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Software Engineering Chapters

This document discusses software design and implementation. It covers object-oriented design using UML, design patterns, implementation issues, and open source development. Specifically, it discusses the software design and implementation process, building versus buying systems, object-oriented design processes, common design patterns like Singleton and Observer, and implementation considerations like reuse and configuration management.

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© © All Rights Reserved
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0% found this document useful (0 votes)
73 views

Software Engineering Chapters

This document discusses software design and implementation. It covers object-oriented design using UML, design patterns, implementation issues, and open source development. Specifically, it discusses the software design and implementation process, building versus buying systems, object-oriented design processes, common design patterns like Singleton and Observer, and implementation considerations like reuse and configuration management.

Uploaded by

جعيفص
Copyright
© © All Rights Reserved
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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Software Engineering

CSCI 2313

Chapter 7
Design and Implementation
Topics Covered
 Object-oriented design using the UML
 Design Patterns
 Implementation Issues
 Open source Development

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

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

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An Object-Oriented Design Process
 Structured object-oriented design processes involve
developing a number of different system models.
 They require a lot of effort for development and
maintenance of these models and, for small
systems, this may not be cost-effective.
 However, for large systems developed by different
groups design models are an important
communication mechanism.

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Process Stages
 There are a variety of different object-oriented design
processes that depend on the organization using the
process.
 Common activities in these processes include:
• Define the user case diagram for the system;
• Design the system architecture;
• Identify the principal system objects;
• Develop design models;
• Specify object interfaces.
 This process was illustrated in the lectures of UML
Chapter.
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Design Patterns
 A design pattern is a way of reusing abstract knowledge
about a problem and its solution.
 A pattern is a description of the problem and the essence
of its solution.
 It should be sufficiently abstract to be reused in different
settings.
 Pattern descriptions usually make use of object-oriented
characteristics such as inheritance and polymorphism.
 Patterns and Pattern Languages are ways to describe best
practices, good designs, and capture experience in a way
that it is possible for others to reuse this experience.
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Pattern Elements
 Name
• A meaningful pattern identifier.
 Problem description
 Solution description
• Not a concrete design but a template for a design
solution that can be instantiated in different ways.
 Consequences
• The results and trade-offs of applying the pattern.

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The Singleton Pattern
 Name
• Singleton.
 Description
• Make sure that only single object gets created.
 Problem description
• Used when only one object of a class is needed.
 Solution description
• Make the constructor of Singleton private, define a private static
attribute for Singleton of type Singleton, define a public accessor
(getter) for it.
 Consequences
• Controlling access, permitting subclassing, and enhancing flexibility.
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The Singleton Design Pattern Using Java
public class Singleton {
// Hold the class instance. Client
private static Singleton instance = null;
// The constructor is private to Singleton Design Pattern
prevent initiation with outer code.
private Singleton() { instance
Singleton
// The expensive process (e.g.,db getInstance(): Singleton
connection) goes here.
}
// The object is created from within 1 «static»
the class itself only if the class has no
instance.
public static Singleton getInstance() {
if (instance == null) {
instance = new Singleton();
}
return instance;
}
}
12/24/21 Created by: Dr. Abdelkareem Alashqar 10
The Observer Pattern
 Name
• Observer.
 Description
• Separates the display of object state from the object itself.
 Problem description
• Used when multiple displays of state are needed.
 Solution description
• See slide with UML description.
 Consequences
• Optimisations to enhance display performance are impractical.
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The Observer Pattern
Pattern Observer
name
Description Separates the display of the state of an object from the object itself and
allows alternative displays to be provided. When the object state
changes, all displays are automatically notified and updated to reflect the
change.
Problem In many situations, you have to provide multiple displays of state
description information, such as a graphical display and a tabular display. Not all of
these may be known when the information is specified. All alternative
presentations should support interaction and, when the state is changed,
all displays must be updated.
This pattern may be used in all situations where more than one display
format for state information is required and where it is not necessary for
the object that maintains the state information to know about the specific
display formats used.

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Multiple Displays Using The Observer Pattern

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The Observer Pattern
Pattern name Observer
Solution This involves two abstract objects, Subject and Observer, and two concrete
description objects, ConcreteSubject and ConcreteObserver, which inherit the attributes of
the related abstract objects. The abstract objects include general operations that
are applicable in all situations. The state to be displayed is maintained in
ConcreteSubject, which inherits operations from Subject allowing it to add and
remove Observers (each observer corresponds to a display) and to issue a
notification when the state has changed.
The ConcreteObserver maintains a copy of the state of ConcreteSubject and
implements the Update() interface of Observer that allows these copies to be
kept in step. The ConcreteObserver automatically displays the state and reflects
changes whenever the state is updated.
Consequences The subject only knows the abstract Observer and does not know details of the
concrete class. Therefore there is minimal coupling between these objects.
Because of this lack of knowledge, optimizations that enhance display
performance are impractical. Changes to the subject may cause a set of linked
updates to observers to be generated, some of which may not be necessary.

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A UML Model of The Observer Pattern

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Design Problems
 To use patterns in your design, you need to recognize that any
design problem you are facing may have an associated pattern
that can be applied.
• Create an object while making sure that only single object gets
created (Singleton pattern).
• Tell several objects that the state of some other object has changed
(Observer pattern).
• Tidy up the interfaces to a number of related objects that have often
been developed incrementally (Façade pattern).
• Provide a standard way of accessing the elements in a collection,
irrespective of how that collection is implemented (Iterator pattern).
• Allow for the possibility of extending the functionality of an existing
class at run-time (Decorator pattern).
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Implementation Issues
 Focus here is not on programming, although this is obviously
important, but on other implementation issues that are often
not covered in programming texts:
• Reuse Most modern software is constructed by reusing existing
components or systems. When you are developing software, you
should make as much use as possible of existing code.
• Configuration management During the development process, you
have to keep track of the many different versions of each software
component in a configuration management system.
• Host-target development Production software does not usually
execute on the same computer as the software development
environment. Rather, you develop it on one computer (the host
system) and execute it on a separate computer (the target system).
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Reuse
 From the 1960s to the 1990s, most new software was
developed from scratch, by writing all code in a high-
level programming language.
• The only significant reuse or software was the reuse of
functions and objects in programming language libraries.
 Costs and schedule pressure mean that this approach
became increasingly unviable, especially for commercial
and Internet-based systems.
 An approach to development based around the reuse of
existing software emerged and is now generally used
for business and scientific software.
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Reuse Levels
 The abstraction level
• At this level, you don’t reuse software directly but use knowledge
of successful abstractions in the design of your software such as
architecture and design patterns.
 The object level
• At this level, you directly reuse objects from a library rather than
writing the code yourself.
 The component level
• Components are collections of objects and object classes that you
reuse in application systems.
 The system level
• At this level, you reuse entire application systems.
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Software Reuse

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Reuse Costs
 The costs of the time spent in looking for software to reuse
and assessing whether or not it meets your needs.
 Where applicable, the costs of buying the reusable
software. For large off-the-shelf systems, these costs can
be very high.
 The costs of adapting and configuring the reusable
software components or systems to reflect the
requirements of the system that you are developing.
 The costs of integrating reusable software elements with
each other (if you are using software from different
sources) and with the new code that you have developed.
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Configuration Management
 Configuration management is the name given to the
general process of managing a changing software
system.
 The aim of configuration management is to support
the system integration process so that all
developers can access the project code and
documents in a controlled way, find out what
changes have been made, and compile and link
components to create a system.

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

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

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Host-target Development

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Development Platform Tools
 An integrated compiler and syntax-directed editing
system that allows you to create, edit and compile
code.
 A language debugging system.
 Graphical editing tools, such as tools to edit UML
models.
 Testing tools, such as Junit that can automatically
run a set of tests on a new version of a program.
 Project support tools that help you organize the code
for different development projects.
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Integrated Development Environments (IDEs)
 Software development tools are often grouped to
create an integrated development environment (IDE).
 An IDE is a set of software tools that supports
different aspects of software development, within
some common framework and user interface.
 IDEs are created to support development in a
specific programming language such as Java. The
language IDE may be developed specially, or may
be an instantiation of a general-purpose IDE, with
specific language-support tools.
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Component/System Deployment Factors
 If a component is designed for a specific hardware architecture, or
relies on some other software system, it must obviously be
deployed on a platform that provides the required hardware and
software support.
 High availability systems may require components to be deployed
on more than one platform. This means that, in the event of
platform failure, an alternative implementation of the component is
available.
 If there is a high level of communications traffic between
components, it usually makes sense to deploy them on the same
platform or on platforms that are physically close to one other. This
reduces the delay between the time a message is sent by one
component and received by another.
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Open Source Development
 Open source development is an approach to software
development in which the source code of a software
system is published and volunteers are invited to
participate in the development process
 Its roots are in the Free Software Foundation
(www.fsf.org), which advocates that source code should
not be proprietary but rather should always be available
for users to examine and modify as they wish.
 Open source software extended this idea by using the
Internet to recruit a much larger population of volunteer
developers. Many of them are also users of the code.
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Open Source Systems
 The best-known open source product is, of course,
the Linux operating system which is widely used as
a server system and, increasingly, as a desktop
environment.
 Other important open source products are Java, the
Apache web server and the mySQL database
management system.

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Open Source Issues
 Should the product that is being developed make
use of open source components?
 Should an open source approach be used for the
software’s development?

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Open Source Business
 More and more product companies are using an
open source approach to development.
 Their business model is not reliant on selling a
software product but on selling support for that
product.
 They believe that involving the open source
community will allow software to be developed
more cheaply, more quickly and will create a
community of users for the software.

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Open Source Licensing
 A fundamental principle of open-source development is that
source code should be freely available, this does not mean
that anyone can do as they wish with that code.
• Legally, the developer of the code (either a company or an
individual) still owns the code. They can place restrictions on how
it is used by including legally binding conditions in an open source
software license.
• Some open source developers believe that if an open source
component is used to develop a new system, then that system
should also be open source.
• Others are willing to allow their code to be used without this
restriction. The developed systems may be proprietary and sold as
closed source systems.
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License Models
 The GNU General Public License (GPL). This is a so-called
‘reciprocal’ license that means that if you use open source
software that is licensed under the GPL license, then you must
make that software open source.
 The GNU Lesser General Public License (LGPL) is a variant of
the GPL license where you can write components that link to
open source code without having to publish the source of these
components.
 The Berkley Standard Distribution (BSD) License. This is a non-
reciprocal license, which means you are not obliged to re-publish
any changes or modifications made to open source code. You
can include the code in proprietary systems that are sold.

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License Management
 Establish a system for maintaining information about
open-source components that are downloaded and
used.
 Be aware of the different types of licenses and
understand how a component is licensed before it is
used.
 Be aware of evolution pathways for components.
 Educate people about open source.
 Have auditing systems in place.
 Participate in the open source community.
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That’s it!

12/24/21 Created by: Dr. Abdelkareem Alashqar 37

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