Transcript
Page 1: Desing principles: tensions and synergies

Design Principles Tensions & Synergies

Ilias Bartolini

J u l y 2 0 1 4

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HOW IT WORKS

● Divide into pairs ● Start setup development environment● Explain the tensions & synergies● Choose a design principle or rule● Game of life● Implement a new user story (30min)● Showcase changes

How did it affect other principles? Post-it!!Repeat

● Conclusions● Feedback

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http://bit.ly/oo_dojo 1.Fork me!2.

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AN EXAMPLE

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AN EXAMPLE

Encapsulation

Single Responsibility

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AN EXAMPLE

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AN EXAMPLE

Encapsulation

Single Responsibility

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Single Responsibility vs Encapsulation

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Conway's Game of Life 1. Any live cell with fewer than two live neighbours dies,

as if caused by under-population.2. Any live cell with two or three live neighbours lives on to the next

generation.3. Any live cell with more than three live neighbours dies,

as if by overcrowding.4. Any dead cell with exactly three live neighbours becomes a live cell,

as if by reproduction.

http://en.wikipedia.org/wiki/Conway%27s_Game_of_Life

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As the supreme product ownerI want any cell with >= 4 alive

neighbours to become a zombieso that apocalypse can begin..

#5

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As the supreme product ownerI want any cell with >= 4 alive

neighbours to become a zombieso that apocalypse can begin..(ps. Zombies will be forever

zombie, cannot die or become alive

again)

#5

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Design decisions are trade-offs

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Questions?

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Feedback

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THANKSModify and reuse freely

Help of:Luca Minudel

Matteo Vaccari

Creative Commons credits:https://www.flickr.com/photos/torek/4444673930


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