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Architectural Clarity

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Title: Architectural Clarity


1
Architectural Clarity
2
Efficiency in Clarity
  • At the end of the day, source code is what is
    being produced
  • If it is not clearly organized and written, it
    becomes very inefficient to maintain the software
  • Too many defects
  • Too much time to correct defects
  • Too much time to add features
  • Too many help desk calls
  • Poor user experience (slowness, inconsistency,
    odd features, ...)
  • Two types of clarity
  • In-the-small
  • When examining source code lines, are they clear?
  • In-the-large
  • Are the overall operating principles clear and
    clearly reflected in the source code organization
  • Defects come when coders are unsure if their code
    works
  • Clearly see it is incorrect will fix
  • Clearly see it is correct it probably is

3
Code Clarity How to Achieve It?
  • Need great people
  • Code is unrelentingly logical will punish any
    lapse with hours of debugging
  • Need attention to detail, quickness of mind,
    extreme logical thinking
  • Need University-level people doing it
  • Good to have great math skills
  • Need great education
  • Two big mistakes
  • Not knowing what is going on at every level of
    the system
  • Thinking operationally, not logically

4
Not Understanding Everything
  • Need to understand whats going in the software.
  • E.g. building a Web app using Perl. Should know
  • All about the Perl language
  • All about how the Perl interpreter works
  • All about how Apache runs Perl programs
  • All about the CGI protocol
  • All about http
  • All about the Apache web server
  • All about Linux systems programming
  • All about how the Linux OS works
  • All about the underlying Pentium processor
    (machine language)
  • All about how microprocessors are built from
    gates
  • How a NAND gate is built from semi-conductors
  • Folks who only understand whats going on at one
    level in the system will never be great.
  • With this kind of understanding, coding is adding
    the final touches to a system.
  • When something fails to work, no mysteries are
    involved.
  • Without this confidence random attempts at
    corrections

5
The mistake of operational thinking
  • Should think of programs logically, not
    operationally.
  • Understand the program as a predicate transformer
  • Predicate
  • A logical expression that characterizes the state
    of the system
  • Pre P Post
  • The program transforms the pre predicate into the
    post predicate.
  • Each line of the program should be thought if in
    those terms
  • Each line transforms the pre condition closer and
    closer to the post condition

6
Example of logical thinking about a program
  • pre-condition array has gt 5 elements
  • my elementsLeftToPrint 5
  • foreach my element (_at_array)
  • invariant of elements printed
    elementsLeftToPrint 5
  • print "elementltbrgt\n"
  • elementsLeftToPrint--
  • last if elementsLeftToPrint 0
  • post-condition of elements printed 5

First time elementsLeftToPrint is set to 5. None
have been printed yet Therefore the invariant is
true on entry to the loop
Proven! No off-by-one errors here This kind of
thinking becomes second nature when programming A
very, very powerful tool
Can only exit the loop when elementsLeftToPrint
is 0. Combine with invariant to get
post-condition. Now prove the invariant is
always true at the top and bottom of the loop
If true at top of loop, prove true at
bottom. Each time around, 1 element is
printed Each time around elementsLeftToPrint is
decremented Therefore is re-established at the
bottom.
By induction If true firsts time, And if true
on one iteration then true on next Then invariant
is always true
7
Logical Thinking About Sub-Routines
  • E.g, If thinking in this manner will ask
  • What am I assuming is true before this subroutine
    is called
  • COMMENT IT
  • What am I guaranteeing after it is called?
  • COMMENT IT
  • REFERENCE EVERY PARAMETER BY NAME
  • Need to be rigorous

8
Coding Standards
  • Should establish local coding standards
  • Dont believe you need them until you encounter a
    really odd coder!
  • Basics
  • Hard tabstop setting
  • Indentation conventions
  • Bracketing conventions
  • Naming conventions
  • Commenting conventions
  • Max sizes for subroutines, nested indents
  • Avoidance of literals
  • Avoidance of cloned code

9
Attack of the Clones
  • if( count 0 )
  • print "lttable border'1'gtlttrgtlttdgtnone\n"
  • else
  • print "lttable border'1'gtlttrgtlttdgtcount\n"
  • Versus
  • print "lttable border1'gtlttrgtlttdgt"
  • print (count0) ? none count
  • print "\n"

print "lttable borderDEFAULT_BORDER'gtlttrgtlttdgt"
print (count0) ? Text(NONE)
count print "\n"
10
Cloned Code
  • Laziness.
  • Unwilling to re-factor the code to account for
    all cases
  • Instead will take one case, copy it, and modify
    it to take into account the other case
  • Leads to
  • Great difficulty in further cleaning up the code
  • Must change many places
  • Bugs appearing in multiple places
  • Features needing to be implemented in many places
  • Lack of separation of concerns
  • E.g., gui, logic, database

11
Architecture
  • Creating and preserving the architectural
    integrity of software is
  • Important
  • Difficult to do

12
Preserving Architecture
  • Ensure 1 person is in charge of it
  • Ensure they write it down
  • Impose an architecture tax on release capacity
  • Give estimates for features that include
    preserving and even enhancing the architecture

13
Architecture Definition
  • A software architecture is the structure (or
    structures) of a system,which comprise
  • software components,
  • the externally visible properties of those
    components,
  • and the relationships among them.

14
Components Structures
  • Architecture defines components
  • an abstraction
  • suppresses details not pertinent to its
    interactions with other components
  • An architecture comprises more than one structure
  • modular structure (calls/uses)
  • process structure (invokes, communicates with,
    synchronises with)
  • physical structure (libraries, DLLs, processors)
  • inheritance structures (inherits)

15
In Practice
  • Three levels
  • System-Level Architecture
  • Programming-Level Design
  • Programming Language Code
  • User Interface
  • Sometimes also referred to as design (or even
    architecture)
  • Different topic. Not covered in this course.

16
Design Architecture in the Development Process
17
Software Architecture
  • Specifying at the highest level the construction
    of the system
  • Technology choices
  • Platforms, language, database, middleware,
  • System construction
  • Overall pattern Monolithic, RDBMS,
    client/server, 3-tiered, n-tiered, distributed,
  • Hardware interfaces (if any)
  • Division into programs
  • E.g. a program for data entry, another for data
    analysis, a Web-oriented interface,
  • Division of programs into major subsystems
  • Reuse strategy (shared subsystems)
  • Calls constraints
  • Major strategies (e.g., for persistence, IPC, )

18
Software Design
  • We are now considering how to lay down code.
  • E.g., Object-Oriented
  • What classes? What inheritance amongst the
    classes?
  • What classes will call what other classes?
  • How are classes grouped into subsystems (e.g.
    Java packages)?
  • What data members of classes
  • Must decide these things at some point during the
    coding process.
  • Wish to minimize re-writes now and down the line
  • Danger in early over-complexity (c.f. Extreme
    Programming)

19
Architecture Design
  • Architecture
  • High-level
  • Major decisions
  • Not even thinking about programming
  • Design
  • Laying out the programming language code used
    to implement the architecture
  • Organizing programming language concepts
  • Coding
  • Implementing the design using a programming
    language
  • But, N.B. no standard terminology

20
Documentation of an Architecture
  • Golden Rule of Software Development
  • If its not reviewable (written down), it doesnt
    exist.
  • Architectures sometime suffer from over-elaborate
    documentation
  • Unnecessary. Simply document your decisions.
  • Most systems dont deserve elaborate
    architectural documentation
  • Dealing with unknowns
  • Indicate they are unknown for the present
  • Cycle back later and add new decisions taken
  • But beware of costs of postponing decisions
  • Must religiously keep architecture document
    up-to-date
  • Very hard to do in practice takes effort
  • Therefore keep it simple as possible (but no
    simpler)

21
How do we describe an architecture?
  • What is the nature of the components?
  • What is the nature of the links?
  • Does the layout have any significance?
  • How does it operate at runtime
  • Dataflow
  • Control flow
  • Can we evaluate this architecture?

Must Be Clear!
22
Two Main Architectural Structures
  • Modular structure
  • Purely static
  • Disappears at run-time
  • Structures that survive through execution
  • E.g., pipes, processes, networks, objects,
  • Both views need to be considered (not the same)

23
The Essence of the Architecture Document
  • Imagine after the system has been built
    attempting to describe as cogently and in as
    compact a form as possible how the system has
    been put together.
  • Be utterly clear
  • you only have an hour in which to do it.
  • your target audience is knowledgeable
    professionals in the field, but unfamiliar with
    the domain.
  • They will wish to evaluate your choices

24
Why is architecture important?
  • Manifests early design decision
  • most difficult to get correct and hardest to
    change
  • defines constraints on the implementation
  • inhibits or enables quality attributes
  • Defines a work-breakdown structure
  • organization (especially important for
    long-distance development)
  • estimation
  • architecture document provides the vocabulary
  • A vehicle for stakeholder communication
  • an architecture is the earliest artefact that
    enables the priorities among competing concerns
    to be analysed
  • Reviewable
  • architectural errors are vastly more expensive to
    fix once a system has been coded
  • Can serve as a basis for training new developers
  • As an indication of progress
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