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Chapter 01

The document discusses what software is, including that it consists of computer programs, data structures, and documentation. Software is developed, not manufactured, and does not physically wear out over time. While most software is custom-built, the industry is moving toward more component-based construction.
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0% found this document useful (0 votes)
21 views23 pages

Chapter 01

The document discusses what software is, including that it consists of computer programs, data structures, and documentation. Software is developed, not manufactured, and does not physically wear out over time. While most software is custom-built, the industry is moving toward more component-based construction.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPT, PDF, TXT or read online on Scribd
You are on page 1/ 23

What is

Software?
Software is:
(1) instructions (computer programs) that when
executed provide desired features, function, and
performance;
(2) data structures that enable the programs to
adequately manipulate information and
(3) documentation that describes the operation and
use of the programs.

1
What is
Software?
 Software is developed or engineered, it is not
manufactured in the classical sense.
 Software doesn't "wear out."
 Although the industry is moving toward
component-based construction, most software
continues to be custom-built.

2
Wear vs.
Deterioration

These slides are designed to accompany Software Engineering: A


Practitioner’s Approach, 7/e (McGraw-Hill 2009). Slides copyright 2009 by
Roger Pressman. 3
Software
Applications
 system software
 application software
 engineering/scientific
software
 embedded software
 product-line software
 WebApps (Web
applications)
 AI software

4
Software—New Categories
 Open world computing—pervasive, distributed
computing
 Ubiquitous computing—wireless networks
 Netsourcing—the Web as a computing engine
 Open source—”free” source code open to the
computing community (a blessing, but also a
potential curse!)
 Also,
 Data mining

 Grid computing

 Cognitive machines

 Software for nanotechnologies

5
Legacy Software
Why must it change?
 software must be adapted to meet the
needs of new computing environments
or technology.
 software must be enhanced to
implement new business requirements.
 software must be extended to make it
interoperable with other more modern
systems or databases.
 software must be re-architected to
make it viable within a network
environment.

6
Characteristics of
WebApps - I

 Network intensiveness. A WebApp resides on a network and


must serve the needs of a diverse community of clients.
 Concurrency. A large number of users may access the
WebApp at one time.
 Unpredictable load. The number of users of the WebApp may
vary by orders of magnitude from day to day.
 Performance. If a WebApp user must wait too long (for
access, for server-side processing, for client-side formatting
and display), he or she may decide to go elsewhere.
 Availability. Although expectation of 100 percent availability is
unreasonable, users of popular WebApps often demand
access on a “24/7/365” basis.

7
Characteristics of
WebApps - II
 Data driven. The primary function of many WebApps is to use
hypermedia to present text, graphics, audio, and video content to the
end-user.
 Content sensitive. The quality and aesthetic nature of content
remains an important determinant of the quality of a WebApp.
 Continuous evolution. Unlike conventional application software that
evolves over a series of planned, chronologically-spaced releases,
Web applications evolve continuously.
 Immediacy. Although immediacy—the compelling need to get software
to market quickly—is a characteristic of many application domains,
WebApps often exhibit a time to market that can be a matter of a few
days or weeks.
 Security. Because WebApps are available via network access, it is
difficult, if not impossible, to limit the population of end-users who may
access the application.
 Aesthetics. An undeniable part of the appeal of a WebApp is its look
and feel.

8
Software Engineering
 Some realities:
 a concerted effort should be made to understand the
problem before a software solution is developed
 design becomes a pivotal activity
 software should exhibit high quality
 software should be maintainable
 The seminal definition:
 Software engineering is the establishment and use of
sound engineering principles in order to obtain
economically software that is reliable and works efficiently
on real machines.

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Software Engineering
 The IEEE definition:
 Software Engineering:
• (1) The application of a systematic, disciplined, quantifiable
approach to the development, operation, and maintenance of
software; that is, the application of engineering to software.

• (2) The study of approaches as in (1).

10
A Layered
Technology
tools

methods

process model

a “quality” focus

Software Engineering

11
A Process
Framework
Process framework
Framework activities
work tasks
work products
milestones & deliverables
QA checkpoints
Umbrella Activities

12
Framework
Activities
 Communication
 Planning
 Modeling
 Analysis of requirements
 Design
 Construction
 Code generation
 Testing
 Deployment

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Umbrella
Activities
 Software project management
 Formal technical reviews
 Software quality assurance
 Software configuration management
 Work product preparation and
production
 Reusability management
 Measurement
 Risk management

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Adapting a Process
Model
 the overall flow of activities, actions, and tasks and the
interdependencies among them
 the degree to which actions and tasks are defined within
each framework activity
 the degree to which work products are identified and
required
 the manner which quality assurance activities are applied
 the manner in which project tracking and control activities
are applied
 the overall degree of detail and rigor with which the process
is described
 the degree to which the customer and other stakeholders are
involved with the project
 the level of autonomy given to the software team
 the degree to which team organization and roles are
prescribed

15
The Essence of
Practice
 Polya suggests:
1. Understand the problem (communication and analysis).
2. Plan a solution (modeling and software design).
3. Carry out the plan (code generation).
4. Examine the result for accuracy (testing and quality
assurance).

16
Understand the
Problem
 Who has a stake in the solution to the problem?
That is, who are the stakeholders?
 What are the unknowns? What data, functions,
and features are required to properly solve the
problem?
 Can the problem be compartmentalized? Is it
possible to represent smaller problems that
may be easier to understand?
 Can the problem be represented graphically? Can
an analysis model be created?

17
Plan the Solution
 Have you seen similar problems before? Are there patterns
that are recognizable in a potential solution? Is there
existing software that implements the data, functions,
and features that are required?
 Has a similar problem been solved? If so, are elements of the
solution reusable?
 Can subproblems be defined? If so, are solutions readily
apparent for the subproblems?
 Can you represent a solution in a manner that leads to
effective implementation? Can a design model be created?

18
Carry Out the Plan
 Does the solution conform to the plan? Is source
code traceable to the design model?
 Is each component part of the solution provably
correct? Has the design and code been
reviewed, or better, have correctness proofs
been applied to algorithm?

19
Examine the Result
 Is it possible to test each component part of the
solution? Has a reasonable testing strategy been
implemented?
 Does the solution produce results that conform to
the data, functions, and features that are required?
Has the software been validated against all
stakeholder requirements?

20
Hooker’s General
Principles
 1: The Reason It All Exists
 2: KISS (Keep It Simple, Stupid!)
 3: Maintain the Vision
 4: What You Produce, Others Will Consume
 5: Be Open to the Future
 6: Plan Ahead for Reuse
 7: Think!

21
Software
Myths
 Affect managers, customers
(and other non-technical
stakeholders) and practitioners
 Are believable because they
often have elements of truth,
but …
 Invariably lead to bad decisions,
therefore …
 Insist on reality as you navigate
your way through software
engineering

22
How It all Starts
 SafeHome:
 Every software project is precipitated by some
business need—
• the need to correct a defect in an existing application;
• the need to the need to adapt a ‘legacy system’ to a
changing business environment;
• the need to extend the functions and features of an
existing application, or
• the need to create a new product, service, or system.

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