Software IMprovement using Product LinEs Project Presentation (II) - Architecture Design Alexandre Martins – SQA Rodrigo Mendes - Software Architect Project:

Slides:



Advertisements
Similar presentations
Housing Trust Migration (including Interfacing) George Palios.
Advertisements

Architecture Representation
Using UML, Patterns, and Java Object-Oriented Software Engineering Royce’s Methodology Chapter 16, Royce’ Methodology.
Cocomo II Constructive Cost Model [Boehm] Sybren Deelstra.
1 CSSE 477 – Intro to Modifiability Steve Chenoweth Friday, 9/23/2011 Week 3, Day 4 Right - A modified VW beetle, from
Software IMprovement using Product LinEs Project Presentation (I) - Domain Analysis Results Liana Lisboa - PM Project: Starship Games PL.
Software IMprovement using Product LinEs Project Final Presentation Liana Lisboa – PM Project: Starship.
Design The goal is to design a modular solution, using the techniques of: Decomposition Abstraction Encapsulation In Object Oriented Programming this is.
Software Factory Assembling Applications with Models, Patterns, Frameworks and Tools Anna Liu Senior Architect Advisor Microsoft Australia.
Fall 2009ACS-3913 Ron McFadyen1 idea was first put forth by Christopher Alexander (1977) in his work on architectural design principles a pattern is a.
Software IMprovement using Product LinEs Project Presentation (III) - Implementation Liana Lisboa – PM Project: Starship.
1 CS115 Class 7: Architecture Due today –Requirements –Read Architecture paper pages 1-15 Next Tuesday –Read Practical UML.
Software Architecture in Practice
Software IMprovement using Product LinEs Project Presentation (III) - Implementation Liana Lisboa – PM Project: Starship.
Software IMprovement using Product LinEs Project Presentation (III) - Implementation Liana Lisboa – PM Project: Starship.
SQA Architecture Software Quality.
Software Testing and QA Theory and Practice (Chapter 10: Test Generation from FSM Models) © Naik & Tripathy 1 Software Testing and Quality Assurance Theory.
CH07: Writing the Programs Does not teach you how to program, but point out some software engineering practices that you should should keep in mind as.
Software Development Concepts ITEC Software Development Software Development refers to all that is involved between the conception of the desired.
Lesson 7 Guide for Software Design Description (SDD)
RUP Fundamentals - Instructor Notes
1 IBM Software Group ® Mastering Object-Oriented Analysis and Design with UML 2.0 Module 1: Best Practices of Software Engineering.
Requirement Analysis Functional & Non-Functional Requirements Scenarios Use cases: – View Fixtures – Manage Tournament – Register Team – Report Discrepancy.
S oftware Q uality A ssurance Part One Reviews and Inspections.
CSE 303 – Software Design and Architecture
SWE 316: Software Design and Architecture – Dr. Khalid Aljasser Objectives Lecture 7 Requirements and Domain Classes SWE 316: Software Design and Architecture.
RUP Design RUP Artifacts and Deliverables
Architecture GRASP Realization of use cases in interaction diagrams Design class diagram Design ( how )
CBD Papers Alexandre Alvaro. Lessons Learned through Six Years of Component-based Development Six years of component-based application development Using.
Software Specification and Design Sirisin Kongsilp & James Brucker.
Design Design and Software Architecture. The design phase The analysis phase describes what the system should be doing The design phase describes how.
SOFTWARE DESIGN AND ARCHITECTURE LECTURE 27. Review UML dynamic view – State Diagrams.
Odyssey A Reuse Environment based on Domain Models Prepared By: Mahmud Gabareen Eliad Cohen.
COMP 6471 Software Design Methodologies Winter 2006 Dr Greg Butler
Design engineering Vilnius The goal of design engineering is to produce a model that exhibits: firmness – a program should not have bugs that inhibit.
Large Scale Software Systems Derived from Dr. Fawcett’s Notes Phil Pratt-Szeliga Fall 2010.
Architectural Design Identifying system components and their interfaces.
Stephane Deghaye (AB/CO) ATC/ABOC days.
SOFTWARE DESIGN AND ARCHITECTURE LECTURE 05. Review Software design methods Design Paradigms Typical Design Trade-offs.
Software Design Design is the process of applying various techniques and principles for the purpose of defining a device, a process,, or a system in sufficient.
Software Engineering COSC 4460 Class 4 Cherry Owen.
Separating Crosscutting Concerns in Agent Oriented Detailed Design: The Social Patterns Case Carla Silva Jaelson Castro Advisor: Jaelson Castro João Araújo.
Reviews and Inspections. Types of Evaluations Formal Design Reviews conducted by senior personnel or outside experts uncover potential problems Inspections.
Software Architecture Evaluation Methodologies Presented By: Anthony Register.
Design Patterns: Elements of Reusable Object- Orientated Software Gamma, Helm, Johnson, Vlissides Presented By: David Williams.
© 2010 John Wiley & Sons Ltd. Software Engineering Modern Approaches Eric Braude and Michael Bernstein 1.
Lecture 13.  Failure mode: when team understands requirements but is unable to meet them.  To ensure that you are building the right system Continually.
Computer Science 340 Software Design & Testing Software Architecture.
ANU comp2110 Software Design lecture 8 COMP2110 Software Design in 2004 lecture 8 Software Architecture 1 of 2 (design, lecture 3 of 6) Goal of this small.
Object Oriented Analysis and Design 1 CREATED BY RUONAN RAO Object-Oriented Analysis and Design.
Design and implementation Chapter 7 – Lecture 1. Design and implementation Software design and implementation is the stage in the software engineering.
More SQA Reviews and Inspections. Types of Evaluations  Verification Unit Test, Integration Test, Usability Test, etc  Formal Reviews  aka "formal.
V-Shaped Software Development Life Cycle Model. Introduction: Variation of water fall model. Same sequence structure as water fall model. Strong emphasis.
Documenting Software Architectures. Outline  Introduction  Uses of Architectural Documentation  Views  Choosing the Relevant Views  Documenting a.
Basic Characteristics of Object-Oriented Systems
Enterprise Architectures. Core Concepts Key Learning Points: This chapter will help you to answer the following questions: What are the ADM phase names.
1 Advanced Software Architecture Muhammad Bilal Bashir PhD Scholar (Computer Science) Mohammad Ali Jinnah University.
DEVRY CIS 339 iLab 4 Sequence, Communication, and State Diagrams Check this A+ tutorial guideline at
CSE784 – Software Studio Jim Fawcett Fall 2002.
CSE784 – Software Studio Jim Fawcett Fall 2006.
Software Design AITI GP John Paul Vergara.
SOFTWARE ARCHITECTURE AND DESIGN
9/18/2018 Department of Software Engineering and IT Engineering
Chapter 13 Logical Architecture.
Documenting an Architecture
Object-Oriented Design
Modeling Architectures
Chapter 13 Logical Architecture.
OBJECT ORIENTED ANALYSIS AND DESIGN
Strategy for development of new software
Presentation transcript:

Software IMprovement using Product LinEs Project Presentation (II) - Architecture Design Alexandre Martins – SQA Rodrigo Mendes - Software Architect Project: Starship

2 Summary Planning Phase Activities Game State Machine Game Architecture Metrics Strong and Weak Points Learned Lessons References

3 Planning Phase Activities New Activities:  Architecture Design To Specify:  The Modules  The Classes  The Components To Apply Design Patterns:  Gama  GRASP To use the [2] approach  Guidelines

4 Game State Machine

5 Game Architecture

6

7 Metrics SPM - Effort

8 Metrics Time Foresight X Done Planning Project Management1:22:00 Process Management18:14:59 Requirements Management27:44:00 Configuration Management1:18:00 Test Planning0:00:00 Architecture Management56:00:59 Components Implementation2:00:00 Project Meeting 5:53:00 DoneForesight 101:20:00112:32:58

9 Strong and Weak Points Strong Points  Coherent and well defined division of the activities;  Software Architect experience in Games Domain  Reuse of OXE’s templates[1];  Reuse of information from other teams; Weak Points  How to build a general architecture for SPL?;  The [2] specify “examples” or “how to do” a few turns.

10 Learned Lessons Was not easy to guide the architecture developer by the article[2].  Module Composition? What is the module granularity?  Choose Patterns What are the patterns that must can be used? Gamma or Grasp? Only “Bass” is cited, but where can to find them?  Measuring functional dependency The game have one game only, thus, some calculus were not used.  Clustering Should to explain how apply clustering algorithm  Allocating Classes to Components The coupling and cohesion parts are for be equal eith the Use Case coupling?

11 References [1] IXI Process; [2] An Approach for Domain Design Based on Component-Based Development;