Prototyping Software Life Cycle Model

The goal of prototyping based development is to counter the first two limitations of the waterfall model discussed earlier. The basic idea here is that instead of freezing the requirements before a design or coding can proceed, a throwaway prototype is built to understand the requirements. This prototype is developed based on the currently known requirements. Development of the prototype obviously undergoes design, coding and testing. But each of these phases is not done very formally or thoroughly. By using this prototype, the client can get an "actual feel" of the system, since the interactions with prototype can enable the client to better understand the requirements of the desired system. Prototyping is an attractive idea for complicated and large systems for which there is no manual process or existing system to help determining the requirements. In such situations letting the client "plan" with the prototype provides invaluable and intangible inputs which helps in determining the requirements for the system. It is also an effective method to demonstrate the feasibility of a certain approach. This might be needed for novel systems where it is not clear that constraints can be met or that algorithms can be developed to implement the requirements. The process model of the prototyping approach is shown in the figure below.

Prototyping Model The basic reason for little common use of prototyping is the cost involved in this built-it-twice approach. However, some argue that prototyping need not be very costly and can actually reduce the overall development cost. The prototype are usually not complete systems and many of the details are not built in the prototype. The goal is to provide a system with overall functionality. In addition, the cost of testing and writing detailed documents are reduced. These factors helps to reduce the cost of developing the prototype. On the other hand, the experience of developing the prototype will very useful for developers when developing the final system. This experience helps to reduce the cost of development of the final system and results in a more reliable and better designed system.

Advantages of Prototyping
1. Users are actively involved in the development 2. It provides a better system to users, as users have natural tendency to change their mind in specifying requirements and this method of developing systems supports this user tendency. 3. Since in this methodology a working model of the system is provided, the users get a better understanding of the system being developed. 4. Errors can be detected much earlier as the system is mode side by side. 5. Quicker user feedback is available leading to better solutions.

Disadvantages
1. Leads to implementing and then repairing way of building systems.

2. Practically, this methodology may increase the complexity of the system as scope of the system may expand beyond original plans.

Waterfall Software Development Life Cycle Model
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The Waterfall Software Life Cycle Model With the waterfall model, the activities performed in a software development project are requirements analysis, project planning, system design, detailed design, coding and unit testing, system integration and testing. Linear ordering of activities has some important consequences. First, to clearly identify the end of a phase and beginning of the others. Some certification mechanism has to be employed at the end of each phase. This is usually done by some verification and validation. Validation means confirming the output of a phase is consistent with its input (which is the output of the previous phase) and that the output of the phase is consistent with overall requirements of the system. The consequences of the need of certification is that each phase must have some defined output that can be evaluated and certified. Therefore, when the activities of a phase are completed, there should be an output product of that phase and the goal of a phase is to produce this product. The outputs of the earlier phases are often called intermediate products or design document. For the coding phase, the output is the code. From this point of view, the output of a software project is to justify the final program along with

the use of documentation with the requirements document, design document, project plan, test plan and test results. Another implication of the linear ordering of phases is that after each phase is completed and its outputs are certified, these outputs become the inputs to the next phase and should not be changed or modified. However, changing requirements cannot be avoided and must be faced. Since changes performed in the output of one phase affect the later phases, that might have been performed. These changes have to made in a controlled manner after evaluating the effect of each change on the project.This brings us to the need for configuration control or configuration management. The certified output of a phase that is released for the best phase is called baseline. The configuration management ensures that any changes to a baseline are made after careful review, keeping in mind the interests of all parties that are affected by it. There are two basic assumptions for justifying the linear ordering of phase in the manner proposed by the waterfall model. For a successful project resulting in a successful product, all phases listed in the waterfall model must be performed anyway. Any different ordering of the phases will result in a less successful software product.

Project Output in a Waterfall Model
As we have seen, the output of a project employing the waterfall model is not just the final program along with documentation to use it. There are a number of intermediate outputs, which must be produced in order to produce a successful product. The set of documents that forms the minimum that should be produced in each project are: y y y y y y y y
Requirement document Project plan System design document Detailed design document Test plan and test report Final code Software manuals (user manual, installation manual etc.) Review reports

Except for the last one, these are all the outputs of the phases. In order to certify an output product of a phase before the next phase begins, reviews are often held. Reviews are necessary especially for the requirements and design phases, since other certification means are frequently not available. Reviews are formal meeting to uncover deficiencies in a product. The review reports are the outcome of these reviews.

Advantages And Limitations Of The Waterfall Model
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Advantages of Waterfall Life Cycle Models
1. 2. 3. 4. Easy to explain to the user Stages and activities are well defined Helps to plan and schedule the project Verification at each stage ensures early detection of errors / misunderstanding

Limitations of the Waterfall Life Cycle Model
The waterfall model assumes that the requirements of a system can be frozen (i.e. basedline) before the design begins. This is possible for systems designed to automate an existing manual system. But for absolutely new system, determining the requirements is difficult, as the user himself does not know the requirements. Therefore, having unchanging (or changing only a few) requirements is unrealistic for such project. Freezing the requirements usually requires choosing the hardware (since it forms a part of the requirement specification). A large project might take a few years to complete. If the hardware is selected early, then due to the speed at which hardware technology is changing, it is quite likely that the final software will employ a hardware technology that is on the verge of becoming obsolete. This is clearly not desirable for such expensive software. The waterfall model stipulates that the requirements should be completely specified before the rest of the development can proceed. In some situations it might be desirable to first develop a part of the system completely, an then later enhance the system in phase. This is often done for software products that are developed not necessarily for a client (where the client plays an important role in requirement specification), but for general marketing, in which the requirements are likely to be determined largely by developers.

The Spiral Life Cycle Model
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cumulative cost incurred in accomplishing the steps dome so far and the angular dimension represents the progress made in completing each cycle of the spiral. The structure of the spiral model is shown in the figure given below. Each cycle in the spiral begins with the identification of objectives for that cycle and the different alternatives are possible for achieving the objectives and the imposed constraints. The next step in the spiral life cycle model is to evaluate these different alternatives based on the objectives and constraints. This will also involve identifying uncertainties and risks involved. The next step is to develop strategies that resolve the uncertainties and risks. This step may involve activities such as benchmarking, simulation and prototyping. Next, the software is developed by keeping in mind the risks. Finally the next stage is planned.

The next step is determined by remaining risks. For example, its performance or user-interface risks are considered more important than the program development risks. The next step may be evolutionary development that involves developing a more detailed prototype for resolving the risks. On the other hand, if the program development risks dominate and previous prototypes have resolved all the userinterface and performance risks; the next step will follow the basic waterfall approach. The risk driven nature of the spiral model allows it to accommodate any mixture of specification-oriented, prototype-oriented, simulation-oriented or some other approach. An important feature of the model is that each cycle of the spiral is completed by a review, which covers all the products developed during that cycle, including plans for the next cycle. The spiral model works for developed as well as enhancement projects.

Spiral Model Description

The development spiral consists of four quadrants as shown in the figure above Quadrant 1: Determine objectives, alternatives, and constraints. Quadrant 2: Evaluate alternatives, identify, resolve risks. Quadrant 3: Develop, verify, next-level product. Quadrant 4: Plan next phases. Although the spiral, as depicted, is oriented toward software development, the concept is equally applicable to systems, hardware, and training, for example. To better understand the scope of each spiral development quadrant, let¶s briefly address each one.

Quadrant 1: Determine Objectives, Alternatives, and Constraints
Activities performed in this quadrant include: 1. Establish an understanding of the system or product objectives²namely performance, functionality, and ability to accommodate change. 2. Investigate implementation alternatives²namely design, reuse, procure, and procure/ modify 3. Investigate constraints imposed on the alternatives²namely technology, cost, schedule, support, and risk. Once the system or product¶s objectives, alternatives, and constraints are understood, Quadrant 2 (Evaluate alternatives, identify, and resolve risks) is performed.

Quadrant 2: Evaluate Alternatives, Identify, Resolve Risks
Engineering activities performed in this quadrant select an alternative approach that best satisfies technical, technology, cost, schedule, support, and risk constraints. The focus here is on risk mitigation. Each alternative is investigated and prototyped to reduce the risk associated with the development decisions. Boehm describes these activities as follows: . . . This may involve prototyping, simulation, benchmarking, reference checking, administering user questionnaires, analytic modeling, or combinations of these and other risk resolution techniques. The outcome of the evaluation determines the next course of action. If critical operational and/or technical issues (COIs/CTIs) such as performance and interoperability (i.e., external and internal) risks remain, more detailed prototyping may need to be added before progressing to the next quadrant. Dr. Boehm notes that if the alternative chosen is ³operationally useful and robust enough to serve as a low-risk base for future product evolution, the subsequent risk-driven steps would be the evolving series of evolutionary prototypes going toward the right (hand side of the graphic) . . . the option of writing specifications would be addressed but not exercised.´ This brings us to Quadrant 3.

Quadrant 3: Develop, Verify, Next-Level Product
If a determination is made that the previous prototyping efforts have resolved the COIs/CTIs, activities to develop, verify, next-level product are performed. As a result, the basic ³waterfall´ approach may be

employed²meaning concept of operations, design, development, integration, and test of the next system or product iteration. If appropriate, incremental development approaches may also be applicable.

Quadrant 4: Plan Next Phases
The spiral development model has one characteristic that is common to all models²the need for advanced technical planning and multidisciplinary reviews at critical staging or control points. Each cycle of the model culminates with a technical review that assesses the status, progress, maturity, merits, risk, of development efforts to date; resolves critical operational and/or technical issues (COIs/CTIs); and reviews plans and identifies COIs/CTIs to be resolved for the next iteration of the spiral. Subsequent implementations of the spiral may involve lower level spirals that follow the same quadrant paths and decision considerations.

Iterative Enhancement Life Cycle Model
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The Iterative Enhancement Model The project control list guides the iteration steps and keeps track of all tasks that must be done. The tasks in the list can be include redesign of defective components found during analysis. Each entry in that list is a task that should be performed in one step of the iterative enhancement process, and should be simple enough to be completely understood. Selecting tasks in this manner will minimize the chances of errors and reduce the redesign work.

Object Oriented Methodology Life Cycle Model
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Object Oriented Process
The Object Oriented Methodology of Building Systems takes the objects as the basis. For this, first the system to be developed is observed and analyzed and the requirements are defined as in any other method of system development. Once this is done, the objects in the required system are identified. For example in case of a Banking System, a customer is an object, a chequebook is an object, and even an account is an object. In simple terms, Object Modeling is based on identifying the objects in a system and their interrelationships. Once this is done, the coding of the system is done. Object Modeling is somewhat similar to the traditional approach of system designing, in that it also follows a sequential process of

system designing but with a different approach. The basic steps of system designing using Object Modeling may be listed as: y y y y System Analysis System Design Object Design Implementation

System Analysis
As in any other system development model, system analysis is the first phase of development in case of Object Modeling too. In this phase, the developer interacts with the user of the system to find out the user requirements and analyses the system to understand the functioning. Based on this system study, the analyst prepares a model of the desired system. This model is purely based on what the system is required to do. At this stage the implementation details are not taken care of. Only the model of the system is prepared based on the idea that the system is made up of a set of interacting objects. The important elements of the system are emphasized.

System Design
System Design is the next development stage where the overall architecture of the desired system is decided. The system is organized as a set of sub systems interacting with each other. While designing the system as a set of interacting subsystems, the analyst takes care of specifications as observed in system analysis as well as what is required out of the new system by the end user. As the basic philosophy of Object-Oriented method of system analysis is to perceive the system as a set of interacting objects, a bigger system may also be seen as a set of interacting smaller subsystems that in turn are composed of a set of interacting objects. While designing the system, the stress lies on the objects comprising the system and not on the processes being carried out in the system as in the case of traditional Waterfall Model where the processes form the important part of the system.

Object Design
In this phase, the details of the system analysis and system design are implemented. The Objects identified in the system design phase are designed. Here the implementation of these objects is decided as the data structures get defined and also the interrelationships between the objects are defined. Let us here deviate slightly from the design process and understand first a few important terms used in the Object-Oriented Modeling. As already discussed, Object Oriented Philosophy is very much similar to real world and hence is gaining popularity as the systems here are seen as a set of interacting objects as in the real world. To implement this concept, the process-based structural programming is not used; instead objects are created using data structures. Just as every programming language provides various data types and various variables of that type can be created, similarly, in case of objects certain data types are predefined. For example, we can define a data type called pen and then create and use several objects of this data type. This concept is known as creating a class.

Class: A class is a collection of similar objects. It is a template where certain basic characteristics of a set of objects are defined. The class defines the basic attributes and the operations of the objects of that type. Defining a class does not define any object, but it only creates a template. For objects to be actually created instances of the class are created as per the requirement of the case. Abstraction: Classes are built on the basis of abstraction, where a set of similar objects are observed and their common characteristics are listed. Of all these, the characteristics of concern to the system under observation are picked up and the class definition is made. The attributes of no concern to the system are left out. This is known as abstraction. The abstraction of an object varies according to its application. For instance, while defining a pen class for a stationery shop, the attributes of concern might be the pen color, ink color, pen type etc., whereas a pen class for a manufacturing firm would be containing the other dimensions of the pen like its diameter, its shape and size etc. Inheritance: Inheritance is another important concept in this regard. This concept is used to apply the idea of reusability of the objects. A new type of class can be defined using a similar existing class with a few new features. For instance, a class vehicle can be defined with the basic functionality of any vehicle and a new class called car can be derived out of it with a few modifications. This would save the developers time and effort as the classes already existing are reused without much change. Coming back to our development process, in the Object Designing phase of the Development process, the designer decides onto the classes in the system based on these concepts. The designer also decides on whether the classes need to be created from scratch or any existing classes can be used as it is or new classes can be inherited from them.

Implementation
During this phase, the class objects and the interrelationships of these classes are translated and actually coded using the programming language decided upon. The databases are made and the complete system is given a functional shape. The complete OO methodology revolves around the objects identified in the system. When observed closely, every object exhibits some characteristics and behavior. The objects recognize and respond to certain events. For example, considering a Window on the screen as an object, the size of the window gets changed when resize button of the window is clicked. Here the clicking of the button is an event to which the window responds by changing its state from the old size to the new size. While developing systems based on this approach, the analyst makes use of certain models to analyze and depict these objects. The methodology supports and uses three basic Models: y Object Model - This model describes the objects in a system and their interrelationships. This model observes all the objects as static and does not pay any attention to their dynamic nature. y Dynamic Model - This model depicts the dynamic aspects of the system. It portrays the changes occurring in the states of various objects with the events that might occur in the system. y Functional Model - This model basically describes the data transformations of the system. This describes the flow of data and the changes that occur to the data throughout the system. While the Object Model is most important of all as it describes the basic element of the system, the objects, all the three models together describe the complete functional system.

As compared to the conventional system development techniques, OO modeling provides many benefits. Among other benefits, there are all the benefits of using the Object Orientation. Some of these are: y Reusability - The classes once defined can easily be used by other applications. This is achieved by defining classes and putting them into a library of classes where all the classes are maintained for future use. Whenever a new class is needed the programmer looks into the library of classes and if it is available, it can be picked up directly from there. y Inheritance - The concept of inheritance helps the programmer use the existing code in another way, where making small additions to the existing classes can quickly create new classes. y Programmer has to spend less time and effort and can concentrate on other aspects of the system due to the reusability feature of the methodology. y Data Hiding - Encapsulation is a technique that allows the programmer to hide the internal functioning of the objects from the users of the objects. Encapsulation separates the internal functioning of the object from the external functioning thus providing the user flexibility to change the external behaviour of the object making the programmer code safe against the changes made by the user. y The systems designed using this approach are closer to the real world as the real world functioning of the system is directly mapped into the system designed using this approach.

Advantages of Object Oriented Methodology
y Object Oriented Methodology closely represents the problem domain. Because of this, it is easier to produce and understand designs. y The objects in the system are immune to requirement changes. Therefore, allows changes more easily. y Object Oriented Methodology designs encourage more re-use. New applications can use the existing modules, thereby reduces the development cost and cycle time. y Object Oriented Methodology approach is more natural. It provides nice structures for thinking and abstracting and leads to modular design.

Dynamic System Development Method (DSDM)
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developed in short time span and where the requirements cannot be frozen at the start of the application building. Whatever requirements are known at a time, design for them is prepared and design is developed and incorporated into system. In Dynamic System Development Method (DSDM), analysis, design and development phase can overlap. Like at one time some people will be working on some new requirements while some will be developing something for the system. In Dynamic System Development Method (DSDM), requirements evolve with time. Dynamic System Development Method (DSDM) has a five-phase life cycle as given the following figure

Feasibility study
In this phase the problem is defined and the technical feasibility of the desired application is verified. Apart from these routine tasks, it is also checked whether the application is suitable for Rapid Application Development (RAD) approach or not. Only if the RAD is found as a justified approach for the desired system, the development continues.

Business study
In this phase the overall business study of the desired system is done. The business requirements are specified at a high level and the information requirements out of the system are identified. Once this is done, the basic architectural framework of the desired system is prepared. The systems designed using Rapid Application Development (RAD) should be highly maintainable, as they are based on the incremental development process. The maintainability level of the system is also identified here so as to set the standards for quality control activities throughout the development process.

Functional Model Iteration
This is one of the two iterative phases of the life cycle. The main focus in this phase is on building the prototype iteratively and getting it reviewed from the users to bring out the requirements of the desired system. The prototype is improved through demonstration to the user, taking the feedback and incorporating the changes. This cycle is repeated generally twice or thrice until a part of functional model is agreed upon. The end product of this phase is a functional model consisting of analysis model and some software components containing the major functionality

Design and Build Iteration
This phase stresses upon ensuring that the prototypes are satisfactorily and properly engineered to suit their operational environment. The software components designed during the functional modeling are further refined till they achieve a satisfactory standard. The product of this phase is a tested system ready for implementation. There is no clear line between these two phases and there may be cases where while some component has flown from the functional modeling to the design and build modeling while the other component has not yet been started. The two phases, as a result, may simultaneously continue.

Implementation
Implementation is the last and final development stage in this methodology. In this phase the users are trained and the system is actually put into the operational environment. At the end of this phase, there are four possibilities, as depicted by figure : y Everything was delivered as per the user demand, so no further development required. y A new functional area was discovered, so return to business study phase and repeat the whole process y A less essential part of the project was missed out due to time constraint and so development returns to the functional model iteration. y Some non-functional requirement was not satisfied, so development returns to the design and build iterations phase. Dynamic System Development Method (DSDM) assumes that all previous steps may be revisited as part of its iterative approach. Therefore, the current step need be completed only enough to move to the next step, since it can be finished in a later iteration. This premise is that the business requirements will probably change anyway as understanding increases, so any further work would have been wasted. According to this approach, the time is taken as a constraint i.e. the time is fixed, resources are fixed while the requirements are allowed to change. This does not follow the fundamental assumption of making a perfect system the first time, but provides a usable and useful 80% of the desired system in 20% of the total development time. This approach has proved to be very useful under time constraints and varying requirements.

DSDM Model Limitations
y
It is a relatively new model. It is not very common. So it is difficult to understand.

DSDM Model Advantages
y Active user participation throughout the life of the project and iterative nature of development improves quality of the product. y DSDM ensures rapid deliveries. y Both of the above factors result in reduced project costs

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