) The number of occurrences of an event . Examples of events that might be
monitored include the number of defects discovered during code inspection,
the number of requirements changes requested and the average number of
lines of code modified in response to a requirement change.
This approach relies on the identification of:
1) Goals. What the organization is trying to achieve. Examples of goals might
be improved programmer productivity, shorter product development time
and increased product reliability.
2) Questions. These are refinements of goals where specific areas of uncertainty related to the goals are identified. Normally, a goal will have
several associated questions that need to be answered. Examples of questions related to the above goals are:
• How can the number of debugged lines of code be increased?
• How can the time required to finalize product requirements be reduced?
How can more effective reliabilit y assessments be made?
3) Metrics. These are the measurements that need to be collected to help
answer the questions and to confirm whether process improvements have
achieved the desired goal.
Advantages
1) Separate organizational concerns from specific process concerns.
2) focus on data collection and suggest the data to be analyse in different ways
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17.4 Process Change
Process change involves making modifications to the existing process. You may
do this by introducing new practices, methods, or tools, by changing the ordering
of process activities, by introducing or removing deliverables from the process, or
by introducing new roles and responsibilities.

Fig.: The process change process
There are five key stages in the process change process:
1) Improvement identification. This stage is concerned with using the results
of the process analysis to identify quality, schedule, or cost bottlenecks
where process factors might adversely influence the product quality
2) Improvem ent prioritizations . This stage is concerned with assessing the
possible changes and prioritizing them for implementation.
Which are most important. You may make these decisions based on the
need to improve specific process areas, the costs of introducin g the change,
the impact of the change on the organization and other factors.
3) Process change’s introduction. Process change introduction means putting
new procedures, methods, and tools into place, and integrating them with
other process activities. You must allow enough time to introduce changes
and to ensure that these changes are compatible with other process activities
and with organizational procedures and standards.
4) Process change training. Without training, it is not possible to gain the full
benefits from process changes. Process managers and software engineers
may simply refuse to accept the new process.
5) Change tuning. Proposed process changes will never be compl etely
effective as soon as they are introduced. You need a tuning phase where minor problems are discovered, and modifications to the process are proposed and are introduced.
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17.5 The CMMI Process Improvement Framework
The CMMI model is intended to be a framework for process improvement that
has broad applicability across a range of companies. Its staged version is compatible with the Software CMM and allows an organization’s system development and management processes to be assessed and
assigned a maturity level from 1 to 5.
Fig: Process areas in the CMMI
1) Process areas. The CMMI identifies 24 process areas that are relevant to
software process capability and i mprovement. These are organized into four
groups in the continuous CMMI model. These groups and related process
areas are listed above.
2) Goals. Goals are abstract descriptions of a desirable state that should be
attained by an organization. The CMMI has specific goals that are associated with each process area and that define the desirable state for that area. It also defines generic goals that are associated with the institutionalization of good practice. Category Process area Process management Organizational process definition Organizational process focus
Organizational training
Organizational process performance
Organizational innovation and deployment Project management Project planning Project monitoring and control Supplier
agreement management Integrated project
management Risk management
Integrated teaming
Quantitative project management Engineering Requirements management Requirement’s development
Technical solution
Product integration Verification Validation Support Configuration management Process and product quality management
Measurement and analysis Decision analysis and
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3) Practices. Practices in the CMMI are descriptions of ways to achieving a
goal. Up to seven specific and generic practices may be associated with
each goal within each process area. Goal Process Area Corrective actions are managed to closure when the project's performance or results deviate significantly from the plan Specific goal in project monitoring and control Actual performance and progress of the project is monitored against the project plan Specific goal in project monitoring and control The requirements are analyzed and validated, and a definition of the required functionality is developed Specific goal in requirements development Root causes of defects and other problems are systematically determined Specific goal in causal analysis and resolution The process is institutionalized as a defined process Generic goal Fig: Process area in the CMMI
A CMMI assessment involves examining the processes in an organi zation and
rating these on a six -point scale that relates to the level of maturity in each
process area.
The six -point scale assigns a level to a process as follows:
1. Incomplete: At least one of the specific goals associated with the process
area is not satisfied. There are no generic goals at this level as
institutionalization of an incomplete process does not make sense.
2. Performed : The goals associated with the process area are satisfied, and for
all processes the scope of the work to be performed is explicitly set out and
communicated to the team members.
3. Managed: At this level, the goals associated with the process area are met
and organizational policies are in place that define when each process
should be used. There must be documented project plans that define the
project goals. Resource management and process monitoring procedures
must be in place across the institution.
4. Defined : This level focuses on organizat ional standardization and
deployment of processes. Each project has a managed process that is
adapted to the project requirements from a defined set of organizational
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5. Quantitatively: managed at this level, there is an organizational
responsibility to use statistical and other quantitative methods to control
subprocesses; that is, collected process and product measurements must be
used in proce ss management.
6. Optimizing: At this highest level, the organization must use the process
and product measurements to drive process improvement. Trends must be
analyzed, and the processes adapted to changing business needs.
17.5.1 The staged CMMI model

1. Requirements management Manage the requirements of the project's
products and product components and identify inconsistencies between
those requirements and the project's plans and work products.
2. Project planning Establish and maintain plans that define project activities.
3. Project monitoring and control Provide understanding into the project's
progress so that appropriate corrective actions can be taken when the
project's performance deviates significantly from the plan.
4. Supplier agreement management Manage the acquis ition of products and
services from suppliers external to the project for which a formal agreement
exists.
5. Measurement and analysis Develop and sustain a measurement capability
that is used to support management information needs.
6. Process and produ ct quality assurance Provide staff and management
with objective insight into the processes and associated work products.
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7. Configuration management Establish and maintain the integrity of work
products using configuration identification, configuration c ontrol,
configuration status accounting, and configuration audits.
Graded Question
1. Write a note on ISO 9000 quality standards.
2. Explain process improvement cycle.
3. Explain CMMI framework.
4. Explain Software as service.
5. Explain service engineering with neat diagram.
Reference Books:
1. Software Engineering, edition, Ian Somerville Peaeson Education. Ninth
Edtition
2. Software Eng ineering, Pankaj Jalote Narosa Publi cation
3. Software eng ineering, a practitioner’s approach , Roger P ressm an , Tata
Mcgraw-hill , Seve nth
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Unit 5
18 SERVICE ORIENTED
SOFTWARE ENGINEERING
Unit Structure
18.0 Objectives
18.1 Introduction
18.3 Contents
18.3.1 Overview of Service -Oriented Architecture (SOA)
18.3.2 Services as R eusable Components
18.3.3 Service Engineering
18.3.4 Software Development with S ervices
18.4 Key Points
18.5 Bibliography
18.6 Exercises
18.0 Objectives
Service -Oriented Software Engineering (SOSE) is a software engineering methodology focused on the development of software systems by composition of
reusab le services (service -orientation) often provided by other service providers.
The main aim of this chapter is to introduce service - oriented software
architecture as a way of building distributed applications using web services.
18.1 Introduction
Service -Oriented Architecture (SOA) is a style of software design where services are provided to the other components by application components, through a communication protocol over a network. Its principles are independent of vendors and oth er technologies. In service -oriented architecture , a number of services communicate with each other, in one of two ways: through passing data or through two or more services coordinating an activity. This is just one definition of Service -Oriented Architecture.
18.3 Contents
18.3.1 Overview of Service -Oriented Archit ecture (Soa)
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xThe environment architecture as Client -Server.
xThe client send request to the server to access information on the server
system that located outside of their own organizations.
xThe web browser is responsible for directing client access to information on
the server.
Disadvantages
xFor example, a prog ram queried several catalogs from different suppliers,
were not possible.
Solution – Web Service
xThe notion of a web service was proposed.
xA web service is a standard representation for some computational or
information resource that can be used by other programs.
Definition of Web Service
An act or performance offered by one party to another. Although the process may
be tied to a physical product, the performance is essentially intangible and does
not normally result in ownership of any of the facto rs of production.

Figure 18.1. Service -Oriented Architecture
The Figure 18.1, shows the stack of key standards that have been established to
support web services. Web service protocols cover all aspects of SOAs, from the
basic mechanisms for service information exchange (SOAP) to programming
language standards (WS -BPEL).
All these standards based on XML, human and machine -readable notation that
allows the definition of structured data where text is tagged with a meaningful
identifier.
.
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xXML has a range of supporting technologies s uch as XSD .
xXSD – for schema definition which are used to extend and manipulate
XML descriptions.
The key standards for web SOAs
xSOAP – This is a message interchange standard that supports the communication between services. It defines the essential and optional
components of messages passed between services.
xWSDL – It is a standard for service interface definition. It sets out how th e service operations (operation names, parameters, and their types) and service bindings should be defined.
xWS-BPEL - This is a standard for a workflow language that is used to
define process programs involving several different services
Figure 18.2. Web Service Standards

Examples of Web Service Standards include the following:
xWS-Reliable Messaging
A standard for message exchange that ensures messages will be delivered
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xWS-Security
A set of standards supporting web service security including standards that
specify the definition of security policies and standards that cover the
use of digital signatures.
xWS-Addressing
This defines how address information should be represented in a SOAP
message.
xWS-Transactions
This defines how transactions across distributed services should be coordinat ed.
18.3.2 Services As Reusable Components
A service can be defined as the following:
A loosely -coupled, reusable software component that encapsulates discrete functionality, which may be distributed and programmatically accessed. A web
service is a service that is accessed using standard Internet and XML - based
protocols.
Services
xThe services should be independent and loosely coupled; that is, they
should always operate in the same way, irrespective of their execution
environment.
xTheir interface is a ‘provides’ interface that allows access to the service
functionality.
xServices are intended to be independent and usable in different contexts.
xIt communicates by exchanging messages, expressed in XML, and these
messages are distributed using standard Internet transport protocols such as
HTTP and TCP/IP.
xA service defines what it needs from another service by setting out its
requirements in a message and sending it to that service.
xThe receiving service parses the message, carries ou t the computation and,
on completion, sends a reply, as a message, to the requesting service.
xThis service then parses the reply to extract the required information.
Unlike software components, services do not use remote procedure or
method calls to acc ess functionality associated with other services.
xWhenever we use a web service, we want to know the URI of where the
service is located.
xThese are described in a service description expressed in an XML -based
language called WSDL.
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The WSDL specification defines three things about a web service:
xwhat the service does
The ‘what’ part of a WSDL document, called an interface, specifies what
operations the service supports, and defines the format of the messages that
are sent and rec eived by the service?
xhow it communicates
The ‘how’ part of a WSDL document, called a binding, maps the abstract
interface to a concrete set of protocols. The binding specifies the technical
details of how to communicate with a web service.
xwhere to f ind it
The ‘where’ part of a WSDL document describes the location of a specific
web service implementation (its endpoint).
WSDL conceptual Model:
It shows the elements of a service description. Each of these is expressed in XML
and may be provided in separate files.
These parts are:
1. An introductory part that usually defines the XML namespaces used and
which
may include a documentation section providing additional information about the service.
2. An optional description of the types used in the messages exchanged by the
service.
3. A description of the service interface; that is, the operations that the service
provides for other services or users.
4. A description of the input and output messages processed by the service.
5. A description of the binding used by the service (i.e., the messaging
protocol that will be used to send and receive messages). The default is
SOAP but other bindings may also be specified. The binding sets out how
the input and output messages associated with the service should be packaged into a message, and specifies the communication protocols used.
The binding may also specify how supporting information, such as security
credentials or transaction identifiers, is included.
6. An endpoint specification which is the physical location of the service,
expres sed as a Uniform Resource Identifier (URI) —the address of a resource
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Figure 18.3. Organization of a WSDL specification

xComplete service descriptions, written in XML, are long, detailed, and
tedious to read.
xThey usually include definitions of XML namespaces, which are qualifiers
for names. A namespace identifier may precede any identifier used in the
XML description, making it possible to distinguish between identifiers with
the same name that have been defin ed in different parts of an XML
description.
xWSDL specifications are now rarely written by hand and most of the
information in a specification can be automatically generated .
18.3.3 Service Engineering
a. Introduction
b. Stages
i) Service Candidate Identification
ii) Service Interface Design
iii) Service Implementation and D eployment
c. Legacy System Services

a. Introduction
xService engineering is the process of developing services for reuse in
service -oriented applications.
xIt has much in common with component engineering.
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xService engineers have to ensure that the service represents a reusable
abstraction that could be useful in different systems.
xThey must design and develop generally useful functionality associated with that abstraction and ensure that the service is robust
and reliable.
x They have to document the service so that it can be discovered and
understoo d by potential users.
b. Three Logical stages in the Service Engineering Process
i) Service candidate identification - where you identify possible services
that might be implemented and define the service requirements.
ii) Service design - where you design the logical and WSDL service
interfaces.
iii) Service implementation and deployment - where you implement and
test the service and make it available for use.
i) Service C andidate Identification
Basic Notion
xServices should support business processes
xAs every organization has a wide range of processes
xService candidate identification therefore involves understanding and analyzing the organization’s business processes to decide which reusable
services could be implemented to suppo rt these processes.
Figure 18.4 The Service Engineering Process



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Three fundamental types of Service
i) Utility S ervices - These are services that implement some general functionality that may be used by different business processes. An example
of a utility service is a currency conversion service that can be accessed to
compute the conversion of one currency (e.g., dollars) to another (e.g.,
euros).
ii) Business Services - These are services that are associated with a specific
business
function. An e xample of a business function in a university would be the
registration of students for a course.
iii) Coordination or Process S ervices - These are services that support a more
general
business process which usually involves different actors and activities . An
example of a coordination service in a company is an ordering service that
allows orders to be placed with suppliers, goods accepted, and payments
made.
Table 18.1 Service Classification Utility Business Coordination Task Currency converter Employee locator Validate claim form Check credit
rating Process expense claim Pay external supplier Entity Document style checker Web form
to XML converter Expenses form Student application
form - Example – Catalog Service
The catalog service is an example of an entity -oriented service that supports
business operations. The functional catalog service requirements are as follows:
1. A specific version of the catalog shall be provided for each user company.
This
shall includ e the configurations and equipment that may be ordered by
employees of the customer company and the agreed prices for catalog
items.
2. The catalog shall allow a customer employee to download a version of the
catalog for offline browsing.
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4. The catalog shall provide browsing and search facilities for users.
5. Users of the catalog shall be able to discover the predicted delivery date for
a given numbe r of specific catalog items.
6. Users of the catalog shall be able to place ‘virtual orders’ where the items
required will be reserved for them for 48 hours. Virtual orders must be
confirmed by a real order placed by a procurement system. This must be
received within 48 hours of the virtual order.
In addition to these functional requirements, the catalog has a number of
nonfunctional requirements:
1. Access to the catalog service shall be restricted to employees of accredited
organizations.
2. The prices and configurations offered to one customer shall be confidential
and
shall not be available to employees of any other customer.
3. The catalog shall be available without disruption of service from 0700
GMT to
1100 GMT.
4. The catalog service shall be able to process up to 10 requests per second
peak load.
ii) Service Interface Design
Once you have selected candidate services, the next stage in the service
engineering process is to design the service interfaces. This involves
defining the operatio ns associated with the service and their parameters.
Table 18.2. Functional Descriptions of Catalog Service Operations Operation Description Make Catalog Creates a version of the catalog tailored for a specific customer. Includes an optional parameter to create a downloadable PDF
version of the catalog. Compare Provides a comparison of up to six characteristics (e.g., price, dimensions, processor speed, etc.) of up to four catalog items. Lookup Displays all of the data associated with a specified catalog item. Search This operation takes a logical expression and searches the catalog according to that expression. Check Delivery Returns the predicted delivery date for an item if ordered that day. Make Virtual Order Reserves the number of items to be ordered by a customer and provides item information for the customer’s own procurement
system
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There are three stages to service interface design:
1. Logical interface design - where you identify the operations associated
with
the service, their inputs and outputs and the exceptions associated with
these
operations.
xStarts with the service requirements and defines the operation names
and parameters. At this stage, you should also define the exceptions
that may arise when a service operation is invoked.
2. Message design - where you design the structure of the messages that are
sent and received by the service.
3. WSDL development - where you translate your logical and message design
to an abstract interface description written in WSDL.
Figure 18.5. Functional Descriptions of Catalog Service Operations

xFigure 18.5 , and Table 18.3 , show the operations that implement the
requirements and the inputs, outputs, and exceptions for each of the catalog
operations. At this stage, there is no need for these to be specified in detail
— you add detail at the next stage of the design process.
xDefining exceptions and how these can be communicated to service users is
particularly important. Service engineers do not know how their services
will be used.
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xDefine Exceptions, if Input messages may be incorrect and that report
incorrect inputs to th e service client.
xOnce you have established an informal logical description of what the
service
should do, the next stage is to define the structure of the input and output
messages and the types used in these messages.
xXML is an awkward notation to u se at this stage.
Table 18.3. UML Definition of Input and Output Messages Operation Inputs Outputs Exceptions Make Catalog mcIn Company id
PDF-flag mcOut URL of the
catalog for that company mcFault Invalid company id Compare compIn Company id
Entry attribute (up to 6)
Catalog number (up to 4) compOut URL of page
showing
comparison table compFault Invalid company id
Invalid catalog number
Unknown attribute Lookup lookIn Company id
Catalog number lookOut URL of page
with the item information lookFault Invalid company id
Invalid catalog number Search searchIn Company id
Search string searchOut URL of web
page with search results searchFault Invalid company id
Badly formed search string Check Delivery gdIn Company id
Catalog number
Number of items
required gdOut Catalog
number
Expected
delivery date gdFault Invalid company id
Invalid catalog number
No availability
Zero items requested Place Order poIn Company id
Number of items
required
Catalog number
poOut Catalog
number
Number of
items
required
Predicted
delivery date
Unit price
estimate
Total price estimate poFault Invalid company id
Invalid catalog number
Zero items requested
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iii) Service Implementation and Deployment
xOnce you have identified candidate services and designed their interfaces,
the final stage of the service engineering process is service implementation.
xThis implementation may involve programming the service using a standard
programming language such as Java or C#.
xBoth of these languages include libraries with extensive support for service
development.
xAlternatively, services may be developed by implementing service interfaces to existing components.
xOnce a service has been implemented, it then has to be tested before it is
deployed.
xThis involves examining and partitioning the service inputs .
xCreating input messages that reflect these input combinations, and then
checking that the outputs are expected.
xTesting tools are available that allow services to be examined and tested,
and that generate tests from a WSDL specification.
xService deployment, the final stage of the process, involves ma king the
service avail -
able for use on a web server.
xMost server software makes this very simple.
xYou only have to install the file containing the executable service in a
specific directory.
xIf the service is intended to be publicly available, you then have to provide
information for external users of the service.
xThis information helps potential external users to decide if the service is
likely to meet their needs and if they can trust you, as a service provider, to
deliver the service reliably and securely.
Included Information in a Service Description:
i) Information about your business, contact details, etc. This is important for
trust
reasons. Users of a service have to be confident that it will not behave
maliciously. Information about the service provider allows them to check
their
credentials with business information agencies.
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potential users to decide if the service is what they want. However, the
functi onal description is in natural language, so it is not an unambiguous
semantic description of what the service does.
iii) A detailed description of the interface types and semantics.
iv) Subscription information that allows users to register for information about
updates to the service.
c. Legacy System Services
Legacy systems are old software systems that are used by an organization.
Usually, they rely on obsolete technology but are still essential to the business. It
may not be cost effective to rewrite or replace these systems and many organizations would like to use them in conjunction with more modern systems.
One of the most important uses of services is to implement ‘wrappers’ for legacy
systems that provide access to a system’s functions a nd data. These systems can
then be accessed over the Web and integrated with other applications .
Figure 18 .6. Services providing access to a legacy system


Some of the services provided are the following:
i) A maintenance service - This includes operations to retrieve a maintenance
job according to its job number, priority, and geographical location, and to
upload details of maintenance that has been carried out to the maintenance
database. The service also provides operations that allow a mainten ance job
that has started but is incomplete to be suspended and restarted.
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ii) A facilities service - This includes operations to add and delete new
equipment and to modify the information associated with equipment in the
database.
iii) A logging service - This includes operations to add a new request for
service, delete maintenance requests, and query the status of outstanding
requests.
18.3.4 Software Development with Services
a. Introduction
b. Workflow Design and Implementation
c. Service Testing
a. Introduction
The development of software using services is based around the idea that you
compose and configure services to create new, composite services. These may be
integrated with a user interface implemented in a browser to create a web
application, or may be used as components in some other service composition.
The services involved in the composition may be specially developed for the
application, may be business services developed within a company, or may be
services from an external p rovider. Service composition may be used to integrate separate business processes to provide an integrated process offering more extensive functionality.
Example: Airline Reservation System
xAn airline wishes to provide a complete vacation package for tra velers.
xAs well as booking their flights, travelers can also book hotels in their
preferred location, arrange car rentals or book a taxi from the airport,
browse a travel guide, and make reservations to visit local attractions.
xTo create this applica tion, the airline composes its own booking service with services offered by a hotel booking agency, car rental and taxi companies, and reservation services offered by owners of local attractions.
xThe end result is a single service that integrates the se rvices from different
providers.
Figure 18.7. Vacation Package Workflow

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xA sequence of separate steps as shown in Figure 18.7. Information is passed
from one step to the next —for example; the car rental company is informed
of the time that the flight is scheduled to arrive.
xThe sequence of steps is called a workflow —a set of activities ordered in
time, with each activity carrying out some part of the work.
xA workflow is a model of a business process (i.e., sets out the steps
involved in reaching a particular goal that is important for a business).
xIn this case, the busi ness process is the vacation booking service, offered by
the airline.
xWorkflow is a simple idea and the above scenario of booking a vacation
seems to be straightforward.
xIn practice, service composition is much more complex than this simple
model imp lies.
xFor example, you have to consider the possibility of service failure and
incorporate mechanisms to handle these failures.
xYou also have to take into account exceptional demands made by users of
the application.
x For example, say a traveler wa s disabled and required a wheelchair to be
rented and delivered to the airport.
xThis would require extra services to be implemented and composed, and
additional steps to be added to the workflow.
The process of designing new services by reusing existing services is essentially a process of software design with reuse (Figure 18.8). Design with reuse inevitably involves requirements compromises. The ‘ideal’ requirements for the
system have to be modified to reflect the services that are actually available,
whose costs fall within budget and whose quality of service is acceptable.
In Figure 18.8 . shown six key stages in the process of service construction by
composition:
1. Formulate outline workflow - In this initial stage of service design, you use
the requirements for the composite service as a basis for creating an ‘ideal’
service design. You should create a fairly abstract design at this stage with the
intention of adding details once you know more about available services.



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Figure 18.8. Service Construction by Composition

2. Discover services - During this stage of the process, you search service
registries or catalogs to discover what services exist, who provides these
services, and the details of the service provision.
3. Select possible services - From the set of possible service candidates that
you have discovered, you then select possible services that can implement
workflow activities. You r selection criteria will obviously include the
functionality of the services offered. They may also include the cost of the
services and the quality of service (responsiveness, availability, etc.) offered. You may decide to choose a number of functionally equivalent
services, which could be bound to a work -
flow activity depending on details of cost and quality of service.
4. Refine workflow - On the basis of information about the services that you
have selected, you then refine the workflow. This involves adding detail to
the abstract description and perhaps adding or removing workflow activities. You may then repeat the service discovery and selection stages.
Once a stable set of services has been chosen and the final workflow design
established, you move on to the next stage in the process.
5. Create workflow program - During this stage, the abstract workflow
design is transformed to an executable program and the service interface is
defined. You can use a conventional programming la nguage, such as Java
or C#, for service implementation or a workflow language, such as WS -
BPEL. The service interface specification should be written in WSDL. This
stage may also involve the creation of web -based user interfaces to allow
the new service to be accessed from a web browser.
6. Test completed service or application - The process of testing the completed,
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composite service is more complex than component testing in situations
where external services are used.
b. Workflow Design and Implementation
Workflow design involves analyzing existing or planned business processes
to understand the different activities that go on and how this exchange
information .
Figure 18.9. A Fragment of a Hotel Booking Workflow

You then define the new bus iness process in a workflow design notation. This
sets out the stages involved in enacting the process and the information that is
passed between the different process stages.
However, existing processes may be informal and dependent on the skills and
ability of the people involved there may be no ‘normal’ way of working or
process definition. In such cases, you have to use your knowledge of the current
process to design a workflow that achieves the same goals.
Workflows represent business process models and are usually represented using a
graphical notation such as UML activity diagrams or BPMN, the Business
Process Modeling Notation (White, 2004a; White and Miers, 2008). These offer
similar features (White, 2004b). Mappings have been defined to tr anslate the
language to lower -level, XML -based descriptions in WS -BPEL.
Figure 18.9 , is an example of a simple BPMN model of part of the above vacation
package scenario. The model shows a simplified workflow for hotel booking
and assumes the existence of a Hotels service with associated operations called
GetRequirements, CheckAvailability , ReserveRooms, NoAvailability, Confirm
Reservation, and CancelReservation. The process involves getting requirements
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from the customer, checking room availability, and then, if rooms are available,
making a booking for the required dates.
This model intr oduces some of the core concepts of BPMN that are used to
create workflow models:
1. Activities are represented by a rectangle with rounded corners. An activity
can be executed by a human or by an automated service.
2. Events are represented by circles. An event is something that happens
during a business process. A simple circle is used to represent a starting
event and a darker circle to represent an end event. A double circle (not
shown) is used to represent an intermediate event. Events can be clock
events, thus allowing workflows to be executed periodically or timed out.
3. A diamond is used to represent a gateway. A gateway is a stage in the
process where some choice is made. For example, in Figure 18.9, there is a
choice made on the basis of whether rooms are available or not.
4. A solid arrow is used to show the sequence of activities; a dashed arrow
represents message flow between activities. In Figure 18.9, these messages
are passed between the hotel booking service and the customer.
c. Service Testing
Testing is important in all system development processes as it demonstrates that a
system meets its functional and non -functional requirements and to detect defects that have been introduced during the development process. Many testing techn iques,
such as program inspections and coverage testing, rely on analysis of the software
source code. However, when services are offered by an external provider, source
code of the service implementation is not available. Service -based system testing
cann ot therefore use proven source code -based techniques.
As well as problems of understanding the implementation of the service,
testers may also face further difficulties when testing services and service
compositions:
1. External services are under the control of the service provider rather than
the user of the service. The service provider may withdraw these services at
any time or may make changes to them, which invalidates any previous
application testing. These problems are handled in software compon ents by
maintaining different versions of the component. Currently, however, there
are no standards proposed to deal with service versions.
2. The long -term vision of SOAs is for services to be bound dynamically to
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always use the same service each time that it is executed. Therefore, tests
may be successful when an application is bound to a particular service, but
it cannot be guaranteed that that service will be used during an actual
execution of the system.
3. The non -functional behavior of a service is not simply dependent on how it
is used by the application that is being tested. A service may perform well
during testing because it is not operating under a heavy load. In practice, t he
observed service behavior may be different because of the demands made
by other service users.
4. The payment model for services could make service testing very expensive.
There are di fferent possible payment models some services may be freely
availab le, some paid for by subscription, and others paid for on a per -use
basis.
If services are free, then the service provider will not wish them to be
loaded by applications being tested; if a subscription is required, then a
service user may be reluctant to enter into a subscription agreement before
testing the service. Similarly, if the usage is based on payment for each use,
service users may find the cost of testing to be prohibitive.
5. We discussed the notion of compensation actions that are invoked whe n an
exception occurs and previous commitments that have been made (such as a
flight reservation) have to be revoked. There is a problem in testing such
actions as they may depend on the failure of other services. Ensuring that
these services actually fail during the testing process may be very difficult.
18.4 Key Points
xService -oriented architecture is an approach to software engineering where
reusable,
standardized services are the basic building blocks for application systems.
Service int erfaces may be defined in an XML -based language called WSDL.
xA WSDL specification includes a definition of the interface types and operations, the binding protocol used by the service and the service location.
x Services may be classified as utility se rvices that provide a general -purpose
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x The service engineering process involves identifying candidate se rvices for implementation, defining the service interface and implementing, and testing and deploying the service.
xService interfaces may be defined for legacy software systems that continue
to be useful for an organization. The functionality of the leg acy system may
then be reused in other applications.
xThe development of software using services is based around the idea that
programs are created by composing and configuring services to create new
composite services.
Business process models define the activities and information exchange
that takes place in a business process.
xActivities in the business process may be implemented by services so that
the business process model represents a service composition.
18.5 Bibliography
1. ‘Software Engineerin g’, Ian Somerville, Pearson Education. Nineth Edition.
2. ‘Software Engineering ’, Roger Pressman, Tata -Mcgraw Hill, Seventh Edition.
3. Andrews, T., Curbera, F., Goland, Y., Klein, J. and Al., E. (2003). ‘Business Process Execution Language for Web Services ’.
http://www -128.ibm.com/developerworks/library/ws -bpel/ .
4. Cabrera, L. F., Copeland, G. and Al., E. 2005. ‘Web Services Coordination (WS -Coordination) ’.
ftp://www6.software.ibm.com/software/developer/library/WS -
Coordination.pdf .
5. Carr, N. (2009). ‘The Big Switch: Rewiring the World from Edison to
Google ’, Reprint edition. New York: W.W. Norton & Co.
6. Erl, T. (2004). ‘Service -Oriented Architecture: A Field Guide to Integrating XML and Web Services ’, Upper Saddle River, NJ: Prentice
Hall.
7. Erl, T. (2005). ‘Service -Oriented Architecture: Concepts, Technology
and Design ’, Upper Saddle River, NJ: Prentice Hall.
8. Kavantzas, N., Burdett, D. and Ritzinger, G. 2004. ‘Web Services Choreography Description Language Version 1.0’ .
http://www.w3.org/TR/2004/WD -ws-cdl-10-20040427/ . munotes.in

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9. Lovelock, C., Vandermerwe, S. and Lewis, B. (1996). ‘Services
Marketing ’, Englewood Cliffs, NJ: Prentice Hall.
10. Newcomer, E. and Lomow, G. (2005). ‘Understanding SOA with Web
Services ’, Boston: Addi son-Wesley.
11. Owl_Services_Coalition. 2003. ‘OWL -S: Semantic Markup for Web Services’.
http://www.daml.org/services/owl -s/1.0/owl -s.pdf .
12. Pautasso, C., Zimmermann, O. and Leymann, F. (2008). ‘RESTful Web
Services vs “Big” Web Services: Making the Right Architectural Decision’ , Proc. WWW 2008, Beijing, China: 805 –14.
13. Richardson, L. and Ruby, S. (2007). ‘RESTful Web Services ’, Sebastopol,
Calif.: O’Reilly Media Inc.
14. Turner, M., Budgen, D. and Brereton, P. (2003). ‘Turni ng Software into a
Service’ , IEEE Computer, 36 (10), 38 –45.
15. White, S. A. (2004a). ‘An Introduction to BPMN’ , http://www.bpmn.org/Documents/Introduction%20to%20BPMN .
16. White, S. A. (2004b). ‘Process Modelling Notations and Workflow
Patterns’ , In Workflow Handbook 2004. Fischer, L. (ed.). Lighthouse
Point, Fla.: Future Strategies Inc. 265 –294.
17. White, S. A. and Miers, D. (2008). BPMN Modeling and Reference Guide:
Understanding and Using BPMN. Lighthouse Point, Fla.: Futur e Strategies
Inc.
18.6 Exercises
18.1. What are the most important distinctions between services and software
components?
18.2. Explain why SOAs should be based on standards.
18.3. Define an interface specification for the Currency Converter and Check
credit rating services.
18.4. Design possible input and output messages for the services and specify
these in the UML or in XML.
18.5. Giving reasons for your answer, suggest two important types of applications
where you
would not recommend the use of servi ce-oriented architecture.
18.6. Using BPMN, design a workflow that uses the catalog service to look up
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18.7. Explain what is meant by a ‘compensation action’ and, using an example,
show why these actions may have to be included in workflows.
18.8. For the example of the vacation package reservation service, design a
workflow that will book ground transportation for a group of passengers
arriving at an airport. They should be given the option of booking either a
taxi or renting a car. You may assume that the taxi and
car rental companies offer web services to make a reservation.
18.9. Using an example, explain in detail why the thorough testing of services
that include compensation actions is difficult.

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Unit 5
19 SOFTWARE REUSE
Unit Structure
19.0 Objectives
19.1 Introduction
19.2 Contents
19.2. 1 Overview of Software Reuse
19.2. 2 The Reuse Landscape
19.2. 3 Application Frameworks
19.2. 4 Software Product Lines
19.2. 5 COTS Product Reuse
19.2.5.1 COTS – Solution Systems
19.2.5.2 COTS – Integrated Systems
19.3 Key Points
19.4 Bibliography
19.5 Exercises
19.0 Objectives
The objectives of this subdivision to initiate the software reuse and to describe
approaches to system development based on large -scale system reuse.
xTo explain the benefits of software reuse and some reuse problems;
xTo discuss several different ways to implement software reuse;
xTo explain how reusable concepts can be represented as patterns or embedded in program generators;
xTo discuss COTS reuse
xTo describe the development of software product lines;
19.1 Introduction
In most engineering disciplines, systems are designed by composing existing
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more focused on original development but it is now recognized that to achieve
better software, more q uickly and at lower cost, we need to adopt a design
process that is based on systematic reuse. The goal of software reuse is to reduce
the cost of software production by replacing creation with recycling.
19.2 Content
19.2.1 Overview of Software Reuse
xReuse-based software engineering is a software engineering strategy where
the development process is geared to reusing existing software.
xAlthough reuse was proposed as a development strategy more than 40 years
ago (McIlroy, 1968), it is only since2000 that ‘development with reuse’ has
become the norm for new business systems.
xReuse -based software engineering is an approach to development that tries
to maximize the reuse of existing software.
xThe software units that are reused may be of radically different sizes.
For example:
1. Application system reuse
The whole of an application system may be reused by incorporating it
without changing into other systems or by configuring the application for
different customers. Alternatively, applicati on families that have a common
architecture, but which are tailored for specific customers, may be
developed.
2. Componen t reuse
Component of an application, ranging in size from subsystems to single
objects, may be reused. For example, a pattern -matching system developed
as part of a text -processing system may be reused in a database management system.
3. Object and function reuse
Software components that implement a single function, such as a mathematical function, or an object class m ay be reused. This form of
reuse, based around standard libraries, has been common for the past 40
years. Many libraries of functions and classes are freely available. You
reuse the classes and functions in these libraries by linking them with newly
develo ped application code. In areas such as mathematical algorithms and
graphics, where specialized expertise is needed to develop efficient objects
and functions, this is a particularly effective approach.
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Table 19.1. Benefits of Software R euse Benefit Explanation Increased dependability Reused software, which has been tried and tested in working systems, should be more dependable than new software. Its design and implementation faults should have been found and fixed. Reduced process risk The cost of existing software is already known, whereas the costs of development are always a matter of judgment. This is an important factor for project management because it reduces the margin of error in project cost estimation. This is particularly true when relatively large software components such as subsystems
are reused. Effective use of specialists Instead of doing the same work over and over again, application specialists can develop reusable software that
encapsulates their knowledge. Standards compliance Some standards, such as user interface standards, can be implemented as a set of reusable components. For example, if menus in a user interface are implemented using reusable components, all applications present the same menu formats to users. The use of standard user interfaces improves dependability because users make
fewer mistakes when presented with a familiar interface. Accelerated development Bringing a system to market as early as possible is often more important than overall development costs. Reusing
software can speed up system production because both development and validation time may be reduced.

Table 19.2. Problems with R euse Problem Explanation Increased maintenance costs If the source code of a reused software system or component is not available, then maintenance costs may
be higher because the reused elements of the system may
become increasingly incompatible with system changes. Lack of tool support Some software tools do not support development with reuse. It may be difficult or impossible to integrate these
tools with a component library system. The software process assumed by these tools may not take reuse into account. This is particularly true for tools that support embedded systems engineering, less so for object -
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342SOFTWARE ENGINEERINGNot-invented-here syndrome Some software engineers prefer to rewrite components because they believe they can improve on them. This is
partly to do with trust and partly to do with the fact that
writing original software is seen as more challenging than
reusing other people’s software. Creating, maintaining, and using a component library Populating a reusable component library and ensuring the software developers can use this library can be expensive.
Development processes have to be adapted to ensure that
the library is used. Finding, understanding, and
adapting reusable
components Software components have to be discovered in a library, understood and, sometimes, adapted to work in a new environment. Engineers must be reasonably confident of
finding a component in the library before they include a component search as part of their normal development process.

19.2. 2 The Reuse Landscape
Over the past 20 years, many techniques have been developed to sup port software
reuse. These techniques exploit the facts that systems in the same application
domain are similar and have potential for reuse; that reuse is possible at different
levels from simple functions to complete applications; and that standards for
reusable components facilitate reuse. Figure 19 .1, sets out a number of possible
ways of implementing software reuse, with eac h described briefly in Table 19.3.
Figure 19 .1. The R euse Landscape

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Key factors - Should consider when planning reuses are :
1. The development schedule for the software : If the software has to be
developed quickly, you should try to reuse off -the-shelf systems rather than
individual components. These are large -grain reusable assets.
2. The expected software lifetime : If you are developing a long -lifetime
system, you should focus on the maintainability of the system. You should
not just think about the immediate benefits of reuse but also of the long -
term implications. Over its lifetime, you will have to adapt the system to
new requirements, which will mean making changes to parts of the system.
If you do not have access to the source code, you may prefer to avoid off -
the-shelf components and systems from external suppliers; suppliers may
not be able to continue support for the reused software.
3. The background, skills, and experience of the development team : All
reuse technologies are fairly complex and you need quite a lot of time to
understand and use them effectively. Therefore, if the de velopme nt team
has skills in a particu lar area, this is probably where you should focus.
4. The criticality of the software and its non -functional requirements : For
a critical system that has to be certified by an external regulator, you may
have to creat e a dependability case for the system. If your software has
stringent performance requirements, it may be impossible to use strategies
such as generator -based reuse, where you generate the code from a reusable
domain -specific representation of a system. Th ese systems often generate
relatively inefficient code.
5. The application domain: In some application domains, such as manufacturing and medical information systems, there are several generic
products that may be reused by configuring them to a local situation.
6. The platform on which the system will run : Some components models, such as.NET, are specific to Microsoft platforms. Similarly, generic application systems may be platform -specific and you may only be a ble to
reuse these if your system is designed for the same platform.
Table 19.3. Approaches that support software reuse Approach Description Architectural patterns Standard software architectures that support common types of application systems are used as the basis of applications. Design patterns Generic abstractions that occur across applications are represented as design patterns showing abstract and concrete objects and interactions. munotes.in

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344SOFTWARE ENGINEERINGComponent-based development Systems are developed by integrating components (collections of objects) that conform to component -model
standards. Application frameworks Collections of abstract and concrete classes are adapted and extended to create application systems. Legacy system wrapping Legacy systems are ‘wrapped’ by defining a set of interfaces and providing access to these legacy systems
through these interfaces. Service-oriented systems Systems are developed by linking shared services, which may be externally provided. Software product lines An application type is generalized around a common architecture so that it can be adapted for different customers. COTS product reuse Systems are developed by configuring and integrating existing application systems. ERP systems Large-scale systems that encapsulate generic business functionality and rules are configured for an organization. Configurable vertical applications Generic systems are designed so that they can be configured to the needs of specific system customers . Program libraries Class and function libraries that implement commonly used abstractions are available for reuse . Model-driven engineering Software is represented as domain models and implementation independent models and code is generated
from these models. Program generators A generator system embeds knowledge of a type of application is used to generate systems in that domain from
a user -supplied system model . Aspect-oriented software
development Shared components are woven into an application at different places when the progr am is compiled.

19.2.3 Application Frameworks
A framework is a generic structure that is extended to create a more specific
subsystem or application. Schmidt et al. (2004) define a frame -work to be :
“An integrated set of software arte facts (such as classes, objects and components)
that collaborate to provide a reusable architecture for a family of related
applications.”
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provide support for interf ace event handling and will include a set of widgets that
can be used to construct displays. It is then left to the developer to specialize
these by adding specific functionality for a particular application. For example, in
a user interface framework, the developer defines display layouts that are appropriate to the application being implemented.
Frameworks support design reuse in that they provide a skeleton architecture for
the application as well as the reuse of specific classes in the system. The
archi tecture s defined by the object classes and their interactions. Classes are
reused directly and may be extended using features such as inheritance.
Figure 19 .2. The Model -View -Controller patterns

Frameworks are implemented as a collection of concrete and abstract object
classes in an object -oriented programming language. Therefore, frameworks are
language -specific. There are frameworks available in all of the commonly used
object -oriented programming languages (e.g., Java, C#, C++, as well as dynamic
languages such as Ruby and Python). In fact, a framework can incorporate several
other frameworks, where each of these is designed to support the development of
part of the application. You can use a framework to create a complete application
or to implement part of an application, such as the graphical user interface.
Fayad and Schmidt (1997) discuss three classes of frameworks:
1. System infrastructure frameworks - These frameworks support the development of system infrastructures such as communications, user interfaces, and compilers (Schmidt, 1997).
2. Middleware integration frameworks - These consist of a set of standards
and associated object classes that support component communication and
information exchange. Examples of this type of framework include Microsoft’s .NET and Enterprise Java Beans (EJB). These frameworks
provide support fo r standardized component models.
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3. Enterprise application frameworks - These are concerned with specific
application domains such as telecommunications or financial systems (Baumer, et al.,1997). These embed application domain knowledge and
support the development of end -user applications.
Web A pplication Frameworks (WAFs)
Web Application Frameworks (WAFs) are a more recent and very important type
of framework. WAFs that support the construction of dynamic websites are now
widely available. The architecture of a WAF is usually based on the Model -View -
Controller (MVC) composite pattern (Gamma e t al., 1995), shown in Figure 19 .2.
The MVC pattern was originally proposed in the 1980s as an approach to GUI
design that allowed for multiple presentations of an object and separate styles of
inter-action with each of these presentations. It allows for the separation of the
application st ate from the user interface to application. An MVC framework
supports the presentation of data in different ways and allows interaction with
each of these presentations. When the data is modified through one of the
presentations, the system model is change d and the controllers associated with
each view update their presentation. For example, an MVC framework includes
the Observer pattern, the Strategy pattern, the Composite pattern, and a number of
others that are discussed by Gamma et al. (1995). The gener al nature of patterns
and their use of abstract and concrete classes allows for extensibility. Without
patterns, frameworks would, almost certainly, be impractical. Web application
frameworks usually incorporate one or more specialized frame -works that support
specific application features.
Although each framework includes slightly different functionality, most web
application frameworks support the following features:
1. Security - WAFs may include classes to help implement user authentication
(login) and access control to ensure that users can only access permitted
functionality in the system.
2. Dynamic web pages - Classes are provided to help you define web page
templates and to populate these dynamically with specific data fr om the
system database.
3. Database support - Frameworks doesn’t usually include a database but
rather assume that a separate database, such as MySQL, will be used. The
framework may provide classes that provide an abstract interface to different database s.
4. Session management - Classes to create and manage sessions (a number of
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5. User interaction - Most web frameworks now provide AJAX support
(Holdener, 2008), which allows more inter active web pages to be created.
Figure 19.3. Inversion of control in F rameworks

However, frameworks are usually more general than software product lines,
which focus on a specific family of application system. For example, you can use
a web-based framework to build different types of web -based applications. One of
these might be a software product line that supports web -based help desks. This
‘help desk product line’ may then be further specialized to provide particular
types of help desk support.
Frameworks are an effective approach to reuse, but are expensive to introduce
into software development processes. They are inherently complex and it can take
several months to learn to use them. It can be difficult and expensive to evaluate
available frameworks to choose the most appropriate one. Debugging framework -based applications is difficult because you may not understand how the framework methods interact. This is a general problem with reusable software.
Debugging tools may provide in formation about the reused system components,
which a developer does not understand.
19.2. 4 Software Product Lines
The most effective approaches to reuse are to create software product lines or
application families. A software product line is a set of Appl ications with a
common architecture and shared components, with each application specialized to
reflect different requirements. The core system is designed to be configured and
adapted to suit the needs of different system customers. This may involve the
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configuration of some components, implementing additional components, and
modifying some of the components to reflect new requirements.
Software product lines usually emerge from existing applications. That is, an
organization develops an application then, when a similar system is required,
informally reuses code from this in the new application. The same process is used
as other similar applications are developed. However, change tends to corrupt
application structure so, as more new instances are developed; it becomes increasingly difficult to create a new version. Consequently, a decision to design
a generic product line may then be made. This involves identifying common
functionality in product instances and including this in a base application, which
is then used for future development.
Application frameworks and software product lines obviously have much in
common. They both support a common architecture and components, and require
new development to create a specific version of a system.
The m ain differences between these approaches are as follows:
1. Application frameworks rely on object -oriented features such as inheritance
and polymorphism to implement extensions to the framework. Generally,
the framework code is not modified and the possible modifications are
limited to whatever is allowed by the framework. Software product lines are
not necessarily created using an object -oriented approach. Application components are changed, deleted, or rewritten . There are no limits, in
principle a t least, to the changes that can be made.
2. Application frameworks are primarily focused on providing technical rather
than domain -specific support. For example, there are application frameworks to create web-based applications. A software product line
usually embeds detailed domain and platform information. For example,
there could be a software product line concerned with web-based
applications for health record management.
3. Software product lines are often control applications for equipment. For
example, there may be a software product line for a family of printers. This
means that the product line has to provide support for hardware interfacing.
Application frameworks are usually software -oriented and they rarely provide support for hardware interf acing.
4. Software product lines are made up of a family of related applications,
owned by the same organization. When you create a new application, your
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Various types of specialization of a software product line may be developed :
1. Platform specialization - Versions of the application are developed for
different platforms. For example, versions of the application may exist for
Windows, Mac O S, and Linux platforms. In this case, the functionality of
the application is normally unchanged; only those components that interface
with the hardware and operating system are modified.
2. Environment specialization - Versions of the application are cr eated to
handle particular operating environments and peripheral devices. For example, a system for the emergency services may exist in different versions, depending on the vehicle communications system. In this case, the
system components are changed to reflect the functionality of the communications equipment used.
3. Functional specialization - Versions of the application are created for
specific customers who have different requirements. For example, a library
automation system may be modified depending on whether it is used in a
public library, a reference library, or a university library. In this case,
components that implement functionality may be modified and new components added to the system.
4. Process specialization - The system is adapted to cope with specific business processes. For example, an ordering system may be adapted to
cope with a centralized ordering process in one company and a distributed
process in another.
Figure 19.4. The Architecture of a Resource Allocation System

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The architecture of a software product line often reflects a general, application
specific architectural style or pattern. For example, consider a product line system
that is designed to handle vehicle dispatching for emergency services. Operators
of this system take calls about incidents, find the appropriate vehicle to respond to
the incident and dispatch the vehicle to the incident site. The developers of such a
system may market versions of this for police, fire, and
ambulance services.
This vehicle dispatching system is an example of resource management
archi tecture (Figure 19 .4). You can see how this four -layer structure is instantiated in Figure 19.5 , which shows the modules that might be included in a
vehicle dispatching system product line. The components at each level in the
product line system are as follows:
1. At the inter action level, there are components providing an operator display
interface and an interface with the communications systems used.
2. At the I/O management level (level 2), there are components that handle
operator authentication, generate reports of incidents and vehicles dispatched , support map output and route planning, and provide a mechanism for operators to query the system databases.
3. At the resource management level (level 3) there are components that allo w
vehicles to be located and dispatched , components to update the status of
vehicles and equipment, and a component to log details of incidents.
4. At the database level, as well as the usual transaction management support,
there are separate databases of vehicles, equipment, and maps.
Figure 19.5. The Product Line Architecture of a vehicle Dispatcher System

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To create a specific version of this system, you may have to modify individual
components. For example, the police have a large number of vehicles but a small
number of vehicle types, whereas the fire service has many types of specialized
vehicles . Therefore, you may have to define a different vehicle database structure
when implementing a system for these different services.
Figur e 19.6, shows the steps involved in extending a software product line to
create a new application. The steps involved in this general process are as
follows:
1. Elicit stakeholder requirements - You may start with a normal
requirement engineering process. However, because a system already exists, you will need to demonstrate the system and have stakeholders’
experiment with it, expressing their requirements as modifications to the
functions provided.
2. Select the existing system - That is the closest fit to the requirements.
When creating a new member of a product line, you may start with the
nearest product instance. The requirements are analyzed and the family
member that is the closest fit is chosen for modification.
3. Renegotiate requirements - As more details of required changes emerge
and the project is planned, there may be some requirements renegotiation to
minimize the changes that are needed.
4. Adapt existing system - new modules are developed for the existing
system and existing system modules are adapted to meet the new requirements.
5. Deliver new family member - The new instance of the product line is
delivered to the customer. At this stage, you should document its key
features so that it may be used as a basis for other system developments in
the future.
Figure 19.6. Product Instance Development

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352SOFTWARE ENGINEERINGWhen you create a new member of product line you may have to find a compromise between reusing as much of the generic application as possible and
satisfying detailed stakeholder requirements. The more detailed the system requirements, the less likely it is that the existing components will meet these
requirements.
However, if stakeholders are willing to be flexible and to limit the system
modifications that are required, you can usuall y deliver the system more quickly
and at a lower cost. Software product lines are designed to be reconfigured and
this reconfiguration may involve adding or removing components from the
system, defining parameters and constraints for system components, and
including knowledge of business processes.
This configuration may occur at different stages in the development process:
1. Design -time configuration - The organization that is developing the software
modifies a common product line core by developing, selecting, or adapting
components to create a new system for a customer.
2. Deployment -time configuration - A generic system is designed for configuration by a customer or consultants working with the customer. Knowledge of the customer’s speci fic requirements and the system’s operating
environment is embedded in a set of configuration files that are used by the
generic system.
Figure 19.7. Deployment -Time Configuration

Deployment -time configuration involves using a configuration tool to create a
specific system configuration that is recorded in a configuration database or as a
set of configuration files (Figure 19.7). The executing system consults this
database when executing so that its functionality may be specialized to its
execution context.
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There are several levels of deployment -time configuration that may be provided in a system:
1. Component selection, where you select the modules in a system that provide the required functionality. For example, in a patient information
system, you may select an image management component that allows you
to link medical images (x-rays, CT scans, etc.) to the patient’s medical
record.
2. Workflow and rule definition, where you define workflows (how information is processed, stage by stage ) and validation rules that should
apply to information entered by users or generated by the system.
3. Parameter definition, where you specify the values of specific system
parameters that reflect the instance of the application that you are creating.
For example, you may specify the maximum length of fields for data input
by a user or the characteristics of hardware attached to the system.
Deployment -time configuration can be very complex and it may take many
months to configure the system for a customer. Large configurable systems may support the configuration process by providing software tools, such as a configuration planning tools, to support the configuration process.
19.2.5 COTS PRODUCT REUSE
A commercial -off-the-shelf (COTS) product is a s oftware system that can be
adapted to the needs of different customers without changing the source code of
the system.
Torchiano and Morisio (2004) also discovered that using open -source products
were often used as COTS products. That is, the open -source systems were used
without change and without looking at the source code. COTS products are
adapted by using built -in configuration mechanisms that allow the functionality
of the system to be tailored to specific customer needs.
Significant Bene fits:
This approach to software reuse has been very widely adopted by large companies
over the last 15 or so years, as it offers significant benefits over customized
software development:
1. As with other types of reuses , more rapid deployment of a reliab le system
may be possible.
2. It is possible to see what functionality is provided by the applications and so
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companies may already use the applications so experience of the systems is
available.
3. Some development risks are avoided by using existing software.
4. Businesses can focus on their core activity without having to devote a lot
of resources to IT systems development.
5. As operating platforms evolve, technology updates may be simplified as
these are the responsibility of the COTS product vendor rather than the
customer.
Problems:
Of course, this approach to software engineering has its own problems:
1. Requirements usually have to be adapted to reflect the functionality and
mode of operation of the COTS product. This can lead to disruptive changes to existing business processes.
2. The COTS product may be based on assumptions that are practically
impossible to change. The customer must therefore adapt their business to
reflect these assumptions.
3. Choosing the right COTS system for an enterprise can be a difficult
process especially as many COTS products are not well documented.
Making the wrong choice could be disastrous as it may be impossible to
make the new system work as required.
4. There may be a lack of local expertise to support systems development. Consequently, the customer has to rely on the vendor and external consultants for development advice. This advice may be biased and geared
to sell ing products and services, rather than meeting the real needs of the
customer.
5. The COTS product vendor controls system support and evolution. They
may go out of business, be taken over, or may make change that cause
difficulties for customers.
Two Type s of COTS Product Reuse
19.2.5.1 COTS -Solution S ystems
COTS -solution systems consist of a generic application from a single vendor that
is configured to customer requirements.
19.2.5.2 COTS -Integrated Systems
COTS -integrated systems involve integrating two or more COTS systems (perhaps from different vendors) to create an application system. Table 19.4,
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Table 19.4. COTS -Solution and COTS -Integrated systems COTS-Solution Systems COTS-Integrated Systems Single product that provides the functionality required by a customer Several heterogeneous system products are integrated to provide customized
functionality Based around a generic solution and standardized processes Flexible solutions may be developed for customer processes Development focus is on system configuration Development focus is on system integration System vendor is responsible for maintenance System owner is responsible for main tenance System vendor provides the platform for the system System owner provides the platform for the system

i) COTS – Solution Systems
COTS -solution systems are generic application systems that may be designed to
support a particular business type, business activity, or sometimes, a complete
business enterprise. For example, a COTS -solution system may be produced for
dentists that handle appointments, dental records, patient recall, etc. At a larger
scale, an Enterprise Resource Planning (ERP) system may support all of the
manufacturing, ordering, and customer relationship management activities in a
large company.
Domain -specific COTS -solution systems, such as systems to support a business
function (e.g., document management), provide functional ity that is likely to be
required by a range of potential users. However, they also incorporate built -in
assumptions about how users work and these may cause problems in specific
situations.
For example, a system to support student registration in a unive rsity may assume
that students will be registered for one degree at one university. However, if universities collaborate to offer joint degrees, then it may be practically impossible to represent this in the system.
ERP systems, such as those produced by S AP and BEA, are large -scale integrated
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The configuration process for these systems involves gathering detail ed
information
about the customer’s business and business processes, and embedding this in a
configuration database. This often requires detailed knowledge of configuration
notations and tools and is usually carried out by consultants working alongside
system customers. A generic ERP system includes a number of modules that may
be composed in different ways to create a system for a customer.
The configuration process involves choosing which modules are to be included,
configuring these individual modules, defining business processes and business
rules, and defining the structure and organization of the system database. A model
of the overall architecture of an ERP system that supports a range of business
functions is shown in Figure 19.8 .
Figure 19.8. The A rchitecture of an ERP System

The key features of this architecture are:
1. A number of modules to support different business functions. These are
large grain modules that may support entire departments or divisions of the
business. In this example shown in Figure 19.8, the modules that have been
selected for inclusion in the syst em are a module to support purchasing, a
module to support supply chain management, a logistics module to support
the delivery of goods, and a customer relationship management (CRM)
module to maintain customer information.
2. A defined set of business pr ocesses, associated with each module, which
relate to activities in that module. For example, there may be a definition of
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the ordering process that defines how orders are created and approved. This
will specify the roles and activities involved in placing an order.
3. A common database that maintains information about all related business functions. This means that it should not be necessary to replicate information, such as customer details, in different parts of the business.
4. A set of business rul es that apply to all data in the database. Therefore,
when data is input from one function, these rules should ensure that it is
consistent with the data required by other functions. For example, there may
be a business rule that all expense claims have to be approved by someone
more senior than the person making the claim.
The configuration may involve:
1. Selecting the required functionality from the system (e.g., by deciding what
modules should be included).
2. Establishing a data model that defines how the organization’s data will be
structured in the system database.
3. Defining business rules that apply to that data.
4. Defining the expected interactions with external systems.
5. Designing the input forms and the output reports generated by the system.
6. Designing new business processes that conform to the underlying process
model supported by the system.
7. Setting parameters that define how the system is deployed on its underlying
platform.
ii) COTS – Integrated Systems
COTS -integrated systems are applications that include two or more COTS
products or, sometimes, legacy application systems. You may use this approach
when there is no single COTS system that meets all of your needs or when you
wish to integrate a ne w COTS product with systems that you already use. The COTS products may interact through their APIs (Application Programming Interfaces) or service interfaces if these are defined.
Design choices:
1. Which COTS products offer the most appropriate functio nality? Typically,
there will be several COTS products available, which can be combined in different ways.
2. How will data be exchanged? Different products normally use unique data
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. What features of a product will actually be used? COTS products may
include
more functionality than you need and functionality may be duplicated
across
different products.

Figure 19 .9 A COTS -Integrated Procurement System

The structure of the final procurement system, constructed using COTS, is shown
in Figure 1 9.9. This procurement system is a client –server based and, on the
client, standard web browsing and e -mail software are used. On the server, the e -
commerce platform has to integrate with the existing ordering system through an
adaptor. The e -commerce system has its own format for orders, confirmations of
delivery, and so forth, and these have to be converted into the format used by the
ordering system. The e -commerce system uses the e -mail system to send notifications to users, but the ordering system was never designed for this.
Therefore, another adaptor has to be written to convert the notifications from the
ordering system into e -mail messages.
COTS integration can be simplified if a service -oriented aproach is used. Essentially, a service -oriented approach means allowing access to the application
system’s functionality through a standard service interface, with a service for each
discrete unit o f functionality. Some applications may offer a service interface but,
sometimes, this service interface has to be implemented by the system integrator.
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Essentially, you have to program a wrapper that hides the application and
provides externally visible se rvices (Figure 19.10). This approach is particularly
valuable for legacy systems that have to be integrated with newer application
systems.
In principle, integrating COTS products is the same as integrating any other
components.
Figure 19.10. Application W rapping

Four important COTS system integration problems:
1. Lack of control over functionality and performance - Although the
published interface of a product may appear to offer the required facilities,
these may not be properly implemented or may perform poorly. The product may have hidden operations that interfere with its use in a specific
situation
2. Problems with COTS system interoperability - It is sometimes difficult
to get COTS products to work together because each prod uct embeds its
own assumptions about how it will be used.
3. No control over system evolution - Vendors of COTS products makes
their own decisions on system changes, in response to market pressures. For
PC products, in particular, new versions are often produced frequently and
may not be compatible with all previous versions.
4. Support from COTS vendors - The level of support available from COTS
vendors varies widely. Vendor support is particularly important when problems arise as developers do not hav e access to the source code and
detailed documentation of the system.
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19.3 Key Points
xMost new business software systems are now developed by reusing knowledge and code from previously implemented systems.
x There are many different ways to reuse softw are. These range from the reuse of classes and methods in libraries to the reuse of complete application systems.
x The advantages of software reuse are lower costs, faster software development, and lower risks.
xSystem dependability is increased. Speci alists can be used more effectively
by concentrating their expertise on the design of reusable components.
x Application frameworks are collections of concrete and abstract objects
that are designed for reuse through specialization and the addition of new
objects.
xThey usually incorporate good design practice through design patterns.
Software product lines are related applications that are developed from one
or more base applications.
xA generic system is adapted and specialized to meet specific requ irements
for
functionality, target platform, or operational configuration.
xCOTS product reuse is concerned with the reuse of large -scale, off -the-shelf
systems.
xThese provide a lot of functionality and their reuse can radically reduce
costs and develop ment time.
xSystems may be developed by configuring a single, generic COTS product
or by integrating two or more COTS products.
x Enterprise Resource Planning systems are examples of large -scale COTS
reuse. You create an instance of an ERP system by configuring a generic
system with information about the customer’s business processes and rules.
x Potential problems with COTS -based reuse include lack of control over
functionality and performance, lack of control over system evolution, the
need for support from external vendors, and difficulties in ensuring that
systems can interoperate.

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19.4 Bibliography
1. ‘Software Engineering’, Ian Somerville, Pearson Education. Nineth Edition .
2. ‘Software Engineering’ , Roger Pressman, Tata -Mcgraw Hill, Seventh Edition.
3. Baker, T. (2002). ‘Lessons Learned Integrating COTS into Systems’ .
Proc. ICCBSS 2002 (1st Int. Conf on COTS -based Software Systems),
Orlando, Fla:: Springer, 21 –30.
4. Balk, L. D. and Kedia, A. (2000). ‘ PPT: A COTS Integration Case
Study’ . Proc. Int. Conf. on Software Eng., Limerick, Ireland: ACM Press,
42–9.
5. Baumer,D., Gryczan,G., Knoll,R., Lilienthal,C., Riehle,D. and Zullighoven,H. (1997). ‘Framework Development for Large Systems’ .
Comm.ACM, 40(10),52 – 9.
6. Boehm, B. and Abts, C. (1999). ‘COTS Integration: Plug and Pray? ’
IEEE Computer, 32 (1), 135 –38.
7. Gamma, E., Helm, R., Johnson, R. a nd Vlissides, J. (1995). ‘Design
Patterns: Elements of Reusable Object -Oriented Software. Reading ’,
Mass.: Addison Wesley.
8. Jacobson, I., Griss, M. and Jonsson, P. (1997). ‘ Software Reuse. Reading,
Mass’ , Addison -Wesley.
19.5 Exercises
19.1. What are the major technical and nontechnical factors that hinder software
reuse? Do you personally reuse much software and, if not, why not?
19.2. Suggest why the savings in cost from reusing existing software are not
simply proportional to the size of the compon ents that are reused.
19.3. Give four circumstances where you might recommend against software
reuse.
19.4. Explain what is meant by ‘inversion of control’ in application frameworks.
Explain why this approach could cause problems if you integrated two
separate systems that were originally created using the same application
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362SOFTWARE ENGINEERING19.5. Most desktop software, such as word processing software, can be configured in a number of different ways. Examine software that you
regularly use and list the configura tion options for that software. Suggest
difficulties that users might have in configuring the
software. If you use Microsoft Office or Open Office, these are good
examples to use for this exercise.
19.6. Why have many large companies chosen ERP systems as the basis for their
organizational information system? What problems may arise when
deploying a large -scale ERP system in an organization?
19.7. Identify six possible risks that can arise when systems are constructed using
COTS. What steps can a company t ake to reduce these risks?
19.8. Explain why adaptors are usually needed when systems are constructed by
integrating COTS products. Suggest three practical problems that might
arise in writing adaptor software to link two COTS application products.
19.9. The reuse of software raises a number of copyright and intellectual property
issues. If a customer pays a software contractor to develop a system, who
has the right to reuse the developed code? Does the software contractor
have the right to use that code as a basis for a generic component? What
payment mechanisms might be used to reimburse providers of
reusable components? Discuss these issues and other ethical issues
associated with the reuse of software.

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Unit 5
20 DISTRIBUTED SOFTWARE ENGINEERING
Unit Structure
20.1 Objectives
20.2 Introduction
20.3 Contents
20.3. 1 Overview of Distributed Software Engineering
20.3. 2 Distributed System Issues
20.3.2.1 Models of Interaction
20.3.2.2 Middleware
20.4 Client -Server Computing
20.5 Architectural patterns for Distributed Systems
i. Master –Slave Architectures
ii. Two–Tier Client -Server Architectures
iii. Multi –Tier Client -Server Architectures
iv. Distributed Component Architectures
v. Peer-to-Peer Architectures
20.6 Software as a S ervice (SaaS)
20.7 Key Points
20.8 Bibliography
20.9 Exercises
20.0 Objectives Distributed software engineering is therefore very important for enterprise computing systems. The objective of this chapter is to introduce distributed
systems engineering and distributed systems architectures.
When you have studied this chapter, you will:
xKnow the key issues that have to be considered when designing and
implementing distribute d software systems;
xUnderstand the client –server computing model and the layered architecture
of client –server systems;
xHave been introduced to commonly used patterns for distributed
systems architectures and know the types of system for which each
architecture is most applicable;
xUnderstand the notion of software as a service, providing web -based access
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20.2 Introduction
The term "Distributed Software Engineering" is ambiguous. It includes both the
engineering of distributed software and the process of distributed development of
software, such as cooperative work. It concentrates on the former, giving an
indication of the special needs and rewards in distributed computing. It is an area of software engineering that is concerned with the development and the maintenance of reliable software for distributed systems.
20.3 Contents
20.3.1 Overview of Distributed Software Engine ering
xVirtually all large computer -based systems are now distributed systems.
x Information processing is distributed over several computers rather than
confined to a single machine.
Tanenbaum and Van Steen (2007) define a distributed system to be:
“A collection of independent computers that appears to the user as a single
coherent system.”
Distributed System Characteristics/Advantages
xResource Sharing – Sharing of Hardware and Software resources.
xOpenness – Standard protocols allow equipment and software from different vendors to be combined .
xConcurrency – Parallel processing to enhance performance .
xScalability – Increased throughput by adding new resources up to capacity
of network .
xFault Tolerance – Potential to continue in operation after a fault has
occurred.
Distributed System Disadvantages
xComplexity – Typically, distributed systems are more complex than centralized systems.
xSecurity – More susceptible to external attack.
xManageability – More effort required for system management.
xUnpredictability - Unpredictable responses depending on the system organization and network load.
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20.3. 2 Distributed System Issues Distributed systems are more complex than systems that run on a single processor. This complexity arises becau se it is practically impossible to have a
top-down model of control of these systems.
Design Issues
xTransparency - To what extent should the distributed system appear to the
user as a single system? When it is useful for users to understand that the
system is distributed?
Ideally, users should not be aware that a system is distributed and services
should be independent of how they are distributed. In practice, this is
impossible because parts of the system are independently managed and
because of net work delays. To achieve Transparency, resources should be
abstracted and addressed logically rather than physically. Middleware maps
logical to physical resources.
xOpenness - Should a system be designed using standard protocols that
support interoperabil ity or should more specialized protocols be used that
restrict the freedom of the designer?
Open distributed systems are systems that are built according to generally accepted standards. Components from any supplier developed in any programming language can be integrated into the system and can inter -
operate with one another. Web service standards for service -oriented
architectures were developed to be open standards.
xScalability - How can the system be constructed so that it is scalable? That
is, how c an the overall system be designed so that its capacity can be
increased in response to increasing demands made on the system?
The ability of a system to deliver a high-quality service as demands on the
system increase :
Size – By adding more resources t o cope with an increasing number of
users .
Distribution – By geographically dispersing components without degrading performance.
Manageability – By effectively managing a system as it increases in size,
even if its components are located in independent o rganizations.
xSecurity - How can usable security policies be defined and implemented
that applies across a set of independently managed systems?
The number of ways that distributed systems may be attacked is significantly greater that for centralized systems. If a part of the system is
compromised then the attacker may be able to use this as a “back door” into
other parts of the system. Difficulties can arise when different organization
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xQuality of service - How should the quality of service that is d elivered to
system users be specified and how should the system is implemented to
deliver an acceptable quality of service to all users?
Reflects a system’s ability to deliver services dependably and with a
response time and throughput that is acceptable to users. QoS is particularly
critical when a system deals with time -critical data such as audio or video
streams.
xFailure management - How can system failures be detected, contained (so
that they have minimal effects on other components in the system), and
repaired?
Since failures are inevitable, distributed systems must be designed to be
resilient. Distributed systems should include mechanisms for discovering
failed components, continuing to deliver as many services as possible and
where possible, aut omatically from failures.
20.3.2.1 Models of Interaction
There are two fundamental types of interaction between the computers in a
distributed computing system:
xProcedural interaction – Where one computer calls on a known service
offered by another computer and waits for a response. (synchronous )
xMessage ba sed interaction - Involves the ‘sending’ computer defining
information
about what is required in a message, which is then sent to another computer.
There is no necessity to wait for a response. (non -synchronous)
Figure 20.1. Procedural interaction between a Dinner and a Waiter via
Synchronous procedure call

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Figure 20.2. Message -Based Interaction between a
Waiter and the Kitchen Staff











“1”/>

Procedural (Synchronous) Interaction
xImplemented by Remote Procedure Calls (RPC’s).
xOne component call another (via a “stub”) as if it were a local procedure or
method.
xMiddleware intercepts the call a nd passes it to the remote component which
carries out the required computation and returns the result.
xA problem is that both components need to be available at the time of the
communication and must know how to refer to each other.
Message -based (Asynchronous) interaction
xNormally involves one component creating a message that details the
services required of another.
xMessag e is sent via middleware to the receiving component which parses
the message, carries out the computations, and (possibly) creates a return
message with the required results.
xMessages are queued until the receiver is available components need NOT
refer t o each other; middleware ensures that messages are passed to the
appropriate component.
20.3.2.2 Middleware
xThe components in a distributed system may be implemented in different
programming languages and may execute on completely different types of
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xModels of data, information representation, and protocols for communication may all be different. A distributed system therefore requires
software that can manage these diverse parts, and ensure that they can
communicate and exchange data.
xExamples include CORBA, DCOM, .NET

Two distinct types of Middleware support:
1. Interaction support - where the middleware coordinates interactions between different components in the system. The middleware provides
location transparency in that it isn’t necessary for components to know the
physical locations of other components.
2. Common services - where the middleware provides reusable
implementations of services that may be required by several components in
the distributed system (i.e., Security, notification, transaction management
etc.,) . By using these common services, components can easily interop erate
and provide user services in a consistent way.
20.4 Client – Server Computing
xDistributed systems that are accessed over the internet are often organized
as client -server(C/S) systems.
xThe user interacts with a program running on a local compute r (e.g., a web
browser or phone -based application) which interacts with another program
running on a remote computer (e.g., a web server).
xThe remote computer provides services, such as access to web pages, which
are available to clients.
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Figure 20.4. Processes in a Client -Server system

Figure 20.4 , shows client and server processes rather than processors. It is normal
for several client processes to run on a single processor. For example, on your PC,
you may run a mail client that downloads ma il from a remote mail server. You
may also run a web browser that interacts with a remote web server and a print
client that sends documents to a remote printer
Figure 20.5 , illustrates the situation where the 12 logical clients shown in Figure
20.4, are r unning on six computers. The four server processes are mapped onto
two physical server computers. Several different server processes may run on the
same processor but, often, servers are implemented as multiprocessor systems in
which a separate instance of the server process runs on each machine. Load -
balancing software distributes requests for service from clients to different servers
so that each server does the same amount of work. This allows a higher volume of
transactions with clients to be handled, without degrading the response to individual clients.
Figure 20.5. Mapping of Client and Server processes to networked
computers

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Client –server systems depend on there being a clear separation between the
presentation of information and the computations that create and process that
information. Consequently, you should design the architecture of distributed
client server systems so t hat they are structured into several logical layers, with
clear interfaces between these layers. This allows each layer to be distributed to a
different computer.
Four Layers
Figure 20.6 illustrates this model, showing an application structured into four
layers:
• A presentation layer that is concerned with presenting information to the
user and managing all user interaction;
• A data management layer that manages the data that is passed to and from
the client. This layer may implement checks on the d ata, generate web
pages, etc.;
• An application processing layer that is concerned with implementing the
logic of the application and so providing the required functionality to end
users;
• A database layer that stores the data and provides transaction m anagement
services, etc.
Figure 20.6. Layered architectural model for client –server application

20.5 Architectural Patterns For Distributed Systems
Five architectural styles:
1. Master -slave architecture - which is used in real -time systems in which
guaranteed interaction response times are required.
2. Two -tier client/server architecture - which is used for simple client –
server systems, and in situations where it is important to centralize the
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system for security reasons. In such cases, communication between the
client and server is normally encrypted.
3. Multitier client –server archite cture - which is used when there is a high
volume of transactions to be processed by the server.
4. Distributed component architecture - which is used when resources from different systems and databases need to be combined, or as an implementation model for multi -tier client/server systems.
5. Peer -to-peer architecture - which is used when clients exchange locally
stored information and the role of the server is to introduce clients to each other. It may also be used when a large number of independent computations may have to be made.
i. Master -Slave A rchitecture s
Master -slave architectures for distributed systems are commonly used in
real time systems where there may be separate processors associated with
data acquisition from the system’s environment, data processing, and computation and actuator management.
xThe ‘Master’ process is usually responsible for computation, coordination, and communications and it controls the ‘slave’ processes.
x‘Slave’ processes are dedicated to specific actions, such as the acquisition of data from an array of sensors.
Figure 20.7. A Traffic management system with a Master -Slave Architecture

Figure 20.7 , illustrates this architectural model. It is a model of a traffic
control system in a city and has three logical processes that run on separate processors. The master process is the control room process, which
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communicates with separate slave processes that are responsible for collecting traffic data and managing the operation of traffic lights.
xA set of distributed sensors collects information on the traffic flow.
The sensor control process polls the sensors periodically to capture
the traffic flow information and collates this information for further
processing.
xThe sensor processor is itself polled periodically for information by
the master process that is concerned with displaying traffic status to
operators, computing traffic light sequences and accepting operator
commands to modify these sequences.
xThe control room system sends commands to a traffic light control
process that converts these into signals to control the traffic light
hardware.
xThe master control room system is itself organized as a client –server
system, with the client processes running on the operator’s consoles.
ii. Two-Tier Client -Server Architectures
Two-tier client –server architecture is the simplest form of client –server
architecture. The system is implemented as a single logical server plus an
indefinite number of clients that use that server.
Two forms of Model
This is illustrated in Figure 20.8, which shows two forms of this architectural
model:
1. A Thin-Client model - where the presentation layer is implemented on the
client and all other layers (data management, application processing, and
database) ar e implemented on a server. The client software may be a
specially written program on the client to handle presentation. More often,
however, a web browser on the client computer is used for presentation of
the data.
Disadvantages : Places a heavy process ing load on both the server and the
network.
2. A Fat -Client model - where some or all of the application processing is
carried out on
the client. Data management and database functions are implemented on the
server. Most suitable for new C/S syst ems wher e client capabilities are
known in advance. System management is more complex when application
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Figure 20.8. Thin - and Fat -Client Architectural Models

Figure 20.9. A Fat -client Architecture for an ATM system

iii. Multi -Tier Client -Server Architectures
The fundamental problem with a two -tier client server approach is that the logical
layers in the system presentation, application processing, data management, and
database must be mapped onto two computer systems: the client and the server.
xEach layer may execute on a separate processor.
xAllows for :
- Better Performance and scalability than the thin -client approach and is
simpler to manage than a fat -client ap proach.


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Figure 20.10. Three -Tier Architecture for an Internet Banking System

Table 20.1. Use of Client –Server Architectural patterns Architecture Applications Two-tier client–server architecture with thin
clients Legacy system applications that are used when separating application processing and data
management is impractical. Clients may access these
as services.
Computationally intensive applications such as
compilers with little or no data management.
Data -intensive applicat ions (browsing and querying)
with non -intensive application processing.
Browsing the Web is the most common example of a
situation where this architecture is used. Two-tier client-server architecture with fat
clients Applications where application processing is provided by off -the-shelf software (e.g., Microsoft
Excel) on the client.
Applications where computationally intensive
processing of data (e.g., data visualization) is
required.
Mobile applications where internet connectivity
cannot be guaranteed.
Some local processing using cached information
from the database is therefore possible.
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375Chapter 20: Distributed Software EngineeringMulti-tier client–server architecture Large-scale applications with hundreds or thousands of clients.
Applications where both the data and the application
are volatil e.
Applications where data from multiple sources are
integrated.

iv. Distributed Component Architectures
System is design ed as a set of services, without attempting to allocate these
services to layers in the system. Each service, or group of related services, is
implemented using a separate component. In a distributed component architecture
(Figure 20.11) the system is organi zed as a set of interacting components or
objects. Components communicate via Middleware using remote procedure or
method calls.
Figure 20.11. A Distributed component Architecture

Distributed component systems are reliant on middleware, which manages
component interactions, reconciles differences between types of the parameters passed between components, and provides a set of common services that application components can use. CORBA (Orfali et al., 1997) was an early
example of such middle war e but is now not widely used. It has been largely
supplanted by proprietary software such as Enterprise Java Beans (EJB) or .NET.
Advantages of Distributed Component Architectures
xAllows developers to delay decisions on where and how services should be
provided.
xVery open Architecture – new resources can be added as required.
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xSystem is dynamically reconfigurable – components can migrate across the
network as required.
xTherefore : Flexible and Scalable.
Disadvantages of Distributed Component Architectures
xLess intuitive/natural than C/S – more difficult to visualize, understand and
design.
xCompeting middleware standards – vendors, such as Microsoft and Sun,
have developed different incompatible middleware systems .
Figure 20.12. A Distributed component Architecture
for a Data Mining System

Data mining systems are a good example of a type of system in which distributed
component architecture is the best architectural pattern to use. A data mining
system looks for relationships between the data that is stored in a number of data
bases (Figure 20.12). Data mining systems usually pull in information from
several separate databases, carry out computationally intensive processing, and
display their results gra phically.
v. Peer -to-Peer Architectures
Peer-to-peer (p2p) systems are decentralized systems in which computations may
be carried out by any node on the network. In principle at least, no distinctions are
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made between clients and servers. In peer -to-peer a pplications, the overall system
is designed to take advantage of the computational power and storage available
across a potentially huge network of computers. The standards and protocols that
enable communications across the nodes are embedded in the appli cation itself
and each node must run a copy of that application.
Peer-to-peer technologies have mostly been used for personal rather than business
systems (Oram, 2001). For example, file -sharing systems based on the Gnutella
and BitTorrent protocols are us ed to exchange files on users’ PCs. However,
peer-to-peer systems are also being used by businesses to harness the power in
their PC networks (McDougall, 2000). Intel and Boeing have both implemented
p2p systems for computationally intensive applications.
Appropriate uses of p2p
1. Computationally intensive applications where processing can be efficiently
distributed among a large number of networked computers that need not
communicate with one another.
2. Applications where processing involves a large number of networked computers exchanging data that need not be centrally stored or managed.
Decentralized p2p Architecture
Figure 20.13. A Decentralized p2p Architecture

In a decentralized architecture, the nodes in the network are not simply functional
elements but are also communications switches that can route data and control
signals from one node to another. For example, assume that Figure 20.13 ,
represents a decentralized, document management system. This system is used by
a consortium of researchers to share documents, and each member of the consortium maintains his or her own document store. However, when a document
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is retrieved, the node retrieving that document also makes it available to other
nodes.
If someone needs a document that is stored somewhere on the network, they issue
a search command, which is sent to nodes in their ‘locality’. These nodes check
whether they have the document and, if so, return it to the requestor. If they do
not have it, they route the search to other nodes. Therefore, if n1 issues a search
for a document that is stored at n10, this search is routed through nodes n3, n6,
and n9 to n10. When the document is finally discovered, the node holding the
document then sends it to the requesting node directly by makin g a peer -to-peer
connection.
Advantages
This decentralized architecture has advantages in that it is highly redundant and
hence both fault -tolerant and tolerant of nodes disconnecting from the network.
Disadvantages
The disadvantages here are that many different nodes may process the same
search, and there is also significant overhead in replicated peer communications.
Semicentralized p2p Architecture
An alternative p2p architectural model, which departs from pure p2p architecture,
is a semicentral ized architecture where, within the network, one or more nodes act
as servers to facilitate node communications. This reduces the amount of traffic
between nodes. Figure 20.14 illustrates this model. In a semicentralized architecture, the role of the serve r (sometimes called a super -peer) is to help
establish contact between peers in the network, or to coordinate the
results of a computation.
For example, if Figure 20.14 , represents an instant messaging system, then network nodes communicate with the server (indicated by dashed lines ) to find
out what other nodes are available. Once these nodes are discovered, direct
communications can be established and the connection to the server is unnecessary. Therefore, nodes n2, n3, n5, and n6 are in direct communication.
In a computational p2p system, where a processor -intensive computation is
distributed across a large number of nodes, it is normal for some nodes to be
super -peers . Their role is to distribute work to other nodes and to collate and
check the results of the computation. Peer-to-peer architectures allow for the
efficient use of capacity across a network.
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Figure 20.14. A Semicentralized p2p A rchitecture

p2p Problems
xThe major concerns that have inhibited p2p use are security and trust .
xWhen p2p nodes interact with one another, any resources could potentially
be accessed.
xProblems may also occur if peers on a network deliberately behave in a
malicio us way.
Example
There have been cases where music companies who believe that their copyright is
being abused have deliberately made ‘poisoned peers’ available. When another
peer downloads what they think is a piece of music, the actual file delivered is
malware that may be a deliberately corrupted version of the music or a warning to
the user of copyright infringement.
20.6 SOFTWARE as a SERVICE (SaaS)
xInvolves hosting software remotely on servers (“the cloud”) with access
provided over th e Internet via web browsers.
xThe server maintains user data and state during transaction session.
xApplications are owned and managed by a software provider rather than
users.
xUsers may pay for access according to the amount of use or through an
annua l or monthly subscription.
xIf free, users are exposed to advertisements which fund the software
service.
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Difference between SaaS and Service Oriented Architecture (SOA)
1. SaaS is a way of providing functionality on a remote server with client
access through a web browser. The server maintains the user’s data and state during an interaction session. Transactions are usually long transactions (e.g., editing document).
2. SOA is an approach to structuring a software system as a set of separate,
stateless services. These may be provided by multiple providers and may be
distributed. Typically, transactions are short transactions where a service is
called, does something, and then returns a result. Existing services may be
composed and configured to create new composite services and applications. The basis for service composition is often a workflow.
Figure 20.15. Configuration of a Software System offered as a S ervice


Three factors into account
1. Configurability - How do you configure the software for the specific
requirements of each organization?
2. Multi -tenancy - How do you present each user of the software with the
impression that they are working with their own copy of the system while,
at the same time, making efficient use of system resources?
3. Scalability - How do you design the system so that it can be scaled to
accommodate an unpredictably large number of users?
Configuration
Configuration facilities may allow for the following:
1. Branding - where users from each organization, are presented with an
interface that reflects their own organization.
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2. Business rules and workflows - where each organization defines its own
rules that govern the use of the service and its data.
3. Database extensions - where each organization defines how the generic
service data model is extended to meet its specific needs.
4. Access control , - where service customers create individual accounts for
their staff and define the resources and functions that are accessible to each
of their users.
Figure 20.15 , illustrates this situation. This diagram shows five users of the
application service, who work for three different customers of the service provider. Users interact with the service through a customer profile that defines
the service configuration for their employer.
Multi -tenancy
Multi -tenancy is a situation in which many different users access the same system
and the system architecture is defined to allow the efficient sharing of system
resources. However, it must appear to each user that they have the sole use of the
system. Multi -tenancy involves designing the system so that there is a n absolute
separation between the system functionality and the system data.
The service provider can use a single database with different users being virtually
isolated within that database. This is illustrated in Table 20.2, where you can see
that databas e entries also have a ‘tenant identifier’, which links these entries to
specific users. By using database views, you can extract the entries for each
service customer and so present users from that customer with a virtual, personal
database.
Table 20.2. A Multi -tenant Database Tenant Key Name Address 234 C100 XYZ Corp 43, Anystreet, Sometown 234 C110 Big Corp 2, Main st, Motown 435 X234 J. Bowie 56, Mill St, Starvile 592 PP37 R. Burns Alloway, Ayrshire
Scalability
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considering scalability in the context of SaaS, you are considering ‘scaling out’,
rather than ‘scaling up’.
General guidelines for implementing scalable software are:
1. Develop applications where each component is implemented as a simple
stateless service that may be run on any server. In the course of a single
transaction, a user may therefore interact with instances of the same service
that are running on several different servers.
2. Design the system using asynchronous interaction so that the application
does not have to wait for the result of an interaction (such as a read request).
This allows the appli cation to carry on doing useful work while it is waiting
for the interaction to finish.
3. Manage resources, such as network and database connections, as a pool so
that no single server is likely to run out of resources.
4. Design your database to allow fine-grain locking. That is, do not lock out
whole records in the database when only part of a record is in use .
20.7 Key Points
xThe benefits of distributed systems are that they can be scaled to cope with
increasing demand, can continue to provide user services (even if some
parts of the system fail), and they enable resources to be shared.
x Issues to be considered in the design of distributed systems include transparency, openness, scalability, security, quality of service, and failure
management.
xClient –server systems are distributed systems in which the system is structured into layers, with the presentation layer implemented on a client
computer.
xServers provide data management, application, and database services.
xClient –server systems may have several tiers, with different layers of the
system distributed to different computers.
xArchitectural patterns for distributed systems include master -slave
architectures, two -tier and multitier client –server architectures, distributed
component architectures, and peer -to-peer architectures.
x Distributed component systems require middleware to handle component
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xPeer-to-peer architectures are decentralized architectu res in which there are
no distinguished clients and servers. Computations can be distributed over
many systems in different organizations.
xSoftware as a service is a way of deploying applications as thin client –
server systems, where the client is a web browser.
20.8 Bibliography
1. ‘Software Engineering’ , Ian Somerville, Pearson Education. Nineth Edition.
2. ‘Software Engineering’ , Roger Pressman, Tata -Mcgraw Hill, Seventh Edition.
3. Bernstein, P. A. (1996). ‘Middleware: A Model for Distributed Syst em
Services’ . Comm. ACM, 39 (2), 86 –97.
4. Coulouris, G., Dollimore, J. and Kindberg, T. (2005). ‘Distributed
Systems: Concepts and Design’, 4th edition. Harlow, UK.: Addison -
Wesley.
5. Holdener, A. T. (2008). ‘Ajax: The Definitive Guide. Sebastopol’ , Calif.:
O’Reilly and Associates.
6. McDougall, P. (2000). ‘The Power of Peer -To-Peer’ . Information Week
(August 28th, 2000).
7. Neuman, B. C. (1994). ‘Scale in Distributed Systems’ . In Readings in
Distributed Computing Systems.
8. Casavant, T. and Singal, M. (ed.). Los Alamitos, Calif.: IEEE Computer
Society Press.
9. Oram, A. (2001). ‘ Peer -to-Peer: Harnessing the Benefits of a Disruptive
Technology’ .
10. Orfali, R. and Harkey, D. (1998). ‘ Client/server Programming with Java
and CORBA’ . New York: John Wiley & Sons.
11. Orfali, R., Harkey, D. and Edwards, J. (1997). ‘ Instant CORBA’ .
Chichester, UK: John Wiley & Sons.
12. Pope, A. (1997). ‘ The CORBA Reference Guide: Understanding the
Common Request Broker Architecture’ . Boston: Addison -Wesley.
13. Tanenbaum, A. S. and Van Steen, M. (2007). ‘Distributed Systems: Principles and Paradigms ’, 2nd edition. Upper Saddle River, NJ: Prentice
Hall.
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384SOFTWARE ENGINEERING
20.8 Exercises
20.1 What do you understand by ‘scalability ’? Discuss the differences between
‘scaling up’ and ‘scaling out’ and explain when these different approaches
to scalability may be used.
20.2 Explain why distributed software systems are more complex than centralized software systems, where all of the system functionality is implemented on a single computer.
20.3 Using an example of a remote procedure call, explain how middleware
coordinates the interaction of computers in a distributed system.
20.4 What is the fundamental difference between a fat -client and a thin -client
approach to client –server systems architectures?
20.5 You have been asked to design a secure system that requires strong
authentication and authorization. The system must be designed so that
communications between parts of the system cannot be intercepted and read
by an attacker. Suggest the most appropriate client –server architecture for
this system and, giving reasons for your answer, propose how functionality
should be distributed between the client and the server systems.
20.6 Your customer wants to develop a system for stock information where
dealers can access information about companies and evaluate various investment scenarios using a simulation system. Each dealer uses this
simulation in a different way, according to his or her experience and the
type of stocks in question. Suggest client –server architecture for this system
that shows where functionality is located. Justify the client –server system
model that you have chosen.
20.7 Using a d istributed component approach, propose architecture for a national
theater booking system. Users can check seat availability and book seats at
a group of theaters. The system should support ticket returns so that people
may return their tickets for last -minute resale to other customers.
20.8 Give two advantages and two disadvantages of decentralized and semicentralized peer -to-peer architectures.
20.9 Explain why deploying software as a service can reduce the IT support
costs for a company. What additiona l costs might arise if this deployment
model is used?
20.10 Your company wishes to move from using desktop applications to accessing the same functionality remotely as services. Identify three risks
that might arise and suggest how these risks may be redu ced.

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