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CSSE 501 Object-Oriented Development
Today…
Chapter 3: Object-Oriented Design
Questions
The rules of any programming language are its _____ A. Syntax B. Interpretation C. Logic D. Customs
A translator that notes whether you have used a language correctly might be a ______ A. Thesaurus B. Compiler C. Coder D. Decoder
Which type of statement does not occur in computer program ____ A. Sequence B. Loop C. Denial D. Selection
Programming in the Small and Programming in the Large
Chapter 3: Object-Oriented Design
Software development Ultimate goal: deliver software products
that are oriented towards Customer satisfaction Customer delight Customer ecstasy
Popular software development methodologies System Development Life Cycle (SDLC)
Model Prototyping Model Rapid Application Development Model Component Assembly Model
System Development Life Cycle (SDLC) Model
Waterfall model1. System/Information
Engineering and Modeling
2. Software Requirement Analysis
3. System Analysis and Design
4. Code Generation/
Implementation 5. Testing 6. Maintenance
Establish system view(Hardware, people, or Other resources)
Understand the nature of the software, define the problem that needs to be solved
Define the software's overall structure and its nuances
Translate design into programming languages
Different testing methodsto ensure the correctnessof the software
Dealing with changes, flaws etc.
Prototyping Model A cyclic version of the linear model Once the requirement analysis is done and the design for a
prototype is made, the development process gets started to create a prototype
Once the prototype is created, it is given to the customer for evaluation
Many iterations between customers’ feedback and developers’ refinement until the final software package is delivered
In this methodology, the software is evolved as a result of periodic shuttling of information between the customer and developer
Popular development model in the contemporary IT industry - as it is very difficult to comprehend all the requirements of a customer in one shot
New versions of a software product evolve as a result of prototyping
Prototyping Model( many versions)
or
Rapid Application Development (RAD) Model A "high speed" adaptation of the linear sequential model Achieved by using a component-based construction
approach The RAD approach encompasses the following phases:
Business modeling The information flow among business functions is modeled in a
way that answers the following questions: What information drives the business process? what information is generated? Who generates it? where does the information go? who processes it?
Data modeling The information flow defined as part of the business modeling
phase is refined into a set of data objects that are needed to support the business
The characteristic (called attributes) of each object is identified and the relationships between these objects are defined
Rapid Application Development (RAD) Model (Cont.)
Process modeling The data objects defined in the data-modeling phase are
transformed to achieve the information flow necessary to implement a business function
Processing the descriptions are created for adding, modifying, deleting, or retrieving a data object
Application generation The RAD model assumes the use of the RAD tools like VB, VC++,
Delphi etc... rather than creating software using conventional third generation programming languages
The RAD model works to reuse existing program components (when possible) or create reusable components (when necessary)
In all cases, automated tools are used to facilitate construction of the software
Testing and turnover Since the RAD process emphasizes reuse, many of the program
components have already been tested. This minimizes the testing and development time
Component Assembly Model Object technologies provide the technical framework for a
component-based process model for software engineering The object oriented paradigm emphasizes the creation of
classes that encapsulate both data and the algorithm that are used to manipulate the data
If properly designed and implemented, object oriented classes are reusable across different applications and computer based system architectures
Component Assembly Model leads to software reusability. The integration/assembly of the already existing software components accelerate the development process
Nowadays many component libraries are available on the Internet. If the right components are chosen, the integration aspect is made much simpler
What/Why is Software Design Software design sits at the crossroads of all the computer disciplines:
hardware and software engineering, programming, human factors research, ergonomics. It is the study of the intersection of human, machine, and the various interfaces—physical, sensory, psychological—that connect them --- by Association for Software Design (ASD) members
Design is conscious Design keeps human concerns in the center Design is a dialog with materials Design is creative Design is communication Design is a social activity Design has social consequences
Basis for Design Consider for the moment what aspects of a
problem (i.e., to develop a system) are known first: Data Structures Functions A Formal Specification Behavior
A design technique based on behavior can be applied from the very beginning of a problem, whereas techniques based on more structural properties necessarily require more preliminary analysis
Design Notations/Modeling Languages Many artifacts generated during the
process of software development Requirement specifications Design documents Source code User manual
Design notations capture design documents Informal (natural languages) Unified Modeling Languages (UML, semi-formal) Formal (formal methods, architecture description
languages)
Object-Oriented Design Techniques/Methods
Object-Oriented Development (OOD)/Booch Hierarchical Object-Oriented Design
(HOOD) The Object Modeling Technique (OMT) Responsibility-Driven Design (RDD)/Class-
Responsibility-Collaboration (CRC) Object-Oriented Analysis (OOA) …
Object-Oriented Development (OOD)/Booch Define the problem Develop an informal strategy for the
software realization of the real world problem domain
Formalize the strategy Identify the classes and objects at a given level
of abstraction Identify the semantics of these classes and
objects Identify the relationships among these classes
and objects Implement these classes and objects
Object-Oriented Development (OOD)/Booch (Cont.)
Major advantages Rich notation available:
class diagrams (class structure - static view) object diagrams (object structure - static view) state transition diagrams (class structure -
dynamic view) timing diagrams (object structure - dynamic
view) module diagrams (module architecture) process diagrams (process architecture)
Object-Oriented Development (OOD)/Booch (Cont.)
A Booch Class Diagram for a Company
The Object Modeling Technique (OMT) A method which leads to three models of the system
corresponding to three different views of the system The object model
Describes the static structure of the objects in a system and their relationships
Main concepts are: class, attribute, operation, inheritance, association (i.e. relationship), aggregation
The dynamic model Describes the aspects of the system that change over time Used to specify and implement the control aspects of a
system Main concepts are: state, sub/super state, event, action,
activity The functional model
Describes the data value transformations within a system Main concepts are: process, data store, data flow, control
flow, actor (source/sink)
The Object Modeling Technique (OMT)(Cont.) The method is divided into four phases, which are stages of
the development process Analysis
The building of a model of the real world situation, based on a statement of the problem or user requirements
System design The partitioning of the target system into subsystems, based
on a combination of knowledge of the problem domain and the proposed architecture of the target system (solution domain)
Object design Construction of a design, based on the analysis model enriched
with implementation detail, including the computer domain infrastructure classes
Implementation Translation of the design into a particular language or hardware
instantiation, with particular emphasis on traceability and retaining flexibility and extensibility
The Object Modeling Technique (OMT)(Cont.)
An Object Model of a Company
Responsibility Driven Design (RDD) Developed as Rebecca Wirfs-Brock
One of object-oriented design techniques, driven by an emphasis on behavior at all levels of development
A design technique that has the following properties: Can deal with ambiguous and incomplete
specifications Naturally flows from Analysis to Solution Easily integrates with various aspects of software
development
Responsibility Driven Design (RDD)
Describing the actions and activities for which our software is responsible
Describing the responsibilities in terms that both users and developers can understand
Designing software objects that implement those responsibilities
Responsibility Driven Design (RDD)
RDD is not a sequential process
Steps in RDD Software components Formalize interfaces Designing and representations Implementing components Integration of components Maintenance and evolution
Case Study: the IIKH
Briefly, the Intelligent Interactive Kitchen Helper (IIKH) will replace the box of index cards of recipes in the average kitchen
Your Job
Imagine you are the chief software architect
Your job is to develop the software that will implement the IIKH
Abilities of the IIKH
Here are some of the things a user can do with the IIKH: Browse a database of recipes Add a new recipe to the database Edit or annotate an existing recipe Plan a meal consisting of several courses Scale a recipe for some number of users Plan a longer period, say a week Generate a grocery list that includes all the
items in all the menus for a period
Characterization by Behavior Just as an Abstract Data Type is characterized more
by behavior than by representation, the goal in using Responsibility Driven Design will be to first characterize the application by behavior First capture the behavior of the entire application Refine this into behavioral descriptions of subsystems Refine behavior descriptions into code
This emphasis on behavior is a hallmark of Object-Oriented programming
Working Through Scenarios Because of the ambiguity in the specification, the
major tool here used to uncover the desired behavior is to walk through application scenarios Pretend there is already a working application Walk through the various uses of the system
Establish the “look and feel'' of the system Make sure uncover all the intended uses Develop descriptive documentation Create the high level software design
The term “use-cases'' used for this process of developing scenarios by others
Example: Browsing Scenario Alice Smith starts the IIKH IIKH displays welcome message Alice presses the return button to begin Alice is given a choices of a number of options Alice selects to browse recipe Alice enters keywords to search, e.g., salmon, dill weed IIKH return two results Alice selects the first IIKH displays a window, showing everything regarding the
recipe Alice does not want the recipe, returns to the search result
page Alice selects the second recipe Alice wants the recipe Alice selects “quit” from the IIKH program menu The IIKH program quits
Software Components
A software component is simply an abstract design entity with which we can associate responsibilities for different tasks
May eventually be turned into a class, a function, a module, or something else A component must have a small well defined set
of responsibilities A component should interact with other
components to the minimal extent possible
CRC (Component, Responsibility, Collaborator) Cards
Components are most easily described using CRC cards
A CRC card records the name, responsibilities, and collaborators of an component Inexpensive, Erasable, Physical
The first component, The Greeter Let us return to the development of the IIKH. The first
component your team defines is the Greeter
When the application is started, the Greeter puts an informative and friendly welcome window (the greeting) on the screen Offer the user the choice of several different actions
Casually browse the database of recipes Add a new recipe Edit or annotate a recipe Review a plan for several meals Create a plan of meals
Many of the details concerning exactly how this is to be done can be ignored for the moment
The Greeter
The Recipe Database Component
Ignoring the planning of meals for the moment, your team elects to next explore the recipe database component Must maintain the database of recipes Must allow the user to browse the
database Must permit the user to edit or annotate
an existing recipe Must permit the user to add a new recipe
The Who/What Cycle As we walk through scenarios, we go through cycles of
identifying a what, followed by a who What action needs to be performed at this moment Who is the component charged with performing the
action
Every what must have a who, otherwise it simply will not happen
Sometimes the who might not be obvious at first, i.e., who should be in charge of editing a recipe?
Postponing Decisions Many decisions, such as the method of browsing, can
be ignored for the moment, as they are entirely encapsulated within the recipe database component, and do not effect other components Scroll bars and windows? A virtual “book'' with thumb-holes and flipping pages? Keywords and phrases?
Only need to note that somehow the user can manipulate the database to select a specific recipe
Responsibilities of a Recipe We make the recipe itself into an active data
structure. It maintains information, but also performs tasks Maintains the list of ingredients and transformation
algorithm (i.e., ingredients to final product) Must know how to edit these data values Must know how to interactively display itself on the
output device Must know how to print itself
We will add other actions later (ability to scale itself, produce integrate ingredients into a grocery list, and so on)
The Planner Component
Returning to the greeter, we start a different scenario. This leads to the description of the Planner Permits the user to select a sequence of
dates for planning Permits the user to edit an existing plan Associates with Date object
The Date Component
The Date component holds a sequence of meals for an individual date User can edit specific meals User can annotate information about
dates (''Bob's Birthday'', “Christmas Dinner'', and so on)
Can print out grocery list for entire set of meals
The Meal Component
The Meal component holds information about a single meal Allows user to interact with the recipe database
to select individual recipes for meals User sets number of people to be present at
meal, recipes are automatically scaled Can produce grocery list for entire meal, by
combining grocery lists from individual scaled recipes
The Six Components Having walked through the various scenarios, you team
eventually decides everything can be accomplished using only six software components
You can at this point assign the different components to different programmers for development
Interaction Diagrams The picture on the previous slide captures static
relationships, but not the dynamic flow of messages in a scenario
That information can be recorded by an interaction
diagram
Characteristics of Components
Let us return to the idea of a software component
There are many different aspects to this simple idea, we will consider just a few: Behavior and state Instances and classes Coupling and cohesion Interface and implementation
Behavior and State All components can be characterized by two
aspects The behavior of a component is the set of actions a
component can perform. The complete set of behavior for a component is sometimes called the protocol
The state of a component represents all the information (data values) held within a component
Notice that it is common for behavior to
change state. For example, the edit behavior of a recipe may change the preparation instructions, which is part of the state
Instances and Classes
We can now clarify a point we earlier ignored. There are likely many instances of recipe, but they will all behave in the same way. We say the behavior is common to the class Recipe
Coupling and Cohesion The separation of tasks into the domains of different
components should be guided by the concepts of coupling and cohesion
Cohesion is the degree to which the tasks assigned to
a component seem to form a meaningful unit Want to maximize cohesion
Coupling is the degree to which the ability to fulfill a certain responsibility depends upon the actions of another component Want to minimize coupling
Interface and Implementation
We have characterized software components by what they can do
The user of a software component need only know what it does, not how it does it
“Ask not what you can do to a data structure, ask instead what your data structures can do for you''.
Two views of a Software System
This naturally leads to two views of a software system
The term information hiding is used to describe the purposeful hiding of implementation details
Parnas' Principles These ideas were captured by computer
scientist David Parnas in a pair of rules, which are known as Parnas' Principles: The developer of a software component must
provide the intended user with all the information needed to make effective use of the services provided by the component, and should provide no other information
The implementer of a software component must be provided with all the information necessary to carry out the given responsibilities assigned to the component, and should be provided with no other information
Public and Private View
In C++ and Java, Parnas's Principles lead to the ideas of a public and private view Public view - those features (data or
behavior) that other components can see and use
Private view - those features (data or behavior) that are used only within the component
Next Step - Formalize the Interface The next step is to formalize the channels of
communication between the components The general structure of each component is identified Components with only one behavior may be made
into functions Components with many behaviors are probably more
easily implemented as classes Names are given to each of the responsibilities -
these will eventually be mapped on to procedure names
Information is assigned to each component and accounted for
Scenarios are replayed in order to ensure all data is available
Names with Activities
The selection of names is an important task Names should be evocative in the context of the
problem Names should be short Names should be pronounceable (read them out
load) Names should be consistent within the project Avoid digits within a name
Documentation
Besides CRC cards, it is important that the development of other documentation be performed almost from the beginning
The two most important documents are the user manual and the design documentation of the software system
User Manual
The user manual describes the application as seen by the user Does not depend upon the implementation, so
can be developed before the implementation
Can naturally flow from the process of walking through scenarios
Can be carried back to the clients to make sure the users and the implementers have the same ideas
Quality You should always remember that the primary
measure of quality is the degree to which your customers (clients) are satisfied with your product
Since often customers do not know exactly what it is they want, it is important to work with the client early in the design phase to make sure the system your are developing is the desired product
One very important way to do this is to create the user manual even before the software is written
System Design Documentation Record the decisions made during the
process of system design Record the arguments for and against any major
decision, and the factors influencing the final choice
Record CRC cards for the major components Maintain a log or diary of the process schedule Important to produce this while the ideas are
fresh, not in hindsight when many details will have been forgotten
Note the code only records the outcome of decisions, not factors that lead up to decisions being made
Preparing for Change Your design team should also keep in mind that
change is inevitable
Users requirements change with experience, hardware changes, government regulations change Try to predict the most likely sources of change, and
isolate the effect Common changes include interfaces, file formats,
communication protocols Isolate interfaces to hardware that is likely to change Reduce dependency of one software component on
another Keep accurate record of the reasoning behind every
major decision in the design documentation
Next Step - Select Representations for Subsystems
Next the internal representation of the software subsystem corresponding to each component is selected
Knowledge of the classic data structures of
Computer Science is important here
Often once data structures have been selected, the code is almost self-evident
Next Step - Implement and Test Subsystems Classic techniques, such as stepwise
refinement, are used to implement each of the subsystems
Subsystems are validated in isolation Informal proofs of correctness for the subsystem
are developed Identify necessary conditions for correct
functioning. Try to minimize conditions, and test input values whenever possible
Software testing is used as a confidence building measure
Step - Integration and Testing Components are slowly integrated into
completed system
Stubs can be used to perform testing all during integration
Errors discovered during integration to
cause reinvestigation of validation techniques performed at the subsystem level
Maintenance and Evolution Software does not remain fixed after the first working
version is released Errors or bugs can be discovered. Must be corrected Requirements may change. Say as a result of
government regulations, or standardization among similar products
Hardware may change Users expectations may change. Greater
functionality, more features. Often as a result of competition from similar products
Better documentation may be required. A good design recognizes the inevitability of change,
and plans an accommodation for these activities from the very beginning
Common Design Flaws The following categories present some of the more common design
flaws: Direct modification
Components that make direct modification of data values in other components are a direct violation of encapsulation
Such coupling makes for inflexible designs Too Much Responsibility
Components with too much responsibility are difficult to understand and to use Responsibility should be broken into smaller meaningful packages and distributed
No Responsibility Components with no responsibility serve no purpose Often arise when designers equate physical existence with logical design existence “Money is no object''
Components with unused responsibility Usually the result of designing software components without thinking about how
they will be used Misleading Names
Names should be short and unambiguously indicate what the responsibilities of the component involve
Exercise: Use RDD to Develop an ATM system
Describe the behavior (as complete as possible)
Walking through 2 scenarios Software components (CRC cards) Interaction between these
components