Chapter 7:
Software
Engineering
Chapter 7: Software Engineering
• 7.1 The Software Engineering Discipline
• 7.2 The Software Life Cycle
• 7.3 Software Engineering Methodologies
• 7.4 Modularity
• 7.5 Tools of the Trade
• 7.6 Testing
• 7.7 Documentation
• 7.8 Software Ownership and Liability
7-2
The Software Engineering
Discipline
• Distinct from other engineering fields
– Prefabricated components
– Metrics
• Practitioners versus Theoreticians
• Professional Organizations: ACM, IEEE,
etc.
– Codes of professional ethics
– Standards
7-3
Computer Aided Software
Engineering (CASE) tools
• Project planning
• Project management
• Documentation
• Prototyping and simulation
• Interface design
• Programming
7-4
Figure 7.1 The software life cycle
Copyright © 2015 Pearson Education, Inc. 7-5
Figure 7.2 The development phase of
the software life cycle
7-6
Analysis Stage
• Requirements
– Application oriented
• Specifications
– Technically oriented
• Software requirements document
7-7
Design Stage
• Methodologies and tools (discussed later)
• Human interface (psychology and
ergonomics)
Copyright © 2015 Pearson Education, Inc. 7-8
Implementation Stage
• Create system from design
– Write programs
– Create data files
– Develop databases
• Role of “software analyst” versus
“programmer”
7-9
Testing Stage
• Validation testing
– Confirm that system meets specifications
• Defect testing
– Find bugs
7-10
Software Engineering
Methodologies
• Waterfall Model
• Incremental Model
– Prototyping (Evolutionary vs. Throwaway)
• Open-source Development
• Extreme Programming
7-11
Modularity
• Functions − Imperative paradigm
– Structure charts
• Objects − Object-oriented paradigm
– Collaboration diagrams
• Components − Component architecture
7-12
Figure 7.3 A simple structure chart
7-13
Figure 7.4 The structure of
PlayerClass and its instances
7-14
Figure 7.5 The interaction between
objects resulting from PlayerA’s
serve
7-15
Figure 7.6 A structure chart
including data coupling
7-16
Coupling versus Cohesion
• Coupling
– Control coupling
– Data coupling
• Cohesion
– Logical cohesion
– Functional cohesion
7-17
Figure 7.7 Logical and functional
cohesion within an object
Copyright © 2015 Pearson Education, Inc. 7-18
Tools of the Trade
• Data Flow Diagram
• Entity-Relationship Diagram
– One-to-one relation
– One-to-many relation
– Many-to-many relation
• Data Dictionary
7-19
Figure 7.8 A simple dataflow diagram
7-20
Figure 7.9 A simple use case diagram
7-21
Figure 7.10 A simple class diagram
7-22
Unified Modeling Language
• Use Case Diagram
– Use cases
– Actors
• Class Diagram
7-23
Figure 7.11 One-to-one, one-to-many, and
many-to-many relationships between
entities of types X and Y
7-24
Figure 7.12 A class diagram
depicting generalizations
7-25
Figure 7.13 A sequence diagram
depicting a generic volley
7-26
Structured Walkthoughs
• “Theatrical” experiment
• Class-responsibility-collaboration cards
7-27
Design Patterns
• Well designed “templates” for solving recurring
problems
• Examples:
– Adapter pattern: Used to adapter a module’s interface
to current needs
– Decorator pattern: Used to control the complexity
involved when many different combinations of the
same activities are required
• Inspired by the work of Christopher Alexander in
architecture
7-28
Quality Assurance
• Software Malfunctions
• Cost overruns
• Missed deadlines
0-29
Software Testing Strategies
• Glass-box testing
– Pareto principle
– Basis path testing
• Black-box testing
– Boundary value analysis
– Redundancy testing
– Beta testing
7-30
Documentation
• User Documentation
– Printed book for all customers
– On-line help modules
• System Documentation
– Source code
– Design documents
• Technical Documentation
– For installing, customizing, updating, etc.
7-31
The Human-Machine Interface
• Software system will interact with its
environment
• Communicating with humans
• Software system as an abstract tool
• Minimize communication errors between the
system and human users
• System’s interface makes a stronger impression
0-32
Software Ownership
• Copyright
– Allow a product to be released while retaining
ownership of intellectual property
– Asserted in all works:
• Specifications
• Source code
• Final product
7-33
Software Ownership (continued)
• Software License
– A legal agreement that grants the user certain
permissions without transferring ownership
• Patents
– Must demonstrate that it is new, usable, and
not obvious to others with similar backgrounds
– Process is expensive and time-consuming
7-34
End
of
Chapter