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Software Construction (1)

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Title: Software Construction (1)


1
  • Software Construction (1)
  • Dr. Pedro Mejia Alvarez
  • CINVESTAV-IPN

2
Main Contents
  • Construction Activities
  • Software Reuse
  • Construction Ideas
  • By Steve McConnell

3
1. Construction Activities---what is software
construction
  • More than just programming

4
1. Construction Activities---Construction is not
Implementation
  • Distinction Between Activities and Phases
  • Activity ! Phase
  • Talking about Construction as an activity does
    not imply a distinct phase
  • Differentiating between kinds of activities is
    extremely helpful

5
1. Construction Activities
  • Construction Activities
  • Design in Construction
  • Select Construction Environments
  • Programming Practices

6
1. Construction Activities--- Design in
Construction
  • Key Design Concepts
  • Softwares Primary Technical Imperative Managing
    Complexity
  • Construction Design Heuristics and Practices
  • Broad practical knowledge
  • Some typical examples later

7
1. Construction Activities--- Managing Complexity
  • Complexity
  • Organize into modules
  • Abstract at all levels
  • Keep code simple and readable
  • Coupling
  • Minimize Coupling
  • Use interfaces, Law of Demeter
  • Cohesion
  • Maximize Cohesion
  • Keep methods short
  • Dont let classes get too big

8
1. Construction Activities--- Managing Complexity
  • Law of Demeter
  • Any method of an object should call only methods
    belonging to
  • Itself
  • Any parameters that were passed in to the
    method
  • Any objects it created
  • Any directly held component objects
  • i.e. dont use objects to get other objects

9
1. Construction Activities--- Examples of
Construction Design Practices
  • Defensive Programming
  • Assertive programming
  • Test-driven development
  • Design-by-Contract
  • Refactoring
  • Communication
  • Reviews, pair-programming, stand-up meetings
  • etc.

10
1. Construction Activities--- Select
Construction Environments
  • Construction Environments
  • Programming Language
  • Construction Platforms
  • OS, DBMS, Network, Middleware, Etc.
  • Standards
  • Code standards
  • Technology standards
  • Component model, etc.
  • Tools
  • Coding environments
  • Debug and testing environments
  • Sourcing managing environments

11
1. Construction Activities--- Programming
Practices
  • Many Heuristics
  • Example How To Write Unmaintainable Code

12
2. Software Reuse---Introduction
  • What is Reuse?
  • "...the use of existing software artifacts or
    knowledge to create new software..." FraTer96
  • This includes all types of artifacts created.
  • Why Reuse?
  • Because we (the CS people) are inventing the
    wheel over and over again and wasting enormous
    resources doing so.
  • We hope that there is a way to make integration
    and design of the reusable component cheaper than
    redevelopment.

13
2. Software Reuse--- Practices about Reuse
  • Studies Only 15 of new code serves an original
    purpose
  • i.e. Theoretical reuse rate of 85
  • Studies Software Reuse is the most beneficial
    silver bullet (30-35)
  • There is no other way to build large applications.

14
2. Software Reuse--- Chaos 2000, Standish Group
15
2. Software Reuse--- Types of Reuse
  • Opportunistic reuse This is possible during
    programming when components are discovered that
    happened to fit a requirement.
  • Systematic reuse This require a design process
    that consider how exciting designs may be reused
    and that explicitly organized the design around
    available software components.

16
2. Software Reuse--- The Reuse Landscape
17
2. Software Reuse--- Types of Implementation
Reuse
18
3. Construction Ideas
  • A Decade of Advances in Software Construction
  • Ten Realities of Modern Software Construction
  • Some of the Worst Construction Ideas of 1990s and
    2000s

19
3. Construction Ideas
  • A Decade of Advances in Software construction

20
1. Design has Been Raised a Level
  • Programming has advanced through ability to
    create larger code aggregations
  • Statements
  • Routines
  • Classes
  • Packages
  • Real legacy of OO might well be larger
    aggregations

21
2. Daily Build and Smoke Test
  • Institutionalizes incremental integration
  • Minimizes serious integration problems that used
    to be common
  • Lots of other benefits, too

22
3. Standard Libraries
  • Good programmers have always used libraries
  • Now provided with languages (Java, C, .NET)

23
4. Visual Basic
  • Visual programming innovation
  • The first development environment to make
    widespread use of COTS components
  • Only language to learn Adas syntax lessons (case
    statements, control statements, etc.)
  • Highly integrated environment

24
5. Open Source Software
  • Great aid to programmers during development
  • Reduced barriers to making code available
  • Opportunity to learn from available code
  • Improved ability to read code
  • Nice community of programmers

25
6. The Web, for Research
  • FAQs
  • Discussion groups
  • Searchability in general

26
7. Widespread Use of Incremental Development
  • Concepts were well known in 1990s
  • Practice is well established in 2000s

27
8. Test-First Development
  • Shortens time to defect detection
  • Increases personal discipline
  • Complements daily build smoke test

28
9. Refactoring as a Discipline
  • Provides a discipline for making changes
  • Not so good as a total design strategy
  • Good example of incrementalism

29
10. Faster Computers
  • Implications for optimization
  • Implications for programming languages
  • Implications for development

30
3. Construction Ideas
  • Ten Realities of Modern Software Construction

31
-1-Construction is a Legitimate Topic
  • Software Construction Now Looks Like This

32
-2- Individual Variation Is Significant
  • Where do Variations Exist?
  • Researchers have found variations ranging from
    10x to 28x in
  • Coding speed
  • Debugging speed
  • Defect-finding speed
  • Percentage of defects found
  • Bad-fix injection rate
  • Design quality
  • Amount of code generated from a design
  • Etc.

33
-3- Personal Discipline Matters
  • Why Personal Discipline Matters
  • Being realistic about predicting the future
  • Areas where discipline matters
  • Refactoring
  • Prototyping
  • Optimization
  • Minimal-complexity designs specifically
  • Managing complexity generally
  • EndpointsDiscipline and Courage
  • Humphrey on PSP
  • Beck on Extreme Programming

34
-4- A Focus on Simplicity Works Better than a
Focus on Complexity
  • Focus on read-time convenience, not write-time
    convenience

35
-5- Defect-Cost Increase is Alive and Well
36
-6- Importance of Design
  • There are lots of valid points on the no
    designall design continuum
  • General Point Extremes are Usually Not
    Productive
  • All design up front vs. no design up front
  • Entirely planned vs. entirely improvised
  • Pure iterative vs. straight sequential
  • All structure vs. all creative
  • Document everything vs. document nothing

37
-7- Technology Waves Affect Construction Practices
  • Effect of Technology Waves on Construction
  • Definition of technology wave
  • Early-wave characteristics
  • Mature-wave characteristics
  • Late-wave characteristics
  • Construction is affected by technologymore than
    I thought (doh!)
  • Technology can be addressed in terms of general
    principles

38
-8-Incremental Approaches Work Best
  • Perspective on Incrementalism
  • The pure waterfall model is not at all
    incremental or iterativewhich is why it hasnt
    worked very well
  • Spiral development is highly incremental and
    iterative, which is part of why it does work well
  • All projects will experience iteration at some
    point
  • Think about where and when in your project you
    will get your incrementalismcheaply, or
    expensively?

39
-9- The Toolbox Metaphor Continues to be
Illuminating
  • Toolbox Metaphor
  • Whats best? Agile? XP? Scrum? CMM?
  • Toolbox explains theres no one right tool for
    every job
  • Different industry segments will have different
    tools and even different toolboxes
  • Whats in the Software Engineering Toolbox?
  • Best practices
  • Lifecycle models
  • Templates, checklists, patterns, examples
  • Software tools

40
-10- Softwares Essential Tensions
  • Softwares essential tensions have remained
    unchanged for years
  • Rigid plans vs. Improvisation
  • Planning vs. Fortune Telling
  • Creativity vs. Structure
  • Discipline vs. Flexibility
  • Quantitative vs. Qualitative
  • Process vs. Product
  • Optimizing vs. Satisficing
  • Balance wavers, but basic tensions are constants

41
3. Construction Ideas
  • Some of the Worst Construction Ideas of 1990s and
    2000s

42
Some of the WorstConstruction Ideas of 1990s
  • Code fix
  • All design up front programming
  • Design for speculative requirements
  • Components will solve all our construction
    problems
  • Automatic programming
  • Uninformed use of the waterfall model
  • Calling everything object oriented

43
Some of the WorstConstruction Ideas of 2000s
  • Code fix
  • No design up front programming
  • Planning to refactor later
  • Offshore outsourcing will solve all our
    construction problems
  • Automatic programming
  • Uninformed use of Extreme Programming
  • Calling everything agile

44
Worst Ideas, 1990s vs. 2000s
45
The End
  • Recommend book
  • (Code Complete),2ed,Steve McConnell
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