And the Models Are System/Software Development Life Cycle. Why Life Cycle Approach for Software?
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1 System/Software Development Life Cycle Anurag Srivastava Associate Professor ABV-IIITM, Gwalior Why Life Cycle Approach for Software? Life cycle is a sequence of events or patterns that are displayed in the lifetime of an organism. Software products are seen to display such a sequence of pattern during their development. Recognition of life cycle in software development holds the key to its successful development. And the Models Are The quality of developed software increases substantially when the development process is thoroughly managed. The commonly used models are The code-and-fix model The waterfall model The evolutionary model The spiral model 1
2 SDLC // Systems Development Life Cycle Nearly 70% Projects fail Major cost sink.hard to plan the project Quality & Safety are major issues. Historical knowledge/experience is minimal and really not in shareable form Professional expertise only about years Many skills called for business, computers, programming Why Bother? SDLC // Systems Development Life Cycle SDLC // Systems Development Life Cycle Reduced risk of project failure Consideration of system and data requirements throughout the entire life of the system Early identification of technical and management issues Disclosure of all life cycle costs to guide business decisions Fostering realistic expectations of what the systems will and will not provide SDLC // Systems Development Life Cycle SDLC // Systems Development Life Cycle Information to better balance programmatic, technical, management, and cost aspects of proposed system development or modification Encouragement of periodic evaluations to identify systems that are no longer effective Measurements of progress and status to enable effective corrective action Information that supports effective resource management and budget planning Consideration of meeting current and future business requirements 2
3 SDLC // Systems Development Life Cycle Five Steps of the SDLC 1. Investigation 2. Analysis 3. Design 4. Implementation 5. Maintenance Most Common SDLC topology SDLC // Systems Development Life Cycle Multiplicity of Representations SDLC // Systems Development Life Cycle Multiplicity of Representations // Private Consultant 3
4 The Code-and-Fix Model The Code-and-Fix Model (Bellingon, 1956) A single person develops it before using the same. Used during the early years of software development (the fifties and sixties) It was a science or an engineering application? The developer was also the user of the software. The requirements were fully known. The development of a software product primarily involved coding and fixing bugs, if any. Limitations of Code-and-Fix Model Over the years as the scope and complexity of projects increased, this type of model was found to be highly inadequate 4
5 Water fall Model Water fall Model Royce (1970) proposed the famous Waterfall Model of the software development process. Boehm provided an economic rationale behind this model (Boehm 1976) and proposed various refinements (Boehm 1981). model drives its name from the structural (geometric) similarity of a software development process with a waterfall. The Waterfall Model of Royce (1970) 5
6 Assumptions of Waterfall Model The software development process consists of a number of phases which are in sequence. Only after a phase is complete, work on the next phase can start. It, thus, presupposes a unidirectional flow of control between phases. From the first phase (analysis) to the last phase (delivery), there is a downward flow of primary information and development effort (Sage 1995). Assumptions Work can be divided, according to phases, among different classes of specialists. It is possible to associate a goal for each phase and accordingly to plan the deliverables (the exit condition or the output) of each phase. The output of one phase becomes the input (i.e. the starting point) to the next phase. Assumptions Before the output of one phase is used as input to the next phase, it is subjected to various types of review and verification and validation testing. verification- Checking the accuracy of the deliverable against the local goal set up by the person. validation- Checking the accuracy of the delivered product against the bigger goal (user requirement) 6
7 Assumptions Normally, the output is frozen, and the output documents are signed off by the staff of the producing phase, and these become the essential documents with the help of which the work in the receiver phase starts. It is possible to develop different development tools suitable to the requirements of each phase. The phases provide a basis for management and control because they define segments of the flow of work, which can be identified for managerial purposes, and specify the documents or other deliverables to be produced in each phase. The model thus provides a practical, disciplined approach to software development. Modified waterfall model by Boehm 7
8 Difference Between Royce and Boehm Model original model by Royce was a feed-forward model without any feedback whereas the Boehm s model provided a feedback to the immediately preceding phase. Further, the Boehm s model required verification and validation before a phase s output was frozen. Boehm (1976, 1981) Economic Rationale All the phases and their associated goals are necessary. Any different ordering of the phases will produce a less successful software product. Usefulness of Waterfall Model The model encourages one to specify what the system is supposed to do (i.e., define the requirements) before building the system (i.e., designing). It encourages one to plan how components are going to interact (i.e. designing before building the components-coding). It enables project managers to track progress more accurately and do uncover possible slippages early. 8
9 Usefulness It demands that the development process generates a series of documents that can be utilized later to test and maintain the system. It reduces development and maintenance costs due to all of the above-mentioned reasons. It enables the organization that will develop the system to be more structured and manageable. Limitations of Waterfall Model (Royce Jr., 2000) Extended integration and Late Design Breakage. Late risk Resolution. Requirements-Driven Functional Decomposition Adversarial Stakeholder Relationships. Limitations of Waterfall Model The waterfall model is rigid. The phase rigidity, that the results of each phase are to be frozen before the next phase can begin, is very strong. In the waterfall model, errors found at a later stage of the development cost more and take much longer to fix. 9
10 Limitations It is monolithic. The planning is oriented to a single delivery date. Not knowing if the software being developed meets the customer expectations till almost implementation stage. There is little time to make the alterations. The model is heavily document driven to the point of being bureaucratic. The Evolutionary Model The Evolutionary Model This model has distinct custom orientation. In an evolutionary model, working models of software are developed and presented to the customers for his feedback, for consideration (read incorporation) in the final version of the software. 10
11 Types of Evolutionary Models Incremental implementation model Prototyping Model --Rapid/Throwaway Prototype --Evolutionary Prototype The incremental implementation (Boehm 1981, Gilb 1988) Develop small basic part of the software to begin with and add on other features (or functionality). This approach reduces the costs incurred before an initial capability is achieved. This also produces an operational system more quickly & thus reduces the possibility that the user needs will change during development process Here the software is developed in increments of functional capability; i.e. the development is in steps, with parts of some stages postponed in order to produce useful working functions earlier in the development of the project. Other functions are slowly added later as increments. Thus, while analysis and design are done following the waterfall process model, coding, integration, and testing are done in an incremental manner. 11
12 Advantages of Incremental approach Users can give suggestions on the parts to be delivered at later points of time. The developers engage themselves in developing the most fundamental functional features to the software s in its first increment. Thus, these features get the maximum, and the most concentrated attention from the developers. Therefore, there is likelihood that the programs are error free. Advantages The time to show some results to the users is considerably reduced. User reactions, if any, can therefore be incorporated in the software with great ease. Testing, error detection and error correction become relatively easy tasks. Limitations of Incremental approach The overall architectural framework of the product must be established in the beginning and all increments must fit into this framework. A customer-developer contract oriented towards incremental development is not very usual. 12
13 Prototyping Model This method is based on an experimental procedure whereby a working prototype of the software is given to the user for comments and feedback. It helps the user to express his requirements in more definitive and concrete terms. Prototyping can be of 2 types: The rapid throwaway prototyping and Evolutionary prototyping Rapid Throwaway prototyping It follows the do it twice principle advocated by Brooks(1975). Here the working prototype produced quickly is subject to large changes from customer and hence it becomes very costly to work on. So the working prototype is actually thrown and the software is developed once again from the beginning. Evolutionary Prototyping In case of evolutionary prototyping, the initial prototype is not thrown away. Instead, it is progressively transformed into the final application. Here the initial prototype is prepared with care and time and hence subject to minor changes from the user side 13
14 Evolutionary Vs Throwaway Prototyping Both assume some incomplete set of requirement to be identified. Both allows user feedback. An evolutionary prototyping is continuously modified as user gives his feedback and is satisfied. A throwaway prototype allows users to give feedback only once. Such feedback provides the basis for specifying a complete set of requirement specifications. Limitations of Prototyping Various revisions carried on evolutionary prototyping usually result in a bad program structure and make it quite bad from maintainability point of view. A through away prototype is usually unsuitable for testing non functional requirements. The Spiral Model 14
15 The Spiral Model (Boehm, 1988) It integrates the characteristics of the waterfall model, the incremental implementation and the evolutionary prototyping approach. In this sense, it is a metamodel (Ghezzi et al.1994). Features of Spiral Model The process of the software development can be depicted in the form of a spiral that moves in a clockwise fashion. Each cycle of the spiral depicts a particular phase of software development life cycle. Spiral Model 15
16 Each quadrant of the spiral corresponds to a particular set of activities for all phases. The four sets of activities are the following: 1. Determine objectives, alternatives and constraints 2. Evaluate alternatives, identify and resolve risks with the help of prototypes. 3. Develop and verify next-level product, and evaluate. 4. Plan next phases. The radius of the spiral represents the cumulative cost of development; the angular dimension represents the progress; the number of cycles represents the phase of software development at a particular point of time. An important feature of the spiral model is the explicit consideration (identification and elimination) of risks. The number of cycles that is required to develop a piece of software is of course dependent upon the risks involved. Two Other Software Development Models (Davis et al., 1988) Reusable software, whereby previously proven designs and code are reused in new software products. Automated software synthesis, whereby user requirements or high level design specifications are automatically transformed into operational code by either algorithmic or knowledge-based techniques using very-high-level languages. 16
17 Software Reuse Model Many software firms develop, in course of time, libraries of generic reusable software components that can be reassembled to give shape to new software products. Not only codes, but designs and specifications can also be reused. Components that can be reused may be (1) a whole application system, (2) major subsystems of an application, (3) modules or objects, or (4) functions. Advantages of Reuse Reduced development effort and time Reduced defect density and high reliability Reduced overall project risk due to less uncertainty in cost estimates Effective use of specialists in developing generic components than in a wide array of variety of products. Standardising reusable components Even though costly to begin with, reuse is cost effective in the long run Automatic Software Synthesis Program generators for conventional functions and code generators in CASE tools are examples of automatic software synthesis. They are very useful in generating codes for such functions as Creating screens, Editing input data, Preparing reports, Processing transactions, and Updating database. 17
18 Comparing SDLC models Waterfall model has sequence of phases with limited feedback and iterations between phases, prototype works on number iterations between developer and user while incremental is additive in nature. Waterfall model is document based, Evolutionary approach is user based, Spiral approach is risk based. How Models are fare? Risk Item Waterfall Incremental Prototyping System too large for one time build High Medium Low User Requirements Not Medium Medium Low Understood Enough to Specify Rapid Changes Expected in High Medium Low Technology Limited Staff or Budget Medium High Very High Volatile Requirements System Very High High Medium Phase wise Distribution of Effort rule: Analysis and Design: effort Coding and Debugging: effort Testing and checkouts: effort 40% of the total 20% of the total 40% of the total 18
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