In this article you will learn about some most important concepts of the Object-Oriented Design. Moreover, you will be introduced to UML diagrams and to some common application design principles.
Object Oriented Programming
The OOP consists of:
- Objects
- Classes
- Abstraction
- Polymorphism
- Inheritance
- Encapsulation
Abstract classes
- Serve to represent an abstract version of specific real things.
Ex: Clothing (shirts, pants, shoes) - Cannot be instantiated.
- Used to define common methods and variables for their sub-classes.
OOP benefits
- Modularity
- Information hiding
- Code re-use
- Improved debugging and testing
Object Oriented Design
In order to build a new software application or a system, you generally follow three essential steps: Analysis, Design, and Programming.
Analysis
- Identify problem to solve
- Identify key components
Design
- Apply findings from analysis
- Develop blueprints models
Programming
Implement the plan laid out during the design stage using the programming language.
Modeling of classes and systems
A solid software system must conform to one or more of the following design principles:
SOLID, GRASP, DRY, CRC
To model software applications, we use the UML (Unified Modeling Language).
UML
- Models objects, attributes, operations and relationships
- Models dynamic behavior of the system by showing collaborations among objects and changes to the internal states of objects.
There are four UML diagrams to model a system:
- Use case diagram: key behavior and requirements
- Structure diagram: classes and objects being modeled
- Behavior diagram: behavior of the system
- Interaction diagram: sequences, program flow
To draw the UML diagrams, you can use one of the following tools:
- Microsoft Visio
- UMLet
- Some plugins for Eclipse and NETBeans IDE
- Online tools, like LucidChart
Use case diagram
- Graphical representation of the system or solution.
- Visually represents the key behavior and requirements.
Consists of:
- Actors
- Use case (what actors can do)
- Associations
- Subsystem or components
The following use case diagram represents some of the multiple functionalities of the Banking Machine (ATM).
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Structure diagram
Represents the classes and objects being modeled.
The flowing structure diagram shows a modeling of an employee. There is an abstract class Employee and some more specific objects which derives from it: a Janitor and an Electrician.
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Behavior diagram
Represents the behavior of the system.
The following behavior diagram shows a simple scenario of the steps implied when using a banking machine.
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Interaction diagram
Represents the sequences, a program flow.
The following interaction diagram shows the different steps performed by different actors while interacting with a banking machine.
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Application Design Principles
DRY
Don’t repeat yourself.
Every piece of knowledge must have a single, unambiguous, authoritative representation within a system.
Problem: duplication of logic in objects used in program
Solution: write reusable, modular code
- Write once and call it when needed: interfaces, methods.
- DRY is achieved through a proper planning.
CRC
Class responsibility collaboration card.
Alternative to UML use cases
Documents responsibilities and collaborations of a class.
Examines:
- What a class is
- What a class knows
- What a class can do
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SOLID Design principles
Single responsibility, Open-closed, Liskov substitution, Interface segregation and
Dependency inversion.
Best practices for OOD.
SRP: single responsibility principle
- Classes should only ever have one reason to change
- Objects have very singular purpose (easier to maintain and easier to understand)
OCP: open-closed principle
- Open for Extension but closed for Modification
- Use inheritance to add new features
- Attempt to leave existing classes alone
LSP: Liskov substitution principle
- Functions that use references to base classes should be able to use child classes.
- Should be able to substitute a child class for a parent without losing any functionality
- (Will inherit properties and methods of the parent. Child classes should be able to act as substitute for parent).
- All child classes are of the same type as their parent
- Ex: Dogs and Cats are both Animals
- Stress the “is a ” relationship
ISP: Interface segregation principle
- Clients should not be forces to depend on interfaces they don’t use.
- Don’t create an interface that does too many things (Break larger single interface into smaller multiple ones. Attempt to be as granular as possible.)
DIP: Dependency inversion principle
- High level modules should not depend on low level modules. Both should depend on
- abstraction.
- Abstractions should not depend on details, but details should depend on abstractions.
- Parent classes should not know child classes
- More detailed child classes depend upon abstract parents
GRASP
General Responsibility Assignment Software Patterns.
Focus on responsibilities for classes (Can be a single object, group of objects working together, notion of designing blueprints for classes).
GRASP 9 key principles:
1. Information Expert
Problem: what is a basic principle by which to assign responsibilities to objects?
Solution: assign responsibilities to the class that has the information needed to fulfill it.
Give the right job to the right class that has all the needed information.
2. Creator
Problem: who should be responsible to creating new objects?
Solution: assign a responsibility to the class that: needs to contain other objects, uses other objects, has information needed to create other objects.
- Ex: Car contains an engine.
- Stress the “has a” relationship.
3. Low coupling
Problem: how can we promote reuse and reduce the impact that changes in one object has on others?
Solution: Stress low coupling so that objects do not depend on other objects too much.
Easier to : maintain, understand, reuse.
4. High cohesion
Problem: How can we make sure that the functions or responsibilities of an object are as focused as possible?
Solution: Attempt to use high cohesion so that responsibilities are focused as tightly as possible.
- Similar to low coupling – one often goes with the other.
- Easier to: maintain, understand, reuse.
5. Controller
Problem: How can we make sure objects not part of the UI are handling requests properly?
Solution: Use a controller to redirect the work.
- Controller gets request from UI then assigns to proper object to do the work.
- Similar to Model View Controller (MVC) Separates UI from business logic.
- Stresses delegation.
6. Polymorphism
Problem: How can we use an object as if it were an object of its superclass?
Solution: Use Polymorphism to ensure you can substitute a child for a parent and still be of the same type.
- Ability to use an object as if it were an object of its superclass, while still using its overridden methods.
- Inheritance and overriding form basis of Polymorphism.
- Implement subclass -specific versions of a superclass method.
- Create subclasses, by extending superclasses.
- Hide superclass variables
- Override superclass methods, adding specific functionality.
7. Pure fabrication
Problem: What do we do when we need to perform operations that don’t really belong with any of our objects?
Solution: Create a “fake” class to handle these operations (class does not fit with other object in the system).
- Allows us to implement high cohesion
- Ex: Data Adapter (to connect to the Database)
8. Indirection
Problem: How can we decouple multiple objects to support reuse?
Solution: Create an intermediary to act as a “middleman” between the objects so they are not directly coupled.
- Maintains low coupling
- Ex: Adapter classes (taxes, banking systems persistent storage). Bank Adapter can provide low level API for clients to interact with.
9. Protected variations
Problem: How do we avoid the impact of changes of some objects on others in system?
Solution: Use interfaces to stabilize predicted changes or variations.
- Look for points where change seems likely (interest rates, tax rates)
- Ex: polymorphism, data encapsulation, interfaces.