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©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 1 Software Reuse.

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Presentation on theme: "©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 1 Software Reuse."— Presentation transcript:

1 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 1 Software Reuse

2 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 2 Objectives l To explain the benefits of software reuse and some reuse problems l To discuss several different ways to implement software reuse l To explain how reusable concepts can be represented as patterns or embedded in program generators l To discuss COTS reuse l To describe the development of software product lines

3 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 3 Topics covered l The reuse landscape l Design patterns l Generator based reuse l Application frameworks l Application system reuse

4 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 4 Software reuse l In most engineering disciplines, systems are designed by composing existing components that have been used in other systems. l Software engineering has been more focused on original development but it is now recognised that to achieve better software, more quickly and at lower cost, we need to adopt a design process that is based on systematic software reuse.

5 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 5 Reuse-based software engineering l Application system reuse The whole of an application system may be reused either by incorporating it without change into other systems (COTS reuse) or by developing application families. l Component reuse Components of an application from sub-systems to single objects may be reused. Covered in Chapter 19. l Object and function reuse Software components that implement a single well- defined object or function may be reused.

6 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 6 Reuse benefits 1

7 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 7 Reuse benefits 2

8 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 8 Reuse problems 1

9 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 9 Reuse problems 2

10 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 10 The reuse landscape l Although reuse is often simply thought of as the reuse of system components, there are many different approaches to reuse that may be used. l Reuse is possible at a range of levels from simple functions to complete application systems. l The reuse landscape covers the range of possible reuse techniques.

11 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 11 The reuse landscape

12 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 12 Reuse approaches 1

13 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 13 Reuse approaches 2

14 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 14 Reuse planning factors l The development schedule for the software. Off-the-shelf l The expected software lifetime. Maintainability, Source code l The background, skills and experience of the development team. Reuse technologies are complex and time consuming l The criticality of the software and its non-functional requirements. Source code l The application domain. l The execution platform for the software.

15 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 15 Concept reuse l When you reuse program or design components, you have to follow the design decisions made by the original developer of the component. l This may limit the opportunities for reuse. l However, a more abstract form of reuse is concept reuse when a particular approach is described in an implementation independent way and an implementation is then developed. l The two main approaches to concept reuse are: Design patterns; Generative programming.

16 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 16 Design patterns l A design pattern is a way of reusing abstract knowledge about a problem and its solution. l A pattern is a description of the problem and the essence of its solution. l It should be sufficiently abstract to be reused in different settings. l Patterns often rely on object characteristics such as inheritance and polymorphism.

17 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 17 Pattern elements l Name A meaningful pattern identifier. l Problem description. l Solution description. Not a concrete design but a template for a design solution that can be instantiated in different ways. l Consequences The results and trade-offs of applying the pattern.

18 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 18 Multiple displays

19 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 19 The Observer pattern l Name Observer. l Description Separates the display of object state from the object itself. l Problem description Used when multiple displays of state are needed. l Solution description See slide with UML description. l Consequences Optimisations to enhance display performance are impractical.

20 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 20 The Observer pattern

21 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 21 Generator-based reuse l Program generators involve the reuse of standard patterns and algorithms. l These are embedded in the generator and parameterised by user commands. A program is then automatically generated. l Generator-based reuse is possible when domain abstractions and their mapping to executable code can be identified. l A domain specific language is used to compose and control these abstractions.

22 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 22 Types of program generator l Types of program generator Application generators for business data processing; Parser and lexical analyser generators for language processing; Code generators in CASE tools. l Generator-based reuse is very cost-effective but its applicability is limited to a relatively small number of application domains. l It is easier for end-users to develop programs using generators compared to other component- based approaches to reuse.

23 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 23 Reuse through program generation

24 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 24 Aspect-oriented development l Aspect-oriented development addresses a major software engineering problem - the separation of concerns. l Concerns are often not simply associated with application functionality but are cross-cutting - e.g. all components may monitor their own operation, all components may have to maintain security, etc. l Cross-cutting concerns are implemented as aspects and are dynamically woven into a program. The concern code is reuse and the new system is generated by the aspect weaver.

25 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 25 Aspect-oriented development

26 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 26 Application frameworks l Frameworks are a sub-system design made up of a collection of abstract and concrete classes and the interfaces between them. l The sub-system is implemented by adding components to fill in parts of the design and by instantiating the abstract classes in the framework. l Frameworks are moderately large entities that can be reused.

27 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 27 Framework classes l System infrastructure frameworks Support the development of system infrastructures such as communications, user interfaces and compilers. l Middleware integration frameworks Standards and classes that support component communication and information exchange. l Enterprise application frameworks Support the development of specific types of application such as telecommunications or financial systems.

28 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 28 Extending frameworks l Frameworks are generic and are extended to create a more specific application or sub-system. l Extending the framework involves Adding concrete classes that inherit operations from abstract classes in the framework; Adding methods that are called in response to events that are recognised by the framework. l Problem with frameworks is their complexity which means that it takes a long time to use them effectively.

29 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 29 Model-view controller l System infrastructure framework for GUI design. l Allows for multiple presentations of an object and separate interactions with these presentations. l MVC framework involves the instantiation of a number of patterns (as discussed earlier under concept reuse).

30 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 30 Model-view-controller

31 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 31 Model-view-controller

32 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 32 Model-view-controller l Model - The model represents enterprise data and the business rules that govern access to and updates of this data. Often the model serves as a software approximation to a real-world process, so simple real-world modeling techniques apply when defining the model. l View -The view renders the contents of a model. It accesses enterprise data through the model and specifies how that data should be presented. It is the view's responsibility to maintain consistency in its presentation when the model changes. This can be achieved by using a push model, where the view registers itself with the model for change notifications, or a pull model, where the view is responsible for calling the model when it needs to retrieve the most current data. l Controller - The controller translates interactions with the view into actions to be performed by the model. In a stand-alone GUI client, user interactions could be button clicks or menu selections, whereas in a Web application, they appear as GET and POST HTTP requests. The actions performed by the model include activating business processes or changing the state of the model. Based on the user interactions and the outcome of the model actions, the controller responds by selecting an appropriate view.

33 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 33 Application system reuse l Involves the reuse of entire application systems either by configuring a system for an environment or by integrating two or more systems to create a new application. l Two approaches covered here: COTS product integration; Product line development.

34 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 34 COTS product reuse l COTS - Commercial Off-The-Shelf systems. l COTS systems are usually complete application systems that offer an API (Application Programming Interface). l Building large systems by integrating COTS systems is now a viable development strategy for some types of system such as E-commerce systems. l The key benefit is faster application development and, usually, lower development costs.

35 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 35 COTS design choices l Which COTS products offer the most appropriate functionality? There may be several similar products that may be used. l How will data be exchanged? Individual products use their own data structures and formats. l What features of the product will actually be used? Most products have more functionality than is needed. You should try to deny access to unused functionality.

36 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 36 E-procurement system

37 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 37 COTS products reused l On the client, standard e-mail and web browsing programs are used. l On the server, an e-commerce platform has to be integrated with an existing ordering system. This involves writing an adaptor so that they can exchange data. An e-mail system is also integrated to generate e-mail for clients. This also requires an adaptor to receive data from the ordering and invoicing system.

38 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 38 COTS system integration problems l Lack of control over functionality and performance COTS systems may be less effective than they appear l Problems with COTS system inter-operability Different COTS systems may make different assumptions that means integration is difficult l No control over system evolution COTS vendors not system users control evolution l Support from COTS vendors COTS vendors may not offer support over the lifetime of the product

39 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 39 Software product lines l Software product lines or application families are applications with generic functionality that can be adapted and configured for use in a specific context. l Adaptation may involve: Component and system configuration; Adding new components to the system; Selecting from a library of existing components; Modifying components to meet new requirements.

40 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 40 COTS product specialisation l Platform specialisation Different versions of the application are developed for different platforms. l Environment specialisation Different versions of the application are created to handle different operating environments e.g. different types of communication equipment. l Functional specialisation Different versions of the application are created for customers with different requirements. l Process specialisation Different versions of the application are created to support different business processes.

41 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 41 COTS configuration l Deployment time configuration A generic system is configured by embedding knowledge of the customer’s requirements and business processes. The software itself is not changed. l Design time configuration A common generic code is adapted and changed according to the requirements of particular customers.

42 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 42 ERP system organisation

43 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 43 ERP systems l An Enterprise Resource Planning (ERP) system is a generic system that supports common business processes such as ordering and invoicing, manufacturing, etc. l These are very widely used in large companies - they represent probably the most common form of software reuse. l The generic core is adapted by including modules and by incorporating knowledge of business processes and rules.

44 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 44 Design time configuration l Software product lines that are configured at design time are instantiations of generic application architectures as discussed in Chapter 13. l Generic products usually emerge after experience with specific products.

45 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 45 Product line architectures l Architectures must be structured in such a way to separate different sub-systems and to allow them to be modified. l The architecture should also separate entities and their descriptions and the higher levels in the system access entities through descriptions rather than directly.

46 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 46 A resource management system

47 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 47 Vehicle despatching l A specialised resource management system where the aim is to allocate resources (vehicles) to handle incidents. Police ~ fire service l Adaptations include: At the UI level, there are components for operator display and communications; At the I/O management level, there are components that handle authentication, reporting and route planning; At the resource management level, there are components for vehicle location and despatch, managing vehicle status and incident logging; The database includes equipment, vehicle and map databases.

48 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 48 A despatching system

49 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 49 Product instance development l How to create a specific version of the system?

50 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 50 Product instance development

51 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 51 Product instance development l Elicit stakeholder requirements Use existing family member as a prototype l Choose closest-fit family member Find the family member that best meets the requirements l Re-negotiate requirements Adapt requirements as necessary to capabilities of the software l Adapt existing system Develop new modules and make changes for family member l Deliver new family member Document key features for further member development

52 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 52 l Advantages of reuse are lower costs, faster software development and lower risks. l Design patterns are high-level abstractions that document successful design solutions. l Program generators are also concerned with software reuse - the reusable concepts are embedded in a generator system. l Application frameworks are collections of concrete and abstract objects that are designed for reuse through specialisation. Key points

53 ©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 18 Slide 53 Key points l COTS product reuse is concerned with the reuse of large, off-the-shelf systems. l Problems with COTS reuse include lack of control over functionality, performance, and evolution and problems with inter-operation. l ERP systems are created by configuring a generic system with information about a customer’s business. l Software product lines are related applications developed around a common core of shared functionality.


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