"Object-oriented programming languages support encapsulation, thereby improving the ability of software to be reused, refined, tested, maintained, and extended. The full benefit of this support can only be realized if encapsulation is maximized during the design process. […] design practices which take a data-driven approach fail to maximize encapsulation because they focus too quickly on the implementation of objects." (Rebecca Wirfs-Brock, "Object-oriented Design: A. responsibility-driven approach", 1989)
"Perhaps the greatest strength of an object-oriented approach to development is that it offers a mechanism that captures a model of the real world." (Grady Booch, "Software Engineering with Ada", 1986)
"Object-oriented programming increases the value of these metrics by managing this complexity. The most effective tool available for dealing with complexity is abstraction. Many types of abstraction can be used, but encapsulation is the main form of abstraction by which complexity is managed in object-oriented programming. Programming in an object-oriented language, however, does not ensure that the complexity of an application will be well encapsulated. Applying good programming techniques can improve encapsulation, but the full benefit of object-oriented programming can be realized only if encapsulation is a recognized goal of the design process." (Rebecca Wirfs-Brock," Object-Oriented Design: A responsibility-driven approach", 1989)
"In object-oriented analysis, we seek to model the world by identifying the classes and objects that form the vocabulary of the problem domain, and in object-oriented design, we invent the abstractions and mechanisms that provide the behavior that this model requires." (Grady Booch, "Object-Oriented Design: With Applications", 1991)
"Object-oriented analysis is a method of analysis that examines requirements from the perspective of the classes and objects found in the vocabulary of the problem domain."(Grady Booch, "Object-oriented design: With Applications", 1991)
"[Object-oriented analysis is] the challenge of understanding the problem domain and then the system's responsibilities in that light." (Edward Yourdon, "Object-Oriented Design", 1991)
"Object-oriented programming is a method of implementation in which programs are organized as cooperative collections of objects, each of which represents an instance of some class, and whose classes are all members of a hierarchy of classes united via inheritance relationships." (Grady Booch, "Object-oriented design: With Applications", 1991)
"Structured design does not scale up well for extremely complex systems, and this method is largely inappropriate for use with object-based and object-oriented programming languages." (Grady Booch, "Object-oriented design: With Applications", 1991)
"The object-oriented paradigm is useful when building software systems where there is a hierarchy defined as a ranking or ordering of abstractions. (Grady Booch, "Object-Oriented Design: With Applications", 1991)
"Whereas object-oriented analysis typically focuses upon one specific problem at a time, domain analysis seeks to identify the classes and objects that are common to all applications within a given domain, such as missile avionics systems, compilers, or accounting software." (Grady Booch, "Object-oriented design: With Applications", 1991)
"Object-oriented methods tend to focus on the lowest-level building block: the class and its objects." (Peter Coad, "Object-oriented patterns", 1992)
"Object-oriented domain analysis seeks to identify reusable items localized around objects e. g., classes, instances, systems of interacting objects, and kits." (Edward V Berard, "Essays on object-oriented software engineering", 1993)
"All OO languages show some tendency to suck programmers into the trap of excessive layering. Object frameworks and object browsers are not a substitute for good design or documentation, but they often get treated as one. Too many layers destroy transparency: It becomes too difficult to see down through them and mentally model what the code is actually doing. The Rules of Simplicity, Clarity, and Transparency get violated wholesale, and the result is code full of obscure bugs and continuing maintenance problems." (Eric S. Raymond, "The Art of Unix Programming", 2003)
"Objects are the real and conceptual things we find in the world around us. An object may be hardware, software, a concept (e. g., velocity), or even 'flesh and blood'. Objects are complete entities, i. e., they are not 'simply information' or 'simply information and actions'. Software objects strive to capture as completely as possible the characteristics of the 'real world' objects which they represent. Finally, objects are 'black boxes', i. e., their internal implementations are hidden from the outside world, and all interactions with an object take place via a well-defined interface." (Edward V Berard, "Essays onObject-Oriented Software Engineering", 1993)
"The combination of threads, remote-procedure-call interfaces, and heavyweight object-oriented design is especially dangerous [...] if you are ever invited onto a project that is supposed to feature all three, fleeing in terror might well be an appropriate reaction." (Eric S Raymond, "The Art of UNIX Programming", 2003)
"Abstraction is the ability to engage with a concept while safely ignoring some of its details - handling different details at different levels. Any time you work with an aggregate, you're working with an abstraction. […] From a complexity point of view, the principal benefit of abstraction is that it allows you to ignore irrelevant details. Most real-world objects are already abstractions of some kind." (Steve C McConnell, "Code Complete: A Practical Handbook of Software Construction" 2nd Ed., 2004)
"Coupling describes how tightly a class or routine is related to other classes or routines. The goal is to create classes and routines with small, direct, visible, and flexible relations to other classes and routines, which is known as "loose coupling." The concept of coupling applies equally to classes and routines […] Good coupling between modules is loose enough that one module can easily be used by other modules." (Steve C McConnell, "Code Complete: A Practical Handbook of Software Construction" 2nd Ed., 2004)
"Encapsulation picks up where abstraction leaves off. Abstraction says, ‘You're allowed to look at an object at a high level of detail’. Encapsulation says, ‘Furthermore, you aren't allowed to look at an object at any other level of detail’." (Steve C McConnell, "Code Complete: A Practical Handbook of Software Construction" 2nd Ed., 2004)
"Object-oriented design is the roman numerals of computing." (Rob Pike, 2004)
"On a related topic, let me say that I'm not much of a fan of object-oriented design. I've seen some beautiful stuff done with OO, and I've even done some OO stuff myself, but it's just one way to approach a problem. For some problems, it's an ideal way; for others, it's not such a good fit. […] OO is great for problems where an interface applies naturally to a wide range of types, not so good for managing polymorphism (the machinations to get collections into OO languages are astounding to watch and can be hellish to work with), and remarkably ill-suited for network computing. That's why I reserve the right to match the language to the problem, and even - often - to coordinate software written in several languages towards solving a single problem. It's that last point - different languages for different subproblems - that sometimes seems lost to the OO crowd." (Rob Pike, [interview] 2004)
"The steps in designing with objects are
- Identify the objects and their attributes (methods and data).
- Determine what can be done to each object.
- Determine what each object is allowed to do to other objects.
- Determine the parts of each object that will be visible to other objects—which parts will be public and which will be private.
- Define each object's public interface.
These steps aren't necessarily performed in order, and they're often repeated. Iteration is important." (Steve C McConnell, "Code Complete: A Practical Handbook of Software Construction" 2nd Ed., 2004)
"Every system is built from a domain-specific language designed by the programmers to describe that system. Functions are the verbs of that language, and classes are the nouns." (Robert C Martin, "Clean Code: A Handbook of Agile Software Craftsmanship", 2008)
"I find OOP methodologically wrong. It starts with classes. It is as if mathematicians would start with axioms. You do not start with axioms - you start with proofs. Only when you have found a bunch of related proofs, can you come up with axioms. You end with axioms. The same thing is true in programming: you have to start with interesting algorithms. Only when you understand them well, can you come up with an interface that will let them work." (Alexander Stepanov, [Interview with A. Stepanov] 2008)
"We do not want to expose the details of our data. Rather we want to express our data in abstract terms. This is not merely accomplished by using interfaces and/or getters and setters. Serious thought needs to be put into the best way to represent the data that an object contains. The worst option is to blithely add getters and setters." (Robert C Martin, "Clean Code: A Handbook of Agile Software Craftsmanship", 2008)
"[Object-oriented analysis is] the challenge of understanding the problem domain and then the system's responsibilities in that light." (Ed Yourdon)
"Strive for class interfaces that are complete and minimal." (Scott Meyers)
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