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The Software Design Process

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Presentation on theme: "The Software Design Process"— Presentation transcript:

1 The Software Design Process
CSCE 315 – Programming Studio, Fall 2017 Tanzir Ahmed

2 Outline Challenges in Design Design Concepts Heuristics Practices

3 Challenges in Design A problem that can only be defined by solving it
Only after “solving” it do you understand what the needs actually are, or what things are missing from the naïve design e.g. Tacoma Narrows bridge design Before the bridge collapsed for wind ripple, engineers did not know that aerodynamics have to be factored “Plan to throw one away”

4 Challenges in Design Process is Sloppy Tradeoffs and Priorities
Mistakes Wrong, dead-end paths Stop when “good enough” Mistakes in design and recognizing them is better than finding them out in/after coding phase Tradeoffs and Priorities All realistic software face some sort of limit Design balances between often conflicting requirements Priorities can change Although unusual in class projects, overwhelmingly common in industry

5 Challenges in Design Restrictions are necessary
Constraints improve the result Nondeterministic process Not one “right” solution A Heuristic process Rules of thumb vs. fixed process Difficult to know when to stop (Is the design good enough?) Emergent Evolve and improve during design, coding

6 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

7 Key Design Concepts Most Important: Manage Complexity
“No one’s skull is big enough for a modern computer program” - Dijkstra Software already involves conceptual hierarchies, abstraction Goal: minimize how much of a program you have to think about at once Again, pointing to hierarchy in design Should completely understand the impact of code changes in one area on other areas

8 Good Design Characteristics
Minimal complexity Favor “simple” over “clever”

9 Good Design Characteristics
Minimal complexity Ease of maintenance Imagine what maintainer of code will want to know Be self-explanatory

10 Good Design Characteristics
Minimal complexity Ease of maintenance Loose coupling Keep connections between parts of programs minimized Avoid n2 interactions! Abstraction, encapsulation, information hiding

11 Good Design Characteristics
Minimal complexity Ease of maintenance Loose coupling Extensibility Should be able to add to one part of system without affecting others

12 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

13 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 good capture of underlying functions

14 Good Design Characteristics
Minimal complexity Ease of maintenance Loose coupling Extensibility Reusability High fan-in Low-to-medium fan- out Don’t use too many other classes Complexity management

15 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

16 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 for future That does not avoid future changes Extra code will need to be tested, reviewed in future changes “A book is finished not when nothing more can be added but when nothing more can be taken away” - Voltaire

17 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 Get a full view from every level

18 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

19 Levels of Design

20 Design Heuristics Understand the Problem Devise a Plan
Carry Out the Plan Look Back and Iterate

21 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

22 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

23 Inheritance Inherit when helpful Inheritance can easily be misused
When there are common features Inheritance can easily be misused

24 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 Don’t set interface based on what’s easiest to use Tends to expose too much of interior Think about “What needs to be hidden”

25 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

26 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 potential change areas: Business Rules, Hardware Dependencies, Input/Output, Nonstandard language features, status variables, difficult design/coding areas

27 Keep Coupling Loose Relations to other classes/routines Small Size
Fewer parameters, methods Visible Avoid interactions via global variables Flexible Don’t add unnecessary dependencies e.g. using method that’s not unique to the class it belongs to

28 Kinds of Coupling Data-parameter (good) Simple-object (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

29 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

30 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

31 More on Design Patterns
Given common names. For instance, “Bridge” – builds an interface and an implementation in such a way that either can vary without the other varying “Singleton” – makes sure that only 1 instance of the class is ever created We will dedicate an entire lecture to Design Patterns. We will see more of it.

32 Other Heuristics Strong Cohesion Build Hierarchies
All routines support the main purpose e.g., A class named “NFLPlayer” does not have a member function “string_reverse()”, because the cohesion become week 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 Summary: Each class has a specific job, none of them are “jack-of-all-trade” type

33 More Heuristics Design for Test Avoid Failure
Consider how you will test it from the start If a class/module that is not immediately testable, reevaluate it Avoid Failure Think of ways it could fail Think about the unthinkable Make Central Points of Control In simple case: a bunch of define statements at the beginning (e.g., requires changing a few parameters) In a more complicated case: Load a template of configuration (e.g., requires changing 10s or 100s or parameters) Fewer places to look -> easier changes

34 More Heuristics Consider Using Brute Force Draw Diagrams
Especially for early iteration Working is better than non-working Draw Diagrams Keep Design Modular Black Boxes

35 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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