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Week 6 [Fri, Feb 10th] - Topics

Detailed Table of Contents



Guidance for the item(s) below:

The next UML model we'll be learning is sequence diagrams. As before, focus on learning how to interpret these diagrams as you'll need to interpret some sequence diagrams in tP documentation pretty soon. Drawing sequence diagrams will be covered in a future week.

[W6.1] Modeling: Sequence Diagrams

W6.1a

Design → Modelling → Modelling Behaviors Sequence diagrams - basic

Video Q+

Can draw basic sequence diagrams

Sequence diagrams model the interactions between various entities in a system, in a specific scenario. Modelling such scenarios is useful, for example, to verify the design of the internal interactions is able to provide the expected outcomes.

Some examples where a sequence diagram can be used:

To model how components of a system interact with each other to respond to a user action.

To model how objects inside a component interact with each other to respond to a method call it received from another component.

UML Sequence Diagrams → Introduction


UML Sequence Diagrams → Basic Notation


UML Sequence Diagrams → Loops


UML Sequence Diagrams → Object Creation


UML Sequence Diagrams → Minimal Notation


Exercises

Explain Sequence Diagram about Machine


Draw a Sequence Diagram for the code (PersonList, Person, Tag)


Find notation errors in Sequence Diagram




W6.1b

Design → Modelling → Modelling Behaviors Sequence diagrams - intermediate

Video Q+

Can draw intermediate-level sequence diagrams

UML Sequence Diagrams → Object Deletion


UML Sequence Diagrams → Self-Invocation


UML Sequence Diagrams → Alternative Paths


UML Sequence Diagrams → Optional Paths


UML Sequence Diagrams → Calls to Static Methods


Exercises

What’s going on here?


Explain Sequence Diagram (ParserFactory)


Draw Sequence Diagram for printing a quote




W6.1c

Tools → UML → Sequence Diagrams → Reference frames

Can interpret sequence diagrams with reference frames

UML uses ref frame to allow a segment of the interaction to be omitted and shown as a separate sequence diagram. Reference frames help you to break complicated sequence diagrams into multiple parts or simply to omit details you are not interested in showing.

Notation:

The details of the get minefield appearance interactions have been omitted from the diagram.

Those details are shown in a separate sequence diagram given below.


W6.1d

Tools → UML → Sequence Diagrams → Parallel paths

Can interpret sequence diagrams with parallel paths

UML uses par frames to indicate parallel paths.

Notation:

Logic is calling methods CloudServer#poll() and LocalData#poll() in parallel.

If you show parallel paths in a sequence diagram, the corresponding Java implementation is likely to be multi-threaded because a normal Java program cannot do multiple things at the same time.



Guidance for the item(s) below:

The tP developer guide also has something called an architecture diagram. Let's learn how to interpret them too (drawing them will be covered in a future week).

[W6.2] Architecture Diagrams

Video

W6.2a

Design → Architecture → Introduction → What

Can explain Software Architecture

The software architecture of a program or computing system is the structure or structures of the system, which comprise software elements, the externally visible properties of those elements, and the relationships among them. Architecture is concerned with the public side of interfaces; private details of elements—details having to do solely with internal implementation—are not architectural. -- Software Architecture in Practice (2nd edition), Bass, Clements, and Kazman

The software architecture shows the overall organization of the system and can be viewed as a very high-level design. It usually consists of a set of interacting components that fit together to achieve the required functionality. It should be a simple and technically viable structure that is well-understood and agreed-upon by everyone in the development team, and it forms the basis for the implementation.

A possible architecture for a Minesweeper game:

Main components:

  • GUI: Graphical user interface
  • TextUi: Textual user interface
  • ATD: An automated test driver used for testing the game logic
  • Logic: Computation and logic of the game
  • Store: Storage and retrieval of game data (high scores etc.)

The architecture is typically designed by the software architect, who provides the technical vision of the system and makes high-level (i.e. architecture-level) technical decisions about the project.

Exercises



W6.2b

Design → Architecture → Architecture Diagrams → Reading

Design → Architecture → Introduction → What


Can interpret an architecture diagram

Architecture diagrams are free-form diagrams. There is no universally adopted standard notation for architecture diagrams. Any symbols that reasonably describe the architecture may be used.

Some example architecture diagrams:


Guidance for the item(s) below:

As the tP is bigger than the iP, it's not possible to work with its entire design at the same time. The next topic explains a technique that can help when dealing with the design of a bigger system.

W6.2c

Design → Introduction → Multi-level design

Can explain multi-level design

In a smaller system, the design of the entire system can be shown in one place.

This class diagram of se-edu/addressbook-level2 depicts the design of the entire software.

The design of bigger systems needs to be done/shown at multiple levels.

This architecture diagram of se-edu/addressbook-level3 depicts the high-level design of the software.

Here are examples of lower level designs of some components of the same software:






Guidance for the item(s) below:

It's time to push our IDEs to do more for us. The features given below can often make the IDEs worth the trouble.

[W6.3] IDEs: Intermediate Features

W6.3a

Implementation → IDEs → Debugging → What

Video

Can explain debugging

Debugging is the process of discovering defects in the program. Here are some approaches to debugging:

  • Bad -- By inserting temporary print statements: This is an ad-hoc approach in which print statements are inserted in the program to print information relevant to debugging, such as variable values. e.g. Exiting process() method, x is 5.347. This approach is not recommended due to these reasons:
    • Incurs extra effort when inserting and removing the print statements.
    • These extraneous program modifications increase the risk of introducing errors into the program.
    • These print statements, if not removed promptly after the debugging, may even appear unexpectedly in the production version.
  • Bad -- By manually tracing through the code: Otherwise known as ‘eye-balling’, this approach doesn't have the cons of the previous approach, but it too is not recommended (other than as a 'quick try') due to these reasons:
    • It is a difficult, time consuming, and error-prone technique.
    • If you didn't spot the error while writing the code, you might not spot the error when reading the code either.
  • Good -- Using a debugger: A debugger tool allows you to pause the execution, then step through the code one statement at a time while examining the internal state if necessary. Most IDEs come with an inbuilt debugger. This is the recommended approach for debugging.

W6.3b

Tools → IntelliJ IDEA → Debugging: Basic

Can step through a program using a debugger

This video (from LaunchCode) gives a pretty good explanation of how to use the IntelliJ IDEA debugger.


W6.3c

Tools → IntelliJ IDEA → Code navigation

Can navigate code effectively using IDE features

Some useful navigation shortcuts:

  1. Quickly locate a file by name.
  2. Go to the definition of a method from where it is used.
  3. Go back to the previous location.
  4. View the documentation of a method from where the method is being used, without navigating to the method itself.
  5. Find where a method/field is being used.

IntelliJ IDEA Code Navigation




Guidance for the item(s) below:

The tP uses logging as one of its error handing strategies. As you'll be reading tP code soon, let's make sure you can recognize logging code when you see them.

[W6.4] Logging

Video

W6.4a

Implementation → Error Handling → Logging → What

Can explain logging

Logging is the deliberate recording of certain information during a program execution for future reference. Logs are typically written to a log file but it is also possible to log information in other ways e.g. into a database or a remote server.

Logging can be useful for troubleshooting problems. A good logging system records some system information regularly. When bad things happen to a system e.g. an unanticipated failure, their associated log files may provide indications of what went wrong and actions can then be taken to prevent it from happening again.

A log file is like the of an airplane; they don't prevent problems but they can be helpful in understanding what went wrong after the fact.

Exercises



W6.4b

Implementation → Error Handling → Logging → How

Can use logging

Most programming environments come with logging systems that allow sophisticated forms of logging. They have features such as the ability to enable and disable logging easily or to change the logging .

This sample Java code uses Java’s default logging mechanism.

First, import the relevant Java package:

import java.util.logging.*;

Next, create a Logger:

private static Logger logger = Logger.getLogger("Foo");

Now, you can use the Logger object to log information. Note the use of a for each message. When running the code, the logging level can be set to WARNING so that log messages specified as having INFO level (which is a lower level than WARNING) will not be written to the log file at all.

// log a message at INFO level
logger.log(Level.INFO, "going to start processing");
// ...
processInput();
if (error) {
    // log a message at WARNING level
    logger.log(Level.WARNING, "processing error", ex);
}
// ...
logger.log(Level.INFO, "end of processing");

Resources

Tutorials:

  • A video tutorial by SimplyCoded:

Best Practices: