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(1)

Rekayasa Perangkat Lunak

(Software Engineering)

Andi Sunyoto, M.Kom

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(3)

FAQs about software engineering

What is software?

What is software engineering?

What is the difference between software

engineering and computer science?

What is the difference between software

engineering and system engineering?

What is a software process?

(4)

FAQs about software engineering

What are the costs of software engineering?

What are software engineering methods?

What is CASE (Computer-Aided Software

Engineering)

What are the attributes of good software?

What are the key challenges facing software

engineering?

(5)

What is software?

 Computer programs and associated documentation

such as requirements, design models and user manuals.

 Software products may be developed for a particular

customer or may be developed for a general market.

 Software products may be

 Generic - developed to be sold to a range of different customers e.g. PC software such as Excel or Word.

 Bespoke (custom) - developed for a single customer according to their specification.

 New software can be created by developing new

(6)

What is software engineering?

Software engineering is an engineering

discipline that is concerned with all aspects of

software production.

Software engineers should adopt a systematic

and organised approach to their work and use

appropriate tools and techniques depending on

the problem to be solved, the development

(7)

What is the difference between software

engineering and system engineering?

System engineering is concerned with all

aspects of computer-based systems

development including hardware, software and

process engineering. Software engineering is

part of this process concerned with developing

the software infrastructure, control, applications

and databases in the system.

System engineers are involved in system

specification, architectural design, integration

and deployment.

(8)

What is a software process?

A set of activities whose goal is the

development or evolution of software.

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.

(9)

What is a software process model?

A simplified representation of a software

process, presented from a specific perspective.

Examples of process perspectives are

 Workflow perspective - sequence of activities;  Data-flow perspective - information flow;

 Role/action perspective - who does what.

Generic process models

 Waterfall;

 Iterative development;

(10)

What are the costs of software

engineering?

Roughly 60% of costs are development costs,

40% are testing costs. For custom software,

evolution costs often exceed development

costs.

Costs vary depending on the type of system

being developed and the requirements of

system attributes such as performance and

system reliability.

Distribution of costs depends on the

development model that is used.

(11)

Activity cost distribution

Wat erfall m odel

It erative developm ent

Com ponent-based software eng ineering

Developm ent and evolution costs for long-lifetim e sy st em s

10 200 30 400

0

Specification Design Developm ent Integ ration and testing

25 5 0 75 100

0

Specification Developm ent Integ ration and testing

2 5 5 0 75 1 00

0

Specification Iterative developm ent Sy stem testing

2 5 5 0 75 1 00

(12)

Product development costs

Specification Development Sy stem testing

2 5 50 7 5 100

(13)

What is CASE (Computer-Aided Software

Engineering)

Software systems that are intended to provide

automated support for software process

activities.

CASE systems are often used for method

support.

 Upper-CASE

• Tools to support the early process activities of requirements and design;

 Lower-CASE

• Tools to support later activities such as programming, debugging and testing.

(14)

What are the attributes of good software?

 The software should deliver the required functionality

and performance to the user and should be maintainable, dependable and acceptable.

 Maintainability

 Software must evolve to meet changing needs;

 Dependability

 Software must be trustworthy;

 Efficiency

 Software should not make wasteful use of system resources;

 Acceptability

 Software must accepted by the users for which it was

designed. This means it must be understandable, usable and compatible with other systems.

(15)

What are the key challenges facing software

engineering?

Heterogeneity, delivery and trust.

Heterogeneity

 Developing techniques for building software that can cope with heterogeneous platforms and execution environments;

Delivery

 Developing techniques that lead to faster delivery of software;

Trust

(16)

Software category:

system software:

computer software designed to operate the computer hardware and to provide and maintain a platform for running application software.

 The computer BIOS and device firmware.

 The operating system (prominent examples being Microsoft Windows, Mac OS X and Linux)

 Utility software, which helps to analyze, configure, optimize and maintain the computer.

application software:

is a computer software designed to help the user to perform singular or multiple related specific tasks.

 Examples include enterprise software, accounting software, office suites, graphics software, and media players.

(17)

Software category:

engineering/scientific software:

is a computational

software program used in scientific, engineering, and mathematical fields and other areas of technical computing.

embedded software: is computer software

which plays an integral role in the electronics it

is supplied with.

 Embedded software is 'built in' to the electronics in cars, telephones, audio equipment, robots, appliances, toys, security systems,

pacemakers, televisions and digital watches, for example. This

software can become very sophisticated in applications like airplanes, missiles, process control systems, and so on.

(18)

Software category:

product-line software: tools and techniques for

creating a collection of similar software

systems from a shared set of software assets

using a common means of production.

 For example, automotive manufacturers can create unique variations of one car model using a single pool of carefully designed parts and a factory specifically designed to configure and assemble those parts.

WebApps (Web applications):

is an application that is accessed over a network such as the Internet or an intranet.

 The term may also mean a computer software application that is hosted in a browser-controlled environment (e.g. a Java

applet)[citation needed] or coded in a browser-supported language (such as JavaScript, combined with a browser-rendered markup

(19)

Software category:

AI software:

is the intelligence of machines and the branch of computer science that aims to create it.

 Sistem seperti ini umumnya dianggap komputer. Kecerdasan

diciptakan dan dimasukkan ke dalam suatu mesin (komputer) agar dapat melakukan pekerjaan seperti yang dapat dilakukan manusia. Beberapa macam bidang yang menggunakan kecerdasan buatan antara lain sistem pakar, permainan komputer (games), logika fuzzy, jaringan syaraf tiruan dan robotika.

(20)

Software Evolution

First Era:

 Batch orientasi  Distribusi terbatas

 Perangkat lunak Customasi

Second Era:

 Multiuser  Real-time  Database

(21)

Third Era:

 Sistem terdistribusi  Embedded intelligent  Low hardware cost

Fourth Era:

 High Performance Desktop System  OOP Technology

 Expert Sistem  Neural Network

(22)

Problem without SE ?

Tidak sesuai kebutuhan

Over Budget

Terlambat

Error

(23)

Mitos Manajemen

Mitos:

 Saya sudah mempunyai perangkat H/w dan S/w terbaru.

Kenyataan:

 Tidak sekedar H/w tinggi. Ternyata untuk mencapai produktivitas tinggi diperlukan CASE

(24)

Mitos Manajemen

Mitos:

 Jika menambah jumlah programmer dapat mengejar ketinggalan.

Kenyataan:

 Menambah jumlah programmer ketika proses

berjalan akan semakin ketinggalan, karena dapat memperlambat pekerjaan.

(25)

Mitos Pelanggan

Mitos:

 Pernyataan umum obyektif sudah dapat untuk menuliskan program. Detail belakangan.

Kenyataan:

 Definisi awal yg buruk merupakan awal kegagalan membangun S/w. Deskripsi detail informasi, fungsi, unjuk kerja, interface, desain contraint, validasi

(26)

Mitos Pelanggan

Mitos

 Kebutuhan proyek yang terus berubah dapat diakomodasi, karena S/w bersifat fleksibel.

Kenyataan:

 Perubahan dapat menyebabkan “pergolakan” dan

membutuhkan sumber daya yang besar.

 Perubahan software biayanya jauh lebih besar dibanding perubahan di awal.

(27)

Mitos Praktisi

Mitos:

 Teknik Perancangan dan Analisa hanya memperlama selesainya program.

Kenyataan:

 Program yang dirancang dengan teliti, detail, seksama, selesai lebih cepat dengan tingkat efektifitas lebih tinggi.

(28)

Mitos Praktisi

Mitos:

 Kualitas program hanya dinilai ketika sudah dapat berjalan.

Kenyataan:

 Tinjauan perangkat sebelumnya merupakan cara efektif untuk memfilter kualitas perangkat lunak.

(29)

Mitos Praktisi

Mitos:

 Ketika program selesai dan jalan, maka proyek dianggap sukses.

Kenyataan:

 Program berjalan adalah bagian dari konfigurasi perangkat lunak yang menyangkut program,

dokumen dan data.

 Dokumentasi merupakan fondasi untuk

pengembangan yang berhasil, dan memberikan tuntunan untuk pemeliharaan.

(30)

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