Inheritance or composition in object oriented design - oop

I have seen many class diagrams on popular websites and design courses defining the relationships using composition like:
Admin has a person instance
Umpire has a person instance
As per me, shouldn't it be the case of inheritance as admin 'is-a' person, umpire 'is-a' person.
Admin extends Person
Umpire extends Person
Can you please help me understand why we are preferring composition here?

Generally speaking, Composition is always favored over Inheritence. Except for the times you want to override methods of the superclass.
I believe there are two reasons for that.
You can use only one class for extending so you will have more options for later on when using the composition.
The principle for encapsulating. What you want is to encapsulate data as much as you can. You don't want to make the Umpire class inherit from Person just for the sake of accessing Person's attributes. Inheritance usually implies that you want to override a method to use polymorphism and different behaviors for different subclasses. If you want to access a class's data you'll usually do it with an association or in case you want persistent data you'll use composition.
That's why you use composition when talking about Umpire and Admin classes since they don't change the behaviors of the Person class even though there's a noticeable 'is-a' relationship.

Related

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.

When subclassing an object, what is the appropriate method to handle functions that don't make sense on the child?

Before I jump into the meat of the question, let me note that this is a purely theoretical query. I'm not interested in this for practical reasons, I'm interested in the underlying OOP theory on how to handle this type of situation.
In a project I'm working on, I have two closely related classes. One is the generic 'user' class. The other is subclassed, and adds additional features used by certain users -- for a generic example, think a 'moderator' class.
How do I handle public methods that are available on the user class that don't make sense for the child to have called?
For example, it makes perfect sense to call User::getUserWithId(id) (this method retrieves data from the DB and initializes and returns the user class with that data); it doesn't make as much sense (if any) to use that method with the moderator class.
Should I just ignore it -- if a user calls moderator::getUserWithId(id), they're still getting a user, exactly what they asked for. Should I override it to return a moderator, despite the method name? Or is there something in OOP land I'm not familiar with that lets me 'block' the call?
If you have methods in your base class that don't make sense in your subclass, then I think you need to re-evaluate if you should model these classes via an inheritance relationship. Needing to hide members of a base class in a subclass is a red flag that indicates modeling this via an inheritance relationship is problematic.
An inheritance relationship should indicate an "is a" relationship. For your example, a moderator object "is a" user object and thus should have the same methods and properties as the user object. If it does not, then it would appear that it does not have a true inheritance relationship with its base user class.
In this case, you might want to consider using interfaces instead of inheritance. You can factor the common functionality between the User and Moderator classes into an interface. If there is common code that they can share, then you can use composition to achieve this, by creating a common implementation of the interface and then passing it to the classes that need to reuse this code. For further information, see here and here.
As the author in the second link above puts it:
Does TypeB want to expose the complete interface (all public methods no less) of TypeA such that TypeB can be used where TypeA is expected? Indicates Inheritance.
Does TypeB only want only some/part of the behavior exposed by TypeA? Indicates need for Composition.
From your need to hide a member of the base class, it seems that you are in the second category, and might want to explore using composition and an interface.
Yesterday I left a response, that somehow got lost. I think, #Joe Alfano has a very good explanation that addresses your "theoretical" and also particular questions.
Beside that, In my opinion, one source of your problem might be that you are doing database access in your Domain Object. In general, unless there is a compelling reason, this is not a good practice. If you remove that database access into a separate layer like Data Access Layer (DAL) this problem goes away. You won't have User::getUserWithId(id) things in your classes, they will be handled in DAL. Like
class UserDao {
User getById(id)
}
Class ModeratorDao {
Moderator getById(id)
}
If you go with DAL-like approach, then you will also find ways to re-factoring code, which is a separate thing.

How to move away from Inheritance

I've searched in here and other forums and couldn't find a good answer..
I kind of know that Extending classes isn't the best of practices. And that I should use Interfaces more. my problem is that usually I start creating Interfaces and then move to Abstract classes because there's always some functionality that I want implemented on a super class so that I don't have to replicate it in every child classes.
For instance, I have a Vehicle class and the Car and Bike child classes. a lot of functionality could be implemented on the Vehicle class, such as Move() and Stop(), so what would be the best practice to keep the architecture clean, avoid code repetition and use Interfaces instead of Inheritance?
Thanks a lot!
(if you have no idea why I'm asking this you may read this interesting article: http://www.javaworld.com/javaworld/jw-08-2003/jw-0801-toolbox.html)
Inheritance ('extending classes') imposes significant limitations on class design and I'm not sure the use of interfaces as a replacement for inheritance is the best idea since it fails the DRY test.
These days, Composition is favored over Inheritance, so you might consider this post: Prefer composition over inheritance?
Interesting question. Everyone has different approaches. But it all based on personal experience and choice.
Usually, i start with an interface, then let an abstract class inherit that interface. And implement common actions there, and let others to be implemented by who ever inherits this class.
This give few advantageous based on by experience,
1.During function calls you can pass the elements as interface type or abstract class type.
2.Common variables such as ID, Names etc can be put on abstract class.
3.Easy for maintenance. For example, if you want to implement a new interface, then just implement in the abstract quickly.
If you keep in mind fundamental difference between interfaces and classes it will make it easier to decide which one to use. The difference is that interfaces represent just a protocol (usually behavioral) between objects involved, while abstract classes represent some unfinished constructions that involve some parts (data). In car example, interface is essentially a blueprint for the generic car. And abstract class would be like prefabricated specific model car body that needs to be filled with remaining parts to get final product. Interfaces don't even have to be in Java - it will not change anything - still blueprint.
Typically you would use abstract class within your specific implementation framework to provide its consumers with some basic functionality. If you just state that you never use abstract class in favor of interface - it's plain wrong from practical standpoint. What if you need 10 implementations of the same interface with 90% of the same code. Replicate code 10 times? Ok, may be you would use abstract class here but put interface on top of it. But why would you do that if you never intend to offer your class hierarchy to external consumers?
I am using word external in very wide sense - it can be just different package in your project or remote consumer.
Ultimately, many of those things are preferences and personal experiences, but I disagree with most blanket statements like extends is evil. I also prefer not to use extra classes (interfaces or abstract) unless it is required by specific parts of the design.
Just my two cents.
Inheritance allows code reuse and substitutability, but restricts polymorphism. Composition allows code reuse but not substitutability. Interfaces allow substitutability but not code reuse.
The decision of whether to use inheritance, composition, or interfaces, boils down to a few simple principles:
If one needs both code reuse and substitutability, and the restrictions imposed on polymorphism aren't too bad, use inheritance.
If one needs code reuse, but not substitutability, use composition.
If one needs substitutability, but not code reuse, or if the restrictions inheritance would impose upon polymorphism would be worse than duplicated code, use interfaces.
If one needs substitutability and code reuse, but the restrictions imposed by polymorphism would be unacceptable, use interfaces to wrap encapsulated objects.
If one needs substitutability and code reuse, and the restrictions imposed by polymorphism would not pose any immediate problem but might be problematic for future substitutable classes, derive a model base class which implements an interface, and have those classes that can derive from it do so. Avoid using variables and parameters of the class type, though--use the interface instead. If you do that, and there is a need for a substitutable class which cannot very well derive from the model base class, the new class can implement the interface without having to inherit from the base; if desired, it may implement the interface by wrapping an encapsulated instance of a derivative of the model type.
Judgment may be required in deciding whether future substitutable classes may have difficulty deriving from a base class. I tend to think approach #5 often offers the best of all worlds, though, when substitutability is required. It's often cheaper than using interfaces alone, and not much more expensive than using inheritance alone. If there is a need for future classes which are substitutable but cannot be derived from the base, it may be necessary to convert the code to use approach #5. Using approach #5 from the get-go would avoid having to refactor the code later. (Of course, if it's never necessary to substitute a class that can't derive from the base, the extra cost--slight as it may be--may end up being unnecessary).
Agree with tofutim - in your current example, move and stop on Vehicle is reasonable.
Having read the article - I think it's using powerful language to push a point... remember - inheritance is a tool to help get a job done.
But if we go with the assumption that for whatever reasons you can't / won't use the tool in this case, you can start by breaking it down into small interfaces with helper objects and/or visitors...
For example -
Vehicle types include submarine, boat, plane, car and bike. You could break it down into interfaces...
IMoveable
+ Forward()
+ Backward()
+ Left()
+ Right()
IFloatable
+ Dock()
ISink()
+ BlowAir()
IFly()
+ Takeoff()
+ Land()
And then your classes can aggregate the plethora of interfaces you've just defined.
The problem is though that you may end up duplicating some code in the car / bike class for IMoveable.Left() and IMoveable.Right(). You could factor this into a helper method and aggregate the helper... but if you follow it to its logical conclusion, you would still end up refactoring many things back into base classes.
Inheritance and Aggregation are tools... neither of which are "evil".
Hope that helps.
Do you want an answer for your specific case, or in general? In the case you described, there is nothing wrong with using an Abstract class. It doesn't make sense use an interface when all of the clients would need to implement the exact same code for Move() and Stop().
Don't believe all you read
Many times, inheritance is not bad, in fact, for data-hiding, it may be a good idea.
Basically, only use the policy of "interfaces only" when you're making a very small tree of classes, otherwise, I promise it will be a pain. Suppose you have a Person "class" (has eat() and sleep), and there are two subclasses, Mathematician (has doProblem() ) and Engineer ( buildSomething() ), then go with interfaces. If you need something like a Car class and then 56 bazillion types of cars, then go with inheritance.
IMHO.
I think, that Interfaces sometime also evil. They could be as avoidance of multiple inheritance.
But if we compare interface with abstract class, then abstract class is always more than interface. Interface is always some aspect of the class -- some viewpoint, and not whole as a class.
So I don't think you should avoid inheritance and use iterfaces everywhere -- there should be balance.

Using inheritance purely to share common functionality

I recently encountered a situation in some code I am working on that doesn't make sense to me. A set of classes are inheriting from a base class purely to share some methods in the base class. There is no method overriding, just child classes calling methods from the parent class.
It seems to me that this would be better modeled by having the child classes reference the parent class rather than inheriting from it, which I think would reduce unnecessary complexity. Is this reasonable, or am I missing some benefit of using inheritance like this?
If the parent class methods are there purely as 'utilties' then yes, I agree.
The question (for me at least), would be if the parent class could be modified in the future to have benefit. Meaning, what is the current relationship logically? If it's an "is a" between child and parent then leave it. If the parent is just a collection of methods, refactor to a utility class or use delegation.
You are correct. Unfortunately inheritance is used a lot when it is not actually needed.
If there isn't is-a relationship between the child and parent class then inheritance should not be used.
Inheritance can be used (and abused!) in different ways. Here are the three big categories.
Conceptual hierarchy:
conceptually related classes can be
organized into a specialization
hierarchy :
people, employees, managers
geometric objects ...
Polymorphism:
Objects of distinct, but related
classes may be uniformly treated by
clients
array of geometric objects
Software reuse:
Related classes may share interfaces,
data structures or behaviour.
geometric objects ...
For a complete study of the different forms of inheritance, read On the notion of inheritance.
The case that you mention, is software reuse. There is no is-a relationship, at most a has-a relationship. The goal is mostly to reuse the same code.
As you suggest, this can be refactored with delegation, or even into a utility class if the methods are essentially static.
I can suppose that the inheritance you can observe is just a result of refactoring.

Architecting common and unique behaviour in code

I am designing a utility to backup applications.
The backup functionality will contain both common tasks to do (common code) and some unique steps. Am I on the right track by using an interface for the unique behaviour and an abstract base class for the common behaviour in common by all the children? Is there any downside to this approach? Anything better?
Thanks
If the base class actually implements some behaviour then I think it's called a non-abstract base class.
Anyway I think that's called Template method pattern: you may want to look that up in a dictionary of patterns (which should explain when it's appropriate, and reference any similar alternative patterns).
I wouldn't use abstract base classes to share common functionality, but only to express is-a relationships. If D derives from B, wherever B is expected, a D can come up. This is the criteria for using public inheritance.
You can use private inheritance though, but you are limited to derive from only one class in some languages.
Which brings us to the point to should be the first - you should think about responsibilites and encapsulate functionality wherever it belongs to, exposing interfaces (or pure abstract classes in C++) to clients, and implementing functionalities in concrete classes that derive from those interfaces.