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V2V EdTech LLP | SEN (CO/IT/AIML) (22412) | VIMP QUESTIONS

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Theory Oriented Questions


UNIT – 1 (Software Development Process)
1. Explain Software Engineering as layered technology approach.
Ans:
Software engineering is a layered technology.
The layers of software engineering as shown in the above diagram are:-

1. A Quality Focus:
Any engineering approach (including software engineering) must rest on an organizational commitment to quality. Total
quality management, six sigma and similar philosophies foster a continuous process improvement culture, and it is this
culture that ultimately leads to the development of increasingly more effective approaches to software engineering. The
bedrock that supports software engineering is a quality focus.
2. Process Layer:
The foundation for software engineering is the process layer. Software Engineering process is the glue that holds the
technology layers together and enables rational and timely development of computer software. Process defines a
framework that must be established for effective delivery of software engineering technology. The software process
forms the basis for management control of software projects and establishes the context in which technical methods are
applied, works products (models, documents, data, reports, forms etc.) are produced, milestones are established,
quantity is ensured and change is properly managed.
3.Methods:
Software Engineering methods provide the technical ―how to building software. Methods encompass a broad array of
tasks that include communication, requirements analysis, design modeling, program construction, testing and support.
4.Tools:

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Software Engineering tools provide automated or semi-automated support for the process and the methods. When tools
are integrated so that information created by one tool can be used by another, a system for the support of software
development, called computer–aided software engineering is established.

2. State and explain with examples four categories of software. (ANY FOUR TYPES EXPLAINATION
WITH EXAMPLE) / Types of Software.
Ans:
1. System Software
1. System software is a collection of programs written to service other programs.
2. Few examples of system software are compilers, editors, and file management utilities, process complex, but
determinate, information structures.
3. Other systems applications are operating system components, drivers, and telecommunications.
Example : DOS, WINDOWS
2. Real-time Software
(Question: Explain the features of real world software. – 3 Marks)
1. Software that monitors or analyses or controls real-world events as they occur is called real time.
2. Elements of real-time software include a data gathering component that collects and formats information from an
external environment, an analysis component that transforms information as required by the application.
3. A control/output component that responds to the external environment and a monitoring component that coordinates
all other components so that real-time response can be maintained.
Example : airline reservation system, railway reservation system
3. Business Software
1. Business information processing is the largest single software application area. Discrete "systems”.
2. For example: payroll, accounts receivable/payable, inventory have evolved into management information system (MIS)
software that accesses one or more large databases containing business information.
3. Applications in this area restructure existing data in a way that facilitates business operations or management decision
making.
4. In addition to conventional data processing application, business software applications also encompass interactive
computing.
Example : Tally
4. Engineering and Scientific Software
1. Engineering and scientific software have been characterized by "number crunching" algorithms.
2. Applications range from astronomy to volcanology, from automotive stress analysis to space shuttle orbital dynamics,
and from molecular biology to automated manufacturing.
3. However, modern applications within the engineering/scientific area are moving away from conventional numerical
algorithms.
4. Computer-aided design, system simulation, and other interactive applications have begun to take on real-time and
even system software characteristics.
Example : CAD / CAM software
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5. Embedded Software
1. Intelligent products have become commonplace in nearly every consumer and industrial market.
2. Embedded software resides in read-only memory and is used to control products and systems for the consumer and
industrial markets.
3. Embedded software can perform very limited and esoteric functions, for example: keypad control for a microwave
oven.
4. To provide significant function and control capability, for example: digital functions in an automobile such as fuel
control, dashboard displays, and braking systems.
Example : Microwave, Washing machine software
6. Personal Computer Software
1. The personal computer software market has burgeoned over the past two decades. 2.Word processing, spread sheets,
computer graphics, multimedia, entertainment, database management, personal and business fi applications, external
network, and database access are only a few of hundreds of applications. Example: Microsoft word, Excel.

3. Perspective Model
a. Explain Waterfall Model with neat labelled diagram. State its Advantages
andDisadvantages
b. RAD
c. Spiral
Ans: a-

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b-

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c-

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4. Agile Software Development.


a. Describe extreme programming with proper diagram
b. Distinguish between perspective process model and agile process model.
Ans: a-

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b-

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UNIT – 2 ( Software Requirement Engineering)

5. Functional Requirements vs Non-Functional


Ans:

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6. State the need of SRS and also enlist thecharacteristics.


Ans:

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7. List and explain any four principles of “Core Principles” of Software Engineering.
Ans:
The First Principle: The Reason It All Exists
 A software system exists for one reason: to provide value to its users. All decisions should be made with this in mind.
 Before specifying a system requirement, system functionality, before determining the hardware platforms, first
determine, whether it adds value to the system.
The Second Principle: KISS (Keep It Simple, Stupid!)
 All design should be as simple as possible, but no simpler. This facilitates having a more easily understood and easily
maintained system.
 It doesn’t mean that features should be discarded in the name of simplicity.
 Simple also does not mean “quick and dirty.” In fact, it often takes a lot of thought and work over multiple iterations to
simplify.
The Third Principle: Maintain the Vision
 A clear vision is essential to the success of a software project.

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 If you make compromise in the architectural vision of a software system, it will weaken and will eventually break even
the well designed systems.
 Having a powerful architect who can hold the vision helps to ensure a very successful software project.
The Fourth Principle: What You Produce, Others Will Consume
 Always specify, design, and implement by keeping in mind that someone else will have to understand what you are
doing.
 The audience for any product of software development is potentially large.
 Design (make design), keeping the implementers (programmers) in mind. Code (program) with concern for those who
will maintain and extend the system.
 Someone may have to debug the code you write, and that makes them a user of your code.
The Fifth Principle: Be Open to the Future
 A system with a long lifetime has more value.
 True “industrial-strength” software systems must last for longer.
 To do this successfully, these systems must be ready to adapt changes.
 Always ask “what if,” and prepare for all possible answers by creating systems that solve the general problem.
The Sixth Principle: Plan Ahead for Reuse
 Reuse saves time and effort.
 The reuse of code and designs has a major benefit of using object-oriented technologies.
 Planning ahead for reuse reduces the cost and increases the value of both the reusable components and the systems
into which they are incorporated.
The Seventh principle: Think!
 Placing clear, complete thought before action almost always produces better results.
 When you think about something, you are more likely to do it right. You also gain knowledge about how to do it right
again.
 If you do think about something and still do it wrong, it becomes a valuable experience.
 Applying the first six principles requires intense thought, for which the potential rewards are enormous.

8. Describe any four principles of communication for software engineering.


Ans:
Principle 1 Listen:
 Try to focus on the speaker ‘s words, rather than formulating your response to those words.
 Ask for clarification if something is unclear but avoid constant interruptions.
 Never become contentious in your words or actions (e.g., rolling your eyes or shaking your head) as a person is talking.

Principle 2 Prepare before you communicate:


 Spend the time to understand the problem before you meet with others. If necessary, perform some research to
understand business domain.
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 If you have responsibility for conducting a meeting, prepare an agenda in advance of the meeting.

Principle 3 someone should facilitate the activity:


 Every communication meeting should have a leader (a facilitator)
 To keep the conversation moving in a productive direction,
 To mediate any conflict that does occur, and
 To ensure that other principles are followed.

Principle 4 Face-to-face communication is best:


 It usually works better when some other representation of the relevant information is present.
 For example, a participant may create a drawing /document that serves as a focus for discussion.

Principle 5 Take notes and document decisions:


Someone participating in the communication should serve as a recorder and write down all important points and
decisions.

Principle 6 Strive for collaboration:


 Collaboration occurs when the collective knowledge of members of the team is used to describe product or system
functions or features.
 Each small collaboration builds trust among team members and creates a common goal for the team.

Principle 7 Stay focused; modularize your discussion:


 The more people involved in any communication, the more likely that discussion will bounce from one topic to the next.
 The facilitator should keep the conversation modular; leaving one topic only after it has been resolved.

Principle 8 If something is unclear, draw a picture:


 Verbal communication goes only so far.
 A sketch or drawing can often provide clarity when words fail to do the job.

Principle 9
(a) Once you agree to something, move on.
(b) If you can’t agree to something, move on.
(c) If a feature or function is unclear and cannot be clarified at the moment, move on.
 The people who participate in communication should recognize that many topics require discussion and that moving on
is sometimes the best way to achieve communication agility.

Principle 10 Negotiation is not a contest or a game:


It works best when both parties win.

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 There are many instances in which you and other stakeholders must negotiate functions and features, priorities, and
delivery dates. If the team has collaborated well, all parties have a common goal.
Still, negotiation will demand compromise from all parties.

9. Describe four principles of good planning.(ANY FOUR PRINCIPLES)


Ans:
Principle 1. Understand the scope of the project. It’s impossible to use a road map if you don’t know where you‘re going.
Scope provides the software team with a destination.
Principle 2. Involve stakeholders in the planning activity. Stakeholders define priorities and establish project constraints.
To accommodate these realities, software engineers must often negotiate order of delivery, time lines, and other project-
related issues.
Principle 3. Recognize that planning is iterative. A project plan is never engraved in stone. As work begins, it is very likely
that things will change. As a consequence, the plan must be adjusted to accommodate these changes. In addition,
iterative, incremental process models dictate replanning after the delivery of each software increment based on feedback
received from users.
Principle 4. Estimate based on what you know. The intent of estimation is to provide an indication of effort, cost, and
task duration, based on the team‘s current understanding of the work to be done. If information is vague or unreliable,
estimates will be equally unreliable.
Principle 5.Consider risk as you defines the plan. If you have identified risks that have high impact and high probability,
contingency planning is necessary. In addition, the project plan (including the schedule) should be adjusted to
accommodate the likelihood that one or more of these risks will occur.
Principle 6. Be realistic. People don‘t work 100 percent of every day. Noise always enters into any human
communication. Omissions and ambiguity are facts of life. Change will occur. Even the best software engineers make
mistakes. These and other realities should be considered as a project plan is established.
Principle 7.Adjust granularity as you defines the plan. Granularity refers to the level of detail that is introduced as a
project plan is developed. A high-granularity plan provides significant work task detail that is planned over relatively short
time increments (so that tracking and control occur frequently). A low-granularity plan provides broader work tasks that
are planned over longer time periods. In general, granularity moves from high to low as the project time line moves away
from the current date. Over the next few weeks or months, the project can be planned in significant detail. Activities that
won‘t occur for many months do not require high granularity (too much can change).
Principle 8. Define how you intend to ensure quality. The plan should identify how the software team intends to ensure
quality. If technical reviews are to be conducted, they should be scheduled. If pair programming is to be used during
construction, it should be explicitly defined within the plan.
Principle 9. Describe how you intend to accommodate change. Even the best planning can be obviated by uncontrolled
change. You should identify how changes are to be accommodated as software engineering work proceeds. For example,
can the customer request a change at any time? If a change is requested, is the team obliged to implement it
immediately? How is the impact and cost of the change assessed?

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Principle 10.Track the plan frequently and make adjustments as required. Software projects fall behind schedule one
day at a time. Therefore, it makes sense to track progress on a daily basis, looking for problem areas and situations in
which scheduled work does not conform to actual work conducted. When slippage is encountered, the plan is adjusted
accordingly.

10. List seven task of Requirement Engineering.


Ans:

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UNIT – 3 (Software Modelling and Design)

11. Draw and explain Transition diagram from requirement model to design model.
Ans: Transition diagram from requirement model to design model

Software requirements, manifested by the data, functional, and behavioural models, feed the design task. Using one of a
number of design methods, the design task produces a data design, an architectural design, an interface design, and a
component design. Each of the elements of the analysis model provides information that is necessary to create the four
design models required for a complete specification of design.
Design is a meaningful engineering representation of something that is to be built. It can be traced to a customer’s
requirements and at the same time assessed for quality against a set of predefined criteria for ―good‖ design. In the
software engineering context, design focuses on four major areas of concern: data, architecture, interfaces, and
components Design begins with the requirements model.
The data design transforms the information domain model created during analysis into the data structures that will be
required to implement the software. The data objects and relationships defined in the entity relationship diagram and
the detailed data content depicted in the data dictionary provide the basis for the data design activity. Part of data design
may occur in conjunction with the design of software architecture. More detailed data design occurs as each software
component is designed. The architectural design defines the relationship between major structural elements of the
software, the design pattern that can be used to achieve the requirements that have been defined for the system, and
the constraints that affect the way in which architectural design patterns can be applied.
The architectural design representation the framework of a computer based system can be derived from the system
specification, the analysis model, and the interaction of subsystems defined within the analysis model. The interface
design describes how the software communicates within itself, with systems that interoperate with it, and with humans
who use it. An interface implies a flow of information (e.g., data and/or control) and a specific type of behaviour.

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Therefore, data and control flow diagrams provide much of the information required for interface design. The
component-level design transforms structural elements of the software architecture into a procedural description of
software components. Information obtained from the PSPEC, CSPEC, and STD serve as the basis for component design.

12. Define data objects, attributes, relationship, cardinality with example of


each.
Ans:
Data Object: A data object is an entity/object in the real world with an independent existence that can be differentiated
from other objects.
Example: An entity might be
o An object with physical existence (e.g., a lecturer, a student, a car)
o An object with conceptual existence (e.g., a course, a job, a position)

Attributes: Each data object/ entity is described by a set of attributes


(e.g., Employee = (Name, Address, Birthdate (Age), Salary).
Each attribute has a name, and is associated with an entity and a domain of legal values. Example: Employee = (Name,
Address, Birthdate (Age), Salary).

Relationship: A relationship identifies names and defines an association between two entity types One-to-one
relationship:
Example: We have a relationship between the Customers table and the Addresses table. If each address can belong to
only one customer, this relationship is "One to One".

One –to – many relationship:


Example: Each customer may have zero, one or multiple orders. But an order can belong to only one customer.

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Many- to – many Relationship:


Example: In some cases, you may need multiple instances on both sides of the relationship. For example, each order can
contain multiple items. And each item can also be in multiple orders.

Cardinality: In the case of Data Modeling, Cardinality defines the number of attributes in one entity set, which can be
associated with the number of attributes of other set via relationship set. Example: One-to-one, One-to-many, Many-to-
one, Many-to-many.

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13. Differentiate between White box and Black box testing (any six points).
Ans:

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14. Explain Levels of Testing.


Ans:

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UNIT – 4 (Software Project Estimation)


15. Explain the following 4P’s management spectrum.
Ans:
The management Spectrum: 4p’s Effective software project management focuses on the four P’s:
People, Product, Process, and Project.

The People:
1. The “people factor” is so important that the Software Engineering
Institute has developed a People Capability Maturity Model (People CMM) to continually improve its
ability to attract, develop, motivate, organize, and retain the workforce needed to accomplish its
strategic business objectives.
2. The people capability maturity model defines the following key practice areas for software people:
a. Staffing
b. communication and coordination
c. work environment
d. performance management
e. Training, compensation, competency analysis and development, career development,
workgroup development, team/culture development and others.
3. Organizations that achieve high levels of People-CMM maturity have higher likelihood of
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implementing effective software project management practices.

The Product:
1. Before a project can be planned, product objectives and scope should be established, alternative
solutions should be considered and technical and management constraints should be identified.
2. Without this information, it is impossible to define reasonable (and accurate) estimates of the cost, an
effective assessment of risk, a realistic breakdown of project tasks, or a manageable project schedule
that provides a meaningful indication of progress.
3. Objectives identify the overall goals for the product (from the stakeholders’ points of view) without
considering how these goals will be achieved.
4. Scope identifies the primary data, functions, and behaviors that characterize the product.
5. The alternatives enable managers and practitioners to select a “best” approach, given the constraints
imposed by delivery deadlines, budgetary restrictions, personnel availability, technical interfaces, and
other factors.

The Process:
1. A software process provides the framework from which a comprehensive plan for software
development can be established.
2. A small number of framework activities are applicable to all software projects, regardless of their size
or complexity.
3. Number of different task sets—tasks, milestones, work products, and quality assurance points enable
the framework activities to be adapted to the characteristics of the software project and the
requirements of the project team.
4. Finally, umbrella activities—such as software quality assurance, software configuration management,
and measurement occur throughout the process.

The Project:
1. To manage complexity, we conduct planned and controlled software projects.
2. The success rate for present-day software projects may have improved but our project failure rate
remains much higher than it should be.
3. To avoid project failure, a software project manager and the software engineers who build the
product must avoid a set of common warning signs, understand the critical success factors that lead to
good project management, and develop a common-sense approach for planning, monitoring, and
controlling the project.

16. Explain COCOMO-I and


COCOMO-II
Ans:

COCOMO is a hierarchy of cost estimation models it includes basic, intermediate and detailed sub
model.
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1. Basic Model
The basic model aims at estimating, in a quick and rough fashion, most of the small to medium sized
software projects.
Three modes of software development are considered in this model:
Organic: A small team of experienced developers develops software in a very familiar environment.
Embedded: The project has tight constraints, which might be related to the target processor.
Semidetached: It is an intermediate mode between the organic mode and embedded mode.
Depending on the problem at hand, the team might include a mixture of experienced and less
experienced people with only a recent history of working together.
The Basic COCOMO equations take the form:
E = ab (KLOC)b
D = cb (E)d
SS = E/D persons
P = KLOC/E
Where E = effort
D = Deployment time
SS = staff size
P = productivity
ab ,bb ,cb ,db = Coefficients

2. Intermediate Model
In the Intermediate model Boehm introduced an additional set of 15 predictors called cost drivers in the
intermediate model to take account of the software development environment.
Cost drivers are used to adjust the nominal cost of a project to the actual project environment, hence
increasing the accuracy of the estimate.
The cost drivers are grouped into 4 categories:-
1. Product attributes
a. Required software reliability (RELY)
b. Database size (DATA)
c. Product complexity (CPLX)
2. Computer attributes
a. Execution time constraint (TIME)
b. Main store constraint (STOR)
c. Virtual machine volatility (VIRT)
d. Computer turnaround time (TURN)
3. Personnel attributes
a. Analyst capability (ACAP)
b. Application experience (AEXP)
c. Programmer capability (PCAP)
d. Virtual machine experience (VEXP)
e. Programming Language experience (LEXP)
4. Project attributes
a. Morden programming practices (MODP)
b. Use of software tool (TOOL)
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c. Required development schedule (SCED)


3. Detailed COCOMO
A large amount of work is done by Boehm to capture all significant aspects of a software development.
It offers a means for processing all the project characteristics to construct a software estimate.
A software development is carried out in four successive phases:-
1. Plan/ requirements: This is the first phase of the development cycle. The requirement is analyzed, the
product plan is set up and a full product specification is generated. This phase consumes from 6% to 8%
of the effort and 10% to 40% of the development time.
2. Product Design: The second phase of the COCOMO development cycle is concerned with the
determination of the product architecture and the specification of the subsystem. This phase requires from
16% to 18% of the nominal effort and can last from 19% to 38% of the development time.
3. Programming: The third phase of the COCOMO development cycle is divided into two sub phases:
detailed design and code/unit test. This phase requires from 48% to 68% of the effort and lasts from 24%
to 64% of the development time.
4. Integration/test: This phase of the COCOMO development cycle occurs before delivery.
This mainly consist of putting the tested parts together and then testing the final product this phase
requires from 16% to 34% of the nominal effort and can last from 18% to 34% of the development time.

COCOMO II :

COCOMO-II is the revised version of the original Cocomo (Constructive Cost Model) and is developed
at University of Southern California. It is the model that allows one to estimate the cost, effort and
schedule when planning a new software development activity.

COCOMO II provides the following three-stage series of models for estimation of Application Generator,
System Integration, and Infrastructure software projects:

COCOMO II has three different models:

1. The Application Composition Model

• Supports prototyping projects and projects where there is extensive reuse.


• Based on standard estimates of developer productivity in
Application (object) points /month.
• Takes CASE tool use into account Formula
is
– PM = ( NAP × (1 - %reuse/100 ) ) / PROD
– PM is the effort in person‐months,
NAP is the number of application points and PROD is the
productivity
2. Early design model
• Estimates can be made after the requirements have been agreed.
• Based on a standard formula for algorithmic models – PM = A

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× SizeB
×M
where – M = PERS × RCPX × RUSE × PDIF × PREX × FCIL × SCED;
– A = 2.94 in initial calibration,
Size in KLOC, B varies from 1.1 to 1.24 depending on novelty of the project, development flexibility,
risk management approaches and the process maturity.

3. The reuse model


• Takes into account account black‐box code that is reused without change and code that has to be
adapted to integrate it with new code.
• There are two versions:
– Black‐box reuse where code is not modified. An effort estimate (PM) is computed.
– White‐box reuse where code is modified. A size estimate equivalent to the number of lines of new
source code is computed. This then adjusts the size estimate for new code.
Reuse model estimates
• For generated code:
PM = (ASLOC * AT/100)/ATPROD
– ASLOC is the number of lines of generated code
– AT is the percentage of code automatically generated.
– ATPROD is the productivity of engineers in integrating this code. Reuse
model also estimates
When code has to be understood and integrated:
ESLOC = ASLOC * (1‐AT/100) AT/100) * AAM.
– ASLOC and AT as before.
– AAM is the adaptation adjustment multiplier computed from the costs of changing
the reused code, the costs of understanding how to integrate the code and the costs of reuse decision
making.

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17. Define Risk? Explain types of


Risk ?
Ans:

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18. Explain RMMM Strategy?


Ans:

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19. Describe following project cost estimation approaches


i) Heuristic
ii) Empirical
iii) Analytical
Ans:
Project cost estimation approaches :

1. Heuristic Technique:

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2. Empirical Estimation Technique:

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3. Analytical estimation techniques :

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UNIT – 5 (Software Quality Assurance and Security)


20. Explain WBS Structure
Ans:

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21. Explain four basic principles of software project scheduling.


Ans:
Basic principles software project scheduling:
Compartmentalization: The project must be compartmentalized into a number of manageable activities and tasks. To
accomplish compartmentalization, both the product and the process are Decomposed.

Interdependency: The interdependency of each compartmentalized activity or task must be determined. Some tasks
must occur in sequence while others can occur in parallel. Some activities cannot commence until the work product
produced by another is available. Other activities can occur independently.

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Time allocation: Each task to be scheduled must be allocated some number of work units (e.g., person-days of effort). In
addition, each task must be assigned a start date and a completion date that are a function of the interdependencies and
whether work will be conducted on a fulltime or part-time basis.

Effort validation: Every project has a defined number of staff members. As time allocation occurs, the project manager
must ensure that no more than the allocated number of people has been scheduled at any given time.

Defined responsibilities: Every task that is scheduled should be assigned to a specific team member. Defined outcomes:
Every task that is scheduled should have a defined outcome.

Defined milestones: Every task or group of tasks should be associated with a project milestone. Program evaluation and
review technique (PERT) and critical path method (CPM) are two project scheduling Methods that can be applied to
software development.

Defined outcomes – Every task that is scheduled should have a defined outcome for software projects such as a work
product or part of a work product – Work products are often combined in deliverables.

22. Software Quality Assurance vs Software Quality


Management
Ans:

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23. Explain CMMI in detail with neat diagram


Ans:
The Capability Maturity Model Integration (CMMI), a comprehensive process meta-model that is predicated on a set of
system and software engineering capabilities that should be present as organizations reach different levels of process
capability and maturity.
The CMMI represents a process meta-model in two different ways:
(1) Continuous model and
(2) Staged model. The continuous CMMI meta-model describes a process in two dimensions. Each process area (e.g.
project planning or requirements management) is formally assessed against specific goals and practices and is rated
according to the following capability levels:

Level 1: Initial.
The software process is characterized as ad hoc and occasionally even chaotic. Few processes are defined, and success
depends on individual effort.

Level 2: Repeatable.
Basic project management processes are established to track cost, schedule, and functionality. The necessary process
discipline is in place to repeat earlier successes on projects with similar applications.

Level 3: Defined.
The software process for both management and engineering activities is documented, standardized, and integrated into
an organization wide software process. All projects use a documented and approved version of the organization's process
for developing and supporting software. This level includes all characteristics defined for level 2

Level 4: Managed.
Detailed measures of the software process and product quality are collected. Both the software process and products are
quantitatively understood and controlled using detailed measures. This level includes all characteristics defined for level 3

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Level 5: Optimizing.
Continuous process improvement is enabled by quantitative feedback from the process and from testing innovative ideas
and technologies. This level includes all characteristics defined for level 4.

24. Describe six sigma. State operations under DMADV/IC.


Ans:

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25. Scheduling Techniques - PERT and CPM | PERT vs CPM


Ans:

26. DEVOPs? Need and Benefits


Ans:

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Practical Oriented Questions


26. USE CASE DAIGRAM - Unit 2
a. Sketch a use case diagram for library management system with minimum four use casesand two
actors.
Ans:

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b. Draw use-case diagram for ATM system with minimum four use cases and two actors.
Ans:
Use case diagram for ATM system with minimum four use cases and two actors

c. State and draw symbols used in use case diagram.


Ans:

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27. IDENTIFY AND ENLIST REQUIREMENTS - Unit 3


a. Identify and enlist requirement for given modules of employee management software:
(i) Employee detail
(ii) Employee salary
(iii) Employee performance.
Ans:
This is with perspective of employee management software. Requirements for following modules will be as
i. Employee details
a. Getting information about the customer
b. Updation of employee details (department, change of address, emp_code etc)
c. Assignment of tasks , duties and responsibilities.
d. Recording of employee attendance.
ii. Employee salary

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a. Salary calculation
b. Allowances, special bonus calculation and approval
c. Tax statement/certificate
d. Apply loan/approvals
iii. Performance
a. Recording annual performance
b. Details about parameters for performance appraisal
c. Analysis performance and determining hike in payment.

b. State requirements for given modules of online shopping system.


i) Order module
ii) Accountant module
iii) Categories module.
Ans:
This is with perspective of online shopping system.
Requirements for following moduleswill be as

i) Order module :

a. Getting name of Item


b. Getting the Item id
c. Getting information of item price
d. Getting information of quantity of item
e. Information of availability of Item
ii) Accountant module

a. Getting the information of list of items purchased


b. Bill generation
c. Bill calculation
d. Getting information of item price
e. Generating the bill identification numbers
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iii) Categories module

a. Getting information of number of categories


b. Information of sub-categories of product
c. Getting information on brands of various categories Information about the sizes in
categories

c. Recognize requirements for following modules of banking software


1. Customer Module
2. Loan Module
3. Account Module
Ans:

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28. DFD DAIGRAMS - Unit 3


a. Draw proper labeled “LEVEL I Data Flow Diagram” (DFD) for student attendance system.
b. Draw and explain Level 1 DFD for railway reservation system.
c. Draw DFD0 and DFD1 diagram for Library Management System.
d. Describe symbols used in DFD.
Ans:
a-

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b-

The passenger can initiate either Reservation process or Enquiry process; If a user opts for Reservation process
then the system shall proceed with ticket generation process and same needs to be notified to the Admin. If user
opts for enquiry module then appropriate request shall be entertain and result to be displayed to the user.

c-

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d-

29. COCOMO MODEL SUMS - UNIT 4


Calculate using COCOMO model
(i) Effort
(ii) Project duration
(iii) Average staff size
if estimated size of project is 200 KLOC using organic mode
Ans:
Given data: size=200 KLOC mode= organic
1. Effort: E = a (KLOC) b
For organic a=2.4 and b= 1.05
E= 2.4 (200) 1.05
= 626 staff members
2. Project duration:
TDEV= c (E) d
Where TDEV= time for development
c and d are constant to be determined
E = effort
For organic mode, c= 2.5 and d= 0.38
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TDEV= 2.5 (626) 0.38 = 29 months 3.


3.Average staff size:
SS = E/TDEV
SS = 626/29 = 22 staffs

Use COCOMO model to calculate


i) Effort
ii) Development time
if estimated size of project is 500 KLOC using
organic,semi-detached, and Embedded mode.
Ans:

Effort ,E = ab (KLOC)bb persons-months


Development time D = cb (E)db months

In organic mode :
i)
E= 2.4 * (500) 1.05
= 2.4 * 682.21
=1637.30 person-months
ii) D = 2.5 * (1637.30) 0.38
=2.5 *16.64

=41.6 months
In Embedded mode :
i) E= 3.6*(500) 1.20
=
3.6 * 1732.86
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=6238.29 Person-Months

ii) D= 2.5 * (6238.29 ) 0.32


=
2.5 * 16.38
= 40.95 Months

In Semidetached mode :
i) E= 3.0 *(500) 1.12
=
3.0 * 1054.01

=3162.04 Person-Months
ii) D= 2.5 * (3162.04) 0.35
=
2.5 * 16.78
= 41.95 Months

Use COCOMO Model for organic, Semi detached, embedded mode to calculate effort and development time for size of
project 600 KLOC
Ans:

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Use COCOMO model to calculate


1. Effort
2. Development Time
3. Average Staff Size
4. Productivity
if estimated size of project is 400 KLOC using Embedded mode.
Ans:

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30. Gantt Chart - UNIT 5


i. Prepare Macro Timeline chart for 20 days of Hotel
Managementsystem (6 days a week) consider broad phase of
SDLC.
ii. Explain GANTT chart and it’s application for project tracking with an example.
iii. Prepare time line chart for Library Managements System (five days a week) Consider phases
of SDLC.
iv. Prepare macro timeline chart for 15 days of Home Automation System (5 days a
week).Consider broad phases of SDLC.
Ans:

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i-

ii-

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iii-

iv-

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