Designing classes How to write classes in a way that they are easily understandable, maintainable and reusable 5.0.

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Presentation transcript:

Designing classes How to write classes in a way that they are easily understandable, maintainable and reusable 5.0

2 Main concepts to be covered Responsibility-driven design Coupling Cohesion Refactoring Objects First with Java - A Practical Introduction using BlueJ, © David J. Barnes, Michael Kölling

3 Software changes Software is not like a novel that is written once and then remains unchanged. Software is extended, corrected, maintained, ported, adapted, … The work is done by different people over time (often decades). Objects First with Java - A Practical Introduction using BlueJ, © David J. Barnes, Michael Kölling

4 Change or die There are only two options for software: –Either it is continuously maintained –or it dies. Software that cannot be maintained will be thrown away. Objects First with Java - A Practical Introduction using BlueJ, © David J. Barnes, Michael Kölling

5 World of Zuul Objects First with Java - A Practical Introduction using BlueJ, © David J. Barnes, Michael Kölling Explore zuul-bad

6 The Zuul Classes Game : The starting point and main control loop. Room: A room in the game. Parser: Reads user input. Command: A user command. CommandWords: Recognized user commands. Objects First with Java - A Practical Introduction using BlueJ, © David J. Barnes, Michael Kölling

7 Code and design quality If we are to be critical of code quality, we need evaluation criteria. Two important concepts for assessing the quality of code are: –Coupling –Cohesion Objects First with Java - A Practical Introduction using BlueJ, © David J. Barnes, Michael Kölling

8 Coupling Coupling refers to links between separate units of a program. If two classes depend closely on many details of each other, we say they are tightly coupled. We aim for loose coupling. A class diagram provides (limited) hints at the degree of coupling. Objects First with Java - A Practical Introduction using BlueJ, © David J. Barnes, Michael Kölling

9 Cohesion Cohesion refers to the number and diversity of tasks that a single unit is responsible for. If each unit is responsible for one single logical task, we say it has high cohesion. We aim for high cohesion. ‘Unit’ applies to classes, methods and modules (packages). Objects First with Java - A Practical Introduction using BlueJ, © David J. Barnes, Michael Kölling

10 An example to test quality Add two new directions to the 'World of Zuul': “up” “down” What do you need to change to do this? How easy are the changes to apply thoroughly? Objects First with Java - A Practical Introduction using BlueJ, © David J. Barnes, Michael Kölling

Designing classes Coupling, cohesion, and responsibility-driven design

12 Coupling (reprise) Coupling refers to links between separate units of a program. If two classes depend closely on many details of each other, we say they are tightly coupled. We aim for loose coupling. A class diagram provides (limited) hints at the degree of coupling. Objects First with Java - A Practical Introduction using BlueJ, © David J. Barnes, Michael Kölling

13 Loose coupling We aim for loose coupling. Loose coupling makes it possible to: –understand one class without reading others; –change one class with little or no effect on other classes. Thus: loose coupling increases maintainability. Objects First with Java - A Practical Introduction using BlueJ, © David J. Barnes, Michael Kölling

14 Tight coupling We try to avoid tight coupling. Changes to one class bring a cascade of changes to other classes. Classes are harder to understand in isolation. Flow of control between objects of different classes is complex. Objects First with Java - A Practical Introduction using BlueJ, © David J. Barnes, Michael Kölling

15 Cohesion (reprise) Cohesion refers to the number and diversity of tasks that a single unit is responsible for. If each unit is responsible for one single logical task, we say it has high cohesion. We aim for high cohesion. ‘Unit’ applies to classes, methods and modules (packages). Objects First with Java - A Practical Introduction using BlueJ, © David J. Barnes, Michael Kölling

16 High cohesion We aim for high cohesion. High cohesion makes it easier to: –understand what a class or method does; –use descriptive names for variables, methods and classes; –reuse classes and methods. Objects First with Java - A Practical Introduction using BlueJ, © David J. Barnes, Michael Kölling

17 Loose cohesion We aim to avoid loosely cohesive classes and methods. Methods perform multiple tasks. Classes have no clear identity. Objects First with Java - A Practical Introduction using BlueJ, © David J. Barnes, Michael Kölling

18 Cohesion applied at different levels Class level: –Classes should represent one single, well defined entity. Method level: –A method should be responsible for one and only one well defined task. Objects First with Java - A Practical Introduction using BlueJ, © David J. Barnes, Michael Kölling

19 Code duplication –is an indicator of bad design, –makes maintenance harder, –can lead to introduction of errors during maintenance. Objects First with Java - A Practical Introduction using BlueJ, © David J. Barnes, Michael Kölling

20 Responsibility-driven design Question: where should we add a new method (which class)? Each class should be responsible for manipulating its own data. The class that owns the data should be responsible for processing it. RDD leads to low coupling. Objects First with Java - A Practical Introduction using BlueJ, © David J. Barnes, Michael Kölling

21 Localizing change One aim of reducing coupling and responsibility-driven design is to localize change. When a change is needed, as few classes as possible should be affected. Objects First with Java - A Practical Introduction using BlueJ, © David J. Barnes, Michael Kölling

22 Thinking ahead When designing a class, we try to think what changes are likely to be made in the future. We aim to make those changes easy. Objects First with Java - A Practical Introduction using BlueJ, © David J. Barnes, Michael Kölling

23 Refactoring When classes are maintained, often code is added. Classes and methods tend to become longer. Every now and then, classes and methods should be refactored to maintain cohesion and low coupling. Objects First with Java - A Practical Introduction using BlueJ, © David J. Barnes, Michael Kölling

24 Refactoring and testing When refactoring code, separate the refactoring from making other changes. First do the refactoring only, without changing the functionality. Test before and after refactoring to ensure that nothing was broken. Objects First with Java - A Practical Introduction using BlueJ, © David J. Barnes, Michael Kölling

25 Design questions Common questions: –How long should a class be? –How long should a method be? These can now be answered in terms of cohesion and coupling. Objects First with Java - A Practical Introduction using BlueJ, © David J. Barnes, Michael Kölling

26 Design guidelines A method is too long if it does more then one logical task. A class is too complex if it represents more than one logical entity. Note: these are guidelines - they still leave much open to the designer. Objects First with Java - A Practical Introduction using BlueJ, © David J. Barnes, Michael Kölling

27 Enumerated Types A language feature. Uses enum instead of class to introduce a type name. Their simplest use is to define a set of significant names. –Alternative to static int constants. –When the constants’ values would be arbitrary. Objects First with Java - A Practical Introduction using BlueJ, © David J. Barnes, Michael Kölling

28 A basic enumerated type Objects First with Java - A Practical Introduction using BlueJ, © David J. Barnes, Michael Kölling public enum CommandWord { // A value for each command word, // plus one for unrecognised commands. GO, QUIT, HELP, UNKNOWN; } Each name represents an object of the enum type, e.g., CommandWord.HELP. Enum objects are not created directly. Enum definitions can also have fields, constructors and methods.

29 Review Programs are continuously changed. It is important to make this change possible. Quality of code requires much more than just performing correct at one time. Code must be understandable and maintainable. Objects First with Java - A Practical Introduction using BlueJ, © David J. Barnes, Michael Kölling

30 Review Good quality code avoids duplication, displays high cohesion, low coupling. Coding style (commenting, naming, layout, etc.) is also important. There is a big difference in the amount of work required to change poorly structured and well structured code. Objects First with Java - A Practical Introduction using BlueJ, © David J. Barnes, Michael Kölling