From Legacy to State-of-the-art; Architectural Refactoring
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1 applications domain Computin g HW applications domain Video Platform SW Computin g HW 3 rd party stack(s) Top Box Platform Top Box Top Box functions Computing HW M H P domain applications applications domain Video Platform SW 3 rd party stack(s) Video Platform SW Top Box 3 rd party stack(s) Computing HW Top Box functions Top Box Platform Top Box functions Top Box Platform Computing HW M H P Top Box M H P Storage applications Storage srvices storage domain HW From Legacy to State-of-the-art; Architectural Refactoring - Hybrid UI re- ceiver portable media- screen game console "All-in-one" combi UI ADSL 2 Frogs vei 41 P.O. Box 235, NO-3603 Kongsberg Nor gaudisite@gmail.com Abstract The market of electronic appliances shows a fast increasing diversity. Manufacturers must be able to combine existing functions and new applications in a short time frame. A large amount of accumulated SW code (legacy) has to be reused in new s. The architecture(s) must be adapted to these new s of working. Revolutionary adaptations have proven to be extremely risky. Opportunistic extension and integration decrease the quality of the code base, making it increasingly more difficult to continue. Architectural refactoring is a feedback based method to evolve an architecture. Distribution This article or presentation is written as part of the Gaudí project. The Gaudí project philosophy is to improve by obtaining frequent feedback. Frequent feedback is pursued by an open creation process. This document is published as intermediate or nearly mature version to get feedback. Further distribution is allowed as long as the document remains complete and unchanged. All Gaudí documents are available at: version: 1.3 status: finished March 6, 2013
2 1 The problem 1.1 Market trends Consumer Electronics Products are a large variety of products, which have evolved from straightforward electronic devices, such as radios, into complex software intensive systems. Figure 1 shows a typical set of today s audio and video products. Audio Mini Audio Portable Audio From: COPA tutorial, Rob van Ommering VCR Hard Disk Walkman CD man Figure 1: Today s Audio Video Consumer Products Technological advances and business opportunities result in a convergence of separate worlds. The worlds of telecommunications, computers and consumer electronics are converging, see figure 2. Telecom Computer Consumer Figure 2: Trend: Convergence of separate worlds This convergence means that functions from the different domains are integrated in new types of appliances. These appliances are optimized towards the intended use. User, form factor, function and environment all together determine what an optimal appliance looks like. The wide variety in users, form factors, functions and environments requires a very rich variety of appliances. Figure 3 shows at the left hand side a small subset of existing devices belonging in one of the three domains. More to the right some of the form factors are shown, page: 1
3 while the right hand side shows some of the environments. The number of useful combinations of functions, form factors and environments is nearly infinite! GSM phone firewall dvd audio microset pda watch sailboat surveillance camera cable modem set box headphone pen garment car camera speech mp3 television car navigation computer games flat display Communicator Ambient Intelligence living room Figure 3: Integration and Diversity In this presentation video entertainment will be used as the application area. Figure 4 shows a typical diagram of the set up of video products in our homes. We see products to connect with the outside world (set box), storage products (Video Cassette Recorder abbreviated as VCR), and conventional s and remote controls, which are the de facto user interface. Player Modem Top Box Conventional PC Video Recorder Figure 4: Today s Video Products This chain of video products is slowly evolving, as depicted in figure 5. In the past a straightforward analog chain was used. The elements in this chain are stepwise changed into digital elements. The introduction of the Large Flat s breaks open the old paradigm of an integrated, which integrates tuner and related electronics with the monitor function. In the near future many more changes can be expected, such as the introduction of the Video Recorder (), a gate to alternative broadband solutions, page: 2
4 wireless inputs and outputs, home networks enabling multiple s. 1 Analog VCR 4 re- ceiver portable media- screen game console 2 VCR ADSL 2 3 VCR Multiple inputs Multiple stores Multiple displays Multiple applications Multiple formfactors Figure 5: Evolution of Video Products The function allocation for this last stage of figure 5 and the network ology can be solved in several s. Figure 6 shows four alternatives, based on a clientserver idiom. The expectation is that all alternatives will materialize, where the consumer chooses a solution which fits his needs and environment. A "Thin Servers" B "All-in-one" Combi's "All-in-one" C Home server D "Modular" Clients All-in-one Combi's Thin Clients Client Client Client Network Network Network Network Thin Servers All-in-one Server Server Server Server Figure 6: Distribution Scenario s These alternatives require different packaging of functions into products, as shown in figure 7. page: 3
5 4A "Thin Servers" portable media- screen 4C "All-in-one" Home server portable media- screen re- ceiver game console re- ceiver game console ADSL 2 ADSL 2 4B "All-in-one" portable media- screen 4D "Modular" portable media- screen re- ceiver game console re- ceiver game console ADSL 2 ADSL 2 2 Figure 7: Product Packaging Options 1.2 Technology trends The major trend for electronic devices is Moore s law, roughly stating that the available amount of istors in an integrated circuit doubles every 18 months. Devices based on IC s follow this trend. Figure 8 shows the growth of the amount of memory in s From: COPA tutorial, Rob van Ommering 1 kb Moore's law MB 64 kb Figure 8: Moore s law The amount of software in products, measured as lines of code, more or less follows Moore s law. Unfortunately the software engineering discipline did not proceed at the same rate, which is reflected by a fault metric expressed as fault per thousand lines of code, varying between 1 for very rigid organized producers, to page: 4
6 10 or more for ad hoc products. Typical values for CE type products is 3 faults per 1000 lines of code. See figure 9 for typical values as function of the year. manyears per product typical amount of errors per product Figure 9: Problem: increasing SW size, decreasing reliability? The increase of the amount of software causes many problems: Increase of development cost (Non) availability of skilled engineers Increase of development time, and hence time to market Decrease of product reliability $$ REUSE Promise time Reality Figure 10: The Holy Grail: Reuse Reuse is often presented as the solution for all problems mentioned above. Experience learns that quite the opposite happens in many cases, see [2], the challenge of executing a successful reuse program is often severely underestimated. The most common root-cause of reuse failure is the mistake to see reuse as a goal rather than a means. page: 5
7 1.3 Example Television An example of a new product is a digital television, which is the merger of a set box and a television. This television can directly connect to a digital cable infra and offer services provided by cable or content providers. One of realizing such a system is to declare the reuse of existing software, integrate all this software on a single hardware and to support this hardware factor out the lower software layers. Figure 11 shows the simplistic architecting to achieve this merger. analog box applications domain Computing HW 3 rd party stack(s) Top Box Platform Top Box Top Box functions MHP Computing HW Merge applications domain UI 3 rd party stack(s) Top Box functions Top Box Platform MHP glue Video Platform SW Video Platform SW Top Box Computing HW Video Platform Top Box Computing HW Figure 11: Simplistic Architecting: Figure 12 shows the rationale behind the reuse of existing software packages. The cumulative effort of the software involved exceeds 500 manyears. UI applications domain >100 Myr >200 Myr >100 Myr glue Video Platform SW Top Box 3 rd party stack(s) Top Box functions Top Box Platform MHP >100 Myr Computing HW "Legacy" code > 500 Myr Figure 12: Available Code Assets page: 6
8 2 Architectural Refactoring Combining existing software packages is mostly difficult due to architectural mismatches. Different design approaches with respect to exception handling, resource management, control hierarchy, configuration management et cetera, which prohibit straightforward merging. The solution is adding lots of code, in the form of wrappers, lators and so on, while this additional code adds complexity, it does not add any end-user value. Performance and resource usage are most often far from optimal after a merger. Amazingly many people start worrying about duplication of functionality when merging, while this is the least of a problem in practice. This concern is the cause of reuse initiatives, which address the wrong (non-existing) problem: duplication, while the serious architectural problems are not addressed. Architectural mismatch : wrappers, lators, conflicting controls additional code and complexity, no added value tuner UI MPEG tuner UI MPEG Poor performance; additional resource usage Problems Architecture Reuse Duplication non problem Figure 13: Merge problems The proposed solution to this set of problems is architectural refactoring. Architectural refactoring is an incremental approach, putting a lot of emphasis on feedback. Two major criteria to get feedback on are: How well does the current architecture support today s product needs? How well will the architecture evolve to follow the market dynamics? In every increment to the market both concerns should be addresses, which lates in clear business goals (product, functions, value proposition) and clear refactoring goals fitting in a limited investment. The refactoring goals should be based on a longer term architecture vision, see 14. Examples of Refactoring goals can be seen in figure 15. These refactoring goals should be sufficiently SMART to be used as feedback criterium. page: 7
9 Refactoring clear product clear value proposition within short term business goals with limited but substantial refactoring goals feedback on direction limited investment based on long term architecture vision Figure 14: Solution: Architectural Refactoring Note: many refactoring projects spend lots of effort, while critical review afterwards does not show any improvement. Often loss of goal or focus is the basis for such a disaster. + Decrease Code Size + Decrease Resource Usage * power * memory * silicon area Quality Improvement investment as percentage of total budget 20% 10% 0% + Increase Performance * response time * throughput + Increase quality * decrease fault density time Figure 15: Example of Refactoring Goals Architectural refactoring looks at all architectural aspects, from functions and to selection of mechanisms and technologies. Code refactoring, well known from extreme programming [1], plays a role at a much more microscopic level. See figure 16 which shows both s of refactoring side by side. Some code refactoring requires an update of the architecture. At the other hand architectural changes quite often have a significant software impact. 2.1 Prerequisites for effective architectural refactoring Frequent feedback Understanding of the problem as well as the solution is key to being effective. Learning via feedback is a quick of building up this understanding. Waterfall methods all suffer from late feedback, see figure 17 for a visualization of the influence of feedback frequency on project elapsed time. page: 8
10 Architectural Refactoring Function, Structure, Rationale Code Refactoring old new optimize() add(a) remove() move() accelarate() add(a) remove() Mechanisms, Technologies old return( error ) free, alloc raise( exception ) old new optimize() add(a) remove() move() accelarate() new garbage collection Figure 16: Architectural and Code refactoring Awareness of dynamics The world is highly dynamic, the markets and applications change rapidly, while the famous law of Moore shows the incredible speed of technological developments. Unfortunately most people believe in stability and are biased towards stabilizing architectures. Architectures and their implementations are sandwiched between the fast moving market at one side and technology improvements at the other side. Since both sides change quite rapidly, the architecture and its implementation will have to change in response, see figure 18. The evolution of a is illustrated in figure 19 by showing the change in the Easyvision [4] in the period It is clearly visible that every generation doubles the amount of code, while at the same time half of the existing code base is touched by changes. Long Term Vision In order to set refactoring goals it is useful to have a long term vision on the architecture. Such a long term vision may be quite ambitious. The ambition of the vision will be balanced by the pragmatics of short term business goals and limited investments in improvement. Figure 20 shows an example of a long term vision, where a framework is foreseen, which decouples 6 design and implementation concerns: applications page: 9
11 stepsize: elapsed time 3 months 25 months 2 months 12 months 1 month 8 months Target Target Target Start Start Start Small feedback cycles result in Faster Time to Market Figure 17: Frequent feedback results in faster results and a shorter path to the result services personalization configuration infra domain infra The actual implementation will not have such a level of decoupling for a long time, the penalty in effort, resource usage and many other aspects will be prohibitive for a long time. Nevertheless the decoupling will become crucial if the variety of products is really very large and dynamic. page: 10
12 Dynamic Market How stable is a or an architecture? Architecture Components Platform Fast changing Technology Figure 18: Myth: Platforms are Stable Change Growth Last changed in: rd generation components are mature, active maintenance needed. Growth and change continues, some "old" components become obsolete Figure 19: Platform Evolution (Easyvision ) page: 11
13 Applications Services personalization i.e. tunes, themes Framework Reference Architecture Configuration i.e. Internationalization Computing Infra Domain Infra Long Term Vision: Reference Architecture + Sample implementation of Framework and Components Figure 20: Example Long Term Vision page: 12
14 3 Conclusion Figure 21 shows how not to work towards the future: Don t merge blindly Don t a priori declare SW to be reusable ADSL receiver game console 2 Opportunistic Legacy Integration portable mediascreen receiver Proclaimed reuse applications domain UI Top 3 rd Box party MHP functions stack(s) Infra Top Box Platform glue Video Platform SW Top Box Computing HW Figure 21: Don t do While figure 22 illustrates architectural refactoring, applied on the example of a digital television. The steps taken here are: From to Hybrid. The conventional is refactored to use a more modern HW, while the lower layer is factored out. The set box is physically integrated in the television, while at software level both applications are pragmatically interfaced. From Hybrid to. More hardware is shared between the part and the set box part of the system, with as refactoring goals: reduction of resource usage and enabling a more harmonized user interface. The set box is redesigned to make this possible. From to All-in-one. The infra is simplified (reduce lines of count), while the next legacy application is merged in: storage. 4 Acknowledgements Lex Heerink patiently listened to the presentation and provided valuable feedback. page: 13
15 Hybrid applications domain Computin g HW applications domain Video Platform SW Computin g HW Top M 3 rd party Box H stack(s) functions P Top Box Platform Top Box Computing HW UI applications Top M 3 rd party Box functions H stack(s) P domain Top Box Platform Video Platform SW Top Box Computing HW re- ceiver portable media- screen game console "All-in-one" combi UI ADSL 2 applications Top Box M 3 rd party functions H stack(s) P domain Top Box Platform Video Platform SW Top Box Computing HW Storage applications Storage srvices storage domain HW References Figure 22: Conclusion: Refactoring the Architecture is a must [1] Kent Beck. Extreme Programming Explained: Embrace Change. Addison- Wesley, Reading, MA, [2]. Product families and generic aspects. gaudisite.nl/genericdevelopmentspaper.pdf, [3]. The system architecture homepage. gaudisite.nl/index.html, [4]. Case study: Medical imaging; from toolbox to product to. pdf, History Version: 1.3, date: June 13, 2002 changed by: minor change Version: 1.2, date: September 12, 2001 changed by: page: 14
16 "long term vision" sheet added to presentation Version: 1.1, date: September 6, 2001 changed by: Created, no changelog yet page: 15
From Legacy to State-of-the-art; Architectural Refactoring
applications domain platform domain HW computing Infra- structure Computin g HW applications domain platform domain HW computing Infra- structure Digital Video Platform SW Computin g HW 3 rd party stack(s)
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