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Research and Advances

The object-oriented systems life cycle

In software engineering, the traditional description of the software life cycle is based on an underlying model, commonly referred to as the “waterfall” model (e.g., [4]). This model initially attempts to discretize the identifiable activities within the software development process as a linear series of actions, each of which must be completed before the next is commenced. Further refinements to this model appreciate that such completion is seldom absolute and that iteration back to a previous stage is likely. Various authors' descriptions of this model relate to the detailed level at which the software building process is viewed. At the most general level, three phases to the life cycle are generally agreed upon: 1) analysis, 2) design and 3) construction/implementation (e.g., [36], p. 262; [42]) (Figure 1(a)). The analysis phase covers from the initiation of the project, through to users-needs analysis and feasibility study (cf. [15]); the design phase covers the various concepts of system design, broad design, logical design, detailed design, program design and physical design. Following from the design stage(s), the computer program is written, the program tested, in terms of verification, validation and sensitivity testing, and when found acceptable, put into use and then maintained well into the future.In the more detailed description of the life cycle a number of subdivisions are identified (Figure 1(b)). The number of these subdivisions varies between authors. In general, the problem is first defined and an analysis of the requirements of current and future users undertaken, usually by direct and indirect questioning and iterative discussion. Included in this stage should be a feasibility study. Following this a user requirements definition and a software requirements specification, (SRS) [15], are written. The users requirements definition is in the language of the users so that this can be agreed upon by both the software engineer and the software user. The software requirements specification is written in the language of the programmer and details the precise requirements of the system. These two stages comprise an answer to the question of WHAT? (viz. problem definition). The user-needs analysis stage and examination of the solution space are still within the overall phase of analysis but are beginning to move toward not only problem decomposition, but also highlighting concepts which are likely to be of use in the subsequent system design; thus beginning to answer the question HOW? On the other hand, Davis [15] notes that this division into “what” and “how” can be subject to individual perception, giving six different what/how interpretations of an example telephone system. At this requirements stage, however, the domain of interest is still very much that of the problem space. Not until we move from (real-world) systems analysis to (software) systems design do we move from the problem space to the solution space (Figure 2). It is important to observe the occurrence and location of this interface. As noted by Booth [6], this provides a useful framework in object-oriented analysis and design.The design stage is perhaps the most loosely defined since it is a phase of progressive decomposition toward more and more detail (e.g., [41]) and is essentially a creative, not a mechanistic, process [42]. Consequently, systems design may also be referred to as “broad design” and program design as “detailed design” [20]. Brookes et al. [9] refer to these phases as “logical design” and “physical design.” In the traditional life cycle these two design stages can become both blurred and iterative; but in the object-oriented life cycle the boundary becomes even more indistinct.The software life cycle, as described above, is frequently implemented based on a view of the world interpreted in terms of a functional decomposition; that is, the primary question addressed by the systems analysis and design is WHAT does the system do viz. what is its function? Functional design, and the functional decomposition techniques used to achieve this, is based on the interpretation of the problem space and its translation to solution space as an interdependent set of functions or procedures. The final system is seen as a set of procedures which, apparently secondarily, operate on data.Functional decomposition is also a top-down analysis and design methodology. Although the two are not synonymous, most of the recently published systems analysis and design methods exhibit both characteristics (e.g., [14, 17]) and some also add a real-time component (e.g., [44]). Top-down design does impose some discipline on the systems analyst and program designer; yet it can be criticized as being too restrictive to support contemporary software engineering designs. Meyer [29] summarizes the flaws in top-down system design as follows: 1. top-down design takes no account of evolutionary changes; 2. in top-down design, the system is characterized by a single function—a questionable concept; 3. top-down design is based on a functional mindset, and consequently the data structure aspect is often completely neglected; 4. top-down design does not encourage reusability. (See also discussion in [41], p. 352 et seq.)
Research and Advances

Class management for software communities

Object-oriented programming may engender an approach to software development characterized by the large-scale reuse of object classes. Large-scale reuse is the use of a class not just by its original developers, but by other developers who may be from other organizations, and may use the classes over a long period of time. Our hypothesis is that the successful dissemination and reuse of classes requires a well-organized community of developers who are ready to share ideas, methods, tools and code. Furthermore, these communities should be supported by software information systems which manage and provide access to class collections. In the following sections we motivate the need for software communities and software information systems. The bulk of this article discusses various issues associated with managing the very large class collections produced and used by these communities.
Research and Advances

Implementation benefits of C++ language mechanisms

C + + was designed by Bjarne Stroustrup at AT&T Bell Laboratories in the early 1980s as an extension to the C language, providing data abstraction and object-oriented programming facilities. C + + provides a natural syntactic extension to C, incorporating the class construct from Simula. A design principle was to remain compatible and comparable with C in terms of syntax, performance and portability Another goal was to define an object-oriented language that significantly increased the amount of static type checking provided, with user-defined types (classes) and built-in types being part of a single unified type system obeying identical scope, allocation and naming rules. These aims have been achieved, providing some underlying reasons why C + + has become so prevalent in the industry. The approach has allowed a straightforward evolution from existing C-based applications to the new facilities offered by C + + , providing an easy transition for both software systems and programmers. The facilities described are based on Release 2.0 of the language, the version on which the ANSI and IS0 standardization of C + + is being based.
Practice

Physical design equivalencies in database conversion

As relational technology becomes increasingly accepted in commercial data processing, conversion of some of the huge number of existing navigational databases to relational databases is inevitable. It is thus important to understand how to recognize physical design modifications and enhancements in the navigational databases and how to convert them to equivalent relational terms as applicable.
Practice

Agenda: a personal information manager

The free-form, evolving, personal information that people deal with in the course of their daily activities requires more flexible data structures and data management systems than tabular data structures provide. A tool for managing personal information must conveniently handle freetextual data; allow for structure to evolve gracefully as the database grows; represent unnormalized data; and support data entry through database views. We have designed a new type of database that serves these needs—“item/category” database—and realized this design in a commercial personal computer software product named “Agenda.”
Research and Advances

The politics of standards and the EC

European legislation and power struggles in the standards arena are sparking fear of technical barriers to trade and prompting the American standards community to reevaluate its infrastructure. The National Institute of Standards and Technology may step up its role in order to negotiate at a governmental level with the EC.
Research and Advances

Constraint logic programming languages

Constraint Logic Programming (CLP) is an extension of Logic Programming aimed at replacing the pattern matching mechanism of unification, as used in Prolog, by a more general operation called constraint satisfaction. This aritcle provides a panoramic view of the recent work done in designing and implementing CLP languages. It also presents a summary of their theoretical foundations, discusses implementation issues, compares the major CLP languages, and suggests directions for further work.

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