Design Concepts
Design Concepts
Design Concepts
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Design
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
details of enter
algorithm
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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
clients "secret"
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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;
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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
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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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