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The Unified Process

The Unified Process. Harry R. Erwin, PhD CSE301 University of Sunderland. Resources. Key text: Lethbridge and Laganiere . Much of this lecture is based on Chapter 7 of Graham, Object-Oriented Methods, 3rd edition, Addison-Wesley, an excellent MSc-level text.

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The Unified Process

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  1. The Unified Process Harry R. Erwin, PhD CSE301 University of Sunderland

  2. Resources • Key text: Lethbridge and Laganiere. • Much of this lecture is based on Chapter 7 of Graham, Object-Oriented Methods, 3rd edition, Addison-Wesley, an excellent MSc-level text. • Alhir, 1998, UML in a Nutshell, O’Reilly is useful but uneven. • Eriksson, Penker, Lyons & Fado, 2004, UML 2 Toolkit, OMG Press, discusses the recent changes to the standard. • The UML tutorials (Martin) should be studied. • Some of this lecture is based on Dr. Erwin’s experiences as a software architect. If his American idiom is difficult to follow, stop him and ask for an explanation.

  3. Software Architecture • Fred Brooks (1975) indicates the first use of the term was in Blaauw (1970). • At TRW in 1972, we called it ‘Process Design’. Charlie Vick has an early ACM paper on the topic. • Perry and Wolf (1992) define software architecture as consisting of elements, form, and rationale. • Boehm (TRW, various dates) added constraints to rationale. • My 1977 process designs for two ballistic missile defense systems may have been by influenced Boehm’s definition. I developed a formal approach as part of SYSREM, an early CASE methodology developed at TRW. • About 1977, we estimated there were worldwide no more than a half dozen process designers with experience in large systems.

  4. Software Architecture Definition • Shaw and Garlan (1996) characterize the software architecture as the high-level structure of a system. • Bass (1998) defines “the software architecture of a program or computing system is the structure or structures of the system, which comprise software components, the externally visible properties of those components and the relationships among them.”

  5. Architecture and Design • Architecture is neither requirements nor design but falls between. • Requirements are frequently written in the form of a logical machine to perform a function. • The system design describes in detail how a physical machine to perform those requirements is built. • The architecture is a high-level description of the physical machine. • Defining an architecture is a creative act, and good software architects are rare (and expensive, about $150,000 per year salary in the USA).

  6. Kruchten’s ‘4+1 View Model’ of Software Architecture (1995) • Based on Boehm’s definition. • Applies specifically to object-oriented development. • Underlies the Unified Process (the methodology that uses UML). • Deals with abstraction, composition and decomposition, and style and aesthetics.

  7. Kruchten’s Generic Model • Consists of five different views: • Logical or Structural (an object model of the design) • Process or Behavioral (addresses concurrency and synchronization) • Physical (mapping of software onto the hardware) • Development (how the software is organized by the development organization) • Scenarios (usage scenarios) • Note that this is missing an important view of the system—as a collection of algorithms interacting with data structures.

  8. Logical (Structural) View • You present this in class and object diagrams. • You must produce written documentation as well. • Should stay at the architectural level— interfaces, collections of classes, and relationships. Try to avoid a complexity explosion in your class and object architecture. • Most classes should be defined during detailed design and be only documented in writing. • If you can paper your office with your class and object diagrams, you’ve gone too far.

  9. Process (Behavioral) View • The most important view, as it defines the system behavior. • Documented in a written overview and in the following diagrams: • Sequence diagrams • Collaboration diagrams • Statechart diagrams • Activity diagrams • Try to maintain a level of abstraction. That is, if you can paper your office with your diagrams, you’ve gone too far.

  10. Physical (Environmental) View • Describes what software runs on what hardware. • Uses deployment diagrams • Relatively unimportant—basically a management tool. • Often documented without diagrams • Not required for your projects.

  11. Development (Implementation) View • Static organization of the software in its development environment. • Uses component diagrams • Again a management tool • Usually handled using other notations: • For example, GANTT and PERT charts • Not required for your projects

  12. Scenarios (User) View • Describes how the system is used and how it is validated. • Can be diagrammed using Use Case Diagrams, but only if the system is driven by its user interface requirements. • Usually maintained as a textual list of scenarios. Often referred to as ‘threads’ or ‘strings’. • Treat as a summary of the functional requirements. • This view should be provided in some form for your projects.

  13. New in UML 2 • Goals: • To make the modeling language more executable • To provide more robust mechanisms for modeling workflow and actions • To create a standard for communication between tools • To reconcile UML to the standard OMF modeling framework

  14. Specific Changes • Support to component-based development • Support fuller modeling of component execution • Standard language-specific profiles/extensions. • Automated implementation of common patterns. • Enhance UML for run-time architecture • Improve state machines • Improve activity graphs • Composition of interaction mechanisms

  15. Use Case Changes • It is now easier to integrate use cases with other elements in the model • Use cases can be implemented by interactions (how the system supports the use case) and scenarios (execution paths through the system). • Interactions are documented by sequence diagrams, communication diagrams, and activity diagrams. • Scenarios are documented by sequence diagrams, composite structures, and activity diagrams.

  16. Class and Object Diagram Changes • Different types of generalizations are now supported. • Ball and socket notation for required interfaces. • Port notation to show environmental dependencies and links to internal behavior. • Composite structure diagrams defined, showing class hierarchies and collaborative patterns. • Templates supported (already in UML 1)

  17. Some Added Class Stereotypes • Boundary (input and output) • Entity (business object) • Control (applications model) • You can use these instead of

  18. Behavior Changes • Collaboration diagrams have been renamed as ‘communication’ diagrams. State chart diagrams as ‘state machine diagrams’. • Local pre- and post-conditions on activities. • Activity diagrams now are two-dimensional and provide the features of Petri nets. Can model operations, classes, use cases, and workflows. • More detail in the sequence diagrams that show how a set of objects interact. ‘Interaction frames’ allow you to represent software structure. Interaction overviews are like flow charts.

  19. Advanced Dynamic Modeling • Addresses real-time issues: • Timeliness • Reactive programming • Concurrent processes • Very high reliability, fault-tolerance, and performance • Non-deterministic sequencing • Activity diagrams are used. Flow through the system is represented by tokens (a la Petri nets). • Goal was to support Model-Driven Architecture (MDA), but hasn’t excited the MDA community.

  20. Subsystems • Replaced by components • <<subsystem>> stereotype • Differ from <<package>> since subsystems have group semantics. • Use the façade pattern. • Treat as a super-duper class in your diagrams, with the stereotype in the top box. You can mix with the boundary/entry/control stereotypes.

  21. Some Random Thoughts • Although I teach O-O analysis and design, I find none of the published methods compelling, and I do not use them in my own work. • When I attempt to use them, I find myself in medias res, with a complexity explosion. • I would like to see the improvements listed on the next slide. Hopefully, UML 2 addresses some of these.

  22. Areas for Improvement • Greater emphasis on algorithms and data structures, • Better compatibility with generic programming, • Better management of complexity through judicious abstraction to the subsystem level, • Provision for policies (i.e., architectural patterns), • Provision for modeling complex or continuous behavior, and • Greater support for the use of design patterns that may not correspond directly to the structure of the system requirements. • UML 2 still doesn’t address some of these areas—e.g., data.

  23. My Recommended Approach • Start with the use cases, but don’t bother with diagrams. • Base the process view on the use cases. Begin with sequence or activity diagrams. Eventually develop communication diagrams for each scenario. • Use the communication diagrams to work out the logical view of the system. Don’t get over-detailed. • Iterate by doing the following: • Impose a common architectural style (top-level solutions) • Impose policies (architectural patterns) • Impose design patterns • Identify algorithms and data structures • Translate quality requirements into functionality • ‘Lather, rinse, and repeat’ until done. Drill down as necessary. • You’re done when you know how to build the system.

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