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1 HARD DATA
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de Complete
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20. The Software-Quality Landscape
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Cost of Fixing Defects
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For become more expensive the longer they stay in a system, see Appeal to data in HARD DATA Section 3.1. For an up-close look at errors themselves, see Section 22.4, Typical Errors.
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2 CROSS-REFERENCE
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3 details on the fact that defects
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The cost of finding defects is only one part of the cost equation. The other is the cost of fixing defects. It might seem at first glance that how the defect is found wouldn t matter it would always cost the same amount to fix. That isn t true because the longer a defect remains in the system, the more expensive it becomes to remove. A detection technique that finds the error earlier therefore results in a lower cost of fixing it. Even more important, some techniques, such as inspections, detect the symptoms and causes of defects in one step; others, such as testing, find symptoms but require additional work to diagnose and fix the root cause. The result is that one-step techniques are substantially cheaper overall than two-step ones. Microsoft s applications division has found that it takes 3 hours to find and fix a defect using code inspection, a one-step technique, and 12 hours to find and fix a defect using testing, a two-step technique (Moore 1992). Collofello and Woodfield reported on a 700,000-line program built by over 400 developers (1989). They found that code reviews were several times as cost-effective as testing 1.38 return on investment vs. 0.17. The bottom line is that an effective software-quality program must include a combination of techniques that apply to all stages of development. Here s a recommended combination: Formal design inspections of the critical parts of a system Modeling or prototyping using a rapid prototyping technique Code reading or inspections Execution testing
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20.4 When to Do Quality Assurance
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Qual
6 CROSS-REFERENCE
7 ity assurance of upstream
activities requirements and architecture, for instance is outside the scope of this book. The Additional Resources section at the end of the chapter describes books you can turn to for more information about them.
As 3 noted, the earlier an error is inserted into software, the more embedded it becomes in other parts of the software and the more expensive it becomes to remove. A fault in requirements can produce one or more corresponding faults in design, which can produce many corresponding faults in code. A requirements error can result in extra architecture or in bad architectural decisions. The extra architecture results in extra code, test cases, and documentation. Just as it s a good idea to work out the defects in the blueprints for a house before pouring the foundation in concrete, it s a good idea to catch requirements and architecture errors before they affect later activities.
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20. The Software-Quality Landscape
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In addition, errors in requirements or architecture tend to be more sweeping than construction errors. A single architectural error can affect several classes and dozens of routines, whereas a single construction error is unlikely to affect more than one routine or class. For this reason, too, it s cost-effective to catch errors as early as you can. Defects creep into software at all stages. Consequently, you should emphasize quality-assurance work in the early stages and throughout the rest of the project. It should be planned into the project as work begins; it should be part of the technical fiber of the project as work continues; and it should punctuate the end of the project, verifying the quality of the product as work ends.
0 KEY POINT
20.5 The General Principle of Software Quality
There s no such thing as a free lunch, and even if there were, there s no guarantee that it would be any good. Software development is a far cry from haute cuisine, however, and software quality is unusual in a significant way. The General Principle of Software Quality is that improving quality reduces development costs. Understanding this principle depends on understanding a key observation: The best way to improve productivity and quality is to reduce the time spent reworking code, whether the rework is from changes in requirements, changes in design, or debugging. The industry-average productivity for a software product is about 10 to 50 of lines of delivered code per person per day (including all noncoding overhead). It takes only a matter of minutes to type in 10 to 50 lines of code, so how is the rest of the day spent
For details on the difference between writing an individual program and writing a software product, see Programs, Products, Systems, and System Products in Section 27.5.
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