WedIT! 7: Pengenalan Software Engineering
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Transcript of WedIT! 7: Pengenalan Software Engineering
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WedITPengenalan Software Engineering(Rekayasa Perangkat Lunak)
#1 [ S O F T W A R E ]
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a collection of computer programs, procedures and documentationthat perform some tasks on a computer system
~ Wikipedia.org
[ J E N I S – J E N I S S O F T W A R E ]#2
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System Softwaredevice drivers, operating systems, servers, utilities, window manager
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Programming Softwarecompilers, debuggers, interpreters, linkers, text editors ~ IDE
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Application Softwarebusiness/office, education, gamesentertainment dll.
[ S O F T W A R E E N G I N E E R I N G ? ]#3
a systematic, disciplined, quantifiable approach to thedevelopment, operation, and maintenance of software
~ Wikipedia.org
software development process...
software life cycle...
[ A K T I F I T A S S O F T W A R E E N G I N E E R I N G ]#4
apapun metodologinya, aktifitas di dalamnyakurang lebih tetap sama...
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Analogi :Apapun strateginya (442, 451), gayanya (total football,joga bonito, kick n rush, cattenacio)... aktivitas di lapangan hijau tetaplah menendang bola, mengoper, menangkap bola dst.
apapun metodologinya, aktifitas pengembanganperangkat lunak umumnya...
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1. Requirementsmendapatkan kejelasan bisnis proses dari user melalui komunikasi langsungoutput: dokumen wawancara (waterfall),diagram use case (UML), user stories (XP)
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2. Modellingmenerjemahkan bisnis proses ke bentuk model atau diagram (UML, DFD, Flowchart/flowmap, ER).
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3. Designmerencanakan rancangan software agar faulttolerance, compatibility, extensibility, reliability, maintainability, availability, usability → contoh: desain arsitektur( clientserver? Ntier? MVC?), platform dll.
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4. Implementationaksi logic dan programming, tapi aktivitas lain selain engineering bisa muncul juga di sini (science, mathematics dan seni)
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5. Testingidentify the correctness, completeness, security and quality (data sample, simulation, alpha test, beta test)
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6. Deploymentinstalasi, aktivasi, update, adaptasi dan sosialisasi, (membuat software kita siap digunakan oleh user)++ issue: maintenance...
selain aktifitas standar di atas, seperti halnya peranmedic & wasit di sepak bola.. ada aktifitas pendukung lain
yang menopang poin 16 di atas...
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X. Supporting Disciplinesdokumentasi project management quality assurance dll.
[ MODELING / DIAGRAM & DOKUMENTASI ]#5
CONTEXT DIAGRAM (CD) represent all external entities that may interact with a system lingkaran (sistem) + kotak (entity) + panah + input output
DATA FLOW DIAGRAM (DFD) detailing context diagram level kedalaman idealnya 13 hukum: data/info yang masuk = data/info yang keluar
CONTEXT DIAGRAM
DFD LEVEL 1
ENTITY RELATIONSHIP DIAGRAM (ERD) abstract and conceptual representation of data skema & modelling database
USE CASE DIAGRAM description of a system’s behaviour / responds to a request describes "who" can do "what" with the system user point of view part of UML tools
FLOW MAP DIAGRAM advance flow chart: object movement by location/position
SOFTWARE DEVELOPMENT DOCUMENTATION IEEE Software Document Definitions (7 items) MILSTD498 Data Item Descriptions (22 items) SRS, SDD, STD, SUM
Software Requirements Specifications (SRS)
Cover PageRevisions Page1 INTRODUCTION 1.1 Product Overview 1.2 Purpose 1.3 Scope 1.4 Reference 1.5 Definition And Abbreviation2 SPECIFIC REQUIREMENTS 2.1 External Interface Requirements 2.1.1 User Interfaces 2.1.2 Hardware Interfaces 2.1.3 Software Interfaces 2.1.4 Communications Protocols 2.1.5 Memory Constraints 2.1.6 Operation 2.1.7 Product function 2.1.8 Assumption and Dependency 2.2 Software Product Features 2.3 Software System Attributes 2.3.1 Reliability 2.3.2 Availability 2.3.3 Security 2.3.4 Maintainability 2.3.5 Portability 2.3.6 Performance 2.4 Database Requirements
Software Design Description (SDD)
1. INTRODUCTION 1. Design Overview 2. Requirements Traceability Matrix 2. SYSTEM ARCHITECTURAL DESIGN 1. Chosen System Architecture 2. Discussion of Alternative Designs 3. System Interface Description 3. DETAIL DESCRIPTION OF COMPONENTS 1. Component n 2. Component n+1 4. USER INTERFACE DESIGN 1. Description of the User Interface 1. Screen Image 2. Objects and Actions 5. ADDITIONAL MATERIAL
[ M E T O D O L O G I ]#6
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1. Waterfallpaling konvensionalflowing steadily downwardsserial banget... kaku...
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2. Prototypingmembuat prototype atau mockup
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3. Spiralkombinasi topdown & bottomupcikal bakal iterative
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4. Rapid App. Dev.fast development & smaller/modular(karena ada RAD tools yang OK)
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5. Iterativebasic concept, banyak menjadi bagianmetode lainnya...
RUP, Rational Unified Process... Divisi IBM UML Rational Rose
XP, extreme programming... daytoday practices for developers and managers more responsive to customer needs (agile) pragmatis
Agile Software Development... XP+Scrum+DSDM+Crystal+Pragmatic+FDD = agile manfesto
customer satisfaction by rapid, continuous delivery of useful software working software is delivered frequently (measure of progress) late changes in requirements are welcomed close, daily cooperation between business people and developers facetoface conversation is the best form of communication projects are built around motivated individuals, who should be trusted continuous attention to technical excellence and good design simplicity selforganizing teams regular adaptation to changing circumstances
web development “banget”, pragmatic, representasi → scrum
adaptasi software development methodology “untuk kita” ?
[ R E F E R E N S I ]#7
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Kitab RPLdari yang antik hingga yang pragmatis, demi dasar kudakuda yang kuat
Software Engineering – Roger S. Pressman
Software Engineering – Ian Sommerville
Modern Structured Analysis – Edward Yourdon
Pragmatic Programmer – A. Hunt & D. Thomas
Getting Real – 37Signals
Joel On Software – Joel Spolsky
Diki Andeas ST.Direktur Teknik
PT Jerbee [email protected] - http://slideshare.net/niwat0ri Credits: Flickr CreativeCommons licensed image collections (URL at each page)