TAILIEUCHUNG - Software Engineering For Students: A Programming Approach Part 34

Software Engineering For Students: A Programming Approach Part 34. This fully revised version of Doug Bell's Software Engineering: A Programming Approach continues to use the successful formula of the previous editions. The author's approach is to present the main principles, techniques and tools used in software engineering, one by one, chapter by chapter. This book is a unique introduction to software engineering for all students of computer science and its related disciplines. It is also ideal for practitioners wishing to remain current with new developments in the area | 308 Chapter 23 Prototyping The stages are 1. requirements definition initial specification - a stage of thorough analysis is used to create an initial specification for the software. 2. prototype construction - a prototype is built in a quality manner including design documentation and thorough verification. 3. evaluation check with the user - during evaluation problems in the developer s perception of the customer requirements are uncovered. The prototypes are the communication medium that enables the developer and customer to communicate with each other. 4. iteration refine the prototype - evaluation is carried out repeatedly until the prototype meets the objectives. The specification is updated with every iteration. The product is a fully working system. SELF-TEST QUESTION What are the differences between throwaway and evolutionary prototyping Rapid prototyping techniques A throwaway prototype needs to be created quickly so that users can comment on it at an early stage. A prototype also needs to be altered quickly to incorporate the users views as the prototype changes to meet their requirements. What we really need is some magical tool that would enable us to create prototypes at high speed. But there are no magical tools. If there were we would use them for everything. Instead we use whatever tools and methods that are suitable. Here are some techniques for fast prototyping. Use a high-level language High-level languages include many facilities which normally have to be built from more primitive constructs in other languages. Smalltalk is a language that can be used to prototype adventurous GUIs with very little programmer effort. A drawback of Smalltalk is that it can be a massive consumer of processor time and memory so that after prototyping it may be necessary to rewrite the system in some other language. So Smalltalk may only be usable for throwaway prototyping. Visual Basic has features for rapid software development including the capacity to