Entity–control–boundary
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Entity–control–boundary
The entity–control–boundary (ECB), or entity–boundary–control (EBC), or boundary–control–entity (BCE) is an architectural pattern used in Use case, use-case–driven object-oriented programming that structures the Class (computer programming), classes composing High-level programming language, high-level object-oriented source code according to their responsibilities in the use-case realization. Origin and evolution The entity–control–boundary approach finds its origin in Ivar Jacobson's use-case–driven object-oriented software engineering (OOSE) method published in 1992. It was originally called ''entity–interface–control'' (''EIC'') but very quickly the term "''boundary''" replaced "''interface''" in order to avoid the potential confusion with Object oriented programming language, object-oriented programming language terminology. It is further developed in the Unified Process, which promotes the use of ECB in the analysis and design activities with the ...
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Stereotype (UML)
A stereotype is one of three types of extensibility, extensibility mechanisms in the Unified Modeling Language (UML), the other two being tags and constraints. They allow designers to extend the vocabulary of UML in order to create new model elements, derived from existing ones, but that have specific properties that are suitable for a particular domain or otherwise specialized usage. The nomenclature is derived from the original meaning of Stereotype (printing), stereotype, used in printing. For example, when modeling a network, one might need to have symbols for representing routers and hubs. By using stereotyped nodes, these can be made to appear as primitive building blocks. Graphically, a stereotype is rendered as a name enclosed by guillemets (« » or, if guillemets proper are unavailable, ) and placed above the name of another element. In addition, or alternatively, it may be indicated by a specific icon. The icon image may even replace the entire UML symbol. For instance, ...
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Use Case
In both software and systems engineering, a use case is a structured description of a system’s behavior as it responds to requests from external actors, aiming to achieve a specific goal. It is used to define and validate functional requirements A use case is a list of actions or event steps typically defining the interactions between a role (known in the Unified Modeling Language (UML) as an ''actor'') and a system to achieve a goal. The actor can be a human or another external system. In systems engineering, use cases are used at a higher level than within software engineering, often representing missions or stakeholder goals. The detailed requirements may then be captured in the Systems Modeling Language (SysML) or as contractual statements. Differences between Systems and Software Engineering Use Cases In software engineering, the use case defines potential scenarios of the software in response to an external request (such as user input). In systems engineering, a use c ...
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Architectural Pattern
Software architecture pattern is a reusable, proven solution to a specific, recurring problem focused on architectural design challenges, which can be applied within various architectural styles. Examples Some examples of architectural patterns: * Publish–subscribe pattern * Message broker See also * List of software architecture styles and patterns * Process Driven Messaging Service * Enterprise architecture Enterprise architecture (EA) is a business function concerned with the structures and behaviours of a business, especially business roles and processes that create and use business data. The international definition according to the Federation of ... * Common layers in an information system logical architecture References Bibliography * * * {{Design Patterns patterns Software design patterns ...
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Software Design
Software design is the process of conceptualizing how a software system will work before it is implemented or modified. Software design also refers to the direct result of the design process the concepts of how the software will work which consists of both design documentation and undocumented concepts. Software design usually is directed by goals for the resulting system and involves problem-solving and planning including both high-level software architecture and low-level component and algorithm design. In terms of the waterfall development process, software design is the activity of following requirements specification and before coding. General process The design process enables a designer to model various aspects of a software system before it exists. Creativity, past experience, a sense of what makes "good" software, and a commitment to quality are success factors for a competent design. However, the design process is not always a straightforward procedure ...
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Object-oriented Analysis And Design
Object-oriented analysis and design (OOAD) is a technical approach for analyzing and designing an application, system, or business by applying object-oriented programming, as well as using visual modeling throughout the software development process to guide stakeholder communication and product quality. OOAD in modern software engineering is typically conducted in an iterative and incremental way. The outputs of OOAD activities are analysis models (for OOA) and design models (for OOD) respectively. The intention is for these to be continuously refined and evolved, driven by key factors like risks and business value. History In the early days of object-oriented technology before the mid-1990s, there were many different competing methodologies for software development and object-oriented modeling, often tied to specific Computer Aided Software Engineering (CASE) tool vendors. No standard notations, consistent terms and process guides were the major concerns at the time, which ...
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Architectural Pattern
Software architecture pattern is a reusable, proven solution to a specific, recurring problem focused on architectural design challenges, which can be applied within various architectural styles. Examples Some examples of architectural patterns: * Publish–subscribe pattern * Message broker See also * List of software architecture styles and patterns * Process Driven Messaging Service * Enterprise architecture Enterprise architecture (EA) is a business function concerned with the structures and behaviours of a business, especially business roles and processes that create and use business data. The international definition according to the Federation of ... * Common layers in an information system logical architecture References Bibliography * * * {{Design Patterns patterns Software design patterns ...
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Hexagonal Architecture (software)
The hexagonal architecture, or ports and adapters architecture, is an architectural pattern used in software design. It aims at creating loosely coupled application components that can be easily connected to their software environment by means of ports and adapters. This makes components exchangeable at any level and facilitates test automation. Origin The hexagonal architecture was invented by Alistair Cockburn in an attempt to avoid known structural pitfalls in object-oriented software design, such as undesired dependencies between layers and contamination of user interface code with business logic. It was discussed at first on the Portland Pattern Repository wiki; in 2005 Cockburn renamed it "Ports and adapters". In April 2024, Cockburn published a comprehensive book on the subject, coauthored with Juan Manuel Garrido de Paz. The term "hexagonal" comes from the graphical conventions that shows the application component like a hexagonal cell. The purpose was not to suggest ...
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Software Architecture
Software architecture is the set of structures needed to reason about a software system and the discipline of creating such structures and systems. Each structure comprises software elements, relations among them, and properties of both elements and relations. The ''architecture'' of a software system is a metaphor, analogous to the architecture of a building. It functions as the blueprints for the system and the development project, which project management can later use to extrapolate the tasks necessary to be executed by the teams and people involved. Software architecture is about making fundamental structural choices that are costly to change once implemented. Software architecture choices include specific structural options from possibilities in Software design, the design of the software. There are two fundamental laws in software architecture: # Everything is a trade-off # "Why is more important than how" "Architectural Kata" is a teamwork which can be used to produce an ...
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Separation Of Concerns
In computer science, separation of concerns (sometimes abbreviated as SoC) is a design principle for separating a computer program into distinct sections. Each section addresses a separate '' concern'', a set of information that affects the code of a computer program. A concern can be as general as "the details of the hardware for an application", or as specific as "the name of which class to instantiate". A program that embodies SoC well is called a modular program. Modularity, and hence separation of concerns, is achieved by encapsulating information inside a section of code that has a well-defined interface. Encapsulation is a means of information hiding. Layered designs or packaging by feature in information systems are another embodiment of separation of concerns (e.g., presentation layer, business logic layer, data access layer, persistence layer). Separation of concerns results in more degrees of freedom for some aspect of the program's design, deployment, or usage. Comm ...
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Model–view–controller
Model–view–controller (MVC) is a software architectural pattern commonly used for developing user interfaces that divides the related program logic into three interconnected elements. These elements are: * the model, the internal representations of information * the view, the interface that presents information to and accepts it from the user * the controller, the software linking the two. Traditionally used for desktop graphical user interfaces (GUIs), this pattern became popular for designing web applications. Popular programming languages have MVC frameworks that facilitate the implementation of the pattern. __TOC__ History One of the seminal insights in the early development of graphical user interfaces, MVC became one of the first approaches to describe and implement software constructs in terms of their responsibilities. Trygve Reenskaug created MVC while working on Smalltalk-79 as a visiting scientist at the Xerox Palo Alto Research Center (PARC) in the late 1970 ...
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Robustness Diagram Entity
Robustness is the property of being strong and healthy in constitution. When it is transposed into a system, it refers to the ability of tolerating perturbations that might affect the system's functional body. In the same line ''robustness'' can be defined as "the ability of a system to resist change without adapting its initial stable configuration". "Robustness in the small" refers to situations wherein perturbations are small in magnitude, which considers that the "small" magnitude hypothesis can be difficult to verify because "small" or "large" depends on the specific problem. Conversely, "Robustness in the large problem" refers to situations wherein no assumptions can be made about the magnitude of perturbations, which can either be small or large.C.Alippi: "Robustness Analysis" chapter in ''Intelligence for Embedded Systems.'' Springer, 2014, 283pp, . It has been discussed that robustness has two dimensions: resistance and avoidance.Durach, C.F. et al. (2015)Antecedents and ...
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