What is a physical representation of a class? - oop

In "Design Patterns - Elements of Reusable Object-Oriented Software" in chapter 1 in Section 1.6 under "Putting Reuse Mechanism to Work" in the "Inheritance versus Composition" part, the author is talking about drawbacks of inheritance:
Second, and generally worse, parent classes often define at least part of their subclasses' physical representation.
(emphasis by me)
What does physical representation mean in this context? I was doing some searching and found this stackoverflow question where in the answer physical was defined as memory is allocated for the object.
Does this mean when using inheritance the memory allocation of the object that inherits is partially defined by the object's parent?
If it does, what does that mean in other words? And why is this a disadvantage?

It's talking about two things:
Primarily, the implementation of the parent class methods (e.g., the parent class's code)
Also the memory layout of the instance fields defined by the parent class
The sentence is followed by:
Because inheritance exposes a subclass to the details of its parent's implementation, it's often said that "inheritance breaks encapsulation" [Sny86]. The implementation of a subclass becomes so bound up with the implementation of its parent class that any change in the parent's implementation will force the subclass to change.
That's directly referring to the implementation of the parent class methods.

Related

Can we not use the term object while defining encapsulation in OOP?

I have read a definition of encapsulation which stated that "Encapsulation is the wrapping of data and functions into a single unit called class" .My question is that can we not use the term object instead of class in the definition because at last objects are created using the classes and objects only encapsulate data and functions inside them?
I don't have a problem with replacing "class" with "object" in the example sentence. It remains valid in class-based OOP languages while being more appropriate for prototype-based OOP languages. Classes are just a type system for OOP after all and not as fundamentally essential as encapsulation is.
I would, however, want to improve that sentence to make it clear that data and functions aren't "wrapped" in the same way. Data must be hidden and only be accessible to methods of an object.
The more important question to consider is why encapsulation is essential to true oop. Objects are to hide their attributes and inner workings, and present an interface for use by other objects. oop begins to break down when this encapsulation is broken. Code becomes harder to maintain if everyone has their hands on everyone else’s data. Consider setters and getters and all the ways we tend to break encapsulation. True object thinking is not primarily about classes and polymorphism. It is definitely about encapsulation and interfacing between objects.
Not every class has objects.
We can have static classes that have no objects.
If the definition were changed to use the word "object", these classes would not be covered. With "class", both static and non static classes are covered.
Even if a class is not static, it could have static data and functionality, again the term class is more appropriate.
Other classes may be abstract and therefore have no objects, they may still provide some encapsulation.
Template classes could also be though of as being capable of encapsulation even though there will be no objects of the template itself - only objects of "concrete" classes with specific types provided for the templates type parameters.
Also, the word "single" becomes a bit confusing if we apply it to objects since we can have multiple object of a class.
Cid's comment offers an additional reason for "class" over "object".
I assume you have a rough idea of what encapsulation is? So you are asking why couldn't the definition bee rephrased to
Encapsulation is the wrapping of data and functions into a single unit called an object.
Because encapsulation has nothing to do with objects at all. You can create some class called Car and it has some fields like engine, seats, steeringWheel and some methods applyBrakes, openWindow as well as some private members. Now you can say that the class encapsulates the inner workings of a car into a single unit - the Car class.
See? I didn't say anything about objects. Car objects are really just a bunch of references in memory pointing to other Engine, Seat and SteeringWheel objects.
In my opinion, "data" is the problematic term. Classes encapsulate attributes and methods that work on these attributes together. "data" suggests actual data and not meta data. That is probably why you thought of objects instead of classes.
Other than that, I would not replace class with object here, because it leaves out the important feature that all objects from one class have the same methods. With object, one could interpret that each object has its own set of functions.

Composition is not "Composition"

Composition: A class can have references to objects of other classes as members. This is called composition and is sometimes referred to as a has-a relationship.
By Deitel P.J., Deitel H.M. - Java How to Program 9th Edition.
This viewpoint is discussed in this topic:
Prefer composition over inheritance?
Composition: Composite aggregation (composition) is a "strong" form of aggregation with the following characteristics:
*it is binary association,
*it is a whole/part relationship,
*a part could be included in at most one composite (whole) at a time, and
*if a composite (whole) is deleted, all of its composite parts are "normally" deleted with it.
Found on http://www.uml-diagrams.org/composition.html
(actually, Deitel presents UML examples following this idea, in the same book, but did not bother to explain the difference).
This viewpoint is discussed in this topic:
What is the difference between association, aggregation and composition?
Fine, BOTH ARE CORRECT. And this introduces the problem of homonym concepts.
For instance: don't draw a UML model with composition arrows to exemplify the first definition: In UML, any association is a composition by Deitels' the first definition.
Here are some aspects of my question that may help in the correct answer:
How I can say (and know) which composition are we talking about?
Where we draw the line between the two definitions (in contextual terms)?
Can I say that the first is object oriented programming and the second is software engineering/modeling?
Is the UML composition a model-only concept/jargon?
Is the UML composition an UML exclusive thing? or is also applied in the programming field?
How to avoid miscommunication of "what composition are we talking about" in a team?
Please, answer with references, evidences, it is not a philosophical/opinion problem, it is a "scope" problem that I´m trying to address.
And it is not "what is composition" question.
Edit: I´m thinking if the distinction is verb x adjective: "to compose" a class (first def.) and "a composite relation" (second def.).
I found it hard to explain the difference between UML association and implementation references without explaining at least a little bit what UML associations actually are, and what they can do, so here we go.
Association & Link
Lets start by looking at what a UML Association and a link (Association's instance) are.
[11.5.3.1] An Association specifies a semantic relationship that can occur between typed instances.
[11.8.1.1] A link is a tuple of values that refer to typed objects. An Association classifies a set of links, each of which is an instance of the Association. Each value in the link refers to an instance of the type of the corresponding end of the Association.
So the following is a valid implementation of a limited association.
class Brain { }
class Head { }
a = new Brain;
b = new Head;
link = (new Array).add(a).add(b);
Ownership
[9.5.3] When a Property is owned by a Classifier other than an Association via ownedAttribute, then it represents an attribute of the Classifier.
(Note: Class is a subclass of a Classifier.)
Navigability
[11.5.3.1] An end Property of an Association that is owned by an end Class or that is a navigableOwnedEnd of the Association indicates that the Association is navigable from the opposite ends; otherwise, the Association is not navigable from the opposite ends. Navigability means that instances participating in links at runtime (instances of an Association) can be accessed efficiently from instances at the other ends of the Association. The precise mechanism by which such efficient access is achieved is implementation specific. If an end is not navigable, access from the other ends may or may not be possible, and if it is, it might not be efficient.
Why are those concepts relevant? Imagine the following example.
We see that brain is an attribute of Head class (the black dot signifies ownership by the opposite Class), and that it is navigable (the arrow).
We also see that head is NOT an attribute of Brain (no black dot ⇒ not owned by the Brain class ⇒ not an attribute of Brain), however it is still navigable. This means that in UML the head Property is held by the association itself.
The implementation could, for example, look like this (the association itself is represented by a tuple of two references (see link description earlier)).
class Head {
public Brain brain;
}
class Brain {
}
h = new Head;
b = new Brain;
h.brain = b;
link = (new Array).add(h).add(b);
So as you hopefully start to see, UML association is not such a simple concept as a has-a relationship.
Composition
Lets add another piece, composition.
[11.5.3.1] A binary Association may represent a composite aggregation (i.e., a whole/part relationship). Composition is represented by the isComposite attribute
[9.9.17] The value of isComposite is true only if aggregation is composite.
With the aggregation being
none - Indicates that the Property has no aggregation semantics.
shared - Indicates that the Property has shared aggregation semantics. Precise semantics of shared aggregation varies by application area and modeler.
composite -- Indicates that the Property is aggregated compositely, i.e., the composite object has responsibility for the existence and storage of the composed objects
Again we see, that a UML association is explicitly specifying concepts that are hard to perceive from implementation (e.g. who is responsible for object management/destruction).
Model Composition vs Object Implementation Composition
So from the description above we can construct a more precise description of what an implementation composition (has-a relationship) would be.
[Deteils] Composition: A class can have references to objects of other classes as members. This is called composition and is sometimes referred to as a has-a relationship.
McConnell [Code Complete 2, 6.3] also refers to has-a relationship as a Containment.
Neither of them however talk about HOW the objects (container-contained, composer-composite) are related to one another, who is responsible for lifecycles, or whether the contained element knows about the container.
So just by saying that objects have a has-a relationship (and call it composition), you could actually mean any of these (and several more)
So if you call something composition in programming, you can mean pretty much any relationship/reference (or rather not an inheritance), so the word by itself is not very useful.
In UML on the other hand you are trying to capture all such information about how the objects are related to one another. Therefore there's a focus on giving terms a more precise meaning. So when you call something composition in UML you have in mind a very specific has-a relationship, where the container is responsible for the lifecycle of the contained items.
Implementation of UML associations
All those extra concepts information mean that there is really no precise way how to even implement associations. This makes sense as the implementation would depend on the target programming language or environment (e.g. executable models, where the UML concepts are used as the final product).
As an example I can recommend a paper describing UML association implementation in Java with enforced concepts such as multiplicity, navigability, and visibility Implementing UML Associations in Java.
More subquestions
How I can say (and know) which composition are we talking about?
By context, or you can just ask (which is always a good thing to do when unsure). Personally I've heard the use of composition as "has-a relationship" only when differentiating from inheritance; and in the rest in terms of UML. But then again I am in academia, so my view is biased.
Where we draw the line between the two definitions (in contextual terms)?
As the "programming" term composition doesn't actually mean anything (only that it is has-a), I'd recommend drawing the line yourself and pushing others to use more precise terminology.
Can I say that the first is object oriented programming and the second is software engineering/modeling?
More or less, with all the nuances mentioned in this answer.
Is the UML composition a model-only concept/jargon?
Is the UML composition an UML exclusive thing? or is also applied in the programming field?
No, you can use it in programming to mean the same thing as it means in UML, but you might need to state it more obviously. E.g. "This class is a composite for those classes, because it manages their lifecycle.".
The point is to teach people to differentiate between regular-old has-a relationships, and relationships that have more precise semantics.
How to avoid miscommunication of "what composition are we talking about" in a team?
This is a very broad question that you could apply to any term to which you want attach special meaning (what even is software engineering?), and there is no best way. Have a team-shared vocabulary (you are probably already having a lots of specific terms in your domain), and guide people to use more precise terminology.
numbered quotes refers to sections in UML 2.5 Specifications.
To cite the UML 2.5 specification on page 110:
Sometimes a Property is used to model circumstances in which one instance is used to group together a set of instances; this is called aggregation. To represent such circumstances, a Property has an aggregation property, of type AggregationKind; the instance representing the whole group is classified by the owner of the Property, and the instances representing the grouped individuals are classified by the type of the Property. AggregationKind is an enumeration with the following literal values:
none: Indicates that the Property has no aggregation semantics.
shared: Indicates that the Property has shared aggregation semantics. Precise semantics of shared aggregation varies by application area and modeler.
composite: Indicates that the Property is aggregated compositely, i.e., the composite object has responsibility for the existence and storage of the composed objects (see the definition of parts in 11.2.3).
Personally I see it the way that notion of a composite aggregation is about object lifetime, not about static relation. A composite aggregation kills aggregate members when their parent dies. None leaves this open. And shared aggregation is a bastard that OMG should not have introduced at all since it's semantics is domain dependent.

Inheritance over composition

The benefits of using composition over inheritance are quite well known;
What are the cases in which the opposite is preferable?
Practically, I can see the advantage of forcing a base constructor, but I would like to know other people's opinion about other cases/domains.
I believe the famous recommendation of "favor composition over inheritance" was coined in the GoF Design Patterns book.
It says (p.20):
Favor object composition over class inheritance.
Ideally, you shouldn't have to create new components to achieve reuse.
You should be able to get all the functionality you need just by
assembling existing components through object composition. But this is
rarely the case, because the set of available components is never
quite rich enough in practice. Reuse by inheritance makes it easier to
make new components that can be composed with old ones. Inheritance
and object composition thus work together.
Nevertheless, our experience is that designers overuse inheritance as
a reuse technique, and designs are often made more reusable (and
simpler) by depending more on object composition. You'll see object
composition applied again and again in the design patterns.
Notice that this statement refers to class inheritance, and must be distinguished from interface inheritance which is fine.
Dynamism
Both are ways to achieve reusability, but the advantage of composition over inheritance is dynamism. Since the composition can be changed dynamically at runtime this represents a great advantage, whereas inheritance is statically defined at compile time.
Encapsulation
Also, composition is based on using the public interfaces of the composed objects, therefore objects respect each other's public interfaces and therefore this fosters encapsulation. On the other hand, inheritance breaks encapsulation since child components typically consume a protected interface from the parent. It is a well known problem that changes in the parent class can break the child classes, the famous base class problem. Also in inheritance parent classes define the physical representation of subclasses, therefore child clases depend on parent classes to evolve.
Cohesion
Another advantage of composition is that it keeps classes focused on one task and this foster cohesion as well.
Liabilities
Evidently a problem with composition is that you will have more objects and fewer classes. That makes a little more difficult to visualize your design and how it achieves its goals. When debugging code it is harder to know what is going on unless you know what exact instance of a given composite is currently being used by an object. So composition makes designs a bit harder to understand in my opinion.
Since the advantages of composition are multiple that's why it is suggested to favor it over inheritance, but that does not mean inheritance is always bad. You can achieve a great deal when inheritance is properly used.
Interesting References
I would suggest a study of GoF Design Patterns to see good examples of both types of reusability, for instance a Strategy Pattern that uses composition vs a Template Method that uses inheritance.
Most of the patterns make a great use of interface inheritance and then object composition to achieve their goals and only a few use class inheritance as a reusability mechanism.
If you want to delve more the book Holub on Patterns, on chapter 2 has a section called Why extends is Evil that delve much more on the liabilities of class inheritance.
The book mentions three specific aspects
Losing Flexibility: The first problem is that explicit use of a concrete-class name locks you into a specific implementation, making
down-the-line changes unnecessarily difficult.
Coupling: A more important problem with implementation inheritance is coupling, the undesirable reliance of one part of a
program on another part. Global variables are the classic example of
why strong coupling is bad. If you change the type of a global
variable, for example, all the code that uses that variable—that is
coupled to the variable—can be affected, so all this code must be
examined, modified, and retested. Moreover, all the methods that use
the variable are coupled to each other through the variable. That is,
one method may incorrectly affect the behavior of another method
simply by changing the variable’s value at an awkward time. This
problem is particularly hideous in multithreaded programs.
Fragile-Base-Class Problem: In an implementation-inheritance system (one that uses extends), the derived classes are tightly
coupled to the base classes, and this close connection is undesirable.
Designers have applied the moniker “the fragile-base-class problem” to
describe this behavior. Base classes are considered “fragile” because
you can modify a base class in a seemingly safe way, but this new
behavior, when inherited by the derived classes, may cause the derived
classes to malfunction.
The only advantage of inheritance over composition that I can think of is that it can potentially save you from a lot of boiler plate method delegation.
If you truly have an is-a relationship and you simply want all the methods from a base class in your subclass, then inheritance gives you all those methods for free.
It's a complete debatable or argumentation question and broad as well.
AFAIK, when we talk about containership (or) something containing another thing we go for Composition; i.e, An entity contains another entity; which also gives a HAS A relationship. Example: EntityA has a EntityB.
See Decorator design pattern, which is based on the concept of Composition.
But when we talk about Inheritance we talk about IS A relationship. i.e, EntityA Is A EntityB (or) EntityA Is type of a EntityB
One special case when I find inheritance the best solution is when I use a runtime-generated class that need additional methods. For example (in C#):
public abstract class Rule{
/* properties here */
public Authorization Authorization { get; set; }
public abstract bool IsValid(dynamic request, User currentUser);
}
The generated template:
public class Generated_1Rule : Rule{
public override bool IsValid(dynamic request, User currentUser){
// the user script is here
}
}
Example of user script:
return Authorization.IsAuthorized("Module_ID_001", currentUser);
The benefit is that you can add functionality to the generated script “compiled-ly”, and it’s less breaking than inheriting from interface / composition since it is compiled.

Singleton toolbox vs factory method

Apparently, singletons are bad, and a factory method is recommended. I'm wondering if a singleton toolbox is any better than a singleton.
In my opinion, It's really weak to think that singletons are bad,factory methods are good.
Each of them has preferences. As consequence, I'm sure that there is misunderstanding here.
I know that wikipedia is not the best source. But check out the definition of them. The range of situations are not the same for these patterns.
In software engineering, the singleton pattern is a design pattern that restricts the instantiation of a class to one object. This is useful when exactly one object is needed to coordinate actions across the system. The concept is sometimes generalized to systems that operate more efficiently when only one object exists, or that restrict the instantiation to a certain number of objects. The term comes from the mathematical concept of a singleton.
In class-based programming, the factory method pattern is a creational pattern which uses factory methods to deal with the problem of creating objects without specifying the exact class of object that will be created. This is done by creating objects via calling a factory method—either specified in an interface and implemented by child classes, or implemented in a base class and optionally overridden by derived classes—rather than by calling a constructor.

What is the difference between subtyping and inheritance in OO programming?

I could not find the main difference. And I am very confused when we could use inheritance and when we can use subtyping. I found some definitions but they are not very clear.
What is the difference between subtyping and inheritance in object-oriented programming?
In addition to the answers already given, here's a link to an article I think is relevant.
Excerpts:
In the object-oriented framework, inheritance is usually presented as a feature that goes hand in hand with subtyping when one organizes abstract datatypes in a hierarchy of classes. However, the two are orthogonal ideas.
Subtyping refers to compatibility of interfaces. A type B is a subtype of A if every function that can be invoked on an object of type A can also be invoked on an object of type B.
Inheritance refers to reuse of implementations. A type B inherits from another type A if some functions for B are written in terms of functions of A.
However, subtyping and inheritance need not go hand in hand. Consider the data structure deque, a double-ended queue. A deque supports insertion and deletion at both ends, so it has four functions insert-front, delete-front, insert-rear and delete-rear. If we use just insert-rear and delete-front we get a normal queue. On the other hand, if we use just insert-front and delete-front, we get a stack. In other words, we can implement queues and stacks in terms of deques, so as datatypes, Stack and Queue inherit from Deque. On the other hand, neither Stack nor Queue are subtypes of Deque since they do not support all the functions provided by Deque. In fact, in this case, Deque is a subtype of both Stack and Queue!
I think that Java, C++, C# and their ilk have contributed to the confusion, as already noted, by the fact that they consolidate both ideas into a single class hierarchy. However, I think the example given above does justice to the ideas in a rather language-agnostic way. I'm sure others can give more examples.
A relative unfortunately died and left you his bookstore.
You can now read all the books there, sell them, you can look at his accounts, his customer list, etc. This is inheritance - you have everything the relative had. Inheritance is a form of code reuse.
You can also re-open the book store yourself, taking on all of the relative's roles and responsibilities, even though you add some changes of your own - this is subtyping - you are now a bookstore owner, just like your relative used to be.
Subtyping is a key component of OOP - you have an object of one type but which fulfills the interface of another type, so it can be used anywhere the other object could have been used.
In the languages you listed in your question - C++, Java and C# - the two are (almost) always used together, and thus the only way to inherit from something is to subtype it and vice versa. But other languages don't necessarily fuse the two concepts.
Inheritance is about gaining attributes (and/or functionality) of super types. For example:
class Base {
//interface with included definitions
}
class Derived inherits Base {
//Add some additional functionality.
//Reuse Base without having to explicitly forward
//the functions in Base
}
Here, a Derived cannot be used where a Base is expected, but is able to act similarly to a Base, while adding behaviour or changing some aspect of Bases behaviour. Typically, Base would be a small helper class that provides both an interface and an implementation for some commonly desired functionality.
Subtype-polymorphism is about implementing an interface, and so being able to substitute different implementations of that interface at run-time:
class Interface {
//some abstract interface, no definitions included
}
class Implementation implements Interface {
//provide all the operations
//required by the interface
}
Here, an Implementation can be used wherever an Interface is required, and different implementations can be substituted at run-time. The purpose is to allow code that uses Interface to be more widely useful.
Your confusion is justified. Java, C#, and C++ all conflate these two ideas into a single class hierarchy. However, the two concepts are not identical, and there do exist languages which separate the two.
If you inherit privately in C++, you get inheritance without subtyping. That is, given:
class Derived : Base // note the missing public before Base
You cannot write:
Base * p = new Derived(); // type error
Because Derived is not a subtype of Base. You merely inherited the implementation, not the type.
Subtyping doesn't have to be implemented via inheritance. Some subtyping that is not inheritance:
Ocaml's variant
Rust's lifetime anotation
Clean's uniqueness types
Go's interface
in a simple word: subtyping and inheritance both are polymorphism, (inheritance is a dynamic polymorphism - overriding). Actually, inheritance is subclassing, it means in inheritance there is no warranty to ensure capability of the subclass with the superclass (make sure subclass do not discard superclass behavior), but subtyping(such as implementing an interface and ... ), ensure the class does not discard the expected behavior.