ΗΜΥ 317 Τεχνολογία Υπολογισμού



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ΗΜΥ 317 Τεχνολογία Υπολογισμού Εαρινό Εξάμηνο 2008 ΙΑΛΕΞΗ 14: Ταχεία Ανάπτυξη Λογισμικού (Rapid Software Prototyping) ΧΑΡΗΣ ΘΕΟΧΑΡΙ ΗΣ Λέκτορας ΗΜΜΥ (ttheocharides@ucy.ac.cy) [Προσαρμογή από Ian Sommerville, Software Engineering, 8 th Edition] Chapter 17

Midterm Exam Monday, 8:00 pm 9:30 pm Room 102, ΧΩ 01 Topics: Software Engineering basics Requirements and Requirements Engineering Specifications Formal Specifications Modeling Human Resources Ethics Rapid Software Prototyping READ KEY POINTS AND OBJECTIVES OF EACH TOPIC!!! ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.2

Rapid software development Because of rapidly changing business environments, businesses have to respond to new opportunities and competition. This requires software and rapid development and delivery is not often the most critical requirement for software systems. Businesses may be willing to accept lower quality software if rapid delivery of essential functionality is possible. ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.5

Requirements Because of the changing environment, it is often impossible to arrive at a stable, consistent set of system requirements. Therefore a waterfall model of development is impractical and an approach to development based on iterative specification and delivery is the only way to deliver software quickly. ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.6

Characteristics of RAD processes The processes of specification, design and implementation are concurrent. There is no detailed specification and design documentation is minimised. The system is developed in a series of increments. End users evaluate each increment and make proposals for later increments. System user interfaces are usually developed using an interactive development system. ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.7

An iterative development process ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.8

Advantages of incremental development Accelerated delivery of customer services. Each increment delivers the highest priority functionality to the customer. User engagement with the system. Users have to be involved in the development which means the system is more likely to meet their requirements and the users are more committed to the system. ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.9

Problems with incremental development Management problems Progress can be hard to judge and problems hard to find because there is no documentation to demonstrate what has been done. Contractual problems The normal contract may include a specification; without a specification, different forms of contract have to be used. Validation problems Without a specification, what is the system being tested against? Maintenance problems Continual change tends to corrupt software structure making it more expensive to change and evolve to meet new requirements. ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.10

Prototyping For some large systems, incremental iterative development and delivery may be impractical; this is especially true when multiple teams are working on different sites. Prototyping, where an experimental system is developed as a basis for formulating the requirements may be used. This system is thrown away when the system specification has been agreed. ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.11

Incremental development and prototyping ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.12

Conflicting objectives The objective of incremental development is to deliver a working system to end-users. The development starts with those requirements which are best understood. The objective of throw-away prototyping is to validate or derive the system requirements. The prototyping process starts with those requirements which are poorly understood. ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.13

Agile methods Dissatisfaction with the overheads involved in design methods led to the creation of agile methods. These methods: Focus on the code rather than the design; Are based on an iterative approach to software development; Are intended to deliver working software quickly and evolve this quickly to meet changing requirements. Agile methods are probably best suited to small/medium-sized business systems or PC products. ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.14

Principles of agile methods Principle Customer involvement Incremental delivery People not process Embrace change Maintain simplicity Description The customer should be closely involved throughout the development process. Their role is provide and prioritise new system requirements and to evaluate the iterations of the system. The software is developed in increments with the customer specifying the requirements to be included in each increment. The skills of the development team should be recognised and exploited. The team should be left to develop their own ways of working without prescriptive processes. Expect the system requirements to change and design the system so that it can acc ommodate these changes. Focus on simplicity in both the software being developed and in the development process used. Wherever possible, actively work to eliminate complexity from the system. ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.15

Problems with agile methods It can be difficult to keep the interest of customers who are involved in the process. Team members may be unsuited to the intense involvement that characterises agile methods. Prioritising changes can be difficult where there are multiple stakeholders. Maintaining simplicity requires extra work. Contracts may be a problem as with other approaches to iterative development. ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.16

Extreme programming Perhaps the best-known and most widely used agile method. Extreme Programming (XP) takes an extreme approach to iterative development. New versions may be built several times per day; Increments are delivered to customers every 2 weeks; All tests must be run for every build and the build is only accepted if tests run successfully. ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.17

The XP release cycle ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.18

Extreme programming practices 1 Incremental planning Small Releases Simple Design Test first development Refactoring Requirements are recorded on Story Cards and the Stories to be included in a release are determined by the time available and their relative priority. The developers break these Stories into development ŌTasksÕ. The minimal useful set of functionality that provides business value is developed first. Releases of the system are frequent and incrementally add functionality to the first release. Enough design is carried out to meet the current requirements and no more. An automated unit test framework is used to write tests for a new piece of functionality before that functionality itself is implemented. All developers are expected to refactor the code con tinuously as soon as possible code improvements are found. This keeps the code simple and maintainable. ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.19

Extreme programming practices 2 Pair Programming Collective Ownership Continuous Integration Sustainable pace On-site Customer Developers work in pairs, checking each otherõs work and providing the support to always do a good job. The pairs of developers work on all areas of the system, so that no islands of expertise develop and all the developers own all the code. Anyone can change anything. As soon as work on a task is complete it is integrated into the whole system. After any such integration, all the unit tests in the system must pass. Large amounts of over-time are not considered acceptable as the net effect is often to reduce code qua lity and medium term productivity A representative of the end-user of the system (the Customer) should be available full time for the use of the XP team. In an extreme programming process, the customer is a member of the development team and is responsible for bringing system requirements to the team for implementation. ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.20

XP and agile principles Incremental development is supported through small, frequent system releases. Customer involvement means full-time customer engagement with the team. People not process through pair programming, collective ownership and a process that avoids long working hours. Change supported through regular system releases. Maintaining simplicity through constant refactoring of code. ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.21

Requirements scenarios In XP, user requirements are expressed as scenarios or user stories. These are written on cards and the development team break them down into implementation tasks. These tasks are the basis of schedule and cost estimates. The customer chooses the stories for inclusion in the next release based on their priorities and the schedule estimates. ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.22

Story card for document downloading ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.23

XP and change Conventional wisdom in software engineering is to design for change. It is worth spending time and effort anticipating changes as this reduces costs later in the life cycle. XP, however, maintains that this is not worthwhile as changes cannot be reliably anticipated. Rather, it proposes constant code improvement (refactoring) to make changes easier when they have to be implemented. ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.24

Testing in XP Test-first development. Incremental test development from scenarios. User involvement in test development and validation. Automated test harnesses are used to run all component tests each time that a new release is built. ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.25

Task cards for document downloading ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.26

Test case description Test 4: Test credit card validity Input: A string representing the credit card number and two integers representing the month and year when the card expires Tests: Check that all bytes in the string are digits Check that the month lies between 1 and 12 and the year is greater than or equal to the current year. Using the first 4 digits of the credit card number, check that the card issuer is valid by looking up the card issuer table. Check credit card validity by submitting the card number and expiry date information to the card issuer Output: OK or error message indicating that the card is invalid ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.27

Test-first development Writing tests before code clarifies the requirements to be implemented. Tests are written as programs rather than data so that they can be executed automatically. The test includes a check that it has executed correctly. All previous and new tests are automatically run when new functionality is added. Thus checking that the new functionality has not introduced errors. ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.28

Pair programming In XP, programmers work in pairs, sitting together to develop code. This helps develop common ownership of code and spreads knowledge across the team. It serves as an informal review process as each line of code is looked at by more than 1 person. It encourages refactoring as the whole team can benefit from this. Measurements suggest that development productivity with pair programming is similar to that of two people working independently. ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.29

Rapid application development Agile methods have received a lot of attention but other approaches to rapid application development have been used for many years. These are designed to develop data-intensive business applications and rely on programming and presenting information from a database. ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.30

RAD environment tools Database programming language Interface generator Links to office applications Report generators ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.31

A RAD environment ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.32

Interface generation Many applications are based around complex forms and developing these forms manually is a time-consuming activity. RAD environments include support for screen generation including: Interactive form definition using drag and drop techniques; Form linking where the sequence of forms to be presented is specified; Form verification where allowed ranges in form fields is defined. ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.33

Visual programming Scripting languages such as Visual Basic support visual programming where the prototype is developed by creating a user interface from standard items and associating components with these items A large library of components exists to support this type of development These may be tailored to suit the specific application requirements ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.34

Visual programming with reuse ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.35

Problems with visual development Difficult to coordinate team-based development. No explicit system architecture. Complex dependencies between parts of the program can cause maintainability problems. ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.36

COTS reuse An effective approach to rapid development is to configure and link existing off the shelf systems. For example, a requirements management system could be built by using: A database to store requirements; A word processor to capture requirements and format reports; A spreadsheet for traceability management; ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.37

Compound documents For some applications, a prototype can be created by developing a compound document. This is a document with active elements (such as a spreadsheet) that allow user computations. Each active element has an associated application which is invoked when that element is selected. The document itself is the integrator for the different applications. ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.38

Application linking ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.39

Software prototyping A prototype is an initial version of a system used to demonstrate concepts and try out design options. A prototype can be used in: The requirements engineering process to help with requirements elicitation and validation; In design processes to explore options and develop a UI design; In the testing process to run back-to-back tests. ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.40

Benefits of prototyping Improved system usability. A closer match to users real needs. Improved design quality. Improved maintainability. Reduced development effort. ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.41

Back to back testing ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.42

The prototyping process ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.43

Throw-away prototypes Prototypes should be discarded after development as they are not a good basis for a production system: It may be impossible to tune the system to meet nonfunctional requirements; Prototypes are normally undocumented; The prototype structure is usually degraded through rapid change; The prototype probably will not meet normal organisational quality standards. ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.44

Key points An iterative approach to software development leads to faster delivery of software. Agile methods are iterative development methods that aim to reduce development overhead and so produce software faster. Extreme programming includes practices such as systematic testing, continuous improvement and customer involvement. The approach to testing in XP is a particular strength where executable tests are developed before the code is written. ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.45

Key points Rapid application development environments include database programming languages, form generation tools and links to office applications. A throw-away prototype is used to explore requirements and design options. When implementing a throw-away prototype, start with the requirements you least understand; in incremental development, start with the best-understood requirements. ΗΜΥ317 14 Ταχεία Ανάπτυξη Λογισμικού.46