Using UML Patterns and Java ObjectOriented Software Engineering
Using UML, Patterns, and Java Object-Oriented Software Engineering Chapter 8, Object Design Reuse and Patterns II
Outline of the Lecture ¨ Design Patterns w Usefulness of design patterns w Design Pattern Categories ¨ Patterns covered in this lecture w. Composite: Model dynamic aggregates w Facade: Interfacing to subsystems w Adapter: Interfacing to existing systems (legacy systems) w Bridge: Interfacing to existing and future systems ¨ Patterns covered in the next lecture w Abstract Factory w Proxy w Command w. Observer w Strategy Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 2
Finding Objects ¨ The hardest problems in object-oriented system development are: w Identifying objects w Decomposing the system into objects ¨ Requirements Analysis focuses on application domain: w Object identification ¨ System Design addresses both, application and implementation domain: w Subsystem Identification ¨ Object Design focuses on implementation domain: w Additional solution objects Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 3
Techniques for Finding Objects ¨ Requirements Analysis w Start with Use Cases. Identify participating objects w Textual analysis of flow of events (find nouns, verbs, . . . ) name of the technique? w Extract application domain objects by interviewing client (application domain knowledge) w Find objects by using general knowledge ¨ System Design w Subsystem decomposition w Try to identify layers and partitions ¨ What’s the difference? Object Design w Find additional objects by applying implementation domain knowledge Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 4
Another Source for Finding Objects : Design Patterns ¨ What are Design Patterns? w A design pattern describes a problem which occurs over and over again in our environment w Then it describes the core of the solution to that problem, in such a way that you can use 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 5
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: w w 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) w UML Note is called Dogear box (connected by dashed line to class operation): Pseudo-code implementation of operation See Google Scholar! But, has this been validated, and agreed upon by everyone? Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 6
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() Add. Component Remove. Component() Get. Child() Children Is this a good model? Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 7
Graphic Applications also use Composite Patterns • The Graphic Class represents both primitives (Line, Circle) and their containers (Picture) Client Line Draw() Graphic Circle Draw() Picture Draw() Add(Graphic g) Remove. Graphic) Get. Child(int) Children Is this a good model? Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 8
Adapter Pattern ¨ ¨ ¨ “Convert the interface of a class into another interface clients expect. ” The adapter pattern lets classes work together that couldn’t 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: w Class adapter: t Uses multiple inheritance to adapt one interface to another w Object adapter: t ¨ 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 9
Adapter pattern Client. Interface Legacy. Class Request() Existing. Request() adaptee Adapter ¨ ¨ Request() Delegation is used to bind an Adapter and an Adaptee What would the body of Request() be like? 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. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 10
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 11
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: VIP Seat (in Vehicle Subsystem) Get. Position() Stub Code Bernd Bruegge & Allen H. Dutoit imp Seat. Implementation AIMSeat Object-Oriented Software Engineering: Using UML, Patterns, and Java SARTSeat 12
Seat Implementation public interface Seat. Implementation { public int Get. Position(); public void Set. Position(int new. Position); } public class Stubcode implements Seat. Implementation { public int Get. Position() { // stub code for Get. Position }. . . } public class Aim. Seat implements Seat. Implementation { public int Get. Position() { // actual call to the AIM simulation system } …. } public class SARTSeat implements Seat. Implementation { public int Get. Position() { // actual call to the SART seat simulator }. . . } Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 13
Bridge Pattern Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 14
Adapter vs Bridge ¨ Similarities: w Both are used to hide the details of the underlying implementation. ¨ Difference: w The adapter pattern is geared towards making unrelated components work together t Applied to systems after they’re designed (reengineering, interface engineering). w A bridge, on the other hand, is used up-front in a design to let abstractions and implementations vary independently. t t 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. So, what’s the real difference? Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 15
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 16
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? Have we seen this before? w Efficiency ¨ Subsystem 1 Subsystem 2 Seat Why is this bad? w Can’t expect the caller to understand how the subsystem works or the complex relationships within the subsystem. w We can be assured that the subsystem will be misused, leading to non-portable code Card AIM SA/RT What about “change”? Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 17
Subsystem Design with Façade, Adapter, Bridge ¨ The ideal structure of a subsystem consists of w an interface object w a set of application domain objects (entity objects) modeling real entities or existing systems t Some of the application domain objects are interfaces to existing systems w one or more control objects ¨ ¨ What is a good layout? We can use design patterns to realize this subsystem structure Realization of the Interface Object: Facade w Provides the interface to the subsystem ¨ Interface to existing systems: Adapter or Bridge w Provides the interface to existing system (legacy system) w The existing system is not necessarily object-oriented! Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 18
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 façade is used the subsystem can be used in an early integration test VIP Subsystem Vehicle Subsystem API w We need to write only a driver Seat AIM Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java Card SA/RT 19
Design Patterns encourage reusable Designs Do you agree? ¨ A facade pattern should be used by all subsystems in a software system. The façade defines all the services of the subsystem. w The facade will delegate requests to the appropriate components within the subsystem. Most of the time the façade does not need to be changed, when the component is changed, ¨ Adapters should be used to interface to existing components. w 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 w where the full set is not completely known at analysis or design time. w 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 w 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 20
Modeling Heuristics Modeling must address our mental limitations: w Our short-term memory has only limited capacity (7+-2) ¨ Good Models deal with this limitation, because they w Do not tax the mind t A good model requires only a minimal mental effort to understand w Reduce complexity t t Turn complex tasks into easy ones (by good choice of representation) Use of symmetries w Use abstractions t Ontologies and taxonomies w Have organizational structure: t Memory limitations are overcome with an appropriate representation (“natural model”) Do you understand all these concepts by now? Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 21
Summary ¨ Design patterns are partial solutions to common problems such as w such as separating an interface from a number of alternate implementations w wrapping around a set of legacy classes w protecting a caller from changes associated with specific platforms. ¨ A design pattern is composed of a small number of classes w use delegation and inheritance w provide a robust and modifiable solution. ¨ These classes can be adapted and refined for the specific system under construction. w Customization of the system w Reuse of existing solutions Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 22
Summary II ¨ Composite Pattern: w Models trees with dynamic width and dynamic depth ¨ Facade Pattern: w Interface to a subsystem w closed vs open architecture ¨ Adapter Pattern: w Interface to reality ¨ Bridge Pattern: w Interface to reality and prepare for future Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 23
Additional Slides Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 24
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 ¨ Middleware: T. J. Mowbray & R. C. Malveau, CORBA Design Patterns, 1997 ¨ 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. , Anti. Patterns 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 25
Is this a good Model? public interface Seat. Implementation { public int Get. Position(); public void Set. Position(int new. Position); } public class Stubcode implements Seat. Implementation { public int Get. Position() { // stub code for Get. Position }. . . } It depends! public class Aim. Seat implements Seat. Implementation { public int Get. Position() { // actual call to the AIM simulation system } …. } public class SARTSeat implements Seat. Implementation { public int Get. Position() { // actual call to the SART seat simulator }. . . } Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 26
¨ ¨ ¨ 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 to use design patterns to keep system models simple. Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 27
What is common between these definitions? ¨ Definition Software System w A software system consists of subsystems which are either other subsystems or collection of classes ¨ Definition Software Lifecycle: w 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 28
What is common between these definitions? ¨ Software System: w Definition: A software system consists of subsystems which are either other subsystems or collection of classes w Composite: Subsystem (A software system consists of subsystems which consists of subsystems , which consists of subsystems, which. . . ) w Leaf node: Class ¨ Software Lifecycle: w Definition: The software lifecycle consists of a set of development activities which are either other actitivies or collection of tasks w Composite: Activity (The software lifecycle consists of activities which consist of activities, which. . ) w Leaf node: Task Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 29
Modeling a Software System������ with a Composi Software System User * Class Subsystem Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java Children 30
Modeling the Software Lifecycle with a Composite Pattern Software Lifecycle Manager * Task Activity Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java Children 31
The Composite Patterns models dynamic aggregates Fixed Structure: Car * Doors * Wheels Battery Engine Organization Chart (variable aggregate): * University * School Dynamic tree (recursive aggregate): Composite Program Pattern Dynamic tree (recursive aggregate): * * Block Compound Statement Bernd Bruegge & Allen H. Dutoit Department Object-Oriented Software Engineering: Using UML, Patterns, and Java Simple Statement 32
Design Patterns reduce the Complexity of Models ¨ To communicate a complex model we use navigation and reduction of complexity w We do not simply use a picture from the CASE tool and dump it in front of the user w 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 w Start with key abstractions (use animation) w Then decorate the model with the additional classes ¨ To reduce the complexity of the model even further, we w Apply the use of inheritance (for taxonomies, and for design patterns) t If the model is still too complex, we show the subclasses on a separate slide w Then identify (or introduced) patterns in the model t We make sure to use the name of the patterns Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 33
Example: A More Complex Model of a Software Project Taxonomies Basic Abstractions Composite Patterns Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 34
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 35
What is this? 1. Nf 3 d 5 2. c 4 c 6 3. b 3 Bf 5 4. g 3 Nf 6 5. Bg 2 Nbd 7 6. Bb 2 e 6 7. OO Bd 6 8. d 3 O-O 9. Nbd 2 e 5 10. cxd 5 11. Rc 1 Qe 7 12. Rc 2 a 5 13. a 4 h 6 14. Qa 1 Rfe 8 15. Rfc 1 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 36
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 Bb 2 with a Queen on a 1! Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 37
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 38
Java‘s AWT library can be modeled with the component pattern Graphics Component * get. Graphics() Text Component Text. Field Bernd Bruegge & Allen H. Dutoit Button Label Container add(Component c) paint(Graphics g) Text. Area Object-Oriented Software Engineering: Using UML, Patterns, and Java 39
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 40
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: Bernd Bruegge & Allen H. Dutoit 1 5 6 3 9 8 7 2 Object-Oriented Software Engineering: Using UML, Patterns, and Java Opponent Wins! 41
Characteristics of Get-15 ¨ Hard to play, The game is especially hard, if you are not allowed to write anything done. ¨ Why? ¨ w All the numbers need to be scanned to see if you have won/lost w It is hard to see what the opponent will take if you take a certain number w The choice of the number depends on all the previous numbers w Not easy to devise an simple strategy Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 42
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 43
A Draw Sitation Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 44
Strategy for determining a winning move Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 45
Winning Situations for Tic-Tac-Toe Winning Patterns Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 46
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 47
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 1 6 3 5 7 4 9 2 Bernd Bruegge & Allen H. Dutoit Object-Oriented Software Engineering: Using UML, Patterns, and Java 48
You: 1 Opponent: 6 8 1 6 3 5 7 4 9 2 Bernd Bruegge & Allen H. Dutoit 5 3 9 8 7 2 8 1 6 3 5 7 4 9 2 Object-Oriented Software Engineering: Using UML, Patterns, and Java 49
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 50
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