Conquering Complex and Changing Systems Object-Oriented Software Engineering Chapter 6, System Design Lecture 1.

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Presentation transcript:

Conquering Complex and Changing Systems Object-Oriented Software Engineering Chapter 6, System Design Lecture 1

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 2 Why is Design so Difficult?  Analysis: Focuses on the application domain  Design: Focuses on the implementation domain  Design knowledge is a moving target  The reasons for design decisions are changing very rapidly  Halftime knowledge in software engineering: About 3-5 years  What I teach today will be out of date in 3 years  Cost of hardware rapidly sinking  “Design window”:  Time in which design decisions have to be made

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 3 System Design 2. System Layers/Partitions Coherence/Coupling 5. Data 1. Design Goals Definition Trade-offs 4. Hardware/ Special purpose Software Buy or Build Trade-off Allocation Connectivity 3. Concurrency Data structure Persistent Objects Files Databases Management Access control Security 6. Global Resource Handling 8. Boundary Conditions Initialization Termination Failure Decomposition Mapping 7. Software Control Identification of Threads Monolithic Event-Driven Threads Conc. Processes

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 4 The activities of system design (UML activity diagram)

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 5 How to use the results from the Requirements Analysis for System Design  Nonfunctional requirements =>  Activity 1: Design Goals Definition  Use Case model =>  Activity 2: System decomposition (Selection of subsystems based on functional requirements, coherence, and coupling)  Object model =>  Activity 4: Hardware/software mapping  Activity 5: Persistent data management  Dynamic model =>  Activity 3: Concurrency  Activity 6: Global resource handling  Activity 7: Software control  Activity 8: Boundary conditions

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 6 System Design Phases 1) Design Goals 2) System Decomposition 3) Concurrency 4) Hardware/Software Mapping 5) Data Management 6) Global Resource Handling 7) Software Control 8) Boundary Conditions

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 7 Section 1. Design Goals  Reliability  Modifiability  Maintainability  Understandability  Adaptability  Reusability  Efficiency  Portability  Traceability of requirements  Fault tolerance  Backward-compatibility  Cost-effectiveness  Robustness  High-performance  Good documentation  Well-defined interfaces  User-friendliness  Reuse of components  Rapid development  Minimum # of errors  Readability  Ease of learning  Ease of remembering  Ease of use  Increased productivity  Low-cost  Flexibility

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 8 Relationship Between Design Goals Reliability Low cost Increased Productivity Backward-Compatibility Traceability of requirements Rapid development Flexibility Client End User (Customer, Portability Good Documentation Runtime Efficiency Sponsor) Developer/ Maintainer Minimum # of errors Modifiability, Readability Reusability, Adaptability Well-defined interfaces Functionality User-friendliness Ease of Use Ease of learning Fault tolerant Robustness

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 9 Typical Design Trade-offs  Functionality vs. Usability  Cost vs. Robustness  Efficiency vs. Portability  Rapid development vs. Functionality  Cost vs. Reusability  Backward Compatibility vs. Readability

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 10 System Design Phases 1) Design Goals 2) System Decomposition 3) Concurrency 4) Hardware/Software Mapping 5) Data Management 6) Global Resource Handling 7) Software Control 8) Boundary Conditions

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 11 Section 2. System Decomposition  Subsystem (UML: Package)  Collection of classes, associations, operations, events and constraints that are interrelated  Service:  Group of operations provided by the subsystem  Service is specified by Subsystem interface:  Specifies interaction and information flow from/to subsystem boundaries, but not inside the subsystem.  Should be well-defined and small.  Often called API: Application programmer’s interface, but this term should used during implementation, not during System Design

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 12 Services and Subsystem Interfaces  Service: A set of related operations that share a common purpose  Notification subsystem service:  LookupChannel()  SubscribeToChannel()  SendNotice()  UnscubscribeFromChannel()  Services are defined in System Design  Subsystem Interface: Set of fully typed related operations. Also called application programmer interface (API)  Subsystem Interfaces are defined in Object Design

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 13 Choosing Subsystems  Criteria for subsystem selection: Most of the interaction should be within subsystems, rather than across subsystem boundaries (High coherence).  Does one subsystem always call the other for the service?  Which of the subsystems call each other for service?  Primary Question:  What kind of service is provided by the subsystems (subsystem interface)?  Secondary Question:  Can the subsystems be hierarchically ordered (layers)?  What kind of model is good for describing layers and partitions?

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 14 Coupling and Coherence  Goal: Reduction of complexity  Coherence measures the dependence among classes  High coherence: The classes in the subsystem perform similar tasks and are related to each other (via associations)  Low coherence: Lots of misc and aux objects, no associations  Coupling measures dependencies between subsystems  High coupling: Modifications to one subsystem will have high impact on the other subsystem (change of model, massive recompilation, etc.)  Subsystems should have as maximum coherence and minimum coupling as possible:  How can we achieve loose coupling?  Which subsystems are highly coupled?

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 15 Decision tracking system (UML class diagram). The DecisionSubsystem has a low coherence: The classes Criterion, Alternative, and DesignProblem have no relationships with Subtask, ActionItem, and Task.

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 16 subtasks * assesses solvableBy resolvedBy based-on * ** implementedBy RationaleSubsystem PlanningSubsystem CriterionAlternative Decision DesignProblem SubTask ActionItem Task Alternative subsystem decomposition for the decision tracking system of Figure 6-7 (UML class diagram). The coherence of the RationaleSubsystem and the PlanningSubsystem is higher than the coherence of the original DecisionSubsystem. Note also that we also reduced the complexity by decomposing the system into smaller subsystems.

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 17 Definition: Subsystem Interface Object  A Subsystem Interface Object provides a service  This is the set of public methods provided by the subsystem  The Subsystem interface describes all the methods of the subsystem interface object

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 18 Partitions and Layers A large system is usually decomposed into subsystems using both, layers and partitions.  Partitions vertically divide a system into several independent (or weakly-coupled) subsystems that provide services on the same level of abstraction.  A layer is a subsystem that provides services to a higher level of abstraction  A layer can only depend on lower layers  A layer has no knowledge of higher layers

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 19 Layer 1 Layer 2 Layer 3 Subsystem Decomposition into Layers  Subsystem Decomposition Heuristics:  No more than 7+/-2 subsystems  More subsystems increase coherence but also complexity (more services)  No more than 5+/-2 layers

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 20 Layer and Partition Relationships between Subsystems  Layer relationship  Layer A “Calls” Layer B (runtime)  Layer A “Depends on” Layer B (“make” dependency, compile time)  Partition relationship  The subsystem have mutual but not deep knowledge about each other  Partition A “Calls” partition B and partition B “Calls” partition A

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 21 Virtual Machine (Dijkstra, 1965)  A system should be developed by an ordered set of virtual machines, each built in terms of the ones below it. VM4 VM3 VM2 VM1 C1 attr opr C1 attr opr C1 attr opr C1 attr opr C1 attr opr C1 attr opr C1 attr opr C1 attr opr Problem Existing System

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 22 Virtual Machine  A virtual machine is an abstraction that provides a set of attributes and operations.  A virtual machine is a subsystem connected to higher and lower level virtual machines by "provides services for" associations.  Virtual machines can implement two types of software architecture: closed and open architectures.

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 23 Closed Architecture (Opaque Layering)  A virtual machine can only call operations from the layer below  Design goal: High maintainability VM4 VM3 VM2 VM1 C1 attr op C1 attr op C1 attr op C1 attr op C1 attr op C1 attr op C1 attr op C1 attr op C1 attr op

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 24 Open Architecture (Transparent Layering)  A virtual machine can call operations from any layers below  Design goal: Runtime efficiency VM4 VM3 VM2 VM1 C1 attr op C1 attr op C1 attr op C1 attr op C1 attr op C1 attr op C1 attr op C1 attr op C1 attr op

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 25 Properties of Layered Systems  Layered systems are hierarchical. They are desirable because hierarchy reduces complexity.  Closed architectures are more portable.  Open architectures are more efficient.  If a subsystem is a layer, it is often called a virtual machine.

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 26 Software Architectures  Client/Server Architecture  Peer-To-Peer Architecture  Repository Architecture  Model/View/Controller  Pipes and Filters Architecture

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 27 Client/Server Architecture  One or many servers provides services to instances of subsystems, called clients.  Client calls on the server, which performs some service and returns the result  Client knows the interface of the server (its service)  Server does not need to know the interface of the client  Response in general immediately  Users interact only with the client

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 28 Repository Architecture  Subsystems access and modify data from a single data structure  Subsystems are loosely coupled (interact only through the repository)  Control flow is dictated by central repository (triggers) or by the subsystems (locks, synchronization primitives) Subsystem Repository createData() setData() getData() searchData()

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 29 Peer-to-Peer Architecture  Generalization of Client/Server Architecture  Clients can be servers and servers can be clients  More difficult because of possibility of deadlocks

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 30 Model/View/Controller  Subsystems are classified into 3 different types  Model subsystem: Responsible for application domain knowledge  View subsystem: Responsible for displaying application domain objects to the user  Controller subsystem: Responsible for sequence of interactions with the user and notifying views of changes in the model.  MVC is a special case of a repository architecture:  Model subsystem implements the central datastructure, the Controller subsystem explicitly dictate the control flow Controller Model subscriber notifier initiator * repository1 1 * View

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 31 Example of a File System based on MVC Architecture

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 32 Sequence of Events for the MVC architecture example :Controller :InfoView :Model 2.User types new filename 1. Views subscribe to event 3. Request name change in model 4. Notify subscribers 5. Updated views :FolderView

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 33 Pipe and Filter Architecture  Subsystems process data received from a set of inputs and send the results to other subsystems via a set of outputs  Subsystems are called filters  Associations between the subsystems are called pipes  Each filter is executed concurrently and synchronization is done via the pipes  Filters can be substituded for others or reconfigured to achieve a different purpose

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 34 % ps auxwww | grep dutoit | sort | more dutoit pts/6 O 15:24:36 0:00 -tcsh dutoit pts/6 S 15:38:46 0:00 grep dutoit dutoit pts/6 O 15:38:47 0:00 sort psgrepsortmore An instance of the pipe and filter architecture (Unix command and UML activity diagram).

Bernd Bruegge & Allen Dutoit Object-Oriented Software Engineering: Conquering Complex and Changing Systems 35 Summary  System Design  Reduces the gap between requirements and the machine  Decomposes the overall system into manageable parts  Design Goals Definition  Describes and prioritizes the qualities that are important for the system  Defines the value system against which options are evaluated  Subsystem Decomposition  Results into a set of loosely dependent parts which make up the system