Conquering Complex and Changing Systems Object-Oriented Software Engineering Chapter 6, System Design Lecture 1 Utdrag ur Bruegges OH-bilder för första.

Slides:



Advertisements
Similar presentations
Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 1 Software Engineering September 12, 2001 Capturing.
Advertisements

Announcements Quiz #1 grades are entered to STARS
Chapter 6, System Design Lecture 1
System Design Chapters 6-7 Object-Oriented Software Engineering:
Using UML, Patterns, and Java Object-Oriented Software Engineering Chapter 5: Analysis, Object Modeling.
Conquering Complex and Changing Systems Object-Oriented Software Engineering TJSS System Design Lecture 12 Päivi Ovaska.
Conquering Complex and Changing Systems Object-Oriented Software Engineering TJSS Design goals and System Decomposition, example Päivi Ovaska.
Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 1 Design “There are 2 ways of constructing a.
Software Architecture Design Instructor: Dr. Jerry Gao.
System Design: Decomposing the System
System Design.
Chapter 8, Object Design Introduction to Design Patterns
Oct. 9, 2003CS WPI1 CS 509 Design of Software Systems Lecture #6 Thursday, Oct. 9, 2003.
TJSS luennot System Design Lecture 1
Software Engineering Institute Carnegie Mellon University Pittsburgh, PA Sponsored by the U.S. Department of Defense © 1998 by Carnegie Mellon.
Ch 6: Sys. Architecture Design: System Decomposition
Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 1 Software Engineering October 10, 2001 System.
Chapter 8 Object Design Reuse and Patterns. Finding Objects The hardest problems in object-oriented system development are: –Identifying objects –Decomposing.
Chapter 22 Object-Oriented Design
Using UML, Patterns, and Java Object-Oriented Software Engineering Chapter 6 System Design: Decomposing the System.
Course Instructor: Aisha Azeem
System Design Decomposing the System. Sequence diagram changes UML 2.x specifications tells that Sequence diagrams now support if-conditions, loops and.
Architectural Design Establishing the overall structure of a software system Objectives To introduce architectural design and to discuss its importance.
Software Architecture. Agenda " Why architect? " What is architecture? " What does an architect do? " What principles guide the process of architecting?
Chapter 6 System Design: Decomposing the System
The Design Discipline.
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 1 Introduction to Software Engineering CEN 4010.
Software Waterfall Life Cycle Requirements Construction Design Testing Delivery and Installation Operations and Maintenance Concept Exploration Prototype.
Design Patterns OOD. Course topics Design Principles UML –Class Diagrams –Sequence Diagrams Design Patterns C#,.NET (all the course examples) Design Principles.
1/19 Component Design On-demand Learning Series Software Engineering of Web Application - Principles of Good Component Design Hunan University, Software.
SWE 316: Software Design and Architecture – Dr. Khalid Aljasser Objectives Lecture 11 : Frameworks SWE 316: Software Design and Architecture  To understand.
An Introduction to Software Architecture
SOFTWARE DESIGN AND ARCHITECTURE LECTURE 07. Review Architectural Representation – Using UML – Using ADL.
April 10, 2014CS410 – Software Engineering Lecture #16: System Design 1Design “There are two ways of constructing a software design: One way is to make.
CEN 4010 Sixth Lecture February 21, 2005 Introduction to Software Engineering (CEN-4010) System Design: Decomposing the System Spring 2005 Instructor:
System Design: Decomposing the System
Chapter Five–Part III Object Oriented Design More Design issues.
Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 1 Design “There are two ways of constructing.
Using UML, Patterns, and Java Object-Oriented Software Engineering Chapter 6 System Design: Decomposing the System.
Using UML, Patterns, and Java Object-Oriented Software Engineering Chapter 4, Requirements Elicitation.
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 1 Object Modeling.
Conquering Complex and Changing Systems Object-Oriented Software Engineering Chapter 6, System Design Lecture 1.
Using UML, Patterns, and Java Object-Oriented Software Engineering Chapter 6 System Design: Decomposing the System.
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java. Also material obtained from past ECE 355 notes by.
CSE 303 – Software Design and Architecture LECTURE 4.
Chapter 10 Analysis and Design Discipline. 2 Purpose The purpose is to translate the requirements into a specification that describes how to implement.
SOFTWARE DESIGN AND ARCHITECTURE LECTURE 05. Review Software design methods Design Paradigms Typical Design Trade-offs.
9 Systems Analysis and Design in a Changing World, Fourth Edition.
COP 3331 Object-Oriented Analysis and Design 1 Design “There are two ways of constructing a software design: One way is to make it so simple that there.
University of Toronto at Scarborough © Kersti Wain-Bantin CSCC40 system architecture 1 after designing to meet functional requirements, design the system.
Lecture 18: Object-Oriented Design
Architecture View Models A model is a complete, simplified description of a system from a particular perspective or viewpoint. There is no single view.
Feb. 9, 2004CS WPI1 CS 509 Design of Software Systems Lecture #4 Monday, Feb. 9, 2004.
COP th Lecture October 31, 2005 COP 4009 Component-Based Software Engineering The Art of Design Fall 2005 Instructor: Masoud Sadjadi
Conquering Complex and Changing Systems Object-Oriented Software Engineering Chapter 6, System Design Lecture 1.
Conquering Complex and Changing Systems Object-Oriented Software Engineering Chapter 6, System Design Lecture 1.
Two New UML Diagram Types Component Diagram Deployment Diagram.
Why is Design so Difficult? Analysis: Focuses on the application domain Design: Focuses on the solution domain –The solution domain is changing very rapidly.
Chapter 6 System Design: Decomposing the system. What is system design  Decompose the system into smaller subsystems  Define the design goals of the.
Chapter 6 System Design: Decomposing the System
Chapter 6 System Design: Decomposing the System
Chapter 6 System Design: Decomposing the System
OO Methodology OO Architecture.
Chapter 6 System Design: Decomposing the System
Chapter 6 System Design: Decomposing the System
Advance Software Engineering (CEN-5011)
An Introduction to Software Architecture
Decomposing the System
Chapter 8, Design Patterns Introduction
Presentation transcript:

Conquering Complex and Changing Systems Object-Oriented Software Engineering Chapter 6, System Design Lecture 1 Utdrag ur Bruegges OH-bilder för första delen av kapitel 6 Hela hittas på följande adress: ftp://ftp.prenhall.com/pub/esm/the_apt_series.s-042/bruegge/Object_Oriented_Software_Engineering/lectures/ch6lect1.ppt Utdrag ur Bruegges OH-bilder för första delen av kapitel 6 Hela hittas på följande adress: ftp://ftp.prenhall.com/pub/esm/the_apt_series.s-042/bruegge/Object_Oriented_Software_Engineering/lectures/ch6lect1.ppt

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 2 Design “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

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 3 Why 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

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 4 The Purpose of System Design  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 Problem Existing System New System

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 5 System Design 2. System Layers/Partitions Coherence/Coupling 5. Data 1. Design Goals Definition Trade-offs 4. Hardware/ Special purpose Software Buy or Build Trade-off Allocation Connectivity 3. Concurrency Data structure Persistent Objects Files Databases Management Access control Security 6. Global Resource Handling 8. Boundary Conditions Initialization Termination Failure Decomposition Mapping 7. Software Control Identification of Threads Monolithic Event-Driven Threads Conc. Processes

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 6 How to use the results from the Requirements Analysis for System Design  Nonfunctional requirements =>  Activity 1: Design Goals Definition  Use Case model =>  Activity 2: System decomposition (Selection of subsystems based on functional requirements, coherence, and coupling)  Object model =>  Activity 4: Hardware/software mapping  Activity 5: Persistent data management  Dynamic model =>  Activity 3: Concurrency  Activity 6: Global resource handling  Activity 7: Software control  Activity 8: Boundary conditions

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 7 Section 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

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 8 Relationship Between Design Goals Reliability Low cost Increased Productivity Backward-Compatibility Traceability of requirements Rapid development Flexibility Client End User (Customer, Portability Good Documentation Runtime Efficiency Sponsor) Developer/ Maintainer Minimum # of errors Modifiability, Readability Reusability, Adaptability Well-defined interfaces Functionality User-friendliness Ease of Use Ease of learning Fault tolerant Robustness

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 9 Typical Design Trade-offs  Functionality vs. Usability  Cost vs. Robustness  Efficiency vs. Portability  Rapid development vs. Functionality  Cost vs. Reusability  Backward Compatibility vs. Readability

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 10 Nonfunctional Requirements give a clue for the use of Design Patterns  Read the problem statement again  Use textual clues (similar to Abbot’s 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

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 11 Textual 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

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 12 Section 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 programmer’s interface, but this term should used during implementation, not during System Design

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 13 Services 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

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 14 Choosing 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?

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 15 Coupling 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?

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 16 Model/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 Controller Model subscriber notifier initiator * repository1 1 * View

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 17 Example of a File System based on MVC Architecture

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 18 Summary  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

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 19 OOMPA del b  Nu fortsätter vi med den dynamiska modellen f6b.pdf