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  • Week 11 [Oct 29]

    Todo

    Admin info to read:

    Admin Project: v1.3 [week 11]

    Overview: Release as a jar file, release updated user guide, peer-test released products, verify code authorship.

    v1.3 Summary of Milestone

    Milestone Minimum acceptable performance to consider as 'reached'
    Contributed code to v1.3 code merged
    v1.3 jar file released properly on GitHub as stated
    v1.3 milestone properly wrapped up on GitHub as stated
    Documentation updated to match v1.3 at least the User Guide and the README.adoc is updated

    v1.3 Project Management

    Updated Instructions

    We will depend on Reposense for identifying your code contribution. At the moment, you are NOT required to collate your code. However, the teaching team will monitor Reposense for another week and confirm via an announcement.

    v1.3 Product

    • As before, move the product towards v2.0.

      Submission: Push the code to GitHub.

    v1.3 Documentation

    v1.3 user guide should be updated to match the current version of the product.  Reason: v1.3 will be subjected to a trial acceptance testing session

    • README page: Update to look like a real product (rather than a project for learning SE) if you haven't done so already. In particular,

      • Describe the profile of the target user
      • Remove irrelevant content such as Learning Outcomes
      • Update the Ui.png to match the current product
    • User Guide: This document will be used by acceptance testers. Update to match the current version. In particular,

      • Clearly indicate which features are not implemented yet  e.g. tag those features with a Coming in v2.0.
      • For those features already implemented, ensure their descriptions match the exact behavior of the product  e.g. replace mockups with actual screenshots
    • Developer Guide: As before, update if necessary.

    • AboutUs page: Update to reflect current state of roles and responsibilities.

    Submission: Must be included in the version tagged v1.3.

    v1.3 Demo

    • We will have a timed-demo. You will get 15 minutes to demo your product (not just your features, but the entire product).
    • Two/three of you can do the demo this week, and the remaining will get a chance next week.
    • Your tutor will provide feedback on the product based on the demo.

    v1.3 Testing (PE-1)

    See info in the panel below

    Relevant: [Admin Project Deliverables → Practical Exam - Round 1 ]

    What: The v1.3 is subjected to a round of peer acceptance/system testing, also called the Practical Exam Round 1 (PE-1). This round of testing will be graded similar to the Practical Exam (Round 2) that will be done at v1.4.

    When, where: 45 minute slot at the end of week 11 lecture, in the Lecture venue

    Objectives:

    • Evaluate your,
      • manual testing skills
      • product evaluation skills
      • effort estimation skills
    • Peer-evaluate your
      • product design
      • implementation effort
      • documentation quality

    When, where: Week 13 lecture

    Grading:

    • Your performance in the practical exams will be considered for your final grade (under the QA category and under Implementation category, about 10 marks in total).
    • You will be graded based on your effectiveness as a tester (e.g., the percentage of the bugs you found, the nature of the bugs you found) and how far off your evaluation/estimates are from the evaluator consensus.  Explanation: we understand that you have limited expertise in this area; hence, we penalize only if your inputs don't seem to be based on a sincere effort to test/evaluate.
    • The bugs found in your product by others will affect your v1.4 marks. You will be given a chance to reject false-positive bug reports.

    Preparation:

    • Ensure that you can access the relevant issue tracker given below:
      -- for PE-1: nusCS2113-AY1819S1/pe-1
      -- for PE-2: nusCS2113-AY1819S1/pe-2

      • These are private repos!. If you cannot access the relevant repo, you may not have accepted the invitation to join the GitHub org used by the module. Go to https://github.com/orgs/nusCS2113-AY1819S1/invitation to accept the invitation.
      • If you cannot find the invitation, post in our forum.
    • Ensure you have access to a computer that is able to run module projects  e.g. has the right Java version.

    • Have a good screen grab tool with annotation features so that you can quickly take a screenshot of a bug, annotate it, and post in the issue tracker.

      • 💡 You can use Ctrl+V to paste a picture from the clipboard into a text box in GitHub issue tracker.
    • Charge your computer before coming to the PE session. The testing venue may not have enough charging points.

    During:

    1. Take note of your team to test. It will be given to you by the teaching team (distributed via IVLE gradebook).
    2. Download from IVLE all files submitted by the team (i.e. jar file, User Guide, Developer Guide, and Project Portfolio Pages) into an empty folder.
    3. [~45 minutes] Test the product and report bugs as described below:
    Testing instructions for PE-1 and PE-2
    • What to test:

      • PE-1 (at v1.3):
        • Test the product based on the User Guide (the UG is most likely accessible using the help command).
        • Do system testing first i.e., does the product work as specified by the documentation?. If there is time left, you can do acceptance testing as well i.e., does the product solve the problem it claims to solve?.
      • PE-2 (at v1.4):
        • Test the product based on the Developer Guide (Appendix named Instructions for Manual Testing) and the User Guide. The testing instructions in the Developer Guide can provide you some guidance but if you follow those instructions strictly, you are unlikely to find many bugs. You can deviate from the instructions to probe areas that are more likely to have bugs.
        • Do system testing only i.e., verify actual behavior against documented behavior. Do not do acceptance testing.
    • What not to test:

      • Omit features that are driven by GUI inputs (e.g. buttons, menus, etc.)  Reason: Only CLI-driven features can earn credit, as per given project constraints. Some features might have both a GUI-driven and CLI-driven ways to invoke them, in which case test only the CLI-driven way of invoking it.
      • Omit feature that existed in AB-4.
    • These are considered bugs:

      • Behavior differs from the User Guide
      • A legitimate user behavior is not handled e.g. incorrect commands, extra parameters
      • Behavior is not specified and differs from normal expectations e.g. error message does not match the error
      • Problems in the User Guide e.g., missing/incorrect info
    • Where to report bugs: Post bug in the following issue trackers (not in the team's repo):

    • Bug report format:

      • Post bugs as you find them (i.e., do not wait to post all bugs at the end) because the issue tracker will close exactly at the end of the allocated time.
      • Do not use team ID in bug reports. Reason: to prevent others copying your bug reports
      • Each bug should be a separate issue.
      • Write good quality bug reports; poor quality or incorrect bug reports will not earn credit.
      • Use a descriptive title.
      • Give a good description of the bug with steps to reproduce and screenshots.
      • Use the template(s) in the issue tracker as much as possible.
      • Assign a severity to the bug report. Bug report without a priority label are considered severity.Low (lower severity bugs earn lower credit):

    Bug Severity labels:

    • severity.Low : A flaw that is unlikely to affect normal operations of the product. Appears only in very rare situations and causes a minor inconvenience only.
    • severity.Medium : A flaw that causes occasional inconvenience to some users but they can continue to use the product.
    • severity.High : A flaw that affects most users and causes major problems for users. i.e., makes the product almost unusable for most users.
    • About posting suggestions:

      • PE-1 (at v1.3): You can also post suggestions on how to improve the product. 💡 Be diplomatic when reporting bugs or suggesting improvements. For example, instead of criticising the current behavior, simply suggest alternatives to consider.
      • PE-2 (at v1.4): Do not post suggestions.
    • If the product doesn't work at all: If the product fails catastrophically e.g., cannot even launch, contact the lecturer immediately to obtain a new product to test.

    1. [~45 minutes] Evaluate the following aspects. Note down your evaluation in a hard copy (as a backup). Submit via TEAMMATES.

      • A. Cohesiveness of product features []: Do the features fit together and match the stated target user and the value proposition?

        • unable to judge: You are unable to judge this aspect for some reason.
        • low: One of these
          • target user is too general  i.e. wider than AB4
          • target user and/or value proposition is not clear from the user guide
          • features don't seem to fit together for the most part
        • medium: Some features fit together but some don't.
        • high: All features fit together but the features are not very high value to the target user.
        • excellent: The target user is clearly defined (not too general) and almost all new features are of high-value to the target user. i.e. the product is very attractive to the target user.
      • B. Quality of user docs []: Evaluate based on the parts of the user guide written by the person, as reproduced in the project portfolio. Evaluate from an end-user perspective.

        • unable to judge: Less than 1 page worth of UG content written by the student.
        • low: Hard to understand, often inaccurate or missing important information.
        • medium: Needs some effort to understand; some information is missing.
        • high: Mostly easy to follow. Only a few areas need improvements.
        • excellent: Easy to follow and accurate. Just enough information, visuals, examples etc. (not too much either).
      • C. Quality of developer docs []: Evaluate based on the developer docs cited/reproduced in the respective project portfolio page. Evaluate from the perspective of a new developer trying to understand how the features are implemented.

        • unable to judge: One of these
          • no content at all.
          • less than 0.5 pages worth of content.
          • other problems in the document  e.g. looks like included wrong content.
        • low: One of these
          • Very small amount of content (i.e., 0.5 - 1 page).
          • Hardly any use to the reader (i.e., content doesn't make much sense or redundant).
          • Uses ad-hoc diagrams where UML diagrams could have been used instead.
          • Multiple notation errors in UML diagrams.
        • medium: Some diagrams, some descriptions, but does not help the reader that much  e.g. overly complicated diagrams.
        • high: Enough diagrams (at lest two kinds of UML diagrams used) and enough descriptions (about 2 pages worth) but explanations are not always easy to follow.
        • excellent: Easy to follow. Just enough information (not too much). Minimum repetition of content/diagrams. Good use of diagrams to complement text descriptions. Easy to understand diagrams with just enough details rather than very complicated diagrams that are hard to understand.
      • D. Depth of feature []: Evaluate the feature done by the student for difficulty, depth, and completeness. Note: examples given below assumes AB4 did not have the commands edit, undo, and redo.

        • unable to judge: You are unable to judge this aspect for some reason.
        • low : An easy feature  e.g. make the existing find command case insensitive.
        • medium : Moderately difficult feature, barely acceptable implementation  e.g. an edit command that requires the user to type all fields, even the ones that are not being edited.
        • high: One of the below
          • A moderately difficult feature but fully implemented  e.g. an edit command that allows editing any field.
          • A difficult feature with a reasonable implementation but some aspects are not covered  undo/redo command that only allows a single undo/redo.
        • excellent: A difficult feature, all reasonable aspects are fully implemented  undo/redo command that allows multiple undo/redo.
      • E. Amount of work []: Evaluate the amount of work, on a scale of 0 to 30.

        • Consider this PR (history command) as 5 units of effort which means this PR (undo/redo command) is about 15 points of effort. Given that 30 points matches an effort twice as that needed for the undo/redo feature (which was given as an example of an A grade project), we expect most students to be have efforts lower than 20.
        • Consider the main feature only. Exclude GUI inputs, but consider GUI outputs of the feature. Count all implementation/testing/documentation work as mentioned in that person's portfolio page. Also look at the actual code written by the person. We understand that it is not possible to know exactly which part of the code is for the main feature; make a best guess judgement call based on the available info.
        • Do not give a high value just to be nice. If your estimate is wildly inaccurate, it means you are unable to estimate the effort required to implement a feature in a project that you are supposed to know well at this point. You will lose marks if that is the case.

    Bug Review Period:

    There will be a review period for you to respond to the bug reports you received.

    Duration: The review period will start around 1 day after the PE (exact time to be announced) and will last until the following Tuesday midnight.

    Bug reviewing is recommended to be done as a team as some of the decisions need team consensus.

    Instructions for Reviewing Bug Reports

    • First, don't freak out if there are lot of bug reports. Many can be duplicates and some can be false positives. In any case, we anticipate that all of these products will have some bugs and our penalty for bugs is not harsh. Furthermore, it depends on the severity of the bug. Some bug may not even be penalized.

    • Do not edit the subject or the description. Do not close bug reports. Your response (if any) should be added as a comment.

    • If the bug is reported multiple times, mark all copies EXCEPT one as duplicates using the duplicate tag (if the duplicates have different severity levels, you should keep the one with the highest severity). In addition, use this technique to indicate which issue they are duplicates of. Duplicates can be omitted from processing steps given below.

    • If a bug seems to be for a different product (i.e. wrongly assigned to your team), let us know (email prof).

    • Decide if it is a real bug and apply ONLY one of these labels.

    Response Labels:

    • response.Accepted : You accept it as a bug.
    • response.Rejected : What tester thought as a bug is in fact expected behavior. ❗️ The penalty for rejecting a bug using an unjustifiable explanation is higher than the penalty if the same bug was accepted. You can also reject bugs that you inherited from AB4.
    • response.CannotReproduce : You are unable to reproduce the behavior reported in the bug after multiple tries.
    • response.IssueUnclear : The issue description is not clear.
    • If applicable, decide the type of bug. Bugs without type- are considered type-FunctionalityBug by default (which are liable to a heavier penalty):

    Bug Type Labels:

    • type-FunctionalityBug : the bug is a flaw in how the product works.
    • type-DocumentationBug : the bug is in the documentation.
    • If you disagree with the original severity assigned to the bug, you may change it to the correct level, in which case add a comment justifying the change. All such changes will be double-checked by the teaching team and unreasonable lowering of severity will be penalized extra.:

    Bug Severity labels:

    • severity.Low : A flaw that is unlikely to affect normal operations of the product. Appears only in very rare situations and causes a minor inconvenience only.
    • severity.Medium : A flaw that causes occasional inconvenience to some users but they can continue to use the product.
    • severity.High : A flaw that affects most users and causes major problems for users. i.e., makes the product almost unusable for most users.
    • Decide who should fix the bug. Use the Assignees field to assign the issue to that person(s). There is no need to actually fix the bug though. It's simply an indication/acceptance of responsibility. If there is no assignee, we will distribute the penalty for that bug (if any) among all team members.

    • Add an explanatory comment explaining your choice of labels and assignees.

    Grading: Taking part in the PE-1 is strongly encouraged as it can affect your grade in the following ways.

    • We will consider your performance in both PE-1 as well as PE-2 when grading.
    • You will be graded based on your effectiveness as a tester (e.g., the percentage of the bugs you found, the nature of the bugs you found) and how far off your evaluation/estimates are from the evaluator consensus.  Explanation: we understand that you have limited expertise in this area; hence, we penalize only if your inputs don't seem to be based on a sincere effort to test/evaluate.
    • There is no penalty for bugs reported in your product. Every bug you find is a win-win for you and the team whose product you are testing.

    Objectives:

    • To train you to do manual testing, bug reporting, bug triaging, bug fixing, communicating with users/testers/developers, evaluating products etc.
    • To help you improve your product before the final submission.

    Preparation:

    • Ensure that you can access the relevant issue tracker given below:
      -- for PE-1: nusCS2113-AY1819S1/pe-1
      -- for PE-2: nusCS2113-AY1819S1/pe-2

      • These are private repos!. If you cannot access the relevant repo, you may not have accepted the invitation to join the GitHub org used by the module. Go to https://github.com/orgs/nusCS2113-AY1819S1/invitation to accept the invitation.
      • If you cannot find the invitation, post in our forum.
    • Ensure you have access to a computer that is able to run module projects  e.g. has the right Java version.

    • Have a good screen grab tool with annotation features so that you can quickly take a screenshot of a bug, annotate it, and post in the issue tracker.

      • 💡 You can use Ctrl+V to paste a picture from the clipboard into a text box in GitHub issue tracker.
    • Charge your computer before coming to the PE session. The testing venue may not have enough charging points.

    During the session:

    1. Take note of your team to test. Distributed via IVLE gradebook.
    2. Download the latest jar file from the team's GitHub page. Copy it to an empty folder.
    Testing instructions for PE-1 and PE-2
    • What to test:

      • PE-1 (at v1.3):
        • Test the product based on the User Guide (the UG is most likely accessible using the help command).
        • Do system testing first i.e., does the product work as specified by the documentation?. If there is time left, you can do acceptance testing as well i.e., does the product solve the problem it claims to solve?.
      • PE-2 (at v1.4):
        • Test the product based on the Developer Guide (Appendix named Instructions for Manual Testing) and the User Guide. The testing instructions in the Developer Guide can provide you some guidance but if you follow those instructions strictly, you are unlikely to find many bugs. You can deviate from the instructions to probe areas that are more likely to have bugs.
        • Do system testing only i.e., verify actual behavior against documented behavior. Do not do acceptance testing.
    • What not to test:

      • Omit features that are driven by GUI inputs (e.g. buttons, menus, etc.)  Reason: Only CLI-driven features can earn credit, as per given project constraints. Some features might have both a GUI-driven and CLI-driven ways to invoke them, in which case test only the CLI-driven way of invoking it.
      • Omit feature that existed in AB-4.
    • These are considered bugs:

      • Behavior differs from the User Guide
      • A legitimate user behavior is not handled e.g. incorrect commands, extra parameters
      • Behavior is not specified and differs from normal expectations e.g. error message does not match the error
      • Problems in the User Guide e.g., missing/incorrect info
    • Where to report bugs: Post bug in the following issue trackers (not in the team's repo):

    • Bug report format:

      • Post bugs as you find them (i.e., do not wait to post all bugs at the end) because the issue tracker will close exactly at the end of the allocated time.
      • Do not use team ID in bug reports. Reason: to prevent others copying your bug reports
      • Each bug should be a separate issue.
      • Write good quality bug reports; poor quality or incorrect bug reports will not earn credit.
      • Use a descriptive title.
      • Give a good description of the bug with steps to reproduce and screenshots.
      • Use the template(s) in the issue tracker as much as possible.
      • Assign a severity to the bug report. Bug report without a priority label are considered severity.Low (lower severity bugs earn lower credit):

    Bug Severity labels:

    • severity.Low : A flaw that is unlikely to affect normal operations of the product. Appears only in very rare situations and causes a minor inconvenience only.
    • severity.Medium : A flaw that causes occasional inconvenience to some users but they can continue to use the product.
    • severity.High : A flaw that affects most users and causes major problems for users. i.e., makes the product almost unusable for most users.
    • About posting suggestions:

      • PE-1 (at v1.3): You can also post suggestions on how to improve the product. 💡 Be diplomatic when reporting bugs or suggesting improvements. For example, instead of criticising the current behavior, simply suggest alternatives to consider.
      • PE-2 (at v1.4): Do not post suggestions.
    • If the product doesn't work at all: If the product fails catastrophically e.g., cannot even launch, contact the lecturer immediately to obtain a new product to test.

    At the end of the project each student is required to submit a Project Portfolio Page.

    • Objective:

      • For you to use  (e.g. in your resume) as a well-documented data point of your SE experience
      • For us to use as a data point to evaluate your,
        • contributions to the project
        • your documentation skills
    • Sections to include:

      • Overview: A short overview of your product to provide some context to the reader.

      • Summary of Contributions:

        • Code contributed: Give a link to your code on Project Code Dashboard, which should be https://nuscs2113-ay1819s1.github.io/dashboard/#=undefined&search=githbub_username_in_lower_case (replace githbub_username_in_lower_case with your actual username in lower case e.g., johndoe). This link is also available in the Project List Page -- linked to the icon under your photo.
        • Main feature implemented: A summary of the main feature you implemented
        • Other contributions:
          • Contributions to project management e.g., setting up project tools, managing releases, managing issue tracker etc.
          • Evidence of helping others e.g. responses you posted in our forum, bugs you reported in other team's products,
          • Evidence of technical leadership e.g. sharing useful information in the forum
        • [Optional] Other minor enhancements: If you have other enhancements that you implemented, which are not related to your main feature, you can include it here. If you have written a significant amount of code that can be advertised as a feature by itself, but does not belong to your main feature, you can choose to include it as a part of the optional enhancements.
      • Contributions to the User Guide: Reproduce the parts in the User Guide that you wrote. This can include features you implemented as well as features you propose to implement.
        The purpose of allowing you to include proposed features is to provide you more flexibility to show your documentation skills. e.g. you can bring in a proposed feature just to give you an opportunity to use a UML diagram type not used by the actual features.

      • Contributions to the Developer Guide: Reproduce the parts in the Developer Guide that you wrote. Ensure there is enough content to evaluate your technical documentation skills and UML modelling skills. You can include descriptions of your design/implementations, possible alternatives, pros and cons of alternatives, etc.

      • If you plan to use the PPP in your Resume, you can also include your SE work outside of the module (will not be graded)

    • Format:

      • File name: docs/team/githbub_username_in_lower_case.adoc e.g., docs/team/johndoe.adoc

      • Follow the example in the AddressBook-Level4, but ignore the following two lines in it.

        • Minor enhancement: added a history command that allows the user to navigate to previous commands using up/down keys.
        • Code contributed: [Functional code] [Test code] {give links to collated code files}
      • 💡 You can use the Asciidoc's include feature to include sections from the developer guide or the user guide in your PPP. Follow the example in the sample.

      • It is assumed that all contents in the PPP were written primarily by you. If any section is written by someone else  e.g. someone else wrote described the feature in the User Guide but you implemented the feature, clearly state that the section was written by someone else  (e.g. Start of Extract [from: User Guide] written by Jane Doe).  Reason: Your writing skills will be evaluated based on the PPP

      • Page limit: If you have more content than the limit given below, shorten (or omit some content) so that you do not exceed the page limit. Having too much content in the PPP will be viewed unfavorably during grading. Note: the page limits given below are after converting to PDF format. The actual amount of content you require is actually less than what these numbers suggest because the HTML → PDF conversion adds a lot of spacing around content.

        Content Limit
        Overview + Summary of contributions 0.5-1
        Contributions to the User Guide 1-3
        Contributions to the Developer Guide 3-6
        Total 5-10

    After the session:

    • We'll transfer the relevant bug reports to your repo over the weekend. Once you have received the bug reports for your product, it is up to you to decide whether you will act on reported issues before the final submission v1.4. For some issues, the correct decision could be to reject or postpone to a version beyond v1.4.
    • You can post in the issue thread to communicate with the tester e.g. to ask for more info, etc. However, the tester is not obliged to respond.
      • 💡 Do not argue with the issue reporter to try to convince that person that your way is correct/better. If at all, you can gently explain the rationale for the current behavior but do not waste time getting involved in long arguments. If you think the suggestion/bug is unreasonable, just thank the reporter for their view and close the issue.

    Outcomes

    Requirements

    W11.1 Can explain object oriented domain models W11.1a Can explain object oriented domain models

    Design → Modelling → Modelling Structure

    Object Oriented Domain Models

    The analysis process for identifying objects and object classes is recognized as one of the most difficult areas of object-oriented development. --Ian Sommerville, in the book Software Engineering

    Class diagrams can also be used to model objects in the problem domain (i.e. to model how objects actually interact in the real world, before emulating them in the solution). Class diagrams are used to model the problem domain are called conceptual class diagrams or OO domain models (OODMs).

    OO domain model of a snakes and ladders game is given below.

    Description: Snakes and ladders game is played by two or more players using a board and a die. The board has 100 squares marked 1 to 100. Each player owns one piece. Players take turns to throw the die and advance their piece by the number of squares they earned from the die throw. The board has a number of snakes. If a player’s piece lands on a square with a snake head, the piece is automatically moved to the square containing the snake’s tail. Similarly, a piece can automatically move from a ladder foot to the ladder top. The player whose piece is the first to reach the 100th square wins.

    The above OO domain model omits the ladder class for simplicity. It can be included in a similar fashion to the Snake class.

    OODMs do not contain solution-specific classes (i.e. classes that are used in the solution domain but do not exist in the problem domain). For example, a class called DatabaseConnection could appear in a class diagram but not usually in an OO domain model because DatabaseConnection is something related to a software solution but not an entity in the problem domain.

    OODMs represents the class structure of the problem domain and not their behavior, just like class diagrams. To show behavior, use other diagrams such as sequence diagrams.

    OODM notation is similar to class diagram notation but typically omit methods and navigability.

    This diagram is,

    • a. A class diagram.
    • b. An object diagram.
    • c. An OO domain model, also known as a conceptual class diagram.
    • d. Can be either a class diagram or an OO domain model.

    (a)

    Explanation: The diagram shows navigability which is not shown in an OO domain model. Hence, it has to be a class diagram.

    What is the main difference between a class diagram and and an OO domain model?

    (a)

    Explanation: Both are UML diagrams, and use the class diagram notation. While it is true that often a class diagram may have more classes and more details, the main difference is that the OO domain model describes the problem domain while the class diagram describes the solution.

    Quality Assurance

    W11.2 Can apply heuristics to combine multiple test inputs W11.2a Can explain the need for strategies to combine test inputs

    Quality Assurance → Test Case Design → Combining Test Inputs →

    Why

    An SUT can take multiple inputs. You can select values for each input (using equivalence partitioning, boundary value analysis, or some other technique).

    an SUT that takes multiple inputs and some values chosen as values for each input:

    • Scenario: calculateGrade
    • Method to test: calculateGrade(participation, projectGrade, isAbsent, examScore)
    • Values to test (invalid values are bold)
    Input valid values to test invalid values to test
    participation 0, 1, 19, 20 21, 22
    projectGrade A, B, C, D, F
    isAbsent true, false
    examScore 0, 1, 69, 70, 71, 72

    Testing all possible combinations is effective but not efficient. If you test all possible combinations for the above example, you need to test 6x5x2x6=360 cases. Doing so has a higher chance of discovering bugs (i.e. effective) but the number of test cases can be too high (i.e. not efficient). Therefore, we need smarter ways to combine test inputs that are both effective and efficient.

    W11.2b Can explain some basic test input combination strategies

    Quality Assurance → Test Case Design → Combining Test Inputs →

    Test Input Combination Strategies

    Given below are some basic strategies for generating a set of test cases by combining multiple test input combination strategies.

    Let's assume the SUT has the following three inputs and you have selected the given values for testing:

    SUT: foo(p1 char, p2 int, p3 boolean)

    Selected values for each input:

    Input Values
    p1 a, b, c
    p2 1, 2, 3
    p3 T, F

    all combinations: generate test cases for each unique combination of test inputs

    the strategy generates 3x3x2=18 test cases

    Test Case p1 p2 p3
    1 a 1 T
    2 a 1 F
    3 a 2 T
    ... ... ... ...
    18 c 3 F

    at least once: include each test input at least once.

    this strategy generates 3 test cases.

    Test Case p1 p2 p3
    1 a 1 T
    2 b 2 F
    3 c 3 VV/IV

    VV/IV = Any Valid Value / Any Invalid Value

    all pairs: This strategy creates test cases so that for any given pair of inputs, all combinations between them are tested. It is based on the observations that a bug is rarely the result of more than two interacting factors. The resulting number of test cases is lower than the "all combinations" strategy, but higher than the "at least once" approach.

    this strategy generates 9 test cases:

    Let's first consider inputs p1 and p2:

    Input Values
    p1 a, b, c
    p2 1, 2, 3

    These values can generate 3x3=9 combinations, and the test cases should cover all of them.

    Next, let's consider p1 and p3.

    Input Values
    p1 a, b, c
    p3 T, F

    These values can generate 3x2=6 combinations, and the test cases should cover all of them.

    Similarly, inputs p2 and p3 generates another 6 combinations.

    The 9 test cases given below covers all those 9+6+6 combinations.

    Test Case p1 p2 p3
    1 a 1 T
    2 a 2 T
    3 a 3 F
    4 b 1 F
    5 b 2 T
    6 b 3 F
    7 c 1 T
    8 c 2 F
    9 c 3 T

    A variation of this strategy is to test all pairs of inputs but only for inputs that could influence each other.

    Testing all pairs between p1 and p3 only while ensuring all p3 values are tested at least once

    Test Case p1 p2 p3
    1 a 1 T
    2 a 2 F
    3 b 3 T
    4 b VV/IV F
    5 c VV/IV T
    6 c VV/IV F

    d) random: This strategy generates test cases using one of the other strategies and then pick a subset randomly (presumably because the original set of test cases is too big).

    e) other: There are other strategies that can be used.

    W11.2c Can apply heuristic ‘each valid input at least once in a positive test case’

    Quality Assurance → Test Case Design → Combining Test Inputs →

    Heuristic: Each Valid Input at Least Once in a Positive Test Case

    Consider the following scenario.

    SUT: printLabel(fruitName String, unitPrice int)

    Selected values for fruitName (invalid values are marked with an ❗️ ):

    Values Explanation
    Apple Label format is round
    Banana Label format is oval
    Cherry Label format is square
    ❗️ Dog Not a valid fruit

    Selected values for unitPrice:

    Values Explanation
    1 Only one digit
    20 Two digits
    ❗️ 0 Invalid because 0 is not a valid price
    ❗️ -1 Invalid because negative prices are not allowed

    Suppose these are the test cases being considered.

    Case fruitName unitPrice Expected
    1 Apple 1 Print label
    2 Banana 20 Print label
    3 Cherry ❗️ 0 Error message “invalid price”
    4 ❗️ Dog ❗️ -1 Error message “invalid fruit"

    It looks like the test cases were created using the ‘at least once’ strategy. After running these tests can we confirm that square-format label printing is done correctly? Answer: No. Reason: Cherry -- the only input that can produce a square-format label -- is in a negative test case which produces an error message instead of a label. If there is a bug in the code that prints labels in square-format, these tests cases will not trigger that bug.

    In this case a useful heuristic to apply is each valid input must appear at least once in a positive test case. Cherry is a valid test input and we must ensure that it appears at least once in a positive test case. Here are the updated test cases after applying that heuristic.

    Case fruitName unitPrice Expected
    1 Apple 1 Print round label
    2 Banana 20 Print oval label
    2.1 Cherry VV Print square label
    3 VV ❗️ 0 Error message “invalid price”
    4 ❗️ Dog ❗️ -1 Error message “invalid fruit"

    VV/IV = Any Invalid or Valid Value VV=Any Valid Value

    W11.2d Can apply heuristic ‘no more than one invalid input in a test case’

    Quality Assurance → Test Case Design → Combining Test Inputs →

    Heuristic: No More Than One Invalid Input In A Test Case

    Consider the test cases designed in [Heuristic: each valid input at least once in a positive test case].

    Case fruitName unitPrice Expected
    1 Apple 1 Print round label
    2 Banana 20 Print oval label
    2.1 Cherry VV Print square label
    3 VV ❗️ 0 Error message “invalid price”
    4 ❗️ Dog ❗️ -1 Error message “invalid fruit"

    VV/IV = Any Invalid or Valid Value VV=Any Valid Value

    After running these test cases can you be sure that the error message “invalid price” is shown for negative prices? Answer: No. Reason: -1 -- the only input that is a negative price – is in a test case that produces the error message “invalid fruit”.

    In this case a useful heuristic to apply is no more than one invalid input in a test case. After applying that, we get the following test cases.

    Case fruitName unitPrice Expected
    1 Apple 1 Print round label
    2 Banana 20 Print oval label
    2.1 Cherry VV Print square label
    3 VV ❗️0 Error message “invalid price”
    4 VV ❗️-1 Error message “invalid price"
    4.1 ❗️Dog VV Error message “invalid fruit"

    VV/IV = Any Invalid or Valid Value VV=Any Valid Value

    Applying the heuristics covered so far, we can determine the precise number of test cases required to test any given SUT effectively.

    False

    Explanation: These heuristics are, well, heuristics only. They will help you to make better decisions about test case design. However, they are speculative in nature (especially, when testing in black-box fashion) and cannot give you precise number of test cases.

    W11.2e Can apply multiple test input combination techniques together

    Quality Assurance → Test Case Design → Combining Test Inputs →

    Mix

    Consider the calculateGrade scenario given below:

    • Scenario: calculateGrade

    • SUT : calculateGrade(participation, projectGrade, isAbsent, examScore)

    • Values to test (invalid values are marked with an ❗️)

      • participation: 0, 1, 19, 20, ❗️ 21, ❗️ 22
      • projectGrade: A, B, C, D, F
      • isAbsent: true, false
      • examScore: 0, 1, 69, 70, ❗️ 71, ❗️ 72

    To get the first cut of test cases, let’s apply the ‘at least once’ strategy.

    Test cases for calculateGrade V1

    Case No. participation projectGrade isAbsent examScore Expected
    1 0 A true 0 ...
    2 1 B false 1 ...
    3 19 C VV/IV 69 ...
    4 20 D VV/IV 70 ...
    5 ❗️ 21 F VV/IV ❗️ 71 Err Msg
    6 ❗️ 22 VV/IV VV/IV ❗️ 72 Err Msg

    VV/IV = Any Valid or Invalid Value, Err Msg = Error Message

    Next, let’s apply the ‘each valid input at least once in a positive test case’ heuristic. Test case 5 has a valid value for projectGrade=F that doesn't appear in any other positive test case. Let's replace test case 5 with 5.1 and 5.2 to rectify that.

    Test cases for calculateGrade V2

    Case No. participation projectGrade isAbsent examScore Expected
    1 0 A true 0 ...
    2 1 B false 1 ...
    3 19 C VV 69 ...
    4 20 D VV 70 ...
    5.1 VV F VV VV ...
    5.2 ❗️ 21 VV/IV VV/IV ❗️ 71 Err Msg
    6 ❗️ 22 VV/IV VV/IV ❗️ 72 Err Msg

    VV = Any Valid Value VV/IV = Any Valid or Invalid Value

    Next, we apply the ‘no more than one invalid input in a test case’ heuristic. Test cases 5.2 and 6 don't follow that heuristic. Let's rectify the situation as follows:

    Test cases for calculateGrade V3

    Case No. participation projectGrade isAbsent examScore Expected
    1 0 A true 0 ...
    2 1 B false 1 ...
    3 19 C VV 69 ...
    4 20 D VV 70 ...
    5.1 VV F VV VV ...
    5.2 ❗️ 21 VV VV VV Err Msg
    5.3 ❗️ 22 VV VV VV Err Msg
    6.1 VV VV VV ❗️ 71 Err Msg
    6.2 VV VV VV ❗️ 72 Err Msg

    Next, let us assume that there is a dependency between the inputs examScore and isAbsent such that an absent student can only have examScore=0. To cater for the hidden invalid case arising from this, we can add a new test case where isAbsent=true and examScore!=0. In addition, test cases 3-6.2 should have isAbsent=false so that the input remains valid.

    Test cases for calculateGrade V4

    Case No. participation projectGrade isAbsent examScore Expected
    1 0 A true 0 ...
    2 1 B false 1 ...
    3 19 C false 69 ...
    4 20 D false 70 ...
    5.1 VV F false VV ...
    5.2 ❗️ 21 VV false VV Err Msg
    5.3 ❗️ 22 VV false VV Err Msg
    6.1 VV VV false ❗️ 71 Err Msg
    6.2 VV VV false ❗️ 72 Err Msg
    7 VV VV true !=0 Err Msg

    Which of these contradict the heuristics recommended when creating test cases with multiple inputs?

    (a) inputs.

    Explanation: If you test all invalid test inputs together, you will not know if each one of the invalid inputs are handled correctly by the SUT. This is because most SUTs return an error message upon encountering the first invalid input.


    Evidence:

    Apply the heuristics to design test cases for a simple method that takes two parameters.

    Project Management

    W11.3 Can explain types of SDLC process models W11.3a Can explain SDLC process models

    Project Management → SDLC Process Models → Introduction →

    What

    Software development goes through different stages such as requirements, analysis, design, implementation and testing. These stages are collectively known as the software development life cycle (SDLC). There are several approaches, known as software development life cycle models (also called software process models) that describe different ways to go through the SDLC. Each process model prescribes a "roadmap" for the software developers to manage the development effort. The roadmap describes the aims of the development stage(s), the artifacts or outcome of each stage as well as the workflow i.e. the relationship between stages.

    W11.3b Can explain sequential process models

    Project Management → SDLC Process Models → Introduction →

    Sequential Models

    The sequential model, also called the waterfall model, models software development as a linear process, in which the project is seen as progressing steadily in one direction through the development stages. The name waterfall stems from how the model is drawn to look like a waterfall (see below).

    When one stage of the process is completed, it should produce some artifacts to be used in the next stage. For example, upon completion of the requirement stage a comprehensive list of requirements is produced that will see no further modifications. A strict application of the sequential model would require each stage to be completed before starting the next.

    This could be a useful model when the problem statement that is well-understood and stable. In such cases, using the sequential model should result in a timely and systematic development effort, provided that all goes well. As each stage has a well-defined outcome, the progress of the project can be tracked with a relative ease.

    The major problem with this model is that requirements of a real-world project are rarely well-understood at the beginning and keep changing over time. One reason for this is that users are generally not aware of how a software application can be used without prior experience in using a similar application.


    Evidence:

    Relate this concept to how you are doing the project.

    W11.3c Can explain iterative process models

    Project Management → SDLC Process Models → Introduction →

    Iterative Models

    The iterative model (sometimes called iterative and incremental) advocates having several iterations of SDLC. Each of the iterations could potentially go through all the development stages, from requirement gathering to testing & deployment. Roughly, it appears to be similar to several cycles of the sequential model.

    In this model, each of the iterations produces a new version of the product. Feedback on the version can then be fed to the next iteration. Taking the Minesweeper game as an example, the iterative model will deliver a fully playable version from the early iterations. However, the first iteration will have primitive functionality, for example, a clumsy text based UI, fixed board size, limited randomization etc. These functionalities will then be improved in later releases.

    The iterative model can take a breadth-first or a depth-first approach to iteration planning.

    • breadth-first: an iteration evolves all major components in parallel.
    • depth-first: an iteration focuses on fleshing out only some components.

    Most project use a mixture of breadth-first and depth-first iterations. Hence, the common phrase ‘an iterative and incremental process’.


    Evidence:

    Relate this concept to how you are doing the project.

    W11.3d Can explain agile process models

    Project Management → SDLC Process Models → Introduction →

    Agile Models

    In 2001, a group of prominent software engineering practitioners met and brainstormed for an alternative to documentation-driven, heavyweight software development processes that were used in most large projects at the time. This resulted in something called the agile manifesto (a vision statement of what they were looking to do).

    We are uncovering better ways of developing software by doing it and helping others do it.

    Through this work we have come to value:

    • Individuals and interactions over processes and tools
    • Working software over comprehensive documentation
    • Customer collaboration over contract negotiation
    • Responding to change over following a plan

    That is, while there is value in the items on the right, we value the items on the left more.
    Extract from the Agile Manifesto

    Subsequently, some of the signatories of the manifesto went on to create process models that try to follow it. These processes are collectively called agile processes. Some of the key features of agile approaches are:

    • Requirements are prioritized based on the needs of the user, are clarified regularly (at times almost on a daily basis) with the entire project team, and are factored into the development schedule as appropriate.
    • Instead of doing a very elaborate and detailed design and a project plan for the whole project, the team works based on a rough project plan and a high level design that evolves as the project goes on.
    • Strong emphasis on complete transparency and responsibility sharing among the team members. The team is responsible together for the delivery of the product. Team members are accountable, and regularly and openly share progress with each other and with the user.

    There are a number of agile processes in the development world today. eXtreme Programming (XP) and Scrum are two of the well-known ones.

    Choose the correct statements about agile processes.

    • a. They value working software over comprehensive documentation.
    • b. They value responding to change over following a plan.
    • c. They may not be suitable for some type of projects.
    • d. XP and Scrum are agile processes.

    (a)(b)(c)(d)


    Evidence:

    Relate this concept to how you are doing the project.

    W11.4 Can explain some popular SDLC process models W11.4a Can explain scrum

    Project Management → SDLC Process Models →

    Scrum

    This description of Scrum was adapted from Wikipedia [retrieved on 18/10/2011], emphasis added:

    Scrum is a process skeleton that contains sets of practices and predefined roles. The main roles in Scrum are:

    • The Scrum Master, who maintains the processes (typically in lieu of a project manager)
    • The Product Owner, who represents the stakeholders and the business
    • The Team, a cross-functional group who do the actual analysis, design, implementation, testing, etc.

    A Scrum project is divided into iterations called Sprints. A sprint is the basic unit of development in Scrum. Sprints tend to last between one week and one month, and are a timeboxed (i.e. restricted to a specific duration) effort of a constant length.

    Each sprint is preceded by a planning meeting, where the tasks for the sprint are identified and an estimated commitment for the sprint goal is made, and followed by a review or retrospective meeting, where the progress is reviewed and lessons for the next sprint are identified.

    During each sprint, the team creates a potentially deliverable product increment (for example, working and tested software). The set of features that go into a sprint come from the product backlog, which is a prioritized set of high level requirements of work to be done. Which backlog items go into the sprint is determined during the sprint planning meeting. During this meeting, the Product Owner informs the team of the items in the product backlog that he or she wants completed. The team then determines how much of this they can commit to complete during the next sprint, and records this in the sprint backlog. During a sprint, no one is allowed to change the sprint backlog, which means that the requirements are frozen for that sprint. Development is timeboxed such that the sprint must end on time; if requirements are not completed for any reason they are left out and returned to the product backlog. After a sprint is completed, the team demonstrates the use of the software.

    Scrum enables the creation of self-organizing teams by encouraging co-location of all team members, and verbal communication between all team members and disciplines in the project.

    A key principle of Scrum is its recognition that during a project the customers can change their minds about what they want and need (often called requirements churn), and that unpredicted challenges cannot be easily addressed in a traditional predictive or planned manner. As such, Scrum adopts an empirical approach—accepting that the problem cannot be fully understood or defined, focusing instead on maximizing the team’s ability to deliver quickly and respond to emerging requirements.

    Daily Scrum is another key scrum practice. The description below was adapted from https://www.mountaingoatsoftware.com (emphasis added):

    In Scrum, on each day of a sprint, the team holds a daily scrum meeting called the "daily scrum.” Meetings are typically held in the same location and at the same time each day. Ideally, a daily scrum meeting is held in the morning, as it helps set the context for the coming day's work. These scrum meetings are strictly time-boxed to 15 minutes. This keeps the discussion brisk but relevant.

    ...

    During the daily scrum, each team member answers the following three questions:

    • What did you do yesterday?
    • What will you do today?
    • Are there any impediments in your way?

    ...

    The daily scrum meeting is not used as a problem-solving or issue resolution meeting. Issues that are raised are taken offline and usually dealt with by the relevant subgroup immediately after the meeting.

    (This is not an endorsement of the product mentioned in the video)


    Evidence:

    Relate this model and some of its practices to the project.  e.g. Are you doing something similar? Will it help if you adopt those practices? If they are not applicable, why?

    W11.4b Can explain XP

    Project Management → SDLC Process Models →

    XP

    The following description was adapted from the XP home page, emphasis added:

    Extreme Programming (XP) stresses customer satisfaction. Instead of delivering everything you could possibly want on some date far in the future, this process delivers the software you need as you need it.

    XP aims to empower developers to confidently respond to changing customer requirements, even late in the life cycle.

    XP emphasizes teamwork. Managers, customers, and developers are all equal partners in a collaborative team. XP implements a simple, yet effective environment enabling teams to become highly productive. The team self-organizes around the problem to solve it as efficiently as possible.

    XP aims to improve a software project in five essential ways: communication, simplicity, feedback, respect, and courage. Extreme Programmers constantly communicate with their customers and fellow programmers. They keep their design simple and clean. They get feedback by testing their software starting on day one. Every small success deepens their respect for the unique contributions of each and every team member. With this foundation, Extreme Programmers are able to courageously respond to changing requirements and technology.

    XP has a set of simple rules. XP is a lot like a jig saw puzzle with many small pieces. Individually the pieces make no sense, but when combined together a complete picture can be seen. This flow chart shows how Extreme Programming's rules work together.

    Pair programming, CRC cards, project velocity, and standup meetings are some interesting topics related to XP. Refer to extremeprogramming.org to find out more about XP.


    Evidence:

    Relate this model and some of its practices to the project.  e.g. Are you doing something similar? Will it help if you adopt those practices? If they are not applicable, why?

    W11.4c Can explain the Unified Process

    Project Management → SDLC Process Models →

    Unified Process

    The unified process is developed by the Three Amigos - Ivar Jacobson, Grady Booch and James Rumbaugh (the creators of UML).

    The unified process consists of four phases: inception, elaboration, construction and transition. The main purpose of each phase can be summarized as follows:

    Phase Activities Typical Artifacts
    Inception
    • Understand the problem and requirements
    • Communicate with customer
    • Plan the development effort
    • Basic use case model
    • Rough project plan
    • Project vision and scope
    Elaboration
    • Refines and expands requirements
    • Determine a high-level design e.g. system architecture
    • System architecture
    • Various design models
    • Prototype
    Construction
    • Major implementation effort to support the use cases identified
    • Design models are refined and fleshed out
    • Testing of all levels are carried out
    • Multiple releases of the system
    • Test cases of all levels
    • System release
    Transition
    • Ready the system for actual production use
    • Familiarize end users with the system
    • Final system release
    • Instruction manual

    Given above is a visualization of a project done using the Unified process (source: Wikipedia). As the diagram shows, a phase can consist of several iterations. Each vertical column (labeled “I1” “E1”, “E2”, “C1”, etc.) represents a single iteration. Each of the iterations consists of a set of ‘workflows’ such as ‘Business modeling’, ‘Requirements’, ‘Analysis & Design’ etc. The shaded region indicates the amount of resource and effort spent on a particular workflow in a particular iteration.

    Unified process is a flexible and customizable process model framework rather than a single fixed process. For example, the number of iterations in each phase, definition of workflows, and the intensity of a given workflow in a given iteration can be adjusted according to the nature of the project. Take the Construction Phase, to develop a simple system, one or two iterations would be sufficient. For a more complicated system, multiple iterations will be more helpful. Therefore, the diagram above simply records a particular application of the UP rather than prescribe how the UP is to be applied. However, this record can be refined and reused for similar future projects.

    Choose the correct statements about the unified process.

    • a. It was conceived by the three amigos who also created UML.
    • b. The Unified process requires the use of UML.
    • c. The Unified process is actually a process framework rather than a fixed process.
    • d. The Unified process can be iterative and incremental

    (a)(b)(c)(d)

    Explanation: Although UP was created by the same three amigos who created UML, the UP does not require UML.


    Evidence:

    Relate this model and some of its practices to the project.  e.g. Are you doing something similar? Will it help if you adopt those practices? If they are not applicable, why?

    W11.4d Can explain CMMI

    Project Management → SDLC Process Models →

    CMMI

    CMMI (Capability Maturity Model Integration) is a process improvement approach defined by Software Engineering Institute at Carnegie Melon University. CMMI provides organizations with the essential elements of effective processes, which will improve their performance. -- adapted from http://www.sei.cmu.edu/cmmi/

    CMMI defines five maturity levels for a process and provides criteria to determine if the process of an organization is at a certain maturity level. The diagram below [taken from Wikipedia] gives an overview of the five levels.

    W11.4e Can explain process models at a higher level

    Project Management → SDLC Process Models →

    Recap

    This section has some exercise that cover multiple topics related to SDLC process models.

    Discuss how sequential approach and the iterative approach can affect the following aspects of a project.

    a) Quality of the final product.

    b) Risk of overshooting the deadline.

    c) Total project cost.

    d) Customer satisfaction.

    e) Monitoring the project progress.

    f) Suitability for a school project

    a) Quality of the final product:

    • Iterative: Frequent reworking can deteriorate the design. Frequent refactoring should be used to prevent this. Frequent customer feedback can help to improve the quality (i.e. quality as seen by the customer).
    • Sequential: Final quality depends on the quality of each phase. Any quality problem in any phase could result in a low quality product.

    b) Risk of overshooting the deadline.

    • Iterative: Less risk. If the last iteration got delayed, we can always deliver the previous version. However, this does not guarantee that all features promised at the beginning will be delivered on the deadline.
    • Sequential: High risk. Any delay in any phase can result in overshooting the deadline with nothing to deliver.

    c) Total project cost.

    • Iterative: We can always stop before the project budget is exceeded. However, this does not guarantee that all features promised at the beginning will be delivered under the estimated cost. (The sequential model requires us to carry on even if the budget is exceeded because there is no intermediate version to fall back on).

    Iterative reworking of existing artifacts could add to the cost. However, this is “cheaper” than finding at the end that we built the wrong product.

    d) Customer satisfaction

    • Iterative: Customer gets many opportunities to guide the product in the direction he wants. Customer gets to change requirements even in the middle of the product. Both these can increase the probability of customer satisfaction.
    • Sequential: Customer satisfaction is guaranteed only if the product was delivered as promised and if the initial requirements proved to be accurate. However, the customer is not required to do the extra work of giving frequent feedback during the project.

    e) Monitoring project progress

    • Iterative: Hard to measure progress against a plan, as the plan itself keeps changing.
    • Sequential: Easier to measure progress against the plan, although this does not ensure eventual success.

    f) Suitability for a school project:

    Reasons to use iterative:

    • Requirements are not fixed.
    • Overshooting the deadline is not an option.
    • Gives a chance to learn lessons from one iteration and apply them in the next.

    Sequential:

    • Can save time because we minimize rework.

    Find out more about the following three topics and give at least three arguments for and three arguments against each.

    (a) Agile processes

    (b) Pair programming

    (c) Test-driven development

    (a) Arguments in favor of agile processes:

    • More focus on customer satisfaction.
    • Less chance of building the wrong product (because of frequent customer feedback).
    • Less resource wasted on bureaucracy, over-documenting, contract negotiations.

    Arguments against agile processes (not necessarily true):

    • It is ‘just hacking’. Not very systematic. No discipline.
    • It is hard to know in advance the exact final product.
    • It does not give enough attention to documentation.
    • Lack of management control (gives too much freedom to developers)

    (b) Arguments in favor of pair programming:

    • It could produce better quality code.
    • It is good to have more than one person know about any piece of code.
    • It is a way to learn from each other.
    • It can be used to train new programmers.
    • Better discipline and better time management (e.g. less likely to play Farmville while working).
    • Better morale due to more interactions with co-workers.

    Arguments against pair programming:

    • Increase in total man hours required
    • Personality clashes between pair-members
    • Workspaces need to be adapted to suit two developers working at one computer.
    • If pairs are rotated, one needs to know more parts of the system than in solo programming

    (c) Arguments in favor of TDD:

    • Testing will not be neglected due to time pressure (because it is done first).
    • Forces the developer to think about what the component should be before jumping into implementing it.
    • Optimizes programmer effort (i.e. if all tests pass, there is no need to add any more functionality).
    • Forces us to automate all tests.

    Arguments against TDD (not necessarily true):

    • Since tests can be seen as ‘executable specifications’, programmers tend to neglect others forms of documentation.
    • Promotes ‘trial-and-error’ coding instead of making programmers think through their algorithms (i.e. ‘just keep hacking until all tests pass’).
    • Gives a false sense of security. (what if you forgot to test certain scenarios?)

    Not intuitive. Some programmer might resist adopting TDD.

    The sequential model and the waterfall model are the two most basic process models.

    False

    Explanation: The sequential model and the waterfall model are the same thing. The second basic model is the iterative model.

    Choose the correct statements about the sequential and iterative process models.

    • a. The sequential model organizes the project based on activities.
    • b. The iterative and incremental model organizes the project based on functionality.
    • c. The iterative model can be breadth-first or depth-first.
    • d. The iterative model is always better than the sequential model.
    • e. Compared to the sequential model, the iterative model is better at adapting to changing requirements.

    (a)(b)(c)(d)(e)

    Explanation: Both models have pros and cons. There is no definitive ‘better’ choice between the two. However, the iterative model works better in typical software projects than a purely sequential approach.

    In general, which has a higher risk of overshooting a deadline?

    (b)

    Explanation: An iterative process can meet a deadline better than a sequential process. If the last iteration got delayed, we can always deliver the previous version. However, this does not guarantee that all features promised at the beginning will be delivered on the deadline.

    🅿️ Project

    W11.5 Can release a product incrementally

    Covered by:

    Tutorial 11

    Show evidence of achieving v1.3 team/individual milestone

    Demo

    • We will do a timed demo this week.
    • Demo your product for v1.3 using the jar file from GitHub.
    • Two or three members do the demo of the entire product.

    Questions to discuss during tutorial

    • What does OODM model?
    • What is gray box testing?
    • Explain: Equivalence Partitioning improves E&E of testing
    • What are the EP for day parameter?
    /** 
     * Returns true if the three values represent a valid day
     */
    boolean isValidDay(int year, int month, int day) { … }
    
    • Explain: Boundary Value Analysis improves E&E of testing
    • What are boundary values for the parameter day?
    • Apply heuristics for combining multiple test inputs to improve the E&E of the following test cases, assuming all 6 values in the table need to be tested. Italics indicate invalid values. Point out where the heuristics are contradicted and how to improve the test cases.
      SUT: consume(food, drink)
    Test Case Food Drink
    TC1 Rice Soda
    TC2 Ice cream Poison
    TC3 Stone Acid
    • Which process do we use in the project?
    • Distinguish between breadth-first and depth-first iterative processes using your project as an example.
    • Relate agile process to the project

    For W11.2e Can apply multiple test input combination techniques together
    Details of the LO

    Quality Assurance → Test Case Design → Combining Test Inputs →

    Mix

    Consider the calculateGrade scenario given below:

    • Scenario: calculateGrade

    • SUT : calculateGrade(participation, projectGrade, isAbsent, examScore)

    • Values to test (invalid values are marked with an ❗️)

      • participation: 0, 1, 19, 20, ❗️ 21, ❗️ 22
      • projectGrade: A, B, C, D, F
      • isAbsent: true, false
      • examScore: 0, 1, 69, 70, ❗️ 71, ❗️ 72

    To get the first cut of test cases, let’s apply the ‘at least once’ strategy.

    Test cases for calculateGrade V1

    Case No. participation projectGrade isAbsent examScore Expected
    1 0 A true 0 ...
    2 1 B false 1 ...
    3 19 C VV/IV 69 ...
    4 20 D VV/IV 70 ...
    5 ❗️ 21 F VV/IV ❗️ 71 Err Msg
    6 ❗️ 22 VV/IV VV/IV ❗️ 72 Err Msg

    VV/IV = Any Valid or Invalid Value, Err Msg = Error Message

    Next, let’s apply the ‘each valid input at least once in a positive test case’ heuristic. Test case 5 has a valid value for projectGrade=F that doesn't appear in any other positive test case. Let's replace test case 5 with 5.1 and 5.2 to rectify that.

    Test cases for calculateGrade V2

    Case No. participation projectGrade isAbsent examScore Expected
    1 0 A true 0 ...
    2 1 B false 1 ...
    3 19 C VV 69 ...
    4 20 D VV 70 ...
    5.1 VV F VV VV ...
    5.2 ❗️ 21 VV/IV VV/IV ❗️ 71 Err Msg
    6 ❗️ 22 VV/IV VV/IV ❗️ 72 Err Msg

    VV = Any Valid Value VV/IV = Any Valid or Invalid Value

    Next, we apply the ‘no more than one invalid input in a test case’ heuristic. Test cases 5.2 and 6 don't follow that heuristic. Let's rectify the situation as follows:

    Test cases for calculateGrade V3

    Case No. participation projectGrade isAbsent examScore Expected
    1 0 A true 0 ...
    2 1 B false 1 ...
    3 19 C VV 69 ...
    4 20 D VV 70 ...
    5.1 VV F VV VV ...
    5.2 ❗️ 21 VV VV VV Err Msg
    5.3 ❗️ 22 VV VV VV Err Msg
    6.1 VV VV VV ❗️ 71 Err Msg
    6.2 VV VV VV ❗️ 72 Err Msg

    Next, let us assume that there is a dependency between the inputs examScore and isAbsent such that an absent student can only have examScore=0. To cater for the hidden invalid case arising from this, we can add a new test case where isAbsent=true and examScore!=0. In addition, test cases 3-6.2 should have isAbsent=false so that the input remains valid.

    Test cases for calculateGrade V4

    Case No. participation projectGrade isAbsent examScore Expected
    1 0 A true 0 ...
    2 1 B false 1 ...
    3 19 C false 69 ...
    4 20 D false 70 ...
    5.1 VV F false VV ...
    5.2 ❗️ 21 VV false VV Err Msg
    5.3 ❗️ 22 VV false VV Err Msg
    6.1 VV VV false ❗️ 71 Err Msg
    6.2 VV VV false ❗️ 72 Err Msg
    7 VV VV true !=0 Err Msg

    Which of these contradict the heuristics recommended when creating test cases with multiple inputs?

    (a) inputs.

    Explanation: If you test all invalid test inputs together, you will not know if each one of the invalid inputs are handled correctly by the SUT. This is because most SUTs return an error message upon encountering the first invalid input.



    Evidence:

    Apply the heuristics to design test cases for a simple method that takes two parameters.

    For W11.3b Can explain sequential process models
    Details of the LO

    Project Management → SDLC Process Models → Introduction →

    Sequential Models

    The sequential model, also called the waterfall model, models software development as a linear process, in which the project is seen as progressing steadily in one direction through the development stages. The name waterfall stems from how the model is drawn to look like a waterfall (see below).

    When one stage of the process is completed, it should produce some artifacts to be used in the next stage. For example, upon completion of the requirement stage a comprehensive list of requirements is produced that will see no further modifications. A strict application of the sequential model would require each stage to be completed before starting the next.

    This could be a useful model when the problem statement that is well-understood and stable. In such cases, using the sequential model should result in a timely and systematic development effort, provided that all goes well. As each stage has a well-defined outcome, the progress of the project can be tracked with a relative ease.

    The major problem with this model is that requirements of a real-world project are rarely well-understood at the beginning and keep changing over time. One reason for this is that users are generally not aware of how a software application can be used without prior experience in using a similar application.



    Evidence:

    Relate this concept to how you are doing the project.

    For W11.3c Can explain iterative process models
    Details of the LO

    Project Management → SDLC Process Models → Introduction →

    Iterative Models

    The iterative model (sometimes called iterative and incremental) advocates having several iterations of SDLC. Each of the iterations could potentially go through all the development stages, from requirement gathering to testing & deployment. Roughly, it appears to be similar to several cycles of the sequential model.

    In this model, each of the iterations produces a new version of the product. Feedback on the version can then be fed to the next iteration. Taking the Minesweeper game as an example, the iterative model will deliver a fully playable version from the early iterations. However, the first iteration will have primitive functionality, for example, a clumsy text based UI, fixed board size, limited randomization etc. These functionalities will then be improved in later releases.

    The iterative model can take a breadth-first or a depth-first approach to iteration planning.

    • breadth-first: an iteration evolves all major components in parallel.
    • depth-first: an iteration focuses on fleshing out only some components.

    Most project use a mixture of breadth-first and depth-first iterations. Hence, the common phrase ‘an iterative and incremental process’.



    Evidence:

    Relate this concept to how you are doing the project.

    For W11.3d Can explain agile process models
    Details of the LO

    Project Management → SDLC Process Models → Introduction →

    Agile Models

    In 2001, a group of prominent software engineering practitioners met and brainstormed for an alternative to documentation-driven, heavyweight software development processes that were used in most large projects at the time. This resulted in something called the agile manifesto (a vision statement of what they were looking to do).

    We are uncovering better ways of developing software by doing it and helping others do it.

    Through this work we have come to value:

    • Individuals and interactions over processes and tools
    • Working software over comprehensive documentation
    • Customer collaboration over contract negotiation
    • Responding to change over following a plan

    That is, while there is value in the items on the right, we value the items on the left more.
    Extract from the Agile Manifesto

    Subsequently, some of the signatories of the manifesto went on to create process models that try to follow it. These processes are collectively called agile processes. Some of the key features of agile approaches are:

    • Requirements are prioritized based on the needs of the user, are clarified regularly (at times almost on a daily basis) with the entire project team, and are factored into the development schedule as appropriate.
    • Instead of doing a very elaborate and detailed design and a project plan for the whole project, the team works based on a rough project plan and a high level design that evolves as the project goes on.
    • Strong emphasis on complete transparency and responsibility sharing among the team members. The team is responsible together for the delivery of the product. Team members are accountable, and regularly and openly share progress with each other and with the user.

    There are a number of agile processes in the development world today. eXtreme Programming (XP) and Scrum are two of the well-known ones.

    Choose the correct statements about agile processes.

    • a. They value working software over comprehensive documentation.
    • b. They value responding to change over following a plan.
    • c. They may not be suitable for some type of projects.
    • d. XP and Scrum are agile processes.

    (a)(b)(c)(d)



    Evidence:

    Relate this concept to how you are doing the project.

    For W11.4a Can explain scrum
    Details of the LO

    Project Management → SDLC Process Models →

    Scrum

    This description of Scrum was adapted from Wikipedia [retrieved on 18/10/2011], emphasis added:

    Scrum is a process skeleton that contains sets of practices and predefined roles. The main roles in Scrum are:

    • The Scrum Master, who maintains the processes (typically in lieu of a project manager)
    • The Product Owner, who represents the stakeholders and the business
    • The Team, a cross-functional group who do the actual analysis, design, implementation, testing, etc.

    A Scrum project is divided into iterations called Sprints. A sprint is the basic unit of development in Scrum. Sprints tend to last between one week and one month, and are a timeboxed (i.e. restricted to a specific duration) effort of a constant length.

    Each sprint is preceded by a planning meeting, where the tasks for the sprint are identified and an estimated commitment for the sprint goal is made, and followed by a review or retrospective meeting, where the progress is reviewed and lessons for the next sprint are identified.

    During each sprint, the team creates a potentially deliverable product increment (for example, working and tested software). The set of features that go into a sprint come from the product backlog, which is a prioritized set of high level requirements of work to be done. Which backlog items go into the sprint is determined during the sprint planning meeting. During this meeting, the Product Owner informs the team of the items in the product backlog that he or she wants completed. The team then determines how much of this they can commit to complete during the next sprint, and records this in the sprint backlog. During a sprint, no one is allowed to change the sprint backlog, which means that the requirements are frozen for that sprint. Development is timeboxed such that the sprint must end on time; if requirements are not completed for any reason they are left out and returned to the product backlog. After a sprint is completed, the team demonstrates the use of the software.

    Scrum enables the creation of self-organizing teams by encouraging co-location of all team members, and verbal communication between all team members and disciplines in the project.

    A key principle of Scrum is its recognition that during a project the customers can change their minds about what they want and need (often called requirements churn), and that unpredicted challenges cannot be easily addressed in a traditional predictive or planned manner. As such, Scrum adopts an empirical approach—accepting that the problem cannot be fully understood or defined, focusing instead on maximizing the team’s ability to deliver quickly and respond to emerging requirements.

    Daily Scrum is another key scrum practice. The description below was adapted from https://www.mountaingoatsoftware.com (emphasis added):

    In Scrum, on each day of a sprint, the team holds a daily scrum meeting called the "daily scrum.” Meetings are typically held in the same location and at the same time each day. Ideally, a daily scrum meeting is held in the morning, as it helps set the context for the coming day's work. These scrum meetings are strictly time-boxed to 15 minutes. This keeps the discussion brisk but relevant.

    ...

    During the daily scrum, each team member answers the following three questions:

    • What did you do yesterday?
    • What will you do today?
    • Are there any impediments in your way?

    ...

    The daily scrum meeting is not used as a problem-solving or issue resolution meeting. Issues that are raised are taken offline and usually dealt with by the relevant subgroup immediately after the meeting.

    (This is not an endorsement of the product mentioned in the video)



    Evidence:

    Relate this model and some of its practices to the project.  e.g. Are you doing something similar? Will it help if you adopt those practices? If they are not applicable, why?

    For W11.4b Can explain XP
    Details of the LO

    Project Management → SDLC Process Models →

    XP

    The following description was adapted from the XP home page, emphasis added:

    Extreme Programming (XP) stresses customer satisfaction. Instead of delivering everything you could possibly want on some date far in the future, this process delivers the software you need as you need it.

    XP aims to empower developers to confidently respond to changing customer requirements, even late in the life cycle.

    XP emphasizes teamwork. Managers, customers, and developers are all equal partners in a collaborative team. XP implements a simple, yet effective environment enabling teams to become highly productive. The team self-organizes around the problem to solve it as efficiently as possible.

    XP aims to improve a software project in five essential ways: communication, simplicity, feedback, respect, and courage. Extreme Programmers constantly communicate with their customers and fellow programmers. They keep their design simple and clean. They get feedback by testing their software starting on day one. Every small success deepens their respect for the unique contributions of each and every team member. With this foundation, Extreme Programmers are able to courageously respond to changing requirements and technology.

    XP has a set of simple rules. XP is a lot like a jig saw puzzle with many small pieces. Individually the pieces make no sense, but when combined together a complete picture can be seen. This flow chart shows how Extreme Programming's rules work together.

    Pair programming, CRC cards, project velocity, and standup meetings are some interesting topics related to XP. Refer to extremeprogramming.org to find out more about XP.



    Evidence:

    Relate this model and some of its practices to the project.  e.g. Are you doing something similar? Will it help if you adopt those practices? If they are not applicable, why?

    For W11.4c Can explain the Unified Process
    Details of the LO

    Project Management → SDLC Process Models →

    Unified Process

    The unified process is developed by the Three Amigos - Ivar Jacobson, Grady Booch and James Rumbaugh (the creators of UML).

    The unified process consists of four phases: inception, elaboration, construction and transition. The main purpose of each phase can be summarized as follows:

    Phase Activities Typical Artifacts
    Inception
    • Understand the problem and requirements
    • Communicate with customer
    • Plan the development effort
    • Basic use case model
    • Rough project plan
    • Project vision and scope
    Elaboration
    • Refines and expands requirements
    • Determine a high-level design e.g. system architecture
    • System architecture
    • Various design models
    • Prototype
    Construction
    • Major implementation effort to support the use cases identified
    • Design models are refined and fleshed out
    • Testing of all levels are carried out
    • Multiple releases of the system
    • Test cases of all levels
    • System release
    Transition
    • Ready the system for actual production use
    • Familiarize end users with the system
    • Final system release
    • Instruction manual

    Given above is a visualization of a project done using the Unified process (source: Wikipedia). As the diagram shows, a phase can consist of several iterations. Each vertical column (labeled “I1” “E1”, “E2”, “C1”, etc.) represents a single iteration. Each of the iterations consists of a set of ‘workflows’ such as ‘Business modeling’, ‘Requirements’, ‘Analysis & Design’ etc. The shaded region indicates the amount of resource and effort spent on a particular workflow in a particular iteration.

    Unified process is a flexible and customizable process model framework rather than a single fixed process. For example, the number of iterations in each phase, definition of workflows, and the intensity of a given workflow in a given iteration can be adjusted according to the nature of the project. Take the Construction Phase, to develop a simple system, one or two iterations would be sufficient. For a more complicated system, multiple iterations will be more helpful. Therefore, the diagram above simply records a particular application of the UP rather than prescribe how the UP is to be applied. However, this record can be refined and reused for similar future projects.

    Choose the correct statements about the unified process.

    • a. It was conceived by the three amigos who also created UML.
    • b. The Unified process requires the use of UML.
    • c. The Unified process is actually a process framework rather than a fixed process.
    • d. The Unified process can be iterative and incremental

    (a)(b)(c)(d)

    Explanation: Although UP was created by the same three amigos who created UML, the UP does not require UML.



    Evidence:

    Relate this model and some of its practices to the project.  e.g. Are you doing something similar? Will it help if you adopt those practices? If they are not applicable, why?

    For W11.5 Can release a product incrementally

    Covered by:

    Lecture 11

    Slides: Uploaded on IVLE.