8. design patterns
description
Transcript of 8. design patterns
Slide 1Object-Oriented Software Systems Engineering – Chapter 8
Design Patterns
Chapter 8
Slide 2Object-Oriented Software Systems Engineering – Chapter 8
Objectives
In this chapter we will: Discuss why software design patterns evolved Define and describe a software design pattern Describe fundamental patterns (GRASP patterns)
Slide 3Object-Oriented Software Systems Engineering – Chapter 8
Design Patterns – An Introduction
ObjectivesUnderstand why software design patterns evolvedDefine and describe a software design patternDescribe fundamental patterns (GRASP patterns)
Slide 4Object-Oriented Software Systems Engineering – Chapter 8
designing reusable software is hard novices are overwhelmed experts draw from experience some design solutions reoccur understanding reoccurring solutions is beneficial
in several ways
Why patterns?
Slide 5Object-Oriented Software Systems Engineering – Chapter 8
“Wisdom is often ascribed to those who can tell just the right story
at the right moment and who oftenhave a large number of stories to tell.”
Robert C. Shank
Why patterns?
Slide 6Object-Oriented Software Systems Engineering – Chapter 8
What is a pattern?
chess literature agriculture fishing architecture software design
from rules to expertise
oldest reference
wisdom vs. science
anecdotal documentation
pioneer work
Occurrence
Slide 7Object-Oriented Software Systems Engineering – Chapter 8
Architectural Patterns
Place at Window
Light from two sides
Deep terrace
Slide 8Object-Oriented Software Systems Engineering – Chapter 8
What is a pattern?
“Each pattern describes a problem which occursover 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 ever doing it the same way twice.”
Alexander et al.
Slide 9Object-Oriented Software Systems Engineering – Chapter 8
“Aggressive disregard for originality” Rule of three
“Once is an event, twice is an incident, thrice it's a pattern.”
Jerry Weinberg
Patterns are proven
What is a pattern?
Slide 10Object-Oriented Software Systems Engineering – Chapter 8
The Origins of Design Patterns
They originate from the work of Christopher Alexander, a building architect in the 1970’s.
Alexander’s idea was to improve the quality of the buildings of the time by utilising proven ‘patterns’ of good architectural design.
‘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.’
Slide 11Object-Oriented Software Systems Engineering – Chapter 8
From Buildings to Software
Alexander’s work ‘discovered’ by Kent Beck and friends in the 1980’s.
They applied Alexander’s ideas about constructing buildings to the building of software.
Patterns are found in all areas of computing, from user interface design, the writing of device drivers to the use of databases.
Slide 12Object-Oriented Software Systems Engineering – Chapter 8
What is a software pattern?
proven software practice piece of literature building block possible abstraction levels:
language constructidiomdesign patternarchitectural pattern
Slide 13Object-Oriented Software Systems Engineering – Chapter 8
What is a Design Pattern?
A design pattern is defined as ‘ a description of communicating objects and classes that are customised to solve a general design problem in a particular context’.
Patterns capture good design principles and communicate them to others.
Design patterns represent the first legitimate attempt at design reusability.
Slide 14Object-Oriented Software Systems Engineering – Chapter 8
What is a software pattern?
“A methodology tells you how to write down the decisions you have made.
A pattern tells you which decisions to make, when and how to make them,
and why they are the right”
Beck & Johnson
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GRASP Patterns
General Responsibility Assigning Software Patterns
Five patterns Expert Creator High Cohesion Low coupling Controller
Slide 16Object-Oriented Software Systems Engineering – Chapter 8
ExpertAssign responsibility to the information expert
Expert
ProductSpecification
descriptionpriceUPC
Described-by
Contains
Sale
datetime
quantity
SalesLineItem
1..*
*
• What about responsibilities for What about responsibilities for • grandTotal of salegrandTotal of sale
• You also need subtotal for a line itemYou also need subtotal for a line item
• A method to return the priceA method to return the price
Slide 17Object-Oriented Software Systems Engineering – Chapter 8
Expert
ProductSpecification
descriptionpriceUPCgetPrice()
Described-by
Contains
Sale
datetimetotal sales()
quantitysubtotal()
SalesLineItem
1..*
*
BenefitsEncapsulation is maintained. Supports low coupling which leads to robust
and maintainable systems
Slide 18Object-Oriented Software Systems Engineering – Chapter 8
Creator Creator - Assign class B the responsibility to create an instance of class A if one of the following is true
B aggregates or contains A objects B records instances of A objects B closely uses A objects B has the intializing data that will be passed to A when created
Who should be responsible for creating a SalesLineItem instance?
ProductSpecification
descriptionpriceUPC
Described-by
Contains
Sale
datetime
quantity
SalesLineItem
1..*
*
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Low Coupling
p:Payment:POST
:Sale
makePayment() 1:create()
2:addPayment(p)
p:Payment
:POST :SalemakePayment() 1:makePayment(p)
1.1create()
Design 1
Design 2
Slide 20Object-Oriented Software Systems Engineering – Chapter 8
High Coupling
Payment
amountgetAmount()1
SaledateTimepaymenttotalSales()addPayment(p)makeLineItem(i,q)
saleendSale()enterItem(item,qty)makePayment(cash)
Post1
Captures
11 Paid-by
Design 1
Payment p = new Payment(cash);sale.addPayment(p);
sale.makeLineItem(item,qty)
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Low Coupling
Payment
amountgetAmount()1
SaledateTimepaymenttotalSales()makeLineItem(i,q)makePayment(cash)
saleendSale()enterItem(item,qty)makePayment(cash)
Post1
Captures
11 Paid-by
Design 2
Payment p = new Payment(cash)
sale.makeLineItem(item,qty)
sale.makePayment(cash)
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High Cohesion
Same example can be analysed from point of view of high cohesion (functional cohesion)
Design two is better
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Controller
Assign responsibility for handling a system event messages
Usually assigned to a controllerLogically the controller should not be a “window”,
“Frame”, “applet”, “application” e.t.c. these classes just handle the events and delegate them to a controller.
In practice view and control may be embedded in a single element known as a UI delegate (MVC architecture)
endSale(), enterItem() & makePayment() are embedded into the POST class
Slide 24Object-Oriented Software Systems Engineering – Chapter 8
Design Patterns: Essentials
Patterns are found through trial and error and by observation.
In general a design pattern has four essential elements:
The pattern nameThe problem the pattern is used to solveThe solution or template for implementing the patternThe consequences or results of applying the pattern.
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Patterns in the S/W Development Lifecycle
Design patterns are considered complementary to existing object-oriented methodologies.
Success in using design patterns largely depends in the correct selection of the appropriate pattern.
Knowledge and understanding of the use of existing documented patterns is all important.
Therefore the way patterns are catalogued must be unambiguous and complete.
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The ‘Gang of Four’
The most widely known work on design patterns is that of Gamma, Helm, Johnson and Vlissides . ‘The gang of four’ as they are commonly referred to.
Their book ‘Design Patterns: Elements of Reusable Object-Oriented Software’ was published in 1994.
It contains a description of the concepts of patterns, plus a catalog of 23 design patterns with their full documentation.
Slide 27Object-Oriented Software Systems Engineering – Chapter 8
Summary
In this chapter we have: Discussed why software design patterns evolved Defined and described a software design pattern Described fundamental patterns (GRASP patterns)