Do UML diagram's typically give all member variables? - java

Simple question for a simple-minded person such as myself. I am quite new to programming and I have commenced working with UML diagrams for my class. Question: Are the member variables provided the in the UML diagram fixed? Am I warranted to add my own variables, or must I strictly adhere to the UML that is given for any assignment regardless of whether or not it is stated?
thanks :)

This depends on the purpose the diagram is supposed to serve. Usually UML class diagrams, as other types of diagrams, are created in order to communicate certain aspects of a software to other people. Then class diagrams just contain the elements (classes, member variables, methods, ...) that are required for the target audience to be able to understand these aspects.
For example, let's assume there is some kind of third-party software library you want to use. In this case you probably want to know how the interface offered by the library looks like, so you can make use of it in your own application. You are only interested in information regarding the library interface though, you do not care about its inner structure. Therefore, a class diagram that just shows all classes, methods, ..., that are visible from the outside would be sufficient for this use case and nobody would expect you to just use the depicted library classes in your implementation.
However, there are some other scenarios in which the goal of a diagram might be different. For example in the area of automated code generation, a given UML class diagram would be expected to contain all classes, methods etc. that are suppsoed to be transformed to code. Here it does not make sense to omit information, because the corresponding code snippets would not appear in the generated code subsequently.
As you can see, there is not only one single use case for UML diagrams and thus their interpretation always depends on the given context.
I hope this helps!

Related

UML diagrams + Android classes

I've been developing an Android app for a while but I didn't start with any particular diagram. And now comes the time to do some real diagrams but I don't know how. Not because I'm not familiar with UML but because of Android and it's components.
For example, my app requires that the user needs to be logged in in order to see a menu. From there the user can choose the options he wants. The user can also do his registration.
Although this might be a silly and simple example...The point is...I didn't use any class named "Person" with getters and setters; or any class named "Request" with getters and setters and other methods.
My app use classes like "Login.class", "SignIn.class", "MenuActivity.class", "HistoryActivity.class".
My question is...how do I use UML for an Android app?
I mean I can't have a conceptual model diagram that says "Person"-----"Request", right?
Thanks in advance.
I think you are confused with different types of UML diagram types,
There are,
Structural UML diagrams
Class diagram
Package diagram
Object diagram
Component diagram
Composite structure diagram
Deployment diagram
Behavioral UML diagrams
Activity diagram
Sequence diagram
Use case diagram
State diagram
Communication diagram
Interaction overview diagram
Timing diagram
And more, I think you are talking about Class diagram. Since class diagrams are technical and are targeted for the development team, It is totally fine to have all these Login.class, SignIn.class, MenuActivity.class, HistoryActivity.class in your class diagram.
But you can use conceptual things like Person, Request ect in your other UML diagrams (eg Use Case). because in these diagram this is targeted for many users not just developers, So using MenuActivity does not make any sense. Using conceptual entities is the way to go here.
Good luck
Your example suggests that you're trying to capture a some sort of use case. In this case you may need an activity diagram to demostrate the higher level view or a communication diagram if you're more concerned with more detailed one.
UML isn't concerned with programming languages, platforms and so on. Its main purpose is to provide a notation which can be used to communicate ideas without necessarily getting into too much details. So the first thing you need to consider is why you need diagrams in the first place and what you want to communicate with them. Given these questions answered it will become clear what kind of diagrams you need.
There is such thing as "4+1 model" which aims to separate the software model into several views. These views show different aspects of the software and concerned with different levels of detail. In Unified Process, for example, it is adviced to model from "top" to "bottom" of the solution, from high-level overview of use cases and main features to the actual implementation details. UML supports that providing different types of diagrams as well.
So if I understood I can use those conceptual terms (Person, Request) even if they aren't any classes with those names at all...they are used as an example right?
You indeed can, but not in diagrams with low-level features like Activities. You may want to build a domain class diagram that will include Persons and other entities relevant to your application, but won't be really represented in code.

How can I apply oo design patterns in this situation?

Situation: Suppose we're designing the UI of Windows 9 using Java API. We need to build up 3 classes main, BuildInWindow and ApplicationWindow.
main - the window for rendering the system UI (i.e. the start botton & wallpaper page)
BuildInWindow- windows for rendering buildt-in apps (e.g. IE)
ApplicationWindow- windows for rendering apps from third party (e.g. eclipse)
all of them have to implement 3 Java API interfaces, WindowFocusListener, WindowListener and WindowStateListener and have the methods onExit() and onCrushing().
onExit() performs when the system/built-in app/ third-party app is shut down normally
onCrushing() captures any system/application crush and send system state back to server
This is the original design:
http://i.stack.imgur.com/JAJiY.png
I have some ideas of how to design it in a OO manner, but I am not sure if that's the right way. Here's my thoughts:
Create an abstract class with method onExit() and onCrushing(). Since the code of onExit()would vary from 3 classes, it should be an abstract method & onCrushing()would be same fo all classes, so it would be an concrete method
tHE MAIN WINdow should use singleton design to ensure user only create one instance of main.
Use the facade design to save the trouble of implementing 3 interfaces to three classes
My question is I don't really understand facade design, so I am not sure if it can be applied in this case. Also I am not really sure if onExit() would be different for 3 classes and onCrushing() would perform the same function.
I tried my best to explain the question clearly...if you don't understand free free to comment. Thank you very much!
I've left some questions in a comment linked to your question but here's some guidance for you:
You shouldn't create an abstract class on the basis of both BuildInwindow and ApplicationWindow both having to have methods #onExit and #onCrushing if they are not to share any implementation. Abstract classes are most useful where there is a common implementation. An interface containing these methods would be sufficient. That said, your two windows may share other functionality and, if so, it could be shared through a common superclass (abstract if it relies on subclass implementation detail). You may find the Template Method pattern useful for managing the overall window mechanism with specific tailoring for different window types. You may also find the Factory Method means of instance creation (for your window classes) will help separate the object creation and set-up from the creation mechanism.
A single shared instance would seem sensible and a singleton would serve this purpose (so long as you're able to handle termination, etc). Alternatively, your application may just launch a single Main instance - you may even just hide the constructor through package access to ensure no others are created.
The facade pattern just serves to simplify a complex interface. It mainly does this by rolling calls to collaborating instances together under a single (coarser) interface. This wouldn't normally be a done to hide which interfaces a class supports. Indeed, publishing which interfaces a class extends is important to API users. You could roll the three interfaces into a single interface for "convenience" but I think this is unnecessary. If you do settle on a common superclass then that would "extend" the three interfaces (if all subclasses were expected to support them). It may also implement some default implementation of these interfaces (again, watch access modifiers to ensure those you intend to be can be overridden while others may be final).
Edit: Guidance
You just have to identify the classes and relationships:
I suggest you just grab some paper and draw. You already have your nouns and verbs (you can otherwise go noun and verb spotting to identify classes and methods on them).
So, why not draw a simple diagram containing all the info (A, B, C, Main, etc) and draw the relationships between them. This is your start point. You may have some confusion when working out how Main links to the window classes (given there are two kinds). Just write a note on it and move on to clarify the rest of the picture.
Next, refine your diagram to start moving common features into a single place (abstraction). You know this exists with regards to your interfaces and the methods you suggest but you may need to decide which (if any) have any common functionality. Then decide if interfaces satisfies your needs (methods are common but implementations are different) or if the implementation itself is the same and so a parent superclass may be useful (this addresses abstraction [who is responsible for what], encapsulation [individual implementations at the appropriate level] and polymorphism [which classes support common methods]). Note that, even if you settle on an superclass, you'd be wise to back it with an interface (it makes introduction of sibling or replacement classes easier in time - think maintenance).
Next, work on the issues you found. Has your draft design clarified any of them? For instance, your Main needs to know about its windows but - what type are they? So, has any of your refinement made this clearer?
Do any patterns present themselves? for this you need to already have a feel for design patterns I'm afraid so buy and absorb the GoF Design Patterns book. It'll put you in good stead for spotting patterns as you go. I'd also recommend reading this specific book before taking on any others as it's technology agnostic (and some other books arebloated with tech-specific workarounds). Perhaps study the two patterns I pointed out and see if they fit your requirement.
On the whole though, your ideas seem to be going in the right direction.

encapsulation means putting related items together?

I was going through an article about Object Oriented Programming and it stated that encapsulation means putting related items together, but I don't understand how the article's representative example: UserProfile.js. Though this example is in JavaScript, I'm looking to understand these concepts in Java.
Can anyone explain me these two questions with a pseudo code:
What is encapsulation?
Why do we need encapsulation with pseudo code?
Encapsulation isn't necessarily about putting related items together, it's a technique of hiding internal information of an object. I'm not sure if I agree with the premise of the author of the article you linked... I don't accept that a struct is really a method of encapsulation in the object-oriented sense of the word.
Encapsulation
Psudo [sic] code is a technique for explicitly writing coding logic without the need for syntactical constraints. Considering this context, I don't understand your second question.
Pseudocode
No, that is cohesion.
Encapsulation is hidding things from who doesn't need them.
Michael has it correct.
In Object Oriented programming Encapsulation is the first
pace. Encapsulation is the procedure of covering up of data and
functions into a single unit (called class). An encapsulated object is
often called an abstract data type.
ref: http://www.c-sharpcorner.com/UploadFile/ggaganesh/EncapsulationInCS11082005064310AM/EncapsulationInCS.aspx
Encapsulation is the hiding of the non-essential features.
So why do we need it.
Programing is about translating a solution to a problem into logical code to solve that problem. Because of this, there maybe many complicated methods and functions that we don't want Mr.Joe Blow developer to use. We will encapsulate (or BlackBox) those methods so they cannot be used (they are still used internally). This reduces complexity by only representing important functions and hiding others.
As for needing it in pseudo code, i'm not sure. Michael did a good job with explaining that.
I haven't had enough coffee to give a good example,Plus my Rubik's cube broke :(, i'll write one up for you.
The encapsulation stand for "hiding element for free usage", is a part of Object Oriented Programming paradigm.
It is used to specify the range of visibility elements of code.
Let assume that we have a class with field called password where the password is stored. If this password would be visible for everyone, then there would be no need for a password.
Additional thing is that this helps to maintain the code in order.
Encapsulation isn't goal in OODesign. It is only way to achieve the finest, needed abstraction.
What is encapsulation?
in specific - it means hiding properties from non-desirable access
in overall - it means hiding every project design decision which could be changed in future. Therefore in encapsulation we should consider also e.g. concrete method implementation. From this POV we encapsulate its behavior so that for some POV we don't want to know how it is doing it, knowing only what this method is doing. Encapsulation could be achieved also for example using inheritance mechanism!
How we use encapsulation/
Example - hide every class property. You could as why do we have to do so - it is much effort and unnecessary code! Consider simple example where you can set some int properties. In your scenario - this variable should be in specific range. If someone sets it wrong - how would you design workflow to prevent this action?
More sophisticated but still simple example are collections. In many cases we shouldn't provide full collections to your's object neighbourhood. Encapsulation allows you to provide every property client just a copy of your object. In some cases - it could be helpful.
I think to really understand and appreciate encapsulation you really need a little bit of history.
It used to be that if you wrote a program it would be kind of as though every line of code were printed on a single sheet of paper where everything has knowledge and access to everything else and there are no fancy constructs in which to hide or store variables out of site of your functions.
Lets say you are trying to write some program with 100 different functions and 100 variables. Can you imagine how disorganized and ugly that would get? Effectively, all that code is just a giant formless script that gets executed in some linear fashion and has no real structure, rhyme or reason to it other than that one line of code comes before another line of code and so on.
Encapsulation was invented to take a program like that and give it a skeletal structure, allowing you to hide and organize those 100 functions and variables into a sensible whole. In the case of your user info class here, they take everything that is relating to UserProfile and stick it in a "Capsule" so that it can only be accessed through a reference to to UserProfile. It might look like overkill in this context, but if you have a much larger program, you will be extremely happy to be able to do this.
Its a fancy word for something that is extremely obvious once you understand where the people who created these terms were coming from.
I think encapsulation is closely related to information hiding and abstraction. It is simply the practice of hiding implementation details and object internals from the outside world. It helps both with clarity as well as reducing coupling.
The capabilities of a class are declared in the interface of methods it defines, not in the detail of how they are implemented. Good encapsulation ensures the public interface is sufficient for callers to use without revealing internal implementation details. A well encapsulated design reduces coupling, as the internals can be replaced without affecting everything else that uses that class (through its interface).

Coupling/Cohesion

Whilst there are many good examples on this forum that contain examples of coupling and cohesion, I am struggling to apply it to my code fully. I can identify parts in my code that may need changing. Would any Java experts be able to take a look at my code and explain to me what aspects are good and bad. I don't mind changing it myself at all. It's just that many people seem to disagree with each other and I'm finding it hard to actually understand what principles to follow...
First, I'd like to say that the primary reason you get such varying answers is that this really does become an art over time. Many of the opinions you get don't boil down to a hard fast rule or fact, more it comes down to general experience. After 10-20 years doing this, you start to remember what things you did that caused pain, and how you avoided doing them again. Many answers work for some problems, but it's the individual's experience that determines their opinion.
There is really only 1 really big thing I would change in your code. I would consider looking into what's called the Command Pattern. Information on this shouldn't be difficult to find either on the web or in the GoF book.
The primary idea is that each of your commands "add child", "add parent" become a separate class. The logic for a single command is enclosed in a single small class that is easy to test and modify. That class should then be "executed" to do the work from your main class. In this way, your main class only has to deal with command line parsing, and can lose most of it's knowledge of a FamilyTree. It just has to know what command line maps into which Command classes and kick them off.
That's my 2 cents.
I can recommend Alan's and James's book Design Patterns explained -- A new perspective on object-oriented design (ISBN-13: 978-0321247148):
It's a great book about has-a and is-a decissions, including cohesion and coupling in object-oriented design.
In short:
Cohesion in software engineering, as in real life, is how much the elements consisting a whole(in our case let's say a class) can be said that they actually belong together. Thus, it is a measure of how strongly related each piece of functionality expressed by the source code of a software module is.
One way of looking at cohesion in terms of OO is if the methods in the class are using any of the private attributes.
Now the discussion is bigger than this but High Cohesion (or the cohesion's best type - the functional cohesion) is when parts of a module are grouped because they all contribute to a single well-defined task of the module.
Coupling in simple words, is how much one component (again, imagine a class, although not necessarily) knows about the inner workings or inner elements of another one, i.e. how much knowledge it has of the other component.
Loose coupling is a method of interconnecting the components in a system or network so that those components, depend on each other to the least extent practically possible…
In long:
I wrote a blog post about this. It discusses all this in much detail, with examples etc. It also explains the benefits of why you should follow these principles. I think it could help...
Coupling defines the degree to which each component depends on other components in the system. Given two components A and B ,how much code in B must change if A changes.
Cohesion defines the measure of how coherent or strongly related the various functions of a single software component are.It refers to what the class does.
Low cohesion would mean that the class does a great variety of actions and is not focused on what it should do. High cohesion would then mean that the class is focused on what it should be doing, i.e. only methods relating to the intention of the class.
Note: Good APIs exhibit loose coupling and high cohesion.
One particularly abhorrent form of tight coupling that should always be avoided is having two components that depend on each other directly or indirectly, that is, a dependency cycle or circular dependency.
Detailed info in below link
http://softwarematerial.blogspot.sg/2015/12/coupling-and-cohesion.html

OK to put my public interfaces into their own package

Would it be OK to put my public interfaces into their own package (for my organisation only).
for example
com.example.myprogram - contains all normal code
com.example.myprogram.public - contains public accessible interfaces
com.example.myprogram.abstract - contains abstract classes
Is this a good or a bad thing to do, are there any disadvantages?
I wouldn't like this practice at all. You should group classes, both abstract and concrete, and interfaces according to functionality.
Look at the Java API as an example. Did Sun separate the Collections interfaces from implementations? No. Sun's practices aren't always the best guide, but in this case I agree.
Don't do it.
I can suggest you 2 common ways:
If you really think that your interfaces can have more implementations in future (i.e. you're working on API) then move them to a separate module and create there special package with name 'core', for example. (com.example.myprogram.core). Implementations should be in correspondent packages (like com.example.myprogram.firstimpl).
If you have only 1 implementation then let all your interfaces be in com.example.myprogram package and all concrete classes in com.example.myprogram.impl package.
I can't see that as being bad practice, however you might wanna consider as an alternative organizing your stuff per logical functionality rather than syntactic definition, so that all code for a given unit of functionality interfaces/abstract classes/normal code goes in the same package. This is one of the principles of modular programming.
Said so, putting all the interfaces (but only those) in a separated package might be necessary depending on the size of the project, and might eve become almost necessary if you have a pure component based plugin architecture (so that other module know only about interfaces and the actual implementation is somehow dynamically injected).
Public interfaces are a formal contract between system modules or systems. Because of that, it makes sense to isolate them from the remainder of the code, to make them stand out.
For example, in a system I've worked on, all public interfaces between the server and client components of the system have been placed in a special system module (called, no surprise, "api"). This has a number of desirable effects, among which these:
- semantically, you know where to look if you need any kind of information on how communication should take place
- you can version the api module separately, which is especially useful when you don't want a moving target, i.e. you sign a contract to deliver an application which will support "the api v.1.1" rather than constantly playing catch while someone else changes the interface and requires you to adapt your side
That doesn't mean you shouldn't organize them further in sub-packages to distinguish what they are for. :)
In summary, you are doing the right thing by separating the interfaces from the rest of the code base, although depending on your specific needs, you might do well to take it a step further and isolate the interfaces in a separate system module.

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