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Testing in the Software Development Life Cycle and Its Importance
International Journal of Engineering and Information Systems (IJEAIS) ISSN: 2643-640X Vol. 3 Issue 9, September – 2019, Pages: 15-20 Testing in the Software Development Life Cycle and its Importance Noortaj Department of Computing and Technology Abasyn University Peshawar, Pakistan Email: [email protected] Abstract : Software development life cycle is a structure followed by the development team within the software organization imposed on the development of software product. The important role of testing in the software development life cycle is to improve the performance, reliability, and quality of the software. I believe testing should be thoroughly planned and conducted throughout the Software development life cycle for best results. Hence, software testing is facing different challenges. In this article, i have explained different phases of the software development life cycle, different testing techniques and its importance. Keywords: Software Development Life Cycle Testing, Testing in the Software Development Process, Software Testing, Importance of testing. 1. INTRODUCTION Testing plays an important role in the software development life-cycle to recognize the defects in the development process and resolve those defects. But before the explanation of the Software development life cycle, I would like to explain the phases of the software development process. Phase 1 Requirement collection and Analysis: For the collection of requirements a discussion is conducted to analyze the requirements and to state how the problem should be solved. The main work of the requirement collection is to determine the anticipated issues and it helps companies to finalize the necessary timeline in order to complete the work of that system in time. -
Definition of Software Construction Artefacts for Software Construction
Chapter 3: Internet and Applications Definition of Software Construction Artefacts for Software Construction M.Zinn, G.Turetschek and A.D.Phippen Centre for Information Security and Network Research, University of Plymouth, Plymouth United Kingdom e-mail: [email protected]; [email protected], [email protected] Abstract The definition of a service based software construction process, published in 2007 (Zinn, 2007), builds on the use of software construction artefacts (SCA). These artefacts form useable building blocks (units of modelling) for software, which can be implemented in a software product by a service. The building blocks are categorized in four different types (GUI, data, function and structure). The foundation for the use of these artefacts is the method of the software construction process which constructs the software similar to the methods used in computer aided design (CAD). This paper refines and expands on the definition of the artefacts to present the current state of research in software construction procedures. It will show how the artefacts are constructed and how they can be used in software construction. In addition the software construction artefacts will be compared to components, modules and objects. Based on this definition of the application area, further potential scenarios for the use of the artefacts, as well as their properties and points still being worked on, are shown. The purpose is to create a more exact description, definition of the software construction artefacts to obtain a better understanding of the software construction process. Keywords Computer Aided Design (CAD), software construction process (SCP), software engineering, (web) services, software construction artefacts (SCA) and software construction services (SCS), model driven development (MDD) 1. -
A Parallel Program Execution Model Supporting Modular Software Construction
A Parallel Program Execution Model Supporting Modular Software Construction Jack B. Dennis Laboratory for Computer Science Massachusetts Institute of Technology Cambridge, MA 02139 U.S.A. [email protected] Abstract as a guide for computer system design—follows from basic requirements for supporting modular software construction. A watershed is near in the architecture of computer sys- The fundamental theme of this paper is: tems. There is overwhelming demand for systems that sup- port a universal format for computer programs and software The architecture of computer systems should components so users may benefit from their use on a wide reflect the requirements of the structure of pro- variety of computing platforms. At present this demand is grams. The programming interface provided being met by commodity microprocessors together with stan- should address software engineering issues, in dard operating system interfaces. However, current systems particular, the ability to practice the modular do not offer a standard API (application program interface) construction of software. for parallel programming, and the popular interfaces for parallel computing violate essential principles of modular The positions taken in this presentation are contrary to or component-based software construction. Moreover, mi- much conventional wisdom, so I have included a ques- croprocessor architecture is reaching the limit of what can tion/answer dialog at appropriate places to highlight points be done usefully within the framework of superscalar and of debate. We start with a discussion of the nature and VLIW processor models. The next step is to put several purpose of a program execution model. Our Parallelism processors (or the equivalent) on a single chip. -
Object-Oriented Software Construction Oriented Software Construction Software Construction I Software Construction II
ObjectObject--orientedoriented software construction Analysis/Requirements: What am I doing? Design: Which classes and methods? Implementation: How do I do it? Testing: Does it work? Maintenance: I just turn it in, right? Software Construction I z Programming is not just coding and debugging! z Analysis Analysis – English description of what system models, Design to meet a requirement or specification Implementation – Usually involves working with non-programmer Testing Maintenance to develop detailed specifications Waterfall model of software development z DiDesign: Mtit!Measure twice, cut once! – divide & conquer: system is composed of smaller subsystems which in turn may be composed of even smaller subsystems z OOP, system is decomposed into a set of cooperating objects – Pseudocode: describe tasks, subtasks, and how they relate – hand-simulation: desk-check pseudocode by stepping through it without using a computer – often use diagrams to better communicate the structure of the system z Often flowcharts in procedural languages and UML diagrams in OOP Wright State University, College of Engineering CS 241 Dr. T. Doom, Computer Science & Engineering Computer Programming II 58 Software Construction II z Implementation – Pick a language Analysis Design – emphasize good problem decomposition, Implementation well structured design, and readable, Testing well-documented programming style Maintenance –mayyg need to backtrack and redesign Waterfall model of software development z Testing – submitting input data or sample user interactions and seeing if program reacts properly – typically done in stages, starting with individual components and working up to subsystems, and eventually the entire program – bugs: errors in code or design – debugging: process of removing program bugs Wright State University, College of Engineering CS 241 Dr. -
6.005 Elements of Software Construction Fall 2008
MIT OpenCourseWare http://ocw.mit.edu 6.005 Elements of Software Construction Fall 2008 For information about citing these materials or our Terms of Use, visit: http://ocw.mit.edu/terms. 10/15/2008 Today’s Topics how to avoid debugging ¾assertions ¾code reviews how to do it when you have to ¾reducing test cases ¾hypothesis-driven debugging ¾binary search Debugging very hard bugs Rob Miller ¾Heisenbugs Fall 2008 © Robert Miller 2008 © Robert Miller 2008 Defensive Programming First Defense: Impossible By Design first defense against bugs is to make them impossible in the language ¾Java makes buffer overflow bugs impossible ¾automatic array bounds checking make buffer overflow bugs impossible second defense against bugs is to not make them ¾static typing eliminates many runtime type errors ¾correctness: get things riihght first time in the protocols/libraries/modules third defense is to make bugs easy to find ¾TCP/IP guarantees that data is not reordered ¾local visibility of errors: if things fail, we'd rather they fail loudly and ¾BigInteger guarantees that there will be no overflow immediately – e.g. with assertions in self-imposed conventions fourth defense is extensive testing ¾immutable objects can be passed around and shared without fear ¾uncover as many bugs as possible ¾caution: you have to keep the discipline last resort is dbidebugging • get the language to hel p you as much as possible , e.g. with pritivate and final ¾needed when effect of bug is distant from cause © Robert Miller 2008 © Robert Miller 2008 1 10/15/2008 Second Defense: Correctness Third Defense: Immediate Visibility get things right the first time if we can't prevent bugs, we can try to localize them to ¾don’t code before you think! Think before you code. -
Software Design & Architecture
Software System/Design & Architecture Eng.Muhammad Fahad Khan Assistant Professor Department of Software Engineering Sessional Marks • Midterm 20% • Final 40% • Assignment + Quizez 20 % • Lab Work 10 % • Presentations 10 % Software System Design & Architecture (SE-304) Course Content Design Design is the creation of a plan or convention for the construction of an object or a system (as in architectural blueprints, engineering drawing , business process, circuit diagrams and sewing patterns). OR Another definition for design is a roadmap or a strategic approach for someone to achieve a unique expectation. It defines the specifications, plans, parameters, costs, activities, processes and how and what to do within legal, political, social, environmental, safety and economic constraints in achieving that objective. Approaches to Design • A design approach is a general philosophy that may or may not include a guide for specific methods. Some are to guide the overall goal of the design. Other approaches are to guide the tendencies of the designer. A combination of approaches may be used if they don't conflict. • Some popular approaches include: • KISS principle, (Keep it Simple Stupid), which strives to eliminate unnecessary complications. • There is more than one way to do it(TIMTOWTDI), a philosophy to allow multiple methods of doing the same thing. • Use-centered design, which focuses on the goals and tasks associated with the use of the artifact, rather than focusing on the end user. • User-centered design, which focuses on the needs, wants, and limitations of the end user of the designed artifact. • Critical design uses designed artifacts as an embodied critique or commentary on existing values, morals, and practices in a culture. -
Integration Testing of Object-Oriented Software
POLITECNICO DI MILANO DOTTORATO DI RICERCA IN INGEGNERIA INFORMATICA E AUTOMATICA Integration Testing of Object-Oriented Software Ph.D. Thesis of: Alessandro Orso Advisor: Prof. Mauro Pezze` Tutor: Prof. Carlo Ghezzi Supervisor of the Ph.D. Program: Prof. Carlo Ghezzi XI ciclo To my family Acknowledgments Finding the right words and the right way for expressing acknowledgments is a diffi- cult task. I hope the following will not sound as a set of ritual formulas, since I mean every single word. First of all I wish to thank professor Mauro Pezze` , for his guidance, his support, and his patience during my work. I know that “taking care” of me has been a hard work, but he only has himself to blame for my starting a Ph.D. program. A very special thank to Professor Carlo Ghezzi for his teachings, for his willingness to help me, and for allowing me to restlessly “steal” books and journals from his office. Now, I can bring them back (at least the one I remember...) Then, I wish to thank my family. I owe them a lot (and even if I don't show this very often; I know this very well). All my love goes to them. Special thanks are due to all my long time and not-so-long time friends. They are (stricty in alphabetical order): Alessandro “Pari” Parimbelli, Ambrogio “Bobo” Usuelli, Andrea “Maken” Machini, Antonio “the Awesome” Carzaniga, Dario “Pitone” Galbiati, Federico “Fede” Clonfero, Flavio “Spadone” Spada, Gianpaolo “the Red One” Cugola, Giovanni “Negroni” Denaro, Giovanni “Muscle Man” Vigna, Lorenzo “the Diver” Riva, Matteo “Prada” Pradella, Mattia “il Monga” Monga, Niels “l’e´ semper chi” Kierkegaard, Pierluigi “San Peter” Sanpietro, Sergio “Que viva Mex- ico” Silva. -
The Influence of Three Instructional Strategies on The
THE INFLUENCE OF THREE INSTRUCTIONAL STRATEGIES ON THE PERFORMANCE OF THE OVERARM THROW DISSERTATION Presented in Partial Fulfillment of the Requirements for The Degree of Doctor of Philosophy in the School of Physical Activity and Educational Services at The Ohio State University By Kevin Michael Lorson * * * * THE OHIO STATE UNIVERSITY 2003 Dissertation Committee: Approved by: Dr. Jackie Goodway, Advisor ______________________ Dr. Phillip Ward Adviser Dr. Tim Barrett College of Education ABSTRACT The purpose of this study was to examine the influence of three instructional strategies on the performance of the overarm throw. A secondary purpose of the study is to examine the influence of gender and instruction on throwing performance. The three instructional strategies were a critical cue (CUE), a biomechanical (BP), and typical physical education approach (TPE). The CUE strategy consisted of three cues: laser beams, long step, and turn your hips fast. The BP strategy was a translation of biomechanical information into a four-stage strategy. The TPE strategy was based on Graham and colleagues (2001) critical elements. The dependent measures of throwing performance were body component levels, component levels during gameplay, and ball velocity. Participants (n=124) from six first and second-grade classes were systematically assigned to an instructional approach. Mean body component levels for the step, trunk, humerus and forearm along with mean recorded ball velocity were calculated from the 10 throwing trials at the pretest, posttest, and retention test. Additionally, participants’ body component levels for the step, trunk, and forearm demonstrated in a throwing game were correlated with the body component levels demonstrated during practice. -
Effective Methods for Software Testing
Effective Methods for Software Testing Third Edition Effective Methods for Software Testing Third Edition William E. Perry Effective Methods for Software Testing, Third Edition Published by Wiley Publishing, Inc. 10475 Crosspoint Boulevard Indianapolis, IN 46256 www.wiley.com Copyright © 2006 by Wiley Publishing, Inc., Indianapolis, Indiana Published simultaneously in Canada ISBN-13: 978-0-7645-9837-1 ISBN-10: 0-7645-9837-6 Manufactured in the United States of America 10 9 8 7 6 5 4 3 2 1 3MA/QV/QU/QW/IN No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning or otherwise, except as permitted under Sections 107 or 108 of the 1976 United States Copy- right Act, without either the prior written permission of the Publisher, or authorization through payment of the appropriate per-copy fee to the Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA 01923, (978) 750-8400, fax (978) 646-8600. Requests to the Publisher for permission should be addressed to the Legal Department, Wiley Publishing, Inc., 10475 Crosspoint Blvd., Indianapolis, IN 46256, (317) 572-3447, fax (317) 572-4355, or online at http://www.wiley.com/go/permissions. Limit of Liability/Disclaimer of Warranty: The publisher and the author make no repre- sentations or warranties with respect to the accuracy or completeness of the contents of this work and specifically disclaim all warranties, including without limitation warranties of fit- ness for a particular purpose. No warranty may be created or extended by sales or promo- tional materials. -
Northeast Michigan Integrated Assessment Final Report
NeMia Northeast MichigaN iNtegrated assessMeNt Final Report MICHU-09-207 NeMia Northeast MichigaN Integrated assessMeNt Final report Citation: Michigan Sea Grant (2009). Northeast Michigan Integrated Assessment Final Report. [MICHU-09-207] Available at: www.miseagrant.umich.edu Acknowledgements Michigan Sea Grant would like to thank the many Northeast Michigan stakeholders who voluntarily participated in this process. Whether helping decide the focal question, commenting on a technical assessment, or voicing an opinion on potential actions, the enthusiasm, commitment, and knowledge of the stakeholders were integral to the success of this integrated assessment. We would also like to thank all of the peer reviewers for their time and expertise in reviewing these assessments. Their comments and advice certainly improved the final product, which we hope will improve regional efforts at developing sustainable coastal tourism in Northeast Michigan. The following Michigan Sea Grant staff members deserve recognition for their contributions to this integrated assessment: Brandon Schroeder coordinated stakeholder engagement; Jen Read managed the technical assessments; Keely Dinse led the peer review process and compiled the final document; and Todd Marsee designed the cover and chapter title pages. Finally, we appreciate the following organizations for providing important resources – meeting space, funding, and personnel – in support of this project: American Institute of Architects Community Foundation for Northeast Michigan Michigan Coastal Zone -
Axiomatic Design of Space Life Support Systems
47th International Conference on Environmental Systems ICES-2017-82 16-20 July 2017, Charleston, South Carolina Axiomatic Design of Space Life Support Systems Harry W. Jones1 NASA Ames Research Center, Moffett Field, CA, 94035-0001 Systems engineering is an organized way to design and develop systems, but the initial system design concepts are usually seen as the products of unexplained but highly creative intuition. Axiomatic design is a mathematical approach to produce and compare system architectures. The two axioms are: - Maintain the independence of the functional requirements. - Minimize the information content (or complexity) of the design. The first axiom generates good system design structures and the second axiom ranks them. The closed system human life support architecture now implemented in the International Space Station has been essentially unchanged for fifty years. In contrast, brief missions such as Apollo and Shuttle have used open loop life support. As mission length increases, greater system closure and increased recycling become more cost-effective. Closure can be gradually increased, first recycling humidity condensate, then hygiene waste water, urine, carbon dioxide, and water recovery brine. A long term space station or planetary base could implement nearly full closure, including food production. Dynamic systems theory supports the axioms by showing that fewer requirements, fewer subsystems, and fewer interconnections all increase system stability. If systems are too complex and interconnected, reliability is reduced and operations and maintenance become more difficult. Using axiomatic design shows how the mission duration and other requirements determine the best life support system design including the degree of closure. Nomenclature DP = Design Parameter DSM = Design Structure Matrix EVA = ExtraVehicular Activity FR = Functional Requirement KISS = Keep it simple, stupid QFD = Quality Function Deployment I. -
Minutes 141002
Bike Friendly Kalamazoo October 2, 2014 Session Meeting Minutes KRESA West Campus Attendees Emily Betros, Head Start Family Advocate, KRESA Marsha Drouin, Treasurer, Richland Township Jim Hoekstra, Traffic Engineer, City of Kalamazoo & KCRC Pastor Dale Krueger, Member, Kalamazoo Bicycle Club Laura J. Lam, Director of Community Planning & Development, City of Kalamazoo Greg Milliken, Planning Director, Oshtemo Township; Zoning Administrator and Planning, Kalamazoo Township Carl Newton, Mayor, City of Galesburg Ron Reid, Supervisor, Kalamazoo Township Paul Selden, Director of Road Safety, KBC; Member, TriKats Ray Waurio, Deputy Director of Streets & Parks Maintenance, City of Portage John Zull, District 11 Kalamazoo County Commissioner Session Goals: - Organize suggested topic of a “typical” local non-motorized plan (NMP). - Find/assemble suitable content examples for as many of the main sections as possible, online Agenda Welcome and Introductions – Paul Selden Background on Bike Friendly Kalamazoo and BFK’s goals for 2014 BFK: a communications network of volunteer participants/delegates from community stakeholders (for more information, see www.bikefriendlykalamazoo.org) Main 2014 goals include awareness-building, education and route planning In-Session Project Work – Small Group – Paul Selden Participants worked on three mini-projects: a) identifying the table of contents headings under which to consider general ideas and broad considerations previously suggested in the documents entitled “Ideas for Typical Non-Motorized Plan” by Paul Selden and “Thoughts on Non-Motorized Plans” by Norm Cox; b) categorizing previously suggested NMP topics under their related table of contents headings; and, c) finding suitable content examples representing each of the sections in the table of contents. The work product from each small group follows on separate pages, beginning on the next page.