Principles of Package Architecture

本文介绍了软件架构设计中的包内聚原则,包括发布复用等价原则、共同闭合原则及共同复用原则,旨在帮助软件架构师更好地组织类和组件。

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Below are three principles known as the Package Cohesion Principles, that attempt to help the software architect.

The Release Reuse Equivalency Principle (REP)1

The granule of reuse is the granule of release.

A reusable element, be it a component, a class, or a cluster of classes, cannot be

reused unless it is managed by a release system of some kind. Users will be unwilling

to use the element if they are forced to upgrade every time the author changes it.

Thus. even though the author has released a new version of his reusable element, he

must be willing to support and maintain older versions while his customers go about

the slow business of getting ready to upgrade. Thus, clients will refuse to reuse an element

unless the author promises to keep track of version numbers, and maintain old

versions for awhile.

Therefore, one criterion for grouping classes into packages is reuse. Since packages

are the unit of release, they are also the unit of reuse. Therefore architects would do

well to group reusable classes together into packages.

The Common Closure Principle (CCP)2

Classes that change together, belong together.

A large development project is subdivided into a large network of interelated packages.

The work to manage, test, and release those packages is non-trivial. The more

packages that change in any given release, the greater the work to rebuild, test, and

deploy the release. Therefore we would like to minimze the number of packages that

are changed in any given release cycle of the product.

To achieve this, we group together classes that we think will change together. This

requires a certain amount of precience since we must anticipate the kinds of changes

that are likely. Still, when we group classes that change together into the same packages,

then the package impact from release to release will be minimzed.

The Common Reuse Principle (CRP)3

Classes that aren’t reused together should not be grouped together.

A dependency upon a package is a dependency upon everything within the package.

When a package changes, and its release number is bumped, all clients of that pack-age must verify that they work with the new package -- even if nothing they used

within the package actually changed.

We frequently experience this when our OS vendor releases a new operating system.

We have to upgrade sooner or later, because the vendor will not support the old version

forever. So even though nothing of interest to us changed in the new release, we

must go through the effort of upgrading and revalidating.

The same can happen with packages if classes that are not used together are grouped

together. Changes to a class that I don’t care about will still force a new release of the

package, and still cause me to go through the effort of upgrading and revalidating.

The Package Coupling Principles.

The next three packages govern the interlationships between packages. Applications

tend to be large networks of interlated packages. The rules that govern these interrelationship

are some of the most important rules in object oriented architecture.

The Acyclic Dependencies Principle (ADP)1

The dependencies betwen packages must not form cycles.

Since packages are the granule of release, they also tend to focus manpower. Engineers

will typically work inside a single package rather than working on dozens. This

tedency is amplified by the package cohesion principles, since they tend to group together those classes that are related. Thus, engineers will find that their changes are

directed into just a few package. Once those changes are made, they can release those

packages to the rest of the project.

The Stable Dependencies Principle (SDP)1

Depend in the direction of stability.

Though this seems to be an obvious principle, there is quite a bit we can say about it.

Stability is not always well understood.

The Stable Abstractions Principle (SAP)1

Stable packages should be abstract packages.

Chapter 4: Processor Architecture. This chapter covers basic combinational and sequential logic elements, and then shows how these elements can be combined in a datapath that executes a simplified subset of the x86-64 instruction set called “Y86-64.” We begin with the design of a single-cycle datapath. This design is conceptually very simple, but it would not be very fast. We then introduce pipelining, where the different steps required to process an instruction are implemented as separate stages. At any given time, each stage can work on a different instruction. Our five-stage processor pipeline is much more realistic. The control logic for the processor designs is described using a simple hardware description language called HCL. Hardware designs written in HCL can be compiled and linked into simulators provided with the textbook, and they can be used to generate Verilog descriptions suitable for synthesis into working hardware. Chapter 5: Optimizing Program Performance. This chapter introduces a number of techniques for improving code performance, with the idea being that programmers learn to write their C code in such a way that a compiler can then generate efficient machine code. We start with transformations that reduce the work to be done by a program and hence should be standard practice when writing any program for any machine. We then progress to transformations that enhance the degree of instruction-level parallelism in the generated machine code, thereby improving their performance on modern “superscalar” processors. To motivate these transformations, we introduce a simple operational model of how modern out-of-order processors work, and show how to measure the potential performance of a program in terms of the critical paths through a graphical representation of a program. You will be surprised how much you can speed up a program by simple transformations of the C code. Bryant & O’Hallaron fourth pages 2015/1/28 12:22 p. xxiii (front) Windfall Software, PCA ZzTEX 16.2 xxiv Preface Chapter 6: The Memory Hierarchy. The memory system is one of the most visible parts of a computer system to application programmers. To this point, you have relied on a conceptual model of the memory system as a linear array with uniform access times. In practice, a memory system is a hierarchy of storage devices with different capacities, costs, and access times. We cover the different types of RAM and ROM memories and the geometry and organization of magnetic-disk and solid state drives. We describe how these storage devices are arranged in a hierarchy. We show how this hierarchy is made possible by locality of reference. We make these ideas concrete by introducing a unique view of a memory system as a “memory mountain” with ridges of temporal locality and slopes of spatial locality. Finally, we show you how to improve the performance of application programs by improving their temporal and spatial locality. Chapter 7: Linking. This chapter covers both static and dynamic linking, including the ideas of relocatable and executable object files, symbol resolution, relocation, static libraries, shared object libraries, position-independent code, and library interpositioning. Linking is not covered in most systems texts, but we cover it for two reasons. First, some of the most confusing errors that programmers can encounter are related to glitches during linking, especially for large software packages. Second, the object files produced by linkers are tied to concepts such as loading, virtual memory, and memory mapping. Chapter 8: Exceptional Control Flow. In this part of the presentation, we step beyond the single-program model by introducing the general concept of exceptional control flow (i.e., changes in control flow that are outside the normal branches and procedure calls). We cover examples of exceptional control flow that exist at all levels of the system, from low-level hardware exceptions and interrupts, to context switches between concurrent processes, to abrupt changes in control flow caused by the receipt of Linux signals, to the nonlocal jumps in C that break the stack discipline. This is the part of the book where we introduce the fundamental idea of a process, an abstraction of an executing program. You will learn how processes work and how they can be created and manipulated from application programs. We show how application programmers can make use of multiple processes via Linux system calls. When you finish this chapter, you will be able to write a simple Linux shell with job control. It is also your first introduction to the nondeterministic behavior that arises with concurrent program execution. Chapter 9: Virtual Memory. Our presentation of the virtual memory system seeks to give some understanding of how it works and its characteristics. We want you to know how it is that the different simultaneous processes can each use an identical range of addresses, sharing some pages but having individual copies of others. We also cover issues involved in managing and manipulating virtual memory. In particular, we cover the operation of storage allocators such as the standard-library malloc and free operations. CovBryant & O’Hallaron fourth pages 2015/1/28 12:22 p. xxiv (front) Windfall Software, PCA ZzTEX 16.2 Preface xxv ering this material serves several purposes. It reinforces the concept that the virtual memory space is just an array of bytes that the program can subdivide into different storage units. It helps you understand the effects of programs containing memory referencing errors such as storage leaks and invalid pointer references. Finally, many application programmers write their own storage allocators optimized toward the needs and characteristics of the application. This chapter, more than any other, demonstrates the benefit of covering both the hardware and the software aspects of computer systems in a unified way. Traditional computer architecture and operating systems texts present only part of the virtual memory story. Chapter 10: System-Level I/O. We cover the basic concepts of Unix I/O such as files and descriptors. We describe how files are shared, how I/O redirection works, and how to access file metadata. We also develop a robust buffered I/O package that deals correctly with a curious behavior known as short counts, where the library function reads only part of the input data. We cover the C standard I/O library and its relationship to Linux I/O, focusing on limitations of standard I/O that make it unsuitable for network programming. In general, the topics covered in this chapter are building blocks for the next two chapters on network and concurrent programming. Chapter 11: Network Programming. Networks are interesting I/O devices to program, tying together many of the ideas that we study earlier in the text, such as processes, signals, byte ordering, memory mapping, and dynamic storage allocation. Network programs also provide a compelling context for concurrency, which is the topic of the next chapter. This chapter is a thin slice through network programming that gets you to the point where you can write a simple Web server. We cover the client-server model that underlies all network applications. We present a programmer’s view of the Internet and show how to write Internet clients and servers using the sockets interface. Finally, we introduce HTTP and develop a simple iterative Web server. Chapter 12: Concurrent Programming. This chapter introduces concurrent programming using Internet server design as the running motivational example. We compare and contrast the three basic mechanisms for writing concurrent programs—processes, I/O multiplexing, and threads—and show how to use them to build concurrent Internet servers. We cover basic principles of synchronization using P and V semaphore operations, thread safety and reentrancy, race conditions, and deadlocks. Writing concurrent code is essential for most server applications. We also describe the use of thread-level programming to express parallelism in an application program, enabling faster execution on multi-core processors. Getting all of the cores working on a single computational problem requires a careful coordination of the concurrent threads, both for correctness and to achieve high performance翻译以上英文为中文
08-05
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