UsingUML,Patterns,andJava
Object-OrientedSoftwareEngineering
Chapter 8, Object Design:
Reuse and Patterns
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java
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Object Design
• Purp...
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Terminology: Naming ...
System Development as a Set of Activities
Custom objects
Analysis
- System Design
- Object Design
System Model
Design
Appl...
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Object Design consis...
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Object Design Activi...
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Detailed View of Obj...
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One Way to do Object...
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Identification of ne...
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Application Domain ...
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Other Reasons for n...
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Modeling of the Rea...
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Reuse of Code
• I h...
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Reuse of Interfaces...
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Reuse of existing c...
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Customization: Buil...
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The use of Inherita...
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Example of Inherita...
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Inheritance comes i...
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Discovering Inherit...
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Generalization
• Fi...
Generalization Example: Modeling a
Coffee Machine
totalReceipts
numberOfCups
coffeeMix
collectMoney()
makeChange()
heatWat...
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java
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Restructuring of At...
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An Example of a Spe...
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Example of a Specia...
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Meta-Model for Inhe...
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For Reuse: Implemen...
Problem with implementation inheritance:
• The inherited operations might exhibit unwanted behavior.
• Example: What happe...
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java
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Delegation instead ...
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delegates toClient ...
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Adapter Pattern
• A...
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Adapter Pattern
Cli...
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Adapter for the Set...
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Contraction
• Contr...
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Revised Metamodel f...
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Documenting Object ...
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Package it all up
•...
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Packaging Heuristic...
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  • O bject design is the process of adding details to the requirements analysis and making implementation decisions
    The object designer must choose among different ways to implement the analysis model with the goal to minimize execution time, memory and other measures of cost.
    Requirements Analysis: Use cases, functional and dynamic model deliver operations for object model
    Object Design: Iterates on the models, in particular the object model and refine the models
    Object Design serves as the basis of implementation
  • Object-Oriented methodologies use these terms:
    The System Design activity involves the decomposition of the system into subystems
  • Off-the-shelf components are also sometimes called COTS (commercial off-the-shelf components)
  • A Detailed View of Object Design Activities
  • New objects are often needed during object design:
    Let’s take as an example: The EraseArea() operation in a drawing program.
    Conceptually it is very simple, the Implementation Is much more complicated
  • Problem formulation for customization
    Develop this new functionality as a set of operations of a new class or adapt an existing program to a new environment or a new customer.
    So the goal is to produce custom objects to close the object design gap.
  • Let us think about how we model, When we observation Modeling of the Real World, we notice that we identify existing objects.
    Modeling of the real world leads to a system that reflects today’s realities but not necessarily tomorrow’s, or the visionary Scenario that drives our analysis.
    Transition to next slide: “Inheritance is found either by specialization or generalization”
  • The distinction is subtle and depends on who is discovered first, the super class or the sub class
  • After the generalization there is often an opportunity for Restructuring:
    Why don‘t we move the methods totalReceipts, collectMoney(), makeChange(), dispenseBeverage()
    into the super class?
  • Now we have the method dispenseItem in the superclass! It should be an abstract method, implemented by each of the subclasses
  • Inheritance is used during analysis as well as during object design! This is often confusing
    for modeling novices
  • Inheritance is a generalization technique, in which the behavior of a superclass is shared by all its subclasses. Sometimes it is misused as an implementation technique.
    Question: Can you give me an example for unwanted behavior?
  • The adapter pattern lets classes work together that couldn’t otherwise because of incompatible interfaces
    Object adapters are much more frequent.
    We will only cover object adapters (and call them therefore simply adapters)
  • Delegation is used to bind an Adapter and an Adaptee (Legacy Class)
    Interface inheritance is use to specify the interface of the Adapter class.
    Adaptee (usually called legacy system) pre-exist the Adapter.
    Client Interface may be realized as an interface in Java.
  • This is the final metamodel for modeling inheritance.
    Today we have added strict inheritance and contractions as two additional ways to use implementation inheritance: We identified strict inheritance as a good citizen, and if used this way, then implementation inheritance is a good thing. And we have shown that contract is a bad idea, because it leads to unmaintainable systems and unpredictable behavior.
  • Each subsystem in a system provides a service (see Chapters on System Design)
    Describes the set of operations provided by the subsystem
    Specifying a service operation as
    Signature: Name of operation, fully typed parameter list and return type
    Abstract: Describes the operation
    Pre: Precondition for calling the operation
    Post: Postcondition describing important state after the execution of the operation
    Use JavaDoc for the specification of service operations.
  • Ch08lect1 ud

    1. 1. UsingUML,Patterns,andJava Object-OrientedSoftwareEngineering Chapter 8, Object Design: Reuse and Patterns
    2. 2. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 2 Object Design • Purpose of object design: • Prepare for the implementation of the system model based on design decisions • Transform the system model (optimize it) • Investigate alternative ways to implement the system model • Use design goals: minimize execution time, memory and other measures of cost. • Object design serves as the basis of implementation.
    3. 3. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 3 Terminology: Naming of Design Activities Methodology: Object-oriented software engineering (OOSE) • System Design • Decomposition into subsystems, etc • Object Design • Data structures and algorithms chosen • Implementation • Implementation language is chosen
    4. 4. System Development as a Set of Activities Custom objects Analysis - System Design - Object Design System Model Design Application objects Solution objects Existing Machine Problem Off-the-Shelf Components
    5. 5. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 5 Object Design consists of 4 Activities 1. Reuse: Identification of existing solutions • Use of inheritance • Off-the-shelf components and additional solution objects • Design patterns 2. Interface specification • Describes precisely each class interface 3. Object model restructuring • Transforms the object design model to improve its understandability and extensibility 4. Object model optimization • Transforms the object design model to address performance criteria such as response time or memory utilization.
    6. 6. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 6 Object Design Activities Specifying constraints Specifying types & signatures Identifying patterns Adjusting patterns Identifying missing attributes & operations Specifying visibility Specification Specifying exceptions Reuse Identifying components Adjusting components Select Subsystem
    7. 7. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 7 Detailed View of Object Design Activities (ctd) Collapsing classes Restructuring Optimization Revisiting inheritance Optimizing access paths Caching complex computations Delaying complex computations Check Use Cases Realizing associations
    8. 8. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 8 One Way to do Object Design 1. Identify the missing components in the design gap 2. Make a build or buy decision to obtain the missing component => Component-Based Software Engineering: The design gap is filled with available components (“0 % coding”). • Special Case: COTS-Development • COTS: Commercial-off-the-Shelf • The design gap is completely filled with commercial- off-the-shelf-components. => Design with standard components.
    9. 9. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 9 Identification of new Objects during Object Design Incident Report Requirements Analysis (Language of Application Domain) Object Design (Language of Solution Domain) Incident Report Text box Menu Scrollbar
    10. 10. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 10 Application Domain vs Solution Domain Objects Requirements Analysis (Language of Application Domain) Subject subscribe(subscriber) unsubscribe(subscriber) notify() update() Observer *observers Object Design (Language of Solution Domain) ConcreteSubject state getState() setState() ConcreteObserver observeState update()
    11. 11. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 11 Other Reasons for new Objects • The implementation of algorithms may necessitate objects to hold values • New low-level operations may be needed during the decomposition of high-level operations • Example: EraseArea() in a drawing program • Conceptually very simple • Implementation is complicated: • Area represented by pixels • We need a Repair() operation to clean up objects partially covered by the erased area • We need a Redraw() operation to draw objects uncovered by the erasure • We need a Draw() operation to erase pixels in background color not covered by other objects.
    12. 12. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 12 Modeling of the Real World • Modeling of the real world leads to a system that reflects today’s realities but not necessarily tomorrow’s. • There is a need for reusable and flexible designs • Design knowledge such as the adapter pattern complements application domain knowledge and solution domain knowledge.
    13. 13. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 13 Reuse of Code • I have a list, but my customer would like to have a stack • The list offers the operations Insert(), Find(), Delete() • The stack needs the operations Push(), Pop() and Top() • Can I reuse the existing list? • I am an employee in a company that builds cars with expensive car stereo systems • Can I reuse the existing car software in a home stero system?
    14. 14. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 14 Reuse of Interfaces • I am an off-shore programmer in Hawaii. I have a contract to implement an electronic parts catalog for DaimlerChrysler • How can I and my contractor be sure that I implement it correctly? • I would like to develop a window system for Linux that behaves the same way as in Vista • How can I make sure that I follow the conventions for Vista windows and not those of MacOS X? • I have to develop a new service for cars, that automatically call a help center when the car is used the wrong way. • Can I reuse the help desk software that I developed for a company in the telecommuniction industry?
    15. 15. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 15 Reuse of existing classes • I have an implementation for a list of elements of Typ int • Can I reuse this list to build • a list of customers • a spare parts catalog • a flight reservation schedule? • I have developed a class “Addressbook” in another project • Can I add it as a subsystem to my e-mail program which I purchased from a vendor (replacing the vendor-supplied addressbook)? • Can I reuse this class in the billing software of my dealer management system?
    16. 16. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 16 Customization: Build Custom Objects • Problem: Close the object design gap • Develop new functionality • Main goal: • Reuse knowledge from previous experience • Reuse functionality already available • Composition (also called Black Box Reuse) • New functionality is obtained by aggregation • The new object with more functionality is an aggregation of existing objects • Inheritance (also called White-box Reuse) • New functionality is obtained by inheritance
    17. 17. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 17 The use of Inheritance • Inheritance is used to achieve two different goals • Description of Taxonomies • Interface Specification • Description of Taxonomies • Used during requirements analysis • Activity: identify application domain objects that are hierarchically related • Goal: make the analysis model more understandable • Interface Specification • Used during object design • Activity: identify the signatures of all identified objects • Goal: increase reusability, enhance modifiability and extensibility
    18. 18. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 18 Example of Inheritance Superclass: drive() brake() accelerate() Car playMusic() ejectCD() resumeMusic() pauseMusic() LuxuryCar Subclass: public class LuxuryCar extends Car { public void playMusic() {…} public void ejectCD() {…} public void resumeMusic() {…} public void pauseMusic() {…} } public class Car { public void drive() {…} public void brake() {…} public void accelerate() {…} }
    19. 19. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 19 Inheritance comes in many Flavors Inheritance is used in four ways: • Specialization • Generalization • Specification Inheritance • Implementation Inheritance.
    20. 20. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 20 Discovering Inheritance • To “discover“ inheritance associations, we can proceed in two ways, which we call specialization and generalization • Generalization: the discovery of an inheritance relationship between two classes, where the sub class is discovered first. • Specialization: the discovery of an inheritance relationship between two classes, where the super class is discovered first.
    21. 21. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 21 Generalization • First we find the subclass, then the super class • This type of discovery occurs often in science and engineering: • Biology: First we find individual animals (Elefant, Lion, Tiger), then we discover that these animals have common properties (mammals).
    22. 22. Generalization Example: Modeling a Coffee Machine totalReceipts numberOfCups coffeeMix collectMoney() makeChange() heatWater() dispenseBeverage() addSugar() addCreamer() CoffeeMachine VendingMachine Generalization: The class CoffeeMachine is discovered first, then the class SodaMachine, then the superclass VendingMachine totalReceipts cansOfBeer cansOfCola collectMoney() makeChange() chill() dispenseBeverage() SodaMachine
    23. 23. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 23 Restructuring of Attributes and Operations is often a Consequence of Generalization totalReceipts collectMoney() makeChange() dispenseBeverage() VendingMachine numberOfCups coffeeMix heatWater() addSugar() addCreamer() CoffeeMachine cansOfBeer cansOfCola chill() SodaMachine totalReceipts numberOfCups coffeeMix collectMoney() makeChange() heatWater() dispenseBeverage() addSugar() addCreamer() CoffeeMachine VendingMachine totalReceipts cansOfBeer cansOfCola collectMoney() makeChange() chill() dispenseBeverage() SodaMachine Called Remodeling if done on the model level; Called Refactoring if done on the source code level.
    24. 24. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 24 An Example of a Specialization numberOfCups coffeeMix heatWater() addSugar() addCreamer() CoffeeMachine totalReceipts collectMoney() makeChange() dispenseBeverage() VendingMachine cansOfBeer cansOfCola chill() SodaMachine bagsofChips numberOfCandyBars dispenseSnack() CandyMachine CandyMachine is a new product and designed as a sub class of the superclass VendingMachine A change of names might now be useful: dispenseItem() instead of dispenseBeverage() and dispenseSnack()
    25. 25. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 25 Example of a Specialization (2) numberOfCups coffeeMix heatWater() addSugar() addCreamer() dispenseItem() CoffeeMachine totalReceipts collectMoney() makeChange() dispenseItem() VendingMaschine cansOfBeer cansOfCola chill() dispenseItem() SodaMachine bagsofChips numberOfCandyBars dispenseItem() CandyMachine
    26. 26. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 26 Meta-Model for Inheritance Inheritance Specification Inheritance Implementation Inheritance Inheritance for ReuseTaxonomy Inheritance detected by generalization Inheritance detected by specialization Analysis activity Object Design
    27. 27. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 27 For Reuse: Implementation Inheritance and Specification Inheritance • Implementation inheritance • Also called class inheritance • Goal: • Extend an applications’ functionality by reusing functionality from the super class • Inherit from an existing class with some or all operations already implemented • Specification Inheritance • Also called subtyping • Goal: • Inherit from a specification • The specification is an abstract class with all operations specified, but not yet implemented.
    28. 28. Problem with implementation inheritance: • The inherited operations might exhibit unwanted behavior. • Example: What happens if the Stack user calls Remove() instead of Pop()? Example: • I have a List class, I need a Stack class • How about subclassing the Stack class from the List class and implementing Push(), Pop(), Top() with Add() and Remove()? Add() Remove() List Push() Pop() Stack Top() “Already implemented” Example for Implementation Inheritance • A very similar class is already implemented that does almost the same as the desired class implementation
    29. 29. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 29 Delegation instead of Implementation Inheritance • Inheritance: Extending a Base class by a new operation or overriding an operation. • Delegation: Catching an operation and sending it to another object. • Which of the following models is better? +Add() +Remove() List Stack +Push() +Pop() +Top() +Push() +Pop() +Top() Stack Add() Remove() List
    30. 30. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 30 delegates toClient Receiver Delegate calls Delegation • Delegation is a way of making composition as powerful for reuse as inheritance • In delegation two objects are involved in handling a request from a Client •The Receiver object delegates operations to the Delegate object •The Receiver object makes sure, that the Client does not misuse the Delegate object.
    31. 31. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 31 Adapter Pattern • Adapter Pattern: Connects incompatible components. • It converts the interface of one component into another interface expected by the other (calling) component • Used to provide a new interface to existing legacy components (Interface engineering, reengineering) • Also known as a wrapper.
    32. 32. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 32 Adapter Pattern ClientInterface Request() LegacyClass ExistingRequest() adaptee Adapter Request() Client Old System (“Legacy System”) New System
    33. 33. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 33 Adapter for the Set problem Set add(element) adaptee MySet add(element) Client Hashtable put(key, element)
    34. 34. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 34 Contraction • Contraction: Implementations of methods in the super class are overwritten with empty bodies in the subclass to make the super class operations “invisible“ • Contraction is a special type of inheritance • It should be avoided at all costs, but is used often.
    35. 35. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 35 Revised Metamodel for Inheritance Inheritance Specification Inheritance Implementation Inheritance Inheritance for ReuseTaxonomy Inheritance detected by generalization Inheritance detected by specialization Analysis activity Object Design Strict Inheritance Contraction
    36. 36. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 36 Documenting Object Design: ODD Conventions • Each subsystem in a system provides a service • Describes the set of operations provided by the subsystem • Specification of the service operations • Signature: Name of operation, fully typed parameter list and return type • Abstract: Describes the operation • Pre: Precondition for calling the operation • Post: Postcondition describing important state after the execution of the operation • Use JavaDoc and Contracts for the specification of service operations
    37. 37. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 37 Package it all up • Pack up design into discrete units that can be edited, compiled, linked, reused • Construct physical modules • Ideally use one package for each subsystem • System decomposition might not be good for implementation. • Two design principles for packaging • Minimize coupling: • Classes in client-supplier relationships are usually loosely coupled • Avoid large number of parameters in methods to avoid strong coupling (should be less than 4-5) • Avoid global data • Maximize cohesion: Put classes connected by associations into one package.
    38. 38. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 38 Packaging Heuristics • Each subsystem service is made available by one or more interface objects within the package • Start with one interface object for each subsystem service • Try to limit the number of interface operations (7+-2) • If an interface object has too many operations, reconsider the number of interface objects • If you have too many interface objects, reconsider the number of subsystems • Interface objects vs Java interface: • Interface object: Used during requirements analysis, system design, object design. Denotes a service or API • Java interface: Used during implementation in Java (May or may not implement an interface object).

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