Chapter 3: Object-Oriented Design

Total Page:16

File Type:pdf, Size:1020Kb

Chapter 3: Object-Oriented Design Chapter 3 Ob ject-Oriented Design A cursory explanation of ob ject-oriented programming tends to emphasize the ++ syntactic features of languages suchasC or Delphi, as opp osed to their older, non ob ject-oriented versions, C or Pascal. Thus, an explanation usually turns rather quickly to issues such as classes and inheritance, message passing, and virtual and static metho ds. But such a description will miss the most imp ortant p oint of ob ject-oriented programming, which has nothing to do with syntax. Working in an ob ject-oriented language that is, one that supp orts inheri- tance, message passing, and classes is neither a necessary nor sucient condi- tion for doing ob ject-oriented programming. As we emphasized in Chapters 1 and 2, the most imp ortant asp ect of OOP is the creation of a universe of largely autonomous interacting agents. But how do es one come up with such a system? The answer is a design technique driven by the determination and delegation of resp onsibilities. The technique describ ed in this chapter is termed responsibility- 1 driven design. 3.1 Resp onsibility Implies Noninterference As anyone can attest who can rememb er b eing a child, or who has raised children, resp onsibility is a sword that cuts b oth ways. When you make an ob ject b e it a child or a software system resp onsible for sp eci c actions, you exp ect a certain b ehavior, at least when the rules are observed. But just as imp ortant, resp onsibility implies a degree of indep endence or noninterference. If you tell a child that she is resp onsible for cleaning her ro om, you do not normally stand 1 The past few years have seen a p oli eration of ob ject-oriented design techniques. See the section on further reading at the end of this chapter for p ointers to some of the alternatives. I have selected Resp onsibility-driven design, develop ed by Reb ecca Wirfs- bro ck [Wirfs-Bro ck 1989b , Wirfs-Bro ck 1990 ] b ecause it is one of the simplest, and it facilitates the transition from design to programming. Also in this chapter I intro duce some of the nota- tional techniques made p opular by the Uni ed Mo delling Language, or UML. However, space do es not p ermit a complete intro duction to UML, nor is it necessary for an understanding of subsequent material in the b o ok. 49 50 CHAPTER 3. OBJECT-ORIENTED DESIGN over her and watch while that task is b eing p erformed{that is not the nature of resp onsibility. Instead, you exp ect that, having issued a directive in the correct fashion, the desired outcome will b e pro duced. Similarly, in the owers example from Chapter 1, when Chris gave the request to the Florist to deliver owers to Robin, it was not necessary to stop to think ab out how the request would be serviced. The orist, having taken on the resp onsibility for this service, is free to op erate without interference on the part of the customer Chris. The di erence b etween conventional programming and ob ject-oriented pro- gramming is in many ways the di erence between actively sup ervising a child while she p erforms a task, and delegating to the child resp onsibility for that p erformance. Conventional programming pro ceeds largely by doing something to something else{mo difying a record or up dating an array, for example. Thus, one p ortion of co de in a software system is often intimately tied, by control and data connections, to many other sections of the system. Such dep endencies can come ab out through the use of global variables, through use of p ointer values, or simply through inappropriate use of and dep endence on implementation details of other p ortions of co de. A resp onsibility-driven design attempts to cut these links, or at least make them as unobtrusive as p ossible. This notion might at rst seem no more subtle than the concepts of infor- mation hiding and mo dularity, which are imp ortant to programming even in conventional languages. But resp onsibility-driven design elevates information hiding from a technique to an art. This principle of information hiding b ecomes vitally imp ortant when one moves from programming in the small to program- ming in the large. One of the ma jor b ene ts of ob ject-oriented programming o ccurs when soft- ware subsystems are reused from one pro ject to the next. For example, a sim- ulation manager such as the one we will develop in Chapter 7 mightwork for b oth a simulation of balls on a billiards table and a simulation of sh in a sh tank. This ability to reuse co de implies that the software can have almost no domain-sp eci c comp onents; it must totally delegate resp onsibility for domain- sp eci c b ehavior to application-sp eci c p ortions of the system. The ability to create such reusable co de is not one that is easily learned{it requires exp erience, careful examination of case studies paradigms, in the original sense of the word, and use of a programming language in which such delegation is natural and easy to express. In subsequentchapters, we will present several such examples. 3.2 Programming in the Small and in the Large The di erence b etween the development of individual pro jects and of more siz- able software systems is often describ ed as programming in the small versus programming in the large. Programming in the small characterizes pro jects with the following attributes: Co de is develop ed by a single programmer, or p erhaps by a very small 3.3. WHY BEGIN WITH BEHAVIOR? 51 collection of programmers. A single individual can understand all asp ects of a pro ject, from top to b ottom, b eginning to end. The ma jor problem in the software development pro cess is the design and development of algorithms for dealing with the problem at hand. Programming in the large, on the other hand, characterizes software pro jects with features such as the following: The software system is develop ed by a large team, often consisting of p eople with many di erent skills. There may b e graphic artists, design exp erts, as well as programmers. Individuals involved in the sp eci cation or design of the system may di er from those involved in the co ding of individual com- p onents, who may di er as well from those involved in the integration of various comp onents in the nal pro duct. No single individual can b e con- sidered resp onsible for the entire pro ject, or even necessarily understands all asp ects of the pro ject. The ma jor problem in the software development pro cess is the management of details and the communication of information b etween diverse p ortions of the pro ject. While the b eginning student will usually be acquainted with programming in the small, asp ects of many ob ject-oriented languages are b est understo o d as resp onses to the problems encountered while programming in the large. Thus, some appreciation of the diculties involved in developing large systems is a helpful prerequisite to understanding OOP. 3.3 Why Begin with Behavior? Why b egin the design pro cess with an analysis of b ehavior? The simple answer is that the b ehavior of a system is usually understo o d long b efore any other asp ect. Earlier software development metho dologies those p opular b efore the ad- vent of ob ject-oriented techniques concentrated on ideas suchascharacterizing the basic data structures or the overall structure of function calls, often within the creation of a formal sp eci cation of the desired application. But structural elements of the application can be identi ed only after a considerable amount of problem analysis. Similarly, a formal sp eci cation often ended up as a do cu- ment understo o d by neither programmer nor client. But behavior is something that can b e describ ed almost from the moment an idea is conceived, and often unlike a formal sp eci cation can b e describ ed in terms meaningful to b oth the programmers and the client. Resp onsibility-Driven Design RDD, develop ed by Reb ecca Wirfs-Bro ck, is an ob ject-oriented design technique that is driven by an emphasis on b ehavior at all levels of development. It is but one of many alternative ob ject-oriented 52 CHAPTER 3. OBJECT-ORIENTED DESIGN ' $ P P H P H P P H P H H H H H H Welcome H H H H to the H H P P I IKH P H H H P H H H the H P H H H H H P H H H H H Interactive P H P H H H H H P H H H H Intelligent H H P H H H H H P H H H H H Kitchen P H H H H H H H H H H H Help er H H H H H H H H H H H H Press Return H to b egin H H H H H H & 22222222 222222222 2222222 Figure 3.1: { View of the InteractiveIntelligent Kitchen Help er. design techniques. We will illustrate the application of Resp onsibility-Driven Design with a case study.
Recommended publications
  • Revealing the Secrets of David Parnas
    Revealing the Secrets of David Parnas H. Conrad Cunningham Department of Computer and Information Science University of Mississippi March 7, 2014 Those of us in the fast-changing field of computing often dismiss anything writ- ten more than five years ago as obsolete. Yet several decades-old papers by David L. Parnas [1, 4, 5, 6, 7, 8] are as timely as those published in recent issues of the top journals. Parnas articulates the timeless software design concepts known as information hiding and abstract interfaces. Most programmers would describe a module as a unit of code such as a sub- routine or class. Parnas focuses on the programmers rather than the programs. He defines a module as \a work assignment given to a programmer or group of programmers" as a part of a larger software development project [7]. His goals are to enable programmers to develop each module independently, change one module without affecting other modules, and comprehend the overall system by examining one module at a time [5]. Programmers often design a software system by breaking the required pro- cessing into steps and making each step a module. Instead, Parnas uses in- formation hiding to decompose the system into modules that satisfy his goals (2); each module keeps its own secreta design decision about some aspect of the system (e.g., choice of a data structure). A modules design decision can change but none of the other modules should be affected. If some aspect is unlikely to change, the design can distribute this knowledge across several modules and the interfaces among them.
    [Show full text]
  • Keeping Secrets Within a Family: Rediscovering Parnas
    Keeping Secrets within a Family: Rediscovering Parnas H. Conrad Cunningham Cuihua Zhang Yi Liu Computer Science Computer & Information Systems Computer Science University of Mississippi Northwest Vista College University of Mississippi University, MS, 38677 San Antonio, TX 78251 University, MS 38677 Abstract of related programs. The motivation for product lines and frameworks is to take advantage of the David Parnas wrote several papers in the 1970’s commonalities among the members of the product line and 1980’s that are now considered classics. The to lower the overall cost of producing and maintaining concepts he advocated such as information hiding and a group of related software systems. use of abstract interfaces are generally accepted as Since the foundation of software product lines and the appropriate way to design nontrivial software frameworks is what Parnas proposed in his papers, an systems. However, not all of what he proposed has examination of the concepts in these papers (collected been fully appreciated and assimilated into our in [5]) can still reveal much of value to current-day practices. Many of his simple, elegant ideas have software developers and researchers. Many of the been lost amongst the hype surrounding the lessons taught in these works should also be technologies and methods that have arisen in the past incorporated into our college-level teaching. two decades. This paper examines Parnas’s ideas, This paper examines several of the lessons on the especially his emphasis on program families, and design of program families taught by Parnas that are proposes that college-level computing science and still important for contemporary students to learn.
    [Show full text]
  • Stephan Goericke Editor the Future of Software Quality Assurance the Future of Software Quality Assurance Stephan Goericke Editor
    Stephan Goericke Editor The Future of Software Quality Assurance The Future of Software Quality Assurance Stephan Goericke Editor The Future of Software Quality Assurance Editor Stephan Goericke iSQI GmbH Potsdam Germany Translated from the Dutch Original book: ‘AGILE’, © 2018, Rini van Solingen & Manage- ment Impact – translation by tolingo GmbH, © 2019, Rini van Solingen ISBN 978-3-030-29508-0 ISBN 978-3-030-29509-7 (eBook) https://doi.org/10.1007/978-3-030-29509-7 This book is an open access publication. © The Editor(s) (if applicable) and the Author(s) 2020 Open Access This book is licensed under the terms of the Creative Commons Attribution 4.0 Inter- national License (http://creativecommons.org/licenses/by/4.0/), which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence and indicate if changes were made. The images or other third party material in this book are included in the book’s Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the book’s Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use.
    [Show full text]
  • Systems Development Life Cycle
    Systems Development Life Cycle From Wikipedia, the free encyclopedia Jump to: navigation, search For other uses, see SDLC (disambiguation). Model of the Systems Development Life Cycle with the Maintenance bubble highlighted. The Systems Development Life Cycle (SDLC), or Software Development Life Cycle in systems engineering, information systems and software engineering, is the process of creating or altering systems, and the models and methodologies that people use to develop these systems. The concept generally refers to computer or information systems. In software engineering the SDLC concept underpins many kinds of software development methodologies. These methodologies form the framework for planning and controlling the creation of an information system[1]: the software development process. Contents y 1 Overview y 2 History y 3 Systems development phases o 3.1 Requirements gathering and analysis o 3.2 Design o 3.3 Build or coding o 3.4 Testing o 3.5 Operations and maintenance y 4 Systems development life cycle topics o 4.1 Management and control o 4.2 Work breakdown structured organization o 4.3 Baselines in the SDLC o 4.4 Complementary to SDLC y 5 Strengths and weaknesses y 6 See also y 7 References y 8 Further reading y 9 External links [edit] Overview Systems and Development Life Cycle (SDLC) is a process used by a systems analyst to develop an information system, including requirements, validation, training, and user (stakeholder) ownership. Any SDLC should result in a high quality system that meets or exceeds customer expectations, reaches completion within time and cost estimates, works effectively and efficiently in the current and planned Information Technology infrastructure, and is inexpensive to maintain and cost-effective to enhance.[2] Computer systems are complex and often (especially with the recent rise of Service-Oriented Architecture) link multiple traditional systems potentially supplied by different software vendors.
    [Show full text]
  • Inspection's Role in Software Quality Assurance
    focusguest editors’ introduction Inspection’s Role in Software Quality Assurance David L. Parnas, University of Limerick Mark Lawford, McMaster University espite more than 30 years’ effort to improve software quality, companies still release programs containing numerous errors. Many major products have thousands of bugs. It’s not for lack of D trying; all major software developers stress software quality as- surance and try to remove bugs before release. The problem is the code’s complexity. It’s easy to review code but fail to notice significant errors. Researchers have responded to these prob- lems by studying methods of formal correct- ness verification for programs. In theory, we now know how to prove programs correct with the same degree of rigor that we apply to mathematical theorems. In reality, this is rarely practical and even more rarely done. Most research papers on verification make simplifying assumptions (for example, a 1:1 correspondence between variables and vari- able names) that aren’t valid for real pro- grams. Proofs of realistic programs involve long, complex expressions and require pa- tience, time, and diligence that developers don’t think they have. (Interestingly enough, they never have time to verify a program be- fore release, but they must take time to re- spond to complaints after release.) Inspection methods can be more effective than informal reviews and require less effort than formal 16 IEEE SOFTWARE Published by the IEEE Computer Society 0740-7459/03/$17.00 © 2003 IEEE proofs, but their success depends on having a I The TSE papers do communicate the re- sound, systematic procedure.
    [Show full text]
  • Devops E Continuous Delivery Release-Automation Di Software Mediante Implementazione Di Una Pipeline
    POLITECNICO DI TORINO Corso di Laurea Magistrale in Ingegneria Informatica (Computer Engineering) Tesi di Laurea Magistrale DevOps e Continuous Delivery Release-Automation di software mediante implementazione di una pipeline Relatore Candidato prof. Marco Mezzalama Marco Punzi Supervisore aziendale Consoft Sistemi dott. Marco Casu Anno accademico 2017 – 2018 Ai complici della realizzazione di un sogno Abstract «L’avvento della Application Economy impone sempre più l’idea del soft- ware come strumento per generare direttamente valore di business. Occorre quindi garantire servizi di deployment rapidi e in alta affidabil- ità, che permettano il rilascio di software testato e di qualità in qualsi- asi istante. La Continuous Delivery quale estensione della Continuous Integration prevede un approccio strutturato ed automatizzato ai test funzionali, di non regressione e di integrazione, ottimizzando i processi ripetibili di Lifecycle e Deploy. Per assicurare soluzioni flessibili ed in- tegrabili all’interno dei processi aziendali, si necessita di un approccio metodologico di gestione del ciclo del software agendo sulla comunicazione e collaborazione tra gli sviluppatori e gli operatori IT.» (Consoft Sistemi SpA, DevOps Solution, 2017) iii Indice Abstract .................................... iii Introduzione Generale 1 1 Modelli e filosofie a confronto 5 1.1 Introduzione . 5 1.2 Nascita e decadenza del modello Waterfall ............... 6 1.2.1 Le fasi del modello . 6 1.2.2 Gli svantaggi del modello . 7 1.3 Lo sviluppo Agile ............................. 8 1.4 Software release: Anti-pattern e Soluzioni . 12 1.5 L’etica DevOps .............................. 13 1.6 DevOps: il valore di business . 16 1.6.1 Il Return of Investment del DevOps . 18 1.7 Conclusione .
    [Show full text]
  • A Debate on Teaching Computing Science
    Teaching Computing Science t the ACM Computer Science Conference last Strategic Defense Initiative. William Scherlis is February, Edsger Dijkstra gave an invited talk known for his articulate advocacy of formal methods called “On the Cruelty of Really Teaching in computer science. M. H. van Emden is known for Computing Science.” He challenged some of his contributions in programming languages and the basic assumptions on which our curricula philosophical insights into science. Jacques Cohen Aare based and provoked a lot of discussion. The edi- is known for his work with programming languages tors of Comwunications received several recommenda- and logic programming and is a member of the Edi- tions to publish his talk in these pages. His comments torial Panel of this magazine. Richard Hamming brought into the foreground some of the background received the Turing Award in 1968 and is well known of controversy that surrounds the issue of what be- for his work in communications and coding theory. longs in the core of a computer science curriculum. Richard M. Karp received the Turing Award in 1985 To give full airing to the controversy, we invited and is known for his contributions in the design of Dijkstra to engage in a debate with selected col- algorithms. Terry Winograd is well known for his leagues, each of whom would contribute a short early work in artificial intelligence and recent work critique of his position, with Dijkstra himself making in the principles of design. a closing statement. He graciously accepted this offer. I am grateful to these people for participating in We invited people from a variety of specialties, this debate and to Professor Dijkstra for creating the backgrounds, and interpretations to provide their opening.
    [Show full text]
  • Dr. Dobb's | Software Engineering ≠ Computer Science | June 4, 2009
    Software Engineering ≠ Computer Science Software engineering seems different, in a frustrating way, from other disciplines of computer science By Chuck Connell, Dr. Dobb's Journal Jun 04, 2009 URL:http://www.ddj.com/architect/217701907 Chuck Connell is a software consultant. He can be reached at www.chc-3.com. A few years ago, I studied algorithms and complexity. The field is wonderfully clean, with each concept clearly defined, and each result building on earlier proofs. When you learn a fact in this area, you can take it to the bank, since mathematics would have to be inconsistent to overturn what you just learned. Even the imperfect results, such as approximation and probabilistic algorithms, have rigorous analyses about their imperfections. Other disciplines of computer science, such as network topology and cryptography also enjoy similar satisfying status. Now I work on software engineering, and this area is maddeningly slippery. No concept is precisely defined. Results are qualified with "usually" or "in general". Today's research may, or may not, help tomorrow's work. New approaches often overturn earlier methods, with the new approaches burning brightly for a while and then falling out of fashion as their limitations emerge. We believed that structured programming was the answer. Then we put faith in fourth-generation languages, then object-oriented methods, then extreme programming, and now maybe open source. But software engineering is where the rubber meets the road. Few people care whether P equals NP just for the beauty of the question. The computer field is about doing things with computers. This means writing software to solve human problems, and running that software on real machines.
    [Show full text]
  • Revealing the Secrets of David Parnas
    Revealing the Secrets of David Parnas H. Conrad Cunningham Department of Computer and Information Science University of Mississippi March 7, 2014 Those of us in the fast-changing field of computing often dismiss anything writ- ten more than five years ago as obsolete. Yet several decades-old papers by David L. Parnas [1, 4, 5, 6, 7, 8] are as timely as those published in recent issues of the top journals. Parnas articulates the timeless software design concepts known as information hiding and abstract interfaces. Most programmers would describe a module as a unit of code such as a sub- routine or class. Parnas focuses on the programmers rather than the programs. He defines a module as \a work assignment given to a programmer or group of programmers" as a part of a larger software development project [7]. His goals are to enable programmers to develop each module independently, change one module without affecting other modules, and comprehend the overall system by examining one module at a time [5]. Programmers often design a software system by breaking the required pro- cessing into steps and making each step a module. Instead, Parnas uses in- formation hiding to decompose the system into modules that satisfy his goals (2); each module keeps its own secreta design decision about some aspect of the system (e.g., choice of a data structure). A modules design decision can change but none of the other modules should be affected. If some aspect is unlikely to change, the design can distribute this knowledge across several modules and the interfaces among them.
    [Show full text]
  • From Play-In Scenarios to Code: an Achievable Dream
    COVER FEATURE From Play-In Scenarios to Code: An Achievable Dream A development scheme for complex reactive systems leads from a user- friendly requirements capture method, called play-in scenarios, to full behavioral descriptions of system parts, and from there to final implementation. 1 David Harel n a 1992 Computer article, I tried to present an system model, most notably its structure and behav- The Weizmann optimistic view of the future of development ior. The linking of structure and behavior is crucial Institute of methods for complex systems. Research since and by no means a straightforward issue. In SA/SD, Science then only supports this optimism, as I will for example, each system function or activity is asso- I attempt to show. ciated with a state machine or a statechart2 that This article presents a general, rather sweeping describes its behavior. In OOAD, as evident in the development scheme, combining ideas that have been Unified Modeling Language (UML)3 and its exe- known for a long time with more recent ones. The cutable basis, the XUML,4 each class is associated scheme makes it possible to go from a high-level user- with a statechart, which describes the behavior of friendly requirements capture method—which I call every instance object. The “Structured Analysis and play-in scenarios—via a rich language for describing Structured Design” and “Object-Oriented Analysis message sequencing to a full model of the system, and and Design” sidebars give some background on these from there to final implementation. modeling approaches. A cyclic process of verifying the system against An indispensable part of any serious modeling requirements and synthesizing system parts from the approach is a rigorous semantical basis for the model requirements is central to the proposal.
    [Show full text]
  • Software Engineering
    Software Engineering ACM Fellow David Parnas, 2004 What advice do you have for computer science/software engineering students? Most students who are studying computer science really want to study software engineering but they don't have that choice. There are very few programs that are designed as engineering programs but specialize in software. I would advise students to pay more attention to the fundamental ideas rather than the latest technology. The technology will be out-of-date before they graduate. Fundamental ideas never get out of date. However, what worries me about what I just said is that some people would think of Turing machines and Goedel's theorem as fundamentals. I think those things are fundamental but they are also nearly irrelevant. I think there are fundamental design principles, for example structured programming principles, the good ideas in "Object Oriented" programming, etc. What is the most often-overlooked risk in software engineering? Incompetent programmers. There are estimates that the number of programmers needed in the U.S. exceeds 200,000. This is entirely misleading. It is not a quantity problem; we have a quality problem. One bad programmer can easily create two new jobs a year. Hiring more bad programmers will just increase our perceived need for them. If we had more good programmers, and could easily identify them, we would need fewer, not more. What is the most-repeated mistake in software engineering? People tend to underestimate the difficulty of the task. Overconfidence explains most of the poor software that I see. Doing it right is hard work.
    [Show full text]
  • Integrative Educational Approach Oriented Towards Software And
    PAPER INTEGRATIVE EDUCATIONAL APPROACH ORIENTED TOWARDS SOFTWARE AND SYSTEMS DEVELOPMENT Integrative Educational Approach Oriented Towards Software and Systems Development http://dx.doi.org/10.3991/ijep.v3i1.2345 A.J. Stoica1 and S. Islam2 1 Uppsala University, Uppsala, Sweden 2 University of East London, London, United Kingdom Abstract—The paper is based on our academic teaching and between conceptual and operational aspects in software research work in software and system engineering to effec- engineering education. tively develop modern, complex real-life Web application In our educational work, we are guided by: i) lifelong systems. It bridges the gap between academic education and learning preparing our students for applications-oriented industry needs and illustrates how such collaboration can be careers, working in all levels of computer systems engi- successfully developed in the IT area where technology neering in particular software and systems engineering development is rapid. Its scope covers the processes, models, domain; ii) contributions Harlan D. Mills award recipi- technologies, people, and knowledge that have the capability ents: Bertrand Meyer for practical and fundamental con- to contribute to developing such systems. The paper also tributions to object-oriented software engineering, soft- relates to contributions of some of Harlan D. Mills award ware reuse, and the integration of formal methods into the recipients for software engineering achievement, to address above; Barry Boehm for developing empirical software the needs to: i) improve the engineering education in an engineering models that consider cost, schedule, and academic setting, and ii) develop real-life software and quality, as well as software process spiral model, Theory system projects.
    [Show full text]