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Chapter 22 Object-Oriented Design

Chapter 22 Object-Oriented Design. Object-Oriented Design. OOA and OOD. OOA and OOD. Design Issues. decomposability—the facility with which a design method helps the designer to decompose a large problem into subproblems that are easier to solve;

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Chapter 22 Object-Oriented Design

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  1. Chapter 22Object-Oriented Design

  2. Object-Oriented Design

  3. OOA and OOD

  4. OOA and OOD

  5. Design Issues • decomposability—the facility with which a design method helps the designer to decompose a large problem into subproblems that are easier to solve; • composability—the degree to which a design method ensures that program components (modules), once designed and built, can be reused to create other systems; • understandability—the ease with which a program component can be understood without reference to other information or other modules; • continuity—the ability to make small changes in a program and have these changes manifest themselves with corresponding changes in just one or a very few modules; • protection—a architectural characteristic that will reduce the propagation of side affects if an error does occur in a given module.

  6. Generic Components for OOD • Problem domain component—the subsystems that are responsible for implementing customer requirements directly; • Human interaction component —the subsystems that implement the user interface (this included reusable GUI subsystems); • Task Management Component—the subsystems that are responsible for controlling and coordinating concurrent tasks that may be packaged within a subsystem or among different subsystems; • Data management component—the subsystem that is responsible for the storage and retrieval of objects.

  7. Process Flow for OOD

  8. System Design Process • Partition the analysis model into subsystems. • Identify concurrency that is dictated by the problem. • Allocate subsystems to processors and tasks. • Develop a design for the user interface. • Choose a basic strategy for implementing data management. • Identify global resources and the control mechanisms required to access them. • Design an appropriate control mechanism for the system, including task management. • Consider how boundary conditions should be handled. • Review and consider trade-offs.

  9. System Design

  10. Subsystem Example

  11. Subsystem Design Criteria • The subsystem should have a well-defined interface through which all communication with the rest of the system occurs. • With the exception of a small number of “communication classes,” the classes within a subsystem should collaborate only with other classes within the subsystem. • The number of subsystems should be kept small. • A subsystem can be partitioned internally to help reduce complexity.

  12. Subsystem Collaboration Table

  13. Object Design • A protocol description establishes the interface of an object by defining each message that the object can receive and the related operation that the object performs • An implementation description shows implementation details for each operation implied by a message that is passed to an object. • information about the object's private part • internal details about the data structures that describe the object’s attributes • procedural details that describe operations

  14. Design Patterns ... you’ll find recurring patterns of classes and communicating objects in many object-oriented systems. These patterns solve specific design problems and make object-oriented design more flexible, elegant, and ultimately reusable. They help designers reuse successful designs by basing new designs on prior experience. A designer who is familiar with such patterns can apply them immediately to design problems without having to rediscover them. Gamma and his colleagues [GAM95]

  15. Design Pattern Attributes • The design pattern name is an abstraction that conveys significant meaning about it applicability and intent. • The problem description indicates the environment and conditions that must exist to make the design pattern applicable. • The pattern characteristics indicate the attributes of the design that may be adjusted to enable the pattern to accommodate into a variety of problems. • The consequences associated with the use of a design pattern provide an indication of the ramifications of design decisions.

  16. Example • Miter joint – Dovetail joint in window • Miter • Simpler lightweight inconspicuous • Dovetail • More complex, impervious temperature and humidity • Independent of fastening system • Beautiful when made well

  17. Facade Pattern • Name - Facade • Problem • You need to use only a subset of a complex system. Or you need to interact with the system in a particular way. • Solution • Define a new class (or classes) That has the required interface • Have this new class use the existing system.

  18. Façade (cont.) • Trade-offs • The facade simplifies the use of the required subsystem. However, since the facade is not complete, certain functionality may be unavailable to the client

  19. Facade Subsystem Facade

  20. Summary – • Applies when • You do not need to use all the functionality of a complex system • You want to encapsulate or hide the original system • You want to use the functionality of the original system and want to add some new functionality as well • The cost of writing this new class is less than the cost of everybody learning how to use the original system or is less than you would spend on maintenance in the future

  21. Adapter • Name – Adaptor (wrapper) • Problem • A system has the right data and behavior but the wrong interface. Often used when you have to make something a derivative of an abstract class we are defining or already have

  22. Solution • Provide a wrapper with the desired interface • Object adapter – • Adapter contains the adaptee (pointer?) • Use inline functions to forward • Class adapter • Use multiple inheritance – private

  23. Adaptor Target Adaptee Client Adaptor

  24. Trade offs • Efficiency issues • Writing function forwarding • Note • Facade often hides several classes but may be 1 • Adapter often hides 1 but may be several

  25. Find what varies and encapsulate it

  26. Abstract class • Core concept - commonality • Variations are derivation of an abstract class

  27. Specification, Interface, Implementation • Specification – conceptual, identifies interface • Specification implementation - given specification how can I implement this particular variation

  28. Bridge Pattern • Name - bridge • Problem the derivations of an abstract class must use multiple implementations without causing an explosion in the number of classes

  29. Solution • Define an interface for all implementations to use and have the derivations of the abstract class use that.

  30. Bridge Pattern Abstraction Implementor Concrete Implementor B Concrete Implementor A Refined Abstraction

  31. Tradeoffs • The decoupling of the implementation from the objects that use them increases extensibility. • Client objects are not aware of implementation issues. • Variations of shape are encapsulated in shape class • Variations in drawing are encapsulated in drawing class

  32. Abstract Factory • Name: Abstract Factory • Problem: Families of related objects need to be instantiated. • Solution: The abstract factory defines the interface for how to create each member of the family. Each family is created by having its own unique concrete factory.

  33. Tradeoffs • Isolates concrete classes • Makes exchanging product families easy • Promotes consistency among products • Hard to add new kinds of products

  34. Abstract Factory Client AbstractProduct B Abstract Product A Abstract Factory A1 A2 B1 B2

  35. Summary • First, identify the rules for instantiation and define an abstract class with an interface that has a method for each object that needs to be instantiated • Implement concrete classes from this class for each family • The client object uses this factory object to create the server objects that it needs

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