CH 01 Lect 1
CH 01 Lect 1
Chapter 1: Introduction
You are proficient in a programming language, but you have no experience in analysis or design of a system You want to learn more about the technical aspects of analysis and design of complex software systems
Understand how to
produce a high quality software system within time while dealing with complexity and change
Understand System Modeling Learn UML (Unified Modeling Language) Learn different modeling methods:
Tool: Together-J
[Eclipse: http://www.eclipse.org/]
Readings
Required:
Bernd Bruegge, Allen Dutoit: Object-Oriented Software Engineering: Using UML, Patterns, and Java, Prentice Hall, 2003.
Recommended:
Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides: Design Patterns, Addison-Wesley, 1996. Grady Booch, James Rumbaugh, Ivar Jacobson, The Unified Modeling Language User Guide, Addison Wesley, 1999. K. Popper, Objective Knowledge, an Evolutionary Approach, Oxford Press, 1979.
Reuse:
Design Patterns Frameworks
Concluding remarks
Requirements
Software
Software Production has a Poor Track Record Example: Space Shuttle Software
Cost: $10 Billion, millions of dollars more than planned Time: 3 years late Quality: First launch of Columbia was cancelled because of a synchronization problem with the Shuttle's 5 onboard computers.
Error was traced back to a change made 2 years earlier when a programmer changed a delay factor in an interrupt handler from 50 to 80 milliseconds. The likelihood of the error was small enough, that the error caused no harm during thousands of hours of testing.
The average software product released on the market is not error free.
Analysis: Understand the nature of the problem and break the problem into pieces Synthesis: Put the pieces together into a large structure
Methodologies:
Collection of techniques applied across software development and unified by a philosophical approach
Tools:
Instrument or automated systems to accomplish a technique
a high quality software system with a given budget before a given deadline
Scientist vs Engineer
Computer Scientist
Proves theorems about algorithms, designs languages, defines knowledge representation schemes Has infinite time
Engineer
Develops a solution for an application-specific problem for a client Uses computers & languages, tools, techniques and methods
Software Engineer
Works in multiple application domains Has only 3 months... while changes occurs in requirements and available technology
Complexity:
The system is so complex that no single programmer can understand it anymore The introduction of one bug fix causes another bug [7::1 ratio - RJL]
Change:
The Entropy of a software system increases with each change: Each implemented change erodes the structure of the system which makes the next change even more expensive (Second Law of Software Dynamics). As time goes on, the cost to implement a change will be too high, and the system will then be unable to support its intended task. This is true of all systems, independent of their application domain or technological base.
The problem domain is difficult The development process is very difficult to manage Software offers extreme flexibility Software is a discrete system
Continuous systems have no hidden surprises (Parnas) Discrete systems have! [(no continuity between cause and effect) - B Meyer: OOSC]
What is this?
1. Abstraction
Chunking: Group collection of objects Ignore unessential details*: => Models [Are the models complete (i.e., information-lossless)? RJL]
_______
*[It has already been emphasized repeatedly that our abstracting from physical objects and situations proceeds by missing, neglecting and forgetting, and that these disregarded characteristics usually produce errors in evaluation resulting in the disasters of life. From Korzybski: Insights for the Age of Aquarius, p. 65, quoted in Peter Neumann: A Note on the Psychology of Abstraction, ACM SIGSOFT SENotes 4(1) 1/1979 (21). - RJL]
System Model:
Object Model: What is the structure of the system? What are the objects and how are they related? Functional model: What are the functions of the system? How is data flowing through the system? Dynamic model: How does the system react to external events? How is the event flow in the system ?
Task Model:
PERT Chart: What are the dependencies between the tasks? Schedule: How can this be done within the time limit? Org Chart: What are the roles in the project or organization?
Issues Model:
What are the open and closed issues? What constraints were posed by the client? What resolutions were made?
Lists
Company tickerSymbol
Issue-Modeling
Resolution (1998): The church declares proposal 1 was wrong
Proposal1: Issue: What is the Center of the Universe? Resolution (1615): The church decides proposal 1 is right Proposal2: The sun!
The earth!
Pro:
Pro:
2. Decomposition
Object-oriented decomposition
The system is decomposed into classes (objects) Each class is a major abstraction in the application domain Classes can be decomposed into smaller classes
Functional Decomposition
System Function Produce Output Top Level functions
Read Input
Transform
Level 1 functions
Read Input
Transform
Produce Output
Level 2 functions
[Structured Design: Structure Chart: Call Tree with in-out data flows as link labels; Its abstraction = Structured Analysis: DFD: Data Flows link Producers-{buffers}-Consumers] Load R10 Add R1, R10 Machine Instructions
Functional Decomposition
Functionality is spread all over the system Maintainer must understand the whole system to make a single change to the system Consequence:
Codes are hard to understand Code that is complex and impossible to maintain User interface is often awkward and non-intuitive [Data structures are exposed, not hidden.]
Change
Draw
Change Oval
Change Circle
Draw Rectangle
Draw Oval
Draw Circle
What is This?
moves around
Entrance
Windhole Diameter
MainEntrance Size
Class Identification
Basic assumption:
1. We can find the classes for a new software system: We call this Greenfield Engineering 2. We can identify the classes in an existing system: We call this Reengineering 3. We can create a class-based interface to any system: We call this Interface Engineering
Why can we do this? Philosophy, science, experimental evidence What are the limitations? Depending on the purpose of the system different objects might be found
How can we identify the purpose of a system?
Modeling a Briefcase
Questions
Why did we model the thing as Briefcase? Why did we not model it as a chair?
What do we do if the SitOnIt() operation is the most frequently used operation? The briefcase is only used for sitting on it. It is never opened nor closed.
Is it a Chairor a Briefcase?
3. Hierarchy
Another way to deal with complexity is to provide simple relationships between the chunks One of the most important relationships is hierarchy 2 important hierarchies
"Part of" hierarchy "Is-kind-of" hierarchy
Part of Hierarchy
Computer
I/O Devices
CPU
Memory
Cache
ALU
Program Counter
Cell
Muscle Cell
Blood Cell
Nerve Cell
Striate
Smooth
Red
White
Cortical
Pyramidal
Requirements Elicitation
Analysis
System Design
Object Design
Implementation
Testing
Expressed in Terms Of
Structured By
Software lifecycle:
Set of activities and their relationships to each other to support the development and deployment of a software system
Reusability
A good software design solves a specific problem but is general enough to address future problems (for example, changing requirements) Experts do not solve every problem from first principles
They reuse solutions that have worked for them in the past
How?
Use design patterns and frameworks whenever possible
Design Pattern:
A small set of classes that provide a template solution to a recurring design problem Reusable design knowledge on a higher level than data structures (link lists, binary trees, etc)
Framework:
A moderately large set of classes that collaborate to carry out a set of responsibilities in an application domain.
Provide architectural guidance during the design phase Provide a foundation for software components industry
Chess Master:
Openings Middle games End games
Software Engineer
Composite Pattern: A collection of objects needs to be treated like a single object Adapter Pattern (Wrapper): Interface to an existing system Bridge Pattern: Interface to an existing system, but allow it to be extensible
Writer
Tragically Flawed Hero (Macbeth, Hamlet) Romantic Novel User Manual
Architect
Office Building Commercial Building Private Home
Summary