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Introduction to Software Design Chapter 1

Introduction to Software Design Chapter 1. Chapter Objectives To become familiar with the software challenge and the software life cycle To understand

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Page 1: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Introduction to Software DesignIntroduction to Software Design

Chapter 1Chapter 1

Page 2: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Chapter ObjectivesChapter Objectives

To become familiar with the software challenge and the software life cycle

To understand what activities take place in each phase of the software life cycle

To learn how to use top-down design and object-oriented design

To learn to use data abstraction, procedural abstraction, and information hiding to manage complexity

To learn how to draw class diagrams to document the interaction between classes

To become familiar with the software challenge and the software life cycle

To understand what activities take place in each phase of the software life cycle

To learn how to use top-down design and object-oriented design

To learn to use data abstraction, procedural abstraction, and information hiding to manage complexity

To learn how to draw class diagrams to document the interaction between classes

Page 3: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Chapter Objectives (continued)

Chapter Objectives (continued)

To learn the role of abstract data types in building models of computer systems and how to implement them using classes and interfaces

To become familiar with use cases as a tool to document a system’s interaction with the user

To understand the software design process by following the design and implementation of an array-based telephone directory

To become familiar with sequence diagrams as a tool for documenting the interaction between multiple classes used in a program

To learn the role of abstract data types in building models of computer systems and how to implement them using classes and interfaces

To become familiar with use cases as a tool to document a system’s interaction with the user

To understand the software design process by following the design and implementation of an array-based telephone directory

To become familiar with sequence diagrams as a tool for documenting the interaction between multiple classes used in a program

Page 4: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

The Software ChallengeThe Software Challenge

In industry, a software product is expected to be used for an extended period of time by someone who did not write the program and who is not intimately familiar with its internal design

Initial specification for a software product may be incomplete

Specification is clarified through extensive interaction between users of the software and the system analyst

A requirements specification should be generated at the beginning of any software project

Designers and users should both approve the document

In industry, a software product is expected to be used for an extended period of time by someone who did not write the program and who is not intimately familiar with its internal design

Initial specification for a software product may be incomplete

Specification is clarified through extensive interaction between users of the software and the system analyst

A requirements specification should be generated at the beginning of any software project

Designers and users should both approve the document

Page 5: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

The Pizza Class ExerciseThe Pizza Class Exercise

Take out a sheet of paper and write your three most important requirements for a pizza.

Take out a sheet of paper and write your three most important requirements for a pizza.

Page 6: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Class ResponseClass Response

Page 7: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Class ResponseClass Response

Page 8: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

The Software Life CycleThe Software Life Cycle

Software products go through several stages as they mature from initial concept to finished product

The sequence of stages is called a life cycle It is important to design and document software in

an organized way so that it can be easily understood and maintained after the initial release

The person who maintains the software is not necessarily the person who writes it

Software products go through several stages as they mature from initial concept to finished product

The sequence of stages is called a life cycle It is important to design and document software in

an organized way so that it can be easily understood and maintained after the initial release

The person who maintains the software is not necessarily the person who writes it

Page 9: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Software Life Cycle ModelsSoftware Life Cycle Models

Waterfall model: simplest way of organizing activities that transforms software from one stage to another

Activities are performed in sequence and the results of one flows into the next

Waterfall model is simple but unworkable Fundamental flaw is assumption that each stage

can and must be completed before the next one occurs

Sometimes, it is not until the product is finished that the user can fully express his or her requirements

Waterfall model: simplest way of organizing activities that transforms software from one stage to another

Activities are performed in sequence and the results of one flows into the next

Waterfall model is simple but unworkable Fundamental flaw is assumption that each stage

can and must be completed before the next one occurs

Sometimes, it is not until the product is finished that the user can fully express his or her requirements

Page 10: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Waterfall ModelWaterfall Model

Page 11: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Waterfall Model (continued)Waterfall Model (continued)

Page 12: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Software Life Cycle Models (continued)

Software Life Cycle Models (continued)

Common themes among alternative models is to develop software product in stages or cycles

Unified Model: the cycles are called phases and iterations and the activities are called workflows

Four phases Inception Elaboration Construction Transition

Common themes among alternative models is to develop software product in stages or cycles

Unified Model: the cycles are called phases and iterations and the activities are called workflows

Four phases Inception Elaboration Construction Transition

Page 13: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Software Life Cycle Models (continued)

Software Life Cycle Models (continued)

Page 14: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Software Life Cycle Activities (continued)

Software Life Cycle Activities (continued)

Certain activities are essential for software development Requirements specification Architectural, component, and detailed designs Implementation Unit, integration, and acceptance tests Installation and maintenance

Certain activities are essential for software development Requirements specification Architectural, component, and detailed designs Implementation Unit, integration, and acceptance tests Installation and maintenance

Page 15: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Software Life Cycle ActivitiesSoftware Life Cycle Activities

Page 16: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Software Life Cycle Activities (continued)

Software Life Cycle Activities (continued)

Requirements Specification System analyst works with software users to

clarify the detailed system requirements Questions include format of input data, desired

form of any output screens, and data validation Analysis

Make sure you completely understand the problem before starting the design or program a solution

Evaluate different approaches to the design

Requirements Specification System analyst works with software users to

clarify the detailed system requirements Questions include format of input data, desired

form of any output screens, and data validation Analysis

Make sure you completely understand the problem before starting the design or program a solution

Evaluate different approaches to the design

Page 17: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Software Life Cycle Activities (continued)

Software Life Cycle Activities (continued)

Design Top-down approach: breaking a system into a set

of smaller subsystems Object-oriented approach: identification of a set

of objects and specification of their interactions UML diagrams are a design tool to illustrate the

interactions between Classes Classes and external entities

Design Top-down approach: breaking a system into a set

of smaller subsystems Object-oriented approach: identification of a set

of objects and specification of their interactions UML diagrams are a design tool to illustrate the

interactions between Classes Classes and external entities

Page 18: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Software Life Cycle Activities (continued)

Software Life Cycle Activities (continued)

Page 19: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Software Life Cycle Activities (continued)

Software Life Cycle Activities (continued)

Page 20: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Using Abstraction to Manage Complexity

Using Abstraction to Manage Complexity

An abstraction is a model of a physical entity or activity

Abstraction helps programmers deal with complex issues in a piecemeal fashion

Procedural abstraction: distinguish what is to be achieved by a procedure from its implementation

Data abstraction: specify the data objects for a problem and the operations to be performed on them without concern for their representation in memory

An abstraction is a model of a physical entity or activity

Abstraction helps programmers deal with complex issues in a piecemeal fashion

Procedural abstraction: distinguish what is to be achieved by a procedure from its implementation

Data abstraction: specify the data objects for a problem and the operations to be performed on them without concern for their representation in memory

Page 21: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Using Abstraction to Manage Complexity (continued)

Using Abstraction to Manage Complexity (continued)

If a higher-level class references a data object only through its methods, the higher-level class will not have to be rewritten, even if the data representation changes

Information hiding: Concealing the details of a class implementation from users of the class

If a higher-level class references a data object only through its methods, the higher-level class will not have to be rewritten, even if the data representation changes

Information hiding: Concealing the details of a class implementation from users of the class

Page 22: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Abstract Data Types, Interfaces, and Pre- and

Postconditions

Abstract Data Types, Interfaces, and Pre- and

Postconditions A major goal of software engineering is to write

reusable code Abstract data type (ADT): The combination of data

together with its methods A Java interface is a way to specify an ADT

The interface specifies the names, parameters, and return values of the ADT methods without specifying how the methods perform their operations and without specifying how the data is internally represented

Each class that implements an interface must provide the definitions of all methods declared in the interface

A major goal of software engineering is to write reusable code

Abstract data type (ADT): The combination of data together with its methods

A Java interface is a way to specify an ADT The interface specifies the names, parameters,

and return values of the ADT methods without specifying how the methods perform their operations and without specifying how the data is internally represented

Each class that implements an interface must provide the definitions of all methods declared in the interface

Page 23: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Abstract Data Types, Interfaces, and Pre- and

Postconditions (continued)

Abstract Data Types, Interfaces, and Pre- and

Postconditions (continued)

Page 24: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Abstract Data Types, Interfaces, and Pre- and

Postconditions (continued)

Abstract Data Types, Interfaces, and Pre- and

Postconditions (continued) You cannot instantiate an interface You can declare a variable that has an interface type

and use it to reference an actual object A Java interface is a contract between the interface

designer and the programmer who codes a class that implements the interface

Precondition: a statement of any assumptions or constraints on the method data before the method begins execution

Postcondition: a statement that describes the result of executing a method

You cannot instantiate an interface You can declare a variable that has an interface type

and use it to reference an actual object A Java interface is a contract between the interface

designer and the programmer who codes a class that implements the interface

Precondition: a statement of any assumptions or constraints on the method data before the method begins execution

Postcondition: a statement that describes the result of executing a method

Page 25: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Requirements Analysis, Use Cases, and Sequence

Diagrams

Requirements Analysis, Use Cases, and Sequence

Diagrams First step in analysis is to study the problem of input

and output requirements carefully to make sure they are understood and make sense

Use case: list of the user actions and system responses for a particular sub-problem in the order that they are likely to occur

Sequence diagram: shows all the objects involved in this use case across the horizontal axis, time is shown along the vertical axis

First step in analysis is to study the problem of input and output requirements carefully to make sure they are understood and make sense

Use case: list of the user actions and system responses for a particular sub-problem in the order that they are likely to occur

Sequence diagram: shows all the objects involved in this use case across the horizontal axis, time is shown along the vertical axis

Page 26: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Design of an Array-Based Phone Directory

Design of an Array-Based Phone Directory

Case study deals with design, implementation, and testing of the software-based phone directory

In UML class diagrams + sign next to a method or attribute means it is

public - sign next to a method or attribute means it is

private Classes to design include:

PDUserInterface PDApplication PhoneDirectory ArrayBasedPD DirectoryEntry

Case study deals with design, implementation, and testing of the software-based phone directory

In UML class diagrams + sign next to a method or attribute means it is

public - sign next to a method or attribute means it is

private Classes to design include:

PDUserInterface PDApplication PhoneDirectory ArrayBasedPD DirectoryEntry

Page 27: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Design of an Array-Based Phone Directory (continued)

Design of an Array-Based Phone Directory (continued)

Page 28: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Design of an Array-Based Phone Directory (continued)

Design of an Array-Based Phone Directory (continued)

Page 29: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Design of an Array-Based Phone Directory (continued)

Design of an Array-Based Phone Directory (continued)

Page 30: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Design of an Array-Based Phone Directory (continued)

Design of an Array-Based Phone Directory (continued)

Page 31: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Design of an Array-Based Phone Directory (continued)

Design of an Array-Based Phone Directory (continued)

Page 32: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Implementing and Testing the Array-Based Phone Directory

Implementing and Testing the Array-Based Phone Directory

Page 33: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Implementing and Testing the Array-Based Phone Directory

(continued)

Implementing and Testing the Array-Based Phone Directory

(continued) Note that some code in this application is

controversial Combination of assignment with the evaluation of

a condition Break statement allows exiting of the while loop

without storing an entry

Note that some code in this application is controversial Combination of assignment with the evaluation of

a condition Break statement allows exiting of the while loop

without storing an entry

Page 34: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Implementing PDUserInterfaceImplementing PDUserInterface

PDUserInterface must contain a public method, processCommands

We show two different classes that implement the PDUserInterface: PDGUI Class PDConsoleUI

PDUserInterface must contain a public method, processCommands

We show two different classes that implement the PDUserInterface: PDGUI Class PDConsoleUI

Page 35: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Implementing PDUserInterface as GUI

Implementing PDUserInterface as GUI

This class provides a GUI input using JOptionPane dialog windows

This class provides a GUI input using JOptionPane dialog windows

Page 36: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Implementing PDUserInterface as a console

Implementing PDUserInterface as a console

Implemented using PDConsoleUI class This class uses System.out to display the menu of

choices and results. It also uses a Scanner object (scIn) associated with

System.in to read data from the keyboard.

Implemented using PDConsoleUI class This class uses System.out to display the menu of

choices and results. It also uses a Scanner object (scIn) associated with

System.in to read data from the keyboard.

Page 37: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Chapter ReviewChapter Review

We introduced two software life cycle models (waterfall and Unified) and discussed the activities performed in each stage of these models

Procedural abstraction, data abstraction, and information hiding are tools for managing program complexity

A Java interface can specify an abstract data type (ADT) and a Java class can implement an ADT

Use cases summarize the interaction between the user and the system during requirements specification and analysis

We introduced two software life cycle models (waterfall and Unified) and discussed the activities performed in each stage of these models

Procedural abstraction, data abstraction, and information hiding are tools for managing program complexity

A Java interface can specify an abstract data type (ADT) and a Java class can implement an ADT

Use cases summarize the interaction between the user and the system during requirements specification and analysis

Page 38: Introduction to Software Design Chapter 1. Chapter Objectives  To become familiar with the software challenge and the software life cycle  To understand

Chapter Review (continued)Chapter Review (continued)

UML class diagrams are used during the analysis and design phases to document the interaction of classes with each other and with the user

Sequence diagrams and pseudocode can be used to describe the sequence of actions performed by a program that is implemented as a collection of multiple interacting classes

Sequence diagrams are employed during the design phase of the software life cycle

UML class diagrams are used during the analysis and design phases to document the interaction of classes with each other and with the user

Sequence diagrams and pseudocode can be used to describe the sequence of actions performed by a program that is implemented as a collection of multiple interacting classes

Sequence diagrams are employed during the design phase of the software life cycle