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EMTM 600 Software Development

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Title: EMTM 600 Software Development


1
EMTM 600Software Development
  • Spring 2007
  • Lecture Notes 1

2
Website http//www.cis.upenn.edu/val/EMTM60
0Assignments for next time
  • Read the handout Anchor Machinery Case Study.
    Then, from Elements of a Case Study used in EMTM
    600 in 2006 read about the actors, the use cases
    and the domain model. Based on these readings,
    write a critique of the description of the use
    cases and of the domain model design. Suggest
    improvements or extensions. About 1.5 pages long.
    Groups of 3-4 students OK.
  • Read the portion of Lecture Notes 1 not discussed
    in class, especially the slides about
    antipatterns. Write a half-page description of
    another antipattern, ideally based on your
    experience. Groups of 3-4 students OK.
  • Read chapter 2 of the textbook. Two days before
    the next lecture email me ONE QUESTION about
    something you didnt understand. Each student.

3
Bibliography
  • Core J2EE patterns

    by Alur et al., Prentice Hall 2003.
    Our
    textbook.
  • Patterns of enterprise application architecture
    by Fowler,
    Addison Wesley 2003.
    More
    general than Java EE, begins with a very good
    discussion.
  • Enterprise Java Programming with IBM WebSphere,
    second edition, by Brown, K. et. al., Addison
    Wesley 2003.
    Very thorough, good discussions, but totally
    WebSphere-specialized.
  • Enterprise integration patterns

    by HohpeWoolf, AddisonWesley 2004.About
    messaging solutions. Complements our course to
    some extent.

4
Bibliography
  • Design patterns

    by Gamma et al., Addison
    Wesley 1995. Classic. But not the clearest.
  • Pattern-oriented software architecture a system
    of patterns by
    Buschman et al., Wiley 1996.One of the best on
    software design patterns.
  • Refactoringby Fowler et al., Addison Wesley
    1999.Excellent for the developer. Force your
    programmers to read it!
  • AntiPatterns Refactoring Software,
    Architectures, and Projects in Crisis

    by Brown, W. et
    al., Wiley 2001.
    Fun and excellent
    as a management companion.
  • Software testing in the real world

    by Kit, ACM Press/Addison-Wesley 1995.
    Not a topic in
    this course but excellent.

5
Enterprise Applications
  • Most software development are spend on
    enterprise applications.
  • Definition (M. Fowler) they focus on the
    display, manipulation, and storage of large
    amounts of (often complex) data and support the
    automation of business processes with that data.
  • Examples Customer Relationship Management,
    Supply Chain Management, Sales Force Automation,
    Enterprise Resource Planning, reservation
    systems, etc.

6
Enterprise Applications, contd
  • Technological challenges
  • Lots (gt1GB) of persistent data
  • Accessed concurrently
  • Lots (dozens) of user interface screens
  • Integration with other enterprise applications
  • Scalability
  • Security
  • Business challenges
  • Inconsistencies among business concepts and
    processes
  • Capturing the business logic
  • Speed-to-market
  • Acceptance

7
Enterprise Applications, contd
  • Solutions
  • Mainframe era CICS-like systems
  • Client-server era CORBA/C (late 80s---gt
    present??)
  • CORBA/Java (mid
    90s---gt present?)
  • Web/server-side era Java EE (late
    90s---gtpresent)
  • .NET (early
    00s---gtpresent)
  • Important remark
  • CORBA, J2EE, .NET are all component
    frameworks

8
Various Definitions of Component
  • 1. "A component is a nontrivial, nearly
    independent, and replaceable part of a system
    that fulfills a clear function in the context of
    a well-defined architecture. A component conforms
    to and provides the physical realization of a set
    of interfaces." (PhilippeKrutchen?,
    RationalSoftware?)
  • 2. "A runtime software component is a
    dynamically bindable package of one or more
    programs managed as a unit and accessed through
    documented interfaces that can be discovered at
    runtime." (GartnerGroup?)
  • 3. "A software component is a unit of
    composition with contextually specified
    interfaces and explicit context dependencies
    only. A software component can be deployed
    independently and is subject to third-party
    composition." (Clemens Szyperski,
    ComponentSoftware)
  • 4. "A business component represents the software
    implementation of an autonomous business concept
    or business process. It consists of the software
    artifacts necessary to express, implement, and
    deploy the concept as a reusable element of a
    larger business system." (WojtekKozaczynski?,
    SSA)

From the Portland Pattern Repository
9
More Definitions of Component
  • 5. "A component is a unit of distributed
    program structure that encapsulates reuse by
    decoupling components from their operating
    environment." (Steve Crane. See
    http//www-dse.doc.ic.ac.uk/np2/pubs.html)
  • 6. "A component is an object in a tuxedo. That
    is, a piece of software that is dressed to go out
    and interact with the world." -- MichaelFeathers
  • 7. "Software components enable practical
    reuse of software parts and amortization of
    investments over multiple applications. There are
    other units of reuse, such as source code
    libraries, design, or architectures. Therefore,
    to be specific, software components are binary
    units of independent production, acquisition, and
    deployment that interact to form a functioning
    system." (Clemens Szyperski, ComponentSoftware
    Preface)

From the Portland Pattern Repository
10
Even More Definitions of Component
  • 8. "A component is a physical and replaceable
    part of a system that conforms to and provides
    the realization of a set of interfaces...typically
    represents the physical packaging of otherwise
    logical elements, such as classes, interfaces,
    and collaborations." (GradyBooch, JimRumbaugh,
    IvarJacobson, The UML User Guide, p. 343)
  • 9. "Components are self-contained instances of
    abstract data types (ADTs) that can be plugged
    together to form complete applications."
    (DougSchmidt, How to Make Software Reuse Work for
    You, Jan. 1999 C Report, p. 51)

From the Portland Pattern Repository
11
I asked EMTM 600 students which one they prefer!
  • The students liked the following definitions
  • 4 - 3 votes
  • 8 - 2.5 votes
  • 7 - 1.5 votes
  • 6 and 2 - 1 vote each
    Which one do YOU prefer?

  • Email me!
  • The explanation for the half-votes is that
    Rama Pothineni liked half of 7 and half of 8,
    thus producing the following
  • A component is a physical and
    replaceable part of a system that conforms to and
    provides the realization of a set of interfaces.
    It typically represents the physical packaging of
    otherwise logical elements, such as classes,
    interfaces, and collaborations. To be specific,
    software components are binary units of
    independent production, acquisition, and
    deployment that interact to form a functioning
    system

12
Favorite definitions for Component
  • Sankaran Namboodiri liked 7 but found a related
    definition by Bachmann in an article at
    http//www.sei.cmu.edu
  • A component is (1) an opaque
    implementation of known! functionality, (2)
    subject to third-party composition, and (3)
    conformant with a component model such as Java
    EE!.
  • Charles Snyder preferred to formulate his own
  • A system is an assemblage of related
    subsystems, components and elements, which work
    together to enable the flow of information. A
    system can be defined as any assemblage which
    accepts an input, processes it, and produces and
    output. Starting at the lowest building block
    level, an element is a self contained package of
    code whose size and complexity is arbitrary. The
    only constraint is that is serves no real
    function in isolation. A component is an
    assemblage of elements that are assembled such
    that they do serve a specific, well defined
    function within the system. Components are
    defined not only by the elements that the
    component comprises, but by the characteristics
    of the component at their interfaces. Components
    are assembled into a system, such that the system
    serves a well defined business need.
  • Simon Storm found his favorite definition at
    www.sabc.co.za/manual/ibm/9agloss.htm
  • A reusable object or program that
    performs a specific function and is designed to
    work with other components and applications.

13
From the Portland Pattern Repository
Component Framework
  • A component framework defines a set of abstract
    interactions that define the protocols by which
    components cooperate -- each component takes on
    roles in various abstract interactions.
  • The component framework also defines the
    packaging for components so that they can be
    instantiated and composed into legal
    configurations.
  • To help framework users, a component framework
    provides prebuilt functionality, such as useful
    components or automated assembly functions that
    automatically instantiate and compose components
    to perform common tasks.

14
Are Components Reusable?
  • The short answer is YES! But its a
    question of degree.
  • Coxs Pipe Dream In 1986, Brad Cox
    argued that software objects could be produced
    like integrated circuits out of components. (And
    thus capture the benefits of Moore's law - the
    number of components on a silicon integrated chip
    doubles every year.)
  • Obviously, its not the same kind of
    component! An IC component has much simpler (and
    easier to specify in excruciating detail)
    interfaces than a software component. But there
    is a similarity the key to reuse is modularity
    through well-defined interfaces


Component B1
Component A1
or
or
swap (different versions)
swap (different vendors)
interface
Component B2
Component A2
15
Reusability in component frameworks
  • Component frameworks such as Java EE
    promote more reuse because they are structured
    around many OO interfaces. This is primarily
    horizontal reuse (i.e. across applications)
  • Several applications can share
  • The same Web server (eg., MS IIS, Apache,
    Tomcat)
  • The same RDBMS (relational database management
    system) (eg,
    Oracle, DB2, SQL Server)
  • The same Java EE server (eg., JBoss, Orion,
    IBM WebSphere, BEA WebLogic, SAP Java EE Engine,
    Oracle JDeveloper)
  • The same ORB (object request broker) (eg.,
    IONA Orbix, Borland VisiBroker)
  • The same transaction processing monitor (eg.,
    BEA Tuxedo, IBM CICS)
  • The same messaging system (eg., Sun ONE MQ)
  • This works provided the applications are
    vendor-neutralized through the use of the
    component framework interfaces (eg., the ones
    used with Java EE JDBC, J2C, JTA, JMS, Java IDL,
    etc. More about JAS (the Java Alphabet Soup)
    later!!
  • Vertical reuse within an application harder to
    achieve, but domain beans help!

16
A third kind of reusability?
J2EE App Server Vendor UU

Web Server Vendor ABC

Edge Network Dispatcher Vendor QQ
Web Server Vendor XYZ
J2EE App Server Vendor VV
Purpose load-balancing
17
A component framework
Java Enterprise Edition
  • Open specification, open architecture!
  • A combination of design patterns architectural
    and more detailed
  • Layers
  • Model-view-controller
  • Proxy
  • Adapter, etc
  • An end-to-end philosophy
  • User interfaces
  • Business logic
  • Interfaces to EIS (Enterprise Information
    Systems)
  • Concern with EAI (Enterprise Application
    Integration)
  • Concern with performance
  • High availability
  • Security
  • Reliability
  • Scalabiliy

18
Java EE Architecture three (or five!)

tiers ( or layers)
Brown et.al.
Alur et al./Fowler
Presentation


Presentation

Controller/Mediator

Domain

Business/Domain

Data Mapping


Integration/ Data Source

Data Source

19
Five Layers
  • Presentation Layer
  • Takes care of user interfaces user input
    and output. Typically uses Web browsers and HTML.
    More recently XML/XSLT. Most recently Ajax. All
    this content is typically dynamic, organized in
    server pages (JSP). Alternatives are
    browser-delivered applets or a client-side
    application with its own GUI.
  • Controller/Mediator Layer
  • Centralized points for handling
    presentation navigation. Separates presentation
    flow from the domain objects. Typically
    implemented as servlets.
  • Domain Layer
  • Defines and manipulates objects that
    capture the business logic or business
    abstractions. Can be implemented through session
    EJBs or just plain objects. Key to the robustness
    of the implementation (think changes!)

20
Five Layers, contd
  • Data Mapping (aka Persistence) Layer
  • Separates the domain layer from details of
    the data sources where the data is, what needs
    to be made persistent, where and how. Can be
    implemented through entity EJBs.
  • Data Source Layer
  • Access to EIS, often RDBMS but sometimes
    legacy. Uses J2EE standards such as JDBC for
    relational sources, JMS for asynchronous access
    to sources with messaging capabilities, and J2C
    (Connector) for synchronous access when
    available. More recently, in the context of
    Enterprise Application Integration (EAI) and
    Service Oriented Architectures (SOA), this layer
    also handles access to external Web Services.
  • This five-layer organization is an architectural
    pattern. Design Patterns are everywhere in Java
    EE applications!

21
Where do the layers run?
Java EE application server
Web server
data source
presentation
data mapping
controller
domain
Eg.,
Eg.,
Eg.,
Eg.,
Eg.,
Session EJBs
Entity EJBs
Servlets
JSP
JDBC
browser
DB
22
Software Design Patterns
  • Patterns address recurring design problems that
    arise in specific situations. They document
    existing, well-proven design experience.
  • Patterns provide a common vocabulary and
    understanding for design principles.
  • Patterns are a means of documenting software
    architectures (even better if it is done by using
    some precise notations such as UML (Universal
    Modeling Language)

23
Design Patterns (contd)
  • Patterns help with construction of software with
    defined properties, satisfying well-understood
    requirements.
  • They help conquer complexity and heterogeneity.
  • Aspects of a pattern
  • Context
  • Problem
  • Solution

From Pattern-oriented software architecture by
Buschmann et al., Wiley 1996
24
Links for Design Patterns
  • Portland Pattern Repository
    http//c2.com/ppr/
  • Hosted by Cunningham Cunningham Inc.
  • Maintained by Ward Cunningham (of XP fame), part
    of Wards Wiki.
  • Patterns Home Page http//hillside.net/pattern
    s/
  • Hosted by The Hillside Group

25
Examples(1)
From Design patterns by Gamma et al.,
AddisonWesley 1995
  • Creational Patterns
  • Abstract Factory Provide an interface for
    creating families of related or dependent
    objects without specifying their concrete
    classes.
  • Builder Separate the construction of a complex
    object from its representation so that the same
    construction process can create
  • different representations.
  • Factory Method Define an interface for creating
    an object, but let subclasses decide which class
    to instantiate.
  • Prototype Specify the kinds of objects to create
    using a prototypical instance, and create new
    objects by copying this prototype.
  • Singleton Ensure a class only has one instance,
    and provide a global
  • point of access to it.

26
Examples(2)
From Design patterns by Gamma et al.,
AddisonWesley 1995
  • Structural Patterns
  • Adapter Convert the interface of a class into
    another interface
  • clients expect. Adapter lets classes work
    together that couldn't otherwise because of
    incompatible interfaces.
  • Bridge Decouple an abstraction from its
    implementation so that the
  • two can vary independently.
  • Composite Compose objects into tree structures to
    represent
  • part-whole hierarchies. Composite lets
    clients treat individual objects
  • and compositions of objects uniformly.
  • Decorator Attach additional responsibilities to
    an object dynamically. Decorators provide a
    flexible alternative to subclassing for
  • extending functionality.

27
Examples(3)
From Design patterns by Gamma et al.,
AddisonWesley 1995
  • Structural Patterns (contd)
  • Facade Provide a unified interface to a set of
    interfaces in a
  • subsystem. Facade defines a higher-level
    interface that makes the
  • subsystem easier to use.
  • Flyweight Use sharing to support large numbers of
    fine-grained
  • objects efficiently.
  • Proxy Provide a surrogate or placeholder for
    another object to
  • control access to it.

28
Examples(4)
From Design patterns by Gamma et al.,
AddisonWesley 1995
  • Behavioral Patterns
  • Chain of Responsibility Avoid coupling the
    sender of a request to its receiver by giving
    more than one object a chance to handle the
    request. Chain the receiving objects and pass
    the request along the chain until an object
    handles it.
  • Command Encapsulate a request as an object,
    thereby letting you parameterize clients with
    different requests, queue or log requests, and
    support undoable operations.
  • Interpreter Given a language, define a
    representation for its grammar along with an
    interpreter that uses the representation to
    interpret sentences in the language.
  • Iterator Provide a way to access the elements of
    an aggregate object sequentially without exposing
    its underlying representation.

29
Examples(5)
From Design patterns by Gamma et al.,
AddisonWesley 1995
  • Behavioral Patterns (contd)
  • Mediator Define an object that encapsulates how a
    set of objects interact. Mediator promotes loose
    coupling by keeping objects from referring to
    each other explicitly, and it lets you vary their
    interaction independently.
  • Memento Without violating encapsulation, capture
    and externalize an object's internal state so
    that the object can be restored to this state
    later.
  • Observer Define a one-to-many dependency between
    objects so that when one object changes state,
    all its dependents are notified and updated
    automatically.
  • State Allow an object to alter its behavior when
    its internal state changes. The object will
    appear to change its class.

30
Examples(6)
From Design patterns by Gamma et al.,
AddisonWesley 1995
  • Behavioral Patterns (contd)
  • Strategy Define a family of algorithms,
    encapsulate each one, and make them
    interchangeable. Strategy lets the algorithm
    vary independently from clients that use it.
  • Template Method Define the skeleton of an
    algorithm in an operation, deferring some steps
    to subclasses. Template Method lets subclasses
    redefine certain steps of an algorithm without
    changing the algorithm's structure.
  • Visitor Represent an operation to be performed on
    the elements of an object structure. Visitor
    lets you define a new operation without changing
    the classes of the elements on which it operates.

31
Example Abstract Factory
  • This is a creational pattern. We used this idea
    with the ListSpec
  • interface for mutable lists.
  • Context Working with multiple standards.
  • Problem To provide an interface for creating
    families of related or dependent objects without
    specifying their concrete classes.
  • Solution Group creation methods in an abstract
    factory class (in Java probably an abstract class
    or an interface). Extend/implement this with
    concrete classes that follow each standard. Write
    generic code using the abstract factory methods
    to create needed objects. This code could also be
    in abstract classes, leaving abstract the use of
    the factory. Then specialize this code for a
    specific standard by implementing the factory
    with a concrete factory.

32
Example Adapter
  • This is a structural pattern. It is also called
    Wrapper (the Java
  • wrapper classes are adapters for the primitive
    types). We can use
  • it, for example, to implement stacks, queues and
    even priority
  • queues (as we did!) using ranked sequences.
  • Context Many!
  • Problem Classes that need to work together
    cannot because of incompatible interfaces.
    Therefore we need to convert the interface of a
    class into another interface clients expect.
  • Solution We can make the adaptee a subclass of
    the target (as we did with priority queues and
    ranked sequences) but some do not consider this
    good design. Instead they recommend that the
    adaptee have a private field refering to a target
    object (more like wrapping).

33
Example Iterator
  • This is a behavioral pattern. The Java
    Enumeration is an
  • approximate example (the methods are a little
    different).
  • Context Working with collections of objects.
  • Problem Access the objects in a collection
    sequentially without exposing the underlying
    representation of the collection.
  • Solution We build the iterators as objects
    associated with the collections, having access to
    their representation. (In Java this suggest
    strongly using inner classes.) The state of an
    iterator is given by a cursor referring to the
    current element of the collection. Iterators
    should have an advance method, a method to access
    the current element, a method to test if the
    whole collection was traversed, and a method to
    restart the traversal. Multiple iterators on the
    same collection are useful. Also useful is
    starting an iterator at some element referred to
    by another iterator.

34
Mutable Lists as an Abstract Factory
public interface ListSpec // Example of
Abstract Factory. List nil()
// Methods that create
products. List sng(Object o)
// In general, the products are of List
list(Object ao) // various kinds
(here all are lists). public interface List
// Interface for Abstract Product.
void addHead(Object o) boolean
isEmpty() Object head() throws
EmptyListException void removeHead() throws
EmptyListException void appendTail(List l)
Iterator iter() //
See Iterator interface.
35
Mutable lists implementation
class LLImpl implements ListSpec static
class Cell static class LinkedList
implements List
// Iterator implementation in
here. See next. public List nil()
public List sng(Object o)
public List list(Object ao)
List rl nil() for (int iao.length-1
igt-1 i--) rl.addHead(aoi)
return rl
36
Iterator specification

public interface Iterator // Example of
Iterator design pattern. boolean hasMore()
// No insert
void next()
// or delete methods. Object
current() void reset()
// Restart at beginning. Iterator
spawn() // Create new iterator,
// initialize it at
same current element.

37
Iterator use

public String toString() // Overriding method
in Object. Iterator i iter()
StringBuffer sb new StringBuffer()
sb.append("\n ") while (i.hasMore())
sb.append(i.current() " ") i.next()
sb.append("") return sb.toString()

This is unrelated, but interesting! Inside class
LinkedList.
38
Iterator implementation

// Inside the class LinkedList (which
implements List). class Iter implements
Iterator // Inner class. Instances tied to
Cell cursor
// enclosing linked list instance.
Iter () cursor first public boolean
hasMore() return (cursor ! null) public
void next() cursor cursor.next public
Object current() return cursor.content
public void reset() cursor first
public Iterator spawn() Iter i new
Iter() i.cursor cursor return i
... public Iterator iter() return new
Iter() // Class LinkedList continues.
39
Adapter implementation

public class ListStack implements Stack
// Example of Adapter design
pattern. private List theList //
Here we wrap a list. public
ListStack(ListSpec I) theList I.nil()
public
void push(Object o) theList.addHead(o)
public void pop() throws EmptyStackException
try theList.removeHead() catch
(EmptyListException e) throw new
EmptyStackException()
We could have also used inheritance.
40
AntiPatterns and Refactoring
  • A reaction to the hype over design patterns.
  • AntiPatterns identify common mistakes in software
    development mistakes in architectural design,
    detailed design/coding practice, and even process
    management (this not covered by design patterns!)
  • AntiPatterns also provide refactoring solutions
    (fixing the mistakes!).
  • Refactoring should improve the design and hence
  • the reliability,
  • the maintainability,
  • in the longer term the productivity

41
Aspects of an AntiPattern
  • Recall aspects of Design Patterns Context,
    Problem, Solution
  • AntiPattern aspects
  • Context and Causes
  • AntiPattern (bad!) Solution
  • Symptoms and Consequences
  • Refactored Solution

42
Key Concepts for AntiPatterns
  • Root Causes (a.k.a the seven software development
    sins)
  • haste apathy narrow-mindedness
    sloth
  • avarice ignorance
    pride.
  • Primal Forces, eg.,
  • meeting the user requirements
  • achieving reasonable performance
  • defining abstractions/managing complexity
  • managing change/controlling evolution
  • managing IT resources
  • managing the transfer of technology

43
Key Concepts, contd
  • Software Design (and Process) Levels
  • Global/Industry standards, Internet
  • Enterprise infrastructures, policies, reference
    models (local standards)
  • System interacting applications, metadata
    (schemas, ontologies)
  • Application requirements, interfaces, GUIs
  • Macro-component/frameworks (optional) eg., EJB,
    .NET, design patterns
  • Component reusability, detailed design patterns
  • ObjectsClasses detailed functionality

44
Examples
From AntiPatterns by Brown et al., Wiley 1998
  • Management AntiPatterns
  • Analysis Paralysis Not knowing when to stop
    worrying about details
  • Death by Planning Cant get started until
    complete project plan
  • Smoke and Mirrors (Vaporware) Demo system is
    used by sales to make impossible claims and
    promises...
  • Intellectual Violence You dont know Lambda
    Calculus?!?
  • Viewgraph Engineering Making your Java
    programmers spend too much time on Powerpoint...
  • Blowhard Jamboree The expert said But the guru
    may be misinformed or biased...

45
Example Stovepipe Enterprise
From AntiPatterns by Brown et al., Wiley 1998
  • This is a software architecture antipattern.
  • Context and causes Multiple systems within an
    enterprise, designed independently lack of
    standard reference model lack of incentive for
    cooperation across development groups. Root
    causes haste, apathy, narrow-mindedness.
    Unbalanced primal forces change, IT resources,
    and technology transfer management.
  • Antipattern solution Ad-hoc enterprise-level
    architecture.
  • Symptoms and Consequences Metal stovepipe
    constantly corroded by wood fumes, constantly
    patched with improvised materials.
  • Bad interoperability between systems
    incompatible terminology and approaches.
  • Undocumented or incomprehensible architectures.
  • Incorrect use of a technology standard.
  • Excessive maintenance costs when requirements
    change.
  • Employee turnover.

46
Stovepipe Enterprise, contd
  • Refactored Solution Enterprise Architecture
    Planning
  • Coordination of technologies at several levels
  • Ruless in the spirit of building codesand
    zoning laws.
  • Common infrastructure of basic services
  • Dept/division infrastructure of value-added
    functional services
  • For very large enterprises it is becomes
    worthwhile to add
  • Open systems reference models (one/enterprise)
  • Technology profile (one/enterprise )
  • Operating environment (one/enterprise)
  • System requirements profile (one/system family)
  • Computing facilities architecture (one/system
    family)
  • Interoperability specifications (one/key
    interoperability point)
  • Development profile (one/system family)

47
Example The Blob
From AntiPatterns by Brown et al., Wiley 1998
  • This is a detailed design antipattern.
  • Context and causes Many contexts, especially
    with inexperienced programmers, or when non-OO
    legacy design is migrated into OO. Root causes
    sloth, haste, ignorance. Unbalanced primal
    forces meeting user requirements, achieving
    performance, managing complexity and abstraction.
  • Antipattern solution One part of a component
    (typically a single class) monopolizes the
    processing while the rest just encapsulates data.
  • Symptoms and Consequences
  • Single class with too many attributes and/or
    operations.
  • Unrelated attributes and/or operations in the
    same class.
  • Operations with too many parameters and lost of
    code, typically involving many condition tests.
  • This is against the spirit of OO design and
    coding.
  • Blob classes are too complex for reuse.
  • Blob classes are too complex for reliable testing!

48
The Blob, contd
  • Refactored Solution Refactoring of UML diagrams
    and code to move behavior away from the blob.
  • Identify attributes and operations that are
    related according to functionalities in a more
    abstract view, or in use cases.
  • Look for natural homes for groups of related
    attributes and operations. Create new classes if
    necessary.
  • Identify unrelated functionality in the behavior
    of each operation. Break-up operations by
    creating auxilliary one in their natural homes.
  • Eliminate transient object or variables
    (temporary variables), especially if they
    communicate data within a large operation.

49
Example Poltergeists
From AntiPatterns by Brown et al., Wiley 1998
  • This is a detailed design antipattern.
  • Context and causes Many contexts, especially
    with large group efforts, also when architects do
    not understand object-orientation. Root causes
    sloth, ignorance, pride. Unbalanced primal
    forces meeting user requirements, managing
    complexity and abstraction.
  • Antipattern solution Components or classes with
    limited responsibilities, are made visible
    outside of their useful scope and beyond their
    useful life.
  • Symptoms and Consequences
  • Cluttered design.
  • Poltergeists are hard to understand out of their
    useful context, leads to mistaken use,
    difficulties in maintenance.
  • Stateless classes, used just for control.
  • Single-operation classes.
  • Refactored Solution Remove them! Replace the
    functionality they provided by modifiying/adding
    appropriate operations.

50
The Java Landscape
  • Reference implementations freely available from
    Sun
  • Platform independence
  • Open specifications for powerful extensions like
    EE
  • These have made Java the top choice of the open
    source communities!
  • Java is the environment of the best plug-ins for
    IDEs (Integrated
    Development Environments) like
  • Eclipse (a major player in open-source)
  • Recently, Oracle donated the TopLink Java
    Persistence technology to Eclipse!
  • NetBeans

51
Open Source Java Projects
  • Several succesful and popular open-source
    projects from Apache (another major player in
    open-source) are Java-related
  • Tomcat (Java servlet container for the Apache
    Web server)
  • Struts (Java servlet implementation framework)
  • Jakarta-Cactus (unit testing framework for
    servlets, EJBs etc)
  • An open source implementation of Java EE called
    JBoss is now supported by Red Hat, the Linux
    distribution company. JBoss has sprouted
    Hibernate, an open source object-relational
    persistence and query service for Java.
  • Another interesting open source implementation of
    Java EE is Spring, dubbed lightweight and
    supported by a company called Interface 21.
  • (There are already TOO MANY open source choices
    )

52
The Inevitable
  • In 2006, Sun has started two open source
    projects
  • GlassFish, an open source development of a Java
    EE application server
  • JDK 6, an open source release of Java SE
    (Standard Edition) 6 and an invitation to the
    form a contributing community
  • Finally, Sun has stated that the whole Java SDK
    will become open source in Fall 2007 (more likely
    Spring 2008)!
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