1 cs 501 spring 2005 cs 501: software engineering lecture 17 object oriented design 3
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1 CS 501 Spring 2005
CS 501: Software Engineering
Lecture 17
Object Oriented Design 3
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Administration
Second presentation and report next week
Final milestone: four weeks from handover-- design complete, implementation begun-- schedule for testing and revisions-- plan for handover to client
Sign up for meeting times
Quiz 3
During class on Thursday
Teaching Assistant
Lin Guo away until April 17
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Design Patterns
Design patterns:
E. Gamma, R. Helm, R. Johnson, and J. Vlissides, Design Patterns: Elements of Reusable Object-Oriented Software. Addison-Wesley, 1994
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Sources
The following discussion of design patterns is based on Gamma, et al., 1994, and Bruegge and Dutoit, 2004.
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Design Pattern
Design patterns are template designs that can be used in a variety of systems. They are particularly appropriate in situations where classes are likely to be reused in a system that evolves over time.
• Name. [Some of the names used by Gamma, et al. are becoming standard software terminology.]
• Problem description. Describes when the pattern might be used, often in terms of modifiability and extensibility.
• Solution. Expressed in terms of classes and interfaces.
• Consequences. Trade-offs and alternatives.
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Design for Reuse: Inheritance and Abstract Classes
Classes can be defined in terms of other classes using inheritance. The generalization class is called the superclass and the specialization is called the subclass.
If the inheritance relationship serves only to model shared attributes and operations, i.e., the generalization is not intended to be implemented, the class is called an abstract class
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Design for Reuse: Implementation and Specification Inheritance
Implementation Inheritance
Developers reuse code quickly by subclassing an existing class and refining its behavior. Is not good for reuse.
Specification Inheritance
The classification of concepts into type hierarchies, so that an object from a specified class can be replaced by an object from one of its subclasses.
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Design for Reuse: Specification Inheritance
Liskov Substitution Principle (strict inheritance)
If an object of type S can be substituted in all the places where an object of type T is expected, then S is a subtype of T.
Interpretation
The Liskov Substitution Principle means that if all classes are subtypes of their superclasses, all inheritance relationships are specification inheritance relationships. New subclasses of T can be added without modifying the methods of T. This leads to an extensible system.
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Design for Reuse: Delegation
Delegation
A class is said to delegate to another class if it implements an operation by resending a message to another class.
Delegation is an alternative to implementation inheritance that should be used when reuse is anticipated.
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Adapter: Wrapping Around Legacy Code
Problem description:
Convert the user interface of a legacy class into a different interface expected by the client, so that the client and the legacy class can work together without changes.
This problem often occurs during a transitional period, when the long-term plan is to phase out the legacy system.
Example:
How do you use a web browser to access an existing information retrieval system that was designed for a different client?
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Adapter Design Pattern
LegacyClass
existingRequest()
NewClient
OldClient
NewClass
request()
dependency
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Adapter Design Pattern: Solution Class Diagram
ClientInterface
request()
Adapter
request()
LegacyClass
existingRequest()
Client abstract class
delegationinheritance
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Adapter Design Pattern: Consequences
The following consequences apply whenever the Adapter design pattern in used.
• Client and LegacyClass work together without modification of either.
• Adapter works with LegacyClass and all of its subclasses.
• A new Adapter needs to be written if Client is replaced by a subclass.
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Bridge:Allowing for Alternate Implementations
Name: Bridge design pattern
Problem description:
Decouple an interface from an implementation so that a different implementation can be substituted, possibly at runtime (e.g., testing different implementations of the same interface).
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Bridge: Class Diagram
Client
ConcreteImplementorA
ConcreteImplementorB
alternative implementations
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Bridge:Allowing for Alternate Implementations
Solution:
The Abstraction class defines the interface visible to the client. Implementor is an abstract class that defines the lower-level methods available to Abstraction. An Abstraction instance maintains a reference to its corresponding Implementor instance.
Abstraction and Implementor can be refined independently.
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Bridge: Class Diagram
Abstraction Implementor
Client
ConcreteImplementorA
ConcreteImplementorB
whole/part association
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Bridge: Class Diagram
Abstraction
RefinedAbstraction
Implementor
Client
ConcreteImplementorA
ConcreteImplementorBnew abstraction
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Bridge: Consequences
Consequences:
Client is shielded from abstract and concrete implementations
Interfaces and implementations may be tested separately
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Strategy:Encapsulating Algorithms
Name: Strategy design pattern
Problem description:
Decouple a policy-deciding class from a set of mechanisms, so that different mechanisms can be changed transparently.
Example:
A mobile computer can be used with a wireless network, or connected to an Ethernet, with dynamic switching between networks based on location and network costs.
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Strategy:Encapsulating Algorithms
Solution:
A Client accesses services provided by a Context.
The Context services are realized using one of several mechanisms, as decided by a Policy object.
The abstract class Strategy describes the interface that is common to all mechanisms that Context can use. Policy class creates a ConcreteStrategy object and configures Context to use it.
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Strategy Example: Class Diagram for Mobile Computer
NetworkConnection
send()setNetworkInterface()
NetworkInterface
open()close()send()
Application LocationManager
Ethernet
open()close()send()
WirelessNet
open()close()send()
Note the similarities to Bridge pattern
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Strategy: Class Diagram
Context
contextInterface()Strategy
algorithmInterface()
Client
ConcreteStrategy2
Policy
ConcreteStrategy1
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Strategy: Consequences
Consequences:
ConcreteStrategies can be substituted transparently from Context.
Policy decides which Strategy is best, given the current circumstances.
New policy algorithms can be added without modifying Context or Client.
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Abstract Factory: Encapsulating Platforms
Name: Abstract Factory design pattern
Problem description:
Shield the client from different platforms that provide different implementations of the same set of concepts
Example:
A browser must have versions that implement the same set of concepts for several windowing systems, e.g., scroll bars, buttons, highlighting, etc.
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Abstract Factory: Encapsulating Platforms
Solution:
A platform (e.g., the application for a specific windowing system) is represented as a set of AbstractProducts, each representing a concept (e.g., button). An AbstractFactory class declares the operations for creating each individual product.
A specific platform is then realized by a ConcreteFactory and a set of ConcreteProducts.
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Abstract Factory: Class Diagram
Client AbstractFactory
createProductA createProductB
ConcreteFactory1
createProductA createProductB
AbstractProductA
ProductA
Classes for ProductB are not shown in this diagram.
There could be several ConcreteFactory classes, each a subclass of AbstractFactory,
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Abstract Factory: Consequences
Consequences:
Client is shielded from concrete products classes
Substituting families at runtime is possible
Adding new products is difficult since new realizations must be created for each factory
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Command:Encapsulating Control Flow
Name: Command design pattern
Problem description:
Encapsulates requests so that they can be executed, undone, or queued independently of the request.
Solution:
A Command abstract class declares the interface supported by all ConcreteCommands. ConcreteCommands encapsulate a service to be applied to a Receiver. The Client creates ConcreteCommands and binds them to specific Receivers. The Invoker actually executes a command.
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Command: Class Diagram
Receiver
Command
execute()
ConcreteCommand1
execute()
Invokerinvokes
<<binds>>
ConcreteCommand2
execute()
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Command: Class Diagram for Match
GameBoard
Move
play()replay()
Game1Move
play()replay()
Matchinvokes
<<binds>>
Game1Move
play()replay()
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Command: Consequences
Consequences:
The object of the command (Receiver) and the algorithm of the command (ConcreteCommand) are decoupled.
Invoker is shielded from specific commands.
ConcreteCommands are objects. They can be created and stored.
New ConcreteCommands can be added without changing existing code.
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Composite:Representing Recursive Hierarchies
Name: Composite design pattern
Problem description:
Represents a hierarchy of variable width and depth, so that the leaves and composites can be treated uniformly through a common interface.
Solution:
The Component interface specifies the services that are shared between Leaf and Composite. A Composite has an aggregation association with Components and implements each service by iterating over each contained Component. The Leaf services do the actual work.
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Composite: Class Diagram
Compositeleaves
Leaf
Component*
Client
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Composite: Consequences
Consequences:
Client uses the same code for dealing with Leaves or Composites.
Leaf-specific behavior can be changed without changing the hierarchy.
New classes of Leaves can be added without changing the hierarchy.
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Facade:Encapsulating Subsystems
Name: Facade design pattern
Problem description:
Reduce coupling between a set of related classes and the rest of the system.
Solution:
A single Facade class implements a high-level interface for a subsystem by invoking the methods of the lower-level classes.
Example. A Compiler is composed of several classes: LexicalAnalyzer, Parser, CodeGenerator, etc. A caller, invokes only the Compiler (Facade) class, which invokes the contained classes.
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Facade: Class Diagram
Facade
service()
Class1
service1()
Class2
service2()
Class3
service3()
Facade
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Facade: Consequences
Consequences:
Shields a client from the low-level classes of a subsystem.
Simplifies the use of a subsystem by providing higher-level methods.
Enables lower-level classes to be restructured without changes to clients.
Note. The repeated use of Facade patterns yields a layered system.
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Observer:Encapsulating Control Flow
Name: Observer design pattern
Problem description:
Maintains consistency across state of one Subject and many Observers.
Solution:
A Subject has a primary function to maintain some state (e.g., a data structure). One or more Observers use this state, which introduces redundancy between the states of Subject and Observer.
Observer invokes the subscribe() method to synchronize the state. Whenever the state changes, Subject invokes its notify() method to iteratively invoke each Observer.update() method.
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Observer: Class Diagram
Subject
subscribe()unsubscribe()notify()
subscribers
ConcreteSubject
state
getstate()setstate()
Observer
update()
ConcreteObserver
observeState
update()
1 *
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Observer: Consequences
Consequences:
Decouples Subject, which maintains state, from Observers, who make use of the state.
Can result in many spurious broadcasts when the state of Subject changes.
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Proxy:Encapsulating Expensive Objects
Name: Proxy design pattern
Problem description:
Improve performance or security of a system by delaying expensive computations, using memory only when needed, or checking access before loading an object into memory.
Solution:
The ProxyObject class acts on behalf of a RealObject class. Both implement the same interface. ProxyObject stores a subset of the attributes of RealObject. ProxyObject handles certain requests, whereas others are delegated to RealObject. After delegation, the RealObject is created and loaded into memory.
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Proxy: Class Diagram
Object
filename
op1()op2()
RealObject
data:byte[]
op1()op2()
ProxyObject
filename
op1()op2()
1
0..1
Client
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Proxy: Consequences
Consequences:
Adds a level of indirection between Client and RealObject.
The Client is shielded from any optimization for creating RealObjects.