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Design Recovery 1. Informatics 122 Alex Baker. What is Design Recovery?. Sort of like reverse engineering. What is Design Recovery?. Design recovery recreates design abstractions from Code Existing design documentation (if available)
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Design Recovery 1 Informatics 122 Alex Baker
What is Design Recovery? • Sort of like reverse engineering
What is Design Recovery? • Design recovery recreates design abstractions from • Code • Existing design documentation (if available) • Personal experience / general knowledge about problem and application domains • Talking to people (Biggerstaff, 1989)
What is Design Recovery? • Recovered abstractions need: • Formal specifications • Module breakdowns • Data abstractions • Dataflows • Informal knowledge • All information required to understand • What • How • Why (Biggerstaff, 1989)
Also like a double-waterfall… • General model for recovery (Byrne, 1992) Alteration Reverse Engineering Abstraction Con- ceptual re-think Con- ceptual Forward Engineering Refinement re-specify Requirements Requirements re-design Design Design re-build Implementation Implementation Existing System Target System
Why do we need to know this? • Working with others’ code… • Debugging • Maintenance • Reuse • Working with your own code
Motivation: No design • Lost design • Build-and-fixed • Agile methodologies • Incomprehensible design
Motivation: Design Drift • Design not followed
Motivation: Design Drift • Design deviations
Motivation: Design Drift • Design deviations
Motivation: Design Drift • Design deviations ?
Motivation: Design Drift • Design deviations
Motivation: Design Drift • Design deviations ??? ???
Motivation: Design Drift • Design deviations ??? ???
Motivation: Design Drift • Design deviations ??? ???
Could even be your own code • You’re often recovering, in some sense ???
Design Recovery in our Models Design Space Outcome Space Feasible Desirable Conceivable
Design Recovery (Product) Design Space Outcome Space Feasible Desirable Conceivable
Design Recovery (Product) Design Space Outcome Space Feasible Desirable Conceivable
Design Recovery (Product) Design Space Outcome Space Feasible Desirable Conceivable
activities Design Recovery in Our Models goals (languages) knowledge (languages) tools ideas (languages) representations (languages)
Design Recovery (Process) if(condition) functionCall(X); else functionCall(Y); representations (languages) activities activities representations (languages) Ideas (languages) Ideas (languages)
Design Recovery (Process) if(condition) functionCall(X); else functionCall(Y); representations (languages) activities activities representations (languages) Ideas (languages) Ideas (languages)
Design Recovery (Process) if(condition) functionCall(X); else functionCall(Y); representations (languages) activities activities representations (languages) Ideas (languages) Ideas (languages)
Design Recovery (Process) knowledge if(condition) functionCall(X); else functionCall(Y); goals representations (languages) activities activities representations (languages) Ideas (languages) Ideas (languages)
activities Design Recovery (Process) goals (languages) knowledge (languages) tools ideas (languages) representations (languages)
Also, remember • Design recovery recreates design abstractions from • Code • Existing design documentation (if available) • Personal experience • General knowledge about problem and application domains
Isn’t this Reverse Engineering? • Not just recreating the UML diagram… • Program flows • Rationale • Metaphor
Object Orientation • Something of an advantage • Class names, function names • Established relationships (inheritance, members, etc.) • Important details can be subtle
Also like a double-waterfall… • General model for recovery (Byrne, 1992) Alteration Reverse Engineering Abstraction Con- ceptual re-think Con- ceptual Forward Engineering Refinement re-specify Requirements Requirements re-design Design Design re-build Implementation Implementation Existing System Target System
Finding the structure(not the same as the design) • Entities • Classes • Methods • Variables • Relationships • Inheritance • Member Objects • Method calls
Approaches • Reverse engineering tools • E.g. Omondo • Reading documentation • Code reading • Reading class names • Talking to people
But where’s the design? What principles were applied? What were their priorities? What patterns emerged? What actual patterns were used? What would developers making changes need to consider? • This will save you a lot of trouble
An example: Jetris http://jetris.sourceforge.net/
Jetris Design Recovery • Run the game • Reading names • What is HTMLLink? • What is Figures.java? FigureFactory? • TetrisGrid (wait, what’s with those arrays?) • AddFigure, dropNext, addFigureToGrid… • Actual loop? (nextMove) • UI
Goals and Knowledge • Of Tetris • Based on other artifacts (running program) • Of tendencies? • Patterns?
What will you actually create? • It depends: • How difficult? • Who else? • The future… • We could make • UML • UI map • Program flow • Depiction of array metaphors • …
The other side of the coin… • How easy is your program to understand? • How is your: • Documentation • Naming • Code
Assignment 3 – Design Recovery • Recover the design of VBoard • Sketching program developed for software engineering research • You may use any tools you like • Get the VBoard code from the subversion repository, detailed instructions are here: http://vboard.bhnet.us/download/VBoard/
Assignment 3 – Design Recovery • Each group must turn in: • A Complete UML (-ish) Diagram • At least 1 additional diagram of your choice (might be informal) • A document describing the design of VBoard (at least 4 pages) • Your audience is someone unfamiliar with VBoard who needs to make very significant changes to it • Graded on completeness, clarity, accuracy • Each person also needs to submit a team evaluation (forms available on class webpage) • Paper copy due Tuesday, Oct. 29th, at start of class
Suggestions for Group Work • Everyone start by taking their own look at the whole system • Multiple perspectives will be very useful • Work out the high level architecture • Understand program flows • Look out for subtle details
Further tips • Use representations of classes to organize • Rote completeness is not the answer, will need to be elegant
Team Assignments Team 1 • BAMBAEEROW, CAMERON • DAUZ, JONATHAN • JONAS, NICHOLAS • LAVAVESHKUL, MICHAEL • SHI, LINDA Team 2 • DEMPSEY, MITCHELL • KOLLA, SUBODH • LAM, CYNTHIA • LEE, RICK • STEWART, DAVID Team 3 • BEDFORD, AURORA • CHIU, ARTHUR • DYKZEUL, BRADLEY • IGNACIO, JAN • YEGANYAN, MICHAEL Team 4 • BAUTISTA, JEREMIAH • BOSCH, CHRISTOPHER • ESQUENAZI, NATHAN • PURPURA, DAVID Team 5 • CHISLOM, ALTON • HIRANO, SEN • KWOK, MATHEW • SAM, VINH Team 6 • HUANG, ALLEN • KNOBEL, JACOB • LIU, ZHE • SHAFER, THOMAS