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INTRODUCTION TO SOFTWARE ENGINEERING
    2- SOFTWARE DEVELOPMENT PROCESS MODELS



 Prepared By:
          Ahmed Alageed




                                             1
2. SOFTWARE DEVELOPMENT PROCESS
MODELS
Instructional Objectives
 Describe different process models used for
  software development
 Teach to identify the most appropriate
  software process model for a given problem




                                           2
2.1. THE GENERIC SOFTWARE LIFECYCLE [REF.1: PG.
30]

   Generic activities in all software processes
    are:
       Specification - what the system should do and its
        development constraints
       Development - production of the software system
       Validation - checking that the software is what
        the customer wants
       Evolution - changing the software in response to
        changing demands



                                                        3
2.2. WHAT IS A PROCESS MODEL? [REF.1: PG. 30-31, 87-
88]

     A structured set of activities required to
      develop a software system
       Specification;

       Design;

       Validation;

       Evolution.

     A software process model is an abstract
      representation of a process. It presents a
      description of a process from some particular
      perspective.
                                                       4
SOFTWARE SPECIFICATION

 The process of establishing what services
  are required and the constraints on the
  system’s operation and development.
 Requirements engineering process
     Feasibility
               study;
     Requirements elicitation and analysis;

     Requirements specification;

     Requirements validation.




                                               5
THE REQUIREMENTS ENGINEERING PROCESS




                                       6
SOFTWARE DESIGN AND IMPLEMENTATION
 The process of converting the system
  specification into an executable system.
 Software design
     Design   a software structure that realises the
      specification;
   Implementation
     Translate   this structure into an executable
      program;
   The activities of design and implementation
    are closely related and may be inter-leaved.

                                                    7
DESIGN PROCESS ACTIVITIES
 Architectural design
 Abstract specification

 Interface design

 Component design

 Data structure design

 Algorithm design




                            8
THE SOFTWARE DESIGN PROCESS




                              9
STRUCTURED METHODS
 Systematic approaches to developing a
  software design.
 The design is usually documented as a set of
  graphical models.
 Possible models
     Object  model;
     Sequence model;
     State transition model;
     Structural model;
     Data-flow model.


                                             10
PROGRAMMING AND DEBUGGING
 Translating a design into a program and
  removing errors from that program.
 Programming is a personal activity - there is
  no generic programming process.
 Programmers carry out some program
  testing to discover faults in the program and
  remove these faults in the debugging
  process.


                                                  11
THE DEBUGGING PROCESS




                        12
SOFTWARE VALIDATION
 Verification and validation (V & V) is intended
  to show that a system conforms to its
  specification and meets the requirements of
  the system customer.
 Involves checking and review processes and
  system testing.
 System testing involves executing the
  system with test cases that are derived from
  the specification of the real data to be
  processed by the system.

                                                13
THE TESTING PROCESS




                      14
TESTING STAGES
   Component or unit testing
     Individualcomponents are tested independently;
     Components may be functions or objects or
      coherent groupings of these entities.
   System testing
     Testing
            of the system as a whole. Testing of
      emergent properties is particularly important.
   Acceptance testing (alpha testing)
     Testingwith customer data to check that the
      system meets the customer’s needs

                                                       15
TESTING PHASES




                 16
SOFTWARE EVOLUTION
 Software is inherently flexible and can
  change.
 As requirements change through changing
  business circumstances, the software that
  supports the business must also evolve and
  change.
 Although there has been a distinction
  between development and evolution
  (maintenance) this is increasingly irrelevant
  as fewer and fewer systems are completely
  new                                             17
SYSTEM EVOLUTION




                   18
GENERIC SOFTWARE PROCESS MODELS
 The waterfall model
   Separate and distinct phases of
    specification and development.
 Evolutionary development
   Specification, development and validation
    are interleaved.
 Component-based software engineering
   The system is assembled from existing
    components.

                                                19
GENERIC SOFTWARE PROCESS MODELS
   There are many variants of these models
    e.g. formal development where a waterfall-
    like process is used but the specification is a
    formal specification that is refined through
    several stages to an implementable design.




                                                      20
2.3. THE WATERFALL MODEL [REF.1: PG. 88-90; REF. 2: PG. 79-
80]




                                                          21
WATERFALL MODEL (CLASSIC LIFECYCLE)
 Requirements analysis and definition
 System and software design
 Implementation and unit testing
 Integration and system testing
 Operation and maintenance

 The main drawback of the waterfall model is
  the difficulty of accommodating change after
  the process is underway. One phase has to
  be complete before moving onto the next
  phase.
                                                 22
WATERFALL MODEL PROBLEMS
 Inflexible partitioning of the project into
  distinct stages makes it difficult to respond to
  changing customer requirements.
 Therefore, this model is only appropriate
  when the requirements are well-understood
  and changes will be fairly limited during the
  design process.
 Few business systems have stable
  requirements.

                                                 23
WATERFALL MODEL PROBLEMS
   The waterfall model is mostly used for large
    systems engineering projects where a
    system is developed at several sites.




                                                   24
2.4. PROTOTYPING MODEL [REF.1: PG. 90-91; REF.2: PG. 83-85]

   Exploratory development
     Objective  is to work with customers and to
      evolve a final system from an initial outline
      specification. Should start with well-understood
      requirements and add new features as proposed
      by the customer.
   Throw-away prototyping
     Objectiveis to understand the system
      requirements. Should start with poorly
      understood requirements to clarify what is really
      needed.
                                                              25
2.4. PROTOTYPING MODEL [REF.1: PG. 90-91; REF.2: PG. 83-85]




                                                         26
2.4. PROTOTYPING MODEL
   Problems
     Lack of process visibility;
     Systems are often poorly structured;

     Special skills (e.g. in languages for rapid
      prototyping) may be required.
   Applicability
     For small or medium-size interactive systems;
     For parts of large systems (e.g. the user
      interface);
     For short-lifetime systems.
                                                      27
2.5. COMPONENT-BASED SOFTWARE
ENGINEERING (CBSE) [REF.1: PG. 91-93]
 Based on systematic reuse where systems
  are integrated from existing components or
  COTS (Commercial-off-the-shelf) systems.
 Process stages
     Component  analysis;
     Requirements modification;
     System design with reuse;
     Development and integration.

   This approach is becoming increasingly used
    as component standards have emerged
                                               28
2.5. COMPONENT-BASED SOFTWARE
ENGINEERING (CBSE) [REF.1: PG. 91-93]




                                        29
PROCESS ITERATION
 System requirements ALWAYS evolve in the
  course of a project so process iteration
  where earlier stages are reworked is always
  part of the process for large systems.
 Iteration can be applied to any of the generic
  process models.
 Two (related) approaches
     Incremental  delivery;
     Spiral development.


                                               30
2.6. INCREMENTAL DEVELOPMENT [REF.1: PG. 93-95;
REF.2: PG. 80-81]

 Rather than deliver the system as a single
  delivery, the development and delivery is broken
  down into increments with each increment
  delivering part of the required functionality.
 User requirements are prioritised and the
  highest priority requirements are included in
  early increments.
 Once the development of an increment is
  started, the requirements are frozen though
  requirements for later increments can continue
  to evolve
                                                  31
2.6. INCREMENTAL DEVELOPMENT [REF.1: PG. 93-95;
REF.2: PG. 80-81]




                                                  32
INCREMENTAL DEVELOPMENT ADVANTAGES
 Customer value can be delivered with each
  increment so system functionality is available
  earlier.
 Early increments act as a prototype to help
  elicit requirements for later increments.
 Lower risk of overall project failure.

 The highest priority system services tend to
  receive the most testing.


                                               33
SPIRAL DEVELOPMENT
 Process is represented as a spiral rather
  than as a sequence of activities with
  backtracking.
 Each loop in the spiral represents a phase in
  the process.
 No fixed phases such as specification or
  design - loops in the spiral are chosen
  depending on what is required.
 Risks are explicitly assessed and resolved
  throughout the process.
                                              34
SPIRAL MODEL SECTORS
   Objective setting
     Specific objectives for the phase are identified.
   Risk assessment and reduction
     Risks are assessed and activities put in place to
      reduce the key risks.
   Development and validation
     A development model for the system is chosen
      which can be any of the generic models.
   Planning
     The project is reviewed and the next phase of
      the spiral is planned.
                                                          35
SPIRAL MODEL OF THE SOFTWARE PROCESS




                                       36
RAPID SOFTWARE DEVELOPMENT
 Because of rapidly changing business
  environments, businesses have to respond
  to new opportunities and competition.
 Rapid software development and delivery is
  now 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.

                                                    37
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.

                                             38
CHARACTERISTICS OF RAPID SOFTWARE
DEVELOPMENT PROCESS
 The processes of specification, design and
  implementation are concurrent. There is no
  detailed    specification,   and     design
  documentation is minimized.
 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.
                                            39
AN ITERATIVE DEVELOPMENT PROCESS




                                   40
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.


                                             41
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
                                                              42
        new requirements.
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.

                                               43
INCREMENTAL DEVELOPMENT AND PROTOTYPING




                                      44
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.

                                             45
2.9. AGILE METHODS [REF.1: PG. 418-420]
   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.

                                                               46
PRINCIPLES OF AGILE METHODS
 Principle              Description
 Customer involvement   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.
 Incremental delivery   The software is developed in increments with the customer
                        specifying the requirements to be included in each increment.
 People not process     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.
 Embrace change         Expect the system requirements to change and design the system
                        so that it can accommodate these changes.
 Maintain simplicity    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.




                                                                                            47
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 characterizes agile
  methods.
 Prioritizing 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
                                                 48
2.10. EXTREME PROGRAMMING [REF.1: PG. 420-427]
 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.



                                                      49
THE XP RELEASE CYCLE




                       50
EXTREME PROGRAMMING PRACTICES 1
 Incremental planning     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 ‘Tasks’.
 Small Releases           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.
 Simple Design            Enough design is carried out to meet the current requirements
                          and no more.
 Test first development   An automated unit test framework is used to write tests for a new
                          piece of functionality before that functionality itself is
                          implemented.
 Refactoring              All developers are expected to refactor the code continuously as
                          soon as possible code improvements are found. This keeps the
                          code simple and maintainable.



                                                                                              51
EXTREME PROGRAMMING PRACTICES 2

   Pair Programming         Developers work in pairs, checking each otherÕ work and
                                                                           s
                            providing the support to always do a good job.
   Collective Ownership     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.
   Continuous Integration 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.
   Sustainable pace         Large amounts of over-time are not considered acceptable as the
                            net effect is often to reduce code qualit y and medium term
                            productivity
   On-site Customer         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.



                                                                                                 52
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.

                                                53
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.

                                                 54
STORY CARD FOR DOCUMENT DOWNLOADING


    Downloading an d printing an article

    First, you select the article that you want f
                                                rom a displayed list.You
    then have to tell the system how you will pay for it - this can either
    be through a subscription, through a company account or by credit
    card.

    After this, you get a copyright f
                                    orm from the system to fill in and,
    when you have submitted this, the article you want is downloaded
    onto your computer.
    You then choose a printer and a copy of the article is printed. You
    tell the system if printing has been successful.
    If the article is a print-only article, you canÕt keep the PDF version
    so it is autom atically deleted from your com puter .



                                                                             55
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.
                                                56
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.


                                             57
TASK CARDS FOR DOCUMENT DOWNLOADING

      Task 1: Imp lement p rincip al workflow

          Task 2: Imp lement article catalog and selection

              Task 3: Imp lement p ayment collection

               Payment may be made in 3 different ways. The user
               selects which way they wish to pay. If the user
               has a library subscription, then they can input the
               subscriber key which should be checked by the
               system. Alternatively, they can input an or   ganisational
               account number. If this is valid, a debit of the cost
               of the article is posted to this account. F inally they
                                                                ,
               may input a 16 digit credit card number and expiry
               date. This should be checked for validity and, if
               valid a debit is posted to that credit card account.



                                                                            58
TEST CASE DESCRIPTION

     Test 4: Test credit card validity
     Inpu t:
     A string re e
                prsenting thecred cardnumbera two intege r nting
                                it           nd         rs eprese
     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
     Outpu t:
     OK or error m essage indicating that the card is invalid




                                                                            59
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.

                                                  60
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 61
2.11. RAPID APPLICATION DEVELOPMENT (RAD)
[REF.1: PG. 427-431; REF.2: PG. 81-83]


 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.


                                                62
RAD ENVIRONMENT TOOLS
 Database programming language
 Interface generator

 Links to office applications

 Report generators




                                  63
A RAD ENVIRONMENT




                    64
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.
                                                         65
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

                                               66
VISUAL PROGRAMMING WITH REUSE
                                                                                   Menu compon en t
  Date co mpo nent



                     Fi l e    Ed it   Vi ews       Layo ut   Op ti on s    Help

                                                                            General
                              12th January 2 00 0                           Ind ex
 Rang e check in g
                              3.8 76
      s crip t

                                                                                             Us er prompt
                                                                                             comp on en t +
  Draw can vas                                                                                   s crip t
  comp on en t




                                                                    T di sp lay
                                                                     ree
                                                                    comp on en t



                                                                                                              67
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.




                                            68
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;


                                                     69
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 spread sheet) 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.
APPLICATION LINKING
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.
BENEFITS OF PROTOTYPING
 Improved system usability.
 A closer match to users’ real needs.

 Improved design quality.

 Improved maintainability.

 Reduced development effort.
BACK TO BACK TESTING
THE PROTOTYPING PROCESS
THROW-AWAY PROTOTYPES
   Prototypes should be discarded after
    development as they are not a good basis for
    a production system:
     Itmay be impossible to tune the system to meet
      non-functional requirements;
     Prototypes are normally undocumented;
     The prototype structure is usually degraded
      through rapid change;
     The prototype probably will not meet normal
      organizational quality standards.
THE RATIONAL UNIFIED PROCESS
 A modern process model derived from the
  work on the UML and associated process.
 Normally described from 3 perspectives
    A  dynamic perspective that shows phases over
      time;
     A static perspective that shows process
      activities;
     A practice perspective that suggests good
      practice.
RUP PHASE MODEL



                               Phase it erat ion




   Incept ion   Elaborat ion                  Const ruct ion   Transit ion
RUP PHASES
   Inception
     Establish   the business case for the system.
   Elaboration
     Develop an understanding of the problem
      domain and the system architecture.
   Construction
     System    design, programming and testing.
   Transition
     Deploy   the system in its operating environment.
RUP GOOD PRACTICE
 Develop software iteratively
 Manage requirements

 Use component-based architectures

 Visually model software

 Verify software quality

 Control changes to software
STATIC WORKFLOWS
  Work flow             Description
  Business modelli ng   The business processes are modelled using business use cases.
  Requirements          Actors who interact with the system are identified and use cases are
                        developed to model the system requirements.
  Analysis and design   A design model is created and documented using architectural
                        models, component models, object models and sequence models.
  Implementation        The components in the system are implemented and structured into
                        implementation sub-systems. Automatic code generation from design
                        models helps accelerate this process.
  Test                  Testing is an iterative process that is carried out in conjunction with
                        implementation. System testing follows the completion of the
                        implementation.
  Deployment            A product release is created, distributed to users and installed in their
                        workplace.
  Configuration and     This supporting workflow managed changes to the system (see
  change management     Chapter 29).
  Project management    This supporting workflow manages the system development (see
                        Chapter 5).
  Environment           This workflow is concerned with making appropriate software tools
                        available to the software development team.
COMPUTER-AIDED SOFTWARE ENGINEERING
   Computer-aided software engineering (CASE) is
    software to support software development and
    evolution processes.
   Activity automation
      Graphical editors for system model development;

      Data dictionary to manage design entities;

      Graphical UI builder for user interface
       construction;
      Debuggers to support program fault finding;

      Automated translators to generate new versions
       of a program.
                                                     82
CASE TECHNOLOGY
   Case technology has led to significant
    improvements in the software process.
    However, these are not the order of
    magnitude improvements that were once
    predicted
     Software   engineering requires creative thought -
      this is not readily automated;
     Software engineering is a team activity and, for
      large projects, much time is spent in team
      interactions. CASE technology does not support
      these much.
                                                       83
CASE CLASSIFICATION
   Classification helps us understand the different
    types of CASE tools and their support for process
    activities.
   Functional perspective
      Tools are classified according to their specific
       function.
   Process perspective
      Tools are classified according to process
       activities that are supported.
   Integration perspective
      Tools are classified according to their
       organisation into integrated units.                84
FUNCTIONAL TOOL CLASSIFICATION
 Tool type                        Examples
 Planning tools                   PERT tools, estimation tools, spreadsheets
 Editing tools                    T ext editors, diagram editors, word processors
 Change management tools          Requirements traceability tools, change control systems
 Configuration management tools   Version management systems, system building tools
 Prototyping tools                Very high-level languages, user interface generators
 Method-support tools             Design editors, data dictionaries, code generators
 Language-processing tools        Compilers, interpreters
 Program analysis tools           Cross reference generators, static analysers, dynamic analysers
 T esting tools                   T est data generators, file comparators
 Debugging tools                  Interactive debugging systems
 Documentation tools              Page layout programs, image editors
 Re-engineering tools             Cross-reference systems, program re-structuring systems


                                                                                                    85
ACTIVITY-BASED TOOL CLASSIFICATION
    Re-en g i neeri ng t ool s

    Test in g t oo ls

    Debu ggi ng t oo ls

    Prog ram analy si s t o ol s

    Lang uage-p ro ces si ng
    t oo ls

    Meth od s up po r t t o ol s

    Prot o ty pi ng t oo l s

    Co nfi gurati on
    management to ol s

    Ch an ge man ag emen t t oo ls

    Do cu men t at io n t oo ls

    Ed it i ng t oo l s

    Pl anni ng t o ol s



                                     Sp eci f cat io n
                                            i            Desi gn   Impl emen t at io n   V ficat i on
                                                                                          eri
                                                                                              and
                                                                                         V dat io n
                                                                                           ali

                                                                                                        86
CASE INTEGRATION
   Tools
     Support individual process tasks such as design
      consistency checking, text editing, etc.
   Workbenches
     Support  a process phase such as specification
      or design, Normally include a number of
      integrated tools.
   Environments
     Support  all or a substantial part of an entire
      software process. Normally include several
      integrated workbenches.


                                                        87
TOOLS, WORKBENCHES, ENVIRONMENTS
                                                                   CASE
                                                               t echn olog y




                       T ls
                        oo                                Wor kb en ch es                Envir ments
                                                                                             on




                                                  Fi l e                        Integ rat ed      Process -cen tr ed
   Ed it ors         Co mpil ers
                                              comp ar at ors                   en vir ments
                                                                                    on             en vir ments
                                                                                                        on




                                   An alys i s an d
                                                          Pro gramming                   T in g
                                                                                         est
                                      des ig n




               Mu lt i-met ho d             Si n gle-meth od             General-pu rp os e       Lang uage-sp ecifi c
               workb en ch es                workb en ch es               workb en ch es            workb en ch es


                                                                                                                         88

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Software Process Models

  • 1. INTRODUCTION TO SOFTWARE ENGINEERING 2- SOFTWARE DEVELOPMENT PROCESS MODELS Prepared By: Ahmed Alageed 1
  • 2. 2. SOFTWARE DEVELOPMENT PROCESS MODELS Instructional Objectives  Describe different process models used for software development  Teach to identify the most appropriate software process model for a given problem 2
  • 3. 2.1. THE GENERIC SOFTWARE LIFECYCLE [REF.1: PG. 30]  Generic activities in all software processes are:  Specification - what the system should do and its development constraints  Development - production of the software system  Validation - checking that the software is what the customer wants  Evolution - changing the software in response to changing demands 3
  • 4. 2.2. WHAT IS A PROCESS MODEL? [REF.1: PG. 30-31, 87- 88]  A structured set of activities required to develop a software system  Specification;  Design;  Validation;  Evolution.  A software process model is an abstract representation of a process. It presents a description of a process from some particular perspective. 4
  • 5. SOFTWARE SPECIFICATION  The process of establishing what services are required and the constraints on the system’s operation and development.  Requirements engineering process  Feasibility study;  Requirements elicitation and analysis;  Requirements specification;  Requirements validation. 5
  • 7. SOFTWARE DESIGN AND IMPLEMENTATION  The process of converting the system specification into an executable system.  Software design  Design a software structure that realises the specification;  Implementation  Translate this structure into an executable program;  The activities of design and implementation are closely related and may be inter-leaved. 7
  • 8. DESIGN PROCESS ACTIVITIES  Architectural design  Abstract specification  Interface design  Component design  Data structure design  Algorithm design 8
  • 10. STRUCTURED METHODS  Systematic approaches to developing a software design.  The design is usually documented as a set of graphical models.  Possible models  Object model;  Sequence model;  State transition model;  Structural model;  Data-flow model. 10
  • 11. PROGRAMMING AND DEBUGGING  Translating a design into a program and removing errors from that program.  Programming is a personal activity - there is no generic programming process.  Programmers carry out some program testing to discover faults in the program and remove these faults in the debugging process. 11
  • 13. SOFTWARE VALIDATION  Verification and validation (V & V) is intended to show that a system conforms to its specification and meets the requirements of the system customer.  Involves checking and review processes and system testing.  System testing involves executing the system with test cases that are derived from the specification of the real data to be processed by the system. 13
  • 15. TESTING STAGES  Component or unit testing  Individualcomponents are tested independently;  Components may be functions or objects or coherent groupings of these entities.  System testing  Testing of the system as a whole. Testing of emergent properties is particularly important.  Acceptance testing (alpha testing)  Testingwith customer data to check that the system meets the customer’s needs 15
  • 17. SOFTWARE EVOLUTION  Software is inherently flexible and can change.  As requirements change through changing business circumstances, the software that supports the business must also evolve and change.  Although there has been a distinction between development and evolution (maintenance) this is increasingly irrelevant as fewer and fewer systems are completely new 17
  • 19. GENERIC SOFTWARE PROCESS MODELS  The waterfall model  Separate and distinct phases of specification and development.  Evolutionary development  Specification, development and validation are interleaved.  Component-based software engineering  The system is assembled from existing components. 19
  • 20. GENERIC SOFTWARE PROCESS MODELS  There are many variants of these models e.g. formal development where a waterfall- like process is used but the specification is a formal specification that is refined through several stages to an implementable design. 20
  • 21. 2.3. THE WATERFALL MODEL [REF.1: PG. 88-90; REF. 2: PG. 79- 80] 21
  • 22. WATERFALL MODEL (CLASSIC LIFECYCLE)  Requirements analysis and definition  System and software design  Implementation and unit testing  Integration and system testing  Operation and maintenance  The main drawback of the waterfall model is the difficulty of accommodating change after the process is underway. One phase has to be complete before moving onto the next phase. 22
  • 23. WATERFALL MODEL PROBLEMS  Inflexible partitioning of the project into distinct stages makes it difficult to respond to changing customer requirements.  Therefore, this model is only appropriate when the requirements are well-understood and changes will be fairly limited during the design process.  Few business systems have stable requirements. 23
  • 24. WATERFALL MODEL PROBLEMS  The waterfall model is mostly used for large systems engineering projects where a system is developed at several sites. 24
  • 25. 2.4. PROTOTYPING MODEL [REF.1: PG. 90-91; REF.2: PG. 83-85]  Exploratory development  Objective is to work with customers and to evolve a final system from an initial outline specification. Should start with well-understood requirements and add new features as proposed by the customer.  Throw-away prototyping  Objectiveis to understand the system requirements. Should start with poorly understood requirements to clarify what is really needed. 25
  • 26. 2.4. PROTOTYPING MODEL [REF.1: PG. 90-91; REF.2: PG. 83-85] 26
  • 27. 2.4. PROTOTYPING MODEL  Problems  Lack of process visibility;  Systems are often poorly structured;  Special skills (e.g. in languages for rapid prototyping) may be required.  Applicability  For small or medium-size interactive systems;  For parts of large systems (e.g. the user interface);  For short-lifetime systems. 27
  • 28. 2.5. COMPONENT-BASED SOFTWARE ENGINEERING (CBSE) [REF.1: PG. 91-93]  Based on systematic reuse where systems are integrated from existing components or COTS (Commercial-off-the-shelf) systems.  Process stages  Component analysis;  Requirements modification;  System design with reuse;  Development and integration.  This approach is becoming increasingly used as component standards have emerged 28
  • 29. 2.5. COMPONENT-BASED SOFTWARE ENGINEERING (CBSE) [REF.1: PG. 91-93] 29
  • 30. PROCESS ITERATION  System requirements ALWAYS evolve in the course of a project so process iteration where earlier stages are reworked is always part of the process for large systems.  Iteration can be applied to any of the generic process models.  Two (related) approaches  Incremental delivery;  Spiral development. 30
  • 31. 2.6. INCREMENTAL DEVELOPMENT [REF.1: PG. 93-95; REF.2: PG. 80-81]  Rather than deliver the system as a single delivery, the development and delivery is broken down into increments with each increment delivering part of the required functionality.  User requirements are prioritised and the highest priority requirements are included in early increments.  Once the development of an increment is started, the requirements are frozen though requirements for later increments can continue to evolve 31
  • 32. 2.6. INCREMENTAL DEVELOPMENT [REF.1: PG. 93-95; REF.2: PG. 80-81] 32
  • 33. INCREMENTAL DEVELOPMENT ADVANTAGES  Customer value can be delivered with each increment so system functionality is available earlier.  Early increments act as a prototype to help elicit requirements for later increments.  Lower risk of overall project failure.  The highest priority system services tend to receive the most testing. 33
  • 34. SPIRAL DEVELOPMENT  Process is represented as a spiral rather than as a sequence of activities with backtracking.  Each loop in the spiral represents a phase in the process.  No fixed phases such as specification or design - loops in the spiral are chosen depending on what is required.  Risks are explicitly assessed and resolved throughout the process. 34
  • 35. SPIRAL MODEL SECTORS  Objective setting  Specific objectives for the phase are identified.  Risk assessment and reduction  Risks are assessed and activities put in place to reduce the key risks.  Development and validation  A development model for the system is chosen which can be any of the generic models.  Planning  The project is reviewed and the next phase of the spiral is planned. 35
  • 36. SPIRAL MODEL OF THE SOFTWARE PROCESS 36
  • 37. RAPID SOFTWARE DEVELOPMENT  Because of rapidly changing business environments, businesses have to respond to new opportunities and competition.  Rapid software development and delivery is now 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. 37
  • 38. 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. 38
  • 39. CHARACTERISTICS OF RAPID SOFTWARE DEVELOPMENT PROCESS  The processes of specification, design and implementation are concurrent. There is no detailed specification, and design documentation is minimized.  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. 39
  • 41. 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. 41
  • 42. 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 42 new requirements.
  • 43. 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. 43
  • 44. INCREMENTAL DEVELOPMENT AND PROTOTYPING 44
  • 45. 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. 45
  • 46. 2.9. AGILE METHODS [REF.1: PG. 418-420]  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. 46
  • 47. PRINCIPLES OF AGILE METHODS Principle Description Customer involvement 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. Incremental delivery The software is developed in increments with the customer specifying the requirements to be included in each increment. People not process 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. Embrace change Expect the system requirements to change and design the system so that it can accommodate these changes. Maintain simplicity 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. 47
  • 48. 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 characterizes agile methods.  Prioritizing 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 48
  • 49. 2.10. EXTREME PROGRAMMING [REF.1: PG. 420-427]  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. 49
  • 50. THE XP RELEASE CYCLE 50
  • 51. EXTREME PROGRAMMING PRACTICES 1 Incremental planning 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 ‘Tasks’. Small Releases 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. Simple Design Enough design is carried out to meet the current requirements and no more. Test first development An automated unit test framework is used to write tests for a new piece of functionality before that functionality itself is implemented. Refactoring All developers are expected to refactor the code continuously as soon as possible code improvements are found. This keeps the code simple and maintainable. 51
  • 52. EXTREME PROGRAMMING PRACTICES 2 Pair Programming Developers work in pairs, checking each otherÕ work and s providing the support to always do a good job. Collective Ownership 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. Continuous Integration 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. Sustainable pace Large amounts of over-time are not considered acceptable as the net effect is often to reduce code qualit y and medium term productivity On-site Customer 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. 52
  • 53. 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. 53
  • 54. 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. 54
  • 55. STORY CARD FOR DOCUMENT DOWNLOADING Downloading an d printing an article First, you select the article that you want f rom a displayed list.You then have to tell the system how you will pay for it - this can either be through a subscription, through a company account or by credit card. After this, you get a copyright f orm from the system to fill in and, when you have submitted this, the article you want is downloaded onto your computer. You then choose a printer and a copy of the article is printed. You tell the system if printing has been successful. If the article is a print-only article, you canÕt keep the PDF version so it is autom atically deleted from your com puter . 55
  • 56. 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. 56
  • 57. 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. 57
  • 58. TASK CARDS FOR DOCUMENT DOWNLOADING Task 1: Imp lement p rincip al workflow Task 2: Imp lement article catalog and selection Task 3: Imp lement p ayment collection Payment may be made in 3 different ways. The user selects which way they wish to pay. If the user has a library subscription, then they can input the subscriber key which should be checked by the system. Alternatively, they can input an or ganisational account number. If this is valid, a debit of the cost of the article is posted to this account. F inally they , may input a 16 digit credit card number and expiry date. This should be checked for validity and, if valid a debit is posted to that credit card account. 58
  • 59. TEST CASE DESCRIPTION Test 4: Test credit card validity Inpu t: A string re e prsenting thecred cardnumbera two intege r nting it nd rs eprese 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 Outpu t: OK or error m essage indicating that the card is invalid 59
  • 60. 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. 60
  • 61. 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 61
  • 62. 2.11. RAPID APPLICATION DEVELOPMENT (RAD) [REF.1: PG. 427-431; REF.2: PG. 81-83]  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. 62
  • 63. RAD ENVIRONMENT TOOLS  Database programming language  Interface generator  Links to office applications  Report generators 63
  • 65. 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. 65
  • 66. 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 66
  • 67. VISUAL PROGRAMMING WITH REUSE Menu compon en t Date co mpo nent Fi l e Ed it Vi ews Layo ut Op ti on s Help General 12th January 2 00 0 Ind ex Rang e check in g 3.8 76 s crip t Us er prompt comp on en t + Draw can vas s crip t comp on en t T di sp lay ree comp on en t 67
  • 68. 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. 68
  • 69. 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; 69
  • 70. 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 spread sheet) 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.
  • 72. 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.
  • 73. BENEFITS OF PROTOTYPING  Improved system usability.  A closer match to users’ real needs.  Improved design quality.  Improved maintainability.  Reduced development effort.
  • 74. BACK TO BACK TESTING
  • 76. THROW-AWAY PROTOTYPES  Prototypes should be discarded after development as they are not a good basis for a production system:  Itmay be impossible to tune the system to meet non-functional requirements;  Prototypes are normally undocumented;  The prototype structure is usually degraded through rapid change;  The prototype probably will not meet normal organizational quality standards.
  • 77. THE RATIONAL UNIFIED PROCESS  A modern process model derived from the work on the UML and associated process.  Normally described from 3 perspectives A dynamic perspective that shows phases over time;  A static perspective that shows process activities;  A practice perspective that suggests good practice.
  • 78. RUP PHASE MODEL Phase it erat ion Incept ion Elaborat ion Const ruct ion Transit ion
  • 79. RUP PHASES  Inception  Establish the business case for the system.  Elaboration  Develop an understanding of the problem domain and the system architecture.  Construction  System design, programming and testing.  Transition  Deploy the system in its operating environment.
  • 80. RUP GOOD PRACTICE  Develop software iteratively  Manage requirements  Use component-based architectures  Visually model software  Verify software quality  Control changes to software
  • 81. STATIC WORKFLOWS Work flow Description Business modelli ng The business processes are modelled using business use cases. Requirements Actors who interact with the system are identified and use cases are developed to model the system requirements. Analysis and design A design model is created and documented using architectural models, component models, object models and sequence models. Implementation The components in the system are implemented and structured into implementation sub-systems. Automatic code generation from design models helps accelerate this process. Test Testing is an iterative process that is carried out in conjunction with implementation. System testing follows the completion of the implementation. Deployment A product release is created, distributed to users and installed in their workplace. Configuration and This supporting workflow managed changes to the system (see change management Chapter 29). Project management This supporting workflow manages the system development (see Chapter 5). Environment This workflow is concerned with making appropriate software tools available to the software development team.
  • 82. COMPUTER-AIDED SOFTWARE ENGINEERING  Computer-aided software engineering (CASE) is software to support software development and evolution processes.  Activity automation  Graphical editors for system model development;  Data dictionary to manage design entities;  Graphical UI builder for user interface construction;  Debuggers to support program fault finding;  Automated translators to generate new versions of a program. 82
  • 83. CASE TECHNOLOGY  Case technology has led to significant improvements in the software process. However, these are not the order of magnitude improvements that were once predicted  Software engineering requires creative thought - this is not readily automated;  Software engineering is a team activity and, for large projects, much time is spent in team interactions. CASE technology does not support these much. 83
  • 84. CASE CLASSIFICATION  Classification helps us understand the different types of CASE tools and their support for process activities.  Functional perspective  Tools are classified according to their specific function.  Process perspective  Tools are classified according to process activities that are supported.  Integration perspective  Tools are classified according to their organisation into integrated units. 84
  • 85. FUNCTIONAL TOOL CLASSIFICATION Tool type Examples Planning tools PERT tools, estimation tools, spreadsheets Editing tools T ext editors, diagram editors, word processors Change management tools Requirements traceability tools, change control systems Configuration management tools Version management systems, system building tools Prototyping tools Very high-level languages, user interface generators Method-support tools Design editors, data dictionaries, code generators Language-processing tools Compilers, interpreters Program analysis tools Cross reference generators, static analysers, dynamic analysers T esting tools T est data generators, file comparators Debugging tools Interactive debugging systems Documentation tools Page layout programs, image editors Re-engineering tools Cross-reference systems, program re-structuring systems 85
  • 86. ACTIVITY-BASED TOOL CLASSIFICATION Re-en g i neeri ng t ool s Test in g t oo ls Debu ggi ng t oo ls Prog ram analy si s t o ol s Lang uage-p ro ces si ng t oo ls Meth od s up po r t t o ol s Prot o ty pi ng t oo l s Co nfi gurati on management to ol s Ch an ge man ag emen t t oo ls Do cu men t at io n t oo ls Ed it i ng t oo l s Pl anni ng t o ol s Sp eci f cat io n i Desi gn Impl emen t at io n V ficat i on eri and V dat io n ali 86
  • 87. CASE INTEGRATION  Tools  Support individual process tasks such as design consistency checking, text editing, etc.  Workbenches  Support a process phase such as specification or design, Normally include a number of integrated tools.  Environments  Support all or a substantial part of an entire software process. Normally include several integrated workbenches. 87
  • 88. TOOLS, WORKBENCHES, ENVIRONMENTS CASE t echn olog y T ls oo Wor kb en ch es Envir ments on Fi l e Integ rat ed Process -cen tr ed Ed it ors Co mpil ers comp ar at ors en vir ments on en vir ments on An alys i s an d Pro gramming T in g est des ig n Mu lt i-met ho d Si n gle-meth od General-pu rp os e Lang uage-sp ecifi c workb en ch es workb en ch es workb en ch es workb en ch es 88