Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Design Patterns and Best Practices in Java

You're reading from   Design Patterns and Best Practices in Java A comprehensive guide to building smart and reusable code in Java

Arrow left icon
Product type Paperback
Published in Jun 2018
Publisher Packt
ISBN-13 9781786463593
Length 280 pages
Edition 1st Edition
Languages
Arrow right icon
Authors (4):
Arrow left icon
Kamalmeet Singh Kamalmeet Singh
Author Profile Icon Kamalmeet Singh
Kamalmeet Singh
Lucian-Paul Torje Lucian-Paul Torje
Author Profile Icon Lucian-Paul Torje
Lucian-Paul Torje
Sumith Kumar Puri Sumith Kumar Puri
Author Profile Icon Sumith Kumar Puri
Sumith Kumar Puri
Adrian Ianculescu Adrian Ianculescu
Author Profile Icon Adrian Ianculescu
Adrian Ianculescu
Arrow right icon
View More author details
Toc

Table of Contents (11) Chapters Close

Preface 1. From Object-Oriented to Functional Programming FREE CHAPTER 2. Creational Patterns 3. Behavioral Patterns 4. Structural Patterns 5. Functional Patterns 6. Let's Get Reactive 7. Reactive Design Patterns 8. Trends in Application Architecture 9. Best Practices in Java 10. Other Books You May Enjoy

An introduction to Unified Modeling Language

Unified Modeling Language (UML) is a modeling language that helps us to represent how the software is structured; how different modules, classes, and objects interact with each other, and what the relations between them are.

UML is frequently used in association with object-oriented design, but it has a much broader scope. However, that is beyond the scope of this book, so, in the next sections, we will highlight the UML features relevant to this book.

In UML, we can define the structure and behavior of a system, and we can visualize the model or parts of it through diagrams. There are two types of diagram:

  • Structure diagrams are used to represent the structure of a system. There are many types of structure diagrams, but we are only interested in class diagrams. object, package, and component diagrams are similar to class diagrams.
  • Behavior diagrams are used to describe the behavior of a system. Interaction diagrams are a subset of behavior diagrams and are used to describe the flow of control and data among different components of a system. Among the behavior diagrams, the sequence diagram is used extensively in object-oriented design.

Class diagrams are the type of diagrams used most in object-oriented design and development stages. They are a type of structure diagram, and are used to illustrate the structure of classes and the relations among them:

Class diagrams are useful for describing how the classes are structured in an application. Most of the time, just looking at the structure can be enough to be able to understand how the classes interact, but sometimes this is not enough. For those cases, we can use behavior and interaction diagrams, of which the sequence diagram is used to describe class and object interaction. Let's use a sequence diagram to show how the Car and Vehicle objects interact in the inheritance and polymorphism example:

Class relations

In object-oriented programming, besides the inheritance relation that represents one of the fundamental concepts, there are a few other class relations that help us to model and develop complex software systems:

  • Generalization and realization
  • Dependency
  • Association, aggregation, and composition

Generalization

Inheritance is also called an is-a relationship because the class inherited from another class can be used as the superclass.

When a class represents the shared characteristics of more than one class, it is called a generalization; for example, Vehicle is a generalization of Bike, Car, and Truck. Similarly, when a class represents a special instance of a general class, it is called a specialization, so a Car is a specialization of Vehicle, as shown in the following diagram:

In UML terminology, the relation to describe inheritance is called Generalization.

Realization

If generalization is the corresponding term in UML for object-oriented inheritance, realization, in UML, represents the implementation of an interface by a class in object-oriented programming.

Let's assume we create an interface called Lockable, which is implemented only by Vehicles that can be locked. In this case, a version of the previous diagram implementing Lockable for the Car class will look like this:

Dependency

Dependency is one of the most generic types of UML relationship. It is used to define that one class depends in some way or other on another class, while the other class may or may not depend on the first one. A dependent relationship is used to represent relations that do not fall into one of the cases described in the following sections. Dependency is sometimes called Uses-A relationship.

In general, in object-oriented programming languages dependency is used to describe whether one class contains a parameter of the second class in the signature of a method, or whether it creates instances of the second class by passing them to other classes without using them (without invoking its methods):

Association

An association represents the relationship between two entities. There are two types of association, namely composition and aggregation. In general, an association is represented by an arrow, as shown in the following diagram:

Aggregation

An aggregation is a special type of association. If inheritance is considered to be the is-a relationship, aggregation can be considered to be the HAS-A relationship.

Aggregation is used to describe a relation between two or more classes, when one class contains the other from a logical point of view, but instances of the contained class can live independently of the first class, outside of its context, or can be shared among other classes. For example, a Department HAS-A Teacher; additionally, every Teacher must belong to Department, but if a Department ceases to exist, a Teacher can still be active as shown in the following diagram:

Composition

As the name suggests, a class is a composition of another one. This is somewhat similar to aggregation, with the difference being that the dependent class ceases to exist when the main class ceases to exist. For example, a House is made up of a Room, but the Room ceases to exist if the House is destroyed, as shown in the following diagram:

In practice, especially in languages such as Java that have garbage collectors, the boundary between composition and aggregation is not so well defined. Objects are not destroyed manually; when they are no longer referenced, they are automatically destroyed by the garbage collector. For this reason, from a coding point of view, we should not really be concerned if we deal with a composition or an aggregation relationship, but it's important if we want to have a well-defined model in UML.

You have been reading a chapter from
Design Patterns and Best Practices in Java
Published in: Jun 2018
Publisher: Packt
ISBN-13: 9781786463593
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image