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10.1.1. Phases (Requirements, Design, Implementation, Testing, Deployment, Maintenance)

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10.1.1 Phases (Requirements, Design, Implementation, Testing, Deployment, Maintenance)

The SDLC is broken down into several important phases, kind of like different stages of a journey:

  • Requirements: This is like figuring out what kind of building you want. Do you need a school? A hospital? How many rooms? What features? In software, this means talking to the people who will use the software to understand exactly what it needs to do. For a game, this might include what characters it has, what levels, and how players win.
  • Design: Once you know what you want to build, you need a blueprint! The design phase is where engineers plan out how the software will work. They decide on the structure, how different parts will connect, and what technologies will be used. This is like drawing detailed plans for each room and every pipe in a building.
  • Implementation (Coding): This is where the actual building happens! Engineers write the code that brings the design to life. This is like the construction workers building the walls, putting in the windows, and laying the floors according to the blueprints.
  • Testing: After building, you need to make sure everything works! This phase involves thoroughly checking the software for any errors or 'bugs'. Testers play the game to find glitches, or try to break the app to see if it crashes. It's like inspecting a new building to make sure all the lights work, the water runs, and the doors close properly.
  • Deployment: This is when the software is finally ready for people to use! It's like opening the doors to the new building for everyone to move in. For software, this might mean making an app available in an app store or launching a new website.
  • Maintenance: Even after a building is used, it needs care and sometimes repairs. The maintenance phase involves fixing any new bugs that pop up after the software is released, adding new features, and updating it to work with newer computers or devices. This is like fixing a leaky roof or adding a new wing to a school.

Bibliography:

  • Pressman, Roger S. Software Engineering: A Practitioner's Approach. McGraw-Hill Education, 2019.
  • This page was last edited on 10 July 2025, at 02:04.