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Disciplined Software Engineering Lecture #12

Disciplined Software Engineering Lecture #12. Software Engineering Institute Carnegie Mellon University Pittsburgh, PA 15213 Sponsored by the U.S. Department of Defense. Design Verification. Design verification is covered in 2 lectures. This lecture addresses

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Disciplined Software Engineering Lecture #12

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  1. Disciplined Software Engineering Lecture #12 • Software Engineering Institute • Carnegie Mellon University • Pittsburgh, PA 15213 • Sponsored by the U.S. Department of Defense

  2. Design Verification • Design verification is covered in 2 lectures. This lecture addresses • the reasons for design verification • state machine correctness • execution tables • proof by induction • The next lecture covers • trace tables • mathematical program verification • program proofs

  3. Need for Design Verification - 1 • As you work to improve your personal software process, you will likely find it hard to significantly reduce the numbers of design defects you make. • By using checklists and taking increased care, you can improve the yield of your code reviews. • To improve the yield of design reviews, you need to use disciplined verification methods.

  4. Need for Design Verification - 2 • An orderly approach to design verification is essential because • many common design defects are caused by overlooked conditions • what seem like unlikely situations become more likely with high-powered computing systems • conditions that were not possible with an initial program version may be induced by later modifications

  5. Need for Design Verification - 3 • By following a structured design verification procedure, you are more likely to • see overlooked conditions • identify rarely exposed risks • recognize possible future exposures • By recording data on your design reviews, you can simplify later design inspections.

  6. Using Design Verification - 1 • Design verification methods should be used • during design • during design reviews • during design inspections • Your design verification methods should focus on the defect types that have caused you the most trouble in test.

  7. Using Design Verification- 2 • The topics covered in this and the next lecture were selected because they address the design defect categories that caused me the most trouble • state machine structures • loop constructs • I would use additional verification methods for the following defect types if they were available • pointers • interfaces

  8. Design Verification Topics • The design verification topics covered in this and the next lecture are • verifying state machine correctness • execution tables • proof by induction • trace tables • mathematical program verification

  9. State Machine Correctness • Any program that changes the state of the computing system is a state machine. • A program is a state machine if it can behave differently with identical inputs. • Seemingly simple state machines can have sophisticated behavior. It is thus important to verify them carefully.

  10. State Machine Verification • The steps in state machine verification are to • check to ensure the state machine has no hidden traps or loops • check that the set of all states is complete and orthogonal • check that the set of all transitions from every state are complete and orthogonal • After verifying state machine correctness, ensure that the program performs the intended application functions.

  11. Hidden Traps or Loops - 1 • To check for hidden traps and loops • construct the state template • construct a state machine diagram • determine if any exit states are unreachable from any other states • If any exit states are unreachable from any other state, this is not a proper state machine.

  12. Hidden Traps or Loops - 2 • Example: consider an object BSet as follows • 2 states: EmptyState, MemberState • 4 methods: Push, Pop, Add, Subtract • Push adds a member to BSet • Pop removes a member from BSet • Add adds a member to BSet if it does not already contain an identical member • Subtract removes a member from BSet if it contains an identical member

  13. Hidden Traps or Loops - 3 • The state template for BSet would be as follows: n = 0 EmptyState Pop or Subtract EmptyState MemberState Push or Add MemberState n >= 1 Pop(n=1) or Subtract(n=1)(D in BSet) EmptyState Add or Push or Pop(n>1) or Subtract(D not in BSet) or Subtract(n>1) MemberState

  14. Hidden Traps and Loops - 4 Pop or Subtract EmptyState n = 0 Push or Add MemberState n > 0 Pop(n=1) or Subtract(n=1)(D in BSet) Add or Push or Pop(n>1) or Subtract(D not in BSet) or Subtract(n>1)

  15. Hidden Traps or Loops - 5 • It is thus clear that this state machine has no hidden traps or loops.

  16. All Possible States - 1 • A common problem is to overlook some state machine state. • Examples are initial states, empty states, error states, and so forth. • Examine all possible conditions of the state parameters to ensure they are either included or truly impossible.

  17. All Possible States - 2 • Checking the BSet example: • EmptyState has n = 0 • MemberState has n > 0 • since n cannot be < 0, this covers all cases • To ensure that none of the n > 0 states should be distinct, check to see if any of them exhibit different behavior from the others. • A check of the state template or state diagram shows that all n>0 states behave identically. Added states are thus unnecessary.

  18. State Orthogonality • For the states to be orthogonal, the state machine must not be able to be in 2 states at once. • In the example state machine, either • n = 0 or n > 0. • The states are orthogonal because the machine must be in either the EmptyState (n = 0) or the MemberState (n > 0); it cannot be in both at once.

  19. State Transitions - 1 • In a proper state machine, the state transitions must be complete and orthogonal. • For this to be true • every state must have a defined next state for every possible input • every state must have a unique next state for every possible input

  20. State Transitions - 2 • First, check EmptyState in the BSet example for completeness: • the conditions are Push, Pop, Add, and Subtract • states are defined for each condition, so the EmptyState transitions are complete. • The following table shows they are complete: Push MemberState EmptyState Pop Add MemberState EmptyState Subtract

  21. State Transitions - 3 • Next, check EmptyState transitions for orthogonality. • The transition conditions to EmptyState are Pop and Subtract. • The transition conditions to MemberState are Push and Add. • Since these next state transition conditions do not overlap, the transition conditions are orthogonal.

  22. D in BSet D not in BSet n = 1 n > 1 n = 1 n > 1 Push MemberState MemberState MemberState MemberState Pop EmptyState MemberState EmptyState MemberState Add MemberState MemberState MemberState MemberState Subtract EmptyState MemberState MemberState MemberState State Transitions - 4 • For MemberState completeness, the possible cases are Since these are all the possible cases, the MemberState transitions are complete.

  23. State Transitions - 5 • For MemberState orthogonality, there must be no overlap between the transitions. • the transitions from MemberState to EmptyState occur when: Pop(n=1) or Subtract(n=1) and (D in BSet) • the transitions from MemberState to MemberState occur when: Add + Push + Pop(n>1) + Subtract(D not in BSet) + Subtract(n>1) • As is clear from the previous chart, these two cases have no condition in common and are thus orthogonal.

  24. Class Exercise - 1 • The SignOn object is to have the following methods • Open - initiates a sign-on procedure • LogOn - requests a name • if the name is correct, PassWord requests the password • if the PassWord is correct, SignOn terminates with the value true • if there is any error, the program starts again at LogOn • for any two errors, SignOn terminates with the value false

  25. Class Exercise - 2 • Construct the SignOn state template and state diagram. • Check for hidden traps and loops. • Check the states for completeness and orthogonality. • Check the transitions for completeness and orthogonality.

  26. Class Exercise - State Diagram StandBy LogOn(No) (false) Open LogOn(No) Start Error LogOn(Yes) LogOn(Yes) Trial PassWord(No) NameOk PassWord(Yes) (true) PassWord(No) (false) PassWord(Yes) (true)

  27. Exercise - State Template StandBy n = 0 Start Open n = 1 Start NameOk LogOn(Yes) Error LogOn(No) n = 2 NameOk Error PassWord(No) StandBy (true) Password(Yes) Error n = 3 Trial LogOn(Yes) StandBy (false) LogOn(No) n = 4 Trial StandBy (true) PassWord(Yes) StandBy(false) PassWord(No)

  28. Execution Tables - 1 • An execution table is an orderly way to trace program execution. • it is a manual check of the program flow • it starts with initial conditions • a set of variable values is selected • each execution step is examined • every change in variable values is entered • program behavior is checked against the specification

  29. Execution Tables - 2 • The advantages of execution tables are • they are simple • they give reliable proofs • The disadvantages of execution tables are • they only check one case at a time • they are time consuming • they are subject to human error

  30. Execution Table Procedure • To use an execution table • identify the key program variables and enter them at the top of the trace table • enter the principal program steps • determine and enter the initial conditions • trace the variable values through each program step • for repeating loops, add additional execution table steps for each additional loop cycle • for long loops, group intermediate steps if their results are obvious

  31. Execution Table Example - 1 Cycle 1 ClearSpaces(var Input: string; State: int) # State Condition Length Instructions Input 1 Length = length(Input) ‘ AB ‘ 5 0 2 if Length > 0 true 3 repeat(until State=3 or Length=0) 4 if Input[Length-1] = ‘ ‘ true 5 Length = Length - 1 4 6 if State < 2 State=State+1 1 true 7 else State = 3 false until State=3 or Length=0

  32. Execution Table Example - 2 • 3 cycles are required before the until condition is satisfied. • Just as with a test case, the execution table will only prove the case for this specific variable combination. • Carefully check the initial conditions to ensure they are set by the program. • Double check the execution table for errors and omissions.

  33. Proof by Induction • This method applies to Boolean functions with integer parameters. • It states • if f(n) is true for n = k • and if • when n = z where z > k • and f(z) is true • you can show that f(z+1) is true • then f(n) is true for all values of n larger than k

  34. Proof by Induction Example • Example: • for i=1 to Limit • do xyz • If • you can show that this is true for Limit = 1 and • if it is true for some arbitrary value z • you can then show it would be true for z+1 • then it is true for all positive values of Limit

  35. A Proof by Induction Technique • If • you have a design element using variable x • you verify that it works for x = k • Next • assume it works for some value x = z • try to find a value of z where program behavior would be improper at z + 1 • If you cannot, the proof is completed.

  36. Factorial Example - 1 • Prove that the following program produces N! • long Factorial(int N) • { F = 1; • for ( i = 1; i<= N;i++) • F = F*i; • return F; • }

  37. Factorial Example - 2 • Pick k = 1 and show that when N=1, F = N! • since 1 factorial is 1, this is correct • Next, assume that when N = z, F = z! • Finally, find any value of z where • F(z) = z! and F(z+1) <> (z+1)! • Such cases would only occur when • the computing number system was exceeded • computing capacity was exceeded

  38. Assignment #12 • Read Chapter 12 in the text. • Continue developing program 10A. • If you have time, start working on the Final Report, R5. The specifications for R5 can be found in Appendix D.

  39. The Messages to Remember from Lecture 12 • 1. Your design review yield will significantly • improve if you use disciplined design • review methods. • 2. The time spent verifying designs will be • more than repaid by the testing time saved. • 3. Practice verification techniques and select • the most effective for finding the defects • you most commonly find in testing.

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