Detailed Table of Contents
Guidance for the item(s) below:
This week, let us learn the remaining class diagram notations.
Design → Modeling → Class Diagrams (Basic)
Can use intermediate-level class diagrams
A class diagram can also show different types of relationships between classes: inheritance, compositions, aggregations, dependencies.
OOP → Inheritance → What
UML → Class Diagrams → Inheritance → What
OOP → Associations → Composition
UML → Class Diagrams → Composition → What
OOP → Associations → Aggregation
UML → Class Diagrams → Aggregation → What
OOP → Associations → Dependencies
UML → Class Diagrams → Dependencies → What
A class diagram can also show different types of class-like entities:
Exercises
Statements about class diagram
Explain notations in the class diagram
Draw a Class Diagram for the code (StockItem
, Inventory
, Review
, etc.)
Guidance for the item(s) below:
Given next are two techniques that help you locate problems in the code: logging, and assertions
Can explain logging
Logging is the deliberate recording of certain information during a program execution for future reference. Logs are typically written to a log file but it is also possible to log information in other ways e.g. into a database or a remote server.
Logging can be useful for troubleshooting problems. A good logging system records some system information regularly. When bad things happen to a system e.g. an unanticipated failure, their associated log files may provide indications of what went wrong and actions can then be taken to prevent it from happening again.
A log file is like the of an airplane; they don't prevent problems but they can be helpful in understanding what went wrong after the fact.
source: https://commons.wikimedia.org
Exercises
Can use logging
Most programming environments come with logging systems that allow sophisticated forms of logging. They have features such as the ability to enable and disable logging easily or to change the logging .
This sample Java code uses Java’s default logging mechanism.
First, import the relevant Java package:
import java.util.logging.*;
Next, create a Logger
:
private static Logger logger = Logger.getLogger("Foo");
Now, you can use the Logger
object to log information. Note the use of a for each message. When running the code, the logging level can be set to WARNING
so that log messages specified as having INFO
level (which is a lower level than WARNING
) will not be written to the log file at all.
// log a message at INFO level
logger.log(Level.INFO, "going to start processing");
// ...
processInput();
if (error) {
// log a message at WARNING level
logger.log(Level.WARNING, "processing error", ex);
}
// ...
logger.log(Level.INFO, "end of processing");
Resources
Tutorials:
Best Practices:
Can explain assertions
Assertions are used to define assumptions about the program state so that the runtime can verify them. An assertion failure indicates a possible bug in the code because the code has resulted in a program state that violates an assumption about how the code should behave.
An assertion can be used to express something like when the execution comes to this point, the variable v
cannot be null.
If the runtime detects an assertion failure, it typically takes some drastic action such as terminating the execution with an error message. This is because an assertion failure indicates a possible bug and the sooner the execution stops, the safer it is.
In the Java code below, suppose you set an assertion that timeout
returned by Config.getTimeout()
is greater than 0
. Now, if Config.getTimeout()
returns -1
in a specific execution of this line, the runtime can detect it as an assertion failure -- i.e. an assumption about the expected behavior of the code turned out to be wrong which could potentially be the result of a bug -- and take some drastic action such as terminating the execution.
int timeout = Config.getTimeout();
Can use assertions
Use the assert
keyword to define assertions.
This assertion will fail with the message x should be 0
if x
is not 0 at this point.
x = getX();
assert x == 0 : "x should be 0";
...
Assertions can be disabled without modifying the code.
java -enableassertions HelloWorld
(or java -ea HelloWorld
) will run HelloWorld
with assertions enabled while java -disableassertions HelloWorld
will run it without verifying assertions.
Java disables assertions by default. This could create a situation where you think all assertions are being verified as true
while in fact they are not being verified at all. Therefore, remember to enable assertions when you run the program if you want them to be in effect.
Enable assertions in Intellij (how?) and get an assertion to fail temporarily (e.g. insert an assert false
into the code temporarily) to confirm assertions are being verified.
Java assert
vs JUnit assertions: They are similar in purpose but JUnit assertions are more powerful and customized for testing. In addition, JUnit assertions are not disabled by default. We recommend you use JUnit assertions in test code and Java assert
in functional code.
Resources
Tutorials:
Best practices:
Can use assertions optimally
It is recommended that assertions be used liberally in the code. Their impact on performance is considered low and worth the additional safety they provide.
Do not use assertions to do work because assertions can be disabled. If not, your program will stop working when assertions are not enabled.
The code below will not invoke the writeFile()
method when assertions are disabled. If that method is performing some work that is necessary for your program, your program will not work correctly when assertions are disabled.
...
assert writeFile() : "File writing is supposed to return true";
Assertions are suitable for verifying assumptions about Internal Invariants, Control-Flow Invariants, Preconditions, Postconditions, and Class Invariants. Refer to [Programming with Assertions (second half)] to learn more.
Exceptions and assertions are two complementary ways of handling errors in software but they serve different purposes. Therefore, both assertions and exceptions should be used in code.
Exercises
Guidance for the item(s) below:
As you are still in the early stage of the project, this is a good time to learn some design principles that you can try to apply in the internal design of your product.
These principles build on top of the design fundamentals you learned earlier (i.e., abstraction, coupling, cohesion).
Guidance for the item(s) below:
Let's start by learning the three most fundamental design qualities upon which all other design principles are built.
Can explain abstraction
Abstraction is a technique for dealing with complexity. It works by establishing a level of complexity we are interested in, and suppressing the more complex details below that level.
The guiding principle of abstraction is that only details that are relevant to the current perspective or the task at hand need to be considered. As most programs are written to solve complex problems involving large amounts of intricate details, it is impossible to deal with all these details at the same time. That is where abstraction can help.
Data abstraction: abstracting away the lower level data items and thinking in terms of bigger entities
Within a certain software component, you might deal with a user data type, while ignoring the details contained in the user data item such as name, and date of birth. These details have been ‘abstracted away’ as they do not affect the task of that software component.
Control abstraction: abstracting away details of the actual control flow to focus on tasks at a higher level
print(“Hello”)
is an abstraction of the actual output mechanism within the computer.
Abstraction can be applied repeatedly to obtain progressively higher levels of abstraction.
An example of different levels of data abstraction: a File
is a data item that is at a higher level than an array and an array is at a higher level than a bit.
An example of different levels of control abstraction: execute(Game)
is at a higher level than print(Char)
which is at a higher level than an Assembly language instruction MOV
.
Abstraction is a general concept that is not limited to just data or control abstractions.
Some more general examples of abstraction:
Can explain coupling
Coupling is a measure of the degree of dependence between components, classes, methods, etc. Low coupling indicates that a component is less dependent on other components. High coupling (aka tight coupling or strong coupling) is discouraged due to the following disadvantages:
In the example below, design A
appears to have more coupling between the components than design B
.
Exercises
Design → Design Fundamentals → Coupling → What
Can reduce coupling
X is coupled to Y if a change to Y can potentially require a change in X.
If the Foo
class calls the method Bar#read()
, Foo
is coupled to Bar
because a change to Bar
can potentially (but not always) require a change in the Foo
class e.g. if the signature of Bar#read()
is changed, Foo
needs to change as well, but a change to the Bar#write()
method may not require a change in the Foo
class because Foo
does not call Bar#write()
.
code for the above example
Some examples of coupling: A
is coupled to B
if,
A
has access to the internal structure of B
(this results in a very high level of coupling)A
and B
depend on the same global variableA
calls B
A
receives an object of B
as a parameter or a return valueA
inherits from B
A
and B
are required to follow the same data format or communication protocolExercises
Can explain cohesion
Cohesion is a measure of how strongly-related and focused the various responsibilities of a component are. A highly-cohesive component keeps related functionalities together while keeping out all other unrelated things.
Higher cohesion is better. Disadvantages of low cohesion (aka weak cohesion):
Design → Design Fundamentals → Cohesion → What
Can increase cohesion
Cohesion can be present in many forms. Some examples:
Student
component handles everything related to students.GameArchive
component handles everything related to the storage and retrieval of game sessions.Suppose a Payroll application contains a class that deals with writing data to the database. If the class includes some code to show an error dialog to the user if the database is unreachable, that class is not cohesive because it seems to be interacting with the user as well as the database.
Exercises
Guidance for the item(s) below:
Given next are two design principles that we can apply when designing OOP systems. These aim to improve .
Can explain single responsibility principle
Single responsibility principle (SRP): A class should have one, and only one, reason to change. -- Robert C. Martin
If a class has only one responsibility, it needs to change only when there is a change to that responsibility.
Consider a TextUi
class that does parsing of the user commands as well as interacting with the user. That class needs to change when the formatting of the UI changes as well as when the syntax of the user command changes. Hence, such a class does not follow the SRP.
Gather together the things that change for the same reasons. Separate those things that change for different reasons. ―- Agile Software Development, Principles, Patterns, and Practices by Robert C. Martin
Resources
Can explain separation of concerns principle
Separation of concerns principle (SoC): To achieve better modularity, separate the code into distinct sections, such that each section addresses a separate concern. -- Proposed by Edsger W. Dijkstra
A concern in this context is a set of information that affects the code of a computer program.
Examples for concerns:
add employee
featurepersistence
or security
Employee
entityApplying reduces functional overlaps among code sections and also limits the ripple effect when changes are introduced to a specific part of the system.
If the code related to persistence is separated from the code related to security, a change to how the data are persisted will not need changes to how the security is implemented.
This principle can be applied at the class level, as well as at higher levels.
The n-tier architecture utilizes this principle. Each layer in the architecture has a well-defined functionality that has no functional overlap with each other.
This principle should lead to higher cohesion and lower coupling.
Exercises
Follow up notes for the item(s) above:
As you may have realized already, the two principles given above are somewhat similar, one is specific to OOP and applied at class level while the other is not specific to OOP and can be applied at any level.
To learn more principles, you can go to https://se-education.org/se-book/principles/.
Can explain Liskov Substitution Principle
Liskov substitution principle (LSP): Derived classes must be substitutable for their base classes. -- proposed by Barbara Liskov
LSP sounds the same as substitutability but it goes beyond substitutability; LSP implies that a subclass should not be more restrictive than the behavior specified by the superclass. As you know, Java has language support for substitutability. However, if LSP is not followed, substituting a subclass object for a superclass object can break the functionality of the code.
Suppose the Payroll
class depends on the adjustMySalary(int percent)
method of the Staff
class. Furthermore, the Staff
class states that the adjustMySalary
method will work for all positive percent values. Both the Admin
and Academic
classes override the adjustMySalary
method.
Now consider the following:
Admin#adjustMySalary
method works for both negative and positive percent values.Academic#adjustMySalary
method works for percent values 1..100
only.In the above scenario,
Admin
class follows LSP because it fulfills Payroll
’s expectation of Staff
objects (i.e. it works for all positive values). Substituting Admin
objects for Staff
objects will not break the Payroll
class functionality.Academic
class violates LSP because it will not work for percent values over 100
as expected by the Payroll
class. Substituting Academic
objects for Staff
objects can potentially break the Payroll
class functionality.Another example
Exercises
Guidance for the item(s) below:
We started writing JUnit testing in the last week. The topics below helps you push a bit further in the same direction.
Can explain testability
Testability is an indication of how easy it is to test an SUT. As testability depends a lot on the design and implementation, you should try to increase the testability when you design and implement software. The higher the testability, the easier it is to achieve better quality software.
Can use intermediate features of JUnit
Skim through the JUnit 5 User Guide to see what advanced techniques are available. If applicable, feel free to adopt them.