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Object Oriented Analysis and Design in Software Development

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Title: Object Oriented Analysis and Design in Software Development


1
Object Oriented Analysis and Design in Software
Development
  • State University of Campinas
  • UNICAMP - Brazil

Ricardo Gudwin
2
Developing using UMLThe main Phases
  • Requirements Specification
  • Proposing a problem
  • Analysis
  • Investigation of the problem
  • Design
  • Logical Solution
  • Construction
  • Building code

3
Requirements Specification Phase
  • State University of Campinas
  • UNICAMP - Brazil

Ricardo Gudwin
4
Developing using UMLRequirements Specification
  • Requirements - description of needs or desires
    for a product
  • Primary goal - identify and document what is
    really needed in the system
  • Challenge - define requirements unambiguously
  • First Steps
  • Understand and Characterize the Problem
  • Propose how can a software system solve the
    problem
  • Main Result - Requirements Specification Report

5
Requirements Specification Report
  • Document with the following chapters
  • Problem Comprehension - verbal description of the
    domain problem
  • Software solution proposal - verbal description
    proposing how a software system can be envisioned
    to solve the problem
  • assertion of goals
  • Logistic Plan
  • Working Teams - people involved in the project
  • Affected Groups - groups affected by the current
    project
  • Assumptions - things assumed to be true
  • Risks - things which can lead to failure or delay
    - potential consequences of failure or delay
  • Dependencies - other parties, systems and
    products that the project depends upon for
    completion

6
Requirements Specification Report
  • List of System Functions
  • what a system is supposed to do
  • List of System Attributes
  • what a system is supposed to be
  • List of Use Cases
  • Narrative of possible interactions between the
    users (including external users - other systems)
    and the system
  • Use Case Diagrams
  • UML diagram for capturing use cases
  • Glossary of Terms
  • List of main terms being used to describe system
    functions, attributes and use cases

7
Problem Comprehension
  • Examples
  • 1-) We want to build a new electronic product
    (e.g. a cellular phone), with a full set of
    features (e.g. fast dialing, mnemonic memory,
    emergency dialing, embedded pager, etc).
  • 2-) We have a large set of data (customers,
    suppliers, products, parts, etc), and want to
    find a good way to organize, access and update
    all this information.
  • 3-) We have a process that we want to model and
    analyze in order to make predictions of its
    behavior and test the impact of different
    decisions on the results we are going to obtain.
  • 4-) We have a business, with all its logistics
    and methods, and want to improve its efficiency,
    reliability and cost-effectiveness.
  • 5-) We want to produce some sort of goods in an
    efficient, reliable and automatic way, using
    automatic machines.

8
Software Solution Proposal
  • Examples
  • 1-) Use of microprocessors or micro-controllers
    within the product, with an embedded software to
    provide the desired features
  • 2-) Use of a database system to manage the data.
  • 3-) Development of a simulator to simulate the
    process and provide the statistics for decision
    analysis
  • 4-) Use of productivity tools (e.g. office tools,
    e-mail, web-sites), and special purpose software
    applications in order to automate parts of the
    business process.
  • 5-) Development of a control system software in
    order to control the machines involved in good
    productions.

9
List of System Functions
  • Example Cellular Phone System Software

10
List of System Attributes
  • Example Cellular Phone System Software

11
Use Case
  • Use Case Dial Phone Number
  • Actors User
  • Purpose Describe the process of dialing a
    number
  • Overview The User informs the device he wants
    to dial a phone number, enter a sequence of 1 to
    n digits, informs the system he ended entering
    the number and the system start dialing
  • Type Primary and essential
  • Cross Reference Functions F1.1 Attributes A1.3

12
Types of Use Cases
  • Primary, Secondary and Optional
  • Primary represent major common processes - e.g.
    Dial Phone Number
  • Secondary represent minor or rare processes -
    e.g. Program Number in Memory
  • Optional processes that may not be tackled -
    e.g. Get Program Version Number
  • Essential versus Real
  • Essential are expressed in an ideal form that
    remains relatively free of technology and
    implementation details
  • Real concretely describes the process in terms
    of its real current design, committed to specific
    input and output technologies and so on (NOT USED
    IN REQUIREMENTS PHASE)

13
Use Case Diagram
User
Program Number in Memory
Delete Number in Memory
ltltextendsgtgt
ltltextendsgtgt
Search Memory
Dial Confidential Phone Number
Dial Number in Memory
Dial Phone Number
Check Password
ltltincludegtgt
Validate User
Voice Validation
14
Requirement Analysis Phase
  • State University of Campinas
  • UNICAMP - Brazil

Ricardo Gudwin
15
Developing using UMLAnalysis
  • Requirement Analysis employing a deep
    investigation and enhancement of requirement
    specifications
  • Objectives
  • Complement description of essential Use Cases
  • Identify concepts in order to create an initial
    Conceptual Model
  • Detail processes, creating an initial Behavioral
    Model
  • Main challenge maintain an abstract level of
    investigation, without entering within design
    questions
  • Main result
  • Requirement Analysis Report

16
Requirement Analysis Report
  • Document with the following chapters
  • Analysis Summary describing how the analysis
    steps were performed (sequence of activities),
    and the main artifacts to appear
  • Initial Conceptual Model capture the main
    concepts used in specifications, and start
    defining the terminology used to describe the
    future system components
  • Conceptual Class Diagram
  • Initial Behavioral Model details the description
    of use cases given in specifications, preparing
    the room for design
  • Sequence Diagrams
  • Contracts

17
Building a Conceptual Model
  • Conceptual Model
  • illustrates meaningful concepts in a problem
    domain - the things we should be aware of
  • it is the most important artifact to create
    during object-oriented analysis
  • represents real-world things, NOT software
    components
  • Contents
  • Concepts
  • Associations between concepts
  • Attributes of concepts

18
Building a Conceptual Model
  • Concept
  • informally - an idea, thing or object
  • formally - defined by its symbol, intension and
    extension
  • symbol - words or images representing a concept
  • intension - the definition of a concept
  • extension - the set of examples to which the
    concept applies
  • Structured Analysis x Object-Oriented Analysis
  • Structured Analysis focus on processes or
    functions
  • Object Oriented Analysis focus on concepts
  • Strategy to Identify Concepts
  • Searching the Use Cases description overview
  • Speculating on additional related concepts

19
Building a Conceptual Model
  • Concept Category List
  • physical or tangible objects
  • specifications, designs or descriptions of things
  • places
  • transactions
  • transaction line items
  • roles of people
  • containers of other things
  • things in a container
  • other computer or system external to our system
  • Abstract noun concepts
  • organizations
  • events
  • processes (often not represented as a concept)
  • rules and policies
  • catalogs
  • records or finance, work, contracts, legal
    matters
  • financial instruments and services
  • manual, books

20
Building a Conceptual Model
  • Conceptual Modeling Guidelines
  • List the candidate concepts using the noun phrase
    identification and the Concept Category List
  • Draw them in a Conceptual Class Diagram
  • Add the associations necessary to record
    relationships
  • Add the attributes necessary to fulfill
    information requirements
  • Avoiding Irrelevant features
  • use names of things that do exist exclude
    irrelevant features do not add things that are
    not there
  • Concepts or Attributes ?
  • If we do not think of some concept X as a number
    or a text in the real world, X is probably a
    concept, not an attribute
  • If in doubt, make it a separate concept

21
Building a Conceptual Model
  • Specification or Description Concepts
  • abstract concepts used to specificate or describe
    other concepts
  • When are they needed ? Add a specification or
    description concept when
  • deleting instances of things they describe (e.g.
    Item) results in a loss of information that needs
    to be maintained, due to the incorrect
    association of information with the deleted thing
  • it reduces redundant or duplicated information
  • Examples
  • Product, ProductSpecification
  • Item, ItemDescription

22
Starting the Conceptual Class Diagram
23
Conceptual ModelAdding Associations
  • Association relationship between concepts that
    indicates some meaningful and interesting
    connection
  • Criteria for useful Associations
  • Associations for which knowledge of the
    relationship needs to be preserved for some
    duration (need-to-know associations)
  • Associations derived from the Common Associations
    List

24
Conceptual ModelAdding Associations
25
Common Associations List
  • A is a physical part of B
  • A is a logical part of B
  • A is physically contained in/on B
  • A is logically contained in B
  • A is a description for B
  • A is a line item of a transaction or report B
  • A is known/logged/recorded/ reported/captured in
    B
  • A is a member of B
  • A is an organizational sub-unit of B
  • A uses or manages B
  • A communicates with B
  • A is related to a transaction B
  • A is a transaction related to another transaction
    B
  • A is next to B
  • A is owned by B

26
Conceptual ModelAdding Associations
  • How Detailed Should Associations Be ?
  • Common pitfall spend too much time during
    investigation trying to discover associations
  • Finding concepts is much more important than
    finding associations. Spend more time in finding
    concepts than finding associations
  • Association Guidelines
  • Too many associations tend to confuse a
    conceptual model rather than to illuminate it.
    Their discovery can be time-consuming with
    marginal benefit
  • Avoid showing redundant or derivable associations
  • Declare association names, roles and multiplicity
    only when necessary

27
Conceptual ModelAdding Attributes
  • Attribute logical data value of an object
  • It is necessary to identify those attributes of
    concepts that are needed to satisfy the
    information requirements of the current use cases
    under development
  • Conceptual Model representation of real world
    things, not software components - attributes for
    read things.
  • Attributes to include
  • those for which the requirements suggest or imply
    a need to remember information
  • Valid Attribute Types
  • Boolean, Date, Number, String, Time, Color,
    Geometrics (Point, Rectangle, ), etc.

28
Conceptual ModelAdding Attributes
  • Attributes generally are Pure Data Values
  • those for which unique identity is not meaningful
  • e.g. separate instances of the Number 5, of the
    String start,etc.
  • Modeling Attribute Quantities and Units
  • use a separate concept unit associated to given
    amounts
  • Avoid Foreign Keys current values of attributes
    of associated concepts

29
Building a Behavioral ModelSystem Sequence
Diagrams
  • System Behavior what a system does, NOT how it
    does it
  • Behavioral Model
  • System Sequence Diagrams for each Use Case in
    specifications, there should be ONE OR MORE
    sequence diagram. Multiple sequence diagrams are
    used to illustrate different courses of action on
    a same scenario.
  • Contracts for each message appearing within an
    earlier sequence diagram, there should be a
    contract ruling it.
  • Sequence of Actions
  • Use Cases -gt Sequence Diagrams -gt Contracts

30
Example of a System Sequence Diagram
  • Use Case DialPhoneNumber

System
User
1 ServiceRequest(DialingRequest)
2 enterItem(Digit)
Repeat until
complete
Phone Number
3 Dial()
31
Behavioral ModelContracts
  • Contracts
  • describe the effect of operations upon the
    system, in terms of what a systems state changes
    are when the operations are invoked.
  • describes WHAT a system does, without explaining
    HOW it does it.
  • For each operation appearing in a system sequence
    diagram, there should be a corresponding contract
  • Contract Sessions
  • The contract is divided into sections.
  • Each section provides information about a
    specific part of the contract

32
Contracts
  • Name
  • name of operation, and parameters
  • Responsibilities
  • An informal description of the responsibilities
    this operation must fulfill
  • Type
  • Name of type (concept, software class, interface)
  • Cross References
  • System function reference numbers, use cases,
    etc.
  • Notes
  • Design notes, algorithms, and so on.

33
Contract
  • Exceptions
  • Exceptional cases
  • Output
  • Non-UI (User Interface) outputs, such as messages
    or records that are sent outside of the system
  • Pre-Conditions
  • Assumptions about the state of the system before
    execution of the operation
  • Post-Conditions
  • The state of the system after completion of the
    operation

34
Contracts
  • How to Make a Contract
  • Identify the system operations from the system
    sequence diagrams
  • For each system operation, construct a contract
  • Start by writing the Responsibilities section,
    informally describing the purpose of the
    operation
  • Then complete the Post-conditions section,
    declaratively describing the state changes that
    occur to objects in the conceptual model
  • To describe the post-conditions, use the
    following categories
  • Instance creation and deletion
  • Attribute modification
  • Associations formed and broken

35
Contracts
  • Notes
  • The Post-Conditions are the most important part
    of a contract
  • Do not confuse Outputs with Post-Conditions
  • Post-conditions are not actions to be performed
    during the operation, but declarations about the
    system state after the operation is performed
  • Post-conditions are related to the conceptual
    model
  • what instances can be created ? Those from the
    conceptual model
  • what associations can be formed ? Those in the
    conceptual model
  • During the creation of contracts, it is normal to
    discover the need for new concepts, attributes or
    associations not within the conceptual model.
    These should be included into the conceptual
    model.

36
Contracts
  • How Complete Should Post-conditions be ?
  • Generating a complete and accurate set of
    post-conditions for a system operation is not
    likely - or even necessary - during the analysis
    phase
  • Fine details will be discovered during the design
    phase.
  • Pre-conditions
  • define assumptions about the state of the system
    required before the operation is performed
  • Examples
  • Things that are important to test at some point
    of the operation
  • Things that will not be tested, but upon which
    the success of the operation hinges - important
    because document them to future readers of the
    contract, highlighting their importance in future
    phases.

37
Contracts
  • Advice on Writing Contracts
  • After filling in the operation name, fill in the
    Responsibilities section first, Post-conditions
    section next, Pre-conditions last.
  • If a developer finds no use in filling a
    particular section, its OK.
  • Use the Notes section to discuss any design
    details, such as algorithms or the high-level
    sequential steps
  • Use the Exceptions section to discuss the
    reaction to exceptional situations
  • State the post-conditions in a declarative,
    passive tense form (was ) to emphasize the
    declaration of a state change rather than of an
    action.
  • Dont forget to include the forming of
    associations when new instances are created

38
Example of Contract
  • Name ServiceRequest(service)
  • Responsibilities Send a service request to the
    system
  • Type concept
  • Cross References UC DialPhoneNumber, F1.1
  • Notes (none)
  • Exceptions Dialer not available
  • Output
  • Pre-ConditionsSystem is on-line, Dialer not busy
  • Post-Conditions
  • System is aware of the desired service
  • The right server to provide the service is
    created
  • The server is initialized to start the service

39
Design Phase
  • State University of Campinas
  • UNICAMP - Brazil

Ricardo Gudwin
40
Developing using UMLDesign
  • Analysis Phase emphasizes an understanding of
    the requirements, concepts and operations related
    to a system - WHAT are the processes, concepts,
    etc.
  • Design Phase starts the development of a logical
    solution based upon object-oriented paradigm -
    HOW are the processes, concepts, etc. implemented
  • Basic Issues
  • architectural design
  • development of real use-cases
  • creation of interaction diagrams
  • assigning responsibilities
  • design patterns

41
Developing using UMLDesign
  • Software Systems
  • Monolythic Applications
  • Multi-Threaded Applications
  • Client-Server Systems
  • Component Based Systems

42
Developing using UMLDesign
  • Three-Tier Architecture
  • User Interface
  • Application Logic
  • Storage

Process Data
Collect Data
Generate Statistics
43
Developing using UMLArchitectural Design
  • Multi-Tiered Object-Oriented Architectures
  • includes the separation of responsibilities
  • Decomposing the Application Logic Tier into finer
    layers
  • Domain concepts
  • Services
  • A logical three-tier architecture may be
    physically deployed in various configurations.
  • Example 1 (Fat Client)
  • User Interface Application Logic -gt Client
    computer
  • Storage -gt Server computer

44
Developing using UMLArchitectural Design
  • Example 2 (Fat Server)
  • User Interface -gt Client computer
  • Application Logic Storage -gt Server computer
  • Example 3 (Distributed system)
  • User Interface -gt Client computer
  • Application Logic -gt Distributed over multiple
    server computers
  • Storage -gt Distributed over multiple server
    computers
  • Logical solution Package diagrams
  • Physical solution Deployment diagrams

45
Developing using UMLArchitectural Design
  • Package Diagram
  • packages can be hierarchically nested
  • each package comprises a domain of functionally
    related classes and objects
  • packages can be developed within a design cycle
    or re-utilized from existing components

46
Developing using UMLArchitectural Design
  • Deployment Diagram
  • At this point, the physical solution is
    envisioned, in order to evaluate how different
    parts of the system are going to be developed
  • The configuration may change during design

47
Developing using UMLDesign Main Trail
  • After the primary definition of an architecture
  • Real Use Cases
  • Design Class Diagram
  • Interaction Diagram
  • The above diagrams are designed interactively
  • From essential use-cases derived in the Analysis
    phase, we develop now Real Use Cases, where
    aspects regarding User Interface and Storage are
    explicitly considered.
  • As soon as we define each real use case, we use
    the information within it to feed the Design
    Class Diagrams.
  • Design Class Diagrams are distributed within the
    packages showed at the Package Diagram

48
Developing using UMLDesign Main Trail
  • Instances of objects from classes on the Design
    Class Diagrams have their interaction described
    through Interaction Diagrams
  • Collaboration Diagrams (mainly)
  • Sequence Diagrams (in some cases)
  • The assignment of responsibilities in order to
    create the objects and classes implementing the
    real use cases, that are represented by
    interaction diagrams, may be due the use of GRASP
    Design Patterns (General Responsibility
    Assignment Software Patterns)
  • The messages appearing in each interaction
    diagram are further regulated by means of
    software contracts.
  • Detailed description of real use cases may
    require the use of State diagrams and/or Activity
    diagrams

49
Developing using UMLDesign Main Trail
  • Notes
  • Design Class Diagrams are not a simple evolution
    of Conceptual Class diagrams. There should be
    some resemblance between them, but Design Class
    Diagrams can be potentially different from
    Conceptual Class diagrams developed in analysis
    phase.
  • Main differences will be due to the inclusion of
    objects for creating and managing the user
    interface and storage.
  • The development of real use cases include the
    design of the windows comprising the user
    interface
  • The conceptual object System appearing in
    System Sequence Diagrams will now be replaced by
    the creation of new objects that will interact
    with the user and with each other.

50
Developing using UMLCollaboration Diagrams
  • Example of Collaboration Diagrams

51
Developing using UMLGrasp Patterns
  • Assigning Responsibilities
  • great variability in the potential quality of
    object interaction design and responsibility
    assignment
  • poor choices lead to systems and components which
    are fragile and hard to maintain, understand,
    reuse or extend
  • skillful implementation is founded on the
    cardinal principles of good object-oriented
    design
  • the amount of time and effort spent on their
    generation,and the careful consideration of
    responsibility assignment should absorb a
    significant percentage of the design phase of a
    project
  • codified patterns and principles can be applied
    to improve the quality of their design

52
Developing using UMLGrasp Patterns
  • Responsibility
  • contract or obligation of a type or class
  • assigned to objects during object-oriented design
  • Two basic types
  • knowing
  • knowing about private encapsulated data
  • knowing about related objects
  • knowing about things it can derive or calculate
  • doing
  • doing something itself
  • initiating action in other objects
  • controlling and coordinating activities in other
    objects

53
Developing using UMLGrasp Patterns
  • Patterns
  • experienced object-oriented developers build up a
    repertoire of both general principles and
    solutions that guide them in the creation of
    software
  • named problem/solution pair that can be applied
    in new contexts, with advice on how to be applied
  • codify existing knowledge and principles on how
    to solve problems that appear over and over
  • patterns have suggestive names incorporate the
    pattern concept into our understanding and
    memory, and facilitates communication

54
Developing using UMLGrasp Patterns
  • GRASP - Patterns of General Principles in
    Assigning Responsibilities
  • the skillful assignment of responsibilities is
    extremely important in object-oriented design
  • determining the assignment of responsibilities
    often occurs during the creation of interaction
    diagrams
  • GRASP patterns describe fundamental principles of
    assigning responsibilities to objects, expressed
    as patterns
  • understanding and being able to apply these
    principles during the creation of interaction
    diagrams is important because a software
    developer new to object technology needs to
    master these basic principles as quickly as
    possible
  • Main Grasp Patterns Expert, Creator, High
    Cohesion, Low Coupling, Controller

55
Developing using UMLGrasp Patterns
  • Expert
  • Problem Who should be responsible for providing
    some sort of information ?
  • Solution Assign the responsibility to the
    information expert - the class that has the
    information necessary to fulfill the
    responsibility, either by knowing it or by
    knowing how to calculate it.
  • Benefits
  • encapsulation is maintained, since objects use
    their own information to fulfill tasks. This
    supports low coupling, which leads to more robust
    and maintainable systems
  • behavior is distributed across the classes that
    have the required information, thus encouraging
    more cohesive lightweight class definitions
    that are easier to understand and maintain. High
    cohesion is supported

56
Developing using UMLGrasp Patterns
  • Creator
  • Problem Who should be responsible for creating a
    new instance of some class ?
  • Solution Assign class B the responsibility to
    create an instance of class A if one of the
    following is true
  • B aggregates A objects
  • B contains A objects
  • B records instances of A objects
  • B closely uses A objects
  • B has the initializing data that will be passed
    to A when it is created.
  • Benefits
  • Low coupling is supported, which implies lower
    maintenance dependencies and higher opportunities
    for reuse

57
Developing using UMLGrasp Patterns
  • Low Coupling
  • Problem How to support low dependency and
    increased reuse?
  • Solution Assign a responsibility so that
    coupling remains low.
  • Coupling
  • is a measure of how strongly one class is
    connected to, has knowledge of, or relies upon
    other classes. A class with low coupling is not
    dependent on too many other classes. A class with
    high coupling relies upon many other classes.
    Such classes are undesirable because
  • changes in related classes force local changes
  • harder to understand in isolation
  • harder to reuse because its use requires the
    additional presence of the classes it is
    dependent upon

58
Developing using UMLGrasp Patterns
  • Observations
  • Low coupling is a principle to keep in mind
    during all design decisions. It is an underlying
    goal to continually consider.
  • It is an evaluative pattern which a designer
    applies while evaluating all design decisions
  • LC supports the design of classes that are more
    independent, and more reusable. It can not be
    considered, though, in isolation from other
    patters, but should be included as one of several
    design principles.
  • Benefits
  • not affected by changes in other components
  • simple to understand in isolation
  • convenient to reuse

59
Developing using UMLGrasp Patterns
  • High Cohesion
  • Problem How to keep complexity manageable ?
  • Solution Assign a responsibility so that
    cohesion remains high.
  • Cohesion
  • is a measure of how strongly related and focused
    the responsibilities of a class are.
  • A class with highly related responsibilities and
    which does not do a tremendous amount of work,
    has high cohesion
  • A class with low cohesion does many unrelated
    things or does too much work. Such classes are
    undesirable because
  • hard to comprehend
  • hard to reuse
  • hard to maintain
  • delicate constantly affected by change

60
Developing using UMLGrasp Patterns
  • Observations
  • like Low Coupling, High cohesion is a principle
    to keep in mind during all design decisions
  • The delegation of responsibilities to created
    classes helps increasing the cohesion, at the
    same time as making the coupling lower
  • Benefits
  • clarity and ease of comprehension of the design
    is increased
  • maintenance an enhancements are simplified
  • Low coupling is often supported
  • The fine grain of highly related functionality
    supports increased reuse potential because a
    highly cohesive class can be used for a very
    specific purpose

61
Developing using UMLGrasp Patterns
  • Controller
  • Problem Who should be responsible for handling a
    system event ?
  • Solution Assign the responsibility to a class
    representing one of the following choices
  • represents the overall system (facade controller)
  • represents the overall business or organization
    (facade controller)
  • represents something in the real world that is
    active (for example, the role of a person) that
    might be involved in the task (role controller)
  • represents an artificial handler of all system
    events of a use case, usually named
    ltUseCaseNamegtHandler (use case controller)
  • Use the same controller class for all the system
    events in the same use case

62
Developing using UMLGrasp Patterns
  • System Events
  • external input events generated by an external
    actor
  • associated with system operations
  • During Analysis
  • system operations are assigned to the type System
  • At design these operations should be assigned to
    controllers.
  • Benefits
  • increased potential for reusable components
  • ability to manage the state of the use case

63
Developing using UMLGrasp Patterns
  • Bloated Controllers
  • poorly designed, a controller class will have low
    cohesion - unfocused and handling too may areas
    of responsibility
  • e.g. there is only a single controller class
    receiving all system events in the system, and
    there are many of them (happens sometimes if
    facade or role controller are chosen)
  • e.g. the controller itself performs many of the
    tasks necessary to fulfill the system event,
    without delegating the work
  • e.g. a controller has many attributes and
    maintains significant information about the
    system or domain, which should have been
    distributed to other objects
  • Solutions
  • add more controllers
  • delegate operations to other objects

64
Developing using UMLGrasp Patterns
  • Other patterns
  • Command - in a message-handling system, each
    message may be represented and handled by a
    separate command object
  • Facade - choosing an object representing the
    entire system or organization to be a controller
  • Forward-Recover - Siemens pattern useful for
    message-handling systems
  • Layers - Siemens pattern. Placing domain logic in
    the domain layer rather than the presentation
    layer is part of the Layer pattern
  • Pure Fabrication - is an artificial class, not a
    domain concept. A use-case controller is a kind
    of a Pure Fabrication
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