Course material from my Object-Oriented Development course.This presentation covers the design phase and focuses on a variety of software design principles.
3. Our Process
3
Reminder of object-oriented development
process we are following in this course is that
there are four phases:
Inception
Elaboration
Construction
Transition
Inception El aborati on Construction Transiti on
Each phase consists of one or more iterations 1 2 3 4 5 6 7 8
of the following workflows: Requirem ents
Requirements
Anal y s is
Analysis & Design
Implementation
Des i gn
Test
In this section, we are going to examine the Implement ation
design workflow principally in the context of
the Elaboration and construction phases. T es t
4. Design Workflow
4
In the analysis workflow, the requirements are
analyzed in more detail, so as to begin the
description of the internal structure and behavior of
the proposed system.
In the design workflow, we more fully describe and
model how the internal structure and behavior will
be implemented.
The design workflow is the primary modeling activity of
the last part of the elaboration and first half of the
construction phases.
Source: Arlow and Neustadt, UML and the Unified Process (Addison-Wesley, 2002), p. 249-50.
5. Object-Oriented Design
5
Our analysis model defines what we need to build.
It doesn’t define how the system will be build
Object-oriented design determines how to build.
Object-oriented design bridges the gap between analysis and
implementation.
In the design phase, you :
add detail about user interface,
specify data storage,
add layers,
re-evaluate the responsibilities spelled out in interaction diagrams,
add detail to class diagrams so as to create design classes, and re-
evaluate and
re-factor your initial analysis model using best-practice solutions and
heuristic principles called patterns.
Source: Bennett, McRobb, and Farmer, Object-Oriented Systems Analysis and Design (McGraw Hill, 2002), p. 301.
6. Analysis versus Design
6
The boundary between analysis and design can be
quite vague; they often overlap.
Some software processes merge the analysis and
design stages.
Inreal iterative projects, after an initial design model is
created, the analysis model tends to become redundant
and is no longer maintained.
for smaller projects (under 200 classes), the design
model may be small enough to be understandable, so
a separate analysis model may be unnecessary.
Source: Arlow and Neustadt, UML and the Unified Process (Addison-Wesley, 2002), p. 252-3.
7. System Design and Detailed
7
Design
Design of systems takes place at two levels:
System design
Also called software architecture design.
Concerned with the overall architecture of the system
Detailed design
Also called class design
Concerned with designing individual components to fit this
architecture.
Source: Bennett, McRobb, and Farmer, Object-Oriented Systems Analysis and Design (McGraw Hill, 2002), p. 305.
8. What is Software Architecture?
8
The system design of an application is also referred to
as software architecture.
Software architecture is a shared understanding of a
system's design by the developers on a project.
Commonly this shared understanding is in the form of the
major components of the system and how they interact.
Two key aspects:
It is the highest-level breakdown of a system into its parts.
It is about early decisions that are hard to change after the
system is implemented.
Source: Martin Fowler, Patterns of Enterprise Application Architecture (Addison-Wesley, 2003), p. 2.
9. System Design
9
In system/architectural design, you define the
larger parts of the system and how they relate.
That is, system design is focused on making high-level
decisions concerning the overall structure of the system.
This is accomplished by identifying layers (also called
sub-systems) and allocating classes to them.
10. Layering
10
Layering is perhaps the most common way to
architect a software system.
Layering is a way of organizing your software
design into groups of classes that fulfill a common
purpose.
Source: Frank Buschmann et al, A Pattern of Systems (Wiley, 1996), p. 31-51.
11. Layering
11
The goal of layering is to distribute the functionality of
your software among classes, so that the coupling of a
given class is minimized.
While a layer may have dependencies to another layer’s
interface, it should be independent of other layer's
implementation.
We want to avoid having late changes to a class "ripple"
(cause changes) to a host of other classes.
Layering can thus increase the modularity (and thus
maintainability) of your system.
Different layers can be constructed by different team
members.
Source: Frank Buschmann et al, A Pattern of Systems (Wiley, 1996), p. 31-51.
12. Layering
12
The essential principle of layering is that any
element within a layer depends only on other
elements "beneath" it.
The top layers typically contain either the most
abstraction, or the most variable elements.
Each layer should be loosely coupled to the layers
underneath. Layer 4
Layer 3
Layer 2
Layer 1
Source: Eric Evans, Domain-Driven Design (Addison-Wesley, 2003), p. 69.
13. Open versus Closed Architecture
13
Layer architectures may be open or closed.
Closed architecture minimizes the dependencies
between layers and makes for more independent
layers.
That is, each layer is strongly encapsulated.
Source: Bennett, McRobb, and Farmer, Object-Oriented Systems Analysis and Design (McGraw Hill, 2002), p. 326.
14. Open versus Closed Architecture
14
Open architecture is more efficient but less
maintainable due to the increased dependencies.
Theoretically, a closed layer architecture is best, but
open-layer architectures are much easier to create.
Layer 4 Arrows indicate message flow Layer 4
Layer 3 Layer 3
Layer 2 Layer 2
Layer 1 Layer 1
Closed layer architecture Open layer architecture
Source: Bennett, McRobb, and Farmer, Object-Oriented Systems Analysis and Design (McGraw Hill, 2002), p. 326.
15. Common Layer Architectures
15
Presentation Presentation
Business Logic Application
Data Access Domain
Three layer architecture Data Access
Four layer architecture
View Boundary
Controller Control
Model Entity
MVC architecture BCE architecture
Source: Bennett, McRobb, and Farmer, Object-Oriented Systems Analysis and Design (McGraw Hill, 2002), p. 328-30.
16. Common Layer Architectures I
16
Presentation Layer
Responsible for showing information to the user and
interpreting the user's commands.
Business Layer
Contains all business logic.
Data Access/Persistence Layer
Responsible for interacting with external data sources. All
database related code should reside here.
Presentation
Business
Data Access
17. Common Layer Architectures II
17
«boundary»
Boundary ViewCustomerList
Boundary layer refer to any classes that interact directly with
the actors.
Should only communicate with Control layer classes
Entity ViewCustomerList
Entity layer contain classes that represent objects in the problem
domain. «entity»
Customer
Should have no knowledge of Boundary or Control classes.
Control
Control layer classes coordinate between the boundary and
entity layers.
Customer
Represent the application logic
Often, each use case will have a control class
«control»
Boundary CustomerListController
Control
Entity CustomerListController
18. Common Layer Architectures III
18
Presentation Layer
Responsible for showing information to the user
Presentation
and interpreting the user's commands.
Application Layer Application
Defines the job the software is supposed to do
and directs the domain objects. Domain
Domain Layer Infrastructure
Responsible for representing concepts of the
business.
Infrastructure Layer
Provides technical capabilities that support the
higher layers (e.g., persistence, web services,
general widget drawing, security, etc).
Source: Eric Evans, Domain-Driven Design (Addison-Wesley, 2003), p. 70.
19. Common Layer Architectures IV
19
Presentation Layer Presentation
Responsible for showing information to the user
and interpreting the user's commands. Presentation Helper
Presentation Helper Layer
This layer hides all the complexity of the Service
application layer and it is adapted to the
specific presentation layer implementation . Persistence
Service Layer
The service layer provides a layer of services to Domain
the presentation layer that it can use.
Domain Layer
Responsible for representing concepts of the
business. This layer focuses on concepts or entities
rather than use cases.
Persistence/Data Access Layer
The persistence layer encapsulates the data tier.
Source: Jimmy Nilsson, "A Pure Object-Oriented Object Model," www.vb2themax.com
20. Common Layer Architectures V
20
UI Component Layer UI Component
Responsible for showing information to the user and interpreting the user's
commands using UI components (windows forms, web pages, user controls,
UI Process
etc)
UI Process Layer
Business Process Domain
Infrastructure
Handles validation and navigation between UI components.
Business Process Layer
Business processes reflect the macro-level activities that the business Data Access Components
performs. Examples include order processing, customer support, and
procurement of materials. These business processes are encapsulated by
business workflow components that orchestrate one or more domain objects Data Access Helper
to implement a business process.
Domain/Business Objects Layer
Data Access Components
Data access components isolate the business layer from the details of the
specific data storage solution. Each DAC might provide CRUD (create,
retrieve, update, and delete) capabilities for its data source.
Data Access Helper
Common helper classes used by the DACs.
Infrastructure
Source: Jimmy Nilsson, "A Pure Object-Oriented Object Model," www.vb2themax.com
21. Diagramming Layers
21
«layer» «layer»
User Interface Controllers
«traces»
«boundary» «boundary» «boundary»
Client List Client Details Portfolio List
22. Class Design
22
Concerned with the detailed design of the classes in
the layers and their interactions.
The result will be a detailed specification of the
attributes and operations of all the classes.
Customer Customer
-m_name: String
Analysis class -m_address: String
-m_phone: String
#numCustomers: int
+getName(): String
+getPhone(): String
+setName(name: String): void
+setPhone(phone: String): void
#getNumCustomers(): int
Design class
23. Class Design
23
The static class diagram is always at the focus of
our analysis and design activities, since it indicates
what will be implemented.
As part of the analysis phase, one may have created
several interaction diagrams for most of the important
scenarios in each use case.
As these interaction diagrams are developed, we need
to add the behaviors necessary to model the
responsibilities in these scenarios.
This may be done as part of the analysis model
Or it may be done now in the design phase
24. Class Design
24
A newly-developed system will be extended many
times over its life.
Thus,merely designing an implementation that meets
current requirements is not sufficient.
The design must be flexible enough to permit extension
and reuse.
Source: Charles Richter, Designing Flexible Object-Oriented Systems with UML (Macmillan, 1999), p. 127.
25. Symptoms of Poor Design
25
Rigidity
The design is hard to change
Fragility
The design is easy to break
Immobility
The design is hard to reuse
Repetition
The design is only practical using copy and paste
Source: Robert C. Martin, Agile Software Development (Prentice Hall, 2003), p. 85.
26. Class Design Principles
26
Completeness and Sufficiency
Primitiveness
High Cohesion
Low Coupling
27. Completeness and Sufficiency
27
Completeness refers to giving users of a class the
services they expect.
Users tend to make assumptions about the services from the
name and semantics of a class.
e.g., a Client class will be expected to have methods for
accessing/setting a client’s name, while a BankAccount class will
be expected to have a Withdrawal method.
Sufficiency refers to the fact all methods of a class are
entirely focused on realizing the intent behind the class.
A class should not surprise a user. It should contain the
expected methods and no more.
Sufficiency is thus about keeping a class as simple and
focused as possible.
Source: Arlow and Neustadt, UML and the Unified Process (Addison-Wesley, 2002), p. 261.
28. Primitiveness
28
Methods should be designed to offer a single
primitive, atomic and unique service.
A class should not offer multiple ways of doing the
same thing.
Your aim is that classes should make available the
simplest and smallest possible set of methods necessary
to implement the behavior required by class.
BankAccount BadBankAccount
+deposit(in value) +deposit(in value)
+depositTwice(in value1, in value2)
BankAccount ba = new BankAccount();
ba.deposit(300); BadBankAccount ba = new BadBankAccount();
ba.deposit(1200); ba.depositTwice(300, 1200);
Yes! No!
Source: Arlow and Neustadt, UML and the Unified Process (Addison-Wesley, 2002), p. 262.
29. High Cohesion
29
Cohesion is a measure of the diversity of an class's
features.
The less diverse its features are, the more cohesive the class.
A highly cohesive class represents a single abstraction /
concept / activity / responsibility.
Each class in a design should be as cohesive as possible.
That is, its responsibilities should be as strongly-related and
focused as possible.
Cohesive classes are generally easier to understand, reuse and
maintain.
Source: Charles Richter, Designing Flexible Object-Oriented Systems with UML (Macmillan, 1999), p. 128.
30. Cohesion
30
A class with low cohesion tends to cause these problems:
More difficult to understand
Harder to reuse, and maintain
More possibilities for bugs since more affected by change
low cohesion
CustomerAccount
-accountNo
-lastname
-firstname How many abstractions does this class contain?
-address
-balance
low cohesion
Employee
+getName() How many abstractions does this class contain?
+getPhone()
+printName()
+calculatePension()
+calculateTax()
+displayChildren()
+displayBenefits()
Source: Charles Richter, Designing Flexible Object-Oriented Systems with UML (Macmillan, 1999), p. 129.
31. Cohesion
31
In classes with low cohesion, there is an assumption
that two (or more) abstractions in the class are
always in a one-to-one-relationship, which can
cause problems later.
Similarto rule against transitive dependencies in
database normalization.
You may have to specialize the class along different
dimensions based on the different abstractions.
CustomerAccount
-accountNo
-lastname
-firstname
-address
-balance
1 1..*
Customer Account Separate the two abstractions
32. Low Cohesion and Inheritance
32
Account
Inidividual Institutional
Cash Account Margin Account
Account Account
How many abstractions does each subclass contain?
Account
Inidividual Institutional
Cash Account Margin Account
Account Account
Individual Cash Individual Margin Institutional Cash Institutional
Account Account Account Margin Account
Problems when we further specialize the classes
33. High Cohesion and Inheritance
33
1..* *
Customer Account Separate the two abstractions
1..* *
Customer Account
Inidividual Institutional
Cash Account Margin Account
Account Account
Then specialize the two abstractions
34. Low Coupling
34
Coupling is a measure of the interconnectedness of
a class to other classes.
That is, coupling occurs when one class depends on
another in some way.
The greater the coupling, the greater the
interdependence among classes.
When classes are highly coupled, changes in one class
affect all the other classes.
As coupling is reduced, a design will become more
maintainable and extensible.
“coupling is your worst enemy” [Arlow & Neustadt, p. 263]
Source: Charles Richter, Designing Flexible Object-Oriented Systems with UML (Macmillan, 1999), p. 128.
35. Coupling
35
:Menu :House : Room
<< create >>
Menu is coupled to two other classes
initialize()
:Menu :House : Room
<< create >>
Now Menu is coupled to just one class
initialize()
36. Coupling Example
36
1: makePayment() 2: addPayment() 3: new()
: Register : Sale p : Payment
lower coupling
1: makePayment() 2: new()
: Register p : Payment higher coupling
3:
ad
dP
ay
m en
t()
: Sale
37. Coupling
37
Of course, some coupling is necessary; otherwise the
classes don’t interact.
There is no rule for how much coupling is too much.
One thing you can look for is “finger” effects in your
sequence diagram (see next slide); better to have
“stair” effects.
38. Stair vs Finger in Sequence Diagrams
Object1 Object2 Object3 Object4 Object5 Object6
38
Message1
Message2
Message3 Finger
Indicative of high coupling
Message4
Message5
Object1 Object2 Object3 Object4 Object5 Object6
Message1
Message2
Message3
Stair
Message4 Indicative of low coupling
Message5
39. Types of Coupling
39
Some of the forms of coupling are:
interaction coupling
identity coupling
representational coupling
subclass coupling
Source: Charles Richter, Designing Flexible Object-Oriented Systems with UML (Macmillan, 1999), p. 133.
40. Interaction Coupling
40
A measure of the number of message types an object
must send to another object and the number of
parameters passed with those messages.
Should try to reduce interaction coupling in order to increase
object reusability and to reduce number of potential
changes in other classes if a class’s interface changes.
MyDataAccess da = new MyDataAccess();
da.setName("wine");
da.setExtension("mdb");
da.setType("Microsoft Access"); * Illustrates high interaction coupling if all these messages
da.setDriverAccess("odbc"); must be sent before runSql message
da.setDriverType("access");
da.runSql(strSQL, READ_ONLY, READ_FORWARD, DYNAMIC_CURSOR, REPLICATION_ON, LOGGING_YES, USE_OLAP)
**
Illustrates high interaction coupling if all these parameters
must be used as part of the runSql message
Source: Bennett, McRobb, and Farmer, Object-Oriented Systems Analysis and Design (McGraw Hill, 2002), p. 352-3.
41. Identity Coupling
41
Refers to the level of connectivity of a design
If one object holds a reference / pointer to another
object, that object knows the identity of the other,
and therefore, exhibits identity coupling.
You can reduce identity coupling by :
eliminating unnecessary associations from your class
diagram
by implementing associations in only one direction if
bidirectional associations are unnecessary.
Source: Charles Richter, Designing Flexible Object-Oriented Systems with UML (Macmillan, 1999), p. 133.
42. Identity Coupling
42
This example has higher identity coupling. House
has knows the identity of rooms (it has a room
House Room collection) and room knows the identity of its
house (it has a pointer to house).
-m_rooms : Vector * -m_house : House
1
+addRoom() +setHouse() We may need this identity coupling (perhaps we
+getRoom() also have a master list of Rooms that we need to
examine independently of their house containers),
Higher coupling But if we don't then we should eliminate
bidirectional association.
has
House Room This example has less identity coupling. House
knows the identity of rooms (it has a room
-m_rooms : Vector *
1 collection) but room does not know the identity of
+addRoom() its house.
+getRoom()
Lower coupling
(preferred)
43. Representational Coupling
43
Classes should not depend on the specific representation /
implementation details of another class.
e.g., accessing public attributes of a class results in a very high-
degree of representational coupling.
Low representational coupling enables:
prototyping using frameworks and stubs
easier standardization (easier to standardize interfaces than
implementations)
Extensibility
Representational coupling can be reduced by making
attributes private, and using accessor and mutator methods
(getters and setters) for those attributes.
44. Representational Coupling
44
Item
+name : String Item abc = new Item();
+quantity : int abc.name = "towel"; High coupling
abc.quantity = 3;
Item
-name : String
-quantity : int
+getName() : String
+setName() : void Item abc = new Item(); Low coupling
+getQuantity() : int abc.setName("towel"); (preferred)
+setQuantity() : void Aabc.setQuantity(3);
45. Subclass Coupling
45
Inheritance is the strongest form of coupling!
When an object refers to a subclass object through a
subclass reference, rather than through a more general
superclass reference, you have subclass coupling.
A client should try to refer to the most general class possible,
thereby decoupling the client from the specific subclasses.
Client Superclass Client Superclass
Subclass 1 Subclass 2 Subclass 1 Subclass 2
High coupling Low coupling
(preferred)
Source: Charles Richter, Designing Flexible Object-Oriented Systems with UML (Macmillan, 1999), p. 134.
46. Subclass Coupling
46
Obviously you do need to create instances of
subclasses.
Later,we will learn about the Factory pattern as a way
to reduce subclass coupling.
As well, you should aim to structure your code so
that only a small portion of the application deals
with the subclass references (such as those to
instantiate the subclasses), whereas the rest of the
application deals only with general superclass
types.
47. Subclass Coupling
47 House
-m_rooms Room
+addRoom()
ControlHouse
Kitchen Bedroom
BoundaryHouse ControlRoomCreator
ControlHouse
...
public void newRoom(int roomType, ...)
{
ControlRoomCreator crc = new ControlRoomCreator();
Room r = crc.createRoom(roomType) ;
m_house.addRoom( r );
}
ControlRoomCreator House
... ...
public Room createRoom(int roomType, ...) public void addRoom(Room r)
{ {
if (roomType == Room.KITCHEN) m_rooms.addElement(r);
return new Kitchen( ... ); }
else if (roomType == Room.BEDROOM)
return new Bedroom( ... );
}
48. Coupling Review
48
It is not high coupling per se that is so problematic,
but high coupling to classes that are unstable (i.e.,
change frequently).
high coupling to stable and pervasive elements such as
the standard Java libraries for string manipulation,
collections, etc is not that problematic.
Thus, in particular, avoid high coupling for classes
that change their interface or implementation
frequently.
Source: Craig Larman, Applying UML and Patterns , 2nd Edition (Prentice Hall, 2001), p. 231
49. Additional Class Design
49
Guidelines
Mapping responsibilities using Information expert and creator
Avoid public fields
Prevent misuse by client
Establish invariants in constructor
Refactor duplicate code
Separate interface from implementation
Minimize interface size
Program to interface
Controllers
Replace Conditionals with Polymorphism
Improve Cohesion or Coupling by Pure Fabrication
Indirection
Don’t Talk to Strangers
Be Cautious with Inheritance
Favour object composition over class inheritance
50. Design Guideline: Information
50
Expert
Problem:
how to assign responsibilities to objects?
Solution:
Assign a responsibility to the class that has the
information necessary to fulfill the responsibility.
Larman calls this the Information Expert principle
Source: Craig Larman, Applying UML and Patterns , 2nd Edition (Prentice Hall, 2001), p. 221-2
51. Who is the Information Expert?
51
Sale
-m_date
-m_time
1
contains
*
described by
Sales Detail Product
-quantity * -description
1 -price
Who should have responsibility for calculating the grand total of the sale?
52. Who is the Information Expert?
52
getTotal() getSubTotal()
: Sale : Sales Detail
getPrice()
: Product
Now each object is responsible for providing the data it owns.
Sale
-m_date
-m_time
+getTotal()
1
contains
*
described by
Sales Detail Product
-quantity * -description
1 -price
+getSubTotal()
+getPrice()
53. Multiple Information Experts
53
The fulfillment of a responsibility often requires
information that is spread across different classes
of objects
Thusthere are often several partial information experts
who will collaborate on the task of fulfilling the
responsibility.
54. Design Guideline: Creator
54
Problem:
Who should be responsible for creating an object?
Solution:
Assign class B the responsibility to create an instance of
class A if one or more of the following is true:
B aggregates A objects
B contains instances of A objects
B has the initializing data that will be passed to A when it is
created.
B thus is the creator of A objects
Larman calls this the Creator principle
Source: Craig Larman, Applying UML and Patterns , 2nd Edition (Prentice Hall, 2001), p. 226
55. Who is the Creator?
55
Sale
-m_date
-m_time
1
contains
*
described by
Sales Detail Product
-quantity * -description
1 -price
Q: Who should have responsibility for creating the Sales Detail objects?
A: Since Sale aggregates Sales Detail, Sale should be the creator.
56. Design Guideline: Avoid Public
56
Fields
There should not be non-final public data members
Use properties/accessors and mutators (getters and
setters) instead.
In languages that support properties (VB.NET, C#), use
properties rather than getters and setters.
For boolean values, use naming convention IsAttr()
instead of getAttr()
57. Design Guideline: Prevent misuse by client
57
A well designed class should not allow a class to be
misused by its clients.
That is, mutators must ensure that data is being set correctly.
Parameters need to be checked for validity.
private ArrayList _room; How can this class be misused?
...
public Room getRoomByIndex(int index)
{
return (Room)_rooms.get(index);
}
private ArrayList _room; Solution #1
...
public Room getRoomByIndex(int index)
{
if (index >= 0 && index <= _rooms.size())
return (Room)_rooms.get(index);
else
return null;
}
58. Using Assertions
58
For languages (Java 1.4, C#) that support them, to help
catch future bugs, use assertions to detect violations at
run-time.
An assertion is a boolean condition that must evaluate to
true.
If the assertion is false, then an assertion exception is
thrown.
Most environments allow you to turn assertion checking on or off.
private ArrayList _room; Solution #2
...
public Room getRoomByIndex(int index)
{
assert index >= 0 && index <= _rooms.size();
if (index >= 0 && index <= _rooms.size())
return (Room)_rooms.get(index);
else
return null;
}`
59. Design Guideline: Establish invariants in
constructor
59
Invariants are data members that should not be modified in
a class after they have been established/initialized.
If a class uses mutators (setters) to establish an invariant, then it is
possible that future calls to the mutators will change the invariant.
Use a constructor to establish invariants.
60. Design Guideline: Establish invariants in constructor
60
public class Employee Using mutator to
{ establish invariant is
private int _key; unreliable.
public void setKey(int key){ _key = key; }
}
public class Employee Establish invariant
{ using constructor (java)
private int _key;
public Employee(int key){
_key = key;
}
public int getKey() { return _key; }
}
public class Employee Establish invariant
{ using constructor (C#)
private int _key;
public Employee(int key){
_key = key;
}
public int Key() {
get { return _key; }
}
61. Design Guideline: Refactor Duplicate Code Segments
61
Duplicate code segments are a maintenance
nightmare.
Code needs to be refactored so that code segments
occur only once.
62. Design Guideline: Refactor Duplicate Code Segments
62
Approaches:
Method invocation (duplication within single class)
Add a new method in same class that contains duplicate
code
Inheritance (duplication within multiple classes)
Place duplicate code in a method in superclass.
Won't work if classes already have separate existing
inheritance hierarchies.
Delegation (duplication within multiple classes)
Create separate class with public method that contains
duplicate code.
63. Design Guideline: Separate interface from
implementation
63
When the functionality in a class can be
implemented in different ways, separate the
interface from the implementation.
64. Design Guideline: Separate interface from
implementation
64
That is, use an interface to describe the interface; use
a class to describe the implementation.
This way, we could provide an alternate
implementation without disrupting existing code.
public class ArrayList implements List
public interface List {
{ public int size() { return ... }
public int size(); public boolean isEmpty()
public boolean isEmpty(); {
public void add(object item); ...
public object get(int index); }
... ...
} }
public class Vector implements List
{
public int size() { return ... }
public boolean isEmpty()
{
...
}
...
}
65. Design Guideline: Minimize Interface
Size
65
Try to design a class so that it provides the
functionality you need but whose public interface is
as small as possible.
Large numbers of methods and parameters often
indicate high levels of coupling and complexity.
Use objects to encapsulate a long list of parameters to
a method.
66. Design Guideline: Minimize Interface
66
Size
public Connection connectToDB(string driver, string connString, int accessRight, int ...)
{
...
}
Too big!
public Connection connectToDB(ConnectionInfo ci)
{
...
}
Just right!
public class ConnectionInfo
{
private string _driver;
private string _connString;
private int _accessRight;
...
}
67. Design Guideline: Program to
67
interface
When an interface is available, program to it rather
than to a particular concrete implementation.
Thisway, if in the future, a different implementation is
used, fewer changes will be required.
68. Design Guideline: Program to interface
68
private ArrayList _room = new ArrayList();
...
public ArrayList getRooms() public interface List
{ {
return _room; ...
} }
...
public class ArrayList implements List
Programming to implementation – will require more changes {
if we modify implementation in the future
...
}
private List _room = new ArrayList();
... public class LinkedList implements List
public List getRooms() {
{ ...
return _room; }
}
...
Programming to interface – more adaptable if we decide to use different
implementation in the future.
69. Design Guideline: Replace Conditionals with
Polymorphism
69
Problem:
How to handle alternative responsibilities based on type (i.e.,
conditional variation using if-then-else or case statements) ?
Problem with using conditional variation is that if a new variation
arises, it requires modification of the if-then-else structures, usually
in several places.
// constructor
Room public Room(int roomType) {
m_roomType = roomType
m_roomType
}
getRoomType() public String getRoomType() { less ideal
if (m_roomType == 1) return "Bedroom";
if (m_roomType == 2) return "Kitchen";
}
Room abc = new Room(1);
System.out.println( abc.getRoomType() );
Source: Craig Larman, Applying UML and Patterns , 2nd Edition (Prentice Hall, 2001), p. 326
70. Design Guideline: Replace Conditionals with
Polymorphism
70
Solution:
When related alternatives or behaviors vary by type (class), assign
responsibility for the behavior, using polymorphism, to the types for
which the behavior varies.
Thus, do not test for the type of an object and use conditional logic to
perform varying alternatives based on type.
public abstract String getRoomType();
Room
...
public String getRoomType() {
return "Bedroom";
getRoomType()
}
... better
public String getRoomType() {
return "Kitchen";
Bedroom Kitchen }
getRoomType() getRoomType() Kitchen abc = new Kitchen();
System.out.println( abc.getRoomType() );
Source: Craig Larman, Applying UML and Patterns , 2nd Edition (Prentice Hall, 2001), p. 326
71. Design Principle: Improve Cohesion or Coupling by Pure
Fabrication
71
Problem:
What object should have the responsibility, when the solution
offered by the Information Expert (for example) principle
violates High Cohesion or Low Coupling (or some other)
principles?
Solution:
Assign a highly cohesive set of responsibilities to an artificial
class with low coupling that does not represent a problem
domain concept.
Such a class is a pure fabrication of the designer's
imagination: it does not relate to anything in the problem
domain.
Larman calls this the Pure Fabrication principle.
Source: Craig Larman, Applying UML and Patterns , 2nd Edition (Prentice Hall, 2001), p. 329
72. Pure Fabrication
72
Suppose in our virtual street example, we wished to save our
Houses, Rooms, Persons and Items that the user input in a
database.
According to the information expert principle, who should be
responsible for saving, for instance, the Rooms entered by
the user?
According to the information expert principle, we should assign a
responsibility to the class that has the information necessary to
fulfill the responsibility.
Thus, according to the information expert principle, the Room class
should be responsible for saving its information to a database,
and the House class should be responsible for saving its
information to a database, etc.
73. Pure Fabrication
73
To save the information to a database may very well require a large
number of supporting database operations or methods, none related to the
concept of Room-ness or House-ness.
Thus, each of our domain classes become much less cohesive.
As well, each of our domain classes will become coupled to the database
interface (e.g., Java JDBC or Microsoft ADO).
Thus, each of our domain classes become highly coupled to something external.
To solve the problem, we need to make up (that is, to fabricate) a new class
that will handle the database tasks.
House Room Item
PersistantStorage
Source: Craig Larman, Applying UML and Patterns , 2nd Edition (Prentice Hall, 2001), p. 329
74. Design Principle: Indirection
74
Problem:
How to assign responsibility so as to avoid direct coupling
between two or more things.
How to de-couple objects so that low coupling is supported
and reuse potential is high?
Solution:
Assign the responsibility to an intermediate object to
mediate between other components so that they are not
directly coupled.
The intermediary creates an indirection between the other
components.
Larman calls this the Indirection principle.
Source: Craig Larman, Applying UML and Patterns , 2nd Edition (Prentice Hall, 2001), p. 332
75. Indirection
75
In our last example, the PersistantStorage
fabrication acts as an intermediary between the
domain objects and the database.
Many of the other patterns we will look at are
specializations of indirection.
"Most problems in computer science can be solved
by another level of indirection."
however, "Most problems in performance can be solved
by removing another layer of indirection" !
Source: Craig Larman, Applying UML and Patterns , 2nd Edition (Prentice Hall, 2001), p. 333
76. Design Principle: Don't Talk to
Strangers
76
Problem:
How to design classes that are protected from changes in
other class's interfaces?
That is, if an object has knowledge of the internal structure
of other objects, then it suffers from high coupling. How can
an object use a service from an indirect object without being
coupled to the internal structure of that object.
Solution:
Don't rely on another class's knowledge of other objects.
Instead, assign the responsibility to a client's direct object to
collaborate with an indirect object.
Larman calls this the Don't Talk to Strangers principle.
Source: Craig Larman, Applying UML and Patterns , 1st Edition (Prentice Hall, 1998), p. 400
77. Don't Talk to Strangers
// Returns the total number of holdings for the client
77
public int getNumHoldings(Client c)
{
int num = 0;
HoldingController for (int i=0; i<size(); i++)
{
m_holdings: Vector
Holding holding = m_holdings.get(i);
getNumHoldings(): int if ( c.getID() == holding.getClient().getID() )
num++;
}
Holding return num;
}
m_stock: Stock
m_client: Client
Message being sent to
getClient(): Client
getStock(): Stock
familiar object
(Holding) stranger object
(Client)
Client Stock
m_id: int m_symbol: String
m_name: String m_value: double
getID(): int getSymbol(): String
getName(): String getValue: double
itemName = house.getRoom(0).getItem(0).getName();
familiar object
(house) stranger object
(room) stranger object
(item)
78. Don't Talk to Strangers
78
Observe the following constraints on what objects you
should send messages to within a method:
the this object
a parameter of the method
an attribute of this
an element of a collection which is an attribute of this
an object created within the method
The intent of these constraints is to avoid coupling a
client to knowledge of indirect objects and the object
connections between objects.
Source: Craig Larman, Applying UML and Patterns , 2nd Edition (Prentice Hall, 2001), p. 336
79. If not to strangers, then who?
79
Following these constraints requires adding new public
operations to the "familiars" of an object.
// Returns the total number of holdings for the client
public int getNumHoldings(Client c)
{
int num = 0;
for (int i=0; i<size(); i++)
{
Holding holding = m_holdings.get(i);
if ( c.getID() == holding.getClientID() )
num++;
}
return num;
}
Of course, this may not seem worth the bother. Certainly, try
to avoid talking to a stranger of a stranger (e.g., second
example on last slide).
80. Design Principle: Be Cautious with Inheritance
80
Inheritance is a powerful way to use polymorphism and
reduce code duplication.
However, some potential problems with inheritance are
It is the strongest form of coupling
Encapsulation is weak within an generalization hierarchy
(changes in superclass ripple down to modify the
subclasses).
Inheritance relationships are fixed at run-time.
Sometimes aggregation is a better choice than an ill-
thought out inheritance hierarchy.
81. Example of Inheritance Problem
81
Employee
This looks okay, but it contains a semantic error. Can you see it?
Manager Programmer
Employee
«instance» Hint: What happens if we want to change
Manager Programmer Randy : Programmer Randy’s class to Manager at run-time?
Answer: is an employee just their job, or is a job a role that an employee has? That is, an
employee has a job. A job is a role that an employee has, it is not a “kind of” employee.
“Has a” indicates an aggregation relationship.
has a
Employee Job
1 *
Manager Programmer
Now we can promote an employee simply by
changing its job link at run-time.
Source: Arlow and Neustadt, UML and the Unified Process (Addison-Wesley, 2002), p. 265-6.
82. Design Principle: Delegation over class
inheritance
82
One way to deal with the problem of inheritance (weak
encapsulation of subclasses) is to favour object
composition and delegation over class inheritance if
code reuse is your only goal in using inheritance.
Use inheritance if there is a strong is a relationship;
otherwise, look at using object composition instead.
Rectangle
Rectangle
-width
-height -width
-height
+calculateArea()
+calculateArea()
Window
1
+open()
Window
+close() public int calculateArea()
-m_rect : Rectangle
{
Is there a strong “is a” relationship +open()
return m_rect.calculateArea();
+close()
between Rectangle and Window? +calculateArea() }
What happens when a new attribute, This uses object delegation instead to handle the
such as fill color, is added to Rectangle? calculateArea request; it is somewhat analogous to
Window will then inherit a characteristic letting the superclass handle the request, except here
which a Window does not have. the request is delegated to another object it contains.
83. What Next?
83
At this point, you should have detailed interaction
diagrams along with a detailed class diagram in which
responsibilities have been mapped to class methods.
Depending upon the software process being used, the
next step might be:
implement the classes defined in the class diagram and test.
Then refine the classes using design patterns as separate
iteration.
refine the classes in a second iteration through the design
phase using design patterns, then implement and test.
84. Mapping Design to Code
84
Your class diagram shows which methods and attributes
need to be implemented.
That is, by just looking at your class diagram, you can create
the attributes and the method stubs.
Your interaction diagrams show the messages that are
sent between objects in response to a method
invocation.
That is, they show how a given method or methods will be
implemented.
The sequence of these messages translates to a series of
statements in a method definition.
85. Order of Implementation
85
Classes need to be implemented (and ideally, fully
tested) from least-coupled to most-coupled.
This will typically mean that you will implement your
basic domain classes first.
Source: Craig Larman, Applying UML and Patterns , 2nd Edition (Prentice Hall, 2001), p. 311
86. Test-First Programming
86
On of the precepts of Extreme Programming (XP)
method is test-first programming, in which class
testing code is written before the code to be tested.
This ensures that testing gets done, but it also helps
clarify the design of the interfaces of a class.
This also creates a library of unit tests, which helps to
verify correctness of a system.
Source: Craig Larman, Applying UML and Patterns , 2nd Edition (Prentice Hall, 2001), p. 311