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Principles of Object-Oriented Software Development

Principles of Object-Oriented Software Development. Application Development. Application Development. Introduction The drawtool application Guidelines for design From specification to implementation Summary Q/A Literature. Application Development.

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Principles of Object-Oriented Software Development

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  1. Principles of Object-Oriented Software Development Application Development

  2. Application Development Introduction The drawtool application Guidelines for design From specification to implementation Summary Q/A Literature

  3. Application Development • the drawtool applications • guidelines for design • from specification to implementation Additional keywords and phrases: hush framework, interactive editors, law of Demeter, formal specification in Z, abstract systems

  4. The drawtool application Subsections: A simple drawing canvas in hush The drawtool application

  5. A simple drawing canvas in hush The hush class hierarchy

  6. Drawing canvas

  7. public interface widget { widget public String path(); public void eval(String cmd); public void pack(String s); public void bind(handler h,String s); public void bind(String p, handler h,String s); public void configure(String cmd); public void geometry(int x, int y); public void xscroll(widget w); public void yscroll(widget w); public widget self(); to define compound widgets public void redirect(widget inner); };

  8. import hush.dv.api.event; import hush.dv.widgets.canvas; class draw extends canvas { draw go.java boolean dragging; public draw(String path) { super(path); dragging = false; bind(this); } public void press(event ev) { dragging = true; } public void release(event ev) { dragging = false; } public void motion(event ev) { if (dragging) circle(ev.x(),ev.y(),2,"-fill black"); } };

  9. Drawing canvas

  10. The drawtool application

  11. A (partial) class diagram

  12. path ::= '.' | '.'string | path'.'string Widget containment

  13. An interaction diagram

  14. import hush.dv.api.*; import hush.dv.widgets.frame; public class toolbox extends frame { toolbox tablet tablet; public toolbox(widget w, tablet t) { super(w,"toolbox"); tablet = t; new toolbutton(this,"draw"); new toolbutton(this,"move"); new toolbutton(this,"box"); new toolbutton(this,"circle"); new toolbutton(this,"arrow"); } public int operator() { tablet.mode(_event.arg(1)); reset tablet mode return OK; } };

  15. import hush.dv.api.*; import hush.dv.widgets.button; public class toolbutton extends button { toolbutton public toolbutton(widget w, String name) { super(w,name); text(name); bind(w,name); pack("-side top -fill both -expand 1"); } };

  16. import hush.dv.api.widget; public class menubar extends hush.dv.widgets.menubar { menubar public menubar(widget w, tablet t, toolbox b) { super(w,"bar"); configure("-relief sunken"); new FileMenu(this,t); new EditMenu(this,b); new HelpButton(this); } };

  17. Tablet

  18. import hush.dv.api.*; import hush.dv.widgets.*; public class tablet extends canvas { tablet int _mode; canvas canvas; handler[] handlers; final int DRAW = 0; final int MOVE = 1; final int CIRCLE = 2; final int BOX = 3; final int ARROW = 5;

  19. public tablet(widget w, String name, String options) { super(w,name,"*"); handlers = new handler[12]; init(options); redirect(canvas); // to delegate to canvas bind(this); // to intercept user actions handlers[DRAW] = new DrawHandler(canvas); handlers[MOVE] = new MoveHandler(canvas); handlers[BOX] = new BoxHandler(canvas); handlers[CIRCLE] = new CircleHandler(canvas); handlers[ARROW] = new ArrowHandler(canvas); _mode = 0; // drawmode.draw; }

  20. public int operator() { handlers[_mode].dispatch(_event); return OK; } public int mode(String s) { int m = -1; if ("draw".equals(s)) m = DRAW; if ("move".equals(s)) m = MOVE; if ("box".equals(s)) m = BOX; if ("circle".equals(s)) m = CIRCLE; if ("arrow".equals(s)) m = ARROW; if (m >= 0) _mode = m; return _mode; }

  21. void init(String options) { widget root = new frame(path(),"-class tablet"); canvas = new canvas(root,"canvas",options); canvas.configure("-relief sunken -background white"); canvas.geometry(200,100); scrollbar scrollx = new Scrollbar(root,"scrollx"); scrollx.orient("horizontal"); scrollx.pack("-side bottom -fill x -expand 0"); scrollbar scrolly = new Scrollbar(root,"scrolly"); scrolly.orient("vertical"); scrolly.pack("-side right -fill y -expand 0"); canvas.pack("-side top -fill both -expand 1"); canvas.xscroll(scrollx); scrollx.xview(canvas); canvas.yscroll(scrolly); scrolly.yview(canvas); }

  22. import hush.dv.api.*; import hush.dv.widgets.frame; import hush.dv.widgets.canvas; public class drawtool extends canvas { drawtool widget root; tablet tablet; public drawtool() { System.out.println("meta handler created"); } public drawtool(String p, String options) { super(p,"*"); // create empty tablet init(options); }

  23. public int operator() { System.out.println("Calling drawtool:" + _event.args(0) ); String[] argv = _event.argv(); if ("self".equals(argv[1])) tk.result(self().path()); else if ("drawtool".equals(argv[0])) create(argv[1],_event.args(2)); else if ("path".equals(argv[1])) tk.result(path()); else if ("pack".equals(argv[1])) pack(_event.args(2)); else self().eval( _event.args(1) ); // send through return OK; } void create(String name, String options) { drawtool m = new drawtool(name,options); }

  24. void init(String options) { root = new frame(path(),"-class Meta"); frame frame = new frame(root,"frame"); tablet = new tablet(frame,"tablet",options); toolbox toolbox = new toolbox(frame,tablet); menubar menubar = new menubar(root,tablet,toolbox); toolbox.pack("-side left -fill y -expand 0"); tablet.pack("-side left -fill both -expand 1"); menubar.pack(); frame.pack("-expand 1 -fill both"); redirect( tablet ); // the widget of interest } };

  25. Canvas c = new DrawTool("draw",""); tk.bind("drawtool",c); c.circle(20,20,20,"-fill red"); c.rectangle(30,30,70,70,"-fill blue"); c.pack(); The drawtool application

  26. Guidelines for design Subsections: Individual class design Establishing invariants An objective sense of style

  27. Development process cognitive factors • model -> realize -> refine

  28. Design criteria natural, flexible, reusable • abstraction -- types • modularity -- strong cohesion (class) • structure -- subtyping • information hiding -- narrow interfaces • complexity -- weak coupling

  29. Individual class design

  30. Class design guidelines • only methods public -- information hiding • do not expose implementation details • public members available to all classes -- strong cohesion • as few dependencies as possible -- weak coupling • explicit information passing • root class should be abstract model -- abstraction

  31. Inheritance and invariance

  32. Invariant properties -- algebraic laws class employee { employee public: employee( int n = 0 ) : sal(n) { } employee* salary(int n) { sal = n; return this; } virtual long salary() { return sal; } protected: int sal; }; Invariant k == (e->salary(k))->salary()

  33. Problem -- hidden bonus class manager : public employee { manager public: long salary() { return sal + 1000; } }; Invariant k =?= (m->salary(k))->salary() Violating the invariant

  34. Solution -- explicit bonus class manager : public employee { manager' public: manager* bonus(int n) { sal += n; return this; } }; Invariant -- restored k + n == ((m->salary(k))->bonus(n))->salary() Restoring the invariant

  35. An objective sense of style

  36. Good Object-Oriented Design organize and reduce dependencies between classes Client -- A method m is a client of C if m calls a method of C Supplier -- If m is a client of C then C is a supplier of m Acquaintance -- C is an acquaintance of m if C is a supplier of m but not (the type of) an argument of m or (of) an instance variable of the object of m [] C is a preferred acquaintance of m if an object of C is created in m or C is the type of a global variable [] C is a preferred supplier of m if C is a supplier and C is (the type of) an instance variable, an argument or a preferred acquaintance

  37. Law of Demeter Do not refer to a class C in a method m unless C is (the type of) 1. an instance variable 2. an argument of m 3. an object created in m 4. a global variable ignorance is bliss Minimize the number of acquaintances!

  38. From specification to implementation Subsections: Structure versus behavior Model-based specification Abstract systems

  39. Structural versus behavioralencapsulation Semantic modeling -- constructing types aggregation, grouping by association

  40. Object-oriented modeling • is-a -- inheritance • has-a, uses -- delegation • uses -- templates

  41. Model-based specification

  42. State and operations Change and invariance Verification Model-based specification

  43. State The specification of a Counter in Z

  44. Z Counter Bounded counter

  45. The specification of a Library State

  46. Operations

  47. Abstract systems and events Abstract systems -- design methodology abstract system = abstract data types + protocol Events -- high level glue realization of the interaction protocol

  48. library Exemplary interface p = new person(); b = new book(); p = b->borrower; s = p->books; tf = b->inlibrary(); b->borrow(p); p->allocate(b); p->deallocate(b); b->_return(p); For person* p; book* b; set<book>* s; bool tf;

  49. class book { book public: person* borrower; book() {} void borrow( person* p ) { borrower = p; } void _return( person* p ) { borrower = 0; } bool inlibrary() { return !borrower; } }; class person { person public: person() { books = new set(); } void allocate( book* b ) { books->insert(b); } void deallocate( book* b ) { books->remove(b); } set* books; };

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