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Software Design. AITI GP John Paul Vergara. What is Design?. Design is the activity of specifying a solution to a problem Contrast this against other software engineering phases Analysis: understanding and specifying the problem (requirements) Implementation: system construction.
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Software Design AITI GP John Paul Vergara
What is Design? • Design is the activity of specifying a solution to a problem • Contrast this against other software engineering phases • Analysis: understanding and specifying the problem (requirements) • Implementation: system construction
Goal of Software Design • To achieve sufficient agreement on interface definition and internal structure that implementation may proceed in parallel teams.
Stages in SW Design • Architectural Design • Abstract Specification • Interface Design • Component Design • Detailed Design *Reference: Sommerville, Chapter 12
Architectural Design • Identify Subsystems and Modules • Example: Program Submission System • Server • Teacher Interface • Student Interface
Architectural Design, continued • Design information provided is minimal • System is simply decomposed into interacting subsystems or modules • Making global and local decisions about planned implementation based on constraints, non-functional requirements and available alternatives • Has general applicability
Structure Communication Distribution Persistence Security Error Handling Recovery Use or Reuse of existing hardware and software configurations “Obvious” areas of concern for architectural design
Abstract Specification • Identify services and constraints per subsystem • Example: Server • set up a class • set up a project • submit a program • Note: descriptions of services are informal
Interface Design • Per subsystem, specify its interface • collection of available functions/methods for use by other subsystems • Consistent with Encapsulation • Example: Server • function: set_up_class • parameters: catnum, section, list of students (id#’s and names)
Interface Specification • Services per subsystem are formally specified • Goal: provide unambiguous information regarding extent of external interaction • parameters/inputs, return values/outputs • Design and implementation details of the subsystem are still hidden
Component Design • Within a subsystem • determine components • per component, identify services/interfaces • Understand interaction between components at the level of the subsystem • OO Design: components are classes • Design models (using the UML, for example) are most useful at this level
Detailed Design • Specify data structures and algorithms (for methods) of the individual components (classes) • Generally still implementation-independent • Although though in practice, specific language features are used • Techniques: Pseudocode, flowcharts, others
Design Work Products • System Architecture • Application Programming Interfaces • Target Environment (addressing non-functional requirements) • Subsystem Model • Design Object Model - static model representing structure of classes and relationships with each other
Design Work Products continued... • Design Object Interaction Diagrams - graphically depict collaborations between objects • Design State Models - represent dynamic behavior of design classes and are done for all classes that have strong state dependent object behavior
Design Quality • Cohesion • Coupling • Understandability • Adaptability *Reference: Section 12.3 of Sommerville
Cohesion • Extent of relationship between parts of a component • High cohesion is desirable • Single logical t (or “theme”) • all parts should contribute to the function • Levels of cohesion (p. 218) • coincidental cohesion (weakest) • functional cohesion (strongest)
Coupling • Dependence between units of a subsystems or components • High coupling generally undesirable • units fully depend on each other • sensitive to change • convenient/necessary only for small components
Understandability • Cohesion and Coupling • understanding a component independently • Naming • reflects real-world intuition • Documentation • Complexity • algorithms
Adaptability • Sensitivity to change • are changes in design easy? • Loosely coupled components • Self-contained components
Object-OrientedDesign Notation CS 123/CS 231
References • UML in a Nutshell • UML Distilled, by Martin Fowler • Chapters 3, 4, 6, and 8 • Supplementary References: • Chapter 14 of Sommerville • Chapter 22 of Pressman
Component Design and Detailed Design • Component Design • For each subsystem determine components, and services/interface per component • OO Design: components are classes • Detailed Design • Determine attributes of classes and relationships between the classes • Determine functionality of each class and interactions between classes
Object-Oriented Modeling • UML: Unified Modeling Language • OO Modeling Standard • Booch, Jacobson, Rumbaugh • UML is used to visualize, specify, construct and document the artifacts of a software intensive system
Building Blocks of the UML • Things • the abstractions • Relationships • tie the “things” together • Diagrams • group interesting collections of things
UML Diagrams • What is depicted? • Class details and static relationships • System functionality • Object interaction • State transition within an object
Some UML Modeling Techniques • Class Diagrams • Use Cases/Use Case Diagrams • Interaction Diagrams • Sequence Diagrams • Collaboration Diagrams • State Diagrams • Activity Diagram
Example:Class Diagram FFCounter totalcash totalorders PriceChecker getPrice() pc counters 5 FastFood Restaurant
Example:Use Case Diagram LIBRARY SYSTEM Facilitate Checkout Search for Book Borrower Librarian Facilitate Return
Example:Interaction Diagram 2: checkIfAvailable() Checkout Screen :Book 1: checkIfDelinquent() 3: borrowBook() 4: setBorrower() :Borrower
Example:State Diagram (Book) start Reserved Borrowed New Librarian activates book as available Borrower returns book Available
Object-Oriented Design Models • Static Model : interested in the structure • Class Diagrams • Dynamic Model : interested in the behavior • Use Cases, Interaction Diagrams, State Diagrams, others
OO Static Model • Classes and Class Diagrams • Names (attributes and methods) • Visibility(private,public,protected) • Scope (abstract, concrete…) • Relationships • Dependency : change to one affects the other • Association (includes aggregation and composition) : structural relationship describing connection between the objects
Relationships continued... • Generalization : inheritance • Realization : a classifier specifies a contract that another classifier guarantees to carry out (e.g., interfaces and classes that realize them)
OO Dynamic Model • Goal: Represent • Object behavior • Object interaction • Traditional/Procedural Dynamic Modeling • Data Flow Diagrams (DFDs) • Problem: Processes separate from data • Need modeling notation that highlight tight relationship between data & processes
DFD Example(Inventory Management) Accept and Post Delivery Delivery info Transaction Item Master
OO Counterpart:Object Interaction new (delivery info) Encoder :Transaction post (item count) :Item Master
Building anOO Dynamic Model • Identify use cases • Describe each use case through an interaction diagram • For state dependent objects, can provide state diagrams • Derive implied methods (and attributes) • Define flow of control, sequence of messages
What’s Next? • Need to understand the notation • Make sure it helps the software development process • When to use the UML techniques • Primarily when specifying OO design • Formal means of communication across the different software development stages