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Variability and Architecture SPLE Course, DAT165, L2 & L3 - PowerPoint PPT Presentation

Variability and Architecture SPLE Course, DAT165, L2 & L3 Robert Feldt - robert.feldt@gmail.com Acronyms used DE = Domain Engineering AE = Application Engineering RefArch = Reference Architecture TTM = Time To Market SW = Software SPL =


  1. Variability and Architecture SPLE Course, DAT165, L2 & L3 Robert Feldt - robert.feldt@gmail.com

  2. Acronyms used DE = Domain Engineering AE = Application Engineering RefArch = Reference Architecture TTM = Time To Market SW = Software SPL = Software Product Line SPLE = SPL Engineering (and course book!) Dev = Development

  3. Lectures - Overview (BAPO Model) Economics People Structures Planning B usiness O rganisation Strategy A rchitecture P rocess Roles Relationships Responsibilities

  4. Lectures - Overview (BAPO Model) Economics People Structures Planning B usiness O rganisation Strategy Techn. A rchitecture 2&3 P rocess Roles Relationships Responsibilities

  5. Definitions Variability subject - a var Variant - represents a var item of the real world object Var object - particular For SPL, having 10 instance of a subject variation points with 3 possible variants, gives Var point - represents a 3 10 (59,049) configs var subject + contextual info

  6. Definitions

  7. Domain and Application Engineering

  8. Domain and Application Engineering

  9. Domain and Application Engineering Analyse

  10. Domain and Application Engineering Common Analyse Specific

  11. Domain and Application Engineering Future var Common Analyse Specific

  12. Domain and Application Engineering Ref Arch

  13. Domain and Application Engineering Ref Arch Var points

  14. Domain and Application Engineering Ref Arch Var points Reuseable Component

  15. Domain and Application Engineering Ref Arch Rules for Var points Reuseable App Dev Component

  16. Domain and Application Engineering Components

  17. Domain and Application Engineering Components Configurable

  18. Domain and Application Engineering Components Configurable Loose coupling

  19. Domain and Application Engineering Components

  20. Domain and Application Engineering Components Unit or Partial Integration

  21. Variability Management SPL = Commonality + Explicit Variability Variability is explicitly managed, i.e. Defined, represented, discussed, exploited, implemented, evolved etc. Feature Prod. 1 Prod. 2 Prod. 3 Game engine 3D, C++ 3D, C++ 3D, C++ Score upload No Yes Yes Lead Mario Ferrari None, puzzle character

  22. Variability Management SPL = Commonality + Explicit Variability Variability is a first-class Variability is explicitly managed, i.e. concept! Defined, represented, discussed, exploited, implemented, evolved etc. Feature Prod. 1 Prod. 2 Prod. 3 Game engine 3D, C++ 3D, C++ 3D, C++ Score upload No Yes Yes Lead Mario Ferrari None, puzzle character

  23. Variability Management SPL = Commonality + Explicit Variability Variability is a first-class Variability is explicitly managed, i.e. concept! Defined, represented, discussed, exploited, implemented, evolved etc. Feature Prod. 1 Prod. 2 Prod. 3 Commonality, part of SPL Game engine 3D, C++ 3D, C++ 3D, C++ Score upload No Yes Yes Lead Mario Ferrari None, puzzle character

  24. Variability Management SPL = Commonality + Explicit Variability Variability is a first-class Variability is explicitly managed, i.e. concept! Defined, represented, discussed, exploited, implemented, evolved etc. Feature Prod. 1 Prod. 2 Prod. 3 Commonality, part of SPL Game engine 3D, C++ 3D, C++ 3D, C++ Variation, Score upload No Yes Yes supported in SPL Lead Mario Ferrari None, puzzle character

  25. Variability Management SPL = Commonality + Explicit Variability Variability is a first-class Variability is explicitly managed, i.e. concept! Defined, represented, discussed, exploited, implemented, evolved etc. Feature Prod. 1 Prod. 2 Prod. 3 Commonality, part of SPL Game engine 3D, C++ 3D, C++ 3D, C++ Variation, Score upload No Yes Yes supported in SPL Lead Product-specific, Mario Ferrari None, puzzle character not supported (now)

  26. Types of Variability

  27. Variability Documentation What varies? Variation points Why does it vary? Context, Reasons How does it vary? Variants, Dependencies, Constraints For whom is it documented? Internal & External Stakeholders Improves: Decision Making, Communication & Traceability

  28. Feature-Oriented Domain Analysis [Kang98]

  29. Feature-Oriented Domain Analysis [Kang98]

  30. Feature-Oriented Domain Analysis [Kang98]

  31. Graphical Variability Modeling

  32. Graphical Variability Modeling Separate Model!

  33. Graphical Variability Modeling (in OVM)

  34. Same variability notation throughout

  35. Packages of variants

  36. Variability in packages/sub-systems

  37. Architecture

  38. Reference Architecture Single, shared architecture, common to all products Normal architecture for commonalities Variation points, variants etc for rest Not always there in practice, too plan-driven Extract the reference architecture gradually

  39. Time for a paper...

  40. Industry example: Meantime Game Company Brazilian company developing mobile games 60 games, 400 devices, 6 languages, 40 developers Critical requirement: Portability (Many mobiles) User interface differences CPU, memory and size constraints Support API differences (J2ME, BREW & proprietary) Carrier-specific requirements Internationalization

  41. Industry example: Meantime Game Company Developed MG2P = Meantime Game Porting Platform Mobile Domain Database (MDD) Meantime Base Architecture (MBA) Meantime Build System (MBS) MDD captures basic Commonality + Variability Variations: Device-specifics, Game types/APIs, Known issues, Language, Game features Families of similar MobApps and Games (in porting context) Typical device for each family chosen (least powerful, most issues)

  42. Configuration knowledge in MDD

  43. Industry example: Meantime Game Company Meantime base Architecture Same code base and file structure for all games J2ME does not allow libraries => MBA copied for each new game Pre-processing tokens from MDD handles variability Meantime build system Built on Antenna pre-processor and Ant, more flexible

  44. Architectural Concerns Architecturally significant requirements Key requirements affecting the whole architecture Conceptual architecture Key concepts of architecture Architectural structure Decomposition into components and relations Architectural texture Rules for using, instantiating and evolving architecture

  45. Architecturally Significant Requirements Central to the purpose of the products, or, Technically challenging / Technical constraints Examples: The system must encrypt all network traffic The game must deploy on all mobile phones by the top 5 manufacturers that are released after 2007 The system must always give responses to user queries within 3 seconds The system must provide a visual overview of the current flow of resources in the factory being managed Quality/Non-func. requirements often decisive

  46. Conceptual Architecture Most important concepts + their relations Mental model of of domain to understand and simplify the problem (Related to “System Metaphor” in Extreme Programming)

  47. Architectural Structure Division into components Sub-systems/units with clear interfaces Connections between components

  48. Architectural Texture “Manual” for the Reference Architecture Guidelines, rules, “Philosophy” for Using and Evolving the RefArch Examples: Coding standard Design patterns Architectural styles

  49. Creating a Reference Architecture “Normal” architecting methods can be used Attribute-Driven Design, ..., OO, ..., Design Patterns, ... Differences: More products, often more Stakeholders => Communicate Also more Requirements conflicts => Resolve (elicited) Three basic ways to support variability: Adaptation Replacement Extension

  50. Variability Mechanisms

  51. Variability Mechanisms Only 1 component implementations Adaptable behavior

  52. Variability Mechanisms Multiple component Only 1 component implementations implementations Choose one, or develop Adaptable behavior product-specific

  53. Variability Mechanisms Multiple component Only 1 component Generic interface for implementations implementations adding components Choose one, or develop Adaptable behavior product-specific

  54. Variability mechanisms

  55. Variability Mechanisms

  56. Variability Mechanisms Only 1 component implementations Adaptable behavior

  57. Variability Mechanisms Multiple component Only 1 component implementations implementations Choose one, or develop Adaptable behavior product-specific

  58. Variability Mechanisms Multiple component Only 1 component Generic interface for implementations implementations adding components Choose one, or develop Adaptable behavior product-specific

  59. Adaptation mechanisms Inheritance subclass changes/overrides behavior Patching partial behavior change with little maintenance DE: component, AE: patch Compile-time config Pre-processors or macros, Makefiles Configuration Interface to choose between multiple implementations Parameters or configuration file to make choice

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