Chapter 11 : Modeling with Abstraction
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Transcript Chapter 11 : Modeling with Abstraction
An Introduction to
Programming and Object
Oriented Design using Java
3rd Edition. Dec 2007
Jaime Niño
Frederick Hosch
Chapter 11 : Modeling with Abstraction
Review of Player interface
Interface Player implemented by several classes
classes are identical except for implementation of
takeTurn.
classes contain considerable amount of duplicate code.
«interface»
Player
TimidPlayer
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Gr eedyPlayer
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CleverPlayer
1
Abstract classes
«i nterface»
Pl ayer
AbstractP layer
Timi dP layer
Gr eedyPlayer
CleverP layer
AbstractPlayer can contain implementations of methods
common to all Player variants,
name
sticksTaken
Player subclasses inherit these methods.
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Abstract classes
An abstract class is a class that
can contain abstract methods,
cannot be instantiated.
used as basis on which to build classes by extension.
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Abstract classes
An abstract class is a class:
Defines a type.
Occupies a position in the class hierarchy.
Can be the parent of other classes, abstract or not.
Has a unique parent which may or may not be
abstract.
Has one or more constructors.
It can define nonabstract methods.
Has instance variables.
Concrete class: a non-abstract class.
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Abstract classes
An abstract method must be labeled abstract.
public abstract void takeTurn (Pile pile, int maxOnATurn);
An abstract class can inherit abstract methods
From an interface, or
From a class.
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Interfaces, abstract classes and
concrete classes
An interface
used to specify functionality required by a client.
An abstract class
provides a basis on which to build concrete servers.
A concrete class
completes server implementation specified by an
interface;
furnish run-time objects;
not generally suited to serve as a basis for extension.
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Nim game, Interfaces, abstract classes
andconcrete classes
In the nim game,
Interface Player defines functionality required by a
player for the Game and user interface.
Abstract class AbstractPlayer contain implementation
of methods common to all Player variants.
TimidPlayer, GreedyPlayer, ClerverPlayer, subclasses
of AbstractPlayer, are concrete classes which
complete implementation of Player interface.
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Nim game, Interfaces, abstract classes
andconcrete classes
In the nim game,
Class Game is programmed using Player interface.
During execution, Game is provided with concrete
instances
of
TimidPlayer,
GreedyPlayer,
or
ClerverPlayer.
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Abstract class use
An abstract class factors out implementation of its
concrete subclasses.
Used to exploit polymorphism.
Functionality specified in parent class can be given
implementations appropriate to each concrete
subclass.
Abstract class must be stable.
any change in an abstract class propagates to
subclasses and their clients.
A concrete class can only extend one (abstract) class
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Interface use
Interfaces are by definition abstract.
separate an object’s implementation from
specification.
they do not fix any aspect of an implementation.
its
A class can implement more than one interface.
Interfaces allow a more generalized use of
polymorphism; instances of relatively unrelated classes
can be treated as identical for some specific purpose.
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Interfaces, abstract classes, concrete classes
«interface»
Depictable
GeometricalFigure
ArtClip
WordBalloon
Rectangle
public boolean isIn (Location point, Depictable figure) {
Location l = figure.location();
Dimension d = figure.dimension();
…
}
Can pass instances of WordBalloon to isIn.
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Specifying a class for extension
Two class uses:
A class can be a client to another class and use it as
a server.
A class can also extend another class, using the other
class as a basis for its implementation.
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Specifying a class for extension
Clients and subclasses have different views of a class.
Client
uses
SomeClass
SubClass
Needs to know only
specification of
SomeClass
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Needs to know specification and
implementation of SomeClass
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abstract class AbstractPlayer implements Player {
private String name;
private int sticksTaken;
//subclasses update it.
public AbstractPlayer (String name) {
this.name = name;
this.sticksTaken = 0;
}
public String name () {
return this.name;
}
public int sticksTaken () {
return this.sticksTaken;
}
public String toString () {
return "Player: " + name + ", took: " +
sticksTaken;
}
}
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TimidPlayer definition via inheritance
class TimidPlayer extends AbstractPlayer {
public TimidPlayer (String name) {
super(name);
}
public void takeTurn (Pile pile, int maxOnATurn) {
pile.remove(1);
this.sticksTaken = 1;
// updates of AbstractPlayer
// instance variable.
}
}
compile.TimidPlayer has no access
AbstractPlayer instance variable sticksTaken.
Will
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Protected instance variables
abstract class AbstractPlayer implements Player {
private String name;
protected int sticksTaken;
…
}
Now TimidPlayer has access to AbstractPlayer instance
variable sticksTaken.
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Specifying a class for extension
Root
of
TimidPlayer:
problem
between
AbstractPlayer
and
subclass has a different, stronger relation to parent
class than a client.
TimidPlayer needs to be able to tell AbstractPlayer
“store this sticksTaken value.”
Subclasses needs a different “contract” with its
parent than a client needs.
Use protected features to specify subclass contract.
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Planning for extension
A subclass depends on the Parent implementation.
subclass often requires access to parent’s underlying
implementation structure.
correctness of a subclass can depend on the
algorithms used to implement parent methods.
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Planning for extension
public class ThreeDigitLock
A combination lock with a three digit combination.
public void enterDigit (int digit)
Enter a digit of the combination;
lock unlocks if the three digits of
the combination are entered in order.
require: 0 <= digit && digit <= 9
public void enterCombination (int combination)
Enter the three digit combination specified;
lock unlocks if the three
digits of the combination are entered in order.
require: 0 <= combination && combination <= 999
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Planning for extension
Build lock that keeps track of total number of digits
entered.
public class InstrumentedLock extends ThreeDigitLock {
private int digitCount;
…
public void enterDigit (int digit) {
digitCount = digitCount + 1;
super.enterDigit(digit);
}
public void enterCombination (int combination) {
digitCount = digitCount + 3;
super.enterCombination(combination);
}
…
}
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Planning for extension
public class ThreeDigitLock {
…
public void enterCombination (int combination) {
int remainder = combination;
int position = 100;
while (position > 0) {
¹
enterDigit(remainder / position);
remainder = remainder % position;
position = position / 10;
}
}
…
}
Problem: ThreeDigitLock’s enterCombination method
is implementing by invoking enterDigit three times.
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Planning for extension
Due
to
implementation of enterCombination in
ThreeDigitClass class, InstrumentedLock should not
increment digitCount.
InstrumentedLock
subclass
design
depends
ThreeDigitClass’s algorithm used in enterCombination.
on
ThreeDigitLock must document method implementation.
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Planning for extension
public void enterCombination (int combination)
Enter the three digit combination specified;
lock unlocks if the three digits of the combination
are entered in order.
This implementation invokes enterDigit three times,
once for each digit in the specified combination.
require:
0 <= combination && combination <= 999
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Planning for extension
General rules to design classes for extension:
Document any internal use of class’s overridable
methods.
Constructors should not invoke class’s overridable
methods .
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Planning for extension
Prevent class extension by declaring a class final.
public final class ThreeDigitLock { …
Prevent method overriding by declaring method final.
public final void enterCombination (int combination) {…
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Planning for extension
Prevent extension of a class by declaring its constructor
private.
private constructor: lets us control the conditions under
which an instance will be created.
public class Singleton {
private static Singleton instance = null;
// constructor can be invoked only
//from inside class.
private Singleton () {}
public static Singleton getInstance () {
// if one doesn’t already exist, create it.
if (instance == null)
instance = new Singleton();
return instance;
}
…
}
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Composition revisited
Uses of composition
a component is an intrinsic part of an object.
a class formed as an aggregation of components, where
components exist independently of aggregation.
to “wrap” an existing class in order to alter its interface.
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Class extension OR class composition?
«interface»
Player
AbstractPlayer
TimidStrategy
Player
GreedyStrategy
has-a
«interface»
PlayStrategy
TimidStrategy
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CleverStrategy
GreedyStrategy
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CleverStrategy
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Class extension v.s. class composition
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Reused class
Resulting class
Extension
superclass
subclass
Composition
core class
composed class
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Class extension v.s. class composition
Two advantages of class extension
code reuse
polymorphism.
Disadvantages of class extension
Changes to a superclass specification propagate to
clients
and
subclasses
classes are not always designed and documented for
extension.
a subclass is committed to maintain specifications
inherited from its superclass.
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Class extension v.s. class composition
Advantages of composition
Existing classes can be used in composed classes.
Can change object’s behavior dynamically.
Supports
stronger
inheritance.
encapsulation
than
does
Can change specification of composed class without
changing core.
Composed class depends only on specification of core
class, not on its implementation.
Implementation changes in core class do not
propagate to composed class.
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Class extension v.s. class composition
«interface»
Lock
Instr um entedLock
wraps
ThreeDigitLock
InstrumentedLock does not depend on implementation
of ThreeDigitLock.
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Class extension v.s. class composition
Dealer
wraps
Player
deal()
Composition can add functionality to an object.
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Class extension v.s. class composition
Conclusion:
reuse through composition produces more flexible
code.
must not ignore advantages of polymorphism via
inheritance.
lose polymorphism with composition.
But can gain it back by composing with interfaces
and defining core classes that implement them.
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Extension, composition, and modifying
functionality
Poor use of extension : to model roles objects play.
Results in awkward constructions in which detailed
knowledge of an object’s possible roles is spread
throughout the application.
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Extension, composition, and modifying
functionality
Poor use of extension : model roles objects may play.
Example: model card player, and card dealer.
Solution:
specify Player
use extension to specify Dealer.
Problem: change Player role to Dealer role (and viceversa).
Solution (Ackward) : Make any Player an instance of
Dealer. Switch roles via Dealer state condition.
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Extension, composition, and modifying
functionality
Good use of composition : to model roles objects may
play.
Example: model card player, and card dealer.
Solution:
specify Player
specify Dealer having a Player as a component.
Problem: change Player role to Dealer role (and viceversa).
Solution: Dealer can be assigned Player at run-time.
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Extension, composition, and modifying
functionality
Poor
use
of
extension:
provide
alternate
implementations of functionality.
can lead to a combinatorial explosion in class
hierarchy
AbstractPlayer
TimidPlayer
WageringTimidPlayer
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CleverPlayer
BlufferTimidPlayer
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Extension, composition, and modifying
functionality
Good
use
of
composition:
provide
alternate
implementations of functionality.
Bridge pattern: Separate abstraction hierarchy from
implementation hierarchy.
SomeClass
has implementation
Implementation
void service()
void service()
implementation.service();
Extension1
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Implementation1
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Extension and object state
“Kind” of thing object models and object “state” are
related.
Model several categories of students: junior division
students, undergraduates, graduate students, etc.
public class Student {
…
// Student classifications:
public static final int JUNIOR_DIVISION = 0;
public static final int UNDERGRADUATE = 1;
public static final int GRADUATE = 2;
private int classification;
…
public int classification () { … }
…
public void setClassification (int class) { … }
…
}
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Extension and object state
Some of the functionality of a Student is state
dependent.
Code depending on student’s classification via case
analysis.
int classification = someStudent.classification();
if (classification == Student.JUNIOR_DIVISION) {
handle JUNIOR_DIVISION case
…
} else if (classification == Student.UNDERGRADUATE) {
handle UNDERGRADUATE case
…
} else if (classification == Student.GRADUATE){
…
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Extension and object state
Problem with structure:
method
containing
this
code
is
dependent
on
student
classifications.
such
structured
conditionals
scattered
throughout
implementation.
maintenance complication: adding new classification requires
modifications in a number of places,.
long conditionals handling many cases are hard to understand
and difficult to modify or extend.
Such structures are generally undesirable in an object-oriented
system.
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Extension and object state
Better structure: subclass Student to model different
classifications.
Classification-dependent behavior handled by providing
different implementations in subclass methods.
New classification is handled by defining a new subclass.
Clients depend
behavior.
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polymorphism
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State as an object
Difficulty with subclassing classification.
Class of an object is fixed when the object is created.
Subclassing (static) does not support (dynamic) type
transfer from one subclass to another.
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State as an object
Better structuring of Student with classification that
changes dynamically:
Define interface isolating state-dependent behavior.
Equip object with a state-defining component that
implements interface.
Different behaviors achieved by providing different
subclasses for component.
State-dependent
requests
forwarded
to
state
component.
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State as an object
Student
classification
«interface»
Classification
…
JuniorDivision
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Undergraduate
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