One day I read an article that said that the richest 2 percent own half the world's wealth. It also said that the richest 1 percent of adults owned 40 percent of global assets in the year 2000. And further, that the richest 10 percent of adults accounted for 85 percent of the world's total wealth. So there is an unbalanced distribution of wealth in the physical world. Have you ever thought of an unbalanced distribution of knowledge in the software world? According to my view point, the massive expansion of the software industry is forcing developers to use already implemented libraries, services and frameworks to develop software within ever shorter periods of time. The new developers are trained to use (I would say more often) already developed software components, to complete the development quicker. They just plug in an existing library and some how manage to achieve the requirements. But the sad part of the story is, that they never get a training to define, design the architecture for, and implement such components. As the number of years pass by, these developers become leads and also software architects. Their titles change, but the old legacy of not understanding, of not having any architectural experience continues, creating a vacuum of good architects. The bottom line is that only a small percentage of developers know how to design a truly object oriented system. The solution to this problem is getting harder every day as the aggressive nature of the software industry does not support an easy adjustment to existing processes, and also the related online teaching materials are either complex or less practical or sometimes even wrong. The most of them use impractical, irrelevant examples of shapes, animals and many other physical world entities to teach concepts of software architecture. There are only very few good business-oriented design references. Unfortunately, I myself am no exception and am a result of this very same system. I got the same education that all of you did, and also referred to the same resource set you all read.
Coming back to the initial point, I noticed that there is a knowledge gap, increasing every day, between the architects who know how to architect a system properly and the others who do not know. The ones, who know, know it right. But the ones, who do not know, know nothing. Just like the world’s wealth distribution, it is an unbalanced distribution of knowledge.
As I see it, newcomers will always struggle to understand a precise definition of a new concept, because it is always a new and hence unfamiliar idea. The one, who has experience, understands the meaning, but the one who doesn’t, struggles to understand the very same definition. It is like that. Employers want experienced employees. So they say, you need to have experience to get a job. But how the hell is one supposed to have that experience if no one is willing to give him a job? As in the general case, the start with software architecture is no exception. It will be difficult. When you start to design your very first system, you will try to apply everything you know or learned from everywhere. You will feel that an interface needs to be defined for every class, like I did once. You will find it harder to understand when and when not to do something. Just prepare to go through a painful process. Others will criticize you, may laugh at you and say that the way you have designed it is wrong. Listen to them, and learn continuously. In this process you will also have to read and think a lot. I hope that this article will give you the right start for that long journey.
“The knowledge of the actions of great men, acquired by long experience in contemporary affairs, and a continual study of antiquity” – I read this phrase when I was reading the book named “The Art of War”, seems applicable here, isn’t it?
In order to clearly understand the object orientation, let’s take your “hand” as an example. The “hand” is a class. Your body has two objects of type hand, named left hand and right hand. Their main functions are controlled/ managed by a set of electrical signals sent through your shoulders (through an interface). So the shoulder is an interface which your body uses to interact with your hands. The hand is a well architected class. The hand is being re-used to create the left hand and the right hand by slightly changing the properties of it.
In pure OOP terms an object is an instance of a class.
public class Student { }
Student objectStudent = new Student();
In the software world, though you may not have realized it, you have already used classes. For example, the TextBox control, you always used, is made out of the TextBox class, which defines its appearance and capabilities. Each time you drag a TextBox control, you are actually creating a new instance of the TextBox class.
This is an art; each designer uses different techniques to identify classes. However according to Object Oriented Design Principles, there are five principles that you must follow when design a class,
For more information on design principles, please refer to Object Mentor.
Additionally to identify a class correctly, you need to identify the full list of leaf level functions/ operations of the system (granular level use cases of the system). Then you can proceed to group each function to form classes (classes will group same types of functions/ operations). However a well defined class must be a meaningful grouping of a set of functions and should support the re-usability while increasing expandability/ maintainability of the overall system.
In software world the concept of dividing and conquering is always recommended, if you start analyzing a full system at the start, you will find it harder to manage. So the better approach is to identify the module of the system first and then dig deep in to each module separately to seek out classes.
A software system may consist of many classes. But in any case, when you have many, it needs to be managed. Think of a big organization, with its work force exceeding several thousand employees (let’s take one employee as a one class). In order to manage such a work force, you need to have proper management policies in place. Same technique can be applies to manage classes of your software system as well. In order to manage the classes of a software system, and to reduce the complexity, the system designers use several techniques, which can be grouped under four main concepts named Encapsulation, Abstraction, Inheritance, and Polymorphism. These concepts are the four main gods of OOP world and in software term, they are called four main Object Oriented Programming (OOP) Concepts.
There are several other ways that an encapsulation can be used, as an example we can take the usage of an interface. The interface can be used to hide the information of an implemented class.
IStudent myStudent = new LocalStudent(); IStudent myStudent = new ForeignStudent();
public class StudentRegistrar { public StudentRegistrar (); { new RecordManager().Initialize(); } }
public class University { private Chancellor universityChancellor = new Chancellor(); }
Same way, as another example, you can say that, there is a composite relationship in-between a KeyValuePairCollection and a KeyValuePair. The two mutually depend on each other.
.Net and Java uses the Composite relation to define their Collections. I have seen Composition is being used in many other ways too. However the more important factor, that most people forget is the life time factor. The life time of the two classes that has bond with a composite relation mutually depend on each other. If you take the .net Collection to understand this, there you have the Collection Element define inside (it is an inner part, hence called it is composed of) the Collection, farcing the Element to get disposed with the Collection. If not, as an example, if you define the Collection and it’s Element to be independent, then the relationship would be more of a type Aggregation, than a Composition. So the point is, if you want to bind two classes with Composite relation, more accurate way is to have a one define inside the other class (making it a protected or private class). This way you are allowing the outer class to fulfill its purpose, while tying the lifetime of the inner class with the outer class.
So in summary, we can say that aggregation is a special kind of an association and composition is a special kind of an aggregation. (Association->Aggregation->Composition)
While abstraction reduces complexity by hiding irrelevant detail, generalization reduces complexity by replacing multiple entities which perform similar functions with a single construct. Generalization is the broadening of application to encompass a larger domain of objects of the same or different type. Programming languages provide generalization through variables, parameterization, generics and polymorphism. It places the emphasis on the similarities between objects. Thus, it helps to manage complexity by collecting individuals into groups and providing a representative which can be used to specify any individual of the group.
Abstraction and generalization are often used together. Abstracts are generalized through parameterization to provide greater utility. In parameterization, one or more parts of an entity are replaced with a name which is new to the entity. The name is used as a parameter. When the parameterized abstract is invoked, it is invoked with a binding of the parameter to an argument.
Abstract classes are ideal when implementing frameworks. As an example, let’s study the abstract class named LoggerBase below. Please carefully read the comments as it will help you to understand the reasoning behind this code.
public abstract class LoggerBase { /// <summary> /// field is private, so it intend to use inside the class only /// </summary> private log4net.ILog logger = null; /// <summary> /// protected, so it only visible for inherited class /// </summary> protected LoggerBase() { // The private object is created inside the constructor logger = log4net.LogManager.GetLogger(this.LogPrefix); // The additional initialization is done immediately after log4net.Config.DOMConfigurator.Configure(); } /// <summary> /// When you define the property as abstract, /// it forces the inherited class to override the LogPrefix /// So, with the help of this technique the log can be made, /// inside the abstract class itself, irrespective of it origin. /// If you study carefully you will find a reason for not to have “set” method here. /// </summary> protected abstract System.Type LogPrefix { get; } /// <summary> /// Simple log method, /// which is only visible for inherited classes /// </summary> /// <param name="message"></param> protected void LogError(string message) { if (this.logger.IsErrorEnabled) { this.logger.Error(message); } } /// <summary> /// Public properties which exposes to inherited class /// and all other classes that have access to inherited class /// </summary> public bool IsThisLogError { get { return this.logger.IsErrorEnabled; } } }
Let’s try to understand each line of the above code.
Like any other class, an abstract class can contain fields, hence I used a private field named logger declare the ILog interface of the famous log4net library. This will allow the Loggerbase class to control, what to use, for logging, hence, will allow changing the source logger library easily.
The access modifier of the constructor of the LoggerBase is protected. The public constructor has no use when the class is of type abstract. The abstract classes are not allowed to instantiate the class. So I went for the protected constructor.
The abstract property named LogPrefix is an important one. It enforces and guarantees to have a value for LogPrefix (LogPrefix uses to obtain the detail of the source class, which the exception has occurred) for every subclass, before they invoke a method to log an error.
The method named LogError is protected, hence exposed to all subclasses. You are not allowed or rather you cannot make it public, as any class, without inheriting the LoggerBase cannot use it meaningfully.
Let’s find out why the property named IsThisLogError is public. It may be important/ useful for other associated classes of an inherited class to know whether the associated member logs its errors or not.
Apart from these you can also have virtual methods defined in an abstract class. The virtual method may have its default implementation, where a subclass can override it when required.
All and all, the important factor here is that all OOP concepts should be used carefully with reasons, you should be able to logically explain, why you make a property a public or a field a private or a class an abstract. Additionally, when architecting frameworks, the OOP concepts can be used to forcefully guide the system to be developed in the way framework architect’s wanted it to be architected initially.
Interface can be used to define a generic template and then one or more abstract classes to define partial implementations of the interface. Interfaces just specify the method declaration (implicitly public and abstract) and can contain properties (which are also implicitly public and abstract). Interface definition begins with the keyword interface. An interface like that of an abstract class cannot be instantiated.
If a class that implements an interface does not define all the methods of the interface, then it must be declared abstract and the method definitions must be provided by the subclass that extends the abstract class. In addition to this an interfaces can inherit other interfaces.
The sample below will provide an interface for our LoggerBase abstract class.
public interface ILogger { bool IsThisLogError { get; } }
If MyLogger is a class, which implements ILogger, there we can write
ILogger log = new MyLogger();
There are quite a big difference between an interface and an abstract class, even though both look similar.
Abstract classes let you define some behaviors; they force your subclasses to provide others. For example, if you have an application framework, an abstract class can be used to provide the default implementation of the services and all mandatory modules such as event logging and message handling etc. This approach allows the developers to develop the application within the guided help provided by the framework.
However, in practice when you come across with some application-specific functionality that only your application can perform, such as startup and shutdown tasks etc. The abstract base class can declare virtual shutdown and startup methods. The base class knows that it needs those methods, but an abstract class lets your class admit that it doesn't know how to perform those actions; it only knows that it must initiate the actions. When it is time to start up, the abstract class can call the startup method. When the base class calls this method, it can execute the method defined by the child class.
As mentioned before .Net support multiple implementations, the concept of implicit and explicit implementation provide safe way to implement methods of multiple interfaces by hiding, exposing or preserving identities of each of interface methods, even when the method signatures are the same.
Let's consider the interfaces defined below.
interface IDisposable { void Dispose(); }
Here you can see that the class Student has implicitly and explicitly implemented the method named Dispose() via Dispose and IDisposable.Dispose.
class Student : IDisposable { public void Dispose() { Console.WriteLine("Student.Dispose"); } void IDisposable.Dispose() { Console.WriteLine("IDisposable.Dispose"); } }
Ability of a new class to be created, from an existing class by extending it, is called inheritance.
public class Exception { } public class IOException : Exception { }
According to the above example the new class (IOException), which is called the derived class or subclass, inherits the members of an existing class (Exception), which is called the base class or super-class. The class IOException can extend the functionality of the class Exception by adding new types and methods and by overriding existing ones.
Just like abstraction is closely related with generalization, the inheritance is closely related with specialization. It is important to discuss those two concepts together with generalization to better understand and to reduce the complexity.
One of the most important relationships among objects in the real world is specialization, which can be described as the “is-a” relationship. When we say that a dog is a mammal, we mean that the dog is a specialized kind of mammal. It has all the characteristics of any mammal (it bears live young, nurses with milk, has hair), but it specializes these characteristics to the familiar characteristics of canis domesticus. A cat is also a mammal. As such, we expect it to share certain characteristics with the dog that are generalized in Mammal, but to differ in those characteristics that are specialized in cats.
The specialization and generalization relationships are both reciprocal and hierarchical. Specialization is just the other side of the generalization coin: Mammal generalizes what is common between dogs and cats, and dogs and cats specialize mammals to their own specific subtypes.
Similarly, as an example you can say that both IOException and SecurityException are of type Exception. They have all characteristics and behaviors of an Exception, That mean the IOException is a specialized kind of Exception. A SecurityException is also an Exception. As such, we expect it to share certain characteristic with IOException that are generalized in Exception, but to differ in those characteristics that are specialized in SecurityExceptions. In other words, Exception generalizes the shared characteristics of both IOException and SecurityException, while IOException and SecurityException specialize with their characteristics and behaviors.
In OOP, the specialization relationship is implemented using the principle called inheritance. This is the most common and most natural and widely accepted way of implement this relationship.
At times, I used to think that understanding Object Oriented Programming concepts have made it difficult since they have grouped under four main concepts, while each concept is closely related with one another. Hence one has to be extremely careful to correctly understand each concept separately, while understanding the way each related with other concepts.
In OOP the polymorphisms is achieved by using many different techniques named method overloading, operator overloading and method overriding,
public class MyLogger { public void LogError(Exception e) { // Implementation goes here } public bool LogError(Exception e, string message) { // Implementation goes here } }
public class Complex { private int real; public int Real { get { return real; } } private int imaginary; public int Imaginary { get { return imaginary; } } public Complex(int real, int imaginary) { this.real = real; this.imaginary = imaginary; } public static Complex operator +(Complex c1, Complex c2) { return new Complex(c1.Real + c2.Real, c1.Imaginary + c2.Imaginary); } }
A subclass can give its own definition of methods but need to have the same signature as the method in its super-class. This means that when overriding a method the subclass's method has to have the same name and parameter list as the super-class's overridden method.
using System; public class Complex { private int real; public int Real { get { return real; } } private int imaginary; public int Imaginary { get { return imaginary; } } public Complex(int real, int imaginary) { this.real = real; this.imaginary = imaginary; } public static Complex operator +(Complex c1, Complex c2) { return new Complex(c1.Real + c2.Real, c1.Imaginary + c2.Imaginary); } public override string ToString() { return (String.Format("{0} + {1}i", real, imaginary)); } }
Complex num1 = new Complex(5, 7); Complex num2 = new Complex(3, 8); // Add two Complex numbers using the // overloaded plus operator Complex sum = num1 + num2; // Print the numbers and the sum // using the overriden ToString method Console.WriteLine("({0}) + ({1}) = {2}", num1, num2, sum); Console.ReadLine();
A use case is a thing an actor perceives from the system. A use case maps actors with functions. Importantly, the actors need not be people. As an example a system can perform the role of an actor, when it communicate with another system.
A class diagrams are widely used to describe the types of objects in a system and their relationships. Class diagrams model class structure and contents using design elements such as classes, packages and objects. Class diagrams describe three different perspectives when designing a system, conceptual, specification, and implementation. These perspectives become evident as the diagram is created and help solidify the design.
The Class diagrams, physical data models, along with the system overview diagram are in my opinion the most important diagrams that suite the current day rapid application development requirements.
According to the modern days use of two-tier architecture the user interfaces (or with ASP.NET, all web pages) runs on the client and the database is stored on the server. The actual application logic can run on either the client or the server. So in this case the user interfaces are directly access the database. Those can also be non-interface processing engines, which provide solutions to other remote/ local systems. In either case, today the two-tier model is not as reputed as the three-tier model. The advantage of the two-tier design is its simplicity, but the simplicity comes with the cost of scalability. The newer three-tier architecture, which is more famous, introduces a middle tier for the application logic.
Three-tier is a client-server architecture in which the user interface, functional process logic, data storage and data access are developed and maintained as independent modules, some time on separate platforms. The term "three-tier" or "three-layer", as well as the concept of multi-tier architectures (often refers to as three-tier architecture), seems to have originated within Rational Software.
Unfortunately, the popularity of this pattern has resulted in a number of faulty usages; each technology (Java, ASP.NET etc) has defined it in their own way making it difficult to understand. In particular, the term "controller" has been used to mean different things in different contexts. The definitions given bellow are the closes possible ones I found for ASP.NET version of MVC.
The .Net technology introduces the SOA by mean of web services.
The SOA can be used as the concept to connect multiple systems to provide services. It has it's great share in the future of the IT world.
According to the imaginary diagram above, we can see how the Service Oriented Architecture is being used to provide a set of centralized services to the citizens of a country. The citizens are given a unique identifying card, where that card carries all personal information of each citizen. Each service centers such as shopping complex, hospital, station, and factory are equipped with a computer system where that system is connected to a central server, which is responsible of providing service to a city. As an example when a customer enter the shopping complex the regional computer system report it to the central server and obtain information about the customer before providing access to the premises. The system welcomes the customer. The customer finished the shopping and then by the time he leaves the shopping complex, he will be asked to go through a billing process, where the regional computer system will manage the process. The payment will be automatically handled with the input details obtain from the customer identifying card.
The regional system will report to the city (computer system of the city) while the city will report to the country (computer system of the country).
The data access layer need to be generic, simple, quick and efficient as much as possible. It should not include complex application/ business logics.
I have seen systems with lengthy, complex store procedures (SP), which run through several cases before doing a simple retrieval. They contain not only most part of the business logic, but application logic and user interface logic as well. If SP is getting longer and complicated, then it is a good indication that you are burring your business logic inside the data access layer.
As a general advice when you define business entities, you must decide how to map the data in your tables to correctly defined business entities. The business entities should meaningfully define considering various types of requirements and functioning of your system. It is recommended to identify the business entities to encapsulate the functional/ UI (User Interface) requirements of your application, rather than define a separate business entity for each table of your database. For example, if you want to combine data from couple of table to build a UI (User Interface) control (Web Control), implement that function in the Business Logic Layer with a business object that uses couple of data object to support with your complex business requirement.
The two design patterns are fundamentally different. However, when you learn them for the first time, you will see a confusing similarity. So that it will make harder for you to understand them. But if you continue to study eventually, you will get afraid of design patterns too. It is like infant phobia, once you get afraid at your early age, it stays with you forever. So the result would be that you never look back at design patterns again. Let me see whether I can solve this brain teaser for you.
In the image below, you have both design pattern listed in. I am trying to compare the two one on one to identify the similarities. If you observe the figure carefully, you will see an easily understandable color pattern (same color is used to mark the classes that are of similar kind).
Please follow up with the numbers in the image when reading the listing below.
Mark #1: Both patterns have used a generic class as the entry-class. The only difference is the name of the class. One pattern has named it as “Client”, while the other named it as “Director”. Mark #2: Here again the difference is the class name. It is “AbstractFactory” for one and “Builder” for the other. Additionally both classes are of type abstract. Mark #3: Once again both patterns have defined two generic (WindowsFactory & ConcreteBuilder) classes. They both have created by inheriting their respective abstract class. Mark #4: Finally, both seem to produce some kind of a generic output.
Now, where are we? Aren’t they looking almost identical? So then why are we having two different patterns here?
Let’s compare the two again side by side for one last time, but this time, focusing on the differences.
Sometimes creational patterns are complementary: So you can join one or many patterns when you design your system. As an example builder can use one of the other patterns to implement which components get built or in another case Abstract Factory, Builder, and Prototype can use Singleton in their implementations. So the conclusion would be that the two design patterns exist to resolve two type of business problems, so even though they look similar, they are not.
I hope that this shed some light to resolve the puzzle. If you still don’t understand it, then this time it is not you, it has to be me and it is since that I don’t know how to explain it.
I don't think, that it is realistic trying to make a programming language be everything to everybody. The language becomes bloated, hard to learn, and hard to read if everything plus the kitchen sink is thrown in. In another word every language has their limitations. As system architect and designer we should be able to fully and more importantly correctly (this also mean that you shouldn’t use a ballistic missile to kill a fly or hire FBI to catch the fly) utilize the available tools and features to build usable, sustainable, maintainable and also very importantly expandable software systems, that fully utilize the feature of the language to bring a competitively advance system to their customers. In order to do it, the foundation of a system places a vital role. The design or the architecture of a software system is the foundation. It hold the system together, hence designing a system properly (this never mean an *over* desinging) is the key to the success. When you talk about designing a software system, the correct handling of OOP concept is very important. I have made the above article richer with idea but still kept it short so that one can learn/ remind all of important concept at a glance. Hope you all will enjoy reading it.
Finally, after reading all these, one may argue with me saying that anybody can write all these concept definitions but do I know how/ when to apply them in real world systems. So for them to see these concepts being applied in real world systems, please check the source code of the latest of my open-source project name Rocket Framework.
Note: For newbies Rocket Framework is going to be little too advance but check it, use it and review it if you have any questions/ criticisms around my design don't hesitate to shoot them here or there..