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Chapter 8, Object Design Reuse and Patterns II

The document discusses object modeling and design patterns. It introduces the Composite pattern, which models tree structures with arbitrary depth and width, allowing clients to uniformly treat individual objects and compositions. The Composite pattern reduces complexity by allowing subsystems and classes to be treated similarly in a software system model, and activities and tasks to be treated similarly in a software lifecycle model. Design patterns help identify objects by describing common problems and solutions that can be applied multiple times. The Composite pattern in particular models dynamic aggregates and is used in applications like modeling software systems, graphics applications, and more.

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0% found this document useful (0 votes)
49 views56 pages

Chapter 8, Object Design Reuse and Patterns II

The document discusses object modeling and design patterns. It introduces the Composite pattern, which models tree structures with arbitrary depth and width, allowing clients to uniformly treat individual objects and compositions. The Composite pattern reduces complexity by allowing subsystems and classes to be treated similarly in a software system model, and activities and tasks to be treated similarly in a software lifecycle model. Design patterns help identify objects by describing common problems and solutions that can be applied multiple times. The Composite pattern in particular models dynamic aggregates and is used in applications like modeling software systems, graphics applications, and more.

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PINNASISUNIL
Copyright
© Attribution Non-Commercial (BY-NC)
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Object-Oriented Software Engineering

Using UML, Patterns, and Java

Chapter 8, Object Design Reuse and Patterns II

Is this a good Model?


public interface SeatImplementation { public int GetPosition(); public void SetPosition(int newPosition); } public class Stubcode implements SeatImplementation { public int GetPosition() { // stub code for GetPosition } ... } It depends! public class AimSeat implements SeatImplementation { public int GetPosition() { // actual call to the AIM simulation system } . } public class SARTSeat implements SeatImplementation { public int GetPosition() { // actual call to the SART seat simulator } ... }
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 2

A Game: Get-15

Start with the nine numbers 1,2,3,4, 5, 6, 7, 8 and 9. You and your opponent take alternate turns, each taking a number Each number can be taken only once: If you opponent has selected a number, you cannot also take it. The first person to have any three numbers that total 15 wins the game. Example: You: Opponent:

1 6

5 9

3 7

8 2
Opponent Wins!

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

Characteristics of Get-15

Hard to play, The game is especially hard, if you are not allowed to write anything done. Why?
All the numbers need to be scanned to see if you have won/lost It is hard to see what the opponent will take if you take a certain number The choice of the number depends on all the previous numbers Not easy to devise an simple strategy

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

Another Game: Tic-Tac-Toe

Source: http://boulter.com/ttt/index.cgi

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

A Draw Sitation

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

Strategy for determining a winning move

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

Winning Situations for Tic-Tac-Toe

Winning Patterns

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

Tic-Tac-Toe is Easy

Why? Reduction of complexity through patterns and symmetries Patterns: Knowing the following two patterns, the player can anticipate the opponents move.

Symmetries: The player needs to remember only these three patterns to deal with 8 different game siuations
The

player needs to memorize only 3 opening moves and their responses


Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 9

Get-15 and Tic-Tac-Toe are identical problems

Any three numbers that solve the 15 problem also solve tic-tac-toe. Any tic-tac-toe solution is also a solution the 15 problem To see the relationship between the two games, we simply arrange the 9 digits into the following pattern

8 3 4

1 5 9

6 7 2
Object-Oriented Software Engineering: Using UML, Patterns, and Java 10

Bernd Bruegge & Allen H. Dutoit

You: Opponent:

1 6

8 3

1 5

6 7

3
4

5
9

7
2
11

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

During Object Modeling we do many transformations and changes to the object model. It is important to make sure the object design model stays simple! In the next two lectures we show how to use design patterns to keep system models simple.

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

12

Modeling Heuristics
Modeling must address our mental limitations:
Our short-term memory has only limited capacity (7+-2)

Good Models deal with this limitation, because they


Do not tax the mind

A good model requires only a minimal mental effort to understand


Turn complex tasks into easy ones (by good choice of representation) Use of symmetries Ontologies and taxonomies Memory limitations are overcome with an appropriate representation (natural model)
Object-Oriented Software Engineering: Using UML, Patterns, and Java 13

Reduce complexity

Use abstractions

Have organizational structure:

Bernd Bruegge & Allen H. Dutoit

Outline of the Lecture

Design Patterns
Usefulness of design patterns Design Pattern Categories

Patterns covered in this lecture


Composite: Model dynamic aggregates Facade: Interfacing to subsystems Adapter: Interfacing to existing systems (legacy systems) Bridge: Interfacing to existing and future systems Abstract Factory Proxy Command Observer Strategy
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 14

Patterns covered in the next lecture


Finding Objects

The hardest problems in object-oriented system development are:


Identifying objects Decomposing the system into objects

Requirements Analysis focuses on application domain:


Object identification

System Design addresses both, application and implementation domain:


Subsystem Identification

Object Design focuses on implementation domain:


Additional solution objects

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

15

Techniques for Finding Objects

Requirements Analysis
Start with Use Cases. Identify participating objects Textual analysis of flow of events (find nouns, verbs, ...) Extract application domain objects by interviewing client (application domain knowledge) Find objects by using general knowledge

System Design
Subsystem decomposition Try to identify layers and partitions

Object Design
Find additional objects by applying implementation domain knowledge

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

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Another Source for Finding Objects : Design Patterns

What are Design Patterns?


A design pattern describes a problem which occurs over and over again in our environment Then it describes the core of the solution to that problem, in such a way that you can use the this solution a million times over, without ever doing it the same twice

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

17

What is common between these definitions?

Definition Software System


A software system consists of subsystems which are either other subsystems or collection of classes

Definition Software Lifecycle:


The software lifecycle consists of a set of development activities which are either other actitivies or collection of tasks

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

18

Introducing the Composite Pattern


Models tree structures that represent part-whole hierarchies with arbitrary depth and width. The Composite Pattern lets client treat individual objects and compositions of these objects uniformly
Client Component

Leaf
Operation()

Composite
Operation() AddComponent RemoveComponent() GetChild()

Children

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

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What is common between these definitions?

Software System:
Definition: A software system consists of subsystems which are either other subsystems or collection of classes Composite: Subsystem (A software system consists of subsystems which consists of subsystems , which consists of subsystems, which...) Leaf node: Class

Software Lifecycle:
Definition: The software lifecycle consists of a set of development activities which are either other actitivies or collection of tasks Composite: Activity (The software lifecycle consists of activities which consist of activities, which consist of activities, which....) Leaf node: Task

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

20

Modeling a Software System Pattern

with a Composite

User

Software System

Class Subsystem

Children

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

21

Modeling the Software Lifecycle with a Composite Pattern

Manager

Software Lifecycle

Task Activity

Children

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

22

The Composite Patterns models dynamic aggregates


Fixed Structure: Car

*
Doors

*
Wheels
Battery Engine

Organization Chart (variable aggregate): University

School

Department

Dynamic tree (recursive aggregate): Composite Dynamic tree (recursive aggregate):

Pattern

Program

*
Block

Compound Statement
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java

Simple Statement
23

Graphic Applications also use Composite Patterns


The Graphic Class represents both primitives (Line, Circle) and their containers (Picture)
Client Graphic

Line
Draw()

Circle
Draw()

Picture
Draw() Add(Graphic g) RemoveGraphic) GetChild(int)

Children

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

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Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

25

Design Patterns reduce the Complexity of Models

To communicate a complex model we use navigation and reduction of complexity


We do not simply use a picture from the CASE tool and dump it in front of the user The key is navigate through the model so the user can follow it.

We start with a very simple model and then decorate it incrementally


Start with key abstractions (use animation) Then decorate the model with the additional classes

To reduce the complexity of the model even further, we


Apply the use of inheritance (for taxonomies, and for design patterns)

If the model is still too complex, we show the subclasses on a separate slide We make sure to use the name of the patterns
Object-Oriented Software Engineering: Using UML, Patterns, and Java 26

Then identify (or introduced) patterns in the model

Bernd Bruegge & Allen H. Dutoit

Example: A More Complex Model of a Software Project


Taxonomies Basic Abstractions
Equipment Project * Resource Facility Fund Organization

Composite Patterns
Schedule * Outcome * produces *

Work Breakdown Structure * consumes

* desWork cribes Package *

* Organizational responWork Unit * sible plays depends for Role Task Participant Staff

Set of Work Products

Work Product

Activity

Internal Work Product

Project Deliverable

Project Function

Department

Team

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

27

Exercise

Redraw the complete model for Project from your memory using the following knowledge
1. The key abstractions are task, schedule, and participant 2. Workproduct, Task and Participant are modeled with composite patterns, for example

Work Product

3. There are taxonomies for each of the key abstractions

You have 5 minutes!


Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 28

Adapter pattern
ClientInterface
Client
Request()

LegacyClass
ExistingRequest()

adaptee

Adapter

Delegation is used to bind an Adapter and an Adaptee Interface inheritance is use to specify the interface of the Adapter class. Target and Adaptee (usually called legacy system) pre-exist the Adapter. Target may be realized as an interface in Java.

Request()

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

29

Adapter Pattern

Convert the interface of a class into another interface clients expect. The adapter pattern lets classes work together that couldnt otherwise because of incompatible interfaces Used to provide a new interface to existing legacy components (Interface engineering, reengineering). Also known as a wrapper Two adapter patterns:
Class adapter:

Uses multiple inheritance to adapt one interface to another

Object adapter:

Uses single inheritance and delegation

Object adapters are much more frequent. We will only cover object adapters (and call them therefore simply adapters)
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 30

Bridge Pattern

Use a bridge to decouple an abstraction from its implementation so that the two can vary independently. (From [Gamma et al 1995]) Also know as a Handle/Body pattern. Allows different implementations of an interface to be decided upon dynamically.

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

31

Using a Bridge

The bridge pattern is used to provide multiple implementations under the same interface. Examples: Interface to a component that is incomplete, not yet known or unavailable during testing JAMES Project: if seat data is required to be read, but the seat is not yet implemented, known, or only available by a simulation, provide a bridge:
Seat (in Vehicle Subsystem) GetPosition() SetPosition()
imp

VIP

SeatImplementation

Stub Code
Bernd Bruegge & Allen H. Dutoit

AIMSeat

SARTSeat
32

Object-Oriented Software Engineering: Using UML, Patterns, and Java

Seat Implementation
public interface SeatImplementation { public int GetPosition(); public void SetPosition(int newPosition); } public class Stubcode implements SeatImplementation { public int GetPosition() { // stub code for GetPosition } ... } public class AimSeat implements SeatImplementation { public int GetPosition() { // actual call to the AIM simulation system } . } public class SARTSeat implements SeatImplementation { public int GetPosition() { // actual call to the SART seat simulator } ... }
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 33

Bridge Pattern

Client imp Abstra ct ion Ope ration() Imp->O perationImp(); Implementor OperationImpl()

Refined Abstraction 1 Ope ration()

Refined Abstraction 2 Ope ration()

Concrete Implementor A Ope rationImp l()

Concrete Implementor B Ope rationImp l()

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

34

Adapter vs Bridge

Similarities:
Both are used to hide the details of the underlying implementation.

Difference:
The adapter pattern is geared towards making unrelated components work together

Applied to systems after theyre designed (reengineering, interface engineering).

A bridge, on the other hand, is used up-front in a design to let abstractions and implementations vary independently.

Green field engineering of an extensible system New beasts can be added to the object zoo, even if these are not known at analysis or system design time.

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

35

Facade Pattern

Provides a unified interface to a set of objects in a subsystem. A facade defines a higher-level interface that makes the subsystem easier to use (i.e. it abstracts out the gory details) Facades allow us to provide a closed architecture

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

36

Design Example

Subsystem 1 can look into the Subsystem 2 (vehicle subsystem) and call on any component or class operation at will. This is Ravioli Design Why is this good?
Efficiency

Subsystem 1

Subsystem 2 Seat Card

Why is this bad?


Cant expect the caller to understand how the subsystem works or the complex relationships within the subsystem. We can be assured that the subsystem will be misused, leading to non-portable code

AIM

SA/RT

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

37

Subsystem Design with Faade, Adapter, Bridge

The ideal structure of a subsystem consists of


an interface object a set of application domain objects (entity objects) modeling real entities or existing systems

Some of the application domain objects are interfaces to existing systems

one or more control objects

We can use design patterns to realize this subsystem structure Realization of the Interface Object: Facade
Provides the interface to the subsystem

Interface to existing systems: Adapter or Bridge


Provides the interface to existing system (legacy system) The existing system is not necessarily object-oriented!
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 38

Realizing an Opaque Architecture with a Facade


The subsystem decides exactly how it is accessed. No need to worry about misuse by callers If a faade is used the subsystem can be used in an early integration test
We need to write only a driver

VIP Subsystem

Vehicle Subsystem API

Seat

Card

AIM

SA/RT

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

39

Design Patterns encourage reusable Designs

A facade pattern should be used by all subsystems in a software system. The faade defines all the services of the subsystem.
The facade will delegate requests to the appropriate components within the subsystem. Most of the time the faade does not need to be changed, when the component is changed,

Adapters should be used to interface to existing components.


For example, a smart card software system should provide an adapter for a particular smart card reader and other hardware that it controls and queries.

Bridges should be used to interface to a set of objects


where the full set is not completely known at analysis or design time. when the subsystem must be extended later after the system has been deployed and client programs are in the field(dynamic extension).

Model/View/Controller should be used


when the interface changes much more rapidly than the application domain.
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 40

Patterns are not the cure for everything

What

is wrong in the following pictures?

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

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Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

42

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

43

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

44

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

45

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

46

Summary

Design patterns are partial solutions to common problems such as


such as separating an interface from a number of alternate implementations wrapping around a set of legacy classes protecting a caller from changes associated with specific platforms.

A design pattern is composed of a small number of classes


use delegation and inheritance provide a robust and modifiable solution.

These classes can be adapted and refined for the specific system under construction.
Customization of the system Reuse of existing solutions
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 48

Summary II

Composite Pattern:
Models trees with dynamic width and dynamic depth

Facade Pattern:
Interface to a subsystem closed vs open architecture

Adapter Pattern:
Interface to reality

Bridge Pattern:
Interface to reality and prepare for future

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

49

Additional Slides

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

50

Additional References

Design (This talk): E. Gamma et.al., Design Patterns, 1994. Analysis: M. Fowler, Analysis Patterns: Reusable Object Models, 1997 System design: F. Buschmann et. Al., Pattern-Oriented Software
Architecture: A System of Patterns, 1996 1997

Middleware: T. J. Mowbray & R. C. Malveau, CORBA Design Patterns, Process modeling S. W. Ambler, Process Patterns: Building Large-Scale
Systems Using Object Technology, 1998.

Dependency management: P. Feiler & W. Tichy, Propagator: A family of


patterns, in Proceedings of TOOLS-23'97, Santa Barbara, CA, Aug, 1997.

Configuration management: W. J. Brown et. Al., AntiPatterns and


Patterns in Software Configuration Management. 1999.

http://www.oose.globalse.org
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 51

What is this?
1.Nf3 d5 2.c4 c6 3.b3 Bf5 4.g3 Nf6 5.Bg2 Nbd7 6.Bb2 e6 7.OO Bd6 8.d3 O-O 9.Nbd2 e5 10.cxd5 cxd5 11.Rc1 Qe7 12.Rc2 a5 13.a4 h6 14.Qa1 Rfe8 15.Rfc1

This is a fianchetto! The fianchetto is one of the basic building-blocks of chess thinking.

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

52

Fianchetto (Reti-Lasker)

The diagram is from Reti-Lasker, New York 1924. We can see that Reti has allowed Lasker to occupy the centre but Rtei has fianchettoed both Bishops to hit back at this, and has even backed up his Bb2 with a Queen on a1!
Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 53

Additional Design Heuristics


Never use implementation inheritance, always use interface inheritance A subclass should never hide operations implemented in a superclass If you are tempted to use implementation inheritance, use delegation instead

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

54

Javas AWT library can be modeled with the component pattern


Graphics

Component
getGraphics()

Text Component

Button

Label

Container
add(Component c) paint(Graphics g)

TextField

TextArea

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

55

Notation used in the Design Patterns Book

Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides, Design Patterns: Elements of Reusable Object-Oriented Software, Addison Wesley, 1995 Based on OMT Notation (a precursor to UML) Notational differences between the notation used by Gamma et al. and UML. In Gamma et al:
Attributes come after the Operations Associations are called acquaintances Multiplicities are shown as solid circles Dashed line : Instantiation Assocation (Class can instantiate objects of associated class) (In UML it denotes a dependency) UML Note is called Dogear box (connected by dashed line to class operation): Pseudo-code implementation of operation

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

56

Paradigms

Paradigms are like rules

They structure the environment and make them understandable


Information that does not fit into the paradigm is invisible. Patterns are a special case of paradigms

Bernd Bruegge & Allen H. Dutoit

Object-Oriented Software Engineering: Using UML, Patterns, and Java

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