Software Engineering
Dr Ian Reid B4, 4 lectures, Hilary Term
http://www.robots.ox.ac.uk/~ian/Teaching/SoftEng
Software Engineering vs structured programming
Not really a course about software engineering
1. Software engineering
Mostly about concepts,
2. Structured programming
Revision, coding in C and Matlab, functions
3. Data structures
structures, classes
4. Object oriented programming
objects, object-oriented concepts like inheritance, polymorphism, patterns and the standard template library
Learning Outcomes
The course will aim to give a good understanding of basic design methods, and emphasize the need to produce well-structured maintainable computer software. The course will concentrate on principles, but these will be reinforced with examples in Matlab and C/C++ programming languages. Specifically, by the end of the course students should: understand concepts of basic program design techniques that can be applied to a variety of programming languages, in particular Matlab and C/C++ understand the need for structured programming in software projects be able to recognise and to produce and/or maintain well structured programs have a basic understanding of the role of and advantages of object oriented design
Texts
Sommerville, Software Engineering, Addison-Wesley (8th edition), 2007. Wirth, Algorithms + Data Structures = Programs, Prentice-Hall, 1975 Leveson, Safeware: System Safety and Computers, Addison-Wesley, 1995. Lipmann and Lajoie, C++ Primer, Addison-Wesley, 2005. Goodrich et al., Data structures and algorithms in C++, Wiley, 2004
The Role of Computing in Engineering
Computing is ubiquitous in engineering. Why? Awesome speed of modern, everyday computers a makes complicated analysis and simulation possible across all domains. Applications in design and modelling. Far beyond the reach of the mortal human engineer. Indeed many modelling problems are utterly infeasible without modern computers and software. In embedded systems, computers can provide a level of power, speed, flexibility and control not otherwise possible (eg mobile phone) Computing is cheap (but exercise this argument with care) Software is the key
some examples
Example: mobile phone
Even simple mobile phones rely on software Typical phone has a microcontroller (SIM card) with a small program
Drive GUI Control devices (keypad, microphone, a/d, dsp, decoder)
Example: Sizewell B
Nuclear power station (PWR), onstream in 1995 Software used extensively in the design Software for control!
first UK reactor to use software in its Primary Protection System)
Example: A380
A380 1400 separate programs There is a software project just to manage all the software! Clearly safetycritical features of the software
Example: NPfIT
NHS National Plan for IT Plan to provide electronic care records for patients Connect 30000 GPs and 300 hospitals Provide secure access to records for healthcare professionals Provide access for patients to their own records via Healthspace
Software engineering versus programming
Software engineering is about more than just programming/coding It is about design principles and methodologies that yield programs that are
Robust Manageable Reusable
Software vs other engineering
How is software engineering similar to other engineering? Abstraction and Modularity
Consider free-body diagram Thevenin/Norton Low output impedance / High input impedance Digital computer
We return to these concepts later
Abstraction: free-body diagram
Modularity: Op-amp buffer
In + Out
Unity gain buffer Vout = Vin Very high input impedance, very low output impedance
Software vs other engineering
How is software different to other engineering? Pure, weightless, flexible Capacity to incorporate massive complexity No manufacturing defects, corrosion, aging
Intrinsic difficulties with software
Analogue versus discrete state systems The curse of flexibility
Can encourage unnecessary complexity Redefinition of tasks late in development shifting goal-post
Complexity and invisible interfaces
Standard way of dealing with complexity is via modularity But this alone is not enough because interfaces can be subtle and invisible, and here too there is a need to control complexity
Historical usage information
Unlike physical systems, there is a limited amount of experience about standard designs
When software projects go wrong
A320, Habsheim and Strasbourg
When software projects go wrong
London Ambulance Service
1992, computerised ambulance despatch system fails
Therac-25
2 people died and several others exposed to dangerous levels of radiation because of software flaws in radiotherapy device
OSIRIS
5M University financial package Expenditure to date more like 20-25M
NPfIT?
NHS 12 billion IT project
comp.risks is a great source of others...
NHS National programme for IT: NPfIT
Plan to provide electronic care records for patients Connect 30000 GPs and 300 hospitals Provide secure access to records for healthcare professionals Provide access for patients to their own records via Healthspace
Laudable? Realistic?
Software Engineering specialists have their doubts Ross Anderson (Prof of Security Engineering, Cambridge Computing Laboratory) wrtes in his blog I fear the whole project will just continue on its slow slide towards becoming the biggest IT disaster ever.
Software life-cycle
Software development stages
Specification Design Implementation Integration Validation Operation/Maintenance/Evolution
Different types of system organise these generic activities in different ways Waterfall approach treats them as distinct stages to be signed off chronologically In practice usually an iteration of various steps
Requirements
Vague initial goals Iterative refinement Leading to more precise specification Example
Calculate the n-bounce trajectory of a lossy bouncing ball. Refine this to consider What does the statement actually mean? Physics Initial conditions Air-resistance? Stopping criterion (criteria)? Now, think about how to design/implement
Validation/Verification
Verification: does the system confirm to spec? Validation: does it actually do what it was supposed to? Top-down vs bottom-up testing Black-box vs white-box testing Impossibility of exhaustive testing
Extreme programming (XP)
Proposed in the late 90s as a reaction to problems with traditional development processes Takes extreme position compared with waterfall approach Appropriate for small-medium sized projects
Teams of pairs of programmer, programming together Incremental development, frequent system releases Code constantly refined, improved, made as simple as possible Do not design for change; instead change reactively
Top down design
Here want to keep in mind the general principles
Abstraction Modularity
Architectural design: identifying the building blocks Abstract specification: describe the data/functions and their constraints Interfaces: define how the modules fit together Component design: recursively design each block
Modular design
Algorithms Data structures
Programs
Procedural programming: focus on algorithms Object-oriented programming: focus on data structures
Structured programming
Top-down vs bottom-up Both are useful as a means to understand the relations between high-level and low-level views of a program Top-down
Code high level parts using stubs with assumed functionality for low-level dependencies Iteratively descend to lower-level modules
Bottom-up
Code and test each low-level component Need test harness so that low-level can be tested in its correct context Integrate components
Not hard-fast rules; combination often best
Simple design tools
Flow chart
Pseudo-code
Wait for alarm Count = 1 While (not ready to get up and count <= 3) Hit snooze button Increment count Climb out of bed
Data flows
Data flow diagram Simple example, VTOL simulator
Controller
state thrust
Simulator
state
Display
Simple design tools
State diagram
Basic coding techniques
Pretty much any program can be specified using:
Sequences of instructions { Do A; Do B; Do C } Conditional instructions If (condition) Do A Repetitions (loops) While (condition) Do A
These semantic concepts are implemented in different high-level programming languages using different syntax
Implementation in Matlab and C
N= 10; tot = 0; totsq = 0; for i=1:N tot = tot+i; totsq = totsq+i^2; end
int i; int tot = 0; int totsq = 0; for (i=1; i<N; i++) { tot += i; totsq += i*i; }
cout << tot << endl; cout << totsq << endl;
tot totsq
Notes on coding style
Use meaningful variable names Use comments to supplement the meaning Indent code for each block/loop Encapsulate groups of statements sensibly in functions Encapsulate related data sensibly in data structures Design top down Code bottom-up or top-down, or a combination
Matlab vs C
Matlab and C are both procedural languages Matlab is an interpreted language
each statement decoded and executed in turn
C is a compiled language
each module (.c file) is converted into assembly language The interfaces between the modules are Shared global data Function calls from one module to another This is resolved at link time when the modules are linked together into an executable
Procedural programming
Aim is to break program down into functional units
procedures or functions Set of inputs, set of outputs
In Matlab and C this procedural building block is the function Understanding functions
Organisation of Matlab programs
A Matlab program may be a script or function
i.e. a sequence of instructions
This script or function will typically call a bunch of other functions Functions are stored in .m files Multiple functions can be stored in one .m file, but only first is visible outside
The others are local functions Part of the recursive subdivision of the problem
Matlab file organisation
FUNC.m foo.m bar.m
FUNC
foo
bar
Organisation of C programs
Source code .c .cc compilation Object file .o Source code .. .c .cc compilation Object file .o linking
..
executable
Functions
Function definition Function call Function prototype Scope (local versus global data) Parameters and return value(s) Function call Low-level implementation of function calls Recursion
Function definition
% compute factorial function z = fact(n) % function body z = 1; for i=1:n z = z*i; end
// compute factorial int fact(int n) { int i, val = 1; for (i=1; i<=n; i++) { val *= i; } return val; }
Function call
Distinguish between
The function definition Defines the set of operations that will be executed when the function is called The inputs fact(10) The outputs And the function call a = 6; i.e. actually using the function z = fact(a);
Formal vs Actual parameters Return value(s)
[V,D] = eig(A);
The value of a function evaluation is the return value
Function prototype
The function prototype provides enough information to the compiler so that it can check that it is being called correctly Defines the interface
Input (parameter), output (return value)
myexp.h file
float myexp(float x);
myexp.c file
float myexp(float x) { const float precision = 1.0e-6; float term=1.0, res=0.0; int i=0; while (fabs(term)>precision) { res += term; i++; term = pow(x,i)/fact(i); } return res; }
Scope: local variables
Variables which are declared inside a function are local variables They cannot be seen outside the function (block) in which they are declared A local variable exists only for the duration of the current function execution It is declared as a new variable every time the function is called It ceases to exist when the function returns It does not remember its value between calls
Scope: global variables
Global variables exist outside all functions A global variable is visible inside functions If there exist two variables, one local, one global, with the same name, then the local one takes precedence within its local scope C and Matlab behave differently
C will use a global if no local exists Matlab only uses a global if the programmer explicitly requests it
Globals should be used with caution because their use inside a function compromises its encapsulation
Encapsulation
Want the function to behave in the same way for the same inputs
encapsulate particular functional relationship
But if the function depends on a global it could behave differently for the same inputs Live example using myexp
Function encapsulation
Input parameters
Output values
Hidden input
Input parameters
Output values
Hidden output
Side-effects
Could set value of a global variable in a function Again this compromises the functions encapsulation
Causes a side-effect An implicit output, not captured by the interface
Makes it difficult to re-use code with confidence c.f. C and Matlab function libraries
Set of re-usable routines with well defined interfaces
In small projects maybe not a big problem Hugely problematic in bigger projects, especially when multiple programmers working as a team Complicates interfaces between components, possibly in unintended ways
Low-level implementation of function call
Memory CODE machine code
DATA
global variables
local variable m local variable 1 return location parameter x
Activation record
parameter 1 return value n
STACK
return value 1
Pass by value/reference
int i=5, j=10; swap(i,j); cout << i << << j << endl;
Pass by value
void swap(int a, int b) { int temp = a; a = b; b = temp; return; }
Pass by reference
void swap(int& a, int& b) { int temp = a; a = b; b = temp; return; }
Recursion
Recursion is the programming analogue of induction:
If p(0) and p(n) implies p(n+1) Then p(n) for all n
Define a function in terms of
Itself Boundary conditions
For example
Factorial: n! = n * (n-1)!, 0! = 1
Recursion example: factorial
Live demo
Data types and data structures
C/C++ predefine a set of atomic types
bool, char, int, float, double
C/C++ provides machanism for building compound data structures
struct (class) Array
Matlab supports arrays/matrices (of course) Matlab also supports structures
C/C++: struct and class
A class (struct in C) is a compound data type which encapsulates related data into a single entity class Complex { public: double re, im; };
Class definition
Defines how a variable of this type will look int i; Complex z;
Create a variable (an instance) of this type
Example: VTOL state
Represent current state as, say, a triple of numbers and a bool, (position, velocity, mass, landed)
Controller
state thrust
Single variable represents all numbers
Better abstraction!
Simulator
state
Display
class State { double pos, vel, mass; bool landed; };
State s;
Accessing class members
State s;
s.pos = 1.0; s.vel = -20.0; s.mass = 1000.0; s.landed = false;
s.pos = s.pos + s.vel*deltat; Thrust = ComputeThrust(s);
In Matlab introduce structure fields without declaration
s.pos = 1.0; s.vel = -20.0; Thrust = ComputeThrust(s);
Output parameters
Image ReadImage(const string filename, bool& flag);
bool ReadImage(const string filename, Image& im);
Input: filename (type string) Output:
im (type Image) boolean flag indicating success/failure
function [Image, errflag] = ReadImage(filename) Basically the same, but cleaner in Matlab!
Arrays
An array is a data structure containing a numbered (indexed) collection of items of a single data type
int a[10]; res = a[0] + a[1] + a[2]; Complex z[20]; State s[100]; for (t=1; t<100; t++) { s[t].pos = s[t-1].pos + s[t-1].vel + 0.5*g; s[t].vel = s[t-1].vel + g GetThrust(s[t-1], burnrate)/s[t-1].mass; s[t].mass = s[t-1].mass burnrate*escapevel; }
Multi-dimensional arrays
double d[10][5];
has elements:
d[0][0] d[0][1] d[0][4] . . . d[9][0] d[9][1] d[9][4]
Methods
In C++ a class encapsulates related data and functions
A class has both data fields and functions that operate on the data
A class member function is called a method in the object-oriented programming literature
Example
class Complex { public: double re, im; double Mag() { return sqrt(re*re + im*im); }
double Phase() { return atan2(im, re); }
};
Complex z; cout << Magnitude= << z.Mag() << endl;
Constructor
Whenever a variable is created (declared), memory space is allocated for it It might be initialised
int i; int i=10; int i(10);
In general this is the work of a constructor
The constructor is a special function with the same name as the class and no return type
Complex(double x, double y) { { re = x; im = y; }
Information hiding / encapsulation
Principle of encapsulation is that software components hide the internal details of their implementation In procedural programming, treat a function as black boxes with a well-defined interface
Need to avoid side-effects Use these functions as building blocks to create programs
In object-oriented programming, a class defines a black box data structure, which has
Public interface Private data
Other software components in the program can only access class through well-defined interface, minimising side-effects
Example
class Complex { public: Complex(double x, double y) { re=x; im=y; } double Re() { return re; } double Im() { return im; } double Mag() { return sqrt(re*re + im*im);} double Phase() { return atan2(im, re); } private: double re, im; };
Complex z(10.0,8.0); cout << Magnitude= << z.Mag() << endl; cout << Real part= << z.Re() << endl;
Example
class Complex { public: Complex(double x, double y) { r = sqrt(x*x + y*y); theta = atan2(y,x); } double Re() { return r*cos(theta); } double Im() { return r*sin(theta); } double Mag() { return r;} double Phase() { return theta; } }
private: double r, theta; };
Complex z(10.0,8.0); cout << Magnitude= << z.Mag() << endl; cout << Real part= << z.Re() << endl;
C++ program organisation
Complex.h
class Complex { public: Complex(double x, double y); double Re(); double Im(); double Mag(); double Phase(); private: double re, im;
};
C++ program organisation
Complex.cpp
#include Complex.h Complex::Complex(double x, double y) { re = x; im = y; } double Complex::Re() { return re; } double Complex::Im() { return im; } double Complex::Mag() { return sqrt(re*re+im*im); } double Complex::Phase() { return atan2(im,re); }
Object-oriented programming
An object in a programming context is an instance of a class Object-oriented programming concerns itself primarily with the design of classes and the interfaces between these classes The design stage breaks the problem down into classes and their interfaces OOP also includes two important ideas concerned with hierarchies of objects
Inheritance polymorphism
Inheritance
Hierarchical relationships often arise between classes Object-oriented design supports this through inheritance An derived class is one that has the functionality of its parent class but with some extra data or methods In C++
class A : public B { };
Example
class Window Data: width, height posx, posy
Methods: raise(), hide() select(), iconify()
class TextWindow Data: cursor_x, cursor_y
class GraphicsWindow Data: background_colour
Methods: redraw(), clear() backspace(), delete()
Methods: redraw(), clear() fill()
class InteractiveGraphicsWindow
Data: Methods: MouseClick(), MouseDrag()
Polymorphism
Polymorphism, Greek for many forms One of the most powerful object-oriented concepts Ability to hide alternative implementations behind a common interface Ability of objects of different types to respond in different ways to a similar event Example
TextWindow and GraphicsWindow, redraw()
Implementation
In C++ run-time polymorphism implemented via virtual functions class Window { virtual void redraw(); };
Example
Class A is base class, B and C both inherit from A If the object is of type A then call As func() If the object is of type B then call Bs func() If the object is of type C then call Cs func()
virtual void func() = 0;
If class A defines func() as then A has no implementation of func() class A is then an abstract base class
It is not possible to create an instance of class A, only instances derived classes, B and C class A defines an interface to which all derived classes must conform
Use this idea in designing program components
Specify interface, then have a guarantee of compatibility of all derived objects
Another example
Consider a vector graphics drawing package Consider base class Drawable
A graphics object that knows how to draw itself on the screen Class hierarchy may comprise lines, curves, points, images, etc
Program keeps a list of objects that have been created and on redraw, displays them one by one This is implemented easily by a loop
for (int i=0; i<N; i++) { obj[i]->Draw(); }
Templates
Templating is a mechanism in C++ to create classes in which one or more types are parameterised Example of compile-time polymnorphism
class BoundedArray { public: float GetElement(int i) { if (i<0 || i>=10) { cerr << Access out of bounds\n; return 0.0; } else { return a[i]; } } private: float a[10]; };
Templates
template <class Type> class BoundedArray { public: Type GetElement(int i) { if (i<0 || i>=10) { cerr << Access out of bounds\n; return Type(0); } else { return a[i]; } } private: Type a[10]; };
BoundedArray<int> x; BoundedArray<Complex> z;
Design patterns
Programs regularly employ similar design solutions Idea is to standardise the way these are implemented
Code re-use Increased reliability Fewer errors, shorter development time
An array is special case of a container type
Way of storing a collection of possibly ordered elements. List, stack, queue, double-ended list, etc
Templates in C++ offer a way of providing libraries to implement these standard containers
Standard Template Library
C++ provides a set of container classes
Standard way of representing and manipulating container types eg, methods insert(), append(), size(), etc
STL supports
Stack (FILO structure) List (efficient insertion and deletion, ordered but not indexed) Vector (extendible array) others
STL example
std::vector<Type> is an extendible array It can increase its size as the program needs it to It can be accessed like an ordinary array (eg v[2]) It can report its current size
v.size()
You can add an item to the end without needing to know how big it is
v.push_back(x)
#include<vector>
int main() { std::vector<int> v; for (int i=0; i<20; i++) v.push_back(i); for (int i=0; i<v.size(); i++) std::cout << v[i] << std::endl; }
STL, continued
To create a new STL vector of a size specified at runtime int size; std::vector<Complex> z; std::cin >> size; z.resize(size);
z[5] = Complex(2.0,3.0);
STL, continued
To create a two dimensional array at run-time
int width, height; std::vector< std::vector<int> > x;
x.resisze(height); for (int i=0; i<height; i++) x[i].resize(width);
x[2][3] = 10;
Iterators
A standard thing to want to do with a collection of data elements is to iterate over each
for (int i=0; i<v.size(); i++)
Not all container types support indexing
A linked list has order, but only relative order
An iterator is a class that supports the standard programming pattern of iterating over a container type
std::vector<int> v; std::vector<int>::iterator i; for (it=v.begin(); it!=v.end(); it++)
An iterator encapsulates the internal structure of how the iteration occurs
Complete example
Design a program to compute a maze
User-specified size Print it out at the end
Algorithm
Mark all cells unvisited Choose a start cell While current cell has unvisited neighbours Choose one at random Break wall between it and current cell Recursively enter the chosen cell
Design data structures
Maze class
Compute method Print method Two dimensional array of Cells
Cell class
Accessor methods Break wall methods Wall flags Visited flag
Cell class interface
class Cell { public: Cell(); bool void bool bool void void Visited(); MarkVisited(); BottomWall(); RightWall(); BreakBottom(); BreakRight();
private: bool bottomwall; bool rightwall; bool visited; };
Maze class interface
class Maze { public: Maze(int width, int height); void Compute(int x, int y); void Print(); private: int Rand(int n); int H, W; std::vector< std::vector<Cell> > cells; };
Main program
int main(int argc, char* argv[]) { int width, height; cerr << "Enter maze width: "; cin >> width; cerr << "Enter maze height: "; cin >> height; Maze m(width, height); m.Compute(height-1,0); m.Print(); return 0; }
Concept summary
Top-down design
Abstraction Encapsulation / information hiding Modularity
Functions Classes / objects Inheritance Polymorphism Templates Patterns
Exam questions? See tute sheet.