Follow Techotopia on Twitter

On-line Guides
All Guides
eBook Store
iOS / Android
Linux for Beginners
Office Productivity
Linux Installation
Linux Security
Linux Utilities
Linux Virtualization
Linux Kernel
System/Network Admin
Scripting Languages
Development Tools
Web Development
GUI Toolkits/Desktop
Mail Systems
Eclipse Documentation

How To Guides
General System Admin
Linux Security
Linux Filesystems
Web Servers
Graphics & Desktop
PC Hardware
Problem Solutions
Privacy Policy




Thinking in Java
Prev Contents / Index Next

Five stages of object design

The design life of an object is not limited to the time when you’re writing the program. Instead, the design of an object appears over a sequence of stages. It’s helpful to have this perspective because you stop expecting perfection right away; instead, you realize that the understanding of what an object does and what it should look like happens over time. This view also applies to the design of various types of programs; the pattern for a particular type of program emerges through struggling again and again with that problem (which is chronicled in the book Thinking in Patterns (with Java) at Objects, too, have their patterns that emerge through understanding, use, and reuse.

1. Object discovery. This stage occurs during the initial analysis of a program. Objects may be discovered by looking for external factors and boundaries, duplication of elements in the system, and the smallest conceptual units. Some objects are obvious if you already have a set of class libraries. Commonality between classes suggesting base classes and inheritance may appear right away, or later in the design process.

2. Object assembly. As you’re building an object you’ll discover the need for new members that didn’t appear during discovery. The internal needs of the object may require other classes to support it.

3. System construction. Once again, more requirements for an object may appear at this later stage. As you learn, you evolve your objects. The need for communication and interconnection with other objects in the system may change the needs of your classes or require new classes. For example, you may discover the need for facilitator or helper classes, such as a linked list, that contain little or no state information and simply help other classes function.

4. System extension. As you add new features to a system you may discover that your previous design doesn’t support easy system extension. With this new information, you can restructure parts of the system, possibly adding new classes or class hierarchies. This is also a good time to consider taking features out of a project.

5. Object reuse. This is the real stress test for a class. If someone tries to reuse the class in an entirely new situation, they’ll probably discover some shortcomings. As you change it to adapt to more new programs, the general principles of the class will become clearer, until you have a truly reusable type. However, don’t expect most objects from a system design to be reusable—it is perfectly acceptable for the bulk of your objects to be system-specific. Reusable types tend to be less common, and they must solve more general problems in order to be reusable.
Thinking in Java
Prev Contents / Index Next

   Reproduced courtesy of Bruce Eckel, MindView, Inc. Design by Interspire