Software design is the process by which an agent creates a specification of a software artifact intended to accomplish goals, using a set of primitive components and subject to constraints. The term is sometimes used broadly to refer to "all the activity involved in conceptualizing, framing, implementing, commissioning, and ultimately modifying" the software, or more specifically "the activity following requirements specification and before programming, as ... [in] a stylized software engineering process."
Software design usually involves problem-solving and planning a software solution. This includes both a low-level component and algorithm design and a high-level, architecture design.
Software design is the process of envisioning and defining software solutions to one or more sets of problems. One of the main components of software design is the software requirements analysis (SRA). SRA is a part of the software development process that lists specifications used in software engineering.
If the software is "semi-automated" or user centered, software design may involve user experience design yielding a storyboard to help determine those specifications. If the software is completely automated (meaning no user or user interface), a software design may be as simple as a flow chart or text describing a planned sequence of events. There are also semi-standard methods like Unified Modeling Language and Fundamental modeling concepts. In either case, some documentation of the plan is usually the product of the design. Furthermore, a software design may be platform-independent or platform-specific, depending upon the availability of the technology used for the design.
The main difference between software analysis and design is that the output of a software analysis consists of smaller problems to solve. Additionally, the analysis should not be designed very differently across different team members or groups. In contrast, the design focuses on capabilities, and thus multiple designs for the same problem can and will exist.
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In object-oriented programming, the iterator pattern is a design pattern in which an iterator is used to traverse a container and access the container's elements. The iterator pattern decouples algorithms from containers; in some cases, algorithms are necessarily container-specific and thus cannot be decoupled. For example, the hypothetical algorithm SearchForElement can be implemented generally using a specified type of iterator rather than implementing it as a container-specific algorithm.
In software design and engineering, the observer pattern is a software design pattern in which an object, named the subject, maintains a list of its dependents, called observers, and notifies them automatically of any state changes, usually by calling one of their methods. It is often used for implementing distributed event-handling systems in event-driven software. In such systems, the subject is usually named a "stream of events" or "stream source of events" while the observers are called "sinks of events.
In computer programming, the strategy pattern (also known as the policy pattern) is a behavioral software design pattern that enables selecting an algorithm at runtime. Instead of implementing a single algorithm directly, code receives run-time instructions as to which in a family of algorithms to use. Strategy lets the algorithm vary independently from clients that use it. Strategy is one of the patterns included in the influential book Design Patterns by Gamma et al.
In computer science, a high-level programming language is a programming language with strong abstraction from the details of the computer. In contrast to low-level programming languages, it may use natural language elements, be easier to use, or may automate (or even hide entirely) significant areas of computing systems (e.g. memory management), making the process of developing a program simpler and more understandable than when using a lower-level language. The amount of abstraction provided defines how "high-level" a programming language is.
Systems engineering is an interdisciplinary field of engineering and engineering management that focuses on how to design, integrate, and manage complex systems over their life cycles. At its core, systems engineering utilizes systems thinking principles to organize this body of knowledge. The individual outcome of such efforts, an engineered system, can be defined as a combination of components that work in synergy to collectively perform a useful function.
A system architecture is the conceptual model that defines the structure, behavior, and more views of a system. An architecture description is a formal description and representation of a system, organized in a way that supports reasoning about the structures and behaviors of the system. A system architecture can consist of system components and the sub-systems developed, that will work together to implement the overall system. There have been efforts to formalize languages to describe system architecture, collectively these are called architecture description languages (ADLs).
Explores Rietveld quantitative phase analysis, covering phase fractions, standard calibration, and parameter refinement guidelines.
Explores the wave equation for a vibrating string and its numerical solution using finite difference formulas and the Newmark scheme in MATLAB/GNU Octave.
Introduces the widely used Observer Pattern for views to react to model changes, with examples of Publisher, Subscriber, and a Consolidator.
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