CH 09
CH 09
CH 09
Chapter 9
Design Engineering
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R.S. Pressman & Associates, Inc.
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Analysis Model -> Design Model
Component-
scenario-based flow-oriented Level Design
elements elements
use-cases - text data flowdiagrams
use-case diagrams control-flowdiagrams
activitydiagrams processingnarratives
swimlane diagrams
Interface Design
Analysis Model
Design Model
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Design and Quality
the design must implement all of the explicit
requirements contained in the analysis model, and it
must accommodate all of the implicit requirements
desired by the customer.
the design must be a readable, understandable guide for
those who generate code and for those who test and
subsequently support the software.
the design should provide a complete picture of the
software, addressing the data, functional, and behavioral
domains from an implementation perspective.
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Quality Guidelines
A design should exhibit an architecture that (1) has been created using recognizable architectural
styles or patterns, (2) is composed of components that exhibit good design characteristics and (3)
can be implemented in an evolutionary fashion
For smaller systems, design can sometimes be developed linearly.
A design should be modular; that is, the software should be logically partitioned into elements or
subsystems
A design should contain distinct representations of data, architecture, interfaces, and
components.
A design should lead to data structures that are appropriate for the classes to be implemented
and are drawn from recognizable data patterns.
A design should lead to components that exhibit independent functional characteristics.
characteristics.
A design should lead to interfaces that reduce the complexity of connections between
components and with the external environment.
A design should be derived using a repeatable method that is driven by information obtained
during software requirements analysis.
A design should be represented using a notation that effectively communicates its meaning.
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Design Principles
The design process should not suffer from ‘tunnel vision.’
The design should be traceable to the analysis model.
The design should not reinvent the wheel.
The design should “minimize the intellectual distance” [DAV95] between
the software and the problem as it exists in the real world.
The design should exhibit uniformity and integration.
The design should be structured to accommodate change.
The design should be structured to degrade gently, even when aberrant
data, events, or operating conditions are encountered.
Design is not coding, coding is not design.
The design should be assessed for quality as it is being created, not after
the fact.
The design should be reviewed to minimize conceptual (semantic) errors.
From Davis [DAV95]
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Fundamental Concepts
abstraction—data, procedure, control
architecture—the overall structure of the software
patterns—”conveys the essence” of a proven design solution
modularity—compartmentalization of data and function
hiding—controlled interfaces
Functional independence—single-minded function and low coupling
refinement—elaboration of detail for all abstractions
Refactoring—a reorganization technique that simplifies the design
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Data Abstraction
door
manufacturer
model number
type
swing direction
inserts
lights
type
number
weight
opening mechanism
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Procedural Abstraction
open
details of enter
algorithm
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Architecture
“The overall structure of the software and the ways in
which that structure provides conceptual integrity for a
system.” [SHA95a]
Structural properties. This aspect of the architectural design representation
defines the components of a system (e.g., modules, objects, filters) and the
manner in which those components are packaged and interact with one
another. For example, objects are packaged to encapsulate both data and the
processing that manipulates the data and interact via the invocation of methods
Extra-functional properties. The architectural design description should
address how the design architecture achieves requirements for performance,
capacity, reliability, security, adaptability, and other system characteristics.
Families of related systems. The architectural design should draw upon
repeatable patterns that are commonly encountered in the design of families of
similar systems. In essence, the design should have the ability to reuse
architectural building blocks.
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Patterns
Design Pattern Template
Pattern name—describes the essence of the pattern in a short but expressive name
Intent—describes the pattern and what it does
Also-known-as—lists any synonyms for the pattern
Motivation—provides an example of the problem
Applicability—notes specific design situations in which the pattern is applicable
Structure—describes the classes that are required to implement the pattern
Participants—describes the responsibilities of the classes that are required to implement the
pattern
Collaborations—describes how the participants collaborate to carry out their responsibilities
Consequences—describes the “design forces” that affect the pattern and the potential trade-offs
that must be considered when the pattern is implemented
Related patterns—cross-references related design patterns
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Modular Design
easier to build, easier to change, easier to fix ...
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Modularity: Trade-offs
What is the "right" number of modules
for a specific software design?
cost of
software
module
integration
cost
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Information Hiding
module • algorithm
controlled
interface • data structure
• details of external interface
• resource allocation policy
clients "secret"
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Why Information Hiding?
reduces the likelihood of “side effects”
limits the global impact of local design
decisions
emphasizes communication through
controlled interfaces
discourages the use of global data
leads to encapsulation—an attribute of
high quality design
results in higher quality software
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Stepwise Refinement
open
walk to door;
reach for knob;
open door; repeat until door opens
turn knob clockwise;
walk through; if knob doesn't turn, then
close door. take key out;
find correct key;
insert in lock;
endif
pull/push door
move out of way;
end repeat
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Functional Independence
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Sizing Modules: Two Views
What's How big
inside?? is it??
MODULE
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Refactoring
Fowler [FOW99] defines refactoring in the following
manner:
"Refactoring is the process of changing a software system in
such a way that it does not alter the external behavior of the
code [design] yet improves its internal structure.”
When software is refactored, the existing design is examined
for
redundancy
unused design elements
inefficient or unnecessary algorithms
poorly constructed or inappropriate data structures
or any other design failure that can be corrected to yield a better
design.
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OO Design Concepts
Design classes
Entity classes
Boundary classes
Controller classes
Inheritance—all responsibilities of a superclass is
immediately inherited by all subclasses
Messages—stimulate some behavior to occur in the receiving
object
Polymorphism—a characteristic that greatly reduces the
effort required to extend the design
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Design Classes
Analysis classes are refined during design to become entity classes
Boundary classes are developed during design to create the
interface (e.g., interactive screen or printed reports) that the user
sees and interacts with as the software is used.
Boundary classes are designed with the responsibility of managing
the way entity objects are represented to users.
Controller classes are designed to manage
the creation or update of entity objects;
the instantiation of boundary objects as they obtain information from
entity objects;
complex communication between sets of objects;
validation of data communicated between objects or between the
user and the application.
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Inheritance
Design options:
The class can be designed and built from scratch. That is,
inheritance is not used.
The class hierarchy can be searched to determine if a class
higher in the hierarchy (a superclass)contains most of the
required attributes and operations. The new class inherits from
the superclass and additions may then be added, as required.
The class hierarchy can be restructured so that the required
attributes and operations can be inherited by the new class.
Characteristics of an existing class can be overridden and
different versions of attributes or operations are implemented
for the new class.
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Messages
:SenderObject
message (<parameters>)
:ReceiverObject
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Polymorphism
Conventional approach …
case of graphtype:
if graphtype = linegraph then DrawLineGraph (data);
if graphtype = piechart then DrawPieChart (data);
if graphtype = histogram then DrawHisto (data);
if graphtype = kiviat then DrawKiviat (data);
end case;
All of the graphs become subclasses of a general class called graph. Using a
concept called overloading [TAY90], each subclass defines an operation called
draw. An object can send a draw message to any one of the objects instantiated
from any one of the subclasses. The object receiving the message will invoke
its own draw operation to create the appropriate graph.
graphtype draw
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The Design Model
high
analysis model
class diagrams
analysis packages use-cases - text Requirement s :
CRCmodels class diagrams
use-case diagrams analysis packages cons t raint s
collaboration diagrams activity diagrams CRC models int eroperabilit y
data flow diagrams swimlane diagrams collaboration diagrams
control-flow diagrams collaboration diagrams t arget s and
data flow diagrams
processing narratives state diagrams control-flow diagrams configurat ion
sequence diagrams processing narratives
state diagrams
sequence diagrams
pro c e s s dime ns io n
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Design Model Elements
Data elements
Data model --> data structures
Data model --> database architecture
Architectural elements
Application domain
Analysis classes, their relationships, collaborations and behaviors are
transformed into design realizations
Patterns and “styles” (Chapter 10)
Interface elements
the user interface (UI)
external interfaces to other systems, devices, networks or other producers or
consumers of information
internal interfaces between various design components.
components
Component elements
Deployment elements
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Interface Elements
MobilePhone
WirelessPDA
ControlPanel
LCDdisplay
LEDindicators
keyPadCharacteristics KeyPad
speaker
wirelessInterface
readKeyStroke()
decodeKey()
displayStatus()
lightLEDs()
sendControlMsg()
<<interface>>
KeyPad
readKeystroke()
decodeKey()
SensorManagement
Sensor
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Deployment Elements
Control Panel CPI server
Security homeownerAccess
Personal computer
externalAccess
Security Surveillance
homeManagement communication
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1996, 2001, Ldeployment diagram forSafeHome
2005 28
Design Patterns
The best designers in any field have an uncanny ability to see patterns that
characterize a problem and corresponding patterns that can be combined to
create a solution
A description of a design pattern may also consider a set of design forces.
Design forces describe non-functional requirements (e.g., ease of maintainability,
portability) associated the software for which the pattern is to be applied.
The pattern characteristics (classes, responsibilities, and collaborations)
indicate the attributes of the design that may be adjusted to enable the
pattern to accommodate a variety of problems.
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Frameworks
A framework is not an architectural pattern, but rather a
skeleton with a collection of “plug points” (also called
hooks and slots) that enable it to be adapted to a specific
problem domain.
Gamma et al note that:
Design patterns are more abstract than frameworks.
Design patterns are smaller architectural elements than
frameworks
Design patterns are less specialized than frameworks
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