Title: Overview - Design
1Overview - Design
- Introduction to Design
- Review of Architectural Design
- Modules
- Structured Design
- Objects
- Object-Oriented Design
- Detailed Design
- Integration Testing
2Goals and Objectives
- Develop a coherent representation of a software
system that will satisfy the requirements - Identify inadequacies in the requirements
- Develop review plan that demonstrates coverage of
the requirements - yields confidence in design
- Develop test plan that covers design
- yields confidence in both design and
implementation
3Introduction to Design
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Requirements Analysis Specification
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Operation andMaintenance
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4Relationship to other lifecycle phases
- Requirements
- Specifies the what not the how
- Provides conceptual boundaries
- keeps design focused
- Implementation
- Design stops and coding begins when design
specifications are sufficient for coding
assignments - each assignment, theoretically, can be given to a
programmer unaware of the overall system
architecture
5Basic Design Process
- The design process develops several models of the
software system at different levels of
abstraction - Starting point is an informal boxes and arrows
design - Add information to make it more consistent and
complete - Provide feedback to earlier designs for
improvement
Informal design outline
Informal design
More formal design
Finished design
6Top-Down Design
- Recursively partition a problem into sub-problems
until tractable (solvable) problems are identified
System level
subsystem level
module level
7Design Activities
- Architectural design
- Subsystem identification
- services and constraints are specified
- Module design
- modular decomposition is performed relationships
specified - Detailed design
- Interface design
- module interfaces are negotiated, designed and
documented - Data structure and algorithm design
- module details (data structures and algorithms)
to provide system services are specified
8Design Products
- Refined requirements specification
- Description of systems to be constructed
- software architecture (diagram)
- modular decomposition (hierarchy)
- abstract module interface specifications
- detailed module designs
- Documentation of decisions and rationale
- Data dictionary of all defined objects
- Validation review plan
- Integration test plan
9Desirable Characteristics/ Common Problems
- Uniform
- Complete
- Rigorous
- Confirmable, verifiable, testable
- Supportable by tools
- Desensitized to change
- Accommodates independent coding
- Depth-first design only partial satisfaction of
requirements - Failure to consider potential changes
- Too detailed overly constrains implementation
- Ambiguous misinterpreted during implementation
- Undocumented designers become essential
- Inconsistent system cannot be integrated
10Architectural Design
- Architectural Design
- decomposition of large systems that provide some
related set of services establishing a
framework for control and communication - Architectural styles establish guidelines
- a relatively new area of research
- No generally accepted architectural design
process - some important sub-processes
- System structuring structuring of the system
into a number of subsystems, where a subsystem is
an independent software unit - Control modeling establishing a general model of
control relationships between the parts of the
system - Modular decomposition decomposing each
identified subsystem into modules
11Software Architecture
- Components
- The elements out of which the system is built
- Examples filters, databases, objects, ADTs
- Connectors
- The interaction or communication mechanisms
- The glue that combines the components
- Examples procedure calls, pipes, event
broadcast, messages, secure protocols - Constraints
- Limitations on the composition of components and
connectors
12Architectural Style
- Example architectural styles
- Batch sequential
- Pipe and filter
- Main program and subroutines
- Blackboard
- Interpreter
- Client-server
- Communicating processes
- Event systems
- Object-oriented
- Layered Systems
Families of systems defined by patterns of
composition
13Architectural DesignSystem Structuring
- Model of the system structure and decomposition
- how subsystems share data
- how they are distributed
- how they interface with each other
- Three standard models
- Repository model how subsystems exchange and
share information - E.g., all shared data is held in a central
database or each sub-system maintains its own
database - Distribution model how data and processing is
distributed across a range of processors - E.g., Client-server or peer-to-peer processes
- Abstract machine model the interfacing of
subsystems as abstract machines each of which
provides a set of services to others - E.g., each subsystem defines an abstract machine
14Architectural DesignControl Modeling
- Control of subsystems so that services are
delivered to the right place at the right time - Two general approaches
- Centralized control
- One subsystem has overall responsibility for
control and starts/stops other subsystems - call-return model (sequential)
- manager model (concurrent)
- Event-based control
- each subsystem responds to externally generated
events (from other subsystems or the environment) - broadcast model
- interrupt-driven model
15Architectural DesignModular decomposition
- After decomposition of the system into
subsystems, subsystems must be decomposed into
modules - No rigid distinction between system and modular
decomposition - Two important approaches for decomposing
subsystems into modules - Data-flow (structured design)
- system is decomposed into functional modules
which accept input data and transform it to
output data - process-based decomposition
- achieves mostly procedural abstractions
- Object-oriented (object-oriented analysis and
design) - system is decomposed into a set of communicating
objects - object-based decomposition
- achieves both procedural data abstractions
16Architectural DesignHierarchy
- Hierarchies support modular decomposition
- Uses relation a uses b only if the correct
functioning of a depends on the existence of a
correct implementation of b - modular decomposition can be specified by uses,
where - Level 0 is the set of all programs that use no
other program - Level i ( i gt 0) is the set of all programs that
use at least one program on level i -1 and no
program at level i. - Note the uses relation does not always provide
a hierarchy - Is-composed-of relation a is-composed-of b if b
is a component of a and encapsulated within a - modular decomposition can be specified by
is-composed-of, where - non-terminals are virtual code
- terminals are the only units represented by code
- Then, the uses relation is specified over the
set of terminals only - Note the is-composed-of relation is acyclic
17Modules
- Definition a software entity encapsulating the
representation of an abstraction and providing an
abstract interface to it - Module interaction
- Module hides implementation details so that the
rest of the system is insulated and protected
from the details AND vice versa - Modules communicate only through well-defined
interfaces - Negotiating module interfaces
- design interface to component to be insensitive
to change - determine likely usage patterns and purposes
- disseminate minimal information as useful
generalities - abstract Interfaces one specification, many
possible implementations - suppress unnecessary detail of a design decision
18Architecture, Subsystems and Modules
- Architecture consists of interacting subsystems
- determined by application domain
- Subsystems
- a component whose operation does not depend on
the services provided by other subsystems - communicates with other subsystems via defined
interfaces - is decomposed further into modules by design
methods - Modules
- a component that provides one or more services to
other modules - not normally considered an independent subsystem
19Modular DecompositionAbstraction
- Abstraction is a tool that supports focus on
important, inherent properties and suppression of
unnecessary detail - permits separation of conceptual aspects of a
system from the implementation details - allows postponement of design decisions
- Three basic abstraction mechanism
- procedural abstraction
- specification describes input/output
- implementation describes algorithm
- data abstraction
- specification describes attributes, values,
properties, operations - implementation describes representation and
implementation - control abstraction
- specification describes desired effect
- implementation describes mechanism
20Modular DecompositionInformation Hiding
- Information hiding is a decomposition principle
that requires that each module hides its internal
details and is specified by as little information
as possible - forces design units to communicate only through
well-defined interfaces - enables clients to be protected if internal
details change - Sample entities to encapsulate
- abstract data types
- algorithms
- input and output formats
- processing sequence
- machine dependencies
- policies (e.g. security issues, garbage
collection, etc.)
21Modular DecompositionCohesion and Coupling
- Cohesion
- the degree to which the internals of a module are
related - Coupling
- the degree to which the modules of a design are
related - The ideal system has highly cohesive modules that
are loosely coupled - high cohesion -gt well-designed reusable module
- low coupling -gt coherent design, resistant to
change
22Types of Cohesion
- coincidental
- multiple, completely unrelated actions
- logical
- series of related actions, often selected by
parameters - temporal
- series of actions related in time
- procedural
- series of actions sharing sequence of steps
- communicational
- procedural cohesion but on the same data
- informational
- series of independent actions on the same data
- functional exactly one action
(Bad)
(Good)
23Types of Coupling
- content
- one module directly references content of another
- common
- both modules have access to same global data
- control
- one module passes an element of control to
another - stamp
- one module passes a data structure to
anotherwhich only uses part of the passed
information - data
- one module passes only homogeneous data items
(Bad)
(Good)
24Some examples of cohesion
- Logical cohesion
- Input/Output libraries
- Math libraries
- Temporal cohesion
- Program initialization
- Communicational cohesion
- calculate data and write it to disk
- Closely related sequential cohesion
- the output of one element is the input to another
25Some examples of coupling
- Control coupling
- One module passes control flags (parameters or
global variables) that control the sequence of
processing steps in another module - Stamp coupling (alternative definition)
- Similar to common coupling (modules that share
global data) except that globals are shared
selectively among routines that require the data - Ada packages support stamp coupling since
variables defined in a package specification are
shared between all modules which use the package.
26Structured Design
- System is completely specified by the functions
that is to perform - Top-down, iterative refinement of functionality
- break the system function into subfunctions
- determine hierarchy and data interaction
- Function refinement guides data refinement
- Hierarchical organization is a tree with one
module per subfunction - Pros and Cons
- modules are highly functional
- best suited when state information is not
pervasive - data decisions must be made earlier
- changes in data ripple through entire structure
- little chance for reusability
27Structured Design Process
- Identify flow of data and incorporate detail and
structure iteratively - given specification loop
- identify data flow and transformations
- nouns as data, verbs as transformations
- derive data flow diagrams
- identify "natural aggregates"
- identify highest level input and output units
- remaining units are central transforms
- form level of structure chart
- control module (coordinate)
- input module (afferent)
- central module(s) (transform)
- output module (efferent)
- form structure chart
- until implementation is immediate
28Data Flow Diagrams
- Software system as flow of data from logical
processing unit A (transformation) to B - do not include control information
- data flow diagram elements
- round-cornered rectangle transformation
- vector data flow
- vector operation data flow link
- (and)
- (or)
- (exclusive or)
- arc with data flow link bracketing to override
precedence - and over or over exclusive or
- rectangle data store
- circle user interaction (input/output)
29Data Flow Templates
30Structure Charts
- Depict software structure as a hierarchy of
modules and data communication - may have control info defining selection and
loops - structure chart elements
- rectangle module
- four types of module based on data flow
- control (coordinate)
- input (afferent)
- central (transform)
- output (efferent)
31Structure Charts (contd)
- vector control relationship
- arrow with circular tail directed data
relationship - data couple (open), control couple (closed)
- round-cornered rectangle data store
- circle user interaction (input/output)
32Structure Chart Templates
33Overview - Object-Oriented Analysis and Design
- Introduction to OOAD
- Introduction to Objects
- Background
- Object-Oriented Programming
- Classes and Objects
- Object-Oriented Concepts
- Object Modeling Technique
- Object-Oriented Analysis
- Object-Oriented Design
34Object-Oriented Approaches
- Object-Oriented Methodology
- development approach used to build complex
systems using the concepts of object, class,
polymorphism, and inheritance with a view towards
reusability - encourages software engineers to think of the
problem in terms of the application domain early
and apply a consistent approach throughout the
entire life-cycle - Object-Oriented Analysis and Design
- analysis models the real-world requirements,
independent of the implementation environment - design applies object-oriented concepts to
develop and communicate the architecture and
details of how to meet requirements
35General Advantages
- Understandable
- maps the real-world objects more directly
- manages complexity via abstraction and
encapsulation - Practical
- successful in real applications
- suitable to many, but not all, domains
- Productive
- experience shows increased productivity over
life-cycle - encourages reuse of model, design, and code
- Stable
- changes minimally perturb objects
36Advantages wrt Principles
- Separation of concerns
- developers focus on common versus special
properties of objects - Modularity
- specifically in terms of classification of
objects - Abstraction
- allowing common versus special properties to be
represented separately - Anticipation of change
- new modules (objects) systematically specialize
existing objects - Generality
- a general object may be specialized in several
ways - Incrementality
- specific requirements (e.g. performance) may be
addressed in specializations
37Object-oriented versus ClassicalSW development
Object-oriented Analysis
Object-oriented Design
Requirements Analysis
Object-oriented Implementation
Design
Maintenance
Implementation Integration
Maintenance
38Background - Objects
- Traditionally, programming has beenprocedure-ori
ented - Focus on process, algorithms, and tools
- A systems data has secondary importance
- Data and process considered separate
- The data is external to a program a program
reads it in, manipulates it, and then writes it
out - Relationships between data types not considered
important - As a result, similarities were not leveraged
leading to duplication of code
39Background, continued
- Problems
- Lack of data encapsulation
- changes to a data format typically required major
rewrites - Poor models
- Real world entities not well represented in
requirements, design and implementation - If an assumption about an entity changes,
multiple modules may have to change in response
(since logic about an entity may be spread across
modules) - Low reuse
- Procedure-oriented modules are often difficult to
reuse outside of their original development
context
40Object-Oriented Programming
- Objects combine both data and process
- Increases the stature of data to be equivalent to
process - Focus on real-world entities
- Objects often represent real-world counterparts
people, countries, calendars, cars,
organizations, etc. - Enables Categorization
- Objects with high levels of abstraction can often
be specialized to more specific categories - For instance, car ??Honda ??Civic
- or person ??athlete ??soccer player
41Object-Oriented Programming, continued
- Addresses Procedure-Oriented Problems
- Data and Process encapsulation
- Encapuslates data and related algorithms behind a
single interface both can be evolved without
affecting other objects or modules (as long as
the interface is constant) - Natural Models
- Objects can be used to appropriately structure a
design or accurately create a set of requirements
based on knowlede about the real-world
counterpart - Increased Reuse
- Well-designed object is often independent of the
original development context
42Objects
- Data and operations are defined as a single unit
- Object
- encapsulated state (attributes)
- methods that exclusively control access to the
state
Object name
access to attributes
state (attributes)
43Classes
- Each object is an instance of a class
- A class serves as a blueprint
- It defines the attributes and methods for the
class - Thus, each object of a class has exactly the same
interface and set of attributes - each object can have different values for its
attributes
Professor
(Professor)
(Professor)
Name string Dept string
Jean Raoul French
Debra Richardson ICS
get_name() return string ....
get_name() ....
get_name() ....
class Professor
Object instances of Professor
44Object Model Notation Introduction
Class Name
Classes are represented as rectangles The class
name is at the top, followed by attributes
(instance variables) and methods
(operations) Depending on context some
information can be hidden such as types or method
arguments
InstanceVariable1 InstanceVariable2 type
Method1() Method2(arguments) return type
Objects are represented as rounded
rectangles The objects name is its classname
surrounded by parentheses Instance variables can
display the values that they have been assigned
pointer types will often point (not shown) to the
object being referenced
(Class Name)
InstanceVariable1 value InstanceVariable2 type
Method1() Method2(arguments) return type
45Object Communication
- Objects communicate via method invocation
- This is known as message passing
- Legal messages are defined by the objects
interface - This interface is the only legal way to access
another objects state
(Rectangle)
Object
get_width
width height
get_height
calculate_area
46Objects Terminology (partial review)
- Class
- set of objects having the same methods and
attributes - has a specification and an implementation
- behavior is defined by the operations that can be
performed on objects belonging to the class - Method
- action that can be performed on any member of a
class - Encapsulation
- packaging the specification and implementation of
a class so that the specification is visible and
the implementation is hidden from clients - Instantiation
- the creation of a new object belonging to a class
47Objects Terminology, continued
- Aggregation
- Objects representing components are associated
with an object representing their assembly (e.g.
consists-of) - A mechanism for structuring object models
48Aggregation example
49Objects Terminology, continued
- Generalization
- Allows a class, called a supertype, to be formed
by factoring out the common state and methods of
several classes, called subtypes (is-a) - Specialization is the converse case
50Generalization example
Enables the creation of lists which can consist
of elements with different types! animalList
listOf(Animal)
Animal
is-a
Dog
Cat
Animal
Dog
Cat
animalList
51Aggregation/ Generalization example
Microcomputer
Specialization
Generalization
consists of
Monitor
System box
Input Device
is-a
is-a
Color Monitor
B/W Monitor
Mouse
Keyboard
consists of
Chassis
CPU
RAM
Fan
52Objects Terminology, continued
- Inheritance
- a subclass inherits methods and attributes from
its superclass a subclass can also add
additional operations and attributes - e.g. subclasses Undergrad Course and Postgrad
Course inherit the title attribute from the
superclass Course - Class hierarchy
- generalization and inheritance are transitive
across the hierarchy - e.g. vehicle-gtautomobile-gt4-door-gtSuburu Legacy
the legacy inherits from 4-door, automobile, and
vehicle - Multiple Inheritance
- subclass inherits operations and attributes from
more than one superclass (not a strict hierarchy)
53Class Hierarchy - Single Inheritance example
Vehicle
is-a
LandVehicle
WaterVehicle
AirVehicle
is-a
is-a
truck
car
airplane
helicopter
is-a
sailboat
motorboat
ship
yatch
54Class Hierarchy - Multiple Inheritance example
55Polymorphism
- A superclass defines an operation which its
subclasses override. - Via generalization a client may have a variable
of the superclass type which is pointing to an
instance of the subclass. - When the operation is called, the subclasss
implementation is invoked
56Polymorphism example
defines methods turnOn() and turnOff()
Each subclass implements turnOn() and turnOff()
57Polymorphism example, continued
- myVehicle Vehicle new Boat()
- myVehicle-gtturnOn()
- myVehicle-gtturnOff()
- In both cases, its Boat.turnOn() and
Boat.turnOff() thats executed!
58Good and poor object classesDiscussion
- Reasonableness of an object depends on the
problem at hand the challenge of O-O analysis is
to find relevant object classes - Country USA, Australia
- State California, Washington
- Thermometer
- Temperature 32F
- Computer file
- Swimming
- Students
- Class of students
- Students whose middle initial is J
- Inventory
- Automobile Part
- Part ID