© Bennett, McRobb and Farmer 2005

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© Bennett, McRobb and Farmer 2005 System Design Based on Chapter 13 of Bennett, McRobb and Farmer: Object Oriented Systems Analysis and Design Using UML, (2nd Edition), McGraw Hill, 2005. © Bennett, McRobb and Farmer 2005

In This Lecture You Will Learn: The difference between analysis and design The difference between logical and physical design The difference between system and detailed design The characteristics of a good design The need to make trade-offs in design © Bennett, McRobb and Farmer 2005

How is Design Different from Analysis? Design states ‘how the system will be constructed without actually building it’ (Rumbaugh, 1997) Analysis identifies ‘what’ the system must do Design specifies ‘how’ it will do it © Bennett, McRobb and Farmer 2005

How is Design Different from Analysis? The analyst seeks to understand the organization, its requirements and its objectives The designer seeks to specify a system that will fit the organization, provide its requirements effectively and assist it to meet its objectives © Bennett, McRobb and Farmer 2005

How is Design Different from Analysis? As an example, in the Agate case study: analysis identifies the fact that the Campaign class has a title attribute design determines how this will be entered into the system, displayed on screen and stored in a database, together with all the other attributes of Campaign and other classes © Bennett, McRobb and Farmer 2005

When Does Analysis Stop and Design Start? In a waterfall life cycle there is a clear transition between the two activities In an iterative life cycle the analysis of a particular part of the system will precede its design, but analysis and design may be happening in parallel It is important to distinguish the two activities and the associated mindset We need to know ‘what’ before we decide ‘how’ © Bennett, McRobb and Farmer 2005

© Bennett, McRobb and Farmer 2005 Traditional Design Making a clear transition from analysis to design has advantages project management—is there the right balance of activities? staff skills—analysis and design may be carried out by different staff client decisions—the client may want a specification of the ‘what’ before approving spending on design choice of development environment—may be delayed until the analysis is complete © Bennett, McRobb and Farmer 2005

Design in the Iterative Life Cycle Advantages of the iterative life cycle include risk mitigation—making it possible to identify risks earlier and to take action change management—changes to requirements are expected and properly managed team learning—all the team can be involved from the start of the project improved quality—testing begins early and is not done as a ‘big bang’ with no time © Bennett, McRobb and Farmer 2005

© Bennett, McRobb and Farmer 2005 Seamlessness The same model—the class model—is used through the life of the project During design, additional detail is added to the analysis classes, and extra classes are added to provide the supporting functionality for the user interface and data management Other diagrams are also elaborated in design activities © Bennett, McRobb and Farmer 2005

Logical and Physical Design In structured analysis and design a distinction has been made between logical and physical design Logical design is independent of the implementation language and platform Physical design is based on the actual implementation platform and the language that will be used © Bennett, McRobb and Farmer 2005

Logical and Physical Design Example Some design of the user interface classes can be done without knowing whether it is to be implemented in Java, C++ or some other language—types of fields, position in windows Some design can only be done when the language has been decided upon—the actual classes for the types of fields, the layout managers available to handle window layout © Bennett, McRobb and Farmer 2005

Logical and Physical Design It is not necessary to separate these into two separate activities It may be useful if the software is to be implemented on different platforms Then it will be an advantage to have a platform-independent design that can be tailored to each platform © Bennett, McRobb and Farmer 2005

Model Driven Architecture Note the MDA Generate platform-specific models (PSMs) from platform-independent models (PIMs) This is discussed in more detail in Chapter 12 © Bennett, McRobb and Farmer 2005

System Design and Detailed Design System design deals with the high level architecture of the system structure of sub-systems distribution of sub-systems on processors communication between sub-systems standards for screens, reports, help etc. job design for the people who will use the system © Bennett, McRobb and Farmer 2005

System Design and Detailed Design Object-oriented detailed design adds detail to the analysis model types of attributes operation signatures assigning responsibilities as operations additional classes to handle user interface additional classes to handle data management design of reusable components assigning classes to packages © Bennett, McRobb and Farmer 2005

© Bennett, McRobb and Farmer 2005 Qualities of Analysis Correct scope—everything in the system is required Completeness—everything required is in the system and everything is documented in the models Correct content—accurate description of requirements Consistency—each element is consistently referred to by the same name © Bennett, McRobb and Farmer 2005

© Bennett, McRobb and Farmer 2005 Qualities of Design Functional—system will perform the functions that it is required to Efficient—the system performs those functions efficiently in terms of time and resources Economical—running costs of system will not be unnecessarily high Reliable—not prone to hardware or software failure, will deliver the functionality when the users want it © Bennett, McRobb and Farmer 2005

© Bennett, McRobb and Farmer 2005 Qualities of Design Secure—protected against errors, attacks and loss of valuable data Flexible—capable of being adapted to new uses, to run in different countries or to be moved to a different platform General—general-purpose and portable (mainly applies to utility programs) Buildable—Design is not too complex for the developers to be able to implement it © Bennett, McRobb and Farmer 2005

© Bennett, McRobb and Farmer 2005 Qualities of Design Manageable—easy to estimate work involved and to check of progress Maintainable—design makes it possible for the maintenance programmer to understand the designer’s intention Usable—provides users with a satisfying experience (not a source of dissatisfaction) Reusable—elements of the system can be reused in other systems © Bennett, McRobb and Farmer 2005

Criteria for Good Design: Coupling Coupling describes the degree of interconnectedness between design components reflected by the number of links an object has and by the degree of interaction the object has with other objects © Bennett, McRobb and Farmer 2005

Criteria for Good Design: Cohesion Cohesion is a measure of the degree to which an element contributes to a single purpose The concepts of coupling and cohesion are not mutually exclusive but actually support each other Coad and Yourdon (1991) suggested several ways in which coupling and cohesion can be applied within an object-oriented approach © Bennett, McRobb and Farmer 2005

© Bennett, McRobb and Farmer 2005 Interaction Coupling A measure of the number of message types an object sends to other objects and the number of parameters passed with these message types. Should be kept to a minimum to reduce the possibility of changes rippling through the interfaces and to make reuse easier. Interaction Coupling is a measure of the number of message types an object sends to other objects and the number of parameters passed with these message types. Interaction coupling should be kept to a minimum to reduce the possibility of changes rippling through the interfaces and to make reuse easier. When an object is reused in another application it will still need to send these messages (unless the object is modified before it is reused) and hence needs objects in the new application that provide these services. This affects the reuse process as it requires groups of classes to be reused rather than individual classes. (In Chapter 8 we introduced the idea of the component as the unit of reuse and discuss it further in Chapter 20. Components are groups of objects that together provide a clearly defined service.) © Bennett, McRobb and Farmer 2005

© Bennett, McRobb and Farmer 2005 Inheritance Coupling Poor inheritance coupling as unwanted attributes and operations are inherited Inheritance Coupling describes the degree to which a subclass actually needs the features it inherits from its base class. © Bennett, McRobb and Farmer 2005

Good operation cohesion but poor class cohesion © Bennett, McRobb and Farmer 2005

Poor Specialization Cohesion Specialization Cohesion addresses the semantic cohesion of inheritance hierarchies © Bennett, McRobb and Farmer 2005

© Bennett, McRobb and Farmer 2005 Improved Structure Improved structure using Address class. © Bennett, McRobb and Farmer 2005

Liskov Substitution Principle Essentially the principle states that, in object interactions, it should be possible to treat a derived object as if it were a base object without integrity problems If the principle is not applied then it may be possible to violate the integrity of the derived object © Bennett, McRobb and Farmer 2005

Liskov Substitution Principle Disinheritance of debit() means that the left-hand hierarchy is not Liskov compliant © Bennett, McRobb and Farmer 2005

Measurable Objectives in Design In Chapter 6, non-functional requirements were described How can we tell whether these have been achieved? Measurable objectives set clear targets for designers Objectives should be quantified so that they can be tested © Bennett, McRobb and Farmer 2005

Measurable Objectives in Design To reduce invoice errors by one-third within a year How would you design for this? © Bennett, McRobb and Farmer 2005

Measurable Objectives in Design To reduce invoice errors by one-third within a year How would you design for this? sense checks on quantities comparing invoices with previous ones for the same customer better feedback to the user about the items ordered © Bennett, McRobb and Farmer 2005

Measurable Objectives in Design To process 50% more orders at peak periods How would you design for this? © Bennett, McRobb and Farmer 2005

Measurable Objectives in Design To process 50% more orders at peak periods How would you design for this? design for as many fields as possible to be filled with defaults design for rapid response from database design system to handle larger number of simultaneous users © Bennett, McRobb and Farmer 2005

© Bennett, McRobb and Farmer 2005 Planning for Design Planning for when platform is known Setting standards Allowing time for training Agreeing objectives and planning tests Agree procedures to decide on trade-offs that significantly affect the system Planning time for different aspects of design © Bennett, McRobb and Farmer 2005

Development Standards HCI guidelines Input/output device guidelines Construction guidelines © Bennett, McRobb and Farmer 2005

I/O Hierarchy providing consistency for device handling I/O Device Hierarchy I/O Hierarchy providing consistency for device handling © Bennett, McRobb and Farmer 2005

Prioritizing Design Trade-offs Designer is often faced with design objectives that are mutually incompatible. It is helpful if guidelines are prepared for prioritizing design objectives. If design choice is unclear users should be consulted. © Bennett, McRobb and Farmer 2005

© Bennett, McRobb and Farmer 2005 Trade-offs in Design Design to meet all these qualities may produce conflicts Trade-offs have to be applied to resolve these Functionality, reliability and security are likely to conflict with economy Level of reliability, for example, is constrained by the budget available for the development of the system © Bennett, McRobb and Farmer 2005

© Bennett, McRobb and Farmer 2005 Trade-offs in Design Design objectives may conflict with constraints imposed by requirements The requirement that the system can be used in different countries by speakers of different languages will mean that designers have to agree a list of all prompts, labels and messages and refer to these by some system of naming or numbering This increases flexibility and maintainability but increases the cost of design © Bennett, McRobb and Farmer 2005

Design for Implementation Initialization and implementation issues should be considered. There may be data transfer and/or data conversion requirements. © Bennett, McRobb and Farmer 2005

© Bennett, McRobb and Farmer 2005 Summary In this lecture you have learned about: The difference between analysis and design The difference between logical and physical design The difference between system and detailed design The characteristics of a good design The need to make trade-offs in design © Bennett, McRobb and Farmer 2005

© Bennett, McRobb and Farmer 2005 References More detail about design is provided in Chapters 12, 14 to 18 In particular, Chapter 14 covers Class Design (For full bibliographic details, see Bennett, McRobb and Farmer) © Bennett, McRobb and Farmer 2005

© Bennett, McRobb and Farmer 2005 References Rumbaugh et al (1991) Coad & Yourdon (1991) Yourdon (1994). (For full bibliographic details, see Bennett, McRobb and Farmer) © Bennett, McRobb and Farmer 2005