2 GRASP Patterns and basic OO Design
Roel Wuyts OASS1 2009-2010
Tuesday 20 October 2009
Patterns
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Bit of history...
Christoffer Alexander
The Timeless Way of Building, Christoffer Alexander, Oxford University Press, 1979, ISBN 0195024028 Structure of the book is magnificent
Christmass is close ;-)
More advanced than wat is used in computer science
only the simple parts got mainstream
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Alexanders patterns
Each pattern describes a problem which occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without doing it the same way twice
Alexander uses this as part of the solution to capture the quality without a name
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Illustrating Recurring Patterns...
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Essential Elements in a Pattern
Pattern name
Increase of design vocabulary
Problem description
When to apply it, in what context to use it
Solution description (generic !)
The elements that make up the design, their relationships, responsibilities, and collaborations
Consequences
Results and trade-offs of applying the pattern
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Design: workflow
GRASP Design Patterns Interaction Diagram
Use Cases Domain model
Design Class Diagram
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Introduction
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IntroductionObjects? What Software
How is the work distributed across them? What are the guiding principles? How to evaluate existing design? The principles we will explore apply to all layers (Presentation, Application, Services) We will focus on the Domain Layer for simplicity
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Responsibility Driven Design
Metaphor can compare to people
Objects have responsibilities Objects collaborate Similar to how we conceive of people
In RDD we ask questions like
What are the responsibilities of this object Which roles does the object play Who does it collaborate with
Understanding Responsibilities is key to good OO Design
Domain model
classes do NOT have responsibilities! they merely represent concepts + relations design is about realizing the software someone has to do the work who ??
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Responsibilities
Two types of responsibilities
Doing
Doing something itself (e.g. creating an object, doing a calculation) Initiating action in other objects Controlling and coordinating activities in other objects
Knowing
Knowing about private encapsulated data Knowing about related objects Knowing about things it can derive or calculate
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Responsibilities and Methods
Responsibilities are assigned to classes during object design, and are reflected in methods
We may declare the following:
a Sale is responsible for creating SalesLineItems (doing) a Sale is responsible for knowing its total (knowing)
Responsibilities related to knowing
often inferable from the Domain Model (because of the attributes and associations it illustrates)
! low representational gap !
LRG
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GRASP Patterns
guiding principles to help us assign responsibilities GRASP Patterns guidelines
Controller Creator Information Expert Low Coupling High Cohesion Polymorphism Pure Fabrication Indirection Protected Variations
Hs 17
Hs 25
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1. Controller Patroon
Who is responsible for handling Systemoperations ?
Object Store UPC Quantity
event
presses button Cashier
Total Tendered Enter Item End Sale Balance Make Payment
onEnterItem()
Presentation Layer (Java applet)
:SaleJFrame
systemoperation
1: enterItem(itemID, qty)
Domain Layer
???
controller
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Controller Pattern
Pattern Problem Solution Controller Who is responsible for handling system events ? Assign the responsibility to a class C representing one of the following choices:
C is a facade controller: it represents the overall system, a root object, the device that runs the software, or a major subsystem. C is a use case or session controller: it represents an articial objects (see Pure Fabrication pattern) that handles all events from a use case or session
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System operations and System events
From analysis to design:
Analysis: can group system operations in a conceptual System class Design: give responsibility for processing system operations to controller classes
Controller classes are not part of the User Interface Model-View-Controller (MVC)
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Who controls System events?
overall system
Cashier
:System
enterItem(UPC, quantity) endSale() makePayment(amount)
choice depends on other factors
root object
device
artificial object
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Who controls System events?
enterItem(upc, quantity)
:POSSystem
overall system
Cashier
:System
enterItem(UPC, quantity) endSale() makePayment(amount)
choice depends on other factors
root object
device
artificial object
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Who controls System events?
enterItem(upc, quantity)
:POSSystem
overall system
Cashier
:System
enterItem(upc, quantity)
:Store
enterItem(UPC, quantity) endSale() makePayment(amount)
choice depends on other factors
root object
device
artificial object
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Who controls System events?
enterItem(upc, quantity)
:POSSystem
overall system
Cashier
:System
enterItem(upc, quantity)
:Store
enterItem(UPC, quantity) endSale() makePayment(amount)
choice depends on other factors
root object
enterItem(upc, quantity)
:RegisterDevice
device
artificial object
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Who controls System events?
enterItem(upc, quantity)
:POSSystem
overall system
Cashier
:System
enterItem(upc, quantity)
:Store
enterItem(UPC, quantity) endSale() makePayment(amount)
choice depends on other factors
root object
enterItem(upc, quantity)
:RegisterDevice
device
enterItem(upc, quantity)
:ProcessSaleHandler
artificial object
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Controller Pattern: Guidelines
Limit the responsibility to control and coordination
Controller = delegation pattern delegate real work to real objects Common mistake: fat controllers with too much behavior
Only support a limited number of events in Facade controllers
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Controller Pattern: Use Case Controller Guidelines
Use Case (UC) controllers
consider when too much coupling and not enough cohesion in other controllers (factor system events) Treat all UC events in the same controller class Allow control on the order of events Keep information on state of UC (statefull session)
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Controller Pattern: Problems and Solutions
Bloated controllers
symptoms
a single controller handling all system events controller not delegating work controller with many attributes, with system information, with duplicated information
solutions
add Use Case controllers design controllers that delegate tasks
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Controller Pattern: Advantages
Increased potential for reuse
domain-level processes handled by domain layer decouple GUI from domain level ! Different GUI or different ways to access the domain level
Reason about the state of the use case
guarantee sequence of system operations
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Example
Object Store
event
UPC Total Tendered
Quantity
Balance
Controller Pattern
To Avoid!
presses button
Enter Item
End Sale
Make Payment
Cashier
onEnterItem()
Presentation Layer (Java applet)
:POSTApplet
makeLineItem(upc, qty)
1: enterItem(upc, qty)
system operation
Domain Layer
:POST
1.1: makeLineItem(upc, qty)
:Sale
controller
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MVC
MVC = Model View Controller Framework (not a pattern) to build applications with a GUI
Uses several design patterns
Composite, Observer, Strategy, Factory, Bridge, ...
Big
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Model-View-Controller
How to build a GUI application in such a way that:
there is a clearly separated model that implements your actual domain knowledge this model can be viewed by several GUI interfaces that have to remain consistent with the model nothing of this should be hardcoded
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MVC basic structure
User inputs
Controller Controller methods
View modification messages
View View methods
Model edits
Model Model methods
Model queries and updates
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MVC Application Example
User (Mouse)
BulbController mousePosition(Point p) oat getValue() setValue(oat f) GaugeController mousePosition(Point p) oat getValue() setValue(oat f)
setBulbFilling(i)
setNeedle(pos)
setValue(val) setValue(val)
changed()
Temperature oat getValue() setValue(oat f)
getValue() changed() getValue()
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2. Creator Pattern
Pattern Problem Solution Creator Who is responsible for creating instances of classes ? Assign a class B to create instances of a class A if:
B is a composite of A objects (composition/aggregation) B contains A objects (contains) B holds instances of A objects (records) B closely collaborates with A objects B has the information needed for creating A objects
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Creator Pattern: example
Creation of SalesLineItem instances
Sale date time 1: create(quantity) total()
:SalesLineItem
Contains 1..* Sales LineItem quantity * Product Specication Described-by description price UPC
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Creator Pattern: example
Creation of SalesLineItem instances
makeLineItem(quantity) :Sale date time 1: create(quantity)
Sale
makeLineItem() total()
:SalesLineItem
Contains 1..* Sales LineItem quantity * Product Specication Described-by description price UPC
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Creator Pattern: Inspiration from the Domain Model
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3. Information Expert Pattern
A very basic principle of responsibility assignment Assign a responsibility to the object that has the information necessary to fulfill it -the information expert
That which has the information, does the work Related to the principle of low coupling Localize work
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Expert Pattern
Pattern Problem Solution (Information) Expert What is the basic principle to assign responsibilities to objects ? Assign responsibility to the class that has the information to fulll it (the information expert)
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Expert Pattern: remarks
Real-world analogy
who predicts gains/losses in a company?
the person with access to the date (Chief Financial Officer)
Needed information to work out responsibility => spread over different objects
partial experts that collaborate to obtain global information (interaction is required)
Not necessarily the best solution (e.g. database access)
See low coupling & high cohesion
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Tuesday 20 October 2009
Expert Patroon: example 1
Example:
Who is responsible for
knowing the total of a Sale?
Who
possesses the information?
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Expert Patroon: example 1
Example:
Who is responsible for
Sale
knowing the total of a Sale?
Who
possesses the information?
domein model
date time
Contains 1..* Sales LineItem quantity * Described-by description price ItemID Product Specication
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t = getTotal() :Sale
Expert Pattern
class diagram
1*: st =getSubtotal()
lineItems[i]:SalesLineItem
Sale date time getTotal()
(design model)
1.1: p = getPrice()
:Product Specication
Contains 1..* Sales LineItem quantity getSubtotal() * Described-by description price itemID getPrice() Product Specication
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Expert Pattern: Example 2
What object should be responsible for knowing ProductSpecications, given a key? Take inspiration from the domain model
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Applying Information Expert
: Map <ProductDescription>
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Design for enterItem: 3 patterns applied
: Map <ProductDescription>
: List <SalesLineItem>
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4. Low Coupling Pattern
Pattern Problem Low Coupling How to stimulate low independance, reduce impact of change and increase reuse? Assign responsibilities such that your design exhibits low coupling. Use this principle to evaluate and compare alternatives.
Solution
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Low Coupling Patroon
makePayment() 1: create()
:Register
p : Payment
2: addPayment(p)
:Sale
makePayment()
:Register makePayment() :Register 1:makePayment() :Sale
1.1. create()
:Payment
Which design is better? Coupling to stable libraries/classes? Key principle for evaluating choices
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Low Coupling Patroon
Coupling is a measure that shows how much a class is dependent on other classes X depends on Y:
X has attribute of type Y X uses a service of Y X has method referencing Y (param, local variable) X inherits from Y (direct or indirect) X implements interface Y (X does not compile without Y)
evaluative pattern:
use it to evaluate alternatives try to reduce coupling
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Low Coupling Patroon
Coupling is a measure that shows how much a class is dependent on other classes X depends on Y:
X has attribute of type Y X uses a service of Y X has method referencing Y (param, local variable) X inherits from Y (direct or indirect) X implements interface Y (X does not compile without Y)
evaluative pattern:
use it to evaluate alternatives try to reduce coupling
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Tuesday 20 October 2009
Low Coupling Patroon
Coupling is a measure that shows how much a class is dependent on other classes X depends on Y:
X has attribute of type Y X uses a service of Y X has method referencing Y (param, local variable) X inherits from Y (direct or indirect) X implements interface Y (X does not compile without Y)
evaluative pattern:
use it to evaluate alternatives try to reduce coupling
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Low Coupling Pattern
Advantages of low coupling:
reduce impact of changes (isolation) increase understandibility (more self-contained) enhance reuse (independance)
Is not an absolute criterium
Coupling is always there
Inheritance is strong coupling !!
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Low Coupling Patroon: remarks
Aim for low coupling with all design decisions Cannot be decoupled from other patterns Learn to draw the line (experience)
do not pursue low coupling in the extreme
Bloated and complex active objects doing all the work lots of passive objects that act as simple data repositories
OO Systems are built from connected collaborating objects
Coupling with standardized libraries is NOT a problem Coupling with unstable elements IS a problem
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5. High Cohesion Pattern
Pattern Problem High Cohesion How to retain focus, understandability and control of objects, while obtaining low coupling? Assign responsibilities such that the cohesion of an object remains high. Use this principle to evaluate and compare alternatives.
Solution
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High Cohesion Patroon
makePayment() 1: create()
:Register
p : Payment
2: addPayment(p)
:Sale
makePayment()
:Register makePayment() :Register 1:makePayment() :Sale
1.1. create()
:Payment
Cohesion: Object should have strongly related operations or responsibilities Reduce fragmentation of responsibilities (complete set of responsibility) To be considered in context => register cannot be responsible for all register-related tasks
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High Cohesion Patroon
Cohesion
is a measure that shows how strong responsibilities of a class are coupled. an evaluative pattern:
use it to evaluate alternatives aim for maximum cohesion
Is
(well-bounded behavior)
Cohesie
number of methods (bloated classes) understandability reuse maintainability
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High Cohesion Pattern: remarks
Aim for high cohesion in each design decision degree of collaboration
Very low cohesion: a class has different responsibilities in widely varying functional domains
class RDB-RPC-Interface: handles Remote Procedure Calls as well as access to relational databases
Low cohesion: a class has exclusive responsibility for a complex task in one functional domain.
class RDBInterface: completely responsible for accessing relational databases methods are coupled, but lots and very complex methods
Average cohesion: a class has exclusive lightweight responsibilities from several functional domains. The domains are logically connected to the class concept, but not which each other
a class Company that is responsible to manage employees of a company as well as the financials occurs often in global system classes !!
High cohesion: a class has limited responsibilities in one functional domain, collaborating with other classes to fulfill tasks.
klasse RDBInterface: partially responsible for interacting with relational databases
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GRASP Patterns
guiding principles to help us assign responsibilities GRASP Patterns guidelines
Controller Creator Information Expert Low Coupling High Cohesion Polymorphism Pure Fabrication Indirection Protected Variations
Hs 17
Hs 25
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6. Polymorphism
Pattern Problem Polymorphism How handle alternatives based on type? How to create pluggable software components? When related alternatives or behaviours vary by type (class), assign responsibility for the behavior -using polymorphic operations- to the types for which the behavior varies.
Solution
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Example
void CVideoAppUi::HandleCommandL(TInt aCommand) { switch ( aCommand ) { case EAknSoftkeyExit: case EAknSoftkeyBack: case EEikCmdExit: { Exit(); break; } // Play command is selected case EVideoCmdAppPlay: { DoPlayL(); break; } // Stop command is selected case EVideoCmdAppStop: { DoStopL(); break; } // Pause command is selected case EVideoCmdAppPause: { DoPauseL(); break; } // DocPlay command is selected case EVideoCmdAppDocPlay: { DoDocPlayL(); break; } // File info command is selected case EVideoCmdAppDocFileInfo: { DoGetFileInfoL(); break; }
......
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Replace case by Polymorphism
void CVideoAppUi::HandleCommandL(Command aCommand) { [Link](); }
Create a Command class hierarchy, consisting of a (probably) abstract class AbstractCommand, and subclasses for every command supported. Implement execute on each of these classes virtual void AbstractCommand::execute() = 0; virtual void PlayCommand::execute() { ... do play command ...}; virtual void StopCommand::execute() { ... do stop command ...}; virtual void PauseCommand::execute() { ... do pause command ...}; virtual void DocPlayCommand::execute() { ... do docplay command ...}; virtual void FileInfoCommand::execute() { ... do file info command ...};
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7. Pure Fabrication Pattern
Pattern Problem Pure Fabrication What object should have the responsibility, when you do not want to violate High Cohesion and Low Coupling, or other goals, but solutions offered by Expert (for example) are not appropriate? Assign a cohesive set of responsibilities to an articial or convenience class that does not represent a problem domain concept but is purely imaginary and fabricated to obtain a pure design with high cohesion and low coupling.
Solution
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Pure Fabrication Pattern
Where no appropriate class is present: invent one
Even if the class does not represent a problem domain concept pure fabrication = making something up: do when were desperate!
This is a compromise that often has to be made to preserve cohesion and low coupling
Remember: the software is not designed to simulate the domain, but operate in it The software does not always have to be identical to the real world
Domain Model Design model
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Pure Fabrication Example
Suppose Sale instances need to be saved in a database Option 1: assign this to the Sale class itself (Expert pattern) Implications of this solution: auxiliary database-operations need to be added as well coupling with particular database connection class saving objects in a database is a general service Option 2: create PersistentStorage class Result is generic and reusable class with low coupling and high cohesion
Expert =>High Coupling Low Cohesion
Pure Fabrication => Low Coupling High Cohesion
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8. Indirection Pattern
Pattern Problem Indirection Where to assign a responsibility to avoid direct coupling between two (or more) things? How to de-couple objects so that low coupling is supported and reuse potential remains higher? Assign the responsibility to an intermediate object to mediate between other components or services so that they are not directly coupled. This intermediary creates an indirection between the other components.
Solution
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Indirection Pattern
A common mechanism to reduce coupling Assign responsibility to an intermediate object to decouple two components
coupling between two classes of different subsystems can introduce maintenance problems
most problems in computer science can be solved by another level of indirection
A large number of design patterns are special cases of indirection (Adapter, Facade, Observer)
Sale
TaxSystemAdapter
TaxSystem
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9. Protected Variations Pattern
Pattern Problem Protected Variations How to design objects, subsystems, and systems so that the variations or instability of these elements does not have an undesirable impact on other elements ? Identify points of predicted variation or instability; assign responsibilities to create a stable interface around them.
Solution
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Protected Variations voorbeeld
Video game companies make money by creating a game engine
many games use the same engine what if a game is to be ported to another console ???
a wrapper object will have to delegate 3D graphics drawing to different console-level commands the wrapper is simpler to change than the entire game and all of its facets
Wrapping the component in a stable interface means that when variations occur, only the wrapper class need be changed
In other words, changes remain localized The impact of changes is controlled
FUNDAMENTAL PRINCIPLE IN SW DESIGN
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Protected Variations Example
Open DataBase Connectivity (ODBC/JDBC)
These are packages that allow applications to access databases in a DB-independent way
In spite of the fact that databases all use slightly different methods of communication It is possible due to an implementation of Protected Variations
Users write code to use a generic interface
An adapter converts generic method calls to DB and vice versa
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Conclusion
The GRASP patterns are about basic OO design
helping to find the responsibilities and basic relations between classes
Can you answer this?
why is it better to have lots of small classes than fewer big classes ? why are controller and view separated? Can you give an example where it makes a lot of sense to separate them, and one where it does not ? can we analyze a system to see where they follow these patterns, and where they do not ?
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