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Softwaretechnik / Software-Engineering Lecture 11: Structural Software Modelling 2017-06-26 Prof. Dr. Andreas Podelski, Dr. Bernd Westphal Albert-Ludwigs-Universitt Freiburg, Germany 11 2017-06-26 main Topic Area Architecture


  1. Softwaretechnik / Software-Engineering Lecture 11: Structural Software Modelling 2017-06-26 Prof. Dr. Andreas Podelski, Dr. Bernd Westphal Albert-Ludwigs-Universität Freiburg, Germany – 11 – 2017-06-26 – main –

  2. Topic Area Architecture & Design: Content • Introduction and Vocabulary VL 10 • Software Modelling . (i) views and viewpoints, the 4+1 view . . (ii) model-driven/-based software engineering (iii) Unified Modelling Language (UML) VL 11 (iv) Modelling structure a) (simplified) class diagrams . . b) (simplified) object diagrams . c) (simplified) object constraint logic (OCL) VL 12 (v) Principles of Design a) modularity b) separation of concerns c) information hiding and data encapsulation . . . d) abstract data types, object orientation (vi) Modelling behaviour a) communicating finite automata b) Uppaal query language VL 13 c) basic state-machines – 11 – 2017-06-26 – Sblockcontent – d) an outlook on hierarchical state-machines . . . • Design Patterns 2 /51

  3. Content • Software Modelling • views & viewpoints • the 4+1 view • Class Diagrams • concrete syntax, • abstract syntax, • class diagrams at work, • semantics: system states. • Object Diagrams • concrete syntax, • dangling references, • partial vs. complete, • object diagrams at work. • Software Modelling Cont’d • An outlook on UML • model-driven software engineering – 11 – 2017-06-26 – Scontent – 3 /51

  4. Example: Design-Models in Construction Engineering 2. Designmodel 1. Requirements 3. System • Shall fit on given piece of land. • Each room shall (CC nc-sa 3.0, Bobthebuilder82) have a door. http://wikimedia.org (CC nc-sa 3.0, Ottoklages) • Furniture shall fit http://wikimedia.org into living room. • Bathroom shall have a window. • Cost shall be in budget. Observation (1) : Floorplan abstracts from certain system properties, e.g. ... • kind, number, and placement of bricks, • water pipes/wiring, and • subsystem details (e.g., window style), • wall decoration – 10 – 2017-06-22 – Smodel – � architects can efficiently work on appropriate level of abstraction – 11 – 2017-06-26 – main – 45 /60 4 /51

  5. Example: Design-Models in Construction Engineering 2. Designmodel 1. Requirements 3. System • Shall fit on given piece of land. • Each room shall (CC nc-sa 3.0, Bobthebuilder82) have a door. http://wikimedia.org (CC nc-sa 3.0, Ottoklages) • Furniture shall fit http://wikimedia.org into living room. • Bathroom shall have a window. • Cost shall be in budget. Observation (2) : Floorplan preserves / determines certain system properties, e.g., • house and room extensions (to scale), • placement of subsystems (such as windows). • presence/absence of windows and doors, – 10 – 2017-06-22 – Smodel – � find design errors before building the system (e.g. bathroom windows) – 11 – 2017-06-26 – main – 45 /60 5 /51

  6. – 11 – 2017-06-26 – main – 6 /51

  7. Model Definition. (Folk) A model is an abstract, formal, mathematical representation or description of structure or behaviour of a (software) system. Definition. (Glinz, 2008, 425) A model is a concrete or mental image (Abbild) of something or a concrete or mental archetype (Vorbild) for something. Three properties are constituent: (i) the image attribute (Abbildungsmerkmal), i.e. there is an entity (called original) whose image or archetype the model is, (ii) the reduction attribute (Verkürzungsmerkmal), i.e. only those attributes of the original that are relevant in the modelling context are represented, (iii) the pragmatic attribute , i.e. the model is built in a specific context for a specific purpose. – 10 – 2017-06-22 – Smodel – – 11 – 2017-06-26 – main – 43 /60 7 /51

  8. Software Modelling – 11 – 2017-06-26 – main – 8 /51

  9. Views and Viewpoints view — A representation of a whole system from the perspective of a related set of concerns. IEEE 1471 (2000) viewpoint — A specification of the conventions for constructing and using a view. A pat- tern or template from which to develop individual views by establishing the purposes and audience for a view and the techniques for its creation and analysis. IEEE 1471 (2000) • A perspective is determined by concerns and information needs : • team leader , e.g., needs to know which team is working on what component, • operator , e.g., needs to know which component is running on which host, • developer , e.g., needs to know interfaces of other components. • etc. – 11 – 2017-06-26 – Sswmodel – 9 /51

  10. An Early Proposal: The 4+1 View (Kruchten, 1995) end-user programmers, functionality software management Development Logical View View Scenarios Physical View Process View integrators, system engineers, performance, topology, scalability communication Newer proposals (Ludewig and Lichter, 2013): system view: how is the system under dynamic view ( ∼ process view): how and when development integrated into (or seen by) its are components instantiated and how do they environment ; with which other systems (including work together at runtime. users) does it interact how. deployment view ( ∼ physical view): how are static view ( ∼ developer view): components of the component instances mapped onto architecture, their interfaces and relations. infrastructure and hardware units. Possibly: assignment of development, test, etc. onto teams. – 11 – 2017-06-26 – Sswmodel – “Purpose of architecture: support functionality; functionality is not part of the architecture.” ?! 10 /51

  11. Deployment / Physical View driving_safety_systems_for_commercial_vehicles/electronic_systems_1/ http://products.bosch-mobility-solutions.com/en/de/driving_safety/ electronic_systems_3.html — Robert Bosch GmbH Example : modern cars • large number of electronic control units (ECUs) spread all over the car, • which part of the overall software is running on which ECU? • which function is used when? Event triggered, time triggered, continuous, etc.? For, e.g., a simple smartphone app , process and physical view may be trivial or determined by the – 11 – 2017-06-26 – Sswmodel – employed framework ( → later) — so no need for (extensive) particular documentation. 11 /51

  12. Structure vs. Behaviour / Constructive vs. Reflective • Form of the states in Σ (also actions A ): Definition. Software is a finite description S of a (possibly in- finite) set � S � of (finite or infinite) computation paths of the structure of S form α 1 α 2 σ 0 − − → σ 1 − − → σ 2 · · · • Computation paths π of S : where behaviour of S • σ i ∈ Σ , i ∈ N 0 , is called state (or configuration ), and • α i ∈ A , i ∈ N 0 , is called action (or event ). The (possibly partial) function � · � : S �→ � S � is called inter- pretation of S . (Harel, 1997) proposes to distinguish constructive and reflective descriptions of behaviour: • constructive : “ constructs [of description] contain information needed in executing the model or in translating it into executable code. ” → how things are computed . • reflective (or assertive ): “ [description used] to derive and present views of the model, statically or during execution, – 11 – 2017-06-26 – Sswmodel – or to set constraints on behavior in preparation for verification. ” → what should (or should not) be computed . Note : No sharp boundaries! (would be too easy...) 12 /51

  13. Views and Their Representation (Σ × A ) ω Analyst Main Game Logic External inputs Output ? • player scores • Keyboard • Graphics (from ASCII • interface inputs/engine to bitmap; native or via • Joystick API) ? • ... update notify • Sound (Physics) Engine • ... LSC: name • physical objects AC: true • collision notification AM: invariant I: permissive n User Game • • w e Tron s Joystick? 1 .. ∗ Player OpenGL? colour X/ 1 .. ∗ score ... ... Control Gameplay Render direction speed resigned Keyboard? aalib? update notify head Segment Engine x0, y0 areawidth AI? x1, y1 areaheight colour 0 .. ∗ world – 11 – 2017-06-26 – Sswmodel – 13 /51

  14. Topic Area Architecture & Design: Content • Introduction and Vocabulary VL 10 • Software Modelling . (i) views and viewpoints, the 4+1 view . . (ii) model-driven/-based software engineering (iii) Unified Modelling Language (UML) VL 11 (iv) Modelling structure a) (simplified) class diagrams . . b) (simplified) object diagrams . c) (simplified) object constraint logic (OCL) VL 12 (v) Principles of Design a) modularity b) separation of concerns c) information hiding and data encapsulation . . . d) abstract data types, object orientation (vi) Modelling behaviour a) communicating finite automata b) Uppaal query language VL 13 c) basic state-machines – 11 – 2017-06-26 – Sblockcontent – d) an outlook on hierarchical state-machines . . . • Design Patterns 15 /51

  15. Content • Software Modelling • views & viewpoints • the 4+1 view • Class Diagrams • concrete syntax, • abstract syntax, • class diagrams at work, • semantics: system states. • Object Diagrams • concrete syntax, • dangling references, • partial vs. complete, • object diagrams at work. • Software Modelling Cont’d • An outlook on UML • model-driven software engineering – 11 – 2017-06-26 – Scontent – 16 /51

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