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Duke CPS 108 - Object oriented programming and design

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Software Design1.1CPS 108, Spring 2006 Object oriented programming and design, we'll useJava and C++ Language independent concepts including design patterns,e.g., command, 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 STLSoftware 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, balanceagainst 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://www.cs.duke.edu/courses/cps108/current/ See links to bulletin board and other stuff Grading (see web pages) group projects: small, medium, large mastery programs (solo or semi-solo endeavors) readings and summaries tests (primarily take-home)Software 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 toolsSoftware 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 ofinstancesSoftware Design1.7How do classes and objects work? Classes communicate and collaborate Parameters: use-a (send and receive) Containment: has-a (aggregate of parts,responsible for) Inheritance: is-a (extends and specializes) 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 comesfrom 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/different Refactoring Change internal structure without changing observablebehavior 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 inmind, 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


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