OO-Design. Steven R. Bagley

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1 OO-Design Steven R. Bagley

2 Introduction Object-Oriented Design: Splitting problem into classes Techniques for breaking the problem down Applying those techniques in practice

3 Object System OO Programs consists of Objects that work together Messages sent between objects to perform tasks Each object responsible for separate parts of the program Messages sent by calling s/operations

4

5

6 GraphView Data Graphics Window

7 GraphView Data Graphics Window

8 GraphView Data Graphics Window

9 GraphView Data Graphics Window

10 GraphView Data Graphics Window

11 GraphView Data Graphics Window

12 Objects Loose coupling Data only knows about the stored UI objects only know about UI GraphView links and UI

13 Class Design Finding classes and class relationships Some may already be given e.g. UI Framework Some may be obvious

14 How to start Sit-down and start coding Solve problems as they arrive Surprisingly this can work Single Developer Solid understanding of user needs, good judgement and strong code organization

15 Structured approach Not always one developer Long project time Need to clearly define classes, responsibilities and collaborations Problem Analysis Formal s defined for these tasks

16 Design Analysis broken down into a set of: Classes Relationships Operations

17 Relevant obviously required Irrelevant -- obviously not required Fuzzy -- not sure about Some maybe come apparent later Identify classes Nouns good candidates Relevant Irrelevant Fuzzy Not all objects will be found this way

18 CRC Cards Class, Responsibility, Collaboration Index cards One card per class Responsibilities in one column Collaborators in another Fields on the back Responsibility == Operations Collaboration == other objects classes it uses

19 PdfVM Operations ProcessOperator AttachResourceLocator GetTreeRoot Collaborators PdfToken, PdfTokenStack PdfResourceLocator PdfGraphicNode

20 CRC cards Card created as each class discovered Operations and Collaborations added as they are found Work in teams (or develop a split personality) Rip them up, start again Unlikely to hit a perfect design first time

21 Using CRC cards Move them around Layout classes near to where classes they collaborate with The arrangement will give you an idea as to the quality of the design Too simple relationships Too complex (if everything is sitting on top of everything else then you have a problem)

22 Voic That s the theory Let s try it in practice A Voic simulation

23 Common Class Candidates Tangible things System Interfaces and Devices Agents Events and Transactions Users and Roles Systems Containers Foundation Classes Collaboration Patterns

24 What next Pile of CRC cards, giving an outline of the classes Formalize the relationships between classes Refactor classes

25 Association Easiest to recognize Collaboration implies association MailSystem uses IOHandler

26 Aggregation Stronger than Association Class B is a part of Class A Implies Containment or Management

27 Composition Stronger Aggregation Truck composed of four wheels and engine Implies that the implementation is based on the implementation of another Black-box code reuse Composed class unseen from outside

28 Inheritance Class B is a specialization of class A Base-class may not have been discovered White-box reuse Base-class visible to outside

29 Refactoring The Write Once rule Move similarity between classes into a shared base class New class unlikely to be in the problem analysis Crucial to building a clean OO-design

30 Summary Breaking problem into objects/classes relationships CRC card approach Formalizing the class relations

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