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Chapter 12
• Design Concepts
1
Software Engineering: A Practitioner’s Approach, 8/e
by Roger S. Pressman and Bruce R. Maxim
Slides copyright Š 1996, 2001, 2005, 2009, 2014 by Roger S. Pressman
For non-profit educational use only
May be reproduced ONLY for student use at the university level when used in conjunction
with Software Engineering: A Practitioner's Approach, 8/e. Any other reproduction or use is
prohibited without the express written permission of the author.
All copyright information MUST appear if these slides are posted on a website for student
use.
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.
2
Software Design
Encompasses the set of principles, concepts, and practices
that lead to the development of a high quality system or
product
Design principles establish and overriding philosophy that
guides the designer as the work is performed
Design concepts must be understood before the mechanics
of design practice are applied
Software design practices change continuously as new
methods, better analysis, and broader understanding evolve
.
3
Software Engineering Design
• Data/Class design – transforms analysis classes into
implementation classes and data structures
• Architectural design – defines relationships among the
major software structural elements
• Interface design – defines how software elements,
hardware elements, and end-users communicate
• Component-level design – transforms structural
elements into procedural descriptions of software
components
4
Analysis Model -> Design Model
5
Analysis Model
use-cases - text
use-case diagrams
activity diagrams
swim lane diagrams
data flow diagrams
control-flow diagrams
processing narratives
f low- or ient ed
element s
behavior al
element s
class- based
element s
scenar io- based
element s
class diagrams
analysis packages
CRC models
collaboration diagrams
state diagrams
sequence diagrams
Da t a / Cla ss De sign
Arc hit e c t ura l De sign
Int e rfa c e De sign
Com pone nt -
Le v e l De sign
Design Model
Design and Quality
• 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.
6
Quality Guidelines
• 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
• 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.
7
Design Principles
• The design process should not suffer from ‘tunnel vision.’
• The design should be traceable to the analysis model.
• The design should not reinvent the wheel.
• The design should “minimize the intellectual distance” [DAV95] between the
software and the problem as it exists in the real world.
• The design should exhibit uniformity and integration.
• The design should be structured to accommodate change.
• The design should be structured to degrade gently, even when aberrant data, events,
or operating conditions are encountered.
• Design is not coding, coding is not design.
• The design should be assessed for quality as it is being created, not after the fact.
• The design should be reviewed to minimize conceptual (semantic) errors.
8
From Davis [DAV95]
Fundamental Concepts
• 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—compartmentalization of data and function
• Hiding—controlled interfaces
• 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
9
Data Abstraction
10
door
implemented as a data structure
manufacturer
model number
type
swing direction
inserts
lights
type
number
weight
opening mechanism
Procedural Abstraction
11
open
implemented with a "knowledge" of the
object that is associated with enter
details of enter
algorithm
Architecture
12
“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.
Patterns
13
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
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.
14
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.
15
Modularity: Trade-offs
16
What is the "right" number of modules
for a specific software design?
optimal number
of modules
cost of
software
number of modules
module
integration
cost
module development cost
Information Hiding
17
module
controlled
interface
"secret"
• algorithm
• data structure
• details of external interface
• resource allocation policy
clients
a specific design decision
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 18
Stepwise Refinement
19
open
walk to door;
reach for knob;
open door;
walk through;
close door.
repeat until door opens
turn knob clockwise;
if knob doesn't turn, then
take key out;
find correct key;
insert in lock;
endif
pull/push door
move out of way;
end repeat
Sizing Modules: Two Views
20
MODULE
What's
inside??
How big
is it??
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.
21
Aspects
• 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.
22
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.
23
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.
24
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
25
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.
26
Design Class Characteristics
• Complete - includes all necessary attributes and methods) and
sufficient (contains only those methods needed to achieve class
intent)
• Primitiveness – each class method focuses on providing one service
• High cohesion – small, focused, single-minded classes
• Low coupling – class collaboration kept to minimum
27
The Design Model
28
process dimension
archit ect ure
element s
int erface
element s
component -level
element s
deployment -level
element s
low
high
class diagrams
analysis packages
CRC models
collaborat ion diagrams
use-cases - t ext
use-case diagrams
act ivit y diagrams
sw im lane diagrams
collaborat ion diagrams dat a f low diagrams
cont rol-f low diagrams
processing narrat ives
dat a f low diagrams
cont rol-f low diagrams
processing narrat ives
st at e diagrams
sequence diagrams
st at e diagrams
sequence diagrams
design class realizat ions
subsyst ems
collaborat ion diagrams
design class realizat ions
subsyst ems
collaborat ion diagrams
ref inement s t o:
deployment diagrams
class diagrams
analysis packages
CRC models
collaborat ion diagrams
component diagrams
design classes
act ivit y diagrams
sequence diagrams
ref inement s t o:
component diagrams
design classes
act ivit y diagrams
sequence diagrams
design class realizat ions
subsyst ems
collaborat ion diagrams
component diagrams
design classes
act ivit y diagrams
sequence diagrams
a na ly sis mode l
de sign mode l
Requirement s:
const raint s
int eroperabilit y
t arget s and
conf igurat ion
t echnical int erf ace
design
Navigat ion design
GUI design
Design Model Elements
• Data elements
• Data model --> data structures
• Data model --> database architecture
• Architectural elements
• Application domain
• 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
29
Data Modeling
• examines data objects independently of
processing
• focuses attention on the data domain
• creates a model at the customer’s level of
abstraction
• indicates how data objects relate to one another
30
What is a Data Object?
• a representation of almost any composite information that
must be understood by software.
• composite information—something that has a number of
different properties or attributes
• can be an external entity (e.g., anything that produces or
consumes information), a thing (e.g., a report or a display),
an occurrence (e.g., a telephone call) or event (e.g., an
alarm), a role (e.g., salesperson), an organizational unit
(e.g., accounting department), a place (e.g., a warehouse),
or a structure (e.g., a file).
• The description of the data object incorporates the data
object and all of its attributes.
• A data object encapsulates data only—there is no reference
within a data object to operations that act on the data.
31
Data Objects and Attributes
32
A data object contains a set of attributes that act as an
aspect, quality, characteristic, or descriptor of the object
object: automobile
attributes:
make
model
body type
price
options code
What is a Relationship?
• Data objects are connected to one another in
different ways.
• A connection is established between person and car
because the two objects are related.
• A person owns a car
• A person is insured to drive a car
• The relationships owns and insured to drive define
the relevant connections between person and car.
• Several instances of a relationship can exist
• Objects can be related in many different ways
33
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 16)
and styles (Chapter 13).
34
Interface Elements
• Interface is a set of operations that describes the externally
observable behavior of a class and provides access to its
public operations
• Important elements
• User interface (UI)
• External interfaces to other systems
• Internal interfaces between various design components
• Modeled using UML communication diagrams (called
collaboration diagrams in UML 1.x)
35
Interface Elements
36
C
o nt ro lPan e l
LCDdis play
LE
Dindic at or s
k ey P
adChar ac t er is t ic s
s peak er
wir eles s Int er f ac e
r eadKey S
t r ok e( )
dec odeKey ( )
di s play S
t at us ( )
light LE
Ds ( )
s endCont r olMs g
( )
Figu re 9 . 6 UML in t erf ac e re pre sen t a t io n f or Co n t r o l P a n e l
K ey Pad
r eadKey s t r ok e
( )
dec odeKey ( )
< < in t e rf a c e > >
WirelessPDA
K e y Pa d
Mo bile Pho n e
Component Elements
• Describes the internal detail of each software component
• Defines
• Data structures for all local data objects
• Algorithmic detail for all component processing functions
• Interface that allows access to all component operations
• Modeled using UML component diagrams, UML activity
diagrams, pseudocode (PDL), and sometimes flowcharts
37
Component Elements
38
SensorManagement
Sensor
Deployment Elements
• Indicates how software functionality and subsystems will be
allocated within the physical computing environment
• Modeled using UML deployment diagrams
• Descriptor form deployment diagrams show the computing
environment but does not indicate configuration details
• Instance form deployment diagrams identifying specific named
hardware configurations are developed during the latter
stages of design
39
Deployment Elements
40
Figure 9 . 8 UML deploy m ent diagram f or Saf eHom e
Per sonal comput er
S
ecurity
homeM
anagement
S
urveillance
communication
Cont rol Panel CPI serv er
S
ecurity homeownerAccess
externalAccess
END OF DISCUSSION!!!
41

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CHAPTER12.ppt

  • 1. Chapter 12 • Design Concepts 1 Software Engineering: A Practitioner’s Approach, 8/e by Roger S. Pressman and Bruce R. Maxim Slides copyright Š 1996, 2001, 2005, 2009, 2014 by Roger S. Pressman For non-profit educational use only May be reproduced ONLY for student use at the university level when used in conjunction with Software Engineering: A Practitioner's Approach, 8/e. Any other reproduction or use is prohibited without the express written permission of the author. All copyright information MUST appear if these slides are posted on a website for student use.
  • 2. 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. 2
  • 3. Software Design Encompasses the set of principles, concepts, and practices that lead to the development of a high quality system or product Design principles establish and overriding philosophy that guides the designer as the work is performed Design concepts must be understood before the mechanics of design practice are applied Software design practices change continuously as new methods, better analysis, and broader understanding evolve . 3
  • 4. Software Engineering Design • Data/Class design – transforms analysis classes into implementation classes and data structures • Architectural design – defines relationships among the major software structural elements • Interface design – defines how software elements, hardware elements, and end-users communicate • Component-level design – transforms structural elements into procedural descriptions of software components 4
  • 5. Analysis Model -> Design Model 5 Analysis Model use-cases - text use-case diagrams activity diagrams swim lane diagrams data flow diagrams control-flow diagrams processing narratives f low- or ient ed element s behavior al element s class- based element s scenar io- based element s class diagrams analysis packages CRC models collaboration diagrams state diagrams sequence diagrams Da t a / Cla ss De sign Arc hit e c t ura l De sign Int e rfa c e De sign Com pone nt - Le v e l De sign Design Model
  • 6. Design and Quality • 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. 6
  • 7. Quality Guidelines • 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 • 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. 7
  • 8. Design Principles • The design process should not suffer from ‘tunnel vision.’ • The design should be traceable to the analysis model. • The design should not reinvent the wheel. • The design should “minimize the intellectual distance” [DAV95] between the software and the problem as it exists in the real world. • The design should exhibit uniformity and integration. • The design should be structured to accommodate change. • The design should be structured to degrade gently, even when aberrant data, events, or operating conditions are encountered. • Design is not coding, coding is not design. • The design should be assessed for quality as it is being created, not after the fact. • The design should be reviewed to minimize conceptual (semantic) errors. 8 From Davis [DAV95]
  • 9. Fundamental Concepts • 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—compartmentalization of data and function • Hiding—controlled interfaces • 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 9
  • 10. Data Abstraction 10 door implemented as a data structure manufacturer model number type swing direction inserts lights type number weight opening mechanism
  • 11. Procedural Abstraction 11 open implemented with a "knowledge" of the object that is associated with enter details of enter algorithm
  • 12. Architecture 12 “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.
  • 13. Patterns 13 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
  • 14. 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. 14
  • 15. 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. 15
  • 16. Modularity: Trade-offs 16 What is the "right" number of modules for a specific software design? optimal number of modules cost of software number of modules module integration cost module development cost
  • 17. Information Hiding 17 module controlled interface "secret" • algorithm • data structure • details of external interface • resource allocation policy clients a specific design decision
  • 18. 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 18
  • 19. Stepwise Refinement 19 open walk to door; reach for knob; open door; walk through; close door. repeat until door opens turn knob clockwise; if knob doesn't turn, then take key out; find correct key; insert in lock; endif pull/push door move out of way; end repeat
  • 20. Sizing Modules: Two Views 20 MODULE What's inside?? How big is it??
  • 21. 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. 21
  • 22. Aspects • 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. 22
  • 23. 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. 23
  • 24. 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. 24
  • 25. 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 25
  • 26. 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. 26
  • 27. Design Class Characteristics • Complete - includes all necessary attributes and methods) and sufficient (contains only those methods needed to achieve class intent) • Primitiveness – each class method focuses on providing one service • High cohesion – small, focused, single-minded classes • Low coupling – class collaboration kept to minimum 27
  • 28. The Design Model 28 process dimension archit ect ure element s int erface element s component -level element s deployment -level element s low high class diagrams analysis packages CRC models collaborat ion diagrams use-cases - t ext use-case diagrams act ivit y diagrams sw im lane diagrams collaborat ion diagrams dat a f low diagrams cont rol-f low diagrams processing narrat ives dat a f low diagrams cont rol-f low diagrams processing narrat ives st at e diagrams sequence diagrams st at e diagrams sequence diagrams design class realizat ions subsyst ems collaborat ion diagrams design class realizat ions subsyst ems collaborat ion diagrams ref inement s t o: deployment diagrams class diagrams analysis packages CRC models collaborat ion diagrams component diagrams design classes act ivit y diagrams sequence diagrams ref inement s t o: component diagrams design classes act ivit y diagrams sequence diagrams design class realizat ions subsyst ems collaborat ion diagrams component diagrams design classes act ivit y diagrams sequence diagrams a na ly sis mode l de sign mode l Requirement s: const raint s int eroperabilit y t arget s and conf igurat ion t echnical int erf ace design Navigat ion design GUI design
  • 29. Design Model Elements • Data elements • Data model --> data structures • Data model --> database architecture • Architectural elements • Application domain • 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 29
  • 30. Data Modeling • examines data objects independently of processing • focuses attention on the data domain • creates a model at the customer’s level of abstraction • indicates how data objects relate to one another 30
  • 31. What is a Data Object? • a representation of almost any composite information that must be understood by software. • composite information—something that has a number of different properties or attributes • can be an external entity (e.g., anything that produces or consumes information), a thing (e.g., a report or a display), an occurrence (e.g., a telephone call) or event (e.g., an alarm), a role (e.g., salesperson), an organizational unit (e.g., accounting department), a place (e.g., a warehouse), or a structure (e.g., a file). • The description of the data object incorporates the data object and all of its attributes. • A data object encapsulates data only—there is no reference within a data object to operations that act on the data. 31
  • 32. Data Objects and Attributes 32 A data object contains a set of attributes that act as an aspect, quality, characteristic, or descriptor of the object object: automobile attributes: make model body type price options code
  • 33. What is a Relationship? • Data objects are connected to one another in different ways. • A connection is established between person and car because the two objects are related. • A person owns a car • A person is insured to drive a car • The relationships owns and insured to drive define the relevant connections between person and car. • Several instances of a relationship can exist • Objects can be related in many different ways 33
  • 34. 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 16) and styles (Chapter 13). 34
  • 35. Interface Elements • Interface is a set of operations that describes the externally observable behavior of a class and provides access to its public operations • Important elements • User interface (UI) • External interfaces to other systems • Internal interfaces between various design components • Modeled using UML communication diagrams (called collaboration diagrams in UML 1.x) 35
  • 36. Interface Elements 36 C o nt ro lPan e l LCDdis play LE Dindic at or s k ey P adChar ac t er is t ic s s peak er wir eles s Int er f ac e r eadKey S t r ok e( ) dec odeKey ( ) di s play S t at us ( ) light LE Ds ( ) s endCont r olMs g ( ) Figu re 9 . 6 UML in t erf ac e re pre sen t a t io n f or Co n t r o l P a n e l K ey Pad r eadKey s t r ok e ( ) dec odeKey ( ) < < in t e rf a c e > > WirelessPDA K e y Pa d Mo bile Pho n e
  • 37. Component Elements • Describes the internal detail of each software component • Defines • Data structures for all local data objects • Algorithmic detail for all component processing functions • Interface that allows access to all component operations • Modeled using UML component diagrams, UML activity diagrams, pseudocode (PDL), and sometimes flowcharts 37
  • 39. Deployment Elements • Indicates how software functionality and subsystems will be allocated within the physical computing environment • Modeled using UML deployment diagrams • Descriptor form deployment diagrams show the computing environment but does not indicate configuration details • Instance form deployment diagrams identifying specific named hardware configurations are developed during the latter stages of design 39
  • 40. Deployment Elements 40 Figure 9 . 8 UML deploy m ent diagram f or Saf eHom e Per sonal comput er S ecurity homeM anagement S urveillance communication Cont rol Panel CPI serv er S ecurity homeownerAccess externalAccess