1.1 Traditional Software Development

Software development is often compared with hardware development in terms of maturity. While in hardware development there has been much progress, e.g., processor speed has grown exponentially in twenty years , the progress made in software development seems to be minimal. To some extent this is a matter of appearances . The progress made in software development cannot be measured in terms of development speed or costs.

Progress in software development is evident from the fact that it is feasible to build much more complex and larger systems. Just think how quickly and efficiently we would be able to build a monolithic mainframe application that has no graphical user interface and no connections to other systems. We never do this anymore, and that is why we do not have solid figures to support the idea that progress has been made.

Still, software development is an area in which we are struggling with a number of major problems. Writing software is labor intensive . With each new technology, much work needs to be done again and again. Systems are never built using only one technology and systems always need to communicate with other systems. There is also the problem of continuously changing requirements.

To show how MDA addresses these problems, we will analyze some of the most important problems with software development and discover the cause of these problems.

1.1.1 The Productivity Problem

The software development process as we know it today is often driven by low-level design and coding. A typical process, as illustrated in Figure 1-1, includes a number of phases:

  1. Conceptualization and requirements gathering

  2. Analysis and functional description

  3. Design

  4. Coding

  5. Testing

  6. Deployment

Figure 1-1. Traditional software development life cycle


Whether we use an incremental and iterative version of this process, or the traditional waterfall process, documents and diagrams are produced during phases 1 through 3. These include requirements descriptions in text and pictures, and often many Unified Modeling Language (UML) diagrams like use cases, class diagrams, interaction diagrams, activity diagrams, and so on. The stack of paper produced is sometimes impressive. However, most of the artifacts from these phases is just paper and nothing more.

The documents and corresponding diagrams created in the first three phases rapidly lose their value as soon as the coding starts. The connection between the diagrams and the code fades away as the coding phase progresses. Instead of being an exact specification of the code, the diagrams usually become more or less unrelated pictures.

When a system is changed over time, the distance between the code and the text and diagrams produced in the first three phases becomes larger. Changes are often done at the code level only, because the time to update the diagrams and other high-level documents is not available. Also, the added value of updated diagrams and documents is questionable, because any new change starts in the code anyway. So why do we use so much precious time building high-level specifications?

The idea of Extreme Programming (XP) (Beck 2000) has become popular in a rapid fashion. One of the reasons for this is that it acknowledges the fact that the code is the driving force of software development. The only phases in the development process that are really productive are coding and testing.

As Alistair Cockburn states in Agile Software Development (Cockburn 2002), the XP approach solves only part of the problem. As long as the same team works on the software, there is enough high-level knowledge in their heads to understand the system. During initial development this is often the case. The problems start when the team is dismantled, which usually happens after delivery of the first release of the software. Other people need to maintain (fix bugs , enhance functionality, and so on) the software. Having just code and tests makes maintenance of a software system very difficult. Given five-hundred thousand lines of code (or even much more), where do you start to try and understand how a system works?

Alistair Cockburn talks about "markers" that need to be left behind for new people who will work on the software. These markers often take the form of text and higher-level diagrams. Without them you are literally lost. It is like being dropped in a foreign city without a map or road signs that show the directions.

So, either we use our time in the first phases of software development building high-level documentation and diagrams, or we use our time in the maintenance phase finding out what the software is actually doing. Neither way we are directly productive in the sense that we are producing code. Developers often consider these tasks as being overhead. Writing code is being productive, writing models or documentation is not. Still, in a mature software project these tasks need to be done.

1.1.2 The Portability Problem

The software industry has a special characteristic that makes it stand apart from most other industries. Each year, and sometimes even faster, new technologies are being invented and becoming popular (for example Java, Linux, XML, HTML, SOAP, UML, J2EE, .NET, JSP, ASP, Flash, Web Services, and so on). Many companies need to follow these new technologies for good reasons:

  • The technology is demanded by the customers (e.g., Web interfaces).

  • It solves some real problems (e.g., XML for interchange or Java for portability).

  • Tool vendors stop supporting old technologies and focus on the new one (e.g., UML support replaces OMT).

The new technologies offer tangible benefits for companies and many of them cannot afford to lag behind. Therefore, people have to jump on these new technologies quite fast. As a consequence, the investments in previous technologies lose value and they may even become worthless.

The situation is even more complex because the technologies themselves change as well. They come in different versions, without a guarantee that they are backwards compatible. Tool vendors usually only support the two or three most recent versions.

As a consequence, existing software is either ported to the new technology, or to a newer version of an existing technology. The software may remain unchanged utilizing the older technology, in which case the existing, now legacy, software needs to interoperate with new systems that will be built using new technology.

1.1.3 The Interoperability Problem

Software systems rarely live in isolation. Most systems need to communicate with other, often already existing, systems. As a typical example we have seen that over the past years many companies have been building new Web-based systems. The new end-user application runs in a Web browser (using various technologies like HTML, ASP, JSP, and so on) and it needs to get its information from existing back-end systems.

Even when systems are completely built from scratch, they often span multiple technologies, sometimes both old and new. For example, when a system uses Enterprise Java Beans (EJB), it also needs to use relational databases as a storage mechanism.

Over the years we have learned not to build huge monolithic systems. Instead we try to build components that do the same job by interacting with each other. This makes it easier (or at all possible) to make changes to a system. The different components are all built using the best technology for the job, but need to interact with each other. This has created a need for interoperability.

1.1.4 The Maintenance and Documentation Problem

In the previous sections, we touched upon the problem of maintenance. Documentation has always been a weak link in the software development process. It is often done as an afterthought. Most developers feel their main task is to produce code. Writing documentation during development costs time and slows down the process. It does not support the developer's main task. The availability of documentation supports the task of those that come later. So, writing documentation feels like doing something for the sake of prosperity , not for your own sake. There is no incentive to writing documentation other than your manager, who tells you that you must.

This is one of the main reasons why documentation is often not of very good quality. The only persons that can check the quality are fellow developers who hate the job of writing documentation just as much. This also is the reason that documentation is often not kept up to date. With every change in the code the documentation needs to be changed as well ”by hand!

The developers are wrong, of course. Their task is to develop systems that can be changed and maintained afterwards. Despite the feelings of many developers, writing documentation is one of their essential tasks.

A solution to this problem at the code level is the facility to generate the documentation directly from the source code, ensuring that it is always up to date. The documentation is in effect part of the code and not a separate entity. This is supported in several programming languages, like Eiffel and Java. This solution, however, only solves the low-level documentation problem. The higher-level documentation (text and diagrams) still needs to be maintained by hand. Given the complexity of the systems that are built, documentation at a higher level of abstraction is an absolute must.

MDA Explained. The Model Driven Architecture(c) Practice and Promise 2003
Project Leadership (The Project Management Essential Library)
EAN: 2147483647
Year: 2004
Pages: 118

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