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Lecture - 7

The document outlines key concepts in system design, focusing on access control, concurrency, hardware/software mapping, data management, and global resource handling. It discusses the importance of designing for nonfunctional requirements, the identification of concurrent threads, and the mapping of object models to databases. Additionally, it introduces UML diagrams for visualizing system components and access rights management through access matrices and control lists.

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0% found this document useful (0 votes)
5 views

Lecture - 7

The document outlines key concepts in system design, focusing on access control, concurrency, hardware/software mapping, data management, and global resource handling. It discusses the importance of designing for nonfunctional requirements, the identification of concurrent threads, and the mapping of object models to databases. Additionally, it introduces UML diagrams for visualizing system components and access rights management through access matrices and control lists.

Uploaded by

pand4inca
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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Lecture - 7

System Design:
Access Control
System Design
8. Boundary
 1. Design Goals Conditions
Definition Initialization
Trade-offs Termination
Failure
 2. Subsystem Decomposition 7. Software
Layers vs Partitions Control
Coherence/Coupling
Monolithic
Event-Driven
 3. Concurrency Conc. Processes
Identification of 4. Hardware/ 5. Data 6. Global Resource
Threads Software Mapping Management Handlung
Special Purpose Persistent Objects Access Control List
Buy vs Build File system vs Database vs Capabilities
Allocation of Resources Security
Connectivity
Concurrency

• Nonfunctional Requirements to be addressed:


Performance, Response time, latency,
availability.
• Two objects are inherently concurrent if they can
receive events at the same time without
interacting
• Source for identification: Objects in a sequence
diagram that can simultaneously receive events
• Inherently concurrent objects can be assigned to
different threads of control
• Objects with mutual exclusive activity could be
folded into a single thread of control
Thread of Control

• A thread of control is a path through a set of


state diagrams on which a single object is active
at a time
• A thread remains within a state diagram until an object
sends an event to different object and waits for another
event
• Thread splitting: Object does a non-blocking send of an
event to another object.
• Concurrent threads can lead to race conditions.
• A race condition (also race hazard) is a design
flaw where the output of a process depends on
the specific sequence of other events.
• The name originated in digital circuit design: Two
signals racing each other to influence the output.
Assume: Initial
Example: Problem with threads balance = 200

:WithdrawCtrl :BankAccount :WithdrawCtrl


c1:Customer c2:Customer

withdraw(50)
getBalance()

Thread 1 200 withdraw(50)


getBalance()
computeNewBalance(200,50)
200
Thread 2
computeNewBalance(200,50)

setBalance(150)

setBalance(150)

Should BankAccount
be another Thread ?
Final
balance = 150 ??!
Initial
Solution: Synchronization of Threads Single WithdrawCtrl
Instance balance = 200

:WithdrawCtrl :BankAccount
c1:Customer c2:Customer Synchronized method

withdraw(50)
getBalance()
withdraw(50)
200

computeNewBalance(200,50)

setBalance(150)

End
balance = 100
Concurrency Questions

• To identify threads for concurrency we ask the


following questions:
• Does the system provide access to multiple users?
• Which entity objects of the object model can be
executed independently from each other?
• What kinds of control objects are identifiable?
• Can a single request to the system be decomposed into
multiple requests? Can these requests be handled in
parallel? (Example: a distributed query)
Implementing Concurrency

• Concurrent systems can be implemented on any


system that provides
• Physical concurrency: Threads are provided by hardware
or
• Logical concurrency: Threads are provided by software
• Physical concurrency is provided by
multiprocessors and computer networks
• Logical concurrency is provided by threads
packages.
Implementing Concurrency (2)

• In both cases, - physical concurrency as well as


logical concurrency - we have to solve the
scheduling of these threads:
• Which thread runs when?
• Today’s operating systems provide a variety of
scheduling mechanisms:
• Round robin, time slicing, collaborating processes,
interrupt handling
• Sometimes we have to solve the scheduling
problem ourselves
• Topic addressed by software control.
System Design
8. Boundary
 1. Design Goals Conditions
Definition Initialization
Trade-offs Termination
Failure
 2. Subsystem Decomposition 7. Software
Layers vs Partitions Control
Coherence/Coupling
Monolithic
Event-Driven
 3. Concurrency Conc. Processes
Identification of  4. Hardware/ 5. Data 6. Global Resource
Threads Software Mapping Management Handlung
Special Purpose Persistent Objects Access Control List
Buy vs Build Filesystem vs Database vs Capabilities
Allocation of Resources Security
Connectivity
4. Hardware Software Mapping
• This system design activity addresses two
questions:
• How shall we realize the subsystems: With hardware or
with software?
• How do we map the object model onto the chosen
hardware and/or software?
• Mapping the Objects:
• Processor, Memory, Input/Output
• Mapping the Associations:
• Network connections
Mapping Objects onto Hardware

• Control Objects -> Processor


• Is the computation rate too demanding for a single
processor?
• Can we get a speedup by distributing objects across
several processors?
• How many processors are required to maintain a
steady state load?
• Entity Objects -> Memory
• Is there enough memory to buffer bursts of requests?
• Boundary Objects -> Input/Output Devices
• Do we need an extra piece of hardware to handle the
data generation rates?
• Can the desired response time be realized with the
available communication bandwidth between
subsystems?
Mapping the Associations:
Connectivity
• Describe the physical connectivity
• (“Physical layer in the OSI reference model”)
• Describes which associations in the object model
are mapped to physical connections
• Describe the logical connectivity (subsystem
associations)
• Associations that do not directly map into physical
connections
• In which layer should these associations be
implemented?
• Informal connectivity drawings often contain
both types of connectivity
• Practiced by many developers, sometimes confusing.
Example: Informal Connectivity
Drawing

TCP/IP
Logical
Connectivity

Ethernet Cat 5
Physical
Connectivity
Logical vs Physical Connectivity and
the relationship to Subsystem
Layering

Application Layer Application Layer

Presentation Layer Presentation Layer


Logical
Session Layer Connectivity
Session Layer
Bidirectional associa-
tions for each layer
Transport Layer Transport Layer

Network Layer Network Layer

Data Link Layer Data Link Layer


Physical
Physical Layer Physical Layer Connectivity

Processor 1 Processor 2
Hardware-Software Mapping
Difficulties
• Much of the difficulty of designing a system
comes from addressing externally-imposed
hardware and software constraints
• Certain tasks have to be at specific locations
• Example: Withdrawing money from an ATM
machine
• Some hardware components have to be used from a
specific manufacturer
• Example: To send DVB-T signals, the system has to
use components from a company that provides
DVB-T transmitters.
Hardware/Software Mappings in
UML
• A UML component is a building block of the system.
It is represented as a rectangle with a tabbed
rectangle symbol inside
• Components have different lifetimes:
• Some exist only at design time
• Classes, associations
• Others exist until compile time
• Source code, pointers
• Some exist at link or only at runtime
• Linkable libraries, executables, addresses
• The Hardware/Software Mapping addresses
dependencies and distribution issues of UML
components during system design.
Two New UML Diagram Types

• Deployment Diagram:
• Illustrates the distribution of components at run-time.
• Deployment diagrams use nodes and connections to
depict the physical resources in the system.
• Component Diagram:
• Illustrates dependencies between components at
design time, compilation time and runtime
Deployment Diagram
• Deployment diagrams are useful for showing a
system design after these system design
decisions have been made:
• Subsystem decomposition
• Concurrency :PC :Server
• Hardware/Software Mapping
• A deployment diagram is a graph of nodes and
connections (“communication associations”)
• Nodes are shown as 3-D boxes
• Connections between nodes are shown as solid lines
• Nodes may contain components
• Components can be connected by “lollipops” and
“grabbers”
• Components may contain objects (indicating that
the object is part of the component).
UML Component Diagram
• Used to model the top-level view of the system
design in terms of components and dependencies
among the components. Components can be
• source code, linkable libraries, executables
• The dependencies (edges in the graph) are shown
as dashed lines with arrows from the client
component to the supplier component:
• The lines are often also called connectors
• The types of dependencies are implementation language
specific
• Informally also called “software wiring diagram“
because it show how the software components are
wired together in the overall application.
UML Interfaces: Lollipops and
Sockets
• A UML interface describes a group of operations
used or created by UML components.
• There are two types of interfaces: provided and
required interfaces.
• A provided interface is modeled using the lollipop
notation
• A required interface is modeled using the socket
notation.
• A port specifies a distinct interaction point
between the component and its environment.
• Ports are depicted as small squares on the sides of
classifiers.
Component Diagram Example
Dependency.

reservations
UML
Component

update

UML Interface
Deployment Diagram Example
Dependency
UML Node (in a node)

UML
Interface

Dependency
(between nodes)
ARENA Deployment Diagram
System Design
8. Boundary
 1. Design Goals Conditions
Definition Initialization
Trade-offs Termination
Failure
 2. Subsystem Decomposition 7. Software
Layers vs Partitions Control
Coherence/Coupling
Monolithic
Event-Driven
 3. Concurrency Conc. Processes
Identification of  4. Hardware/ 5. Data 6. Global Resource
Threads Software Mapping Management Handlung
Special Purpose Persistent Objects Access Control List
Buy vs Build Filesystem vs Database vs Capabilities
Allocation of Resources Security
Connectivity
5. Data Management

• Some objects in the system model need to be


persistent:
• Values for their attributes have a lifetime longer than a
single execution
• A persistent object can be realized with one of
the following mechanisms:
• Filesystem:
• If the data are used by multiple readers but a single
writer
• Database:
• If the data are used by concurrent writers and
readers.
Data Management Questions

• How often is the database accessed?


• What is the expected request (query) rate? The worst
case?
• What is the size of typical and worst case requests?
• Do the data need to be archived?
• Should the data be distributed?
• Does the system design try to hide the location of the
databases (location transparency)?
• Is there a need for a single interface to access
the data?
• What is the query format?
• Should the data format be extensible?
Mapping Object Models

• UML object models can be mapped to relational


databases
• The mapping:
• Each class is mapped to its own table
• Each class attribute is mapped to a column in the table
• An instance of a class represents a row in the table
• One-to-many associations are implemented with a
buried foreign key
• Many-to-many associations are mapped to their own
tables
• Methods are not mapped
System Design
8. Boundary
 1. Design Goals Conditions
Definition Initialization
Trade-offs Termination
Failure
 2. Subsystem Decomposition 7. Software
Layers vs Partitions Control
Coherence/Coupling
Monolithic
Event-Driven
 3. Concurrency Conc. Processes
Identification of  4. Hardware/ 5. Data 6. Global Resource
Threads Software Mapping Management Handlung
Special Purpose Persistent Objects Access Control List
Buy vs Build Filesystem vs Database vs Capabilities
Allocation of Resources Security
Connectivity
6. Global Resource Handling

• Discusses access control


• Describes access rights for different classes of
actors
• Describes how object guard against
unauthorized access.
Defining Access Control

• In multi-user systems different actors usually


have different access rights to different
functionality and data
• How do we model these accesses?
• During analysis we model them by associating different
use cases with different actors
• During system design we model them determining
which objects are shared among actors.
Access Matrix

• We model access on classes with an access


matrix:
• The rows of the matrix represents the actors of the
system
• The column represent classes whose access we want to
control

• Access Right: An entry in the access matrix. It


lists the operations that can be executed on
instances of the class by the actor.
Access Matrix Example
Classes Access Rights

Actors Arena League Tournament Match

Operator <<create>> <<create>>


createUser() archive()
view ()
LeagueOwner view () edit () <<create>> <<create>>
archive() end()
schedule()
view()
Player view() view() applyFor() play()
applyForOwner() subscribe() view() forfeit()

Spectator view() view() view() view()


applyForPlayer() subscribe() replay()
Access Matrix Implementations

• Global access table: Represents explicitly every


cell in the matrix as a triple (actor,class,
operation)
LeagueOwner, Arena, view()
LeagueOwner, League, edit()
LeagueOwner, Tournament, <<create>>
LeagueOwner, Tournament, view()
LeagueOwner, Tournament, schedule()
LeagueOwner, Tournament, archive()
LeagueOwner, Match, <<create>>
LeagueOwner, Match, end()

.
Better Access Matrix
Implementations
• Access control list
• Associates a list of (actor,operation) pairs with each
class to be accessed.
• Every time an instance of this class is accessed, the
access list is checked for the corresponding actor and
operation.
• Capability
• Associates a (class,operation) pair with an actor.
• A capability provides an actor to gain control access to
an object of the class described in the capability.
Access Matrix Example
Arena League Tournament Match

Operator <<create>> <<create>>


createUser() archive()
view ()
LeagueOwner view () edit () <<create>> <<create>>
archive() end()
schedule()
view()
Player view() view() applyFor() play()
applyForOwner() subscribe() view() forfeit()

Spectator view() view() view() view()


applyForPlayer() subscribe() replay()
Match

Player play()
forfeit()
Access Control List Realization
Access Control m1:Match
List for m1
I am joe,
I want to play in
match m1 joe may play
alice may play

joe:Player
Gatekeeper checks
identification against
list and allows access.
Capability Realization
m1:Match
Here’s my ticket, I’d
like to play in
match m1

joe:Player
Gatekeeper checks if
ticket is valid and
ke t for allows access.
Tic “ m1”
h
matc
Capability
Global Resource Questions

• Does the system need authentication?


• If yes, what is the authentication scheme?
• User name and password? Access control list
• Tickets? Capability-based
• What is the user interface for authentication?
• Does the system need a network-wide name
server?
• How is a service known to the rest of the
system?
• At runtime? At compile time?
• By Port?
• By Name?
System Design
8. Boundary
 1. Design Goals Conditions
Definition Initialization
Trade-offs Termination
Failure
 2. Subsystem Decomposition 7. Software
Layers vs Partitions Control
Coherence/Coupling
Monolithic
Event-Driven
 3. Concurrency Conc. Processes
Identification of  4. Hardware/ 5. Data 6. Global Resource
Threads Software Mapping Management Handlung
Special Purpose Persistent Objects Access Control List
Buy vs Build Filesystem vs Database vs Capabilities
Allocation of Resources Security
Connectivity
7. Decide on Software Control

Two major design choices:


1. Choose implicit control
2. Choose explicit control
• Centralized or decentralized
• Centralized control:
• Procedure-driven: Control resides within program code.
• Event-driven: Control resides within a dispatcher calling
functions via callbacks.
• Decentralized control
• Control resides in several independent objects.
• Examples: Message based system, RMI
• Possible speedup by mapping the objects on different
processors, increased communication overhead.
Centralized vs. Decentralized
Designs
• Centralized Design
• One control object or subsystem ("spider") controls
everything
• Pro: Change in the control structure is very easy
• Con: The single control object is a possible
performance bottleneck
• Decentralized Design
• Not a single object is in control, control is distributed;
That means, there is more than one control object
• Con: The responsibility is spread out
• Pro: Fits nicely into object-oriented development
Centralized vs. Decentralized
Designs (2)
• Should you use a centralized or decentralized
design?
• Take the sequence diagrams and control objects
from the analysis model
• Check the participation of the control objects in
the sequence diagrams
• If the sequence diagram looks like a fork =>
Centralized design
• If the sequence diagram looks like a stair =>
Decentralized design.
System Design
8. Boundary
 1. Design Goals Conditions
Definition Initialization
Trade-offs Termination
Failure
 2. Subsystem Decomposition 7. Software
Layers vs Partitions Control
Coherence/Coupling
Monolithic
Event-Driven
 3. Concurrency Conc. Processes
Identification of  4. Hardware/ 5. Data 6. Global Resource
Threads Software Mapping Management Handlung
Special Purpose Persistent Objects Access Control List
Buy vs Build Filesystem vs Database vs Capabilities
Allocation of Resources Security
Connectivity
8. Boundary Conditions

• Initialization
• The system is brought from a non-initialized state to
steady-state
• Termination
• Resources are cleaned up and other systems are
notified upon termination
• Failure
• Possible failures: Bugs, errors, external problems
• Good system design foresees fatal failures and
provides mechanisms to deal with them.
Boundary Condition Questions

• Initialization
• What data need to be accessed at startup time?
• What services have to registered?
• What does the user interface do at start up time?
• Termination
• Are single subsystems allowed to terminate?
• Are subsystems notified if a single subsystem
terminates?
• How are updates communicated to the database?
• Failure
• How does the system behave when a node or
communication link fails?
• How does the system recover from failure?.
Modeling Boundary Conditions

• Boundary conditions are best modeled as use


cases with actors and objects
• We call them boundary use cases or
administrative use cases
• Actor: often the system administrator
• Interesting use cases:
• Start up of a subsystem
• Start up of the full system
• Termination of a subsystem
• Error in a subsystem or component, failure of a
subsystem or component.
Example: Boundary Use Case for
ARENA

• Let us assume, we identified the subsystem


AdvertisementServer during system design
• This server takes a big load during the holiday
season
• During hardware software mapping we decide to
dedicate a special node for this server
• For this node we define a new boundary use
case ManageServer
• ManageServer includes all the functions
necessary to start up and shutdown the
AdvertisementServer.
ManageServer Boundary Use Case

<<include>>

StartServer
Server <<include>>
Administrator
ManageServer ShutdownServer

<<include>>

ConfigureServer

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