Wednesday, February 18, 2009

Abstraction

A design must an abstraction. A design constrains and informs an implementation. It allows developers to focus their creativity on a smaller set of problems. In fact, the whole point of the architecture/design/coding division of labor is to allow creativity and problem-solving to be applied on a small set of problems--problems which one individual can get their head around and thereby have a reasonable chance of solving. If you lose the ability to abstract by forcing the whole application into a single model, you have lost something important--you have, essentially, "jumped to code" before you understood the problem.

The problem with abstraction is that, without at least one working example, it's hard to tell if the abstraction makes sense. (Two good friends of mine are fond of saying "all abstraction is good, as long as it's your abstraction.) In new development, then, the ideas behind an executable design clearly have a place; they're a way to validate the abstraction actually does what it says it does.

As Bill Glover pointed out in his comment on an earlier post, applications get complex and crufty with time. He asks (with regard to reverse-engineering an existing implementation): "What will keep the design from being obscured by the kind of detail that starts showing up then? ... An example would be all of the methods and attributes that developers add to a class that aren't really relevant to the high level design, but are needed to make the class really do it's job."

What Bill's talking about, I think, is the very real and common case where you're trying to bring order to an existing application by describing its existing design. If, for example, you have a tool which can execute class diagrams (e.g. the GXE), how do you use that serve as an "armature" for the rest of the implementation?

If you just want to verify that the design and the implementation match, you're not in executable design space--you're in static code analysis space. There are tools for that (e.g. http://www.ndepend.com/). If you want an executable design to be an armature for the application to be built on, then you're really refactoring. The trick here is to allow the tool to replace some part of the application's existing functionality without a complete rewrite. Here are two example behaviors I think a tool might implement which would allow them to operate in an existing application, replacing part of that application.

I once introduced a state machine into an application which had significant business logic embedded in its screen navigation subsystem. I rewrote the navigation for just one screen, pulling out the business logic into separate classes for each business rule, and describing the screen-to-screen navigation in a state diagram. The state machine responded to user events (e.g. button clicks), queried the new business logic classes to get guard results, and handled transitions within and off of the one screen. Clearly, this approach can be extended to other screens without disrupting the application as a whole (and in fact, the development team for that product is doing just that).

I'm currently working on a project which is using an executable design tool (the Gorilla Execution Engine) to validate requirements. Classes representing domain concepts and relationships are executed in the GXE to see if the very complex calculations modeled by those classes give the "right results". In my ideal world, we'd then take that domain model, specialize it (that is, turn it into a design model), and it would enforce class behavior in the finished product. I might reverse engineer a dozen classes which participate in a given calculation, remove or hide the methods which aren't germaine to that calculation, then add new methods from the domain model to flesh things out. I might remove irrelevant methods from the model entirely. The execution tool would provide a class loader which would:
  1. load the design model,
  2. upon a class load request, it would search the model for a definition of the requested class,
  3. look for any class implementations of the same class,
  4. compare the two, merging them if the the implementation does not contradict the design model, and complaining loudly if it is not (this step could actually be done at build time rather than runtime), then
  5. load the merged class for execution.

An approach like this would allow the designer and developer (sometimes the same person, right?) to work together to decide what portions of the existing application could be replaced with an executing design. This would address a problem I see a lot, where the code can't actually be traced back to any requirements or higher-level design. By forcing the code to match the design in order for it to run, the design gets updated because it's the best way to get the build to work.

Of course, developers could always decide they don't want to execute the design, but they always have that power. I'm assuming that designers and developers are working together to build something; if they're not, the organization has issues no tool can address.

No comments:

Post a Comment