Component Design Pedro Mejia Alvarez CINVESTAV-PN.

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Component Design Pedro Mejia Alvarez CINVESTAV-PN

Transcript of Component Design Pedro Mejia Alvarez CINVESTAV-PN.

Component Design

Pedro Mejia AlvarezCINVESTAV-PN

Main Contents

1. What is component design

2. Basic design principles3. Modularity and Information hiding4. Component design process

1. What is component design ——What is a Component?

• OMG Unified Modeling Language Specification [OMG01] defines a component as – “… a modular, deployable, and replaceable part of

a system that encapsulates implementation and exposes a set of interfaces.”

• OO view: a component contains a set of collaborating classes

• Conventional view: logic, the internal data structures that are required to implement the processing logic, and an interface that enables the component to be invoked and data to be passed to it.

1. What is component design —— OO Component

PrintJ ob

computeJ ob

init iateJ ob

numberOfPages numberOfSides paperType paperWeight

paperSize paperColor magnif ication colorRequirements productionFeatures

collat ionOptions bindingOptions coverStock bleed priority totalJ obCost

WOnumber

PrintJ ob

computePageCost () computePaperCost ()

computeProdCost () computeTotalJ obCost () buildWorkOrder() checkPriority () passJ obto Production()

elaborated design class<<interface>> computeJ ob

computePageCost ()

computePaperCost () computeProdCost () computeTotalJ obCost ()

<<interface>>

initiateJ ob

buildWorkOrder() checkPriority () passJ obto Production()

design component

numberOfPages

numberOfSides

paperType magnif ication

productionFeatures

PrintJ ob

computeJ obCost()

passJ obtoPrinter()

analysis c lass

1. What is component design —— Conventional Component

ComputePageCost

design component

accessCostsDB

getJ obData

elaborated module

PageCost

in: job size in: color=1, 2, 3, 4 in: pageSize = A, B, C, B out: BPC out: SF

in: numberPages in: numberDocs in: sides= 1, 2 in: color=1, 2, 3, 4 in: page size = A, B, C, B out: page cost

job size ( J S) =

numberPages * numberDocs;lookup base page cost (BPC) --> accessCostsDB (J S, color);

lookup size factor ( SF) --> accessCostDB ( J S, color, size)

job complexity factor ( J CF) = 1 + [(sides-1)* sideCost + SF]pagecost = BPC * J CF

getJ obData (numberPages, numberDocs, sides, color, pageSize, pageCost)

accessCostsDB (jobSize, color, pageSize, BPC, SF)computePageCost()

2. Basic Design Principles

• Class Design Principles• Package Design Principles• Package Coupling Principles

2. Basic Design Principles——Class Design Principles

• Single Responsibility Principle (SRP)• Open/Closed Principle (OCP)• Liskov Substitution Principle (LSP)

– a.k.a. Design by Contract

• Dependency Inversion Principle (DIP)• Interface Segregation Principle (ISP)

2. Basic Design Principles—— Single Responsibility Principle (SRP)

A class should have only one reason to changeRobert Martin

Related to and derived from cohesion, i.e. that elements in a module should be closely related in their function

Responsibility of a class to perform a certain functionis also a reason for the class to change

2. Basic Design Principles—— SRP Example

All-in-one wonder Separated responsibilities

Always changes to 4vectorChanges to rotations or boostsdon't impact on 4vector

2. Basic Design Principles—— SRP Summary

• Class should have only one reason to change– Cohesion of its functions/responsibilities

• Several responsibilities– mean several reasons for changes → more

frequent changes

• Sounds simple enough– Not so easy in real life– Tradeoffs with complexity, repetition,

opacity

2. Basic Design Principles—— Open/Closed Principle

(OCP)Modules should be open for extension,

but closed for modificationBertrand Meyer

Object Oriented Software Construction

Module: Class, Package, Function

New functionality → new code, existing code remains unchanged

"Abstraction is the key" → cast algorithms in abstract interfaces develop concrete implementations as needed

2. Basic Design Principles—— Abstraction and OCP

Client is closed to changesin implementation of Server

Client is open for extensionthrough new Serverimplementations

Without AbsServer the Clientis open to changes in Server

2. Basic Design Principles—— Liskov Substitution Principle

(LSP)All derived classes must be substituteable

for their base classBarbara Liskov, 1988

The "Design-by-Contract" formulation:

All derived classes must honor the contractsof their base classes

Bertrand Meyer

2. Basic Design Principles—— LSP: The Square-Rectangle Problem

Clients (users) of Rectangle expectthat setting height leaves widthunchanged (and vice versa)

Square does not fulfill this expectationClient algorithms can get confused

2. Basic Design Principles—— Dependency Inversion Principle

(DIP)

Details should depend on abstractions.Abstractions should not depend on details.

Robert Martin

Why dependency inversion? In OO we have ways toinvert the direction of dependencies, i.e. class inheritanceand object polymorphism

2. Basic Design Principles—— DIP Example

Dependency changed fromconcrete to abstract ...

... at the price of a dependencyhere, but it is on an abstraction.Somewhere a dependency onconcrete Server must exist,but we get to choose where.

The abstract classis unlikey to change

2. Basic Design Principles—— DIP and Procedural Design

The BaBar Framework classesdepend on interfaces

Can e.g. change data storetechnology without disturbingthe Framework classes

Procedural: Call more concrete routinesDependence on (reuseable) concrete modules

In reality the dependencies arecyclic → need multipass link anda "dummy library"

2. Basic Design Principles—— ISP Explained

• Multipurpose classes– Methods fall in different groups– Not all users use all methods

• Can lead to unwanted dependencies– Clients using one aspect of a class also

depend indirectly on the dependencies of the other aspects

• ISP helps to solve the problem– Use several client-specific interfaces

2. Basic Design Principles—— ISP Example: UIs

The Server "collects" interfacesNew UI → Server interface changesAll other UIs recompile

UIs are isolated from each otherCan add a UI with changes inServer → other UIs not affected

2. Basic Design Principles—— Three Package Design Principles• Reuse-Release Equivalency Principle• Common Closure Principle• Common Reuse Principle

2. Basic Design Principles—— Reuse-Release Equivalency

Principle (REP)

The unit of reuse is the unit of releaseBob Martin

It is about reusing software

Reuseable software is external software, you use it but somebody else maintains it.There is no difference between commercialand non-commercial external software for reuse.

2. Basic Design Principles—— REP Summary

• Group components (classes) for reusers• Single classes are usually not reuseable

– Several collaborating classes make up a package

• Classes in a package should form a reuseable and releaseable module– Module provides coherent functionality– Dependencies on other packages controlled– Requirements on other packages specified

• Reduces work for the reuser

2. Basic Design Principles—— Common Closure Principle

(CCP)

Classes which change together belong togetherBob Martin

Minimise the impact of change for the programmer.

When a change is needed, it is good for the programmerif the change affects as few packages as possible, becauseof compile and link time and revalidation

2. Basic Design Principles—— CCP Summary

• Group classes with similar closure together– package closed for anticipated changes

• Confines changes to a few packages• Reduces package release frequency• Reduces work for the programmer

2. Basic Design Principles—— Commom Reuse Principle

(CRP)

Classes in packages should be reused togetherBob Martin

Packages should be focused, users shoulduse all classes from a package

CRP for packages is analogous to SRP for classes

2. Basic Design Principles—— CRP Summary

• Group classes according to common reuse– avoid unneccessary dependencies for

users

• Following the CRP often leads to splitting packages– Get more, smaller and more focused

packages

• Reduces work for the reuser

2. Basic Design Principles—— Three more package design principles

• Acyclic Dependencies principles• Stable Dependencies principles• Stable Abstractions principles

2. Basic Design Principles—— The Acyclic Dependencies

Principle (ACP)

The dependency structure for packages must bea Directed Acyclic Graph (DAG)

Stabilise and release a project in piecesAvoid interfering developers Morning after syndromeOrganise package dependencies in a top-down hierarchy

2. Basic Design Principles—— Dependencies are a DAG

It may look complicated,but it is a DAG (Directed Acyclic Graph)

Can exchangeObjyIO and RootIO

2. Basic Design Principles—— Dependency Cycles

A cycle between Frameworkand ObjyIO

Must develop together

May need multipass link

2. Basic Design Principles——Stable Dependencies Principle

(SDP)

Dependencies should point in the direction of stability

Stability: corresponds to effort required to change a packagestable package hard to change within the projectStability can be quantified

Robert Martin

2. Basic Design Principles—— SDP Example

E depends onF, G and H. Adepends on it. Eis responsible andirresponsible.

A is responsiblefor B, C and D.It depends on E,

→ irresponsible

A is responsible forB, C, D and E. It willbe hard to change

E depends on A,F, G and H. It isirresponsible andwill be easy to modify.

Bad Good

2. Basic Design Principles—— SDP Summary

• Organise package dependencies in the direction of stability

• Dependence on stable packages corresponds to DIP for classes– Classes should depend upon (stable)

abstractions or interfaces– These can be stable (hard to change)

2. Basic Design Principles—— Stable Abstractions Principle

(SAP)

Stable packages should be abstract packages.Unstable packages should be concrete packages.

Stable packages contain high level design. Making themabstract opens them for extension but closes them formodifications (OCP). Some flexibility is left in the stablehard-to-change packages.

Robert Martin

3. Modularity and Information hiding——Modularity

• Computer systems are not monolithic:– they are usually composed of multiple,

interacting modules.

• Modularity has long been seen as a key to cheap, high quality software.

• The goal of system design is to decide:– – what the modules are;– – what the modules should be;– – how the modules interact with one-

another.

3. Modularity and Information hiding—— What is a module?

• Common view: a piece of code. Too limited.• Compilation unit, including related declarations

and interface• David Parnas: a unit of work.• Collection of programming units (procedures,

classes, etc.)– with a well-defined interface and purpose within the

entire system,– that can be independently assigned to a developer

3.Modularity and Information hiding—— Why modularize a system?

• Management: Partition the overall development effort– – Divide and conquer

• Evolution: Decouple parts of a system so that changes to one part are isolated from changes to other parts– Principle of directness (clear allocation of requirements to modules,

ideally one requirement (or more) maps to one module)– – Principle of continuity/locality (small change in requirements triggers

a change to one module only)

• Understanding: Permit system to be understood– as composition of mind-sized chunks, e.g., the 7±2 Rule– with one issue at a time, e.g., principles of locality, encapsulation,

separation of concerns

• Key issue: what criteria to use for modularization?

3. Modularity and Information hiding—— Information hiding

• Hide secrets. OK, what’s a “secret”?– Representation of data– Properties of a device, other than required

properties– Implementation of world models– Mechanisms that support policies

• Try to localize future change– Hide system details likely to change independently– Separate parts that are likely to have a different

rate of change– Expose in interfaces assumptions unlikely to

change

Users and implementers of a module have different views of it.

Interface: user’s view of a module.

• describes only what a user needs to know to use the module• makes it easier to understand and use• describes what services the module provides, but not how

it’s able to provide them

3. Modularity and Information hiding—— Interface vs. Implementation

3. Modularity and Information hiding—— What Is an Interface?

• Interface as a contract - whatever is published by a module that– Provided interface: clients of the module can depend on and– Required interface: the module can depend on from other modules

• Syntactic interfaces– How to call operations

• List of operation signatures• Sometimes also valid orders of calling operations

• Semantic interfaces– What the operations do, e.g.,

• Pre- and post-conditions• Use cases

3. Modularity and Information hiding—— Further Principles

• Explicit interfaces– Make all dependencies between modules explicit (no

hidden coupling)

• Low coupling - few interfaces– Minimize the amount of dependencies between modules

• Small interfaces– Keep the interfaces narrow

• Combine many parameters into structs/objects• Divide large interfaces into several interfaces

• High cohesion– A module should encapsulate some well-defined,

coherent piece of functionality (more on that later)

3. Modularity and Information hiding—— Coupling and Cohesion

• Cohesion is a measure of the coherence of a module amongst the pieces of that module.

• Coupling is the degree of interaction between modules.

• You want high cohesion and low coupling.

3. Modularity and Information hiding—— Degrees of Cohesion

3. Modularity and Information hiding—— Coincidental cohesion

• The result of randomly breaking the project into modules to gain the benefits of having multiple smaller files/modules to work on– Inflexible enforcement of rules such as:

“every function/module shall be between 40 and 80 lines in length” can result in coincidental coherence

• Usually worse than no modularization– Confuses the reader that may infer

dependencies that are not there

3. Modularity and Information hiding—— Logical cohesion

• A “template” implementation of a number of quite different operations that share some basic course of action– variation is achieved through parameters– “logic” - here: the internal workings of a module

• Problems:– Results in hard to understand modules with

complicated logic– Undesirable coupling between operations

• Usually should be refactored to separate the different operations

3. Modularity and Information hiding—— Example of Logical Cohesion

3. Modularity and Information hiding—— Temporal Cohesion

• Temporal cohesion concerns a module organized to contain all those operations which occur at a similar point in time.

• Consider a product performing the following major steps:– Initialization, get user input, run calculations,

perform appropriate output, cleanup.• Temporal cohesion would lead to five modules named

initialize, input, calculate, output and cleanup.• This division will most probably lead to code duplication

across the modules, e.g.,– Each module may have code that manipulates one

of the major data structures used in the program.

3. Modularity and Information hiding—— Procedural Cohesion

• A module has procedural cohesion if all the operations it performs are related to a sequence of steps performed in the program.

• For example, if one of the sequence of operations in the program was “read input from the keyboard, validate it, and store the answers in global variables”, that would be procedural cohesion.

• Procedural cohesion is essentially temporal cohesion with the added restriction that all the parts of the module correspond to a related action sequence in the program.

• It also leads to code duplication in a similar way.

3. Modularity and Information hiding

—— Procedural Cohesion

3. Modularity and Information hiding—— Communicational Cohesion

• Communicational cohesion occurs when a module performs operations related to a sequence of steps performed in the program (see procedural cohesion) AND all the actions performed by the module are performed on the same data.

• Communicational cohesion is an improvement on procedural cohesion because all the operations are performed on the same data.

3. Modularity and Information hiding—— Functional Cohesion

• Module with functional cohesion focuses on exactly one goal or “function”– (In the sense of purpose, not a programming language

“function”).

• Module performing a well-defined operation is more reusable, e.g.,– Modules such as: read_file, or draw_graph are more

likely to be applicable to another project than one called initialize_data.

• Another advantage of is fault isolation, e.g.,– If the data is not being read from the file correctly, there

is a good chance the error lies in the read_file module/function.

3. Modularity and Information hiding—— Informational Cohesion

• Informational cohesion describes a module as performing a number of actions, each with a unique entry point, independent code for each action, and all operations are performed on the same data.– In informational cohesion, each function in a module can

perform exactly one action.• It corresponds to the definition of an ADT (abstract data type) or

object in an object-oriented language.• Thus, the object-oriented approach naturally produces designs with

informational cohesion.• Each object is generally defined in its own source file/module, and

all the data definitions and member functions of that object are defined inside that source file

3. Modularity and Information hiding—— Levels of Coupling

3. Modularity and Information hiding—— Content Coupling

• One module directly refers to the content of the other– module 1 modifies a statement of module 2

• Assembly languages typically supported this, but not high-level languages

• COBOL, at one time, had a verb called alter which could also create self-modifying code (it could directly change an instruction of some module).

– module 1 refers to local data of module 2 in terms of some kind of offset into the start of module 2.

• This is not a case of knowing the offset of an array entry - this is a direct offset from the start of module 2's data or code section.

– module 1 branches to a local label contained in module 2.• This is not the same as calling a function inside module 2 -

this is a goto to a label contained somewhere inside module 2.

3. Modularity and Information hiding—— Common Coupling

• Common coupling exists when two or more modules have read and write access to the same global data.

• Common coupling is problematic in several areas of design/maintenance.– Code becomes hard to understand - need to know

all places in all modules where a global variable gets modified

– Hampered reusability because of hidden dependencies through global variables

– Possible security breaches (an unauthorized access to a global variable with sensitive information)

• It’s ok if just one module is writing the global data and all other modules have read-only access to it.

3. Modularity and Information hiding—— Common Coupling

• Sometimes necessary, if a lot of data has to be supplied to each module

3. Modularity and Information hiding—— Control Coupling

• Two modules are control-coupled if module 1 can directly affect the execution of module 2, e.g.,– module 1 passes a “control parameter” to

module 2 with logical cohesion, or– the return code from a module 2 indicates NOT

ONLY success or failure, but also implies some action to be taken on the part of the calling module 1 (such as writing an error message in the case of failure).

• The biggest problem is in the area of code re-use: the two modules are not independent if they are control coupled.

3. Modularity and Information hiding—— Stamp Coupling

• It is a case of passing more than the required data values into a module, e.g.,– Passing an entire employee record into a function that

prints a mailing label for that employee. (The data fields required to print the mailing label are name and address. There is no need for the salary, SIN number, etc.)

• Making the module depend on the names of data fields in the employee record hinders portability.– If instead, the four or five values needed are passed in

as parameters, this module can probably become quite reusable for other projects.

• As with common coupling, leaving too much information exposed can be dangerous.

3. Modularity and Information hiding—— Data Coupling

• Data coupling exhibits the properties that all parameters to a module are either simple data types, or in the case of a record being passed as a parameter, all data members of that record are used/required by the module. That is, no extra information is passed to a module at any time

3. Modularity and Information hiding—— Others Coupling

• Routine call – increases connectedness of a system

• Type use – use in ClassA types from ClassB (complex

modifications)• Inclusion or import

– occurs when CompA incs./imports CompB• External

– occurs when calling OS system calls, DBMS services, etc.

4. Component design process——Component Level Design-I

• Step 1. Identify all design classes that correspond to the problem domain.

• Step 2. Identify all design classes that correspond to the infrastructure domain.

• Step 3. Elaborate all design classes that are not acquired as reusable components.– Step 3a. Specify message details when classes or

component collaborate. – Step 3b. Identify appropriate interfaces for each

component. – Step 3c. Elaborate attributes and define data types and

data structures required to implement them. – Step 3d. Describe processing flow within each operation in

detail.

4. Component design process—— Component-Level Design-II

• Step 4. Describe persistent data sources (databases and files) and identify the classes required to manage them.

• Step 5. Develop and elaborate behavioral representations for a class or component.

• Step 6. Elaborate deployment diagrams to provide additional implementation detail.

• Step 7. Factor every component-level design representation and always consider alternatives.