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Copyright Nancy Leveson, Sept. 1999
1980s:
OO design: added inheritance, multiple inheritance, and
polymorphism to ADT.
In process added complexity and increased
some types of connectivity.
Lots of claimed advantages -- so far empirical
evaluation is not supporting them well.
1990s:
Architecture
Patterns
Frameworks
Kits
etc.
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Copyright Nancy Leveson, Sept. 1999
Software Design Principles
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Design is a creative, problem-solving activity.
No recipe for doing it - always need some type of "magic".
Quality and expertise of designers is determinant for success.
Simon: An expert has over 50,000 chunks of domain
knowledge at hand.
Solving a problem involves mapping into knowledge
available.
The larger this knowledge and the more accessible,
the more successful the process will be.
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Copyright Nancy Leveson, Sept. 1999
Software Design Principles (2)
Brooks, Curtis: Successful software development often
depends on small number of exceptional designers who
"think on a system level."
Curtis: Such people might not be particularly good
programmers.
Design problem: How to decompose system into parts
each with a lower complexity than system as a whole
while minimizing interaction between the parts
such that the parts together solve the problem.
No universal way of doing this.
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Four Primary Design Principles
1. Separation of concerns
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Deal with separate aspects of a problem separate.
2. Abstraction
Identify important aspects of a phenomenon and ignore
details that are irrelevant at this stage.
Hierarchical abstraction: build hierarchical layers of abstraction
Procedural (functional) abstraction
Data abstraction
Control abstraction (abstract from precise sequence of
events handled, e.g., nondeterminacy)
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Copyright Nancy Leveson, Sept. 1999
Four Primary Design Principles (2)
3. Simplicity
Emphasis on software that is clear, simple, and
therefore easy to check, understand, and modify.
4. Restricted visibility
Locality of information
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Copyright Nancy Leveson, Sept. 1999
General Software Design Concepts
Implementations of the general principles
Decomposition
Can decompose with respect to time order, data flow,
logical groupings, access to a common resource,
control flow, or some other criterion.
Functional decomposition seems to be a natural way for
people to solve problems as evidenced by its wide use.
Top-down decomposition: start at high levels of abstraction
and progress to levels of greater and greater detail.
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Bottom-up: form and layer groups of instruction sequences
until work way up to a complete solution.
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Copyright Nancy Leveson, Sept. 1999
General Software Design Concepts (2)
Decomposition (con’t.)
Iterative decision making process:
List difficult decisions and decisions likely to change
Design a module specification to hide each such decision
Break module into further design decisions.
Continue refining until all design decisions hidden
in a module
Program Families: design for flexibility, not generality
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Copyright Nancy Leveson, Sept. 1999
General Software Design Concepts (3)
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Virtual Machines
A module provides a virtual machine: a set of operations
that can be invoked in a variety of ways and orders to
accomplish a variety of tasks.
Don’t think of systems in terms of components that
correspond to steps in processing.
Do provide a set of virtual machines that are useful for
writing many programs.
Information Hiding
Each design unit hides internal details of processing activities.
Design units communicate only through well-defined interfaces.
Each design unit specified by as little information as possible
If internal details change, client units should need no change
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Copyright Nancy Leveson, Sept. 1999
General Software Design Concepts (4)
Modularity
Separation of concerns:
1. Deal with details of each module in isolation (ignoring
details of other modules)
2. Deal with overall characteristics of all modules and their
relationships in order to integrate them into a coherent
system.
Base on hierarchy and abstraction:
Abstraction handled through information hiding
Hierarchy by defining uses and is-composed-of relations
Minimize connectivity
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Copyright Nancy Leveson, Sept. 1999
General Software Design Concepts (5)
Modularity (con’t.)
Sample things to modularize and encapsulate:
abstract data types
algorithms (e.g., sort)
input and output formats
processing sequence
machine dependencies (e.g., character codes)
policies (e.g., when and how to do garbage collection)
external interfaces (hardware and software)
Benefits:
Allows understanding each part of a system separately
Aids in modifying system
May confine search for a malfunction to a single module.
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Design Methods
Set of guidelines, heuristics, and procedures on how to go
about designing a system.
Usually offer a notation to express result of design process.
Trying to provide a systematic means for organizing the
design process and its products.
Design method may be based on:
Functional decomposition
Data flow
Data structures
Control flow
Objects
Vary in degree of prescriptiveness
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David Budgen, Software Design Methods: Life Belt
or Leg Iron (IEEE Software, Sept/Oct. 99)
Will the adoption of a design method help the software
development process (be a "life belt") or is there significant
risk that its use will lead to suboptimum solution (be a
"leg iron")?
Argument:
Two general design characteristics:
1. "Wicked" nature of any design process:
Adopting a particular solution approach to a problem
may make task of solving it more intractible, i.e., the
design process is not neutral.
2. Expert designers engage in opportunistic behavior:
As solution’s form emerges, problem solving strategy
is adapted to meet new characteristics that are revealed,
i.e., expert designers do not follow a single method.
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These challenge the belief that good software engineering design
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solutions will most likely come from systematically following a
prescriptive procedural method.
60s and 70s: people recognized that a systematic approach to
development needed to cope with large-scale projects. Needed
a way to promulgate and encourage the adoption of desirable
practices.
A procedural form (do this, then do this, then this ...) lent
itself to this role.
Also easily conveyed through books and courses, easy to
teach, easy to write exam questions.
Yourdan, Michael Jackson, etc.
Met some real needs.
By late 70s, use of procedural form was entrenched.
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Copyright Nancy Leveson, Sept. 1999
But some good practices that did not lend themselves to such a
form, e.g., information hiding (for which no satisfactory form of
procedural development practice has yet been devised).
Reaction in 80s to shortcomings was to "pile more on"
More diagrammatical forms
More models
More complexity
"Arguably, much of this complexity stems from the paradox of
object orientation, which seems to provide excellent paradigms
for analysis and implementation, but present major difficulties
for the designer."
In 90s, attempts to develop other paradigms for transferring design
knowledge, e.g., patterns and architectures.
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Peculiarity of software design: extent to which commercial
interests have dominated the codifying of associated practices
More widely known design methods have been developed
and marketed largely by consultants and commercial
organizations.
Not true for requirements or testing
Suggests a real need for design skills, but does not create
an objective forum for evaluation.
Conclusions:
Life belt has become waterlogged and acting more like a leg iron.
Need to stop pretending that software design is largely a matter
of following a set of well-defined activities. Recognize it as a
creative process that requires us to develop design skills needed
to build software systems of the future.
How do we identify, grow, and encourage those talents needed
for the great designers who will create elegant and effective
solutions to problems?
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