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Week 2 Design Examples and Designing for Change Alex Baker
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Implementation Design An implementation design is a road map – understandable, unambiguous, consistent, helpful, … An implementation design describes a path from system design to the outcome – correct, complete, concise, verifiable, effective, … An implementation design describes what the implementers should do – elegant, partitionable, recomposable, resilient, … An implementation design is a guide towards future change – evolvable, …
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Emphasis: Changability Subtle Requires foresight and careful balancing An implementation design describes what the implementers should do – elegant, partitionable, recomposable, resilient, … An implementation design is a guide towards future change – evolvable, …
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Emphasis: Changability Reusable Extensible Maintainable Portable Well-Documented Adaptable Simplicity Readability Minimalistic Elegant Well-Organized Concise Efficiency Powerful
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Changability: Basic Principles Low Coupling: Reducing interdependency – Changes don’t propagate – Reuse is facilitated High Cohesion: Grouping functionality – Easier to find things – Metaphor guides decisions Information Hiding
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Information Hiding Made Very Simple A List class with: 1) getArray() : Array 2) getElementAt(int i) : Element
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Information Hiding Made Very Simple A List class with: 1) getArray() : Array 2) getElementAt(int i) : Element Its too slow, so we switch to a hash table 1) Everywhere you call getArray needs changing 2) Only List is changed Little things like this add up
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The Ideal Program … vs.
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Why the Emphasis on Changability? Change abounds… – During coding – After use – Reuse for later projects
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Why is there so Much Change? Designs Outcomes
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Why is there so Much Change? Designs Outcomes Engineering Physics Principles Existing Examples
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Why is there so Much Change? Designs Outcomes Software Engineering Physics Principles Existing Examples
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Why is there so Much Change? Designs Outcomes Software Engineering Physics Principles Existing Examples
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Why is there so Much Change? Designs Outcomes Software Engineering Physics Principles Existing Examples
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Why the Emphasis on Changability? Change abounds… – During coding – After use – Reuse for later projects You usually just don’t know for sure…
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Changes During Coding Refinement of the high level design Dependencies reveal themselves – Oh, I need to know [X]. – I can’t access that data? ‘It turns out this class is HUGE’ Need to redesign as you go Can changes be made within the design?
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Changes during Use Potential breakdowns at several levels – Customers have needs – Customers make requests – Developers provide software
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Reuse A changing of context …
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Change Happens Let’s design for it
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Our Approach Lots of examples (3 problems, many solutions, today) Some overarching lessons Build up an intuition
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UML Review: Class Diagrams Class Name Attribute : Type Operation (parameter) : Return Type Attribute : Type Operation (parameter) : Return Type
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UML Review: Class Diagrams Association Aggregation Generalization Composition
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A Class Diagram
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Example #1: Theseus and the Minotaur http://www.logicmazes.com/theseus.html
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Original Theseus Design
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What if we want to add “Water” ?
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Original Theseus Design What if we want to add “Water” ? ?
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Original Theseus Design ? What if we want to add “Water” ? How do we fix this?
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TntM: Changes Changing the board size Adding terrain types Adding more monsters Adding a second player “Intelligent elements”
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TntM 2
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TntM 2: Object Interfaces & Inheritance
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TntM: Changes Changing the board size Adding terrain types Adding more monsters Adding a second player “Intelligent elements”
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How far is too far? Changing board size? Pushable blocks? Intelligent elements? Real time gameplay? Physics challenges?
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TntM 2
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Bonus! StompOn( stompee ) Or StompedOn( stomper )
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Aside: Three Degrees of Support Is it a good solution? Can they build that solution? Can that solution be used to make other good solutions?
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Example #2 Klax Blocks fall from above, use a paddle to catch Deposit blocks in one of 5 columns Try to make lines of 3 in a row or more http://www.123games.dk/game/puzzle/klax3d/ klax_eng.php
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A Good Klax Design?
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Chiron 2 Architectural Style
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C2 Klax
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Spelling Klax?
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Example #3: Scrabble
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Function Overload Changes to rack
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Class Overload
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(besides missing details)
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Is this a good design?
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Overengineered? What change are you designing for? Multiple point values for a given tile type? More types of board objects?
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Overengineered? Meanwhile: Board doesn’t actually work Populating the tiles is likely a hassle Tilepool vs. Player.currentTiles Inelegance lead to problems
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A Nice Approach?
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Scrabble Can a design accommodate: – Changes to letter values? – Changes to bonus squares? – AI opponents? – Different dictionaries?
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Summary Designing for change is a matter of: – Controlling dependency – Proper encapsulation – Generalizing where you can Which changes? – What are the biggest change risks? – What kind of program is this, essentially? – Where is “the line”?
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Practically: What is the core we know will be true? – What variations on that will we see? If there’s something that needs to change: – Can it be changed in one place? – Does anything else need to be changed when it changes? Can each class ignore its context? Discipline
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Assignment #1 Continued []
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