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Chapter: Software Design : General Design Fundamentals

Software Design: Classes and Objects

An object has state, behavior, and identity; the structure and behavior of similar objects are defined in their common class; the terms instance and object are interchangeable.

Classes and Objects

  

An object has state, behavior, and identity; the structure and behavior of similar objects are defined in their common class; the terms instance and object are interchangeable.

 

The state of an object encompasses all of the (usually static) properties of the object plus the current(usually dynamic) values of each of these properties.

 

The Meaning of Behavior No object exists in isolation. Rather, objects are acted upon, and themselves act upon other objects. Thus, we may say that Behavior is how an object acts and reacts, in terms of its state changes and message passing.

 

―Identity is that property of an object which distinguishes it from all other objects‖

 

Relationships Among Objects

 

The relationship between any two objects encompasses the assumptions that each makes about the other, including what operations can be performed and what behavior results. We have found that two kinds of object hierarchies are of particular interest in object-oriented analysis and design, namely:

 

  Links

 

  Aggregation

 


 

Figure Link

 

Link is a "physical or conceptual connection between objects". An object collaborates with other objects through its links to these objects.

 

A line between two object icons represents the existence of a link between the two and means that messages may pass along this path. Messages are shown as directed lines representing the direction of the message, with a label naming the message itself. For example, here we see that the object a Controller has links to two instances of Display Item (the objects a and b). Although both a and b probably have links to the view in which they are shown, we have chosen to highlight only once such link, from a to a View. Only across these links may one object send messages to another.

 

 

As a participant in a link, an object may play one of three roles:

 

• Actor An object that can operate upon other objects but is never operated upon by other objects; in some contexts, the terms active object and actor are interchangeable

 

  Server An object that never operates upon other objects; it is only operated upon by other objects

 

  Agent An object that can both operate upon other objects and be operated upon by other

 

objects; an agent is usually created to do some work on behalf of an actor or another agent

The Nature of a Class

 

A class is a set of objects that share a common structure and a common behavior.

 

The concepts of a class and an object are tightly interwoven, for we cannot talk about an object without regard for its class. However, there are important differences between these two terms. Whereas an object is a concrete entity that exists in time and space, a class represents only an abstraction, the ―essence" of an object, as it were. Thus, we may speak of the class Mammal, which represents the characteristics common to all mammals. To identify a particular mammal in this class, we must speak of "this mammal‖ or "that mammal."

 

 

The interface of a class provides its outside view and therefore emphasizes the abstraction while hiding its structure and the secrets of its behavior. This interface primarily consists of the declarations of all the operations applicable to instances of this class, but it may also include the declaration of other classes, constants, variables, and exceptions as needed to complete the abstraction. By contrast, the implementation of a class is its inside view, which encompasses the secrets of its behavior. The implementation of a class primarily consists of the implementation of all of the operations defined in the interface of the class.

 

 

We can further divide the interface of a class into three parts:

 

 

  Public A declaration that is accessible to all clients

 

  Protected A declaration that is accessible only to the class itself, its subclasses, and its friends

 

  Private A declaration that is accessible only to the class itself and its friends

 

 

Relationships Among Classes

 

Kinds of Relationships

 

Consider for a moment the similarities and differences among the following classes of objects: flowers, daisies, red roses, yellow roses, petals, and ladybugs. We can make the following observations:

 

  A daisy is a kind of flower.

 

  A rose is a (different) kind of flower.

 

  Red roses and yellow roses are both kinds of roses.

 

 

  A petal is a part of both kinds of flowers.

 

  Ladybugs eat certain pests such as aphids, which may be infesting certain kinds of flowers.

 

 

From this simple example we conclude that classes, like objects, do not exist in isolation. Rather, for a particular problem domain, the key abstractions are usually related in a variety of interesting ways, forming the class structure of our design. We establish relationships between two classes for one of two reasons. First, a class relationship might indicate some sort of sharing. For example, daisies and roses are both kinds of flowers, meaning that both have brightly colored petals, both emit a fragrance, and so on. Second, a class relationship might indicate some kind of semantic connection. Thus, we say that red roses and yellow roses are more alike than are daisies and roses, and daisies and roses are more closely related than are petals and flowers. Similarly, there is a symbiotic connection between ladybugs and flowers: ladybugs protect flowers from certain pests, which serve as a food source for the ladybug.

 

In all, there are three basic kinds of class relationships. The first of these is generalization/specialization, denoting an "is a" relationship. For instance, a rose is a kind of flower, meaning that a rose is a specialized subclass of the more general class, flower. The second is whole/part, which denotes a "part of" relationship. Thus, a petal is not a kind of a flower; it is a part of a flower. The third is association, which denotes some semantic dependency among otherwise unrelated classes, such as between ladybugs and flowers. As another example, roses and candles are largely independent classes, but they both represent things that we might use to decorate a dinner table.

 

 

Several common approaches have evolved in programming languages to capture generalization/specialization, whole/part, and association relationships. Specifically, most object-oriented languages provide direct support for some combination of the following relationships:


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