Difference between revisions of "Chapter 2: Software Design"

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(Software Design Principals)
(Software Design Principals)
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Abstraction  by  specification leads  to  three  major  kinds  of  abstraction: procedural abstraction, data abstraction, and control (iteration) abstraction.  
 
Abstraction  by  specification leads  to  three  major  kinds  of  abstraction: procedural abstraction, data abstraction, and control (iteration) abstraction.  
  
*''Coupling and Cohesion''. Coupling is defined as “a measure of the interdependence among modules  in  a computer  program,”  whereas cohesion  is  defined  as  “a  measure  of  the strength of association of the elements within  
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*''Coupling and Cohesion''. Coupling is defined as “a measure of the interdependence among modules  in  a computer  program,”  whereas cohesion  is  defined  as  “a  measure  of  the strength of association of the elements within a module” [1].
a module” [1].
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*''Decomposition and modularization''. Decomposing and modularizing means that large software is divided into a number of smaller named  components  having  well-defined interfaces that describe component interactions. Usually the goal is to place different functionalities and responsibilities in different components.  
 
*''Decomposition and modularization''. Decomposing and modularizing means that large software is divided into a number of smaller named  components  having  well-defined interfaces that describe component interactions. Usually the goal is to place different functionalities and responsibilities in different components.  

Revision as of 22:42, 20 August 2015

Acronyms
ADL
Architecture Description Language
CBD
Component-Based Design
CRC
Class Responsibility Collaborator
DFD
International Council on Systems Engineering
ERD
Entity Relationship Diagram
IDL
Interface Description Language
MVC
Model View Controller
OO
Object-Oriented
PDL
Program Design Language
Introduction

Design is defined as both “the process of defining the architecture, components, interfaces, and other characteristics of a system or component” and “the result of [that] process” [1]. Viewed as a process, software design is the software engineering life cycle activity in which software requirements are analyzed in order to produce a description of the software’s internal structure that will serve as the basis for its construction. A software design (the result) describes the software architecture—that is, how software is decomposed and organized into components—and the interfaces between those components. It should also describe the components at a level of detail that enables their construction.

Software design plays an important role in developing software: during software design, software engineers produce various models that form a kind of blueprint of the solution to be implemented. We can analyze and evaluate these models to determine whether or not they will allow us to fulfill the various requirements.

We can also examine and evaluate alternative solutions and tradeoffs. Finally, we can use the resulting models to plan subsequent development activities, such as system verification and validation, in addition to using them as inputs and as the starting point of construction and testing. In a standard list of software life cycle processes, such as that in ISO/IEC/IEEE Std. 12207, Software Life Cycle Processes[2], software design consists of two activities that fit between software requirements analysis and software construction:

  • Software architectural design (sometimes called high-level design): develops top-level structure and organization of the software and identifies the various components.
  • Software detailed design: specifies each component in sufficient detail to facilitate its construction.

This Software Design knowledge area (KA) does not discuss every topic that includes the word “design.” In Tom eMarco’s terminology[3], the topics discussed in this KA deal mainly with D-design (decomposition design), the goal of which is to map software into component pieces. However, because of its importance in the field of software architecture, we will also address FP-design (family pattern design), the goal of which is to establish exploitable commonalities in a family of software products. This KA does not address I-design (invention design), which is usually performed during the software requirements process with the goal of conceptualizing and specifying software to satisfy discovered needs and requirements, since this topic is considered to be part of the requirements process (see the Software Requirements KA).

This Software Design KA is related specifically to the Software Requirements, Software Construction, Software Engineering Management, Software Engineering Models and Methods, Software Quality, and Computing Foundations KAs.

Breakdown of Topics for Software Design

The breakdown of topics for the Software Design KA is shown in Figure 2.1.

1 Software Design Fundamentals

The concepts, notions, and terminology introduced here form an underlying basis for understanding the role and scope of software design.

1.1 General Design Concepts

[4*, c1]

In the general sense, design can be viewed as a form of problem solving. For example, the concept of a wicked problem—a problem with no definitive solution—is interesting in terms of nderstanding the limits of design. A number of other notions and concepts are also of interest in understanding design in its general sense: goals, constraints, alternatives, representations, and solutions (see Problem Solving Techniques in the Computing Foundations KA).

1.2 Context of Software Design

[4*, c3]

Software design is an important part of the software development process. To understand the role of software design, we must see how it fits in the software development life cycle. Thus, it is important to understand the major characteristics of software requirements analysis, software design, software construction, software testing, and software maintenance.

1.3 Software Design Process

[4*, c2]

Software design is generally considered a two-step process:

  • Architectural design (also referred to as high-level design and top-level design) describes how software is organized into components.
  • Detailed design describes the desired behavior of these components.
The output of these two processes is a set of models and artifacts that record the major decisions that have been taken, along with an explanation of the rationale for each nontrivial decision. By recording the rationale, long-term maintainability of the software product is enhanced.

1.4 Software Design Principals

[4*] [5*, c6, c7, c21] [6*, c1, c8, c9]

A principle is "a comprehensive and fundamental law, doctrine, or assumption" [7]. Software design principles are key notions that provide the basis for many different software design approaches and concepts.

Software design principles include abstraction; coupling and cohesion; decomposition and modularization; encapsulation/information hiding; separation of interface and implementation; sufficiency, completeness, and primitiveness; and separation of concerns.

  • Abstraction is "a view of an object that focuses on the information relevant to a particular purpose and ignores the remainder of the information" [1] (see Abstraction in the Computing Foundations KA). In the context of software design, two key abstraction mechanisms are parameterization and specification. Abstraction by parameterization abstracts from the details of data representations by representing the data as named parameters.

Abstraction by specification leads to three major kinds of abstraction: procedural abstraction, data abstraction, and control (iteration) abstraction.

  • Coupling and Cohesion. Coupling is defined as “a measure of the interdependence among modules in a computer program,” whereas cohesion is defined as “a measure of the strength of association of the elements within a module” [1].
  • Decomposition and modularization. Decomposing and modularizing means that large software is divided into a number of smaller named components having well-defined interfaces that describe component interactions. Usually the goal is to place different functionalities and responsibilities in different components.
  • Encapsulation

and information hiding means grouping and packaging the internal details of an abstraction and making those details inaccessible to external entities.

  • Separation of interface and implementation. Separating interface and implementation involves defining a component by specifying a public interface (known to the clients) that is separate from the details of how the component is realized (see encapsulation and information hiding above).
  • Sufficiency, completeness, and primitiveness.Achieving sufficiency and completeness means ensuring that a software component captures all the important characteristics of an abstraction and nothing more. Primitiveness means the design should be based on patterns that are easy to implement.
  • Separation of concerns. A concern is an "area of interest with respect to a software design" [8]. A design concern is an area of design that is relevant to one or more of its stakeholders. Each architecture view frames one or more concerns. Separating concerns by views allows interested stakeholders to focus on a few things at a time and offers a means of managing complexity [9].

2 Key Issues in Software Design