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9.1 The Role of Logical and Physical Object-Oriented Design

When most people use the term "object-oriented design," they are typically referring to logical object-oriented design. There are actually two facets to object-oriented design: logical design and physical design. Logical design involves everything discussed thus far, including the discovery of classes, their protocols, their uses relationships, their containment relationships, and their inheritance relationships. In short, anything that relates to the key abstractions and mechanisms of an application can be categorized as logical design. Physical design involves the techniques used to map these abstract constructs onto given software and hardware platforms. Any implementation details based on target language(s), tools, networks and their protocols, databases, or hardware would be included in physical design. The main heuristic to keep in mind while examining physical design is that physical design should not corrupt the logical design.

A classic example can be found in the world of information management. Many software development teams in this domain are faced with management-directed mandates stating that a given relational database must be used for a particular system. (With good reason! Many MIS-domain companies have spent millions of dollars on this software and cannot justify an additional, equivalent expense to purchase object-oriented database software.) The fear is that these teams will analyze the mandated database and realize it is capable only of capturing the abstractions of data records and their associations. They then extrapolate this realization to state that their object-oriented design need not examine inheritance relationships since they are not directly modeled in the entity-relationship paradigm. The correct method of examining this problem states that logical design should ignore the shortcomings of the relational model (an implementation detail) but instead specify what they need from their database object. The needs can be implemented later in a layer of software sitting on top of the required relational database. The layer of software separating an object-oriented domain from an underlying, nonobject-oriented subsystem is often called a wrapper. We will discuss software wrappers in more detail later in this chapter.

The reader should not assume that the above discussion is an argument that a software developer should ignore physical design until logical design is complete. Many logical design decisions hinge on physical design information. These are not corruptions of a logical design in favor of physical design; they are simply logical design decisions based on physical design constraints. As an example, in my object-oriented analysis and design course, I used an example scenario from an object-oriented analysis and design book which discussed withdrawing $100 from an ATM. The scenario went roughly like this:

  1. A user inserts an ATM card into a card reader.

  2. The ATM detects that its card reader has a card and reads the account number off the card.

  3. The ATM asks for a PIN number on its display screen.

  4. The user enters her PIN number through the ATM's keypad.

  5. The ATM then sends the account and PIN number to the bank, which verifies the user's identification.

  6. The ATM then asks what the user wants to do.

  7. The user uses the keypad to state that she wants to withdraw $100 from her checking account.

  8. The ATM asks the bank to process the transaction.

  9. The bank states that the transaction is valid.

  10. The ATM gives the user $100 from her checking account.

I successfully used this scenario in six or seven classes that each consisted of 15 or 20 people. Everyone was perfectly happy with this scenario. The next class that I taught had an individual who worked for a large New York bank. He immediately objected to the scenario, saying that no ATM in the world worked this way. What was his objection? It turns out that each time we want to use the network (i.e., the ATM wants to talk to the bank, or vice versa), it costs us 50 cents. No ATM is going to spend 50 cents just to ask a bank if the account and PIN number are correct. The person stated that the ATM would check locally if the account and PIN number matched (stating that the account and PIN were electronically encoded on the back of the card). The ATM checked only to see if the person using the card knew what was electronically encoded on the back of the card. What if I created my own card with an account and PIN number; would the ATM let me in? Of course it would, but what danger would that cause? When a transaction is built and sent to the bank for processing, the account and PIN number are sent along as well. The bank can then verify everything with only one network access. In fact, most of today's systems do not even bother with local verification. They assume you are the owner of a card until you try to process a transaction. Travelers quickly learn this when they are in a distant city and they try to use a bank card that is not on the network of the ATM. You are allowed to get all the way through transaction creation. It is only when you try to process the transaction that the ATM spits out your card and informs you that you are not on the given network.

This is a case where logical design does not care which mechanism you choose, but physical design states that if you use a particular mechanism, your software system saves several tens of millions of dollars per year. In effect, physical design considerations force the developer to make a particular logical design choice. We see this in the real world very often. When AT&T first introduced the notion of debit cards for local pay telephones, I wondered why they were going through all of the trouble. After all, didn't they already have telephone access cards? Of course, the first answer that comes to mind is that AT&T gets your money before you make the call, saving the cost of billing (a logical design decision) and allowing them an interest-free loan. Even if these advantages are factored out via discounts, there is still an advantage to AT&T. The debit cards are local, whereas access cards require a network connection to verify the calling card. This physical design information states that debit cards are cheaper to process than calling cards. We can often think of physical design information as the data we need to add a cost factor to each method in a class. With logical design information alone, all messages are considered to be the same value.

Heuristic 9.1

Object-oriented designers should not allow physical design criteria to corrupt their logical designs. However, physical design criteria are often used in the decision-making process at logical design time.

Consider the home heating system problem we have discussed previously. In design courses in which it is used, a frequent argument revolves around whether rooms demand heat from the heat flow regulator or if the heat flow regulator should ask rooms if they need heat. Figure 9.1 depicts these two options.

Figure 9.1. Heat flow regulator design choices.

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This particular logical design argument will go on forever. Given logical design information alone, the two designs are equivalent. A good tongue-in-cheek heuristic is if, during a logical design critique, two parties who know what they are talking about argue for a long length of time, it is a safe bet that the argument is irrelevant and a decision should be made with the flip of a coin. The key phrase here is "know what they are talking about." I have seen many longwinded arguments in a design critique that were very important but could not be resolved because both parties lacked the necessary background to make a proper design decision. One need not look far to see these irrelevant arguments occurring. Most ANSI committees are plagued by long delays between the time they have a reasonable standard and when it is accepted. The reason is difficulty in getting everyone to agree on the small details. The large issues have large trade-offs, which are quickly decided.

How should our home heating system design be resolved? Often, physical design will state that one method is more expensive than the other. This information will coerce the logical design to accept the cheapest solution (see Figure 9.2). In the event that physical design criteria do not offer a solution, I generally add the method to the class which is the least complex. If they offer the same approximate complexity, then I flip a coin.

Figure 9.2. Physical design criteria and logical design.

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If this book were to be used as a text in an "Introduction to Software Development" course, then this chapter would be much larger than it is. As it turns out, many of the traditional physical design criteria used in action-oriented design are still applicable to object-oriented physical design. This chapter also happens to involve the same problems and the same solutions. Consider the fact that C programmers have always worried (or should have worried) about the fact that integers on different machines are different sizes. For example, on an IBM PC running DOS, integers are two bytes, but on a Sun workstation they are four bytes. This is a physical design issue that will carry over into the object-oriented paradigm; for example, C++ programmers have the same worries. The fact of the matter is that the solutions are the same and are not impacted by the object-oriented paradigm. This text will assume that the reader has some experience with software development and has faced the mundane problems. We will focus on those areas of physical design unique to the object-oriented paradigm, or at least those that have unique solutions under the object-oriented paradigm. These unique areas include the use of wrappers to isolate nonobject-oriented subsystems from object-oriented applications; persistence in an object-oriented system (i.e., object-oriented database management systems); memory management, including the copying and assigning of objects; minimal public interfaces for all classes in an object-oriented system; concurrency in an object-oriented system; and the mapping of object-oriented designs onto nonobject-oriented languages.

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