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Software Architecture
CSCI 5801: Software Engineering
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Software Architecture
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Software Architecture
Architecture is the fundamental organization of a system embodied in its components, their relationships to each other and to the environment and the principles guiding its design and evolution (from IEEE Standard on the Recommended Practice for Architectural Descriptions, 2000.)
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Decomposition Main goal: Decompose overall system into components connected by interfaces Component simple enough to be implemented by smaller teams Interfaces well defined enough to allow independent development Architecture: shows components of a system and their interface relationships
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UML for Components Node Component Package
Physical device (computer, sever, etc) which is part of system Component Significant subsystem that implements an interface Package Submodule of a component, such as a set of related classes
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UML for Interfaces Component 1 implements Interface, with methods Operation1 and Operation2 Component 2 communicates with Component 1 through that interface by calling those methods
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UML Example Client-server system:
A client computer running a browser communicates with a server running Tomcat through the GET and POST protocols The Tomcat server uses JSPs, control servlets, and business logic classes
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Physical Architectures
Highest levels of architecture often determined by physical location and other restrictions (such as security) Interfaces then designed to enable communication
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Additional UML for Design
Sequence diagrams also common in design Specify data flow between major components of system instead of between system and users Can also specify methods called and data passed/returned
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Sequence Diagrams User Login Logic Withdraw Interface Withdraw Logic
Account Database Account database Account Object construct ID query account data ID, type accountType, amount withdraw (accountType, amount) hasAccount [1] withdraw (amount) [2] IllegalAmount [3] Error message [3] Insufficient Balance [1] setBalance (amount, accountType) [1] update [2] Error message [3] Confirmation message
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Role of the Client Client usually involved in high-level architecture design Architecture (particularly physical) affects cost Not involved at lower level (class design, etc.) Usual step: present high-level architecture to client for approval Can be done at requirements stage No fixed representation (like UML) for this Whatever the client might best understand
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Example Architecture
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Example Architecture
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Example Architecture
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Example Architecture
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Iterative Decomposition
Decomposition done iteratively System network of components Component set of packages Package set of classes … Key idea: A subteam responsible for a module can make own decisions about how to best decompose that module Only restriction: Must make sure module implements required interface
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Iterative Decomposition Example
Overall team decides on client-server architecture Web server team decides on model-view-control paradigm Web design subteam creates template page and derives all pages from it
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Decomposition Methods
Functional decomposition Data-driven decomposition Object-oriented decomposition Process-oriented decomposition Event-oriented decomposition And many others… Often influence overall system architecture
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Functional Decomposition
Indentify top-level functions than meet requirements Decompose into simpler subfunctions (looking for reuse) Requirement Requirement Requirement Function Function Sub-function Sub-function Sub-function Sub-function Sub-function Sub-function
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Data-driven Decomposition
Identify major data system needs to store Decompose into simpler components Identify what components might be stored where Section Course Inventory Roster Database Course Info Roster Student Database Time Instructor Room Students Days Hours
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Object-oriented Decomposition
Combines data-driven decomposition and functional attributes Each class contains all methods needed to manipulate its data Packages are sets of classes Classes can implement an interface Object-oriented decomposition concerned with identifying object classes, their attributes and operations
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Process-oriented Decomposition
Decompose requirements into series of steps Design component for each step (looking for reuse among different requirements) Requirement Process step A Process step B Requirement Process step F Process step C Process step D Process step E
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Event-driven Decomposition
Identify main external signals system must handle Create a component for each
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Design and Reuse Most architecture based on existing systems
Most good design ideas have already been created Overall architectures based on common styles Components based on design patterns
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Common Architectural Styles
Centralized control Layered Distributed objects Repository Pipelining Client/Server Event-driven
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Centralized Control A control component manages the execution of other components Call-return model Top-down subroutine model where control starts at the top of a subroutine hierarchy and moves downwards. Manager model Applicable to concurrent systems. One system component controls the stopping, starting and coordination of other system processes.
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Call-return Model
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Manager Model
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Centralized Control Advantages: Disadvantages:
Simple to implement, debug as all actions can be traced to single point Disadvantages: Centralized control must be error free Can become overwhelmed in concurrent systems
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Layered Model System organized into layers of components
Each layer only communicates with previous and next layer Layern Layer2 Layer1
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3-Tier Architecture User Interface Business Logic Data Access
Order Database Product Database UI developers just need to know UI design and how to call business logic methods Business logic developers just need to know business model, how will be called by UI, and how to call data access methods Data access developers just need to know SQL and database design and how will be called by business logic
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Layered Model Advantages: Disadvantages:
Limited communication greatly simplifies interface design, as designers of each layer only have to worry about 2 other layers Disadvantages: May not be possible to subdivide system in this way (what are layers in registration system?)
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Object Model System decomposed into a set of loosely coupled objects with well-defined interfaces When implemented, objects are created from these classes and some control model used to coordinate object operations Control components created at start, persist throughout operation Other components created/destroyed as needed
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Object Model UI (persistent component) creates customer invoice and supporting objects as needed from database
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Object Model Advantages: Disadvantages:
OOP design is highly modular, allowing developers to easily create and test objects, as well as reuse among multiple project Disadvantages: Complex entities may be hard to represent as objects May not be most efficient implementation
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Repository Model Data to be shared among subsystems kept in single location All components communicate with repository to access/modify data
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Repository Model
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Repository Model Advantages Disadvantages
Efficient way to share large amounts of data Centralised management (backup, security, etc.) Disadvantages Components must agree on a repository data model. Inevitably a compromise Difficult to distribute data efficiently, resulting in slowdowns
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Pipelining Model Functional transformations process their inputs to produce outputs Input of next stage is output of previous stage “Pipe and filter model” in UNIX shell Same as batch sequential model extensively used in data processing systems
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Pipelining Model
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Pipelining Model Advantages Disadvantages
Can support concurrent processing Easy to add new transformations to pipeline, or reuse filters in other projects Disadvantages Requires a common format for data transfer along the pipeline Not really suitable for interactive systems
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Client-Server Model Data and processing is distributed across a range of components Stand-alone servers which provide specific services such as printing, data management, etc. Set of clients which call on these services Network which allows clients to access servers
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Client-Server Model
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Client-Server Model Advantages Disadvantages
Simple distribution of data Makes effective use of networked systems Easy to add new servers or upgrade existing servers Disadvantages No simple way to coordinate activities or data over all servers (hard to get list of all items accessed, for example) Redundant management in each server
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Event-driven Model Driven by externally generated events where the timing of the event is outside the control of the components which process the event Two principal event-driven models Broadcast models: An event is broadcast to all subsystems. Any subsystem which can handle the event may do so Interrupt-driven models: Used in real-time systems where interrupts are detected by an interrupt handler and passed to some other component
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Broadcast Model Effective integration of different computers in a network. Subsystems register an interest in specific events. When these occur, control is transferred to the sub-system which can handle the event. However, no guarantee any subsystems will handle an event
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Interrupt-driven Systems
Used in real-time systems for fast response There are known interrupt types with a handler defined for each type However, complex to program and difficult to validate
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