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Profession

Profession. A Physician , a Civil Engineer and a Computer Scientist were arguing about what was the oldest profession in the world.

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Profession

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  1. Profession A Physician, a Civil Engineer and a Computer Scientist were arguing about what was the oldest profession in the world. • The Physician remarked,"Well, in the Bible, it says that God created Eve from a rib taken out of Adam. This clearly requires surgery, and so I can rightly claim that mine is the oldest profession in the world." • The Civil Engineer interrupted, and said," But even earlier in the book of Genesis, it states that God created the order of the heavens and the earth from out of the chaos. This was the first and certainly the most spectacular application of civil engineering. Therefore, fair doctor, you are wrong; mine is the oldest profession in the world.“ • The Computer Scientist leaned back in the chair, smiled and then said confidently, "Ah, but what do you think created the chaos ? "

  2. Chapter 1: Introduction

  3. Objectives of the Class • Appreciate Software Engineering: • Build complex software systems in the context of frequent change • Understand how to • produce a high quality software system within time • while dealing with complexity and change • Acquire technical knowledge (main emphasis) • Acquire managerial knowledge • Understand the Software Lifecycle • Process vs Product • Learn about different software lifecycles • Greenfield Engineering – from scratch, Interface Engineering – a kind of Reengineering for legacy systems, Reengineering – [Hammer & Champy, 1993]

  4. Acquire Technical Knowledge • Understand System Modeling • Learn About Modeling Using (~20% and some) Aspects of UML (Unified Modeling Language) • Learn about modeling at different phases of software lifecycle: • Requirements Elicitation [Chap. 4] –---------------------- Deliverable 1 • (Requirements) Analysis* [Chap 5] ----------------------- Deliverable 2 • Architectural Design [Chap 6 & 7] ----------------------- Deliverable 3 • Object/Component Design [Chap 8] ---------------------- Deliverable 4 • Coding [Chap 10] ---------------------- Deliverable 5 • Testing [Chap 11] ---------------------- Deliverable 6 (during demo) *An old school of thought mixing the domain model with the solution model, being design-oriented, and in a Waterfall fashion. • Learn about Traceability among Models • Learn how to use Tools: CASE (Computer Aided Software Engineering) Brugge’s e.g., Rational Rose

  5. Readings • Required: • Bernd Bruegge, Allen Dutoit: “Object-Oriented Software Engineering: Using UML, Patterns, and Java”, Prentice Hall, 2003. • Recommended: • Applying UML and Patterns: An Introduction to Object-Oriented Analysis and Design and the Unified Process, 2nd ed., C. Larman • 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. • Additional books may be recommended during individuals lectures Lecture Notes will adapt Bruegge’s, but with additional points and questions possibly from very different perspectives.

  6. Outline of Today’s Lecture • Software Engineering – Why, What and How? • Modeling complex systems • Functional vs. object-oriented decomposition • Software Lifecycle Modeling • Reuse: • Design Patterns • Frameworks • Concluding remarks

  7. Why Software Engineering? 9 software projects totaling $96.7 million: Where The Money Went [Report to Congress, Comptroller General, 1979] Delivered, but never successfully used 45% Used as delivered 2% Paid for, but not delivered 30% Usable w. rework 3% Used w. extensive rework, but later abandoned 20% Take a look at the Standish Report (The “Chaos” Report)

  8. Software Engineering: A Problem Solving Activity • 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 • Techniques (methods): • Formal procedures for producing results using some well-defined notation • Methodologies: • Collection of techniques applied across software development and unified by a philosophical approach • Tools: • Instrument or automated systems to accomplish a technique Isn’t there something more fundamental than problem “solving”?

  9. Software Engineering: Definition Software Engineering is a collection of techniques, methodologies and tools that help with the production of • a high quality software system • with a given budget • before a given deadline while change occurs. 20

  10. Scientist vs Engineer • Computer Scientist • Proves theorems about algorithms, designs languages, defines knowledge representation schemes • Has infinite time… • Engineer • Develops a solution for an application-specific problem for a client • Uses computers & languages, tools, techniques and methods • Software Engineer • Works in multiple application domains • Has only 3 months... • …while changes occurs in requirements and available technology Isn’t there something more fundamental about “Software” Engineer?

  11. Factors affecting the quality of a software system • Complexity: • The system is so complex that no single programmer can understand it anymore • The introduction of one bug fix causes another bug • 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.

  12. Complex Server Connections

  13. Complex Message Flow

  14. Dealing with Complexity • Abstraction • Decomposition • Hierarchy What is this?

  15. Abstraction • Decomposition • Hierarchy 1. Models are used to provide abstractions • Inherent human limitation to deal with complexity • The 7 +- 2 phenomena • Chunking: Group collection of objects • Ignore unessential details: => Models • 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 ? • 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? • Issues Model: • What are the open and closed issues? What constraints were posed by the client? What resolutions were made? What does this refer to? In UML?

  16. Analysis phase results in object model (UML Class Diagram): * * Company StockExchange Lists 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(); }; Model-based software Engineering:Code is a derivation of object model Is this a “problem”? Pr oblem Statement : A stock exchange lists many companies. Each company is identified by a ticker symbol Where is the design, then? A good software engineer writes as little code as possible

  17. Example of an Issue: Galileo vs the Church • 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.

  18. Resolution (1615): The church decides proposal 1 is right Resolution (1998): The church declares proposal 1 was wrong Proposal1: The earth! Proposal2: The sun! Pro: Aristotle says so. Pro: Copernicus says so. Con: Jupiter’s moons rotate around Jupiter, not around Earth. Pro: Change will disturb the people. Issue-Modeling Issue: What is the Center of the Universe? Anything missing?

  19. Abstraction • Decomposition • Hierarchy 2. Decomposition • 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 • 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?

  20. Produce Output Transform Read Input Produce Output Transform Read Input Add R1, R10 Load R10 Functional Decomposition System Function Top Level functions Level 1 functions Level 2 functions Machine Instructions Is this about the requirements or a design?

  21. Functional Decomposition • 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 • Example: Microsoft Powerpoint’s Autoshapes

  22. Draw Change Mouse click Change Circle Change Oval Change Rectangle Draw Circle Draw Oval Draw Rectangle Functional Decomposition: Autoshape Autoshape How is this different from OO? How are Functionally-Oriented systems different from OO systems?

  23. OO-Decomposition - Class Identification • Class identification is crucial to object-oriented modeling • Basic assumption: • We can find the classes for a new software system: We call this Greenfield Engineering • We can identify the classes in an existing system: We call this Reengineering • We can create a class-based interface to any system: We call this Interface Engineering • 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? Then, depending on the purpose, could a functional decomposition be better than an OO decomposition? Which is UML for, functional- or OO-decomposition?

  24. * Shoe Size Color Type Wear() Coat Size Color Type Wear() Model of an Eskimo Eskimo Size Dress() Smile() Sleep() Is this a good model?

  25. Eskimo Size Dress() Smile() Sleep() lives in Outside Temperature Light Season Hunt() Organize() moves around Cave Lighting Enter() Leave() * Entrance MainEntrance Size Windhole Diameter Iterative Modeling then leads to .... but is it the right model?

  26. Indian Hair Dress() Smile() Sleep() Mouth NrOfTeeths Size open() speak() Face Nose smile() close_eye() Ear Size listen() Alternative Model: The Head of an Indian * Is this a good model?

  27. Abstraction • Decomposition • Hierarchy 3. Hierarchy • 2 important hierarchies • "Part of" hierarchy • "Is-kind-of" hierarchy

  28. CPU I/O Devices Memory Cache ALU Program Counter Part of Hierarchy Computer

  29. Cell Nerve Cell Muscle Cell Blood Cell Red White Pyramidal Cortical Smooth Striate Is-Kind-of Hierarchy (Taxonomy) Any issue?

  30. So where are we right now? • Three ways to deal with complexity: • Abstraction • Decomposition • Hierarchy • Object-oriented decomposition is a good methodology • Unfortunately, depending on the purpose of the system, different objects can be found • 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 *An old school of thought mixing the domain model with the solution model, being design-oriented, and in a Waterfall fashion.

  31. Software Lifecycle Definition • Software lifecycle: • Set of activities and their relationships to each other to support the development of a software system • Typical Lifecycle questions: • Which activities should I select for the software project? • What are the dependencies between activities? • How should I schedule the activities?

  32. class... class... class... class.... Software Lifecycle Activities Deliverable 0 Deliverable 6 Deliverable 4 Deliverable 5 Deliverable 3 Deliverable 2 Deliverable 1 Requirements Elicitation Requirements Analysis System Design Object Design Implemen- tation Testing Implemented By Expressed in Terms Of Structured By Realized By Verified By ? ? Application Domain Objects Solution Domain Objects Use Case Model Source Code SubSystems Test Cases Each activity produces one or more models

  33. Reusability: Design Patterns and Frameworks • 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 data structures (link lists, binary trees, etc) • Framework: • A moderately large set of classes that collaborate to carry out a set of responsibilities in an application domain. • Examples: User Interface Builder • Provide architectural guidance during the design phase • Provide a foundation for software components industry

  34. Summary • Software engineering is a problem solving activity • Developing quality software for a complex problem within a limited time while things are changing • There are many ways to deal with complexity • 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 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

  35. Additional Slides

  36. Software Production has a Poor Track Record Example: Space Shuttle Software • 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. • Substantial errors still exist. • Astronauts are supplied with a book of known software problems "Program Notes and Waivers". Take a look at the Standish Report (The “Chaos” Report)

  37. Reusability • 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 • Goal for the software engineer: • Design the software to be reusable across application domains and designs • How? • Use design patterns and frameworks whenever possible

  38. Chess Master: Openings Middle games End games Writer Tragically Flawed Hero (Macbeth, Hamlet) Romantic Novel User Manual Architect Office Building Commercial Building Private Home Software Engineer 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 Patterns are used by many people

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