Encapsulation Aggregation / Composition - clone

The Wikipedia article about encapsulation states:
"Encapsulation also protects the integrity of the component, by preventing users from setting the internal data of the component into an invalid or inconsistent state"
I started a discussion about encapsulation on a forum, in which I asked whether you should always clone objects inside setters and/or getters as to preserve the above rule of encapsulation. I figured that, if you want to make sure the objects inside a main object aren't tampered with outside the main object, you should always clone it.
One discussant argued that you should make a distinction between aggregation and composition in this matter. Basically what I think he ment is this:
If you want to return an object that is part of a composition (for instance, a Point of a Rectangle), clone it.
If you want to return an object that is part of aggregation (for instance, a User as part of a UserManager), just return it without breaking the reference.
That made sense to me too. But now I'm a bit confused. And would like to have your opinions on the matter.
Strictly speaking, does encapulation always mandate cloning?
PS.: I program in PHP, where resource management might be a little more relevant, since it's a scripted language.

Strictly speaking, does encapulation always mandate cloning?
No, it does not.
The person you mention is probably confusing the protection of the state of an object with the protection of the implementation details of an object.
Remember this: Encapsulation is a technique to increase the flexibility of our code. A well encapsulated class can change its implementation without impacting its clients. This is the essence of encapsulation.
Suppose the following class:
class PayRoll {
private List<Employee> employees;
public void addEmployee(Employee employee) {
this.employees.add(employee);
}
public List<Employee> getEmployees() {
return this.employees;
}
}
Now, this class has low encapsulation. You can say the method getEmployees breaks encapsulation because by returning the type List you can no longer change this detail of implementation without affecting the clients of the class. I could not change it for instance for a Map collection without potentially affecting client code.
By cloning the state of your object, you are potentially changing the expected behavior from clients. This is a harmful way to interpret encapsulation.
public List<Employee> getEmployees() {
return this.employees.clone();
}
One could say the code above improves encapsulation in the sense that now addEmployee is the only place where the internal List can be modified from. So If I have a design decision to add the new Employee items at the head of the List instead of at the tail. I can do this modification:
public void addEmployee(Employee employee) {
this.employees.insert(employee); //note "insert" is used instead of "add"
}
However, that is a small increment of the encapsulation for a big price. Your clients are getting the impression of having access to the employees when in fact they only have a copy. So If I wanted to update the telephone number of employee John Doe I could mistakenly access the Employee object expecting the changes to be reflected at the next call to to the PayRoll.getEmployees.
A implementation with higher encapsulation would do something like this:
class PayRoll {
private List<Employee> employees;
public void addEmployee(Employee employee) {
this.employees.add(employee);
}
public Employee getEmployee(int position) {
return this.employees.get(position);
}
public int count() {
return this.employees.size();
}
}
Now, If I want to change the List for a Map I can do so freely.
Furthermore, I am not breaking the behavior the clients are probably expecting: When modifying the Employee object from the PayRoll, these modifications are not lost.
I do not want to extend myself too much, but let me know if this is clear or not. I'd be happy to go on to a more detailed example.

No, encapsulation simply mandates the ability to control state by creating a single access point to that state.
For example if you had a field in a class that you wanted to encapsulate you could create a public method that would be the single access point for getting the value that field contains. Encapsulation is simply this process of creating a single access point around that field.
If you wish to change how that field's value is returned (cloning, etc.) you are free to do so since you know that you control the single avenue to that field.

Related

When to use Encapsulate Collection?

In the smell Data Class as Martin Fowler described in Refactoring, he suggests if I have a collection field in my class I should encapsulate it.
The pattern Encapsulate Collection(208) says we should add following methods:
get_unmodified_collection
add_item
remove_item
and remove these:
get_collection
set_collection
To make sure any changes on this collection need go through the class.
Should I refactor every class which has a collection field with this pattern? Or it depends on some other reasons like frequency of usage?
I use C++ in my project now.
Any suggestion would be helpful. Thanks.
These are well formulated questions and my answer is:
Should I refactor every class which has a collection field with this
pattern?
No, you should not refactor every class which has a collection field. Every fundamentalism is a way to hell. Use common sense and do not make your design too good, just good enough.
Or it depends on some other reasons like frequency of usage?
The second question comes from a common mistake. The reason why we refactor or use design pattern is not primarily the frequency of use. We do it to make the code more clear, more maintainable, more expandable, more understandable, sometimes (but not always!) more effective. Everything which adds to these goals is good. Everything which does not, is bad.
You might have expected a yes/no answer, but such one is not possible here. As said, use your common sense and measure your solution from the above mentioned viewpoints.
I generally like the idea of encapsulating collections. Also encapsulating plain Strings into named business classes. I do it almost always when the classes are meaningful in the business domain.
I would always prefer
public class People {
private final Collection<Man> people;
... // useful methods
}
over the plain Collection<Man> when Man is a business class (a domain object). Or I would sometimes do it in this way:
public class People implements Collection<Man> {
private final Collection<Man> people;
... // delegate methods, such as
#Override
public int size() {
return people.size();
}
#Override
public Man get(int index) {
// Here might also be some manipulation with the returned data etc.
return people.get(index);
}
#Override
public boolean add(Man man) {
// Decoration - added some validation
if (/* man does not match some criteria */) {
return false;
}
return people.add(man);
}
... // useful methods
}
Or similarly I prefer
public class StreetAddress {
private final String value;
public String getTextValue() { return value; }
...
// later I may add more business logic, such as parsing the street address
// to street name and house number etc.
}
over just using plain String streetAddress - thus I keep the door opened to any future change of the underlying logic and to adding any useful methods.
However, I try not to overkill my design when it is not needed so I am as well as happy with plain collections and plain Strings when it is more suited.
I think it depends on the language you are developing with. Since there are already interfaces that do just that C# and Java for example. In C# we have ICollection, IEnumerable, IList. In Java Collection, List, etc.
If your language doesn't have an interface to refer to a collection regarless of their inner implementation and you require to have your own abstraction of that class, then it's probably a good idea to do so. And yes, you should not let the collection to be modified directly since that completely defeats the purpose.
It would really help if you tell us which language are you developing with. Granted, it is kind of a language-agnostic question, but people knowledgeable in that language might recommend you the best practices in it and if there's already a way to achieve what you need.
The motivation behind Encapsulate Collection is to reduce the coupling of the collection's owning class to its clients.
Every refactoring tries to improve maintainability of the code, so future changes are easier. In this case changing the collection class from vector to list for example, changes all the clients' uses of the class. If you encapsulate this with this refactoring you can change the collection without changes to clients. This follows on of SOLID principles, the dependency inversion principle: Depend upon Abstractions. Do not depend upon concretions.
You have to decide for your own code base, whether this is relevant for you, meaning that your code base is still being changed and has to be maintained (then yes, do it for every class) or not (then no, leave the code be).

Seemingly redundant event and event handlers

I will explain with an example. My GWT project has a Company module, which lets a user add, edit, delete, select and list companies.
Of these, the add, edit and delete operations lands back the user on the CompanyList page.
Thus, having three different events - CompanyAddedEvent, CompanyUpdatedEvent and CompanyDeletedEvent, and their respective event handlers - seems overkill to me, as there is absolutely not difference in their function.
Is it OK to let a single event manage the three operations?
One alternative I think is to use some event like CompanyListInvokedEvent. However, somewhere I think its not appropriate, is the event actually is not the list being invoked, but a company being added/updated/deleted.
If it had been only a single module, I would have get the task done with three separate events. But other 10 such modules are facing this dilemma. It means 10x3 = 30 event classes along with their 30 respective handlers. The number is large enough for me to reconsider.
What would be a good solution to this?
UPDATE -
#ColinAlworth's answer made me realize that I could easily use Generics instead of my stupid solution. The following code represents an event EntityUpdatedEvent, which would be raised whenever an entity is updated.
Event handler class -
public class EntityUpdatedEvent<T> extends GwtEvent<EntityUpdatedEventHandler<T>>{
private Type<EntityUpdatedEventHandler<T>> type;
private final String statusMessage;
public EntityUpdatedEvent(Type<EntityUpdatedEventHandler<T>> type, String statusMessage) {
this.statusMessage = statusMessage;
this.type = type;
}
public String getStatusMessage() {
return this.statusMessage;
}
#Override
public com.google.gwt.event.shared.GwtEvent.Type<EntityUpdatedEventHandler<T>> getAssociatedType() {
return this.type;
}
#Override
protected void dispatch(EntityUpdatedEventHandler<T> handler) {
handler.onEventRaised(this);
}
}
Event handler interface -
public interface EntityUpdatedEventHandler<T> extends EventHandler {
void onEventRaised(EntityUpdatedEvent<T> event);
}
Adding the handler to event bus -
eventBus.addHandler(CompanyEventHandlerTypes.CompanyUpdated, new EntityUpdatedEventHandler<Company>() {
#Override
public void onEventRaised(EntityUpdatedEvent<Company> event) {
History.newItem(CompanyToken.CompanyList.name());
Presenter presenter = new CompanyListPresenter(serviceBundle, eventBus, new CompanyListView(), event.getStatusMessage());
presenter.go(container);
}
});
Likewise, I have two other Added and Deleted generic events, thus eliminating entire redundancy from my event-related codebase.
Are there any suggestions on this solution?
P.S. > This discussion provides more insight on this problem.
To answer this question, let me first pose another way of thinking about this same kind of problem - instead of events, we'll just use methods.
In my tiered application, two modules communicate via an interface (notice that these methods are all void, so they are rather like events - the caller doesn't expect an answer back):
package com.acme.project;
public interface CompanyServiceInteface {
public void addCompany(CompanyDto company) throws AcmeBusinessLogicException;
public void updateCompany(CompanyDto company) throws AcmeBusinessLogicException;
public void deleteCompany(CompanyDto company) throws AcmeBusinessLogicException;
}
This seems like overkill to me - why not just reduce the size of this API to one method, and add an enum argument to simplify this. This way, when I build an alternative implementation or need to mock this in my unit tests, I just have one method to build instead of three. This gets to be clearly overkill when I make the rest of my application - why not just ObjectServiceInterface.modify(Object someDto, OperationEnum invocation); to work for all 10 modules?
One answer is that you might want want to drastically modify the implementation of one but not the others - now that you've reduced this to just one method, all of this belongs inside that switch case. Another is that once simplified in this way, the inclination often to further simplify - perhaps to combine create and update into just one method. Once this is done, all callsites must make sure to fulfill all possible details of that method's contract instead of just the one specific one.
If the receivers of those events are simple and will remain so, there may be no good reason to not just have a single ModelModifiedEvent that clearly is generic enough for all possible use cases - perhaps just wrapping the ID to request that all client modules refresh their view of that object. If a future use case arises where only one kind of event is important, now the event must change, as must all sites that cause the event to be created so that they properly populate this new field.
Java shops typically don't use Java because it is the prettiest language, or because it is the easiest language to write or find developers for, but because it is relatively easy to maintain and refactor. When designing an API, it is important to consider future needs, but also to think about what it will take to modify the current API - your IDE almost certainly has a shortcut key to find all invocations of a particular method or constructor, allowing you to easily find all places where that is used and update them. So consider what other use cases you expect, and how easily the rest of the codebase can be udpated.
Finally, don't forget about generics - for my example above, I would probably make a DtoServiceInterface to simplify matters, so that I just declare the one interface with three methods, and implement it and refer to it as needed. In the same way, you can make one set of three GwtEvent types (with *Handler interfaces and possibly Has*Handlers as well), but keep them generic for all possible types. Consider com.google.gwt.event.logical.shared.SelectionEvent<T> as an example here - in your case you would probably want to make the model object type a parameter so that handlers can check which type of event they are dealing with (remember that generics are erased in Java), or source from one EventBus for each model type.

method name for a long method

The good style (Clean Code book) says that a method's name should describe what the method does. So for example if I have a method that verifies an address, stores it in a database, and sends an email, should the name be something such as verifyAddressAndStoreToDatabaseAndSendEmail(address);
or
verifyAddress_StoreToDatabase_SendEmail(address);
although I can divide that functionality in 3 methods, I'll still need a method to call these 3 methods. So a large method name is inevitable.
Having And named methods certainly describes what the method does, but IMO it's not very readable as names can be very very large. How would you solve it?
EDIT: Maybe I could use fluent style to decompose the method name such as:
verifyAddress(address).storeToDatabase().sendEmail();
but I need a way to ensure the order of invocation. Maybe by using the state pattern, but this causes the code to grow.
How I approach this is to make the 3 smaller methods as you mentioned and then in the higher method that calls the 3 smaller ones, I name it after the "why" I need to do those three things.
Try to define why you need to do those steps and use that as the basis of the method name.
A single method should not do 3 things. Thus divide the work into 3 methods:
verifyAddress
storeAddress
sendEmail
I'm following up on my previous comment, but I've got more here than would fit reasonably in a comment so I'm answering.
The details of the method belong in the documentation not in the name of the method (in my opinion). Think of it this way... By putting SendEmail in the name of the method, you're committing implementation details to the method name. What if a decision is made down the road to send notification via SMS or twitter or something else instead of email? Do you change the name of the method and break your API, or do you have a method name that misleads the consumers of the API? Something to consider.
If you insist on keeping the functionality of the method in its name, I'd urge you to find something more generic. Perhaps something along the lines of VerifySaveAndNotify(Address address). That way, the method name tells you what it's doing without specifying how it does it. The parameter of type Address let's you know what is being verified and saved. All of that works together to make your method name informative, flexible, and terse.
EDIT: Maybe I could use fluent style to decompose the method name such as:
verifyAddress(address).storeToDatabase().sendEmail();
but I need a way to ensure the order of invocation. Maybe by using the state pattern, but this causes the code to grow.
To ensure ordering of commands in a fluent style, each result would be an object that exposes only the functionality required by the next step. For example:
public class Verifier
{
public DataStorer VerifyAddress(string address)
{
...
return new DataStorer(address);
}
}
public class DataStorer
{
public Emailer StoreToDataBase()
{
...
return new Emailer(...);
}
}
public class Emailer
{
public void SendEmail()
{
...
}
}
This is handy if you need to create a very granular design and want to optimise your classes for reuseability, but is likely to be design overkill under most circumstances. Better probably as others have said to choose a name that represents what the whole process is supposed to represent. You could simply call it "StoreAndEmail", making an assumption that verification is something you do routinely before committing data to any destination. The alternative if you don't mind names being long is to simply describe it in full and accept that a long name is necessary. In the end, it really doesn't cost you anything, but can certainly make you code more specific in its intent.

Turn-Based-Strategy Game - Where to Store User State

I'm writing a turn-based strategy game. Each player in the game has a team of units which can be individually controlled. On a user's turn, the game currently follows a pretty constant sequence of events:
Select a unit -> Move the selected unit -> Issue a command -> Confirm
I could implement this by creating a game class that keeps track of which of these stages the player is in and providing methods to move from one stage to the next, like this:
interface TeamCommander {
public void select(Coordinate where);
public void move(Coordinate to);
public void sendCommand(String command);
public void execute();
}
However, that would allow the possibility of a method being called at the wrong time (for example, calling move() before calling select()), and I would like to avoid that. So I currently have it implemented statelessly, like this:
interface UnitSelector {
public UnitMover select(Coordinate where);
}
interface UnitMover {
public UnitCommander move(Coordinate to);
}
interface UnitCommander {
public CommandExecutor sendCommand(String command);
}
interface CommandExecutor {
public void execute();
}
However, I'm having difficulty presenting this information to the user. Since this is stateless, the game model does not store any information about what the user is currently doing, and thus the view can't query the model about it. I could store some state in the GUI, but that would be bad form. So, my question is: does anyone have an idea about how to resolve this?
First, there's something I'm not getting here: You have to be storing persistent state somewhere, even if it is only in the View / GUI. Without persistent state you cannot have a game. I'm guessing you're using either ASP or PHP; if so, use sessions to track state.
Secondly, build your state logic into that so it is known where in the input sequence you are for each player / each unit in that player's team. Don't try to get fancy with it. B requires A, C requires B and so on. While you're writing it, just give yourself a scaffold by throwing exceptions if the call order comes up incorrect (which you should be checking on every user input as I assume this is an event driven rather than loop-driven game), and debug it from there.
As an aside: I get suspicious when I see interfaces with a single method as in your second example above. An interface typically informs of there being a unique SET of functionalities which different classes each fulfill -- unless you are trying to construct multiple different classes which use slightly different sets of individual method signatures, don't do what you're doing there. It is all fine and good to say "code to an interface and not an implementation", but you need to first take the top down approach, saying, "How does my ultimate client code (in your root game logic class or method) need to call for such-and-such to occur?" and keep asking that question up the call stack (i.e. at each subsequent sub-call codepoint). If you try to build it from the bottom up, you will end up with the confusing and unnecessarily complicated code I see there. The only other exception to this which I see on a regular basis is the command pattern, and that is generally intended to look like
void execute();
or
void execute(Object data);
...But typically not a whole slew of slightly different method signatures (again possible, but unlikely). My gut feeling comes from my experience with such constructs in that they usually don't make sense and you end up completely refactoring code that uses them.

Where do you add new methods?

When you add a new method to a class where do you put it? At the end of the class...the top? Do you organize methods into specific groupings? Sorted alphabetically?
Just looking for general practices in keeping class methods organized.
Update When grouped where do you add the new method in the group? Just tack on the end or do you use some sort of sub-grouping, sorting?
Update 2 Mmmm...guess the question isn't as clear as I thought. I'm not really looking for class organization. I'm specifically interested in adding a new method to an existing class. For example:
public class Attendant
{
public void GetDrinks(){}
public void WelcomeGuests(){}
public void PickUpTrask(){}
public void StrapIn(){}
}
Now we're going to add a new method PrepareForCrash(). Where does it go? At the top of the list, bottom, alphabetically or near the StrapIn() method since it's related.
Near "StrapIn" because it's related. That way if you refactor later, all related code is nearby.
Most code editors allow you to browse method names alphabetically in another pane, so organizing your code functionally makes sense within the actual code itself. Group functional methods together, makes life easier when navigating through the class.
For goodness sake, not alphabetically!
I tend to group my functions in the order I expect them to be called during the life of the object, so that a top to bottom read of the header file tends to explain the operation of the class.
I think it's a personal choice.
However I like to organise my classes as such.
public class classname
{
<member variables>
<constructors>
<destructor>
<public methods>
<protected methods>
<private methods>
}
The reason for this is as such.
Member variables at the top
To see what member variables exist and if they are initialised.
Constructors
To see if the member variables are setup/initialised as well as what are all the construction options for the class.
Destructor
To see the how the class is cleaned up and verify it with the constructors and member variables.
Public methods
To see what are the available contracts callers of the object can use.
Protected methods
To see what inherited classes would be using.
Private methods
As it's information about the internals of the class if you needed to know about the internals you can just scroll straight to the end quickly. But to know the interface for the class it's all at the start.
UPDATE - Based on OP's update
Logically a good way would be to organise the methods by categories of what they do.
This way you get the readabilty of categorising your methods as well as the alphabetical search from you IDE (provided this is in your IDE).
However in a practical sense I think placing the methods at the end of that section is the best way. It would be quite hard to continually police where each method goes, as it's subjective, for every method if the code is shared by more than yourself.
If you were to make this a standard it'd be quite hard to provide the boundaries for where to put each method.
What I like about C# and VB.net is the ability to use #region tags, so generally my classes look like this
class MyClass
{
#region Constructors
public MyClass()
{
}
public MyClass(int x)
{
_x = x;
}
#endregion
#region Members
private int _x;
#endregion
#region methods
public void DoSomething()
{
}
#endregion
#region Properties
public int Y {get; private set;}
#endregion
}
So basically You put similar things together so you can collapse everything to definition and get to your stuff really faster.
Generally, it depends on the existing grouping; if there's an existing grouping that the new method fits into, I'll put it there. For example, if there's a grouping of operators, I'll put the new method with the operators if it's an operator.
Of course, if there is no good grouping, adding a method may suggest a new grouping; I treat that as an opportunity for refactoring, and try to regroup the existing operators where reasonable.
I organize all methods into regions like public methods, private methods or sometimes by features like Saving methods, etc..
IMHO:
If you organize your methods alphabetically, put a new one depends on its name. Otherwise put it at the bottom of related group. This helps to know, what method is newer. The bigger problem is how to organize methods in groups, e.g. depend on what properties, but this is more individual for everyone and depends on a specific class.

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