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This lecture discusses service innovation, service modeling, and various patterns used in system development, including GRASP patterns, design patterns, SOA patterns, and refactoring.
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INF5120Modellbasert Systemutvikling F08: Service Modeling and SOA and Service Design - GRASP Patterns, Design Patterns, SOA Patterns and Refactoring Forelesning 15.03.2010 Arne-Jørgen Berre
Agenda • Service Innovation/Service Design • Service Modeling (IBM, Model Driven solutions) • Patterns – history (Alexander) • GRASP patterns (Lairman) • Design Patterns (Gang of 4) • SOA: Concepts, Technology and Design (Erl) • SOA: Principles of Service Design (Erl) • SOA: Design Patterns (Erl) • Refactoring (Fowler)
Service Innovation/Service Design • AT-ONE project • See www.service-innovation.org
SoaML metodikk – IBM (SOMA) • Part 1. Service Identification • Part 2. Service specification • Part 3. Service realization • Part 4. Service composition • Part 5. Service implementation • See the 5 articles on the INF5120 website
Enterprise SoaML – (Model Driven Solutions) • Enterprise SoaML – Business value • SoaML for the Business architects and stakeholders • SoaML for the Systems architect • SoaML for the Services developer • See the article on the INF5120 website
WARM – Work Analysis Refinement Method (from COMET) • Annotate processes/tasks (in BPMN/UML Actvity diagrams) as being in one of the following three categories: (Standard in BPMN 2.0) • Manual (No IT support) • Tool supported (User interacts with an IT tool – modeled as a use case – for further analysis) • Automated (Can potentially be fully IT implemented) • Can be done as tagged values, annotations, comments or stereotypes
UP Analysis – Unified Process (Architecture/Service) Analysis • Group use cases for tool supported tasks from WARM per tool/application for each role • For each use case – do an architectural analysis – (consider to use CRC simulation, ref. lecture 1) and identify the potential use and interaction between the following three types of components/services • Boundary services (User interface services) • Control services (Functional services) • Entity services (Persistent/Data services)
Various service identification approaches(POSI, Msc.thesis UiO, 2008, Geir Anders Nilsen)
SOA pattern literature web references www.soapatterns.com basis in: www.whatissoa.com www.SOAPrinciples.com www.SOAMethodology.com www.SOAGlossary.com www.soabooks.com www.soamag.com
Analysis Design Implementation Architecture Patterns (Macro Architecture) Analysis (Domain) Patterns Domain Framework Idioms (Language dependent patterns) Design Patterns (Micro Architecture) (OO) Reusable Components Patterns: From Analysis to Implementation
Module level patterns: Architecture Patterns Collaboration level patterns: Design Patterns Refactoring Object level patterns: GRASP Patterns on various design levels SOA Design patterns *
Patterns • Patterns - konsepter og prinsipper • Basis GRASP patterns • Analyse/Domene patterns • Design patterns • Arkitektur patterns • System integrasjons patterns • Refactoring • Antipatterns
Alexander - Patterns Christopher Alexander “A Pattern Language”, Oxford University Press, 1977 “The Timeless Way of Building”, 1979 • A way to capture the essence of good architecture • Each pattern describes a problem and its solution • A pattern language is a group of interacting patterns • Difficult in practice - The creative process is as important as the patterns
What are patterns? • "A solution to a problem in a context"? • Insufficient, says the “Gang of Four” (GOF) • What’s missing? 3 things: • Recurrence • Teaching (e.g., implementation consequences, trade-offs, and variations) • A name • GOF: • Patterns contain 4 essential elements • pattern name • problem • solution • consequences • Christopher Alexander (as quoted in the GOF book): • "Each pattern describes a problem which occurs over and over again ... and then describes the core of [a] solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice."
Pattern Description Template • Name • Classification • Rationale • Applicability • Description • Diagram • Steps/Process • Implementation • Variants • Examples (incl code) • Discussion Patterns are ideally described using Ooram (UML) role models !! (See later)
Architectural patterns and style • Architect Christopher Alexander • “Quality without a name” – from The Timeless Way of Building, 1979 • A Pattern Language: Towns, Buildings, Construction (Center for Environmental Structure Series), 1977 • Ref. SW Engineering later: Design patterns, analysis patterns, architectural patterns
Trends: The Waves of Client/Server Technology – towards SOA Second Wave First Wave Third Wave Fourth Wave Fifth Wave MDA, Web Services, .Net Service-oriented Architecture SOAP, XML WSDL/WSFL Server-side componentsc Distributed Objects Database Servers File Servers Groupware J2EE/EJB COM+ Corba Comp OMG CORBA COM/OLE Web/Internett Java TP Monitors 1982 1986 1990 1994 1998 1999 2000 2001 … 2005 P2P Grid Base Source: Client/Server Survival Guide, 1994, 1996 Robert Orfali, Dan Harkey OS/2 Edition, VNR Computer library + AJB update 2005 Agents, FIPA
GRASP General Responsibility Assignment Software Patterns. Responsibility assignment. 1. knowing (answering) 2. or, doing Guidance and evaluation in mechanistic design. • 1. Expert • 2. Creator • 3. Controller • 4. Low Coupling • 5. High Cohesion • 6. Polymorphism • 7. Pure Fabrication • 8. Indirection • 9. Don’t Talk to • Strangers
Controller GRASP • What class should receive a system event message? • Assign the responsibility for handling a system event message to one of these choices: • The business or “organization” (a façade controller). • or, The overall “system” or aggregate concept (a façade controller). • or, An artificial class representing the use case (a use case controller).
Expert GRASP • Most general purpose responsibility assignment principle? • Assign a responsibility to the information expert—the class that has the information necessary to fulfill the responsibility. • “That which knows, does” • Who has the most data/information for solving the problem?
Expert • To “have the information” means, for example, the object may: • know it as an attribute or object reference • be able to derive it • What is the motivation for Expert? • Looking for task-owners that support encapsulation and low coupling. • This reduces change impacts.
High Cohesion GRASP • How to design classes to increase the likelihood of reuse and not be overwhelmingly complex? • Assign responsibilities so that cohesion remains high.
Low Coupling GRASP • How to create reusable components that are resilient to change? • Assign responsibilities so that coupling remains low.
GRASP Polymorphism • How to handle alternatives based on type? • When related alternatives or behaviors vary by type (class), • assign responsibility for the behavior—using polymorphic operations—to the types for which the behavior vary.
GRASP Other GRASP Patterns • 1. Expert • 2. Creator • 3. Controller • 4. Low Coupling • 5. High Cohesion • 6. Polymorphism • 7. Pure Fabrication • 8. Indirection • 9. Don’t Talk to • Strangers • for more information... • Creator—who creates? Usually the aggregate or containing object. • Pure Fabrication— “design” objects. Make it up when desperate. • Indirection— “most problems in computer science …” • Don’t Talk to Strangers—Law of Demeter
Quick overview of Design Principles • The Open-Closed Principle • by Bertrand Meyer • The Dependency Inversion Principle • by Robert C. Martin • The Liskov Substitution Principle • by Barbara Liskov • The Interface Segregation Principle • by Robert C. Martin
The Open-Closed Principle • Software should be “open” for extension but “closed” to modification • The goal is to design software that be easily extended without changing any of the existing code • Inheritance and the development of abstract base classes play a big role in trying to fulfill this goal
Button PushButton The Dependency Inversion Principle • High-level modules should not depend on low-level modules. Both should depend on abstractions • Abstractions should not depend on details. Details should depend on abstractions ButtonClient Lamp Button and ButtonClient can now vary independently!
The Liskov Substitution Principle • Functions that use base class interfaces must not depend on or be confused by any derivatives of those interfaces • A logical extension of the Open-Closed Principle • All subclasses should implement the interface of the base class in a manner consistent with the intent of the base class
The Interface Segregation Principle • Clients should not be forced to depend on interfaces that they do not use • The principle here is to avoid cluttering up an interface with things (functions, inheritance relationships) that the clients don’t need to use • Take a clients’ perspective!!
Design patterns BookGamma/Helm/Johnson/Vlissides (GoF): Design Patterns, 1995 R. Ryan:, D. Rosenstrauch:Design Patterns in Java, 1997
What are patterns? • "A solution to a problem in a context"? • Insufficient, says the “Gang of Four” (GOF) • What’s missing? 3 things: • Recurrence • Teaching (e.g., implementation consequences, trade-offs, and variations) • A name • GOF: • Patterns contain 4 essential elements • pattern name • problem • solution • consequences • Christopher Alexander (as quoted in the GOF book): • "Each pattern describes a problem which occurs over and over again ... and then describes the core of [a] solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice."
Design Pattern A design pattern describes a basic scheme for structuring subsystems and components of a software architecture as well as their relationships. It identifies, names, and abstracts a common structural or functional principle by describing its different parts, their collaboration and responsibilities.
GOF (Gang of Four) 23 Patterns • Creational Patterns (5) • Abstract Factory, Builder, Factory Method, Prototype, Singleton • Structural Patterns (7) • Adapter, Bridge, Composite, Decorator, Façade, Flyweight, Proxy • Behavioural Patterns (11) • Chain of responsibility, Command, Interpreter, Iterator, Mediator, Memento, Observer, State, Strategy, Template method, Visitor
Skylight Spelunker • “Skylight Spelunker” is a Java framework for a file browser similar in appearance to the “Windows Explorer” included with Windows 98. • Spelunker has two views: • Disks and folders in tree structure (FolderView - Left pane) • All contents of selected folder (ContentsView - Right pane) • Spelunker provides support for : • Multiple ways of arranging ContentsView icons • Accessing network drives as well as local • Deleting, renaming and viewing disk contents
ContentsView FolderView Windows Explorer Screen Shot
Patterns in Spelunker example • Composite • used to model the file tree data structure • Strategy • used to layout the file and folder icons in ContentsView • Observer • used to re-display FolderViews and ContentsViews after user requests • Proxy and State • used to model password-protected network disk drives • Command • used to carry out user requests
The “Composite” pattern • Problem • What is the best way to model the Spelunker file tree? • The Spelunker file tree is a classic tree structure. Thus we need a leaf class (File) and a tree class (Folder) which contains pointers to the Files and Folders in it. • However, there are many operations that are relevant to both a File and a Folder (e.g., getSize()). • The user doesn’t treat Files and Folders differently, so why should calling modules have to? • The design would be less complex and more flexible if the calling module could initiate operations on a target object, without knowing whether the target was a File or a Folder. • File and Folder should share a common interface.
The “Composite” pattern • How the pattern solves the problem • Intent • “Compose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.” [GHJV94] • Explanation • The Composite pattern works by having leaf and tree objects share a common interface. • Create an abstract base class (or interface) that represents both File and Folder. • Files and Folders need to provide implementations for the same operations, but they can implement them differently. • E.g., leaves usually handle an operation directly, while trees usually forward the operation to its children (and/or perform additional work before or after forwarding)
Component Client Operation( ) children Add(Component) Remove(Component) GetChild(int) Leaf Composite Operation( ) for all g in children g.Operation(); Operation( ) Add(Component) Remove(Component) GetChild(int) The “Composite” pattern • How the pattern solves the problem, cont. • Gang of Four UML [GHJV94]
Node Resource Tree children getSize( ) File Folder getSize( ) size = total of size of each child getSize() getContents() The “Composite” pattern • Use of the pattern in Spelunker • Both File and Folder share a common interface: Node. • Spelunker UML
The “Composite” pattern • Use of the pattern in Spelunker, cont. • Code examples public class File extends Node { private long size = 0; public long getSize() { return size; } } public class Folder extends Node { private Vector contents; public long getSize() { long size = 0; if (contents != null) { Enumeration e = contents.elements(); while (e.hasMoreElements()) { size += ((Node)e.nextElement()).getSize(); } } return size; } }
The “Strategy” pattern • Problem • The way in which the icons are arranged varies according to user preference - the user may choose an iconic view only, or a short/long detail view. • Including the algorithms to arrange the icons as methods in ContentsView would make it cumbersome to add new icon arrangement algorithms to ContentsView; ContentsView would have to be subclassed and some implementation details might have to be unnecessarily exposed. • A switch statement would most likely be used to choose the correct arrangement algorithm.
The “Strategy” pattern • How the pattern solves the problem • Intent • “Define a family of algorithms, encapsulate each one, and make them interchangeable. Strategy lets the algorithm vary independently from clients that use it.” [GHJV94] • Explanation • The algorithms for arranging the icons are encapsulated into a separate interface. • The correct arrangement algorithm is chosen polymorphically. • ContentsView neither knows nor cares which arrangement is presently in use.
strategy Context Strategy ContextInterface() AlgorithmInterface() ConcreteStrategyA ConcreteStrategyB ConcreteStrategyC AlgorithmInterface() AlgorithmInterface() AlgorithmInterface() The “Strategy” pattern • How the pattern solves the problem, cont. • Gang of Four UML [GHJV94]