Title: Chapter%205,%20Analysis:%20Dynamic%20Modeling
1Chapter 5, AnalysisDynamic Modeling
2Outline
- Dynamic modeling
- Sequence diagrams
- State diagrams
- Using dynamic modeling for the design of user
interfaces - Analysis example
- Requirements analysis document template
3Example of use case format
- Use case name
- ReportEmergency
- Entry condition
- 1. The FieldOfficer activates the Report
Emergency function of her terminal. - Flow of events
- 2. FRIEND responds by presenting a form to the
officer... - 3. The FieldOfficer fills the form....
- 4. The Dispatcher reviews the information
submitted by the FieldOfficer ... - Exit condition
- 5. The FieldOfficer receives the acknowledgment
and the selected response.
4How do you find classes?
- From previous lectures
- Application domain analysis Talk to client to
identify abstractions - Apply general world knowledge and intuition
- Scenarios
- Natural language formulation of a concrete usage
of the system - Use Cases
- Natural language formulation of the functions of
the system - Textual analysis of problem statement (Abbot)
- From this lecture
- Dynamic model
- Events Candiates for operations to be offered
by classes - Sequence diagrams as sources for objects
- From future lectures
- Design Patterns
5Dynamic Modeling with UML
- Diagrams for dynamic modeling
- Interaction diagrams describe the dynamic
behavior between objects - Statecharts describe the dynamic behavior of a
single object - Interaction diagrams
- Sequence Diagram
- Dynamic behavior of a set of objects arranged in
time sequence. - Good for real-time specifications and complex
scenarios - Collaboration Diagram
- Shows the relationship among objects. Does not
show time - State Charts
- A state machine that describes the response of an
object of a given class to the receipt of outside
stimuli (Events). - Activity Diagram
- Special type of statechart where all states are
action states
6Dynamic Modeling
- Definition of dynamic model
- A collection of multiple state chart diagrams,
one state chart diagram for each class with
important dynamic behavior. - Purpose
- Detect and supply methods for the object model
- How do we do this?
- Start with use case or scenario
- Model interaction between objects gt sequence
diagram - Model dynamic behavior of single objects gt
statechart diagram
7Start with Flow of Events from Use Case
- Flow of events from Dial a Number Use case
- Caller lifts receiver
- Dail tone begins
- Caller dials
- Phone rings
- Callee answers phone
- Ringing stops
- ....
8What is an Event?
- Something that happens at a point in time
- Relation of events to each other
- Causally related Before, after,
- Causally unrelated concurrent
- An event sends information from one object to
another - Events can be grouped in event classes with a
hierarchical structure. Event is often used in
two ways - Instance of an event class New IETM issued on
Thursday September 14 at 930 AM. - Event class New IETM, Subclass Figure
Change - Attribute of an event class
- IETM Update (930 AM, 9/14/99)
- Car starts at ( 445pm, Monroeville Mall,
Parking Lot 23a) - Mouse button down(button, tablet-location)
9Sequence Diagram
- From the flow of events in the use case or
scenario proceed to the sequence diagram - A sequence diagram is a graphical description of
objects participating in a use case or scenario
using a DAG notation - Relation to object identification
- Objects/classes have already been identified
during object modeling - Objects are identified as a result of dynamic
modeling - Heuristic
- An event always has a sender and a receiver. Find
them for each event gt These are the objects
participating in the use case
10An Example
- Flow of events in a Get SeatPosition use case
- 1. Establish connection between smart card and
onboard computer - 2. Establish connection between onboard computer
and sensor for seat - 3. Get current seat position and store on smart
card - Which are the objects?
11Sequence Diagram for Get SeatPosition
Seat
Onboard Computer
Smart Card
1. Establish connection between smart card and
onboard computer 2. Establish connection between
onboard computer and sensor for seat 3. Get
current seat position and store on smart card
Establish Connection
Establish Connection
Accept Connection
Accept Connection
Get SeatPosition
500,575,300
12Heuristics for Sequence Diagrams
- Layout
- 1st column Should correspond to the actor who
initiated the use case - 2nd column Should be a boundary object
- 3rd column Should be the control object that
manages the rest of the use case - Creation
- Control objects are created at the initiation of
a use case - Boundary objects are created by control objects
- Access
- Entity objects are accessed by control and
boundary objects, - Entity objects should never call boundary or
control objects This makes it easier to share
entity objects across use cases and makes entity
objects resilient against technology-induced
changes in boundary objects.
13Is this a good Sequence Diagram?
Seat
Onboard Computer
Smart Card
- Did the modeler follow the heuristics?
Establish Connection
Establish Connection
Accept Connection
Accept Connection
Get SeatPosition
500,575,300
14UML Statechart Diagram Notation
Event trigger With parameters
State1
State2
Event1(attr) condition/action
do/Activity
Guard condition
entry /action
exit/action
Also internal transition and deferred events
- Notation based on work by Harel
- Added are a few object-oriented modifications
- A UML statechart diagram can be mapped into a
finite state machine
15Statechart Diagrams
- Graph whose nodes are states and whose directed
arcs are transitions labeled by event names. - Distinguish between two types of operations
- Activity Operation that takes time to complete
- associated with states
- Action Instantaneous operation
- associated with events
- associated with states (reduces drawing
complexity) Entry, Exit, Internal Action - A statechart diagram relates events and states
for one class - An object model with a set of objects has a
set of state diagrams
16State
- An abstraction of the attribute of a class
- State is the aggregation of several attributes a
class - Basically an equivalence class of all those
attribute values and links that do no need to be
distinguished as far as the control structure of
the system is concerned - Example State of a bank
- A bank is either solvent or insolvent
- State has duration
17Example of a StateChart Diagram
coins_in(amount) / set balance
Collect Money
Idle
coins_in(amount) / add to balance
cancel / refund coins
item empty
select(item)
changelt0
do test item and compute change
changegt0
change0
do dispense item
do make change
18Nested State Diagram
- Activities in states are composite items denoting
other lower-level state diagrams - A lower-level state diagram corresponds to a
sequency of lower-level states and events that
are invisible in the higher-level diagram. - Sets of substates in a nested state diagram
denoting a superstate are enclosed by a large
rounded box, also called contour.
19Example of a Nested Statechart Diagram
coins_in(amount) / set balance
Collect Money
Idle
coins_in(amount) / add to balance
cancel / refund coins
item empty
select(item)
changelt0
Superstate
do test item and compute change
changegt0
change0
do dispense item
do make change
20Expanding activity dodispense item
Dispense item as an atomic activity
change0
do dispense item
Dispense item as a composite activity
do push item off shelf
do move arm to row
do move arm to column
Arm ready
Arm ready
21Superstates
- Goal
- Avoid spaghetti models
- Reduce the number of lines in a state diagram
- Transitions from other states to the superstate
enter the first substate of the superstate. - Transitions to other states from a superstate are
inherited by all the substates (state inheritance)
22Modeling Concurrency
- Two types of concurrency
- 1. System concurrency
- State of overall system as the aggregation of
state diagrams, one for each object. Each state
diagram is executing concurrently with the
others. - 2. Object concurrency
- An object can be partitioned into subsets of
states (attributes and links) such that each of
them has its own subdiagram. - The state of the object consists of a set of
states one state from each subdiagram. - State diagrams are divided into subdiagrams by
dotted lines.
23Example of Concurrency within an Object
Splitting control
Synchronization
Emitting
Do Dispense
Cash taken
Cash
Ready
Setting
to r
eset
Up
Ready
Do Eject
Card
Card taken
24State Chart Diagram vs Sequence Diagram
- State chart diagrams help to identify
- Changes to objects over time
- Sequence diagrams help to identify
- The temporal relationship of between objects over
time - Sequence of operations as a response to one ore
more events
25Dynamic Modeling of User Interfaces
- Statechart diagrams can be used for the design of
user interfaces - Also called Navigation Path
- States Name of screens
- Graphical layout of the screens associated with
the states helps when presenting the dynamic
model of a user interface - Activities/actions are shown as bullets under
screen name - Often only the exit action is shown
- State transitions Result of exit action
- Button click
- Menu selection
- Cursor movements
- Good for web-based user interface design
26Navigation Path Example (15-499 Spring 96)
- Diagnostics
- User can move cursor to Control Panel or Graph
- Graph
- User can select data group and type of graph
- Control panel
- User can select functionality of sensors
- Selection
- User selects data group
- Field site
- Car
- Sensor group
- Time range
- User selects type of graph
- time line
- histogram
- pie chart
- Define
- User defines a sensor event
- from a list of events
- Disable
- User can disable a sensor event from a list of
sensor events
- Enable
- User can enable a sensor event from a list of
sensor events
- List of events
- User selects event(s)
- Visualize
- User views graph
- User can add data groups for being viewed
- List of sensor events
- User selects sensor event(s)
- Link
- User makes a link (doclink)
27Practical Tips for Dynamic Modeling
- Construct dynamic models only for classes with
significant dynamic behavior - Avoid analysis paralysis
- Consider only relevant attributes
- Use abstraction if necessary
- Look at the granularity of the application when
deciding on actions and activities - Reduce notational clutter
- Try to put actions into state boxes (look for
identical actions on events leading to the same
state)
28Summary Requirements Analysis
Functional Modeling
- 1. What are the transformations?
- Create scenarios and use case diagrams
- Talk to client, observe, get historical records,
do thought experiments - 2. What is the structure of the system?
- Create class diagrams
- Identify objects. What are the associations
between them? What is their multiplicity? - What are the attributes of the objects?
- What operations are defined on the objects?
- 3. What is its control structure?
- Create sequence diagrams
- Identify senders and receivers
- Show sequence of events exchanged between
objects. Identify event dependencies and event
concurrency. - Create state diagrams
- Only for the dynamically interesting objects.
Object Modeling
Dynamic Modeling
29Lets Do Analysis
- 1. Analyze the problem statement
- Identify functional requirements
- Identify nonfunctional requirements
- Identify constraints (pseudo requirements)
- 2. Build the functional model
- Develop use cases to illustrate functionality
requirements - 3. Build the dynamic model
- Develop sequence diagrams to illustrate the
interaction between objects - Develop state diagrams for objects with
interesting behavior - 4. Build the object model
- Develop class diagrams showing the structure of
the system
30Problem Statement Direction Control for a Toy
Car
- Power is turned on
- Car moves forward and car headlight shines
- Power is turned off
- Car stops and headlight goes out.
- Power is turned on
- Headlight shines
- Power is turned off
- Headlight goes out.
- Power is turned on
- Car runs backward with its headlight shining.
- Power is turned off
- Car stops and headlight goes out.
- Power is turned on
- Headlight shines
- Power is turned off
- Headlight goes out.
- Power is turned on
- Car runs forward with its headlight shining.
31Find the Functional Model Do Use Case Modeling
- Use case 1 System Initialization
- Entry condition Power is off, car is not moving
- Flow of events
- Driver turns power on
- Exit condition Car moves forward, headlight is
on - Use case 2 Turn headlight off
- Entry condition Car moves forward with
headlights on - Flow of events
- Driver turns power off, car stops and headlight
goes out. - Driver turns power on, headlight shines and car
does not move. - Driver turns power off, headlight goes out
- Exit condition Car does not move, headlight is
out
32Use Cases continued
- Use case 3 Move car backward
- Entry condition Car is stationary, headlights
off - Flow of events
- Driver turns power on
- Exit condition Car moves backward, headlight on
- Use case 4 Stop backward moving car
- Entry condition Car moves backward, headlights
on - Flow of events
- Driver turns power off, car stops, headlight
goes out. - Power is turned on, headlight shines and car
does not move. - Power is turned off, headlight goes out.
- Exit condition Car does not move, headlight is
out. - Use case 5 Move car forward
- Entry condition Car does not move, headlight
is out - Flow of events
- Driver turns power on
- Exit condition
- Car runs forward with its headlight shining.
33Use Case Pruning
- Do we need use case 5?
- Use case 1 System Initialization
- Entry condition Power is off, car is not moving
- Flow of events
- Driver turns power on
- Exit condition Car moves forward, headlight is
on - Use case 5 Move car forward
- Entry condition Car does not move, headlight
is out - Flow of events
- Driver turns power on
- Exit condition
- Car runs forward with its headlight shining.
34Find the Dynamic Model Create sequence diagram
- Name Drive Car
- Sequence of events
- Billy turns power on
- Headlight goes on
- Wheels starts moving forward
- Wheels keeps moving forward
- Billy turns power off
- Headlight goes off
- Wheels stops moving
- . . .
35Sequence Diagram for Drive Car Scenario
Wheel
Headlight
BillyDriver
Power(on)
Power(on)
Power(off)
Power(off)
Power(on)
Power(on)
36Toy Car Dynamic Model
Wheel
Forward
power
power
off
on
Stationary
Stationary
power
power
on
off
Backward
37Toy Car Object Model
Car
Headlight
Power
Status (On, Off)
Status (On, Off)
Switch_On()
TurnOn()
Switch_Off()
TurnOff()
38When is a model dominant?
- Object model The system has non-trivial data
structures. - Dynamic model The model has many different types
of events Input, output, exceptions, errors,
etc. - Functional model The model performs complicated
transformations such as difficult computations
consisting of many steps. - Examples
- Compiler Functional model most important.
Dynamic model is trivial because there is only
one type input and only a few outputs. - Database systems Object model most important.
Functional model is trivial, because their
purpose is usually only to store, organize and
retrieve data. - Spreadsheet program Functional model most
important. Object model is trivial, because the
spreadsheet values are trivial and cannot be
structured further. The only interesting object
is the cell.
39Collaborative Analysis
- A system is a collection of subsystems providing
services - Analysis of services is provided by a set of the
teams who provide the models for their subsystems - Integration of subsystem models into the full
system model by the architecture team - Analysis integration checklist
- Are all the classes mentioned in the data
dictionary? - Are the names of the methods consistent with the
names of actions, activities, events or
processes? - Check for assumptions made by each of the
services - Missing methods, classes
- Unmatched associations
40Analysis UML Activity Diagram
41Object Model Integration in JAMES (Fall 1997)
All Teams
Model Changes
Team 1
Integrated
System
Model
User Interface
Module 1
Module
Integration
Architecture Team
Module 4
Module 3
Module 2
Module 5
Analysis
Team 5
Team 3
Team 4
Team 2
42Consistency, Completeness, Ambiguities
- Consistency
- Identification of crossed wires between classes
- Naming of classes, attributes, methods
- Completeness
- Identification of dangling associations
(associations pointing to nowhere) - Identification of double- defined classes
- Identification of missing classes (referred to by
one subsystem but not defined anywhere) - Ambiguities
- Misspelling of names
- Classes with the same name but different meanings
43Requirements Analysis Document Template
- 1. Introduction
- 2. Current system
- 3. Proposed system
- 3.1 Overview
- 3.2 Functional requirements
- 3.3 Nonfunctional requirements
- 3.4 Constraints (Pseudo requirements)
- 3.5 System models
- 3.5.1 Scenarios
- 3.5.2 Use case model
- 3.5.3 Object model
- 3.5.3.1 Data dictionary
- 3.5.3.2 Class diagrams
- 3.5.4 Dynamic models
- 3.5.5 User interfae
- 4. Glossary
44Section 3.5 System Model
- 3.5.1 Scenarios
- - As-is scenarios, visionary scenarios
- 3.5.2 Use case model
- - Actors and use cases
- 3.5.3 Object model
- - Data dictionary
- - Class diagrams (classes, associations,
attributes and operations) - 3.5.4 Dynamic model
- - State diagrams for classes with significant
dynamic behavior - - Sequence diagrams for collaborating objects
(protocol) - 3.5.5 User Interface
- - Navigational Paths, Screen mockups
45Section 3.3 Nonfunctional Requirements
- 3.3.1 User interface and human factors
- 3.3.2 Documentation
- 3.3.3 Hardware considerations
- 3.3.4 Performance characteristics
- 3.3.5 Error handling and extreme conditions
- 3.3.6 System interfacing
- 3.3.7 Quality issues
- 3.3.8 System modifications
- 3.3.9 Physical environment
- 3.3.10 Security issues
- 3.3.11 Resources and management issues
46Nonfunctional Requirements Trigger Questions
- 3.3.1 User interface and human factors
- What type of user will be using the system?
- Will more than one type of user be using the
system? - What sort of training will be required for each
type of user? - Is it particularly important that the system be
easy to learn? - Is it particularly important that users be
protected from making errors? - What sort of input/output devices for the human
interface are available, and what are their
characteristics? - 3.3.2 Documentation
- What kind of documentation is required?
- What audience is to be addressed by each
document? - 3.3.3 Hardware considerations
- What hardware is the proposed system to be used
on? - What are the characteristics of the target
hardware, including memory size and auxiliary
storage space?
47Nonfunctional Requirements (continued)
- 3.3.4 Performance characteristics
- Are there any speed, throughput, or response time
constraints on the system? - Are there size or capacity constraints on the
data to be processed by the system? - 3.3.5 Error handling and extreme conditions
- How should the system respond to input errors?
- How should the system respond to extreme
conditions? - 3.3.6 System interfacing
- Is input coming from systems outside the proposed
system? - Is output going to systems outside the proposed
system? - Are there restrictions on the format or medium
that must be used for input or output?
48Nonfunctional Requirements, ctd
- 3.3.7 Quality issues
- What are the requirements for reliability?
- Must the system trap faults?
- Is there a maximum acceptable time for restarting
the system after a failure? - What is the acceptable system downtime per
24-hour period? - Is it important that the system be portable (able
to move to different hardware or operating system
environments)? - 3.3.8 System Modifications
- What parts of the system are likely candidates
for later modification? - What sorts of modifications are expected?
- 3.3.9 Physical Environment
- Where will the target equipment operate?
- Will the target equipment be in one or several
locations? - Will the environmental conditions in any way be
out of the ordinary (for example, unusual
temperatures, vibrations, magnetic fields, ...)?
49Nonfunctional Requirements, ctd
- 3.3.10 Security Issues
- Must access to any data or the system itself be
controlled? - Is physical security an issue?
- 3.3.11 Resources and Management Issues
- How often will the system be backed up?
- Who will be responsible for the back up?
- Who is responsible for system installation?
- Who will be responsible for system maintenance?
50Pseudo Requirements (Constraints)
- Pseudo requirement
- Any client restriction on the solution domain
- Examples
- The target platform must be an IBM/360
- The implementation language must be COBOL
- The documentation standard X must be used
- A dataglove must be used
- ActiveX must be used
- The system must interface to a papertape reader
51Project Agreement
- The project agreement represents the acceptance
of the analysis model (as documented by the
requirements analysis document) by the client. - The client and the developers converge on a
single idea and agree about the functions and
features that the system will have. In addition,
they agree on - a list of priorities
- a revision process
- a list of criteria that will be used to accept or
reject the system - a schedule, and a budget
52Prioritizing requirements
- High priority (Core requirements)
- Must be addressed during analysis, design, and
implementation. - A high-priority feature must be demonstrated
successfully during client acceptance. - Medium priority (Optional requirements)
- Must be addressed during analysis and design.
- Usually implemented and demonstrated in the
second iteration of the system development. - Low priority (Fancy requirements)
- Must be addressed during analysis (very
visionary scenarios). - Illustrates how the system is going to be used in
the future if not yet available technology
enablers are
53Summary
- In this lecture, we reviewed the construction of
the dynamic model from use case and object
models. In particular, we described In
particular, we described - Sequence diagrams for identifying missing objects
and operations. - Statechart diagrams for identifying missing
attributes. - Definition of an event hierarchy.
- In addition, we described the requirements
analysis document and its use when interacting
with the client.
54Chapter 6, System DesignLecture 1
55Design
- There are two ways of constructing a software
design One way is to make it so simple that
there are obviously no deficiencies, and the
other way is to make it so complicated that there
are no obvious deficiencies. - - C.A.R. Hoare
56Why is Design so Difficult?
- Analysis Focuses on the application domain
- Design Focuses on the implementation domain
- Design knowledge is a moving target
- The reasons for design decisions are changing
very rapidly - Halftime knowledge in software engineering About
3-5 years - What I teach today will be out of date in 3 years
- Cost of hardware rapidly sinking
- Design window
- Time in which design decisions have to be made
57The Purpose of System Design
Problem
- Bridging the gap between desired and existing
system in a manageable way - Use Divide and Conquer
- We model the new system to be developed as a set
of subsystems
New System
Existing System
58System Design
System Design
Failure
2. System
Decomposition
Layers/Partitions Coherence/Coupling
7. Software Control
Monolithic Event-Driven Threads Conc. Processes
3. Concurrency
6. Global
4. Hardware/
Identification of Threads
5. Data
Resource Handling
Softwar
e
Management
Mapping
Access control Security
Persistent Objects
Special purpose
Files
Buy or Build Trade-off
Databases
Allocation
Data structure
Connectivity
59Overview
- System Design I
- 0. Overview of System Design
- 1. Design Goals
- 2. Subsystem Decomposition
- System Design II (next lecture)
- 3. Concurrency
- 4. Hardware/Software Mapping
- 5. Persistent Data Management
- 6. Global Resource Handling and Access Control
- 7. Software Control
- 8. Boundary Conditions
60How to use the results from the Requirements
Analysis for System Design
- Nonfunctional requirements gt
- Activity 1 Design Goals Definition
- Use Case model gt
- Activity 2 System decomposition (Selection of
subsystems based on functional requirements,
coherence, and coupling) - Object model gt
- Activity 4 Hardware/software mapping
- Activity 5 Persistent data management
- Dynamic model gt
- Activity 3 Concurrency
- Activity 6 Global resource handling
- Activity 7 Software control
- Activity 8 Boundary conditions
61Section 1. Design Goals
- Reliability
- Modifiability
- Maintainability
- Understandability
- Adaptability
- Reusability
- Efficiency
- Portability
- Traceability of requirements
- Fault tolerance
- Backward-compatibility
- Cost-effectiveness
- Robustness
- High-performance
- Good documentation
- Well-defined interfaces
- User-friendliness
- Reuse of components
- Rapid development
- Minimum of errors
- Readability
- Ease of learning
- Ease of remembering
- Ease of use
- Increased productivity
- Low-cost
- Flexibility
62Relationship Between Design Goals
End User
Functionality User-friendliness Ease of Use Ease
of learning Fault tolerant Robustness
Low cost Increased Productivity Backward-Compatib
ility Traceability of requirements Rapid
development Flexibility
Runtime Efficiency
Reliability
Portability Good Documentation
Client
(Customer,
Sponsor)
Minimum of errors Modifiability,
Readability Reusability, Adaptability Well-defined
interfaces
63Typical Design Trade-offs
- Functionality vs. Usability
- Cost vs. Robustness
- Efficiency vs. Portability
- Rapid development vs. Functionality
- Cost vs. Reusability
- Backward Compatibility vs. Readability
64Nonfunctional Requirements give a clue for the
use of Design Patterns
- Read the problem statement again
- Use textual clues (similar to Abbots technique
in Analysis) to identify design patterns - Text manufacturer independent, device
independent, must support a family of products - Abstract Factory Pattern
- Text must interface with an existing object
- Adapter Pattern
- Text must deal with the interface to several
systems, some of them to be developed in the
future, an early prototype must be
demonstrated - Bridge Pattern
65Textual Clues in Nonfunctional Requirements
- Text complex structure, must have variable
depth and width - Composite Pattern
- Text must interface to an set of existing
objects - Façade Pattern
- Text must be location transparent
- Proxy Pattern
- Text must be extensible, must be scalable
- Observer Pattern
- Text must provide a policy independent from the
mechanism - Strategy Pattern
66Section 2. System Decomposition
- Subsystem (UML Package)
- Collection of classes, associations, operations,
events and constraints that are interrelated - Seed for subsystems UML Objects and Classes.
- Service
- Group of operations provided by the subsystem
- Seed for services Subsystem use cases
- Service is specified by Subsystem interface
- Specifies interaction and information flow
from/to subsystem boundaries, but not inside the
subsystem. - Should be well-defined and small.
- Often called API Application programmers
interface, but this term should used during
implementation, not during System Design
67Services and Subsystem Interfaces
- Service A set of related operations that share a
common purpose - Notification subsystem service
- LookupChannel()
- SubscribeToChannel()
- SendNotice()
- UnscubscribeFromChannel()
- Services are defined in System Design
- Subsystem Interface Set of fully typed related
operations. Also called application programmer
interface (API) - Subsystem Interfaces are defined in Object Design
68Choosing Subsystems
- Criteria for subsystem selection Most of the
interaction should be within subsystems, rather
than across subsystem boundaries (High
coherence). - Does one subsystem always call the other for the
service? - Which of the subsystems call each other for
service? - Primary Question
- What kind of service is provided by the
subsystems (subsystem interface)? - Secondary Question
- Can the subsystems be hierarchically ordered
(layers)? - What kind of model is good for describing layers
and partitions?
69Example STARS Subsystem Decomposition
Is this the right decomposition or is this too
much ravioli?
70Definition Subsystem Interface Object
- A Subsystem Interface Object provides a service
- This is the set of public methods provided by the
subsystem - The Subsystem interface describes all the methods
of the subsystem interface object - Use a Facade pattern for the subsystem interface
object
71STARS as a set of subsystems communicating via a
software bus
Authoring
Modeling
Workflow
Augmented Reality
Inspection
Repair
Workorder
A Subsystem Interface Object publishes the
service ( Set of public methods) provided by
the subsystem
72STARS as a 3-layered Architecture
What is the relationship between Modeling and
Authoring? Are other subsystems needed?
73Coupling and Coherence
- Goal Reduction of complexity
- Coherence measures the dependence among classes
- High coherence The classes in the subsystem
perform similar tasks and are related to each
other (via associations) - Low coherence Lots of misc and aux objects, no
associations - Coupling measures dependencies between subsystems
- High coupling Modifications to one subsystem
will have high impact on the other subsystem
(change of model, massive recompilation, etc.) - Subsystems should have as maximum coherence and
minimum coupling as possible - How can we achieve loose coupling?
- Which subsystems are highly coupled?
74Partitions and Layers
- A large system is usually decomposed into
subsystems using both, layers and partitions. - Partitions vertically divide a system into
several independent (or weakly-coupled)
subsystems that provide services on the same
level of abstraction. - A layer is a subsystem that provides services to
a higher level of abstraction - A layer can only depend on lower layers
- A layer has no knowledge of higher layers
75Subsystem Decomposition into Layers
- Subsystem Decomposition Heuristics
- No more than 7/-2 subsystems
- More subsystems increase coherence but also
complexity (more services) - No more than 5/-2 layers
76Layer and Partition Relationships between
Subsystems
- Layer relationship
- Layer A Calls Layer B (runtime)
- Layer A Depends on Layer B (make dependency,
compile time) - Partition relationship
- The subsystem have mutual but not deep knowledge
about each other - Partition A Calls partition B and partition B
Calls partition A
77Virtual Machine (Dijkstra, 1965)
- A system should be developed by an ordered set of
virtual machines, each built in terms of the ones
below it.
Problem
VM1
C1
C1
C1
attr
attr
attr
opr
opr
opr
C1
C1
VM2
attr
attr
opr
opr
C1
VM3
C1
attr
attr
opr
opr
C1
VM4
attr
opr
Existing System
78Virtual Machine
- A virtual machine is an abstraction that provides
a set of attributes and operations. - A virtual machine is a subsystem connected to
higher and lower level virtual machines by
"provides services for" associations. - Virtual machines can implement two types of
software architecture closed and open
architectures.
79Closed Architecture (Opaque Layering)
- A virtual machine can only call operations from
the layer below - Design goal High maintainability
80Open Architecture (Transparent Layering)
- A virtual machine can call operations from any
layers below - Design goal Runtime efficiency
VM1
VM2
VM3
VM4
81Properties of Layered Systems
- Layered systems are hierarchical. They are
desirable because hierarchy reduces complexity. - Closed architectures are more portable.
- Open architectures are more efficient.
- If a subsystem is a layer, it is often called a
virtual machine. - Layered systems often have a chicken-and egg
problem - Example Debugger opening the symbol table when
the file system needs to be debugged
82Software Architectures
- Subsystem decomposition
- Identification of subsystems, services, and their
relationship to each other. - Specification of the system decomposition is
critical. - Patterns for software architecture
- Client/Server Architecture
- Peer-To-Peer Architecture
- Repository Architecture
- Model/View/Controller
- Pipes and Filters Architecture
83Client/Server Architecture
- One or many servers provides services to
instances of subsystems, called clients. - Client calls on the server, which performs some
service and returns the result - Client knows the interface of the server (its
service) - Server does not need to know the interface of the
client - Response in general immediately
- Users interact only with the client
84Client/Server Architecture
- Often used in database systems
- Front-end User application (client)
- Back end Database access and manipulation
(server) - Functions performed by client
- Customized user interface
- Front-end processing of data
- Initiation of server remote procedure calls
- Access to database server across the network
- Functions performed by the database server
- Centralized data management
- Data integrity and database consistency
- Database security
- Concurrent operations (multiple user access)
- Centralized processing (for example archiving)
85Design Goals for Client/Server Systems
- Portability
- Server can be installed on a variety of machines
and operating systems and functions in a variety
of networking environments - Transparency
- The server might itself be distributed (why?),
but should provide a single "logical" service to
the user - Performance
- Client should be customized for interactive
display-intensive tasks - Server should provide CPU-intensive operations
- Scalability
- Server has spare capacity to handle larger number
of clients - Flexibility
- Should be usable for a variety of user interfaces
- Reliability
- System should survive individual node and/or
communication link problems
86Problems with Client/Server Architectures
- Layered systems do not provide peer-to-peer
communication - Peer-to-peer communication is often needed
- Example Database receives queries from
application but also sends notifications to
application when data have changed
87Peer-to-Peer Architecture
- Generalization of Client/Server Architecture
- Clients can be servers and servers can be clients
- More difficult because of possibility of deadlocks
88Example of a Peer-to-Peer Architecture
- ISOs OSI Reference Model
- ISO International Standard Organization
- OSI Open System Interconnection
- Reference model defines 7 layers of network
protocols and strict methods of communication
between the layers.
89Middleware Allows You To Focus On The Application
Layer
90Model/View/Controller
- Subsystems are classified into 3 different types
- Model subsystem Responsible for application
domain knowledge - View subsystem Responsible for displaying
application domain objects to the user - Controller subsystem Responsible for sequence
of interactions with the user and notifying views
of changes in the model. - MVC is a special case of a repository
architecture - Model subsystem implements the central
datastructure, the Controller subsystem
explicitly dictate the control flow
91Example of a File System based on MVC
Architecture
92Sequence of Events
93Repository Architecture
- Subsystems access and modify data from a single
data structure - Subsystems are loosely coupled (interact only
through the repository) - Control flow is dictated by central repository
(triggers) or by the subsystems (locks,
synchronization primitives)
94Examples of Repository Architecture
Compiler
SyntacticAnalyzer
Optimizer
CodeGenerator
LexicalAnalyzer
- Hearsay II speech understanding system
(Blackboard architecture) - Database Management Systems
- Modern Compilers
SyntacticEditor
95Summary
- System Design
- Reduces the gap between requirements and the
machine - Decomposes the overall system into manageable
parts - Design Goals Definition
- Describes and prioritizes the qualities that are
important for the system - Defines the value system against which options
are evaluated - Subsystem Decomposition
- Results into a set of loosely dependent parts
which make up the system