Object Oriented Design Pricinple


What is object oriented design? What is it all about? What are it's benefits? What are it's costs? It may seem silly to ask these questions in a day and age when virtually every software developer is using an object oriented language of some kind. Yet the question is important because, it seems to me, that most of us use those languages without knowing why, and without knowing how to get the the most benefit out of them.

Of all the revolutions that have occurred in our industry, two have been so successful that they have permeated our mentality to the extent that we take them for granted. Structured Programming and Object Oriented Programming. All of our mainstream modern languages are strongly influenced by these two disciplines. Indeed, it has become difficult to write a program that does not have the external appearance of both structured programming and object oriented programming. Our mainstream languages do not have goto, and therefore appear to obey the most famous proscription of structured programming. Most of our mainstream languages are class based and do not support functions or variables that are not within a class, therefore they appear to obey the most obvious trappings of object oriented programming.

Programs written in these languages may look structured and object oriented, but looks can be decieving. All too often today's programmers are unaware of the principles that are the foundation of the disciplines that their languages were derived around. In another blog I'll discuss the principles of structured programming. In this blog I want to talk about the principles of object oriented programming.

In March of 1995, in comp.object, I wrote an article that was the first glimmer of a set of principles for OOD that I have written about many times since. You'll see them documented in my PPP book, and in many articles on the objectmentor website, including a well known summary.

These principles expose the dependency management aspects of OOD as opposed to the conceptualization and modeling aspects. This is not to say that OO is a poor tool for conceptualization of the problem space, or that it is not a good venue for creating models. Certainly many people get value out of these aspects of OO. The principles, however, focus very tightly on dependency management.

Dependency Management is an issue that most of us have faced. Whenever we bring up on our screens a nasty batch of tangled legacy code, we are experiencing the results of poor dependency management. Poor dependency managment leads to code that is hard to change, fragile, and non-reusable. Indeed, I talk about several different design smells in the PPP book, all relating to dependency management. On the other hand, when dependencies are well managed, the code remains flexible, robust, and reusable. So dependency management, and therefore these principles, are at the foudation of the -ilities that software developers desire.

The first five principles are principles of class design. They are:
SRPThe Single Responsibility PrincipleA class should have one, and only one, reason to change.
OCPThe Open Closed PrincipleYou should be able to extend a classes behavior, without modifying it.
LSPThe Liskov Substitution PrincipleDerived classes must be substitutable for their base classes.
DIPThe Dependency Inversion PrincipleDepend on abstractions, not on concretions.
ISPThe Interface Segregation PrincipleMake fine grained interfaces that are client specific.

The next six principles are about packages. In this context a package is a binary deliverable like a .jar file, or a dll as opposed to a namespace like a java package or a C++ namespace.

The first three package principles are about package cohesion, they tell us what to put inside packages:

REPThe Release Reuse Equivalency PrincipleThe granule of reuse is the granule of release.
CCPThe Common Closure PrincipleClasses that change together are packaged together.
CRPThe Common Reuse PrincipleClasses that are used together are packaged together.

The last three principles are about the couplings between packages, and talk about metrics that evaluate the package structure of a system.

ADPThe Acyclic Dependencies PrincipleThe dependency graph of packages must have no cycles.
SDPThe Stable Dependencies PrincipleDepend in the direction of stability.
SAPThe Stable Abstractions PrincipleAbstractness increases with stability.

利用 TensorFlow 训练自己的目标识别器。本文内容来自于我的毕业设计,基于 TensorFlow 1.15.0,其他 TensorFlow 版本运行可能存在问题。.zip项目工程资源经过严格测试可直接运行成功且功能正常的情况才上传,可轻松复刻,拿到资料包后可轻松复现出一样的项目,本人系统开发经验充足(全领域),有任何使用问题欢迎随时与我联系,我会及时为您解惑,提供帮助。 【资源内容】:包含完整源码+工程文件+说明(如有)等。答辩评审平均分达到96分,放心下载使用!可轻松复现,设计报告也可借鉴此项目,该资源内项目代码都经过测试运行成功,功能ok的情况下才上传的。 【提供帮助】:有任何使用问题欢迎随时与我联系,我会及时解答解惑,提供帮助 【附带帮助】:若还需要相关开发工具、学习资料等,我会提供帮助,提供资料,鼓励学习进步 【项目价值】:可用在相关项目设计中,皆可应用在项目、毕业设计、课程设计、期末/期中/大作业、工程实训、大创等学科竞赛比赛、初期项目立项、学习/练手等方面,可借鉴此优质项目实现复刻,设计报告也可借鉴此项目,也可基于此项目来扩展开发出更多功能 下载后请首先打开README文件(如有),项目工程可直接复现复刻,如果基础还行,也可在此程序基础上进行修改,以实现其它功能。供开源学习/技术交流/学习参考,勿用于商业用途。质量优质,放心下载使用。
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值