Title: Interaction Design
1 Interaction Design UML Sequence Diagram
- Once we have decomposed the system and designed
the individual components (or classes), we need
to depict how these pieces collaborate to
deliver the services. (of course, you may go back
and re-design the components after looking at the
collaboration) - The interactions among the individual
participants (classes) can be captured with
different UML notations, but mainly through
Sequence Diagrams - Sequence diagram depicts the message flow among
the participants and thus depicts the
collaboration among the participants.
2General Sequence Diagram
- It is composed of a diagram frame
- 1) with an identifier name
- 2) the individual participants (classes) in the
form of lifeline composed of - A rectangle depicting the participating object
- A dotted line that extends for the time period of
the interaction - 3) messages to communicate among the participants
order process
client
order
inventory
create
locate item
3Message Arrows for Communications
- The message arrows represent the communications
between two objects in a sequence diagram. It
goes from the lifeline of one object to that of
another object - Synchronous message where the sending object
suspends action and waits for the response to the
message - Asynchronous message where the sending object
continues with its operations without waiting for
the response - A return of control from the synchronous message
- A creation of a new entity
(filled head)
(open head)
4Message Specification
- Every synchronous and asynchronous arrow must be
labeled with a message specification on top of
the message arrow. - The message format
- return_variable_name message_name
(param_list) - Both the i) return_variable_name and ii) the
sign are suppressed if there is no
return value - message_name is never suppressed (required
field) - param_list is a list of arguments separated by
commas and is suppressed when there is no argument
See page 364 for details of param list
5Examples of Sequence Diagrams message
specification
- age getAge or age getAge( )
- message specifies that the return value from
getAge operation is assigned to the variable age.
Note that age is a variable accessible by the
object that sent the message - checkStatus (flag status, machine)
- message specifies that checkStatus operation
passes a parameter and gets back the status
information which assigned to a local variable,
flag. (local meaning the object that sent the
message)
6Execution Occurrence in Sequence Diagram
- An operation is executing when a process is
running - An operation is suspended when it sends a
synchronous message and waiting for a return
message. - An operation is considered active when it is
either executing or suspended - An object is active if one or more of its
operation is active. While an object is active it
is shown with an execution occurrence (a thin
rectangle covering the dashed line). - A synchronous message always initiates a new
execution occurrence - (e.g. order in the diagram)
sample
client
order
inventory
create(ord)
locate_item(i)
7Interaction Fragments
- Sequence diagram depicts the interactions among
the entities. The natural flow of control in
the diagram is sequential from top to bottom and
follows the direction of the message arrows. The
natural sequential control can be broadened
with Interaction Fragments - Optional Fragment ( if then )
- Alternative Fragment ( if-then-else-if
- - - or case ) - Break Fragment ( break )
- Loop Fragment ( iterations or
loop )
Note that these fragments are like the control
structures that exist in a high level programming
language.
8Depicting a Fragment Graphically
seq-dia sample
client
order
inventory
Interaction Fragment
create
operator
op1
Interaction Fragment Operation Name (e.g. loop)
Interaction Fragment Operand
Locate item
9Depicting an Optional Fragment
sd sample
client
order
inventory
Interaction Fragment
Interaction Fragment Operation Name (optional)
optional
new_cust
cr_custinfo()
Interaction Fragment guard
create_order
locate_item
Interaction Fragment Operand
This Optional Fragment has only 1 operand and
guard in brackets. A guard is a Boolean
expression. The Optional Fragment is performed if
the guard is true at that point of the
interaction. It is like the if structure of
programming language
10Depicting an Alternative Fragment
sd sample
client
order
inventory
Interaction Fragment
Interaction Fragment Operation Name (Alternative)
alt
new_custyes
cr_custinfo()
Interaction Fragment guard
new_cust no
get_custinfo()
Cr_order( )
Interaction Fragment Operands
The Alternative Fragment has multiple mutually
exclusive guards in brackets. The operand
associated with the true guard is executed. This
structure is like the CASE or if-then-else-if
constructs of the programming language
11Depicting an Break Fragment
sd sample
client
order
inventory
Interaction Fragment Operation Name (Break)
break
! good_status
error_msg( )
alt
new_custyes
cr_custinfo()
The guard expression of NOT good_status
new_cust no
get_custinfo()
Cr_order( )
The Break Fragment has a single operand which is
processed if the guard is true, and the rest of
the processing in the diagram is not performed.
It is like the break construct in programming
language.
12Depicting an Loop Fragment
sd sample
order
inventory
n_it check_items()
checking for more items
Interaction Fragment Operation Name Loop
(min,max)
create
iterator
more has_item (n_it)
Loop
more
Process_item()
The guard expression of more
more has_item(n_it)
The Loop Fragment is expressed as
Loop(min,max). The loop is performed at least
min times and at most max times. If neither min
or max is specified, then min0 and max is
unlimited. If the loop is performed min times but
less than max, then it is performed again as long
as the guard is true. The default value of guard
is true.
13Some Sequence Diagram Guidelines
- Pick a design level (based on the classes in the
static model) and be consistent at that level
through out the interaction diagram. - Put the sender of the first message leftmost
- Put pairs of entities that interact heavily next
to each other - Position the entities to shorten the message
arrows - Position the entities to make the message arrows
go from let to right - Suppress return arrows as much as possible when
using execution occurrences
14Some Thoughts on Designing
- Design is not a sequential process but much more
iterative (Component/Interaction Co-Design) - Design (generate) the components in terms of
entities (with class model and express in class
diagram) - Design the interactions among the classes
(express in sequence diagram) - Design is not a single level process, but more
top-down (Outside-In Design) - Top may be viewed as external (requirement level)
- Down may be viewed class model and interactions
representing deeper levels of solutions
Iterate the above as we evaluate, alter, and
improve the model (See pages 376 -380 example in
your book)
- And we progressively move into more details
(inwards)
15Some details on evaluating interaction
alternatives(Example)
waterHeatercntrl is constantly polling the clock
with a fixed rate. - - - efficient for
waterHeatercntrl?
clock is constantly checking time and notifies
waterHeatercntrl when the time arrives, then
waterHeatercntrl takes action.
Seq-D polling
Seq-D notification
waterHeatercntrl
clock
waterHeatercntrl
clock
loop
notify
loop
timegetTime
timegetTime
opt
opt
time right
time right
takeAction
takeAction
Which one would you pick and
why ? Also, note the synchronous message creates
an execution occurrence
16On Control Mechanism
- In designing, one of the issue is on point of
control, or the controller, which makes
decisions and directs other components. - There are three major ways to establish control
- Centralized control where all decisions are made
by one or two entities and the rest of the
entities receives directions from them - Delegated control where only the main decisions
are made by one or two main entities, other
decisions are delegated to lower level entities
and coordinated among the entities. - Dispersed control where decision making is spread
out widely, with no easily identifiable
coordinating entity or entities.
17Centralized Control
- Should be used only when the solution is small
and only a few decisions are involved. (easy to
find control point) - Lots of drawbacks
- Centralized control can be bloated and too big
to manage - May be less cohesion when too many varieties of
decisions are being made - May increase coupling between the controller and
other entities which merely act as data store or
simple functions - Information hiding can NOT be easily achieved due
to coupling
Central contrl
18Heuristics to Avoid Centralized Control
- Avoid interaction design where most messages
originate from single component - Keep components small so that there can not be a
bloated controller. (This is not very different
from the traditional advise on keeping modules
small - - - how small is small? --- cohesion?) - Make sure that operational responsibilities are
not assigned to just a few components. - Make sure operational responsibilities are
consistent with data responsibilities. (what
happens if they are not? - - - you may have less
cohesion among methods in a class )
Look at diagram 12-3-3 on page 386 it is an
over-centralized control design -
AutoCycle delegates nothing and is coupled with
all other objects - it lacks cohesion in
that it is doing all types of details - it
is too big in size because it contains all the
low level activities
19Delegated Control
- Control is in more entities smaller in size
- Information hiding is easier with different
control points - Increased cohesion with delegated points of
control - Each controller is coupled to less entities. (but
over-all of couplings may not decrease)
(Note the 1st to 4th object interaction is
asynchronous)
Delegated contrl
20Heuristics for Delegated Control
- Delegated control is the ideal case we are after.
- Ensure that each component is responsible for
high level tasks and as much of the lower (
more detailed, less functional, just different
functional areas, etc.) level tasks are
delegated as possible. - The lower level tasks may be performed in a more
collaborative manner among several other
components.
Look at diagram 12-3-4 on page 387, where
AutoCycle delegates some responsibilities to
Zone. This is a much less coupled and a more
cohesive design along with a certain amount of
encapsulation of information.
21Dispersed Control
- Too many controls and hard to figure out the
interactions - Too much interactions among the entities high
coupling among the parts and possibly very low
cohesion within each entity.
22Heuristics for avoiding Dispersed control
- Basically, avoid situations where every component
is sending a lot of messages to other components. - Ensure that there is not an over-delegation,
where each component is responsible for too a
small portion of the whole and there are a lot of
components involved in accomplishing anything.
23Control and Communications
centralized wheel
dispersed all-member
delegated hierarchical
(n x (n-1))/ 2 potential coupling
(n-1) potential coupling but deceiving because -
-?
(n-1) potential coupling but deceiving because -
-?
24Law of Demeter for OO Interaction Design
- An operation (method M) of an object, Obj, should
send messages only to the following - Within the object, Obj, itself
- Methods within Obj
- Attributes of Obj (its instance variables)
- Argument of the operation (parameters of method
M, which may be some object) - Elements of a collection that is an argument of
the operation or an attribute of the object, Obj. - Objects created within the operation (objects
instantiated within the method M) - Global Classes or objects
Note that objects that are returned by messages
sent to other object is not included.
Talk only to your immediate neighbors
The Law of Demeter is meant to help in (1)
information hiding
(2)
lessening centralized control
25Example from page 375 of text
- Design a water heater controller based on
- Caldera is a smart water heater controller that
attaches to the thermostat of a water heater and
provides more efficient control of water
temperature to save money and protects the
environment. - Caldera sets the water heater thermostat high
when hot water is much in demand and sets it low
when there is no much demand. For example - Caldera can be told to set the thermostat high on
weekday mornings and evenings and all day on
weekends. - And low during the middle of the week days and
nights. - Caldera can be told to set the thermostat high
all the time in case of illness or other needs. - Caldera can be told to set the thermostat low all
the time in case of vacation or some other
prolonged absence from house.
26Your Caldera Design may progress as follows
heaterController
thermostat
set_temp
1. Class Model
sd Caldera
heaterController
thermostat
2. Class Interactions
set_temp( )
27Your Caldera Class Design (further Refinement) ?
heaterController
thermostat
set_temp
notify_time
special_set
notify_date
clock
manual
calendar
3. Further Refined Class Model
28Your Caldera Interaction Design (further
Refinement) ?
sd Caldera
heaterController
thermostat
Calendar
Clock
manual
Set_temp( )
Notify_date( )
Notify_time( )
Special_set( )
Set_temp( )
4. Refined Class Interactions in Sequence Diagram
29Further Evaluate and Improve the Caldera Design
- Consider the notion of adding another entity to
represent the notion of load scaling or temp
scaling which traps the inputs from clock and
calendar and sends the controller a binary high
or low signal. - Consider the manual override to go directly to
thermostat and be equal to the controller.
Draw the Class diagram and the Sequence diagram
for these concepts, evaluate and see if they are
indeed improvements -
cohesion - coupling
- size