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DetailedDesign

Course: CS 211, Fall 2009
School: Gordon MA
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Lecture: CS211 Detailed Design and Implementation Objectives: 1. To introduce the use of a complete UML class box to document the name, attributes, and methods of a class 2. To show how information flows from an interaction diagram to a class design 3. To review javadoc class documentation 4. To introduce method preconditions, postconditions; class invariants. Materials : 1. Online display of various ATM Example...

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Lecture: CS211 Detailed Design and Implementation Objectives: 1. To introduce the use of a complete UML class box to document the name, attributes, and methods of a class 2. To show how information flows from an interaction diagram to a class design 3. To review javadoc class documentation 4. To introduce method preconditions, postconditions; class invariants. Materials : 1. Online display of various ATM Example pages 2. Javadoc documentation for Registration system labs classes and projectable of source code for class RegistrationModel (class comment+selected methods only). 3. Projectable of source code for video store SimpleDate class 4. Javadoc documentation for java.awt.BorderLayout and projectable of source code for constants 5. Gries coffee can problem - demo plus handout of code I. Introduction A. As we pointed out at the start of the course, there are many different processes that can be followed in software development (e.g. waterfall life cycle, RUP, etc). B. Regardless of what process is followed, however, certain tasks will need to be done as part of the development process per se whether all at once, iteratively, or incrementally. In fact, activities like these will be part of any situation in which one uses his/her professional skills to help solve someone elses problem - not just when creating software or even in a computer field. 1. Establishing Requirements: The goal of this is to spell out what constitutes a satisfactory solution to the problem. 2. Analysis. The goal of this is to understand the problem. The key question is What?. 3. Design. The goal of this is to develop the overall structure of a solution to the problem in terms of individual, buildable components and their relationships to one another. The key question is How?. 1 Last revised October 5, 2007 4. Implementation. The goal of this task is to actually build the system as designed. 5. Installation / Maintenance / Retirement All of these must be done in a context of commitment to Quality Assurance - ensuring that the individual components and the system as a whole do what they are supposed to do (which may involve identifying their shortcomings and fixing them.) C. We have been focussing our attention on the second and third of these tasks: analysis and (overall) design. To do this, we have looked at several tools: 1. Class diagrams - a tool to show the various classes needed for a system, and to identify relationships between these classes - a tool to help us document the static structure of a system. 2. CRC cards - a tool to help us identify the responsibilities of each class. 3. Interaction diagrams - a tool to help us document what we discovered by using CRC cards, by showing how each use case is realized by the interaction of cooperating objects - one of several tools to help us capture the dynamic behavior of a system. 4. State Diagrams - a tool to help capture the dynamic behavior of individual objects (where appropriate). D. In developing CRC cards and interaction diagrams, we often discover the need for additional classes beyond those we initially discovered when we were analyzing the domain. 1. These include classes for boundary objects and controller objects. In fact, a use case will typically be started by some boundary object, and will have some control object responsible for carrying it out. 2. One writer has estimated that the total number of classes in an application will typically be about 5 times the number initially discovered during analysis. 2 E. We now turn to implementation phase. Here, we will focus on implementing the individual classes, using the CRC Cards and class diagram to identify the classes that need to be built, and the interaction and statechart diagrams (and CRC cards) to help us build each class. F. There is a design component to this phase as well - sometimes known as detailed design. We can contrast this sort of design with the overall design done earlier, as follows. 1. In overall design, we are concerned with identifying the classes and discovering their relationships. One of the end results of overall design is a class diagram, showing the various classes and how they relate to one another. a) In order to keep the drawing manageable, at this stage I usually represent each class by a rectangle containing only its name. b) In fact, if the number of classes is large, we may group classes into packages and focus on these larger groupings. 2. In detailed design, we focus on each individual class. a) We must develop: (1) Its interface - what face it presents to the rest of the system (2) Its implementation - how we will actually realize the behavior prescribed by the interface. b) In the process of doing this, we will identify the classs: (1) Attributes (2) Operations c) To document this, we may draw a more detailed UML representation for the class: a rectangle with three compartments: (1) Class name (2) Attributes (3) Methods 3 d) A note on notational conventions - UML uses the notations variable: type for attributes, parameter: type and method(...): type for method signatures, and the symbols + for public, # for protected, and - for private. 3. In implementation, we actually build and test the code for each class, which means translating the UML design into code in Java or whatever programming language we are using. a) The translation of the attributes into Java code is trivial. b) In the case of the methods, the signatures given in the UML design become the method interfaces. Of course, we still need to write the method bodies. Here, our interaction diagrams come into play. 4. Since implementation of a good design is relatively straight-forward, we will spend most of our time on design. II. Designing the Interface of a class A. The interface of a class is the face that it presents to other classes - i.e. its public features. 1. In a UML class diagram, public features are denoted by a + symbol. In Java, of course, these features will actually be declared as public in the code. 2. The interface of a class needs to be designed carefully. Other classes will depend only on the public interface of a given class. We are free to change the implementation without forcing other classes to change; but if we change the interface, then any class that depends on it may also have to change. Thus, we want our interface design to be stable and complete. B. An important starting point for designing a class is to write out a brief statement of what its basic role is - what does it represent and/or do in the overall context of the system. 1. If the class is properly cohesive, this will be a single statement. 2. If we cannot come up with such a statement, it may be that we dont have a properly cohesive class! 3. As we did in CS112. we will document our classes using javadoc. One component of the javadoc documentation for the class is a class 4 comment - which spells out the purpose of the class. (We will discuss other javadoc features at the appropriate point later on.) EXAMPLE: a) Show online documentation for Registration Labs classes b) PROJECT: javadoc class comment in the source code for class RegistrationModel. C. Languages like Java allow the interface of a class to include both attributes (fields) and behaviors (methods). It is almost always the case that fields should be private (some writers would argue always, not just almost always), so that the interface consists only of: 1. Methods 2. Constants (public static final ...) 3. Note that, while good design dictates that methods and constants may be part of the public interface of a given class, good design does not require that all methods and constants be part of the public interface. If we have some methods and/or constants that are needed for the implementation of the class, but are not used by the outside world, they belong to the private implementation . 4. In general, we will use javadoc to document each feature that is part of the public interface of a class - including any protected features that, while not publicly accessible, are yet needed by subclasses. D. A key question in designing an interface, then, is what methods does this class need? Here, our interaction diagrams are our primary resource. Every message that an object of our class is shown as receiving in an interaction diagram must be realized by a corresponding method in our classs interface. 1. As an example of this, consider the class CashDispenser from the ATM example. Each interaction diagram in which a CashDispenser object appears potentially contributes one or more methods to the interface of a CashDispenser object. PROJECT: Detailed design for CashDispenser. Referring to the Operations, observe that each of the methods in the design actually shows up a message sent to a CashDispenser object in some interaction. (Must look at every interaction where CashDispenser appears to find them all) 5 a) setInitialCash() appears as a message sent to the CashDispenser from the ATM in the System Startup interaction. SHOW b) checkCashOnHand() and dispenseCash() appear as messages send to the CashDispenser from a WithdrawalTransaction in the Cash Withdrawal interaction. SHOW c) No other messages are sent to a CashDispenser object in any interaction, and no other ordinary operations (i.e. other than the constructor) show up in the detailed design as a result. 2. Notice that we are only interested here in the messages a given class of object receives; not in the messages it sends (which are part of its implementation). 3. Sometimes, another issue to consider in determining the methods of an object is the common object interface - methods declared in class Object (which is the ultimate base class of all classes) that can be overridden where appropriate. Most of the time, you will not need to worry about any of these. The ones you are most likely to need to override are: a) The boolean equals(Object) method used for comparisons for equality of value. b) The String toString() method used to create a printable representation of the object - sometimes useful when debugging. EXAMPLE: Show overrides in class used SimpleDate for project. E. An important principle of good design is that our methods should be cohesive - i.e. each method should perform a single, well-defined task. 1. A way to check for cohesion is to see if it is possible to write a simple statement that describes what the method does. 2. In fact, this statement will later become part of the documentation for the method - so writing it now will save time later. EXAMPLE: Look at documentation for class java.io.File. Note descriptions of each method. 6 3. The method name should clearly reflect the description of what the method does. Often, the name will be a single verb, or a verb and an object. The name may be an imperative verb - if the basic task of the method is to do something; or it may be an interrogative verb - if the basic task of the method is to answer a question. EXAMPLE: Note examples of each in methods of File. 4. Something to watch out for - both in method descriptions and in method names - is the need to use conjunctions like and. This is often a symptom of a method that is not cohesive. F. One important consideration in designing a method is the parameters needed by the method. 1. Parameters are typically used to pass information into the method. Thus, in designing a parameter list, a key question to ask is what does the sender of the message know that this method needs to know? Each such piece of information will need to be a parameter. 2. There is a principle of narrow interfaces which suggests that we should try to find the minimal set of parameters necessary to allow the method to do its job. EXAMPLE: Discuss parameter lists for each message in the Session Interaction G. Another important consideration is the return value of the method. 1. A question to ask: does the sender of this message need to learn anything new as a result of sending this message? 2. Typically, information is returned by a message through a return value. EXAMPLE: Show examples in Session interaction 3. Sometimes, a parameter must be used - an object which the method is allowed to alter, and the caller of the method sees the changes. EXAMPLE: The balances parameter to the sendToBank() method of the various types of transaction - SHOW in Withdrawal interaction. Note that this method has to return two pieces of information to its caller: a) A status 7 b) If successful, current balances of the account SHOW Code for class banking.Balances H. Just as we use a javadoc class comment to document each class, we use a javadoc method comment to document each method. The documentation for a method includes: 1. A statement of the purpose of the method. (Which should, again, be a single statement if the method is cohesive). 2. A description of the parameters of the method. 3. A description of the return value - if any. SHOW: Documentation for course-related methods of class RegistrationModel for Registration labs. PROJECT: java source code for these methods, showing javadoc comment. I. While the bulk of a classs interface will typically be methods, it is also sometimes useful to define symbolic constants that can serve as parameters to these methods 1. EXAMPLE: java.awt.BorderLayout 2. In Java, constants are declared as final static. A convention in Java is to give constants names consisting of all upper-case letters, separated by underscores if be. need 3. Public constants should also be documented via javadoc SHOW Documentation for constants of class java.awt.BorderLayout PROJECT: source code showing javadoc comments. 8 III. Preconditions, Postconditions, and Invariants, A. As part of designing the interface for a class, it is useful to think about the preconditions and postconditions for the various methods, and about class invariants. 1. A precondition for a method is a statement of what must be true in order for the method to be validly called. EXAMPLE: As you may have discovered in lab, the remove(int) method of a List collection can be used to remove a specific element of a List. However, the method has a precondition that the specified element must exist - e.g. you cant remove the element at position 5 from a list that contains 3 elements, nor can you remove the element at position 0 (the first position) from an empty list. What happens if you fail to observe this precondition? ASK 2. A postcondition for a method is a statement of what the method will guarantee to be true - provided it is called with its precondition satisfied. EXAMPLE: The postcondition for the remove(int) method of a List collection is that the specified element is removed and all higher numbered elements (if any) are shifted down - e.g. if you remove element 2 from a List, then element 3 (if there is one) becomes the new element 2, element 4 (if there is one) becomes the new element 3, etc. Note that a method is not required to guarantee its postcondition if it is called with its precondition not satisfied. (In fact, its not required to guarantee anything!) 3. A class invariant is a statement that is true of any object at any time it is visible to other classes. An invariant satisfies two properties: a) It is satisfied by any newly-constructed instance of the class. Therefore, a primary responsibility of each constructor is to make sure that any newly-constructed object satisfies the class invariant. b) Calling a public method of the class with the invariant true and the preconditions of the method satisfied results in the invariant 9 remaining true (though it may temporarily become false during the execution of the method) (1) Therefore, a primary responsibility of any public method is to preserve the invariant. (2) Technically, private methods are not required to preserve the invariant - so long as public methods call them in such a way as to restore the invariant before the public method completes. c) That is, the class invariant must be satisfied only in states which are visible to other classes. It may temporarily become false while a public method is being executed. B. An example of method preconditions and postconditions plus class invariants: David Gries Coffee Can problem 1. Explain the problem 2. DEMO 3. HANDOUT: CoffeeCan.java a) Note preconditions and postconditions of the various methods b) Note class invariant c) It turns out that the question what is the relationship between the initial conditions and the color of the final bean? can be answered by discovering an additional component of the invariant. ASK CLASS TO THINK ABOUT: (1) Relationship between initial contents of can and final bean color. (2) A clause that could legitimately be added to the invariant which makes this behavior obvious. 10 IV. Designing the Implementation of a class A. Once we have designed the interface for a class, including its invariant and the preconditions and postconditions of its methods, it is time to design the implementation. This involves two major tasks: 1. Identifying the attributes 2. Implementing the methods B. Identifying attributes 1. One task we must perform is listing the attributes each object of a given class must have. To do this, we can ask two basic questions: a) What must each object of the class know about itself? (What must it know?) b) What objects must each object of the class relate to? (Who must it know?) We will illustrate both of these from class CashDispenser. PROJECT design again - note attributes 2. The first question (what must it know) involves thinking about the responsibilities of the class and what it needs to know to fulfill them. a) EXAMPLE: cashOnHand represents something a CashDispenser must know to do its job. This is is implicit in the responsibilities given to the class. SHOW CRC Card b) In other cases, a needed attribute may explicitly appear in a sequence diagram. However, not every variable appearing in a sequence diagram should be an attribute! EXAMPLE: SHOW interaction diagram for class Session. What variables appear in this diagram? ASK - list on board Now show detailed design for class Session. Note that only some show up as attributes. Why? ASK 11 Only those pieces of information that are part of the permanent state of the object (and which are typically accessed by more than one method) show up as attributes - the rest can be local variables of a particular method. (Sometimes this will be apparent when doing the design; sometimes, the need to make some variable an instance variable rather than a simple local variable will only be discovered while writing the code. A design can be altered as needed.) c) In the case of entity objects, we may need think about the kind of information the entity represents. EXAMPLE: In the video store system, what must a Customer object know? (Note: were asking about what the object must know, not about what the human being must know!) ASK d) In the case of class hierarchies, we need to think about what level in the hierarchy each attribute belongs on. (1) EXAMPLE: What must any Transaction object know? (Information common to all transactions, not just one type) ASK SHOW : design for Transaction class (2) EXAMPLE: What additional information must a Withdrawal object know? ASK SHOW design for Withdrawal class. Note that, in addition to the attributes just listed, a Withdrawal also inherits all the attributes of a Transaction. (3) An important consideration in class design when generalization is involved is that attributes need to be put at the appropriate level in the class hierarchy. Basically, any attribute that is common to all the subclasses belongs in the base class; any attribute that is unique to a single subclass, or a subset of subclasses, belongs in the individual subclasses. (However, if there are is an identifiable subset that has several attributes in common not shared by the other subclasses, we may need a new level in the hierarchy. This needs to be considered with caution, however. E.g. we might 12 add a level for transactions that have an amount (everything but Inquiry), but this probably introduces more complexity than it removes! 3. The second question (who must it know) can be answered directly from the associations in the class diagram. a) An object needs an attribute for each relationship it knows about. EXAMPLE: A B C Each A object needs an attribute to record the B object(s) to which it is related. Each B object needs an attribute to record the A object(s) to which it is related and another attribute to record the C objects to which it is related. A C object does not need an attribute to record the B objects to which it is related, because the navigability on this association is from B to C only. (A C object does not know about its B object(s)). Example: SHOW detailed design for class CashDispenser. One attribute represents an association the CashDispenser is part of (1) Which one? ASK (2) SHOW: Class diagram - note that a CashDispenser is part of two associations. Why does just one show up as an attribute in the class? ASK Both associations happen to be unidirectional. But CashDispenser is only on the knowing end of one of them. The CashDispenser does need to know about the Log, but not about the ATM. (Of course, in general, a class can have any number of attributes representing associations.) 13 b) Normally, an attribute representing an association will be either a reference or a collection. (1) It will be a reference it he multiplicity at the other end of the association is eith...

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DM74LS14 Hex Inverter with Schmitt Trigger InputsAugust 1986 Revised March 2000DM74LS14 Hex Inverter with Schmitt Trigger InputsGeneral DescriptionThis device contains six independent gates each of which performs the logic INVERT function. Each input
Berkeley - ME - 102
LMD18200 3A, 55V H-BridgeApril 2005LMD18200 3A, 55V H-BridgeGeneral DescriptionThe LMD18200 is a 3A H-Bridge designed for motion control applications. The device is built using a multi-technology process which combines bipolar and CMOS control circuit
UMass (Amherst) - LING - 620
Alternative semanticsChris Potts, Ling 620: Formal Semantics, Spring 2007 Apr 91 DenotationsAlternative semantics for focus provides us with two ways of viewing the expressions of our logic (or of natural language directly). (1) If is of type , then a.
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WebDevelopment&Design FoundationswithXHTMLChapter2 KeyConceptsInthischapter,youwilllearnabout: Learning OutcomesXHTMLsyntax,tags,anddocumenttype definitions Theanatomyofawebpage Formattingthebodyofawebpage Formattingthetextonawebpage Physicalandlogic
Georgia Tech - GTH - 672
Name: Ali QasimiWeek of: 03/30~04/04/2009 Highlight-The backprojections is done by grabbing each projection and contributing to the Strips in the final volume. Since many threads are running simultaneously. The thread needs a mechanism to lock a St
4.1 - TECH - 2925
Web Development & Design Foundations with XHTMLChapter 13 Key ConceptsIn this chapter, you will learn how to: Learning Outcomesdescribe the difference between search engines and search indexes describe the components of a search engine design web pag
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SIGMA-ALDRICHMaterial Safety Data SheetVersion 3.0 Revision Date 07/13/2007 Print Date 03/04/20081. PRODUCT AND COMPANY IDENTIFICATION Product name Product Number Brand Company : : : :SucroseS9378 Sigma Sigma-Aldrich 3050 Spruce Street SAINT LOUIS MO
Wisconsin Milwaukee - C - 106
Announcements Suggested problems from Chapter 3 (pgs 164 - 169) 4, 5, 8, 15a, 20, 25, 27, 37, 41 Thursday we will spend much of the class in a policy debate. Nobel Peace Prize this year was for awareness of Global WarmingWhat about compounds? When we h
UNC - COMP - 145
/* Edit.CIncludes all definitions that manipulate the decryption window includingundo/redo, *// Undo/Redo /void undo_cb()cfw_if (undo_type = UNDO_EXCHANGE) cfw_/ Character swap undo/redoC1->swap_keys( undo_key, true );redo = !redo;for(int
Maine - ELE - 464
Introduction to Microelectronic Fabricationby Richard C. JaegerDistinguished University Professor ECE Department Auburn UniversityChapter 7 Interconnections and Contacts 2002 Pearson Education, Inc., Upper Saddle River, NJ. All rights reserved. This m
Sanford-Brown Institute - EN - 0291
Physical Design of Digital Integrated Circuits (EN0291 S40)Sherief Reda Division of Engineering, Brown University Fall 2006Lecture 01: the big picture Course objective Brief tour of IC physical design Projects overview Survey of papers and industry pro
Dallas - RMH - 072000
1This chapter covers the user interface basics for file handling, schematic capture, simulation, and data display. In addition, tuning and the use of ADS example files is also covered.Lab 1: Basics of using ADSLab 1: Basics of using ADSOBJECTIVES Exa
Lake County - ECE - 455
fj Ne n = 1 + m 2 0 j - 2 + i j j2 2ABSORPTION AND EMISSION OF PHOTONS E2 ENERGY 2E1 E2 E1 E1N2 is the number density (#/cm3) of the upper state.N1 is the number density for the lower (NOT NECESSARILY GROUND!) state.SPONTANEOUS EMISSION The spontan
Lake County - ECE - 455
PULSED LASERS: Q-SWITCHING AND MODE LOCKING Pulsed lasers are valuable when PEAK (or instantaneous) POWER rather than average power is most important. Examples: Nonlinear photochemical processes where RATE In ( integer > 1) PEAK POWERP t (FWHM)time141
Lake County - ECE - 313
Notes on Decision Making for ECE 313 Fall 2007 11 IntroductionMost people have found decision-making to be one of the most fruitful or enjoyable or empowering or aggravating or enervating of human activities. Some people make decisions rapidly and effor
North Dakota State University - G - 440
ARTICLE IN PRESSQuaternary Science Reviews 25 (2006) 21972211Evidence for warm wet Heinrich events in FloridaEric C. Grimma, William A. Wattsb, George L. Jacobson Jr.c, Barbara C.S. Hansend, Heather R. Almquiste, Ann C. Dieffenbacher-KrallcIllinois St
North Dakota State University - G - 440
Scientific American: Feature Article: Snowball Earth: January 200012/22/99 9:38 PMSnowball EarthIce entombed our planet hundreds of millions of years ago, and complex animals evolved in the greenhouse heat wave that followed by Paul F. Hoffman and Dani