Design maxims
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maxim:: (noun) A general truth or rule of conduct expressed in a sentence. | maxim:: (noun) A general truth or rule of conduct expressed in a sentence. | ||
− | + | Let's use the term ''maxim'' to mean all the rules, laws, guidelines, principles, heuristics, strategies, patterns and idioms that are named by a standard phrase. | |
+ | |||
+ | [[Maxim Hierarchy]] - An attempt at creating a hierarchy of maxims can be found here. | ||
=== Maxims === | === Maxims === | ||
Line 28: | Line 30: | ||
* [[Encapsulation is hierarchical]] | * [[Encapsulation is hierarchical]] | ||
* [[Encapsulation boundary]] | * [[Encapsulation boundary]] | ||
+ | * [[Establishing priorities]] | ||
* [[Fat interfaces]] | * [[Fat interfaces]] | ||
* [[Favor composition over inheritance]] | * [[Favor composition over inheritance]] | ||
Line 35: | Line 38: | ||
* [[Impedance mismatch]] | * [[Impedance mismatch]] | ||
* [[Information hiding]] | * [[Information hiding]] | ||
+ | * [[Intelligent children pattern]] | ||
* [[Interface segregation principle]] | * [[Interface segregation principle]] | ||
* [[Keep accessors and mutators separate]] | * [[Keep accessors and mutators separate]] | ||
Line 45: | Line 49: | ||
* [[No concrete base classes]] | * [[No concrete base classes]] | ||
* [[No silver bullet]] | * [[No silver bullet]] | ||
+ | * [[Once and only once]] | ||
* [[One responsibility rule]] | * [[One responsibility rule]] | ||
* [[Open closed principle]] | * [[Open closed principle]] | ||
− | * [[ | + | * [[Option-operand separation]] |
* [[Premature optimization]] | * [[Premature optimization]] | ||
* [[Program to the interface not the implementation]] | * [[Program to the interface not the implementation]] | ||
Line 63: | Line 68: | ||
==Clumps of Maxims== | ==Clumps of Maxims== | ||
These are groups of Maxims, usually gathered by the developer(s) who proposed them. | These are groups of Maxims, usually gathered by the developer(s) who proposed them. | ||
+ | |||
+ | ===COSC 427's:=== | ||
+ | * [[Make constructors blocking]] | ||
+ | * [[No Peter Pan objects]] | ||
+ | * [[Avoid mixing inputs and outputs]] | ||
=== [[Johnson and Foote's heuristics]]:=== | === [[Johnson and Foote's heuristics]]:=== | ||
Line 79: | Line 89: | ||
* [[Reduce implicit parameter passing]] | * [[Reduce implicit parameter passing]] | ||
− | ===[[Riel's heuristics]]=== | + | ===[[Riel's heuristics]]:=== |
+ | * All of Riel's heuristics can be found [[Riel's heuristics|here]]. | ||
===[[Bob Martin's principles]]:=== | ===[[Bob Martin's principles]]:=== | ||
Line 105: | Line 116: | ||
===[[Alan Davis 1995]]:=== | ===[[Alan Davis 1995]]:=== | ||
To be completed... | To be completed... | ||
+ | |||
+ | ===[[William Brown 1998]]:=== | ||
+ | * [[Managing functionality]] | ||
+ | * [[Managing performance]] | ||
+ | * [[Managing complexity]] | ||
+ | * [[Managing change]] | ||
+ | * [[Managing IT resources]] | ||
+ | * [[Managing technology transfer]] | ||
+ | |||
+ | ===[[Joshua Bloch]]:=== | ||
+ | * [[Joshua Bloch 2006 Bumper Sticker API Design | Bumper Sticker API Design]] | ||
== See Also == | == See Also == | ||
* [[Code smells]] | * [[Code smells]] | ||
+ | * [[Patterns]] | ||
+ | * [http://programmer.97things.oreilly.com/wiki/index.php/Edited_Contributions Edited Contributions] - A whole heap of maxims and ideas... |
Latest revision as of 03:08, 25 November 2010
Contents |
Object Oriented Design Maxims
maxim:: (noun) A general truth or rule of conduct expressed in a sentence.
Let's use the term maxim to mean all the rules, laws, guidelines, principles, heuristics, strategies, patterns and idioms that are named by a standard phrase.
Maxim Hierarchy - An attempt at creating a hierarchy of maxims can be found here.
Maxims
- Acyclic dependencies principle
- Avoid downcasting
- Avoid equals
- Avoid inheritance for implementation
- Avoid side effects
- Behavioral completeness
- Big design up front
- Command query separation
- Common closure principle
- Common reuse principle
- Coupling and cohesion
- Dependency injection
- Dependency inversion principle
- Design by contract
- Don't burn your base class
- Don't expose mutable attributes
- Don't repeat yourself
- Do the simplest thing that could possibly work
- Encapsulate that which varies
- Encapsulation is hierarchical
- Encapsulation boundary
- Establishing priorities
- Fat interfaces
- Favor composition over inheritance
- Getters and setters
- Goto considered harmful
- Hide your decisions
- Impedance mismatch
- Information hiding
- Intelligent children pattern
- Interface segregation principle
- Keep accessors and mutators separate
- Keep it simple
- Law of Demeter
- Law of leaky abstractions
- Liskov substitution principle
- Model the real world
- Named constants
- No concrete base classes
- No silver bullet
- Once and only once
- One responsibility rule
- Open closed principle
- Option-operand separation
- Premature optimization
- Program to the interface not the implementation
- Reuse release equivalence principle
- Single responsibility principle
- Separation of concerns
- Single choice principle
- Software crisis
- Software reuse
- Stable abstractions principle
- Stable dependencies principle
- Tell, Don't Ask
- You ain't gonna need it
Clumps of Maxims
These are groups of Maxims, usually gathered by the developer(s) who proposed them.
COSC 427's:
Johnson and Foote's heuristics:
- Recursion introduction
- Eliminate case analysis
- Reduce the number of arguments
- Reduce the size of methods
- Class hierarchies should be deep and narrow
- The top of the class hierarchy should be abstract
- Minimize accesses to variables
- Subclasses should be specializations
- Split large classes
- Factor implementation differences into subcomponents
- Separate methods that do not communicate
- Send messages to components instead of to self
- Reduce implicit parameter passing
Riel's heuristics:
- All of Riel's heuristics can be found here.
Bob Martin's principles:
- (SRP) The Single responsibility principle
- (OCP) The Open/closed principle
- (LSP) The Liskov substitution principle
- (DIP) The Dependency inversion principle
- (ISP) The Interface segregation principle
- (REP) The Reuse release equivalence principle
- (CCP) The Common closure principle
- (CRP) The Common reuse principle
- (ADP) The Acyclic dependencies principle
- (SDP) The Stable dependencies principle
- (SAP) The Stable abstractions principle
Ken Auer 1995:
- Define classes by behavior, not state pattern
- Implement behavior with abstract state pattern
- Identify message layers pattern
- Defer identification of state variables pattern
- Encapsulate concrete state pattern
- Use lazy initialization pattern
- Define default values via explicit protocol pattern
Alan Davis 1995:
To be completed...
William Brown 1998:
- Managing functionality
- Managing performance
- Managing complexity
- Managing change
- Managing IT resources
- Managing technology transfer
Joshua Bloch:
See Also
- Code smells
- Patterns
- Edited Contributions - A whole heap of maxims and ideas...