Software development

Last updated

Software development is the process used to create software. Programming and maintaining the source code is the central step of this process, but it also includes conceiving the project, evaluating its feasibility, analyzing the business requirements, software design, testing, to release. Software engineering, in addition to development, also includes project management, employee management, and other overhead functions. [1] Software development may be sequential, in which each step is complete before the next begins, but iterative development methods where multiple steps can be executed at once and earlier steps can be revisited have also been devised to improve flexibility, efficiency, and scheduling.

Contents

Software development involves professionals from various fields, not just software programmers but also individuals specialized in testing, documentation writing, graphic design, user support, marketing, and fundraising. A number of tools and models are commonly used in software development, such as integrated development environment (IDE), version control, computer-aided software engineering, and software documentation.

Methodologies

Flowchart of the evolutionary prototyping model, an iterative development model Evolutionary prototyping model.jpg
Flowchart of the evolutionary prototyping model, an iterative development model

Each of the available methodologies are best suited to specific kinds of projects, based on various technical, organizational, project, and team considerations. [3]

Another focus in many programming methodologies is the idea of trying to catch issues such as security vulnerabilities and bugs as early as possible (shift-left testing) to reduce the cost of tracking and fixing them. [13]

In 2009, it was estimated that 32 percent of software projects were delivered on time and budget, and with the full functionality. An additional 44 percent were delivered, but missing at least one of these features. The remaining 24 percent were cancelled prior to release. [14]

Steps

Software development life cycle refers to the systematic process of developing applications. [15]

Feasibility

The sources of ideas for software products are plentiful. These ideas can come from market research including the demographics of potential new customers, existing customers, sales prospects who rejected the product, other internal software development staff, or a creative third party. Ideas for software products are usually first evaluated by marketing personnel for economic feasibility, fit with existing channels of distribution, possible effects on existing product lines, required features, and fit with the company's marketing objectives. In the marketing evaluation phase, the cost and time assumptions become evaluated. [16] The feasibility analysis estimates the project's return on investment, its development cost and timeframe. Based on this analysis, the company can make a business decision to invest in further development. [17] After deciding to develop the software, the company is focused on delivering the product at or below the estimated cost and time, and with a high standard of quality (i.e., lack of bugs) and the desired functionality. Nevertheless, most software projects run late and sometimes compromises are made in features or quality to meet a deadline. [18]

Analysis

Software analysis begins with a requirements analysis to capture the business needs of the software. [19] Challenges for the identification of needs are that current or potential users may have different and incompatible needs, may not understand their own needs, and change their needs during the process of software development. [20] Ultimately, the result of analysis is a detailed specification for the product that developers can work from. Software analysts often decompose the project into smaller objects, components that can be reused for increased cost-effectiveness, efficiency, and reliability. [19] Decomposing the project may enable a multi-threaded implementation that runs significantly faster on multiprocessor computers. [21]

During the analysis and design phases of software development, structured analysis is often used to break down the customer's requirements into pieces that can be implemented by software programmers. [22] The underlying logic of the program may be represented in data-flow diagrams, data dictionaries, pseudocode, state transition diagrams, and/or entity relationship diagrams. [23] If the project incorporates a piece of legacy software that has not been modeled, this software may be modeled to help ensure it is correctly incorporated with the newer software. [24]

Design

Design involves choices about the implementation of the software, such as which programming languages and database software to use, or how the hardware and network communications will be organized. Design may be iterative with users consulted about their needs in a process of trial and error. Design often involves people expert in aspect such as database design, screen architecture, and the performance of servers and other hardware. [19] Designers often attempt to find patterns in the software's functionality to spin off distinct modules that can be reused with object-oriented programming. An example of this is the model–view–controller, an interface between a graphical user interface and the backend. [25]

Programming

The central feature of software development is creating and understanding the software that implements the desired functionality. [26] There are various strategies for writing the code. Cohesive software has various components that are independent from each other. [19] Coupling is the interrelation of different software components, which is viewed as undesirable because it increases the difficulty of maintenance. [27] Often, software programmers do not follow industry best practices, resulting in code that is inefficient, difficult to understand, or lacking documentation on its functionality. [28] These standards are especially likely to break down in the presence of deadlines. [29] As a result, testing, debugging, and revising the code becomes much more difficult. Code refactoring, for example adding more comments to the code, is a solution to improve the understandibility of code. [30]

Testing

Testing is the process of ensuring that the code executes correctly and without errors. Debugging is performed by each software developer on their own code to confirm that the code does what it is intended to. In particular, it is crucial that the software executes on all inputs, even if the result is incorrect. [31] Code reviews by other developers are often used to scrutinize new code added to the project, and according to some estimates dramatically reduce the number of bugs persisting after testing is complete. [32] Once the code has been submitted, quality assurance—a separate department of non-programmers for most large companies—test the accuracy of the entire software product. Acceptance tests derived from the original software requirements are a popular tool for this. [31] Quality testing also often includes stress and load checking (whether the software is robust to heavy levels of input or usage), integration testing (to ensure that the software is adequately integrated with other software), and compatibility testing (measuring the software's performance across different operating systems or browsers). [31] When tests are written before the code, this is called test-driven development. [33]

Production

Production is the phase in which software is deployed to the end user. [34] During production, the developer may create technical support resources for users [35] [34] or a process for fixing bugs and errors that were not caught earlier. There might also be a return to earlier development phases if user needs changed or were misunderstood. [34]

Workers

Software development is performed by software developers, usually working on a team. Efficient communications between team members is essential to success. This is more easily achieved if the team is small, used to working together, and located near each other. [36] Communications also help identify problems at an earlier state of development and avoid duplicated effort. Many development projects avoid the risk of losing essential knowledge held by only one employee by ensuring that multiple workers are familiar with each component. [37] Software development involves professionals from various fields, not just software programmers but also individuals specialized in testing, documentation writing, graphic design, user support, marketing, and fundraising. Although workers for proprietary software are paid, most contributors to open-source software are volunteers. [38] Alternately, they may be paid by companies whose business model does not involve selling the software, but something else—such as services and modifications to open source software. [39]

Models and tools

Computer-aided software engineering

Computer-aided software engineering (CASE) is tools for the partial automation of software development. [40] CASE enables designers to sketch out the logic of a program, whether one to be written, or an already existing one to help integrate it with new code or reverse engineer it (for example, to change the programming language). [41]

Documentation

Documentation comes in two forms that are usually kept separate—that intended for software developers, and that made available to the end user to help them use the software. [42] [43] Most developer documentation is in the form of code comments for each file, class, and method that cover the application programming interface (API)—how the piece of software can be accessed by another—and often implementation details. [44] This documentation is helpful for new developers to understand the project when they begin working on it. [45] In agile development, the documentation is often written at the same time as the code. [46] User documentation is more frequently written by technical writers. [47]

Effort estimation

Accurate estimation is crucial at the feasibility stage and in delivering the product on time and within budget. The process of generating estimations is often delegated by the project manager. [48] Because the effort estimation is directly related to the size of the complete application, it is strongly influenced by addition of features in the requirements—the more requirements, the higher the development cost. Aspects not related to functionality, such as the experience of the software developers and code reusability, are also essential to consider in estimation. [49] As of 2019, most of the tools for estimating the amount of time and resources for software development were designed for conventional applications and are not applicable to web applications or mobile applications. [50]

Integrated development environment

Anjuta, a C and C++ IDE for the GNOME environment Anjuta-2.0.0-2.png
Anjuta, a C and C++ IDE for the GNOME environment

An integrated development environment (IDE) supports software development with enhanced features compared to a simple text editor. [51] IDEs often include automated compiling, syntax highlighting of errors, [52] debugging assistance, [53] integration with version control, and semi-automation of tests. [51]

Version control

Version control is a popular way of managing changes made to the software. Whenever a new version is checked in, the software saves a backup of all modified files. If multiple programmers are working on the software simultaneously, it manages the merging of their code changes. The software highlights cases where there is a conflict between two sets of changes and allows programmers to fix the conflict. [54]

View model

The TEAF Matrix of Views and Perspectives TEAF Matrix of Views and Perspectives.svg
The TEAF Matrix of Views and Perspectives

A view model is a framework that provides the viewpoints on the system and its environment, to be used in the software development process. It is a graphical representation of the underlying semantics of a view.

The purpose of viewpoints and views is to enable human engineers to comprehend very complex systems and to organize the elements of the problem around domains of expertise. In the engineering of physically intensive systems, viewpoints often correspond to capabilities and responsibilities within the engineering organization. [55]

Intellectual property

Intellectual property can be an issue when developers integrate open-source code or libraries into a proprietary product, because most open-source licenses used for software require that modifications be released under the same license. As an alternative, developers may choose a proprietary alternative or write their own software module. [56]

Related Research Articles

Software documentation is written text or illustration that accompanies computer software or is embedded in the source code. The documentation either explains how the software operates or how to use it, and may mean different things to people in different roles.

Software testing is the act of examining the artifacts and the behavior of the software under test by verification and validation. Software testing can also provide an objective, independent view of the software to allow the business to appreciate and understand the risks of software implementation. Test techniques include, but are not limited to:

A software company is an organisation — owned either by the state or private — established for profit whose primary products are various forms of software, software technology, distribution, and software product development. They make up the software industry.

In computer programming, unit testing is a software testing method by which individual units of source code—sets of one or more computer program modules together with associated control data, usage procedures, and operating procedures—are tested to determine whether they are fit for use. It is a standard step in development and implementation approaches such as Agile.

<span class="mw-page-title-main">Open-source software</span> Software licensed to ensure source code usage rights

Open-source software (OSS) is computer software that is released under a license in which the copyright holder grants users the rights to use, study, change, and distribute the software and its source code to anyone and for any purpose. Open-source software may be developed in a collaborative, public manner. Open-source software is a prominent example of open collaboration, meaning any capable user is able to participate online in development, making the number of possible contributors indefinite. The ability to examine the code facilitates public trust in the software.

A programming tool or software development tool is a computer program that software developers use to create, debug, maintain, or otherwise support other programs and applications. The term usually refers to relatively simple programs, that can be combined to accomplish a task, much as one might use multiple hands to fix a physical object. The most basic tools are a source code editor and a compiler or interpreter, which are used ubiquitously and continuously. Other tools are used more or less depending on the language, development methodology, and individual engineer, often used for a discrete task, like a debugger or profiler. Tools may be discrete programs, executed separately – often from the command line – or may be parts of a single large program, called an integrated development environment (IDE). In many cases, particularly for simpler use, simple ad hoc techniques are used instead of a tool, such as print debugging instead of using a debugger, manual timing instead of a profiler, or tracking bugs in a text file or spreadsheet instead of a bug tracking system.

<span class="mw-page-title-main">Systems development life cycle</span> Systems engineering terms

In systems engineering, information systems and software engineering, the systems development life cycle (SDLC), also referred to as the application development life cycle, is a process for planning, creating, testing, and deploying an information system. The SDLC concept applies to a range of hardware and software configurations, as a system can be composed of hardware only, software only, or a combination of both. There are usually six stages in this cycle: requirement analysis, design, development and testing, implementation, documentation, and evaluation.

Web development is the work involved in developing a website for the Internet or an intranet. Web development can range from developing a simple single static page of plain text to complex web applications, electronic businesses, and social network services. A more comprehensive list of tasks to which Web development commonly refers, may include Web engineering, Web design, Web content development, client liaison, client-side/server-side scripting, Web server and network security configuration, and e-commerce development.

In software development, agile practices include requirements, discovery and solutions improvement through the collaborative effort of self-organizing and cross-functional teams with their customer(s)/end user(s). Popularized in the 2001 Manifesto for Agile Software Development, these values and principles were derived from, and underpin, a broad range of software development frameworks, including Scrum and Kanban.

Video game development is the process of creating a video game. It is a multidisciplinary practice, involving programming, design, art, audio, user interface, and writing. Each of those may be made up of more specialized skills; art includes 3D modeling of objects, character modeling, animation, visual effects, and so on. Development is supported by project management, production, and quality assurance. Teams can be many hundreds of people, a small group, or even a single person.

<span class="mw-page-title-main">Continuous integration</span> Software development practice based on frequent submission of granular changes

In software engineering, continuous integration (CI) is the practice of merging all developers' working copies to a shared mainline several times a day. Nowadays it is typically implemented in such a way that it triggers an automated build with testing. Grady Booch first proposed the term CI in his 1991 method, although he did not advocate integrating several times a day. Extreme programming (XP) adopted the concept of CI and did advocate integrating more than once per day – perhaps as many as tens of times per day.

Open-source software development (OSSD) is the process by which open-source software, or similar software whose source code is publicly available, is developed by an open-source software project. These are software products available with its source code under an open-source license to study, change, and improve its design. Examples of some popular open-source software products are Mozilla Firefox, Google Chromium, Android, LibreOffice and the VLC media player.

Game testing, also called quality assurance (QA) testing within the video game industry, is a software testing process for quality control of video games. The primary function of game testing is the discovery and documentation of software defects. Interactive entertainment software testing is a highly technical field requiring computing expertise, analytic competence, critical evaluation skills, and endurance. In recent years the field of game testing has come under fire for being extremely strenuous and unrewarding, both financially and emotionally.

Extreme programming (XP) is an agile software development methodology used to implement software systems. This article details the practices used in this methodology. Extreme programming has 12 practices, grouped into four areas, derived from the best practices of software engineering.

Coding best practices or programming best practices are a set of informal, sometimes personal, rules that many software developers, in computer programming follow to improve software quality. Many computer programs require being robust and reliable for long periods of time, so any rules need to facilitate both initial development and subsequent maintenance of source code by people other than the original authors.

<span class="mw-page-title-main">V-model (software development)</span> Software development methodology

In software development, the V-model represents a development process that may be considered an extension of the waterfall model, and is an example of the more general V-model. Instead of moving down in a linear way, the process steps are bent upwards after the coding phase, to form the typical V shape. The V-Model demonstrates the relationships between each phase of the development life cycle and its associated phase of testing. The horizontal and vertical axes represent time or project completeness (left-to-right) and level of abstraction, respectively.

In software engineering, team programming is a project management strategy for coordinating task distribution in computer software development projects, which involves the assignment of two or more computer programmers to work collaboratively on an individual sub-task within a larger programming project. In general, the manner in which this term is used today refers to methods currently in vogue within the software development industry where multiple individuals work simultaneously on the same activity; in these systems, programmers are often grouped in pairs at the same computer workstation, one observing the other working on the software and alternating roles at time intervals.

An API writer is a technical writer who writes documents that describe an application programming interface (API). The primary audience includes programmers, developers, system architects, and system designers.

A programming team is a team of people who develop or maintain computer software. They may be organised in numerous ways, but the egoless programming team and chief programmer team have been common structures.

<span class="mw-page-title-main">Extreme programming</span> Software development methodology

Extreme programming (XP) is a software development methodology intended to improve software quality and responsiveness to changing customer requirements. As a type of agile software development, it advocates frequent releases in short development cycles, intended to improve productivity and introduce checkpoints at which new customer requirements can be adopted.

References

  1. Dooley 2017, p. 1.
  2. Dooley 2017, p. 12.
  3. System Development Methodologies for Web-Enabled E-Business: A Customization Framework Linda V. Knight (DePaul University, USA), Theresa A. Steinbach (DePaul University, USA) and Vince Kellen (Blue Wolf, USA)
  4. Dooley 2017, pp. 8–9.
  5. Dooley 2017, p. 9.
  6. 1 2 Langer 2016, pp. 2–3, 5–6.
  7. Tucker, Morelli & de Silva 2011, p. 8.
  8. Dooley 2017, p. 11.
  9. 1 2 Dooley 2017, p. 13.
  10. Tucker, Morelli & de Silva 2011, pp. 41–42.
  11. 1 2 Vishnu 2019, pp. 1–2.
  12. Laukkanen, Eero; Itkonen, Juha; Lassenius, Casper (2017). "Problems, causes and solutions when adopting continuous delivery—A systematic literature review". Information and Software Technology. 82: 55–79. doi: 10.1016/j.infsof.2016.10.001 .
  13. Winters, Manshreck & Wright 2020, p. 17.
  14. Tucker, Morelli & de Silva 2011, p. 6.
  15. Saif 2019, pp. 46–47.
  16. Morris 2001, p. 1.10.
  17. Langer 2016, p. 7.
  18. Dooley 2017, pp. 3, 8.
  19. 1 2 3 4 Langer 2016, p. 8.
  20. Langer 2016, pp. 2–3.
  21. Dooley 2017, pp. 193–194.
  22. Langer 2016, pp. 103–104.
  23. Langer 2016, pp. 117, 127, 131, 137, 141.
  24. Langer 2016, p. 106.
  25. Dooley 2017, p. 142.
  26. Tucker, Morelli & de Silva 2011, p. 31.
  27. Langer 2016, pp. 8–9.
  28. Tucker, Morelli & de Silva 2011, pp. 31–32.
  29. Tucker, Morelli & de Silva 2011, pp. 34–35.
  30. Tucker, Morelli & de Silva 2011, pp. 31–32, 35.
  31. 1 2 3 Langer 2016, p. 9.
  32. Dooley 2017, p. 272.
  33. Tucker, Morelli & de Silva 2011, p. 9.
  34. 1 2 3 Langer 2016, p. 10.
  35. Tucker, Morelli & de Silva 2011, p. 37.
  36. Dooley 2017, p. 2.
  37. Winters, Manshreck & Wright 2020, pp. 30–31.
  38. Tucker, Morelli & de Silva 2011, p. 7.
  39. Tucker, Morelli & de Silva 2011, pp. 14–15.
  40. Langer 2016, p. 22.
  41. Langer 2016, pp. 108–110, 206.
  42. Tucker, Morelli & de Silva 2011, p. 243.
  43. Winters, Manshreck & Wright 2020, p. 192.
  44. Winters, Manshreck & Wright 2020, pp. 193–195.
  45. Tucker, Morelli & de Silva 2011, p. 143.
  46. Tucker, Morelli & de Silva 2011, p. 144.
  47. Winters, Manshreck & Wright 2020, p. 204.
  48. Saif 2019, pp. 50–51.
  49. Saif 2019, pp. 52–53.
  50. Saif 2019, p. 45.
  51. 1 2 Tucker, Morelli & de Silva 2011, p. 68.
  52. Dooley 2017, p. 236.
  53. Dooley 2017, p. 239.
  54. Dooley 2017, pp. 246–247.
  55. Edward J. Barkmeyer ea (2003). Concepts for Automating Systems Integration Archived 25 January 2017 at the Wayback Machine NIST 2003.
  56. Langer 2016, pp. 44–45.

Further reading