Modular Design
Lecture Notes for CS 190
Winter 2018
John Ousterhout
- Reading: Chapters 4-7, 14 of book
- How to minimize dependencies?
Modular Design
- Divide system into modules that are relatively independent
- Ideal: each module completely independent of the others
- System complexity = complexity of worst module
- In reality, modules are not completely independent
- Some modules must invoke facilities in other modules
- Design decisions in one module must sometimes be known to other
modules
- Can't change one module without understanding parts of
other modules
- Divide each module into two parts:
- Interface: anything about the module that
must be known to other modules
- Formal aspects (in the code): method signatures, public variables,
etc.
- Informal aspects: overall behavior, side effects, constraints
on usage, etc.
- Informal aspects can only be described with comments
- Implementation: code that carries out the promises made
by the interface
- Goal: interface should be much simpler than the implementation
- If a change affects only a module's implementation, but not
its interface, then it will not affect any other module
Abstraction
- A simplified view of something that omits unimportant details
- Interface: abstraction of a module
- Goal: define simple abstractions that provide rich functionality
Classes Should be Deep
- Deep class: small interface, lots of functionality
- Lots of information hidden
- Example: Unix system calls for file I/O
- Shallow class
- Complex interface and/or not much functionality
- Invoking a method isn't much easier than just typing in the code
of the method.
- Shallow classes don't hide much information
- Example: linked list
- Also see User.java
- Every class and method introduces complexity with its
interface
- Goal: get a lot of functionality for that complexity
- If a class is shallow, you have to spend a lot of time
learning the interface, compared to how much time the
class saves you.
- Many courses teach students that "classes should be small":
results in shallow classes.
- Classitis: small classes taken to the extreme
- Each class adds the least possible amount of functionality to
existing classes
- Bad example: Java libraries
- Size doesn't really matter that much
- Classes in the range of 200-2000 lines are fine
- The most important thing is depth: the power of the abstraction
- It's more important for a class to have a simple interface than
a simple implementation
Information Hiding
- First proposed by David Parnas in a classic paper
"On
the Criteria To Be Used in Decomposing Systems into Modules"
- More than 40 years old, but still one of the most important papers
in all of systems.
- Each module (class) should encapsulate certain knowledge or design
decisions:
- The knowledge/design decisions are only known to the one module
- The interface does not reflect this information (much)
- Benefits:
- Simpler interface (deeper class)
- Can modify the implementation without impacting other classes
- This is the single most important idea in software design; will revisit
it over and over.
- Information leakage: opposite of information hiding
- Implementation details exposed, other classes depend on them
- Anything in the interface is leaked
- Back-door leakage: not visible in the interface
- Temporal decomposition: one of the most common causes of information
leakage
- Code structure reflects the order in which operations execute
- Using classes does not necessarily guarantee information hiding!
- Example: private variables can still be leaked
- When you see information leakage, look for a way to bring all the
information together in one place
- Making classes a bit larger often creates opportunities for better
information hiding
- Questions to ask yourself:
- What is the unique value provided by this class (something this class
does, but no other class)?
- What is the key knowledge that the class uses to provide
that value?
- What's the least possible amount of that knowledge that must be
exposed through the interface?
Generic Classes are Deeper
- Should new classes be general-purpose or special-purpose?
- Special-purpose: just do exactly what's needed today
- General-purpose: solve a range of problems that may in the future
- My advice: make classes somewhat generic:
- Overall capabilities reflect current needs
- Design an interface that is generic enough to be used for other
purposes besides today's needs
- Result: simpler and deeper interface than special-purpose approach
- Example from text editor project
- Questions to ask yourself:
- What is the simplest API that will cover all of my current needs?
- In how many situations will this method be used?
- Is this API convenient to use for my current needs?
New Layer, New Abstraction
- Each layer's abstraction should be different from the layer above it and
the layer below it.
- Red flag: pass-through methods
- Decide what's important, design the interface around that
- Focus on the things that are done most frequently
- Technique #1: if a particular task is invoked repeatedly,
design an API around that task (even better, do it automatically,
without having to be invoked).
- Technique #2: if a collection of tasks are not identical,
look for common features shared by all of them; design
APIs for the common features.
- It's OK to provide APIs for infrequently-used features,
but design them in a way that you don't need to be
aware of them when using the common features.
- Bad example: Java I/O
- Good example: device-independent I/O in UNIX/Linux:
- Before UNIX: different kernel calls for opening and accessing
files vs. devices.
- Different kernel calls for each device: terminal, tape, etc.
- Different naming mechanisms for each device
- UNIX emphasized commonality across devices:
- Devices have names in the file system: special device files
- All devices have same basic access structure: open, read,
write, seek, close
- Handle device-specific operations with one additional kernel
call:
int result = ioctl(int fd, int request,
void* inBuffer, int inputSize,
void* outBuffer, int outputSize);
- How much to plan ahead?
- "Should I implement extra features beyond those that I need today?
- Design facilities that are general-purpose when possible
(but don't get carried away)
- Don't create a lot of specific features that aren't needed now;
you can always add them later.
- When you discover that new features or a more general architecture
are needed, do it right away: don't hack around it.
- The Martyr Principle
- Module writers should embrace suffering:
- Take on hard problems
- Solve completely
- Make solution easy for others to use
- Take more challenges for yourself, so that others have
fewer issues to deal with
- Pull complexity down into modules:
- Let a few module developers suffer, rather than thousands
of users
- Simple APIs are more important than a simple implementation
- Solve, don't punt:
- Handle error conditions rather than throwing exceptions
- Minimize "voodoo constants" (configuration parameters)
- If you don't know the right value, how will a user or
administrator ever figure it out?
- Are long methods OK?
- Sometimes: see TransportDispatcher.cc
(method consists of relatively independent pieces).
- Shorter is generally better, but only decompose if it can
be done cleanly (are there dependencies between the parts?).
- Applying These Ideas
- May be hard initially to apply these ideas when writing code.
- Make 2 designs and compare
- Pick one and write some code
- Watch for red flags
- Revise code
- Take advantage of code reviews