Software Development Life Cycle (SDLC)
Software Development Life Cycle (SDLC)
Software Development Life Cycle (SDLC)
CMM Levels
Level 5 Optimizing (< 1%)
-- process change management -- technology change management -- defect prevention
Level 3 Defined
(< 10%)
-- peer reviews -- intergroup coordination -- software product engineering -- integrated software management -- training program -- organization process definition -- organization process focus
Level 1 Initial
(~ 70%)
SDLC Model
A framework that describes the activities performed at each stage of a software development project.
Waterfall Model
Requirements defines needed information, function, behavior, performance and interfaces. Design data structures, software architecture, interface representations, algorithmic details. Implementation source code, database, user documentation, testing.
Waterfall Strengths
Easy to understand, easy to use Provides structure to inexperienced staff Milestones are well understood Sets requirements stability Good for management control (plan, staff, track) Works well when quality is more important than cost or schedule
Waterfall Deficiencies
All requirements must be known upfront Deliverables created for each phase are considered frozen inhibits flexibility Can give a false impression of progress Does not reflect problem-solving nature of software development iterations of phases Integration is one big bang at the end Little opportunity for customer to preview the system (until it may be too late)
V-Shaped Steps
Project and Requirements Planning allocate resources
Product Requirements and Specification Analysis complete specification of the software system
Architecture or High-Level Design defines how software functions fulfill the design Detailed Design develop algorithms for each architectural component
Production, operation and maintenance provide for enhancement and corrections System and acceptance testing check the entire software system in its environment Integration and Testing check that modules interconnect correctly Unit testing check that each module acts as expected
V-Shaped Strengths
Emphasize planning for verification and validation of the product in early stages of product development Each deliverable must be testable Project management can track progress by milestones Easy to use
V-Shaped Weaknesses
Does not easily handle concurrent events Does not handle iterations or phases Does not easily handle dynamic changes in requirements Does not contain risk analysis activities
The designer demonstrates the prototype, the user evaluates for problems and suggests improvements. This loop continues until the user is satisfied
RAD Strengths
Reduced cycle time and improved productivity with fewer people means lower costs Time-box approach mitigates cost and schedule risk Customer involved throughout the complete cycle minimizes risk of not achieving customer satisfaction and business needs Focus moves from documentation to code (WYSIWYG). Uses modeling concepts to capture information about business, data, and processes.
RAD Weaknesses
Accelerated development process must give quick responses to the user Risk of never achieving closure Hard to use with legacy systems Requires a system that can be modularized Developers and customers must be committed to rapid-fire activities in an abbreviated time frame.
Objectives: functionality, performance, hardware/software interface, critical success factors, etc. Alternatives: build, reuse, buy, sub-contract, etc. Constraints: cost, schedule, interface, etc.
Agile SDLCs
Speed up or bypass one or more life cycle phases Usually less formal and reduced scope Used for time-critical applications Used in organizations that employ disciplined methods
Extreme Programming - XP
For small-to-medium-sized teams developing software with vague or rapidly changing requirements Coding is the key activity throughout a software project Communication among teammates is done with code Life cycle and behavior of complex objects defined in test cases again in code
XP Practices (1-6)
1. Planning game determine scope of the next release by combining business priorities and technical estimates 2. Small releases put a simple system into production, then release new versions in very short cycle 3. Metaphor all development is guided by a simple shared story of how the whole system works 4. Simple design system is designed as simply as possible (extra complexity removed as soon as found) 5. Testing programmers continuously write unit tests; customers write tests for features 6. Refactoring programmers continuously restructure the system without changing its behavior to remove duplication and simplify
XP Practices (7 12)
7. Pair-programming -- all production code is written with two programmers at one machine 8. Collective ownership anyone can change any code anywhere in the system at any time. 9. Continuous integration integrate and build the system many times a day every time a task is completed. 10. 40-hour week work no more than 40 hours a week as a rule 11. On-site customer a user is on the team and available full-time to answer questions 12. Coding standards programmers write all code in accordance with rules emphasizing communication through the code
XP is extreme because
Commonsense practices taken to extreme levels
If code reviews are good, review code all the time (pair programming) If testing is good, everybody will test all the time If simplicity is good, keep the system in the simplest design that supports its current functionality. (simplest thing that works) If design is good, everybody will design daily (refactoring) If architecture is important, everybody will work at defining and refining the architecture (metaphor) If integration testing is important, build and integrate test several times a day (continuous integration) If short iterations are good, make iterations really, really short (hours rather than weeks)
XP References
Online references to XP at
http://www.extremeprogramming.org/ http://c2.com/cgi/wiki?ExtremeProgrammingRoadmap http://www.xprogramming.com/
3. 4. 5.
Plan by feature -- the development staff plans the development sequence of features Design by feature -- the team produces sequence diagrams for the selected features Build by feature the team writes and tests the code http://www.nebulon.com/articles/index.html
Dynamic Systems Development Method (DSDM) Applies a framework for RAD and short time frames Paradigm is the 80/20 rule majority of the requirements can be delivered in a relatively short amount of time.
DSDM Principles
1. 2. 3. 4. 5. 6. 7. 8. 9. Active user involvement imperative (Ambassador users) DSDM teams empowered to make decisions Focus on frequent product delivery Product acceptance is fitness for business purpose Iterative and incremental development - to converge on a solution Requirements initially agreed at a high level All changes made during development are reversible Testing is integrated throughout the life cycle Collaborative and co-operative approach among all stakeholders essential
DSDM Lifecycle
Feasibility study Business study prioritized requirements Functional model iteration
risk analysis Time-box plan
Adaptive SDLC
Combines RAD with software engineering best practices Project initiation Adaptive cycle planning Concurrent component engineering Quality review Final QA and release
Adaptive Steps
1. Project initialization determine intent of project 2. Determine the project time-box (estimation duration of the project) 3. Determine the optimal number of cycles and the time-box for each 4. Write an objective statement for each cycle 5. Assign primary components to each cycle 6. Develop a project task list 7. Review the success of a cycle 8. Plan the next cycle
Quality the degree to which the software satisfies stated and implied requirements
Absence of system crashes Correspondence between the software and the users expectations Performance to specified requirements
Quality must be controlled because it lowers production speed, increases maintenance costs and can adversely affect business