Guidelines:
Generalization
Generalization |
A
generalization
is a taxonomic relationship between a more general element and a more
specific element. The more specific element is fully consistent with the
more general element, and contains additional information. An instance of
the more specific element may be used where the more general element is
allowed. |
Topics
Many things in real life have common properties. Both dogs and cats are
animals, for example. Objects can have common properties as well, which you can
clarify using a generalization between their classes. By extracting common
properties into classes of their own, you will be able to change and maintain
the system more easily in the future.
A generalization shows that one class inherits from another. The inheriting
class is called a descendant. The class inherited from is called the ancestor.
Inheritance means that the definition of the ancestor - including any properties
such as attributes, relationships, or operations on its objects - is also valid
for objects of the descendant. The generalization is drawn from the descendant
class to its ancestor class.
Generalization can take place in several stages, which lets you model
complex, multilevel inheritance hierarchies. General properties are placed in
the upper part of the inheritance hierarchy, and special properties lower down.
In other words, you can use generalization to model specializations of a more
general concept.
Example
In the Recycling Machine System all the classes - Can,
Bottle, and Crate - describe different types of deposit items. They have two
common properties, besides being of the same type: each has a height and a
weight. You can model these properties through attributes and operations in a
separate class, Deposit Item. Can, Bottle, and Crate will inherit the properties
of this class.
The classes Can, Bottle, and Crate have common properties
height and weight. Each is a specialization of the general concept Deposit Item.
A class can inherit from several other classes through multiple inheritance,
although generally it will inherit from only one.
There are a couple of potential problems you must be aware of if you use
multiple inheritance:
- If the class inherits from several classes, you must check how the
relationships, operations, and attributes are named in the ancestors. If the
same name appears in several ancestors, you must describe what this means to
the specific inheriting class, for example, by qualifying the name to
indicate its source of declaration.
- If repeated inheritance is used; in this case, the same ancestor is being
inherited by a descendant more than once. When this occurs, the inheritance
hierarchy will have a "diamond shape" as shown below.
Multiple and repeated inheritance. The Scrolling Window
With Dialog Box class is inheriting the Window class more than once.
A question that might arise in this context is "How many copies of the
attributes of Window are included in instances of Scrolling Window With Dialog
Box?" So, if you are using repeated inheritance, you must have a clear
definition of its semantics; in most cases this is defined by the programming
language supporting the multiple inheritance.
In general, the programming language rules governing multiple inheritance are
complex, and often difficult to use correctly. Therefore using multiple
inheritance only when needed, and always with caution is recommended.
A class that is not instantiated and exists only for other classes to inherit
it, is an abstract class. Classes that are actually instantiated are concrete
classes. Note that an abstract class must have at least one descendant to be
useful.
Example
A Pallet Place in the Depot-Handling System is an abstract
entity class that represents properties common to different types of pallet
places. The class is inherited by the concrete classes Station, Transporter, and
Storage Unit, all of which can act as pallet places in the depot. All these
objects have one common property: they can hold one or more Pallets.
The inherited class, here Pallet Place, is abstract and
not instantiated on its own.
Because class stereotypes have different purposes, inheritance from one class
stereotype to another does not make sense. Letting a boundary class inherit an
entity class, for example, would make the boundary class into some kind of
hybrid. Therefore, you should use generalizations only between classes of the
same stereotype.
You can use generalization to express two relationships between classes:
- Subtyping, specifying that the descendant is a subtype of the ancestor.
Subtyping means that the descendant inherits the structure and behavior of
the ancestor, and that the descendant is a type of the ancestor (that is,
the descendant is a subtype that can fill in for all its ancestors in any
situation).
- Subclassing, specifying that the descendant is a subclass (but not a
subtype) of the ancestor. Subclassing means that the descendant inherits the
structure and behavior of the ancestor, and that the descendant is not a
type of the ancestor.
You can create relationships such as these by breaking out properties common
to several classes and placing them in a separate classes that the others
inherit; or by creating new classes that specialize more general ones and
letting them inherit from the general classes.
If the two variants coincide, you should have no difficulty setting up the
right inheritance between classes. In some cases, however, they do not coincide,
and you must take care to keep the use of inheritance understandable. At the
very least you should know the purpose of each inheritance relationship in the
model.
Subtyping means that the descendant is a subtype that can fill in for all its
ancestors in any situation. Subtyping is a special case of polymorphism, and is
an important property because it lets you design all the clients (objects that
use the ancestor) without taking the ancestor's potential descendants into
consideration. This makes the client objects more general and reusable. When the
client uses the actual object, it will work in a specific way, and it will
always find that the object does its task. Subtyping ensures that the system
will tolerate changes in the set of subtypes.
Example
In a Depot-Handling System, the Transporter Interface class
defines basic functionality for communication with all types of transport
equipment, such as cranes and trucks. The class defines the operation
executeTransport, among other things.
Both the Truck Interface and Crane Interface classes
inherit from the Transporter Interface; that is, objects of both classes will
respond to the message executeTransport. The objects may stand in for
Transporter Interface at any time and will offer all its behavior. Thus, other
objects (client objects) can send a message to a Transporter Interface object,
without knowing if a Truck Interface or Crane Interface object will respond to
the message.
The Transporter Interface class can even be abstract,
never instantiated on its own. In which case, the Transporter Interface might
define only the signature of the executeTransport operation, whereas the
descendant classes implement it.
Some object-oriented languages, such as C++, use the class hierarchy as a
type hierarchy, forcing the designer to use inheritance to subtype in the design
model. Others, such as Smalltalk-80, have no type checking at compile time. If
the objects cannot respond to a received message they will generate an error
message.
It may be a good idea to use generalization to indicate subtype relationships
even in languages without type checking. In some cases, you should use
generalization to make the object model and source code easier to understand and
maintain, regardless of whether the language allows it. Whether or not this use
of inheritance is good style depends heavily on the conventions of the
programming language.
Subclassing constitutes the reuse aspect of generalization. When subclassing,
you consider what parts of an implementation you can reuse by inheriting
properties defined by other classes. Subclassing saves labor and lets you reuse
code when implementing a particular class.
Example
In the Smalltalk-80 class library, the class Dictionary
inherits properties from Set.
The reason for this generalization is that Dictionary can
then reuse some general methods and storage strategies from the implementation
of Set. Even though a Dictionary can be seen as a Set (containing key-value
pairs), Dictionary is not a subtype of Set because you cannot add just any kind
of object to a Dictionary (only key-value pairs). Objects that use Dictionary
are not aware that it actually is a Set.
Subclassing often leads to illogical inheritance hierarchies that are
difficult to understand and to maintain. Therefore, it is not recommended that
you use inheritance only for reuse, unless something else is recommended in
using your programming language. Maintenance of this kind of reuse is usually
quite tricky. Any change in the class Set can imply large changes of all classes
inheriting the class Set. Be aware of this and inherit only stable classes.
Inheritance will actually freeze the implementation of the class Set, because
changes to it are too expensive.
The use of generalization relationships in design should depend heavily on
the semantics and proposed use of inheritance in the programming language.
Object-oriented languages support inheritance between classes, but
nonobject-oriented languages do not. You should handle language characteristics
in the design model. If you are using a language that does not support
inheritance, or multiple inheritance, you must simulate inheritance in the
implementation. In which case, it is better to model the simulation in the
design model and not use generalizations to describe inheritance structures.
Modeling inheritance structures with generalizations, and then simulating
inheritance in the implementation, can ruin the design.
If you are using a language that does not support inheritance, or multiple
inheritance, you must simulate inheritance in the implementation. In this case,
it is best to model the simulation in the design model and not use
generalizations to describe inheritance structures. Modeling inheritance
structures with generalizations, and then only simulating inheritance in the
implementation can ruin the design.
You will probably have to change the interfaces and other object properties
during simulation. It is recommended that you simulate inheritance in one of the
following ways:
- By letting the descendant forward messages to the ancestor.
- By duplicating the code of the ancestor in each descendant. In this case,
no ancestor class is created.
Example
In this example the descendants forward messages to the
ancestor via links that are instances of associations.
Behavior common to Can, Bottle, and Crate objects is
assigned to a special class. Objects for which this behavior is common send a
message to a Deposit Item object to perform the behavior when necessary.
Copyright
© 1987 - 2001 Rational Software Corporation
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