This is a printer-friendly version. It omits exercises, optional topics (i.e., four-star topics), and other extra content such as learning outcomes.
The following description of the Joys of the Programming Craft was taken from Chapter 1 of the famous book The Mythical Man-Month, by Frederick P. Brooks.
Why is programming fun? What delights may its practitioner expect as his reward?
First is the sheer joy of making things. As the child delights in his mud pie, so the adult enjoys building things, especially things of his own design. I think this delight must be an image of God's delight in making things, a delight shown in the distinctness and newness of each leaf and each snowflake.
Second is the pleasure of making things that are useful to other people. Deep within, you want others to use your work and to find it helpful. In this respect the programming system is not essentially different from the child's first clay pencil holder "for Daddy's office."
Third is the fascination of fashioning complex puzzle-like objects of interlocking moving parts and watching them work in subtle cycles, playing out the consequences of principles built in from the beginning. The programmed computer has all the fascination of the pinball machine or the jukebox mechanism, carried to the ultimate.
Fourth is the joy of always learning, which springs from the nonrepeating nature of the task. In one way or another the problem is ever new, and its solver learns something: sometimes practical, sometimes theoretical, and sometimes both.
Finally, there is the delight of working in such a tractable medium. The programmer, like the poet, works only slightly removed from pure thought-stuff. He builds his castles in the air, from air, creating by the exertion of the imagination. Few media of creation are so flexible, so easy to polish and rework, so readily capable of realizing grand conceptual structures....
Yet the program construct, unlike the poet's words, is real in the sense that it moves and works, producing visible outputs separate from the construct itself. It prints results, draws pictures, produces sounds, moves arms. The magic of myth and legend has come true in our time. One types the correct incantation on a keyboard, and a display screen comes to life, showing things that never were nor could be.
Programming then is fun because it gratifies creative longings built deep within us and delights sensibilities you have in common with all men.
Not all is delight, however, and knowing the inherent woes makes it easier to bear them when they appear.
First, one must perform perfectly. The computer resembles the magic of legend in this respect, too. If one character, one pause, of the incantation is not strictly in proper form, the magic doesn't work. Human beings are not accustomed to being perfect, and few areas of human activity demand it. Adjusting to the requirement for perfection is, I think, the most difficult part of learning to program.
Next, other people set one's objectives, provide one's resources, and furnish one's information. One rarely controls the circumstances of his work, or even its goal. In management terms, one's authority is not sufficient for his responsibility. It seems that in all fields, however, the jobs where things get done never have formal authority commensurate with responsibility. In practice, actual (as opposed to formal) authority is acquired from the very momentum of accomplishment.
The dependence upon others has a particular case that is especially painful for the system programmer. He depends upon other people's programs. These are often maldesigned, poorly implemented, incompletely delivered (no source code or test cases), and poorly documented. So he must spend hours studying and fixing things that in an ideal world would be complete, available, and usable.
The next woe is that designing grand concepts is fun; finding nitty little bugs is just work. With any creative activity come dreary hours of tedious, painstaking labor, and programming is no exception.
Next, one finds that debugging has a linear convergence, or worse, where one somehow expects a quadratic sort of approach to the end. So testing drags on and on, the last difficult bugs taking more time to find than the first.
The last woe, and sometimes the last straw, is that the product over which one has labored so long appears to be obsolete upon (or before) completion. Already colleagues and competitors are in hot pursuit of new and better ideas. Already the displacement of one's thought-child is not only conceived, but scheduled.
This always seems worse than it really is. The new and better product is generally not available when one completes his own; it is only talked about. It, too, will require months of development. The real tiger is never a match for the paper one, unless actual use is wanted. Then the virtues of reality have a satisfaction all their own.
Of course the technological base on which one builds is always advancing. As soon as one freezes a design, it becomes obsolete in terms of its concepts. But implementation of real products demands phasing and quantizing. The obsolescence of an implementation must be measured against other existing implementations, not against unrealized concepts. The challenge and the mission are to find real solutions to real problems on actual schedules with available resources.
This then is programming, both a tar pit in which many efforts have floundered and a creative activity with joys and woes all its own. For many, the joys far outweigh the woes....
Object-Oriented Programming (OOP) is a programming paradigm. A programming paradigm guides programmers to analyze programming problems, and structure programming solutions, in a specific way.
Programming languages have traditionally divided the world into two parts—data and operations on data. Data is static and immutable, except as the operations may change it. The procedures and functions that operate on data have no lasting state of their own; they’re useful only in their ability to affect data.
This division is, of course, grounded in the way computers work, so it’s not one that you can easily ignore or push aside. Like the equally pervasive distinctions between matter and energy and between nouns and verbs, it forms the background against which you work. At some point, all programmers—even object-oriented programmers—must lay out the data structures that their programs will use and define the functions that will act on the data.
With a procedural programming language like C, that’s about all there is to it. The language may offer various kinds of support for organizing data and functions, but it won’t divide the world any differently. Functions and data structures are the basic elements of design.
Object-oriented programming doesn’t so much dispute this view of the world as restructure it at a higher level. It groups operations and data into modular units called objects and lets you combine objects into structured networks to form a complete program. In an object-oriented programming language, objects and object interactions are the basic elements of design.
Some other examples of programming paradigms are:
Paradigm | Programming Languages |
---|---|
Procedural Programming paradigm | C |
Functional Programming paradigm | F#, Haskell, Scala |
Logic Programming paradigm | Prolog |
Some programming languages support multiple paradigms.
Java is primarily an OOP language but it supports limited forms of functional programming and it can be used to (although not recommended) write procedural code. e.g. se-edu/addressbook-level1
JavaScript and Python support functional, procedural, and OOP programming.
Every object has both state (data) and behavior (operations on data). In that, they’re not much different from ordinary physical objects. It’s easy to see how a mechanical device, such as a pocket watch or a piano, embodies both state and behavior. But almost anything that’s designed to do a job does, too. Even simple things with no moving parts such as an ordinary bottle combine state (how full the bottle is, whether or not it’s open, how warm its contents are) with behavior (the ability to dispense its contents at various flow rates, to be opened or closed, to withstand high or low temperatures).
It’s this resemblance to real things that gives objects much of their power and appeal. They can not only model components of real systems, but equally as well fulfill assigned roles as components in software systems.
Object Oriented Programming (OOP) views the world as a network of interacting objects.
A real world scenario viewed as a network of interacting objects:
You are asked to find out the average age of a group of people Adam, Beth, Charlie, and Daisy. You take a piece of paper and pen, go to each person, ask for their age, and note it down. After collecting the age of all four, you enter it into a calculator to find the total. And then, use the same calculator to divide the total by four, to get the average age. This can be viewed as the objects You
, Pen
, Paper
, Calculator
, Adam
, Beth
, Charlie
, and Daisy
interacting to accomplish the end result of calculating the average age of the four persons. These objects can be considered as connected in a certain network of certain structure.
OOP solutions try to create a similar object network inside the computer’s memory – a sort of virtual simulation of the corresponding real world scenario – so that a similar result can be achieved programmatically.
OOP does not demand that the virtual world object network follow the real world exactly.
Our previous example can be tweaked a bit as follows:
Main
to represent your role in the scenario.Pen
and Paper
with an object called AgeList
that is able to keep a list of ages.Every object has both state (data) and behavior (operations on data).
Object | Real World? | Virtual World? | Example of State (i.e. Data) | Examples of Behavior (i.e. Operations) |
---|---|---|---|---|
Adam | Name, Date of Birth | Calculate age based on birthday | ||
Pen | - | Ink color, Amount of ink remaining | Write | |
AgeList | - | Recorded ages | Give the number of entries, Accept an entry to record | |
Calculator | Numbers already entered | Calculate the sum, divide | ||
You/Main | Average age, Sum of ages | Use other objects to calculate |
Every object has an interface and an implementation.
Every real world object has:
The interface and implementation of some real-world objects in our example:
Similarly, every object in the virtual world has an interface and an implementation.
The interface and implementation of some virtual-world objects in our example:
Adam
: the interface might have a method getAge(Date asAt)
; the implementation of that method is not visible to other objects.Objects interact by sending messages. Both real world and virtual world object interactions can be viewed as objects sending messages to each other. The message can result in the sender object receiving a response and/or the receiver object’s state being changed. Furthermore, the result can vary based on which object received the message, even if the message is identical (see rows 1 and 2 in the example below).
Examples:
World | Sender | Receiver | Message | Response | State Change |
---|---|---|---|---|---|
Real | You | Adam | "What is your name?" | "Adam" | - |
Real | as above | Beth | as above | "Beth" | - |
Real | You | Pen | Put nib on paper and apply pressure | Makes a mark on your paper | Ink level goes down |
Virtual | Main | Calculator (current total is 50) | add(int i): int i = 23 | 73 | total = total + 23 |
The concept of Objects in OOP is an abstraction mechanism because it allows us to abstract away the lower level details and work with bigger granularity entities i.e. ignore details of data formats and the method implementation details and work at the level of objects.
You can deal with a Person
object that represents the person Adam and query the object for Adam's age instead of dealing with details such as Adam’s date of birth (DoB), in what format the DoB is stored, the algorithm used to calculate the age from the DoB, etc.
Encapsulation protects an implementation from unintended actions and from inadvertent access.
-- Object-Oriented Programming with Objective-C, Apple
An object is an encapsulation of some data and related behavior in terms of two aspects:
1. The packaging aspect: An object packages data and related behavior together into one self-contained unit.
2. The information hiding aspect: The data in an object is hidden from the outside world and are only accessible using the object's interface.
Writing an OOP program is essentially writing instructions that the computer will use to,
A class contains instructions for creating a specific kind of objects. It turns out sometimes multiple objects keep the same type of data and have the same behavior because they are of the same kind. Instructions for creating a 'kind' (or ‘class’) of objects can be done once and those same instructions can be used to objects of that kind. You call such instructions a Class.
Classes and objects in an example scenario
Consider the example of writing an OOP program to calculate the average age of Adam, Beth, Charlie, and Daisy.
Instructions for creating objects Adam
, Beth
, Charlie
, and Daisy
will be very similar because they are all of the same kind: they all represent ‘persons’ with the same interface, the same kind of data (i.e. name
, dateOfBirth
, etc.), and the same kind of behavior (i.e. getAge(Date)
, getName()
, etc.). Therefore, you can have a class called Person
containing instructions on how to create Person
objects and use that class to instantiate objects Adam
, Beth
, Charlie
, and Daisy
.
Similarly, you need classes AgeList
, Calculator
, and Main
classes to instantiate one each of AgeList
, Calculator
, and Main
objects.
Class | Objects |
---|---|
Person | objects representing Adam, Beth, Charlie, Daisy |
AgeList | an object to represent the age list |
Calculator | an object to do the calculations |
Main | an object to represent you (i.e., the one who manages the whole operation) |
While all objects of a class have the same attributes, each object has its own copy of the attribute value.
All Person
objects have the name
attribute but the value of that attribute varies between Person
objects.
However, some attributes are not suitable to be maintained by individual objects. Instead, they should be maintained centrally, shared by all objects of the class. They are like ‘global variables’ but attached to a specific class. Such variables whose value is shared by all instances of a class are called class-level attributes.
The attribute totalPersons
should be maintained centrally and shared by all Person
objects rather than copied at each Person
object.
Similarly, when a normal method is being called, a message is being sent to the receiving object and the result may depend on the receiving object.
Sending the getName()
message to the Adam
object results in the response "Adam"
while sending the same message to the Beth
object results in the response "Beth"
.
However, there can be methods related to a specific class but not suitable for sending messages to a specific object of that class. Such methods that are called using the class instead of a specific instance are called class-level methods.
The method getTotalPersons()
is not suitable to send to a specific Person
object because a specific object of the Person
class should not have to know about the total number of Person
objects.
Class-level attributes and methods are collectively called class-level members (also called static members sometimes because some programming languages use the keyword static
to identify class-level members). They are to be accessed using the class name rather than an instance of the class.
An Enumeration is a fixed set of values that can be considered as a data type. An enumeration is often useful when using a regular data type such as int
or String
would allow invalid values to be assigned to a variable.
Suppose you want a variable called priority
to store the priority of something. There are only three priority levels: high, medium, and low. You can declare the variable priority
as of type int
and use only values 2
, 1
, and 0
to indicate the three priority levels. However, this opens the possibility of an invalid value such as 9
being assigned to it. But if you define an enumeration type called Priority
that has three values HIGH
, MEDIUM
and LOW
only, a variable of type Priority
will never be assigned an invalid value because the compiler is able to catch such an error.
Priority
: HIGH
, MEDIUM
, LOW
Objects in an OO solution need to be connected to each other to form a network so that they can interact with each other. Such connections between objects are called associations.
Suppose an OOP program for managing a learning management system creates an object structure to represent the related objects. In that object structure you can expect to have associations between a Course
object that represents a specific course and Student
objects that represent students taking that course.
Associations in an object structure can change over time.
To continue the previous example, the associations between a Course
object and Student
objects can change as students enroll in the module or drop the module over time.
Associations among objects can be generalized as associations between the corresponding classes too.
In our example, as some Course
objects can have associations with some Student
objects, you can view it as an association between the Course
class and the Student
class.
You use instance level variables to implement associations.
When two classes are linked by an association, it does not necessarily mean the two objects taking part in an instance of the association knows about (i.e., has a reference to) each other. The concept of which object in the association knows about the other object is called navigability.
Navigability can be unidirectional or bidirectional. Suppose there is an association between the classes Box
and Rope
, and the Box
object b
and the Rope
object r
is taking part in one instance of that association.
Box
to Rope
, b
will have a reference to r
but r
will not have a reference to b
. Similarly, if the navigability is in the other direction, r
will have a reference to b
but b
will not have a reference to r
.b
will have a reference to r
and r
will have a reference to b
i.e., the two objects will be pointing to each other for the same single instance of the association.Note that two unidirectional associations in opposite directions do not add up to a single bidirectional association.
In the code below, there is a bidirectional association between the Person
class and the Cat
class i.e., if Person
p
is the owner of the Cat
c
, p
it will result in p
and c
having references to each other.
class Person {
Cat pet;
//...
}
class Cat{
Person owner;
//...
}
class Person:
def __init__(self):
self.pet = None # a Cat object
class Cat:
def __init__(self):
self.owner = None # a Person object
The code below has two unidirectional associations between the Person
class and the Cat
class (in opposite directions) because the breeder is not necessarily the same person keeping the cat as a pet i.e., there are two separate associations here, which rules out it being a bidirectional association.
class Person {
Cat pet;
//...
}
class Cat{
Person breeder;
//...
}
class Person:
def __init__(self):
self.pet = None # a Cat object
class Cat:
def __init__(self):
self.breeder = None # a Person object
Multiplicity is the aspect of an OOP solution that dictates how many objects take part in each association.
The multiplicity of the association between Course
objects and Student
objects tells you how many Course
objects can be associated with one Student
object and vice versa.
A normal instance-level variable gives us a 0..1
multiplicity (also called optional associations) because a variable can hold a reference to a single object or null
.
In the code below, the Logic
class has a variable that can hold 0..1
i.e., zero or one Minefield
objects.
class Logic {
Minefield minefield;
// ...
}
class Minefield {
//...
}
class Logic:
def __init__(self):
self.minefield = None
# ...
class Minefield:
# ...
A variable can be used to implement a 1
multiplicity too (also called compulsory associations).
In the code below, the Logic
class will always have a ConfigGenerator
object, provided the variable is not set to null
at some point.
class Logic {
ConfigGenerator cg = new ConfigGenerator();
...
}
class Logic:
def __init__(self):
self.config_gen = ConfigGenerator()
Bidirectional associations require matching variables in both classes.
In the code below, the Foo
class has a variable to hold a Bar
object and vice versa i.e., each object can have an association with an object of the other type.
class Foo {
Bar bar;
//...
}
class Bar {
Foo foo;
//...
}
class Foo:
def __init__(self, bar):
self.bar = bar;
class Bar:
def __init__(self, foo):
self.foo = foo;
To implement other multiplicities, choose a suitable data structure such as Arrays, ArrayLists, HashMaps, Sets, etc.
This code uses a two-dimensional array to implement a 1-to-many association from the Minefield
to Cell
.
class Minefield {
Cell[][] cell;
...
}
class Minefield:
def __init__(self):
self.cells = {1:[], 2:[], 3:[]}
In the context of OOP associations, a dependency is a need for one class to depend on another without having a direct association in the same direction. Reason for the exclusion: If there is an association from class Foo
to class Bar
(i.e., navigable from Foo
to Bar
), that means Foo
is obviously dependent on Bar
and hence there is no point in mentioning dependency specifically. In other words, we are only concerned about non-obvious dependencies here. One cause of such dependencies is interactions between objects that do not have a long-term link between them.
A Course
class can have a dependency on a Registrar
class because the Course
class needs to refer to the Registrar
class to obtain the the maximum number of students it can support (e.g., Registrar.MAX_COURSE_CAPACITY
).
In the code below, Foo
has a dependency on Bar
but it is not an association because it is only a interaction and there is no long term relationship between a Foo
object and a Bar
object. i.e. the Foo
object does not keep the Bar
object it receives as a parameter.
class Foo {
int calculate(Bar bar) {
return bar.getValue();
}
}
class Bar {
int value;
int getValue() {
return value;
}
}
class Foo:
def calculate(self, bar):
return bar.value;
class Bar:
def __init__(self, value):
self.value = value
A composition is an association that represents a strong whole-part relationship. When the whole is destroyed, parts are destroyed too i.e., the part should not exist without being attached to a whole.
A Board
(used for playing board games) consists of Square
objects.
Composition also implies that there cannot be cyclical links.
The ‘sub-folder’ association between Folder
objects is a composition type association. That means if the Folder
object foo
is a sub-folder of Folder
object bar
, bar
cannot be a sub-folder of foo
.
Whether a relationship is a composition can depend on the context.
Is the relationship between Email
and EmailSubject
composition? That is, is the email subject part of an email to the extent that an email subject cannot exist without an email?
A common use of composition is when parts of a big class are carved out as smaller classes for the ease of managing the internal design. In such cases, the classes extracted out still act as parts of the bigger class and the outside world has no business knowing about them.
Cascading deletion alone is not sufficient for composition. Suppose there is a design in which Person
objects are attached to Task
objects and the former get deleted whenever the latter is deleted. This fact alone does not mean there is a composition relationship between the two classes. For it to be composition, a Person
must be an integral part of a Task
in the context of that association, at the concept level (not simply at implementation level).
Identifying and keeping track of composition relationships in the design has benefits such as helping to maintain the data integrity of the system. For example, when you know that a certain relationship is a composition, you can take extra care in your implementation to ensure that when the whole object is deleted, all its parts are deleted too.
Composition is implemented using a normal variable. If correctly implemented, the ‘part’ object will be deleted when the ‘whole’ object is deleted. Ideally, the ‘part’ object may not even be visible to clients of the ‘whole’ object.
class Email {
private Subject subject;
...
}
class Email:
def __init__(self):
self.__subject = Subject()
In this code, the Email
has a composition type relationship with the Subject
class, in the sense that the subject is part of the email.
Aggregation represents a container-contained relationship. It is a weaker relationship than composition.
SportsClub
can act as a container for Person
objects who are members of the club. Person
objects can survive without a SportsClub
object.
Implementation is similar to that of composition except the containee object can exist even after the container object is deleted.
In the code below, there is an aggregation association between the Team
class and the Person
class in that a Team
contains a Person
object who is the leader of the team.
class Team {
Person leader;
...
void setLeader(Person p) {
leader = p;
}
}
class Team:
def __init__(self):
self.__leader = None
def set_leader(self, person):
self.__leader = person
The OOP concept Inheritance allows you to define a new class based on an existing class.
For example, you can use inheritance to define an EvaluationReport
class based on an existing Report
class so that the EvaluationReport
class does not have to duplicate data/behaviors that are already implemented in the Report
class. The EvaluationReport
can inherit the wordCount
attribute and the print()
method from the base class Report
.
A superclass is said to be more general than the subclass. Conversely, a subclass is said to be more specialized than the superclass.
Applying inheritance on a group of similar classes can result in the common parts among classes being extracted into more general classes.
Man
and Woman
behave the same way for certain things. However, the two classes cannot be simply replaced with a more general class Person
because of the need to distinguish between Man
and Woman
for certain other things. A solution is to add the Person
class as a superclass (to contain the code common to men and women) and let Man
and Woman
inherit from Person
class.
Inheritance implies the derived class can be considered as a sub-type of the base class (and the base class is a super-type of the derived class), resulting in an is a relationship.
Inheritance does not necessarily mean a sub-type relationship exists. However, the two often go hand-in-hand. For simplicity, at this point let us assume inheritance implies a sub-type relationship.
To continue the previous example,
Woman
is a Person
Man
is a Person
Inheritance relationships through a chain of classes can result in inheritance hierarchies (aka inheritance trees).
Two inheritance hierarchies/trees are given below. Note that the triangle points to the parent class. Observe how the Parrot
is a Bird
as well as it is an Animal
.
Multiple Inheritance is when a class inherits directly from multiple classes. Multiple inheritance among classes is allowed in some languages (e.g., Python, C++) but not in other languages (e.g., Java, C#).
The Honey
class inherits from the Food
class and the Medicine
class because honey can be consumed as a food as well as a medicine (in some oriental medicine practices). Similarly, a Car
is a Vehicle
, an Asset
and a Liability
.
Method overriding is when a sub-class changes the behavior inherited from the parent class by re-implementing the method. Overridden methods have the same name, same type signature, and same return type.
Consider the following case of EvaluationReport
class inheriting the Report
class:
Report methods | EvaluationReport methods | Overrides? |
---|---|---|
print() | print() | Yes |
write(String) | write(String) | Yes |
read():String | read(int):String | No. Reason: the two methods have different signatures; This is a case of overloading (rather than overriding). |
Method overloading is when there are multiple methods with the same name but different type signatures. Overloading is used to indicate that multiple operations do similar things but take different parameters.
Type signature: The type signature of an operation is the type sequence of the parameters. The return type and parameter names are not part of the type signature. However, the parameter order is significant.
Example:
Method | Type Signature |
---|---|
int add(int X, int Y) | (int, int) |
void add(int A, int B) | (int, int) |
void m(int X, double Y) | (int, double) |
void m(double X, int Y) | (double, int) |
In the case below, the calculate
method is overloaded because the two methods have the same name but different type signatures (String)
and (int)
.
calculate(String): void
calculate(int): void
An interface is a behavior specification i.e. a collection of . If a class , it means the class is able to support the behaviors specified by the said interface.
There are a number of situations in software engineering when it is important for disparate groups of programmers to agree to a "contract" that spells out how their software interacts. Each group should be able to write their code without any knowledge of how the other group's code is written. Generally speaking, interfaces are such contracts. --Oracle Docs on Java
Suppose SalariedStaff
is an interface that contains two methods setSalary(int)
and getSalary()
. AcademicStaff
can declare itself as implementing the SalariedStaff
interface, which means the AcademicStaff
class must implement all the methods specified by the SalariedStaff
interface i.e., setSalary(int)
and getSalary()
.
A class implementing an interface results in an is-a relationship, just like in class inheritance.
In the example above, AcademicStaff
is a SalariedStaff
. An AcademicStaff
object can be used anywhere a SalariedStaff
object is expected e.g. SalariedStaff ss = new AcademicStaff()
.
Abstract class: A class declared as an abstract class cannot be instantiated, but it can be subclassed.
You can declare a class as abstract when a class is merely a representation of commonalities among its subclasses in which case it does not make sense to instantiate objects of that class.
The Animal
class that exists as a generalization of its subclasses Cat
, Dog
, Horse
, Tiger
etc. can be declared as abstract because it does not make sense to instantiate an Animal
object.
Abstract method: An abstract method is a method signature without a method implementation.
The move
method of the Animal
class is likely to be an abstract method as it is not possible to implement a move
method at the Animal
class level to fit all subclasses because each animal type can move in a different way.
A class that has an abstract method becomes an abstract class because the class definition is incomplete (due to the missing method body) and it is not possible to create objects using an incomplete class definition.
Every instance of a subclass is an instance of the superclass, but not vice-versa. As a result, inheritance allows substitutability: the ability to substitute a child class object where a parent class object is expected.
An AcademicStaff
is an instance of a Staff
, but a Staff
is not necessarily an instance of an AcademicStaff
. i.e. wherever an object of the superclass is expected, it can be substituted by an object of any of its subclasses.
The following code is valid because an AcademicStaff
object is substitutable as a Staff
object.
Staff staff = new AcademicStaff(); // OK
But the following code is not valid because staff
is declared as a Staff
type and therefore its value may or may not be of type AcademicStaff
, which is the type expected by variable academicStaff
.
Staff staff;
...
AcademicStaff academicStaff = staff; // Not OK
Polymorphism:
The ability of different objects to respond, each in its own way, to identical messages is called polymorphism. -- Object-Oriented Programming with Objective-C, Apple
Polymorphism allows you to write code targeting superclass objects, use that code on subclass objects, and achieve possibly different results based on the actual class of the object.
Assume classes Cat
and Dog
are both subclasses of the Animal
class. You can write code targeting Animal
objects and use that code on Cat
and Dog
objects, achieving possibly different results based on whether it is a Cat
object or a Dog
object. Some examples:
Animal
and still be able to store Dog
and Cat
objects in it.Animal
object as a parameter and yet be able to pass Dog
and Cat
objects to it.Dog
or a Cat
object as if it is an Animal
object (i.e., without knowing whether it is a Dog
object or a Cat
object) and get a different response from it based on its actual class e.g., call the Animal
class's method speak()
on object a
and get a "Meow"
as the return value if a
is a Cat
object and "Woof"
if it is a Dog
object.Polymorphism literally means "ability to take many forms".
What is the difference between a Class, an Abstract Class, and an Interface?
How does overriding differ from overloading?
Overloading is used to indicate that multiple operations do similar things but take different parameters. Overloaded methods have the same method name but different method signatures and possibly different return types.
Overriding is when a sub-class redefines an operation using the same method name and the same type signature. Overridden methods have the same name, same method signature, and same return type.
A software requirement specifies a need to be fulfilled by the software product.
A software project may be,
In either case, requirements need to be gathered, analyzed, specified, and managed.
Requirements come from stakeholders.
Stakeholder: A party that is potentially affected by the software project. e.g. users, sponsors, developers, interest groups, government agencies, etc.
Identifying requirements is often not easy. For example, stakeholders may not be aware of their precise needs, may not know how to communicate their requirements correctly, may not be willing to spend effort in identifying requirements, etc.
Requirements can be divided into two in the following way:
Some examples of non-functional requirement categories:
You may have to spend an extra effort in digging NFRs out as early as possible because,
Brainstorming: A group activity designed to generate a large number of diverse and creative ideas for the solution of a problem.
In a brainstorming session there are no "bad" ideas. The aim is to generate ideas; not to validate them. Brainstorming encourages you to "think outside the box" and put "crazy" ideas on the table without fear of rejection.
Surveys can be used to solicit responses and opinions from a large number of stakeholders regarding a current product or a new product.
Observing users in their natural work environment can uncover product requirements. Usage data of an existing system can also be used to gather information about how an existing system is being used, which can help in building a better replacement e.g. to find the situations where the user makes mistakes when using the current system.
Interviewing stakeholders and domain experts can produce useful information about project requirements.
[source]
Focus groups are a kind of informal interview within an interactive group setting. A group of people (e.g. potential users, beta testers) are asked about their understanding of a specific issue, process, product, advertisement, etc.
Prototype: A prototype is a mock up, a scaled down version, or a partial system constructed
Prototyping can uncover requirements, in particular, those related to how users interact with the system. UI prototypes or mock ups are often used in brainstorming sessions, or in meetings with the users to get quick feedback from them.
A mock up (also called a wireframe diagram) of a dialog box:
[source: plantuml.com]
Prototyping can be used for discovering as well as specifying requirements e.g. a UI prototype can serve as a specification of what to build.
Studying existing products can unearth shortcomings of existing solutions that can be addressed by a new product. Product manuals and other forms of documentation of an existing system can tell us how the existing solutions work.
When developing a game for a mobile device, a look at a similar PC game can give insight into the kind of features and interactions the mobile game can offer.
A textual description (i.e. prose) can be used to describe requirements. Prose is especially useful when describing abstract ideas such as the vision of a product.
The product vision of the TEAMMATES Project given below is described using prose.
TEAMMATES aims to become the biggest student project in the world (biggest here refers to 'many contributors, many users, large code base, evolving over a long period'). Furthermore, it aims to serve as a training tool for Software Engineering students who want to learn SE skills in the context of a non-trivial real software product.
Avoid using lengthy prose to describe requirements; they can be hard to follow.
Feature list: A list of features of a product grouped according to some criteria such as aspect, priority, order of delivery, etc.
A sample feature list from a simple Minesweeper game (only a brief description has been provided to save space):
User story: User stories are short, simple descriptions of a feature told from the perspective of the person who desires the new capability, usually a user or customer of the system. [Mike Cohn]
A common format for writing user stories is:
User story format: As a {user type/role} I can {function} so that {benefit}
Examples (from a Learning Management System):
You can write user stories on index cards or sticky notes, and arrange them on walls or tables, to facilitate planning and discussion. Alternatively, you can use a software (e.g., GitHub Project Boards, Trello, Google Docs, ...) to manage user stories digitally.
The {benefit}
can be omitted if it is obvious.
As a user, I can login to the system so that I can access my data
It is recommended to confirm there is a concrete benefit even if you omit it from the user story. If not, you could end up adding features that have no real benefit.
You can add more characteristics to the {user role}
to provide more context to the user story.
You can write user stories at various levels. High-level user stories, called epics (or themes) cover bigger functionality. You can then break down these epics to multiple user stories of normal size.
[Epic] As a lecturer, I can monitor student participation levels
You can add conditions of satisfaction to a user story to specify things that need to be true for the user story implementation to be accepted as ‘done’.
As a lecturer, I can view the forum post count of each student so that I can identify the activity level of students in the forum.
Conditions:
Separate post count for each forum should be shown
Total post count of a student should be shown
The list should be sortable by student name and post count
Other useful info that can be added to a user story includes (but not limited to)
User stories capture user requirements in a way that is convenient for , , and .
[User stories] strongly shift the focus from writing about features to discussing them. In fact, these discussions are more important than whatever text is written. [Mike Cohn, MountainGoat Software 🔗]
User stories differ from mainly in the level of detail. User stories should only provide enough details to make a reasonably low risk estimate of how long the user story will take to implement. When the time comes to implement the user story, the developers will meet with the customer face-to-face to work out a more detailed description of the requirements. [more...]
User stories can capture non-functional requirements too because even NFRs must benefit some stakeholder.
An example of an NFR captured as a user story:
As a | I want to | so that |
---|---|---|
impatient user | to be able experience reasonable response time from the website while up to 1000 concurrent users are using it | I can use the app even when the traffic is at the maximum expected level |
Given their lightweight nature, user stories are quite handy for recording requirements during early stages of requirements gathering.
Given below is a possible recipe you can take when using user stories for early stages of requirement gathering.
Step 0: Clear your mind of preconceived product ideas
Even if you already have some idea of what your product will look/behave like in the end, clear your mind of those ideas. The product is the solution. At this point, we are still at the stage of figuring out the problem (i.e., user requirements). Let's try to get from the problem to the solution in a systematic way, one step at a time.
Step 1: Define the target user as a persona:
Decide your target user's profile (e.g. a student, office worker, programmer, salesperson) and work patterns (e.g. Does he work in groups or alone? Does he share his computer with others?). A clear understanding of the target user will help when deciding the importance of a user story. You can even narrow it down to a persona. Here is an example:
Jean is a university student studying in a non-IT field. She interacts with a lot of people due to her involvement in university clubs/societies. ...
Step 2: Define the problem scope:
Decide the exact problem you are going to solve for the target user. It is also useful to specify what related problems it will not solve so that the exact scope is clear.
ProductX helps Jean keep track of all her school contacts. It does not cover communicating with contacts.
Step 3: List scenarios to form a narrative:
Think of the various scenarios your target user is likely to go through as she uses your app. Following a chronological sequence as if you are telling a story might be helpful.
A. First use:
- Jean gets to know about ProductX. She downloads it and launches it to check out what it can do.
- After playing around with the product for a bit, Jean wants to start using it for real.
- ...
B. Second use: (Jean is still a beginner)
- Jean launches ProductX. She wants to find ...
- ...
C. 10th use: (Jean is a little bit familiar with the app)
- ...
D. 100th use: (Jean is an expert user)
- Jean launches the app and does ... and ... followed by ... as per her usual habit.
- Jean feels some of the data in the app are no longer needed. She wants to get rid of them to reduce clutter.
More examples that might apply to some products:
- Jean uses the app at the start of the day to ...
- Jean uses the app before going to sleep to ...
- Jean hasn't used the app for a while because she was on a three-month training programme. She is now back at work and wants to resume her daily use of the app.
- Jean moves to another company. Some of her clients come with her but some don't.
- Jean starts freelancing in her spare time. She wants to keep her freelancing clients separate from her other clients.
Step 4: List the user stories to support the scenarios:
Based on the scenarios, decide on the user stories you need to support. For example, based on the scenario 'A. First use', you might have user stories such as these:
- As a potential user exploring the app, I can see the app populated with sample data, so that I can easily see how the app will look like when it is in use.
- As a user ready to start using the app, I can purge all current data, so that I can get rid of sample/experimental data I used for exploring the app.
To give another example, based on the scenario 'D. 100th use', you might have user stories such as these:
- As an expert user, I can create shortcuts for tasks, so that I can save time on frequently performed tasks.
- As a long-time user, I can archive/hide unused data, so that I am not distracted by irrelevant data.
Do not 'evaluate' the value of user stories while brainstorming. Reason: an important aspect of brainstorming is not judging the ideas generated.
Other tips:
As a user, I want to see a list of tasks that need my attention most at the present time, so that I pay attention to them first.
While use cases can be recorded on in the initial stages, an online tool is more suitable for longer-term management of user stories, especially if the team is not .
Use case: A description of a set of sequences of actions, including variants, that a system performs to yield an observable result of value to an actor [ 📖 : ].
A use case describes an interaction between the user and the system for a specific functionality of the system.
UML includes a diagram type called use case diagrams that can illustrate use cases of a system visually, providing a visual ‘table of contents’ of the use cases of a system.
In the example on the right, note how use cases are shown as ovals and user roles relevant to each use case are shown as stick figures connected to the corresponding ovals.
Use cases capture the functional requirements of a system.
Glossary: A glossary serves to ensure that all stakeholders have a common understanding of the noteworthy terms, abbreviations, acronyms etc.
Here is a partial glossary from a variant of the Snakes and Ladders game:
Design is the creative process of transforming the problem into a solution; the solution is also called design. -- 📖 Software Engineering Theory and Practice, Shari Lawrence; Atlee, Joanne M. Pfleeger
Software design has two main aspects:
Abstraction is a technique for dealing with complexity. It works by establishing a level of complexity we are interested in, and suppressing the more complex details below that level.
The guiding principle of abstraction is that only details that are relevant to the current perspective or the task at hand need to be considered. As most programs are written to solve complex problems involving large amounts of intricate details, it is impossible to deal with all these details at the same time. That is where abstraction can help.
Data abstraction: abstracting away the lower level data items and thinking in terms of bigger entities
Within a certain software component, you might deal with a user data type, while ignoring the details contained in the user data item such as name, and date of birth. These details have been ‘abstracted away’ as they do not affect the task of that software component.
Control abstraction: abstracting away details of the actual control flow to focus on tasks at a higher level
print(“Hello”)
is an abstraction of the actual output mechanism within the computer.
Abstraction can be applied repeatedly to obtain progressively higher levels of abstraction.
An example of different levels of data abstraction: a File
is a data item that is at a higher level than an array and an array is at a higher level than a bit.
An example of different levels of control abstraction: execute(Game)
is at a higher level than print(Char)
which is at a higher level than an Assembly language instruction MOV
.
Abstraction is a general concept that is not limited to just data or control abstractions.
Some more general examples of abstraction:
Coupling is a measure of the degree of dependence between components, classes, methods, etc. Low coupling indicates that a component is less dependent on other components. High coupling (aka tight coupling or strong coupling) is discouraged due to the following disadvantages:
In the example below, design A
appears to have more coupling between the components than design B
.
X is coupled to Y if a change to Y can potentially require a change in X.
If the Foo
class calls the method Bar#read()
, Foo
is coupled to Bar
because a change to Bar
can potentially (but not always) require a change in the Foo
class e.g. if the signature of Bar#read()
is changed, Foo
needs to change as well, but a change to the Bar#write()
method may not require a change in the Foo
class because Foo
does not call Bar#write()
.
Some examples of coupling: A
is coupled to B
if,
A
has access to the internal structure of B
(this results in a very high level of coupling)A
and B
depend on the same global variableA
calls B
A
receives an object of B
as a parameter or a return valueA
inherits from B
A
and B
are required to follow the same data format or communication protocolCohesion is a measure of how strongly-related and focused the various responsibilities of a component are. A highly-cohesive component keeps related functionalities together while keeping out all other unrelated things.
Higher cohesion is better. Disadvantages of low cohesion (aka weak cohesion):
Cohesion can be present in many forms. Some examples:
Student
component handles everything related to students.GameArchive
component handles everything related to the storage and retrieval of game sessions.Suppose a Payroll application contains a class that deals with writing data to the database. If the class includes some code to show an error dialog to the user if the database is unreachable, that class is not cohesive because it seems to be interacting with the user as well as the database.
A model is a representation of something else.
A class diagram is a model that represents a software design.
A model provides a simpler view of a complex entity because a model captures only a selected aspect. This omission of some aspects implies models are abstractions.
A class diagram captures the structure of the software design but not the behavior.
Multiple models of the same entity may be needed to capture it fully.
In addition to a class diagram (or even multiple class diagrams), a number of other diagrams may be needed to capture various interesting aspects of the software.
In software development, models are useful in several ways:
a) To analyze a complex entity related to software development.
Some examples of using models for analysis:
b) To communicate information among stakeholders. Models can be used as a visual aid in discussions and documentation.
Some examples of using models to communicate:
c) As a blueprint for creating software. Models can be used as instructions for building software.
Some examples of using models as blueprints:
An OO solution is basically a network of objects interacting with each other. Therefore, it is useful to be able to model how the relevant objects are 'networked' together inside a software i.e. how the objects are connected together.
Given below is an illustration of some objects and how they are connected together. Note: the diagram uses an ad-hoc notation.
Note that these object structures within the same software can change over time.
Given below is how the object structure in the previous example could have looked like at a different time.
However, object structures do not change at random; they change based on a set of rules, as was decided by the designer of that software. Those rules that object structures need to follow can be illustrated as a class structure i.e. a structure that exists among the relevant classes.
Here is a class structure (drawn using an ad-hoc notation) that matches the object structures given in the previous two examples. For example, note how this class structure does not allow any connection between Genre
objects and Author
objects, a rule followed by the two object structures above.
UML Object Diagrams are used to model object structures and UML Class Diagrams are used to model class structures of an OO solution.
Here is an object diagram for the above example:
And here is the class diagram for it:
Contents of the panels given below belong to a different chapter; they have been embedded here for convenience and are collapsed by default to avoid content duplication in the printed version.
Classes form the basis of class diagrams.
Associations are the main connections among the classes in a class diagram.
The most basic class diagram is a bunch of classes with some solid lines among them to represent associations, such as this one.
An example class diagram showing associations between classes.
In addition, associations can show additional decorations such as association labels, association roles, multiplicity and navigability to add more information to a class diagram.
Here is the same class diagram shown earlier but with some additional information included:
Sequence diagrams model the interactions between various entities in a system, in a specific scenario. Modelling such scenarios is useful, for example, to verify the design of the internal interactions is able to provide the expected outcomes.
Some examples where a sequence diagram can be used:
To model how components of a system interact with each other to respond to a user action.
To model how objects inside a component interact with each other to respond to a method call it received from another component.
Professional software engineers often write code using Integrated Development Environments (IDEs). IDEs support most development-related work within the same tool (hence, the term integrated).
An IDE generally consists of:
Examples of popular IDEs:
Some web-based IDEs have appeared in recent times too e.g., Amazon's Cloud9 IDE.
Some experienced developers, in particular those with a UNIX background, prefer lightweight yet powerful text editors with scripting capabilities (e.g. Emacs) over heavier IDEs.
Debugging is the process of discovering defects in the program. Here are some approaches to debugging:
Exiting process() method, x is 5.347
. This approach is not recommended due to these reasons:
Always code as if the person who ends up maintaining your code will be a violent psychopath who knows where you live. -- Martin Golding
Production code needs to be of high quality. Given how the world is becoming increasingly dependent on software, poor quality code is something no one can afford to tolerate.
Programs should be written and polished until they acquire publication quality. --Niklaus Wirth
Among various dimensions of code quality, such as run-time efficiency, security, and robustness, one of the most important is understandability. This is because in any non-trivial software project, code needs to be read, understood, and modified by other developers later on. Even if you do not intend to pass the code to someone else, code quality is still important because you will become a 'stranger' to your own code someday.
The two code samples given below achieve the same functionality, but one is easier to read.
Bad |
|
Good |
|
Bad
| | Good
|
Be wary when a method is longer than the computer screen, and take corrective action when it goes beyond 30 LOC (lines of code). The bigger the haystack, the harder it is to find a needle.
If you need more than 3 levels of indentation, you're screwed anyway, and should fix your program. --Linux 1.3.53 Coding Style
In particular, avoid arrowhead style code.
A real code example:
Bad |
|
Good |
|
Bad
| | Good
|
Avoid complicated expressions, especially those having many negations and nested parentheses. If you must evaluate complicated expressions, have it done in steps (i.e. calculate some intermediate values first and use them to calculate the final value).
Example:
Bad
return ((length < MAX_LENGTH) || (previousSize != length))
&& (typeCode == URGENT);
Good
boolean isWithinSizeLimit = length < MAX_LENGTH;
boolean isSameSize = previousSize != length;
boolean isValidCode = isWithinSizeLimit || isSameSize;
boolean isUrgent = typeCode == URGENT;
return isValidCode && isUrgent;
Example:
Bad
return ((length < MAX_LENGTH) or (previous_size != length)) and (type_code == URGENT)
Good
is_within_size_limit = length < MAX_LENGTH
is_same_size = previous_size != length
is_valid_code = is_within_size_limit or is_same_size
is_urgent = type_code == URGENT
return is_valid_code and is_urgent
The competent programmer is fully aware of the strictly limited size of his own skull; therefore he approaches the programming task in full humility, and among other things he avoids clever tricks like the plague. -- Edsger Dijkstra
When the code has a number that does not explain the meaning of the number, it is called a "magic number" (as in "the number appears as if by magic"). Using a makes the code easier to understand because the name tells us more about the meaning of the number.
Example:
Bad
| | Good
|
Note: Python does not have a way to make a variable a constant. However, you can use a normal variable with an ALL_CAPS
name to simulate a constant.
Bad
| | Good
|
Similarly, you can have ‘magic’ values of other data types.
Bad
return "Error 1432"; // A magic string!
return "Error 1432" # A magic string!
In general, try to avoid any magic literals.
Make the code as explicit as possible, even if the language syntax allows them to be implicit. Here are some examples:
Java
] Use explicit type conversion instead of implicit type conversion.Java
, Python
] Use parentheses/braces to show groupings even when they can be skipped.Java
, Python
] Use enumerations when a certain variable can take only a small number of finite values. For example, instead of declaring the variable 'state' as an integer and using values 0, 1, 2 to denote the states 'starting', 'enabled', and 'disabled' respectively, declare 'state' as type SystemState
and define an enumeration SystemState
that has values 'STARTING'
, 'ENABLED'
, and 'DISABLED'
.Lay out the code so that it adheres to the logical structure. The code should read like a story. Just like how you use section breaks, chapters and paragraphs to organize a story, use classes, methods, indentation and line spacing in your code to group related segments of the code. For example, you can use blank lines to group related statements together.
Sometimes, the correctness of your code does not depend on the order in which you perform certain intermediary steps. Nevertheless, this order may affect the clarity of the story you are trying to tell. Choose the order that makes the story most readable.
One essential way to improve code quality is to follow a consistent style. That is why software engineers follow a strict coding standard (aka style guide).
The aim of a coding standard is to make the entire code base look like it was written by one person. A coding standard is usually specific to a programming language and specifies guidelines such as the locations of opening and closing braces, indentation styles and naming styles (e.g. whether to use Hungarian style, Pascal casing, Camel casing, etc.). It is important that the whole team/company uses the same coding standard and that the standard is generally not inconsistent with typical industry practices. If a company's coding standard is very different from what is typically used in the industry, new recruits will take longer to get used to the company's coding style.
IDEs can help to enforce some parts of a coding standard e.g. indentation rules.
Go through the Java coding standard at @SE-EDU and learn the basic style rules.
Sample coding standard: PEP 8 Python Style Guide -- by Python.org
Every system is built from a domain-specific language designed by the programmers to describe that system. Functions are the verbs of that language, and classes are the nouns.
-- Robert C. Martin, Clean Code: A Handbook of Agile Software Craftsmanship
Use nouns for classes/variables and verbs for methods/functions.
Examples:
Name for a | Bad | Good |
---|---|---|
Class | CheckLimit | LimitChecker |
Method | result() | calculate() |
Distinguish clearly between single-valued and multi-valued variables.
Examples:
Good
Person student;
ArrayList<Person> students;
Good
name = 'Jim'
names = ['Jim', 'Alice']
Good code is its own best documentation. As you’re about to add a comment, ask yourself, ‘How can I improve the code so that this comment isn’t needed?’ Improve the code and then document it to make it even clearer. -- Steve McConnell, Author of Clean Code
Some think commenting heavily increases the 'code quality'. That is not so. Avoid writing comments to explain bad code. Improve the code to make it self-explanatory.
If the code is self-explanatory, refrain from repeating the description in a comment just for the sake of 'good documentation'.
Bad
//increment x
x++;
//trim the input
trimInput();
Bad
# increment x
x = x + 1
# trim the input
trim_input()
Do not write comments as if they are private notes to yourself. Instead, write them well enough to be understood by another programmer. One type of comment that is almost always useful is the header comment that you write for a class or an operation to explain its purpose.
Examples:
Bad Reason: this comment will only make sense to the person who wrote it
// a quick trim function used to fix bug I detected overnight
void trimInput() {
....
}
Good
/** Trims the input of leading and trailing spaces */
void trimInput() {
....
}
Bad Reason: this comment will only make sense to the person who wrote it
def trim_input():
"""a quick trim function used to fix bug I detected overnight"""
...
Good
def trim_input():
"""Trim the input of leading and trailing spaces"""
...
The first version of the code you write may not be of production quality. It is OK to first concentrate on making the code work, rather than worry over the quality of the code, as long as you improve the quality later. This process of improving a program's internal structure in small steps without modifying its external behavior is called refactoring.
Improving code structure can have many secondary benefits: e.g.
Given below are two common refactorings (more).
Refactoring Name: Consolidate Duplicate Conditional Fragments
Situation: The same fragment of code is in all branches of a conditional expression.
Method: Move it outside of the expression.
Example:
| → |
|
| → |
|
Refactoring Name: Extract Method
Situation: You have a code fragment that can be grouped together.
Method: Turn the fragment into a method whose name explains the purpose of the method.
Example:
void printOwing() {
printBanner();
// print details
System.out.println("name: " + name);
System.out.println("amount " + getOutstanding());
}
void printOwing() {
printBanner();
printDetails(getOutstanding());
}
void printDetails(double outstanding) {
System.out.println("name: " + name);
System.out.println("amount " + outstanding);
}
def print_owing():
print_banner()
# print details
print("name: " + name)
print("amount " + get_outstanding())
def print_owing():
print_banner()
print_details(get_outstanding())
def print_details(amount):
print("name: " + name)
print("amount " + amount)
Some IDEs have builtin support for basic refactorings such as automatically renaming a variable/method/class in all places it has been used.
Refactoring, even if done with the aid of an IDE, may still result in regressions. Therefore, each small refactoring should be followed by regression testing.
JavaDoc is a tool for generating API documentation in HTML format from comments in the source code. In addition, modern IDEs use JavaDoc comments to generate explanatory tooltips.
An example method header comment in JavaDoc format (adapted from Oracle's Java documentation)
/**
* Returns an Image object that can then be painted on the screen.
* The url argument must specify an absolute {@link URL}. The name
* argument is a specifier that is relative to the url argument.
* <p>
* This method always returns immediately, whether or not the
* image exists. When this applet attempts to draw the image on
* the screen, the data will be loaded. The graphics primitives
* that draw the image will incrementally paint on the screen.
*
* @param url an absolute URL giving the base location of the image
* @param name the location of the image, relative to the url argument
* @return the image at the specified URL
* @see Image
*/
public Image getImage(URL url, String name) {
try {
return getImage(new URL(url, name));
} catch (MalformedURLException e) {
return null;
}
}
Generated HTML documentation:
Tooltip generated by Intellij IDE:
In the absence of more extensive guidelines (e.g., given in a coding standard adopted by your project), you can follow the two examples below in your code.
A minimal JavaDoc comment example for methods:
/**
* Returns lateral location of the specified position.
* If the position is unset, NaN is returned.
*
* @param x X coordinate of position.
* @param y Y coordinate of position.
* @param zone Zone of position.
* @return Lateral location.
* @throws IllegalArgumentException If zone is <= 0.
*/
public double computeLocation(double x, double y, int zone)
throws IllegalArgumentException {
// ...
}
A minimal JavaDoc comment example for classes:
package ...
import ...
/**
* Represents a location in a 2D space. A <code>Point</code> object corresponds to
* a coordinate represented by two integers e.g., <code>3,6</code>
*/
public class Point {
// ...
}
Well-written applications include error-handling code that allows them to recover gracefully from unexpected errors. When an error occurs, the application may need to request user intervention, or it may be able to recover on its own. In extreme cases, the application may log the user off or shut down the system. -- Microsoft
Exceptions are used to deal with 'unusual' but not entirely unexpected situations that the program might encounter at runtime.
Exception:
The term exception is shorthand for the phrase "exceptional event." An exception is an event, which occurs during the execution of a program, that disrupts the normal flow of the program's instructions. –- Java Tutorial (Oracle Inc.)
Examples:
Most languages allow code that encountered an "exceptional" situation to encapsulate details of the situation in an Exception object and throw/raise that object so that another piece of code can catch it and deal with it. This is especially useful when the code that encountered the unusual situation does not know how to deal with it.
The extract below from the -- Java Tutorial (with slight adaptations) explains how exceptions are typically handled.
When an error occurs at some point in the execution, the code being executed creates an exception object and hands it off to the runtime system. The exception object contains information about the error, including its type and the state of the program when the error occurred. Creating an exception object and handing it to the runtime system is called throwing an exception.
After a method throws an exception, the runtime system attempts to find something to handle it in the . The runtime system searches the call stack for a method that contains a block of code that can handle the exception. This block of code is called an exception handler. The search begins with the method in which the error occurred and proceeds through the call stack in the reverse order in which the methods were called. When an appropriate handler is found, the runtime system passes the exception to the handler. An exception handler is considered appropriate if the type of the exception object thrown matches the type that can be handled by the handler.
The exception handler chosen is said to catch the exception. If the runtime system exhaustively searches all the methods on the call stack without finding an appropriate exception handler, the program terminates.
Advantages of exception handling in this way:
Assertions are used to define assumptions about the program state so that the runtime can verify them. An assertion failure indicates a possible bug in the code because the code has resulted in a program state that violates an assumption about how the code should behave.
An assertion can be used to express something like when the execution comes to this point, the variable v
cannot be null.
If the runtime detects an assertion failure, it typically takes some drastic action such as terminating the execution with an error message. This is because an assertion failure indicates a possible bug and the sooner the execution stops, the safer it is.
In the Java code below, suppose you set an assertion that timeout
returned by Config.getTimeout()
is greater than 0
. Now, if Config.getTimeout()
returns -1
in a specific execution of this line, the runtime can detect it as an assertion failure -- i.e. an assumption about the expected behavior of the code turned out to be wrong which could potentially be the result of a bug -- and take some drastic action such as terminating the execution.
int timeout = Config.getTimeout();
Use the assert
keyword to define assertions.
This assertion will fail with the message x should be 0
if x
is not 0 at this point.
x = getX();
assert x == 0 : "x should be 0";
...
Assertions can be disabled without modifying the code.
java -enableassertions HelloWorld
(or java -ea HelloWorld
) will run HelloWorld
with assertions enabled while java -disableassertions HelloWorld
will run it without verifying assertions.
Java disables assertions by default. This could create a situation where you think all assertions are being verified as true
while in fact they are not being verified at all. Therefore, remember to enable assertions when you run the program if you want them to be in effect.
Enable assertions in Intellij (how?) and get an assertion to fail temporarily (e.g. insert an assert false
into the code temporarily) to confirm assertions are being verified.
Java assert
vs JUnit assertions: They are similar in purpose but JUnit assertions are more powerful and customized for testing. In addition, JUnit assertions are not disabled by default. We recommend you use JUnit assertions in test code and Java assert
in functional code.
It is recommended that assertions be used liberally in the code. Their impact on performance is considered low and worth the additional safety they provide.
Do not use assertions to do work because assertions can be disabled. If not, your program will stop working when assertions are not enabled.
The code below will not invoke the writeFile()
method when assertions are disabled. If that method is performing some work that is necessary for your program, your program will not work correctly when assertions are disabled.
...
assert writeFile() : "File writing is supposed to return true";
Assertions are suitable for verifying assumptions about Internal Invariants, Control-Flow Invariants, Preconditions, Postconditions, and Class Invariants. Refer to [Programming with Assertions (second half)] to learn more.
Exceptions and assertions are two complementary ways of handling errors in software but they serve different purposes. Therefore, both assertions and exceptions should be used in code.
Logging is the deliberate recording of certain information during a program execution for future reference. Logs are typically written to a log file but it is also possible to log information in other ways e.g. into a database or a remote server.
Logging can be useful for troubleshooting problems. A good logging system records some system information regularly. When bad things happen to a system e.g. an unanticipated failure, their associated log files may provide indications of what went wrong and actions can then be taken to prevent it from happening again.
A log file is like the of an airplane; they don't prevent problems but they can be helpful in understanding what went wrong after the fact.
source: https://commons.wikimedia.org
Build automation tools automate the steps of the build process, usually by means of build scripts.
In a non-trivial project, building a product from its source code can be a complex multi-step process. For example, it can include steps such as: pull code from the revision control system, compile, link, run automated tests, automatically update release documents (e.g. build number), package into a distributable, push to repo, deploy to a server, delete temporary files created during building/testing, email developers of the new build, and so on. Furthermore, this build process can be done ‘on demand’, it can be scheduled (e.g. every day at midnight) or it can be triggered by various events (e.g. triggered by a code push to the revision control system).
Some of these build steps such as compiling, linking and packaging, are already automated in most modern IDEs. For example, several steps happen automatically when the ‘build’ button of the IDE is clicked. Some IDEs even allow customization of this build process to some extent.
However, most big projects use specialized build tools to automate complex build processes.
Some popular build tools relevant to Java developers: Gradle, Maven, Apache Ant, GNU Make
Some other build tools: Grunt (JavaScript), Rake (Ruby)
Some build tools also serve as dependency management tools. Modern software projects often depend on third party libraries that evolve constantly. That means developers need to download the correct version of the required libraries and update them regularly. Therefore, dependency management is an important part of build automation. Dependency management tools can automate that aspect of a project.
Maven and Gradle, in addition to managing the build process, can play the role of dependency management tools too.
Reuse is a major theme in software engineering practices. By reusing tried-and-tested components, the robustness of a new software system can be enhanced while reducing the manpower and time requirement. Reusable components come in many forms; it can be reusing a piece of code, a subsystem, or a whole software.
While you may be tempted to use many libraries/frameworks/platforms that seem to crop up on a regular basis and promise to bring great benefits, note that there are costs associated with reuse. Here are some:
An Application Programming Interface (API) specifies the interface through which other programs can interact with a software component. It is a contract between the component and its clients.
A class has an API (e.g., API of the Java String
class, API of the Python str
class) which is a collection of public methods that you can invoke to make use of the class.
The GitHub API is a collection of web request formats that the GitHub server accepts and their corresponding responses. You can write a program that interacts with GitHub through that API.
When developing large systems, if you define the API of each component early, the development team can develop the components in parallel because the future behavior of the other components are now more predictable.
A library is a collection of modular code that is general and can be used by other programs.
Java classes you get with the JDK (such as String
, ArrayList
, HashMap
, etc.) are library classes that are provided in the default Java distribution.
Natty is a Java library that can be used for parsing strings that represent dates e.g. The 31st of April in the year 2008
built-in modules you get with Python (such as csv
, random
, sys
, etc.) are libraries that are provided in the default Python distribution. Classes such as list
, str
, dict
are built-in library classes that you get with Python.
Colorama is a Python library that can be used for colorizing text in a CLI.
These are the typical steps required to use a library:
The overall structure and execution flow of a specific category of software systems can be very similar. The similarity is an opportunity to reuse at a high scale.
Running example:
IDEs for different programming languages are similar in how they support editing code, organizing project files, debugging, etc.
A software framework is a reusable implementation of a software (or part thereof) providing generic functionality that can be selectively customized to produce a specific application.
Running example:
Eclipse is an IDE framework that can be used to create IDEs for different programming languages.
Some frameworks provide a complete implementation of a default behavior which makes them immediately usable.
Running example:
Eclipse is a fully functional Java IDE out-of-the-box.
A framework facilitates the adaptation and customization of some desired functionality.
Running example:
The Eclipse plugin system can be used to create an IDE for different programming languages while reusing most of the existing IDE features of Eclipse.
E.g. https://marketplace.eclipse.org/content/pydev-python-ide-eclipse
Some frameworks cover only a specific component or an aspect.
JavaFX is a framework for creating Java GUIs. Tkinter is a GUI framework for Python.
More examples of frameworks
Although both frameworks and libraries are reuse mechanisms, there are notable differences:
Libraries are meant to be used ‘as is’ while frameworks are meant to be customized/extended. e.g., writing plugins for Eclipse so that it can be used as an IDE for different languages (C++, PHP, etc.), adding modules and themes to Drupal, and adding test cases to JUnit.
Your code calls the library code while the framework code calls your code. Frameworks use a technique called inversion of control, aka the “Hollywood principle” (i.e. don’t call us, we’ll call you!). That is, you write code that will be called by the framework, e.g. writing test methods that will be called by the JUnit framework. In the case of libraries, your code calls libraries.
A platform provides a runtime environment for applications. A platform is often bundled with various libraries, tools, frameworks, and technologies in addition to a runtime environment but the defining characteristic of a software platform is the presence of a runtime environment.
Technically, an operating system can be called a platform. For example, Windows PC is a platform for desktop applications while iOS is a platform for mobile applications.
Two well-known examples of platforms are JavaEE and .NET, both of which sit above the operating systems layer, and are used to develop enterprise applications. Infrastructure services such as connection pooling, load balancing, remote code execution, transaction management, authentication, security, messaging etc. are done similarly in most enterprise applications. Both JavaEE and .NET provide these services to applications in a customizable way without developers having to implement them from scratch every time.
Software Quality Assurance (QA) is the process of ensuring that the software being built has the required levels of quality.
While testing is the most common activity used in QA, there are other complementary techniques such as static analysis, code reviews, and formal verification.
Quality Assurance = Validation + Verification
QA involves checking two aspects:
Whether something belongs under validation or verification is not that important. What is more important is that both are done, instead of limiting to only verification (i.e., remember that the requirements can be wrong too).
Code review is the systematic examination of code with the intention of finding where the code can be improved.
Reviews can be done in various forms. Some examples below:
Pull Request reviews
In pair programming
Formal inspections
Inspections involve a group of people systematically examining project artifacts to discover defects. Members of the inspection team play various roles during the process, such as:
Advantages of code review over testing:
Disadvantages:
Static analysis: Static analysis is the analysis of code without actually executing the code.
Static analysis of code can find useful information such as unused variables, unhandled exceptions, style errors, and statistics. Most modern IDEs come with some inbuilt static analysis capabilities. For example, an IDE can highlight unused variables as you type the code into the editor.
The term static in static analysis refers to the fact that the code is analyzed without executing the code. In contrast, dynamic analysis requires the code to be executed to gather additional information about the code e.g., performance characteristics.
Higher-end static analysis tools (static analyzers) can perform more complex analysis such as locating potential bugs, memory leaks, inefficient code structures, etc.
Some example static analyzers for Java: CheckStyle, PMD, FindBugs
Linters are a subset of static analyzers that specifically aim to locate areas where the code can be made 'cleaner'.
Formal verification uses mathematical techniques to prove the correctness of a program.
Advantages:
Disadvantages:
Testing: Operating a system or component under specified conditions, observing or recording the results, and making an evaluation of some aspect of the system or component. –- source: IEEE
When testing, you execute a set of test cases. A test case specifies how to perform a test. At a minimum, it specifies the input to the software under test (SUT) and the expected behavior.
Example: A minimal test case for testing a browser:
longfile.html
located in the test data
folder.longfile.html
.Test cases can be determined based on the specification, reviewing similar existing systems, or comparing to the past behavior of the SUT.
For each test case you should do the following:
A test case failure is a mismatch between the expected behavior and the actual behavior. A failure indicates a potential defect (or a bug), unless the error is in the test case itself.
Example: In the browser example above, a test case failure is implied if the scrollbar remains disabled after loading longfile.html
. The defect/bug causing that failure could be an uninitialized variable.
Unit testing: testing individual units (methods, classes, subsystems, ...) to ensure each piece works correctly.
In OOP code, it is common to write one or more unit tests for each public method of a class.
Here are the code skeletons for a Foo
class containing two methods and a FooTest
class that contains unit tests for those two methods.
class Foo {
String read() {
// ...
}
void write(String input) {
// ...
}
}
class FooTest {
@Test
void read() {
// a unit test for Foo#read() method
}
@Test
void write_emptyInput_exceptionThrown() {
// a unit tests for Foo#write(String) method
}
@Test
void write_normalInput_writtenCorrectly() {
// another unit tests for Foo#write(String) method
}
}
import unittest
class Foo:
def read(self):
# ...
def write(self, input):
# ...
class FooTest(unittest.TestCase):
def test_read(self):
# a unit test for read() method
def test_write_emptyIntput_ignored(self):
# a unit test for write(string) method
def test_write_normalInput_writtenCorrectly(self):
# another unit test for write(string) method
Integration testing : testing whether different parts of the software work together (i.e. integrates) as expected. Integration tests aim to discover bugs in the 'glue code' related to how components interact with each other. These bugs are often the result of misunderstanding what the parts are supposed to do vs what the parts are actually doing.
Suppose a class Car
uses classes Engine
and Wheel
. If the Car
class assumed a Wheel
can support a speed of up to 200 mph but the actual Wheel
can only support a speed of up to 150 mph, it is the integration test that is supposed to uncover this discrepancy.
System testing: take the whole system and test it against the system specification.
System testing is typically done by a testing team (also called a QA team).
System test cases are based on the specified external behavior of the system. Sometimes, system tests go beyond the bounds defined in the specification. This is useful when testing that the system fails 'gracefully' when pushed beyond its limits.
Suppose the SUT is a browser that is supposedly capable of handling web pages containing up to 5000 characters. Given below is a test case to test if the SUT fails gracefully if pushed beyond its limits.
Test case: load a web page that is too big
* Input: loads a web page containing more than 5000 characters.
* Expected behavior: aborts the loading of the page
and shows a meaningful error message.
This test case would fail if the browser attempted to load the large file anyway and crashed.
System testing includes testing against non-functional requirements too. Here are some examples:
Alpha testing is performed by the users, under controlled conditions set by the software development team.
Beta testing is performed by a selected subset of target users of the system in their natural work setting.
An open beta release is the release of not-yet-production-quality-but-almost-there software to the general population. For example, Google’s Gmail was in 'beta' for many years before the label was finally removed.
Developer testing is the testing done by the developers themselves as opposed to professional testers or end-users.
Delaying testing until the full product is complete has a number of disadvantages:
Therefore, it is better to do early testing, as hinted by the popular rule of thumb given below, also illustrated by the graph below it.
The earlier a bug is found, the easier and cheaper to have it fixed.
Such early testing of partially developed software is usually, and by necessity, done by the developers themselves i.e. developer testing.
Here are two alternative approaches to testing a software: Scripted testing and Exploratory testing.
Scripted testing: First write a set of test cases based on the expected behavior of the SUT, and then perform testing based on that set of test cases.
Exploratory testing: Devise test cases on-the-fly, creating new test cases based on the results of the past test cases.
Exploratory testing is ‘the simultaneous learning, test design, and test execution’ [source: bach-et-explained] whereby the nature of the follow-up test case is decided based on the behavior of the previous test cases. In other words, running the system and trying out various operations. It is called exploratory testing because testing is driven by observations during testing. Exploratory testing usually starts with areas identified as error-prone, based on the tester’s past experience with similar systems. One tends to conduct more tests for those operations where more faults are found.
Here is an example thought process behind a segment of an exploratory testing session:
“Hmm... looks like feature x is broken. This usually means feature n and k could be broken too; you need to look at them soon. But before that, you should give a good test run to feature y because users can still use the product if feature y works, even if x doesn’t work. Now, if feature y doesn’t work 100%, you have a major problem and this has to be made known to the development team sooner rather than later...”
Exploratory testing is also known as reactive testing, error guessing technique, attack-based testing, and bug hunting.
Which approach is better – scripted or exploratory? A mix is better.
The success of exploratory testing depends on the tester’s prior experience and intuition. Exploratory testing should be done by experienced testers, using a clear strategy/plan/framework. Ad-hoc exploratory testing by unskilled or inexperienced testers without a clear strategy is not recommended for real-world non-trivial systems. While exploratory testing may allow us to detect some problems in a relatively short time, it is not prudent to use exploratory testing as the sole means of testing a critical system.
Scripted testing is more systematic, and hence, likely to discover more bugs given sufficient time, while exploratory testing would aid in quick error discovery, especially if the tester has a lot of experience in testing similar systems.
In some contexts, you will achieve your testing mission better through a more scripted approach; in other contexts, your mission will benefit more from the ability to create and improve tests as you execute them. I find that most situations benefit from a mix of scripted and exploratory approaches. --[source: bach-et-explained]
Acceptance testing (aka User Acceptance Testing (UAT): test the system to ensure it meets the user requirements.
Acceptance tests give an assurance to the customer that the system does what it is intended to do. Acceptance test cases are often defined at the beginning of the project, usually based on the use case specification. Successful completion of UAT is often a prerequisite to the project sign-off.
Acceptance testing comes after system testing. Similar to system testing, acceptance testing involves testing the whole system.
Some differences between system testing and acceptance testing:
System Testing | Acceptance Testing |
---|---|
Done against the system specification | Done against the requirements specification |
Done by testers of the project team | Done by a team that represents the customer |
Done on the development environment or a test bed | Done on the deployment site or on a close simulation of the deployment site |
Both negative and positive test cases | More focus on positive test cases |
Note: negative test cases: cases where the SUT is not expected to work normally e.g. incorrect inputs; positive test cases: cases where the SUT is expected to work normally
Requirement specification versus system specification
The requirement specification need not be the same as the system specification. Some example differences:
Requirements specification | System specification |
---|---|
limited to how the system behaves in normal working conditions | can also include details on how it will fail gracefully when pushed beyond limits, how to recover, etc. specification |
written in terms of problems that need to be solved (e.g. provide a method to locate an email quickly) | written in terms of how the system solves those problems (e.g. explain the email search feature) |
specifies the interface available for intended end-users | could contain additional APIs not available for end-users (for the use of developers/testers) |
However, in many cases one document serves as both a requirement specification and a system specification.
Passing system tests does not necessarily mean passing acceptance testing. Some examples:
When you modify a system, the modification may result in some unintended and undesirable effects on the system. Such an effect is called a regression.
Regression testing is the re-testing of the software to detect regressions. Note that to detect regressions, you need to retest all related components, even if they had been tested before.
Regression testing is more effective when it is done frequently, after each small change. However, doing so can be prohibitively expensive if testing is done manually. Hence, regression testing is more practical when it is automated.
An automated test case can be run programmatically and the result of the test case (pass or fail) is determined programmatically. Compared to manual testing, automated testing reduces the effort required to run tests repeatedly and increases precision of testing (because manual testing is susceptible to human errors).
A simple way to semi-automate testing of a CLI (Command Line Interface) app is by using input/output re-direction.
Let's assume you are testing a CLI app called AddressBook
. Here are the detailed steps:
Store the test input in the text file input.txt
.
Store the output you expect from the SUT in another text file expected.txt
.
Run the program as given below, which will redirect the text in input.txt
as the input to AddressBook
and similarly, will redirect the output of AddressBook to a text file output.txt
. Note that this does not require any code changes to AddressBook
.
java AddressBook < input.txt > output.txt
The way to run a CLI program differs based on the language.
e.g., In Python, assuming the code is in AddressBook.py
file, use the command
python AddressBook.py < input.txt > output.txt
If you are using Windows, use a normal command window to run the app, not a PowerShell window.
Next, you compare output.txt
with the expected.txt
. This can be done using a utility such as Windows' FC
(i.e. File Compare) command, Unix's diff
command, or a GUI tool such as WinMerge.
FC output.txt expected.txt
Note that the above technique is only suitable when testing CLI apps, and only if the exact output can be predetermined. If the output varies from one run to the other (e.g. it contains a time stamp), this technique will not work. In those cases, you need more sophisticated ways of automating tests.
A test driver is the code that ‘drives’ the for the purpose of testing i.e. invoking the SUT with test inputs and verifying if the behavior is as expected.
PayrollTest
‘drives’ the Payroll
class by sending it test inputs and verifies if the output is as expected.
public class PayrollTest {
public static void main(String[] args) throws Exception {
// test setup
Payroll p = new Payroll();
// test case 1
p.setEmployees(new String[]{"E001", "E002"});
// automatically verify the response
if (p.totalSalary() != 6400) {
throw new Error("case 1 failed ");
}
// test case 2
p.setEmployees(new String[]{"E001"});
if (p.totalSalary() != 2300) {
throw new Error("case 2 failed ");
}
// more tests...
System.out.println("All tests passed");
}
}
JUnit is a tool for automated testing of Java programs. Similar tools are available for other languages and for automating different types of testing.
This is an automated test for a Payroll
class, written using JUnit libraries.
@Test
public void testTotalSalary() {
Payroll p = new Payroll();
// test case 1
p.setEmployees(new String[]{"E001", "E002"});
assertEquals(6400, p.totalSalary());
// test case 2
p.setEmployees(new String[]{"E001"});
assertEquals(2300, p.totalSalary());
// more tests...
}
Most modern IDEs have integrated support for testing tools. The figure below shows the JUnit output when running some JUnit tests using the Eclipse IDE.
Revision control is the process of managing multiple versions of a piece of information. In its simplest form, this is something that many people do by hand: every time you modify a file, save it under a new name that contains a number, each one higher than the number of the preceding version.
Manually managing multiple versions of even a single file is an error-prone task, though, so software tools to help automate this process have long been available. The earliest automated revision control tools were intended to help a single user to manage revisions of a single file. Over the past few decades, the scope of revision control tools has expanded greatly; they now manage multiple files, and help multiple people to work together. The best modern revision control tools have no problem coping with thousands of people working together on projects that consist of hundreds of thousands of files.
Revision control software will track the history and evolution of your project, so you don't have to. For every change, you'll have a log of who made it; why they made it; when they made it; and what the change was.
Revision control software makes it easier for you to collaborate when you're working with other people. For example, when people more or less simultaneously make potentially incompatible changes, the software will help you to identify and resolve those conflicts.
It can help you to recover from mistakes. If you make a change that later turns out to be an error, you can revert to an earlier version of one or more files. In fact, a really good revision control tool will even help you to efficiently figure out exactly when a problem was introduced.
It will help you to work simultaneously on, and manage the drift between, multiple versions of your project. Most of these reasons are equally valid, at least in theory, whether you're working on a project by yourself, or with a hundred other people.
-- [adapted from bryan-mercurial-guide]
RCS: Revision control software are the software tools that automate the process of Revision Control i.e. managing revisions of software artifacts.
Revision: A revision (some seem to use it interchangeably with version while others seem to distinguish the two -- here, let us treat them as the same, for simplicity) is a state of a piece of information at a specific time that is a result of some changes to it e.g., if you modify the code and save the file, you have a new revision (or a version) of that file.
Revision control software are also known as Version Control Software (VCS), and by a few other names.
Repository (repo for short): The database of the history of a directory being tracked by an RCS software (e.g. Git).
The repository is the database where the meta-data about the revision history are stored. Suppose you want to apply revision control on files in a directory called ProjectFoo
. In that case, you need to set up a repo (short for repository) in the ProjectFoo
directory, which is referred to as the working directory of the repo. For example, Git uses a hidden folder named .git
inside the working directory.
You can have multiple repos in your computer, each repo revision-controlling files of a different working directory, for examples, files of different projects.
In a repo, you can specify which files to track and which files to ignore. Some files such as temporary log files created during the build/test process should not be revision-controlled.
Committing saves a snapshot of the current state of the tracked files in the revision control history. Such a snapshot is also called a commit (i.e. the noun).
When ready to commit, you first stage the specific changes you want to commit. This intermediate step allows you to commit only some changes while saving other changes for a later commit.
RCS tools store the history of the working directory as a series of commits. This means you should commit after each change that you want the RCS to 'remember'.
Each commit in a repo is a recorded point in the history of the project that is uniquely identified by an auto-generated hash e.g. a16043703f28e5b3dab95915f5c5e5bf4fdc5fc1
.
You can tag a specific commit with a more easily identifiable name e.g. v1.0.2
.
To see what changed between two points of the history, you can ask the RCS tool to diff the two commits in concern.
To restore the state of the working directory at a point in the past, you can checkout the commit in concern. i.e., you can traverse the history of the working directory simply by checking out the commits you are interested in.
Remote repositories are repos that are hosted on remote computers and allow remote access. They are especially useful for sharing the revision history of a codebase among team members of a multi-person project. They can also serve as a remote backup of your codebase.
It is possible to set up your own remote repo on a server, but the easier option is to use a remote repo hosting service such as GitHub or BitBucket.
You can clone a repo to create a copy of that repo in another location on your computer. The copy will even have the revision history of the original repo i.e., identical to the original repo. For example, you can clone a remote repo onto your computer to create a local copy of the remote repo.
When you clone from a repo, the original repo is commonly referred to as the upstream repo. A repo can have multiple upstream repos. For example, let's say a repo repo1
was cloned as repo2
which was then cloned as repo3
. In this case, repo1
and repo2
are upstream repos of repo3
.
You can pull from one repo to another, to receive new commits in the second repo, if the repos have a shared history. Let's say some new commits were added to the after you cloned it and you would like to copy over those new commits to your own clone i.e., sync your clone with the upstream repo. In that case, you pull from the upstream repo to your clone.
You can push new commits in one repo to another repo which will copy the new commits onto the destination repo. Note that pushing to a repo requires you to have write-access to it. Furthermore, you can push between repos only if those repos have a shared history among them (i.e., one was created by copying the other at some point in the past).
Cloning, pushing, and pulling can be done between two local repos too, although it is more common for them to involve a remote repo.
A repo can work with any number of other repositories as long as they have a shared history e.g., repo1
can pull from (or push to) repo2
and repo3
if they have a shared history between them.
A fork is a remote copy of a remote repo. As you know, cloning creates a local copy of a repo. In contrast, forking creates a remote copy of a Git repo hosted on GitHub. This is particularly useful if you want to play around with a GitHub repo but you don't have write permissions to it; you can simply fork the repo and do whatever you want with the fork as you are the owner of the fork.
A pull request (PR for short) is a mechanism for contributing code to a remote repo, i.e., "I'm requesting you to pull my proposed changes to your repo". For this to work, the two repos must have a shared history. The most common case is sending PRs from a fork to its repo.
Here is a scenario that includes all the concepts introduced above (click inside the slide to advance the animation):
Branching is the process of evolving multiple versions of the software in parallel. For example, one team member can create a new branch and add an experimental feature to it while the rest of the team keeps working on another branch. Branches can be given names e.g. master
, release
, dev
.
A branch can be merged into another branch. Merging usually results in a new commit that represents the changes done in the branch being merged.
Merge conflicts happen when you try to merge two branches that had changed the same part of the code and the RCS cannot decide which changes to keep. In those cases, you have to ‘resolve’ the conflicts manually.
Software development goes through different stages such as requirements, analysis, design, implementation and testing. These stages are collectively known as the software development life cycle (SDLC). There are several approaches, known as software development life cycle models (also called software process models), that describe different ways to go through the SDLC. Each process model prescribes a "roadmap" for the software developers to manage the development effort. The roadmap describes the aims of the development stage(s), the artifacts or outcome of each stage, as well as the workflow i.e. the relationship between stages.
The sequential model, also called the waterfall model, models software development as a linear process, in which the project is seen as progressing steadily in one direction through the development stages. The name waterfall stems from how the model is drawn to look like a waterfall (see below).
When one stage of the process is completed, it should produce some artifacts to be used in the next stage. For example, upon completion of the requirements stage, a comprehensive list of requirements is produced that will see no further modifications. A strict application of the sequential model would require each stage to be completed before starting the next.
This could be a useful model when the problem statement is well-understood and stable. In such cases, using the sequential model should result in a timely and systematic development effort, provided that all goes well. As each stage has a well-defined outcome, the progress of the project can be tracked with relative ease.
The major problem with this model is that the requirements of a real-world project are rarely well-understood at the beginning and keep changing over time. One reason for this is that users are generally not aware of how a software application can be used without prior experience in using a similar application.
The iterative model (sometimes called iterative and incremental) advocates having several iterations of SDLC. Each of the iterations could potentially go through all the development stages, from requirements gathering to testing & deployment. Roughly, it appears to be similar to several cycles of the sequential model.
In this model, each of the iterations produces a new version of the product. Feedback on the new version can then be fed to the next iteration. Taking the Minesweeper game as an example, the iterative model will deliver a fully playable version from the early iterations. However, the first iteration will have primitive functionality, for example, a clumsy text based UI, fixed board size, limited randomization, etc. These functionalities will then be improved in later releases.
The iterative model can take a breadth-first or a depth-first approach to iteration planning.
Most projects use a mixture of breadth-first and depth-first iterations i.e., an iteration can contain some breadth-first work as well as some depth-first work.
In 2001, a group of prominent software engineering practitioners met and brainstormed for an alternative to documentation-driven, heavyweight software development processes that were used in most large projects at the time. This resulted in something called the agile manifesto (a vision statement of what they were looking to do).
You are uncovering better ways of developing software by doing it and helping others do it.
Through this work you have come to value:
- Individuals and interactions over processes and tools
- Working software over comprehensive documentation
- Customer collaboration over contract negotiation
- Responding to change over following a plan
That is, while there is value in the items on the right, you value the items on the left more.
-- Extract from the Agile Manifesto
Subsequently, some of the signatories of the manifesto went on to create process models that try to follow it. These processes are collectively called agile processes. Some of the key features of agile approaches are:
There are a number of agile processes in the development world today. eXtreme Programming (XP) and Scrum are two of the well-known ones.
A Work Breakdown Structure (WBS) depicts information about tasks and their details in terms of subtasks. When managing projects, it is useful to divide the total work into smaller, well-defined units. Relatively complex tasks can be further split into subtasks. In complex projects, a WBS can also include prerequisite tasks and effort estimates for each task.
The high level tasks for a single iteration of a small project could look like the following:
Task ID | Task | Estimated Effort | Prerequisite Task |
---|---|---|---|
A | Analysis | 1 man day | - |
B | Design | 2 man day | A |
C | Implementation | 4.5 man day | B |
D | Testing | 1 man day | C |
E | Planning for next version | 1 man day | D |
The effort is traditionally measured in man hour/day/month i.e. work that can be done by one person in one hour/day/month. The Task ID is a label for easy reference to a task. Simple labeling is suitable for a small project, while a more informative labeling system can be adopted for bigger projects.
An example WBS for a game development project.
Task ID | Task | Estimated Effort | Prerequisite Task |
---|---|---|---|
A | High level design | 1 man day | - |
B |
Detail design
|
2 man day
| A |
C |
Implementation
|
4.5 man day
|
|
D | System Testing | 1 man day | C |
E | Planning for next version | 1 man day | D |
All tasks should be well-defined. In particular, it should be clear as to when the task will be considered done.
Some examples of ill-defined tasks and their better-defined counterparts:
Bad | Better |
---|---|
more coding | implement component X |
do research on UI testing | find a suitable tool for testing the UI |
A milestone is the end of a stage which indicates significant progress. You should take into account dependencies and priorities when deciding on the features to be delivered at a certain milestone.
Each intermediate product release is a milestone.
In some projects, it is not practical to have a very detailed plan for the whole project due to the uncertainty and unavailability of required information. In such cases, you can use a high-level plan for the whole project and a detailed plan for the next few milestones.
Milestones for the Minesweeper project, iteration 1
Day | Milestones |
---|---|
Day 1 | Architecture skeleton completed |
Day 3 | ‘new game’ feature implemented |
Day 4 | ‘new game’ feature tested |
A buffer is time set aside to absorb any unforeseen delays. It is very important to include buffers in a software project schedule because effort/time estimations for software development are notoriously hard. However, do not inflate task estimates to create hidden buffers; have explicit buffers instead. Reason: With explicit buffers, it is easier to detect incorrect effort estimates which can serve as feedback to improve future effort estimates.
Keeping track of project tasks (who is doing what, which tasks are ongoing, which tasks are done etc.) is an essential part of project management. In small projects, it may be possible to keep track of tasks using simple tools such as online spreadsheets or general-purpose/light-weight task tracking tools such as Trello. Bigger projects need more sophisticated task tracking tools.
Issue trackers (sometimes called bug trackers) are commonly used to track task assignment and progress. Most online project management software such as GitHub, SourceForge, and BitBucket come with an integrated issue tracker.
A screenshot from the Jira Issue tracker software (Jira is part of the BitBucket project management tool suite):
Single responsibility principle (SRP): A class should have one, and only one, reason to change. -- Robert C. Martin
If a class has only one responsibility, it needs to change only when there is a change to that responsibility.
Consider a TextUi
class that does parsing of the user commands as well as interacting with the user. That class needs to change when the formatting of the UI changes as well as when the syntax of the user command changes. Hence, such a class does not follow the SRP.
Gather together the things that change for the same reasons. Separate those things that change for different reasons. ―- Agile Software Development, Principles, Patterns, and Practices by Robert C. Martin
Separation of concerns principle (SoC): To achieve better modularity, separate the code into distinct sections, such that each section addresses a separate concern. -- Proposed by Edsger W. Dijkstra
A concern in this context is a set of information that affects the code of a computer program.
Examples for concerns:
add employee
featurepersistence
or security
Employee
entityApplying reduces functional overlaps among code sections and also limits the ripple effect when changes are introduced to a specific part of the system.
If the code related to persistence is separated from the code related to security, a change to how the data are persisted will not need changes to how the security is implemented.
This principle can be applied at the class level, as well as at higher levels.
The n-tier architecture utilizes this principle. Each layer in the architecture has a well-defined functionality that has no functional overlap with each other.
This principle should lead to higher cohesion and lower coupling.
The basic UML notations used to represent a class:
A Table
class shown in UML notation:
The 'Operations' compartment and/or the 'Attributes' compartment may be omitted if such details are not important for the task at hand. Similarly, some attributes/operations can be omitted if not relevant. 'Attributes' always appear above the 'Operations' compartment. All operations should be in one compartment rather than each operation in a separate compartment. Same goes for attributes.
The visibility of attributes and operations is used to indicate the level of access allowed for each attribute or operation. The types of visibility and their exact meanings depend on the programming language used. Here are some common visibilities and how they are indicated in a class diagram:
+
: public-
: private#
: protected~
: package private Table
class with visibilities shown:
Generic classes can be shown as given below. The notation format is shown on the left, followed by two examples.
You should use a solid line to show an association between two classes.
This example shows an association between the Admin
class and the Student
class:
Use arrowheads to indicate the navigability of an association.
In this example, the navigability is unidirectional, and is from the Logic
class to the Minefield
class. That means if a Logic
object L
is associated with a Minefield
object M
, L
has a reference to M
but M
doesn't have a reference to L
.
class Logic {
Minefield minefield;
// ...
}
class Minefield {
//...
}
class Logic:
def __init__(self):
self.minefield = None
# ...
class Minefield:
# ...
Here is an example of a bidirectional navigability; i.e., if a Dog
object d
is associated with a Man
object m
, d
has a reference to m
and m
has a reference to d
.
class Dog {
Man man;
// ...
}
class Man {
Dog dog;
// ...
}
class Dog:
def __init__(self):
self.man = None
# ...
class Man:
def __init__(self):
self.dog = None
# ...
Navigability can be shown in class diagrams as well as object diagrams.
According to this object diagram, the given Logic
object is associated with and aware of two MineField
objects.
Association Role labels are used to indicate the role played by the classes in the association.
This association represents a marriage between a Man
object and a Woman
object. The respective roles played by objects of these two classes are husband
and wife
.
Note how the variable names match closely with the association roles.
class Man {
Woman wife;
}
class Woman {
Man husband;
}
class Man:
def __init__(self):
self.wife = None # a Woman object
class Woman:
def __init__(self):
self.husband = None # a Man object
The role of Student
objects in this association is charges
(i.e. Admin is in charge of students)
class Admin {
List<Student> charges;
}
class Admin:
def __init__(self):
self.charges = [] # list of Student objects
Association labels describe the meaning of the association. The arrow head indicates the direction in which the label is to be read.
In this example, the same association is described using two different labels.
Admin
class is associated with Student
class because an Admin
object uses a Student
object.Admin
class is associated with Student
class because a Student
object is used by an Admin
object.Commonly used multiplicities:
0..1
: optional, can be linked to 0 or 1 objects.1
: compulsory, must be linked to one object at all times.*
: can be linked to 0 or more objects.n..m
: the number of linked objects must be within n
to m
inclusive. In the diagram below, an Admin
object administers (is in charge of) any number of students but a Student
object must always be under the charge of exactly one Admin
object.
In the diagram below,
UML uses a dashed arrow to show dependencies.
Two examples of dependencies:
Dependencies vs associations:
Foo
accessing a constant in Bar
but there is no association/inheritance from Foo
to Bar
.An association can be shown as an attribute instead of a line.
Association multiplicities and the default value can be shown as part of the attribute using the following notation. Both are optional.
name: type [multiplicity] = default value
The diagram below depicts a multi-player Square Game being played on a board comprising of 100 squares. Each of the squares may be occupied with any number of pieces, each belonging to a certain player.
A Piece
may or may not be on a Square
. Note how that association can be replaced by an isOn
attribute of the Piece
class. The isOn
attribute can either be null
or hold a reference to a Square
object, matching the 0..1
multiplicity of the association it replaces. The default value is null
.
The association that a Board
has 100 Square
s can be shown in either of these two ways:
Show each association as either an attribute or a line but not both. A line is preferred as it is easier to spot.
UML uses a hollow diamond to indicate an aggregation.
Notation:
Example:
Aggregation vs Composition
The distinction between composition (◆) and aggregation (◇) is rather blurred. Martin Fowler’s famous book UML Distilled advocates omitting the aggregation symbol altogether because using it adds more confusion than clarity.
An interface is shown similar to a class with an additional keyword <<interface>>
. When a class implements an interface, it is shown similar to class inheritance except a dashed line is used instead of a solid line.
The AcademicStaff
and the AdminStaff
classes implement the SalariedStaff
interface.
A UML sequence diagram captures the interactions between multiple objects for a given scenario.
Consider the code below.
class Machine {
Unit producePrototype() {
Unit prototype = new Unit();
for (int i = 0; i < 5; i++) {
prototype.stressTest();
}
return prototype;
}
}
class Unit {
public void stressTest() {
}
}
Here is the sequence diagram to model the interactions for the method call producePrototype()
on a Machine
object.
Notation:
This sequence diagram shows some interactions between a human user and the Text UI of a Minesweeper game.
The player runs the newgame
action on the TextUi
object which results in the TextUi
showing the minefield to the player. Then, the player runs the clear x y
command; in response, the TextUi
object shows the updated minefield.
The :TextUi
in the above example denotes an unnamed instance of the class TextUi. If there were two instances of TextUi
in the diagram, they can be distinguished by naming them e.g. TextUi1:TextUi
and TextUi2:TextUi
.
Arrows representing method calls should be solid arrows while those representing method returns should be dashed arrows.
Note that unlike in object diagrams, the class/object name is not underlined in sequence diagrams.
[Common notation error] Activation bar too long: The activation bar of a method cannot start before the method call arrives and a method cannot remain active after the method has returned. In the two sequence diagrams below, the one on the left commits this error because the activation bar starts before the method Foo#xyz()
is called and remains active after the method returns.
[Common notation error] Broken activation bar: The activation bar should remain unbroken from the point the method is called until the method returns. In the two sequence diagrams below, the one on the left commits this error because the activation bar for the method Foo#abc()
is not contiguous, but appears as two pieces instead.
Notation:
The Logic
object creates a Minefield
object.
UML uses an X
at the end of the lifeline of an object to show its deletion.
Although object deletion is not that important in languages such as Java that support automatic memory management, you can still show object deletion in UML diagrams to indicate the point at which the object ceases to be used.
Notation:
Note how the below diagram shows the deletion of the Minefield
object.
Notation:
The Player
calls the mark x,y
command or clear x y
command repeatedly until the game is won or lost.
UML can show a method of an object calling another of its own methods.
Notation:
The markCellAt(...)
method of a Logic
object is calling its own updateState(...)
method.
In this variation, the Book#write()
method is calling the Chapter#getText()
method which in turn does a call back by calling the getAuthor()
method of the calling object.
UML uses alt
frames to indicate alternative paths.
Notation:
Minefield
calls the Cell#setMine
method if the cell is supposed to be a mined cell, and calls the Cell:setMineCount(...)
method otherwise.
No more than one alternative partitions be executed in an alt
frame. That is, it is acceptable for none of the alternative partitions to be executed but it is not acceptable for multiple partitions to be executed.
UML uses opt
frames to indicate optional paths.
Notation:
Logic#markCellAt(...)
calls Timer#start()
only if it is the first move of the player.
UML uses par
frames to indicate parallel paths.
Notation:
Logic
is calling methods CloudServer#poll()
and LocalData#poll()
in parallel.
If you show parallel paths in a sequence diagram, the corresponding Java implementation is likely to be multi-threaded because a normal Java program cannot do multiple things at the same time.
UML uses ref frame to allow a segment of the interaction to be omitted and shown as a separate sequence diagram. Reference frames help you to break complicated sequence diagrams into multiple parts or simply to omit details you are not interested in showing.
Notation:
The details of the get minefield appearance
interactions have been omitted from the diagram.
Those details are shown in a separate sequence diagram given below.
Method calls to static
(i.e., class-level) methods are received by the class itself, not an instance of that class. You can use <<class>>
to show that a participant is the class itself.
In this example, m
calls the static method Person.getMaxAge()
and also the setAge()
method of a Person
object p
.
Here is the Person
class, for reference:
To reduce clutter, optional elements (e.g, activation bars, return arrows) may be omitted if the omission does not result in ambiguities or loss of . Informal operation descriptions such as those given in the example below can be used, if more precise details are not required for the task at hand.
A minimal sequence diagram
An object diagram shows an object structure at a given point of time.
An example object diagram:
Notation:
Notes:
car1:Car
are underlined.objectName:ClassName
is meant to say 'an instance of ClassName
identified as objectName
'.:Car
which is meant to say 'an unnamed instance of a Car object'.Some example objects:
Compared to the notation for class diagrams, object diagrams differ in the following ways:
:
before the class nameFurthermore, multiple object diagrams can correspond to a single class diagram.
Both object diagrams are derived from the same class diagram shown earlier. In other words, each of these object diagrams shows ‘an instance of’ the same class diagram.
When the class diagram has an inheritance relationship, the object diagram should show either an object of the parent class or the child class, but not both.
Suppose Employee
is a child class of the Person
class. The class diagram will be as follows:
Now, how do you show an Employee
object named jake
?
This is not correct, as there should be only one object.
This is OK.
This is OK, as jake
is a Person
too.
That is, we can show the parent class instead of the child class if the child class doesn't matter to the purpose of the diagram (i.e., the reader of this diagram will not need to know that jake
is in fact an Employee
).
Association labels/roles can be omitted unless they add value (e.g., showing them is useful if there are multiple associations between the two classes in concern -- otherwise you wouldn't know which association the object diagram is showing)
Consider this class diagram and the object diagram:
We can clearly see that both Adam and Eve lives in hall h1 (i.e., OK to omit the association label lives in
) but we can't see if History is Adam's major or his minor (i.e., the diagram should have included either an association label or a role there). In contrast, we can see Eve is an English major.
init
: Getting started Let's take your first few steps in your Git (with GitHub) journey.
0. Take a peek at the full picture(?). Optionally, if you are the sort who prefers to have some sense of the full picture before you get into the nitty-gritty details, watch the video in the panel below:
1. The first step is to install SourceTree, which is Git + a GUI for Git. If you prefer to use Git via the command line (i.e., without a GUI), you can install Git instead.
2. Next, initialize a repository. Let us assume you want to version control content in a specific directory. In that case, you need to initialize a Git repository in that directory. Here are the steps:
Create a directory for the repo (e.g., a directory named things
).
Windows: Click File
→ Clone/New…
. Click on Create
button.
Mac: New...
→ Create New Repository
.
Enter the location of the directory (Windows version shown below) and click Create
.
Go to the things
folder and observe how a hidden folder .git
has been created.
Windows: you might have to configure Windows Explorer to show hidden files.
Open a Git Bash Terminal.
If you installed SourceTree, you can click the Terminal
button to open a GitBash terminal.
Navigate to the things
directory.
Use the command git init
which should initialize the repo.
$ git init
Initialized empty Git repository in c:/repos/things/.git/
You can use the command ls -a
to view all files, which should show the .git
directory that was created by the previous command.
$ ls -a
. .. .git
You can also use the git status
command to check the status of the newly-created repo. It should respond with something like the following:
git status
# On branch master
#
# Initial commit
#
nothing to commit (create/copy files and use "git add" to track)
As you see above, this textbook explains how to use Git via SourceTree (a GUI client) as well as via the Git CLI. If you are new to Git, we recommend you learn both the GUI method and the CLI method -- The GUI method will help you visualize the result better while the CLI method is more universal (i.e., you will not be tied to any GUI) and more flexible/powerful.
If you are new to Git, we caution you against using Git or GitHub features that come with the IDE as it is better to learn Git independent of any other tool. Similarly, using clients provided by GitHub (e.g., GitHub Desktop GUI client) will make it harder for you to separate Git features from GitHub features.
commit
: Saving changes to history After initializing a repository, Git can help you with revision controlling files inside the working directory. However, it is not automatic. It is up to you to tell Git which of your changes (aka revisions) should be committed to its memory for later use. Saving changes into Git's memory in that way is often called committing and a change saved to the revision history is called a commit.
Working directory: the root directory revision-controlled by Git (e.g., the directory in which the repo was initialized).
Commit (noun): a change (aka a revision) saved in the Git revision history.
(verb): the act of creating a commit i.e., saving a change in the working directory into the Git revision history.
Here are the steps you can follow to learn how to work with Git commits:
1. Do some changes to the content inside the working directory e.g., create a file named fruits.txt
in the things
directory and add some dummy text to it.
2. Observe how the file is detected by Git.
The file is shown as ‘unstaged’.
You can use the git status
command to check the status of the working directory.
git status
# On branch master
#
# Initial commit
#
# Untracked files:
# (use "git add <file>..." to include in what will be committed)
#
# a.txt
nothing added to commit but untracked files present (use "git add" to track)
3. Stage the changes to commit: Although Git has detected the file in the working directory, it will not do anything with the file unless you tell it to. Suppose you want to commit the current changes to the file. First, you should stage the file.
Stage (verb): Instructing Git to prepare a file for committing.
Select the fruits.txt
and click on the Stage Selected
button.
fruits.txt
should appear in the Staged files
panel now.
You can use the stage
or the add
command (they are synonyms, add
is the more popular choice) to stage files.
git add fruits.txt
git status
# On branch master
#
# Initial commit
#
# Changes to be committed:
# (use "git rm --cached <file>..." to unstage)
#
# new file: fruits.txt
#
4. Commit the staged version of fruits.txt
.
Click the Commit
button, enter a commit message e.g. add fruits.txt
into the text box, and click Commit
.
Use the commit
command to commit. The -m
switch is used to specify the commit message.
git commit -m "Add fruits.txt"
You can use the log
command to see the commit history.
git log
commit 8fd30a6910efb28bb258cd01be93e481caeab846
Author: … < … @... >
Date: Wed Jul 5 16:06:28 2017 +0800
Add fruits.txt
Note the existence of something called the master
branch. Git allows you to have multiple branches (i.e. it is a way to evolve the content in parallel) and Git auto-creates a branch named master
on which the commits go on by default.
5. Do a few more commits.
Make some changes to fruits.txt
(e.g. add some text and delete some text). Stage the changes, and commit the changes using the same steps you followed before. You should end up with something like this.
Next, add two more files colors.txt
and shapes.txt
to the same working directory. Add a third commit to record the current state of the working directory.
6. See the revision graph: Note how commits form a path-like structure aka the revision tree/graph. In the revision graph, each commit is shown as linked to its 'parent' commit (i.e., the commit before it).
To see the revision graph, click on the History
item on the menu on the right edge of SourceTree.
The gitk
command opens a rudimentary graphical view of the revision graph.
Often, there are files inside the Git working folder that you don't want to revision-control e.g., temporary log files. Follow the steps below to learn how to configure Git to ignore such files.
1. Add a file into your repo's working folder that you supposedly don't want to revision-control e.g., a file named temp.txt
. Observe how Git has detected the new file.
2. Tell Git to ignore that file:
The file should be currently listed under Unstaged files
. Right-click it and choose Ignore…
. Choose Ignore exact filename(s)
and click OK
.
Observe that a file named .gitignore
has been created in the working directory root and has the following line in it.
temp.txt
Create a file named .gitignore
in the working directory root and add the following line in it.
temp.txt
.gitignore
fileThe .gitignore
file tells Git which files to ignore when tracking revision history. That file itself can be either revision controlled or ignored.
To version control it (the more common choice – which allows you to track how the .gitignore
file changes over time), simply commit it as you would commit any other file.
To ignore it, follow the same steps you followed above when you set Git to ignore the temp.txt
file.
It supports file patterns e.g., adding temp/*.tmp
to the .gitignore
file prevents Git from tracking any .tmp
files in the temp
directory.
More information about the .gitignore
file: git-scm.com/docs/gitignore
Files recommended to be omitted from version control
*.class
, *.jar
, *.exe
(reasons: 1. no need to version control these files as they can be generated again from the source code 2. Revision control systems are optimized for tracking text-based files, not binary files.tag
: Naming commits Each Git commit is uniquely identified by a hash e.g., d670460b4b4aece5915caf5c68d12f560a9fe3e4
. As you can imagine, using such an identifier is not very convenient for our day-to-day use. As a solution, Git allows adding a more human-readable tag to a commit e.g., v1.0-beta
.
Here's how you can tag a commit in a local repo (e.g. in the samplerepo-things
repo):
Right-click on the commit (in the graphical revision graph) you want to tag and choose Tag…
.
Specify the tag name e.g. v1.0
and click Add Tag
.
The added tag will appear in the revision graph view.
To add a tag to the current commit as v1.0
,
git tag –a v1.0
To view tags
git tag
To learn how to add a tag to a past commit, go to the ‘Git Basics – Tagging’ page of the git-scm book and refer the ‘Tagging Later’ section.
Remember to push tags to the repo. A normal push does not include tags.
# push a specific tag
git push origin v1.0b
# push all tags
git push origin --tags
After adding a tag to a commit, you can use the tag to refer to that commit, as an alternative to using the hash.
Tags are different from commit messages, in purpose and in form. A commit message is a description of the commit that is part of the commit itself. A tags is a short name for a commit, which exists as a separate entity that points to a commit.
diff
: Comparing revisions Git can show you what changed in each commit.
To see which files changed in a commit, click on the commit. To see what changed in a specific file in that commit, click on the file name.
git show < part-of-commit-hash >
Example:
git show 251b4cf
commit 5bc0e30635a754908dbdd3d2d833756cc4b52ef3
Author: … < … >
Date: Sat Jul 8 16:50:27 2017 +0800
fruits.txt: replace banana with berries
diff --git a/fruits.txt b/fruits.txt
index 15b57f7..17f4528 100644
--- a/fruits.txt
+++ b/fruits.txt
@@ -1,3 +1,3 @@
apples
-bananas
+berries
cherries
Git can also show you the difference between two points in the history of the repo.
Select the two points you want to compare using Ctrl+Click
. The differences between the two selected versions will show up in the bottom half of SourceTree, as shown in the screenshot below.
The same method can be used to compare the current state of the working directory (which might have uncommitted changes) to a point in the history.
The diff
command can be used to view the differences between two points of the history.
git diff
: shows the changes (uncommitted) since the last commit.git diff 0023cdd..fcd6199
: shows the changes between the points indicated by commit hashes.git diff v1.0..HEAD
: shows changes that happened from the commit tagged as v1.0
to the most recent commit.checkout
: Retrieving a specific revision Git can load a specific version of the history to the working directory. Note that if you have uncommitted changes in the working directory, you need to stash them first to prevent them from being overwritten.
Double-click the commit you want to load to the working directory, or right-click on that commit and choose Checkout...
.
Click OK
to the warning about ‘detached HEAD’ (similar to below).
The specified version is now loaded to the working folder, as indicated by the HEAD
label. HEAD
is a reference to the currently checked out commit.
If you checkout a commit that comes before the commit in which you added the .gitignore
file, Git will now show ignored files as ‘unstaged modifications’ because at that stage Git hasn’t been told to ignore those files.
To go back to the latest commit, double-click it.
Use the checkout <commit-identifier>
command to change the working directory to the state it was in at a specific past commit.
git checkout v1.0
: loads the state as at commit tagged v1.0
git checkout 0023cdd
: loads the state as at commit with the hash 0023cdd
git checkout HEAD~2
: loads the state that is 2 commits behind the most recent commitFor now, you can ignore the warning about ‘detached HEAD’.
clone
: Copying a repo Given below is an example scenario you can try yourself to learn Git cloning.
Suppose you want to clone the sample repo samplerepo-things to your computer.
Note that the URL of the GitHub project is different from the URL you need to clone a repo in that GitHub project. e.g.
GitHub project URL: https://github.com/se-edu/samplerepo-things
Git repo URL: https://github.com/se-edu/samplerepo-things.git
(note the .git
at the end)
File
→ Clone / New…
and provide the URL of the repo and the destination directory.
You can use the clone
command to clone a repo.
Follow the instructions given here.
pull
, fetch
: Downloading data from other repos Here's a scenario you can try in order to learn how to pull commits from another repo to yours.
1. Clone a repo (e.g., the repo used in [Git & GitHub → Clone]) to be used for this activity.
2. Delete the last few commits to simulate cloning the repo a few commits ago.
Right-click the target commit (i.e. the commit that is 2 commits behind the tip) and choose Reset current branch to this commit
.
Choose the Hard - …
option and click OK
.
This is what you will see.
Note the following (cross refer the screenshot above):
Arrow marked as a
: The local repo is now at this commit, marked by the master
label.
Arrow marked as b
: The origin/master
label shows what is the latest commit in the master
branch in the remote repo.
Use the reset
command to delete commits at the tip of the revision history.
git reset --hard HEAD~2
Now, your local repo state is exactly how it would be if you had cloned the repo 2 commits ago, as if somebody has added two more commits to the remote repo since you cloned it.
3. Pull from the other repo: To get those missing commits to your local repo (i.e. to sync your local repo with upstream repo) you can do a pull.
Click the Pull
button in the main menu, choose origin
and master
in the next dialog, and click OK
.
Now you should see something like this where master
and origin/master
are both pointing the same commit.
git pull origin
You can also do a fetch
instead of a pull
in which case the new commits will be downloaded to your repo but the working directory will remain at the current commit. To move the current state to the latest commit that was downloaded, you need to do a merge
. A pull
is a shortcut that does both those steps in one go.
When you clone a repo, Git automatically adds a remote repo named origin
to your repo configuration. As you know, you can pull commits from that repo. As you know, a Git repo can work with remote repos other than the one it was cloned from.
To communicate with another remote repo, you can first add it as a remote of your repo. Here is an example scenario you can follow to learn how to pull from another repo:
Open the local repo in SourceTree. Suggested: Use your local clone of the samplerepo-things
repo.
Choose Repository
→ Repository Settings
menu option.
Add a new remote to the repo with the following values.
Remote name
: the name you want to assign to the remote repo e.g., upstream1
URL/path
: the URL of your repo (ending in .git
) that. Suggested: https://github.com/se-edu/samplerepo-things-2.git
(samplerepo-things-2
is another repo that has a shared history with samplerepo-things
)Username
: your GitHub usernameNow, you can fetch or pull (pulling will fetch the branch and merge the new code to the current branch) from the added repo as you did before but choose the remote name of the repo you want to pull from (instead of origin
):
Click the Fetch
button or the Pull
button first.
If the Remote branch to pull
dropdown is empty, click the Refresh
button on its right.
If the pull from the samplerepo-things-2
was successful, you should have received one more commit into your local repo.
Navigate to the folder containing the local repo.
Set the new remote repo as a remote of the local repo.
command: git remote add {remote_name} {remote_repo_url}
e.g., git remote add upstream1 https://github.com/johndoe/foobar.git
Now you can fetch or pull (pulling will fetch the branch and merge the new code to the current branch) from the new remote.
e.g., git fetch upstream1 master
or git pull upstream1 master
Given below is a scenario you can try in order to learn how to fork a repo:.
0. Create a GitHub account if you don't have one yet.
1. Go to the GitHub repo you want to fork e.g., samplerepo-things
2. Click on the button on the top-right corner. In the next step,
[ ] Copy the master branch only
option.GitHub does not allow you to fork the same repo more than once to the same destination. If you want to re-fork, you need to delete the previous fork.
push
: Uploading data to other repos Given below is a scenario you can try in order to learn how to push commits to a remote repo hosted on GitHub:
1. Fork an existing GitHub repo (e.g., samplerepo-things) to your GitHub account.
2. Clone the fork (not the original) to your computer.
3. Commit some changes in your local repo.
4. Push the new commits to your fork on GitHub
Click the Push
button on the main menu, ensure the settings are as follows in the next dialog, and click the Push
button on the dialog.
Tags are not included in a normal push. Remember to tick Push all tags
when pushing to the remote repo if you want them to be pushed to the repo.
Use the command git push origin master
. Enter your Github username and password when prompted.
Tags are not included in a normal push. To push a tag, use this command: git push origin <tag_name>
e.g. git push origin v1.0
You can push to repos other than the one you cloned from, as long as the target repo and your repo have a shared history.
Push your repo to the new remote the usual way, but select the name of target remote instead of origin
and remember to select the Track
checkbox.
Push to the new remote the usual way e.g., git push upstream1 master
(assuming you gave the name upstream1
to the remote).
You can even push an entire local repository to GitHub, to form an entirely new remote repository. For example, you created a local repo and worked with it for a while but now you want to upload it onto GitHub (as a backup or to share it with others). The steps are given below.
1. Create an empty remote repo on GitHub.
Login to your GitHub account and choose to create a new Repo.
In the next screen, provide a name for your repo but keep the Initialize this repo ...
tick box unchecked.
Note the URL of the repo. It will be of the form https://github.com/{your_user_name}/{repo_name}.git
.
e.g., https://github.com/johndoe/foobar.git
(note the .git
at the end)
2. Add the GitHub repo URL as a remote of the local repo. You can give it the name origin
(or any other name).
3. Push the repo to the remote.
Push each branch to the new remote the usual way but use the -u
flag to inform Git that you wish to the branch.
e.g., git push -u origin master
branch
: Doing multiple parallel changes Git supports branching, which allows you to do multiple parallel changes to the content of a repository.
A Git branch is simply a named label pointing to a commit. The HEAD
label indicates which branch you are on. Git creates a branch named master
by default. When you add a commit, it goes into the branch you are currently on, and the branch label (together with the HEAD
label) moves to the new commit.
Given below is an illustration of how branch labels move as branches evolve.
master
) and there is only one commit on it.master
and the HEAD
labels have moved to the new commit.fix1
has been added. The repo has switched to the new branch too (hence, the HEAD
label is attached to the fix1
branch).c
) has been added. The current branch label fix1
moves to the new commit, together with the HEAD
label.master
branch.d
) has been added. The master
label has moved to that commit.fix1
branch and added a new commit (e
) to it.master
branch and the fix1
branch has been merged into the master
branch, creating a merge commit f
. The repo is currently on the master
branch.Follow the steps below to learn how to work with branches. You can use any repo you have on your computer (e.g. a clone of the samplerepo-things) for this.
0. Observe that you are normally in the branch called master
.
git status
on branch master
1. Start a branch named feature1
and switch to the new branch.
Click on the Branch
button on the main menu. In the next dialog, enter the branch name and click Create Branch
.
Note how the feature1
is indicated as the current branch.
You can use the branch
command to create a new branch and the checkout
command to switch to a specific branch.
git branch feature1
git checkout feature1
One-step shortcut to create a branch and switch to it at the same time:
git checkout –b feature1
2. Create some commits in the new branch. Just commit as per normal. Commits you add while on a certain branch will become part of that branch.
Note how the master
label and the HEAD
label moves to the new commit (The HEAD
label of the local repo is represented as in SourceTree).
3. Switch to the master
branch. Note how the changes you did in the feature1
branch are no longer in the working directory.
Double-click the master
branch.
git checkout master
4. Add a commit to the master branch. Let’s imagine it’s a bug fix.
To keep things simple for the time being, this commit should not involve the same content that you changed in the feature1
branch. To be on the safe side, this commit can change an entirely different file.
5. Switch back to the feature1
branch (similar to step 3).
6. Merge the master
branch to the feature1
branch, giving an end-result like the following. Also note how Git has created a merge commit.
Right-click on the master
branch and choose merge master into the current branch
. Click OK
in the next dialog.
git merge master
The objective of that merge was to sync the feature1
branch with the master
branch. Observe how the changes you did in the master
branch (i.e. the imaginary bug fix) is now available even when you are in the feature1
branch.
Instead of merging master
to feature1
, an alternative is to rebase the feature1
branch. However, rebasing is an advanced feature that requires modifying past commits. If you modify past commits that have been pushed to a remote repository, you'll have to force-push the modified commit to the remote repo in order to update the commits in it.
7. Add another commit to the feature1
branch.
8. Switch to the master
branch and add one more commit.
9. Merge feature1
to the master branch, giving and end-result like this:
Right-click on the feature1
branch and choose Merge...
.
git merge feature1
10. Create a new branch called add-countries
, switch to it, and add some commits to it (similar to steps 1-2 above). You should have something like this now:
Avoid this common rookie mistake!
Always remember to switch back to the master
branch before creating a new branch. If not, your new branch will be created on top of the current branch.
11. Go back to the master
branch and merge the add-countries
branch onto the master
branch (similar to steps 8-9 above). While you might expect to see something like the following,
... you are likely to see something like this instead:
That is because Git does a fast forward merge if possible. Seeing that the master
branch has not changed since you started the add-countries
branch, Git has decided it is simpler to just put the commits of the add-countries
branch in front of the master
branch, without going into the trouble of creating an extra merge commit.
It is possible to force Git to create a merge commit even if fast forwarding is possible.
Tick the box shown below when you merge a branch:
Use the --no-ff
switch (short for no fast forward):
git merge --no-ff add-countries
Here's how to push a branch to a remote repo:
Here's how to push a branch named add-intro
to your own fork of a repo named samplerepo-pr-practice
:
Normally: git push {remote repository} {branch}
. Examples:
git push origin master
pushes the master
branch to the repo named origin
(i.e., the repo you cloned from)git push upstream-repo add-intro
pushes the add-intro
branch to the repo named upstream-repo
If pushing a branch you created locally to the remote for the first time, add the -u
flag to get the local branch to track the new upstream branch:
e.g., git push -u origin add-intro
See git-scm.com/docs/git-push for details of the push
command.
Merge conflicts happen when you try to combine two incompatible versions (e.g., merging a branch to another but each branch changed the same part of the code in a different way).
Here are the steps to simulate a merge conflict and use it to learn how to resolve merge conflicts.
0. Create an empty repo or clone an existing repo, to be used for this activity.
1. Start a branch named fix1
in the repo. Create a commit that adds a line with some text to one of the files.
2. Switch back to master
branch. Create a commit with a conflicting change i.e. it adds a line with some different text in the exact location the previous line was added.
3. Try to merge the fix1
branch onto the master
branch. Git will pause mid-way during the merge and report a merge conflict. If you open the conflicted file, you will see something like this:
COLORS
------
blue
<<<<<< HEAD
black
=======
green
>>>>>> fix1
red
white
4. Observe how the conflicted part is marked between a line starting with <<<<<<
and a line starting with >>>>>>
, separated by another line starting with =======
.
Highlighted below is the conflicting part that is coming from the master
branch:
blue
<<<<<< HEAD
black
=======
green
>>>>>> fix1
red
This is the conflicting part that is coming from the fix1
branch:
blue
<<<<<< HEAD
black
=======
green
>>>>>> fix1
red
5. Resolve the conflict by editing the file. Let us assume you want to keep both lines in the merged version. You can modify the file to be like this:
COLORS
------
blue
black
green
red
white
6. Stage the changes, and commit.
Suppose you want to propose some changes to a GitHub repo (e.g., samplerepo-pr-practice) as a pull request (PR). Here is a scenario you can try in order to learn how to create PRs:
1. Fork the repo onto your GitHub account.
2. Clone it onto your computer.
3. Commit your changes e.g., add a new file with some contents and commit it.
master
branchadd-intro
(remember to switch to the master
branch before creating a new branch) and add your commit to it.4. Push the branch you updated (i.e., master
branch or the new branch) to your fork, as explained here.
5. Initiate the PR creation:
Go to your fork.
Click on the Pull requests tab followed by the New pull request button. This will bring you to the 'Comparing changes' page.
Set the appropriate target repo and the branch that should receive your PR, using the base repository
and base
dropdowns. e.g.,
base repository: se-edu/samplerepo-pr-practice base: master
Normally, the default value shown in the dropdown is what you want but in case your fork has , the default may not be what you want.
Indicate which repo:branch contains your proposed code, using the head repository
and compare
dropdowns. e.g.,
head repository: myrepo/samplerepo-pr-practice compare: master
6. Verify the proposed code: Verify that the diff view in the page shows the exact change you intend to propose. If it doesn't, as necessary.
7. Submit the PR:
Click the Create pull request button.
Fill in the PR name and description e.g.,
Name: Add an introduction to the README.md
Description:
Add some paragraph to the README.md to explain ...
Also add a heading ...
If you want to indicate that the PR you are about to create is 'still work in progress, not yet ready', click on the dropdown arrow in the Create pull request button and choose Create draft pull request
option.
Click the Create pull request button to create the PR.
Go to the receiving repo to verify that your PR appears there in the Pull requests
tab.
The next step of the PR life cycle is the PR review. The members of the repo that received your PR can now review your proposed changes.
You can update the PR along the way too. Suppose PR reviewers suggested a certain improvement to your proposed code. To update your PR as per the suggestion, you can simply modify the code in your local repo, commit the updated code to the same master
branch, and push to your fork as you did earlier. The PR will auto-update accordingly.
Sending PRs using the master
branch is less common than sending PRs using separate branches. For example, suppose you wanted to propose two bug fixes that are not related to each other. In that case, it is more appropriate to send two separate PRs so that each fix can be reviewed, refined, and merged independently. But if you send PRs using the master
branch only, both fixes (and any other change you do in the master
branch) will appear in the PRs you create from it.
To create another PR while the current PR is still under review, create a new branch (remember to switch back to the master
branch first), add your new proposed change in that branch, and create a new PR following the steps given above.
It is possible to create PRs within the same repo e.g., you can create a PR from branch feature-x
to the master
branch, within the same repo. Doing so will allow the code to be reviewed by other developers (using PR review mechanism) before it is merged.
Problem: merge conflicts in ongoing PRs, indicated by the message This branch has conflicts that must be resolved. That means the upstream repo's master
branch has been updated in a way that the PR code conflicts with that master
branch. Here is the standard way to fix this problem:
master
branch from the upstream repo to your local repo.git checkout master
git pull upstream master
master
branch (that you updated in the previous step) onto the PR branch, in order to bring over the new code in the master
branch to your PR branch.git checkout pr-branch # assuming pr-branch is the name of branch in the PR
git merge master
master
branch.
Resolve the conflict manually (this topic is covered elsewhere), and complete the merge.master
branch, the merge conflict alert in the PR will go away automatically.