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Design Approaches

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Title: Design Approaches


1
Design Approaches
2
Responsibility Driven Design
  • Maximize Abstraction Hide the distinction
    between data and behaviour. Think of
    responsibilities for knowing, doing, and
    deciding, keeping track of
  • Distribute Behaviour Make objects smart have
    them behave intelligently, not just hold bundles
    of data. Objects should not be too lean or too
    fat.
  • Preserve Flexibility Design objects and
    collaborations so they can be readily changed.
    Responsibility-Driven Design is a set of tools
    for thinking about systems. It emphasises the
    concepts of Class, Responsibility and
    Collaboration. Objects behave by knowing, doing
    and deciding. behaviour of classes of objects,
    first, data second.
  • Responsibility-Driven Design is a set of tools
    for thinking about systems. It emphasises the
    concepts of Class, Responsibility and
    Collaboration. Objects behave by knowing, doing
    and deciding. behaviour of objects, first, data
    second.

3
Responsibility Driven Design
  • Using RDD produces a different type of
    architecture based more on the class diagram than
    the use case diagram.
  • RDD can facilitate component based reuse
  • More of a system view rather than a user view.

4
Use Case Driven Design
  • The Unified Process (UP) is use case driven,
    meaning
  • Systematic use is made of use cases various
    stages in the design process, realization of use
    case.
  • Tests can be systematically derived from use
    cases to provide acceptance tests for the system.
  • Use cases are a good way to structure
    requirements, but there are issues not addressed.
  • Some classes that do not interact with the system
    but are still important.
  • Component based development, reuse, architectures
    also need to be considered.
  • With UCDD the idea is to keep focus on use cases
    throughout a development, not just in
    requirements capture. Keeps attention on the
    requirements.
  • There is good tracability from use case to code
    because every use case links to a method in the
    same System class (if every use case is realized
    as a class).
  • No single viewpoint (RDD or UCDD) suited to all
    projects.

5
RRD differs from UCDD
  • RRD differs from UCDD UCCD emphasise on the
    required user perceived system functionality is
    of RDD focuses on the behaviour of classes of
    objects.
  • UCDD emphasises the requirement while RRD
    emphasis the system.
  • 1) Using UCDD the system may end up being a
    top-down function-oriented system, which produces
    an inflexible and a difficult-to-maintain system.
    Focusing on the use cases may cause the
    developers to sacrifice the object-oriented
    nature of the system thus losing any advantage
    that such an approach offers. RDD takes a system
    view
  • 2) Another danger of UCDD lies in mistaking
    design for requirements, where a design decision
    is mistaken for a constraint. Focusing on the
    requirements in a use case may cause developers
    to view the system too operationally, where a
    sequence of events is assumed to be the only
    answer. Developers need to distinguish between
    requirements and preferred designs. RDD focuses
    on the structure and behaviour of the software
    system.
  • 3) There is a danger of missing some of the
    requirements especially if emphasis is placed on
    actors and their tasks, because not all the
    requirements will emerge in this process. A
    developer should use more that just one model of
    a proposed system. Ignoring the non-user
    interactions can lead to missing important
    information (e.g. Customer in BookingSystem). ,
    RRDD specifically seeks out key components of the
    system.
  • RDD class modeling should be performed alongside
    use case modeling since one informs the other.
    This illustrates that use cases help mainly with
    requirements capture and testing but not with the
    design. Should not let any single viewpoint
    drive a project.

6
Example Specification
  • A manufacturing company makes products to order
    for their customers. They have commissioned a
    software system to support their order processing
    workflow. The order processing system (OPS) will
    handle quotations, orders, delivery and invoicing
    for the company. The system will deal with only
    one product per order. The sales team and their
    manager will use the system. The OPS will
    interact with the production department and to
    the sales ledger, which is part of the existing
    accounting system. The following is a
    description of the main functional areas of
    interest.

7
Example Specification
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10
Design by Contract
  • A way of recording
  • Details of method responsibilities
  • Avoiding constantly checking arguments
  • Assigning blame across interfaces
  • See
  • http//www.ccs.neu.edu/home/lieber/com3220/sp99/le
    ctures/design-by-contract.ppt

11
Design by Contract
  • Principles Design by contract (DbC) is a design
    philosophy that that makes the sender of a
    message responsible for guaranteeing the
    pre-conditions of the operation. As a result the
    designer of an operation does not have to decide
    what to do when the precondition or posconditions
    fails. The contracts between objects are
    expressed as assertions. Design by contract means
    that for methods used in one object but provided
    by another, that is invoked by a client from a
    supplier, the client code guarantees any
    preconditions, and the supplier code guarantees
    post-conditions and invariants. Such guarantees
    must be describable statically. If the client
    fulfils the preconditions then the server should
    fulfil the post-conditions. The subclass is
    supposed to be able to fulfil the contract
    entered into by the superclass. An object of a
    subclass is supposed to be usable everywhere that
    the superclass is. The subclass is supposed to be
    able to fulfil the contract entered into by the
    superclass

12
Design by Contract
  • Using DbC during development Using design by
    contract assertions can be introduced early in
    the development process, during analysis. As
    development progresses so the assertions will be
    refined with more detail being added. Assertions
    can be carried through into design and then into
    implementation. Importantly, assertions can be
    included in the final code to be checked both by
    the compiler and by the run-time system.
    Ultimately, the contract is embodied in the code
    and we have a traceable pathway from analysis to
    implementation that shows how the assertions were
    developed and relates the code directly to the
    requirements. At the implementation level, if
    the software representing the client and supplier
    meets its contract we can say that the software
    is correct with respect to its specification.

13
Design by Contract
  • Advantages
  • 1) traceability of assertions from analysis to
    implementation allows the developer to associate
    runtime activities or errors with design
    artefacts, hence a runtime error may be traceable
    to a design decision or design refinement. (a use
    case).
  • 2) a (semi) formal way of stating correctness,
    the implementation respects the invariants,
    pre/post conditions in the specification. This
    can be agreed upon by both developer and client
    to be correct with respect to the specification.

14
Design by Contract
  • Advantages
  • Blame assignment Who is to blame if
  • Precondition doesnt hold?
  • Postcondition doesnt hold?
  • Avoids inefficient defensive checks

15
Responsibility-Driven Design
  • Responsibility-Driven Design is a set of tools
    for thinking about systems. It emphasises the
    concepts of Class, Responsibility and
    Collaboration. Objects behave by knowing, doing
    and deciding. Behaviour first. Data second .
    Class, responsibilities, collaborators are
    central concepts
  • Class A class describes the behaviour of a set of
    objects of the same kind. Identifies class on
    card essential when acting out scenarios.

16
Responsibility-Driven Design
  • Responsibilities are the knowledge that a class
    maintains and services that it provides. When
    acting out scenarios analyst must be able to
    develop or know the current responsibilities of a
    class. By discussing a problem in terms of
    responsibilities we increase the level of
    abstraction. This permits greater independence
    between objects, a critical factor in solving
    complex problems. The entire collection of
    responsibilities associated with an object is
    often described by the term interface or
    protocol.

17
Responsibility-Driven Design
  • Collaborators A collaborator is a class whose
    services are needed to fulfil a responsibility.
    Collaborators must be related to the
    responsibilities that they help fulfil (1M).
    Collaborators may help fulfil responsibilities
    for several classes. Collaborations only exist to
    fulfil responsibilities. Collaborations are
    modelled as one way communications from initiator
    class to collaborator , the response is a message
    answer.
  • The above ideas can be combined using CRC cards.
  • Using RDD produces a different type of
    architecture based more on the class diagram than
    the use case diagram.

18
Architecture and RDD
  • Using RDD produces a different type of
    architecture based more on the class diagram than
    the use case diagram.
  • RDD can facilitate component based reuse
  • More of a system view rather than a user view.

19
Unified Process Views (Summary)
  • The use case view. This contains the basic
    scenarios that describe the users and the tasks
    that they need to perform with the aid of a
    software system. These scenarios are partitioned
    into use cases. This view validates the logical,
    process, component and deployment views. Focuses
    on understandability and usability. The UCV
    defines the systems external behaviour and is of
    use to users testers and analysts. It contains
    the requirements of the system and therefore
    constrains the other views, which describe the
    certain aspects of systems design or
    construction. This view is central to UP a use
    case driven approach. Useful for analysts, users
    and testers. Serves as the starting point for all
    subsequent development
  • Diagrams Use case diagram. Object, sequence
    diagrams and collaboration diagrams are created
    to show how the various design elements interact
    to produce the desired behaviour.

20
Unified Process Views (Summary)
  • The logical (or design) view. This is concerned
    with the functional requirements of the software
    system, a system focus. Useful for programmers as
    basis for coding. What should the software do for
    its intended users?
  • Diagrams Typically, this involves the
    construction of one or more class diagrams. Like
    the UCV object, sequence diagrams and
    collaboration diagrams are used. However, here
    they are used to refine class diagram. Activity
    diagrams and state charts are also used in the
    design view.

21
Unified Process Views (Summary)
  • The implementation view. This is concerned with
    the organization of the module that comprises a
    software system. Typically, it addresses the
    management of source code, data files and
    executables. A component typically maps to one or
    more classes, interfaces or collaborations.
    Useful for configuration management etc
  • Diagrams Component diagrams (CD) represent the
    organization and dependencies among a set of
    components. A CD is a static implementation view
    of the system.

22
Unified Process Views (Summary)
  • The deployment view. This is concerned with the
    relationship between the various executables (and
    other run-time components) and their intended
    computer systems
  • Diagrams a deployment diagram is a configuration
    of run-time processing nodes and their components
    that live on them. DDs provides a static
    deployment view. DDs shows how the components
    are mapped onto processors

23
Unified Process Views (Summary)
  • The process view. This is concerned with aspects
    of concurrency, distribution. What are the
    processes and threads? How do they interact? It
    deals with such things as response time, deadlock
    and fault tolerance.
  • Diagrams Activity diagrams and statecharts are
    used in the process view. Statechart diagram
    are state machine (dynamic process view of the
    system)
  • Emphasize event-ordered behavior of an object
    (useful in modeling reactive systems). They can
    be used to model behavior of an interface, class,
    or a collaboration. Activity diagram a bit like
    statechart with an activity flow (function of a
    system work flow of control among objects). This
    provides a dynamic process view of the system.

24
Unified Process Views (Summary)
  • These views are related as in the diagram below,
    the use case view can be seen as central in that
    it relates the other views. This point could be
    included in UCV or mentioned separately.

25
How many diagrams? (Summary)
  • One diagram type is not adequate to model the
    diverse aspects of systems.
  • 1) The UML recognises that people have
    preferences, and that the main purpose of these
    diagrams is to communicate ideas with colleagues
    and clients. The UCD has a different audience
    than the statechart.
  • 2) Different views of a system may more usefully
    be illustrated by different diagrams.
  • 3) The diagrams individually do not capture the
    full meaning of the structure of the software, or
    its behaviour.
  • 4) We are interested in different aspects of a
    design at different times (e.g. use case for
    requirements is user focused and statechart for
    modelling low level state change). More generally
    we need
  • A static model which describes the elements of
    the system and their relationships to other
    elements (class diagrams).
  • A dynamic model which describes the behaviour of
    a system over a period of time. (e.g. sequence
    diagrams).

26
Unified Process (UP) requirement document
(Summary)
  • In a project using the Unified Process (UP) for
    requirement capture the principal components that
    you would expect in the requirements would be UC
    diagrams, domain model, textual description, and
    glossary. The textual description could be
    similar to the description of the hospital system
    found in appendix. It describes the main features
    of the domain and expected functionality. UP
    starts with use cases describing how users
    interact with the system. A domain model records
    facts about real world entities, the UML use case
    and class diagrams document these. The domain
    model is later refined. Systematic use is made of
    use cases various stages in the design process,
    realization of use case. The glossary records
    terms and their definitions for use throughout a
    project.

27
Object Oriented Concepts (Summary)
  • The main concepts include classes, objects,
    encapsulation, messages, inheritance,
    polymorphism.

28
Object Oriented Concepts (Summary)
  • Classes
  • A class consists of a name, attributes,
    operations, associations with other classes, and
    semantics. Like a table in relational theory a
    class is the basic conceptual unit of OO. A
    class describes the behavior of a set of objects
    of the same kind.
  • Classes are abstractions that allow us to filter
    out the detail of the real world objects in order
    to develop domain classes. They are the
    conceptual unit of OO that help the analyst
    identify real word and system objects. Classes
    can be used to focus on system aspects and
    structure (the abstract Doctor). The class is
    essential when building domain models. Classes
    represent both domain (e.g. Ward) and system
    concepts. Classes are abstractions. Ward is an
    abstraction of particular real world wards, while
    the abstract Doctor facilitates reuse discovered
    during system design. Note the difference between
    domain and system abstraction.

29
Object Oriented Concepts (Summary)
  • Objects
  • On object is an instance of a class. The class is
    essential when building domain models but the
    objects are necessary when acting out scenarios
    (or use cases). Object diagrams have a different
    notation to class diagrams, there is an
    underlined object name and class e.g. aWardWard .

30
Object Oriented Concepts (Summary)
  • Encapsulation
  • Encapsulation is the hiding from clients of a
    class the details of how the class is
    implemented. The visibility of the UML provides
    some degree of control of encapsulation(,,-,).
  • Encapsulation eases integration As users of an
    object cannot access the internals of the object
    they must go via specified interfaces. As these
    interfaces can be published in advance of the
    object being implemented, others can develop to
    those interfaces knowing that they will be
    available when the object is implemented.
  • Encapsulation eases maintenance As users of an
    object have been forced to access the object via
    the specified interfaces, as long as the external
    behavior of these objects appears to remain the
    same, the internals of the object can be
    completely changed.

31
Object Oriented Concepts (Summary)
  • Messages
  • This is a request from one object to another
    object requesting some operation or data. It is
    traditional to say that one object sends a
    message to another object requesting it to do
    something. The idea is that objects are polite
    well behaved entities which carry out functions
    by sending messages to each other. In other
    languages it might be consider akin to a
    procedure call.

32
Object Oriented Concepts (Summary)
  • Inheritance
  • The principle that knowledge of a more general
    category is also applicable to a more specific
    category is called inheritance. Classes can be
    organized into a hierarchical inheritance
    structure. A child class (or subclass) will
    inherit attributes from a parent class higher in
    the tree. An abstract parent class is a class
    (such as Mammal ) for which there are no direct
    instances it is used only to create subclasses.
    Abstract classes, were never intended to be
    executed so can be regarded as specification.
    Class hierarchies are constructed where there is
    commonality of state (attributes) or behavior
    (methods) and permit reuse. There are at least
    four types of inheritance substitution (or
    behaviour) inheritance, inclusion inheritance,
    constraint inheritance and specialization
    inheritance. Inheritance can be used as a
    taxonomy mechanism for domain modelling.

33
Object Oriented Concepts (Summary)
  • Polymorphism
  • Polymorphism is the ability of objects to send
    the same message to instances of different
    classes (if they do not have a common superclass
    this is polymorphism without inheritance). It is
    possible that the methods are defined differently
    in sub-hierarchies i.e. the subclass methods do
    not share the same super class definition.
  • Simplified code - polymorphism. With polymorphism
    you dont need to worry about exactly what type
    of object you will get at run time, only that it
    must respond to the message (request for a method
    to be executed) that is sent to it. This means
    that it is a great deal easier to write reusable,
    compact code, than in many other languages.
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