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07 OODesign

The document discusses object-oriented design using UML diagrams. It covers topics like object classes, system context modeling, use case descriptions, and architectural design. The document provides information on developing an object-oriented design from requirements to a detailed model.

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0% found this document useful (0 votes)
19 views72 pages

07 OODesign

The document discusses object-oriented design using UML diagrams. It covers topics like object classes, system context modeling, use case descriptions, and architectural design. The document provides information on developing an object-oriented design from requirements to a detailed model.

Uploaded by

Nguyễn Nguyên
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 72

Week 7:

Object-Oriented Design
Nguyễn Thị Minh Tuyền

Adapted from slides of Ian Sommerville


Topics covered
1. Object-oriented design using the UML
2. Design patterns
3. Implementation issues

2
Design and implementation
£ Software design and implementation is the stage in the
software engineering process at which an executable
software system is developed.
£ Software design and implementation activities are
invariably inter-leaved.
p Software design is a creative activity in which you identify software
components and their relationships, based on a customer's
requirements.
p Implementation is the process of realizing the design as a
program.

3
Build or buy
£ In a wide range of domains, it is now possible to buy off-
the-shelf systems (COTS) that can be adapted and tailored
to the users’ requirements.
p Example: if you want to implement a medical records system, you
can buy a package that is already used in hospitals. It can be
cheaper and faster to use this approach rather than developing a
system in a conventional programming language.
£ When you develop an application in this way, the design
process becomes concerned with how to use the
configuration features of that system to deliver the system
requirements.

4
Topics covered
1. Object-oriented design using the UML
2. Design patterns
3. Implementation issues

5
Object-oriented development
£ Object-oriented analysis (OOA), design (OOD) and
programming (OOP) are related but distinct.
£ OOA is concerned with developing an object model of the
application domain.
£ OOD is concerned with developing an object-oriented
system model to implement requirements.
£ OOP is concerned with realising an OOD using an OO
programming language such as Java or C++.

6
Objects and object classes

• An object is an entity that has a state and a defined set of


operations which operate on that state.
• The state is represented as a set of object attributes.
• The operations associated with the object provide services
to other objects (clients) which request these services when
some computation is required.
• Objects are created according to some object class
definition.
• An object class definition serves as a template for objects. It
includes declarations of all the attributes and services which
should be associated with an object of that class.

7
An OOD process
£ Structured OOD processes involve designing object
classes and relationship between these classes.
£ Object-oriented systems are easier to change than systems
developed using functional approaches.
p Objects include both data and operations to manipulate that data.
p They may therefore be understood and modified as stand-alone
entities.
£ Changing the implementation of an object or adding
services should not affect other system objects.

8
Process stages
£ To develop an OOD from concept to detailed, there are
several things that you need to do:

• Define the context and modes of use of the system

• Design the system architecture

• Identify the principal system objects

• Develop design models

• Specify object interfaces


9
Process stages
£ To develop an OOD from concept to detailed, there are
several things that you need to do:

• Define the context and modes of use of the system

• Design the system architecture

• Identify the principal system objects

• Develop design models

• Specify object interfaces


10
System context and interactions
£ Understanding the relationships between the software that
is being designed and its external environment is essential
for deciding
p how to provide the required system functionality and
p how to structure the system to communicate with its environment.
£ Understanding of the context also lets you establish the
boundaries of the system. Setting the system boundaries
helps you decide
p what features are implemented in the system being designed and
p what features are in other associated systems.

11
Context and interaction models
£ System context
p A static model that describes other systems in the
environment.
p Use a subsystem model to show other systems.
£ Model of system use
p A dynamic model that describes how the system
interacts with its environment.
p Use use-cases to show interactions

12
System context for the weather station

Control
1 system 1

1 1..n
Weather 1 1..n Weather
information station
system
1 1..n

Satellite 1
1

13
Weather station use cases
Report
weather

Report status
Weather
information
system
Restart

Shutdown

Reconfigure

Control
system Powersave

Remote
control

14
Use case description—Report weather
System Weather station
Use case Report weather
Actors Weather information system, Weather station
Description The weather station sends a summary of the weather data that has
been collected from the instruments in the collection period to the
weather information system. The data sent are the maximum,
minimum, and average ground and air temperatures; the maximum,
minimum, and average air pressures; the maximum, minimum, and
average wind speeds; the total rainfall; and the wind direction as
sampled at five-minute intervals.
Stimulus The weather information system establishes a satellite
communication link with the weather station and requests
transmission of the data.
Response The summarized data is sent to the weather information system.
Comments Weather stations are usually asked to report once per hour but this
frequency may differ from one station to another and may be
modified in the future. 15
Process stages
£ To develop an OOD from concept to detailed, there are
several things that you need to do:

• Define the context and modes of use of the system

• Design the system architecture

• Identify the principal system objects

• Develop design models

• Specify object interfaces


16
Architectural design

£ Once interactions between the system and its


environment have been understood, you use
this information for designing the system
architecture.
p identify the major components that make up the
system and their interactions, and
p then organize the components using an
architectural pattern such as a layered or client-
server model.

17
High-level architecture of the weather station

«subsystem» «subsystem» «subsystem»


Fault manager Configuration manager Power manager

Communication link

«subsystem» «subsystem» «subsystem»


Communications Data collection Instruments

18
Weather station architecture
Architecture of data collection
system

Data collection

Transmitter Receiver

WeatherData

20
Process stages
£ To develop an OOD from concept to detailed, there are
several things that you need to do:

• Define the context and modes of use of the system

• Design the system architecture

• Identify the principal system objects

• Develop design models

• Specify object interfaces


21
Object class identification
£ Identifying object classes is often a difficult part of object
oriented design.
£ There is no 'magic formula' for object identification.
p It relies on the skill, experience and domain knowledge of system
designers.
£ Object identification is an iterative process. You are unlikely
to get it right first time.

22
Use case description—Report
weather
System Weather station
Use case Report weather
Actors Weather information system, Weather station
Description The weather station sends a summary of the weather data that has
been collected from the instruments in the collection period to the
weather information system. The data sent are the maximum,
minimum, and average ground and air temperatures; the maximum,
minimum, and average air pressures; the maximum, minimum, and
average wind speeds; the total rainfall; and the wind direction as
sampled at five-minute intervals.
Stimulus The weather information system establishes a satellite
communication link with the weather station and requests
transmission of the data.
Response The summarized data is sent to the weather information system.
Comments Weather stations are usually asked to report once per hour but this
frequency may differ from one station to another and may be
modified in the future. 23
Approaches to identification
£ Use a grammatical approach based on a natural language
description of the system.
£ Base the identification on tangible things in the application
domain.
£ Use a behavioural approach and identify objects based on
what participates in what behaviour.
£ Use a scenario-based analysis. The objects, attributes and
methods in each scenario are identified.

24
Weather station description

A weather station is a package of software controlled instruments


which collects data, performs some data processing and transmits
this data for further processing. The instruments include air and
ground thermometers, an anemometer, a wind vane, a barometer
and a rain gauge. Data is collected periodically.

When a command is issued to transmit the weather data, the


weather station processes and summarises the collected data.
The summarised data is transmitted to the mapping computer
when a request is received.

25
Weather station description

A weather station is a package of software controlled instruments


which collects data, performs some data processing and transmits
this data for further processing. The instruments include air and
ground thermometers, an anemometer, a wind vane, a barometer
and a rain gauge. Data is collected periodically.

When a command is issued to transmit the weather data, the


weather station processes and summarises the collected data.
The summarised data is transmitted to the mapping computer
when a request is received.

26
Weather station object classes
£ Object class identification in the weather station system
may be based on the tangible hardware and data in the
system:
p Ground thermometer, Anemometer, Barometer, etc.
¡ Application domain objects that are ‘hardware’ objects related to
the instruments in the system.
p Weather station
¡ The basic interface of the weather station to its environment. It
therefore reflects the interactions identified in the use-case
model.
p Weather data
¡ Encapsulates the summarized data from the instruments.

27
Weather station object classes
WeatherStation WeatherData

identifier airTemperatures
groundTemperatures
reportWeather ( )
windSpeeds
reportStatus ( )
windDirections
powerSave (instruments)
pressures
remoteControl (commands)
rainfall
reconfigure (commands)
restart (instruments) collect ( )
shutdown (instruments) summarize ( )

Ground Anemometer Barometer


thermometer
an_Ident bar_Ident
gt_Ident windSpeed pressure
temperature windDirection height
get ( ) get ( ) get ( )
test ( ) test ( ) test ( )

28
Process stages
£ To develop an OOD from concept to detailed, there are
several things that you need to do:

• Define the context and modes of use of the system

• Design the system architecture

• Identify the principal system objects

• Develop design models

• Specify object interfaces


29
Design models
£ Design models show
p the objects or object classes in a system and
p the relationships between these entities.
£ Static models describe the static structure of the system in
terms of object classes and relationships.
£ Dynamic models describe the dynamic interactions
between objects.

30
Examples of design models
£ Subsystem models
p show logical groupings of objects into coherent subsystems.
£ Sequence models
p show the sequence of object interactions.
£ State machine models
p show how individual objects change their state in response to
events.
£ Other models include use-case models, aggregation
models, generalisation models, etc.

31
Subsystem models
£ Are static models.
£ Shows how the design is organised into logically related
groups of objects.
£ In the UML, these are shown using packages - an
encapsulation construct.
p This is a logical model.
p The actual organisation of objects in the system may be different.

32
Weather station subsystems
Sequence models
£ Are dynamic models.
£ Sequence models show the sequence of object
interactions that take place
p Objects are arranged horizontally across the top;
p Time is represented vertically so models are read top to
bottom;
p Interactions are represented by labelled arrows,
Different styles of arrow represent different types of
interaction;
p A thin rectangle in an object lifeline represents the time
when the object is the controlling object in the system.

34
Sequence diagram describing data
collection
Weather
information system

:SatComms :WeatherStation :Commslink :WeatherData

request (report)

acknowledge
reportWeather ()

acknowledge get (summary) summarize ()

send (report)

acknowledge
reply (report)

acknowledge

35
State diagrams
£ Are dynamic models.
£ Are used to show
p how objects respond to different service requests and
p the state transitions triggered by these requests.
£ Are useful high-level models of a system or an
object's run-time behavior.
£ You don't usually need a state diagram for all of
the objects in the system.
p Many of the objects in a system are relatively simple and
a state model adds unnecessary detail to the design.

36
Weather station state diagram
Controlled

Operation
shutdown() remoteControl()

reportStatus()
restart() Testing
Shutdown Running

transmission done test complete


configuration done
reconfigure()
Transmitting
powerSave()
clock collection
done reportWeather()
Configuring weather summary
complete
Summarizing
Collecting

37
Process stages
£ To develop an OOD from concept to detailed, there are
several things that you need to do:

• Define the context and modes of use of the system

• Design the system architecture

• Identify the principal system objects

• Develop design models

• Specify object interfaces


38
Interface specification
£ Object interfaces have to be specified so that the objects
and other components can be designed in parallel.
£ Designers should avoid designing the interface
representation but should hide this in the object itself.
£ Objects may have several interfaces which are viewpoints
on the methods provided.
£ The UML uses class diagrams for interface specification
but Java may also be used.

39
Weather station interfaces

«interface»
«interface» Remote Control
Reporting

startInstrument(instrument): iStatus
weatherReport (WS-Ident): Wreport stopInstrument (instrument): iStatus
statusReport (WS-Ident): Sreport collectData (instrument): iStatus
provideData (instrument ): string

40
Weather station interface

interface WeatherStation {

public void WeatherStation () ;

public void startup () ;


public void startup (Instrument i) ;

public void shutdown () ;


public void shutdown (Instrument i) ;

public void reportWeather ( ) ;

public void test () ;


public void test ( Instrument i ) ;

public void calibrate ( Instrument i) ;

public int getID () ;

} //WeatherStation
Topics covered
1. Object-oriented design using the UML
2. Design patterns
3. Implementation issues

42
Design patterns
£ A pattern is a description of the problem and the
essence of its solution.
£ It should be sufficiently abstract to be reused in
different settings.
£ Pattern descriptions usually make use of object-
oriented characteristics such as inheritance and
polymorphism.

43
Pattern elements
£ Name
p A meaningful pattern identifier.
£ Problem description.
£ Solution description.
p Not a concrete design but a template for a design
solution that can be instantiated in different ways.
£ Consequences
p The results and trade-offs of applying the pattern.

44
The Observer pattern
£ Name
p Observer.
£ Description
p Separates the display of object state from the object
itself.
£ Problem description
p Used when multiple displays of state are needed.
£ Solution description
£ Consequences
p Optimisations to enhance display performance are
impractical.

45
The Observer pattern (1)

Pattern name Observer

Description Separates the display of the state of an object from the object
itself and allows alternative displays to be provided. When the
object state changes, all displays are automatically notified
and updated to reflect the change.
Problem In many situations, you have to provide multiple displays of
description state information, such as a graphical display and a tabular
display. Not all of these may be known when the information
is specified. All alternative presentations should support
interaction and, when the state is changed, all displays must
be updated.
This pattern may be used in all situations where more than
one display format for state information is required and where
it is not necessary for the object that maintains the state
information to know about the specific display formats used.
46
The Observer pattern (2)
Pattern name Observer

Solution This involves two abstract objects, Subject and Observer, and two concrete
description objects, ConcreteSubject and ConcreteObject, which inherit the attributes of
the related abstract objects. The abstract objects include general operations
that are applicable in all situations. The state to be displayed is maintained in
ConcreteSubject, which inherits operations from Subject allowing it to add
and remove Observers (each observer corresponds to a display) and to
issue a notification when the state has changed.

The ConcreteObserver maintains a copy of the state of ConcreteSubject and


implements the Update() interface of Observer that allows these copies to be
kept in step. The ConcreteObserver automatically displays the state and
reflects changes whenever the state is updated.

Consequences The subject only knows the abstract Observer and does not know details of
the concrete class. Therefore there is minimal coupling between these
objects. Because of this lack of knowledge, optimizations that enhance
display performance are impractical. Changes to the subject may cause a
set of linked updates to observers to be generated, some of which may not
47
be necessary.
Multiple displays using the Observer
pattern

50
D
A
25
C
A B C D
B 0

Subject

Observer 1 A: 40 Observer 2
B: 25
C: 15
D: 20

48
A UML model of the Observer
pattern

Subject Observer

Attach (Observer) Update ()


Detach (Observer)
for all o in observers
Notify () o -> Update ()

ConcreteSubject ConcreteObserver

return subjectState Update () observerState =


GetState () subject -> GetState ()

subjectState observerState

49
Design problems
£ To use patterns in your design, you need to recognize
that any design problem you are facing may have an
associated pattern that can be applied.
p Tell several objects that the state of some other object has
changed (Observer pattern).
p Tidy up the interfaces to a number of related objects that have
often been developed incrementally (Façade pattern).
p Provide a standard way of accessing the elements in a
collection, irrespective of how that collection is implemented
(Iterator pattern).
p Allow for the possibility of extending the functionality of an
existing class at run-time (Decorator pattern).

50
Topics covered
1. Object-oriented design using the UML
2. Design patterns
3. Implementation issues

51
Implementation issues
£ Focus here is not on programming, although this is
obviously important, but on other implementation issues
that are often not covered in programming texts:
p Reuse Most modern software is constructed by reusing existing
components or systems. When you are developing software, you
should make as much use as possible of existing code.
p Configuration management During the development process, you
have to keep track of the many different versions of each software
component in a configuration management system.
p Host-target development Production software does not usually
execute on the same computer as the software development
environment. Rather, you develop it on one computer (the host
system) and execute it on a separate computer (the target system).

52
30/10/2014 Chapter 7 Design and Implementation
Reuse
£ From the 1960s to the 1990s, most new software
was developed from scratch, by writing all code in
a high-level programming language.
p The only significant reuse or software was the reuse of
functions and objects in programming language libraries.
£ Costs and schedule pressure mean that this
approach became increasingly unviable, especially
for commercial and Internet-based systems.
£ An approach to development based around the
reuse of existing software emerged and is now
generally used for business and scientific software.
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30/10/2014 Chapter 7 Design and Implementation
Reuse levels
£ The abstraction level
p At this level, you don’t reuse software directly but use knowledge of
successful abstractions in the design of your software.
£ The object level
p At this level, you directly reuse objects from a library rather than
writing the code yourself.
£ The component level
p Components are collections of objects and object classes that you
reuse in application systems.
£ The system level
p At this level, you reuse entire application systems.

54
30/10/2014 Chapter 7 Design and Implementation
Software reuse
System

Application systems
(COTS)

Abstraction Component

Architectural and Software reuse Component


design patterns frameworks

Programming
language libraries

Object

55
30/10/2014 Chapter 7 Design and Implementation
Reuse costs
£ The costs of the time spent in looking for software to reuse
and assessing whether or not it meets your needs.
£ Where applicable, the costs of buying the reusable
software. For large off-the-shelf systems, these costs can
be very high.
£ The costs of adapting and configuring the reusable
software components or systems to reflect the
requirements of the system that you are developing.
£ The costs of integrating reusable software elements with
each other (if you are using software from different
sources) and with the new code that you have developed.

56
30/10/2014 Chapter 7 Design and Implementation
Configuration management
£ Configuration management is the name given to
the general process of managing a changing
software system.
£ The aim of configuration management is to support
the system integration process so that all
developers can access the project code and
documents in a controlled way, find out what
changes have been made, and compile and link
components to create a system.

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30/10/2014 Chapter 7 Design and Implementation
Configuration management activities
£ Version management
p Support is provided to keep track of the different versions of software
components.
p Include facilities to coordinate development by several programmers.
£ System integration,
p support is provided to help developers define what versions of components
are used to create each version of a system.
p This description is then used to build a system automatically by compiling
and linking the required components.
£ Problem tracking
p support is provided to allow users to report bugs and other problems, and
to allow all developers to see who is working on these problems and when
they are fixed.

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30/10/2014 Chapter 7 Design and Implementation
Host-target development
£ Most software is developed on one computer (the host) but
runs on a separate machine (the target).
£ More generally, we can talk about a development platform
and an execution platform.
p A platform is more than just hardware.
p It includes the installed operating system plus other supporting
software such as a database management system or, for
development platforms, an interactive development environment.
£ Development platform usually has different installed
software than execution platform; these platforms may
have different architectures.

59
30/10/2014 Chapter 7 Design and Implementation
Host-target development

Host Target

Development Execution
platform platform
Download
IDE software Libraries

Compilers Related systems

Testing tools Databases

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30/10/2014 Chapter 7 Design and Implementation
Development platform tools
£ An integrated compiler and syntax-directed editing
system that allows you to create, edit and compile
code.
£ A language debugging system.
£ Graphical editing tools, such as tools to edit UML
models.
£ Testing tools, such as Junit that can automatically
run a set of tests on a new version of a program.
£ Project support tools that help you organize the
code for different development projects.
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30/10/2014 Chapter 7 Design and Implementation
Integrated development
environments (IDEs)
£ Software development tools are often grouped to
create an integrated development environment
(IDE).
£ An IDE is a set of software tools that supports
different aspects of software development, within
some common framework and user interface.
£ IDEs are created to support development in a
specific programming language such as Java. The
language IDE may be developed specially, or may
be an instantiation of a general-purpose IDE, with
specific language-support tools.
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Component/system deployment
factors
£ If a component is designed for a specific hardware architecture, or
relies on some other software system, it must obviously be deployed
on a platform that provides the required hardware and software
support.
£ High availability systems may require components to be deployed on
more than one platform. This means that, in the event of platform
failure, an alternative implementation of the component is available.
£ If there is a high level of communications traffic between components,
it usually makes sense to deploy them on the same platform or on
platforms that are physically close to one other. This reduces the
delay between the time a message is sent by one component and
received by another.

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Open source development

64
Open source development

£ Open source development is an approach to software


development
p the source code of a software system is published and
volunteers are invited to participate in the development process.
£ Free Software Foundation (www.fsf.org)
p "The Free Software Foundation (FSF) is a nonprofit with a
worldwide mission to promote computer user freedom. We
defend the rights of all software users."
£ Open source software extended this idea by using the
Internet to recruit a much larger population of volunteer
developers. Many of them are also users of the code.

65
Open source systems
£ The best-known open source product is the Linux
operating system
p is widely used as a server system and, increasingly, as a desktop
environment.
£ Other important open source products are Java, the
Apache web server and the mySQL database
management system.

66
Open source issues
£ For a company:
p Should the product that is being developed make use of
open source components?
p Should an open source approach be used for the
software’s development?

67
Open source business
£ More and more product companies are using an
open source approach to development.
£ Their business model is not reliant on selling a
software product but on selling support for that
product.
£ They believe that involving the open source
community will allow software to be developed
more cheaply, more quickly and will create a
community of users for the software.

68
Open source licensing

£ A fundamental principle: source code should be freely


available, this does not mean that anyone can do as
they wish with that code.
£ Legally, the developer of the code still owns the code.
p They can place restrictions on how it is used by including legally
binding conditions in an open source software license.
p Some open source developers believe that if an open source
component is used to develop a new system, then that system
should also be open source.
p Others are willing to allow their code to be used without this
restriction. The developed systems may be proprietary and sold
as closed source systems.

69
License models
£ The GNU General Public License (GPL).
p This is a so-called ‘reciprocal’ license
p If you use open source software that is licensed under the GPL
license, then you must make that software open source.
£ The GNU Lesser General Public License (LGPL)
p A variant of the GPL license
p You can write components that link to open source code without
having to publish the source of these components.
£ The Berkley Standard Distribution (BSD) License.
p This is a non-reciprocal license
p You are not obliged to re-publish any changes or modifications
made to open source code. You can include the code in proprietary
systems that are sold.

70
License management
£ Establish a system for maintaining information about open-
source components that are downloaded and used.
£ Be aware of the different types of licenses and understand
how a component is licensed before it is used.
£ Be aware of evolution pathways for components.
£ Educate people about open source.
£ Have auditing systems in place.
£ Participate in the open source community.

71
Questions?

72

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