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Lecture

Software Engineering Lecture 1.docx

8 Pages
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Department
Software Engineering
Course Code
SE 101
Professor
Edgar Mateos

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Description
Software Engineering Lecture 1 & 2 September 18, 2012  Engineering design process 1. Recognition of need 2. Definition of problem 3. Definition of design criteria 4. Design loop  Synthesis  Analysis  Decision making 5. Optimization 6. Evaluation 7. If passes 8. Communication else 9. Definition of problem 10.Definition of design criteria 11.REPEAT  Customer requirements o Define the design problem from the perspective of the customer o Customer requirements are rarely specific  Convenient  Easy to sue  Simplistic o Customer requirements should specify a problem, not a solution  Design criteria o Performance standards to be met by the design o Should be specific  Max power consumption  Max noise level  Min transfer rate  Design constraints o Limitations placed on:  Designer  Final design  Manufacturing process o May be imposed by management, environment, or physical systems o Ex:  Total project development cost  Physical space constraints  Deadlines for successful completion  Synthesis, analysis, and decision-making o Form a design loop  Synthesis suggests ideas or methods to solve the problem  Analysis is calculating the expected result of each idea or method  Decision-making is deciding which alternative is best o Not uncommon t repeat the design loop multiple times o Each time the design loop I repeated, the design is further refined  Design review o Independent evaluation process o Evaluation teams attempt to answer:  Does the designer have a thorough understanding of the purpose and goals of the design?  Have all of the relevant requirements, criteria, and constraints been identified?  Is the overall design plausible for meeting the design objectives?  Does the overall design appear to meet the criteria specified?  Is the performance of the design adequate?  Are there any flaws?  Communication o The importance of communication is often under-estimated o All projects require effective communication between the designers, the managers, and the clients  In the absence of design reviews and frequent communication, everything is assumed to be going well  Without effective communication, expectations are unlikely to be met o Large projects require communication between groups and team members  Do all the team members understand how their components interoperate with other components in the overall design?  Do all team members understand the importance of maintaining the schedule? o Small projects require communication for the purpose of continuity  Reality check o In reality, design groups work concurrently o Development, design, manufacturing, quality control, and customer service tasks often require many groups to work together o Project management attempts to ensure that all groups work together as a cohesive unit  Time management is a key skill that is required of the successful completion of any large project o Deadlines are often imposed by external factors  Course deadlines are influenced by other courses, the time required to mark assignments, and the deadlines imposed by the Registrar for grade submission Software Design Process Future  Problem definition Improvements  Requirements development  Construction planning  High-level design Sytem Testing  Detailed design  Coding and debugging Construction  Integration testing  System testing  Corrective maintenance Architecture Requirements Problem Definition  Popular Models for software design o The software design process and the engineering design process are similar o There are many methodologies include the following  Waterfall model 1. Requirements 2. Specifications 3. Architectural design 4. Detailed design 5. Implementation 6. Testing 7. Maintenance  Concurrent engineering model  Spiral model  Extreme programming model o Discipline is required to follow a software design methodology  Concurrent Engineering Model o Permits simultaneous progress in different stages of design  Requirements  Specifications  Design  Implementation  Testing  Spiral Model o Iterates the stages o the design process until a satisfactory solution is found o All stages are performed in order o Using this model, a software project is split into many smaller projects  Each iteration corresponds with a smaller project  Many iterations required o Not all stages of the design process will require equal effort  For example, testing may require more effort than coding • Requirements/Specifications • Design • Testing • Coding  Extreme Programming Model o Resembles spiral model of development o Four founding values of extreme programming:  Communication  Feedback  Simplicity  Courage o Extreme programming utilizes refactoring in every iteration of the software design process • Requirements/Specifications • Design • Testing • Coding  Comparison of software design methodologies o Traditional methodologies for software design are plan-based  Plans work well if the design problem is static  If design goals change, the entire software design must be reconsidered o Agile methodologies such as extreme programming attempt to provide the flexibility to handle changing design goals  Extreme programming is a lightweight methodology that emphasizes simplicity  Simple designs can be changed easily  Project Scheduling o Recall the following definitions presented earlier while introducing the topic fo planning and estimation  PLANNING is the determination of all activities involved in a project or similar enterprise and their arrangement in a logical order  SCHEDULING is the assignment of the beginning and end times to the activities o A PROJECT SCHEUDLE is a timeline that summarizes the start dates and end dates for activities and identifies any known dependencies  Part of the project plan  Developed once all activities have been identified and arranged in a logical order  Effort vs duration o Effort refers to the total amount of work required to complete an activity  Typically measured in person-hours, person-days, or person-weeks  Effot is calculated by summing all fo the hours worked by every mmber of the team involved in completing the activity o DURATION refers to the total amount of time that elaspes …..  Overhead o In the context of project scheduling, refers to the amount of additional effort necessary to complete an activity due to project delays, dependencies, and activity coordination
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