SOFTWARE ENGINEERING EXAM 2 (p105-p412)

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Data abstraction

A data abstraction is a named collection of data that describes a data object. In the context of the procedural abstraction open, we can define a data abstraction called door. Like any data object, the data abstraction for door would encompass a set of attributes that describe the door (e.g., door type, swing direction, opening mechanism, weight, dimensions). It follows that the procedural abstraction open would make use of information contained in the attributes of the data abstraction door.

Data-centered architectures

A data store (e.g., a file or database) resides at the center of this architecture and is accessed frequently by other components that update, add, delete, or otherwise modify data within the store. Figure 13.1 illustrates a typical data-centered style. Client software accesses a central repository. In some cases the data repository is passive. That is, client software accesses the data independent of any changes to the data or the actions of other client software. A variation on this approach transforms the repository into a "blackboard" that sends notifi cations to client software when data of interest to the client changes. Data-centered architectures promote integrability. That is, existing components can be changed and new client components added to the architecture without concern about other clients (because the client components operate independently). In addition, data can be passed among clients using the blackboard mechanism (i.e., the blackboard component serves to coordinate the transfer of information between clients). Client components independently execute processes.

Networked / pure web structure

A networked or "pure web" structure (Figure 17.7) is similar in many ways to the architecture that evolves for object-oriented systems. Architectural components (in this case, Web pages) are designed so that they may pass control (via hypertext links) to virtually every other component in the system. This approach allows considerable navigation flexibility, but at the same time, can be confusing to a user.

Aesthetics for WebApp

Aesthetic design, also called graphic design, is an artistic endeavor that complements the technical aspects of WebApp design. Without it, a WebApp may be functional, but unappealing. With it, a WebApp draws its users into a world that embraces them on a visceral, as well as an intellectual level. But what is aesthetic? There is an old saying, "beauty exists in the eye of the beholder." This is particularly appropriate when aesthetic design for WebApps is considered. To perform effective aesthetic design, ask, "Who are the WebApp's users and what "look" do they desire?"

Refactoring

An important design activity suggested for many agile methods, refactoring is a reorganization technique that simplifies the design (or code) of a component without changing its function or behavior. Fowler defines refactoring in the following manner: "Refactoring is the process of changing a software system in such a way that it does not alter the external behavior of the code [design] yet improves its internal structure." When software is refactored, the existing design is examined for redundancy, unused design elements, inefficient or unnecessary algorithms, poorly constructed or inappropriate data structures, or any other design failure that can be corrected to yield a better design. For example, a first design iteration might yield a component that exhibits low cohesion (i.e., it performs three functions that have only limited relationship to one another). After careful consideration, you may decide that the component should be refactored into three separate components, each exhibiting high cohesion. The result will be software that is easier to integrate, easier to test, and easier to maintain. Although the intent of refactoring is to modify the code in a manner that does not alter its external behavior, inadvertent side effects can and do occur. As a consequence, refactoring tools are used to analyze changes automatically and to "generate a test suite suitable for detecting behavioral changes."

Requirements elicitation

An important part of elicitation is to establish business goals. Your job is to engage stakeholders and to encourage them to share their goals honestly. Once the goals have been captured, a prioritization mechanism should be established, and a design rationale for a potential architecture (that meets stakeholder goals) can be created. Christel and Kang identify a number of problems that are encountered as elicitation occurs. Problems of scope occur when the boundary of the system is ill-defined or the customers and users specify unnecessary technical detail that may confuse, rather than clarify, overall system objectives. Problems of understanding are encountered when customers and users are not completely sure of what is needed, have a poor understanding of the capabilities and limitations of their computing environment, don't have a full understanding of the problem domain, have trouble communicating needs, omit information that is believed to be "obvious," specify requirements that confl ict with the needs of other customers and users, or specify requirements that are ambiguous or untestable. Problems of volatility occur when the requirements change over time. To help overcome these problems, you must approach the requirements-gathering activity in an organized manner.

Procedural abstraction

As different levels of abstraction are developed, you work to create both procedural and data abstractions. A procedural abstraction refers to a sequence of instructions that have a specific and limited function. The name of a procedural abstraction implies these functions, but specific details are suppressed. An example of a procedural abstraction would be the word open for a door. Open implies a long sequence of procedural steps (e.g., walk to the door, reach out and grasp knob, turn knob and pull door, step away from moving door, etc.).

CRC modeling

Class-responsibility-collaborator (CRC) modeling provides a simple means for identifying and organizing the classes that are relevant to system or product requirements. Ambler describes CRC modeling in the following way: A CRC model is really a collection of standard index cards that represent classes. The cards are divided into three sections. Along the top of the card you write the name of the class. In the body of the card you list the class responsibilities on the left and the collaborators on the right. In reality, the CRC model may make use of actual or virtual index cards. The intent is to develop an organized representation of classes. Responsibilities are the attributes and operations that are relevant for the class. Stated simply, a responsibility is "anything the class knows or does". Collaborators are those classes that are required to provide a class with the information needed to complete a responsibility. In general, a collaboration implies either a request for information or a request for some action.

Communication principles

Communication principles focus on the need to reduce noise and improve bandwidth as the conversation between developer and customer progresses. Both parties must collaborate for the best communication to occur. Principle 1: Listen. Try to focus on the speaker's words, rather than formulating your response to those words. Ask for clarification if something is unclear, but avoid constant interruptions. Never become contentious in your words or actions (e.g., rolling your eyes or shaking your head) as a person is talking. Principle 2: Prepare before you communicate. Spend the time to understand the problem before you meet with others. If necessary, do some research to understand business domain jargon. If you have responsibility for conducting a meeting, prepare an agenda in advance of the meeting. Principle 3: Someone should facilitate the activity. Every communication meeting should have a leader (a facilitator) to keep the conversation moving in a productive direction, (2) to mediate any conflict that does occur, and (3) to ensure that other principles are followed. Principle 4: Face-to-face communication is best. But it usually works better when some other representation of the relevant information is present. For example, a participant may create a drawing or a "strawman" document that serves as a focus for discussion. Principle 5: Take notes and document decisions. Things have a way of falling into the cracks. Someone participating in the communication should serve as a "recorder" and write down all important points and decisions. Principle 6: Strive for collaboration. Collaboration and consensus occur when the collective knowledge of members of the team is used to describe product or system functions or features. Each small collaboration serves to build trust among team members and creates a common goal for the team. Principle 7: Stay focused; modularize your discussion. The more people are involved in any communication, the more likely that discussion will bounce from one topic to the next. The facilitator should keep the conversation modular, leaving one topic only after it has been resolved. Principle 8: If something is unclear, draw a picture. Verbal communication goes only so far. A sketch or drawing can often provide clarity when words fail to do the job. Principle 9: (a) Once you agree to something, move on. (b) If you can't agree to something, move on. (c) If a feature or function is unclear and cannot be clarifified at the moment, move on. Communication, like any software engineering activity, takes time. Rather than iterating endlessly, the people who participate should recognize that many topics require discussion and that "moving on" is sometimes the best way to achieve communication agility. Principle 10: Negotiation is not a contest or a game. It works best when both parties win. There are many instances in which you and other stakeholders must negotiate functions and features, priorities, and delivery dates. If the team has collaborated well, all parties have a common goal. Still, negotiation will demand compromise from all parties.

Coupling

Coupling is a qualitative measure of the degree to which classes are connected to one another. As classes (and components) become more interdependent, coupling increases. An important objective in component-level design is to keep coupling as low as is possible. Class coupling can manifest itself in a variety of ways. Lethbridge and Laganiére define a spectrum of coupling categories. For example, content coupling occurs when one component "surreptitiously modifies data that is internal to another component". This violates information hiding—a basic design concept. Control coupling occurs when operation A() invokes operation B() and passes a control flag to B. The control flag then "directs" logical fl ow within B. The problem with this form of coupling is that an unrelated change in B can result in the necessity to change the meaning of the control flag that A passes. If this is overlooked, an error will result. External coupling occurs when a component communicates or collaborates with infrastructure components (e.g., operating system functions, database capability, telecommunication functions). Although this type of coupling is necessary, it should be limited to a small number of components or classes within a system. Software must communicate internally and externally. Therefore, coupling is a fact of life. However, the designer should work to reduce coupling whenever possible and understand the ramifications of high coupling when it cannot be avoided.

5 architectural styles

Data-Centered Data-Flow Call and Return Object-Oriented Layered

Grid structures

Grid structures (Figure 17.5) are an architectural option that you can apply when WebApp content can be organized categorically in two (or more) dimensions. For example, consider a situation in which an e-commerce site sells golf clubs. The horizontal dimension of the grid represents the type of club to be sold (e.g., woods, irons, wedges, putters). The vertical dimension represents the offerings provided by various golf club manufacturers. Hence, a user might navigate the grid horizontally to find the putters column and then vertically to examine the offerings provided by those manufacturers that sell putters. This WebApp architecture is useful only when highly regular content is encountered.

Hierarchical structures

Hierarchical structures (Figure 17.6) are undoubtedly the most common WebApp architecture. Unlike the partitioned software hierarchies discussed in Chapter 13 that encourage fl ow of control only along vertical branches of the hierarchy, a WebApp hierarchical structure can be designed in a manner that enables (via hypertext branching) flow of control horizontally, across vertical branches of the structure. Hence, content presented on the far left-hand branch of the hierarchy can have hypertext links that lead directly to content that exists in the middle or right-hand branch of the structure. It should be noted, however, that although such branching allows rapid navigation across WebApp content, it can lead to confusion on the part of the user.

MobileApp design best practices

Identify your audience. The application must be written with the expectations and backgrounds of its users in mind. Experienced users want to do things quickly. Less experienced users will appreciate a handholding approach when they are first using the app. Design for context of use. It is important to consider how the user will interact with the real world while using the MobileApp. Watching a movie on an airplane calls for a different user interface than checking the weather before you leave the office. There is a fine line between simplicity and laziness. Creating an intuitive user interface on a mobile device is much harder than simply removing features found in the user interface for the application running on a larger device. The user interface should provide all the information that enables a user to make her next decision. Use the platform as an advantage. Touch-screen navigation is not intuitive and must be learned by all new users. This learning task will be easier if the user interface designers adhere to standards that have been set for the platform. Make scrollbars and selection highlighting more salient. Scrollbars are often hard to locate on touch devices because they are too small. Make sure that menu or icon borders are wide enough for color changes to catch the users' attention. When color coding is used, make sure there is sufficient contrast between foreground and background colors to allow them to be distinguishable by any colorblind users. Increase discoverability of advanced functionality. Hot keys and other shortcuts are sometimes included in MobileApps to allow experienced users to complete their tasks more quickly. You can increase the discoverability of features like these by including visual design clues in the user interface. Use clear and consistent labels. Widget labels should be recognized by all app users, regardless of standards used by specific platforms. Use abbreviations cautiously and avoid them if possible. Clever icons should never be developed at the expense of user understanding. Icons sometimes only make sense to their designers. Users must be able to learn their meaning quickly. It is hard to guarantee that icons are meaningful across all languages and user groups. A good strategy to enhance recognition is to add a text label beneath a novel icon. Support user expectations for personalization. Mobile device users expect to be able to personalize everything. At the very least, developers should try to allow users to set their location (or detect it automatically) and select content options that may be available at that location. It is important to indicate to users what features can be personalized and how users can personalize them. Long scrolling forms trump multiple screens on mobile devices. Experienced mobile device users want all information on a single input screen even if this requires scrolling. Novice users often become experienced quickly and will grow tired of multiple input screens.

Requirements engineering

Inception. How does a software project get started? Is there a single event that becomes the catalyst for a new computer-based system or product, or does the need evolve over time? There are no definitive answers to these questions. In some cases, a casual conversation is all that is needed to precipitate a major software engineering effort. But in general, most projects begin when a business need is identified or a potential new market or service is discovered. Stakeholders from the business community (e.g., business managers, marketing people, product managers) define a business case for the idea, try to identify the breadth and depth of the market, do a rough feasibility analysis, and identify a working description of the project's scope. All of this information is subject to change, but it is sufficient to precipitate discussions with the software engineering organization. At project inception, you establish a basic understanding of the problem, the people who want a solution, the nature of the solution that is desired, and the effectiveness of preliminary communication and collaboration between the other stakeholders and the software team. Elicitation. It certainly seems simple enough—ask the customer, the users, and others what the objectives for the system or product are, what is to be accomplished, how the system or product fi ts into the needs of the business, and finally, how the system or product is to be used on a day-to-day basis. But it isn't simple—it's very hard. Elaboration. The information obtained from the customer during inception and elicitation is expanded and refined during elaboration. This task focuses on developing a refined requirements model that identifies various aspects of software function, behavior, and information. Elaboration is driven by the creation and refinement of user scenarios that describe how the end user (and other actors) will interact with the system. Each user scenario is parsed to extract analysis classes—business domain entities that are visible to the end user. The attributes of each analysis class are defined, and the services that are required by each class are identified. The relationships and collaboration between classes are identified, and a variety of supplementary diagrams are produced. Negotiation. It isn't unusual for customers and users to ask for more than can be achieved, given limited business resources. It's also relatively common for different customers or users to propose conflicting requirements, arguing that their version is "essential for our special needs." You have to reconcile these conflicts through a process of negotiation. Customers, users, and other stakeholders are asked to rank requirements and then discuss conflicts in priority. Using an iterative approach that prioritizes requirements, assesses their cost and risk, and addresses internal conflicts, requirements are eliminated, combined, and/or modified so that each party achieves some measure of satisfaction. Specification. In the context of computer-based systems (and software), the term specification means different things to different people. A specification can be a written document, a set of graphical models, a formal mathematical model, a collection of usage scenarios, a prototype, or any combination of these. Some suggest that a "standard template" should be developed and used for a specification, arguing that this leads to requirements that are presented in a consistent and therefore more understandable manner. However, it is sometimes necessary to remain flexible when a specification is to be developed. For large systems, a written document, combining natural language descriptions and graphical models may be the best approach. However, usage scenarios may be all that are required for smaller products or systems that reside within well-understood technical environments. Validation. The work products produced as a consequence of requirements engineering are assessed for quality during a validation step. Requirements validation examines the specification 5 to ensure that all software requirements have been stated unambiguously; that inconsistencies, omissions, and errors have been detected and corrected; and that the work products conform to the standards established for the process, the project, and the product. The primary requirements validation mechanism is the technical review. The review team that validates requirements includes software engineers, customers, users, and other stakeholders who examine the specification looking for errors in content or interpretation, areas where clarification may be required, missing information, inconsistencies (a major problem when large products or systems are engineered), conflicting requirements, or unrealistic (unachievable) requirements. To illustrate some of the problems that occur during requirements validation, consider two seemingly innocuous requirements: • The software should be user friendly. • The probability of a successful unauthorized database intrusion should be less than 0.0001. The first requirement is too vague for developers to test or assess. What exactly does "user friendly" mean? To validate it, it must be quantified or qualified in some manner. The second requirement has a quantitative element ("less than 0.0001"), but intrusion testing will be difficult and time consuming. Is this level of security even warranted for the application? Can other complementary requirements associated with security (e.g., password protection, specialized handshaking) replace the quantitative requirement noted? Glinz writes that quality requirements need to be represented in a manner that delivers optimal value. This means assessing the risk of delivering a system that fails to meet the stakeholders' quality requirements and attempting to mitigate this risk at minimum cost. The more critical the quality requirement is, the greater the need to state it in quantifiable terms. Less-critical quality requirements can be stated in general terms. In some cases, a general quality requirement can be verified using a qualitative technique (e.g., user survey or check list). In other situations, quality requirements can be verified using a combination of qualitative and quantitative assessment. Requirements management. Requirements for computer-based systems change, and the desire to change requirements persists throughout the life of the system. Requirements management is a set of activities that help the project team identify, control, and track requirements and changes to requirements at any time as the project proceeds.

Mobile development considerations

Like all computing devices, mobile platforms are differentiated by the software they deliver—a combination of operating system (e.g., Android or iOS) and a small subset of the hundreds of thousands of MobileApps that provide a very wide range of functionality. New tools allow individuals with little formal training to create and sell apps alongside other apps developed by large teams of software developers. Even though apps can be developed by amateurs, many software engineers think that MobileApps are among the most challenging software systems being built today. Mobile platforms are very complex. Both the Android and iOS operating systems contain over 12 million lines of code. Mobile devices often have mini browsers that will not display the full set of content available on a Web page. Different mobile devices use different operating systems and platform dependent development environments. Mobile devices tend to have smaller and more varied screen sizes than personal computers. This may require greater attention to user interface design issues, including decisions to limit display of some content. In addition, MobileApps must be designed to take into account intermittent connectivity outages, limitations on battery life, and other device constraints.

4 different content architectures for WebApps

Linear Grid Hierarchical Networked / pure web

Linear structures

Linear structures (Figure 17.4) are encountered when a predictable sequence of interactions (with some variation or diversion) is common. A classic example might be a tutorial presentation in which pages of information along with related graphics, short videos, or audio are presented only after prerequisite information has been presented. The sequence of content presentation is predefined and generally linear. Another example might be a product order entry sequence in which specific information must be specified in a specific order. In such cases, the structures shown in Figure 17.4 are appropriate. As content and processing become more complex, the purely linear flow shown on the left of the figure gives way to more sophisticated linear structures in which alternative content may be invoked or a diversion to acquire complementary content (structure shown on the right side of Figure 17.4) occurs.

State diagram

One component of a behavioral model is a UML state diagram that represents active states for each class and the events (triggers) that cause changes between these active states. Figure 11.1 illustrates a state diagram for the ControlPanel object in the SafeHome security function. Each arrow shown in Figure 11.1 represents a transition from one active state of an object to another. The labels shown for each arrow represent the event that triggers the transition. Although the active state model provides useful insight into the "life history" of an object, it is possible to specify additional information to provide more depth in understanding the behavior of an object. In addition to specifying the event that causes the transition to occur, you can specify a guard and an action. A guard is a Boolean condition that must be satisfied in order for the transition to occur. For example, the guard for the transition from the "reading" state to the "comparing" state in Figure 11.1 can be determined by examining the use case: if (password input 5 4 digits) then compare to stored password. In general, the guard for a transition usually depends upon the value of one or more attributes of an object. In other words, the guard depends on the passive state of the object. An action occurs concurrently with the state transition or as a consequence of it and generally involves one or more operations (responsibilities) of the object. For example, the action connected to the password entered event (Figure 11.1) is an operation named validatePassword() that accesses a password object and performs a digit-by-digit comparison to validate the entered password.

MVC architecture

The Model-View-Controller (MVC) architecture is one of a number of suggested WebApp infrastructure models that decouple the user interface from the WebApp functionality and informational content. The model (sometimes referred to as the "model object") contains all application-specifi c content and processing logic, including all content objects, access to external data/information sources, and all processing functionality that is application specific. The view contains all interface-specific functions and enables the presentation of content and processing logic, including all content objects, access to external data/information sources, and all processing functionality required by the end user. The controller manages access to the model and the view and coordinates the flow of data between them. In a WebApp, "the view is updated by the controller with data from the model based on user input". A schematic representation of the MVC architecture is shown in Figure 17.8. Referring to the figure, user requests or data are handled by the controller. The controller also selects the view object that is applicable based on the user request. Once the type of request is determined, a behavior request is transmitted to the model, which implements the functionality or retrieves the content required to accommodate the request. The model object can access data stored in a corporate database, as part of a local data store, or as a collection of independent files. The data developed by the model must be formatted and organized by the appropriate view object and then transmitted from the application server back to the client-based browser for display on the customer's machine.

Activity diagram

The UML activity diagram supplements the use case by providing a graphical representation of the flow of interaction within a specific scenario. Similar to the flowchart, an activity diagram uses rounded rectangles to imply a specific system function, arrows to represent flow through the system, decision diamonds to depict a branching decision (each arrow emanating from the diamond is labeled), and solid horizontal lines to indicate that parallel activities are occurring. An activity diagram for the ACS-DCV use case is shown in Figure 9.5. It should be noted that the activity diagram adds additional detail not directly mentioned (but implied) by the use case. For example, a user may only attempt to enter userID and password a limited number of times. This is represented by a decision diamond below "Prompt for reentry."

Layered architectures

The basic structure of a layered architecture is illustrated in Figure 13.4. A number of different layers are defined, each accomplishing operations that progressively become closer to the machine instruction set. At the outer layer, components service user interface operations. At the inner layer, components perform operating system interfacing. Intermediate layers provide utility services and application software functions.

External behavior

The behavioral model indicates how software will respond to external events or stimuli. To create the model, you should perform the following steps: (1) evaluate all use cases to fully understand the sequence of interaction within the system, (2) identify events that drive the interaction sequence and understand how these events relate to specific objects, (3) create a sequence for each use case, (4) build a state diagram for the system, and (5) review the behavioral model to verify accuracy and consistency.

Object-oriented architectures

The components of a system encapsulate data and the operations that must be applied to manipulate the data. Communication and coordination between components are accomplished via message passing.

Internal structure

The design of internal interfaces is closely aligned with component-level design. Design realizations of analysis classes represent all operations and the messaging schemes required to enable communication and collaboration between operations in various classes. Each message must be designed to accommodate the requisite information transfer and the specific functional requirements of the operation that has been requested. In some cases, an interface is modeled in much the same way as a class. In UML, an interface is defined in the following manner: "An interface is a specifier for the externally-visible operations of a class, component, or other classifier (including subsystems) without specification of internal structure." Stated more simply, an interface is a set of operations that describes some part of the behavior of a class and provides access to these operations

Call and return architectures

This architectural style enables you to achieve a program structure that is relatively easy to modify and scale. A number of substyles exist within this category: • Main program/subprogram architectures. This classic program structure decomposes function into a control hierarchy where a "main" program invokes a number of program components, which in turn may invoke still other components. Figure 13.3 illustrates an architecture of this type. • Remote procedure call architectures. The components of a main program/subprogram architecture are distributed across multiple computers on a network.

Data-flow architectures

This architecture is applied when input data are to be transformed through a series of computational or manipulative components into output data. A pipe-and-filter pattern ( Figure 13.2 ) has a set of components, called filters, connected by pipes that transmit data from one component to the next. Each filter works independently of those components upstream and downstream, is designed to expect data input of a certain form, and produces data output (to the next filter) of a specified form. However, the filter does not require knowledge of the workings of its neighboring filters. If the data flow degenerates into a single line of transforms, it is termed batch sequential. This structure accepts a batch of data and then applies a series of sequential components (filters) to transform it.

Sequence diagram

Unlike a state diagram that represents behavior without noting the classes involved, a sequence diagram represents behavior, by describing how classes move from state to state. The second type of behavioral representation, called a sequence diagram in UML, indicates how events cause transitions from object to object. Once events have been identified by examining a use case, the modeler creates a sequence diagram—a representation of how events cause flow from one object to another as a function of time. In essence, the sequence diagram is a shorthand version of the use case. It represents key classes and the events that cause behavior to flow from class to class. Figure 11.2 illustrates a partial sequence diagram for the SafeHome security function. Each of the arrows represents an event (derived from a use case) and indicates how the event channels behavior between SafeHome objects. Time is measured vertically (downward), and the narrow vertical rectangles represent time spent in processing an activity. States may be shown along a vertical time line. The first event, system ready, is derived from the external environment and channels behavior to the Homeowner object. The homeowner enters a password. A request lookup event is passed to System, which looks up the password in a simple database and returns a result (found or not found) to ControlPanel (now in the comparing state). A valid password results in a password=correct event to System, which activates Sensors with a request activation event. Ultimately, control is passed back to the homeowner with the activation successful event. Once a complete sequence diagram has been developed, all of the events that cause transitions between system objects can be collated into a set of input events and output events (from an object). This information is useful in the creation of an effective design for the system to be built.

Use-cases

Use cases are defined from an actor's point of view. An actor is a role that people (users) or devices play as they interact with the software. In a book that discusses how to write effective use cases, Alistair Cockburn notes that "a use case captures a contract . . . [that] describes the system's behavior under various conditions as the system responds to a request from one of its stakeholders . . ." In essence, a use case tells a stylized story about how an end user (playing one of a number of possible roles) interacts with the system under a specific set of circumstances. The story may be narrative text, an outline of tasks or interactions, a template-based description, or a diagrammatic representation. Regardless of its form, a use case depicts the software or system from the end user's point of view. creating, 173 developing, 149 diagram, 153, 179 events, 203 formal, 177 question to be answered, 150 refinement of, 176 tools, 154

Grammatical parse

We can begin to identify classes by examining the usage scenarios developed as part of the requirements model and performing a "grammatical parse" on the use cases developed for the system to be built. Classes are determined by underlining each noun or noun phrase and entering it into a simple table. Synonyms should be noted. If the class (noun) is required to implement a solution, then it is part of the solution space; otherwise, if a class is necessary only to describe a solution, it is part of the problem space. A grammatical parse may be used to extract candidate classes, attributes, and operations from text-based narratives. To illustrate how analysis classes might be defined during the early stages of modeling, consider a grammatical parse (nouns are underlined, verbs italicized). The grammatical parse is not foolproof, but it can provide you with an excellent jump start if you're struggling to define data objects and the transforms that operate on them.

Cohesion

Within the context of component-level design for object-oriented systems, cohesion implies that a component or class encapsulates only attributes and operations that are closely related to one another and to the class or component itself. Lethbridge and Laganiére define a number of different types of cohesion (listed in order of the level of the cohesion): Functional. Exhibited primarily by operations, this level of cohesion occurs when a module performs one and only one computation and then returns a result. Layer. Exhibited by packages, components, and classes, this type of cohesion occurs when a higher layer accesses the services of a lower layer, but lower layers do not access higher layers. Consider, for example, the SafeHome security function requirement to make an outgoing phone call if an alarm is sensed. It might be possible to define a set of layered packages as shown in Figure 14.5 . The shaded packages contain infrastructure components. Access is from the control panel package downward. Communicational. All operations that access the same data are defined within one class. In general, such classes focus solely on the data in question, accessing and storing it.

3 golden rules for interface design

1. Place the user in control. 2. Reduce the user's memory load. 3. Make the interface consistent.

Component

A component is a modular building block for computer software. More formally, the OMG Unified Modeling Language Specification defines a component as "a modular, deployable, and replaceable part of a system that encapsulates implementation and exposes a set of interfaces." Components populate the software architecture and, as a consequence, play a role in achieving the objectives and requirements of the system to be built. Because components reside within the software architecture, they must communicate and collaborate with other components and with entities (e.g., other systems, devices, people) that exist outside the boundaries of the software. The true meaning of the term component will differ depending on the point of view of the software engineer who uses it.


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