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Duke CPS 108 - Slides 1

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CPS 108, Fall 2005Goals for students in Compsci 108More goals for 108 studentsAdministriviaAdministrivia (continued)Classes: Review/OverviewHow do classes and objects work?Design CriteriaHow to codeXP and RefactoringModules, design, coding, refactor, XPDesign Heuristics: class/program/functionEric RaymondDavid Parnas (ACM fellow)Software Design1.1CPS 108, Fall 2005Object oriented programming and design, we'll use Java and C++ (at least)Language independent concepts including design patterns, e.g., Model-View-Controller, iterator, factory, strategy, …Design independent concepts, e.g., coupling, cohesion, testing, refactoring, profiling, …Non OO programming and design, we'll use C++ (and its C-subset)From Java/ArrayList to C++/vector to C/int *From classes to functions, from references to pointersSoftware Design1.2Goals for students in Compsci 108Adept at solving problems requiring programmingDesign, test, implement, release, revise, maintainReasonably facile with basic Java idioms/librariesHow to read the API, knowing what to ignoreBasic language features, basic librariesBasic knowledge of C++ (and C) programmingBeyond the old Compsci 100Java-style use of STL, towards advanced?Software Design1.3More goals for 108 studentsKnow patterns catalog, vocabulary and useHFDP rather than GOF (and more TLAs/FLAs)Experience working in teamsHow to accommodate team needs, balance against individual needs (and goals)Comfort in working alone, how to get and use helpPeers, UTAs, TA, prof, Internet, …Software Design1.4Administriviacheck website and bulletin board regularlyhttp ://ww w.cs.duke.edu/c ourses/cps108/c urrent/See links to bulletin board and other stufGrading (see web pages)group projects: small, medium, largemastery programs (solo or semi-solo endeavors)readings and summariestestsSoftware Design1.5Administrivia (continued)Evaluating team projects, role of TA, UTA, consultantsface-to-face evaluation, early feedbackCompiling, tools, environments, Linux, Windows, Macg++ 3.3, 3.4, 4.0?,Java 5 (requires 10.4 on Mac)Eclipse in all environmentsCommand-line tools???Software Design1.6Classes: Review/OverviewA class encapsulates state and behaviorBehavior first when designing a classInformation hiding: who knows state/behavior?State is private; some behavior is publicPrivate/protected helper functionsA class is called an object factory, creates lots of instancesSoftware Design1.7How do classes and objects work?Classes communicate and collaborateParameters: send and receiveContainment: has a reference toInheritance: is-aUnderstanding inheritance and interfacesWhat is polymorphism?When is polymorphism not appropriate?What is an interface in Java, what about C++?Software Design1.8Design Criteria Good design comes from experience, experience comes from bad designFred Brooks Design with goals:ease of useportabilityease of re-useefficiencyfirst to market?????Software Design1.9How to codeCoding/Implementation goals:Make it runMake it rightMake it fastMake it smallspiral design (or RAD or !waterfall or ...)what’s the design methodology?specificationdesignimplementationSoftware Design1.10XP and Refactoring(See books by Kent Beck (XP) and Martin Fowler (refactoring))eXtreme Programming (XP) is an agile design processCommunication: unit tests, pair programming, estimationSimplicity: what is the simplest approach that works?Feedback: system and clients; programs and storiesCourage: throw code away, dare to be great/diferentRefactoringChange internal structure without changing observable behaviorDon’t worry (too much) about upfront designSimplicity over flexibility (see XP)Software Design1.11Modules, design, coding, refactor, XPMake it run, make it right, make it fast, make it smallDo the simplest thing that can possibly work (XP)Design so that refactoring is possibleDon’t lose sight of where you’re going, keep change in mind, but not as the driving force [it will evolve]Refactor: functionality doesn’t change, code doesShould mean that new tests aren’t written, just re-runDepends on modularity of code, testing in piecesWhat’s a module in Java?Could be a class, a file, a directory, a package, a jar fileWe should, at least, use classes and packagesSoftware Design1.12Design Heuristics: class/program/function(see text by Arthur Riel)Couplingclasses/modules are independent of each othergoal: minimal, loose couplingdo classes collaborate and/or communicate?Cohesionclasses/modules capture one abstraction/modelkeep things as simple as possible, but no simplergoal: strong cohesion (avoid kitchen sink)The open/closed principleclasses/programs: open to extensibility, closed to modificationSoftware Design1.13Eric RaymondOpen source evangelistThe Cathedral and the Bazaarhttp://www.catb.org/~esr/writings/cathedral-bazaar/How to construct software“Good programmers know what to write. Great ones know what to rewrite (and reuse).”How to convince someone that guns are a good idea? Put this sign up:THIS HOME IS A GUN-FREE ZONESoftware Design1.14David Parnas (ACM fellow) I would advise students to pay more attention to the fundamental ideas rather than the latest technology. The technology will be out-of-date before they graduate. Fundamental ideas never get out of date. However, what worries me about what I just said is that some people would think of Turing machines and Goedel's theorem as fundamentals. I think those things are fundamental but they are also nearly irrelevant. I think there are fundamental design principles, for example structured programming principles, the good ideas in "Object Oriented" programming,


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