Object-Oriented Design. CSE 5236: Mobile Application Development Course Coordinator: Dr. Rajiv Ramnath Instructor: Adam C.
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1 Object-Oriented Design CSE 5236: Mobile Application Development Course Coordinator: Dr. Rajiv Ramnath Instructor: Adam C. Champion
2 Elements of Good Object-Oriented Design Idea: Capture the complexity of real world problems and solutions in objects Classes and responsibilities Polymorphism helps represent the real-world Achieve system goals through collaboration Principles: Loose coupling, high cohesion Abstraction Encapsulation and information hiding Methodology: Scenario-Driven Design Implement the objects needed for vertical slices of the system Technique: CRC Card Based Design Partnership for Performance
3 Terminology Check Class Object Method Function Class method Subclass (implementation) Subtype (interface) Interface Abstract class Virtual method Partnership for Performance
4 OO Design Process Capture narratives of the environment and the application Through observations, conversations with domain experts, other stakeholders, including end-users Identify specific circumstances where an app would be used Capture using text, storyboards, sketches, descriptions Identify domain classes and assign responsibilities. Where possible, identify collaborators. Evaluate using the OO Checklist Develop the application flow: use cases and screen flows. Map domain model to Android Framework model to create framework specific domain model. Map application flow to framework specific model. Connect UI to domain model. Identify collaborators, update model and flow as needed. Add contracts Evaluate again using the OO Checklist Partnership for Performance
5 Identify Objects and Classes Examine nouns, noun phrases Examine adjectives as candidate attributes or subtypes Group into categories these are potential abstract or super-classes. Write down the purpose of each class Eliminate redundant or non-domain classes Partnership for Performance
6 Identify and Assign Responsibilities Start with verbs and verb phrases (i.e. actions) Assign to the appropriate classes Try to distribute evenly don t give a class too much work Don t break the class definition Locate responsibility with information Locate related information together Partnership for Performance
7 Map Domain Model to Core Framework Patterns Usually a variation of MVC
8 Identify Collaborations Examine narratives, storyboards, use cases Create scenarios Walkthrough scenarios Identify interactions between classes These are the collaborations Partnership for Performance
9 Evaluate Using Design Checklist Each class must have: Clear name Cohesive description of responsibility Long-lived state Collaborators Partnership for Performance
10 Record on CRC Cards (1) Source: K. Beck and W. Cunningham, A Laboratory For Teaching Object-Oriented Thinking, Proc. ACM OOPSLA, (
11 Record on CRC Cards (2) Sources: K. Beck and W. Cunningham, A Laboratory For Teaching Object-Oriented Thinking, Proc. ACM OOPSLA, 1989; C. Larman, Applying UML and Patterns, 3rd ed., Addison-Wesley, 2004 (on Safari Books online) Partnership for Performance
12 Tic-Tac-Toe Exercise Tic-tac-toe, also spelled tick-tack-toe, or noughts and crosses, as it is known in the UK, Ireland, Australia, New Zealand, is a pencil-andpaper game for two players, who take turns marking the spaces in a 3 3 grid with the symbols X and O respectively. The X player usually goes first. The player who succeeds in placing three respective marks in a horizontal, vertical, or diagonal row wins the game.# We extend this below by adding a narrative about playing the game on the Android device: Tic-tac-toe for Android will implement the Tic-tac-toe paper game as an Android app. In it, human users will be able to play Tic-tactoe against the computer. Multiple games may be played in each session, with either the computer playing first or the human playing first on an electronic board that will be displayed on the device s touch screen. Scores for each session will be accumulated. If the user quits the session, scores will be reset.#
13 Nouns and Verbs Nouns: pencil, paper, game, nought, cross, player, X, O, space, symbol, grid, mark, vertical row, horizontal row, diagonal row, human user, human, computer, session, board, touchscreen, score. These are candidate objects and classes. Verbs: take turn, mark, goes, place, win, implement, play, playing first, display, accumulate, quit, reset. These are candidate responsibilities.
14 Consolidate: Nouns Remove pencil, paper, touchscreen physical objects Symbol and mark identical retain symbol. User vs. player retain player Remove one of board and grid Remove touchscreen physical Row is a component Session is an instance of game
15 Consolidate: Verbs Take turn, goes, play retain play Mark vs. place vs.? Use place symbol Remove implement irrelevant to game Retain display, accumulate, exit and reset
16 Candidate Classes and Responsibilities Classes: Symbol, Player, Human, Computer, Board, Row, and Game (with attribute Score) Instances: O, X of the class Symbol Responsibilities: play, place, display, accumulate (scores), quit, and reset.
17 Allocate Responsibilities to Classes Class Game is allocated the responsibilities: play, accumulatescores, quit, and reset. Class Board has Display responsibilities. Class GameGrid has Place. Symbol, Player, Human, Computer, and Row have no responsibilities yet. Keep?
18 Map Domain Model to Core Framework Patterns Controller classes map to Activities, e.g. GameSession Visual elements (if any, remember we re doing domain object design) map to views. Pure domain objects map to POJO hierarchies.
19 General Scenario Start a new game. Decide and set who plays first: the human or the computer. The first player gets assigned the X as a symbol, while the second player gets assigned the O. The first player places his (or its) symbol at an empty location on the board. The second player does likewise. Repeat until one player has three of his (or its) symbols in a row, column or diagonal, or there are no more squares to play, in which case the game ends in draw. Accumulate the scores for the players. The winning player gets 1 added to his/its score. No change is made to a losing player s score. Also, both players scores stay the same if the game ends in a draw. If the user wishes, start a new game, else, quit.
20 Screens and screen flows in Tic-Tac-Toe
21 Scenario Walkthrough Verification, Identifying Collaborators No class to respond starting a new game. Create one: GameController? GameController and Game collaborate Symbol creation and placement? Symbol and Board. placesymbol invokes Play? Game needs checkresult? Board, GameGrid and Game are collaborators. Etc.
22 Final Classes and Responsibilities Game: Represents a single Tic-Tac-Toe game. Responsibilities: play, checkresult Collaborators: GameSession, GameView, Grid. GameView: Represents the visual display of a Tic-Tac-Toe game. Responsibilities: placesymbol, showscores Collaborators: Game GameGrid: Represents the 3x3 Tic-Tac-Toe grid. Responsibilities: placesymbol, getemptysquares Collaborators: Game GameSession Represents a Tic-Tac-Toe playing session consisting of multiple games. Note that we Responsibilities: playnewgame, quit, decideplayers, accumulatescores Collaborators: Game, GameView Symbol represents a Tic-Tac-Toe symbol, i.e., an X or an O. Responsibilities: None Collaborators: Game
23 Contracts Game: play(grid, Symbol, x, y) returns Success, Failure checkresultandsetstate(grid) returns nothing isactive() returns true or false iswon() returns true or false isdrawn() returns true or false GameView: placesymbol(symbol, X, Y) returns Success, Failure showscores(playeronescore, PlayerTwoScore) returns nothing.
24 Thank You Questions and comments?
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