Aspect-Oriented Analysis and Design

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1 Aspect-Oriented Analysis and Design The Theme Approach Siobhán Clarke Trinity College Dublin BCS Advanced Programming SIG, 11 th May 2006

2 What s wrong with objects 1? Concerns that crosscut multiple parts of a system cannot be modularized 2

3 What s wrong with objects 2? Class modularization encapsulates multiple concerns 3

4 The Theme Approach Brief History Lesson! - Early 90 s: Subject-Oriented Programming - Symmetric view of decomposition Subject-Oriented Design : Subject-Oriented Design -> Theme/UML The Theme Process: - Theme/UML design - Theme/Doc requirements analysis 4

5 Overview Theme/Doc for analysis View relationships between concerns Theme/UML for design Model concerns separately 5

6 Theme/Doc find the themes select potential concerns from text R18 R21 R35 R37 R38 R40 R42 R61 R80 A new game will randomly distribute crystals around the game world If players do not reach their initial location in time, they lose one energy point Dropped crystals will be re-scattered throughout the game area Players lose energy at two units per five minute period in a game location If a player enters a location that has no players or characters in it, they may pick up any crystals or magical items there When a game starts, players gain 10 units of energy Energy is gained by two units when a player picks up a crystal entering a location When two players meet on entering a location, they perform a duel of rock paper scissors When a player completes a physical test challenge successfully they gain three units of energy and win a crystal 6

7 Theme/Doc find the themes select potential concerns from text R18 R21 R35 R37 R38 R40 R42 R61 R80 A new game will randomly distribute crystals around the game world If players do not reach their initial location in time, they lose one energy point Dropped crystals will be re-scattered throughout the game area Players lose energy at two units per five minute period in a game location If a player enters a location that has no players or characters in it, they may pick up any crystals or magical items there When a game starts, players gain 10 units of energy Energy is gained by two units when a player picks up a crystal entering a location When two players meet on entering a location, they perform a duel of rock paper scissors When a player completes a physical test challenge successfully they gain three units of energy and win a crystal 7

8 Theme/Doc graphing the relationships between the concerns legend concern requirement 8

9 Theme/Doc a look forward to the final goal R80 R77 R40 crosscutting themes (aspects) R42 TrackEnergy R41 R37 R21 R38 R61 R31 R52 R67 base themes enter-location R18 R15 R32 R16 duel R75 R24 start R98 9

10 Theme/Doc graphing the relationships between the concerns legend concern requirement 10

11 Theme/Doc getting there.. aspects (probably from shared requirements) R80 R77 R40 R21 TrackEnergy R37 R41 R38 If a player enters a location that has no players or characters in it, they may pick up R38 any crystals or magical items there R42 Energy is gained by two units when a player picks up a crystal entering a location enter-location R61 11

12 Theme/Doc getting there.. base themes R38 R61 Theme too general? split into smaller ones Themes too similar? unify synonyms, group Theme not really useful? delete it! Requirement orphaned? find a home Requirement ambiguous? resolve and refine R35 R52 R67 enter-location R14 R15 R32 R16 duel R75 R24 start R98 12

13 Theme/UML theme design process 13

14 Theme/UML model themes separately base themes with standard UML Start GameAdmin + newgame(string, int) Player - name : String - IPAddress : String + getlocation() + setgame() players 0..* gameworld Location gamelocations 1 + name + northeast : Coordinate + northwest : Coordinate + southeast : Coordinate + southwest : Coordinate 1..* 1 Vector throneroom 1 0..* activegames currentlocation Game - gameduration : int - name : String + setgamelocations(vector) + setthroneroom(location) 1 1 gamelocations EnterLocation Player - crystals : int + setlocation() + checkotherplayers() + takecrystals() + incrementcrystals() + takemagicitems() + setmagicitem() signals newlocation() duel() GPSComponent 1..* players game 1 Game + ingamelocation() + getotherplayers() signals leave(player) Location - crystals : int + takecrystals() + takemagicitems() 0..* 0..* + getcurrentgpslocation() MagicItem 14

15 Theme/UML model themes separately aspect themes with minor UML extensions track-energy < Energy.moveLocation(..) > < Energy.energyAction(..) > < Energy.joinGame(..) > Template parameters used to reason about triggers of behaviour in aspect theme - grouped by behaviour sequence within < > brackets 15

16 Theme/UML model themes separately aspect themes with minor UML extensions sd movelocation movelocation(..) :Energy _do_movelocation(..) :Game Distinguish between: - execution of base operation (_do_op()) and - execution of crosscutting behaviour (op()) Execution of real behavior alt [inlocation=true] isplayerinlocation() inlocation setchangeamount(2) Crosscutting behavior specified to happen after real behavior [inlocation=false] setchangeamount(1) 16

17 Theme/UML model themes separately aspect triggers with control flow restrictions sd restrictedtrigger :Class1 :Class2 op1(..) _do_op1(..) op2(..) control flow of _do_op1() before() _do_op2(..) op2() a trigger only within this control flow after() 17

18 Theme/UML model themes separately aspect themes arising from detailed design P2PCommunication P2PCommunication sd lstatechange <TPlayer.joinGame(..)> <TPlayer.pStateChange(..)> <TLocation.lStateChange(..)> <TGamesAdmin.newGameAdmin(..)> <TPlayer.joinGame(..)> <TPlayer.pStateChange(..)> <TLocation.lStateChange(..)> <TGamesAdmin.newGameAdmin(..)> «active» GamesAdmin - marshallactivegames() - unmarshallactivegames() signals checkgamesavailable() CrystalGamesAvailable(String) TGamesAdmin + newgameadmin() _do_newgameadmin() + start() l:tlocation game:game «active» lstatechange(..) Game _do_lstatechange(..) 0..* activegames players 1..* game 1 TPlayer sd pstatechange + pstatechange(..) - _do_pstatechange(..) p:tplayer + joingame(..) - _do_joingame(..) pstatechange(..) + getname() + marshallgame() marshallstate() + unmarshallgame() + unmarshalllocation() getname() + unmarshallplayer() signals locationinfo LocationUpdate(String) PlayerUpdate(String) game FullGameStateRequest(String) LocationUpdate(locationInfo) 1..* FullGameState(String) _do_pstatechange(..) 1..* TLocation locations + lstatechange(..) game:game - _do_lstatechange(..) :Game :Game sd LocationUpdate Location :Game :Location + marshallstate() + update(string) LocationUpdate(locInfo) unmarshalllocation(locinfo) Player + marshallstate() + update(string) alt [gamename= this.name] sd PlayerUpdate :Game update(string) :Player marshallstate() getname() playerinfo PlayerUpdate(pInfo) alt [gamename= this.name] unmarshallplayer(pinfo) update(string) PlayerUpdate(playerInfo) 18

19 Theme/UML theme composition process 19

20 Theme/UML compose themes Composition Relationship and base themes Start composition relationship: -merge match[name] Duel EnterLocation Player signals duel() composition relationship: - override Player - crystalsoffered : Boolean - crystals : int - wageraccepted : Boolean - wageragreed : Boolean - finishedreceived : Boolean - rockplayerscissors : String + getmagicitems() - duelloser() + addcrystals(int) + decrementcrystals(int) + addmagicitem(magicitem) + deletemagicitem(magicitem) - updaterps() signals initiateduel() magicselected(magicitem) wagertwocrystals() wagermagicitem(magicitem) wagertwomagicitems(..) wagercrystal() wageraccepted() duelrevealrps(player, String) Composition Relationship tags: - match[name] -nomatch - for conflict resolution -[prec] - reconcil[explicit[ {..} ]] - reconcil[default[type {..}]] - ordering sequence for op merge 20

21 Theme/UML compose themes Composition Relationship and aspect themes track-energy <Energy.moveLocation(..) > <Energy.energyAction(..)> <Energy.joinGame(..)> bind[ < Player.setLocation() > < Player.{incrementCrystals(), addcrystals(), completewizarderrand(), completewarriortest() } > < Player.joinGame() > ] game Binding base design elements to template parameters. 21

22 Map to AspectJ TrackEnergy Energy <Energy.moveLocation(..) > <Energy.energyAction(..)> <Energy.joinGame(..)> Game Game :Type templateop() _do_templateop() crosscuttingop() bind[ < Player.setLocation() > < Player.{incrementCrystals(), addcrystals(), completewizarderrand(), completewarriortest() } > < Player.joinGame() > ] Intertype Declarations Pointcuts Concrete Pointcuts Concrete Intertype Declarations Advice Concrete Aspect Abstract Aspect 22

23 Small flavour concrete aspect public aspect ConcreteTrackEnergy extends TrackEnergy { declare parents: Player implements EnergyEntityI; declare parents: Game implements GameI; pointcut movelocation(energyentityi energyentity): this(energyentity) && execution (* Player.setLocation(..)); pointcut energyaction(energyentityi energyentity): this(energyentity) && (execution (* Player.incrementCrystals(..)) execution (* Player.addCrystals(..)) execution (* Player.completeWarriorTest(..)) execution (* Player.completeWizardErrand(..))); } pointcut joingame(player player): this(player) && execution (* Player.joinGame(..)); 23

24 Map to CME - aspects TrackEnergy Energy <Energy.moveLocation(..) > <Energy.energyAction(..)> <Energy.joinGame(..)> Game Game :Type templateop() _do_templateop() crosscuttingop() bind[ < Player.setLocation() > < Player.{incrementCrystals(), addcrystals(), completewizarderrand(), completewarriortest() } > < Player.joinGame() > ] Track Energy Theme Package Compose-game.hl extend concern Game with TrackEnergyTheme; extend type BaseTheme: Player with TrackEnergyTheme: Energy; advise method BaseTheme:Player.setLocation(Location) with after:: TrackEnergyTheme: Energy.setChangeAmount();... Game Theme Package 24

25 Map to CME base Start Theme Package Player.java public class Player {... } Location.java public class Location { } GameAdmin.java public class GameAdmin { } Game.java public class Game { } Enter Location Theme Package Player.java public class Player {... public void duel(player p) { // stub } } Location.java public class Location { } Start ThemeName[ Game ] match[name] EnterLocation Player signals duel() Duel Player signals duel() CME Composition Specification Compose-game.hl merge concerns StartTheme, EnterLocationTheme, DuelTheme => Game; Player.java public class Player {... public void duel(player p) { } } MagicItem.java public class MagicItem { } Wager.java public class Wager { }... Game.java public class Game { } MagicItem.java public class MagicItem { }... override method EnterLocationTheme: Player.duel(Player) with DuelTheme: Player.duel(Player); 25

26 Theme publications Siobhán Clarke, Robert J. Walker. "Generic Aspect-Oriented Design with Theme/UML In Aspect-Oriented Software Development, Addison-Wesley, 2005 Elisa L.A. Baniassad, Siobhán Clarke. "Theme: An Approach for Aspect-Oriented Analysis and Design" In Proceedings of the 26th International Conference on Software Engineering (ICSE), Edinburgh, Siobhán Clarke. "Extending standard UML with model composition semantics" in Science of Computer Programming, Volume 44, Issue 1, pp Elsevier Science, July Siobhán Clarke, Robert J. Walker. "Towards a Standard Design Language for AOSD" In Proceedings of the 1st International Conference on Aspect-Oriented Software Development (AOSD), Enschede, The Netherlands, April Siobhán Clarke, Robert J. Walker. "Composition Patterns: An Approach to Designing Reusable Aspects" In Proceedings of the 23rd International Conference on Software Engineering (ICSE), Toronto, Canada, May Siobhán Clarke. "Composition of Object-Oriented Software Design Models Ph.D. Thesis, January 2001, Dublin City University. Siobhán Clarke. "Composing Design Models: An extension to the UML" In Proceedings of the Third International Conference on the Unified Modeling Language (UML), UK, Volume 1939, LNCS Siobhán Clarke, William Harrison, Harold Ossher, Peri Tarr. "Subject-Oriented Design: Towards Improved Alignment of Requirements, Design and Code" In Proceedings of Object-Oriented Programming, Systems, Languages and Applications (OOPSLA) Denver, Colorado U.S.,

27 and a plug! 27

28 Questions 28

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