CS 441: Principles of Software Design

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Transcript CS 441: Principles of Software Design

CS 4240: The OO Paradigm Revisited

Readings: Chap. 1 of

Design Patterns Explained

OO (some review)

Coupling, cohesion

Old problems

 Before OO, functional decomposition  Break problem down  Function deals with subproblem  Hierarchical. Levels of abstraction  Problems:  Control and coordination centered in main method  Required changes have big impacts  Logic may be distributed  Data changes affect may modules

Functions:

 What we call them: functions, methods, modules  Functions are a core construct in OO and non-OO programs  Principals of good functions apply in either language  But less of a problem in OO – can you think why?

What makes a function good?

 Your answers:

Good qualities in functions:

 Lots written about this!

Clean Code: A Handbook of Agile SW Craftsmanship

Robert C. Martin  Read Chapter 3 in UVa digital library version

Good Qualities in Functions

 Small  How small?

 Do One Thing: Strong Cohesion  Why?

 One level of abstraction per function  Thus, functions fall into levels of abstraction  Name reflects the one task it does

Interface Qualities of Functions

 What about its interface?

  Inputs, return value/arguments Other sources of data or “output”  Side effects  Some rules?

Good Qualities in Functions (2)

 Number of arguments: small  “Bundling” arguments  Flag arguments  What are they? What bad thing do they suggest is happening?

 Avoid side effects  Avoid output arguments

Good Qualities in Functions (3)

 Don’t Repeat Yourself (DRY)  Command/Query Separation  Do something. Or answer something.

Don’t do both.

 Returning Errors  Return value? Output argument?

 Burden on caller?

 Exceptions: what advantages?

Design Representation

 If you’re just programming with functions (not OO), how could you represent your system?

Example: Structure Chart

Comments on Struct. Chart

 How are data and functions tied together?

 Can procedural abstraction be done?

 Data abstraction?

 How sensitive to change are parts of this design? Where?

 Page 8 of

DPE

text: can a function cope with variability in data? (Will this be an issue?)

Back to Shalloway and Trott…

Requirements

 See textbook’s discussion on requirements and why they change.

 Bottom line:

Change is inevitable. Deal with it.

Design Principles (again)

 Decomposition leads to modularity  Properties of modules:  Internal “goodness”  Inter-module relationships  Cohesion  Coupling  Note: old terms first defined for function oriented modules

Cohesion of a module

 “How closely operations [what’s encapsulated] in a module are related.”  Think of:  Strength of purpose  A cohesive group of people works well together towards a goal  Extreme of non-cohesive OO module: a

god class

Coupling between modules

 “strength [or goodness] of the connection between two modules.”  We want quality connections. Why?

  Flexibility, independence of modules “Looser” connections, less brittle system  Reusability  Goal:  Loosely-coupled modules, each highly cohesive

Coupling: What’s “Good”?

  How do modules “connect”?

   Invoke operations in each other [dynamic]  Small operations, or start/invoke something larger Pass data to each other [dynamic] Defined in terms of each other [static] General:  Simple, as little as possible (data)   Direct connections, very visible Flexible  E.g. report an event, but not tell the other module how to handle it

Back to Functional Decomposition

 Side effects  Finding bugs is the problem, not fixing them  Change to data impact many functions  Snowball effect, cascade of changes

OO Improves This Because

 Modules become responsible for:  Encapsulating data  Controlling access, maintaining intergrity  Encapsulating operations on data  Functionality is bound to data  Why is this an example of DRY principle?

 For a modules in OO, we define:  Responsibilities, data, operations

Classes in Java, C++

  “My responsibilities?” What my role is!

Clear how data and operations are defined when we write a Java class, but what about responsibilities?

 Implied by operations?

 Answer:  Note in the code. Maybe in the comments. Certainly in the design (even if implicit)  Responsibilities matter a lot in understanding the design.

Step back: Perspectives of modules

   Martin Fowler (UML Distilled) talks about three levels of perspectives to talk about modules (or SW development) Note we’re practicing abstraction in doing this!

 Explain why to me later on!

Note: it’s easier to understand this if you think about limiting it to objects for now

Levels of perspective in OO

 Conceptual   Domain-level, problem-level -- not yet considering solutions What is an object’s responsibilities?

 Specification  Solution-level, but an abstract view  Interfaces, not internal implementation  Implementation  Code level: full details of how it’s coded

So… What’s an Object?

 Depends on what level you’re using, where you’re at in development  Conceptual: set of responsibilities   Specification: set of methods (an interface) that meets its responsibilities Implementation: coding you’ve learned to do  Designers work at Specification level (mostly)  Analysts work at Conceptual level (mostly)

Classes, Objects and Instantiation

 Review!

 What’s an instance? What’s instantiation?

 Do we need classes to do OO programming?

 No. But why are they helpful?

 Define common properties. (DRY again.)

Abstract Types

  Review: abstract class vs. interface How are they used? What’s common about them?

 Explain:  Collections of these. References to these.

Review: polymorphism

 What are the mechanics of polymorphism in OO? (Implementation level perspective)  At a higher level, what’s it for?

More (not from text)

 More on coupling, cohesion

Cohesion

 

How diverse are the things inside an “entity”

A what? Module, function,… In OO a class.

What’s this mean?

Class should represent a single abstraction

Or, it should address a single general responsibility

Problems Created by Bad Cohesion

   

Hard to understand the class If two abstractions grouped into one class, that implies a one-to-one relationship

What if this changes?

Often we specialize a class along a dimension

This new thing is like the existing one except we extend it in one area (dimension)

Problems arise when each of the several abstractions need such specialization

Note meaning of “specialization” here

The “Multiplicity” Problem

  

Consider an Account class that holds:

Customer name, address, tax ID, Account status, etc.

What if one customer needs two accounts?

Two Account objects, but each stores name and address What if one account has two owners?

You can’t do this, unless you create a collection in each Account to hold owner info

Specializing along Dimensions

  

Let’s say we need variations on class Account

 

First, based on account type: Cash Account, Credit Account Second, based on customer type: Individual Account, Institutional Account These are two dimensions, but are they mutually exclusive?

 

We often compose along two dimensions E.g. Individual Cash Account, Individual Credit Account, etc.

Specialization often implemented as inheritance: Do we really want multiple inheritance?

Inheritance Diamonds

 Structures like this cause messy problems!

Account Cash Account Credit Account Individual Account Instiutional Account Individual Cash Account Individual Credit Account

Two more classes here

Separating Abstractions

Composition across dimensions achieved by aggregation (“PART-OF”)

You can see how this improves earlier problem too

owner

Account Customer

* 1..*

Cash Account Credit Account Individual Customer Instiutional Customer

An OO Design Principle…

Prefer aggregation over inheritance!

 Keep in mind:  Often at the conceptual perspective, the “IS-A” relationship is true  But at the design/implementation level, we don’t use inheritance

How to Achieve Better Cohesion

  

Some of this is just good OO experience We can learn from database normalization

  

Eliminate redundancy Attributes should have a single value and should not have structure (repeating groups of things) Attributes always describe an instance of its containing class

That’s what attributes are all about! State values that define a particular instance Note: there are always tradeoffs! Sometimes we combine abstractions into one class for efficiency.

Coupling and Class Design

How dependent an object/class is on the world around it

How many connections

 

Nature of the connections Will changes cause a “ripple effect”?

Our goals:

Reduce coupling if possible

Improve nature of necessary coupling

Forms of Coupling (from Richter)

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Identity Coupling

An object contains a reference or pointer to another object

Eliminate associations or make them one way Representational Coupling

An object refers to another through that object’s interface

How it does this affects the degree of coupling

Forms of Coupling (cont’d)

Subclass Coupling

Object refers to another object using a subclass reference for that object

Not the more general superclass or interface

 

A client should refer to the most general type possible

Why? Subclasses may be added later, possibly by someone else Try to write code that minimizes dependencies on subclass details

Instead rely on the common interface defined in the superclass or interface

Reminder: Use Java Interfaces to Avoid Subclass Coupling

 

Java’s interfaces; C++ classes with pure virtual functions and no data members Interfaces define a role not a class abstraction

Many classes can pay that role

THE POINT: 

We can define reference to a thing in terms of the role (interface) instead of the class type

Forms of Coupling (cont’d)

Inheritance coupling

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A subclass is coupled to its superclass at compile-time

In general, prefer late to early Seems like the only way to do things, but ask: While the program executes, does an object need to change its subclass?

Aggregation is supported at run-time

We’ll see the State design pattern later

Shy Code and the Law of Demeter

    See handout on the Law of Demeter Summary: An object’s method should only call other methods that belong to:  Itself (the current object)    Any parameter object that was passed to it An object it created Any of its components objects What does this rule out? (Ponder that.) Delegation

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