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10-Design & Implementation

The document discusses the design and implementation stages of software engineering, emphasizing the importance of object-oriented design using UML, design patterns, and implementation issues. It highlights the iterative nature of software design and the significance of understanding system context and interactions for effective architecture design. Additionally, it addresses the concept of software reuse and configuration management as critical components in the development process.

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0% found this document useful (0 votes)
16 views59 pages

10-Design & Implementation

The document discusses the design and implementation stages of software engineering, emphasizing the importance of object-oriented design using UML, design patterns, and implementation issues. It highlights the iterative nature of software design and the significance of understanding system context and interactions for effective architecture design. Additionally, it addresses the concept of software reuse and configuration management as critical components in the development process.

Uploaded by

thuwngmaithanh
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Design & Implementation

Vũ Thị Hồng Nhạn

([email protected])

Dept. Software Engineering, FIT, UET

Vietnam National Univ., Hanoi


Contents
 Object-oriented design using the UML

 Design patterns

 Implementation issues

 Open source development

4/14/2025 Design & implementation Page 2


Design and implementation
 Software design and implementation is the stage in the SE process at which
an executable software system is developed

 Software design & 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-shell systems
that can be adapted and tailored to the users’ requirements

 E.g., if you wanna implement a medical record 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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Object-oriented design using the
UML
An OO design process

 Structured OO design processes involves developing a number of


different system models

 They require a lot of effort for development and maintenance, 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’s a variety of different OO design processes that depend on the
organization using the process

 Common activities in these processes include

 Define the context and modes of use of the system

 Design the system architecture

 Identify the principle system objects

 Develop design models

 Specify object interfaces

 Process illustrated here using a design for a wilderness weather station

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System context & interactions
 Understanding the relationships between the software that is being
designed and its external environment is essential for deciding

 how to provide the required system functionality

 and how to structure the system to communicate with its environment

 Understanding of the context also lets you establish the boundaries of the
system. Setting the system boundaries helps you decide

 what features are implemented in the system being designed

 and what features are in other associated systems

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Context & interaction models
 A system context model is a structural model that demonstrates
the other systems in the environment of the system being developed

 An interaction model is a dynamic model that shows how the


system interacts with its environment as it is used

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System context from the weather station

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Weather station use cases

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Use case description-report weather
System weather station
Use case Report weather

Actors Weather information system, Weather station

Description The weather station sends a summary of the weather data that has been
collected from the instruments in the period to the weather information
system
The data sent at the max, min, and avg ground and air temperature; the
max, min and avg air pressure; the max, min and avg wind speeds; the
total rainfall; and the wind direction as sampled at 5 minute intervals

Stimulus The weather information system establishes a satellite


communication link with the weather station and requests transmission
of the data
Response The summarized data is sent to the weather information system

Comments Weather stations are usually asked to report once per hour but this
frequency may differ from station to another and may be modified in the
future

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Architectural design
 Once interactions between the system and its environment have been
understood, you use this information for designing the system
architecture

 You identify the major components that make up the system and their
interactions, and then may organize the components using an
architectural pattern such as layered or client-serve model

 The weather station is composed of independent subsystems that


communicate by broadcasting messages on a common infrastructure

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High-level architecture of the weather station

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Architecture of data collection system

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Object class identification
 Identifying object classes is often a difficult part of OO design

 There’s no ‘magic formula’ for object identification

 it relies on the skill, experience and domain knowledge of system


designers

 Object identification is an iterative process

 you are unlikely to get it right first time

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Approaches to identification
 Use a grammatical approach based on a natural language description
of the system

 Base the identification on tangible things in the application domain

 Use a behavioral approach and identify objects based on what


participate in what behavior

 Use a scenario-based analysis

 The objects, attributes and methods in each scenario are identified

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Weather station object classes
 Object class identification in the weather station system may be
based on the tangible hardware and data in the system

 Ground thermometer, Anemometer, Barometer

 Application domain objects that are ‘hardware’ objects related to the


instruments in the system

 Weather station

 The basic interface of the weather station to its environment

 It therefore reflects the interactions identified in the use-case model

 Weather data

 Encapsulates the summarized data from the instruments

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Weather station classes

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Design models
 Design models show the objects and object classes and relationships
between these entities

 There are 2 kinds of design models

 Structural models describe the static structure of the system in terms of


object classes and relationships

 Dynamic models describe the dynamic interactions between objects

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Examples of design models
 Subsystem models that show logical groupings of objects into
coherent subsystems

 Sequence models that show the sequence of object interactions

 State machine models that show how individual objects change their
state in response to events

 Other models include use-case models, aggregation models,


generalization models, etc.

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Subsystem models
 Show how the design is organized into logically related groups of
objects

 In the UML, these are shown using packages – an encapsulation construct

 This is a logical model

 The actual organization of objects in the system may be different

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Sequence diagram describing data collection

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State diagrams
 State diagrams are used to show how objects respond to different
service requests and the state transitions triggered by these requests

 State diagrams are useful high-levels models of a system or an object’s


run-time behavior

 You don’t usually need a state diagram for all of the objects in the
system

 Many of the objects in a system are relatively simple and a state model
adds unnecessary detail to the design

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Weather station state diagram

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Interface specification
 Object interfaces have to be specified so that the objects and other
components can be designed in parallel

 Designers should avoid designing the interface representation but


should hide this in the object itself

 Objects may have several interfaces which are viewpoints on the methods
provided

 The UML uses class diagrams for interface specification but Java may
also be used

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Weather station interfaces

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Design patterns
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

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Patterns
 Patterns & 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 observer pattern
 Name
 Observer

 Description
 Separate the display of object state from the object itself

 Problem description
 Used when multiple displays of state are needed

 Solution description
 See slide 36 with UML description

 Consequences
 Optimizations to enhance display performance are impractical

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The observer pattern
Pattern name Observer
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 description In many situations, you have to provide multiple displays of


state information such as graphical display & 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

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The observer pattern
Pattern name Observer

Solution description This involves 2 abstract objects, Subject & Observer, and 2 concrete
objects, ConcreteSubject & ConcreteObject, which inherits 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
& 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 & doesn’t 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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Multiple displays using the Observer pattern

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A UML model of the Observer pattern

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Design problems
 You need to recognize that any design problem you are facing may have an
associated pattern that can be applied

 Tell several objects that the state of some other object has changed
(Observer pattern)

 Provide a standard way of accessing the elements in a collection,


irrespective of how that collection is implemented (Iterate pattern)

 Tidy up the interfaces to a number of related objects that have often been
developed incrementally (Façade pattern)

 Allow for the possibility of extending the functionality of an exiting class at


run-time (Decorator pattern)

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Implementation issues
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 1990s, most new software was developed from scratch,
from 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 & schedule pressure mean that this approach became increasingly
unviable, especially from commercial & 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

 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’re 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 run 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 database management system or, for development platform, 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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IDEs
 Software development tools are often grouped to create an integrated
development environment (IDE)

 An IDE is a set of software tools that support 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 specifically, 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 & 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’s


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
 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, 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 & 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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Key points
 Software design and implementation are inter-leaved activities. The level of
detail in the design depends on the type of system and whether you are
using a plan-driven or agile approach

 The process of OO design include activities to design the system


architecture, identify objects in the system, describe the design using
different object models and document the component interfaces

 A range of different models may be produced during an OO design process.


These include static models (class models, generalization model,
association models) and dynamic models (sequence models, state machine
model)

 Component interfaces must be defined precisely so that other objects can


use them. A UML interface stereotype may be used to define interfaces

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Key points
 When developing software, you should always consider the possibility of
reusing existing software, either as components, services or complete
systems

 Configuration management is the process of managing changes to an


evolving software system. It is essential when a team of people are
cooperating to develop software

 Most software development is host-target development. You use an IDE on


a host machine to develop the software, which transferred to a target
machine for execution

 Open source development involves making the source code of a system


publicly available. This means that many people can propose changes and
improvement to the software

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