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Ch7-Design and Implementation

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28 views53 pages

Ch7-Design and Implementation

Uploaded by

areebadilshad2
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Chapter 7 – Design & Implementation

Chapter 7 Design and 1


implementation
Topics covered

 Object-oriented design using the UML


 Design patterns
 Implementation issues
 Open source development

Chapter 7 Design and 2


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Design and implementation

 Software design and implementation is the stage in the


software engineering process at which an executable
software system is developed.
 Software design and implementation activities are
invariably inter-leaved.
 Software design is a creative activity in which you identify
software components and their relationships, based on a
customer’s requirements.
 Implementation is the process of realizing the design as a
program.

Chapter 7 Design and 3


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Build or buy

 In a wide range of domains, it is now possible to buy off-


the-shelf systems (COTS) that can be adapted and
tailored to the users’ requirements.
 For example, if you want to implement a medical records
system, you can buy a package that is already used in hospitals.
It can be cheaper and faster to use this approach rather than
developing a system in a conventional programming language.
 When you develop an application in this way, the design
process becomes concerned with how to use the
configuration features of that system to deliver the
system requirements.

Chapter 7 Design and 4


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An object-oriented design process

 Structured object-oriented design processes involve


developing a number of different system models.
 They require a lot of effort for development and
maintenance of these models and, for small systems,
this may not be cost-effective.
 However, for large systems developed by different
groups design models are an important communication
mechanism.

Chapter 7 Design and 5


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Process stages

 There are a variety of different object-oriented design


processes that depend on the organization using the
process.
 Common activities in these processes include:
1. Define the context and modes of use of the system;
2. Design the system architecture;
3. Identify the principal system objects;
4. Develop design models;
5. Specify object interfaces.
 Process illustrated here using a design for a wilderness
weather station.
Chapter 7 Design and 6
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Weather station description

A weather station is a package of software controlled


instruments which collects data, performs some data
processing and transmits this data for further processing.
The instruments include air and ground thermometers, an
anemometer, a wind vane, a barometer and a rain gauge.
Data is collected periodically.

When a command is issued to transmit the weather data,


the weather station processes and summarises the
collected data. The summarised data is transmitted to
the mapping computer when a request is received.

Chapter 7 Design and 7


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System context and interactions

 Understanding the relationships between the software


that is being designed and its external environment is
essential for deciding how to provide the required system
functionality and how to structure the system to
communicate with its environment.
 Understanding of the context also lets you establish the
boundaries of the system. Setting the system boundaries
helps you decide what features are implemented in the
system being designed and what features are in other
associated systems.

Chapter 7 Design and 8


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Context and interaction models

 A system context model is a structural model that


demonstrates the other systems in the environment of
the system being developed.
 An interaction model is a dynamic model that shows how
the system interacts with its environment as it is used.

Chapter 7 Design and 9


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Architecture of the weather station

Chapter 7 Design and 10


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Weather station use cases

Chapter 7 Design and 11


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Use case description—Report weather

System Weather station


Use case Report weather
Actors Weather information system, Weather station
Description The weather station sends a summary of the weather data that has
been collected from the instruments in the collection period to the
weather information system. The data sent are the maximum,
minimum, and average ground and air temperatures; the maximum,
minimum, and average air pressures; the maximum, minimum, and
average wind speeds; the total rainfall; and the wind direction as
sampled at five-minute intervals.
Stimulus The weather information system establishes a satellite
communication link with the weather station and requests
transmission of the data.
Response The summarized data is sent to the weather information system.
Comments Weather stations are usually asked to report once per hour but this
frequency may differ from one station to another and may be modified
in the future.
Chapter 7 Design and 12
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Architectural design

 Once interactions between the system and its


environment have been understood, you use this
information for designing the system architecture.
 You identify the major components that make up the
system and their interactions, and then may organize the
components using an architectural pattern such as a
layered or client-server model.
 The weather station is composed of independent
subsystems that communicate by broadcasting
messages on a common infrastructure.

Chapter 7 Design and 13


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High-level architecture of the weather station

Chapter 7 Design and 14


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Architecture of data collection system

Chapter 7 Design and 15


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Object class identification

 Identifying object classes is toften a difficult part of object


oriented design.
 There is no 'magic formula' for object identification. It
relies on the skill, experience
and domain knowledge of system designers.
 Object identification is an iterative process. You are
unlikely to get it right first time.

Chapter 7 Design and 16


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Weather station object classes

 Object class identification in the weather station system


may be based on the tangible hardware and data in the
system:
 Ground thermometer, Anemometer, Barometer
• Application domain objects that are ‘hardware’ objects related to the
instruments in the system.
 Weather station
• The basic interface of the weather station to its environment. It
therefore reflects the interactions identified in the use-case model.
 Weather data
• Encapsulates the summarized data from the instruments.

Chapter 7 Design and 17


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Weather station object classes

Chapter 7 Design and 18


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Examples of design models

 Subsystem models that show logical groupings of


objects into coherent subsystems.
 Sequence models that show the sequence of object
interactions.
 State machine models that show how individual objects
change their state in response to events.
 Other models include use-case models, aggregation
models, generalisation models, etc.

Chapter 7 Design and 19


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Subsystem models

 Shows how the design is organised into logically related


groups of objects.
 In the UML, these are shown using packages - an
encapsulation construct. This is a logical model. The
actual organisation of objects in the system may be
different.

Chapter 7 Design and 20


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Sequence models

 Sequence models show the sequence of object


interactions that take place
 Objects are arranged horizontally across the top;
 Time is represented vertically so models are read top to bottom;
 Interactions are represented by labelled arrows, Different styles
of arrow represent different types of interaction;
 A thin rectangle in an object lifeline represents the time when the
object is the controlling object in the system.

Chapter 7 Design and 21


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Sequence diagram describing data collection

Chapter 7 Design and 22


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State diagrams

 State diagrams are used to show how objects respond to


different service requests and the state transitions
triggered by these requests.
 State diagrams are useful high-level models of a system
or an object’s run-time behavior.
 You don’t usually need a state diagram for all of the
objects in the system. Many of the objects in a system
are relatively simple and a state model adds
unnecessary detail to the design.`

Chapter 7 Design and 23


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Weather station state diagram

Chapter 7 Design and 24


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Interface specification

 Object interfaces have to be specified so that the objects


and other components can be designed in parallel.
 Designers should avoid designing the interface
representation but should hide this in the object itself.
 Objects may have several interfaces which are
viewpoints on the methods provided.
 The UML uses class diagrams for interface specification
but Java may also be used.

Chapter 7 Design and 25


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Weather station interfaces

Chapter 7 Design and 26


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Key points

 Software design and implementation are inter-leaved activities. T


h
e
level of detail in the design depends on the type of system and
whether you are using a plan-driven or agile approach.
 The process of object-oriented design includes activities to design the
system architecture, identify objects in the system, describe the
design using different object models and document the component
interfaces.
 A range of different models may be produced during an object-
oriented design process. These include static models (class models,
generalization models, association models) and dynamic models
(sequence models, state machine models).
 Component interfaces must be defined precisely so that other
objects can use them. A UML interface stereotype may be used to
define interfaces.
Chapter 7 Design and 27
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Chapter 7 – Design and Implementation

Lecture
2

Chapter 7 Design and 28


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Design patterns

 A design pattern is a way of reusing abstract knowledge about a problem


and its solution.
 A pattern is a description of the problem and the essence of its solution.
 It should be sufficiently abstract to be reused in different settings.
 Pattern descriptions usually make use of object-oriented
characteristics such as inheritance and polymorphism.
Examples:
1. Adapter Pattern (The object that joins two unrelated interfaces)
2. Composite Pattern (composition of objects into tree structures such as hierarchy)
3. Proxy Pattern ()
4. Flyweight Pattern. when we need to create a lot of Objects of a class. Solution: String Pool
5. Facade Pattern ()
6. Bridge Pattern ()
7. Decorator Pattern ()

•Java Design Patterns are divided into three categories – creational (5), structural (7),
and behavioral (11). See more here
Chapter 7 Design and 29
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Pattern Elements

 Name
 A meaningful pattern identifier.
 Problem description.
 Solution description.
 Not a concrete design but a template for a design solution that
can be instantiated in different ways.
 Consequences
 The results and trade-offs of applying the pattern.

Chapter 7 Design and 30


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The Observer pattern

 Name
 Observer.
 Description
 Useful when you are interested in the state of an object and want to get
notified whenever there is any change.
 Problem description
 Used when multiple displays of state are needed.
 Solution description
 See slide with UML description.
 Consequences
 Optimisations to enhance display performance are impractical.

Chapter 7 Design and 31


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The Observer pattern (1)

Pattern Observer
name
Description In observer pattern, the object that watches on the state of another object is
called Observer and the object that is being watched is called Subject.

Problem Java provides an inbuilt platform for implementing Observer pattern through
description java.util.Observable class and java.util.Observer interface.

However, it’s not widely used because the implementation is really simple and
it does not provide multiple inheritance.

Chapter 7 Design and 32


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Multiple displays using the Observer pattern

Chapter 7 Design and 33


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Design problems

 To use patterns in your design, you need to recognize that


any design problem you are facing may have an
associated pattern that can be applied.
 Tell several objects that the state of some other object has
changed (Observer pattern).
 Tidy up the interfaces to a number of related objects that have often
been developed incrementally (Façade pattern).
 Provide a standard way of accessing the elements in a collection,
irrespective of how that collection is implemented (Iterator pattern).
 Allow for the possibility of extending the functionality of an
existing class at run-time (Decorator pattern).

Chapter 7 Design and 34


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Implementation issues

 Reuse Most modern software is constructed by reusing


existing components or systems. When you are
developing software, you should make as much use as
possible of existing code.
 Configuration management During the development
process, you have to keep track of the many different
versions of each software component in a configuration
management system.
 Host-target development Production software does not
usually execute on the same computer as the software
development environment. Rather, you develop it on one
computer (the host system) and execute it on a separate
computer (the target system).
Chapter 7 Design and 35
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Reuse

 From the 1960s to the 1990s, most new software was


developed from scratch, by writing all code in a high-
level programming language.
 The only significant reuse or software was the reuse of functions
and objects in programming language libraries.
 Costs and schedule pressure mean that this approach
became increasingly unviable, especially for commercial
and Internet-based systems.
 An approach to development based around the reuse of
existing software emerged and is now generally used for
business and scientific software.

Chapter 7 Design and 36


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Reuse levels

 The abstraction level


 At this level, you don’t reuse software directly but use knowledge of
successful abstractions in the design of your software.
 The object level
 At this level, you directly reuse objects from a library rather than
writing the code yourself.
 The component level
 Components are collections of objects and object classes that
you reuse in application systems.
 The system level
 At this level, you reuse entire application systems.

Chapter 7 Design and 37


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Reuse costs

 The costs of the time spent in looking for software to reuse


and assessing whether or not it meets your needs.
 Where applicable, the costs of buying the reusable
software. For large off-the-shelf systems, these costs
can be very high.
 The costs of adapting and configuring the reusable
software components or systems to reflect the
requirements of the system that you are developing.
 The costs of integrating reusable software elements with
each other (if you are using software from different
sources) and with the new code that you have developed.
Chapter 7 Design and 38
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Configuration management

 Configuration management is the name given to the


general process of managing a changing software system.
 The aim of configuration management is to support the
system integration process so that all developers can access
the project code and documents in a controlled way, find out
what changes have been made, and compile and link
components to create a system.
 See also Chapter 25.

Chapter 7 Design and 39


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Configuration management activities

 Version management, where support is provided to keep track


of the different versions of software components. Version
management systems include facilities to coordinate development
by several programmers.
 System integration, where support is provided to help developers
define what versions of components are used to create each
version of a system. This description is then used to build a
system automatically by compiling and linking the required
components.
 Problem tracking, where support is provided to allow users to
report bugs and other problems, and to allow all developers to see
who is working on these problems and when they are fixed.

Chapter 7 Design and 40


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Host-target development

 Most software is developed on one computer (the host),


but runs on a separate machine (the target).
 More generally, we can talk about a development
platform and an execution platform.
 A platform is more than just hardware.
 It includes the installed operating system plus other supporting
software such as a database management system or, for
development platforms, an interactive development environment.
 Development platform usually has different installed
software than execution platform; these platforms may
have different architectures.

Chapter 7 Design and 41


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Development Platform Tools

 E.g. SDK for Android Studio, many cross platform tools


(Microsoft Visual Studio Xamarin allows you to build apps
for different platforms such as Windows, iOS, and Android
using a single .net code) many other tools.
 An integrated compiler and syntax-directed editing system that allows
you to create, edit and compile code.
 A language debugging system.
 Graphical editing tools, such as tools to edit UML models.
 Testing tools, such as Junit or FindBugs that can automatically run a
set of tests on a new version of a program.
 Project support tools that help you organize the code for different
development projects. (see list here) anyone can present it.
Chapter 7 Design and 42
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Integrated Development environments (IDEs)

 Software development tools are often grouped to create an


integrated development environment (IDE).
 An IDE is a set of software tools that supports different
aspects of software development, within some common
framework and user interface.
 IDEs are created to support development in a specific
programming language such as Java. The language IDE
may be developed specially, or may be an instantiation of a
general-purpose IDE, with specific language-support tools.
 E.g. Eclipse or NetBeans

Chapter 7 Design and 43


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Component/system Deployment Factors (self)

 If a component is designed for a specific hardware architecture, or relies


on some other software system, it must obviously be deployed on a
platform that provides the required hardware and software support.
 High availability systems may require components to be deployed on
more than one platform. This means that, in the event of platform
failure, an alternative implementation of the component is available.
 If there is a high level of communications traffic between components,
it usually makes sense to deploy them on the same platform or on
platforms that are physically close to one other. This reduces the
delay between the time a message is sent by one component and
received by another.

Chapter 7 Design and 44


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Open Source Development (self)

 Open source development is an approach to software


development in which the source code of a software
system is published and volunteers are invited to
participate in the development process
 Its roots are in the Free Software Foundation
(www.fsf.org), which advocates that source code should
not be proprietary but rather should always be available for
users to examine and modify as they wish.
 Open source software extended this idea by using the
Internet to recruit a much larger population of volunteer
developers. Many of them are also users of the code.

Chapter 7 Design and 45


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Open source systems

 The best-known open source product is, of course, the


Linux operating system which is widely used as a server
system and, increasingly, as a desktop environment.
 Other important open source products are Java, the
Apache web server and the mySQL database
management system.

Chapter 7 Design and 46


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Open source issues

 Should the product that is being developed make use of


open source components?
 Should an open source approach be used for the
software’s development?

Chapter 7 Design and 47


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Open source business

 More and more product companies are using an open


source approach to development.
 Their business model is not reliant on selling a software
product but on selling support for that product.
 They believe that involving the open source community
will allow software to be developed more cheaply, more
quickly and will create a community of users for the
software.

Chapter 7 Design and 48


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Open source licensing

 Afundamental principle of open-source development is


that source code should be freely available, this does not
mean that anyone can do as they wish with that code.
 Legally, the developer of the code (either a company or an
individual) still owns the code. They can place restrictions on
how it is used by including legally binding conditions in an open
source software license.
 Some open source developers believe that if an open source
component is used to develop a new system, then that system
should also be open source.
 Others are willing to allow their code to be used without this
restriction. The developed systems may be proprietary and sold
as closed source systems.

Chapter 7 Design and 49


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License models

 The GNU General Public License (GPL). This is a so-called


‘reciprocal’ license that means that if you use open source
software that is licensed under the GPL license, then you
must make that software open source.
 The GNU Lesser General Public License (LGPL) is a
variant of the GPL license where you can write
components that link to open source code without having to
publish the source of these components.
 The Berkley Standard Distribution (BSD) License. This is a non-
reciprocal license, which means you are not obliged to re- publish
any changes or modifications made to open source code. You
can include the code in proprietary systems that are sold.
Chapter 7 Design and 50
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License management

 Establish a system for maintaining information about


open-source components that are downloaded and
used.
 Be aware of the different types of licenses and
understand how a component is licensed before it is
used.
 Be aware of evolution pathways for components.
 Educate people about open source.
 Have auditing systems in place.
 Participate in the open source community.
Chapter 7 Design and 51
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Key points

 When developing software, you should always consider the


possibility of reusing existing software, either as
components, services or complete systems.
 Configuration management is the process of managing changes to
an evolving software system. It is essential when a team of people
are cooperating to develop software.
 Most software development is host-target development. You use an
IDE on a host machine to develop the software, which is transferred
to a target machine for execution.
 Open source development involves making the source code of a
system publicly available.This means that many people can propose
changes and improvements to the software.

Chapter 7 Design and 52


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Exercise

1. Draw a sequence diagram showing the interactions of objects in a group diary


system when a group of people are arranging a meeting.
2. Draw a UML state diagram showing the possible state changes in either the
group diary or the filling station system.
3. Using examples, explain why configuration management is important when a
team of people are developing a software product.
4. A small company has developed a specialized product that it configures
specially for each customer. New customers usually have specific requirements
to be incorporated into their system, and they pay for these to be developed. The
company has an opportunity to bid for a new contract, which would more than
double its customer base. The new customer also wishes to have some
involvement in the configuration of the system. Explain why, in these
circumstances, it might be a good idea for the company owning the software to
make it open source.

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