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Winter 2007, rev . 2008 SEG2101 - Chapter 2 1 Chapter 2 Basic Principles
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Page 1: Chapter 2

Winter 2007, rev. 2008 SEG2101 - Chapter 2 1

Chapter 2

Basic Principles

Page 2: Chapter 2

Winter 2007, rev. 2008 SEG2101 - Chapter 2 2

Basic Principles

• Introduction to the system example

• Systems

• Techniques to manage complexity

• Approaches to behavior description

• Some description approaches

• The methodology presented here

• The SOON notation

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2.1: Introduction to the System Example

• Access Control System (AC-System)• Access point: controlled by local station, physically distributed to where

the services are needed

• Local station: control unit, a door lock mechanism, one or two panels,

each contains a card reader, a display unit, and a keypad

• Central station: keeps information about the users, their access rights,

their cards, and their secret PINs, performs authentication and authorization.

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Panel and Card

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System Structure

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2.2: Systems

• What is a system?

• Behavior

• Structure

• Real time systems

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What is a System?

• A system is part of real world that a person or group of persons during some time interval and for some purpose choose to regard as a whole, consisting of interrelated components, each component characterized by properties that are selected as being relevant to the purpose.

• A system is a purposeful collection of interrelated components that work together to achieve some objective.

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What is a System (2)

• A system is part of the real world.• What constitutes a system is a matter of

definition.• Each component of a system may also be

regarded as a system.• A system is not just any unordered

collection of components.• A system has purpose.

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System Hierarchy

Securitysystem

Heatingsystem

Lightingsystem

Powersystem

Wastesystem

Watersystem

Town

Street

Building

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A Simple Intruder Alarm System

Alarmcontroller

Voicesynthesizer

Movementsensors

Siren

Doorsensors

Telephonecaller

Externalcontrol centre

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System Description

• Two purposes– To describe the functional behavior so that it

can be fully understood– To describe the realization so that the system

may be produced

• System vs system description

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System and System Description

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Behavior

• The behavior of a system is the development of states and state transitions generated by actions of the system during the time interval in which it is studied.

• Behavior is a dynamic development over time.• Actually occurring in real world.• Approximation: behavior consists of actions that

change state (value) of variables.

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A Segment of Behavior

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Structure

• The structure of a system is the aspects of the system which stay invariant during the time interval in which it is studied.

• Structure is the way things hold together for some time.

• pp 30-31

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Real Time Systems

• A system is a real time system if it has a role with time constraints.

• A real-time system is a system that is required to react to stimuli from the environment within time intervals dictated by the environment.

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A Simple Fluid Control System (real-time)

Pipe

Flow meter

Valve

Interface

ComputerTime

Input flowreading

Processing

Output valveangle

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A Grain-Roasting Plant(real-time)

Fuel Tank

Furnace

Bin

Pipe

fuel

grain

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A Process Control System(real-time)

ProcessControl

Computer

ChemicalsandMaterials

ValveTemperatureTransducer

StirrerFinishedProducts

PLANT

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2.3: Techniques to Manage Complexity

• Abstraction

• Projection

• Aggregation and partition

• Generalization and specialization

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Abstraction

• To ignore some aspects of a phenomenon in order to describe (and understand) others more clearly.

• Opposite of concrete or physical• The abstractions should be clear and

precise, lead to efficient implementation, and support the continuing development and reuse.

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Projection

• In projections we look at the system from different angles.

• A projection is a description of a system as it is observed at subset of its interfaces.

• Only the observable interfaces are visible, while the others are hidden.

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Aggregation and Partitioning (I)

• All non-trivial systems are composed from components.

• The process of lumping components together to form a whole is called aggregation.

• The opposite process of decomposing a whole into parts is called partitioning.

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Aggregation and Partitioning (II)

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Generalization and Specialization

• In the real world there are huge amounts of similar subjects.

• Rather than describing and understanding all individuals in full detail, we may describe and understand them in terms of similarity.

• Type are conceptual entities that we use to structure our descriptions and thoughts.

• Individual or subtype is an instance of a type.

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A Generalization HierarchyEmployee

Programmer

projectprogLanguage

Manager

ProjectManager

budgetsControlled

dateAppointed

projects

Dept.Manager

StrategicManager

dept responsibilities

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Type and Subtype

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Inheritance and Specialization

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2.4: Behavior Description: the Problem

• The quality of a real-time system is determined to a very large extent by its behavior.

• Behavior is the most difficult system aspect to describe, due to its dynamic and transient nature.

• How can we represent a dynamic and possibly infinite behavior in a static and finite way?

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Behavior Description: Example

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Behavior Description: Focus

• State-oriented– focus on states and action instances– each state is represented by a node– each action instance is represented by a branch

• Action-oriented– focus on action types and variables– states need not be described at all– the states may be found by analyzing the

actions

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2.5: Some Description Approaches

• Abstract description

• Entity relationship description

• SOON notation

• Data flow diagrams

• Finite state machine

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Abstract Description

• Many different approaches to abstract system description

• Conflict between the need to formalize and the need to understand

• The abstract description methods that have had the strongest penetration so for have been those that emphasize the needs of human audience.

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Entity Relationship Description

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Entity Relationship Diagram Legend

                                                                                                                                                                                                                      

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Another Entity Relationship Diagram

                                                                                                                                                                                                                                                   

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SOON Notation (used in book by Braek)

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The SOON notation has a clear separation between types and instances it allows us to represent individuals and types explicitly and not implicitly as in ER diagrams.

Type Definition

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UML Class Diagram

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Data Flow Diagrams

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UML Activity Diagram (related to Dataflow Diagrams)

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Use Case Maps A notation (with roots in Ottawa) which is semantically similar to Activity Diagrams.

Here is the same example:

Receive Order Fill

Order SendInvoice

Ship Order

Make Payment

AccceptPayment

CloseOrder

Warehouse

Office

Client

[ Order rejected ]

[ Order accepted ]

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Concepts describing requirements

• Each Use Case is a scenario– Actions done by actors in some given order

• Action: Activity / Responsibility• Actor: Swimlane / Component• Order: sequence, alternatives, concurrency, arbitrary control flows

(similar to Petri nets)

• Abstraction: refinement of activity / Plug-in• Data-Flow: Object flow / not in UCMs. Question: what type of

data is exchanged (an extension of control flow)– Input assertions for input data flow– Output assertions for output data flow– Conditions for alternatives (also in UCMs)

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Finite State Machine

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FSM

• A finite set of inputs, I:

• A finite set of outputs, O;

• A finite set of state, S;

• A next state function, FS: SIS ;

• An output function, FO: SIO* ;

• A designated initial state, Initial.

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2.6: The Methodology Presented Here

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Summaries of Notations

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2.7: The SOON Notation

• SISU Object-Oriented Notation

• Used to describe structures where SDL is not appropriate

• Less formal and does not enforce SDL semantics

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SOON Symbols

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SOON Syntax


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