Designing Classes: Key Principles and Best Practices in Object-Oriented Programming
This chapter focuses on the critical aspects of designing classes in object-oriented programming. It covers concepts such as choosing appropriate classes, understanding cohesion and coupling, minimizing side effects, and effectively documenting method responsibilities with preconditions and postconditions. Delving into the differences between instance and static methods, and the role of static fields, it also clarifies scope rules for local variables and instance fields. By the end, readers will appreciate the necessity of structuring classes for better maintainability and clarity in code.
Designing Classes: Key Principles and Best Practices in Object-Oriented Programming
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Presentation Transcript
Chapter 7 Designing Classes
Chapter Goals • To learn how to choose appropriate classes to implement • To understand the concepts of cohesion and coupling • To minimize the use of side effects • To document the responsibilities of methods and their callers with preconditions and postconditions • To understand the difference between instance methods and static methods
To introduce the concept of static fields • To understand the scope rules for local variables and instance fields • To learn about packages
Choosing Classes • A class represents a single concept • Concepts from mathematics:PointRectangleEllipse • Concepts from real lifeBankAccountPurse • Actors (end in -er, -or)StringTokenizerRandom (better called RandomNumberGenerator) • Utility classes--no objects, only static methodsMath
Cohesion • Cohesive = public interface closely related to the single concept that the class represents • This class lacks cohesion: • public class Purse{ public Purse(){...} public void addNickels(int count){...} public void addDimes(int count){...} public void addQuarters(int count){...} public double getTotal(){...} public static final double NICKEL_VALUE =0.05; public static final double DIME_VALUE =0.1; public static final double QUARTER_VALUE =0.25; ... }
Cohesion • Two concepts:purse and coin • Solution: Make two classes: • public class Coin { public Coin(double aValue,String aName){...} public double getValue(){...} }public class Purse { public Purse(){...} public void add(Coin aCoin){...} public double getTotal(){...} }
Coupling • A class depends on another if it calls one of its methods • Purse depends on Coin because it calls getValue on coins • Coin does not depend on Purse • High Coupling = many class dependencies • Minimize coupling to minimize the impact of interface changes
Accessor and Mutator Classes • Accessor: does not change the state of the implicit parameter (e.g. getBalance) • Mutator: changes the state of the implicit parameter (e.g. deposit ) • Rule of thumb: Mutator should return void • Immutable class: all methods are accessors (e.g. String)
Side Effect • Side Effect: any observable change outside the implicit parameter Example: modify explicit parameter • public void transfer(double amount, BankAccount other){ balance = balance - amount; other.balance = other.balance + amount;}
Example: printing in method • public void deposit(double amount){ if (amount < 0) System.out.println("Bad value"); . . .} • Reprehensible: couples with System, PrintStrea
Common Error: Can't Modify Primitive Type Parameters • void transfer(double amount, double otherBalance){ balance = balance - amount; otherBalance = otherBalance + amount;} • Won't work Scenario: • double savingsBalance = 1000;harrysChecking.transfer(500, savingsBalance)
Preconditions • Publish preconditions so the caller won't call methods with bad parameters /** Deposits money into this account. @param amount the amount of money to deposit (Precondition: amount >= 0)*/ • Typical use: • To restrict the parameters of a method • To require that a method is only called when the object is in an appropriate state • Method can do anything if called when precondition not fulfilled
Preconditions • Method may throw exception if precondition violated • if (amount < 0) throw new IllegalArgumentException();balance = balance + amount; • Nicer to throw exception than to silently muddle through • if (amount < 0) return; // don't do thisbalance = balance + amount;
Method doesn't have to test for precondition. (Test may be costly) • // no test--that's ok// if this makes the balance negative, // it's the caller's faultbalance = balance + amount
Postconditions • Condition that's true after a method has completed. • /** Deposits money into this account. (Postcondition: getBalance() >= 0) @param amount the amount of money to deposit (Precondition: amount >= 0)*/ • Don't document trivial postconditions that repeat the @return clause • Contract: If caller fulfills precondition, method must fulfill postcondition
Static Methods • Every method must be in a class • Some methods have no implicit parameter • E.g. if all parameters are primitiveclass Numeric{ public static boolean approxEqual(double x, double y){ . . .}}
Call with class name instead of object:if (Numeric.approxEqual(a, b)) . . . • main is static--there aren't any objects yet • Too many static methods are a sign of too little OO
Static Fields • One field per class • public class BankAccount{ . . . private double balance; private int accountNumber; private static int lastAccountNumber;}
public BankAccount(){ lastAssignedNumber++; // increment static field accountNumber = lastAssignedNumber; // set instance field} • Minimize the use of static fields. (Static final fields are ok.)
Scope • Scope of variable: region of program where you can refer to the variable by its name • Local variable scope: from definition to end of block • Class scope: all methods of the class • Must qualify public members outside scope, e.g. Math.sqrt
Overlapping scope: local scope wins over class scope • public class Coin{ public void draw(Graphics2D g2) { String name = "SansSerif"; // local scope g2.setFont(new Font(name, . . .)); // local name g2.drawString(this.name, . . .); // field name } private String name; // class scope . . .}
Placing Classes into Packages • To place classes in package, start file withpackage packagename; • package com.horstmann.bigjava;public class Numeric{ . . .} • Default package has no name, no package statement
Importing Packages • Can always use class without importing • java.awt.Color backgroundColor = new java.awt.Color(. . .); • Tedious to use fully qualified name Import lets you use shorter class name • import java.awt.Color;. . .Color backgroundColor = new Color(. . .); • Can import all classes in a package • import java.awt.*; • Never need to import java.lang
Package Names • Package names should be unambiguous Recommendation: start with reversed domain nameorg.omg.CORBAcom.horstmann.bigjava Path name should match package namecom/horstmann/bigjava/Numeric.java Path name starts with class pathexport CLASSPATH=/home/walters:.