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Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 1
Profession
A Physician, a Civil Engineer and a Computer Scientist were arguing
about what was the oldest profession in the world.
 The Physician remarked,
"Well, in the Bible, it says that God created Eve from a rib taken out of Adam.
This clearly requires surgery, and so I can rightly claim that mine is the oldest
profession in the world."
 The Civil Engineer interrupted, and said,
" But even earlier in the book of Genesis, it states that God created the order of
the heavens and the earth from out of the chaos. This was the first and certainly
the most spectacular application of civil engineering. Therefore, fair doctor,
you are wrong; mine is the oldest profession in the world.“
 The Computer Scientist leaned back in the chair, smiled and
then said confidently,
"Ah, but what do you think created the chaos ? "
Using
UML,
Patterns,
and
Java
Object-Oriented
Software
Engineering
Chapter 1: Introduction
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 3
Objectives of the Class
 Appreciate Software Engineering:
 Build complex software systems in the context of frequent change
 Understand how to
 produce a high quality software system within time
 while dealing with complexity and change
 Acquire technical knowledge (main emphasis)
 Acquire managerial knowledge
 Understand the Software Lifecycle
 Process vs Product
 Learn about different software lifecycles
 Greenfield Engineering – from scratch,
Interface Engineering – a kind of Reengineering for legacy systems,
Reengineering – [Hammer & Champy, 1993]
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 4
Acquire Technical Knowledge
 Understand System Modeling
 Learn About Modeling
Using (~20% and some) Aspects of UML (Unified Modeling Language)
 Learn about modeling at different phases of software lifecycle:
 Requirements Elicitation [Chap. 4] –---------------------- Deliverable 1
 (Requirements) Analysis* [Chap 5] ----------------------- Deliverable 2
 Architectural Design [Chap 6 & 7] ----------------------- Deliverable 3
 Object/Component Design [Chap 8] ---------------------- Deliverable 4
 Coding [Chap 10] ---------------------- Deliverable 5
 Testing [Chap 11] ---------------------- Deliverable 6
(during
demo)
* An old school of thought mixing the domain model with the solution model, being design-oriented, and in a
Waterfall fashion.
 Learn about Traceability among Models
 Learn how to use Tools: CASE (Computer Aided Software Engineering)
Brugge’s
e.g., Rational Rose
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 5
Readings
 Required:
 Bernd Bruegge, Allen Dutoit: “Object-Oriented Software
Engineering: Using UML, Patterns, and Java”, Prentice Hall, 2003.
 Recommended:
 Applying UML and Patterns: An Introduction to Object-Oriented
Analysis and Design and the Unified Process, 2nd ed., C. Larman
 Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides:
“Design Patterns”, Addison-Wesley, 1996.
 Grady Booch, James Rumbaugh, Ivar Jacobson, “The Unified
Modeling Language User Guide”, Addison Wesley, 1999.
 K. Popper, “Objective Knowledge, an Evolutionary Approach,
Oxford Press, 1979.
 Additional books may be recommended during individuals lectures
Lecture Notes will adapt Bruegge’s,
but with additional points and questions
possibly from very different perspectives.
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 6
Outline of Today’s Lecture
 Software Engineering – Why, What and How?
 Modeling complex systems
 Functional vs. object-oriented decomposition
 Software Lifecycle Modeling
 Reuse:
 Design Patterns
 Frameworks
 Concluding remarks
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 7
Why Software Engineering?
Used w. extensive rework,
but later abandoned
20%
Used as delivered
2%
Usable w. rework
3%
9 software projects totaling $96.7 million: Where The Money Went
[Report to Congress, Comptroller General, 1979]
Delivered, but never
successfully used
45%
Paid for, but
not delivered
30%
Take a look at the Standish Report (The “Chaos” Report)
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 8
Software Engineering: A Problem Solving Activity
 Analysis: Understand the nature of the problem and break the
problem into pieces
 Synthesis: Put the pieces together into a large structure
For problem solving we use
 Techniques (methods):
 Formal procedures for producing results using some well-defined
notation
 Methodologies:
 Collection of techniques applied across software development and
unified by a philosophical approach
 Tools:
 Instrument or automated systems to accomplish a technique
Isn’t there something more fundamental than problem “solving”?
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 9 20
Software Engineering: Definition
Software Engineering is a collection of techniques,
methodologies and tools that help
with the production of
 a high quality software system
 with a given budget
 before a given deadline
while change occurs.
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 10
Scientist vs Engineer
 Computer Scientist
 Proves theorems about algorithms, designs languages, defines
knowledge representation schemes
 Has infinite time…
 Engineer
 Develops a solution for an application-specific problem for a client
 Uses computers & languages, tools, techniques and methods
 Software Engineer
 Works in multiple application domains
 Has only 3 months...
 …while changes occurs in requirements and available technology
Isn’t there something more fundamental about “Software” Engineer?
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 11
Factors affecting the quality of a software system
 Complexity:
 The system is so complex that no single programmer can understand it
anymore
 The introduction of one bug fix causes another bug
 Change:
 The “Entropy” of a software system increases with each change: Each
implemented change erodes the structure of the system which makes the
next change even more expensive (“Second Law of Software
Dynamics”).
 As time goes on, the cost to implement a change will be too high, and
the system will then be unable to support its intended task. This is true
of all systems, independent of their application domain or technological
base.
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 12
Complex Server Connections
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 13
Complex Message Flow
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 14
Dealing with Complexity
1. Abstraction
2. Decomposition
3. Hierarchy
What is this?
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 15
1. Models are used to provide abstractions
 System Model:
 Object Model: What is the structure of the system? What are the objects and how
are they related?
 Functional model: What are the functions of the system? How is data flowing
through the system?
 Dynamic model: How does the system react to external events? How is the event flow
in the system ?
 Task Model:
 PERT Chart: What are the dependencies between the tasks?
 Schedule: How can this be done within the time limit?
 Org Chart: What are the roles in the project or organization?
 Issues Model:
 What are the open and closed issues? What constraints were posed by the client?
What resolutions were made?
 Inherent human limitation to deal with complexity
 The 7 +- 2 phenomena
 Chunking: Group collection of objects
 Ignore unessential details: => Models
1. Abstraction
2. Decomposition
3. Hierarchy
What does this refer to?
In UML?
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 17
Model-based software Engineering:
Code is a derivation of object model
Problem Statement : A stock exchange lists many companies.
Each company is identified by a ticker symbol
public class StockExchange
{
public Vector m_Company = new Vector();
};
public class Company
{
public int m_tickerSymbol
public Vector m_StockExchange = new Vector();
};
Implementation phase results in code
Analysis phase results in object model (UML Class Diagram):
StockExchange Company
tickerSymbol
Lists
*
*
A good software engineer writes as little code as possible
Is this a “problem”?
Where is the design, then?
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 18
Example of an Issue: Galileo vs the Church
 What is the center of the Universe?
 Church: The earth is the center of the universe. Why? Aristotle
says so.
 Galileo: The sun is the center of the universe. Why? Copernicus
says so. Also, the Jupiter’s moons rotate round Jupiter, not around
Earth.
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 19
Issue-Modeling
Issue:
What is the
Center of the
Universe?
Proposal1:
The earth!
Proposal2:
The sun!
Pro:
Copernicus
says so.
Pro:
Aristotle
says so.
Pro:
Change will disturb
the people.
Con:
Jupiter’s moons rotate
around Jupiter, not
around Earth.
Resolution (1615):
The church
decides proposal 1
is right
Resolution (1998):
The church declares
proposal 1 was wrong
Anything missing?
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 20
Which decomposition is the right one?
2. Decomposition
 A technique used to master complexity (“divide and conquer”)
 Functional decomposition
 The system is decomposed into modules
 Each module is a major processing step (function) in the
application domain
 Modules can be decomposed into smaller modules
 Object-oriented decomposition
 The system is decomposed into classes (“objects”)
 Each class is a major abstraction in the application domain
 Classes can be decomposed into smaller classes
1. Abstraction
2. Decomposition
3. Hierarchy
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 21
Functional Decomposition
Top Level functions
Level 1 functions
Level 2 functions
Machine Instructions
System
Function
Load R10 Add R1, R10
Read Input Transform
Produce
Output
Transform
Produce
Output
Read Input
Is this about the requirements or a design?
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 22
Functional Decomposition
 Functionality is spread all over the system
 Maintainer must understand the whole system to make a single
change to the system
 Consequence:
 Codes are hard to understand
 Code that is complex and impossible to maintain
 User interface is often awkward and non-intuitive
 Example: Microsoft Powerpoint’s Autoshapes
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 23
Autoshape
Functional Decomposition: Autoshape
Draw
Rectangle
Draw
Oval
Draw
Circle
Draw
Change
Mouse
click
Change
Rectangle
Change
Oval
Change
Circle
How is this different from OO?
How are Functionally-Oriented systems different from OO systems?
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 24
OO-Decomposition - Class Identification
 Class identification is crucial to object-oriented modeling
 Basic assumption:
1. We can find the classes for a new software system: We call this
Greenfield Engineering
2. We can identify the classes in an existing system: We call this
Reengineering
3. We can create a class-based interface to any system: We call this
Interface Engineering
 Why can we do this? Philosophy, science, experimental
evidence
 What are the limitations? Depending on the purpose of the
system different objects might be found
 How can we identify the purpose of a system?
Then, depending on the purpose, could a functional decomposition be better than an OO decomposition?
Which is UML for, functional- or OO-decomposition?
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 25
Model of an Eskimo
Eskimo
Size
Dress()
Smile()
Sleep()
Shoe
Size
Color
Type
Wear()
* Coat
Size
Color
Type
Wear()
Is this a good model?
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 26
Iterative Modeling then leads to ....
Eskimo
Size
Dress()
Smile()
Sleep()
Cave
Lighting
Enter()
Leave()
lives in
but is it the right model?
Entrance
*
Outside
Temperature
Light
Season
Hunt()
Organize()
moves
around
Windhole
Diameter
MainEntrance
Size
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 27
Alternative Model: The Head of an Indian
Indian
Hair
Dress()
Smile()
Sleep()
Mouth
NrOfTeeths
Size
open()
speak()
*
Ear
Size
listen()
Face
Nose
smile()
close_eye()
Is this a good model?
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 28
3. Hierarchy
 2 important hierarchies
 "Part of" hierarchy
 "Is-kind-of" hierarchy
1. Abstraction
2. Decomposition
3. Hierarchy
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 29
Part of Hierarchy
Computer
I/O Devices CPU Memory
Cache ALU Program
Counter
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 30
Is-Kind-of Hierarchy (Taxonomy)
Cell
Muscle Cell Blood Cell Nerve Cell
Striate Smooth Red White Cortical Pyramidal
Any issue?
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 31
So where are we right now?
 Three ways to deal with complexity:
 Abstraction
 Decomposition
 Hierarchy
 Object-oriented decomposition is a good methodology
 Unfortunately, depending on the purpose of the system, different
objects can be found
 How can we do it right?
 Many different possibilities
 Our current approach: Start with a description of the functionality
(Use case model), then proceed to the object model
 This leads us to the software lifecycle
*An old school of thought mixing the domain model with the solution model, being design-oriented, and in a Waterfall fashion.
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 32
Software Lifecycle Definition
 Software lifecycle:
 Set of activities and their relationships to each other to support the
development of a software system
 Typical Lifecycle questions:
 Which activities should I select for the software project?
 What are the dependencies between activities?
 How should I schedule the activities?
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 33
Software Lifecycle Activities
Application
Domain
Objects
SubSystems
class...
class...
class...
Solution
Domain
Objects
Source
Code
Test
Cases
?
Expressed in
Terms Of
Structured By
Implemented
By
Realized By Verified
By
System
Design
Object
Design
Implemen-
tation
Testing
class....?
Requirements
Elicitation
Use Case
Model
Requirements
Analysis
Each activity produces one or more models
Deliverable 1 Deliverable 2 Deliverable 3 Deliverable 4 Deliverable 5 Deliverable 6
Deliverable 0
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 34
Reusability: Design Patterns and Frameworks
 Design Pattern:
 A small set of classes that provide a template solution to a recurring
design problem
 Reusable design knowledge on a higher level than data structures
(link lists, binary trees, etc)
 Framework:
 A moderately large set of classes that collaborate to carry out a set
of responsibilities in an application domain.
 Examples: User Interface Builder
 Provide architectural guidance during the design phase
 Provide a foundation for software components industry
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 35
Summary
 Software engineering is a problem solving activity
 Developing quality software for a complex problem within a limited
time while things are changing
 There are many ways to deal with complexity
 Modeling, decomposition, abstraction, hierarchy
 Issue models: Show the negotiation aspects
 System models: Show the technical aspects
 Task models: Show the project management aspects
 Use Patterns: Reduce complexity even further
 Many ways to deal with change
 Tailor the software lifecycle to deal with changing project conditions
 Use a nonlinear software lifecycle to deal with changing
requirements or changing technology
 Provide configuration management to deal with changing entities
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 36
Additional Slides
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 37
Software Production has a Poor Track Record
Example: Space Shuttle Software
 Cost: $10 Billion, millions of dollars more than planned
 Time: 3 years late
 Quality: First launch of Columbia was cancelled because of a
synchronization problem with the Shuttle's 5 onboard
computers.
 Error was traced back to a change made 2 years earlier when a
programmer changed a delay factor in an interrupt handler from
50 to 80 milliseconds.
 The likelihood of the error was small enough, that the error caused
no harm during thousands of hours of testing.
 Substantial errors still exist.
 Astronauts are supplied with a book of known software problems
"Program Notes and Waivers".
Take a look at the Standish Report (The “Chaos” Report)
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 38
Reusability
 A good software design solves a specific problem but is general
enough to address future problems (for example, changing
requirements)
 Experts do not solve every problem from first principles
 They reuse solutions that have worked for them in the past
 Goal for the software engineer:
 Design the software to be reusable across application domains and
designs
 How?
 Use design patterns and frameworks whenever possible
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 39
Patterns are used by many people
 Chess Master:
 Openings
 Middle games
 End games
 Writer
 Tragically Flawed Hero
(Macbeth, Hamlet)
 Romantic Novel
 User Manual
 Architect
 Office Building
 Commercial Building
 Private Home
 Software Engineer
 Composite Pattern: A collection
of objects needs to be treated
like a single object
 Adapter Pattern (Wrapper):
Interface to an existing system
 Bridge Pattern: Interface to an
existing system, but allow it to
be extensible

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software engineering chapte r one Btech

  • 1. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 1 Profession A Physician, a Civil Engineer and a Computer Scientist were arguing about what was the oldest profession in the world.  The Physician remarked, "Well, in the Bible, it says that God created Eve from a rib taken out of Adam. This clearly requires surgery, and so I can rightly claim that mine is the oldest profession in the world."  The Civil Engineer interrupted, and said, " But even earlier in the book of Genesis, it states that God created the order of the heavens and the earth from out of the chaos. This was the first and certainly the most spectacular application of civil engineering. Therefore, fair doctor, you are wrong; mine is the oldest profession in the world.“  The Computer Scientist leaned back in the chair, smiled and then said confidently, "Ah, but what do you think created the chaos ? "
  • 3. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 3 Objectives of the Class  Appreciate Software Engineering:  Build complex software systems in the context of frequent change  Understand how to  produce a high quality software system within time  while dealing with complexity and change  Acquire technical knowledge (main emphasis)  Acquire managerial knowledge  Understand the Software Lifecycle  Process vs Product  Learn about different software lifecycles  Greenfield Engineering – from scratch, Interface Engineering – a kind of Reengineering for legacy systems, Reengineering – [Hammer & Champy, 1993]
  • 4. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 4 Acquire Technical Knowledge  Understand System Modeling  Learn About Modeling Using (~20% and some) Aspects of UML (Unified Modeling Language)  Learn about modeling at different phases of software lifecycle:  Requirements Elicitation [Chap. 4] –---------------------- Deliverable 1  (Requirements) Analysis* [Chap 5] ----------------------- Deliverable 2  Architectural Design [Chap 6 & 7] ----------------------- Deliverable 3  Object/Component Design [Chap 8] ---------------------- Deliverable 4  Coding [Chap 10] ---------------------- Deliverable 5  Testing [Chap 11] ---------------------- Deliverable 6 (during demo) * An old school of thought mixing the domain model with the solution model, being design-oriented, and in a Waterfall fashion.  Learn about Traceability among Models  Learn how to use Tools: CASE (Computer Aided Software Engineering) Brugge’s e.g., Rational Rose
  • 5. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 5 Readings  Required:  Bernd Bruegge, Allen Dutoit: “Object-Oriented Software Engineering: Using UML, Patterns, and Java”, Prentice Hall, 2003.  Recommended:  Applying UML and Patterns: An Introduction to Object-Oriented Analysis and Design and the Unified Process, 2nd ed., C. Larman  Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides: “Design Patterns”, Addison-Wesley, 1996.  Grady Booch, James Rumbaugh, Ivar Jacobson, “The Unified Modeling Language User Guide”, Addison Wesley, 1999.  K. Popper, “Objective Knowledge, an Evolutionary Approach, Oxford Press, 1979.  Additional books may be recommended during individuals lectures Lecture Notes will adapt Bruegge’s, but with additional points and questions possibly from very different perspectives.
  • 6. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 6 Outline of Today’s Lecture  Software Engineering – Why, What and How?  Modeling complex systems  Functional vs. object-oriented decomposition  Software Lifecycle Modeling  Reuse:  Design Patterns  Frameworks  Concluding remarks
  • 7. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 7 Why Software Engineering? Used w. extensive rework, but later abandoned 20% Used as delivered 2% Usable w. rework 3% 9 software projects totaling $96.7 million: Where The Money Went [Report to Congress, Comptroller General, 1979] Delivered, but never successfully used 45% Paid for, but not delivered 30% Take a look at the Standish Report (The “Chaos” Report)
  • 8. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 8 Software Engineering: A Problem Solving Activity  Analysis: Understand the nature of the problem and break the problem into pieces  Synthesis: Put the pieces together into a large structure For problem solving we use  Techniques (methods):  Formal procedures for producing results using some well-defined notation  Methodologies:  Collection of techniques applied across software development and unified by a philosophical approach  Tools:  Instrument or automated systems to accomplish a technique Isn’t there something more fundamental than problem “solving”?
  • 9. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 9 20 Software Engineering: Definition Software Engineering is a collection of techniques, methodologies and tools that help with the production of  a high quality software system  with a given budget  before a given deadline while change occurs.
  • 10. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 10 Scientist vs Engineer  Computer Scientist  Proves theorems about algorithms, designs languages, defines knowledge representation schemes  Has infinite time…  Engineer  Develops a solution for an application-specific problem for a client  Uses computers & languages, tools, techniques and methods  Software Engineer  Works in multiple application domains  Has only 3 months...  …while changes occurs in requirements and available technology Isn’t there something more fundamental about “Software” Engineer?
  • 11. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 11 Factors affecting the quality of a software system  Complexity:  The system is so complex that no single programmer can understand it anymore  The introduction of one bug fix causes another bug  Change:  The “Entropy” of a software system increases with each change: Each implemented change erodes the structure of the system which makes the next change even more expensive (“Second Law of Software Dynamics”).  As time goes on, the cost to implement a change will be too high, and the system will then be unable to support its intended task. This is true of all systems, independent of their application domain or technological base.
  • 12. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 12 Complex Server Connections
  • 13. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 13 Complex Message Flow
  • 14. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 14 Dealing with Complexity 1. Abstraction 2. Decomposition 3. Hierarchy What is this?
  • 15. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 15 1. Models are used to provide abstractions  System Model:  Object Model: What is the structure of the system? What are the objects and how are they related?  Functional model: What are the functions of the system? How is data flowing through the system?  Dynamic model: How does the system react to external events? How is the event flow in the system ?  Task Model:  PERT Chart: What are the dependencies between the tasks?  Schedule: How can this be done within the time limit?  Org Chart: What are the roles in the project or organization?  Issues Model:  What are the open and closed issues? What constraints were posed by the client? What resolutions were made?  Inherent human limitation to deal with complexity  The 7 +- 2 phenomena  Chunking: Group collection of objects  Ignore unessential details: => Models 1. Abstraction 2. Decomposition 3. Hierarchy What does this refer to? In UML?
  • 16. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 17 Model-based software Engineering: Code is a derivation of object model Problem Statement : A stock exchange lists many companies. Each company is identified by a ticker symbol public class StockExchange { public Vector m_Company = new Vector(); }; public class Company { public int m_tickerSymbol public Vector m_StockExchange = new Vector(); }; Implementation phase results in code Analysis phase results in object model (UML Class Diagram): StockExchange Company tickerSymbol Lists * * A good software engineer writes as little code as possible Is this a “problem”? Where is the design, then?
  • 17. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 18 Example of an Issue: Galileo vs the Church  What is the center of the Universe?  Church: The earth is the center of the universe. Why? Aristotle says so.  Galileo: The sun is the center of the universe. Why? Copernicus says so. Also, the Jupiter’s moons rotate round Jupiter, not around Earth.
  • 18. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 19 Issue-Modeling Issue: What is the Center of the Universe? Proposal1: The earth! Proposal2: The sun! Pro: Copernicus says so. Pro: Aristotle says so. Pro: Change will disturb the people. Con: Jupiter’s moons rotate around Jupiter, not around Earth. Resolution (1615): The church decides proposal 1 is right Resolution (1998): The church declares proposal 1 was wrong Anything missing?
  • 19. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 20 Which decomposition is the right one? 2. Decomposition  A technique used to master complexity (“divide and conquer”)  Functional decomposition  The system is decomposed into modules  Each module is a major processing step (function) in the application domain  Modules can be decomposed into smaller modules  Object-oriented decomposition  The system is decomposed into classes (“objects”)  Each class is a major abstraction in the application domain  Classes can be decomposed into smaller classes 1. Abstraction 2. Decomposition 3. Hierarchy
  • 20. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 21 Functional Decomposition Top Level functions Level 1 functions Level 2 functions Machine Instructions System Function Load R10 Add R1, R10 Read Input Transform Produce Output Transform Produce Output Read Input Is this about the requirements or a design?
  • 21. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 22 Functional Decomposition  Functionality is spread all over the system  Maintainer must understand the whole system to make a single change to the system  Consequence:  Codes are hard to understand  Code that is complex and impossible to maintain  User interface is often awkward and non-intuitive  Example: Microsoft Powerpoint’s Autoshapes
  • 22. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 23 Autoshape Functional Decomposition: Autoshape Draw Rectangle Draw Oval Draw Circle Draw Change Mouse click Change Rectangle Change Oval Change Circle How is this different from OO? How are Functionally-Oriented systems different from OO systems?
  • 23. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 24 OO-Decomposition - Class Identification  Class identification is crucial to object-oriented modeling  Basic assumption: 1. We can find the classes for a new software system: We call this Greenfield Engineering 2. We can identify the classes in an existing system: We call this Reengineering 3. We can create a class-based interface to any system: We call this Interface Engineering  Why can we do this? Philosophy, science, experimental evidence  What are the limitations? Depending on the purpose of the system different objects might be found  How can we identify the purpose of a system? Then, depending on the purpose, could a functional decomposition be better than an OO decomposition? Which is UML for, functional- or OO-decomposition?
  • 24. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 25 Model of an Eskimo Eskimo Size Dress() Smile() Sleep() Shoe Size Color Type Wear() * Coat Size Color Type Wear() Is this a good model?
  • 25. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 26 Iterative Modeling then leads to .... Eskimo Size Dress() Smile() Sleep() Cave Lighting Enter() Leave() lives in but is it the right model? Entrance * Outside Temperature Light Season Hunt() Organize() moves around Windhole Diameter MainEntrance Size
  • 26. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 27 Alternative Model: The Head of an Indian Indian Hair Dress() Smile() Sleep() Mouth NrOfTeeths Size open() speak() * Ear Size listen() Face Nose smile() close_eye() Is this a good model?
  • 27. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 28 3. Hierarchy  2 important hierarchies  "Part of" hierarchy  "Is-kind-of" hierarchy 1. Abstraction 2. Decomposition 3. Hierarchy
  • 28. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 29 Part of Hierarchy Computer I/O Devices CPU Memory Cache ALU Program Counter
  • 29. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 30 Is-Kind-of Hierarchy (Taxonomy) Cell Muscle Cell Blood Cell Nerve Cell Striate Smooth Red White Cortical Pyramidal Any issue?
  • 30. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 31 So where are we right now?  Three ways to deal with complexity:  Abstraction  Decomposition  Hierarchy  Object-oriented decomposition is a good methodology  Unfortunately, depending on the purpose of the system, different objects can be found  How can we do it right?  Many different possibilities  Our current approach: Start with a description of the functionality (Use case model), then proceed to the object model  This leads us to the software lifecycle *An old school of thought mixing the domain model with the solution model, being design-oriented, and in a Waterfall fashion.
  • 31. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 32 Software Lifecycle Definition  Software lifecycle:  Set of activities and their relationships to each other to support the development of a software system  Typical Lifecycle questions:  Which activities should I select for the software project?  What are the dependencies between activities?  How should I schedule the activities?
  • 32. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 33 Software Lifecycle Activities Application Domain Objects SubSystems class... class... class... Solution Domain Objects Source Code Test Cases ? Expressed in Terms Of Structured By Implemented By Realized By Verified By System Design Object Design Implemen- tation Testing class....? Requirements Elicitation Use Case Model Requirements Analysis Each activity produces one or more models Deliverable 1 Deliverable 2 Deliverable 3 Deliverable 4 Deliverable 5 Deliverable 6 Deliverable 0
  • 33. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 34 Reusability: Design Patterns and Frameworks  Design Pattern:  A small set of classes that provide a template solution to a recurring design problem  Reusable design knowledge on a higher level than data structures (link lists, binary trees, etc)  Framework:  A moderately large set of classes that collaborate to carry out a set of responsibilities in an application domain.  Examples: User Interface Builder  Provide architectural guidance during the design phase  Provide a foundation for software components industry
  • 34. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 35 Summary  Software engineering is a problem solving activity  Developing quality software for a complex problem within a limited time while things are changing  There are many ways to deal with complexity  Modeling, decomposition, abstraction, hierarchy  Issue models: Show the negotiation aspects  System models: Show the technical aspects  Task models: Show the project management aspects  Use Patterns: Reduce complexity even further  Many ways to deal with change  Tailor the software lifecycle to deal with changing project conditions  Use a nonlinear software lifecycle to deal with changing requirements or changing technology  Provide configuration management to deal with changing entities
  • 35. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 36 Additional Slides
  • 36. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 37 Software Production has a Poor Track Record Example: Space Shuttle Software  Cost: $10 Billion, millions of dollars more than planned  Time: 3 years late  Quality: First launch of Columbia was cancelled because of a synchronization problem with the Shuttle's 5 onboard computers.  Error was traced back to a change made 2 years earlier when a programmer changed a delay factor in an interrupt handler from 50 to 80 milliseconds.  The likelihood of the error was small enough, that the error caused no harm during thousands of hours of testing.  Substantial errors still exist.  Astronauts are supplied with a book of known software problems "Program Notes and Waivers". Take a look at the Standish Report (The “Chaos” Report)
  • 37. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 38 Reusability  A good software design solves a specific problem but is general enough to address future problems (for example, changing requirements)  Experts do not solve every problem from first principles  They reuse solutions that have worked for them in the past  Goal for the software engineer:  Design the software to be reusable across application domains and designs  How?  Use design patterns and frameworks whenever possible
  • 38. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 39 Patterns are used by many people  Chess Master:  Openings  Middle games  End games  Writer  Tragically Flawed Hero (Macbeth, Hamlet)  Romantic Novel  User Manual  Architect  Office Building  Commercial Building  Private Home  Software Engineer  Composite Pattern: A collection of objects needs to be treated like a single object  Adapter Pattern (Wrapper): Interface to an existing system  Bridge Pattern: Interface to an existing system, but allow it to be extensible

Editor's Notes

  • #8: What is Software Engineering? The goal is to produce high quality software to satisfy a set of functional and nonfunctional requirements. How do we do that? First, and foremost, by acknowledging that it is a problem solving activity. That is, it has to rely on well known techniques that are used all over the world for solving problems. There are two major parts of any problem solving process: Analysis: Understand the nature of the problem. This is done by looking at the problem and trying to see if there are subaspects that can be solved independently from each other. This means, that we need to identify the pieces of the puzzle (In object-oriented development, we will call this object identification). Synthesis: Once you have identified the pieces, you want to put them back together into a larger structure, usually by keeping some type of structure within the structure. Techniques, Methodologies and Tools: To aid you in the analysis and synthesis you are using 3 types of weapons: Techniques are well known procedures that you know will produce a result (Algorithms, cook book recipes are examples of techniques). Some people use the word “method” instead of technique, but this word is already reserved in our object-oriented development language, so we won’t use it here. A collection of techniques is called a methodology. (A cookbook is a methodology). A Tool is an instrument that helps you to accomplish a method. Examples of tools are: Pans, pots and stove. Note that these weapons are not enough to make a really good sauce. That is only possible if you are a good cook. In our case, if you are a good software engineer. Techniques, methodologies and tools are the domain of discourse for computer scientists as well. What is the difference?
  • #10: A computer scientist assumes that techniques, methodologies and tools are to be developed. They investigate in designs for each of these weapons, and prove theorems that specify they do what they are intended to do. They also design languages that allow us to express techniques. To do all this, a computer scientist has available an infinite amount of time. A software engineering views these issues as solved. The only question for the software engineer is how these tools, techniques and methodologies can be used to solve the problem at hand. What they have to worry about is how to do it under the time pressure of a deadline. In addition they have to worry about a budget that might constrain the solution, and often, the use of tools. Good software engineering tools can cost up to a couple of $10,000 Dollars (Galaxy, Oracle 7, StP/OMT) Object modeling is difficult. As we will see, good object modeling involves mastering complex concepts, terminology and conventions. It also requires considerable and sometimes subjective expertise in a strongly experience-based process. Beware of the false belief that technology can substitute for skill, and that skill is a replacement for thinking. offers this advise [cit Tillmann]. Many organizations are frustrated with a lack of quality from their tool-based systems. However, the cause of this problem is often the false belief that a tool can be a substitute for knowledge and experience in understanding and using development techniques. Although CASE tools such as StP/OMT or Objectory and similar tools have the potential to change how people design applications, it is a mistake to think they can replace the skills needed to understand and apply underlying techniques such as object, functional or dynamic modeling. You cannot substitute hardware and software for grayware (brain power) [cit Tillmann]: Buying a tool does not make a poor object modeler a good object modeler. Designers need just as much skill in applying techniques with CASE tools as they did with pen and paper. Another problem, that is often associated with tool-based analysis is that it is often insufficient or incomplete. Why is that? To a certain extent this problem has always existed. Systems developers are much better at collecting and documenting data than they are at interpreting what these data mean. This in unfortunate, because the major contribution an analysist can bring to system development is the thought process itself. But just as a tool is not a substitute for technique, knowledge and experience, technique skills cannot replace good analysis - people are still needed to think through the problem. So our message is: Being able to use a tool does not mean you understand the underlying techniques, and understanding the techniques does not mean you understand the problem. In the final analysis, organizations and practitioners must recognize, that methodologies, tools and techniques do not represent the added values of the object modeling process. Rather, the real value that is added, is the thought and insight that only the analyst can provide.
  • #14: Hierarchy (Booch 17): Object model is called object structure by Booch
  • #20: Which decomposition is the right one? If you think you are politically correct, you probably want to answer: Object-oriented. But that is actually wrong. Both views are important Functional decomposition emphasises the ordering of operations, very useful at requirements engineering stage and high level description of the system. Object-oriented decomposition emphasizes the agents that cause the operations. Very useful after initial functional description. Helps to deal with change (usually object don’t change often, but the functions attached to them do).
  • #25: Because of the ambiguity of the picture we can model it in several ways: > As a bitmap of black and white pixels > As an eskimo entering a cave > As the portraint of an Indian with closed eyes Which one is the correct model? We don’t know as long as we don’t know the application domain. Here is an important example where we should consult application domain experts and end users. However, even the expert should not be relied on being able to explain to you all the objects of the application domain. User-centered analysis means that we interactively (in a dialectic way) explore the objects of the application domain. A good way to approach this discussion is to start with one or more object models as hypotheses. (It is important here to stress the fact that they are hypotheses, that are to be improved (by enhancements or starting from scratch) in an incremental and iterative (dialective) way. For example, in the above case, the object modeler might prepare two object models: That there is a face (we don’t see it in the picture), that the face has two ears and a mouth Note: Sometimes the application domain is obvious and one could argue that it is not necessary to create more than one object model. However, presenting the two or three possible object models has an important advantage: It might show the involved parties (developers, application domain expert and end user) that the application domain has ambigious objects. For that reason it is also important not to go into too much depth in the formulation of the first object model version. The above object models might be enough to disambiguate the problem statement. If it is decided that the picture actually presents an eskimo that more in depth object modeling is appropriate.
  • #26: At this stage of the analysis we concentrate on the living conditions for the eskimo. In particular, the attribute entrance turns out to be very important, because the Cave has more than one entrance each of them with different dynamic behavior. During a blizzard, the cave is entered only through one of the wind holes which are not in the direction the wind is blowing, whereas during calm periods the Cave is entered during the MainEntrance. The shape of the windhole is a circle, whereas the MainEntrance is a rectangle. Note that due to the inheritance we do not model that there are many Windholes and only one MainEntrance. According to the object model shown, there can be many MainEntrances as well. We also start modeling the Outside, where the Temparature, the Light and the Season are important attributes which determine whether the Eskimo is hunting or getting some order in the cave.
  • #27: In this object model we have decided to model an indian head. We now consider the mouth and the ears to be important objects with their own dynamic behavior instead of just being static attributes of a face and that the person does most of the work with his ears and mouth where the size are important. This means that we create two more objects, Ear and Mouth. Theses classes are created by removing the attributes from the Face class in the previous picture and making them parts of the Face class by connecting them with aggregate associations. The model also contains 2 hypotheses: That the face has two ears and one mouth. This knowledge comes from our general knowledge, not from the application domain, and it is therefore important to verify this fact.
  • #31: The identification of objects and the definition of the system boundary are heavily intertwined with each other.