LECTURE 7: Object Oriented Design

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Presentation transcript:

LECTURE 7: Object Oriented Design Ivan Marsic Rutgers University

Topics Assigning Responsibilities to Objects Design Principles Expert Doer High Cohesion Low Coupling Business Policies Class Diagram

System Sequence Diagrams We already worked with interaction diagrams: System Sequence Diagrams select function(“unlock") : System User «initiating actor» prompt for the key enter key verify key signal: valid key, lock open open the lock, turn on the light Timer «offstage actor» start ("duration“) Time System Sequence Diagrams represent interactions between the actors (system is also an “actor”)

Design: Object Interactions Sequence Diagram System Sequence Diagram System Sequence Diagrams represent interactions of external actors Object Sequence Diagrams represent interactions of objects inside the system

Metaphor for Software Design: “Connecting the Dots” within the System Box We start System Sequence Diagrams (which show only actors and the system as a “black box”) to design the internal behavior using conceptual objects from the Domain Model and modify or introduce new objects, as needed to make the system function work.

Types of Object Responsibilities Knowing responsibility: Memorizing data or references, such as data values, data collections, or references to other objects, represented as an attribute Doing responsibility: Performing computations, such as data processing, control of physical devices, etc., represented as a method Communicating responsibility: Communicating with dependencies to delegate work, represented as message sending (method invocation)

How To “Connect the Dots” Starting Points: Domain Model from UC-1 (domain concepts): Use Case UC-1: Unlock (flow of events): 1. User enters the key code 2. System verifies that the key is valid 3. System signals the key validity 4. System signals: (a) to LockDevice to disarm the lock (b) to LightSwitch to turn the light on Scenario Walkthrough: for mapping a Use Case scenario to the Domain Model Q: who handles this data? Interface objects and Controller message: checkKey(k) Q: who performs the verification? Based on what data? return value Key Checker, based on entered key-code and stored valid keys message: ??? Q: who signals? Based on what data? Controller and Interface objects, based on key verification; because they are «boundary» Q: who signals? Based on what data? Controller or Key checker ???, based on key verification

Design: Assigning Responsibilities Two purposes of design diagrams: Communication tool, during brainstorming  use hand drawings and take an image by phone camera (don’t waste time on polishing something until you’re feel confident that you reached a good design) Specification tool for documentation  use UML design tools to produce neat and presentable diagrams

How Data Travels Option A: Option B: “expert” (Key Checker) passes the information (key validity) to another object (Controller) which uses it to perform some work (activate the lock device) key-code key-code is-valid activation-params Controller Checker Controller LockCtrl “expert” on key validity Option B: “expert” (Key Checker) directly uses the information (key validity) to perform some work (activate the lock device) Advantage: Shorter communication chain Drawback: Extra responsibility for Checker key-code key-code activation-params Controller Checker LockCtrl “expert” on key validity

Characteristics of Good Designs Short communication chains between the objects Balanced workload across the objects Low degree of connectivity (associations) among the objects method_1() method_1() method_2() … method_N()

Some Design Principles Expert Doer Principle: that who knows should do the task How to recognize a violation: If a method call passes many parameters High Cohesion Principle: do not take on too many computation responsibilities How to recognize a violation: If a class has many loosely or not-related attributes and methods Low Coupling Principle: do not take on too many communication responsibilities Dependency on other objects (outgoing links), versus Object being reused by other objects (incoming links) There are many more …

Design: Assigning Responsibilities Although the Checker is the first to acquire the information about the key validity, we decide to assign the responsibility to notify the LockCtrl to the Controller. This is because the Controller would need to know this information anyway—to inform the user about the outcome of the key validity checking. In this way we maintain the Checker focused on its specialty and avoid assigning too many responsibilities to it.

Cohesion

Responsibility-Driven Design Identify the responsibilities domain modeling provides a starting point some will be missed at first and identified in subsequent iterations For each responsibility, identify the alternative assignments if the choice appears to be unique then move to the next responsibility Consider the merits and tradeoffs of each alternative by applying the design principles select what you consider the “optimal” choice Document the process by which you arrived to each responsibility assignment

UC-4: View Access Log

Example … Responsibility Description Communicating responsibilities identified for the system function “enter key”: Responsibility Description Send message to Key Checker to validate the key entered by the user. Send message to DeviceCtrl to disarm the lock device. Send message to DeviceCtrl to switch the light bulb on. Send message to PhotoObserver to report whether daylight is sensed. Send message to DeviceCtrl to sound the alarm bell.

Sequence Diagram for “Unlock” sk = stored key; the process either terminates by matching a stored key or exhausting the key store. Key is a dynamic object (unlike others which are static) and contains keycode, name, other forms of user ID, timestamp, door ID, …  disposed of after checking

Unlock Use Case Time We built an undue complexity into the Controller while striving to preserve high degree of specialization for all other objects. [[ Note: GUI aspects are treated separately. ]]

Unlock Seq. Diag. Variation 1 To avoid an impression that the above design is the only one possible!! Sets a boolean attribute of the Key object: ok = true/false; Business logic (IF-THEN rule) relocated from Controller to LockCtrl

Unlock Seq. Diag. Variations 2&3 Depends on which solution you consider more elegant; It is helpful that checkIfDaylightAndIfNotThenSetLit() is named informatively (reveals the intention), but the knowledge encoded in the name of the method is imparted onto the caller.

Summary of Design Variations

Are We Done w/ UC-1: Unlock ? Didn’t check that the user is at the right door Missing: Managing access rights Didn’t distinguish critical and non-critical functions For example, what if logTransaction() call to Logger does not return, e.g., no access to database (network outage) or disk-space full ? Missing: Independent execution of non-critical functions Adding new household devices causes major design changes Business rules are interleaved with authentication and device management, but business rules are most likely to change Etc.

Business Policies Should be moved into a separate object: IF key  ValidKeys THEN disarm lock and turn lights on ELSE increment failed-attempts-counter IF failed-attempts-counter equals maximum number allowed THEN block further attempts and raise alarm Should be moved into a separate object: Make them explicit part of the model Confine the future changes in business policies

Class Diagram

Traceability Matrix (3) Mapping: Domain model to Class diagram

Types of Object Communication SN (a) (b) (c)