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Design Principles

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Design Principles By Kartheek Nagasuri & Amit Gre
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Page 1: Design Principles

Design Principles

ByKartheek Nagasuri & Amit Grewal

Page 2: Design Principles

Design

• What is the meaning of the Design?

• What is the Difference if compared to Analysis?

Design is about “How”

Analysis is about “What”

Page 3: Design Principles

Design

Why do we need (good) design?

To Manage Change

To Deal with Complexity

To Deliver Faster

Page 4: Design Principles

Design

• How do we know a design is bad?

“W*F? “

“W*F? “

“W*F? ““W*F? “

“W*F? “

“W*F? “

“W*F? “

“W*F? “I can’t Fix this code

I fixed the problem but it broke at other places..

Page 5: Design Principles

Immobility

Design

• Lets talk about criteria of bad design • Are there any Symptoms of bad design?

Rigidity

Fragility Viscosity

Page 6: Design Principles

Rigidity

• The Impact of the change is Unpredictable– Every change causes a cascade of changes in

dependant modules.– A nice 2 days work become endless “Marathon”– Costs become unpredictable.

Page 7: Design Principles
Page 8: Design Principles

Immobility

• Its almost impossible to reuse interesting parts of the software– The useful modules have somany depandancies– The cost of rewriting is less compared to the risk

faced to separate those parts

Page 9: Design Principles

Fragility

• The Software tends to break in many places on every change.– The breakage occurs in areas with no conceptual

relationship.– On every fix the software breaks in unexpected

ways.

Page 10: Design Principles

Viscosity

• A hack is cheaper to implement than the solution with in the design– preserving design moves are difficult to think and

to implement.– Its much easier to do wrong thing than the right

one.

Page 11: Design Principles

• What is the reason why design becomes rigid, fragile, immobile and viscous?

Design

Improper dependencies

between the modules

Page 12: Design Principles

Good Design

• What are the characteristics of a good design

High Cohesion

Low coupling

Page 13: Design Principles

How can we achieve good design?

Page 14: Design Principles

Let’s Go SOLID…

• Single Responsibility Principle• Open Close Principle• Liskov Substitution Principle• Interface Segregation Principle• Dependency Inversion Principle

Page 15: Design Principles

Single Responsibility Principle

Page 16: Design Principles

Single Responsibility Principle

• A software module should have one and only responsibility

• A software module should have one reason only to change

• It translates directly in high cohesion

Page 17: Design Principles

Single Responsibility Principle

• Is SRP violate here?Interface modem{

Public Void Dial (string pno);Public void hangup();Public void send (char c);Public char receive();

}

Page 18: Design Principles

Single Responsibility Principle

• Is SRP violate here?Interface Employee

{Public pay calculate();Public void report(Writer w);Public void save();Public void reload();

}

Page 19: Design Principles

How to Solve?

public abstract class BankAccount { double Balance { get; } void Deposit(double amount) {} void Withdraw(double amount) {} void AddInterest(double amount) {} void Transfer(double amount, IBankAccount toAccount) {}

}

Page 20: Design Principles

public abstract class BankAccount {

double Balance { get; }void Deposit(double amount); void Withdraw(double amount); void Transfer(double amount, IBankAccount toAccount);

}

public class CheckingAccount : BankAccount { }

public class SavingsAccount : BankAccount{

public void AddInterest(double amount); }

Page 21: Design Principles

Open Closed Principle

Page 22: Design Principles

Open Closed Principle

• Modules should be open for extension but closed for modification.

• “You should be able to extend the behavior of a module without changing it”

Page 23: Design Principles

public class ProductFilter {

public IEnumerable<Product> ByColor(IList<Product> products, ProductColor productColor)

{ foreach (var product in products) {

if (product.Color == productColor) yield return product;

} } }

Page 24: Design Principles

public class ProductFilter {

public IEnumerable<Product> BySize(IList<Product> products, ProductSize productSize)

{ foreach (var product in products) {

if (product.Size== productSize) yield return product; } } }

Page 25: Design Principles

public class ProductFilter {

public IEnumerable<Product> BySize(IList<Product> products, ProductColor productColor, ProductSize productSize)

{ foreach (var product in products) {

if (product.Size== productSize && product.color==productColor)

yield return product; } } }

Page 26: Design Principles

Any Problem?

• Every time a user asks for new criteria to filter a product, do we have to modify the ProductFilter class?

– Yes! This means it is not CLOSED for modification.• Every time a user asks for new criteria to filter a product, can

we extend the behavior of the ProductFilter class to support the new criteria, without opening up the class file again and modifying it?

– No! This means it is not OPEN for extension.

Page 27: Design Principles

Solution

• Template

public abstract class roductFilterSpecification { public IEnumerable<Product> Filter(IList<Product> products) {

return ApplyFilter(products); } protected abstract IEnumerable<Product> ApplyFilter(IList<Product> products);

}

Page 28: Design Principles

public class ColorFilterSpecification :ProductFilterSpecification

{ private readonly ProductColor productColor;

public ColorFilterSpecification(ProductColor productColor) {

this.productColor = productColor; } protected override IEnumerable<Product>

ApplyFilter(IList<Product> products) { foreach (var product in products) { if (product.Color == productColor) yield return

product; } } }

Page 29: Design Principles

public IEnumerable<Product> By(IList<Product> products, ProductFilterSpecification filterSpecification)

{ return filterSpecification.Filter(products);

}

Page 30: Design Principles

Are we Fine now?

Page 31: Design Principles

Liskov Substitution Principle

Page 32: Design Principles

Liskov Substitution Principle

• Functions that use ... references to base classes must be able to use objects of derived classes without knowing it.

• A user of a base class should continue to function properly if a derivative of that base class is passed to it.

Page 33: Design Principles

Interface Segregation Principle

Page 34: Design Principles

Interface Segregation Principle

• ISP States that clients should not know about fat classes.

• Instead they should rely on clean cohesive interfaces

• Many client specific interfaces are better than one general purpose interface

Page 35: Design Principles

• A class with many clients, and one large interface to serve them all

Interface Segregation Principle

Page 36: Design Principles

Interface Segregation Principle

Page 37: Design Principles

Dependency Inversion Principle

Page 38: Design Principles

Dependency Inversion Principle

• High level modules should not depend on low level modules, both should depend

• Abstractions should not depend upon details, details should depend upon abstractions

• Every dependency in the design should target an interface, or an abstract class. No dependency should target a concrete class.

Page 39: Design Principles

Dependency Inversion Principle

Page 40: Design Principles

Dependency Inversion Principle

Page 41: Design Principles

Dependency Inversion Principle

• Don’t depend on anything concrete, depend only upon abstraction

• High level modules should not be forced to change because of a change in low level/technology layers

• Drives you towards low coupling

Page 42: Design Principles

Conclusion

• The main forces driving your design should be “High Cohesion” and “Low coupling”

• SOLID principles put you on right path.


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