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CHAPTER
3
SOFTWARE
DESIGN
ACRONYMS

ADL:
Architecture Description Languages
CRC:
Class Responsibility Collaborator card
ERD:
Entity-Relationship Diagram
IDL:
Interface Description Language
DFD:
Data Flow Diagram
PDL:
Pseudo-Code and Program Design Language
CBD:
Component-Based design
INTRODUCTION

Design is defined in [IEEE610.12-90] as both “the
process of defining the architecture, components, interfaces, and
other characteristics of a system or component” and “the result of
[that] process.” Viewed as a process, software design is the
software engineering life cycle activity in which software
requirements are analyzed in order to produce a description of the
software’s internal structure that will serve as the basis for its
construction. More precisely, a software design (the result) must
describe the software architecture—that is, how software is
decomposed and organized into components—and the interfaces between
those components. It must also describe the components at a level of
detail that enable their construction.
Software design plays an important role in
developing software: it allows software engineers to produce various
models that form a kind of blueprint of the solution to be
implemented. We can analyze and evaluate these models to determine
whether or not they will allow us to fulfill the various
requirements. We can also examine and evaluate various alternative
solutions and trade-offs. Finally, we can use the resulting models
to plan the subsequent development activities, in addition to using
them as input and the starting point of construction and testing.
In a standard listing of software life cycle
processes such as IEEE/EIA 12207 Software Life Cycle Processes
[IEEE12207.0-96], software design consists of two activities that
fit between software requirements analysis and software
construction:
-
Software architectural design
(sometimes called top-level
design): describing software’s top-level structure and
organization and identifying the various components
-
Software detailed design:
describing each component sufficiently to allow for its
construction.
Concerning the scope of the Software Design
Knowledge Area (KA), the current KA description does not discuss
every topic the name of which contains the word “design.” In Tom
DeMarco’s terminology (DeM99), the KA discussed in this chapter
deals mainly with D-design (decomposition design, mapping software
into component pieces). However, because of its importance in the
growing field of software architecture, we will also address
FPdesign (family pattern design, whose goal is to establish
exploitable commonalities in a family of software). By contrast, the
Software Design KA does not address I-design (invention design,
usually performed during the software requirements process with the
objective of conceptualizing and specifying software to satisfy
discovered needs and requirements), since this topic should be
considered part of requirements analysis and specification.
The Software Design KA description is related
specifically to Software Requirements, Software Construction,
Software Engineering Management, Software Quality, and Related
Disciplines of Software Engineering.
BREAKDOWN OF TOPICS FOR SOFTWARE DESIGN


1. Software Design Fundamentals

The concepts, notions, and terminology introduced
here form an underlying basis for understanding the role and scope
of software design.
1.1. General Design Concepts

Software is not the only field where design is
involved. In the general sense, we can view design as a form of
problem-solving. [Bud03:c1] For example, the concept of a
wicked problem–a problem with no
definitive solution–is interesting in terms of understanding the
limits of design. [Bud04:c1] A number of other notions and concepts
are also of interest in understanding design in its general sense:
goals, constraints, alternatives, representations, and solutions.
[Smi93]
1.2. Context of Software Design

To understand the role of software design, it is
important to understand the context in which it fits, the software
engineering life cycle. Thus, it is important to understand the
major characteristics of software requirements analysis vs. software
design vs. software construction vs. software testing.
[IEEE12207.0-96]; Lis01:c11; Mar02; Pfl01:c2; Pre04:c2]
1.3. Software Design Process

Software design is generally considered a
two-step process: [Bas03; Dor02:v1c4s2; Fre83:I; IEEE12207.0-96];
Lis01:c13; Mar02:D]
1.3.1. Architectural design

Architectural design
describes how software is
decomposed and organized into components (the software architecture)
[IEEEP1471-00]
1.3.2.
Detailed design 
Detailed design
describes the specific behavior of these components. The output of
this process is a set of models and artifacts that record the major
decisions that have been taken. [Bud04:c2; IEE1016-98; Lis01:c13;
Pre04:c9]
1.4. Enabling Techniques

According to the
Oxford English
Dictionary, a principle
is “a basic truth or a general
law … that is used as a basis of reasoning or a guide to action.”
Software design principles, also called
enabling techniques
[Bus96], are key
notions considered fundamental to many different software design
approaches and concepts. The enabling techniques are the following:
[Bas98:c6; Bus96:c6; IEEE1016-98; Jal97:c5,c6; Lis01:c1,c3;
Pfl01:c5; Pre04:c9]
1.4.1. Abstraction

Abstraction
is “the process of forgetting
information so that things that are different can be treated as if
they were the same.” [Lis01] In the context of software design, two
key abstraction mechanisms are parameterization and specification.
Abstraction by specification leads to three major kinds of
abstraction: procedural abstraction, data abstraction, and control
(iteration) abstraction. [Bas98:c6; Jal97:c5,c6; Lis01:c1,c2,c5,c6;
Pre04:c1]
1.4.2. Coupling and cohesion

Coupling
is defined as the strength of
the relationships between modules, whereas
cohesion
is defined by how the elements
making up a module are related. [Bas98:c6; Jal97:c5; Pfl01:c5;
Pre04:c9]
1.4.3. Decomposition and modularization

Decomposing
and
modularizing
large software into a
number of smaller independent ones, usually with the goal of placing
different functionalities or responsibilities in different
components. [Bas98:c6; Bus96:c6; Jal97 :c5; Pfl01:c5; Pre04:c9]
1.4.4. Encapsulation/information hiding

Encapsulation/information hiding
means grouping and packaging the
elements and internal details of an abstraction and making those
details inaccessible. [Bas98:c6; Bus96:c6; Jal97:c5; Pfl01:c5;
Pre04:c9]
1.4.5. Separation of interface and
implementation

Separating interface and implementation involves
defining a component by specifying a public interface, known to the
clients, separate from the details of how the component is realized.
[Bas98:c6; Bos00:c10; Lis01:c1,c9]
1.4.6. Sufficiency, completeness and
primitiveness

Achieving sufficiency, completeness, and
primitiveness means ensuring that a software component captures all
the important characteristics of an abstraction, and nothing more.
[Bus96:c6; Lis01:c5]
2. Key Issues in Software Design

A number of key issues must be dealt with when
designing software. Some are quality concerns that all software must
address—for example, performance. Another important issue is how to
decompose, organize, and package software components. This is so
fundamental that all design approaches must address it in one way or
another (see topic 1.4
Enabling Techniques and subarea 6
Software Design Strategies and Methods).
In contrast, other issues “deal with some aspect of software’s
behavior that is not in the application domain, but which addresses
some of the supporting domains.” [Bos00] Such issues, which often
cross-cut the system’s functionality, have been referred to as
aspects:
“[aspects] tend not to be units of software’s functional
decomposition, but rather to be properties that affect the
performance or semantics of the components in systemic ways”
(Kic97). A number of these key, cross-cutting issues are the
following (presented in alphabetical order):
2.1. Concurrency

How to decompose the software into processes,
tasks, and threads and deal with related efficiency, atomicity,
synchronization, and scheduling issues. [Bos00:c5; Mar02:CSD;
Mey97:c30; Pre04:c9]
2.2. Control and Handling of Events

How to organize data and control flow, how to
handle reactive and temporal events through various mechanisms such
as implicit invocation and call-backs. [Bas98:c5; Mey97:c32;
Pfl01:c5]
2.3. Distribution of Components

How to distribute the software across the
hardware, how the components communicate, how middleware can be used
to deal with heterogeneous software. [Bas03:c16; Bos00:c5; Bus96:c2
Mar94:DD; Mey97:c30; Pre04:c30]
2.4. Error and Exception Handling and Fault
Tolerance

How to prevent and tolerate faults and deal with
exceptional conditions. [Lis01:c4; Mey97:c12; Pfl01:c5]
2.5. Interaction and Presentation

How to structure and organize the interactions
with users and the presentation of information (for example,
separation of presentation and business logic using the
Model-View-Controller approach). [Bas98:c6; Bos00:c5; Bus96:c2;
Lis01:c13; Mey97:c32] It is to be noted that this topic is not about
specifying user interface details, which is the task of user
interface design (a part of
Software Ergonomics);
see Related Disciplines of Software Engineering.
2.6. Data Persistence

How long-lived data are to be handled. [Bos00:c5;
Mey97:c31]
3. Software Structure and Architecture

In its strict sense, a
software architecture
is “a description of
the subsystems and components of a software system and the
relationships between them.” (Bus96:c6) Architecture thus attempts
to define the internal structure
— according to the Oxford English
Dictionary, “the way
in which something is constructed or organized” — of the resulting
software. During the mid-1990s, however, software
architecture
started to emerge as a
broader discipline involving the study of software structures and
architectures in a more generic way [Sha96]. This gave rise to a
number of interesting ideas about software design at different
levels of abstraction. Some of these concepts can be useful during
the architectural design (for example, architectural style) of
specific software, as well as during its detailed design (for
example, lower-level design patterns). But they can also be useful
for designing generic systems, leading to the design of families of
programs (also known as product lines).
Interestingly, most of these concepts can be seen as attempts to
describe, and thus reuse, generic design knowledge.
3.1. Architectural Structures and Viewpoints

Different high-level facets of a software design
can and should be described and documented. These facets are often
called views:
“A view represents a partial aspect of a software architecture that
shows specific properties of a software system” [Bus96:c6]. These
distinct views pertain to distinct issues associated with software
design — for example, the logical view (satisfying the functional
requirements) vs. the process view (concurrency issues) vs. the
physical view (distribution issues) vs. the development view (how
the design is broken down into implementation units). Other authors
use different terminologies, like behavioral vs. functional vs.
structural vs. data modeling views. In summary, a software design is
a multi-faceted artifact produced by the design process and
generally composed of relatively independent and orthogonal views.
[Bas03:c2; Boo99:c31; Bud04:c5; Bus96:c6; IEEE1016-98;
IEEE1471-00]Architectural Styles (macroarchitectural patterns)
An architectural style is “a set of constraints
on an architecture [that] defines a set or family of architectures
that satisfies them” [Bas03:c2]. An architectural style can thus be
seen as a meta-model which can provide software’s high-level
organization (its macroarchitecture). Various authors have
identified a number of major architectural styles. [Bas03:c5;
Boo99:c28; Bos00:c6; Bus96:c1,c6; Pfl01:c5]
-
General
structure (for example, layers, pipes, and filters, blackboard)
-
Distributed systems (for example, client-server, threetiers,
broker)
-
Interactive systems (for example, Model-View-Controller,
Presentation-Abstraction-Control)
-
Adaptable
systems (for example, micro-kernel, reflection)
-
Others
(for example, batch, interpreters, process control, rule-based).
3.2. Design Patterns (microarchitectural
patterns)

Succinctly described, a pattern is “a common
solution to a common problem in a given context.” (Jac99) While
architectural styles can be viewed as patterns describing the
high-level organization of software (their
macroarchitecture),
other design patterns can be used to describe details at a lower,
more local level (their
microarchitecture).
[Bas98:c13; Boo99:c28; Bus96:c1; Mar02:DP]
-
Creational patterns (for example, builder, factory, prototype,
and singleton)
-
Structural patterns (for example, adapter, bridge, composite,
decorator, façade, flyweight, and proxy)
-
Behavioral patterns (for example, command, interpreter, iterator,
mediator, memento, observer, state, strategy, template, visitor)
3.3. Families of Programs and Frameworks

One possible approach to allow the reuse of
software designs and components is to design families of software,
also known as software product lines.
This can be done by identifying
the commonalities among members of such families and by using
reusable and customizable components to account for the variability
among family members. [Bos00:c7,c10; Bas98:c15; Pre04:c30]
In OO programming, a key related notion is that
of the framework:
a partially complete
software subsystem that can be extended by appropriately
instantiating specific plug-ins (also known as
hot spots).
[Bos00:c11; Boo99:c28; Bus96:c6]
4. Software Design Quality Analysis and
Evaluation

This section includes a number of quality and
evaluation topics that are specifically related to software design.
Most are covered in a general manner in the Software Quality KA.
4.1. Quality Attributes

Various attributes are generally considered
important for obtaining a software design of good quality—various
“ilities” (maintainability, portability, testability, traceability),
various “nesses” (correctness, robustness), including “fitness of
purpose.” [Bos00:c5; Bud04:c4; Bus96:c6; ISO9126.1-01; ISO15026-98;
Mar94:D; Mey97:c3; Pfl01:c5] An interesting distinction is the one
between quality attributes discernable at run-time (performance,
security, availability, functionality, usability), those not
discernable at run-time (modifiability, portability, reusability,
integrability, and testability), and those related to the
architecture’s intrinsic qualities (conceptual integrity,
correctness, and completeness, buildability). [Bas03:c4]
4.2. Quality Analysis and Evaluation
Techniques

Various tools and techniques can help ensure a
software design’s quality.
-
Software design reviews:
informal or semiformal, often group-based, techniques to verify
and ensure the quality of design artifacts (for example,
architecture reviews [Bas03:c11], design reviews, and
inspections [Bud04:c4; Fre83:VIII; IEEE1028-97; Jal97:c5,c7;
Lis01:c14; Pfl01:c5], scenario-based techniques [Bas98:c9;
Bos00:c5], requirements tracing [Dor02:v1c4s2; Pfl01:c11])
-
Static analysis:
formal or semiformal static (non-executable) analysis that can
be used to evaluate a design (for example, fault-tree analysis
or automated cross-checking) [Jal97:c5; Pfl01:c5]
-
Simulation and prototyping:
dynamic techniques to evaluate a design (for example,
performance simulation or feasibility prototype [Bas98:c10;
Bos00:c5; Bud04:c4; Pfl01:c5])
4.3. Measures

Measures can be used to assess or to
quantitatively estimate various aspects of a software design’s size,
structure, or quality. Most measures that have been proposed
generally depend on the approach used for producing the design.
These measures are classified in two broad categories:
-
Function-oriented (structured) design measures:
the design’s structure, obtained mostly through functional
decomposition; generally represented as a structure chart
(sometimes called a hierarchical diagram) on which various
measures can be computed [Jal97:c5,c7, Pre04:c15]
-
Object-oriented design measures:
the design’s overall structure is often represented as a class
diagram, on which various measures can be computed. Measures on
the properties of each class’s internal content can also be
computed [Jal97:c6,c7; Pre04:c15]
5. Software Design Notations

Many notations and languages exist to represent
software design artifacts. Some are used mainly to describe a
design’s structural organization, others to represent software
behavior. Certain notations are used mostly during architectural
design and others mainly during detailed design, although some
notations can be used in both steps. In addition, some notations are
used mostly in the context of specific methods (see the
Software Design
Strategies and Methods subarea). Here, they are
categorized into notations for describing the structural (static)
view vs. the behavioral (dynamic) view.
5.1. Structural Descriptions (static view)

The following notations, mostly (but not always)
graphical, describe and represent the structural aspects of a
software design—that is, they describe the major components and how
they are interconnected (static view):
-
Architecture description languages
(ADLs):
textual, often formal, languages used to describe a software
architecture in terms of components and connectors [Bas03:c12]
-
Class and object diagrams:
used to represent a set of classes (and objects) and their
interrelationships [Boo99:c8,c14; Jal97:c5,c6]
-
Component diagrams:
used to represent a set of components (“physical and replaceable
part[s] of a system that [conform] to and [provide] the
realization of a set of interfaces” [Boo99]) and their
interrelationships [Boo99:c12,c31]
-
Class responsibility collaborator cards
(CRCs):
used to denote the names of components (class), their
responsibilities, and their collaborating components’ names
[Boo99:c4; Bus96]
-
Deployment diagrams:
used to represent a set of (physical) nodes and their
interrelationships, and, thus, to model the physical aspects of
a system [Boo99:c30]
-
Entity-relationship diagrams
(ERDs):
used to represent conceptual models of data stored in
information systems [Bud04:c6; Dor02:v1c5; Mar02:DR]
-
Interface description languages
(IDLs):
programming-like languages used to define the interfaces (names
and types of exported operations) of software components
[Bas98:c8; Boo99:c11]
-
Jackson structure diagrams:
used to describe the data structures in terms of sequence,
selection, and iteration [Bud04:c6; Mar02:DR]
-
Structure charts:
used to describe the calling structure of programs (which module
calls, and is called by, which other module) [Bud04:c6;
Jal97:c5; Mar02:DR; Pre04:c10]
5.2. Behavioral Descriptions (dynamic view)

The following notations and languages, some
graphical and some textual, are used to describe the dynamic
behavior of software and components. Many of these notations are
useful mostly, but not exclusively, during detailed design.
-
Activity diagrams:
used to show the control flow from activity (“ongoing non-atomic
execution within a state machine”) to activity [Boo99:c19]
-
Collaboration diagrams:
used to show the interactions that occur among a group of
objects, where the emphasis is on the objects, their links, and
the messages they exchange on these links [Boo99:c18]
-
Data flow diagrams
(DFDs):
used to show data flow among a set of processes [Bud04:c6;
Mar02:DR; Pre04:c8]
-
Decision tables and diagrams:
used to represent complex combinations of conditions and actions
[Pre04:c11]
-
Flowcharts and structured flowcharts:
used to represent the flow of control and the associated actions
to be performed [Fre83:VII; Mar02:DR; Pre04:c11]
-
Sequence diagrams:
used to show the interactions among a group of objects, with
emphasis on the time-ordering of messages [Boo99:c18]
-
State transition and state-chart diagrams:
used to show the control flow from state to state in a state
machine [Boo99:c24; Bud04:c6; Mar02:DR; Jal97:c7]
-
Formal specification languages:
textual languages that use basic notions from mathematics (for
example, logic, set, sequence) to rigorously and abstractly
define software component interfaces and behavior, often in
terms of pre- and post-conditions [Bud04:c18; Dor02:v1c6s5;
Mey97:c11]
-
Pseudocode and program design languages
(PDLs):
structured-programming-like languages used to describe,
generally at the detailed design stage, the behavior of a
procedure or method [Bud04:c6; Fre83:VII; Jal97:c7; Pre04:c8,
c11]
6. Software Design Strategies and Methods

There exist various general
strategies
to help guide the design
process. [Bud04:c9, Mar02:D] In contrast with general strategies,
methods
are more specific in that
they generally suggest and provide a set of notations to be used
with the method, a description of the process to be used when
following the method and a set of guidelines in using the method.
[Bud04:c8] Such methods are useful as a means of transferring
knowledge and as a common framework for teams of software engineers.
[Bud03:c8] See also the Software Engineering Tools and Methods KA.
6.1. General Strategies

Some often-cited examples of general strategies
useful in the design process are divide-and-conquer and stepwise
refinement [Bud04:c12; Fre83:V], top-down vs. bottom-up strategies
[Jal97:c5; Lis01:c13], data abstraction and information hiding
[Fre83:V], use of heuristics [Bud04:c8], use of patterns and pattern
languages [Bud04:c10; Bus96:c5], use of an iterative and incremental
approach. [Pfl01:c2]
6.2. Function-Oriented (Structured) Design
[Bud04:c14;
Dor02:v1c6s4; Fre83:V; Jal97:c5; Pre04:c9, c10]
This is one of the classical methods of software
design, where decomposition centers on identifying the major
software functions and then elaborating and refining them in a
top-down manner. Structured design is generally used after
structured analysis, thus producing, among other things, data flow
diagrams and associated process descriptions. Researchers have
proposed various strategies (for example, transformation analysis,
transaction analysis) and heuristics (for example, fan-in/fan-out,
scope of effect vs. scope of control) to transform a DFD into a
software architecture generally represented as a structure chart.
6.3. Object-Oriented Design
[Bud0:c16; Dor02:v1:c6s2,s3;
Fre83:VI; Jal97:c6; Mar02:D; Pre04:c9]
Numerous software design methods based on objects
have been proposed. The field has evolved from the early
object-based design of the mid-1980s (noun = object; verb = method;
adjective = attribute) through OO design, where inheritance and
polymorphism play a key role, to the field of component-based
design, where meta-information can be defined and accessed (through
reflection, for example). Although OO design’s roots stem from the
concept of data abstraction, responsibility-driven design has also
been proposed as an alternative approach to OO design.
6.4. Data-Structure-Centered Design
[Bud04:c15;
Fre83:III,VII; Mar02:D]
Data-structure-centered design (for example,
Jackson, Warnier-Orr) starts from the data structures a program
manipulates rather than from the function it performs. The software
engineer first describes the input and output data structures (using
Jackson’s structure diagrams, for instance) and then develops the
program’s control structure based on these data structure diagrams.
Various heuristics have been proposed to deal with special cases—for
example, when there is a mismatch between the input and output
structures.
6.5. Component-Based Design (CBD)

A software component is an independent unit,
having well-defined interfaces and dependencies that can be composed
and deployed independently. Component-based design addresses issues
related to providing, developing, and integrating such components in
order to improve reuse. [Bud04:c11]
6.6. Other Methods

Other interesting but less mainstream approaches
also exist: formal and rigorous methods [Bud04:c18; Dor02:c5; Fre83;
Mey97:c11; Pre04:c29] and transformational methods. [Pfl98:c2]
MATRIX OF TOPICS VS. REFERENCE
MATERIAL




RECOMMENDED REFERENCES FOR SOFTWARE DESIGN

-
[Bas98] L. Bass, P. Clements, and R. Kazman,
Software
Architecture in Practice,
Addison-Wesley, 1998.
-
[Bas03]
L. Bass, P. Clements, and R. Kazman,
Software
Architecture in Practice,
second ed., Addison-Wesley, 2003.
-
[Boo99] G. Booch, J. Rumbaugh, and I.
Jacobson, The Unified Modeling Language User Guide,
Addison-Wesley, 1999.
-
[Bos00] J. Bosch,
Design & Use of
Software Architectures: Adopting and Evolving a Product-Line
Approach, first
ed., ACM Press, 2000.
-
[Bud04] D. Budgen,
Software Design,
second ed., Addison- Wesley, 2004.
-
[Bus96] F. Buschmann et al.,
Pattern-Oriented
Software Architecture: A System of Patterns,
John Wiley & Sons, 1996.
-
[Dor02] M. Dorfman and R.H. Thayer, eds.,
Software
Engineering (Vol.
1 & Vol. 2), IEEE Computer Society Press, 2002.
-
[Fre83] P. Freeman and A.I. Wasserman,
Tutorial on
Software Design Techniques,
fourth ed., IEEE Computer Society Press, 1983.
-
[IEEE610.12-90] IEEE Std 610.12-1990 (R2002),
IEEE
Standard Glossary of Software Engineering Terminology,
IEEE, 1990.
-
[IEEE1016-98] IEEE Std 1016-1998,
IEEE Recommended
Practice for Software Design Descriptions,
IEEE, 1998.
-
[IEEE1028-97] IEEE Std 1028-1997 (R2002),
IEEE
Standard for Software Reviews,
IEEE, 1997.
-
[IEEE1471-00] IEEE Std 1471-2000,
IEEE Recommended
Practice for Architectural Description of Software Intensive
Systems,
Architecture Working Group of the Software Engineering Standards
Committee, 2000.
-
[IEEE12207.0-96] IEEE/EIA
12207.0-1996//ISO/IEC12207:1995,
Industry
Implementation of Int. Std. ISO/IEC 12207:95, Standard for
Information Technology-Software Life Cycle Processes,
IEEE, 1996.
-
[ISO9126-01] ISO/IEC 9126-1:2001,
Software
Engineering Product Quality—Part 1: Quality Model,
ISO and IEC, 2001.
-
[ISO15026-98] ISO/IEC 15026-1998,
Information
Technology — System and Software Integrity Levels,
ISO and IEC, 1998.
-
[Jal97] P. Jalote,
An Integrated
Approach to Software Engineering,
second ed., Springer-Verlag, 1997.
-
[Lis01] B. Liskov and J. Guttag,
Program
Development in Java: Abstraction, Specification, and
Object-Oriented Design,
Addison-Wesley, 2001.
-
[Mar94] J.J. Marciniak,
Encyclopedia of
Software Engineering,
J. Wiley & Sons, 1994.
The references to the
Encyclopedia
are as
follows
CBD = Component-Based Design
D
= Design
DD = Design of the Distributed System
DR = Design Representation
-
[Mar02] J.J. Marciniak,
Encyclopedia of
Software Engineering,
second ed., J. Wiley & Sons, 2002.
-
[Mey97]
B. Meyer, Object-Oriented Software Construction,
second ed., Prentice-Hall, 1997.
-
[Pfl01] S.L. Pfleeger,
Software
Engineering: Theory and Practice,
second ed., Prentice-Hall, 2001.
-
[Pre04] R.S. Pressman,
Software
Engineering: A Practitioner’s Approach,
sixth ed., McGraw-Hill, 2004.
-
[Smi93] G. Smith and G. Browne, “Conceptual
Foundations of Design Problem-Solving,”
IEEE Transactions
on Systems, Man and Cybernetics,
vol. 23, iss. 5, 1209-1219, Sep.-Oct. 1993.
APPENDIX A. LIST OF FURTHER READINGS

-
(Boo94a) G. Booch,
Object Oriented
Analysis and Design with Applications,
second ed., The Benjamin/Cummings Publishing Company, 1994.
-
(Coa91) P. Coad and E. Yourdon,
Object-Oriented
Design, Yourdon
Press, 1991.
-
(Cro84) N. Cross,
Developments in
Design Methodology,
John Wiley & Sons, 1984.
-
(DSo99) D.F. D’Souza and A.C. Wills,
Objects,
Components, and Frameworks with UML — The Catalysis Approach,
Addison-Wesley, 1999.
-
(Dem99) T. DeMarco, “The Paradox of Software
Architecture and Design,”
Stevens Prize
Lecture, Aug.
1999.
-
(Fen98) N.E. Fenton and S.L. Pfleeger,
Software Metrics:
A Rigorous & Practical Approach,
second ed., International Thomson Computer Press, 1998.
-
(Fow99) M. Fowler,
Refactoring:
Improving the Design of Existing Code,
Addison-Wesley, 1999.
-
(Fow03) M. Fowler,
Patterns of
Enterprise Application Architecture,
Addison-Wesley, 2003.
-
(Gam95) E. Gamma et al.,
Design Patterns:
Elements of Reusable Object-Oriented Software,
Addison-Wesley, 1995.
-
(Hut94) A.T.F. Hutt,
Object Analysis
and Design — Comparison of Methods. Object Analysis and Design —
Description of Methods,
John Wiley & Sons, 1994.
-
(Jac99) I. Jacobson, G. Booch, and J.
Rumbaugh, The Unified Software Development Process,
Addison-Wesley, 1999.
-
(Kic97) G. Kiczales et al., “Aspect-Oriented
Programming,” presented at ECOOP ’97
— Object-Oriented Programming,
1997.
-
(Kru95) P. B. Kruchten, “The 4+1 View Model
of Architecture,” IEEE Software,
vol. 12, iss. 6, 42-50, 1995
-
(Lar98) C. Larman,
Applying UML and
Patterns: An Introduction to Object-Oriented Analysis and Design,
Prentice-Hall, 1998.
-
(McC93) S. McConnell,
Code Complete: A
Practical Handbook of Software Construction,
Microsoft Press, 1993.
-
(Pag00) M. Page-Jones,
Fundamentals of
Object-Oriented Design in UML,
Addison-Wesley, 2000.
-
(Pet92) H. Petroski,
To Engineer Is
Human: The Role of Failure in Successful Design,
Vintage Books, 1992.
-
(Pre95) W. Pree,
Design Patterns
for Object-Oriented Software Development,
Addison-Wesley and ACM Press, 1995.
-
(Rie96) A.J. Riel,
Object-Oriented
Design Heuristics,
Addison-Wesley, 1996.
-
(Rum91) J. Rumbaugh et al.,
Object-Oriented
Modeling and Design,
Prentice-Hall, 1991.
-
(Sha96) M. Shaw and D. Garlan,
Software
Architecture: Perspectives on an Emerging Discipline,
Prentice-Hall, 1996.
-
(Som05) I. Sommerville,
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Engineering,
seventh ed., Addison-Wesley, 2005.
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(Wie98) R. Wieringa, “A Survey of Structured
and Object-Oriented Software Specification Methods and
Techniques,”
ACM Computing Surveys,
vol. 30, iss. 4, 1998, pp. 459-527.
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(Wir90) R. Wirfs-Brock, B. Wilkerson, and L.
Wiener,
Designing Object-Oriented Software,
Prentice-Hall, 1990.
APPENDIX B. LIST OF STANDARDS

-
(IEEE610.12-90) IEEE Std 610.12-1990 (R2002),
IEEE
Standard Glossary of Software Engineering Terminology,
IEEE, 1990.
-
(IEEE1016-98) IEEE Std 1016-1998,
IEEE Recommended
Practice for Software Design Descriptions,
IEEE, 1998.
-
(IEEE1028-97) IEEE Std 1028-1997 (R2002),
IEEE
Standard for Software Reviews,
IEEE, 1997.
-
(IEEE1471-00) IEEE Std 1471-2000,
IEEE Recommended
Practice for Architectural Descriptions of Software-Intensive
Systems,
Architecture Working Group of the Software Engineering Standards
Committee, 2000.
-
(IEEE12207.0-96) IEEE/EIA
12207.0-1996//ISO/IEC12207:1995,
Industry
Implementation of Int. Std. ISO/IEC 12207:95, Standard for
Information Technology-Software Life Cycle Processes,
vol. IEEE, 1996.
-
(ISO9126-01) ISO/IEC 9126-1:2001,
Software
Engineering-Product Quality-Part 1: Quality Model,
ISO and IEC, 2001.
-
(ISO15026-98) ISO/IEC 15026-1998
Information
Technology — System and Software Integrity Levels,
ISO and IEC, 1998.
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