1 / 34

Chapter 25

Chapter 25. More Design Patterns. Polymorphism. Issue: Conditional variation If-then-else or switch statements New variation or case: Conditional statements change Often in many places (methods, classes) Makes it difficult to extend program, add new variations Examples

veta
Download Presentation

Chapter 25

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Chapter 25 More Design Patterns

  2. Polymorphism • Issue: Conditional variation • If-then-else or switch statements • New variation or case: • Conditional statements change • Often in many places (methods, classes) • Makes it difficult to extend program, add new variations • Examples • Alternatives based on type • Pluggable software components: • Replace one server with another • Without affecting the clients

  3. Polymorphism • Solution • Do not test for the type of an object and use conditional logic • Use polymorphic operations instead • Example: Third-party tax calculator programs in the NextGen POS system • We want to use an “adapter class” • We call adapter’s methods, adapter converts it to tax calculator’s methods • We’d like our code not to depend on which tax calculator we use • We’d like to avoid conditional statements in the adapter class • Solution: Use one adapter class per tax calculator • Use polymorphism

  4. Adapter classes implement iTaxCalculatorAdapter interface

  5. Polymorphism in Monopoly • Issue: Different actions need to be performed when player lands on different types of square • Examples: • Go square: Get $200 • Tax square: Pay income tax (10% or $200) • Regular square: Do nothing (for now) • Solution: Use abstract superclass, Square • RegularSquare, TaxSquare, IncomeTaxSquare subclasses

  6. Polymorphism in Monopoly

  7. Issue: How to adapt interaction diagrams to this change? May use “sd” and“ref” frames here to be more formal

  8. One Polymorphic Case

  9. Another polymorphic case

  10. Another polymorphic case

  11. Another polymorphic case • Notice design change: • Now Player knows location, instead of Piece • Decreases coupling • In fact, we realize “piece” class not really needed

  12. When to use interfaces vs. abstract superclasses? • Use interfaces whenever you can • Because of single inheritance, abstract classes are restrictive • Unless there are a lot of default method implementations inherited – then use abstract classes

  13. Design Pattern: Pure Fabrication • Idea: Make up (“fabricate”) new class with no direct equivalent concept in the domain • When other design patterns do not offer solutions with low coupling and high cohesion • Recall example: Saving a Sale object in a database • What goes wrong if “Sale” saves itself? • Task requires a lot of supporting database operations • Sale has to be coupled to the db interface • Saving to db a general task • A lot of other classes need the same support • Lots of duplication in each object

  14. Solution: New “PersistentStorage” class • Persistent storage not a domain concept • We grouped a number of responsibilities into this class • Similar issue in Monopoly: • Player rolls dice: Not reusable in another game • Summing of dice done by player • Can’t ask for dice total without rolling again • Improved design: Fabricate “Cup” class that does the jobs above

  15. Fabrication in Monopoly: The “Cup” class

  16. Design of Objects • Design of objects done in one of two ways • Objects chosen by representational decomposition • Representing domain objects • Example: • TableOfContents • Objects chosen by behavioral decomposition • Group a number of related operations into a class • Example: • Algorithm object: TableOfContentsGenerator • Don’t overdo fabrication • If you put all functionality in one class, you end up writing a C program

  17. Updated Monopoly Interaction Diagram

  18. Design Pattern: Indirection • Issue: How to avoid coupling between two or more things • Why? One is likely to change a lot. Don’t want the other to depend on it. • Solution: Use indirection. Create intermediate object. • Example: TaxCalculatorAdapter • Our design is independent from the third party tax program API • If the API changes, we only modify the adapter. • Example: PersistentStorage • Just change PersistentStorage to use a different database

  19. Indirection via the adapter class/object

  20. Design Pattern: Protected Variations • Issue: How to design objects, subsystems and systems so that variations or instability in these elements do not have an undesirable impact on others? • Solution: • Identify points of predicted variations and instability • Put a stable interface around them to protect the rest of the design • Example: External tax calculator and the class hierarchy of adapters

  21. Examples of Mechanisms Motivated byProtected Variations • Data-driven designs: • Example: Web-page style sheet read separately from the .html file • Service look-up mechanisms: JNDI, Jini, UDDI • Protects designs from where services are located • Interpreter-Driven Designs • Virtual machines, language interpreters, ... • Reflective or Meta-Level Designs • Java Beans • A way to learn what attribute or bean property a “Bean” has and what method to use to access it

  22. Law of Demeter In any method M attached to a Class C, only methods defined by the following classes may be used: • The instance variable classes of C • the argument classes of the method M including C itself • Note: Global objects or the local objects of M are considered arguments of M

  23. Law of Demeter (weak) In any method M attached to a Class C, data can be accessed and messages can be sent to only the following objects: • the arguments of the method M including self • The instance variables for the receiver of the message. • Global objects • the local objects of M

  24. Law of Demeter (strong) In any method M attached to a Class C, data can be accessed and messages can be sent to only the following objects: • the arguments of the method M including self • The instance variables defined in the class containing the method being executed. (no direct access to inherited instance variables.) • Global objects • the local objects of M

  25. Law of Demeter (from Dr. Gordon) In any method M attached to a Class C, data can be accessed and messages can be sent to only the following objects: • the arguments of the method M including self • the local objects of M • (no direct access to instance variables.)

  26. Cohesion Revisited • Varieties of Cohesion • Coincidental Cohesion • Logical Cohesion • Temporal Cohesion • Communication Cohesion • Sequential Cohesion • Functional Cohesion • Data Cohesion

  27. Coincidental Cohesion • This cohesion occurs when the components have no apparent reason for being grouped together • In OO framework, we say that it occurs when a class consists of methods that are unrelated • It is usually a sign of poor design in any software design approach.

  28. Logical Cohesion • This occurs when there is a logical connection among the elements of the software but no actual connection • A library of mathematical functions might exhibit logical cohesion

  29. Temporal Cohesion • This occurs when the elements are bound together because they are all used at approximately the same time. • The initialization routines of a compiler or other such software are usually a good example of temporal cohesion. • A better OO approach would be to spread the initialization work over classes that would more closely be charged with subsequent behavior.

  30. Communication Cohesion • This occurs when methods are grouped because they all access the same data or devices. • The “class” acts as a manager for the data or devices.

  31. Sequential Cohesion • This occurs when elements in a class are linked by the necessity to be activated in a particular order. • A better design would be to raise the level of abstraction • Since the sequentiality must be captured at some level, the goal is to hide this as much as possible from other levels of abstraction.

  32. Functional Cohesion • This is a desirable type of cohesion in which the elements of the component all relate to the achievement of a single goal. • The measure of quality design at the level of a method is functional cohesion. • Each method should have a clearly stated unifunctional goal achieved by that method.

  33. Data Cohesion • At the OO level, this is the measure of the quality of design of a class • A class defines a set of data values and exports routines that manipulate the data. • Data Cohesion occurs when a class is designed to implement a data abstraction.

  34. Estimating Cohesion Write a brief statement of the Class (method). • If the statement that describes the purpose of a class (method) is a compound statement containing more that one verb, the class is probably performing more than one function. It probably has sequential or communicating cohesion • If the statement contains words relating to time, it probably has sequential or temporal cohesion. “Wait for ... “ • If the predicate of the statement does not contain a single specific object following the verb, it probably has logical cohesion. “Edit all data” • If the statement contains words such as initialize or clean-up, it is probably temporal cohesion.

More Related