Principles of
Software Design Software Engineering Alessio Gambi • Saarland University
The Challenge • Software may live much longer than expected
• Software must be continuously adapted to a changing environment and requirements
• Maintenance takes 50–80% of the cost • Goal: Make software maintainable and reusable – at little or no cost
UML Recap • Want a notation to express OO designs • UML = Unified Modeling Language • a standardized (ISO/IEC 19501:2005), general-purpose modeling language
• includes a set of graphic notation techniques to create visual models of object-oriented software-intensive systems
Object Model Abstract Class Abstract Method
Associations between Objects
Initial Value
Shape -position: Point = (10, 10) +area(): double +draw() +set_position(position: Point) +get_position(): Point
attends lecture
p1: Professor
s1: Student
name = "Phillip"
Constraint
name = "Georg" attends lecture
s2: Student attends lecture
p2: Professor
name = "Gerda"
name = "Andreas" Squircle {2 * k.radius = r.a = r.b} +set_a() +resize(factor:double)
Circle -radius: double = 1 {radius > 0} +area(): double +draw() +set_radius(radius:double) +get_radius(): double
Rectangle -a: double = 10 {a > 0} -b: double = 10 {b > 0} +area(): double +draw() +set_a(length:double) +set_b(length:double) +get_a(): double +get_b(): double
Composition
attends lecture
s3: Student
Underlined names indicate concrete objects (instances), which have concrete values for their attributes.
name = "Gustav"
s4: Student name = "Grete"
UML in a Nutshell s: Squircle
r: Rectangle
State Diagram
c: Circle
resize(factor) get_a()
cancel() [bookedSeats > 1]
a
User
set_a(a')
reserve() [availableSeats > 1]
reserve()
new a: a' = a * factor
Sequence
Diagram
Not reserved entry / reset()
set_radius(a' / 2)
set_a(a')
create_flight()
partially booked cancel() [bookedSeats == 1]
cancel_flight()
cancel() close()
set_b(a') closed
close()
fully booked
reserve() [availableSeats == 1]
Principles
of object-oriented design
Goal: Maintainability and Reusability
Principles
of object-oriented design
Goal: Maintainability and Reusability
Principles
of object-oriented design
• Abstraction
Goal: Maintainability and Reusability
Principles
of object-oriented design
• Abstraction • Encapsulation
Goal: Maintainability and Reusability
Principles
of object-oriented design
• Abstraction • Encapsulation • Modularity Goal: Maintainability and Reusability
Principles
of object-oriented design
• Abstraction • Encapsulation • Modularity • Hierarchy Goal: Maintainability and Reusability
Principles
of object-oriented design
• Abstraction • Encapsulation • Modularity • Hierarchy
Abstraction
Abstraction
Concrete Object
Abstraction
Concrete Object
General Principle
Abstraction… • Highlights common properties of objects • Distinguishes important and unimportant properties
• Must be understood even without a concrete object
Abstraction “An abstraction denotes the essential characteristics of an object that distinguish it from all other kinds of objects and thus provide crisply defined conceptual boundaries, relative to the perspective of the viewer”
Perspectives
Example: Sensors
An Engineer’s Solution void check_temperature() { // see specs AEG sensor type 700, pp. 53 short *sensor = 0x80004000; short *low = sensor[0x20]; short *high = sensor[0x21]; int temp_celsius = low + high * 256; if (temp_celsius > 50) { turn_heating_off() } }
Abstract Solution typedef float Temperature; typedef int Location; class TemperatureSensor { public: TemperatureSensor(Location); ~TemperatureSensor(); void calibrate(Temperature actual); Temperature currentTemperature() const; Location location() const; private: … }
Abstract Solution typedef float Temperature; typedef int Location; class TemperatureSensor { public: TemperatureSensor(Location); ~TemperatureSensor();
All implementation details are hidden
void calibrate(Temperature actual); Temperature currentTemperature() const; Location location() const; private: … }
More Abstraction
Principles
of object-oriented design
• Abstraction – hide details • Encapsulation • Modularity • Hierarchy
Principles
of object-oriented design
• Abstraction – Hide details • Encapsulation • Modularity • Hierarchy
Encapsulation • No part of a complex system should
depend on internal details of another
• Goal: keep software changes local • Information hiding: Internal details
(state, structure, behavior) become the object’s secret
Encapsulation “Encapsulation is the process of compartmentalizing the elements of an abstraction that constitute its structure and its behavior; encapsulation serves to separate the contractual interface of an abstraction and its implementation.”
Encapsulation
An active Sensor class ActiveSensor { public: ActiveSensor(Location) ~ActiveSensor(); void calibrate(Temperature actual); Temperature currentTemperature() const; Location location() const; void register(void (*callback)(ActiveSensor *)); private: … }
An active Sensor class ActiveSensor { public: ActiveSensor(Location) ~ActiveSensor();
called when temperature changes
void calibrate(Temperature actual); Temperature currentTemperature() const; Location location() const; void register(void (*callback)(ActiveSensor *)); private: … }
An active Sensor class ActiveSensor { public: ActiveSensor(Location) ~ActiveSensor();
called when temperature changes
void calibrate(Temperature actual); Temperature currentTemperature() const; Location location() const; void register(void (*callback)(ActiveSensor *)); private: … }
Callback management is the sensor’s secret
Anticipating Change Features that are anticipated to change should be isolated in specific components
• Number literals • String literals • Presentation and interaction
Number literals int a[100]; for (int i = 0; i <= 99; i++) a[i] = 0;
Number literals int a[100]; for (int i = 0; i <= 99; i++) a[i] = 0;
const int SIZE = 100; int a[SIZE]; for (int i = 0; i < SIZE; i++) a[i] = 0;
Number literals double sales_price = net_price * 1.19;
Number literals double sales_price = net_price * 1.19;
final double VAT = 1.19; double sales_price = net_price * VAT;
String literals if (sensor.temperature() > 100) printf(“Water is boiling!”);
String literals if (sensor.temperature() > 100) printf(“Water is boiling!”);
if (sensor.temperature() > BOILING_POINT) printf(message(BOILING_WARNING, “Water is boiling!”);
String literals if (sensor.temperature() > 100) printf(“Water is boiling!”);
if (sensor.temperature() > BOILING_POINT) printf(message(BOILING_WARNING, “Water is boiling!”); if (sensor.temperature() > BOILING_POINT) alarm.handle_boiling();
Principles
of object-oriented design
• Abstraction – Hide details • Encapsulation – Keep changes local • Modularity • Hierarchy
Principles
of object-oriented design
• Abstraction – Hide details • Encapsulation – Keep changes local • Modularity • Hierarchy
Modularity • Basic idea: Partition a system such that parts can be designed and revised independently (“divide and conquer”)
• System is partitioned into modules that each fulfil a specific task
• Modules should be changeable and
reuseable independent of other modules
Modularity
Modularity “Modularity is the property of a system that has been decomposed into a set of cohesive and loosely coupled modules.”
Module Balance • Goal 1: Modules should hide information – and expose as little as possible
• Goal 2: Modules should cooperate –
and therefore must exchange information
• These goals are in conflict with each other
Principles of Modularity • High cohesion – Modules should contain functions that logically belong together
• Weak coupling – Changes to modules should not affect other modules
• Law of Demeter – talk only to friends
High cohesion • Modules should contain functions that logically belong together
• Achieved by grouping functions that work on the same data
• “natural” grouping in object oriented design
Weak coupling • Changes in modules should not impact other modules
• Achieved via • Information hiding • Depending on as few modules as possible
Law of Demeter or Principle of Least Knowledge
• Basic idea: Assume as little as
possible about other modules
• Approach: Restrict method calls to friends
Call your Friends A method M of an object O should only call methods of 1. O itself 2. M’s parameters 3. any objects created in M 4. O’s direct component objects
Call your Friends A method M of an object O should only call methods of 1. O itself 2. M’s parameters 3. any objects created in M 4. O’s direct component objects “single dot rule”
Demeter: Example class Uni { Prof boring = new Prof(); public Prof getProf() { return boring; } public Prof getNewProf() { return new Prof(); } } class Test { Uni uds = new Uni(); public void one() { uds.getProf().fired(); } public void two() { uds.getNewProf().hired(); } }
Demeter: Example class Uni { Prof boring public Prof public Prof public void }
= new Prof(); getProf() { return boring; } getNewProf() { return new Prof(); } fireProf(...) { ... }
class BetterTest { Uni uds = new Uni(); public void betterOne() { uds.fireProf(...); } }
Demeter effects • Reduces coupling between modules • Disallow direct access to parts • Limit the number of accessible classes • Reduce dependencies • Results in several new wrapper methods (“Demeter transmogrifiers”)
Principles
of object-oriented design
• Abstraction – Hide details • Encapsulation – Keep changes local – Control information flow
• Modularity High cohesion • weak coupling • talk only to friends • Hierarchy
Principles
of object-oriented design
• Abstraction – Hide details • Encapsulation – Keep changes local – Control information flow
• Modularity High cohesion • weak coupling • talk only to friends • Hierarchy
Hierarchy “Hierarchy is a ranking or ordering of abstractions.”
Central Hierarchies
Central Hierarchies • “has-a” hierarchy –
Aggregation of abstractions
• A car has three to four wheels
Central Hierarchies • “has-a” hierarchy –
Aggregation of abstractions
• A car has three to four wheels
• “is-a” hierarchy –
Generalization across abstractions
• A turning wheel is a wheel • A sport car is a car
Hierarchy principles • Open/Close principle – Classes should be open for extensions
• Liskov principle – Subclasses should not require more, and not deliver less
• Dependency principle – Classes should only depend on abstractions
Hierarchy principles • Open/Close principle – Classes should be open for extensions
• Liskov principle – Subclasses should not require more, and not deliver less
• Dependency principle – Classes should only depend on abstractions
Open/Close principle • A class should be open for extension,
but closed for changes
• Achieved via inheritance and dynamic binding
An Internet Connection void connect() { if (connection_type == MODEM_56K) { Modem modem = new Modem(); modem.connect(); } else if (connection_type == ETHERNET) … else if (connection_type == WLAN) … else if (connection_type == UMTS) … }
Solution with Hierarchies MyApp connect()
ModemConnection connect() hangup()
Connection connect() hangup()
WLANConnection connect() hangup()
EthernetConnection connect() hangup()
enum enum enum enum
{ { { {
FUN50, FUN120, FUN240, ... } plan; STUDENT, ADAC, ADAC_AND_STUDENT ... } special; PRIVATE, BUSINESS, ... } customer_type; T60_1, T60_60, T30_1, ... } billing_increment;
int compute_bill(int seconds) { if (customer_type == BUSINESS) billing_increment = T1_1; else if (plan == FUN50 || plan == FUN120) billing_increment = T60_1; else if (plan == FUN240 && contract_year < 2011) billing_increment = T30_1; else billing_increment = T60_60; if (contract_year >= 2011 && special != ADAC) billing_increment = T60_60; // etc.etc.
Hierarchy Solution Plan – year 1
0..* Discount + percentage()
BillingIncrement + units(seconds) Fun50
T30_1
T1_1
Fun120
ADAC
• You can add a new plan at any time!
Student
Hierarchy principles • Open/Close principle – Classes should be open for extensions
• Liskov principle – Subclasses should not require more, and not deliver less
• Dependency principle – Classes should only depend on abstractions
Liskov Substitution Principle • An object of a superclass should always be substitutable by an object of a subclass:
• Same or weaker preconditions • Same or stronger postconditions
• Derived methods should not assume more or deliver less
Circle vs Ellipse Ellipse draw()
Circle draw()
Circle vs Ellipse • Every circle is an ellipse
Ellipse draw()
Circle draw()
Circle vs Ellipse • Every circle is an ellipse
• Does this hierarchy
Ellipse draw()
make sense?
Circle draw()
Circle vs Ellipse • Every circle is an ellipse
• Does this hierarchy
Ellipse draw()
make sense?
• No, as a circle
requires more and delivers less
Circle draw()
Circle vs Ellipse • Every circle is an ellipse
• Does this hierarchy
Ellipse draw()
make sense?
• No, as a circle
requires more and delivers less
Circle draw()
“In geometry a circle is a ellipse. In software, maybe not”
Hierarchy principles • Open/Close principle – Classes should be open for extensions
• Liskov principle – Subclasses should not require more, and not deliver less
• Dependency principle – Classes should only depend on abstractions
Dependency principle • A class should only depend on abstractions – never on concrete subclasses
(dependency inversion principle)
• This principle can be used to break dependencies
Dependency // Print current Web page to FILENAME. void print_to_file(string filename) { if (path_exists(filename)) { // FILENAME exists; // ask user to confirm overwrite bool confirmed = confirm_loss(filename); if (!confirmed) return; } // Proceed printing to FILENAME ... }
Cyclic Dependency invokes
Core +print_to_file()
UserPresentation +confirm_loss() invokes
Constructing, testing, reusing individual modules becomes impossible!
Dependency // Print current Web page to FILENAME. void print_to_file(string filename, Presentation *p) { if (path_exists(filename)) { // FILENAME exists; // ask user to confirm overwrite bool confirmed = p->confirm_loss(filename); if (!confirmed) return; } // Proceed printing to FILENAME ... }
Depending on
Abstraction Core
Presentation
+print_to_file()
+confirm_loss()
UserPresentation +confirm_loss() ask user
AutomatedPresentation +confirm_loss() return true;
Choosing Abstraction • Which is the “dominant” abstraction?
• How does this
choice impact the remaining system?
Principles
of object-oriented design
• Abstraction – Hide details • Encapsulation – Keep changes local – Control information flow
• Modularity High cohesion • weak coupling • talk only to friends – Order abstractions
• Hierarchy Classes open for extensions, closed for changes • subclasses that do not require more or deliver less • depend only on abstractions
Principles
of object-oriented design
• Abstraction – Hide details • Encapsulation – Keep changes local – Control information flow
• Modularity High cohesion • weak coupling • talk only to friends – Order abstractions
• Hierarchy Classes open for extensions, closed for changes • subclasses that do not require more or deliver less • depend only on abstractions
Goal: Maintainability and Reusability