CS202: Programming Systems
Karla Steinbrugge Fant
www.cs.pdx.edu/~karlaf

What to expect this term?
Object Oriented Programming!
The majority of the term will be spent introducing you to object-oriented programming while learning advanced C++ syntax.
Experience object oriented design and programming
Learn the difference between procedural abstraction and object oriented solutions
Spend the term designing and programming with inheritance hierarchies, with the goal of solving problems efficiently: producing high quality, robust, maintainable as well as efficient object oriented solutions

What to expect this term?
Object Oriented Programming!
Learn about C++'s function overloading, operator overloading, copy constructors, and inheritance
Compare Java to C++, where we will work through example projects in both languages
Five Programming assignments will focus on advanced data structures while at the same time accomplishing these other goals.
Object Oriented Exercises to improve our skills

What to expect of Programs
Programming assignments will focus on advanced data structures and OOP
20% of each program's grade is based on the program style, comments, and documentation provided with the program
10% of each program's grade is based on a written discussion of how the unix debuggers assisted in development. Each assignment must have an accompanying one full page debugger write up of your experiences!

Your programming assignments
10% of each program’s grade is based on a written discussion of the major design consideration encountered when solving the specified problem.
Think in terms of analyzing your solution! This means discussing the efficiency of the approach as well as the efficiency of the resulting code.
Submit writeups as attached files to: karlaf@cs.pdx.edu

A term paper is part….
In addition, each student will be required to submit a term paper.
The paper must explore how well your C++ programs have met our objectives to become object oriented programmers!
Discuss how the designs meet the criteria set out for OOP, and how they can be improved
The paper must be a minimum length of 4 pages and a maximum of 7 pages (double spaced, 12 point font).
Tables and sample code should be attached as exhibits and should not be part of the 4-7 page count
Submit these electronically to: karlaf@cs.pdx.edu

Online Discussions…
Online quizzes will be used in this class to become familiar and master the object oriented programming techniques.
Online discussions will be aimed at critically analyzing designs
We will discuss online the  object-oriented solution for which each member of the class must participate
Discussions will be graded on the depth of material

Object Oriented Programming
Programs are populated by objects, which communicate with each other
By delegating specific and narrow responsibilities to each object, the programmer can break down the programming problem into chunks and thus manage complexity easier
Objects are characterized as having: state, operations and identity

Object Oriented Programming
An object can store information that is a result of prior operations
That information may determine how the object carries out operations in the future
The collection of all information held by an object is the object’s state
An object’s state may change over time, but not spontaneously
State changes must be the consequence of operations performed on the object

Object Oriented Programming
Objects permit certain operations and do not support others
OO programs contain statements in which objects are asked to carry out certain operations
It is possible for two or more objects to support the same operations and to have the same state, yet to be different from each other – each object has its own identity
A class then describes a collection of related objects
Question: Consider a word processor. Find at least five classes of objects that it manipulates.

Object Oriented Programming
A very important aspect of OOP is to exploit similarities between classes.
This often happens when one class is a specialized version of another class – where most operations are identical or similar, but a few differences do exist.
For example, a system administrator of an electronic mail system. They receive messages and manage their message collections in the same way as all other users do. In addition, they have special ability to create new accounts (and remove accounts). The set of all administrators is a subset of the set of all users

Object Oriented Programming
Inheritance is the way to model this “subset” relationship.
A class, called a subclass or derived class inherits from a class (a superclass, parent, or base class), if its objects form a subset of the base class objects
The objects in the subclass must support all operations that are supported by the superclass, but they may carry out these operations in a special way.
They may also support additional operations
Think about bank accounts – do checking and savings accounts differ in any way? Are they separate classes or instances of the same class? Is there anything common between them?

Object Oriented Design
At the foundation of OOP is object oriented design
The goal of object oriented design is to decompose a programming task into different data types or classes and to define the functionality of these classes
Clearly, a structured approach to finding classes and their features will be helpful. Three helpful goals are:
Identify classes
Identify functionality between these classes
Identify the relationships between these classes
This should be an iterative process. Understanding on aspect of a class may force changes to others

Object Oriented Design: ideas
Remember, a class is simply a data type
It corresponds to an “abstract data type” from CS163
So, identify classes by looking for nouns
For example, for a message system nouns are: mailbox, message, user, passcode, extension, administrator, mailsystem, menu
BUT, just because you find “nouns” doesn’t mean they are good choices for your classes! And, you may need others that provide functionality behind the scenes

Object Oriented Design: ideas
A central role of object oriented design is to group each operation with one class
Each operation must have exactly one class that is responsible for carrying it out
This means you must be careful to not have one class act on the data of another class.
For example, if we had a message class which allowed a message to be left, erased, or played. What would be wrong with adding this message to a mailbox of messages? How could a message add itself to a mailbox? A mailbox, instead could add a message! This would have required a message to know the internal mailbox structure

Object Oriented Design: ideas
Always assume that an object has no insight into the internal structure of another object
Play close attention to this!
All activities on objects other than itself must be achieved by performing an operation, not by direct manipulation of the internal data
Always ask yourself “how can an object of this class carry out an operation on another class’ data?
This is a hard question – especially since you may not be aware at the design phase of all of the implementation details

Object Oriented Question
Take the bank account situation, where you have checking and savings accounts
For an automated bank teller program, describe all of the operations that should be supported and describe how these relate to the classes you are designing
Should there be a “transfer to account” operation?
If not – what other class might take on the responsibility of managing transfers

Finding Class Relationships
Three relationships are common between classes:
Use or awareness
Creating/using objects of another class, passing objects of another class as arguments
Minimize the number of these relationships
One class should be as unaware as possible of the existence of another class! Eases future modification!
Aggregation or containment
“has a” relationship, a special case of usage
One object contains another object (a rectangle has 4 points)
Inheritance or specialization
“is a” relationship ( a rectangle is a polygon)
Can lead to very powerful designs

Hints for Classes…
You should not use a class to describe a single object
Every noun should not be a class
Classes should collect objects with similar behavior
Classes should be large enough to describe a significant set of objects, but, they should not be too large either
You may find it tempting to design classes that are very general, but that usually is not helpful
Avoid public data and cluttered interfaces
Operations in a class should be consistent with each other in regard to their: names, arguments, return values, and behavior
Good use of inheritance requires finding a “common” set of data and/or functionality to all classes

Inheritance Hints to Follow!
Sometimes inheritance is difficult to see because you do not see what is common
Look for classes that have shared responsibilities and see if it is possible to define a base class that can assume those responsibilities
Recognizing common base classes is particularly important for OOP. Common code need only be provided once in the base class and is automatically inherited by the derived class (inheritance)
Consider dropping classes that are not coupled with any other classes (coupled: using “is a”, “has a” “uses” relationships)

OO Hints to Follow!
On the other hand, classes that are coupled with too many other classes are a sign of trouble ahead.
Classes that are “highly” coupled with other classes will force changes to other classes when you update the class in question
Of course, reducing coupling can require major reorganization! So, make EVERY effort at design time to minimizing coupling
It should be as easy to create multiple objects of a class as it is to create one object
Question any design where there are single aggregations!

OO Hints to Follow!
Split up classes with too much responsibility
Sometimes a top level class ends up with far too many operations because all commands are simply added to it
Eliminate classes with too few responsibilities
A class with no operations is not useful. What would you do with its objects?
A class with only one or two operations may be useful, but you should convince yourself that there is really no better way of distributing the responsibilities
If another class can meaningfully carry out the task – move the operations there and eliminate the class
Eliminate unused responsibilities (operations)
Reorganize unrelated responsibilities – move it to a different class or add it to a new class

OO Hints to Follow!
Express repeated functionality with inheritance
Is the same responsibility carried out by multiple classes?
Check whether you can recognize this commonality by finding a common base class and have the other classes inherit from it
Keep class responsibilities at a single abstraction level
Every project exhibits a layering of abstractions
The responsibilities of a single class should stay at one abstraction level and should not go to a higher or lower level
Class names should be nouns
Don’t use object is a class name – it adds no value
Operations should be verbs or short sequence of words that contain a verb
There should be unique identifiers in the first 1-2 words of a name
Keep names consistent “don’t mix “get” and “give”

Coding Hints to Follow!
Minimize operations that return pointers to new heap objects
Doing so would require the caller to (1) capture the returned pointer and (2) eventually deallocate the memory
Never return a reference to a local stack object
The object is gone when the function exits
Never return a reference to a newly allocated heap object
Deleting the memory is not intuitive
Therefore, only return a reference to an object that exists prior to the function call

Break it Down!
Elegance does pay off!
This term spend time with your design before throwing code at the problem. Each program will be building inheritance hierarchies – look for commonalities – resist the urge to hurry (it will only slow you down!)
Break it down!
If the problem you are looking at is too confusing, try to imagine what the basic operation of the program would be (divide and conquer), given the existence of “black box” that handles the hard parts. That “black box” then can be a class that encapsulates the intended functionality

This is Not CS163!
Remember CS163? If you were to create new “data types” then…
The client should never know the internal data structures of how operations perform
Write your classes so that they are useable by others but still work well within the application’s domain
But, OO programming isn’t always about data types! In fact, your data types may not be where your hierarchy will exist…
Make classes as atomic as possible
Give each class a single clear purpose
If your classes grow too complicated, break them into simpler ones
Avoid complicated switch statements – use polymorphism
Avoid a large number of operations that cover many different types of operations – consider using several classes

Avoid!
Watch for long argument lists
Break it down into using relationships passing objects (as const references whenever possible) to functions
Don’t repeat yourself!
If a piece of code is recurring in many operations, pull it out to be in a common base class
Don’t extend functionality by building derived classes
If an interface element is essential to a class it should be in the base class – not added onto the end
If you are adding operations by inheriting, you might want to rethink your design!

When to use Inheritance!
Realize the inheritance will complicate your design
Use it only if it is required by your design
Use it to express differences in behavior of classes that are derived from a common base class
The clearest designs add new capabilities to inherited ones
Poor designs remove old capabilities during inheritance without adding new ones
Realize that a LIST “is Not a” Node
Implementation rules for this course:
No global objects
Avoid magic numbers (hardwired into the code)
No string classes allowed
Use comments liberally
Remember your code is read much more than it is written!!