Duplicate Implementation of Methods in Interface. Refactoring - refactoring

Just after a little help!
I'm refactoring some code and was wondering if it is possible to create multiple implementations of a abstract class' method.
Say, in one of my subclass, I have one input property and I therefore have setInput and getInput,
however, in my other subclass I have two input properties and therefore setInput1, setInput2 and getInput1 and getInput2
They all have the same implementation code. Is there a way to refactor this in my abstract class?
Thanks!
I am using Java.

Rather than have two different interfaces depending on the number of parameters, consider using parameters with default values. It is not clear what language you are using, but most languages support something like this pseudo-code:
setInput(var input1, var input2 = NULL)

Related

What is the name of the design pattern to avoid chained field access?

There is a pattern or term that is used to avoid codes like
myObject.fieldA.fieldB.fieldC
something like this. I forgot what this term is called. Can anyone let me know about it?
It violates the Law of Demeter, which states that code should only access its own local variables, parameters, and instance members.
It could be a case of of feature envy, where a class calls a lot of getters or accesses a lot of data from another class.
If these are really fields, they are poorly encapsulated (i.e., not behind a function), and any change to these fields forces you to modify all code that's using them.
Testing such code becomes hard, as you will have to mock not only fieldA, but also that's fieldB, and in turn that's fieldC.
I think you are trying to create a new object and add certain properties to that object. If that is the case then it's Builder design patten where you seperate the construction and representation.
If you are trying to call a certain field with the above shown code then your design is very poor. An object should store only it's own properties.

Swift: Do protocols even have a real purpose?

I'm wondering why protocols are used in swift. In every case I've had to use one so far (UICollectionViewDelegate, UICollectionViewDataSource) I've noted that they don't even have to be added to the class declaration for my code to work. All they do is make it such that your class needs to have certain methods in it so that it can compile. Beats me why this is useful other then as a little post it note to help you keep track of what your classes do.
I'm assuming I'm wrong though. Would anyone care to point out why to me please?
A protocol defines a blueprint of methods, properties, and other requirements that suit a particular task or piece of functionality. The protocol doesn’t actually provide an implementation for any of these requirements—it only describes what an implementation will look like.
So it's basically an interface, right?
You use an interface when you want to define a "contract" for your code. In most cases, the purpose of this is to enable multiple implementations of that contract. For example, you can provide a real implementation, and a fake one for testing.
Further Reading
Protocols
What is the point of an Interface?
It allows flexible linkage between parts of code. Once the protocol is defined it can be used by code that doesn't need to know what will be done when the methods are called or exactly what object (or struct or enum) is actually being used. An alternative approach could be setting callbacks or blocks but by using a protocol as complete set of behaviours can be grouped and documented.
Some other code will typically create the concrete instance and pass it to the code expecting the protocol (sometimes the concrete instance will pass itself). In some cases neither the implementation of the code using it need to be aware of each other and it can all be set up by some other code to keep it reusable and testable.
It might be possible to do this in some languages by duck typing which is to say that a runtime inspection could allow a object to act in such a context without particular declaration but this is probably not possible to do at compile time in all cases and it could also be error prone if worked out implicitly.

Groovy pass request params between classes

If I want to handle many parameters from for example a web request and pass it between classes (layers) - what is the preferred way?
I know it is easy to pass optional numbers of parameters through the constructor as a map.
I can also pass a map directly and if the keys match the receiving objects property names it should work in a similar way
Or I could just pass the map and then instantiate for example domain classes from that
I could use a special class as data carrier with given number of properties
I have a domain class (not database domain but business domain) that needs data from the user interface.
What is the best way to pass data through the layers and how do I know that all required data is being passed if using a data structure - like a map - with key values? If I would have a more static constructor with a given number of parameters, then I would know that the parameters are being passed. But how do I secure this when using a more dynamic approach? With unit tests?
Well in Grails command objects are an excellent choice. You can pass them up to various layers without issues. They are pretty analogous to domain classes, only without the whole persistence functionality.
Otherwise I would recommend using plain old Groovy classes (POGOs). Groovy allows you to keep your code very short (compared to Java and many other languages as well) and offers very handy transforms for common design patterns you might need (e.g. Canonical, Immutable, IndexedProperty, DelegatesTo...).
Compared to command objects POGOs do require you to write e.g. validation code by yourself, but this can be as simple as
boolean isValid() {
name && lastName && countryCode in ['US', 'CA']
}
You can keep static factories in a POGO to help you construct them in the various circumstances. Plus you can define more than one class in a file so you can keep the POGO code wherever it makes most sense. I would definitely prefer this approach to simple maps because the code is better encapsulated, POGOs can be unit tested & documented.

Java bean in cocoa?

I am unclear what's the most appropriate way to represent simple data objects with properties in cocoa.
In Java, java beans make a lot of sense to implement such objects: declare all the properties of your object and create getters and setters for each of these properties.
In cocoa, we can follow the same approach. But you can also just use an NSDictionary. Which approach makes most sense when?
Taking a concrete example: what's the most "appropriate" way of representing vehicles that have, say, two properties: number of axles, and color? Do you create a Vehicle class that subclasses NSObject and that has two properties numberOfAxles and color? Do you create a subclass of NSDictionary with two keys?
The former approach seems cleaner to me but when I look at code samples from Apple, (e.g. UICatalog), I see arrays of dictionaries everywhere to represent data sources. Seems odd to me. Is is just because NSDictionary offers a quick and dirty way of representing data objects, which is practical in the context of simple, self-contained examples?
If you want to simply represent a vehicle (with no future extensions,etc and no functionality) then using a dictionary should be fine. (Although, I would use a Vehicle class)
Also, apple's examples are to show APIs/SDK usage only. In 99% of the cases they don't aim to teach design patterns or objective-c language.
It mostly depends on what you prefer. If you're just storing simple data structures, an NSDictionary is fine. If you want to add logic to your data structures, use a class.

Method naming convention

If a method takes a class/struct as an input parameter, what is the best way to name it?
Example:
class Person{}
class Address{}
class Utility{
//name **style 1** - use method overloading
public void Save(Person p){}
public void Save(Address a){}
*//name **style 2** - use unique names that define what they are doing
//or public void SavePerson(Person p){}
//and public void SaveAddress(Address a){}*
}
I personally like style 1 (Use the languages features - in this case overloading).
If you like style 1, can you point me to any "official" documentation, that states this to be a standard?
I would say your challenge is not in the field of method naming, but rather type design. A type that is responsible for saving both Person objects and Address objects seems like a type with more than one responsibility. Such a type will tend to grow and grow and grow and will eventually get hard to maintain. If you instead create more specialized types, method naming may automatically become a simpler task.
If you would still want to collect these methods in the same type, it's mostly a matter of style. One thing to perhaps think about is whether this type may be consumed by code written in another language, and that does not support method overloading. In such cases the longer names is the way to go. Otherwise just stick to what feels best (or whatever is the ruling convention at your workplace).
It is a matter of style.
If you don't like long method names, go with 1.
If you don't like long overload lists, go with 2.
The important bit is to keep consistent, so do not mix the two styles in one project.
If you are seeing that you have many such methods, you may need to rethink your design - perhaps a solution involving inheritance would be more appropriate.
Distinct names avoid entirely any problems associated with method overloading. For example:
Ambiguity is avoided if an argument's type matches more than one of the candidates.
In C++, overloaded methods can hide those of the same name in a superclass.
In Java, type erasure prevents overloaded methods differing only by type parameterization.
It would also be worthwhile to ask whether polymorphism could be used instead of overloading.

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