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Published byDebra Linette Briggs Modified over 9 years ago
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THE SOFTWARE DESIGN PROCESS CSCE 315 – Programming Studio Spring 2010
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Design when? Software design ~ activity that turns requirements to a plan or an outline of code When software design takes place varies (size, required quality, e.g., affect). Two opposite ends: 1. Full detailed spec before anything programmed 2. Design takes place during construction (at the keyboard) Usually a mix More often than not, some design in front of a keyboard
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Outline Challenges in Design Design Concepts Heuristics Practices
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Challenges in Design Design is a “wicked” problem [Rittel, Webber 73] A problem that can only be (clearly) defined by solving it Only after “solving” it do you understand what the needs actually are e.g. Tacoma Narrows bridge “Plan to throw one away” Problem of this class Design problems are not “wicked”
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Challenges in Design Process is Sloppy Mistakes Wrong, dead-end paths Stop when “good enough” It is not a bad thing that design is a sloppy activity Cheap to correct errors when nothing built yet Tradeoffs and Priorities Goodness of a design dependent on priorities Fast develoment time? Scalable? High-performance? Adaptable Designer’s task to strike the right balance Priorities can change
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Challenges in Design Restrictions are necessary Constraints improve the result Force simplifications and generalizations Nondeterministic process Not one “right” solution A Heuristic process Rules of thumb vs. fixed process Emergent Evolve and improve during design, coding
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Brooks: Accidental vs. Essential Difficulties Accidental difficulties have been and are addressed Better languages, better IDEs, better debuggers, etc. Essential difficulties unavoidable Even with a perfect programming language, software must precisely model parts of real world. This is inherently complex.
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Primary goal of software design Managing Complexity
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All other goals secondary Goal of minimizing complexity suggests two goals 1. Minimize the amount of complexity that a human (programmer) must deal with at any one point of time 2. Minimize accidental complexity
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Levels of Design Software system as a whole Division into subsystems/packages Classes within packages Data and routines within classes Internal routine design Work at one level can affect those below and above. Design can be iterated at each level
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Key Design Concepts Most Important: Manage Complexity Software already involves conceptual hierarchies, abstraction Goal: minimize how much of a program you have to think about at once Should completely understand the impact of code changes in one area on other areas
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Good Design Characteristics Minimal complexity Favor “simple” over “clever”
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Good Design Characteristics Minimal complexity Ease of maintenance Imagine what maintainer of code will want to know Be self-explanatory
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Good Design Characteristics Minimal complexity Ease of maintenance Loose coupling Keep connections between parts of programs minimized Avoid n 2 interactions! Abstraction, encapsulation, information hiding
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Good Design Characteristics Minimal complexity Ease of maintenance Loose coupling Extensibility Should be able to add to one part of system without affecting others
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Good Design Characteristics Minimal complexity Ease of maintenance Loose coupling Extensibility Reusability Design so code could be “lifted” into a different system Good design, even if never reused It should be pointed out that the preparation of a library sub-routine requires a considerable amount of work. This is much greater than the effort merely required to code the sub-routine in its simplest possible form. [Whe52]
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Good Design Characteristics Minimal complexity Ease of maintenance Loose coupling Extensibility Reusability High fan-in For a given class, have it used by many others Indicates reuse effective
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Good Design Characteristics Minimal complexity Ease of maintenance Loose coupling Extensibility Reusability High fan-in Low-to-medium fan-out Do not use too many other classes Complexity management
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Good Design Characteristics Minimal complexity Ease of maintenance Loose coupling Extensibility Reusability High fan-in Low-to-medium fan-out Portability Consider what will happen if moved to another environment
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Good Design Characteristics Minimal complexity Ease of maintenance Loose coupling Extensibility Reusability High fan-in Low-to-medium fan-out Portability Leanness Don’t add extra parts Extra code will need to be tested, reviewed in future changes
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Good Design Characteristics Minimal complexity Ease of maintenance Loose coupling Extensibility Reusability High fan-in Low-to-medium fan-out Portability Leanness Stratification Design so that you don’t have to consider beyond the current layer
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Good Design Characteristics Minimal complexity Ease of maintenance Loose coupling Extensibility Reusability High fan-in Low-to-medium fan-out Portability Leanness Stratification Standard Techniques Use of common approaches make it easier to follow code later Avoid unneeded exotic approaches
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Design Heuristics Rules-of-thumb “Trials in Trial-and-Error” Understand the Problem Devise a Plan Carry Out the Plan Look Back and Iterate
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Find Real-World Objects Standard Object-Oriented approach Identify objects and their attributes Determine what can be done to each object Determine what each object is allowed to do to other objects Determine the parts of each object that will be visible to other objects (public/private) Define each object’s public interface
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Form Consistent Abstractions View concepts in the aggregate “Car” rather than “engine, body, wheels, etc.” Identify common attributes Form base class Focus on interface rather than implementation Form abstractions at all levels Car, Engine, Piston
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Inheritance Inherit when helpful When there are common features
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Information Hiding Interface should reveal little about inner workings Example: Assign ID numbers Assignment algorithm could be hidden ID number could be typed Encapsulate Implementation Details Do not set interface based on what is easiest to use Tends to expose too much of interior Think about “What needs to be hidden”
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More on Information Hiding Two main advantages Easier to comprehend complexity Localized effects allow local changes Issues: Circular dependencies A->B->A Global data (or too-large classes) Performance penalties Valid, but less important, at least at first
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Identify Areas Likely to Change Anticipate Change Identify items that seem likely to change Separate these items into their own class Limit connections to that class, or create interface that’s unlikely to change Examples of main potential problems: Business Rules, Hardware Dependencies, Input/Output, Nonstandard language features, status variables, difficult design/coding areas
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Keep Coupling Loose Relations to other classes/routines Small Size Fewer parameters, methods Visible Avoid interactions via global variables Flexible Do not add unnecessary dependencies e.g. using method that is not unique to the class it belongs to
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Kinds of Coupling Data-parameter (good) Data passed through parameter lists Primitive data types Simple-object (good) Module instantiates that object Object-parameter (so-so) Object 1 requires Object 2 to pass an Object 3 Semantic (bad) One object makes use of semantic information about the inner workings of another
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Examples of Semantic Coupling Module 1 passes control flag to Module 2 Can be OK if control flag is typed Module 2 uses global data that Module 1 modifies Module 2 relies on knowledge that Module 1 calls initialize internally, so it doesn’t call it Module 1 passes Object to Module 2, but only initializes the parts of Object it knows Module 2 needs Module 1 passes a Base Object, but Module 2 knows it is actually a Derived Object, so it typecasts and calls methods unique to the derived object
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Design Patterns Design Patterns, by “Gang of Four” (Gamma, Helm, Johnson, Vlissides) Common software problems and solutions that fall into patterns Provide ready-made abstractions Provide design alternatives Streamline communication among designers
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More on Design Patterns Given common names e.g. “Bridge” – builds an interface and an implementation in such a way that either can vary without the other varying Could go into much more on this
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Other Heuristics Strong Cohesion All routines support the main purpose Build Hierarchies Manage complexity by pushing details away Formalize Class Contracts Clearly specify what is needed/provided Assign Responsibilities Ask what each object should be responsible for
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More Heuristics Design for Test Consider how you will test it from the start Avoid Failure Think of ways it could fail Choose Binding Time Consciously When should you set values to variables Make Central Points of Control Fewer places to look -> easier changes
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More Heuristics Consider Using Brute Force Especially for early iteration Working is better than non-working Draw Diagrams Keep Design Modular Black Boxes
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Design Practices (we may return to these) Iterate – Select the best of several attempts Decompose in several different ways Top Down vs. Bottom Up Prototype Collaborate: Have others review your design either formally or informally Design until implementation seems obvious Balance between “Too Much” and “Not Enough” Capture Design Work Design documents
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