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System Models, Patterns and Software Architectures 14 February.

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Presentation on theme: "System Models, Patterns and Software Architectures 14 February."— Presentation transcript:

1 System Models, Patterns and Software Architectures 14 February

2 USER INTERFACES JUST YESTERDAY…

3 What Would You Enter? Please enter the serial number from the box 7FD-XXX-XXX-XXX-XXX On the box is 7FD-123-234-345-456

4 SYSTEM MODELS

5 Modeling Based on abstraction Looking only at relevant information Hiding details Create multiple views As orthogonal as possible Each view has information that is unique Each view has information that appears in other views Common information is consistent How many views?

6 Modeling an airplane

7 Exercise: Modeling a House What views would you model? Do they meet the criteria?

8 Example of a System Model Three views Functional: what is done Data: entity relationships Dynamic: state transitions Why these three? Duplicative? Missing?

9 Models and Diagrams

10 Modeling Languages and Processes Language: syntax, usually graphical, used to express design Process: steps to take to create a design Many processes, not a lot of agreement General consensus has built around UML as a language We’ll look at UML later in the semester Unified Process built around UML

11 Functional Models: Software Architecture

12 Patterns Do you know the source and history? Briefly look at the context

13 What is a Pattern? A solution to a problem in a context A structured way of representing design information in prose and diagrams A way of communicating design information from an expert to a novice Requirement: shows when and how to apply

14 Origin of Patterns Came from architecture Christopher Alexander, late 70s The Timeless Way of Building Describes Common architectural motifs How they come together to form a cohesive, livable environment Patterns from town planning to decorative detail

15 Architectural Example: Door Placement If room has two doors and people move through it, keep both doors at one end of the room

16 Alexander’s Patterns Entries have five parts: Name: A short familiar, descriptive name or phrase, usually more indicative of the solution than of the problem or context. Example: One or more pictures, diagrams, and/or descriptions that illustrate prototypical application. Context: Delineation of situations under which the pattern applies. Problem: A description of the relevant forces and constraints, and how they interact. Solution: Static relationships and dynamic rules describing how to construct artifacts in accord with the pattern, often listing several variants. What do you need to change for software?

17 Properties of Patterns Independent, specific, and formulated precisely enough to make clear when they apply (encapsulation) Describes how to build a realization (generativity) Identifies a solution space containing an invariant that minimizes conflict among constraints (equilibrium) Represent abstractions of empirical experience and everyday knowledge (abstraction) May be extended down to arbitrarily fine levels of detail. Like fractals, patterns have no top or bottom (openness) Hierarchically related. Coarse grained patterns are layered on top of, relate, and constrain fine grained ones (composibility) What do you need to change for software?

18 Design Patterns All the same benefits are true in software Cunningham and Beck recognized in late 80s Community formed in early 90s The Book: Gamma, Helm, Johnson and Vlissides, Design Patterns: Elements of Reusable Object-Oriented Software Define 23 patterns Three categories: Structural – ways to represent ensembles of information Creational – creating complex objects Behavioral – capturing the behavior of object

19 Patterns at All Levels: Look at them at the Highest Level

20 Progression Machine code Assemblers High Level Languages Abstract Data Types (queues, stacks) Objects Patterns Software Architectures

21 Software Architecture What is an architecture? External view What does that mean for software? The highest level design Often treated as top level of system design not consistent

22 Software Architecture Goals Extensibility: adding new features Tradeoff of generality and time How might it be extended? Changeability: requirements changes Simplicity: ease of understanding and implementing Efficiency: speed and size

23 Key Characteristics Cohesion degree to which communication takes place within the module Coupling degree to which communication takes place between modules Min-max problem: minimize coupling while maximizing cohesion

24 Examples Role-playing game Decompose into 4 modules: environment, game control, participants and artifacts High cohesion and coupling When two characters meet, all 4 modules are involved Personal finance application Decompose into user activities: accounts, bill playing, loans, investments Low cohesion and high coupling Accounts are pretty independent Loan payment would involve the first 3 modules

25 Categorizing Software Architectures Categorizing Software Architectures (Shaw and Garlan) Model-View Controller Data flows Viewed as data flowing among processes Independent components Components operating in parallel and communicating occasionally Virtual machines Treats an application as a program written in a special- purpose language Repository Application built around data Layered architectures Packages of function with a strong hierarchical uses relationship

26 Why Categorize? Recognize patterns Reuse designs Learn from other similar applications Reuse classes Simplify communication

27 Examples of Use (real quotes) … is based on the client-server model and uses remote procedure calls... Abstraction layering and system decomposition provide the appearance of system uniformity to clients … The architecture encourages a client server model … We have chosen a distributed, object-oriented approach The easiest way … is to pipeline the execution …

28 SOME WELL-KNOWN ARCHITECTURES

29 Model-View-Controller Originally designed for SmallTalk Early OO language (1970’s) Steve Burbeck, 1987 First paper

30 Data Flow Design Data flowing among processes Two categories: Pipes and filters Filters: processes Pipes: input streams Batch sequential Pipe and filter where input streams are batches of data

31 Pipe and Filter filter pipe Filters: processes Pipes: input streams

32 Example of Batch Sequential Collect mortgage funds Account balances Mortgage pool Unsecured pool Collect unsecured funds Pipe: batch input Processes Pipe and filter where input streams are batches of data

33 Independent Components Components operating in parallel and communicating occasionally Three types Client-server Browser-web server most familiar example Separate systems with narrow interface Sometimes expanded to three tiers (why?) Façade pattern (single unified interface) Parallel communicating processes Several processes executing at the same time Typically modeled with sequence diagrams Observer pattern (one-to-many dependencies) Event systems Set of components waiting for input Example: word processor waiting for user input State transition diagrams State pattern (alter behavior depending on state)

34 Client-Server and Facade «not exposed» P «not exposed» Façade «exposed» Client 1 2 «not exposed» Adapted from Software Engineering: An Object-Oriented Perspective by Eric J. Braude (Wiley 2001), with permission. Key concept: limit exposed interface Browser-web server most familiar example: Separate systems with narrow interface

35 Parallel Communicating Processes Adapted from Software Engineering: An Object-Oriented Perspective by Eric J. Braude (Wiley 2001), with permission. Customer: customer n withdraw Customer: customer n+1 Session: session k Session: session m deposit create Account: customer n+1 saving Account: customer n checking create retrieve 3 types of processes, 2 instances of each Duration of process processes actions sequence diagram

36 Observer Design Pattern Gamma et al Source notify() Observer update() ConcreteSubject state ConcreteObserver observerState update() Client of this system 1 2 3 1..n Request others be notified Notify all observers Determines if change needed Single source of data with a number of clients that need to be updated

37 Event Systems and State Transition Diagrams Set of components waiting for input

38 Virtual machines Treats an application as a program written in a special language Payoff is that the interpreter code is the basis for multiple applications Two types Interpreters Rule-based systems

39 Repository A system built around data Two types Databases Hypertext systems

40 A Typical Repository System Database DBMS GUI Analysis process 1 Analysis process n …... Control Adapted from Software Engineering: An Object-Oriented Perspective by Eric J. Braude (Wiley 2001), with permission.

41 Iterator pattern void setToFirst(); points to first element void increment(); causes the iterator to point to its next element C getcurrentElement(); return the element pointed to by the iterator boolean isDone(); true if all elements processed

42 Hypertext: Basis of the Web Motivated by Vannevar Bush in 1945Vannevar Bush “As We May Think” (Atlantic Monthly)As We May Think Theoretical machine, "memex," to enhance human memory by allowing the user to store and retrieve documents linked by associations Invented by Ted Nelson in the 1960sTed Nelson Popularized with HTML (Tim Berners-Lee)Tim Berners-Lee

43 Ted Nelson "If computers are the wave of the future, displays are the surfboards." Xanadu: 1974 "give you a screen in your home from which you can see into the world's hypertext libraries... offer high-performance computer graphics and text services at a price anyone can afford... allow you to send and receive written messages... [and] make you a part of a new electronic literature and art, where you can get all your questions answered...“ Computer Lib/Dream Machines

44 Layered Architecture Role-playing game layer Characters LayoutRolePlayingGame Encounter Characters Encounter Environment Encounter Game Application layer 3D engine layer «uses» Adapted from Software Engineering: An Object-Oriented Perspective by Eric J. Braude (Wiley 2001), with permission. Coherent collection of software artifacts, typically a package of classes

45 Recap Model-View-Controller Data flow systems Pipes and filters Batch sequential Independent components Client-server Parallel communicating processes Event systems Virtual machines Interpreters Rule-based systems Repositories Databases Hypertext systems Layered architectures


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