Lecture 8: Chapter 8
◼   Design Concepts
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Design
  ◼   Mitch Kapor, the creator of Lotus 1-2-3,
      presented a “software design manifesto” in Dr.
      Dobbs Journal. He said:
      ◼   Good software design should exhibit:
      ◼   Firmness: A program should not have any bugs that
          inhibit its function.
      ◼   Commodity: A program should be suitable for the
          purposes for which it was intended.
      ◼   Delight: The experience of using the program should
          be pleasurable one.
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Analysis Model -> Design Model
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Design and Quality Goals
  ◼   The design must implement all of the explicit
      requirements contained in the analysis model,
      and it must accommodate all of the implicit
      requirements desired by the customer.
  ◼   The design must be a readable,
      understandable guide for those who generate
      code and for those who test and subsequently
      support the software.
  ◼   The design should provide a complete picture
      of the software, addressing the data, functional,
      and behavioral domains from an
      implementation perspective.
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How to achieve the Quality
◼   A design should exhibit an architecture that (1) has been created using
    recognizable architectural styles or patterns, (2) is composed of components
    that exhibit good design characteristics and (3) can be implemented in an
    evolutionary fashion
     ◼   For smaller systems, design can sometimes be developed linearly.
◼   A design should be modular; that is, the software should be logically partitioned
    into elements or subsystems
◼   A design should contain distinct representations of data, architecture, interfaces,
    and components.
◼   A design should lead to data structures that are appropriate for the classes to be
    implemented and are drawn from recognizable data patterns.
◼   A design should lead to components that exhibit independent functional
    characteristics.
◼   A design should lead to interfaces that reduce the complexity of connections
    between components and with the external environment.
◼   A design should be derived using a repeatable method that is driven by
    information obtained during software requirements analysis.
◼   A design should be represented using a notation that effectively communicates
    its meaning.
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Fundamental Concepts in Design
  ◼   Abstraction—data, procedure, control
  ◼   Architecture—the overall structure of the software
  ◼   Patterns—”conveys the essence” of a proven design solution
  ◼   Separation of concerns—any complex problem can be more easily
      handled if it is subdivided into pieces
  ◼   Modularity—manifestation of separation of concerns
  ◼   Information Hiding—controlled interfaces, no details of algorithms/data
  ◼   Functional independence—single-minded function and low coupling
  ◼   Refinement—elaboration of detail for all abstractions
  ◼   Aspects—a mechanism for understanding how global requirements
      affect design
  ◼   Refactoring—a reorganization technique that simplifies the design
  ◼   OO design concepts—Appendix II
  ◼   Design Classes—provide design detail that will enable analysis
      classes to be implemented
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Data Abstraction
                   door
                        manufacturer
                        model number
                        type
                        swing direction
                        inserts
                        lights
                           type
                           number
                        weight
                        opening mechanism
            implemented as a data structure
             Describes the door object        7
Procedural Abstraction
                      open
                         details of enter
                         algorithm
           implemented with a "knowledge" of the
           object that is associated with enter
            Sequence of instructions for a function
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Software Architecture
   “The overall structure of the software and the ways in
   which that structure provides conceptual integrity for a
   system.” [SHA95a]
   Structural properties. This aspect of the architectural design
   representation defines the components of a system (e.g., modules,
   objects, filters) and the manner in which those components are packaged
   and interact with one another. For example, objects are packaged to
   encapsulate both data and the processing that manipulates the data and
   interact via the invocation of methods
   Extra-functional properties. The architectural design description should
   address how the design architecture achieves requirements for
   performance, capacity, reliability, security, adaptability, and other system
   characteristics.
   Families of related systems. The architectural design should draw upon
   repeatable patterns that are commonly encountered in the design of
   families of similar systems. In essence, the design should have the ability
   to reuse architectural building blocks.
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      Patterns
                                  Design Pattern Template
Pattern name—describes the essence of the pattern in a short but expressive name
Intent—describes the pattern and what it does
Also-known-as—lists any synonyms for the pattern
Motivation—provides an example of the problem
Applicability—notes specific design situations in which the pattern is applicable
Structure—describes the classes that are required to implement the pattern
Participants—describes the responsibilities of the classes that are required to implement the
pattern
Collaborations—describes how the participants collaborate to carry out their responsibilities
Consequences—describes the “design forces” that affect the pattern and the potential trade-offs
that must be considered when the pattern is implemented
Related patterns—cross-references related design patterns
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Separation of Concerns
  ◼   Any complex problem can be more easily
      handled if it is subdivided into pieces that can
      each be solved and/or optimized
      independently
  ◼   A concern is a feature or behavior that is
      specified as part of the requirements model for
      the software
  ◼   By separating concerns into smaller, and
      therefore more manageable pieces, a problem
      takes less effort and time to solve.
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Modularity
  ◼   "modularity is the single attribute of software that
      allows a program to be intellectually manageable"
      [Mye78].
  ◼   Monolithic software (i.e., a large program composed of a
      single module) cannot be easily grasped by a software
      engineer.
       ◼   The number of control paths, span of reference, number of
           variables, and overall complexity would make
           understanding close to impossible.
  ◼   In almost all instances, you should break the design into
      many modules, hoping to make understanding easier
      and as a consequence, reduce the cost required to build
      the software.
  ◼   BUT: Pay attention to integration costs too.
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Modularity: Trade-offs
      What is the "right" number of modules
      for a specific software design?
                    module development cost
  cost of
 software
                                                module
                                              integration
                                                  cost
   optimal number                   number of modules
   of modules
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Information Hiding
                  module          • algorithm
                    controlled
                    interface     • data structure
                                  • details of external interface
                                  • resource allocation policy
    clients            "secret"
    a specific design decision
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Why Information Hiding?
  ◼   reduces the likelihood of “side effects”
  ◼   limits the global impact of local design
      decisions
  ◼   emphasizes communication through
      controlled interfaces
  ◼   discourages the use of global data
  ◼   leads to encapsulation—an attribute of
      high quality design
  ◼   results in higher quality software
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Functional Independence
 ◼   Functional independence is achieved by developing
     modules with "single-minded" function and an "aversion" to
     excessive interaction with other modules.
 ◼   Cohesion is an indication of the relative functional strength
     of a module.
      ◼   A cohesive module performs a single task, requiring little
          interaction with other components in other parts of a program.
          Stated simply, a cohesive module should (ideally) do just one
          thing.
 ◼   Coupling is an indication of the relative interdependence
     among modules.
      ◼   Coupling depends on the interface complexity between
          modules, the point at which entry or reference is made to a
          module, and what data pass across the interface.
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Stepwise Refinement
   open
          walk to door;
          reach for knob;
          open door;        repeat until door opens
                            turn knob clockwise;
          walk through;     if knob doesn't turn, then
          close door.           take key out;
                                find correct key;
                                insert in lock;
                            endif
                            pull/push door
                            move out of way;
                            end repeat
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Aspects
  ◼   From the requirements analysis
      ◼   Use case, feature, data structure, etc.
  ◼   Consider two requirements, A and B.
      Requirement A crosscuts requirement B “if a
      software decomposition [refinement] has been
      chosen in which B cannot be satisfied without
      taking A into account. [Ros04]
  ◼   An aspect is a representation of a cross-cutting
      concern.
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Aspects—An Example
◼   Consider two requirements for the SafeHomeAssured.com WebApp.
◼   Requirement A is described via the use-case Access camera
    surveillance via the Internet. A design refinement would focus on
    those modules that would enable a registered user to access video from
    cameras placed throughout a space.
◼   Requirement B is a generic security requirement that states that a
    registered user must be validated prior to using SafeHomeAssured.com.
    This requirement is applicable for all functions that are available to
    registered SafeHome users.
◼   As design refinement occurs, A* is a design representation for
    requirement A and B* is a design representation for requirement B.
    Therefore, A* and B* are representations of concerns, and B* cross-cuts A*.
◼   An aspect is a representation of a cross-cutting concern. Therefore, the
    design representation, B*, of the requirement, a registered user must be
    validated prior to using SafeHomeAssured.com, is an aspect of the
    SafeHome WebApp.
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Refactoring
◼   Fowler [FOW99] defines refactoring in the
    following manner:
    ◼   "Refactoring is the process of changing a software
        system in such a way that it does not alter the external
        behavior of the code [design] yet improves its internal
        structure.”
◼   When software is refactored, the existing design
    is examined for
    ◼   redundancy
    ◼   unused design elements
    ◼   inefficient or unnecessary algorithms
    ◼   poorly constructed or inappropriate data structures
    ◼   or any other design failure that can be corrected to yield
        a better design.
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OO Design Concepts
 ◼   Design classes
     ◼   Entity classes
     ◼   Boundary classes
     ◼   Controller classes
 ◼   Inheritance—all responsibilities of a superclass
     is immediately inherited by all subclasses
 ◼   Messages—stimulate some behavior to occur in
     the receiving object
 ◼   Polymorphism—a characteristic that greatly
     reduces the effort required to extend the design
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Design Classes
 ◼   Analysis classes are refined during design to become entity
     classes
 ◼   Boundary classes are developed during design to create the
     interface (e.g., interactive screen or printed reports) that the
     user sees and interacts with as the software is used.
      ◼   Boundary classes are designed with the responsibility of
          managing the way entity objects are represented to users.
 ◼   Controller classes are designed to manage
      ◼   the creation or update of entity objects;
      ◼   the instantiation of boundary objects as they obtain information
          from entity objects;
      ◼   complex communication between sets of objects;
      ◼   validation of data communicated between objects or between the
          user and the application.
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The Design Model
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Design Model Elements
   ◼   Data elements
        ◼   Data model --> data structures
        ◼   Data model --> database architecture
   ◼   Architectural elements
        ◼   Like floor plan of a house
        ◼   Analysis classes, their relationships, collaborations and
            behaviors are transformed into design realizations
        ◼   Patterns and “styles” (Chapters 9 and 12)
   ◼   Interface elements
        ◼   the user interface (UI)
        ◼   external interfaces to other systems, devices, networks or
            other producers or consumers of information
        ◼   internal interfaces between various design components.
   ◼   Component elements
   ◼   Deployment elements
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Architectural Elements
 ◼   The architectural model [Sha96] is derived
     from three sources:
     ◼   information about the application domain for the
         software to be built;
     ◼   specific requirements model elements such as data
         flow diagrams or analysis classes, their relationships
         and collaborations for the problem at hand, and
     ◼   the availability of architectural patterns (Chapter 12)
         and styles (Chapter 9).
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Interface Elements
                 Like windows, doors, etc. of a house
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Component Elements
  ◼   Specifies the details of components
      ◼   Similar to the plumbing, electrical, details of every
          room in a floor plan
  ◼   SensorManagement performs all functions
      regarding sensors
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Deployment Elements
◼   How subsystems will
    be allocated in the
    physical environment
◼   Computing
    environment but no
    details about hardware
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