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Fundamentals of Object-Oriented Design in UML [Paperback]

Meilir Page-Jones (Author)
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020169946X 978-0201699463 November 13, 1999 1
Object technology is increasingly recognized as a valuable tool in application development, but what is not yet recognized is the importance of design in the construction of robust and adaptable object-oriented (OO) applications. With the recent introduction and widespread adoption of the Unified Modeling Language (UML), programmers are now equipped with a powerful tool for expressing software designs. Fundamentals of Object-Oriented Design in UML shows aspiring and experienced programmers alike how to apply design concepts, the UML, and the best practices in OO development to improve both their code and their success rates with object-based projects. In the first two chapters, best-selling author Meilir Page-Jones introduces novices to key concepts and terminology, demystifying the jargon, and providing a context in which to view object orientation. Part II is a practical and well-illustrated guide to UML notation and to building the most useful UML diagrams. Part III grapples with advanced topics in the testing and improvement of design quality, including connascence, level-2 encapsulation, and the use of state-space and behavior to assess class hierarchies. These design principles are explained and demonstrated without reference to any one design methodology so that they are easily accessible and applicable in a variety of contexts. Programmers and designers learn how to assess and enhance their work as the author walks them through the evaluation of designs taken from actual projects and the realistic example that ends the book. Readers will come away with a better understanding of object-oriented concepts and of how to design and develop the high-quality software their clients need. 020169946XB04062001

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Editorial Reviews

From the Inside Flap

"You say you want some evolution. Well, you know, I'm just doing what I can."
-- Charles Darwin, On the Origin of Species

People who reviewed this book in its draft form had several questions for me, questions that perhaps you share. Let me address some of them.

I'm a programmer. Why should I care about design?

Everyone who writes code also designs code -- either well or badly, either consciously or unconsciously. My goal in writing this book is to encourage people working in OO -- and their number increases annually - to create good object-oriented designs consciously and prior to coding. To this end, I introduce notation, principles and terminology that you and your colleagues can use to evaluate your designs and to discuss them meaningfully with one another.

I'm not yet an OO programmer. Will this book teach me an OO programming language?

No. Although I occasionally swoop down close to code, this isn't a book on object-oriented programming.

But if I'm learning an object-oriented language, will this book help?

Yes, it will. If you don't currently know an object-oriented programming language, you can begin your object-oriented knowledge with Chapter 1. Knowing the key concepts of object orientation will speed your learning an object-oriented language and, I hope, boost your morale as you move into unfamiliar territory. The later chapters of the book, on sound design, will also help you in getting your early programs to work successfully. On the other hand, if you're already an experienced object-oriented programmer, you can use Parts II and III of the book to enhance the design skills that are vital to your being a rounded, professional software designer or programmer.

Why aren't the code examples in this book in C++?

I've written the code in this book in a language of my own devising, which is a blend of four popular languages: C++, Eiffel, Java and Smalltalk. I did this because there are two kinds of programmers: those who are fluent in C++ and those who aren't. If you're a C++ aficionado, then you'll find the code a breeze to translate into C++. If you're not familiar with C++, then you might have found the language's arcane syntax getting in the way of the examples. I'd like you to feel welcome in this book whatever your programming language might be.

However, there is a fragment of Java in this book. I used Java because it's more accessible to a non-Java programmer than C++ is to a non-C++ programmer. Why isn't this book devoted to the design of windows, icons and menus? There are two reasons: First, I don't believe that object orientation is useful only for the design of graphical user interfaces. Second, there are many books on the market devoted solely to the topic of object-oriented window design. I want this book to cover topics that are not well covered by the other object-oriented books on the market. However, in Chapter 7 I offer some notation for window-navigation design.

Is this book about a methodology?

No. As you know, a development methodology contains much more than design. For example, there's requirements analysis, library management and so on. Also, a true methodology needs to explain how the various development activities fit together. A lot of stuff!

So, instead of turning out a book as diffuse as many other books on object orientation, I decided to focus on a single topic: object-oriented design.

You've said a lot about what this book isn't about. What is it about?

It's about the fundamental ideas, notation, terminology, criteria and principles of object-oriented software design. Object-oriented software is software that comprises objects and the classes to which they belong. An object is a component in which methods (which are like functions or procedures) are organized around a set of variables (which are like data). A class implements a type defining the group of objects that belong to that class. The above modest sentences hold some surprising implications for software designers and programmers, implications that arise from the design concepts of inheritance, polymorphism and second-order design. But, since you asked a specific question, let me give you a specific answer.

Part I of the book (Chapters 1-2) provides an introduction to object orientation. Chapter 1 summarizes the key concepts and demystifies "polymorphism," "genericity," and all the other OO jargon. Chapter 2 sets object orientation into the framework of previous developments in software. If you're already familiar with object orientation (perhaps by having programmed in an object-oriented language), then you can skip or skim Part I.

Part II (Chapters 3-7) covers the Unified Modeling Language (UML), which has become the de facto standard notation for depicting object-oriented design. In passing, Part II also illustrates many of the structures that you find in object-oriented systems. Chapter 3 introduces the UML for depicting classes, along with their attributes and operations. Chapter 4 covers UML for hierarchies of subclasses and superclasses, associations, and aggregate and composite objects. Chapter 5 sets out UML for messages (both sequential and asynchronous), while Chapter 6 covers UML for state diagrams. Chapter 7 reviews UML for system architecture and the windows that form a human interface.

Part III (Chapters 8-14) covers object-oriented design principles in some depth. Chapter 8 sets the scene with the crucial notions of connascence and level-2 encapsulation. Chapter 9 explores the various domains that "classes come from" and describes different degrees of class cohesion. Chapters 10 and 11 form the central pillar of Part III, using the concepts of state-space and behavior to assess when a class hierarchy is both sound and extendible. Chapter 12 offers some light relief, as it examines designs taken from real projects, including both the subtle and the absurd. (Chapter 12 is really about the dangers of abusing inheritance and polymorphism.) Chapter 13 looks at some ways of organizing operations within a given class, and explains design techniques such as mix-in classes and operation rings that will improve class reusability and maintainability. Chapter 14 rounds off the book by taking a stab at the old question: "What makes a good class?" In answering this question, Chapter 14 describes the various kinds of class interface, ranging from the horrid to the sublime. A class with an exemplary interface will be a worthy implementation of an abstract data-type. If the class also obeys the fundamental principles laid out in earlier chapters, then it will be as robust, reliable, extensible, reusable and maintainable as a class can ever be.

Chapter 15 traces the development of an object-oriented component for a business application. In following the component's construction, I recall some of the object-oriented principles of the previous chapters. Although I've added plenty of examples, diagrams and exercises to reinforce what I say in the main text, I must admit that the material in Part III gets tough at times. Nevertheless, I decided not to trivialize or dilute important issues. Some aspects of object-oriented design are difficult and to suggest otherwise would be to patronize you. Anyway, I know you can take it!

Does this book cover everything in object-oriented design?

I very much doubt it. Each day, I learn more about object orientation, and I'm sure you do too. Indeed, it would be a dull world if a single book could tell us everything about object-oriented design and leave us with nothing more to learn. And everything in this book may not be completely true! I certainly changed my mind about one or two things after I wrote my previous books, as I became older and wiser -- well older, anyway.

So, although I think that I've covered many important design principles in this book, if you're serious about object orientation you should continue to read as much as you can and always challenge what you read.

Do you offer courses on object-oriented design?

Yes, we offer several courses on object-oriented topics. Our curriculum continually changes, so check out waysys for our latest offerings.

Bottom-line, as they say: Is this book for me?

What kind of question is that? You expect me to say "No!"? But seriously, folks, this book's for you if you are -- or are about to become -- a programmer, designer, systems engineer or technical manager on a project using object-oriented techniques. Even if you're a beginner to object orientation, you can glean a lot from this book by reading Part I, practicing some object-oriented programming and then returning to Parts II and III.

You should also read this book if you're a university student or professional programmer who has mastered the techniques of standard procedural programming and is looking for wider horizons. Much of the book's material is suitable for a final-year computer-science or software-engineering course in object orientation.

But, whatever your role in life, I hope that you enjoy this book and fin

From the Back Cover

Object technology is increasingly recognized as a valuable tool in application development, but what is not yet recognized is the importance of design in the construction of robust and adaptable object-oriented (OO) applications. With the recent introduction and widespread adoption of the Unified Modeling Language (UML), programmers are now equipped with a powerful tool for expressing software designs. Fundamentals of Object-Oriented Design in UML shows aspiring and experienced programmers alike how to apply design concepts, the UML, and the best practices in OO development to improve both their code and their success rates with object-based projects.

In the first two chapters, best-selling author Meilir Page-Jones introduces novices to key concepts and terminology, demystifying the jargon, and providing a context in which to view object orientation. Part II is a practical and well-illustrated guide to UML notation and to building the most useful UML diagrams. Part III grapples with advanced topics in the testing and improvement of design quality, including connascence, level-2 encapsulation, and the use of state-space and behavior to assess class hierarchies. These design principles are explained and demonstrated without reference to any one design methodology so that they are easily accessible and applicable in a variety of contexts. Programmers and designers learn how to assess and enhance their work as the author walks them through the evaluation of designs taken from actual projects and the realistic example that ends the book.

Readers will come away with a better understanding of object-oriented concepts and of how to design and develop the high-quality software their clients need.



020169946XB04062001

Product Details

  • Paperback: 480 pages
  • Publisher: Addison-Wesley Professional; 1 edition (November 13, 1999)
  • Language: English
  • ISBN-10: 020169946X
  • ISBN-13: 978-0201699463
  • Product Dimensions: 8.6 x 8 x 1 inches
  • Shipping Weight: 1.8 pounds (View shipping rates and policies)
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (26 customer reviews)
  • Amazon Best Sellers Rank: #221,400 in Books (See Top 100 in Books)

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36 of 37 people found the following review helpful:
5.0 out of 5 stars A seamless treatment of two complex topics, January 26, 2000
This review is from: Fundamentals of Object-Oriented Design in UML (Paperback)
The Unified Modeling Language or UML forms a natural relationship with object-oriented programming or OOP. Using the metalanguage, UML, in simultaneous combination with the descriptive language, OOP, is now considered to be the optimal way to build large systems. Furthermore, iterating through several versions is generally conceded to be superior to the previous practice of completing one stage before proceeding to the next. Therefore, it is natural for one to study the two simultaneously, and in an incremental manner. However, that is not an easy task, as the UML is large and OOP is clearly a paradigm shift from previous ways of building software. Page-Jones navigates his way through the myriad complexities of the two very well, doing a superb job of introducing both.
The emphasis is necessarily on the principles of OOP rather than the UML, as that is the true point of the book. It would have been easy to lose that focus, but the UML is reserved for its proper place as the descriptor. All of the basic principles of OOP are presented in a wry style with plenty of humor. The tone was set in the beginning where he makes a bovine metaphor describing the ways one can approach the process of building systems. When it comes time to milk a cow, do we tell the milk to exit the cow or the cow to release the milk? In modeling, both approaches can be considered equally valid until proven otherwise.
Each chapter terminates with a series of problems, where the solutions are verbal or in simple pseudo-code. The solutions are detailed, providing solid reinforcement of the topics. If you are new to OOP or simply need a tune-up, then this book is definitely worth reading. It is quite likely that it will be on my list of top ten books for the year.
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42 of 45 people found the following review helpful:
5.0 out of 5 stars Pragmatic Fundamentals -- distilling the accumulated wisdom, April 12, 2000
By 
Angel E. Rodriguez (USNS Roosevelt Roads, Puerto Rico) - See all my reviews
This review is from: Fundamentals of Object-Oriented Design in UML (Paperback)
Who should read this book: Senior Programmers and Systems Analysts.

This book can be very valuable anyone who builds Object-Oriented computer programs, and anyone building computer programs either is or soon will be using Object-Oriented tools. Although it focuses on the Unified Modeling Language, a standard for most Computer-Aided Software Engineering tools, I found the real value of the book to be in the lucid explanations of principles of good software analysis and design, even more than in the nuts and bolts of UML. Dr. Page-Jones' style continues to combine well-researched information with down-to-earth pragmatism and a delightfully irreverent tone towards those who take this business (or themselves) way too seriously.

Who am I? I am a computational physicist turned systems analyst, with almost 20 years experience developing complex codes for scientific modeling and analysis, now working on real-time defense systems. I have been technical lead and mere contributor, subcontractor and lead contractor. My passion is for tight modular designs that facilitate high-reliablility code.

Part I, Introduction, gives excellent working definitions of the main concepts generally considered part of "Object Orientation" in a way that should be useful even to those beginning to use an OO language, and a historical perspective that helps explain why some issues are still messy.

Part II gets into the "nuts and bolts" of UML itself, of necessity illustrating many key concepts along the way. Even if you never use a CASE tool, the ability to discuss design issues using accepted "standard" diagrams will help you think through the key issues, communicate your ideas more clearly, and ultimately develop better designs. Better designs will not only avoid headaches in the implementation, but also guide the coding effort by making it clearer what the goals are.

Part III, the Principles of Object-Oriented Design, is worth the price of the book all by itself. Meilir's style helps you get through the big words by reminding you that that they are generalizations of common sense. For example, "connaissance" is basically old-fashioned "coupling": the more Module X's correct execution depends on details in Module Y, the more chances for mistakes. The OO quality of "encapsulation" helps you minimize it, whatever you call it. The old-fashioned concept of "coherence" becomes "cohesion": if everything a module does supports a well-understood single purpose, it is less likely there will be confusion or duplication. Do you hate a utility because you need to know so many stupid implementation details to use it properly? Don't lamely whine "I just don't like it!" when you can impress everyone by showing that it has an unjustifiably high "encumbrance."

The book is full of sound principles illustrated with real-world examples. If your gut has ever told you a proposed action was a bad idea, but you didn't know how to express your misgivings, the sound principles in this book will help you put your finger on what is wrong and why. Even if you don't care to use the impressive academic-sounding terms for them, the principles will help you become a more effective, persuasive member of your team. And even if you ARE the whole "team," they will keep you out of trouble.

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29 of 30 people found the following review helpful:
5.0 out of 5 stars Instructive, Thoughtful, and Compelling, September 15, 2000
By 
Thomas E. Denham (Alpharetta, GA USA) - See all my reviews
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This review is from: Fundamentals of Object-Oriented Design in UML (Paperback)
Fundamentals of Object-Oriented Design in UML is a friendly book. I enjoyed it. Meilir Page-Jones maintains a wry sense of humor while threading through the intricacies of OO development in a clear, instructive fashion. The book really does have something for new and experienced programmers alike.

The first two sections of the book are most accessible to those with little programming experience. These sections introduce object orientation and provide a review of the most useful Unified Modeling Language notations while illustrating their use in software design work. But throughout the book the author examines critical principles in such a way that the most experienced software designers will be challenged to reconsider assumptions and habits and to look more critically at their work. The third section of the book is not completely accessible to readers without substantial development experience but even so has enough to offer that it should not be skipped by the newcomer to coding.

In my opinion this book is more about design than UML. If you want an introduction to UML it might make more sense to read Sams Teach Yourself UML in 24 Hours. The introduction to UML in Page-Jones' book is good enough to be your first look at UML but it is not comprehensive and it is oriented to illustrating design principles. This is an excellent book to start with and I would recommend reading it before anything else on UML. And I cannot imagine a better book for introducing object-oriented design. The author has a long track record in structured design and he frequently relates OO to SD concepts. The book is language independent but weighted toward C++. I only speak Java and had a little trouble with the concept of parameterized classes because they don't exist in my frame of reference but this was a very minor problem.

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