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doc: update lecture 11 slides

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= Object oriented design principles
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:LECTURE_TOPIC: OOP SOLID + UML
:LECTURE_NO: 11th Lecture
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IT1901 Fall 2022 - {LECTURE_NO}
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Partially based on slides from Torgeir Dingsøyr and Hallvard Trætteberg
== Overview
- OOD - SOLID, DRY
- UML Diagrams
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== Object Oriented Design
== Object Oriented Design
“An object-oriented system is made up of interacting objects that
maintain their own local state and provide operations on that state.
The representation of the state is private and cannot be accessed directly
from outside the object. Object-oriented design processes involve
designing object classes and the relationships between these classes.”
(Sommerville: p 198)
== Object Oriented Principles
- Encapsulation
- Abstraction
- Inheritance
- Polymorphism
== Common issues OOD
- External dependencies:
** New requirements can produce changes in many places
- Internal dependencies:
** changes in a part of the code affect other parts
** difficult to re-use code
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== SOLID principles
== SOLID principles
- **S**ingle responsibility principle
- **O**pen–closed principle
- **L**iskov substitution principle
- **I**nterface segregation principle
- **D**ependency inversion principle
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== Single responsibility principle
== Single responsibility principle
- A class should only have a single responsibility
- A class should have one, and only one reason to change
- Examples:
** simpleexample2: JSON-serialization
*** Latlong serializer
*** Latlong deserializer
== Single responsibility principle
Applying this principle has as effects:
- Smaller sized classes
- Classes that are easier to:
** understand
** test
** maintain
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== Open–closed principle
== Open–closed principle
- Software entities should be open for extension, but closed for modification.
- Example: JavaFX classes
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== Liskov substitution principle
== Liskov substitution principle
- Objects in a program should be replaceable with instances of their subtypes without altering the correctness of that program.
== Liskov substitution principle (2)
image::../images/lecture11/rectangle-square.png[canvas, size=contain]
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== Interface segregation principle
== Interface segregation principle
- Many client-specific interfaces are better than one general-purpose interface.
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== Dependency inversion principle
== Dependency inversion principle
- One should depend upon abstractions, not concretions.
- e.g. Data access layer in between controler and domain layer
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== DRY Principle
== Don't Repeat Yourself (DRY)
- "Every piece of knowledge or logic must have a single, unambiguous representation within a system."
- Andy Hunt and Dave Thomas in their book The Pragmatic Programmer
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https://en.wikipedia.org/wiki/Don%27t_repeat_yourself
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== KISS Principle
== Keep It Simple, Stupid (KISS)
- write simple code
- if classes / methods become lengthy and complicated you need to consider refactoring
** extracting code in separate classes methods
** eliminate redundant code
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== UML
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== UML - Unified Modelling Language
- 13 diagrams that show various perspectives on the system
- purpose:
** Stimulate and focus discussion about an existing or a new system
** Document an existing system
** Detailed description to generate a system
- informal use of UML:
** “I do not find UML to be useful during the design process itself and prefer informal notations that are quicker to write and that can be easily drawn on a whiteboard.” (Sommerville, s. 175)
== !
image::../images/lecture13/uml-diagrams.png[canvas, size=contain]
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Fowler, Martin., (2003). UML distilled: a brief guide to the standard object modeling language. Pearson Education
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== Package diagram
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== Package diagram
- Gir en oversikt over avhengigheter mellom moduler av et system
- Viser “pakker” - typisk grupper av klasser
- Viser avhengigheter mellom pakker/moduler
- Hver klasse er kun medlem av en “pakke”
- Pakker representerer et hierarkisk navnerom, så hver klasse innen en pakke må ha et unikt navn
- En pakke skal ikke kunne være medlem av flere moduler
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Fowler, Martin., (2003). UML distilled: a brief guide to the standard object modeling language. Pearson Education.
== !
image::../images/lecture13/package-diagram.png[canvas, size=contain]
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== Class diagram
== Class diagram
- Viser typer objekter i systemet og statiske relasjoner mellom dem
- Enkleste form: Klassenavn i bokser
- Viser egenskaper (attributter, assosiasjoner) og operasjoner (metoder) for en klasse
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Sommerville: Software Engineering, Pearson, 2016. 10th Edition, page 149.
== !
image::../images/lecture13/class-diagram-1.png[canvas, size=contain]
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Kilde: Yngve Lindsjørn, Universitetet i Oslo: IN2000: Kravhåndtering, modellering & design.
== !
image::../images/lecture13/class-diagram-2.png[canvas, size=contain]
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Kilde: Yngve Lindsjørn, Universitetet i Oslo: IN2000: Kravhåndtering, modellering & design.
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== Sequence diagram
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== Sequence diagram
- Brukes for å analysere samarbeid mellom objekter
- Modellerer interaksjoner mellom aktører og objekter i et system og interaksjon mellom objekter i et scenarie
- Aktører og objekter finnes øverst i diagrammet
- Tidsakse nedover i diagram
- Piler indikerer interaksjon mellom objekter
- Annoterte piler indikerer metodekall
- Kan vise alternative sekvenser
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Sommerville: Software Engineering, Pearson, 2016. 10th Edition, page 146.
== !
image::../images/lecture13/sequence.png[canvas, size=contain]
== !
```puml
actor User
User -> "~#newTodoItemButton: Button" as newTodoItemButton: click
newTodoItemButton -> TodoController: handleNewTodoItemAction
TodoController -> "~#newTodoItemText: TextField" as newTodoItemText: getText
TodoController -> TodoList: addTodoItem
TodoList -> TodoList: fireTodoListChanged
TodoList -> TodoListListener: todoListChanged
TodoListListener -> TodoController: autoSaveTodoList
TodoListListener -> TodoController: updateTodoListView
```
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== Summary
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lectures/revealjs/images/lecture11/rectangle-square.png

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