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Lecture 1 Slide Introduction To Software Engineering

The document outlines the fundamentals of Software Engineering, including its definition, importance, and the roles of various stakeholders in the development process. It discusses the systematic approaches required for effective software development, the evolution of software engineering practices, and the significance of quality in both products and processes. Additionally, it highlights examples of software failures and the impact of technological advancements on the field.
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0% found this document useful (0 votes)
10 views49 pages

Lecture 1 Slide Introduction To Software Engineering

The document outlines the fundamentals of Software Engineering, including its definition, importance, and the roles of various stakeholders in the development process. It discusses the systematic approaches required for effective software development, the evolution of software engineering practices, and the significance of quality in both products and processes. Additionally, it highlights examples of software failures and the impact of technological advancements on the field.
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

CSI37W1 Software

Engineering I -2023

Unit 1 – Why Software Engineering


Lecturer:
C. Kabuya
Topics

1.1 What is Software Engineering?


1.2 How Successful Have We Been?
1.3 What Is Good Software?
1.4 Who Does Software Engineering?
1.5 A System Approach
1.6 An Engineering Approach
1.7 Members of the Development Team
1.8 How Has Software Engineering Changed?
1.9 Information System Example

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.2
Learning Outcomes

• Explain what is software engineering.


• Examine the Software engineering’s track
record.
• Discover what constitutes good software
• Assess system approach is important to how
we develop software.
• Summarize description of stakeholders in
software team

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.3
1.1 What is Software Engineering
Solving Problems

• Software products are large and complex

• Development requires analysis and synthesis


– Analysis: decompose a large problem into
smaller, understandable pieces
• abstraction is the key
– Synthesis: build (compose) a software from
smaller building blocks
• composition is challenging

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.4
1.1 What is Software Engineering
Solving Problems (continued)

• The analysis process

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.5
1.1 What is Software Engineering
Solving Problems (continued)

• The synthesis process

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.6
1.1 What is Software Engineering
Solving Problems (continued)

• Software engineering is the process of


designing, developing, and maintaining
software applications. It involves a
systematic approach to ensure the software
meets the user’s needs and is reliable,
efficient, and secure.
• Software engineering requires the application
of engineering principles, methods, and
techniques to the design, development,
testing, and maintenance of software
systems.
Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.7
1.1 What is Software Engineering
Where Does the Software Engineer Fit In?

• Computer science: focusing on computer


hardware, compilers, operating systems, and
programming languages
• Software engineering: a discipline that uses
computer and software technologies as a
problem-solving tools

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.8
1.1 What is Software Engineering
Where Does the SW Engineer Fit in? (continued)

• Relationship between computer science and


software engineering

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.9
1.2 How Successful Have We Been?

• Perform tasks more quickly and effectively


– Word processing, spreadsheets, e-mail
• Support advances in medicine, agriculture,
transportation, multimedia education, and
most other industries
• Many good stories
• However, software is not without problems

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.10
1.2 How Successful Have We Been?
Sidebar 1.1 Terminology for Describing Bugs

• A fault: occurs when a human makes a


mistake, called an error, in performing some
software activities
• A failure: is a departure from the system’s
required behaviour

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.11
1.2 How Successful Have We Been?
Examples of Software Failure

• IRS hired Sperry Corporation to build an automated


federal income tax form processing process
– An extra $90 M was needed to enhance the original $103
product
– IRS lost $40.2 M on interests and $22.3 M in overtime
wages because refunds were not returned on time
• Malfunctioning code in Therac-25 killed several
people
• Reliability constraints have caused cancellation of
many safety critical systems
– Safety-critical: something whose failure poses a threat to
life or health

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.12
1.3 What Is Good Software?
Sidebar 1.2 Perspective on Quality

• The transcendental view: quality is


something we can recognize but not define
• The user view: quality is fitness for purpose
• The manufacturing view: quality is
conformance to specification
• The product view: quality tied to inherent
product characteristics
• The value-based view: depends on the
amount the customers is willing to pay for it

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.13
1.3 What is Good Software?

• Good software engineering must always


include a strategy for producing quality
software
• Three ways of considering quality
– The quality of the product
– The quality of the process
– The quality of the product in the context of the
business environment

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.14
1.3 What Is Good Software?
The Quality of the Product

• Users judge external characteristics (e.g.,


correct functionality, number of failures, type
of failures)
• Designers and maintainers judge internal
characteristics (e.g., types of faults)
• Thus different stakeholders may have
different criteria
• Need quality models to relate the user’s
external view to developer’s internal view

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.15
1.3 What Is Good Software?
The Quality of the Product (continued)

• McCall’s quality model

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.16
1.3 What Is Good Software?
The Quality of the Process

• Quality of the development and maintenance


process is as important as the product
quality
• The development process needs to be
modeled
• Modeling will address questions such as
– Where to find a particular kind of fault
– How to find faults early
– How to build in fault tolerance
– What are alternative activities

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.17
1.3 What Is Good Software?
The Quality of the Process (continued)

• Models for process improvement


– SEI’s Capability Maturity Model (CMM)
– ISO 9000
– Software Process Improvement and Capability
dEtermination (SPICE)

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.18
1.3 What Is Good Software?
The Quality in the Context of the Business Environment

• Business value is as important as technical


value
• Business value (in relationship to technical
value) must be quantified
• A common approach: return on investment
(ROI) – what is given up for other purposes
• ROI is interpreted in different terms:
reducing costs, predicting savings,
improving productivity, and costs (efforts
and resources)
Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.19
1.4 Who Does Software Engineering?

• Customer: the company, organization, or


person who pays for the software system
• Developer: the company, organization, or
person who is building the software system
• User: the person or people who will actually
use the system

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.20
1.4 Who Does Software Engineering?
(continued)

• Participants (stakeholders) in a software


development project

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.21
1.5 System Approach

• Hardware, software, interaction with people


• Identify activities and objects
• Define the system boundary
• Consider nested systems, systems
interrelationship

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.22
1.5 System Approach
The Element of a System

• Activities and objects


– An activity is an event initiated by a trigger
– Objects or entities are the elements involved in
the activities
• Relationships and the system boundaries
– A relationship defines the interaction among
entities and activities
– System boundaries determine the origin of input
and destinations of the output

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.23
1.5 System Approach
The Element of a System (continued)

• Example of systems: a human respiratory


system

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.24
1.5 System Approach
The Element of a System (continued)

• A computer system must also be clearly


described: System definition of a paycheck
production

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.25
1.5 System Approach
Interrelated Systems

• Some systems are dependent to other


systems
– The interdependencies may be complex
• It is possible for one system to exist inside
another system
• If the boundary definitions are detailed,
building a larger system from the smaller
ones is relatively easy

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.26
1.5 System Approach
Interrelated Systems (continued)

• A layered system

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.27
1.6 Engineering Approach
Building a System

• Requirement analysis and definition


• System design
• Program design
• Writing the programs
• Unit testing
• Integration testing
• System testing
• System delivery
• Maintenance
Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.28
1.7 Members of the Development Team

• Requirement analysts: work with the customers to


identify and document the requirements
• Designers: generate a system-level description of
what the system us supposed to do
• Programmers: write lines of code to implement the
design
• Testers: catch faults
• Trainers: show users how to use the system
• Maintenance team: fix faults that show up later
• Librarians: prepare and store documents such as
software requirements
• Configuration management team: maintain
correspondence among various artifacts

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.29
1.7 Members of the Development Team
(continued)

• Typical roles played by the members of a


development team

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.30
1.8 How Has Software Engineering Changed?
The Nature of the Change

• Before 1970s
– Single processors: mainframes
– Designed in one of two ways
• as a transformation: input was converted to output
• as a transaction: input determined which function
should be performed
• After 1970s
– Run on multiple systems
– Perform multi-functions

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.31
1.8 How Has SE Changed?
Wasserman's Seven Key Factors

1. Critically of time-to-market
2. Shifts in the economics of computing
3. Availability of powerful desktop computing
4. Extensive local- and wide-area networking
5. Availability and adoption of object-oriented
technology
6. Graphical user interfaces
7. Unpredictability of the waterfall model of
software development

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.32
1.8 How Has SE Changed?
Wasserman's Seven Key Factors (continued)

• The key factors that have changed the


software development

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.33
1.8 How Has SE Changed?
Wasserman's Discipline of Software Engineering

• Abstractions
• Analysis and design methods and notations
• User interface prototyping
• Software architecture
• Software process
• Reuse
• Measurement
• Tools and integrated environments

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.34
1.8 How Has SE Changed?
Abstraction

• A description of the problem at some level of


generalization
– Hide details

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.35
1.8 How Has SE Changed?
Analysis and Design Methods and Notations

• Provide documentation
• Facilitate communication
• Offer multiple views
• Unify different views

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.36
1.8 How Has SE Changed?
User Interface Prototyping

• Prototyping: building a small version of a


system
– Help users identify key requirements of a system
– Demonstrate feasibility
• Develop good user interface

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.37
1.8 How Has SE Changed?
Software Architecture

• A system’s architecture describes the system


in terms of a set of architectural units and
relationships between these units
• Architectural decomposition techniques
– Modular decomposition
– Data-oriented decomposition
– Event-driven decomposition
– Outside-in-design decomposition
– Object-oriented decomposition

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.38
1.8 How Has SE Changed?
Software Process

• Many variations
• Different types of software need different
processes
– Enterprise-wide applications need a great deal of
control
– Departmental applications can take advantage of
rapid development

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.39
1.8 How Has SE Changed?
Software Reuse

• Commonalities between applications may


allow reusing artifacts from previous
developments
– Improve productivity
– Reduce costs
• Potential concerns
– It may be faster to build a smaller application
than searching for reusable components
– Generalized components take more time to build
– Must clarify who will be responsible for
maintaining reusable components
– Generality vs specificity: always a conflict
Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.40
1.8 How Has SE Changed?
Measurement

• Objective: describe quality goals in a


quantitative way

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.41
1.8 How Has SE Changed?
Tools and Integrated Environments

• Platform integration (on heterogeneous


networks)
• Presentation integration (commonality of
user interface)
• Process integration (linking tools and the
development process)
• Data integration (to share common data)
• Control integration (the ability of one tool to
initiate action in another one)

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.42
1.9 Information Systems Example
Piccadilly System

• Piccadilly Television: regional British TV


franchise
• Advertising scheme has many constraints:
– alcohol adverts only after 9 pm
– if actor in show, no same actor in advert within 45
minutes
– if advert in a class of products, no other advert in
same class during same break
– rates dependent on amount of time bought
• Software to determine, track advertising time

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.43
1.9 Information Systems Example
Piccadilly System (continued)

• Piccadilly Television franchise area

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.44
1.9 Information Systems Example
Piccadilly System (continued)

• Piccadilly system’s context diagram

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.45
1.10 Real Time Example

• Ariane-5 rocket, from the European Space


Agency
• June 4, 1996: functioned well for 40
seconds, then veered off course and was
destroyed
• Contained four satellites: cost was $500
million
• Reused code from Ariane-4 rocket

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.46
1.10 Real Time Example
Ariane-5 Definition of Quality

• From the Lions et al report:


– “… demonstrated the high quality of the Ariane-5
programme as regards engineering work in
general and completeness and traceability of
documents.”
– “… the supplier of the SRI … was only following
the specification given to it. … The exception
which occurred was not due to random failure but
a design error.”

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.47
1.11 What this Chapter Means for You

• Given a problem to solve


– Analyze it
– Synthesize a solution
• Understand that requirements may change
• Must view quality from several different
perspectives
• Use fundamental software engineering
concepts (e.g., abstractions and
measurements)
• Keep system boundary in mind

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.48
Questions

• Next Software Products


– Quiz 1
– Keep working on your projects.
– How does this unit influence your understanding
of your project.

Pfleeger and Atlee, Software Engineering: Theory and Practice Chapter 1.49

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