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Object-Oriented Software Systems Engineering Meetings

Join us every second Saturday from 9:00-15:30pm to learn about software development methodology, object-oriented design, and iterative development with Java. Instructor: Panayiotis Alefragis.

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Object-Oriented Software Systems Engineering Meetings

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  1. welcome

  2. Object Oriented Software Systems Engineering Meetings: Every second Saturday, 9:00-15:30pm Instructor:Panayiotis Alefragis (alefrag@ee.upatras.gr)

  3. Course Topics • Software development methodology • Object-oriented • What is most likely to happen in real world software development • Requirements analysis • Domain analysis and modeling • Design • Iterative development with Java • Testing

  4. Goals • Apply requirements and domain analysis • Apply design with objects • Apply patterns – principles and idioms to use • Object-oriented design • Assigning responsibility to software components • Apply UML • Learn an Object Oriented Language (Java) • Apply iterative development • Apply testing strategies

  5. Lecture Outline • Intro • Topics • Goals • Prerequisites • Overview Example • Syllabus • Software Engineering Principles • Iterative Development and the Unified Process (UP)

  6. Overview Example, Step 1:Requirements, Use-Case Model • Not an object-oriented step. • Use case: Play Dice Game Main success scenario: • Player picks up the two dice and rolls them. • If face value is 7 then they win… • Else …

  7. Example, Step 2: Domain Model Player 1 Rolls 2 Die name face value 1 2 Plays 1 Dice Game 1 Includes

  8. Example, Step 3:Design: Interaction Diagram • Dynamic object design :Dice Game Die1 :Die Die2 :Die play() roll() fv1:= getFaceValue() roll() fv2:= getFaceValue()

  9. Example, Step 3:Design: Class Diagram • Static design Dice Game Die 1 2 faceValue : int getFaceValue() : introll() play()

  10. Dice Game die1 : Diedie2 : Die play() Example, step 4:Object-oriented Program class DiceGame { private Die die1 = new Die(); private Die die2 = new Die(); public void play() { die1.roll(); int fv1 = die1.getFaceValue(); … } } :Dice Game Die1 :Die Die2 :Die play() roll() fv1:=getFaceValue() fv2:=getFaceValue() roll()

  11. Artifact Influence DomainModel Use-CaseModel Design Model(Static and Dynamic Diagrams) OO Code(Java, C++, C#)

  12. Syllabus • What are we going to do in this class? Project Company issues Testing Deployment UML Structural Diagrams UML Behavioral Diagrams Complete Design Example Selection & Integration OOAD with Development Tools Patterns Frameworks Architectures Intro Requirements and Use Cases 2 weeks 1 week 1 week 1 week 1 week Advanced JavaGUI, Threads, Exceptions, Network, security, JDBC Enterprise Programming Introduction to Java

  13. Syllabus • Teams of 2-4 people • Assignment: • Write your resume • To be used for teamselections. • Email them to me until next Friday Due:Documents, Design model & Final Code Project Presentations Exams

  14. Syllabus • Visual Paradigm Suite(CASE tool) • JBuilder (IDE tool) • Books • UML Distilled 3rd Edition • Applying UML and Patterns • Object Oriented Design with Java and UML • Java How to Program • What are we going to use in this class?

  15. Lecture Outline • Intro • Topics • Goals • Prerequisites • Overview Example • Syllabus • Software Engineering Principles • Iterative Development and the Unified Process

  16. 1.1 The Nature of Software... • Software is intangible • Hard to understand development effort • Software is easy to reproduce • Cost is in its development • in other engineering products, manufacturing is the costly stage • The industry is labor-intensive • Hard to automate

  17. The Nature of Software ... • Untrained people can hack something together • Quality problems are hard to notice • Software is easy to modify • People make changes without fully understanding it • Software does not ‘wear out’ • It deteriorates by having its design changed: • erroneously, or • in ways that were not anticipated, thus making it complex

  18. The Nature of Software • Conclusions • Much software has poor design and is getting worse • Demand for software is high and rising • We are in a perpetual ‘software crisis’ • We have to learn to ‘engineer’ software

  19. Types of Software... • Custom • For a specific customer • Generic • Sold on open market • Often called • COTS (Commercial Off The Shelf) • Shrink-wrapped • Embedded • Built into hardware • Hard to change

  20. Types of Software • Differences among custom, generic and embedded software

  21. Types of Software • Real time software • E.g. control and monitoring systems • Must react immediately • Safety often a concern • Data processing software • Used to run businesses • Accuracy and security of data are key • Some software has both aspects

  22. 1.2 What is Software Engineering?... • The process of solving customers’ problems by the systematic development and evolution of large, high-quality software systems within cost, time and other constraints • Solving customers’ problems • This is the goal of software engineering • Sometimes the solution is to buy, not build • Adding unnecessary features does not help solve the problem • Software engineers must communicate effectively to identify and understand the problem

  23. What is Software Engineering?… • Systematic development and evolution • An engineering process involves applying well understood techniques in a organized and disciplined way • Many well-accepted practices have been formally standardized • e.g. by the IEEE or ISO • Most development work is evolution • Large, high quality software systems • Software engineering techniques are needed because large systems cannot be completely understood by one person • Teamwork and co-ordination are required • Key challenge: Dividing up the work and ensuring that the parts of the system work properly together • The end-product that is produced must be of sufficient quality

  24. What is Software Engineering? • Cost, time and other constraints • Finite resources • The benefit must outweigh the cost • Others are competing to do the job cheaper and faster • Inaccurate estimates of cost and time have caused many project failures

  25. 1.3 Software Engineering and the Engineering Profession • The term Software Engineering was coined in 1968 • People began to realize that the principles of engineering should be applied to software development • Engineering is a licensed profession • In order to protect the public • Engineers design artifacts following well accepted practices which involve the application of science, mathematics and economics • Ethical practice is also a key tenet of the profession

  26. 1.4 Stakeholders in Software Engineering • 1. Users • Those who use the software • 2. Customers • Those who pay for the software • 3. Software developers • 4. Development Managers • All four roles can be fulfilled by the same person

  27. 1.5 Software Quality... • Usability • Users can learn it and fast and get their job done easily • Efficiency • It doesn’t waste resources such as CPU time and memory • Reliability • It does what it is required to do without failing • Maintainability • It can be easily changed • Reusability • Its parts can be used in other projects, so reprogramming is not needed

  28. QUALITY SOFTWARE Software Quality... Customer: User: solves problems at easy to learn; an acceptable cost in efficient to use; terms of money paid and helps get work done resources used Development manager: Developer: sells more and easy to design; pleases customers easy to maintain; while costing less easy to reuse its parts to develop and maintain

  29. Software Quality • The different qualities can conflict • Increasing efficiency can reduce maintainability or reusability • Increasing usability can reduce efficiency • Setting objectives for quality is a key engineering activity • You then design to meet the objectives • Avoids ‘over-engineering’ which wastes money • Optimizing is also sometimes necessary • E.g. obtain the highest possible reliability using a fixed budget

  30. Internal Quality Criteria • These: • Characterize aspects of the design of the software • Have an effect on the external quality attributes • E.g. • The amount of commenting of the code • The complexity of the code

  31. Short Term Vs. Long Term Quality • Short term: • Does the software meet the customer’s immediate needs? • Is it sufficiently efficient for the volume of data we have today? • Long term: • Maintainability • Customer’s future needs

  32. 1.6 Software Engineering Projects • Most projects are evolutionary or maintenance projects, involving work on legacy systems • Corrective projects: fixing defects • Adaptive projects: changing the system in response to changes in • Operating system • Database • Rules and regulations • Enhancement projects: adding new features for users • Reengineering or perfective projects: changing the system internally so it is more maintainable

  33. Software Engineering Projects • ‘Green field’ projects • New development • The minority of projects

  34. Software Engineering Projects • Projects that involve building on a framework or a set of existing components. • The framework is an application that is missing some important details. • E.g. Specific rules of this organization. • Such projects: • Involve plugging together components that are: • Already developed. • Provide significant functionality. • Benefit from reusing reliable software. • Provide much of the same freedom to innovate found in green field development.

  35. 1.7 Activities Common to Software Projects... • Requirements and specification • Includes • Domain analysis • Defining the problem • Requirements gathering • Obtaining input from as many sources as possible • Requirements analysis • Organizing the information • Requirements specification • Writing detailed instructions about how the software should behave

  36. Activities Common to Software Projects... • Design • Deciding how the requirements should be implemented, using the available technology • Includes: • Systems engineering: Deciding what should be in hardware and what in software • Software architecture: Dividing the system into subsystems and deciding how the subsystems will interact • Detailed design of the internals of a subsystem • User interface design • Design of databases

  37. Activities Common to Software Projects • Modeling • Creating representations of the domain or the software • Use case modeling • Structural modeling • Dynamic and behavioural modeling • Programming • Quality assurance • Reviews and inspections • Testing • Deployment • Managing the process

  38. 1.9 Difficulties and Risks in Software Engineering • • Complexity and large numbers of details • • Uncertainty about technology • • Uncertainty about requirements • •Uncertainty about software engineering skills • • Constant change • • Deterioration of software design • • Political risks

  39. Lecture Outline • Intro • Topics • Goals • Prerequisites • Overview Example • Syllabus • Software Engineering Principles • Iterative Development and the Unified Process

  40. Iterative Development and the Unified Process (UP) • Iterative Development • A software development methodology • Repeat software development disciplines, such as analysis, design, etc. • State-of-the-art approach • The Unified Process • An instance of iterative development • Well-known, you are likely to be exposed to it • Other: XP, Agile development, etc.

  41. The Sequential “Waterfall” Lifecycle Most requirements, Defined and Stabilized Design Implementation Integration and Testing Long lifecycle 6 months

  42. Iterative Lifecycle:Short Iterations Requirements Requirements feedback Design Design Implementation &Test & Integration& More Design Implementation &Test & Integration& More Design Final Integration & System Test Final Integration & System Test Short 2-6 weeks Iterations arefixed in length, timeboxed System growsincrementally

  43. Iterative Development Lifecycle 1 2 3 … Use case:process sale Use case:process sale Use case:process sale New use case:process rental

  44. Disciplines Across Iterations UP Disciplines Business Modeling Requirements Design Implementation …

  45. Key Ideas in UP • High risks early on, drive down • Managerial • Technical • Integration of subsystems, as early as possible • Test and validate early • Related to risk • Feedback

  46. Key Ideas in UP • Research shows that UP works better than the “waterfall” approach. Why? • Change

  47. Disciplines Across Iterations Transition UP Disciplines Inception Elaboration Construction Business Modeling Requirements Design Implementation …

  48. Our Course Requirements & use case modeling Other requirements inception elaboration … OO Analysis OO Design Translating Design toCode

  49. True or false? • Inception = Requirements • Elaboration = Design • Construction = Implementation • But…

  50. Object Orientation • Analyzing requirements? • Design? • Construction? Maintenance? • Usability?

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