2. Till Now..
• Requirements Engineering
• Analysis Modeling
Move further
• Design Engineering
3. Before Moving On..
• What’s the Difference Between :
Analysis Modeling
and
Design Modeling/ Engineering
4. Roughly speaking…
– Analysis: some kind of understanding of a problem or
situation.
– Design: creation of a solution for the analyzed problem.
– Model: simplification that is used to better understand
the problem (“analysis model”) or the solution (“design
model”).
5. Originally
• Analysis/Decomposition:
• Breaking a whole into its component parts (in order to better
understand it).
• Opposed to synthesis/composition: “building a whole out of its parts”.
• Design:
• Drawing or making a blueprint of something before constructing it.
• The design anticipates and guides the production process, the
“synthesis”.
• Design is part of (the preparatory phases of) synthesis.
6.
7. Orthogonal dimensions:
In each axis: two values corresponding to analysis (nearest to origin) and
design (farthest).
9. • "You can use an eraser on the drafting table or a
sledge hammer on the construction site."
Frank Lloyd Wright
10. 10
Purpose of Design
• Design is where :
– customer requirements,
– business needs, and
– technical considerations
all come together in the formulation of a product or system
• The design model provides detail about the :
– software data structures,
– architecture,
– interfaces, and
– components
• The design model can be assessed for quality and be improved
before code is generated and tests are conducted
11. 11
Purpose of Design
(continued)
• A designer must practice diversification and convergence
– The designer selects from design components, component solutions,
and knowledge available through catalogs, textbooks, and experience
– The designer then chooses the elements from this collection that meet
the requirements defined by requirements engineering and analysis
modeling
– Convergence occurs as alternatives are considered and rejected until
one particular configuration of components is chosen
• Software design is an iterative process through which
requirements are translated into a blueprint for constructing the
software
– Design begins at a high level of abstraction that can be directly traced
back to the data, functional, and behavioral requirements
– As design iteration occurs, subsequent refinement leads to design
representations at much lower levels of abstraction
12. 12
From Analysis Model to
Design Model
Component-level Design
(Class-based model, Flow-oriented model
Behavioral model)
Interface Design
(Scenario-based model, Flow-oriented model
Behavioral model)
Architectural Design
(Class-based model, Flow-oriented model)
Data/Class Design
(Class-based model, Behavioral model)
13. 13
Task Set for Software
Design
1) Examine the information domain model and design appropriate data
structures for data objects and their attributes
2) Using the analysis model, select an architectural style (and design
patterns) that are appropriate for the software
3) Partition the analysis model into design subsystems and allocate these
subsystems within the architecture
a) Design the subsystem interfaces
b) Allocate analysis classes or functions to each subsystem
4) Create a set of design classes or components
a) Translate each analysis class description into a design class
b) Check each design class against design criteria; consider inheritance issues
c) Define methods associated with each design class
d) Evaluate and select design patterns for a design class or subsystem
14. Task Set for Software Design
14
(continued)
5) Design any interface required with external systems or
devices
6) Design the user interface
7) Conduct component-level design
a) Specify all algorithms at a relatively low level of abstraction
b) Refine the interface of each component
c) Define component-level data structures
d) Review each component and correct all errors uncovered
8) Develop a deployment model
Show a physical layout of the system, revealing which
components will be located where in the physical computing
environment
15. "Every now and then go away, have a little relaxation, for when
you come back to your work your judgment will be surer. Go
some distance away because then the work appears smaller and
more of it can be taken in at a glance and a lack of harmony
and proportion is more readily seen."
Leonardo DaVinci
18. Goals of a Good Design
• The design must implement all of the explicit requirements
contained in the analysis model
– It must also accommodate all of the implicit requirements
desired by the customer
• The design must be a readable and understandable guide for
those who generate code, and for those who test and
support the software
• The design should provide a complete picture of the
software, addressing the data, functional, and behavioral
domains from an implementation perspective
"Writing a clever piece of code that works is one thing; designing something
that can support a long-lasting business is quite another."
19. • "A common mistake that people make when
trying to design something completely
foolproof was to underestimate the ingenuity
of complete fools."
– Douglas Adams
20. Design Quality Guidelines
1) A design should exhibit an architecture that
a) Has been created using recognizable architectural styles or
patterns
b) Is composed of components that exhibit good design
characteristics
c) Can be implemented in an evolutionary fashion, thereby
facilitating implementation and testing
2) A design should be modular; that is, the software should be
logically partitioned into elements or subsystems
3) A design should contain distinct representations of data,
architecture, interfaces, and components
4) A design should lead to data structures that are
appropriate for the classes to be implemented and are
drawn from recognizable data patterns
21. Quality Guidelines
(continued)
5) A design should lead to components that exhibit
independent functional characteristics
6) A design should lead to interfaces that reduce the
complexity of connections between components and with
the external environment
7) A design should be derived using a repeatable method that
is driven by information obtained during software
requirements analysis
8) A design should be represented using a notation that
effectively communicates its meaning
"Quality isn't something you lay on top of subjects and objects
like tinsel on a Christmas tree."
23. 23
Design Concepts
• Abstraction
– Procedural abstraction – a sequence of instructions that have a
specific and limited function
– Data abstraction – a named collection of data that describes a data
object
• Architecture
– The overall structure of the software and the ways in which the
structure provides conceptual integrity for a system
– Consists of components, connectors, and the relationship between
them
• Patterns
– A design structure that solves a particular design problem within a
specific context
– It provides a description that enables a designer to determine
whether the pattern is applicable, whether the pattern can be
reused, and whether the pattern can serve as a guide for developing
similar patterns
24. Design Concepts (continued)
24
• Modularity
– Separately named and addressable components (i.e., modules) that are
integrated to satisfy requirements (divide and conquer principle)
– Makes software intellectually manageable so as to grasp the control
paths, span of reference, number of variables, and overall complexity
• Information hiding
– The designing of modules so that the algorithms and local data contained
within them are inaccessible to other modules
– This enforces access constraints to both procedural (i.e., implementation)
detail and local data structures
• Functional independence
– Modules that have a "single-minded" function and an aversion to excessive
interaction with other modules
– High cohesion – a module performs only a single task
– Low coupling – a module has the lowest amount of connection needed with
other modules
25. Design Concepts (continued)
• Stepwise refinement
– Development of a program by successively refining levels of
procedure detail
– Complements abstraction, which enables a designer to
specify procedure and data and yet suppress low-level details
• Refactoring
– A reorganization technique that simplifies the design (or
internal code structure) of a component without changing its
function or external behavior
– Removes redundancy, unused design elements, inefficient or
unnecessary algorithms, poorly constructed or inappropriate
data structures, or any other design failures
• Design classes
– Refines the analysis classes by providing design detail that
will enable the classes to be implemented
– Creates a new set of design classes that implement a
software infrastructure to support the business solution
26. Types of Design Classes
• User interface classes – define all abstractions necessary for
human-computer interaction (usually via metaphors of real-world
objects)
• Business domain classes – refined from analysis classes;
identify attributes and services (methods) that are required to
implement some element of the business domain
• Process classes – implement business abstractions required to
fully manage the business domain classes
• Persistent classes – represent data stores (e.g., a database)
that will persist beyond the execution of the software
• System classes – implement software management and control
functions that enable the system to operate and communicate
within its computing environment and the outside world
27. Characteristics of a Well-
Formed Design Class
• Complete and sufficient
– Contains the complete encapsulation of all attributes and methods that exist
for the class
– Contains only those methods that are sufficient to achieve the intent of the
class
• Primitiveness
– Each method of a class focuses on accomplishing one service for the class
• High cohesion
– The class has a small, focused set of responsibilities and single-mindedly
applies attributes and methods to implement those responsibilities
• Low coupling
– Collaboration of the class with other classes is kept to an acceptable
minimum
– Each class should have limited knowledge of other classes in other
subsystems
28. The Design Model
The design model has the
following:
-layered elements
-Data/class design
-Architectural design
-Interface design
-design
A fifth element that follows
all of
the others is deployment-level
design
Component-level Design
Interface Design
Architectural Design
Data/Class Design
29. Design Elements
• Data/class design
– Creates a model of data and objects that is represented at a high
level of abstraction
• Architectural design
– Depicts the overall layout of the software
• Interface design
– Tells how information flows into and out of the system and how it is
communicated among the components defined as part of the
architecture
– Includes the user interface, external interfaces, and internal
interfaces
• Component-level design elements
– Describes the internal detail of each software component by way of
data structure definitions, algorithms, and interface specifications
• Deployment-level design elements
– Indicates how software functionality and subsystems will be
allocated within the physical computing environment that will
support the software
30. Dimensions of the Design
Process Dimension (Progression)
Abstraction Dimension
Data/Class
Elements
Interface
Elements
Architectural
Elements
Component-level
Elements
Deployment-level
Elements
Model
Analysis model
Design model
High
Low
31. Dimensions of the Design
Model
• The design model can be viewed in two different dimensions
– (Horizontally) The process dimension indicates the evolution of
the parts of the design model as each design task is executed
– (Vertically) The abstraction dimension represents the level of
detail as each element of the analysis model is transformed into
the design model and then iteratively refined
• Elements of the design model use many of the same UML
diagrams used in the analysis model
– The diagrams are refined and elaborated as part of the design
– More implementation-specific detail is provided
– Emphasis is placed on
• Architectural structure and style
• Interfaces between components and the outside world
• Components that reside within the architecture
32. Dimensions of the Design
Model
• Design model elements are not always developed in a
sequential fashion
– Preliminary architectural design sets the stage
– It is followed by interface design and component-level design,
which often occur in parallel
33. Pattern-based Software Design
• What is a pattern:
In software engineering, a design pattern is a general repeatable solution to a
commonly occurring problem in software design.
• Pattern-based design creates of a new application by finding a set of proven
solutions to a clearly delineated set of problems.
• Each problem and its solution is described by a design pattern that has been
catalogued and vetted by other software engineers who have encountered the
problem and implemented the solution while designing other applications.
• Each design pattern provides you with a proven approach to one part of the
problem to be solved.
34. Categorizing Pattern
Patterns, then, represent expert solutions to recurring problems in a
context and thus have been captured at many levels of abstraction
and in numerous domains. Numerous categories are:
• Design
• Architectural
• Analysis
• Creational
• Structural
• Behavioral
35. Pattern-based Software
Design
• Architectural patterns
– Define the overall structure of software
– Indicate the relationships among subsystems and software components
– Define the rules for specifying relationships among software elements
• Design patterns
– Address a specific element of the design such as an aggregation of
components or solve some design problem, relationships among components,
or the mechanisms for effecting inter-component communication
– Consist of creational, structural, and behavioral patterns
• Coding patterns
– Describe language-specific patterns that implement an algorithmic or data
structure element of a component, a specific interface protocol, or a
mechanism for communication among components