michael@0: michael@0: michael@0: michael@0: michael@0: michael@0: michael@0: michael@0: Layout High Level design Template michael@0: michael@0: michael@0: michael@0: michael@0: michael@0:

Gecko Layout High Level Design Document Template

michael@0: [Use this template to start your high level design. Replace items in square michael@0: brackets with the appropriate text for your component, class or system.  Keep michael@0: in mind that this is just a general template intended for most designs. michael@0: Your specific design may require different organization or topics - the michael@0: goal is to provide high-level information about the software to the reader.]
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[Component/Class/System Name] High Level Design

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Overview

michael@0: [Provide a descriptive overview of the component, class, or system that michael@0: you are documenting. Describe what the system is supposed to do, where it michael@0: is in the overall system, who the clients are, how it is expected to perform, michael@0: and any other information that is important to convey to somebody interested michael@0: in understanding what the documented system is all about.]
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Data Model

michael@0: [This section describes the classes or components that make up the data michael@0: model for the system being documented. It can include a graphical representation michael@0: of the classes and their relationships to each other (derivation, aggregation, michael@0: ownership, usership, etc.). No implementation details are to be included michael@0: here, but general relationships and inter-relationships should be shown and michael@0: briefly described. The reader should be able to understand the players in michael@0: the system, and the extent to which those players interact with or are related michael@0: to the other players.]
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Class/Component Diagram

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Example Class Diagram michael@0:
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Use Case

michael@0: [Use Cases describe interactions between specific instances of the objects michael@0: or components described in the Data Model.  There will generally be michael@0: use cases for each   interesting runtime interaction between the objects michael@0: in the system. An extremely simple system will have at least one use case michael@0: describing the behavior of the simple system in action, but most systems michael@0: have many use cases corresponding to the any things that the system does. michael@0:  The reader should be able to find the use case (or cases) that correspond michael@0: to the situation they are interested in understanding, and they should be michael@0: able to learn how data flows through the system, what objects are involved, michael@0: how  object and data life-cycles are managed (e.g. where allocations michael@0: ad deallocations occur, and who maintains ownership). This section makes up michael@0: the bulk of the document. It touches on implementations and algorithms, but michael@0: rather than describing them in detail, it stays high-level and links to the michael@0: detailed designs that correspond.]
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[Use Case 1: Component is Created]

michael@0: The component is created by a client with...
michael@0:  [Image could go here if it were interesting enough...]
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[Use Case 2: Component is Destroyed]

michael@0: When the client is finished with the instance they created (or were given michael@0: ownership of) the destroy it by calling...
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[Use Case 3: Component is used to find all invalid links on the page]

michael@0: Descriptive text of how the component is invoked goes here. The other michael@0: components that it uses to carry out its task are shown, and the general michael@0: flow of data is documented.
michael@0: [Picture of the component instance with annotations showing data flow, michael@0: ownership, etc. goes here]
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State Transitions

michael@0: [Where appropriate, the discrete states of a system should be enumerated michael@0: and the transitions between the states defined.  Not all systems require michael@0: full state transition diagrams, but most systems have at least a handful michael@0: of interesting states, and at least a small number of interesting stimuli michael@0: that cause transitions from one state to another.   Of course, classes michael@0: or components that are not stateful have no need for this section.]
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