GRASP Object Design: Inputs, Activity, and Outputs Explanation

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Questions and Answers

What is the purpose of local variables in programming?

  • To ensure data is available only as long as needed within a limited scope (correct)
  • To allow data sharing between different classes
  • To provide common data accessed by multiple parts of the system
  • To enable global visibility of variables

How does global visibility differ from local visibility?

  • Global visibility allows data sharing between different classes, while local visibility restricts access within a limited scope (correct)
  • Global visibility refers to limited scope, while local visibility refers to accessibility from any part of the system
  • Global visibility is used for common data, while local visibility is accessed by multiple parts of the system
  • Global visibility ensures data is destroyed when a method or block completes, while local visibility provides access from any part of the system

Why can global visibility create problems if not used carefully?

  • It ensures limited access to shared data
  • It simplifies the tracking of bugs or unexpected behavior
  • It restricts data sharing between different classes
  • It leads to unintended interactions or dependencies between different parts of the system (correct)

In object-oriented systems, what is the least common form of visibility?

<p>Global visibility from A to B (D)</p> Signup and view all the answers

What is the purpose of creating class definitions from Design Class Diagrams (DCDs)?

<p>To generate basic class definitions using UML tools (D)</p> Signup and view all the answers

How does the sequence of messages in an interaction diagram translate into method definitions?

<p>It translates to a series of statements in the method definitions (B)</p> Signup and view all the answers

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Study Notes

Local Visibility

  • Local variables are declared within a method or block and have a limited scope
  • They are created when the method or block is executed and destroyed when the method or block completes
  • This ensures data is only available for as long as it is needed, reducing the risk of accidental or unauthorized access

Global Visibility

  • Global visibility refers to the visibility of variables or objects declared at the global scope
  • Global variables or objects can be shared between different classes, methods, or modules in the system
  • They provide common or shared data that needs to be accessed by multiple parts of the system
  • However, global visibility can create problems if not used carefully, leading to unintended interactions or dependencies between different parts of the system

Implementation in Object-Oriented Language

  • Implementation involves writing source code for class and interface definitions, method definitions, and other elements
  • Class definitions can be generated from design class diagrams (DCDs)
  • Method definitions can be created from interaction diagrams
  • Collection classes and exceptions and error handling need to be considered in the implementation process

GRASP (General Responsibility Assignment Software Patterns)

  • GRASP is a set of guidelines for assigning responsibilities to classes and objects in object-oriented design
  • There are nine patterns in GRASP: Creator, Information Expert, Low Coupling, Controller, High Cohesion, Polymorphism, and Pure Fabrication
  • Each pattern helps to assign responsibilities to classes and objects in a way that promotes maintainability, adaptability, and scalability

GRASP Patterns

Creator

  • Assigns the responsibility of creating objects to a centralized class
  • The creating class has a relationship with the created class
  • Simplifies object creation, encapsulates object creation, and centralizes object creation

Information Expert

  • Assigns the responsibility of performing a task to the class that has the most relevant information
  • The class that has the information needed to fulfill a task should be responsible for performing that task
  • Reduces complexity and improves modularity and maintainability

Low Coupling

  • Aims to reduce the degree of interdependence between different modules or components
  • Minimizes the impact of changes to one part on other parts of the system
  • Keeps interfaces simple and well-defined, and minimizes the amount of information shared between components

Controller

  • Manages and coordinates the flow of information between different components
  • Assigns the request from the UI layer to domain layer objects
  • Receives requests from the UI layer and coordinates with other objects to fulfill the request

High Cohesion

  • Ensures that each module or component has a well-defined and focused responsibility
  • Each part of the system should have a clear and specific purpose
  • Group related functions and data together, and ensure each component has a single responsibility

Polymorphism

  • Allows objects to take on multiple forms or behaviors
  • Achieved through inheritance, where a subclass can inherit and override the methods of its superclass
  • Enables objects to be treated as if they were of a different class, but with additional or different functionality

Pure Fabrication

  • Creates objects that do not represent real-world objects or concepts, but instead serve as an artificial abstraction of a particular behavior or functionality

  • Creates an object solely for the purpose of performing a specific task or operation that doesn't fit naturally with any other objects in the system### Pure Fabrication

  • Creating a pure fabrication allows for better separation of concerns in a system and reduces complexity of existing objects.

  • Example: Creating a fabricated DBStore class to handle database operations instead of putting it in the Shape class, making Shape incohesive.

Indirection

  • Introduces an intermediate object or layer between two objects to reduce coupling between them.
  • Allows objects to interact without directly knowing about each other.
  • Example: Polymorphism illustrates indirection, where Employee class provides a level of indirection to other units of the system.

Protected Variation

  • Designs the system to protect internal components from external variations or changes.
  • Introduces an intermediate object or layer to handle interactions with external components.
  • Example: Introducing a Data Converter object to protect the internal components of a system from changes in external data sources.

Visibility

  • Refers to the ability of an object to "see" or have a reference to another object.
  • Related to the issue of scope.

Attribute Visibility

  • Refers to the visibility of properties (attributes) of a class.
  • Attribute visibility exists when one object is an attribute of another.
  • Levels of attribute visibility:
    • Public: accessible to all other objects in the system.
    • Private: only accessible and modifiable by the object that owns it.
    • Protected: accessible and modifiable by the object that owns it and its subclasses.

Parameter Visibility

  • Refers to the visibility of input parameters passed between objects or methods.
  • Parameter visibility exists when one object passes a parameter to a method of another object.
  • Levels of parameter visibility:
    • Public: visible to all objects and methods in the system.
    • Private: only visible within the method or object that owns it.

Local Visibility

  • Refers to the visibility of variables or objects declared and used within a method or block of code.
  • Local visibility exists when a local object is declared within a method of another object.
  • Important for maintaining encapsulation and data privacy in object-oriented programming.

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