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Saturday, July 28, 2018

Method to replace silicon with carbon nanotubes developed by IBM Research

Could work down to the 1.8 nanometer node in the future
October 2, 2015
Original link:  http://www.kurzweilai.net/method-to-replace-silicon-with-carbon-nanotubes-developed-by-ibm-research
Schematic of a set of molybdenum (M0) end-contacted
nanotube transistors (credit: Qing Cao et al./Science)

IBM Research has announced a “major engineering breakthrough” that could lead to carbon nanotubes replacing silicon transistors in future computing technologies.

As transistors shrink in size, electrical resistance increases within the contacts, which impedes performance. So IBM researchers invented a metallurgical process similar to microscopic welding that chemically binds the contact’s metal (molybdenum) atoms to the carbon atoms at the ends of nanotubes.

The new method promises to shrink transistor contacts without reducing performance of carbon-nanotube devices, opening a pathway to dramatically faster, smaller, and more powerful computer chips beyond the capabilities of traditional silicon semiconductors.

“This is the kind of breakthrough that we’re committed to making at IBM Research via our $3 billion investment over 5 years in research and development programs aimed a pushing the limits of chip technology,” said Dario Gil, VP, Science & Technology, IBM Research. “Our aim is to help IBM produce high-performance systems capable of handling the extreme demands of new data analytics and cognitive computing applications.”

The development was reported today in the October 2 issue of the journal Science.

Overcoming contact resistance

Schematic of carbon nanotube transistor contacts. Left: High-
resistance side-bonded contact, where the single-wall
nanotube (SWNT) (black tube) is partially covered by the
metal molybdenum (Mo) (purple dots). Right: low-resistance
end-bonded contact, where the SWNT is attached to the
 molybdenum electrode through carbide bonds, while the
carbon atoms (black dots) from the originally covered portion
of the SWNT uniformly diffuse out into the Mo electrode
(credit: Qing Cao et al./Science)

The new “end-bonded contact scheme” allows carbon-nanotube contacts to be shrunken down to below 10 nanometers without deteriorating performance. IBM says the scheme could overcome contact resistance challenges all the way to the 1.8 nanometer node and replace silicon with carbon nanotubes.

Silicon transistors have been made smaller year after year, but they are approaching a point of physical limitation. With Moore’s Law running out of steam, shrinking the size of the transistor — including the channels and contacts — without compromising performance has been a challenge for researchers for decades.

Single wall carbon nanotube (credit: IBM)

IBM has previously shown that carbon nanotube transistors can operate as excellent switches at channel dimensions of less than ten nanometers, which is less than half the size of today’s leading silicon technology. Electrons in carbon transistors can move more easily than in silicon-based devices and use less power.

Carbon nanotubes are also flexible and transparent, making them useful for flexible and stretchable electronics or sensors embedded in wearables.

IBM acknowledges that several major manufacturing challenges still stand in the way of commercial devices based on nanotube transistors.

Earlier this summer, IBM unveiled the first 7 nanometer node silicon test chip, pushing the limits of silicon technologies. 

Structured programming

From Wikipedia, the free encyclopedia
 
Structured programming is a programming paradigm aimed at improving the clarity, quality, and development time of a computer program by making extensive use of the structured control flow constructs of selection (if/then/else) and repetition (while and for), block structures, and subroutines in contrast to using simple tests and jumps such as the go to statement, which can lead to "spaghetti code" that is potentially difficult to follow and maintain.

It emerged in the late 1950s with the appearance of the ALGOL 58 and ALGOL 60 programming languages,[1] with the latter including support for block structures. Contributing factors to its popularity and widespread acceptance, at first in academia and later among practitioners, include the discovery of what is now known as the structured program theorem in 1966,[2] and the publication of the influential "Go To Statement Considered Harmful" open letter in 1968 by Dutch computer scientist Edsger W. Dijkstra, who coined the term "structured programming".[3]

Structured programming is most frequently used with deviations that allow for clearer programs in some particular cases, such as when exception handling has to be performed.

Elements

Control structures

Following the structured program theorem, all programs are seen as composed of control structures:
  • "Sequence"; ordered statements or subroutines executed in sequence.
  • "Selection"; one or a number of statements is executed depending on the state of the program. This is usually expressed with keywords such as if..then..else..endif.
  • "Iteration"; a statement or block is executed until the program reaches a certain state, or operations have been applied to every element of a collection. This is usually expressed with keywords such as while, repeat, for or do..until. Often it is recommended that each loop should only have one entry point (and in the original structural programming, also only one exit point, and a few languages enforce this).
  • "Recursion"; a statement is executed by repeatedly calling itself until termination conditions are met. While similar in practice to iterative loops, recursive loops may be more computationally efficient, and are implemented differently as a cascading stack.
Graphical representation of the three basic patterns — 
sequence, selection, and repetition — using NS diagrams (blue)
and flow charts (green).

Subroutines

Subroutines; callable units such as procedures, functions, methods, or subprograms are used to allow a sequence to be referred to by a single statement.

Blocks

Blocks are used to enable groups of statements to be treated as if they were one statement. Block-structured languages have a syntax for enclosing structures in some formal way, such as an if-statement bracketed by if..fi as in ALGOL 68, or a code section bracketed by BEGIN..END, as in PL/I and Pascal, whitespace indentation as in Python - or the curly braces {...} of C and many later languages.

Structured programming languages

It is possible to do structured programming in any programming language, though it is preferable to use something like a procedural programming language. Some of the languages initially used for structured programming include: ALGOL, Pascal, PL/I and Ada, but most new procedural programming languages since that time have included features to encourage structured programming, and sometimes deliberately left out features – notably GOTO – in an effort to make unstructured programming more difficult. Structured programming (sometimes known as modular programming) enforces a logical structure on the program being written to make it more efficient and easier to understand and modify.

History

Theoretical foundation

The structured program theorem provides the theoretical basis of structured programming. It states that three ways of combining programs—sequencing, selection, and iteration—are sufficient to express any computable function. This observation did not originate with the structured programming movement; these structures are sufficient to describe the instruction cycle of a central processing unit, as well as the operation of a Turing machine. Therefore, a processor is always executing a "structured program" in this sense, even if the instructions it reads from memory are not part of a structured program. However, authors usually credit the result to a 1966 paper by Böhm and Jacopini, possibly because Dijkstra cited this paper himself.[4] The structured program theorem does not address how to write and analyze a usefully structured program. These issues were addressed during the late 1960s and early 1970s, with major contributions by Dijkstra, Robert W. Floyd, Tony Hoare, Ole-Johan Dahl, and David Gries.

Debate

P. J. Plauger, an early adopter of structured programming, described his reaction to the structured program theorem:
Us converts waved this interesting bit of news under the noses of the unreconstructed assembly-language programmers who kept trotting forth twisty bits of logic and saying, 'I betcha can't structure this.' Neither the proof by Böhm and Jacopini nor our repeated successes at writing structured code brought them around one day sooner than they were ready to convince themselves.[5]
Donald Knuth accepted the principle that programs must be written with provability in mind, but he disagreed (and still disagrees[citation needed]) with abolishing the GOTO statement. In his 1974 paper, "Structured Programming with Goto Statements",[6] he gave examples where he believed that a direct jump leads to clearer and more efficient code without sacrificing provability. Knuth proposed a looser structural constraint: It should be possible to draw a program's flow chart with all forward branches on the left, all backward branches on the right, and no branches crossing each other. Many of those knowledgeable in compilers and graph theory have advocated allowing only reducible flow graphs[when defined as?].[who?]

Structured programming theorists gained a major ally in the 1970s after IBM researcher Harlan Mills applied his interpretation of structured programming theory to the development of an indexing system for The New York Times research file. The project was a great engineering success, and managers at other companies cited it in support of adopting structured programming, although Dijkstra criticized the ways that Mills's interpretation differed from the published work.[citation needed]

As late as 1987 it was still possible to raise the question of structured programming in a computer science journal. Frank Rubin did so in that year with an open letter titled ""GOTO considered harmful" considered harmful".[7] Numerous objections followed, including a response from Dijkstra that sharply criticized both Rubin and the concessions other writers made when responding to him.

Outcome

By the end of the 20th century nearly all computer scientists were convinced that it is useful to learn and apply the concepts of structured programming. High-level programming languages that originally lacked programming structures, such as FORTRAN, COBOL, and BASIC, now have them.

Common deviations

While goto has now largely been replaced by the structured constructs of selection (if/then/else) and repetition (while and for), few languages are purely structured. The most common deviation, found in many languages, is the use of a return statement for early exit from a subroutine. This results in multiple exit points, instead of the single exit point required by structured programming. There are other constructions to handle cases that are awkward in purely structured programming.

Early exit

The most common deviation from structured programming is early exit from a function or loop. At the level of functions, this is a return statement. At the level of loops, this is a break statement (terminate the loop) or continue statement (terminate the current iteration, proceed with next iteration). In structured programming, these can be replicated by adding additional branches or tests, but for returns from nested code this can add significant complexity. C is an early and prominent example of these constructs. Some newer languages also have "labeled breaks", which allow breaking out of more than just the innermost loop. Exceptions also allow early exit, but have further consequences, and thus are treated below.

Multiple exits can arise for a variety of reasons, most often either that the subroutine has no more work to do (if returning a value, it has completed the calculation), or has encountered "exceptional" circumstances that prevent it from continuing, hence needing exception handling.

The most common problem in early exit is that cleanup or final statements are not executed – for example, allocated memory is not deallocated, or open files are not closed, causing memory leaks or resource leaks. These must be done at each return site, which is brittle and can easily result in bugs. For instance, in later development, a return statement could be overlooked by a developer, and an action which should be performed at the end of a subroutine (e.g., a trace statement) might not be performed in all cases. Languages without a return statement, such as standard Pascal, do not have this problem.

Most modern languages provide language-level support to prevent such leaks;[8] see detailed discussion at resource management. Most commonly this is done via unwind protection, which ensures that certain code is guaranteed to be run when execution exits a block; this is a structured alternative to having a cleanup block and a goto. This is most often known as try...finally, and considered a part of exception handling. Various techniques exist to encapsulate resource management. An alternative approach, found primarily in C++, is Resource Acquisition Is Initialization, which uses normal stack unwinding (variable deallocation) at function exit to call destructors on local variables to deallocate resources.

Kent Beck, Martin Fowler and co-authors have argued in their refactoring books that nested conditionals may be harder to understand than a certain type of flatter structure using multiple exits predicated by guard clauses. Their 2009 book flatly states that "one exit point is really not a useful rule. Clarity is the key principle: If the method is clearer with one exit point, use one exit point; otherwise don’t". They offer a cookbook solution for transforming a function consisting only of nested conditionals into a sequence of guarded return (or throw) statements, followed by a single unguarded block, which is intended to contain the code for the common case, while the guarded statements are supposed to deal with the less common ones (or with errors).[9] Herb Sutter and Andrei Alexandrescu also argue in their 2004 C++ tips book that the single-exit point is an obsolete requirement.[10]

In his 2004 textbook, David Watt writes that "single-entry multi-exit control flows are often desirable". Using Tennent's framework notion of sequencer, Watt uniformly describes the control flow constructs found in contemporary programming languages and attempts to explain why certain types of sequencers are preferable to others in the context of multi-exit control flows. Watt writes that unrestricted gotos (jump sequencers) are bad because the destination of the jump is not self-explanatory to the reader of a program until the reader finds and examines the actual label or address that is the target of the jump. In contrast, Watt argues that the conceptual intent of a return sequencer is clear from its own context, without having to examine its destination. Watt writes that a class of sequencers known as escape sequencers, defined as a "sequencer that terminates execution of a textually enclosing command or procedure", encompasses both breaks from loops (including multi-level breaks) and return statements. Watt also notes that while jump sequencers (gotos) have been somewhat restricted in languages like C, where the target must be an inside the local block or an encompassing outer block, that restriction alone is not sufficient to make the intent of gotos in C self-describing and so they can still produce "spaghetti code". Watt also examines how exception sequencers differ from escape and jump sequencers; this is explained in the next section of this article.[11]

In contrast to the above, Bertrand Meyer wrote in his 2009 textbook that instructions like break and continue "are just the old goto in sheep's clothing" and strongly advised against their use.[12]

Exception handling

Based on the coding error from the Ariane 501 disaster, software developer Jim Bonang argues that any exceptions thrown from a function violate the single-exit paradigm, and proposes that all inter-procedural exceptions should be forbidden. In C++ syntax, this is done by declaring all function signatures as noexcept (since C++11) or throw().[13] Bonang proposes that all single-exit conforming C++ should be written along the lines of:

bool myCheck1() throw()
{
  bool success = false;

  try 
  {
    // do something that may throw exceptions
    if(myCheck2() == false) 
    {
        throw SomeInternalException();
    }

    // other code similar to the above
    success = true;
  }

  catch(...)
  {
      // all exceptions caught and logged
  }

  return success;
}

Peter Ritchie also notes that, in principle, even a single throw right before the return in a function constitutes a violation of the single-exit principle, but argues that Dijkstra's rules were written in a time before exception handling became a paradigm in programming languages, so he proposes to allow any number of throw points in addition to a single return point. He notes that solutions which wrap exceptions for the sake of creating a single-exit have higher nesting depth and thus are more difficult to comprehend, and even accuses those who propose to apply such solutions to programming languages which support exceptions of engaging in cargo cult thinking.[14]

David Watt also analyzes exception handling in the framework of sequencers (introduced in this article in the previous section on early exits.) Watt notes that an abnormal situation (generally exemplified with arithmetic overflows or input/output failures like file not found) is a kind of error that "is detected in some low-level program unit, but [for which] a handler is more naturally located in a high-level program unit". For example, a program might contain several calls to read files, but the action to perform when a file is not found depends on the meaning (purpose) of the file in question to the program and thus a handling routine for this abnormal situation cannot be located in low-level system code. Watts further notes that introducing status flags testing in the caller, as single-exit structured programming or even (multi-exit) return sequencers would entail, results in a situation where "the application code tends to get cluttered by tests of status flags" and that "the programmer might forgetfully or lazily omit to test a status flag. In fact, abnormal situations represented by status flags are by default ignored!" He notes that in contrast to status flags testing, exceptions have the opposite default behavior, causing the program to terminate unless the programmer explicitly deals with the exception in some way, possibly by adding code to willfully ignore it. Based on these arguments, Watt concludes that jump sequencers or escape sequencers (discussed in the previous section) aren't as suitable as a dedicated exception sequencer with the semantics discussed above.[15]

The textbook by Louden and Lambert emphasizes that exception handling differs from structured programming constructs like while loops because the transfer of control "is set up at a different point in the program than that where the actual transfer takes place. At the point where the transfer actually occurs, there may be no syntactic indication that control will in fact be transferred."[16] Computer science professor Arvind Kumar Bansal also notes that in languages which implement exception handling, even control structures like for, which have the single-exit property in absence of exceptions, no longer have it in presence of exceptions, because an exception can prematurely cause an early exit in any part of the control structure; for instance if init() throws an exception in for (init(); check(); increm()), then the usual exit point after check() is not reached.[17] Citing multiple prior studies by others (1999-2004) and their own results, Westley Weimer and George Necula wrote that a significant problem with exceptions is that they "create hidden control-flow paths that are difficult for programmers to reason about".[18]:8:27

The necessity to limit code to single-exit points appears in some contemporary programming environments focused on parallel computing, such as OpenMP. The various parallel constructs from OpenMP, like parallel do, do not allow early exits from inside to the outside of the parallel construct; this restriction includes all manner of exits, from break to C++ exceptions, but all of these are permitted inside the parallel construct if the jump target is also inside it.[19]

Multiple entry

More rarely, subprograms allow multiple entry. This is most commonly only re-entry into a coroutine (or generator/semicoroutine), where a subprogram yields control (and possibly a value), but can then be resumed where it left off. There are a number of common uses of such programming, notably for streams (particularly input/output), state machines, and concurrency. From a code execution point of view, yielding from a coroutine is closer to structured programming than returning from a subroutine, as the subprogram has not actually terminated, and will continue when called again – it is not an early exit. However, coroutines mean that multiple subprograms have execution state – rather than a single call stack of subroutines – and thus introduce a different form of complexity.
It is very rare for subprograms to allow entry to an arbitrary position in the subprogram, as in this case the program state (such as variable values) is uninitialized or ambiguous, and this is very similar to a goto.

State machines

Some programs, particularly parsers and communications protocols, have a number of states that follow each other in a way that is not easily reduced to the basic structures, and some programmers implement the state-changes with a jump to the new state. This type of state-switching is often used in the Linux kernel.[citation needed]

However, it is possible to structure these systems by making each state-change a separate subprogram and using a variable to indicate the active state (see trampoline). Alternatively, these can be implemented via coroutines, which dispense with the trampoline.

Overcoming transistor miniaturization limits due to ‘quantum tunneling’

Breakthrough could jumpstart further miniaturization of transistors, possibly extending Moore's law
June 7, 2018
Original link:  http://www.kurzweilai.net/overcoming-transistor-miniaturization-limits-due-to-quantum-tunneling
An illustration of a single-molecule device that blocks leakage current in a transistor (yellow: gold transistor electrodes) (credit: Haixing Li/Columbia Engineering)

A team of researchers at Columbia Engineering and associates* have synthesized a molecule that could overcome a major physical limit to miniaturizing computer transistors at the nanometer scale (under about 3 nanometers) — caused by “leakage current.”

Leakage current between two metal transistor electrodes results when the gap between the electrodes narrows to the point that electrons are no longer contained by their barriers — a phenomenon known as quantum tunneling.

The researchers synthesized the first molecule** capable of insulating (preventing electron flow) at the nanometer scale more effectively than a vacuum barrier (the traditional approach). The molecule bridges the nanometer gap between two metal electrodes.

Constructive interference (left) between two waves increases the resulting wave; destructive interference (right) decreases the resulting wave. (credit: Wikipedia)

The silicon-based molecule design uses “destructive quantum interference,” which occurs when the peaks and valleys of two waves are placed exactly out of phase, annulling oscillation.

“We’ve reached the point where it’s critical for researchers to develop creative solutions for redesigning insulators. Our molecular strategy represents a new design principle for classic devices, with the potential to support continued miniaturization in the near term,” said Columbia Engineering physicist Latha Venkataraman, Ph.D.

The research bucks the trend of most research in transistor miniaturization, which aims to create highly conducting contact electrodes, typically using carbon nanotubes (see “Method to replace silicon with carbon nanotubes developed by IBM Research”).

* Other researchers on the team were from Columbia University Department of Chemistry, Shanghai Normal University, and the University of Copenhagen.

** The molecule is bicyclo[2.2.2]octasilane.

Software architecture

From Wikipedia, the free encyclopedia
 
Software architecture refers to the high level structures of a software system, the discipline of creating such structures, and system. Each structure comprises software elements, relations among them, and properties of both elements and relations. The architecture of a software system is a metaphor, analogous to the architecture of a building. It functions as a blueprint for the system and the developing project, laying out the tasks necessary to be executed by the design teams.

Software architecture is about making fundamental structural choices which are costly to change once implemented. Software architecture choices include specific structural options from possibilities in the design of software. For example, the systems that controlled the space shuttle launch vehicle had the requirement of being very fast and very reliable. Therefore, an appropriate real-time computing language would need to be chosen. Additionally, to satisfy the need for reliability the choice could be made to have multiple redundant and independently produced copies of the program, and to run these copies on independent hardware while cross-checking results.

Documenting software architecture facilitates communication between stakeholders, captures early decisions about the high-level design, and allows reuse of design components between projects.

Scope

Opinions vary as to the scope of software architectures:[5]
  • Overall, macroscopic system structure;[6] this refers to architecture as a higher level abstraction of a software system that consists of a collection of computational components together with connectors that describe the interaction between these components.
  • The important stuff—whatever that is;[7] this refers to the fact that software architects should concern themselves with those decisions that have high impact on the system and its stakeholders.
  • That which is fundamental to understanding a system in its environment"[8]
  • Things that people perceive as hard to change;[7] since designing the architecture takes place at the beginning of a software system's lifecycle, the architect should focus on decisions that "have to" be right the first time. Following this line of thought, architectural design issues may become non-architectural once their irreversibility can be overcome.
  • A set of architectural design decisions;[9] software architecture should not be considered merely a set of models or structures, but should include the decisions that lead to these particular structures, and the rationale behind them. This insight has led to substantial research into software architecture knowledge management.[10]
There is no sharp distinction between software architecture versus design and requirements engineering (see Related fields below). They are all part of a "chain of intentionality" from high-level intentions to low-level details.[11]:18

Characteristics

Software architecture exhibits the following:

Multitude of stakeholders: software systems have to cater to a variety of stakeholders such as business managers, owners, users, and operators. These stakeholders all have their own concerns with respect to the system. Balancing these concerns and demonstrating how they are addressed is part of designing the system.[4]:29–31 This implies that architecture involves dealing with a broad variety of concerns and stakeholders, and has a multidisciplinary nature.

Separation of concerns: the established way for architects to reduce complexity is to separate the concerns that drive the design. Architecture documentation shows that all stakeholder concerns are addressed by modeling and describing the architecture from separate points of view associated with the various stakeholder concerns.[12] These separate descriptions are called architectural views (see for example the 4+1 Architectural View Model).

Quality-driven: classic software design approaches (e.g. Jackson Structured Programming) were driven by required functionality and the flow of data through the system, but the current insight[4]:26–28 is that the architecture of a software system is more closely related to its quality attributes such as fault-tolerance, backward compatibility, extensibility, reliability, maintainability, availability, security, usability, and other such –ilities. Stakeholder concerns often translate into requirements on these quality attributes, which are variously called non-functional requirements, extra-functional requirements, behavioral requirements, or quality attribute requirements.

Recurring styles: like building architecture, the software architecture discipline has developed standard ways to address recurring concerns. These "standard ways" are called by various names at various levels of abstraction. Common terms for recurring solutions are architectural style,[11]:273–277 tactic,[4]:70–72 reference architecture[13][14] and architectural pattern.[4]:203–205

Conceptual integrity: a term introduced by Fred Brooks in The Mythical Man-Month to denote the idea that the architecture of a software system represents an overall vision of what it should do and how it should do it. This vision should be separated from its implementation. The architect assumes the role of "keeper of the vision", making sure that additions to the system are in line with the architecture, hence preserving conceptual integrity.[15]:41–50

Cognitive constraints: an observation first made in a 1967 paper by computer programmer Melvin Conway that organizations which design systems are constrained to produce designs which are copies of the communication structures of these organizations. As with conceptual integrity, it was Fred Brooks who introduced it to a wider audience when he cited the paper and the idea in his elegant classic The Mythical Man-Month, calling it "Conway's Law."

Motivation

Software architecture is an "intellectually graspable" abstraction of a complex system.[4]:5–6 This abstraction provides a number of benefits:
  • It gives a basis for analysis of software systems' behavior before the system has been built.[2] The ability to verify that a future software system fulfills its stakeholders' needs without actually having to build it represents substantial cost-saving and risk-mitigation.[16] A number of techniques have been developed to perform such analyses, such as ATAM.
  • It provides a basis for re-use of elements and decisions.[2][4]:35 A complete software architecture or parts of it, like individual architectural strategies and decisions, can be re-used across multiple systems whose stakeholders require similar quality attributes or functionality, saving design costs and mitigating the risk of design mistakes.
  • It supports early design decisions that impact a system's development, deployment, and maintenance life.[4]:31 Getting the early, high-impact decisions right is important to prevent schedule and budget overruns.
  • It facilitates communication with stakeholders, contributing to a system that better fulfills their needs.[4]:29–31 Communicating about complex systems from the point of view of stakeholders helps them understand the consequences of their stated requirements and the design decisions based on them. Architecture gives the ability to communicate about design decisions before the system is implemented, when they are still relatively easy to adapt.
  • It helps in risk management. Software architecture helps to reduce risks and chance of failure.[11]:18
  • It enables cost reduction. Software architecture is a means to manage risk and costs in complex IT projects.[17]

History

The comparison between software design and (civil) architecture was first drawn in the late 1960s,[18] but the term software architecture became prevalent only in the beginning of the 1990s.[19] The field of computer science had encountered problems associated with complexity since its formation.[20] Earlier problems of complexity were solved by developers by choosing the right data structures, developing algorithms, and by applying the concept of separation of concerns. Although the term "software architecture" is relatively new to the industry, the fundamental principles of the field have been applied sporadically by software engineering pioneers since the mid-1980s. Early attempts to capture and explain software architecture of a system were imprecise and disorganized, often characterized by a set of box-and-line diagrams. [21]

Software architecture as a concept has its origins in the research of Edsger Dijkstra in 1968 and David Parnas in the early 1970s. These scientists emphasized that the structure of a software system matters and getting the structure right is critical. During the 1990s there was a concerted effort to define and codify fundamental aspects of the discipline, with research work concentrating on architectural styles (patterns), architecture description languages, architecture documentation, and formal methods.[22]

Research institutions have played a prominent role in furthering software architecture as a discipline. Mary Shaw and David Garlan of Carnegie Mellon wrote a book titled Software Architecture: Perspectives on an Emerging Discipline in 1996, which promoted software architecture concepts such as components, connectors, and styles. The University of California, Irvine's Institute for Software Research's efforts in software architecture research is directed primarily in architectural styles, architecture description languages, and dynamic architectures.

IEEE 1471-2000, Recommended Practice for Architecture Description of Software-Intensive Systems, was the first formal standard in the area of software architecture. It was adopted in 2007 by ISO as ISO/IEC 42010:2007. In November 2011, IEEE 1471–2000 was superseded by ISO/IEC/IEEE 42010:2011, Systems and software engineering — Architecture description (jointly published by IEEE and ISO).[12]

While in IEEE 1471, software architecture was about the architecture of "software-intensive systems", defined as "any system where software contributes essential influences to the design, construction, deployment, and evolution of the system as a whole", the 2011 edition goes a step further by including the ISO/IEC 15288 and ISO/IEC 12207 definitions of a system, which embrace not only hardware and software, but also "humans, processes, procedures, facilities, materials and naturally occurring entities". This reflects the relationship between software architecture, enterprise architecture and solution architecture.

Architecture activities

There are many activities that a software architect performs. A software architect typically works with project managers, discusses architecturally significant requirements with stakeholders, designs a software architecture, evaluates a design, communicates with designers and stakeholders, documents the architectural design and more.[23] There are four core activities in software architecture design.[24] These core architecture activities are performed iteratively and at different stages of the initial software development life-cycle, as well as over the evolution of a system.

Architectural analysis is the process of understanding the environment in which a proposed system or systems will operate and determining the requirements for the system. The input or requirements to the analysis activity can come from any number of stakeholders and include items such as:
  • what the system will do when operational (the functional requirements)
  • how well the system will perform runtime non-functional requirements such as reliability, operability, performance efficiency, security, compatibility defined in ISO/IEC 25010:2011 standard[25]
  • development-time non-functional requirements such as maintainability and transferability defined in ISO 25010:2011 standard[25]
  • business requirements and environmental contexts of a system that may change over time, such as legal, social, financial, competitive, and technology concerns[26]
The outputs of the analysis activity are those requirements that have a measurable impact on a software system’s architecture, called architecturally significant requirements.[27]

Architectural synthesis or design is the process of creating an architecture. Given the architecturally significant requirements determined by the analysis, the current state of the design and the results of any evaluation activities, the design is created and improved.[24][4]:311–326

Architecture evaluation is the process of determining how well the current design or a portion of it satisfies the requirements derived during analysis. An evaluation can occur whenever an architect is considering a design decision, it can occur after some portion of the design has been completed, it can occur after the final design has been completed or it can occur after the system has been constructed. Some of the available software architecture evaluation techniques include Architecture Tradeoff Analysis Method (ATAM) and TARA.[28] Frameworks for comparing the techniques are discussed in frameworks such as SARA Report[16] and Architecture Reviews: Practice and Experience.[29]

Architecture evolution is the process of maintaining and adapting an existing software architecture to meet changes in requirements and environment. As software architecture provides a fundamental structure of a software system, its evolution and maintenance would necessarily impact its fundamental structure. As such, architecture evolution is concerned with adding new functionality as well as maintaining existing functionality and system behavior.

Architecture requires critical supporting activities. These supporting activities take place throughout the core software architecture process. They include knowledge management and communication, design reasoning and decision making, and documentation.

Architecture supporting activities

Software architecture supporting activities are carried out during core software architecture activities. These supporting activities assist a software architect to carry out analysis, synthesis, evaluation, and evolution. For instance, an architect has to gather knowledge, make decisions and document during the analysis phase.
  • Knowledge management and communication is the act of exploring and managing knowledge that is essential to designing a software architecture. A software architect does not work in isolation. They get inputs, functional and non-functional requirements and design contexts, from various stakeholders; and provides outputs to stakeholders. Software architecture knowledge is often tacit and is retained in the heads of stakeholders. Software architecture knowledge management activity is about finding, communicating, and retaining knowledge. As software architecture design issues are intricate and interdependent, a knowledge gap in design reasoning can lead to incorrect software architecture design.[23][30] Examples of knowledge management and communication activities include searching for design patterns, prototyping, asking experienced developers and architects, evaluating the designs of similar systems, sharing knowledge with other designers and stakeholders, and documenting experience in a wiki page.
  • Design reasoning and decision making is the activity of evaluating design decisions. This activity is fundamental to all three core software architecture activities.[9][31] It entails gathering and associating decision contexts, formulating design decision problems, finding solution options and evaluating tradeoffs before making decisions. This process occurs at different levels of decision granularity while evaluating significant architectural requirements and software architecture decisions, and software architecture analysis, synthesis, and evaluation. Examples of reasoning activities include understanding the impacts of a requirement or a design on quality attributes, questioning the issues that a design might cause, assessing possible solution options, and evaluating the tradeoffs between solutions.
  • Documentation is the act of recording the design generated during the software architecture process. A system design is described using several views that frequently include a static view showing the code structure of the system, a dynamic view showing the actions of the system during execution, and a deployment view showing how a system is placed on hardware for execution. Kruchten's 4+1 view suggests a description of commonly used views for documenting software architecture;[32] Documenting Software Architectures: Views and Beyond has descriptions of the kinds of notations that could be used within the view description.[1] Examples of documentation activities are writing a specification, recording a system design model, documenting a design rationale, developing a viewpoint, documenting views.

Software architecture topics

Software architecture description

Software architecture description involves the principles and practices of modeling and representing architectures, using mechanisms such as: architecture description languages, architecture viewpoints, and architecture frameworks.

Architecture description languages

An architecture description language (ADL) is any means of expression used to describe a software architecture (ISO/IEC/IEEE 42010). Many special-purpose ADLs have been developed since the 1990s, including AADL (SAE standard), Wright (developed by Carnegie Mellon), Acme (developed by Carnegie Mellon), xADL (developed by UCI), Darwin (developed by Imperial College London), DAOP-ADL (developed by University of Málaga), SBC-ADL (developed by National Sun Yat-Sen University), and ByADL (University of L'Aquila, Italy).

Architecture viewpoints


Software architecture descriptions are commonly organized into views, which are analogous to the different types of blueprints made in building architecture. Each view addresses a set of system concerns, following the conventions of its viewpoint, where a viewpoint is a specification that describes the notations, modeling, and analysis techniques to use in a view that express the architecture in question from the perspective of a given set of stakeholders and their concerns (ISO/IEC/IEEE 42010). The viewpoint specifies not only the concerns framed (i.e., to be addressed) but the presentation, model kinds used, conventions used and any consistency (correspondence) rules to keep a view consistent with other views.

Architecture frameworks

An architecture framework captures the "conventions, principles and practices for the description of architectures established within a specific domain of application and/or community of stakeholders" (ISO/IEC/IEEE 42010). A framework is usually implemented in terms of one or more viewpoints or ADLs.

Architectural styles and patterns

An architectural pattern is a general, reusable solution to a commonly occurring problem in software architecture within a given context. Architectural patterns are often documented as software design patterns.
Following traditional building architecture, a 'software architectural style' is a specific method of construction, characterized by the features that make it notable" (architectural style).

There are many recognized architectural patterns and styles, among them:
Some treat architectural patterns and architectural styles as the same,[35] some treat styles as specializations of patterns. What they have in common is both patterns and styles are idioms for architects to use, they "provide a common language"[35] or "vocabulary"[33] with which to describe classes of systems.

Software architecture and agile development

There are also concerns that software architecture leads to too much Big Design Up Front, especially among proponents of agile software development. A number of methods have been developed to balance the trade-offs of up-front design and agility,[36] including the agile method DSDM which mandates a "Foundations" phase during which "just enough" architectural foundations are laid. IEEE Software devoted a special issue[37] to the interaction between agility and architecture.

Software architecture erosion

Software architecture erosion (or "decay") refers to the gap observed between the planned and actual architecture of a software system as realized in its implementation.[38] Software architecture erosion occurs when implementation decisions either do not fully achieve the architecture-as-planned or otherwise violate constraints or principles of that architecture.[2] The gap between planned and actual architectures is sometimes understood in terms of the notion of technical debt.

As an example, consider a strictly layered system, where each layer can only use services provided by the layer immediately below it. Any source code component that does not observe this constraint represents an architecture violation. If not corrected, such violations can transform the architecture into a monolithic block, with adverse effects on understandability, maintainability, and evolvability.

Various approaches have been proposed to address erosion. "These approaches, which include tools, techniques, and processes, are primarily classified into three general categories that attempt to minimize, prevent and repair architecture erosion. Within these broad categories, each approach is further broken down reflecting the high-level strategies adopted to tackle erosion. These are process-oriented architecture conformance, architecture evolution management, architecture design enforcement, architecture to implementation linkage, self-adaptation and architecture restoration techniques consisting of recovery, discovery, and reconciliation."[39]

There are two major techniques to detect architectural violations: reflexion models and domain-specific languages. Reflexion model (RM) techniques compare a high-level model provided by the system's architects with the source code implementation. There are also domain-specific languages with a focus on specifying and checking architectural constraints.

Software architecture recovery

Software architecture recovery (or reconstruction, or reverse engineering) includes the methods, techniques, and processes to uncover a software system's architecture from available information, including its implementation and documentation. Architecture recovery is often necessary to make informed decisions in the face of obsolete or out-of-date documentation and architecture erosion: implementation and maintenance decisions diverging from the envisioned architecture.[40] Practices exist to recover software architecture as Static program analysis. This is a part of subjects covered by the Software Intelligence practice.

Related fields

Design

Architecture is design but not all design is architectural.[1] In practice, the architect is the one who draws the line between software architecture (architectural design) and detailed design (non-architectural design). There are no rules or guidelines that fit all cases, although there have been attempts to formalize the distinction. According to the Intension/Locality Hypothesis,[41] the distinction between architectural and detailed design is defined by the Locality Criterion,[41] according to which a statement about software design is non-local (architectural) if and only if a program that satisfies it can be expanded into a program that does not. For example, the client–server style is architectural (strategic) because a program that is built on this principle can be expanded into a program that is not client–server—for example, by adding peer-to-peer nodes.

Requirements engineering

Requirements engineering and software architecture can be seen as complementary approaches: while software architecture targets the 'solution space' or the 'how', requirements engineering addresses the 'problem space' or the 'what'.[42] Requirements engineering entails the elicitation, negotiation, specification, validation, documentation and management of requirements. Both requirements engineering and software architecture revolve around stakeholder concerns, needs and wishes.
There is considerable overlap between requirements engineering and software architecture, as evidenced for example by a study into five industrial software architecture methods that concludes that "the inputs (goals, constrains, etc.) are usually ill-defined, and only get discovered or better understood as the architecture starts to emerge" and that while "most architectural concerns are expressed as requirements on the system, they can also include mandated design decisions".[24] In short, the choice of required behavior given a particular problem impacts the architecture of the solution that addresses that problem, while at the same time the architectural design may impact the problem and introduce new requirements.[43] Approaches such as the Twin Peaks model[44] aim to exploit the synergistic relation between requirements and architecture.

Other types of 'architecture'

Computer architecture
Computer architecture targets the internal structure of a computer system, in terms of collaborating hardware components such as the CPU – or processor – the bus and the memory.
Systems architecture
The term systems architecture has originally been applied to the architecture of systems that consists of both hardware and software. The main concern addressed by the systems architecture is then the integration of software and hardware in a complete, correctly working device. In another common – much broader – meaning, the term applies to the architecture of any complex system which may be of technical, sociotechnical or social nature.
Enterprise architecture
The goal of enterprise architecture is to "translate business vision and strategy into effective enterprise".[45] Enterprise architecture frameworks, such as TOGAF and the Zachman Framework, usually distinguish between different enterprise architecture layers. Although terminology differs from framework to framework, many include at least a distinction between a business layer, an application (or information) layer, and a technology layer. Enterprise architecture addresses among others the alignment between these layers, usually in a top-down approach.

Operator (computer programming)

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