SPM Unit 2 Notes
SPM Unit 2 Notes
SPM Unit 2 Notes
A Software product development process usually starts when a request for the product is
received from the customer.
Starting from the inception stage:
o A product undergoes a series of transformations through a few identifiable stages
o Until it is fully developed and released to the customer.
After release:
o the product is used by the customer and during this time the product needs to be
maintained for fixing bugs and enhancing functionalities. This stage is called
Maintenance stage.
This set of identifiable stages through which a product transits from inception to
retirement form the life cycle of the product.
Life cycle model (also called a process model) is a graphical or textual representation
of its life cycle.
The no. of inter related activities to create a final product can be organized in different
ways and we can call these Process Models.
A software process model is a simplified representation of a software process.
Each model represents a process from a specific perspective. These generic models are
abstractions of the process that can be used to explain different approaches to the software
development.
Any software process must include the following four activities:
1. Software specification (or requirements engineering): Define the main functionalities of the
software and the constrains around them.
2. Software design and implementation: The software is to be designed and programmed.
3. Software verification and validation: The software must conforms to it’s specification and
meets the customer needs.
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Plan-driven process is a process where all the activities are planned first, and the progress is
measured against the plan. While the agile process, planning is incremental and it’s easier to change
the process to reflect requirement changes.
Requirements
Design
Implementation
Testing
Maintenance
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In principle, the result of each phase is one or more documents that should be approved and the next
phase shouldn’t be started until the previous phase has completely been finished.
In practice, however, these phases overlap and feed information to each other. For example, during
design, problems with requirements can be identified, and during coding, some of the design
problems can be found, etc.
The software process therefore is not a simple linear but involves feedback from one phase to
another. So, documents produced in each phase may then have to be modified to reflect the changes
made.
Spiral Model
The spiral model is similar to the incremental model, with more emphasis placed on risk
analysis. The spiral model has four phases: Planning, Risk Analysis, Engineering and
Evaluation. A software project repeatedly passes through these phases in iterations (called Spirals
in this model). The baseline spiral, starting in the planning phase, requirements is gathered and
risk is assessed. Each subsequent spiral builds on the baseline spiral. It is one of the software
development models like Waterfall, Agile, V-Model.
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Planning Phase: Requirements are gathered during the planning phase. Requirements like ‘BRS’
that is ‘Bussiness Requirement Specifications’ and ‘SRS’ that is ‘System Requirement
specifications’.
Risk Analysis: In the risk analysis phase, a process is undertaken to identify risk and alternate
solutions. A prototype is produced at the end of the risk analysis phase. If any risk is found during
the risk analysis then alternate solutions are suggested and implemented.
Engineering Phase: In this phase software is developed, along with testing at the end of the
phase. Hence in this phase the development and testing is done.
Evaluation phase: This phase allows the customer to evaluate the output of the project to date
before the project continues to the next spiral.
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Incremental Delivery
Incremental development is based on the idea of developing an initial implementation,
exposing this to user feedback, and evolving it through several versions until an acceptable system
has been developed.The activities of a process are not separated but interleaved with feedback
involved across those activities.
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Each system increment reflects a piece of the functionality that is needed by the customer.
Generally, the early increments of the system should include the most important or most urgently
required functionality.
This means that the customer can evaluate the system at early stage in the development to
see if it delivers what’s required. If not, then only the current increment has to be changed and,
possibly, new functionality defined for later increments.
Incremental software development is better than a waterfall approach for most business, e-
commerce, and personal systems.
By developing the software incrementally, it is cheaper and easier to make changes in the software
as it is being developed.
Compared to the waterfall model, incremental development has three important benefits:
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and developers. The former inspires further development by emphasizing the most useful features
of a given software product through testimonials. The developers, in turn, base each successive set
of software upgrades on this feedback while continuing to test new innovations every few weeks.
XP has its share of pros and cons. On the upside, this Agile methodology involves a high
level of collaboration and a minimum of up-front documentation. It’s an efficient and persistent
delivery model. However, the methodology also requires a great level of discipline, as well as
plenty of involvement from people beyond the world of information technology. Furthermore, in
order for the best results, advanced XP proficiency is vital on the part of every team member.
Extreme programming (XP) is a software development methodology which is intended to
improve software quality and responsiveness to changing customer requirements. As a type
of agile software development, it advocates frequent "releases" in short development cycles, which
is intended to improve productivity and introduce checkpoints at which new customer
requirements can be adopted.
Other elements of extreme programming include: programming in pairs or doing extensive code
review, unit testing of all code, avoiding programming of features until they are actually needed,
a flat management structure, code simplicity and clarity, expecting changes in the customer's
requirements as time passes and the problem is better understood, and frequent communication
with the customer and among programmers. The methodology takes its name from the idea that
the beneficial elements of traditional software engineering practices are taken to "extreme" levels.
As an example, code reviews are considered a beneficial practice; taken to the extreme, code can
be reviewed continuously, i.e. the practice of pair programming.
Activities
XP describes four basic activities that are performed within the software development process:
coding, testing, listening, and designing. Each of those activities is described below.
Coding
The advocates of XP argue that the only truly important product of the system development process
is code – software instructions that a computer can interpret. Without code, there is no working
product.
Coding can also be used to figure out the most suitable solution. Coding can also help to
communicate thoughts about programming problems. A programmer dealing with a complex
programming problem, or finding it hard to explain the solution to fellow programmers, might
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code it in a simplified manner and use the code to demonstrate what he or she means. Code, say
the proponents of this position, is always clear and concise and cannot be interpreted in more than
one way. Other programmers can give feedback on this code by also coding their thoughts.
Testing
Extreme programming's approach is that if a little testing can eliminate a few flaws, a lot of testing
can eliminate many more flaws.
Unit tests determine whether a given feature works as intended. Programmers write as many
automated tests as they can think of that might "break" the code; if all tests run successfully,
then the coding is complete. Every piece of code that is written is tested before moving on to
the next feature.
Acceptance tests verify that the requirements as understood by the programmers satisfy the
customer's actual requirements.
System-wide integration testing was encouraged, initially, as a daily end-of-day activity, for early
detection of incompatible interfaces, to reconnect before the separate sections diverged widely
from coherent functionality. However, system-wide integration testing has been reduced, to
weekly, or less often, depending on the stability of the overall interfaces in the system.
Listening
Programmers must listen to what the customers need the system to do, what "business logic" is
needed. They must understand these needs well enough to give the customer feedback about the
technical aspects of how the problem might be solved, or cannot be solved. Communication
between the customer and programmer is further addressed in the planning game.
Designing
From the point of view of simplicity, of course one could say that system development doesn't
need more than coding, testing and listening. If those activities are performed well, the result
should always be a system that works. In practice, this will not work. One can come a long way
without designing but at a given time one will get stuck. The system becomes too complex and the
dependencies within the system cease to be clear. One can avoid this by creating a design structure
that organizes the logic in the system. Good design will avoid lots of dependencies within a system;
this means that changing one part of the system will not affect other parts of the system.
Advantages
Robustness
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Resilience
Cost savings
Lesser risks
Disadvantages
It assumes constant involvement of customers
Centered approach rather than design-centered approach
Lack of proper documentation
whole is built up step by step, each successive version consisting of the previous ones plus a
number of new functions .
No precise definition
Difficult to estimate at start of a project
Only a code measure
Programmer-dependent
Does not consider code complexity
o Analogy, where a similar, completed project is identified and its actual effort is
used as the basis of the estimate.
o Parkinson, where the staff effort available to do a project becomes the estimate.
o Price to win, where the estimate is a figure that seems sufficiently low to win a
contract.
o Top-down, where an overall estimate for the whole project is broken down into
the effort required for component tasks.
o Bottom-up, where component tasks are identified and sized and these individual
estimates are aggregated.
The use of Bang measure could apply when re-engineering (either complete or piecewise) is
being considered, as discussed in Maintenance of Operational Systems—An Overview.
Feature points – Adds changes to improve applicability to systems with significant internal
processing (e.g., operating systems, communications systems). This allows accounting for
functions not readily perceivable by the user, but essential for proper operation.
Weighted Micro Function Points – One of the newer models (2009) which adjusts function
points using weights derived from program flow complexity, operand and operator vocabulary,
object usage, and algorithm.
Benefits
The use of function points in favor of lines of code seek to address several additional issues:
The risk of "inflation" of the created lines of code, and thus reducing the value of the
measurement system, if developers are incentivized to be more productive. FP advocates refer
to this as measuring the size of the solution instead of the size of the problem.
Lines of Code (LOC) measures reward low level languages because more lines of code are
needed to deliver a similar amount of functionality to a higher level language. C. Jones offers
a method of correcting this in his work.
LOC measures are not useful during early project phases where estimating the number of lines
of code that will be delivered is challenging. However, Function Points can be derived from
requirements and therefore are useful in methods such as estimation by proxy.
Staffing Pattern
Putnam was the first to study the problem of what should be a proper staffing pattern for
software projects. He extended the classical work of Norden who had earlier investigated the
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staffing pattern of general research and development type of projects. In order to appreciate the
staffing pattern desirable for software projects, we must understand both Norden’s and Putnam’s
results.
Norden’s Work
Nordern studied the staffing patterns of several R&D projects.
He found the staffing patterns of R&D projects to be very different from the manufacturing
or sales type of work.
Staffing pattern of R&D types of projects changes dynamically over time for efficient man
power utilization.
He concluded that staffing pattern for any R&D project can be approximated by the
Rayleigh distribution curve.
Putnam’s Work