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{{short description|Design technique in object-oriented programming}}
{{Redirects here|Data-driven design|the optimization approach|Data-oriented design}}
{{primary sources|date=December 2012}}
'''Responsibility-driven design''' is a design technique in [[object-oriented programming]], which improves encapsulation by using the [[client–server model]]. It focuses on the [[contract]] by considering the actions that the [[Object (computer science)|object]] is responsible for and the information that the object shares. It was proposed by [[Rebecca Wirfs-Brock]] and Brian Wilkerson.
Responsibility-driven design is in direct contrast with
To further the encapsulation of the server, Wirfs-Brock and Wilkerson call for language
==Overview==
Responsibility-driven design focuses on the objects as [https://www.cs.cmu.edu/~rbd/doc/nyquist/part4.html behavioral abstractions] which are characterized by their responsibilities. The [[Class-responsibility-collaboration card|CRC-card]] modelling technique is used to generate these behavioral abstractions. The rest of the object structure including data attributes are assigned later, as and when required.<ref name="AnthonySimons">{{cite book | chapter=Design Patterns as Litmus Paper to Test the Strength of Object-Oriented Methods | year=1998 | chapter-url=http://citeweb.info/19980495062 | doi=10.1007/978-1-4471-0895-5_10 | author1=Anthony J. H. Simons | title=Oois'98 | pages=129–147 | author2=Monique Snoeck | author3=Kitty Hung| isbn=978-1-85233-046-0 | citeseerx=10.1.1.130.8713 }}</ref> This makes the design follow type hierarchy for inheritance which improves encapsulation and makes it easier to identify [[abstract class]]es. It can also group the classes together based on their clients which is considered a unique ability.
A good object-oriented design involves an early focus on behaviors to realize the capabilities meeting the stated requirements and a late binding of implementation details to the requirements. This approach especially helps to decentralize control and distribute system behavior which can help manage the complexities of high-functionality large or [http://www.computerhope.com/jargon/d/distribs.htm distributed systems]. Similarly, it can help to design and maintain explanation facilities for [[cognitive model]]s, [[intelligent agent]]s, and other [[knowledge-based systems]].<ref name="Cognitive Models">{{cite web | title=Responsibility-Driven Explanation Engineering for Cognitive Models | year=2004 | url=http://citeweb.info/20040821547 | author1=Steven R. Haynes | author2=Isaac G. Councill | author3=Frank E. Ritter}}</ref>
==Building blocks==
In their book ''Object Design: Roles, Responsibilities and Collaborations'',<ref name="ObjectDesign-entirebook">{{cite book|author1=Wirfs-Brock, Rebecca|author2=McKean, Alan|title=Object Design: Roles, Responsibilities, and Collaborations|date=2003|publisher=Addison-Wesley|___location=Indianapolis, IN|isbn=978-0201379433|ref=odrrc}}</ref> the authors describe the following building blocks that make up responsibility-driven design.
*
* Collaborations: A collaboration is defined as an interaction of objects or roles (or both).<ref name="ObjectDesign-page3"/>
* CRC Cards: CRC stands for Candidates, Responsibilities, Collaborators. They are index cards used in early design for recording candidates.<ref name="ObjectDesign-page61">{{harvnb |Wirfs-Brock|McKean|2002| pp=61 }}</ref> These cards are split up into an unlined and a lined side.
** Content of lined side: On this side the candidate's name, its responsibilities and its collaborators are recorded.<ref name="ObjectDesign-page61"/>
** Content of unlined side: On this side the candidate's name, its purpose in the application, stereotype roles and anything worthwhile such as the names of roles in patterns it participates in are recorded.<ref name="ObjectDesign-page61"/>
* Hot Spots: Hot Spots are points in the application where variations occur. They are recorded using Hot Spot Cards.<ref name="ObjectDesign-page72">{{harvnb |Wirfs-Brock|McKean|2002| pp=72 }}</ref>
* Hot Spot Cards: Hot Spot Cards are used for recording variations with just enough detail so you can discriminate important difference. Similar to CRC cards, these are also created from [[index card]]s.<ref name="ObjectDesign-page72"/> These cards consist of:
** Hot Spot Name
** General description of the variation
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=== Objects===
Objects are described as things that have
* Object Neighborhoods
* Responsibilities
** Public Responsibilities
** Private Responsibilities
** Subresponsibilities: Sometimes, a large or complicated responsibility is split up into smaller ones called subresponsibilities.<ref name="ObjectDesign-page168">{{harvnb |Wirfs-Brock|McKean|2002| pp=168 }}</ref> They are further categorized based on what they do.
*** Subordinate Responsibilities: These include the major steps in each subresponsibility.<ref name="ObjectDesign-page168"/>
***
===Roles===
* Controller
* Coordinator
* Information Holder: Information holder knows and provides information.<ref name="ObjectDesign-page4"/>
** Information Provider: A slight variation of an information holder is the information provider, which takes a more active role in managing and maintaining information. This distinction can be used if a designer needs to get more specific.<ref name="ObjectDesign-page93">{{harvnb |Wirfs-Brock|McKean|2002| pp=93 }}</ref>
* Interfacer: This role transforms information and requests between distinct parts of an application.<ref name="ObjectDesign-page4"/> It is further divided into more specific roles.
** External Interfacer: External interfacer communicates with other applications rather than its own.<ref name="ObjectDesign-page93"/> It is mainly used for encapsulating non-object-oriented APIs and does not collaborate a lot.<ref name="ObjectDesign-page165"/>
** Internal Interfacer: Also called intersystem interfacer.<ref name="ObjectDesign-page93"/> It act as a bridge between object neighborhoods.<ref name="ObjectDesign-page165"/>
** User Interfacer: User interfacer communicates with users by responding to events generated in the UI and then passing them on to more appropriate objects.<ref name="ObjectDesign-page93"/><ref name="ObjectDesign-page165">{{harvnb |Wirfs-Brock|McKean|2002| pp=165 }}</ref><ref name="ObjectDesign-page164">{{harvnb |Wirfs-Brock|McKean|2002| pp=164 }}</ref>
* Service Provider: This role performs work and offers computing services.<ref name="ObjectDesign-page93"/>
* Structurer: This role maintains relationships between objects and information about those relationships.<ref name="ObjectDesign-page93"/>
==Control style==
An important part in the responsibility-driven design process is the distribution of control responsibilities that results in developing a control style. A control style is concerned about the control flow between [https://en.wiktionary.org/wiki/sub-system subsystems].
* Concept of Control : The responsibilities and collaborations among the classes.<ref name="Evaluating the effect of a delegated versus centralized control style on the maintainability of object-oriented software">{{cite journal|first1=Arisholm|last1 = Eric|first2 = Sjoberg|last2 =Dag I.K.|title=Evaluating the effect of a delegated versus centralized control style on the maintainability of object-oriented software|journal = IEEE Transactions on Software Engineering|date=2004|volume=30|issue=8|pages = 521–534|doi = 10.1109/TSE.2004.43|s2cid = 6396127}}</ref>
* Control Centers : An important aspect of developing a control style is the invention of so-called control centers. These are places where objects charged with controlling and coordinating reside.<ref name="ObjectDesign-page196">{{harvnb |Wirfs-Brock|McKean|2002| pp=196 }}</ref>
* Control Style Variations : A control style comes in three distinct variations. These are not precise definitions though since a control style can be said to be more centralized or delegated than another.
=== Centralized control style ===
This control style inflicts a procedural paradigm on the structure of the application and places major-decision making responsibilities in only a few objects or a single object.
;Types
* Call-return model : The control of the objects in the application is in hierarchical way. Control starts at root and moves downwards. It is used in a sequential model.
* Manager model : The control of the objects in the application is in with only one object. Generally, it is implemented in concurrent models. It can also be implemented in sequential model using [[Switch statement|case statement]].
;Advantages
* Application
;Disadvantages
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When decisions to be made are few, simple, and related to a single task.
===
A delegated control style lies in between a centralized and dispersed control style. It passes some of the decision making and much of the action to objects surrounding a control center. Each neighboring object has a significant role to play. It can also be called as event driven model, where the control is delegated to the object requesting it to process the event.
;Types[reference]
* Broadcast model : An event is broadcast to all objects in the application. The object which can handle the event can acquire the control.
* Interrupt-driven model : There will be the [[interrupt]] handler to process the interrupt and passes to some object to process it.
;Advantages
* It is easy to understand.
* Though there is an external coordinator, Objects can be made smarter to know what they are supposed to do and can be reused in other applications.
* Delegating coordinators tend to know about fewer objects than dominating controllers.
* Dialogs are higher-level.
* It is easy to change as changes typically affect fewer objects.
* It is easier to divide design work among team members.
;Disadvantages
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;When to use
When
===
This control style is a variation of the centralized control style wherein control is factored among a group of objects whose actions are coordinated.<ref name="ObjectDesign-page197">{{harvnb |Wirfs-Brock|McKean|2002| pp=197 }}</ref> The main difference between a clustered and delegated control style is that in a clustered control style, the decision making objects are located within a control center whereas in a delegated control style they are mostly outside.<ref name="ObjectDesign-page213">{{harvnb |Wirfs-Brock|McKean|2002| pp=213 }}</ref>
===Dispersed control style===
A dispersed control style does not contain any control centers. The logic is spread across the entire population of objects, keeping each object small and building in as few dependencies among them as possible.<ref name="ObjectDesign-page30">{{harvnb |Wirfs-Brock|McKean|2002| pp=30 }}</ref>
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Never.
===Preferred
After extensive results of experiments conducted, only the senior management has the necessary skills to make use of delegated control style and centralized control style benefits programmers. There is no context mentioned about the mid-level employees.<ref name="Evaluating the effect of a delegated versus centralized control style on the maintainability of object-oriented software"/>
==References==
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==Bibliography==
* [
* {{cite book |
[[Category:Object-oriented programming]]
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