The document discusses architectural design and the design process. It defines design as a problem-solving process to implement functional requirements while respecting constraints. It discusses top-down and bottom-up design approaches. Key principles for good design discussed are dividing problems into smaller parts for increased understandability and changeability, increasing cohesion by grouping related parts, and reducing coupling between modules.
The document discusses techniques for designing software architecture and making good design decisions. It provides principles for dividing a system into components, increasing cohesion and reducing coupling between components. The document emphasizes designing for qualities like flexibility, reusability, portability and testability. Priorities, objectives and cost-benefit analysis can be used to evaluate design alternatives. The architecture is the core of the design and should divide the system into subsystems and define their interactions and interfaces.
This is take two of the presentation, some things added, some removed, but still the regurgitation is best..
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This document provides an overview of software design engineering concepts in 3 sentences or less:
The document outlines the key concepts in software design including the design process, design quality, abstraction, architecture, patterns, modularity, information hiding, and functional independence. It also summarizes design models, principles of data design, architectural styles like layered architectures, and common architectural patterns for concurrency, persistence, and distribution.
This document provides an overview of model-view-controller (MVC) patterns and their use in software development. It discusses how MVC separates an application's frontend from its backend code to improve quality and maintenance. The document outlines the history and components of MVC, provides an example application, and discusses how interfaces can help adapt an application to different data sources.
This document summarizes key concepts from Chapter 1 of the book "Object-Oriented Software Engineering". It discusses the nature of software and how it differs from other engineering domains. It defines software engineering as the systematic development of large, high-quality software systems within constraints. It also outlines common software engineering project activities like requirements, design, modeling, programming, and quality assurance. Finally, it lists some of the difficulties and risks inherent in software engineering projects.
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This ppt covers the following topics :-
Introduction
Design quality
Design concepts
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Thus it covers design engineering in software engineering
The document discusses techniques for designing software architecture and making good design decisions. It provides principles for dividing a system into components, increasing cohesion and reducing coupling between components. The document emphasizes designing for qualities like flexibility, reusability, portability and testability. Priorities, objectives and cost-benefit analysis can be used to evaluate design alternatives. The architecture is the core of the design and should divide the system into subsystems and define their interactions and interfaces.
This is take two of the presentation, some things added, some removed, but still the regurgitation is best..
The purpose is to raise your awareness of software architecture in light of modern day agile development. Disciplines to incorporate and reconsider
This document provides an overview of software design engineering concepts in 3 sentences or less:
The document outlines the key concepts in software design including the design process, design quality, abstraction, architecture, patterns, modularity, information hiding, and functional independence. It also summarizes design models, principles of data design, architectural styles like layered architectures, and common architectural patterns for concurrency, persistence, and distribution.
This document provides an overview of model-view-controller (MVC) patterns and their use in software development. It discusses how MVC separates an application's frontend from its backend code to improve quality and maintenance. The document outlines the history and components of MVC, provides an example application, and discusses how interfaces can help adapt an application to different data sources.
This document summarizes key concepts from Chapter 1 of the book "Object-Oriented Software Engineering". It discusses the nature of software and how it differs from other engineering domains. It defines software engineering as the systematic development of large, high-quality software systems within constraints. It also outlines common software engineering project activities like requirements, design, modeling, programming, and quality assurance. Finally, it lists some of the difficulties and risks inherent in software engineering projects.
An Introduction To Model View Controller In XPagesUlrich Krause
This document outlines an introduction to the model-view-controller (MVC) pattern presented by Ulrich Krause. The presentation covers the basics of MVC including its history, components, and interaction. It provides an example application to demonstrate how MVC can help address challenges with software quality and maintenance for applications with code spread across different languages and locations. The example shows how interfaces, data access objects, and refactoring can help adapt an application to use different data sources.
This document discusses different aspects of interaction design and prototyping. It covers conceptual design, which transforms user requirements into a conceptual model. It also discusses different types of prototyping like low and high fidelity, as well as compromises in prototyping. Finally, it discusses how prototypes can be used to support the design process by answering questions and testing ideas.
This ppt covers the following topics :-
Introduction
Design quality
Design concepts
The design model
Thus it covers design engineering in software engineering
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The document discusses software design and the software design process. It covers stages of design like problem understanding, identifying solutions, and describing solution abstractions. It also discusses phases in the design process like architectural design, abstract specification, interface design, component design, data structure design, and algorithm design. The document outlines principles for good design like linguistic modular units, few interfaces, small interfaces, explicit interfaces, and information hiding. It discusses concepts like coupling, cohesion, and stepwise refinement in software design.
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- Microservices are not a universal solution and will not improve a flawed design alone. Modules should only be split across microservices at domain boundaries.
- Systems need to be designed to evolve dynamically over time as requirements change. Centralized control hinders this.
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Abstract
The idea of this talk is to help development teams to make correct architectural decisions.
Andrei will highlight the basic architectural principles and show ways to achieve architecture that is good enough to cover the project requirements and evolve in the future.
He will also present several cases from real projects, where wrong, missing, or over-sophisticated architecture decisions really hurt the development teams:
- Painful sharing: do shared modules increase reusability or will be the source of problems?
- Microservices are the solution to every problem!
- Non-extensible extensibility: too sophisticated configuration hurts
- Over fine-grained: incorrect splitting to Microservices can make life even harder as with monolith
- Convey horizontal split: how organizational driven split can jeopardise the architecture
- Model-driven: central responsibility blocks and limits the team
- Cargo cult: blindly following patterns and rule can produce an unmaintainable system
- Freestyle architecture: what happens if teams completely ignore architecture
- Improve with less intelligence: smart endpoint and dumb pipes
Abstract
The idea of this talk is to help development teams to make correct architectural decisions.
Andrei will highlight the basic architectural principles and show ways to achieve architecture that is good enough to cover the project requirements and evolve in the future.
He will also present several cases from real projects, where wrong, missing, or over-sophisticated architecture decisions really hurt the development teams:
- Painful sharing: do shared modules increase reusability or will be the source of problems?
- Microservices are the solution to every problem!
- Non-extensible extensibility: too sophisticated configuration hurts
- Over fine-grained: incorrect splitting to Microservices can make life even harder as with monolith
- Convey horizontal split: how organizational driven split can jeopardise the architecture
- Model-driven: central responsibility blocks and limits the team
- Cargo cult: blindly following patterns and rule can produce an unmaintainable system
- Freestyle architecture: what happens if teams completely ignore architecture
- Improve with less intelligence: smart endpoint and dumb pipes
The document discusses key concepts in software design, including:
- Mitch Kapor's "software design manifesto" emphasized good design exhibiting firmness, commodity, and delight.
- Design encompasses principles, concepts, and practices that lead to high quality systems, including data/class design, architectural design, interface design, and component-level design.
- Quality guidelines for design include modularity, distinct representations of elements, appropriate data structures, independent components, and reduced complexity interfaces.
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The document provides an overview of object-oriented analysis and design (OOAD). It discusses key OOAD concepts like iterative development, the Unified Process, UML notation, thinking in terms of objects and their services/responsibilities. It explains the differences between object-oriented analysis, which focuses on identifying domain objects, and object-oriented design, which defines software objects and how they collaborate. The document uses a dice game example to illustrate domain modeling with objects, interaction diagrams to show message flows, and a class diagram to define class attributes and methods.
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The document discusses software requirement engineering. It outlines the objective of requirement engineering as understanding issues, processes, elicitation and specification techniques. It describes requirement engineering as identifying user needs and bridging them to software capabilities. The key tasks are inception, elicitation, elaboration, negotiation, specification, validation and management. Requirements errors are most costly if found late, so requirement engineering aims to establish a solid foundation early in development.
The document summarizes the emergence and evolution of software engineering approaches from the 1950s to modern times. It describes early exploratory programming using assembly languages. It then discusses the introduction of high-level languages and increased focus on control flow-based design. Subsequently, the complexity of software led to data-flow oriented design using data flow diagrams. Object oriented design revolutionized the field by enabling reuse through concepts like encapsulation and inheritance. Finally, it briefly outlines evolutionary, RAD, spiral models for iterative development.
This document discusses system design and decomposing systems into subsystems. It covers:
- Analyzing requirements, functional models, object models, and dynamic models to inform system design goals and subsystem decomposition.
- Identifying design goals and typical trade-offs between goals like functionality vs usability.
- Decomposing the system into subsystems using concepts like layers, partitions, and subsystem interfaces. Properties of good subsystem decomposition like low coupling are discussed.
- The relationship between subsystems, layers, and virtual machines is explained as a way to structure complex systems hierarchically.
This document discusses system design and decomposing systems into subsystems. It covers:
- Analyzing requirements, functional models, object models, and dynamic models to inform system design goals and subsystem decomposition.
- Identifying design goals and typical trade-offs between goals like functionality vs usability.
- Decomposing the system into subsystems using concepts like layers, partitions, and subsystem interfaces. Properties of good subsystem decomposition like low coupling are discussed.
- The relationship between subsystems, layers, and virtual machines is explained as a way to structure complex systems hierarchically.
This document discusses software design principles and processes. It describes key stages of design like problem understanding, identifying solutions, and describing solution abstractions. The design process involves phases like architectural design, interface design, and algorithm design. Good design principles include having linguistic modular units, few interfaces with loose coupling between modules, explicit interfaces, and information hiding. Top-down design and stepwise refinement are common design methods. Cohesion and coupling are important attributes of modular design.
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The document discusses key concepts in software design. It covers 5 levels of design from the system level down to the individual routine level. It also discusses design challenges and provides heuristics to guide design decisions, such as finding real-world objects, hiding secrets through information hiding and encapsulation, forming consistent abstractions, and identifying areas likely to change. The overall goal is to manage complexity through decomposition and isolation of volatile components.
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The idea of this talk is to help development teams to make correct architectural decisions.
Andrei will highlight the basic architectural principles and show ways to achieve architecture that is good enough to cover the project requirements and evolve in the future.
He will also present several cases from real projects, where wrong, missing, or over-sophisticated architecture decisions really hurt the development teams:
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- Microservices are the solution to every problem!
- Non-extensible extensibility: too sophisticated configuration hurts
- Over fine-grained: incorrect splitting to Microservices can make life even harder as with monolith
- Convey horizontal split: how organizational driven split can jeopardise the architecture
- Model-driven: central responsibility blocks and limits the team
- Cargo cult: blindly following patterns and rule can produce an unmaintainable system
- Freestyle architecture: what happens if teams completely ignore architecture
- Improve with less intelligence: smart endpoint and dumb pipes
Abstract
The idea of this talk is to help development teams to make correct architectural decisions.
Andrei will highlight the basic architectural principles and show ways to achieve architecture that is good enough to cover the project requirements and evolve in the future.
He will also present several cases from real projects, where wrong, missing, or over-sophisticated architecture decisions really hurt the development teams:
- Painful sharing: do shared modules increase reusability or will be the source of problems?
- Microservices are the solution to every problem!
- Non-extensible extensibility: too sophisticated configuration hurts
- Over fine-grained: incorrect splitting to Microservices can make life even harder as with monolith
- Convey horizontal split: how organizational driven split can jeopardise the architecture
- Model-driven: central responsibility blocks and limits the team
- Cargo cult: blindly following patterns and rule can produce an unmaintainable system
- Freestyle architecture: what happens if teams completely ignore architecture
- Improve with less intelligence: smart endpoint and dumb pipes
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- Mitch Kapor's "software design manifesto" emphasized good design exhibiting firmness, commodity, and delight.
- Design encompasses principles, concepts, and practices that lead to high quality systems, including data/class design, architectural design, interface design, and component-level design.
- Quality guidelines for design include modularity, distinct representations of elements, appropriate data structures, independent components, and reduced complexity interfaces.
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- The relationship between subsystems, layers, and virtual machines is explained as a way to structure complex systems hierarchically.
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5. 4
Object-Oriented Analysis
•An investigation of the problem (rather than how a
solution is defined)
•During OO analysis, there is an emphasis on
finding and describing the objects (or concepts) in
the problem domain.
• For example, concepts in a Library Information
System include Book, and Library.
6. 5
Object-Oriented Design
•Emphasizes a conceptual solution that fulfills the
requirements.
•Need to define software objects and how they collaborate to
fulfill the requirements.
•For example, in the Library Information System, a Book
software object may have a title attribute and a getChapter
method.
•Designs are implemented in a programming language.
•In the example, we will have a Book class in Java.
•These we refer to as ‘software classes’ or POJC (Plain Old
Java Class)
7. 6
From Design to Implementation
Book
title
print()
public class Book {
public void print();
private String title;
}
Book
(concept)
Analysis
investigation
of the problem
Design
logical solution
Construction
code
Domain concept Representation in
analysis of concepts
Representation in an
object-oriented
programming language.
33. Chapter 6 Architectural
design
Architectural Abstraction
Architecture in the small is concerned with the architecture of
individual programs.
At this level, we are concerned with the way that an individual
program is decomposed into components.
Structure charts; UML diagrams showing
organization…
Architecture in the large is concerned with the architecture of
complex enterprise systems that include other systems,
programs, and program components. These enterprise
systems are distributed over different computers, which may
be owned and managed by different companies.
36
34. Chapter 6 Architectural
design
Architectural Representations
==> Simple, informal block diagrams showing entities
and relationships are the most frequently used method
for documenting software architectures.
But these have been criticized because they lack
semantics, do not show the types of relationships
between entities nor the visible properties of entities in
the architecture.
Depends on the use of architectural models.The
requirements for model semantics depends on how the
models are used.
37
35. Chapter 6 Architectural
design
Architectural Design Decisions
Is there a generic application architecture that can be
used?
How will the system be distributed?
What architectural styles are appropriate?
What approach will be used to structure the system?
How will the system be decomposed into modules?
What control strategy should be used?
How will the architectural design be evaluated?
How should the architecture be documented?
40
36. Chapter 6 Architectural
design
Architecture Reuse
Systems in the same domain often have similar
architectures that reflect domain concepts.
Application product lines are built around a core architecture
with variants that satisfy particular customer requirements.
The architecture of a system may be designed around one
of more architectural patterns or ‘styles’.
These capture the essence of an architecture and can be instantiated
in different ways.
Discussed later in this lecture.
41
37. Chapter 6 Architectural
design
Architectural Views
What views or perspectives are useful when designing
and documenting a system’s architecture?
What notations should be used for describing
architectural models?
Each architectural model only shows one view or
perspective of the system.
It might show how a system is decomposed into modules, how the
run-time processes interact or the different ways in which system
components are distributed across a network. For both design
and documentation, you usually need to present multiple views of
the software architecture.
43
38. Chapter 6 Architectural
design
4 + 1 view model of software architecture
A logical view, which shows the key abstractions in the
system as objects or object classes.
A process view, which shows how, at run-time, the
system is composed of interacting processes.
A development view, which shows how the software is
decomposed for development.
A physical view, which shows the system hardware and
how software components are distributed across the
processors in the system.
Related using use cases or scenarios (+1)
44
39. Representing Architecture: The 4+1 View Model
Process
View
Deployment
View
Logical
View
Implementation
View
Programmers
Software management
Performance
Scalability, Concurrency,
Throughput, Parallelism…
System Integrators
System topology
Delivery, installation
Communication
System Engineering
Use-Case
View
Structure
Analysts/
Designers End-user
Functionality
A View is a complete description (an abstraction) of a system from a particular view-
point or perspective – covering particular concerns and omitting others not
relevant to this perspective.
Different ‘views’ from different ‘stakeholders; different concerns.
A Model is a complete representation.
Functional requirements
Logical View
Functional
Requirements –
Deals with design,
packages, sub-
systems, and
classes, layers, …
Implementation
View – deals mostly
with programming
and organization of
the static software
modules & unit test