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Object- oriented Design Principles

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Title: Object- oriented Design Principles


1
Object- oriented Design Principles
2
The pyramid of OO
Abstract/ Philosophical
Practical
3
Object-orientation is good!
4
Object-orientation is good?
5
Object-orientation is good (?)
  • Why are we learning about object-orientation in
    the first place?
  • Other paradigms for programming exist, for
    instance functional programming and logic
    programming
  • However, OO is currently the dominating paradigm
    for programming more or less an industry
    standard

6
Object-orientation is good!
  • Object-orientation has proven to be a friutful
    way of connecting real life and software
    development
  • However, there are certain rules to obey when
    playing the OO-game
  • At the top, we rely on a few Object-Oriented
    concepts

7
Object-oriented concepts
  • Abstraction
  • Encapsulation
  • Polymorphism
  • Inheritance
  • (Composition)

8
Abstraction
  • The idea that we focus only on the essence of a
    concept
  • Inessential details are abstracted away
  • Abstraction works at multiple levels
  • Can be a challenge to find the appropriate level
    of abstraction
  • Abstractions are manifested through interfaces,
    which define behaviors

9
Encapsulation
  • The idea not to expose details about how
    behaviors are achieved
  • Concepts are considered black boxes
  • This enables us to change how behaviors are
    achieved, without affecting the user of a
    particular concept

10
Polymorphism
  • The idea that concrete instances of a behavior
    can take many forms
  • All animals can eat but do so in very different
    ways
  • Eating is polymorphic behavior it can take many
    forms, but has the same essence
  • Allows us to focus on the essence of the
    behavoir, neglecting actual behaviors

11
Inheritance
  • The idea that concepts can inherit behaviors from
    other, more general concepts
  • Allows us to reuse behaviors that have previously
    been defined
  • We can easily define hierarchies of related
    concepts, only needing to add genuinely new
    behaviors

12
Composition
  • The idea that new concepts can be com-posed by
    combining existing concepts
  • A supplement/alternative to inheritance
  • A different approach to reuse
  • Composition helps us realise has-a relations
    between concepts, inheritance is used for is-a
    relations

13
Fine, but
  • The OO-concepts are nice, but not particularly
    operational
  • We need something more concrete
  • The OO-principles provide more specific guidelines

14
The Object-oriented principles
  • 1. Encapsulate the aspects of your application
    that vary
  • 2. Favor composition over inheritance
  • 3. Program to an interface, not an implementation
  • 4. Strive for loose couplings between objects
    that interact
  • 5. Make classes open for extension, closed for
    modification
  • 6. Depend on abstractions, not concrete classes
  • 7. Only talk to your closest friends
  • 8. Dont call us, well call you
  • 9. A class should only have one reason to change

15
OO principles
  • Where do these principles come from?
  • Not from proofs or theory
  • Condensed best practices from real life
  • Principles are to some extent overlapping

16
OO principles
  • Encapsulate the aspects of your applica-tion
    that vary
  • Promotes reusability
  • When designing classes for a system of concepts,
    put the varying elements into separate classes
  • Can be realised both through inheritance and
    composition, often using interfaces

17
OO principles
  • Favor composition over inheritance
  • Turns out that composition often but not always
    enables us to design more flexible systems
    (couplings are weaker)
  • Systems can also be more dynamic we can change
    configurations during run-time
  • We shall see examples later

18
OO principles
  • Program to an interface, not an imple-mentation
  • An essential idea if we know the interface, we
    do not need to know any details about a specific
    implementation (weak coupling)
  • Allows us the change the implementation without
    affecting the user
  • This is more or less encapsulation

19
OO principles
  • Strive for loose couplings between objects that
    interact
  • We like loose couplings ?
  • Loose couplings promotes modularity and reuse of
    classes
  • We usually achieve this by relying on inter-faces
    rather than specific implementations
  • Yet another facet of the same jewel

20
OO principles
  • Make classes open for extension, closed for
    modification
  • Very important principle!
  • Once we have a well-documented, well-tested
    class, we should not change it!
  • If we need more functionality, achieve it through
    extension, using inheritance and/or composition
  • Keep classes as pure as possible

21
OO principles
  • Depend on abstractions, not concrete classes
  • Variation over Program to an interface, not an
    implementation

22
OO principles
  • Only talk to your closest friends
  • Hmm, what does that mean?
  • A typical application architecture divides
    classes into a number of layers
  • Classes in one layer should only know classes in
    the next layer (loose couplings)
  • Avoid reliance on the specific composition of a
    class

23
OO principles
  • What is best, and why?
  • double temp station.getThermometer().getTempera
    ture()
  • double temp station.getStationTemperature()
  • We should not rely on specifics about how a
    Station is implemented
  • Only one . in a line of code

24
OO principles
  • Dont call us, well call you
  • The Hollywood Agent principle
  • A more advanced principle instead of
    imple-menting an algorithm using a lot of calls
    to generic classes, implement a generic
    algo-rithm with plugins for specialised
    behavior
  • Also known as Inversion of Control
  • Encapsulate what varies

25
OO principles
  • A class should only have one reason to change
  • Classes should have as few responsibilities as
    possible
  • Closed for modification, open for extension
  • Again, low coupling is desired

26
Beyond principles
  • We can use these OO principles directly when
    developing software
  • Next step is Design Patterns, which describe
    designs for solving common problems, relying on
    the OO principles
  • We have already seen some patterns (GRASP)
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