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Initial Object Design Inputs:
• requirements meetings
• various Use Cases – 10% complete
• Key risks addressed with preliminary programming
• System Sequence Diagrams
• The Domain Model
• Glossary
• Use Case post-conditions clarify proposed achievements.
Object Design Activities:
• Test-first development (test code <--> production code)
• Some UML modeling
• Sequence Diagrams concurrent with Class Diagrams
• Apply GRASP principles and GoF Design Patterns
• Follow RDD – responsibility-driven design
• Class diagrams are intended for understanding, not documentation
Object Design Outcome:
• Add methods to appropriate classes.
• This simplistic description hides the deep principles and issues involved and he consequences of getting it wrong.
Fig. 17.1
Operation: enterItem(…)
Post-conditions:- . . .
Operation Contracts
Sale
date. . .
SalesLineItem
quantity
1..*1 . . .
. . .
Domain Model
Use-Case Model
Design Model: Register
enterItem(itemID, quantity)
: ProductCatalog
d = getProductDescription(itemID)
addLineItem( d, quantity )
: Sale
Require-ments
Business Modeling
Design
Sample UP Artifact Relationships
: System
enterItem(id, quantity)
Use Case Text
System Sequence Diagrams
makeNewSale()
system events
Cashier
Process Sale
: Cashier
use case
names
system operations
Use Case Diagram
SupplementarySpecification
Glossary
starting events to design for, and detailed post-condition to satisfy
Process Sale
1. Customer arrives ...2. ...3. Cashier enters item identifier.
inspiration for names of some software domain objects
functional requirements that must be realized by the objects
ideas for the post-conditions
Register
...
makeNewSale()enterItem(...)...
ProductCatalog
...
getProductDescription(...)...
1*
non-functional requirements
domain rules
item details, formats, validation
inputs and outputsof a day of design
Responsibility-Driven Design (RDD):
• Think in terms of responsibilities, roles and collaborations
• Two kinds:
– doing
– knowing
• Think about responsibility “granularity”
• Responsibilities happen in conjunction with collaborations between objects.
Responsibility-Driven Design (RDD):
• Doing:
– doing something itself
– initiating action in others
– controlling or coordinating activities across various objects
Responsibility-Driven Design (RDD):
• Knowing:
– knowing about private data
– knowing about related objects
– knowing about secondary data it can calculate (result of a method call)
Guidelines:
• Domain Model guides what classes “know”
• Results in “low representational gap”
• keep your eye on responsibility “granularity”
– big responsibilities get spread over many classes
– small responsibilities may take only one method
• Collaboration is everywhere – methods talk to one another
GRASP:
• General Responsibility Assignment Software Patterns or Principles
• Basic principles to follow when assigning responsibilities
• Used in place of experience
• based on recognized successful patterns
GRASP Principles:
• Information Expert: assign responsibility to the knowledgeable class; the one with the necessary info
• Creator: Creation responsibility goes to the class that
– contains an object
– aggregates an object
– has initializing data
• Controller: A class that represents the overall system, “root”, a device, a subsystem or a Use Case goal. This is the first class beyond the UI.
• Low Coupling: Keep unnecessary coupling to a minimum. Typically one of many alternatives.
GRASP Principles:
• High Cohesion: assign responsibility so cohesion remains high. Typically one of many alternatives.
• Polymorphism: Assign responsibilities as behaviour varies by type. Use polymorphism.
• Pure Fabrication: When a highly cohesive set of behaviours needs a home and no domain object does it.
• Indirection: Use an intermediate object when you don't want to classes to know about each other.
• Protected Variations: Protecting against instability if variations need frequent tweaking. Identify places of predictable instability and protect them with an interface.
Fig. 17.2
: Sale
makePayment(cashTendered)
: Paymentcreate(cashTendered)
abstract, implies Sale objects have a responsibility to create Payments
What GRASP principles are applied here?
Patterns:
• A pattern is a named description of a problem and its solution that can be applied to new contexts.
• Naming a pattern is important. If you can't name it you don't understand it.
• Patterns are all old friends. Keep to the tried and true.
• “New” pattern is an oxymoron.
• Own the GoF book – Design Patterns
Find the GRASP patterns in use here:
• Creator: Board creates Square (LRG) since it aggregates squares.
• Information expert: To retrieve one square one needs to know about all squares. This is Board's job as aggregator.
• Low Coupling: Knowing about squares as a collection and then individually means low coupling.
• Controller:
• High Cohesion:
Find the GRASP patterns in use here:
• Low Coupling: Knowing about squares as a collection and then individually means low coupling.
• Controller:
• High Cohesion:
Fig. 17.12
Sale
time
SalesLineItem
quantity
ProductDescription
descriptionpriceitemID
Described-by*
Contains
1..*
1
1
Fig. 17.12
Sale
time
SalesLineItem
quantity
ProductDescription
descriptionpriceitemID
Described-by*
Contains
1..*
1
1
Fig. 17.14
Sale
time
SalesLineItem
quantity
ProductDescription
descriptionpriceitemID
Described-by*
Contains
1..*
1
1
Fig. 17.14
Sale
time
SalesLineItem
quantity
ProductDescription
descriptionpriceitemID
Described-by*
Contains
1..*
1
1
Fig. 17.16
Sale
time...
getTotal()
SalesLineItem
quantity
getSubtotal()New method
1 *: st = getSubtotal: Salet = getTotal lineItems[ i ] : SalesLineItem
this notation will imply we are iterating over all elements of a collection
Fig. 17.16
Sale
time...
getTotal()
SalesLineItem
quantity
getSubtotal()New method
1 *: st = getSubtotal: Salet = getTotal lineItems[ i ] : SalesLineItem
this notation will imply we are iterating over all elements of a collection
Fig. 17.17
Sale
time...
getTotal()
SalesLineItem
quantity
getSubtotal()
ProductDescription
descriptionpriceitemID
getPrice()New method
:ProductDescription
1.1: p := getPrice()
1 *: st = getSubtotal: Salet = getTotal lineItems[ i ] :SalesLineItem
Fig. 17.17
Sale
time...
getTotal()
SalesLineItem
quantity
getSubtotal()
ProductDescription
descriptionpriceitemID
getPrice()New method
:ProductDescription
1.1: p := getPrice()
1 *: st = getSubtotal: Salet = getTotal lineItems[ i ] :SalesLineItem
Fig. 17.21
Which class of object should be responsible for receiving this system event message?
It is sometimes called the controller or coordinator. It does not normally do the work, but delegates it to other objects.
The controller is a kind of "facade" onto the domain layer from the interface layer.
actionPerformed( actionEvent )
: ???
: Cashier
:SaleJFrame
presses button
enterItem(itemID, qty)
UI Layer
Domain Layer
system operation message
Fig. 17.21
Which class of object should be responsible for receiving this system event message?
It is sometimes called the controller or coordinator. It does not normally do the work, but delegates it to other objects.
The controller is a kind of "facade" onto the domain layer from the interface layer.
actionPerformed( actionEvent )
: ???
: Cashier
:SaleJFrame
presses button
enterItem(itemID, qty)?
UI Layer
Domain Layer
system operation message
Fig. 17.23
Register
...
endSale()enterItem()makeNewSale()makePayment()
makeNewReturn()enterReturnItem(). . .
System
endSale()enterItem()makeNewSale()makePayment()
makeNewReturn()enterReturnItem(). . .
system operations discovered during system behavior analysis
allocation of system operations during design, using one facade controller
ProcessSaleHandler
...
endSale()enterItem()makeNewSale()makePayment()
System
endSale()enterItem()makeNewSale()makePayment()
enterReturnItem()makeNewReturn(). . .
allocation of system operations during design, using several use case controllers
HandleReturnsHandler
...
enterReturnItem()makeNewReturn(). . .
Fig. 17.23
Register
...
endSale()enterItem()makeNewSale()makePayment()
makeNewReturn()enterReturnItem(). . .
System
endSale()enterItem()makeNewSale()makePayment()
makeNewReturn()enterReturnItem(). . .
system operations discovered during system behavior analysis
allocation of system operations during design, using one facade controller
ProcessSaleHandler
...
endSale()enterItem()makeNewSale()makePayment()
System
endSale()enterItem()makeNewSale()makePayment()
enterReturnItem()makeNewReturn(). . .
allocation of system operations during design, using several use case controllers
HandleReturnsHandler
...
enterReturnItem()makeNewReturn(). . .
Fig. 17.24
actionPerformed( actionEvent )
:Register
: Cashier
:SaleJFrame
presses button
1: enterItem(itemID, qty)
:Sale1.1: makeLineItem(itemID, qty)
UI Layer
Domain Layer
system operation message
controller
Fig. 17.24
actionPerformed( actionEvent )
:Register
: Cashier
:SaleJFrame
presses button
1: enterItem(itemID, qty)?
:Sale1.1: makeLineItem(itemID, qty)
UI Layer
Domain Layer
system operation message
controller
Fig. 17.25
Cashier
:SaleJFrame
actionPerformed( actionEvent )
:Sale1: makeLineItem(itemID, qty)
UI Layer
Domain Layer
It is undesirable for an interfacelayer object such as a window to get involved in deciding how to handle domain processes.
Business logic is embedded in the presentation layer, which is not useful.
SaleJFrame should not send this message.
presses button
Fig. 17.25
Cashier
:SaleJFrame
actionPerformed( actionEvent )
:Sale1: makeLineItem(itemID, qty)
UI Layer
Domain Layer
It is undesirable for an interfacelayer object such as a window to get involved in deciding how to handle domain processes.
Business logic is embedded in the presentation layer, which is not useful.
SaleJFrame should not send this message.
presses button