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9/6/21

SOICT
School of Information and Communication Technology

1
9/6/21

IT3180 – Introduction to
Software Engineering
1 – Introduction to Software Engineering

FYI
• Teacher: Dr. Bui Thi Mai Anh
• Research domains:
• Software Engineering
• Applied AI in Software Engineering:
Software Defect Prediction,
Fault/Bug Localization
• Search-based Software Engineering:
evolutionary computing,
reinforcement learning, deep
learning
• Lab: Intelligent Software Engineering –
BK AI Center

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What is Software Engineering?

• Systematic approach for developing software

• Methods and techniques to develop and maintain quality software to


solve problems

• Study of the principles and methodologies for developing and


maintaining software systems

Questions addressed by Software Engineering?

• How do we ensure the quality of the software that we produce?

• How do we meet growing demand and still maintain budget


control?

• How do we avoid disastrous time delays?

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Why apply Software Engineering to Systems?

• Provide an understandable process for system development

• Develop systems and software that are maintainable and easily


changed

• Develop robust software system

• Allow the process of creating computing based systems to be


repeatable and manageable

Historical Perspective

• 1940s: computers invented

• 1950s: assembly language, Fortran

• 1960s: COBOL, ALGOL, PL/1, Operating System


1969: First Conference on Software Engineering

• 1970s: multi-user systems, databases, structured programming

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Historical Perspective (cont.)

• 1980s: networking, personal computing, embedded systems, parallel


architectures

• 1990s: information superhighway, distributed systems, OO in


widespread use

• 2000s: virtual reality, voice recognition, video conferencing, global


computing, pervasive computing,...

• 2010s: autonomos vehicles, new security awareness

• 2020s: AI everywhere
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Hardware costs vs Software costs (% of overall cost)

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Why is software so expensive?

Hardware has made great advances

But software too...

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Why is software so expensive?

We need softwares because they help us save money...

Imagine: a software system could save a company $10,000/year

So, why couldn’t it charge $9,000?

• Most popular software suites out are software solutions that


companies cannot go without
• Productivity software, marketing, logistics, finance ...

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Why is software so expensive?

Software is Expensive to Produce

• Labor costs to host hundreds of talented people


• Utilities have to be paid
• Software for software development costs money
• Extensive Q&A process
• Engage in makerting after release
• ... and the most important thing:
Software has to be supported 24/7
Software needs to be updated

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Variety of Software Products

• 2 big categories: Application Software vs System Software


• Web sites
• Operating systems, compilers
• Routers, telephone switchers : communication software
• Telephone billings, Financial Market Predictions: data processing
• Air trafic control, autonomous vehicles: Real time apps
• Device drivers, controllers: Embedded Software
• Digital camera, GPS, sensors: mobile devices
• Information systems: database management, digital libraries
• Offices: word processing, spreadsheet, video conferences
• Scientific: simulations, weather forecasting...
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The craft of software development

• Client requirements are very different

• There is no standard process for software engineering

• There is no best language, operating system, platform, database


system, development environment...

• The craft of software development is


to select appropriate methods for each project
and to apply them effectively

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1. Introduction to Software Engineering


(end of lecture)

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9/6/21

SOICT
School of Information and Communication Technology

1
9/6/21

IT3180 – Introduction to
Software Engineering
3 – Software Development in Practice

Clients - Customers - Users

• Client: a person (or a group of people) for whom the software


development team creates the software

• The client provides resources such as money and expect some product in
return

• The client’s job success may depend on the success of the software
project

Client satisfaction is a primary measure of success


in a software project
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9/6/21

Clients - Customers - Users

• Customer is the person who buys the software or selects it for use by
an organization

• User is a person who actually uses the software


• With personal software, the user and the customer may be the same
• In organizations, the customers and the users are usually different

• Example: Many people in our university use Microsoft Team


Who is the customer? Who are the users?

Risk

• Many (probably most) software development projects run into


difficulties

• Problems
• Does not work as expected (FUNCTION)
• Over budget (COST)
• Late delivery (TIME)

• Competing goals
• Every software project has a trade-off between function/cost/time
• Extra functions add extra costs for development, testing, maintainance etc.

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What is important to the person who is paying?

Risk (cont.)

• Much of software is wasted (perhaps 50% is never used)


• Many software projects fail because the software developers build the
wrong software

The software development team must:


• Understand what the client expects of the software
• Understand what the client’s organization expects of the client
• Understand what the customers and the users expect of the software

The software development team will often add technical insights and
suggestions, but...
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Client satisaction is a primary measurement of success in a


software project

Minimizing Risk: Communication with Client

• Feasibility studies (should we begin the project?)

• Separation of requirements (what the client wants) from design (how


the developers meet the requirements)

• Milestones (how the developers report or demonstrate progress to


the clients) and releases

• Acceptance (how the client tests that the software meets the
requirements) and user testing
• Handover (ensuring that the client receives a package that can be
operated and supported over a long time period)
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Minimizing Risk: Visibility

• Visibility : The people who take the responsibility must know what is
happening

• The problem (as seen by a manager) must rely on others for reports
of progress or difficulties

However, software developers:


• Have difficulty evaluating progress
• Are usually optimistic about progress
• Consider reporting a waste time
• etc.
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You will make regular progress reports on your projects

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Minimizing Risk: Short Development Cycle

Risk is minimized by frequent delivery of working software (weeks rather


than months)
• Client, customers, and users can evaluate the developers’ work
• Opportunities to adapt to changing circumstances

This is one of the basic principles of agile software development

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Software Project Scale

• Large and very large systems have different needs


• A big project may be of 100 to 10000+ person per years

• Every large system is developed by many people, who are constantly


changing
• Before a big project is completed the requirements have changed
many times
• No large system is ever complete
• Nobody comprehends more than a fraction of the project

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Teams

Most software development is by teams


• Effectiveness of team determines success
Most large projects are built on older ones
• Building on the work of others is a fundamental skill of software
development
• Much software is built in increments, with different teams responsible
for the increments

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Managing Large Projects

Large software projects need skilled management


• Project management
• Personel management
• Resources management
• ...

We need a development process to effectively manage


the software project

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Software Development Processes

Fundamental assumptions:
• Good processes lead to good software

• Good processes reduce risk

• Good processes enhance visibility

• Good processes enable teamwork

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Variety of Software Processes

Software products are very varied...

... Therefore, there is no standard process for all software development


projects

BUT successful software development projects all need to address


similar issues
• This creates a number of process steps that should be part of all
software projects

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Process Steps in all Software Development

Feasibility Study
Requirements
User Interface Design
These steps may be
repeated many times
System Design
during the development
Program Development (detail design
cycle
and coding)
Acceptance and release
Operation and Maintenance

It is essential to distinguish among these steps and to be clear


which you are doing at any given moment
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Feasibility

A feasibility study precedes the decision to begin a project


• What is the scope of the proposed project?
• Is the project technically feasible?
• What are the project benefits?
• What are the costs, timetable?
• Are the resources available?
• What are the risks and how can they be managed?

A feasibility study leads to a decision: go or no-go


Lecture 6 is about Feasibility Study

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Requirements

• Requirements define the function of the system from the client’s


viewpoint

• The requirements establish the system’s functionality, constraints, and


goals by consultation with the client, customers and users

• The requirements may be developed in a self-contained study or may


emerge incrementally

• Failure to agree on the requirements and define them adequately is


one of the biggest cause of software projects failing

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Requirements

This step is sometimes divided into:


• Requirements analysis
• Requirements definition
• Requirements specification

Lectures 8-9-10 are about Requirements

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User Interface Design

• Usability is of great importance in many modern applications and


software systems. That requires good user interface design

• User interfaces need to be evaluated with users

• This requires iterative development:


• Design the user interface
• Test with users
• Revise the user interface
• Repeat
Lectures 11-12-13 are about User Experience

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System Design

Design describes the system from the software developers’ viewpoint


System Design:
• Establish a system architecture, both hardware and software that
matches the requirements
• Security and performance are parts of the system design
Models:
• Models are often used to represent the requirements, system design
and program design
• This course teaches the basic concepts of the Unified Modeling
Language (UML)
Lecture 14-15-16-17 focuses on System Design
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Program Development

Program development:
• Takes the system design and user interface design and builds
programs that meet the requirements

Program development is sometimes divided into two parts:


• Program design (often refered as Detail/Module design)
• Implementation (coding)
Often these two parts overlap or are combined

Lectures 18-19-20 are about Program Development

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Acceptance and Release

Acceptance testing
• The system is tested against the requirements by the client, often with
selected customers and users
Delivery and release
• After successful acceptance testing, the system is delivered to the
client and released into production or marketed to customers

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Operation and Maintenance

Operation
• The system is put into practical use
Maintenance
• Errors and problems are identified and fixed
Evolution
• The system evolves overtime as requirements change, to add new
functions or adapt to a changing technical environment
Phase out
• The system is withdrawn from service
This is sometimes called the Software Life Cycle

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Quality Control in all Software Development

• Validating the requirements


• Validating the system and program design These steps may be
• Usability testing repeated many times
• Program testing during the development
• Acceptance testing cycle
• Bug fixing and maintenance

Lectures 21-22-23 are about Software Testing

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Categories of Testing
The term testing is used in several different contexts which are easily
confused:
User Testing
• Versions of the user interface are tested by users
• Their experience may lead to changes in the requirements or the
design
Program Testing
• The development team tests components individually (unit testing) or
in combination (system testing) against the design to find bugs
Acceptance Testing
• The client tests the final version of the system or parts of the system
against the requirements
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3. Software development in Practice


(end of lecture)

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9/8/21

SOICT
School of Information and Communication Technology

1
9/8/21

IT3180 – Introduction to
Software Engineering
4 – Introduction to Software Projects 20211

Major Objectives

• This course is about Software Engineering with focusing on how to


develop a software project by applying principles of SE

• Major component: software development project – The objective is


to develop a product for a client who intends to use it in regular
production

• During this course, the project team will work together through a full
development cycle

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Project Teams

• You will work by team to develop your software project

• A project team is formed by a group of 6 to 8 students

• Evaluation over the team work as well as on individual contribution

Note: After week 1, as soon as possible, you have to form your group
and choose project

Choosing Project

• The project can be an application, system software, or even a toolkit, a


plugin or a library
• Software Engineering covers everything from smartphones to
supercomputers
• The only conditions are that there must be a real client who has to
participate to our course to evaluate assigments’ reports and
project progress
• The idea of your project comes from client, not your own
• In this semester, your teacher plays the role of your project client

• A list of suggested projects are available for 15 groups of 120 students

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Milestones

The project is divided into 4 parts, each of which ends in a


milestone

• The first milestone is a feasibility report

• The second and third milestones, the team makes a presentation


and submits a progress report to the client

• At the fourth milestone, the team demonstrates the working


software and makes a presentation to the client, followed by a final
report and handover of the completed project
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Overview about Software Development Project

Software development is more than writing code


Every project includes all aspects of software development:
• feasibility study
• requirements
• system and program design
• coding
• reliability and testing
• delivery
• documentation for future maintenance
• etc.
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Sprint

• The project is small, about the size of an agile sprint in most


production

Sprint
• In agile terminology, a sprint is a fixed period of time during which a
team completes part of a software project
• Every sprint ends with code that is ready to put into production
• A typical sprint might have a team of 4 to 9 people working for 2 to 4
weeks
• It should be fully tested, with documentation for maintenance

Time box

Time box
• A time box is a set of period of time during which a development team
completets part of a software project
Our course:
• Time: one semester of 16 weeks (including the pausing mid-semester
week)
• Resources: The team size is fixed (6-8 students)
• Scope: The scope of the project should be determined during feasibility
study period to match with the time and resources

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Team Organization

• An effective team organization makes the success of the project


• Every project should have:
• Regular meetings with the client (at least during assigment work
weeks)
• Regular team meetings
• A project plan which is kept up to date (e.g., Gantt chart)
• A project management system for code and documentation (e.g.,
Github)

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Within the time box

You NEED a systematic process for developing your software project

Most projects use one of the following processes:


• Iterative refinement
• Modified waterfall model

Some projects may use


• An agile process with a sequence of short sprints

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List of available projects for Semester 20211

• Refers to projects20211.pdf for more details


• After forming team, each group should choose the appropriate project

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4. Introduction to Software Projects 20211


(end of lecture)

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10/4/21

SOICT
School of Information and Communication Technology

1
10/4/21

IT3180 – Introduction to Software


Engineering
5 – Software Development Processes

Sequence of Processes

Lecture 3 introduced several process steps:


• Requirements
• User Interface Design
• System Design
• Program development (design and coding)
• Acceptance and release

Every software project will include these basic steps, in some shape or
form, but:
• The steps may be formal or informal
• The steps may be carried out in various sequences
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A software development process or methodology is a systematic way of


combining these steps to build a software system

Software Development Process


In this lecture, we look at four categories of software development
processes:
• Waterfall
• Complete each process step before beginning the next
• Iterative refinement
• Go quickly through all the steps to create a rough system, then repeat them to
improve the system
• Spiral
• A variant of iterative refinement in which new and updated components are
added to the developing system as they are completed
• Agile development:
• Small increments of software are developed in a sequence of sprints, each of
which creates deployable code
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Heavyweight and Lightweight Software Development

• Heavyweight Process

• Fully complete each step and have minimal changes and revisions later

• Each step is fully documented before beginning the next

• Example: waterfall or modified waterfall

Heavyweight and Lightweight Software Development

• Lightweight Process

• Expectation that changes will be made based on experience

• Minimal intermediate documentation

• Only the final system will be documented

• Example: Agile Software Development

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Heavyweight vs. Lightweight Methodologies

Heavyweight Lightweight
Slower process Speedy process
Release at the final stage Released as increments
Client negotiation Client collaboration
Following a plan Responding to change

History

Software engineering became a discipline, dated from the early 1970s


At that time:
• Most computer systems were conversions of systems that had
previously been done manually (billing, airline reservation etc.)
• The requirements were well understood
• Many system followed the same architecture, Master File Update
• The system design was well understood
• Coding was tedious with none of the modern languages and tools
• It was important to have a good program design before coding

The factors led to the Waterfall Model of software development


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The Waterfall Model

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Discussion of the Waterfall Model

The waterfall model is a heavyweight process with full documentation


of each process step
Avantages:
• Separation of tasks
• Process visibility
• Quality Control at each step
• Cost monitoring at each step
Disadvantages:
• In practice, each stage in the process reveals new understanding of the
previous stages, which often requires the earlier stages to be revised

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Discussion of the Waterfall Model

The Waterfall model is not flexible enough!

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Discussion of the Waterfall Model


• A pure sequential model is not possible
• The plan must allow for some form of iteration
Examples:

• Does the Feasibility Study can create a proposed budget and


schedule?

• Detailed design and implementation reveal gaps in the requirements


specification

• What if the client changes requirements or what if the development


team decides to change the technology?
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Modified Waterfall Model

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When to use the Modified Waterfall model

The Modified Waterfall Model works best when the requirements are
well understood and the design is straightforward
For example:
• Converting a manual data processing systems where the requirements
were well understood

• New version of a system where the functionality is closely derived


from an earlier product

• Portions of a large system where some components have clearly


defined requirements and are clearly separated from the rest of the
system
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Discussion

Consider the following case study:


• A web-based banking application has been developed for two groups
of users: personal user and enterprise user of the bank X. Now, the
bank desired to develop a mobile application for personal user. They
apply the modified waterfall model.
• Give at least 3 reasons why the modified waterfall model is appropriate
in this case study.

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Iterative Refinement

Concept:
• Requirements are hard to understand until there is an operational
system, particularly with user interfaces.
• System and program design may benefit from prototypes
Process:
• Create a prototype system early in the development process
• Review the prototype with clients and test it with users, to
• improve the understanding of the requirements
• clarify the design
• Refine the prototype in a series of iterations.

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Iterative refinement: an example (1)

Problem: Add graphics package to a programming environment


Requirements:
• The client was unsure of several important requirements
• E.g., syntax for how to manage coordinates across different objects
Process
• Build a prototype version with a preprocessor and preliminary run-time
package
• Have several iterations of development
• The final iteration is the complete version of package

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Iterative refinement: an example (2)

Problem: Add graphics package to a programming environment


Requirements:
• The client was unsure of several important requirements
• E.g., syntax for how to manage coordinates across different objects
Process
• For each iteration:
• Test the system with users
• Make modifications
• Repeat until users are pleased with function

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Iterative Refinement - Schema

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Discussion of Iterative Refinement

This is a medium weight process with documentation created during the


process

Iterative refinement uses various techniques that enable the client to


review the planned system early during development:
• User interface mock-ups
• Throw-away software components
• Rapid prototyping
• Successive refinement

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User interface mock-up

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Throw-away
Prototyping

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Evolutionary
Prototyping

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Get something working as quickly as possible, for client and user evaluation

...but do not release it

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Incremental Development

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Incremental Development - Example

Ecommerce website
• Search, Product Information, Shopping Basket, Checkout, Favourites,
Customer Review

1 increment = 1 release
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Incremental Development - Example

3 incrementals:
• 1st:

1st release

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Incremental Development - Example

3 incrementals:
• 2nd:

2nd release

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Incremental Development - Example

3 incrementals:
• 3rd:

3rd release

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Incremental Development - Discussion

Is incremental model also an iterative one?

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Incremental
vs. Iterative

Can you see the difference?

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Spiral Development

• Iterative and incremental model with more emphasis placed on risk


analysis
• 4 main phases: Planning – Design – Construct – Evaluation
• An iteration = A spiral

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Spiral Development - Schema

• 1st quadrant: Requirements are


gathered and analyzed at the start
of every spiral

• 2nd quadrant: All proposed


solutions for identified problems
are evaluated. Risks are identified
for the selected solution, then are
resolved using the best possible
strategy.
Prototype is built for the best possible
solution

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Spiral Development - Schema

• 3rd quadrant: identified features


are developed and verified through
testing
Next version of the system is available

• 4th quadrant: customers evaluate


the so far developed version
Planning for the next phase then is
started

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Spiral Development – Risk Handling

Risk: any situation that might affect the successful completion of the
project

• Spiral model emphasizes risk handling by developing a prototype

• After some iterations, most of risks are studied and resolved

• For example: What is the risk involved in accessing data from a remote
database system?
• What if the data access might be too slow?
• Risk solution: Building a prototype of the data access subsystem

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Spiral model viewed as a Meta-model

The spiral model subsumes all the other models


• Single loop represents the waterfall model

• Prototyping approach is used to first draft the solution before


embarking on the actual product

• Iterations along the spiral model can be considered as the evolutionary


levels through which the complete system is built

• At the end of each spiral, the result will typically be incorporated with
the large base system
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Agile Methodology

Spring 2000, in Oregon, US, big question:

How could speed up development times in order to bring new software to


market faster?

Critical milestone in the history of Agile with 3 key ideas:


• Speed to market
• Rapid feedback
• Continuous improvement

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Agile Methodology - History

• Oregon 2001, Manifesto for Agile Software Development:

12 principals

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Agile Approach: Iterative and Incremental

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Agile Approach: Iterative and Incremental

• A large project is divided into


small increments called sprints
• The development is carried out by
small teams of 4 to 9 people
• The schedule is divided into fixed
time boxes, perhaps 2 to 4 weeks
• Each sprint is a time box during
• Single sprint: requirements, which the team completes part of
design, coding and testing a software project
• Each sprint ends with fully tested
code, ready to put into
production 42

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Agile Development - Sprint

After each sprint the code may be:


• Released (original agile method)
• Combined with code from other sprints for subsequent release
• Incorporated into a larger code base (spiral development)

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Scrum – The most widely used agile method for software development

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Scrum roles
Scrum Master
• Understand the theory, practices, rules and values of Scrum
• Help others improve interactions to maximize the value by the Scrum
team
Product Owner
• The bridge between the business part and the technical part of the
project
• Responsible for writing user stories and for keeping the Product
backlog up to date
Development Team
• Transform the expressed needs into usable functionalities
• Developers, software architects, functional analyist, graphic designers
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Product Backlog

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Product Backlog

• Contains all the userstories which


will be turned into tasks so that the
scrum team can select and plan in
upcoming sprints

• PO is in charge of managing and


keeping the product backlog up to
date

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Sprint Backlog

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Epics – Userstories – Tasks

Epic
• A functionality of the product to be developed
• A multiple sets of userstories grouped by categories or themes
User Story
• Not a task, neither a specification
• A statement of a user expectation
Task
• Technical activities that helps respond to user stories
• Tasks should be same sized but may be of different nature: design,
development, test, etc.

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Epics – Userstories – Tasks

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Scrum Meetings

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Sprint Planning – Sprint Retrospective – Daily Scrum

Sprint Planning Meeting


• Goal: The development team selects the priority elements of the
Product Backlog to complete in the current sprint

Daily Stand-up Meeting


• Daily synchronizing meeting
• Goal: to enable team members to gather on a daily basis
• to discuss tasks and work progress as well as potential problems
• to overcome possible blockages
• to promote mutual support

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Sprint Planning – Sprint Retrospective – Daily Scrum

Sprint Retrospective Meeting


• Toward continuous improvement
• Take place at the end of the sprint
• Goal: discussing and taking a step back from the latest sprint
• to optimize interactions between individuals,
• to raise product quality
• to improve productivity
• Tools:
• Burnup chart
• Burndown chart
• Velocity

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Scrum Development - Example

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Mixed Processes

In practice, many large projects use processes that mix aspects of the
four types of software process
Example:
• A project with well-understood requirements might use a modified
waterfall approach to specify the requirements and system design,
followed by a series of agile sprints
• A project with vague requirements might use iterative refinement to
clarify the requirements, followed by a modified waterfall model to
build the final version
• With spiral development, new components may be developed as a
series of sprints

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The most important:

User Interface should be tested with users...

è Iterative development, whatever process is used for the rest of


the system

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IT3180 Project: Iterative Refinement

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IT3180 Project: Modified Waterfall Model

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IT3180 Project: Agile Development

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5. Software development processes


(end of lecture)

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30
10/4/21

SOICT
School of Information and Communication Technology

1
10/4/21

IT3180 – Introduction to Software


Engineering
6 – Feasibility Study

Overview

Lecture 5 introduced several processes:


• Waterfall Model and Modified Waterfall Model
• Iterative Refinement – Prototype Model and its variants
• Spiral Development
• Agile Development

Before applying a process to develop a software system, the project shoud


be studied – Feasibility Study

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10/4/21

Feasibility Study
A feasibility study is a study made before committing to a project

A feasibility study leads to a decision:


• Go ahead
• Do not go ahead
• Think again

In introduction projects, the feasibility study often leads to a budget


request

A feasibility study may be in the form of a proposal


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Feasibility Study - A general step

Feasibility study can be observed in our life

• A housewife inspects the quality of the product she is purchasing from a


grocery store è It’s actually a material quality feasibility test

• Due to increasing fuel rates and air pollution, young students perform technical,
resource and economic feasibility tests in order to launch an electric vehicle

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Why are Feasibility Studies Difficult?

Uncertainty
• Clients may be unsure of the scope of the project
• Benefits are usually very hard to quantify
• Approach is usually unclear or vague è Estimates of resources and
timetable are very rough
• Organization changes may be needed

Feasibility Studies rely heavily on the judgement of experienced people

Mistakes made at the beginning of a project are


the most difficult to correct

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Feasibility Study is about Decision Making


The feasibility study makes recommendations
• Client: Who is this project for?
• Scope: What are the boundaries of the project?
• Benefits: What are the benefits? Can they be quantified? If the
software is a product, what are the forecasts or likely sales?
• Technical: Is the project possible? Is there at least one technical way to
carry out the project?
• Resources: What are the estimates of staff, time, equipment, etc.?
• Alternatives: What are the options if the project is not done?

Where are the Risks?

Technical Risks
• There must be an outline plan with a rough timetable and staff
allocation
• The plan must have a large margin for contingencies

External Risks
• Every system interacts with others. Are the others committed to the
necessary efforts?
• Where are the external pressures and obstacles?

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Example 1: A case study - Decision made before feasibility study

Outline Description

A governmental agency (X) has to manage huge numbers of documents


and other records, wishes to move from a paper based approach to a
system that can manage digital documents

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Example 1: Problems (1)

Context:
• A team at University B developed a prototype system to demonstrate
technology for Agency X
• Funds were approved
• An external feasibility study was commissioned to report on the
technical approach to be followed (technical feasibility).
Problems:
• The decision to go ahead was made and the budget was approved
before the feasibility study was begun
• The feasibility study looked at only the technical aspects

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Example 1: Problems (2)


Organizational:
• Agency X manager lacked the experience to lead a very large project
that will completely change the agency
• No thought was given to the workflow and job changes that would
affect almost every member of staff.
Preparation:
• No preliminary study was made of volumes or kinds of data; nor of the
complex policies for access (e.g., privacy, classified information).
Requirements:
• The requirements were complex and only partially understood.
• Major changes were inevitable even after the system went into
production with real users.
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Example 1: Problems (3)

• A successful implementation needed fundamental changes at the


Agency management level
• A phased approach, using iterative refinement over many years, might
possibly work
BUT…
• The agency did not want to abandon the project (money needs to be
returned to the government)
• The agency adopted a pure waterfall model to initialize the project

This is how disasters are made

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Feasibility Study: Scope

Scope expresses the boundaries of the system:


• It will have a list of included functions
• It will have a list of excluded functions
• It will have a list of dependencies
• It will have a list of current systems to be replaced

Confusion over scope is a common reason for clients to be dissatisfied with


a system

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In Reality

Is that all you


planned to
do?


But I assumed I can’t use the
that you were system
going to do without ABC.
XYZ!

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Example 2: Confusion over Scope


Context:
• A government organization L required a “repository system” to store
and make accessible very large amounts of highly varied material over
long periods of time
• An outside organization, C, built a repository system to store and
manipulate complex digital material
BUT…
• Nobody built the sub-systems needed to organize, validate, and to load
material into the repository.
• L expected the repository system to include these sub-systems. C
considered the sub-systems separate from the repository system.
A good feasibility study would have seen this confusion
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Benefits of Feasibility Study

Why is this project proposed? Can you quantify the benefits?


Organization benefits
• Create a marketable product
• Improve the efficiency of an organization (e.g., save staff)
• Control a system that is too complex to control manually
• New or improved service (e.g., faster response to customers)
• Safety or security
Professional benefits are not the reason for doing a project

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Feasibility Study: Technical


A feasibility study needs to demonstrate that the proposed system is
technically feasible. This requires:
• an outline of the requirements
• a possible system design (e.g., database, distributed, etc.)
• possible choices of software to be acquired or developed
• estimates of numbers of users, data, transactions, etc.

These rough numbers are part of the provisional plan that is used to
estimate the staffing, timetable, equipment needs, etc.

The technical approach actually followed may be very different.


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Feasibility Study: Planning and Resources

The feasibility study must include an outline plan:


• Estimate the staffing and equipment needs, and the preliminary
timetable
• Identify major milestones and decision points
• Identify interactions with and dependences on external systems
• Provide a preliminary list of deliverables and delivery dates

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Feasibility Study: Alternatives and Risks

A feasibility study should identify risks and alternatives:


Risks
• What can go wrong?
• How will progress be monitored and problems identified (visibility)?
• What are the fall back options?
Alternatives
• Continue with current system, enhance it, or create new one?
• Develop in-house, or contract out? (How will a contract be managed?)
• Phases of delivery and possible points for revising plan

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Techniques for Feasibility Studies

The highest priority is to ensure that the client and development team have
the same understanding of the goals of the system

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Techniques for Feasibility Studies

For the development team to understand the goals:


• Interviews with client and the staff of the client’s organization
• Review of existing systems (including competitors’)

For the client to appreciate the proposed system:


• Demonstration of key features or similar systems
• Mock-up of user interfaces
• Walk through typical transactions or interactions

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Techniques for Feasibility Studies

Outline budget:
• n people for m months at $x per month
• equipment, buildings, etc.
• contingency (at least 50% is needed)

Phases/milestones:
• specify deliverables and approximate dates
• planned releases

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Feasibility Study: Report

A feasibility study should have a written report


It should be a well written, well presented document:
• For a general audience: client, financial management, technical
management, etc.
• Short enough that everybody reads it.
• Long enough that no important topics are skipped.
• Details can be included in supporting documents.

A report that is not read and understood is useless

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IT31380 Project: Feasibility Report

Specific Requirements for the Feasibility Report:


• Outline plan, showing principal activities and milestones (see the
lecture on Project Management)
• Risk analysis. What can go wrong? What is your fall back plan?

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IT3180 Project: Challenges

• Team: How many hours per week? What skills do people have?
• Time: Must be completed by end of semester, including operational
system, documentation, presentation
• Equipment and software: What special needs are there?
• Client: Will the client be sufficiently available and able to help?
• Start-up time: Creating a team, scheduling meetings, acquiring
software, learning new systems, ...
• Business considerations: Licenses, trade-secrets, ...
• Too ambitious: Nothing to show at the end of the semester...
• What else?

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Good processes lead to good software


Good processes reduce risks

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IT3180 Project: Feasibility Report – Common problems

• The purpose of a feasible study is to establish if a project is feasible, at


reasonable cost, within the planned period
• The report should conclude with recommendations about whether to
proceed, but the final decision is made jointly by the client and the
development team
• In previous years, many reports have had the following problems:
• The report is vague about the scope. Without a clear definition of scope, it is
not clear that the project is feasible
• The plan does not describe the activities in enough detail to estimate the effort
convincingly.
• The projects is too ambitious. The report needs to describe how will you
monitor the progress and adjust the scope if necessary.

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6 – Feasibility Study
(end of lecture)

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SOICT
School of Information and Communication Technology

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IT3180 – Introduction to Software


Engineering
7 – Project Management

The Aim of Project Management

To complete a project:
• On time
• On budget
• With required functionality
• To the satisfaction of the client
• Without exhausting the team

To provide visibility about the progress of a project

To give early warning of problems so that corrections can be made

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The challenge of Project Management (1)

What do clients want to know?


• Will the system do what was promised? (Function)
• When will it be delivered? If late, how late? (Time)
• How does the cost compare with the budget? (Cost)

The challenge of Project Management (2)


Often, the software is a part of larger activity:

• If the system is a product, marketing and development must be


combined (e.g., Microsoft Office)

• If the system has to work with other systems, developments must be


coordinated (e.g., embedded systems in an automobile)

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The challenge of Project Management (3)


BUT:

• Every software system is different.

• Most systems are not well specified, or the requirements change


during development.

• Estimate time and effort is full of errors, even when the system is well
understood.

Aspects of Project Management (1)

• Planning

• Outline schedule during feasibility study

• Full schedule for each part of a project (e.g., each process step, iteration, or
sprint)

• Contingency planning

• Anticipate possible problems (risk management)

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Aspects of Project Management (2)

• Progress tracking

• Regular comparison of progress against plan

• Regular modification of the plan

• Changes of scope, etc. made jointly by client and developers

• Final analysis

• Analysis of project for improvements during next project

Terminology (1)

• Deliverable

• Work product that is provided to the client (mock-up, demonstration,


prototype, report, presentation, documentation, code, etc.)

• Release of a system or subsystem to customers and users

• Milestone
• Completion of a specified set of activities (e.g., delivery of a deliverable,
completion of a process step, end of a sprint)

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Terminology (2)
• Activity
• Part of a project that takes place over time (also known as a task)
• Release of a system or subsystem to customers and users

• Event
• The end of a group of activities, e.g., agreement by all parties on the budget and
plan

• Dependency
• An activity that cannot begin until some event is reached

• Resource
• Staff time, equipment, or other limited resource required by an activity
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Standard approach to Project Management

• The scope of the project is defined early in the process.


• The development is divided into tasks and milestones.
• Estimates are made of the time and resources needed for each task.
• The estimates are combined to create a schedule and a plan.
• Progress is continually reviewed against the plan, perhaps weekly.
• The plan is modified by changes to scope, time, resources, etc.

Typically the plan is managed by a separate project management team,


not by the software developers.
Used with the Modified Waterfall Model and Iterative Refinement.

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Agile Approach to Project Management

• Planning is divided into high level release forecasting and low level
detailed planning.
• Release planning is a best guess, high level view of what can be
achieved in a sequence of time-boxes.
• Release plans are continually modified, perhaps daily.
• Clients and developers take joint control of the release plans and
choice of sprints.
• For each time-box, the team plans what it can achieve.

The team may use Gantt charts or other conventional planning tools.

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Project Planning Tools

Critical Path Method, Gantt Charts


• Build a work-plan from activity data
• Display work-plan in graphical or tabular form.

Project planning software (e.g., Microsoft Project)


• Maintain a database of activities and related data
• Calculate and display schedules
• Manage progress reports

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A Simple Gantt Chart

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Gantt Chart (1)

Used for small projects, single 1me-boxes, and sprints


• Dates run along the top (days, weeks, or months).
• Each row represents an activity.
• Activities may be sequential, in parallel or overlapping.
• The schedule for an activity is a horizontal bar.
• The left end marks the planned beginning of the task.
• The right end marks the expected end date.
• The chart is updated by filling in each activity to a length proportional
to the work accomplished. This is often difficult.
• Progress to date can be compared with the plan by drawing a vertical
line through the chart at the current date.
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Activity Graph

A group of scheduling techniques that emphasizes dependencies:

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Example: AcDvity Graph for first Part of a Distance


Example: Activity Graph Learning Course

Suggest projects
Plan
projects
Dra( 1 Slides 1 Approve
projects

Plan 1 Audio 1 Mount


START dependency
Plan 2 Audio 2 Release
Dra( 2 Slides 2
Write test
instrucDons
Plan test Print test
dependency

Dra( test

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Scheduling using Activity Graphs: History

PERT
• Program Evaluation and Review Technique introduced by the U.S.
Navy in 1957 to support the development of its Polaris submarine
missile program.
PERT/Time
• Activity graph with three time estimates (shortest, most probable,
longest) on each activity to compute schedules.
• Because of the difficulty of obtaining good time estimates, usually only
one esDmate is made. This is called the Critical Path Method.
PERT/Cost
• Added scheduling of resources (e.g., facilities, skilled people, etc.)

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Time Estimates for Activities (weeks)

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Example: Building a house

Project activities:
• install landscaping
• pour foundations
• frame walls
• install plumbing systems
• get permits
• install electrical systems
• move in

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Example: Building a house

Activities in order, Durations, Labels, Dependencies


Project tasks Durations Labels Preds. Post
Get permits
Pour foundations
Frame walls
Install plumbing systems

Install electrical systems


Install landscaping
Move in
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Example: Building a house

Activities in order, Durations, Labels, Dependencies


Project tasks Durations Labels Preds. Post
Get permits 2
Pour foundations 6
Frame walls 5
Install plumbing systems 4

Install electrical systems 6


Install landscaping 9
Move in 3
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Example: Building a house

Activities in order, Durations, Labels, Dependencies


Project tasks Durations Labels Preds. Post
Get permits 2 A
Pour foundations 6 B
Frame walls 5 C
Install plumbing systems 4 D

Install electrical systems 6 E


Install landscaping 9 F
Move in 3 G
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Example: Building a house

Activities in order, Durations, Labels, Dependencies


Project tasks Durations Labels Preds. Post
Get permits 2 A -- B
Pour foundations 6 B -- C, F
Frame walls 5 C B D
Install plumbing systems 4 D A, C E

Install electrical systems 6 E D G


Install landscaping 9 F B G
Move in 3 G E, F --
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Example: Building a house

Create a precedency diagram

A
D E

C
start

G finish
B

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Example: Building a house

Add duration to each node in the diagram

A
2
D E
4 6

C
start
5
G
finish
B 3
6

F
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Critical Path Method

• Uses an Activity Graph with single time estimate for each activity

• A standard method for managing large construction projects

• On big projects, activity graphs with more than 10,000 activities are
common

• Based on the estimated duration, calculate the theoretical Early Start ,


Early Finish, Late Start and Late Finish for each activity

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ES, EF, LF, LS

• Earliest start date (ES): the earliest date that it is possible to start an
activity, given that its precedent activities must be completed first

• Earliest finish date (EF): the date that all the activities ending at that
node will be completed, assuming that every activity begins at its
earliest start date
• Equal to the earliest start time for the activity plus the time required to
complete the activity

• Latest finish time (LF): the latest time at which the activity can be
completed without delaying the project
• Latest start time (LS): equal to the latest finish time minus the time
required to complete the activity
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Identify Critical Path

• The critical path is the longest-duration path through the network


• Determining the following four parameters for each activity

• Slack time (float time): how much extra time you have available for a
particular activity?

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Example: Building a house

How many paths are there in this network?

A A-D-E-G = 15
2
D E B-C-D-E-G = 24
4 6
B-F-G = 18

C
start 5
G
finish
B 3
6

F
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Example: Building a house

Which is the longest path?

A A-D-E-G = 15
2
D E B-C-D-E-G = 24
4 6
B-F-G = 18

C
start 5
G
finish
B 3
6

F
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Calculate Slack time

For each activity, calculate ES, EF, LS, LF and slack time

ES Duration EF

Activity

LS Slack LF

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Calculate Slack time (2)

• The float is how long an activity’s duration can extend before it


lengthens the project duration

• The float for any activity on the critical path is zero

• The float for non-critical activities is the critical path duration minus
the duration of the activity’s path

• If an activity is on multiple paths, its float is the one that is least

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Calculate Slack time (3)

• The critical path has a duration of 24


• The Slack time of activities B, C, D, E, G are all 0.
A
2
D E
4 6
A-D-E-G = 15
B-C-D-E-G = 24
B-F-G = 18
C
start 5
G
finish
B 3
6

F
9

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Calculate Slack time (4)

• With path B-F-G has a duration of 18, the Slack time of


F (non-critical path activities) is 24–18 = 6
• What’s about the activity A?
A
2 A-D-E-G = 15
D E
4 6 B-C-D-E-G = 24
B-F-G = 18
C
start 5
G
finish
B 3
6

F
9
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Calculate Slack time (5)

D 6
2
0 E
A
0
9

start 5 3
C G finish
0 0
9

6 F

B 6

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Calculate ES and EF (1)

• ES and EF are calculated by doing a forward pass through the diagram

• The ES of activities after the start node is 1

• The EF of an activity is its ES plus its duration minus 1

• The ES is the EF of the predecessor activity plus 1

• If there are multiple predecessor activities, use the greatest EF

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Calculate ES and EF (2)

12 4 15
D 16 6 21
1 2 2
0 E
A
0
9

start 7 5 11 22 3 24
C G finish
0 0
7 9 15

1 6 6 F

B 6

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Calculating LS and LF (1)

• Late start is the latest time that an activity can start


• If an activity is on a path that’s much shorter than the critical path, then it can
start very late without delaying the project

• Late finish is the latest time that an activity can finish


• If an activity is on a shorter path than the critical path and all of the other
activities on that path start and finish early, then it can finish very late without
delaying the project

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Calculating LS and LF (2)

• LS and LF are calculated by doing a backward pass through the


diagram

• Start with the longest path and work your way from the end node to
the start node
• Do the same thing for the next longest path, and so on
• Don’t recalculate the LS or LF for an activity that’s already been calculated on
a prior backward pass.

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Calculating LS and LF (3)

• The LS and LF of the last activity in the critical path will be the same as
its ES and EF

• The LF of non-critical activities with the end node as their successor will
be the LF of the last critical path activity

• The LF of an activity is the LS of its successor minus 1


• If there are multiple successor activities, use the least LS

• The LS is the LF of the activity minus its duration plus 1

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Calculating LS and LF (4)

12 4 15

D 16 6 21
1 2 2
12 0 15 E
A
16 0 21
10 9 11

start 7 5 11 22 3 24
C G finish
7 0 11 22 0 24
7 9 15

1 6 6 F

B 13 6 21

1 0 6

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Discussion

• What are the critical activities?

• How long will it take to complete this project?

• Can activity D be delayed without delaying the entire project? If so,


how many weeks?

• Can activity F be delayed without delaying the entire project? If so,


how many weeks

• What is the schedule for activity C?


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7. Project Management
(end of lecture)

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SOICT
School of Information and Communication Technology

1
10/11/21

IT3180 – Introduction to Software


Engineering
8 – Requirement Analysis

Requirements

Requirements describe the function of the system from the client's


viewpoint.
• The requirements establish the system's functionality, constraints, and
goals.

• The requirements must be understandable by both the client and the


development staff.

• The development team and the client need to work together closely to
define the requirements.

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Why are Requirements Important?

Causes of failed software projects

Failures to understand the requirements led the developers to build the


wrong system
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Steps in Defining the Requirements


Defining the requirements can be divided into several steps:
• Analysis to establish the functionality by consultation with client,
customers, and users

• Modeling to organize the requirements in a systematic and


comprehensible manner

• Define, record, and communicate the requirements.


Heavyweight processes go through these steps for the entire system
before beginning the design
With lightweight processes, these steps are done separately for each
sprint.
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Requirement Steps

Requirement Dilemma

You cannot build a system unless you know what it is required to do


BUT...
Clients may have only a partial understanding of requirements

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Challenges

For clients:

• When they see the system, they ask for new features

• Frequently, they ask for major changes

• These changes may force you to rework large parts of the system

• These are problems for both heavyweight and lightweight processes.

Heavyweight Processes: Modified Waterfall Model

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Requirements in Heavyweight Processes

Heavyweight processes expect detailed specification:


• Written document that specifies each requirement in detail
• Carefully checked by client and developers
• May be a contractual document
• Will be used for acceptance testing

Difficulties:
• Specification is time consuming and difficult to create
• Specification is hard to maintain
• Checking a detailed specification is tedious
• Clients rarely understand the implications
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The difficulty of creating and maintaining a detailed requirements


specification is one of the reasons that many organizations prefer
lightweight development processes

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Lightweight Processes: Agile Development

Each sprint has its own set of requirements

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Requirements in Lightweight Processes (1)

Lightweight processes develop the requirements one sprint at a time:


• Working code is used for checking the requirements

• Client and developers work jointly on the requirements

• Minimal documentation is created during the sprint

• Fuller documentation is needed for future maintainers, but details are


provided in the code

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Requirements in Lightweight Processes (2)

Difficulties:
• Some requirements are system-wide and cannot be defined within a
single sprint
• e.g., data bases, security architectures, overall user interface design

• The requirements of future sprints may lead to major rework of earlier


sprint

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Middleweight Processes: Iterative Refinement

The requirements are revised for each iteration

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Requirements in Middleweight Processes

Middleweight processes develop the requirements iteratively:


• The first iteration has an outline of the main requirements
• Each iteration refines the outline and add details
• Documentation is needed for future maintainers, but details are
provided in the code

Difficulties:
• Each iteration may require major rework of previous work
• Developers often patch new requirements onto previous iterations

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Discussion
• For a large system, you have to be flexible
• Both heavyweight processes and lightweight process have problems
BUT...
Both types of process work well, if used sensibly
• When using a heavyweight process, such as the modified waterfall
model, specify the requirements in moderate detail, but be prepared
for revisions. Some details can be left until later in the process

• When using a lightweight process, such as agile, develop system-wide


requirements and the overall system architecture early in the process,
perhaps before beginning the regular sprints

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Requirement Goals

• Understand the requirements in appropriate detail

• Ensure that the client and developers understand the requirements


and their implications

• Define the requirements in a manner that is clear to the client


• This may be a written specification, prototype system, or other form of
communication

• Define the requirements in a manner that is clear to the people who


will design, implement, and maintain the system

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Requirement Analysis: Interviews with Clients


Client interviews are the heart of the requirements analysis
Clients may have only a vague concept of requirements
• Allow plenty of time
• Prepare before you meet with the client
• Keep full notes
• If you do not understand, discuss and detail with client, again and again
• Repeat what you hear

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Requirement Analysis: Understand the Requirements

Understand the requirements in depth


• Domain understanding
• Understanding the terminology
• Clients often use specialized terminology. If you do not understand it, ask for an
explanation
• Understanding of the real requirements of all stakeholders
• Clients may not have clear ideas about what they require, or they may not
express requirements clearly

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Requirement Analysis: New and Old Systems

Clients often have an old system that is so familiar that they do not
realize that it has functions that are not needed in a new system:
• A replacement system is when a system is built to replace an existing
system
• A legacy system is an existing system that is not being replaced, but is
being extended or must interface to a new system

In requirements analysis it is important to distinguish:


• features of the old system that are needed in the new system
• features of the old system that are not needed in the new system
• proposed new features
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Requirement Analysis: Unspoken Requirements

Discovering the unspoken requirements is often the most difficult part


of developing the requirements
Examples:
• Departmental friction, e.g., transfer of staff

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Stakeholder Analysis

Identify the stakeholders


Who is affected by this system?
• Client
• Customers
• Users
• Senior management
• Administrators
• Computing staff
Example:
Web shopping site (shoppers, administration, finance, warehouse)

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Viewpoint Analysis

Viewpoint Analysis
• Analyze the requirements as seen by each group of stakeholders
• Example: University Admissions System
• Applicants
• University administration
• Admission office
• Financial aid office
• Special offices
• Academic departments
• Computing staff
• Operations and maintenance

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Specifying Requirements: Realism and Verifiability

Requirements must be realistic, i.e., it must be possible to meet them


• Wrong: The system must be capable of x (if no known computer
system can do x at a reasonable cost)

Requirements must be verifiable, i.e., since the requirements are the


basis for acceptance testing, it must be possible to test whether a
requirement has been met
• Wrong: the system must be easy to use
• Right: After one day’s training, an operator should be able to process
50 transactions per hour

26

26

13
10/11/21

Specifying Requirements: Communication

• With heavyweight processes, the requirements are defined by a full


specification.
• With lightweight processes, the specification covers selected parts
where there might be uncertainty
Objectives:
• Provide a basis for acceptance testing
• Provide visibility
• Be a foundation for system and program design
• Communicate with other teams who may work on or rely on this
system or subsystem
• Inform future maintainers
27

27

Lightweight Processes (1)

With lightweight processes, experience and judgment are needed to


distinguish between:
• details that can be left for later in the development process
• key requirements that must be agreed with the client early in the
process

• A common fault is to miss crucial details


• This results in misunderstandings between client and the developers

The whole intent of lightweight processes is to have minimal intermediate


documentation, but you need some
28

28

14
10/11/21

Lightweight Processes (2)

Lightweight processes use a outline specification + other tools


• Documentation describing key requirements in appropriate detail.
• Reviewed by client and developers.
Details provided by supplementary tools, e.g.,
• User interface mock-up or demonstration.
• Models, e.g., data base schema, state machine, etc.
Clients understand prototypes and models beger than specification
• Iterative or incremental (agile) development processes allows the client
to appreciate what the final system will do.

29

29

Functional requirements

Functional requirements describe the functions that the system must


perform.

They include topics such as:


• Transactions
• Data
• User interfaces

30

30

15
10/11/21

Non-Functional requirements

Requirements that are not directly related to the functions that the
system must perform

Product requirements
• performance, reliability, portability, etc...
Organizational requirements
• delivery, training, standards, etc...
External requirements
• legal, interoperability, etc...
Marketing and public relations

31

31

Non Functional Requirements - Examples

Example: Library Management System


Use technology that the client's staff are familiar with:
• Hardware and software systems (IBM/Unix)
• Database systems (Oracle)
• Programming languages (C and C++)

32

32

16
10/11/21

Requirement Analysis: Negotiation with Clients

Sometimes the client will request functionality that is very expensive or


impossible to implement. Or two requirements may contradict each
other.
This requires negotiation:
• Talk through the requirement with the client. Why is it wanted? Is
there an alternative that is equivalent?
• Explain the reasoning behind your concern.
• Explain the technical, organizational, and cost implications.
• Be open to suggestions. Is there a gap in your understanding? Perhaps
a second opinion might suggest other approaches.
The client and development team must resolve these questions.

33

33

Requirements vs. System Design

Technical decisions
• Requirements analysis should make minimal assumptions about the
system design
• But the requirements definition must be consistent with computing
technology and the resources available

In practice, analysis and design are interwoven. However:


• Do not allow assumptions about the design to influence the
requirement analysis

34

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17
10/11/21

8 – Requirement Analysis
(end of lecture)

35

35

18
10/18/21

SOICT
School of Information and Communication Technology

1
10/18/21

IT3180 – Introduction to Software


Engineering
9 – Scenarios and Usecases

Requirement Steps

2
10/18/21

Requirement as a Scenario

A functional requirement is often represented as a scenario


In which
We define interactions between a user and the system

Scenarios

Definition:

• A scenario is a scene that illustrates some interaction with a proposed


system

• A scenario is a tool used during requirements analysis to describe a


specific use of a proposed system

• Scenarios capture the system, as viewed from the outside


• By a user

3
10/18/21

Scenario - Terminology

In some document:
• Scenario refers to a user’s total interaction with the system
• Example: An admin of the store can manage all the products of his
store
• Including: add new product, delete/update existing products

• Scenario can also be used to refer to parts of interactions


• Example: An admin of the store can: Add new product, Delete a
product, Update a product

• In this course, the term scenario is used with both meanings


7

Describe a Scenario

At the very least, the description of a scenario should include:


• A statement of the purpose of the scenario

• The individual user or transaction that is being followed through the


scenario

• Assumptions about software or equipment

• The steps of the scenario

4
10/18/21

Example of How to develop a scenario with a client

Requirement’s goal:
The requirements are being developed for a system that will enable
university students to take exams online from their own rooms using a
web browser

Create a scenario for how a typical student interacts with the system
In the next few slides, the questions in blue are typical of the questions to ask
the client while developing the scenario

Example (2)

Purpose
• Scenario describes the use of an online Exam system by a
representative student
User
• [Who is a typical student?] Student A, senior at HUST, major in
computer science
• [Where can the student be located?] At his/her own room
Equipment
• Any computer with a supported browser
• [Is there a list of supported browsers? Are there any network restrictions?]

10

10

5
10/18/21

Example (3)
Scenario
1. Student A authenticates. [How does a HUST student authenticate?]
2. Student A starts browser and types URL of Exam system. [How does
the student know the URL?]
3. Exam system displays list of options. [Is the list tailored to the
individual user?]
4. Student A selects IT3180 Exam 1.
5. A list of questions is displayed, each marked to indicate whether
completed or not. [Can the questions be answered in any order?]
6. Student A selects a question and chooses whether to submit a new
answer or edit a previous answer [Is it always possible to edit a
previous answer? Are there other options?]
11

11

Example (3)
Scenario
7. [What types of questions are there: text, multiple choice, etc.?] The first
question requires a written answer. Student A is submitting a new
answer. The student has a choice whether to type the solution into
the browser or to attach a separate file. Student A decides to attach
a file. [What types of file are accepted?]
8. For the second question, the student chooses to edit a previous
answer. Student A chooses to delete a solution previously typed into
the browser and to replace it with an attached file. [Can the student
edit a previous answer, or must it always be replaced with a new
answer?]
9. As an alternative to completing the entire exam in a single session,
Student A decides to saves the completed questions to continue
later. [Is this always permitted?] 12

12

6
10/18/21

Example (4)
Scenario
10. Student A logs off.
11. Later Student A logs in, finishes the exam, submits the answers, and
logs out. [Is this process any different from the initial work on this exam?]
12. The student A has now completed the exam. The student selects an
option that submits the exam to the grading system. [What if the student
has not attempted every question? Is the grader notified?]

13

13

Developing a Scenario with a client

• Developing a scenario with a client clarifies many functional


requirements that must be agreed before a system can be built
• Policies
• Procedures
• Etc.

• The scenario will often clarify the requirements for the user interface,
but the design of the user interface should not be part of the scenario

14

14

7
10/18/21

Scenarios for error recovery

Murphy’s Law: “If anything can go wrong, it will”

Create a scenario for everything that can go wrong and how the system
is expected to handle it

15

15

Modeling Scenarios as Use Cases

Scenarios are useful in discussing a proposed system with a client, but


requirements need to be made more precise before a system is fully
understood.

This is the purpose of requirement modeling

• A use case provides such a model

16

16

8
10/18/21

Two simple Use Cases

17

17

Actor and Use Case Diagram

18

18

9
10/18/21

Use Cases and Actors

• Actor is role, not an individual


• E.g., A staff in a hotel can have many roles
• Receptionist
• Security Staff
• Etc.

• Actor must be a beneficiary of the use case

• When naming actors, choose names that describe the role, not generic
names, such as “user” or “client”

19

19

Use Cases for Exam System

20

20

10
10/18/21

Use cases for Exam System (2)

21

21

Describe a Use Case

Metadata
• The name of the use case
• Goal of the use case
• The actor or actors
• Trigger
• Entry conditions at beginning
• Post conditions at end
Flow of events
• The basic flow of events
• Alternative flows of events
• Exceptions
22

22

11
10/18/21

Take Exam Use Case: Metadata

Name of Use Case: Take Exam


Goal: Enables a student to take an exam online with a web browser
Actor(s): ExamTaker
Trigger: ExamTaker is notified that the exam is ready to be taken
Entry conditions: ExamTaker must be registered for course. ExamTaker
must have authentication credentials
Post conditions: Completed exam is ready to be graded

23

23

Take Exam Use Case: Basic Flow


Basic flow of events:
1. ExamTaker connects to the server
2. The server checks whether ExamTaker is already authenticated and
runs authentication process if necessary
3. ExamTaker selects an exam from a list of options
4. ExamTaker repeatedly selects a question and either types in a
solution, attaches a file with a solution or edit a solution
5. ExamTaker either submits completed exams or saves current state
6. When a completed exam is submitted, the server checks that all
questions have been attempted and send acknowledgement to
ExamTaker
7. ExamTaker logs out.
24

24

12
10/18/21

Take Exam Use Case: Alternative Flow


Alternative flows and exceptions model paths through the use case
other than the basic flow

In the following list, each flow is linked to a step of the basic flow.
Alternative flows are alternative paths to successful completion of the
use case
3. ExamTaker has previously entered part of the exam, but not
submitted it.
4. Solution file not accepted by system
6. Incomplete submission
Exceptions lead to failure of the use case
2. Authentication failure
25

25

Association between Actor and Use case

• A direct relationship between an actor and a use case, to denote the


interaction of this actor with the system through the use case
• An actor must be associated with at least one use case
• An actor can be associated with multiple use cases
• Multiple actors can be associated with a single use case
• Primary actor
• Secondary actors

26

26

13
10/18/21

Association (2)

Which statement is correct?


• Actor 1 and Actor 2 can interact
the system through UC1
• Both Actor 1 and Actor 2 are
needed to start UC1
• Actor 1 starts UC1 first then
Actor 2 does something later or
vice versa

27

27

Association (3)

Two actors Sales Clerk and Sales Manager


are required to execute the use case Sell
an Item
• But only one primary actor, who starts
the UC, supposing Sales Clerk
• Every sale is performed by a clerk
• But it should be approved by a sales
manager
• Sales Manager is the secondary actor
who is involved in the execution

28

28

14
10/18/21

Association (4)

Both the Sales Manager and the Sales


Clerk can sell an item (i.e., start the Sell
an Item use case)
• Both actors Sales Manager and Sales
Clerk can act as the seller (Seller)
• Using the inheritance relationship
between Actor to denote that actors
share the same use case

29

29

Association (5)

Same situation as UC1, but a minor


difference
• The arrows indicate clearly who is the
primary and the secondary actors
• However, these arrows are not
standardized in UML
• But they are used as private notation
of the organization

There is no differentiation between


primary and secondary actors

30

30

15
10/18/21

Generalization between Actors

• One actor can inherit the role


of the other actor
• The descendant inherits all the
use cases of the ancestor
• The descendant can have one
or more use cases that are
specific to that role

31

31

Relationship between Use Cases

There are three kinds of relationship between Use cases:


• Generalization
• Extension
• Inclusion

32

32

16
10/18/21

The <<extend>> Relationship

The <<extend>> relationship


Use cases can make use of other use cases
• Base use case: extended use case
• Extending use case: provides optional behavior

Base Use Case Extending Use Case

33

33

The <<extend>> Relationship (2)

Extension Point
• A feature of a use case that identifies a point where the behavior of
this use case can be augmented with elements of another (extending)
use case.
• If an alternative flow or an exception needs extra detail, it can be
modeled as a separate use case using the <<extend>> relationship

34

34

17
10/18/21

Take Exam extensions

35

35

The <<include>> relationship

A directed relationship between two use cases which is used to show


that behavior of the included use case (the addition) is inserted into the
behavior of the including (the base) use case
The <<include>> relationship could be used:
• To simplify large use case by splitting it into several use cases
• To extract common parts of the behaviors of two or more use cases

36

36

18
10/18/21

The <<include>> relationship (2)

A large use case is split into several use cases

Use case B is extracted from larger use case A into a separate use case

Use cases B and C are extracted from larger use case A into separate use cases

37

37

Example

38

38

19
10/18/21

The <<include>> relationship (3)

Extract common parts of the behaviors of a some use cases

Use case C is extracted from use case A and B to be reused by both use cases A, B
There is no “inclusion points” to specify location or condition of
inclusion for the <<include>> relationship
39

39

Example

40

40

20
10/18/21

Exam System - <<include>>

41

41

The Generalization relationship between two Use cases

The Generalization relationship between two Use Cases has the same
meaning as in the case of Actors
• The behavior of the ancestor is inherited by the descendant
• This is used when there is common behavior between two use cases
and also specialized behavior specific to each use case

42

42

21
10/18/21

Example

When checkout, a customer has to make a payment. He or she can


select one of three payment methods:
• Pay via Paypal
• Pay via Credit Card
• Pay via EFT

43

43

Example (2)

44

44

22
10/18/21

Example (3)

45

45

Scenario and Use Cases in the Development cycle

Scenarios and Use cases are both intuitive – easy to discuss with clients
Scenarios are a tool for requirement analysis
• They are useful to validate use cases and in checking the design of a
system
• They can be used as test cases for acceptance testing

Use cases are a tool for modeling requirements


• A set of use cases can provide a framework for the requirement
specification
• Use cases are the basis for system and program design, but are often
hard to translate into class models
46

46

23
10/18/21

Use Case Diagrams

• A use case diagram shows the relationships between actors and their
interactions with a system

• It does not show the logic of those interactions

• In practice, a use case diagram is often used together with Scenario


description to specify the business logic of interactions

47

47

System Boundary

• An actor is defined as an entity outside of the system boundary in a


Use case diagram
• An actor therefore can be either a user or an external system or a
component in the large system
• A system boundary is a rectangle around a use case diagram to
separate this use case diagram and the actors who interact with

48

48

24
10/18/21

Exercise 1 – Old Exam Question

49

49

Exercise 1 – Correct Solution

50

50

25
10/18/21

Exercise 1

51

51

Exercise 2

• Modeling the following situation using use cases


• A general customer can come to the Bank X and ask for open an
account. He or she will complete a form and the bank employee will
validate the form to open his/her account.
• A customer can deposit funds, when the amount is over 10,000$ or
his/her age is over 55, a bonus will be calculated and offered to the
customer
• A NRFC customer can also open account, deposit funds but he or she
can also convert currency

52

52

26
10/18/21

9 – Scenarios and Use Cases


(end of lecture)

54

54

27
IT3180 - Introduction to Software Engineering
Exercises: Use Case Diagram Quiz

Bui Thi Mai Anh1


anhbtm@soict.hust.edu.vn

1 School
of Information and Communication Technology
Ha Noi University of Science and Technology

18 octobre 2021

Bui Thi Mai Anh SE - Introduction 18 octobre 2021 1 / 31


Question 1

Bui Thi Mai Anh SE - Introduction 18 octobre 2021 2 / 31


Question 2

Bui Thi Mai Anh SE - Introduction 18 octobre 2021 3 / 31


Question 3

Bui Thi Mai Anh SE - Introduction 18 octobre 2021 4 / 31


Question 4

Bui Thi Mai Anh SE - Introduction 18 octobre 2021 5 / 31


Question 5

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Question 6

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Question 7

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Question 8

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Question 9

Bui Thi Mai Anh SE - Introduction 18 octobre 2021 10 / 31


Question 10

Bui Thi Mai Anh SE - Introduction 18 octobre 2021 11 / 31


Question 11

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Question 12

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Question 13

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Question 14

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Question 15

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Question 16

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Question 17

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Question 18

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Question 19

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Question 20

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Question 21

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Question 22

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Question 23

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Question 28

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Question 29

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Question 30

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11/1/21

SOICT
School of Information and Communication Technology

1
11/1/21

IT3180 – Introduction to Software


Engineering
10 – Models for requirements

Models for requirements

Requirement analysis and specification includes selecting the appropriate


tool for the particular task
• Models provide a bridge between the client’s understanding and the
developers’

• A variety of tools and techniques

• There is no correct technique that fits all situations

2
11/1/21

Models

A model is a simplification of reality

• We build models so that we can better understand the system we are


developing

• We build models of complex system because we cannot comprehend


such a system in its entirely

Example: Model
Approach: as a Blueprint
Floorplan
2. Design
1. Requirements

• Shall fit on given 3. System


http://wikimedia.org (CC nc-sa 3.0, Ottoklages)

piece of land.
• Each room shall
have a door.
• Furniture shall fit
into living room.
• Bathroom shall
have a window.
• Cost shall be in http://wikimedia.org
budget. (CC nc-sa 3.0,
Bobthebuilder82)
– 1 – 2013-10-21 – Smodel –

6 Observation: Floorplan abstracts from, e.g., . . .


• kind, number, and placement of bricks, • water pipes/wiring, and
• subsystem details (e.g., window style),
6/40
3
11/1/21

Example (2): Model as a Blueprint

Floorplan as an Abstraction
Floorplan
γ
all houses

F
F •

• •
H

α
α
7
Floorplan F
•• Floorplan F denotes
denotes a set γ(F ) of houses (concretisations of F ),
7
Smodel ––

which differ,
which differ, e.g.
e.g. in
in colour
colour of bricks, or making of windows.
2013-10-21 –– Smodel

Floorplan F
•• Floorplan F represents
represents house H according to abstraction α.
–– 11 –– 2013-10-21

By adding
•• By adding information
information to F (such as making of windows),
Principles we
of can
we Modeling
can narrow down
narrow down γ(F ).
7/40

• The choice of what model to be created has a profound influence on


how to resolve a problem
• No single model is sufficient
• Every model can be expressed at different levels of precision
• Good models are connected to reality

• Every nontrivial system is best approached through a small set of nealy


independent models

4
11/1/21

The Unified Modeling Language

• UML is a standard language for modeling software systems

• Serves as a bridge between the requirements and the implementation

• Provides a means to specify and document the design of a software system

• It is intended to be processed and programming language independent, but is


particularly suited to object-oriented program development

Data Flow Models (Data Flow Diagrams – DFDs)

• Goal

• Represent the flow of information through the system and the activities that
process this information

• DFDs provide a graphical representation of the system that aims to be


accessible to computer specialist and non-specialist users

• The models enable software engineers, customers and users to work


together effectively during the analysis and specification of
requirements

10

10

5
11/1/21

DFD notations
• Processes
• The activities carried out by the system which use and transform information
• Process is denoted as a rounded rectangle
• Data-flows
• The data inputs to and outputs from to these activities (processes)
• Data flows are notated as named arrows
• External entities
• The sources from which information flows into the system and the recipients of
information leaving the system
• External entities are notated as ovals
• Data stores
• Where information is stored within the system
• Notated as rectangles
11

11

DFD symbols

12

12

6
11/1/21

Example: University Admissions

13

13

Example (2): Assemble Application

14

14

7
11/1/21

Example (3): Process Completed Application

15

15

Decision Table Model

16

16

8
11/1/21

Flowchart Models

An informal modeling technique to show the logic part of a system and


paths that data takes through a system

17

17

Example: University Admission Assemble Application

18

18

9
11/1/21

Transition Diagrams

19

19

52

Flight booking system


Example: Flight Booking System
The customer provides some information and makes a booking. He then
has a certain amount of time to make the reservation.
Finite State Machine
Event

giveInfo/ Booking
startPayTimer Made payMoney

Action Transition Paid

Entry point
State 20

20

10
11/1/21

54

Flight booking system complete


Example (2) Finite State Machine for Flight Booking System

payMoney
giveInfo/ Booking
startPayTimer Made checkIn
Paid
cancel
cancel/refund
time Ticketed
Expires Cancelled/
Customer
Cancelled
/Unpaid fly
Used

21

21

Entity Relation Model

A requirement and design methodology for relational databases


• A database of entities and relations
• Tools for displaying and manipulating entity-relation diagrams
• Tools for manipulating the database

Entity Relationship Models can be used both for requirement


specification and for the design specification

22

22

11
11/1/21

Entity Relationship Diagram

23

23

Example: IT3180 Project

IT 3180
Student

24

24

12
11/1/21

Example: Database Schema for Web Data

25

25

Prototyping Requirements

Rapid prototyping is the most comprehensive of all modeling methods

• A method for specifying requirements by building a system that


demonstrates the functionality of key parts of the required system
• Particularly valuable for user interfaces

26

26

13
11/1/21

Discussion

• Class and object models are used as a tool for program design, not for
modeling requirements

• Some documents recommend class and object models for


requirements definition, but it is difficult to use them without
constraining the system design

• Flow charts, finite state machines, entity relationship diagrams are


supported by UML as design models but are equally useful for
requirement modeling.

27

27

10. Models for Requirements


(end of lecture)

28

28

14
11/1/21

SOICT
School of Information and Communication Technology

1
11/1/21

IT3180 – Introduction to Software


Engineering
11 – User Experience

The importance of User Experience

A computer sytem is only as good as the experience it provides to its


users
• If a system is hard to use:
• Users may fail to find important results
• They may give up

• Developing good user interfaces needs skill and time

2
11/1/21

Terminology

User Experience (UX)


• The user experience is the total of all factors that contribute to the
usability of a computer and its systems

Human Computer Interaction (HCI)


• HCI is the academic discipline that studies how people interact with
computers

Development Processes for User Interfaces


It is almost impossible to specify an interactive or graphical interface in
a written document
• Requirements benefit from sketches, comparison with existing system
• Designs should include graphical elements and benefit from various
forms of prototype
• User interfaces must be tested with users.
• Expect to change the requirements and design as the result of testing
• Schedules should include user testing and time to make changes

3
11/1/21

Prototypes

A prototype is a preliminary version that can be used to iterate rapidly


between requirements and design
• Paper prototype
• Quick sketches
• Wireframe
• Online layout
• Mock-up
• Graphical designs to show details of layout, colors, etc.
• Operational prototype
• Include controls to test interaction and navigation

Paper Prototype

• Little effort has been spent


on drawing the paper
prototype
• People do not hesitate to
propose major changes
• Changes can be made at
low cost

4
11/1/21

Wireframe

• A wireframe shows the layout of information and controls on a display


• This wireframe is created with Balsamiq

Mock-up
• A mock-up shows
suggested layout and
graphical design elements,
such as icons, colors, fonts,
etc.
• This mock-up was drawn
with Photoshop

10

10

5
11/1/21

Mental Model and Computer Model

11

11

Mental Model and Computer Model (2)

• The mental model is the user’s model of what the system provides
• The computer model may be quite different from the user’s mental
model
Example: A board game, e.g., chess
• Mental model: pieces on a board
• Computer model: data and logic that describe the game

Example: The desktop metaphor, e.g., Windows and Mac OS


• Mental model: files and folders on a desktop
• Computer model: file system and metadata about the items visible on
screen
12

12

6
11/1/21

Mental Model vs. Computer Model

13

13

Mental Models and User Experience

14

7
11/1/21

The Model View Control

15

15

The Model View Controller

• The term Model View Control (MVC) is used with a wide variety of
slightly different meanings
• In this lecture, we use MVC as a computer model for designing the user
experience

• In other lectures, we may see it as:


• a system architecture (system design)
• a design pattern (program design)
• a framework for program development

16

16

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11/1/21

Model: Content and Data

17

17

Model: Separation of Content from the View

18

18

9
11/1/21

Model: Separation of Content from View

19

19

Navigation

The controller manages the flow of the application


• Controls the navigation through the various displays that a system
provides (forms, panels, pages of a web site, etc.)

• Manages the information that is saved when leaving a display and


makes it available to other displays

• Invokes user interface functions that convey information between the


model and the user interface

Different versions of MVC have different roles for the controller


20

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11/1/21

View: User Interface

The user interface is the appearance on the screen and the manipulation
by the user

• Graphical elements, e.g., fonts, colors, logos, icons


• Controls, e.g., mouse, touch screen, keyboard
• Input, e.g., forms, text boxes, menus, buttons

For user interface design, a team needs somebody who has skills in
graphic design

21

21

Principles of User Interface Design

User interface design is partly an art, but there are general principles
• Consistency – in appearance, controls, and function
• Feedback – what is the computer system doing? Why does the user
see certain results?
• Users should be able to interrupt or reverse actions
• Error handling should be simple and easy to comprehend

22

22

11
11/1/21

Navigation: Menus

Advantages
• Easy for users to learn and use
• Certain categories of error are avoided

Major difficulty is structure of large number of choices


• Scrolling menus
• Hierarchical
• Associated control panels
• Menus plus command line

23

23

Simple is good

24

24

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11/1/21

Choices in User Interface Design

25

25

Design choices: Information Presentation

• Text
• Precise, unambiguous
• Fast to compute and transmit

• Graphics
• Simple to comprehend / learn
• Uses of color
• Variations show different cases

26

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11/1/21

Simple is good: Command line interfaces

Problems with graphical interfaces


• Not suitable for some complex interactions
• Only suitable for human users

Command line interfaces: users interact with computer by typing


commands (e.g., Linux shell script)
• Allows complex instructions to be given to computer
• Can be adapted for people with disabilities
• Can be used for formal methods of specification and implementation
• Usually requires learning or training

27

27

10. Models for Requirements


(end of lecture)

28

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14
SOICT
School of Information and Communication Technology
IT3180 – Introduction to Software
Engineering
12 – System Architecture

3
Design Phase

For a given set of requirements, the software development team must


design a system that will meet those requirements

The design of a system has many aspects:


• System architecture
• Program design
• Security
• Performance

• In practice, requirements and design are interrelated, working on the


design often clarifies the requirements.
4
Creativity and Design

Creativity
• System and program design are a particular part of creativity in the
software development, as user interfaces

Software development as a craft


• Software developers have a variety of tools that can be used in design
• We have to select the appropriate tool for a given implementation

5
System architecture
System architecture is the overall design of a system:
• Computers and networks (e.g., LAN, Internet, cloud services)
• Interfaces and protocols (e.g., HTTP, IMAP, ODBC)
• Databases (e.g., relational, distributed)
• Security
• Operations (e.g., backup, archiving, audit trails)

At this stage of the development process, we should select:


• Software environment (e.g., language, database system, framework)
• Testing framework

6
Models for System Architecture

Our models for system architecture are based on UML


• For every system, there is a choice of models
• The goal is to choose models that best model the system, which are
also clear to everybody

In UML, every model must have both a diagram and a supporting


specification
• The lectures provide diagrams that give an outline of the system,
without supporting specifications
• The diagrams show the relationship among parts of the system, but
much more details are needed to specify the system
7
Subsystems

Subsystem is a group of elements that form part of a system


• Coupling is a measure of the dependencies between two subsystems
• If two systems are strongly coupled, it is hard to modify one without modifying
the other

• Cohesion is a measure of dependencies within a subsystem


• If a subsystem contains many closely related functions, its cohesion is high

• An ideal division of a complex system into subsystems has low


coupling between subsystems and high cohesion within subsystems

8
Example: Low cohesion (blue), High coupling (red)

9
Example: High cohesion (blue), Low coupling (red)

BETTER!

10
Component

• A component is a replaceable part of a system that conforms to and


provides the realization of a set of interfaces
• A component can be thought of as an implementation of a subsystem
• UML definition of a component
• A distributable piece of implementation of a system, including software code
(source, binary, executable) but also including business documents

11
Components as Replaceable Elements

Components allow systems to be


assembled from binary replaceable
elements
• A component can be replaced by
any other component(s) that
conforms to the interfaces
• A component is part of a system
• A component provides the
realization of a set of interfaces

12
Components and Classes

• Classes represent logical abstractions


• They have attributes (data) and operations (methods)
• Classes can be combined to form programs

• Components represent physical things that live in the world of bits


• Components may be at different levels of abstraction
• Components have operations that are reachable only through
interfaces
• Components can be combined to form systems

13
Kinds of Components

• Three kinds of components may be distinguished


• Deployment components
• Components are necessary and sufficient to form an executable system
• Dynamic libraries (.dll) or executable files (.exe) are two examples of
deployment components
• Work product components
• These components are generally the residue of the development process
• Source code files, data files are examples of work product components from
which deployment components are created
• Execution components
• These components are created as a consequence of an executing system, such
as .obj, .class files

14
Package

A package is a general purpose mechanism for organizing elements into


groups

15
Node

• A node is a physical element that exists at a run time and provides a


computational resource, e.g., a computer, a smartphone, a router etc.
• Components may live on nodes

16
Example: Simple Web System

• Static pages from server


• All interactions require communication with the server

17
Deployment Diagram

• One of the two kinds of diagrams used in modeling the physical aspects
of an object-oriented system
• Show the configuration of run time processing nodes and the
components that live on them
• We use deployment diagrams to model the static deployment view of a
system
• A deployment diagram commonly contains
• Nodes
• Dependency and association relationships

18
Deployment Diagram (2)

19
Deployment Diagram (3) – Common Uses

When modeling the static deployment view of a system, we’ll typically


use deployment diagrams in one of the three ways
• To model embedded systems
• To model client/server systems
• To model fully distributed systems

20
Model embedded system

• Identify the devices and nodes


that are unique to your system
• Model the relationships
among these processors and
devices

21
Model client/server system

• Identify the nodes that represent your system’s client and server
processors
• Highlight those devices that are relevant to the behavior of the system
• Model the topology of these nodes in a deployment diagram

22
Model a fully distributed system

23
Component Diagram
• Component diagrams are one
of the two kinds of diagrams
for modeling the physical
aspects of object-oriented
software system
• Show the organization and
dependencies among a set of
components
• We use component diagrams
to model the static
implementation view of a
software system

24
Component diagram - content
Component diagram commonly contains:
• Components
• Interfaces
• Dependency, generalization, association and realization relationships

25
Component Diagram: Interfaces
An interface is a collection of
operations that are used to
specify a service of a class or a
component
• Relationship between a
component and its interface
can be in two ways
• Iconic form of realization
• Expanded form (reveal
operations) of realization
• The component that accesses
the services of the other
component through the
interfaces using dependency
26
Application Programming Interface (API)

An API is an interface that is realized by one or more components

27
Component diagaram to Model an API

28
Component Diagram to Model Source Code

29
Component Diagram to Model an executable release

30
Component Diagram to Model Tables, Files, Documents

31
Component Diagram to Model a physical database

32
Architectural Styles

• An architectural style is system architecture that recurs in many


different applications
• See:
• Mary Shaw and David Garlan, Software architecture: perspective on an emerging
discipline. Prentice Hall, 1996.

33
Architecture Style: Pipe

• Example: A three-pass compiler

34
Architectural Style: Client/Server

• Example: A mail system


• The control flows in the client and the server are independent
• Communication between client and server follows a protocol
• Because components are binary replaceable elements, either the client
or the server can be replaced by another component that implements
the protocol
• In a peer-to-peer architecture, the same components act as both client
and server

35
Architectural Style: Repository
36
Architectural Style: Repository with Storage Access Layer

37
Exercise (Old Exam Question)

• A company that makes sport equipments decides to create a system


for selling online. The company already has a product database with
description, marketing information, and prices of the equipment that it
manufactures
• To sell equipment online the company will need to create: a customer
database and an ordering system for online customers
• The plan is to develop the system in two phases. During phase 1,
simple versions of the customer database and ordering system will be
brought into production. In Phase 2, major enhancements will be made
to these components

38
Solution for Phase 1

39
Solution for Phase 1

40
Solution for Phase 2

• (b) For Phase 2:


• What architectural style would you use for the customer database?

Repository with Storage Access Layer

• Why would you choose this style?

It allows the database to be replaced without changing the


applications that use the database

41
Solution for Phase 2

• (b) For Phase 2:


• Draw an UML diagram for this architectural style showing its use in this
application

42
12. System Architecture
(end of lecture)

43
11/25/21

SOICT
School of Information and Communication Technology

1
11/25/21

IT3180 – Introduction to Software


Engineering
13 – System architecture (2)

Three popular architectural styles

• Three tier Architecture


• Master File Update
• Model/View/Control

2
11/25/21

Three Tier Architecture

• This architecture is an extension of the client/server model


• It is the standard architecture for small and medium sized web sites
• The basic web system has a client / server architecture

Web Server with Data Store

The basic client/server web site returns only fixed HTML pages
• Attach the server to a data store, so that it can respond to requests
from the client and return suitable content

• Advantage: Server-side code can respond to user requests by


accessing data, configuring pages, validating information, etc.
6

3
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Web Server with Data Store – Component Diagram

• Since components are replaceable binary elements:


• Any web browser can access the web site
• The database server can be replaced by another database that supports the
same interface

Architectural Style: Three tier architecture

Each of the tiers can be replaced by other components that implement


the same interfaces

4
11/25/21

Web Browser with JavaScript

The Presentation Tier has become more complex. Since it still supports
the same interface it is still a replaceable binary component.

Tier vs. Layer

• A ‘layer’ refers to a functional division of the software


• Presentation Layer
• Business Logic Layer
• A ‘tier’ refers to a functional division of the software too, but a tier
runs on infrastructure separate from the other divisions
• For example:
• The Contacts app on your phone is a three-layer application but a single-tier
application because all three layers run on your phone

10

10

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11/25/21

Benefits of three-tier architecture

A separation of logical functionality and physical functionality


• Each tier can run on a separate operating system and server platform
• Presentation tier, Application tier, Database tier – that best fits its
functional requirements
• Each tier runs on at least one dedicated server hardware or virtual
server
• Services of each tier can be customized and optimized without impact
the other tiers

11

11

Master File Update

• This architecture is an alternative to the repository model


• Information is kept on files needing to be modified as changes. The
process is called updating and the files that are being updated are
called master files
• It is very widely used in data processing systems
• Inputs
• Processing
• Outputs

12

12

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11/25/21

Updating

• Updating a file can involve the following:


• Adding records to the file
• Changing records on the file
• Deleting records from the file
• Actions: add, change, delete transactions that will be used to update
the master file are saved on a transaction file
• Transaction file will be processed with the master file to update the file
• 2 kinds of business updating:
• Maintenance updating
• Production updating

13

13

Master File with Batch Processing: Dataflow Model

• Input and validation process runs throughout the day


• It processes transactions when they arrive
• Master file update program runs once per day (usually at night)
• Output process is run after the master file update finishes
14

14

7
11/25/21

Batch Processing: Input and Validation

• Because the input and validation process is able to read the master file,
it can check that the transaction is compatible with the master file
• Example: whether or not the file has a record for the customer

15

15

Benefits of Batch processing with Master File Update

Advantages:
• Backup and recovery has fixed checkpoints
• Better management control of operations
• Efficient use of staff and hardware
• Error detection and correction is simplified
Disadvantages:
• Information in master file is not updated immediately
• No good way to answer customer inquiries

16

16

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11/25/21

Online Inquiry

• Customer calls the organization and speaks to a customer service


representative
• The representative can read the master file and the pending file, but
cannot change them
• If the representative wishes to change information in the master file, a
new transaction is created and sent to the input and validation process
17

17

Model/View/Control (MVC) Architecture

• This architecture is used to control a complex user interface


• It is the standard architecture for web/mobile apps and widely used in
robotics
• The definition of MVC is in a state of flux – The term is used to
describe a range of architectures and designs
• Some are system architectures, where the model, view and controller are
separate components
• Some are program design, with classes called model, view and controller

18

18

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11/25/21

Model/View/Controller as a System Architecture

19

19

View

The view presents the state of the interface to the user. It subscribes to
the model, which notifies it of events that change the state
• Renders data from the model for the user interface
• Provides editors for properties, such as text fields, etc.
• Receives updates from the model
• Sends user input to the controller
• A given model may support a choice of alternative views
20

20

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11/25/21

Model

The model records the state of the application and notifies subscribers. It
does not depend on the controller or the view
• Stores the state of the application in suitable data structures or
databases
• Responds to instructions to change the state information
• Notifies subscribers of events that change the state
• May be responsible for validation of information
21

21

Controller

The controller is the part of the system that manages user input and
navigation within the application
• Defines the application behavior
• Maps user actions to changes in the state of the model
• Interacts with external services via APIs
• May be responsible for validation of information
• Different frameworks handle controllers in different ways. In
particular, there are several ways to divide responsibilities between
the model and the controller, e.g., data validation, external APIs
22

22

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11/25/21

Model/View/Controller as a Program Design

• For mobile apps, the MVC is a single component. The model, view,
controller are classes
• The programs often use cloud-based external services, each with an
API (e.g., location, validation). These are usually managed by the
controller

23

23

Web’s Version of Model/View/Controller

• The MVC is a program design (not a system architecture)


• The model, view, controller are classes (not components)
• All messages pass through the controller
• A multi-screen app will have several views and controllers sharing the
same model
24

24

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11/25/21

Architectural Styles and Design Patterns

• There are many variants of the common architectural styles


• We distinguish carefully between architectural styles and design
patterns
• Architectural styles are part of system design. They are defined in terms of
subsystems, components and deployment
• Design pattern are part of program design. They are defined in terms of classes

25

25

13. System Architecture (2)


(end of lecture)

26

26

13
11/25/21

SOICT
School of Information and Communication Technology

1
11/25/21

IT3180 – Introduction to Software


Engineering
Preparation of Presentation for IT3180
Project

Presentations

Presentations are an important part of software projects


• Marketing to potential clients
• Reporting of progress
• Reports and demonstrations to clients
• Communication with members of development team

Not everybody is a great presenter, but everybody can be well-prepared

2
11/25/21

The IT3180 Presentations

There are three presentations during the semester:


• Everybody must be the presenter for at least one part of one
presentation during the course
• Inexperienced presenters are usually most comfortable describing
material where they did the work
• Avoid technical details that are not appropriate for the audience

Planning for a presentation

Objectives
• What is the purpose of the presentation? What do you want to
achieve?
• Who will be there?
• How much time will you have? How will you use the time?

IT 3180 Presentations:
• Lecturer, Teaching Assistant, may be clients (if available)
• Plan 15 minutes for the presentation and 5 minutes for questions
• Expect interruptions

3
11/25/21

Topics for Software Presentations

Every project is different, but here are some suggestions:


General topics for every project
• A description of what you have agreed to deliver to your client
• Summary of progress since last presentation or report
• Test plan and test cases
• Discussion of unexpected events and risks
• Overview of plan to complete and deliver the project

Topics for Software Presentations

Topics that apply to many projects


• Results of user testing
A demonstration is always welcome
• If you have a mock-up, demonstration, prototype, etc, it is usually
better to show it first before talking about it.

4
11/25/21

Topics for the first IT3180 Presentation

• Client and team agreement on scope and goals


• Progress to date:
• Summary of requirements, preliminary designs, etc.
• Mock-ups, Prototypes (if available), designs, etc.
• Schedule and plan
• What has been done since feasibility study?
• What has been learned?
• Changes in plans?
• Problems
• Solutions

Demonstrations

Demonstrations are always useful, but they need preparation and


practice to do well
• If you need test data create it in advance before demonstration
• If you have to type complex commands to run a demonstration, do so
before the presentation
• Prepare a text that list all the things you want to demonstrate, the
examples that will be shown, who will do which tasks
• Tell the audience what they are seeing: operating system, mock-up,
prototype, etc.

10

10

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11/25/21

Final Presentation

• What do you want to achieve?


• Personal and team satisfaction in handing over a good piece of work to the
client
• Complete the course in good style with good grade
• A clean handover without loose ends

• A good basis for future involvement with the client, team or this
project

11

11

Final Presentation (2)

Who is the audience? What do they want?


• Clients/Lecturer – Teaching Assistant
• Is it ready for production?
• What has been accomplished? What has been learned?
• Is the client satisfied?
• Are you handing over a maintainable system?
• How much can you cover?
• Show the system in operation
• Be honest about gaps, weaknesses, etc.
• Brief review of goals
• Summary of what is being delivered?

12

12

6
11/25/21

Preparation of Presentation
for IT3180 Project
(end of lecture)

13

13

7
11/26/21

SOICT
School of Information and Communication Technology

1
11/26/21

IT3180 – Introduction to Software


Engineering
14 – Models for Program Design

Approaches for Program Development

Heavyweight Approach
• Program design and coding are separated
• The design uses class models and other models to specify the program in
detail, before beginning the code
Lightweight Approach
• Program design and coding are intertwinned
• The development is iterative
Mixed Approach
• Outline design is created using models, with details worked out
iteratively during work

2
11/26/21

Program Design

The task of Program Design is to represent the software architecture in


the form that can be implemented as one or more executable programs

Given a system architecture, the program design specifies:


• Programs, components, packages, classes, class hierarchies, etc.
• Interfaces, protocols (which may be not part of system architecture)
• Algorithms, data structures, security mechanism, operational
procedures

UML Models
Models used for requirements
• Use case diagram shows a set of use cases and actors and their
relationships
Models used for system architecture:
• Component diagram shows the organization and dependencies among
a set of components
• Deployment diagram shows the configuration of processing nodes and
the components living on them
Models used for program design
• Class diagram shows a set of classes, interfaces, and collaborations
with their relationships
• Object Diagram or Sequence Diagram show a set of objects and their
relationships 6

3
11/26/21

Class Diagram

A class is a description of a set of objects that share the same attributes


methods, relationships and semantics

Example: The “Hello World” Applet

4
11/26/21

Example (2) – The Hello World Class

Notation: Relationships

10

10

5
11/26/21

Example (3) – The Hello World Class Diagram

11

11

Notation: Association

An association is a structural relationship that describes a set of links,


a link being a connection among objects

Employer Employee

12

12

6
11/26/21

Notation: Association

A Parking Lot associates to one or many Parking Spaces

13

13

Which classes to be used?

• Given a case study, how do you decide what classes to use?


Step 1: Identify a set of candidate classes that represent the system
design
• What terms do the users and developers use to describe the system?
These terms are candidates for classes
• Is each candidate class crispy defined?
• For each class, what is its set of responsibilities? Are the
responsibilities evenly balanced among the classes?
• What attributes and methods does each class need to carry out its
responsibilities?

14

14

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11/26/21

Which classes to be used? (2)

Step 2: Modify the set of classes


Goals:
• Improve the clarity of design
• If the purpose of each class is clear, with easily understood methods and
relationships, developers are likely to write simple code, which future
maintainers can understand and modify
• Increase the coherence within classes and lower the coupling
between classes
• Aim for high cohesion within classes and weak coupling between them

15

15

Application Classes and Solution Classes

A good design is often a combination of application classes and solution


classes
• Application classes represent application concepts
• Noun identification is an effective technique to generate candidate application
classes
• Solution classes represent system concepts
• For example, user interface objects, databases, etc.

16

16

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11/26/21

Noun Identification

Case study: A library example


• The library contains books and journals. It may have several copies of a
given book. Some of the books are reserved for short-term loans only. All
others may be borrowed by any library member for three weeks. Members
of the library can normally borrow up to six items at a 5me, but members of
staff may borrow up to 12 items at one 5me. Only members of staff may
borrow journals.
• The system must keep track of when books and journals are borrowed and
returned, to enforce the rules.

17

17

Noun Identification

Case study: A library example


• The library contains books and journals. It may have several copies of a
given book. Some of the books are reserved for short-term loans only. All
others may be borrowed by any library member for three weeks. Members
of the library can normally borrow up to six items at a 5me, but members
of staff may borrow up to 12 items at one 5me. Only members of staff may
borrow journals.
• The system must keep track of when books and journals are borrowed and
returned, to enforce the rules.

18

18

9
11/26/21

Candidate Classes

19

19

Relation between classes

20

20

10
11/26/21

Methods

21

21

Class Diagram (1)

22

22

11
11/26/21

From Candidate Classes to Completed Design

Methods used to move to final design


• Reuse
• Wherever possible use existing components, or class libraries. They may need
extensions.
• Restructuring
• Change the design to improve understandability, maintainability, etc.
• Techniques include merging similar classes, splitting complex classes, etc.
• Optimization
• Ensure that the system meets anticipated performance requirements, e.g., by
changed algorithms or restructuring
• Completion
• Fill all gaps, specify interfaces, etc.

23

23

Modelling dynamic aspects of the system

• Interaction diagrams
• Show set of objects and their relationships including messages that
may be dispatched among them
• Sequence diagram: time ordering of messages

24

24

12
11/26/21

Interaction

Example: execution of an HTTP get command

25

25

UML Notations for Class and Object

26

26

13
11/26/21

Actions on Objects

27

27

Sequence Diagram: Borrow a copy of a book

28

28

14
11/26/21

Exercise: Sequence Diagram for Online Shopping

Use Case Meta-data for Online Shopping


1. Customer browses through catalog and select items to buy
2. Customer goes to checkout
3. Customer fills out shipping information
4. System presents full pricing information, including shipping
information
5. Customer fills in credit card information
6. System authorizes purchase
7. System confirms sale immediately
8. System sends confirming email to customer

29

29

Exercise (2): Identify candidate classes for this scenario

• Application classes:
• Customer
• Catalog
• Item/Product
• Order
• Purchased Item
• System classes:
• User Interface
• Purchase Interface
• Browse Interface
• Check Out
• Credit Card Authorization
• Item, Purchased Item
30

30

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Class Diagram

31

31

Sequence Diagram

32

32

16
11/26/21

14 – Models for Program Design


(end of lecture)

33

33

17
12/13/21

SOICT
School of Information and Communication Technology

1
12/13/21

IT3180 – Introduction to Software


Engineering
15 – Reuse and Design Patterns

Software Reuse

It is good to design a program to reuse existing components. This can lead


to better software at lower cost.
Potential benefits of reuse
• Reduced development time and cost
• Improved reliability of mature components
• Shared maintenance cost
Potential disadvantages of reuse
• Difficulty in finding appropriate components
• Components may be a poor fit for application
• Quality control and security may be unknown

2
12/13/21

Evaluating Software

• It is impossible to remove all bugs from software, even a well-


established software
• Maintenance
• Is the software supported by an organization that will continue maintenance
over the long term?

Design For Change: Replacement of Components (1)


The software design should anticipate possible changes in the system
over its life-cycle
New vendor or new technology
• Components are replaced because its supplier goes out of business
• Components from other source provide better functionality, support,
pricing, etc.

• This can apply to either open source or vendor-supplied components

3
12/13/21

Design For Change: Replacement of Components (2)


The software design should anticipate possible changes in the system
over its life-cycle
New Implementation
• The original implementation may be problematic
• Poor performance
• Inadequate backup and recovery
• Unable to support growth and new features added to the system

Design For Change: Replacement of Components (3)


The software design should anticipate possible changes in the system
over its life-cycle
Additions to the requirements
• When the system goes into production, it is usual to reveal both
weakness and opportunities for extra functionality and enhancement
to the user interface design
• For example, in data-driven application, it is almost certain that there
will be requests for extra reports and ways of analyzing the data

Request for enhancements are often the sign of a successful system.


Clients recognize latent possibilities

4
12/13/21

Design For Change: Replacement of Components (4)


The software design should anticipate possible changes in the system
over its life-cycle
Changes in the application domain
• Most application domains change continually
• Because of business opportunities
• External changes (such as new laws)
• New group of users
• New technology
• It is rarely feasible to implement a completely new system when the
application domain changes
èExisting system must be modified
èThis may involve extensive restructuring, but it is important to reuse
existing code as much as possible
9

Design Patterns

• Design Patterns are template designs that can be used in a variety of


systems
• They are particularly appropriate in situations where classes are likely
to be reused in a system that evolves over time

Sources:
• E. Gamma, R. Helm, R. Johnson, and J. Vlissides, Design Patterns:
Elements of Reusable Object-Oriented Software. Addison-Wesley, 1994
• Wikipedia has good discussion of many design patterns, using UML
and other notation, with code samples.
10

10

5
12/13/21

Inheritance and Abstract Class

• Design patterns make extensive use of inheritance and abstract


classes
• Classes can be defined in terms of other classes through inheritance
• Generalization classes – super classes
• Specialization classes – subclasses
• Abstract classes
• Super classes which contain abstract methods and are defined such that
concrete subclasses extend them by implementing the abstract methods
• May have not abstract methods, in this case, the intention is to prevent the
creation of instances
• Interface classes are abstract classes but for multi-inheritances and for
specifying a standard protocols for all classes that realize them

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Inheritance and Abstract Class (2) - Example

12

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6
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Delegation

• A class is said to delegate to another class if it implements an operation


by resending a message to another class.
• Delegation is an alternative to inheritance that can be used when reuse
is anticipated.

13

13

Delegation (2)

Delegation is like inheritance done manually through object composition

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Delegation (3) - Example

• Case study: a cat’s sound behavior - ”meow” and “roar”

• How to compose the behavior of Cat at runtime?


Inheritance or Delegation?

15

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Delegation (4) - Example

• Delegation makes it easy to compose behaviors at runtime

16

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Delegation (5) – Example Source Code

17

17

Delegation (6) – Example Source Code

18

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Notation

19

19

Strategy Pattern
Encapsulating Algorithms

20

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Problematic

• To solve a specific
problem, there may be a
family of algorithms
• Each algorithm is
separated in a class called
strategy
• The client will decide
which strategy will be
selected

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21

Strategy Pattern - Structure

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Strategy Pattern - Components

• The Context maintains a reference to one of the concrete strategies


through the strategy interface
• The Strategy interface is common to all concrete strategies. It declares
the methods which are used by the Context
• Concrete Strategies implement different variations of an algorithm the
Context uses
• The Client creates a specific strategy object and passes it to the
Context

23

23

Case Study in many software projects

• Payment method in an e-commerce application


• There are various payment methods in an e-commerce application.
After selecting a product to purchase, a customer picks a payment
method: either Paypal or Credit Card.
• MoMo and ZaloPay are considered in the future

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Case Study in many software projects

25

25

Observer
Pattern
Subscriber-Publisher

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Problematic

• To define a subscription
mechanism to notify
multiple objects about any
events that happen to the
object they are observing
• Event-Subscriber
• Listener

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27

Case Study in many software projects


• The customer want to be
notified about a new coming
product
• Notify a set of customers
about new events, new
vouchers
• An admin want to associate a
discount/coupon with
multiple product. Any
changes in discount/coupon
must be notified to its
associated products
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Observer Pattern Structure

• Add a subscription mechanism to the publisher so individual object can


subscribe to or unsubscribe from a stream of events coming
• subscribers: a list of subscribers of the publisher

29

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Observer Pattern Structure (2)

• notifySubscribers(): the notification


mechanism of publisher to inform
subscribers about new events

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Observer
Pattern
Structure (3)

31

Case study: ecommerce

• Whenever an user make a new purchase, he or she will receive a


notification about the order.
• Notification mechanisms: email, SMS, PhoneCall

• What plays the role of Publisher?


• What are Observers?

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Solution

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State Pattern

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Problematic
• State is a behavior pattern
• Allow an object to alter its
behavior when its internal
state changes
• Closely related to the
concept of Finite State
Machine

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Case study in many projects

• When a new order is created, the users should view the state of the
order
• When the state of an order is changed, some actions will be fired!

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State Structure

• Context: the object which has a


reference to one of its state and
a mechanism to prceess
whenever there is a change of
its state (changeState)
• abstract State: state specific
methods
• concrete States: specific
implementation for state
methods, has a reference back
to the context

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Case study

• Order states follow a finite-state


machine diagram

• Which is the Context object?


• What are states objects?

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Solution

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15 – Reuse and Design Pattern


(end of lecture)

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SOICT
School of Information and Communication Technology

1
12/20/21

IT3180 – Introduction to Software


Engineering
16 – Verification and Testing

Testing

• A software test executes a program to determine whether a property of


the program holds or doesn’t hold
• A test passes [fails] if the property holds [doesn’t hold] on that run

• “[T]he means by which the presence, quality, or genuineness of anything is


determined; a means of trial.” –dictionary.com

2
12/20/21

Software Quality Assurance

• Static analysis (assessing code without executing it)


• Proofs of correctness (theorems about program properties)
• Code reviews (people reviewing others’ code)
• Software process (placing structure on the development lifecycle)
• …and many more ways to find problems and to increase confidence

V Model – Different levels of Test


• Unit test: ONE module at a time
• Integration test: The linking modules
• System test: The whole (entire) system
• Acceptance test: test from the user point of view

3
12/20/21

Test Levels – Unit Testing


• Unit Testing: Does each unit (class, method, etc.) do what it supposed
to do?
• Smallest programming units
• Approaches: Black box and white box testing
• Techniques, Tools

Test Levels – Integration Testing

• Integration Testing: do you get the expected results when the parts are
put together?
• Approaches: Bottom-up, top-down testing
• Acceptance Testing: does it match to user needs?

4
12/20/21

Test Levels – System Testing

• System Testing: does it work within the overall system?


• Approaches: Black box testing

Terms

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Terms (2)
• Test case
• a set of conditions/variables to determine whether a system under
test satisfies requirements or works correctly
• Test suite
• a collection of test cases related to the same test work
• Test plan
• a document which describes testing approach and methodologies
being used for testing the project, risks, scope of testing, specific
tools

11

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Test suite

• Example of test suite


• Test case 1: Login
• Test case 2: Add New Products
• Test case 3: Checkout
• Test case 4: Logout

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Integration Testing (1)

Examine the interface between modules as well as the input and output
• Stub/Driver:
• A program that simulates functions of a lower-level/upper-level module

13

13

Integration Testing (2) – Top-down Approach

• Defects based on misunderstanding of specification can be detected


early
• Effective in newly developed systems
• Need test stubs (can be simply
returning a value)

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Integration Testing (2) – Bottom-up Approach

• Lower modules are independent => test independently and on a


parallel
• Effective in developing systems by modifying existing systems
• Need test drivers (more complex with controlling)

15

15

Other integration test techniques

• Big-bang test
• Wherein all the modules that have completed the unit tests are linked all
at once and tested
• Reducing the number of testing procedures in small-scale program; but
not easy to locate errors
• Sandwich test
• Where lower-level modules are tested bottom-up and higher-level
modules are tested top-down

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Regression test

“When you fix one bug, you introduce several new bugs”
• Re-testing an application after its code has been modified to verify that
it still functions correctly
• Re-running existing test cases
• Checking that code changes did not break any previously working functions
(side-effect)
• Run as often as possible
• With an automated regression testing tool

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Test-case Design Techniques

A. Choose input data (“test inputs”)


B. Define the expected outcome (“soict”)
C. Run the unit (“SUT” or “software under test”) on the input and
record the results
D. Examine results against the expected outcome (“soict”)

Specification
Precondition Postcondition
Implementation
Black box White box
Must choose inputs without Can choose inputs with
knowledge of the knowledge of the
implementation implementation
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Black-box vs. White box

White box
Black box
Can choose inputs with knowledge of the
Must choose inputs without knowledge of the
implementation
implementation

• Has to focus on the • Common use: coverage


behavior of the SUT • Basic idea: if your test
• Needs an “soict” suite never causes a
• Or at least an statement to be executed,
expectation of then that statement might
whether or not an be buggy
exception is thrown

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Unit & System Testing Techniques

For test case design


• Test Techniques for Black Box Test
• Equivalence Partitioning Analysis
• Boundary-value Analysis
• Decision Table
• Use Case-based Test
• Test Techniques for White Box Test
• Control Flow Test
• Data flow testing
• Predicate testing

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White-box
Testing

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Whitebox testing techniques

• Control Flow Testing


• All-paths testing
• Statement testing
• Branch testing
• Data Flow Testing
• All-defs coverage
• All-uses coverage

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Control Flow Graph

• Represent the graphical structure of a program unit


CFG symbols
• A sequence of statements from entry point to exit point of the unit
4.3 CONTROL FLOW GRAPH 91

True False
Computation Decision

Sequential computation Decision point Merge point

Figure 4.2 Symbols in a CFG.

computation. A maximal sequential computation can be represented either by23a


single rectangle or by many rectangles, each corresponding to one statement in the
Lund University / Faculty of Engineering/ Department of Computer Science / Software Engineering Research Group
23 source code.
We label each computation and decision box with a unique integer. The two
branches of a decision box are labeled with T and F to represent the true and false
evaluations, respectively, of the condition within the box. We will not label a merge
node, because one can easily identify the paths in a CFG even without explicitly
Control Flow Testing
considering the merge nodes. Moreover, not mentioning the merge nodes in a path
will make a path description shorter.
We consider the openfiles() function shown in Figure 4.3 to illustrate the
• Main idea: select a few
process pathsain
of drawing a program
CFG. The functionunit andstatements:
has three observeanwhether or
assignment state-
not the selected paths produce the expected outcome
ment int i = 0;, a conditional statement if(), and a return(i) statement. The reader
may note that irrespective of the evaluation of the if(), the function performs the
• Executing a fewsame
paths while
action, trying
namely, toFigure
null. In assess
4.4, the behavior
we show of the
a high-level entire of
representation
White-Box Testing (Ch 4, 5)
program unit
Exhaustive Testing
FILE *fptr1, *fptr2, *fptr3; /* These are global variables. */
If-then-else There are many possible paths!
int openfiles(){
/* 520 (~1014 ) different paths
This function tries to open files "file1", "file2", and
"file3" for read access, and returns the number of files
successfully opened. The file pointers of the opened files
are put in loop the
< 20x global variables.

*/
int i = 0;
if( Selective Testing
((( fptr1 = fopen("file1", "r")) != NULL) && (i++)
Lund University / Faculty of Engineering/ Department of Computer Science / Software Engineering Research Group
&& (0)) ||
((( fptr2 = fopen("file2", "r")) != NULL) && (i++) 24
&& (0)) ||
24 ((( fptr3 = fopen("file3", "r")) != NULL) && (i++))
);
return(i);
}

Figure 4.3 Function to open three files. 12


12/20/21

Outline of Control Flow Testing


90 CHAPTER 4 CONTROL FLOW TESTING

• Inputs Path
selection
• Source code of unit
Work criteria

• Path selection criteria


process
• Generate CFG: draw Program
unit
Draw a
control flow Control
flow graph
Select
paths
Selected
paths
graph
CFG from source code
of the unit Inputs
Generate
• Selection of paths: test input
data

selected paths to
satisfy path selection Are

criteria No the selected


paths
feasible?

• Generation of test Yes

input data Process of generating test input data

Fig 4.1 Output Test input


data 25
Lund University / Faculty of Engineering/ Department of Computer Science / Software Engineering Research Group

25 Figure 4.1 Process of generating test input data for control flow testing.

Selection of Paths: Paths are selected from the CFG to satisfy the path selec-
tion criteria, and it is done by considering the structure of the CFG.
Generation of Test Input Data: A path can be executed if and only if a
certain instance of the inputs to the program unit causes all the conditional
Path selection criteria statements along the path to evaluate to true or false as dictated by the
control flow. Such a path is called a feasible path. Otherwise, the path is
said to be infeasible. It is essential to identify certain values of the inputs
from a given path for the path to execute.
• Example: Feasibility Test of a Path: The idea behind checking the feasibility of a
selected path is to meet the path selection criteria. If some chosen paths
• Given the source code of the function AccClient
are found to be infeasible, then new paths are selected to meet the criteria.
• Draw the CFG
4.3 CONTROL FLOW GRAPH
Life Insurance Example
A CFG is a graphical representation
1
of a program unit. Three symbols are used
Age, Gender
to construct a CFG, as shown in Figure 4.2. A rectangle represents a sequential
2
bool AccClient(agetype T if(female) F

age; gndrtype gender) T 3 F


Age <85
bool accept T 4
Age <80
F

if(gender=female)
accept := age < 85;
Accept = true 5 Accept = false 6
else
accept := age < 80;
Return accept 7
return accept

Lund University / Faculty of Engineering/ Department of Computer Science / Software Engineering Research Group

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All path coverage

• Objective: Design all possible test cases so that all paths of the
program are executed
• 4 test cases satisfy the all paths coverage criterion
All paths
Female Age < 85 Age < 80
Age, Gender 1
Yes Yes Yes
Yes Yes No
2
Yes No Yes T if(female) F

Yes No No
T 3 F
No Yes Yes Age <85
4
T F
No Yes No Age <80

No No Yes
No No No
Accept = true 5 Accept = false 6
<Yes,Yes,*> 1-2(T)-3(T)-5-7
<Yes,No,No> 1-2(T)-3(F)-6-7 Return accept 7

<No,Yes,Yes> 1-2(F)-4(T)-5-7
<No,*,No> 1-2(F)-4(F)-6-7
Lund University / Faculty of Engineering/ Department of Computer Science / Software Engineering Research Group

27

27

Statement Coverage

• Main idea: Execute each statement at least once


• A possible concern may be:
Statement Coverage
• dead code
bool AccClient(agetype
1
age; gndrtype gender) Age, Gender

bool accept 2
T if(female) F
if(gender=female)
3
accept := age < 85; T
Age <85
F
4
F
else T
Age <80

accept := age < 80;


6
return accept Accept = true
5
Accept = false

AccClient(83, female)->accept Return accept


7

AccClient(83, male) ->reject


Lund University / Faculty of Engineering/ Department of Computer Science / Software Engineering Research Group

28

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Branch coverage

• Also called Decision Coverage


• A branch is an outgoing edge from a node
• A rectangle node has at most one out going branch
• All diamond nodes have 2 outgoint branches
• A decision element in a program may be one of
• If – then
• Switch – case
• Loop
• Main idea: selecting paths such that every branch is included in at least
one path

29

29

Example

AccClient(83,
Branch Coverage /1 female)->accept

Age, Gender 1
bool AccClient(agetype
age; gndrtype gender) 2
T if(female) F
bool accept
if(gender=female) T 3
Age <85
F
4 F
accept := age < 85; T
Age <80
true
else
accept := age < 80; Accept = true 5 Accept = false6
return accept
Return accept 7

Lund University / Faculty of Engineering/ Department of Computer Science / Software Engineering Research Group
30

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12/20/21

Example

AccClient(83, male)
Branch Coverage /2 ->reject

Age, Gender 1
bool AccClient(agetype
age; gndrtype gender)
T if(female) 2 F
bool accept
if(gender=female) T 3
Age <85
F
T 4 F
accept := age < 85; Age <80

else
accept := age < 80; Accept = true 5 Accept = false 6
false
return accept
Return accept 7

Lund University / Faculty of Engineering/ Department of Computer Science / Software Engineering Research Group 31

31

Example

AccClient(78, male)-
Branch Coverage /3 >accept

bool AccClient(agetype Age, Gender 1

age; gndrtype gender)


T if(female) 2 F
bool accept
if(gender=female) T 3
Age <85
F
4 F
accept := age < 85; T
Age <80
true
else
accept := age < 80;
Accept = true 5 Accept = false 6
true
return accept
Return accept 7

Lund University / Faculty of Engineering/ Department of Computer Science / Software Engineering Research Group
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Example

AccClient(88,
Branch Coverage /4 female) ->reject

bool AccClient(agetype Age, Gender 1

age; gndrtype gender) 2


bool accept T if(female) F

if(gender=female) T 3 F
Age <85
accept := age < 85; T 4
Age <80
F
false
else
accept := age < 80;
false Accept = true 5 Accept = false 6
return accept
Return accept 7

Lund University / Faculty of Engineering/ Department of Computer Science / Software Engineering Research Group
33

33

Comparing 3 criteria

• (1) All path coverage: assure 100% paths executed


• (2) Statement coverage: pick enough paths to assure that every source
statement is executed at least once
• (3) Branch coverage: assure that every branch has been exercised at
least once under some test
• (1) implies (3), (3) implies (2)
• These 3 criteria are also called as Path Testing Techniques

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Example 2: Exponential Function

35

35

Limitations of path testing

• Path Testing is applicable to new unit


• Limitations
• Interface mismatches and mistakes are not taken
• Not all initialization mistakes are caught by path testing
• Specification mistakes are not caught

36

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Black-box
Testing

37

37

Black-box Techniques

• Equivalence Partitioning
• Boundary Analysis
• Table Decision

38

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Equivalence Partitioning

• Create the encompassing test cases by analyzing the input data space
and dividing into equivalence classes
• Input condition space is partitioned into equivalence classes
• Every input taken from a equivalence class produces the same result

39

39

Example: Examination Judgment Program

• Program Title: “Examination Judgment Program”


• Subject: Two subjects as Mathematics, and Physics Judgment
• Specification:
• Passed if
• scores of both mathematics and physics are greater than or equal to 70 out of 100
or,
• average of mathematics and physics is greater than or equal to 80 out of 100
• Failed => Otherwise

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Example: Examination Judgment Program (2)

• How many equivalent classes?


Score of Average Score
Physics. is 80.
100
(2)
(5)
(1)

Score Math. Physics Result


80
(4)
70
(3) (1) 55 85 Failed
60
Average (2) 67 97 Passed
(3) 96 68 Passed
Score
is 80.
40
(7) (6) (4) 77 80 Passed
(5) 85 92 Passed
20 (6) 79 58 Failed
Score of (7) 52 58 Failed
Math.

0 20 40 60 70 80 100

41

41

Equivalence Partitioning - Discussion

• What’s about invalid data of the input?

• (8) Math = -15, Physics = 120 Both score are invalid.


• (9) Math = 68, Physics = -66 Physics score is invalid.
• (10) Math = 118, Physics = 85 Math score is invalid.

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Example: Examination Judgment Program (3)

(8) Average Score


is 80.
Some invalid data are added.
100
(2)
Score of
Physics.
(1)
(5) (10) Score Math. Physics Result
80 (1) 55 85 Failed
(4)
70 (2) 67 97 Passed
(3)
60 (3) 96 68 Passed
Average
Score (4) 77 80 Passed
(5) 85 92 Passed
is 80.
40
(6) 79 58 Failed
(7) (6)

(7) 52 58 Failed
(8) -15 120 Invalid
20

Score of
Math. (9) 68 -66 Invalid
0 20 40 60 70 80 100
(10) 118 85 Invalid
(9)

43

43

Table Decision

• Relations between the conditions for and the contents of the


processing are expressed in the form of a table
• A decision table is a tabular form tool used when complex conditions
are combined
• Example: The conditions for creating reports from employee files
Under age 30 Y Y N N
Male Y N Y N
Married N Y Y N
Output Report 1 - X - -
Output Report 2 - - - X
Output Report 3 X - - -
Output Report 4 - - X -
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Example: Examination Judgment Program (4)

• Condition1: Mathematics score=>70


• Condition2: Physics score=>70
• Condition3: Average of Mathematics, and Physics =>80
----------------- TC5------TC4------TC3------ TC6------TC2------TC1-------TCNG------------TC7
Condition1 True True True True False False False False
Condition2 True True False False True True False False
Condition3 True False True False True False True(none) False
--------------------------------------------------------------------------------------------------------------------------------------
-
“Passed” Yes Yes Yes --- Yes --- N/A --
“Failed” --- --- --- Yes --- Yes N/A Yes

45

45

Example: Examination Judgment Program (5)

• Invalid input data (integer)


• Condition4: Mathematics score = valid that means “0=< the score =< 100”
• Condition5: Physics score = valid that means “0=< the score =< 100”
--------------------------------TCI1----------TCI2--------TCI3----------TCI4--------
Condition4 Valid Invalid Valid. Invalid
Condition5 Valid Valid Invalid Invalid
-------------------------------------------------------------------------------------------
“Normal results” Yes --- --- ---
“Error message math” --- Yes --- Yes
“Error message phys” --- --- Yes Yes

If both of mathematics score and physics score are invalid è Two messages are expected to be
output. Is it correct specifications?
46

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Create Test case from Use case

• Identify all of the scenarios for the given use case


• Alternative scenarios should be drawn in a graph fo each action
• Create scenarios for
• a basic flow,
• one scenario covering each alternative flow,
• and some reasonable combinations of alternative flows
• Create infinite loops

47

47

Test case for UC “Login”

• “Thành công”
• Mã PIN đúng
• “Thất bại”
• Mã PIN sai và số lần sai < 3
• “Khoá tài khoản”
• Mã PIN sai và số lần sai >= 3

Mã PIN đúng Y Y N N
Số lần sai < 3 Y N Y N
“Thành công” x N/A - -
“Thất bại” - N/A x -
“Khoá tài khoản” - N/A - x

48

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16 – Verification and Testing


(end of lecture)

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25
SOICT
School of Information and Communication Technology
IT3180 – Introduction to Software
Engineering
17 – Configuration Management

Content

1. Changes and Software Configuration


2. Software Configuration Management
3. SCM Process
4. Version Control

4
5
Changes and Software Configuration

The “First Law”

No matter where you are in the system


life cycle, the system will change, and the
desire to change it will persist throughout
the life cycle.
Bersoff, et al, 1980

Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman.
6
Changes and Software Configuration

What Are These Changes?

changes in
business requirements
changes in
technical requirements
changes in
user requirements other
documents

software models
Project
Plan
data
Test
code

Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman.
7
Changes and Software Configuration

The Software Configuration

programs documents

The pieces
data

Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman.
8
Changes and Software Configuration

• The IEEE (IEEE Std. No. 610.12-1990) defines a


baseline as:
A specification or product that has been formally
reviewed and agreed upon, that thereafter serves as
the basis for further development, and that can be
changed only through formal change control
procedures.
• a baseline is a milestone in the development of
software that is marked by the delivery of one or
more software configuration items and the
approval of these SCIs that is obtained through a
formal technical review

Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman.
9
Changes and Software Configuration

Baselines

Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman.
10
Changes and Software Configuration

Software Configuration Objects

Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman.
11
Software Configuration Management

SCM Repository
• The SCM repository is the set of mechanisms
and data structures that allow a software team to
manage change in an effective manner
• The repository performs or precipitates the
following functions [For89]:
• Data integrity
• Information sharing
• Tool integration
• Data integration
• Methodology enforcement
• Document standardization

12
Software Configuration Management

Repository Content

Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman.
13
Software Configuration Management
Repository Features
• Versioning.
• saves all of these versions to enable effective management of product
releases and to permit developers to go back to previous versions
• Dependency tracking and change management.
• The repository manages a wide variety of relationships among the data
elements stored in it.
• Requirements tracing.
• Provides the ability to track all the design and construction components
and deliverables that result from a specific requirement specification
• Configuration management.
• Keeps track of a series of configurations representing specific project
milestones or production releases. Version management provides the
needed versions, and link management keeps track of interdependencies.
• Audit trails.
• establishes additional information about when, why, and by whom
changes are made.

Software Configuration Management

SCM Elements
Component elements—a set of tools coupled within a file management system (e.g.,
a database) that enables access to and management of each software configuration
item.
Process elements—a collection of procedures and tasks that define an effective
approach to change management (and related activities) for all constituencies
involved in the management, engineering and use of computer software.
Construction elements—a set of tools that automate the construction of software by
ensuring that the proper set of validated components (i.e., the correct version) have
been assembled.
Human elements—to implement effective SCM, the software team uses a set of tools
and process features (encompassing other CM elements)

Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman.
15
SCM Process

Addresses the following questions …


• How does a software team identify the discrete elements of a
software configuration?
• How does an organization manage the many existing versions of a
program (and its documentation) in a manner that will enable
change to be accommodated efficiently?
• How does an organization control changes before and after software
is released to a customer?
• Who has responsibility for approving and ranking changes?
• How can we ensure that changes have been made properly?
• What mechanism is used to appraise others of changes that are
made?

Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman.

16

Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman.
17
SCM Process

Change Control

STOP

Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman.
18
SCM Process

Change Control Process—I


need for change is recognized

change request from user

developer evaluates

change report is generated

change control authority decides

request is queued for action


change request is denied
user is informed
change control process—II

Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman.
19
SCM Process

Change Control Process-II

assign people to SCIs

check-out SCIs

make the change

review/audit the change

establish a “baseline” for testing

change control process—III

Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman.
20
SCM Process

Change Control Process-III


perform SQA and testing activities

check-in the changed SCIs

promote SCI for inclusion in next release

rebuild appropriate version

review/audit the change

include all changes in release

Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman.
SCM Process
Version Control
• Version control combines procedures and tools to manage different versions
of configuration objects that are created during the software process
• A version control system implements or is directly integrated with four
major capabilities:
• a project database (repository) that stores all relevant configuration objects
• a version management capability that stores all versions of a configuration object (or
enables any version to be constructed using differences from past versions);
• a make facility that enables the software engineer to collect all relevant
configuration objects and construct a specific version of the software.
• an issues tracking (also called bug tracking) capability that enables the team to
record and track the status of all outstanding issues associated with each
configuration object.

Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman.
22
SCM Process

Configuration Auditing

Change
Requests SQA
Plan
SCIs

SCM Audit

Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman.
23
SCM Process

Status Accounting
Change
Change
Reports
Requests ECOs

SCIs

Status Accounting

Reporting
Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman.
24
SCM Process

SCM for Web Engineering-I


• Content
• A typical WebApp contains a vast array of content—text, graphics,
applets, scripts, audio/video files, forms, active page elements, tables,
streaming data, and many others.
• The challenge is to organize this sea of content into a rational set of
configuration objects (Section 27.1.4) and then establish appropriate
configuration control mechanisms for these objects.
• People
• Because a significant percentage of WebApp development continues to
be conducted in an ad hoc manner, any person involved in the WebApp
can (and often does) create content.

Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman.
25
SCM Process

SCM for Web Engineering-II


• Content
• As size and complexity grow, small changes can have far-reaching
and unintended affects that can be problematic. Therefore, the
rigor of configuration control mechanisms should be directly
proportional to application scale.
• Politics
• Who ‘owns’ a WebApp?
• Who assumes responsibility for the accuracy of the information on
the Web site?
• Who assures that quality control processes have been followed
before information is published to the site?
• Who is responsible for making changes?
• Who assumes the cost of change?

Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman.
26
Content Management-I
• The collection subsystem encompasses all actions required to create and/or
acquire content, and the technical functions that are necessary to
• convert content into a form that can be represented by a mark-up language
(e.g., HTML, XML
• organize content into packets that can be displayed effectively on the client-
side.
• The management subsystem implements a repository that encompasses the
following elements:
• Content database—the information structure that has been established to
store all content objects
• Database capabilities—functions that enable the CMS to search for specific
content objects (or categories of objects), store and retrieve objects, and
manage the file structure that has been established for the content
• Configuration management functions—the functional elements and
associated workflow that support content object identification, version
control, change management, change auditing, and reporting.

Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman.
27
Content Management-II

• The publishing subsystem extracts from the repository, converts it to a


form that is amenable to publication, and formats it so that it can be
transmitted to client-side browsers. The publishing subsystem
accomplishes these tasks using a series of templates.
• Each template is a function that builds a publication using one of three
different components [BOI02]:
• Static elements—text, graphics, media, and scripts that require no
further processing are transmitted directly to the client-side
• Publication services—function calls to specific retrieval and formatting
services that personalize content (using predefined rules), perform data
conversion, and build appropriate navigation links.
• External services—provide access to external corporate information
infrastructure such as enterprise data or “back-room” applications.

Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman.
28
Content Management

Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman.
29
Change Management for WebApps-I

Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman.
30
Change Management for WebApps-II

Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill 2009). Slides copyright 2009 by Roger Pressman.
31

4. Version Control

32

4.1. Why version control?

• Scenario 1:
• Your program is working
• You change “just one thing”
• Your program breaks
• You change it back
• Your program is still broken--
why?

• Has this ever happened to


you?
33

Why version control?

• Your program worked well


enough yesterday
• You made a lot of
improvements last night...
• ...but you haven't gotten them
to work yet
• You need to turn in your
program now

• Has this ever happened to


you?

34

Version control for teams

•Scenario:
• You change one part of a
program--it works
• Your co-worker changes
another part--it works
• You put them together--it
doesn’t work
• Some change in one part
must have broken
something in the other part
• What were all the changes?
35

Version control for teams

• Scenario:
• You make a number of
improvements to a class
• Your co-worker makes a
number of different
improvements to the same class
• How can you merge these
changes?

36

Tools: diff
• There are a number of tools
that help you spot changes
(differences) between two
files
• Tools include diff, rcsdiff,
jDiff, etc.
• Of course, they won't help
unless you kept a copy of the
older version
• Differencing tools are useful
for finding a small number of
differences in a few files
37

Tools: jDiff

• jDiff is a plugin for the jEdit editor


• Advantages:
• Everything is color coded
• Uses synchronized scrolling
• It's inside an editor--you can make changes directly
• Disadvantages:
• Not stand-alone, but must be used within jDiff
• Just a diff tool, not a complete solution

38

Tools: jDiff
39

Version control systems


• A version control system (often called a source code control
system) does these things:
• Keeps multiple (older and newer) versions of everything (not just
source code)
• Requests comments regarding every change
• Allows “check in” and “check out” of files so you know which files
someone else is working on
• Displays differences between versions

40

4.2. Versioning Models

•Lock-Modify-Unlock
•Copy-Modify-Merge
41

a. The Lock-Modify-Unlock Model

The Lock-Modify-Unlock Model (1)


Andy and Bobby
check-out file A.
Repository
The check-out is done
without locking. They A
just get a local copy. Check-out

Check-out
A

Bobby
Andy
3

42

a. The Lock-Modify-Unlock Model (2)

The Lock-Modify-Unlock Model (2)

Andy locks file A and Repository


begins modifying it.
A

Lock
A

Аndy

(Local Edit)
Bobby
Andy
33
43

a. The Lock-Modify-Unlock Model (3)

The Lock-Modify-Unlock Model (3)

Bobby tries to lock the


file too, but she can’t. Repository

Bobby waits for Andy to


A
finish and unlock the file. Wait

Andy

Bobby
Andy
34

44

a. The Lock-Modify-Unlock Model (4)


The Lock-Modify-Unlock Model (4)

Andy commits his changes Repository


and unlocks the file. Andy

Commit
A

Andy

Bobby
Andy
35
45

a. The Lock-Modify-Unlock Model (5)

The Lock-Modify-Unlock Model (5)

Now Bobby can take the


modified file and lock it. Repository
Bobby edits her local Andy
copy of the file. Lock

Andy

Andy
(Local Edit)

Bobby
Andy
36

46

a. The Lock-Modify-Unlock Model (6)


e Lock-Modify-Unlock Model (6)

Bobby finishes,
Repository
commits her changes
and unlocks the file. Andy
Bobby
Commit

Andy
Bobby

Andy

Bobby
Andy
47

a. The Lock-Modify-Unlock
e Lock-Modify-Unlock Model Model
(7) (7)

Andy updates the


Repository
changes from the
repository. Andy
Bobby

Update Andy
Bobby

Andy
Bobby

Bobby
Andy
48

b. The Copy-Modify-Merge Model


he Copy-Modify-Merge Model (1)
Andy and Bobby
check-out a file A.
Repository
The check-out is
done without A
locking. Check-out

Check-out
A

Bobby
Andy
49

b. The Copy-Modify-Merge Model (2)


e Copy-Modify-Merge Model (2)
Both of them
edit the local
Repository
copies of the
file (in the A
same time).

Bobby

Andy
(Local Edit)

(Local Edit)
Bobby
Andy
50

b. The Copy-Modify-Merge Model (3)


e Copy-Modify-Merge Model (3)

Bobby commits Repository


her changes to
the repository. Bobby Commit

Bobby

Andy

Bobby
Andy
51

b. The Copy-Modify-Merge Model (4)


e Copy-Modify-Merge Model (4)

Andy tries to
commit his Repository
changes.
Bobby
A conflict occurs.

Commit Bobby
Bobby

Andy
Andy

(Local
Conflict) Bobby
Andy
52

b. The Copy-Modify-Merge Model (5)

The Copy-Modify-Merge Model (5)


Andy updates his
changes with the ones
from the repository. Repository
The changes merge
into his local copy. Bobby

A merge conflict can


occur. Bobby

Andy
&
Bobby

(Local
Merge) Bobby
Andy
53

b. The Copy-Modify-Merge Model (6)


The Copy-Modify-Merge Model (6)
Andy commits the
merged changes to
the repository. Repository
A common version Andy
with the changes of &
Andy and Bobby is Bobby

inserted. Commit Bobby

Andy
&
Bobby

Bobby
Andy
54

b. The Copy-Modify-Merge Model (7)

The Copy-Modify-Merge Model (7)


Bobby updates the
changes from the
repository. Repository
She gets the common Andy
version with both & Update
changes from Andy Bobby
Andy
and Bobby. &
Bobby

Andy
&
Bobby

Bobby
Andy
46
55
4.3. Central vs. Distributed version control

• version control
• Only one repository
Centralized Version Control

Source: http://homes.cs.washington.edu/~mernst/advice/version-control.html 22
56

Distributed Version Control

Distributed Version Control

Source: http://homes.cs.washington.edu/~mernst/advice/version-control.html 23
57

Distributed Version Control (1)


Distributed Version Control (1)
Andy and Bobby
clone the remote
repository locally. Remote
Repository
They both have the (Server)
A
same files in their
local repositories.
Clone Clone

A A

Local Local
Repository Repository
(Andy) (Bobby)
Andy
Bobby
58

Distributed Version Control (2)


stributed Version Control (2)

Andy and Bobby Remote


work locally on a Repository
(Server)
certain file A. A

(Local Edit)
(Local Edit) Andy Bobby
A A

Local Local
Repository Repository
(Andy) (Bobby)
Andy
Bobby
59

Distributed Version Control (3)


Distributed Version Control (3)
Andy and Bobby
commit locally the Remote
modified file A Repository
(Server)
into their local A
repositories.

Commit (locally) Commit (locally)

Andy Andy Bobby Bobby

Local Local
Repository Repository
(Andy) (Bobby)
Andy
Bobby
60

Distributed Version Control (4)


Distributed Version Control (4)
Andy pushes the
file A to the remote Remote
repository. Repository
(Server)
Still no conflicts Andy
occur.
Push

Andy Andy Bobby Bobby

Local Local
Repository Repository
(Andy) (Bobby)
Andy
Bobby
61

Distributed Version Control (5)


istributed Version Control (5)

Bobby tries to push


her changes. Remote
Repository
A versioning conflict (Server)
Andy
occurs.

Push (conflict)

Andy Andy Bobby Bobby

Local Local
Repository Repository
(Andy) (Bobby)
Andy
Bobby
62

Distributed Version Control (6)


Distributed Version Control (6)
Bobby merges the
her local files with
the files from the Remote
Repository
remote repository. (Server)
Andy
Conflicts are locally
resolved.
Pull (Fetch + Merge)

Andy Andy Bobby Bobby


+Andy +Andy

Local Local
Repository Repository
(Andy) (Bobby)
Andy
Bobby
63

Distributed Version Control (7)


Distributed Version Control (7)

Bobby commits her Remote


merged changes. Repository
(Server)
No version conflict. Bobby
Andy
+Andy

Push (no conflict)

Andy Andy Bobby Bobby


+Andy +Andy

Local Local
Repository Repository
(Andy) (Bobby)
Andy
Bobby
64

Distributed Version Control (8)


Distributed Version Control (8)
Andy pulls
(updates) the Remote
changed files Repository
(Server)
from the remote Bobby
Andy
+Andy
repository.
Pull

Bobby Bobby Bobby Bobby


+Andy +Andy +Andy +Andy

Local Local
Repository Repository
(Andy) (Bobby)
Andy
Bobby
65

4.3. Vocabulary
• Repository (source control repository)
• A server that stores the files (documents)
• Keeps a change log
• Revision, Version
• Individual version (state) of a document
that is a result of multiple changes
• Check-Out, Clone
• Retrieves a working copy of the files from a
remote repository into a local directory
• It is possible to lock the files

66

Vocabulary
• Change
• A modification to a local file (document) that is under version
control
• Change Set / Change List
• A set of changes to multiple files that are going to be committed
at the same time
• Commit, Check-In
• Submits the changes made from the local working copy to the
repository
• Automatically creates a new version
• Conflicts may occur!
67

Vocabulary

• Conflict
• The simultaneous change to a certain file by multiple users
• Can be solved automatically and manually
• Update, Get Latest Version, Fetch / Pull
• Download the latest version of the files from the repository to
a local working directory + merge conflicting files
• Undo Check-Out, Revert / Undo Changes
• Cancels the local changes

68

Vocabulary

• Merge
• Combines the changes to a file changed locally and
simultaneously in the repository
• Can be automated in most cases
• Label / Tag
• Labels mark with a name a group of files in a given version
• For example a release
• Branch / Branching
• Division of the repositories in a number of separate
workflows
69

Version Control: Typical Scenario

on Control: Typical Scenario


Users Repository
Main
development Version A Branch
User X line (trunk)

Version A.1 Branch


Check Out
Check In
C A

User Y
B Version B Branch
Check Out
D

Merge E
Check In

70
4.4. Tools
13

• Central version control


• SVN (Subversion)
• TFS
• Source safe (commercial)
• Distributed version control
• Git
• Mercurial
71

What is Git?

• Git
• Distributed source-control system
• Work with local and remote repositories
• Git bash – command line interface for Git
• Free, open-source
• Has Windows version (msysGit)
• http://msysgit.github.io
• https://www.atlassian.com/git/tutorials/setting-up-a-repository

72
Installing Git

• msysGit Installation on Windows


• Download Git for Windows from: http://msysgit.github.io
• “Next, Next, Next” does the trick
• Options to select (they should be selected by default)
• “Use Git Bash only”
• “Checkout Windows-style, commit Unix-style endings”
• Git installation on Linux:
sudo apt-get install git
73

Basic Git Commands

• Cloning an existing Git repository


git clone [remote url]
• Fetch and merge the latest changes from the remote
repository
git pull
• Preparing (adding / selecting) files for a commit
git add [filename] ("git add ."adds everything)
• Committing to the local repository
git commit –m "[your message here]"

74

Basic Git Commands

• Check the status of your local repository (see the local changes)
git status
• Creating a new local repository (in the current directory)
git init
• Creating a remote (assign a short name for remote Git URL)
git remote add [remote name] [remote url]
• Pushing to a remote (send changes to the remote repository)
git push [remote name] [local name]
75
Using Git: Example

mkdir work
cd work
git clone https://github.com/SoftUni/test.git dir
cd test
dir
git status
(edit some file)
git status
git add .
git commit -m "changes"
git push

76

Project Hosting Sites


• GitHub – https://github.com
• The #1 project hosting site in the world
• Free for open-source projects
• Paid plans for private projects
• GitHub provides own Windows client
• GitHub for Windows
• http://windows.github.com
Project Hosting Sites
• Dramatically simplifies Git
• For beginners only
77

Project Hosting Sites

• Google Code –
http://code.google.com/projecthosting/
• Source control (SVN), file release, wiki, tracker
• Very simple, basic functions only, not feature-
rich
• Free, all projects are public and open source
• 1-minute signup, without heavy approval
process
• SourceForge – http://www.sourceforge.net
• Source control (SVN, Git, ...), web hosting,
tracker, wiki, blog, mailing lists, file release,
statistics, etc

78
Project Hosting Sites

• CodePlex – http://www.codeplex.com
• Microsoft's open source projects site
• Team Foundation Server (TFS) infrastructure
• Source control (TFS), issue tracker, downloads, discussions,
wiki, etc.
• Free, all projects are public and open source
• Bitbucket – http://bitbucket.org
• Source control (Mercurial), issue tracker, wiki, management
tools
• Private projects, free and paid editions
79

Bitbucket demo

• Introduction to version control


• https://www.youtube.com/watch?v=gY2JwRfi
n1M
• See Episode 1-> 5
• Bitbucket
• https://www.youtube.com/watch?v=BtEvnE7
9jxY&list=PL57RkP_325rLuT3EmFTf3lkoLw93I
w1_8

17 – Verification and Testing


(end of lecture)

80
Open questions
1. Here is an activity graph with time estimates for each activity in weeks

(a) For each activity in the graph, calculate the slack


(b) What is the critical path?
(c) Suppose that an extra member of staff is available who can work on
either activity BE or activity BC but not both
i. If she works on activity BE, the time estimate for BE is reduced
from 5 weeks to 3 weeks. How much would the elapsed time to
complete the project be reduced?
ii. If she works on activity BC, the time estimate for BC is reduced
from 9 weeks to 6 weeks. How much would the elapsed time to
complete the project be reduced?

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