Introduction to Software Engineering
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1 Introduction to Software Engineering Lecture 1 Introduction to Software Engineering Dewayne E Perry Office: ACE Hours MW 11-12:00 Phone: ece.utexas.edu 1
2 You Just Made the Wrong Choice 2
3 Sometimes 3
4 Course Information Syllabus Lists papers to be read in preparation for each lecture Online: at All papers are there to be downloaded Class is discussion! Preparation: read the papers Will provide study/thought questions to consider while reading In class excercises Grades: weekly (possibly more) quizzes; 2 exams (no final exam) At the beginning of class for that day s readings NO make-up quizzes will drop lowest two scores NO make-up exams except under dire circumstances 90%, 80%, 70%, 60%, 50% grade structure Grad students project with incremental schedule Concepts and principles are the point in this course Details are there to help understand the concepts and principles will not hold you to remembering all the details See the handout on how to read papers Sample test there to give you an idea for quizzes & exams Standard ECE and UT no cheating policies 4
5 Other Matters Class attendance Do not take attendance BUT will call on you to answer questions BUT weekly (or more) quizzes and two (1 st half; 2 nd half) exams Generally, no PPT slides class will be devoted to discussion Missing quizzes and exams You are expected to be here for tests IF you are going to miss, get to me first Has to be a significant reason There are phones with answer machines (office: ) There is ece.utexas.edu) And there is personal contact (I am usually around mornings) The only excuse for not getting to me ahead of time is a death in the family yours! Interviews for jobs are not sufficient excuses. Your class comes first!! You will get out of this as much as you put into it! 5
6 To Help You Do Well Improve comprehension WSJ: report on studies for improving comprehension Look at ART Go visit the Blanton Museum Take an art class Stimulates the part of the brain related to comprehension Improve retention WSJ: report on study for improving retention Writing longhand notes versus typing (eg on you laptop) Writing longhand exercises that part of the brain associated with retention Typing does not. If all else fails, eat dark chocolate See proof on next slide 6
7 Proof of Dark Chocolate 7
8 Reading Assignments Classic and seminal papers The underlying concepts and principles are critical! You will be thankful when you go to interview for a software position your interviewers will like what you can say about engineering software systems I am going to be a CE/EE why is SE relevant? Software is invading every aspect of our lives For CE (and even EE) you will build software systems The concepts and principles are just as relevant for CE/EE All engineering is about design, measurement and evaluation etc Building software systems is Fun! One of the most creative and intellectually challenging fields today The papers provide examples and lessons 8
9 The Joys and Sorrows Joys Sheer joy of making things Delight in working in a hackable medium Thought stuff Limits: imagination, logic and complexity Fashioning complex puzzle-like objects Creativity grand concepts Always learning new things Making things useful for/to other people Sorrows Other people often set the objectives and boundaries Has to work perfectly Finding bugs is hard work Debugging has linear convergence, or worse Make progress by finding our silly and not so silly mistakes What we build may be obsolete before completed 9
10 The Gospel according to BC We are here to learn about software engineering We have a book and papers for basic understanding There are libraries, internet sites, colleagues, and me to supplement your basic knowledge 10
11 Overview of Course Overview of Software Engineering Life-Cycle Phases ½ semesster Requirements Architecture & design Construction Deployment & Maintenance Integral Activities ¼ semester Documentation Measurement & evaluation Management of objects Teamwork Evolution Process Life-Cycle & Integral activities ¼ semester Project Management week before 2 nd exam 11
12 SE Life-Cycle Product Requirements Architecture & Design Construction Deployment & Maintenance Documentation Measurement & Evaluation Manage Objects Teamwork Evolution Phases Integral to all phases 12
13 Software Engineering (SE) Software Engineering is about building, maintaining and evolving software systems Fundamentally, SE is a set of problem solving skills, methods, techniques and technology applied in a variety of domains to create & evolve useful software systems that solve practical problems Programming is just one of these basic problem solving skills Brooks: Software entities are more complex for their size than perhaps any other human construct Wulf & Shaw: Large programs, even not so large programs, are among the most complex creations of the human mind Why? Need more memory? Add more memory cards replicate In SE, add new distinct components, generally little replication. Basic Job of a Software Engineer Discover, create, build and evolve abstractions, behaviors and representations Effectively evaluate and decide among alternative solutions 13
14 SE and Other Engineering Disciplines Two major components in engineering systems Design Manufacture Engineering is applied to both design and manufacture Significant part of an engineering discipline is the manufacturing process Have mathematics, for example, for optimization of processes Engineer manufacturing and fabrication equipment SE: engineering is applied to both as well, BUT Manufacture is Trivial (by comparison sometimes complex and time-consuming) Mundane Automated Much larger emphasis on engineering applied to DESIGN Building a software product is a DESIGN process General design approaches/principles applied to diverse domains 14
15 Essential Characteristics of Software Systems Main Message of Brooks No Silver Bullet paper:... no single development, in either technology or management technique, that by itself promises even an order of magnitude improvement in productivity, reliability or simplicity! Brooks distinguishes between Essential characteristics Accidental characteristics Basic fact (and first important lesson): Building software systems is just plain hard Essence of software systems A construct of interlocking constructs: data sets, relations between/among data, algorithms and invocations Abstract 15
16 Essential Characteristics of Software Systems Essential characteristics Complexity Conformity Changeability Invisible Implicit Evolution Accidental Characteristics Inadequate modes/means of expressions Inadequate abstractions Inadequate support Resource limitations 16
17 Dilbert & Brooks 17
18 Essential Characteristics of Software Systems Complexity Basic issues No two parts alike - ie, all parts distinct Scale up by addition, not replication Very large number of states hard to conceive, understand 2 kinds of complexity Intricacy Particularly true of algorithms Like a Bach 4 voice fugue Horizontal and vertical relationships Hard to change one note without severe repercussions Wealth of detail Nothing very deep, just masses of details Like a Strauss tone poem, or Mahler symphony Massive number of notes on a page provide texture Missing one would hardly be noticed Makes very hard to comprehend the entire system (eg, 10M lines) 18
19 Complexity: Intricacy (Bach) 19
20 Complexity: Wealth of Detail (Strauss) 20
21 Essential Characteristics of Software Systems Conformity There are complex objects in physics BUT they have uniformity Not so in software systems eg, interfaces Often arbitrary complexity Changeability Thought stuff infinitely malleable Hence, soft Invisible Not inherently embedded in space No inherent geometric representation Multi-dimensional relationships 21
22 Essential Characteristics of Software Systems Implicit Explicit part Code a desiccated relic of a long intellectual process Very large design space Narrow to code thru large number of design decisions Various architectural, design and implementation decisions Numerous and various trade-offs Syntax represents gross and obvious dependencies BUT, not the logical or semantic dependencies Evolution Not a matter of getting it right the first time Though sometimes that needs to be done Changes in the world forces evolution Context Use Technology 22
23 Accidental Characteristics of Software Systems Inadequate modes/means of expression Languages are important: Wittgenstein: the limits of my language are the limits of my world Johnson: language is the dress of thought High Level Languages Frees us from accidental complexity Provides useful abstractions that can be automatically checked Eg, Ada Modularity, abstraction, concurrency BUT, still just an incremental improvement Eg, OO Abstract data types + hierarchical types with inheritance Reduces syntactic stuff with no information content BUT, type underbrush is not 9/10ths of the work we do 23
24 Accidental Characteristics of Software Systems Inadequate abstractions AI heuristics rules of thumbs But much doesn t apply Graphical programming not convincing An exception: Kramer & Magee s state simplification work Helps to find faults and reduces accidental complexity Automatic programming: higher level language + generator Need well understood domain Relatively few parameters Known methods for alternatives Explicit rules for selecting solution techniques Program verification: verify instead of test No magic hard work Programming hard, Specifications harder, proofs harder yet Very hard to debug the specifications Virtually all published proofs of programs have bugs 24
25 Accidental Characteristics of Software Systems Inadequate support Programming environments Libraries, structures, standard formats Eg, language oriented editors Never did make it Useful: integrated data base for impact details Resource limitations Time-sharing systems Immediacy, availability, continuity Workstations Think time still dominant Cloud just servers on steroids Expands availability But still possible connection problems 25
26 Brooks Recommendations Buy not build Will see later there are flaws in the ointment Requirements, refinement, prototypes Incremental development Grow, don t build, software systems Use great designers Good design practices good designs Can be taught Great designs need great designers Creative (the difference between Salieri and Mozart) Achieve conceptual integrity The right mix of simplicity and functionality 26
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