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Software Engineering. References: "Software Engineering, 9 th ed." ( Addison-Wesley 2011 ). What is it?.
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Software Engineering References: "Software Engineering, 9th ed." (Addison-Wesley 2011)
What is it? • "The application of a systematic, disciplined, quantifiable approach to the development, operation, and maintenance of software, and the study of these approaches; that is, the application of engineering to software" SWEBOK (Software Engineering Body of Knowledge) • Not necessarily the same as writing a program.
An analogy • Architects (Software Engineers) • Design the building • Plan the layout, look, #rooms, type of structure, etc. • Conform to building codes • The "planner", not the "builder" • Construction Worker (Coders) • Follows the blueprint designed by the architect. • The "builder", not the "planner" • Do you need an architect? • Small (toolshed) vs. Large buildings (hospital)
Applications of S.E. • Stand-alone applications • Client-server applications • Embedded Control Systems • Batch Processing Systems • Simulations • Data Collection Systems • Systems of Systems • …
Costs of S.E. • You must invest time • Delays start of development • Often more paperwork / beauracracy • Requires lots of communication • With team members • With clients / bosses / etc.
Benefits of S.E. • Avoids wasted efforts • Helps produce cleaner code • More readable • More extensible • More error-proof • More elegant • Improves customer satisfaction • (for you) a very marketable career • Money Magazine (2006) #1 job prospect in U.S.A.
Cowboy Coders • When given a job: • No planning whatsoever • Start working immediately. • Get it to work as quick as possible. • Turn in the lab and forget it • Sometimes this is OK • For small projects you won't use again. • When working by yourself • Quick tests, proof of concept (example code in class) • Non-critical systems (some critical systems are: warhead targeting, medical records, etc)
Hallmarks of Cowboy Coders • Spaghetti code • No planning on how everything will fit together • Little / no commenting • Poor naming conventions • Ignore bugs – "It's working most of the time" • Not easily read by others • Not easy to expand upon • Poor (or no) use of modularity features • modules • functions • classes • Little (or no) intermediate (or unit) testing • No planning for future use of the software
Software_Engineering == notCowboy_Coding
Typical Steps in S.E. • Specification • What are we trying to solve • game genre • major gameplay features • How will we get there • Major functions / classes (API) (A)pplication (P)rogramming (I)nterface • Milestones • Division of Labor
Typical Steps in S.E., cont. • Software Design • Assign Tasks • Implement major features first • Testing • Very often while developing • Later, Alpha, Beta • Evaluation • Post-mortem • Sequel planning • There is almost always someback-and-forth between steps
Approaches to S.E (Waterfall) • Boss / producer comes up with high-level goals • The managers develop a high-level implementation plan • Art Lead • Programming Lead • Sound, Level, QA, etc Lead • The Leads assign jobs to the "grunts" • A "traditional" corporate structure • Very linear.
Waterfall analysis - A lot of bureaucracy - Typically slower to start - Hard to change goals / respond to changing customer needs. - Hard to plan for large / new / complex systems + Easier to ensure quality, reliability, lack of errors + Less chance of feature creep
Approaches to S.E. (Re-use oriented) • Type#1: • Use an "off-the-shelf" middleware product • Unreal, Havok, Bink, Unity, etc. • Typically there is "glue" code needed. • Type#2: • Develop your software as an "Engine" • Try to make it as general as possible.
Re-Use oriented analysis Type #1: - Limited by engine's features - Usually very expensive Type #2: - Generality (usually) == more time / effort - Re-inventing the wheel + Design only those features (that might be or are currently) needed - Planning a large project is hard.
Approaches to S.E. (Agile Programming) • Identify features / goals • Start with most important • Spend a short amount (a few weeks, often) implementing these features • Present the prototype to the consumer / boss • Based on feedback • adjust goals / features • adjust implementation plan • (sometimes) re-write earlier code • Go to step 2. • Repeat until consumer is happy / all goals met.
Agile Proramming Analysis - More chance of re-doing components - Harder to predict milestones - Susceptible to feature creep + Less paperwork / (initial) planning + More flexible from consumers point of view + (Sometimes) quicker turn-around time • Anecdotally, this seems to be what many (indie) game companies prefer