Using UML, Patterns, and Java Object-Oriented Software Engineering Chapter 1: Introduction vGvG zGl waG yGGUGr jGp waGyGUGr o | oaVVUUU lTaGgUUU waGW[XT_]WTY[^^ Requirements for this Class i You are proficient in a programming language, but you have no experience in analysis or design of a system i You want to learn more about the technical aspects of analysis and design of complex software systems Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 4 Objectives of the Class i Appreciate Software Engineering: Build complex software systems in the context of frequent change i Understand how to produce a high quality software system within time while dealing with complexity and change i i Acquire technical knowledge (main emphasis) Acquire managerial knowledge Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 5 Acquire Technical Knowledge i i i Understand System Modeling Learn UML (Unified Modeling Language) Learn different modeling methods: i Use Case modeling Object Modeling Dynamic Modeling Issue Modeling Learn how to use Tools: CASE (Computer Aided Software Engineering) i Tool: Rose or HiMEMv.10 Component-Based Software Engineering Learn how to use Design Patterns and Frameworks Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 6 Acquire Managerial Knowledge i Understand the Software Lifecycle Process vs Product Learn about different software lifecycles Greenfield Engineering, Interface Engineering, Reengineering Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 7 Readings i Required: Bernd Bruegge, Allen Dutoit: “Object-Oriented Software Engineering: Using UML, Patterns, and Java”, Prentice Hall, 2003. i Recommended: Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides: “Design Patterns”, Addison-Wesley, 1996. Grady Booch, James Rumbaugh, Ivar Jacobson, “The Unified Modeling Language User Guide”, Addison Wesley, 1999. K. Popper, “Objective Knowledge, an Evolutionary Approach, Oxford Press, 1979. i Additional books may be recommended during individuals lectures Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 8 Outline of Today’s Lecture i i High quality software: State of the art Modeling complex systems Functional vs. object-oriented decomposition i Dealing with change: Software lifecycle modeling i Reuse: Design Patterns Frameworks i Concluding remarks Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 9 Can you develop this? Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 10 Limitations of Non-engineered Software Requirements Software Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 11 The Current Big Problem y fff oGGGG iG hGGffff p OzP Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 12 One Possible Answer y hGtGoGH ThG TyGGG T| Tj p Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 13 Software Development Methods y qzw zhk{ vv TpG TzGG i TsG TzGG T~GGG G p qzwaGq zGwGGGzhk{aGzGh GkG{ Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 14 vvaGvTvGtG Needs More What ??? y zGh Tj jGG G Tz TG TmGGG GGGG G p Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 15 Why Modeling? Consider the problem of Scale………. kTpT{Ts pG GGGGG hGGGGG hGGGG kTpT{Tz Bernd Bruegge & Allen H. Dutoit iGGGGGGGG jGGG GG t GGGG Object-Oriented Software Engineering: Using UML, Patterns, and Java 16 Influence of System Stakeholders Persons who have an interest in the construction of a software system and might include customers users developers project mangers marketers maintainers - Different concerns to guarantee and/or optimize i Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 17 Stakeholders’ Concerns k ¡’G sGS G S G Bernd Bruegge & Allen H. Dutoit t lG uGS zGG S GSG G wH iSG SG S S t t Object-Oriented Software Engineering: Using UML, Patterns, and Java j sGS SG SG GGG G 18 Users i People who use the system. End users are concerned primarily with a system’s ease of use. iGGGGGGGS SGGGGG G GGGGG GS G Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 19 Users - 2 i End User are often the domain experts. - consider a aircraft pilot, automobile driver, homemaker Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 20 Customers i i i People who pay for the system’s development. Customer are not always users. Customer’s concerns include the system’s - cost, functionality, lifetime, - development time/time to market - quality, flexibility to do many things on delivery day, and over its lifetime Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 21 Manager i i Management stakeholders include those managers from the development organization/customer organization Manager’s concerns include Pay back development costs Maintaining the workforce’s core competency and organization training Investing to achieve strategic goals Keeping development costs as low as possible Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 22 Manager -2 Adhering to the development schedule Maintaining product quality Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 23 Other Stakeholders i i i i Developers are concerned about languages, technology, and the best to solve the problem Maintainers are a system they can fix, improve, modify, extend, and so forth. Administrators want a system they can tune, configure, deploy, and so forth. Marketers want feature that meet or exceed the competitive price. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 24 Software engineering concepts Project * Activity is produced by WorkProduct * consumes * Task System * Participant Model Time Document Bernd Bruegge & Allen H. Dutoit Resources Equipment Object-Oriented Software Engineering: Using UML, Patterns, and Java 25 i Project: purpose is to develop a software system consists of a number of Activities. i Activity: consists of a number of tasks. i Task: consumes Resources and produces a WorkProduct. i WorkProduct: can be either a System, a Model, or a Document. i Resource: are either Participant, Time, Equiment. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 26 i Participant - client: orders and pay for the system - developer: constructs the system - project manger: plans and budgets the project and coordinates the developers and client. - end-users: are supported by the system All the above persons involves in the project as participants. Responsibilities in the project or the system as role. A role is assigned with a set of tasks and is assigned to a participant. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 27 Examples of roles in software engineering for TicketDistibuter Project Role Responsibilities Client Train company User Travelers Manager boss Developer Analyst, programmer, tester Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 28 Software Production has a Poor Track Record Example: Space Shuttle Software i i i Cost: $10 Billion, millions of dollars more than planned Time: 3 years late Quality: First launch of Columbia was cancelled because of a synchronization problem with the Shuttle's 5 onboard computers. Error was traced back to a change made 2 years earlier when a programmer changed a delay factor in an interrupt handler from 50 to 80 milliseconds. The likelihood of the error was small enough, that the error caused no harm during thousands of hours of testing. i Substantial errors still exist. Astronauts are supplied with a book of known software problems "Program Notes and Waivers". Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 29 Quality of today’s software…. i The average software product released on the market is not error free. QuickTime?and a Cinepak decompressor are needed to see this picture. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 30 …has major impact on Users QuickTime?and a decompressor are needed to see this picture. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 31 Software Engineering: A Problem Solving Activity i i Analysis: Understand the nature of the problem and break the problem into pieces Synthesis: Put the pieces together into a large structure For problem solving we use i Techniques (methods): Formal procedures for producing results using some well-defined notation i Methodologies: Collection of techniques applied across software development and unified by a philosophical approach i Tools: Instrument or automated systems to accomplish a technique Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 32 Software Engineering: Definition Software Engineering is a collection of techniques, methodologies and tools that help with the production of i i i a high quality software system with a given budget before a given deadline while change occurs. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 33 Scientist vs Engineer i Computer Scientist Proves theorems about algorithms, designs languages, defines knowledge representation schemes Has infinite time… i Engineer Develops a solution for an application-specific problem for a client Uses computers & languages, tools, techniques and methods i Software Engineer Works in multiple application domains Has only 3 months... …while changes occurs in requirements and available technology Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 34 20 Factors affecting the quality of a software system i Complexity: The system is so complex that no single programmer can understand it anymore The introduction of one bug fix causes another bug i Change: The “Entropy” of a software system increases with each change: Each implemented change erodes the structure of the system which makes the next change even more expensive (“Second Law of Software Dynamics”). As time goes on, the cost to implement a change will be too high, and the system will then be unable to support its intended task. This is true of all systems, independent of their application domain or technological base. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 35 Why are software systems so complex? i The problem domain is difficult i The development process is very difficult to manage i Software offers extreme flexibility i Software is a discrete system Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 36 Dealing with Complexity 1. 2. 3. Abstraction Decomposition Hierarchy Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 37 What is this? B-27 Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 38 What is this? Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java B-28 39 What is this? Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 40 1. Abstraction i Inherent human limitation to deal with complexity The 7 +- 2 phenomena i i Chunking: Group collection of objects Ignore unessential details: => Models Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 41 Models are used to provide abstractions i System Model: Object Model: What is the structure of the system? What are the objects and how are they related? Functional model: What are the functions of the system? How is data flowing through the system? Dynamic model: How does the system react to external events? How is the event flow in the system ? i Task Model: PERT Chart: What are the dependencies between the tasks? Schedule: How can this be done within the time limit? Org Chart: What are the roles in the project or organization? i Issues Model: What are the open and closed issues? What constraints were posed by the client? What resolutions were made? Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 42 Interdependencies of the Models System Model (Structure, Functionality, Dynamic Behavior) Issue Model (Proposals, Arguments, Resolutions) Task Model (Organization, Activities Schedule) Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 43 The “Bermuda Triangle” of Modeling System Models Object Model Forward Engineering Functional Model Constraints Arguments Issues Pro Con Proposals Issue Model Bernd Bruegge & Allen H. Dutoit class... class... class... Code Reverse Engineering Dynamic Model Org Chart PERT Chart Gantt Chart Task Models Object-Oriented Software Engineering: Using UML, Patterns, and Java 44 Model-based software Engineering: Code is a derivation of object model Problem Statement : A stock exchange lists many companies. Each company is identified by a ticker symbol Analysis phase results in cbject model (UML Class Diagram): * StockExchange * Lists Company tickerSymbol Implementation phase results in code public class StockExchange { public Vector m_Company = new Vector(); }; public class Company { public int m_tickerSymbol public Vector m_StockExchange = new Vector(); }; AAgood goodsoftware softwareengineer engineerwrites writesas aslittle littlecode codeas aspossible possible Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 45 Example of an Issue: Galileo vs the Church i What is the center of the Universe? Church: The earth is the center of the universe. Why? Aristotle says so. Galileo: The sun is the center of the universe. Why? Copernicus says so. Also, the Jupiter’s moons rotate round Jupiter, not around Earth. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 46 Issue-Modeling Issue: What is the Center of the Universe? Resolution (1998): The church declares proposal 1 was wrong Resolution (1615): The church decides proposal 1 is right Proposal2: The sun! Proposal1: The earth! Pro: Pro: Con: Jupiter’s moons rotate around Jupiter, not around Earth. Aristotle says so. Pro: Copernicus says so. Change will disturb the people. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 47 2. Decomposition i i A technique used to master complexity (“divide and conquer”) Functional decomposition The system is decomposed into modules Each module is a major processing step (function) in the application domain Modules can be decomposed into smaller modules i Object-oriented decomposition The system is decomposed into classes (“objects”) Each class is a major abstraction in the application domain Classes can be decomposed into smaller classes Which decomposition is the right one? Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 48 Functional Decomposition System Function Read Input Read Input Transform Transform Produce Output Level 1 functions Level 2 functions Produce Output Add R1, R10 Load R10 Bernd Bruegge & Allen H. Dutoit Top Level functions Object-Oriented Software Engineering: Using UML, Patterns, and Java Machine Instructions 49 Functional Decomposition i i i Functionality is spread all over the system Maintainer must understand the whole system to make a single change to the system Consequence: Codes are hard to understand Code that is complex and impossible to maintain User interface is often awkward and non-intuitive i Example: Microsoft Powerpoint’s Autoshapes Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 50 Functional Decomposition: Autoshape Autoshape Mouse click Change Rectangle Draw Change Change Oval Change Circle Draw Rectangle Bernd Bruegge & Allen H. Dutoit Draw Oval Draw Circle Object-Oriented Software Engineering: Using UML, Patterns, and Java 51 Object-Oriented Software Engineering: Using UML, Patterns, and Java 52 What is This? Bernd Bruegge & Allen H. Dutoit Model of an Eskimo Eskimo Size Dress() Smile() Sleep() * Shoe Size Color Type Wear() Bernd Bruegge & Allen H. Dutoit Coat Size Color Type Wear() Object-Oriented Software Engineering: Using UML, Patterns, and Java 53 Iterative Modeling then leads to .... lives in Cave Lighting Enter() Leave() Eskimo Size Dress() Smile() Sleep() moves around Outside Temperature Light Season Hunt() Organize() * Entrance Windhole Diameter MainEntrance Size but is it the right model? Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 54 Alternative Model: The Head of an Indian Indian Hair Dress() Smile() Sleep() Ear Size listen() * Bernd Bruegge & Allen H. Dutoit Face Nose smile() close_eye() Mouth NrOfTeeths Size open() speak() Object-Oriented Software Engineering: Using UML, Patterns, and Java 55 Class Identification i i Class identification is crucial to object-oriented modeling Basic assumption: 1. We can find the classes for a new software system: We call this Greenfield Engineering 2. We can identify the classes in an existing system: We call this Reengineering 3. We can create a class-based interface to any system: We call this Interface Engineering i i Why can we do this? Philosophy, science, experimental evidence What are the limitations? Depending on the purpose of the system different objects might be found How can we identify the purpose of a system? Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 56 What is this Thing? Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 57 Modeling a Briefcase BriefCase Capacity: Integer Weight: Integer Open() Close() Carry() Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 58 A new Use for a Briefcase BriefCase Capacity: Integer Weight: Integer Open() Close() Carry() SitOnIt() Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 59 Questions i Why did we model the thing as “Briefcase”? Why did we not model it as a chair? i What do we do if the SitOnIt() operation is the most frequently used operation? i The briefcase is only used for sitting on it. It is never opened nor closed. i Is it a “Chair”or a “Briefcase”? i How long shall we live with our modeling mistake? Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 60 3. Hierarchy i We got abstractions and decomposition This leads us to chunks (classes, objects) which we view with object model i i i Another way to deal with complexity is to provide simple relationships between the chunks One of the most important relationships is hierarchy 2 important hierarchies "Part of" hierarchy "Is-kind-of" hierarchy Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 61 Part of Hierarchy Computer I/O Devices CPU Memory Cache ALU Program Counter Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 62 Is-Kind-of Hierarchy (Taxonomy) Cell Muscle Cell Striate Smooth Bernd Bruegge & Allen H. Dutoit Blood Cell Red White Nerve Cell Cortical Pyramidal Object-Oriented Software Engineering: Using UML, Patterns, and Java 63 So where are we right now? i Three ways to deal with complexity: Abstraction Decomposition Hierarchy i Object-oriented decomposition is a good methodology Unfortunately, depending on the purpose of the system, different objects can be found i How can we do it right? Many different possibilities Our current approach: Start with a description of the functionality (Use case model), then proceed to the object model This leads us to the software lifecycle Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 64 Software Lifecycle Activities Requirements Elicitation Analysis Expressed in Terms Of System Design Structured By ...and their models Object Design Implementation Implemented By Realized By Verified By class... class... class... Use Case Model Application Subsystems Domain Objects Bernd Bruegge & Allen H. Dutoit Testing Solution Domain Objects Source Code Object-Oriented Software Engineering: Using UML, Patterns, and Java ? class.... ? Test Cases 65 Software Lifecycle Definition i Software lifecycle: Set of activities and their relationships to each other to support the development of a software system i Typical Lifecycle questions: Which activities should I select for the software project? What are the dependencies between activities? How should I schedule the activities? Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 66 Reusability i i A good software design solves a specific problem but is general enough to address future problems (for example, changing requirements) Experts do not solve every problem from first principles They reuse solutions that have worked for them in the past i Goal for the software engineer: Design the software to be reusable across application domains and designs i How? Use design patterns and frameworks whenever possible Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 67 Design Patterns and Frameworks i Design Pattern: A small set of classes that provide a template solution to a recurring design problem Reusable design knowledge on a higher level than datastructures (link lists, binary trees, etc) i Framework: A moderately large set of classes that collaborate to carry out a set of responsibilities in an application domain. i i Examples: User Interface Builder Provide architectural guidance during the design phase Provide a foundation for software components industry Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 68 Patterns are used by many people i Chess Master: i Software Engineer Openings Middle games End games i Writer Tragically Flawed Hero (Macbeth, Hamlet) Romantic Novel User Manual i Composite Pattern: A collection of objects needs to be treated like a single object Adapter Pattern (Wrapper): Interface to an existing system Bridge Pattern: Interface to an existing system, but allow it to be extensible Architect Office Building Commercial Building Private Home Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 69 Summary i Software engineering is a problem solving activity Developing quality software for a complex problem within a limited time while things are changing i There are many ways to deal with complexity i Modeling, decomposition, abstraction, hierarchy Issue models: Show the negotiation aspects System models: Show the technical aspects Task models: Show the project management aspects Use Patterns: Reduce complexity even further Many ways to do deal with change Tailor the software lifecycle to deal with changing project conditions Use a nonlinear software lifecycle to deal with changing requirements or changing technology Provide configuration management to deal with changing entities Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 70