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In software engineering, a software development process or software development life cycle (SDLC) is a process of planning and managing software development.It typically involves dividing software development work into smaller, parallel, or sequential steps or sub-processes to improve design and/or product management.
Profile of a typical project showing the relative sizes of the four phases of the Unified Process. The unified software development process or unified process is an iterative and incremental software development process framework. The best-known and extensively documented refinement of the unified process is the rational unified process (RUP).
Programming involves activities such as analysis, developing understanding, generating algorithms, verification of requirements of algorithms including their correctness and resources consumption, and implementation (commonly referred to as coding [1] [2]) of algorithms in a target programming language.
PSP0 has 3 phases: planning, development (design, code, compile, test) and a post mortem. A baseline is established for current process measuring: time spent on programming, faults injected/removed and size of a program. In a post mortem, the engineer ensures all data for the projects has been properly recorded and analysed.
In the waterfall model, work moves through software development life cycle (SDLC) phases—with one phase being completed before another can start—hence the testing phase is separate and follows a build phase. In agile software development, however, testing is completed in the same iteration as programming.
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Construction phase – focuses on program and application development task similar to the SDLC. In RAD, however, users continue to participate and can still suggest changes or improvements as actual screens or reports are developed. Its tasks are programming and application development, coding, unit-integration and system testing.
The state design pattern is one of twenty-three design patterns documented by the Gang of Four that describe how to solve recurring design problems. Such problems cover the design of flexible and reusable object-oriented software, such as objects that are easy to implement, change, test, and reuse.