System Design: Decomposing the System

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Presentation transcript:

System Design: Decomposing the System

System Design Design Goals System Decomposition Hardware/Software Mapping Persistent Data Management Access Control Software Control Boundary Conditions

1. Design Goals Performance Criteria Dependability Criteria Cost Criteria Maintenance Criteria End User Criteria

Performance Criteria Response Time Throughput Memory How soon is a request acknowledged? Throughput How many tasks in fixed period of time? Memory How much space?

Dependability Criteria Robustness – survive bad input Reliability - does what it should Availability - how much time available Fault Tolerance – operates under errors Security – withstands attacks Safety – doesn’t endanger lives

Cost Criteria Development Cost Deployment Cost Upgrade Cost Maintenance Cost Administration Cost

Maintenance Criteria Extensibility Modifiability Adaptability Portability Readability Traceability of requirements

End User Criteria Utility Usability How well does it support the user? How easy to use?

Typical Design Trade-offs Functionality vs. Usability Cost vs. Robustness Efficiency vs. Portability Rapid development vs. Functionality Cost vs. Reusability Backward Compatibility vs. Readability

Design Goals Design Goals should state which of those criteria are important and how Much of it comes from nonfunctional requirements

2. System Decomposition Subsystem (Subsystem) Service: Collection of classes, associations, operations, events and constraints that are interrelated Seed for subsystems: UML Objects and Classes. (Subsystem) Service: Group of operations provided by the subsystem Seed for services: Subsystem use cases Relation of subsystems to each other is similar to object model System topology is similar functional model!

Services and Subsystem Interfaces Service: A set of related operations that share a common purpose Services are defined in System Design Subsystem Interface: Specifies interaction and information flow from/to subsystem boundaries, but not inside the subsystem. Subsystem Interfaces are defined in Object Design Also called application programmer interface (API)

Choosing Subsystems Criteria for subsystem selection: Most of the interaction should be within subsystems, rather than across subsystem boundaries (High cohesion). Does one subsystem always call the other for the service? Which of the subsystems call each other for service?

Primary Question: Secondary Question: What kind of service is provided by the subsystems (subsystem interface)? Secondary Question: Can the subsystems be hierarchically ordered (layers)?

Tournament Statistics Example: ARENA Subsystem decomposition User Interface Tournament Advertisement User Management Component Management User Directory Tournament Statistics Session Management

Tournament Statistics Services provided by ARENA Subsystems User Interface Manages advertisement banners and sponsorships. Administers user accounts Manages tournaments, applications, promotions. Tournament Advertisement User Management For adding games, styles, and expert rating formulas Component Management User Directory Tournament Statistics Session Management Stores user profiles (contact & subscriptions) Stores results of archived tournaments Maintains state during matches.

Coupling and Cohesion Goal: Reduction of complexity while change occurs Cohesion measures the dependence among classes High cohesion: The classes in the subsystem perform similar tasks and are related to each other (via associations) Low cohesion: Lots of miscellaneous and auxiliary classes, no associations

Coupling measures dependencies between subsystems High coupling: Changes to one subsystem will have high impact on the other subsystem (change of model, massive recompilation, etc.) Low coupling: A change in one subsystem does not affect any other subsystem Subsystems should have as maximum cohesion and minimum coupling as possible: How can we achieve high cohesion? How can we achieve loose coupling?

Partitions and Layers Partitioning and layering are techniques to achieve low coupling. A large system is usually decomposed into subsystems using both, layers and partitions. In an object-oriented design such as JEWEL, each subsystem makes its layer a subclass of the generic layer class provided by the UI subsystem. Each individual subsystem must provide for its own zoom and refresh methods. Ideally the refresh method will be called for every draw operation. The UI subsystem is responsible for knowing when to call for a refresh (but the UI group will not have to implement it itself: it is a callback method implemented by the visualization and GIS group). All the interfaces with UI (such as how UI will provide the other groups with selection information) should be well documented and agreed on by all groups.

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 subsystem services to a higher layers (level of abstraction) A layer can only depend on lower layers A layer has no knowledge of higher layers

Subsystem Decomposition into Layers Subsystem Decomposition Heuristics: No more than 7+/-2 subsystems More subsystems increase cohesion but also complexity (more services) No more than 4+/-2 layers, use 3 layers (good)

Relationships between Subsystems Layer relationship Layer A “Calls” Layer B Layer A “Depends on” Layer B Partition relationship The subsystem have mutual but not deep knowledge about each other Partition A “Calls” partition B and partition B “Calls” partition A

Closed Architecture (Opaque Layering) attr op Any layer can only invoke operations from the immediate layer below Design goal: High maintainability, flexibility

Open Architecture (Transparent Layering) attr op C1 attr op C1 attr op Any layer can invoke operations from any layers below Design goal: Runtime efficiency C1 attr op C1 attr op C1 attr op C1 attr op C1 attr op C1 attr op

Software Architectural Styles Subsystem decomposition Identification of subsystems, services, and their relationship to each other. Patterns for software architecture Client/Server Peer-To-Peer Repository Model/View/Controller Pipes and Filters

Client/Server Architectural Style 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

Client/Server Architectural Style 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)

Design Goals for Client/Server Systems Service Portability Server can be installed on a variety of machines and operating systems and functions in a variety of networking environments Transparency, Location-Transparency The server might itself be distributed, 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 should have spare capacity to handle larger number of clients Flexibility The system should be usable for a variety of user interfaces and end devices Reliability System should survive node or communication link problems

Problems with Client/Server Architectural Styles 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

Peer-to-Peer Architectural Style Generalization of Client/Server Architecture Clients can be servers and servers can be clients More difficult because of possibility of deadlocks

Peer Client Server

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 data structure, the Controller subsystem explicitly dictates the control flow

Controller Model subscriber notifier initiator * repository 1 View

Example of a File System Based on the MVC Architectural Style

Sequence of Events (Collaborations) :Controller :InfoView :Model 2.User types new filename 1. Views subscribe to event 3. Request name change in model 4. Notify subscribers 5. Updated views :FolderView

Repository Architectural Style 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)

Subsystem Repository createData() setData() getData() searchData()

Examples of Repository Architectural Style Compiler SemanticAnalyzer SyntacticAnalyzer Optimizer CodeGenerator LexicalAnalyzer Repository ParseTree SymbolTable SourceLevelDebugger SyntacticEditor

Summary System Design Reduces the gap between requirements and the (virtual) 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