Confusion about single responsibility in OOP - oop

Let's consider the following example:
class User
{
}
class FirstUseNotification
{
function show(User user)
{
// check if it was already shown, return if so
// show a notification
// mark it as shown in the db or whatever
}
}
class SomeController
{
function someMethod()
{
firstUseNotification->show(user);
}
}
The show() method seems to break single responsibility by doing 3 things. So i figure this could be rewritten as such:
class User
{
}
class FirstUseNotification
{
function show(User user)
{
// show a notification
}
function shouldShow(User user)
{
// return true if not yet shown
}
function markAsShown(User user)
{
// flag notification as shown
}
}
class SomeController
{
function someMethod()
{
if (firstUseNotification->shouldShow(user))
{
firstUseNotification->show(user);
firstUseNotification->markAsShown(user);
}
}
}
So here's what i'm interested in:
Am i correct to assume that in second example the notification class is now OK with single responsibility principle?
All of the things that were happening in show() method are gone, but ... they are simply relocated to a method in a controller, so shouldn't it mean that this controller method now breaks single responsibility? If so, how can this be done to comply?

The single responsibility principle (SRP) is often stated in the form of a quote by Robert C. Martin:
A class should have only one reason to change.
In this case, the purpose of your FirstUseNotification class is to show a notification to a first-time user. So the only reason this class should need to change is if this purpose changes; and that is one reason, so the SRP is satisfied.
Note that this definition applies to a class, not to a method. That said, splitting this method into three methods probably violates the SRP, because if a user of this class needs to call three methods instead of one, then that user class has the responsibility of checking whether to show the notification, and marking the user as shown, in addition to the user class's own responsibility. FirstUseNotification's responsibility is to "show a notification to a first-time user", not to provide an API that allows other classes to do that when it is not their responsibility.
In practice the FirstUserNotification class might have other reasons to change, if the details of how it shows the notification or accesses the database change. This can ideally be prevented by having stable interfaces for the notification and database classes, so that changes to those classes don't require changes to FirstUseNotification or other classes which show notifications and/or access the database. In practice this is not always 100% achieved, in which case the FirstUseNotification class might have some responsibilities to do with the details of showing a notification or accessing the database. But in theory, if those other classes handle their own responsibilities properly, then this class has only one reason to change.

Related

DAOs and SOLID design principles

I've been reading up about SOLID design principles, currently looking at the 'Single Responsibilty Principle', but I was curious on the use case for this principle. At the company I work at, we have DAOs which have methods of read, insert & update to manage a record in the database.
Would something like this break the 'Single Responsibilty Principle'? If so, would you then need classes for each inserting, reading & updating?
Example DAO:
class UserDAO {
public function read(where: object) {
// read code
}
public function insert(user: User) {
// insert code
}
public function update(user: User) {
// update code
}
}
Single Responsibility Principle states that
A class must have only one reason to change.
Let's say we have UserDAO with methods read, save, delete, update. So, this class will only be changed when there will be changes related to User. So, it has a single reason for a change i.e User.
So, I think it doesn't violate SRP (Single Responsibility Principle) if implemented correctly.
void save(User user){
//user related logic
}
void save(User user){
// user related logic and address logic encapsulated inside address class
//eg: address.getAddress(user.getId);
}
In the above case, it doesn't violate SRP because the save method will only be changed when there is a change in User logic. The address logic is handled by Address class per se.
For eg: if save method looks like:
void save(User user){
Address address = new Address();
//Address logic
Payment payment = new Payment();
//Payment logic
}
In the above code, any changes in Address or Payment logic will make this DAO save method change as well. It violates SRP.
So, it really depends on the implementation.

Where should I place variables or methods needed by several (but not all) child classes?

From the perspective of object-oriented best practices, where should I place a variable or method needed in some children of a parent class, but not others?
Ex.
Classes Button, Knob, Lever, and Switch inherit from parent class Device.
Button, Lever, and Switch need a boolean isOn, but Knob does not. Where would you define isOn?
Lever and Switch need a method Throw() that toggles isOn; Button uses isOn but does not use Throw() to handle it. Does this affect your placement of isOn, and where would you define the Throw() method?
The above is purely an example; let's assume that there are distinct properties of each child class that distinguish it and that there are commonalities that make it reasonable to use the inheritence model discussed.
When only a sub-set of sub-classes share functionality, this can be expressed with an interface that contains the methods in question, which is only implemented by the sub-classes that need them.
public interface OnOffable {
boolean isOn();
void toggleOnOff();
void turnOn(boolean is_on);
void turnOn();
void turnOff();
}
class Switch extends Device implements OnOffable...
If one or more of the functions is moderately complicated, you can create a static utility function that helps prevent redundant code. In this example, however, the "complicated-ness" is the need to keep the on-off state.
In this situation, you can create an OnOffableComposer which (my preference) does not implement OnOffable.
And actually, since this particular interface can be completely implemented (meaning it needs no protected or abstract function), it can actually be a "simple" implementation of it:
public class SimpleOnOffable implements OnOffable {
private boolean isOn;
public class OnOffableComposer(boolean is_on) {
turnOn(is_on);
}
public boolean isOn() {
return isOn;
}
public void turnOn(boolean is_on) {
isOn = is_on;
}
public void toggleOnOff() {
turnOn(!isOn());
}
public void turnOn() {
turnOn(true);
}
public void turnOff() {
turnOn(false);
}
}
Here's how it's used:
public class Switch extends Device implements OnOffable {
private final SimpleOnOffable smplOnOff;
public Switch(boolean is_on) {
smplOnOff = new SimpleOnOffable(is_on);
}
public boolean isOn() {
return smplOnOff.isOn();
}
public void turnOn(boolean is_on) {
smplOnOff.turnOn(is_on);
}
public void toggleOnOff() {
smplOnOff.toggleOnOff();
}
public void turnOn() {
smplOnOff.turnOn();
}
public void turnOff() {
smplOnOff.turnOff();
}
}
Although the composer is "simple", this all demonstrates the concept of choosing composition over inheritance. It allows for much more complicated designs than single inheritance allows.
It sounds like the wrong abstraction all around. At the very least, Knob doesn't belong with the others. I might inject a class between Device and the three closely-related devices. Perhaps something like BinaryDevice:
abstract class Device {}
abstract class BinaryDevice : Device {
abstract void Activate();
abstract void Deactivate();
}
class Switch : BinaryDevice {
void Activate() { // activate the switch }
void Deactivate() { // deactivate the switch }
}
// same for Lever, which honestly is really just a Switch with a different styling and may not even need to be a separate object
class Button : BinaryDevice {
void Activate() { // activate the button, then immediately call Deactivate() }
void Deactivate() { // deactivate the button }
}
Knob can also inherit from Device, but at this point there is no common functionality for a Device so it's not clear why that universal common base class is even necessary. As further functionality is added to the various devices there may indeed be common functionality to push up to the base class. Indeed, there are well established refactoring patterns for dealing with generalization like this.
With the classes above, I imagine there would be error handling for trying to invoke an action in an incorrect state. For example, it's difficult to imagine a scenario where a Button would need anybody to call Deactivate() on it, since it de-activates itself. (Though just as a real-life button can become stuck, so too can this one if the action it invokes hangs for some reason.) But in any event even the Activate() and Deactivate() on the other objects would still need to check state. You can't activate a switch that's already active, for example.
The point is, the clarity of an object model starts to make itself more apparent when terminology and real-world modeling is more carefully considered. A lot of times developers try to shoehorn terminology into a handful of common terms in order to maximize their use of things like inheritance, and unfortunately this often results in the wrong abstraction and a confused domain model.
Build your objects as they naturally exist, then look for patterns which can be abstracted into common functionality. Don't try to define the common functionality first and then force objects to fit that mold.
In general, I would say that if an element of a parent class is needed in some but not all of the children then an intermediate parent should be introduced.
When defining an inheritance hierarchy, it's a logical assumption that the children of a parent should share all properties of that common ancestor. This is akin to the way a biological taxonomy would work, and it helps to keep the code clean.
So let's have a look at the objects in your system (we'll use the "is a" relationship to help us figure out the inheritance hierarchy):
Button, Knob, Lever, and Switch
Each of these might indeed be called "Devices", but when we say "devices" most people will probably think of digital devices like phones or tablets. A better word for describing these objects might be "controls" because these objects help you to control things.
Are all objects Controls? Indeed they are, so every object will have Control as a parent in its inheritance hierarchy.
Do we need to further classify? Well your requirements are to have an on/off status, but it does not make sense for every control to have on/off status, but only some of them. So let's further divide these into Control and ToggleControl.
Is every Control a ToggleControl? No, so these are separate classes of objects.
Is every ToggleControl a Control? Yes, so ToggleControl can inherit from Control.
Are all objects properly classified and are all parent attributes shared by all children? Yes, so we're done building our inheritance hierarchy.
Our inheritance hierarchy thus looks like this:
Control (Code shared by all controls)
/ \
/ \
Knob ToggleControl (Code shared by all controls that can also be toggled - Adds isOn)
\
\
Button, Lever, Switch
Now, to the other part of your question:
Lever and Switch need a method Throw() that toggles isOn; Button uses isOn but does not use Throw() to handle it. Does this affect your placement of isOn, and where would you define the Throw() method?
Firstly, "throw" is a reserved word (at least in Java), so using method names that are similar to reserved words might cause confusion. The method might be better named "toggle()".
Button should (in fact it must) use toggle() to toggle it's isOn since it is a togglable control.

Connecting data to a GUI - OOP

I have an application with several graphs and tables on it.
I worked fast and just made classes like Graph and Table that each contained a request object (pseudo-code):
class Graph {
private request;
public function setDateRange(dateRange) {
request.setDateRange(dateRange);
}
public function refresh() {
request.getData(function() {
//refresh the display
});
}
}
Upon a GUI event (say, someone changes the date range dropdown), I'd just call the setters on the Graph instance and then refresh it. Well, when I added other GUI elements like tables and whatnot, they all basically had similar methods (setDateRange and other things common to the request).
What are some more elegant OOP ways of doing this?
The application is very simple and I don't want to over-architect it, but I also don't want to have a bunch of classes with basically the same methods that are just routing to a request object. I also don't want to set up each GUI class as inheriting from the request class, but I'm open to any ideas really.
As you commented the methods are identical. In that case I would suggest the following approach.
abstract class AbstractGUIElement {
protected request;
public function setDateRange(dateRange) {
request.setDateRange(dateRange);
}
abstract function refresh();
}
Refreshing would probably be element specific so I have added it as an abstract method the inheriting types have to implement.
class Graph extends AbstractGUIElement {
public function refresh() {
// Graph specific refreshing
}
}

Law of Demeter - Data objects

I'm trying to follow the Law Of Demeter ( see http://en.wikipedia.org/wiki/Law_of_Demeter , http://misko.hevery.com/code-reviewers-guide/flaw-digging-into-collaborators/ ) as I can see the benefits, however I've become a little stuck when it comes to domain objects.
Domain objects do naturally have a chain and sometimes it's necessary to display the information about the entire chain.
For instance, a shopping basket:
Each order contains a user, delivery info and a list of items
Each order item contains a product and quantity
Each product has a name and price.
Each user contains a name and address
The code which displays the order information has to use all the information about the order, users and products.
Surely it's better and more reusable to get this information through the order object e.g. "order.user.address.city" than for some code higher up to do queries for all the objects I listed above then pass them into the code separately?
Any comments/suggestions/tips are welcome!
One problem with using chained references, such as order.user.address.city, is that higher-order dependencies get "baked into" the structure of code outside the class.
Ideally, in cases when you refactor your class, your "forced changes" should be limited to the methods of the class being refactored. When you have multiple chained references in the client code, refactoring drives you to make changes in other places of your code.
Consider an example: suppose that you'd like to replace User with an OrderPlacingParty, an abstraction encapsulating users, companies, and electronic agents that can place an order. This refactoring immediately presents multiple problems:
The User property will be called something else, and it will have a different type
The new property may not have an address that has city in cases when the order is placed by an electronic agent
The human User associated with the order (suppose that your system needs one for legal reasons) may be related to the order indirectly, - for example, by being a designated go-to person in the definition of the OrderPlacingParty.
A solution to these problems would be to pass the order presentation logic everything that it needs directly, rather than having it "understand" the structure of the objects passed in. This way you would be able to localize the changes to the code being refactored, without spreading the changes to other code that is potentially stable.
interface OrderPresenter {
void present(Order order, User user, Address address);
}
interface Address {
...
}
class PhysicalAddress implements Address {
public String getStreetNumber();
public String getCity();
public String getState();
public String getCountry();
}
class ElectronicAddress implements Address {
public URL getUrl();
}
interface OrderPlacingParty {
Address getAddress();
}
interface Order {
OrderPlacingParty getParty();
}
class User implements OrderPlacingParty {
}
class Company implements OrderPlacingParty {
public User getResponsibleUser();
}
class ElectronicAgent implements OrderPlacingParty {
public User getResponsibleUser();
}
I think, when chaining is used to access some property, it is done in two (or at least two) different situation. One is the case that you have mentioned, for example, in your presentation module, you have an Order object and you would like to just display the owner's/user's address, or details like city. In that case, I think it is of not much problem if you do so. Why? Because you are not performing any business logic on the accessed property, which can (potentially) cause tight coupling.
But, things are different if you use such chaining for the purpose of performing some logic on the accessed property. For example, if you have,
String city = order.user.address.city;
...
order.user.address.city = "New York";
This is problematic. Because, this logic is/should more appropriately be performed in a module closer to the target attribute - city. Like, in a place where the Address object is constructed in the first place, or if not that, at least when the User object is constructed (if say User is the entity and address the value type). But, if it goes farther than that, the farther it goes, the more illogical and problematic it becomes. Because there are too many intermediaries are involved between the source and the target.
Thus, according to the the Law of Demeter, if you are performing some logic on the "city" attribute in a class, say OrderAssmebler, which accesses the city attribute in a chain like order.user.address.city, then you should think of moving this logic to a place/module closer to the target.
You're correct and you'll most likely model your value objects something like this
class Order {
User user;
}
class User {
Address shippingAddress;
Address deliveryAddress;
}
class Address {
String city;
...
}
When you start considering how you will persist this data to a database (e.g. ORM) do you start thinking about performance. Think eager vs lazy loading trade offs.
Generally speaking I adhere to the Law of Demeter since it helps to keep changes in a reduced scope, so that a new requirement or a bug fix doesn't spread all over your system. There are other design guidelines that help in this direction, e.g. the ones listed in this article. Having said that, I consider the Law of Demeter (as well as Design Patterns and other similar stuff) as helpful design guidelines that have their trade-offs and that you can break them if you judge it is ok to do so. For example I generally don't test private methods, mainly because it creates fragile tests. However, in some very particular cases I did test an object private method because I considered it to be very important in my app, knowing that that particular test will be subject to changes if the implementation of the object changed. Of course in those cases you have to be extra careful and leave more documentation for other developers explaining why you are doing that. But, in the end, you have to use your good judgement :).
Now, back to the original question. As far as I understand your problem here is writing the (web?) GUI for an object that is the root of a graph of objects that can be accessed through message chains. For that case I would modularize the GUI in a similar way that you created your model, by assigning a view component for each object of your model. As a result you would have classes like OrderView, AddressView, etc that know how to create the HTML for their respective models. You can then compose those views to create your final layout, either by delegating the responsibility to them (e.g. the OrderView creates the AddressView) or by having a Mediator that takes care of composing them and linking them to your model. As an example of the first approach you could have something like this (I'll use PHP for the example, I don't know which language you are using):
class ShoppingBasket
{
protected $orders;
protected $id;
public function getOrders(){...}
public function getId(){...}
}
class Order
{
protected $user;
public function getUser(){...}
}
class User
{
protected $address;
public function getAddress(){...}
}
and then the views:
class ShoppingBasketView
{
protected $basket;
protected $orderViews;
public function __construct($basket)
{
$this->basket = $basket;
$this->orederViews = array();
foreach ($basket->getOrders() as $order)
{
$this->orederViews[] = new OrderView($order);
}
}
public function render()
{
$contents = $this->renderBasketDetails();
$contents .= $this->renderOrders();
return $contents;
}
protected function renderBasketDetails()
{
//Return the HTML representing the basket details
return '<H1>Shopping basket (id=' . $this->basket->getId() .')</H1>';
}
protected function renderOrders()
{
$contents = '<div id="orders">';
foreach ($this->orderViews as $orderView)
{
$contents .= orderViews->render();
}
$contents .= '</div>';
return $contents;
}
}
class OrderView
{
//The same basic pattern; store your domain model object
//and create the related sub-views
public function render()
{
$contents = $this->renderOrderDetails();
$contents .= $this->renderSubViews();
return $contents;
}
protected function renderOrderDetails()
{
//Return the HTML representing the order details
}
protected function renderOrders()
{
//Return the HTML representing the subviews by
//forwarding the render() message
}
}
and in your view.php you would do something like:
$basket = //Get the basket based on the session credentials
$view = new ShoppingBasketView($basket);
echo $view->render();
This approach is based on a component model, where the views are treated as composable components. In this schema you respect the object's boundaries and each view has a single responsibility.
Edit (Added based on the OP comment)
I'll assume that there is no way of organizing the views in subviews and that you need to render the basket id, order date and user name in a single line. As I said in the comment, for that case I would make sure that the "bad" access is performed in a single, well documented place, leaving the view unaware of this.
class MixedView
{
protected $basketId;
protected $orderDate;
protected $userName;
public function __construct($basketId, $orderDate, $userName)
{
//Set internal state
}
public function render()
{
return '<H2>' . $this->userName . "'s basket (" . $this->basketId . ")<H2> " .
'<p>Last order placed on: ' . $this->orderDate. '</p>';
}
}
class ViewBuilder
{
protected $basket;
public function __construct($basket)
{
$this->basket = $basket;
}
public function getView()
{
$basketId = $this->basket->getID();
$orderDate = $this->basket->getLastOrder()->getDate();
$userName = $this->basket->getUser()->getName();
return new MixedView($basketId, $orderDate, $userName);
}
}
If later on you rearrange your domain model and your ShoppingBasket class can't implement the getUser() message anymore then you will have to change a single point in your application, avoid having that change spread all over your system.
HTH
The Law Of Demeter is about calling methods, not accessing properties/fields. I know technically properties are methods, but logically they're meant to be data. So, your example of order.user.address.city seems fine to me.
This article is interesting further reading: http://haacked.com/archive/2009/07/13/law-of-demeter-dot-counting.aspx

What is the strategy pattern with reversed flow of control?

In my understanding the strategy pattern is used to make behaviour interchangable. This involves that the responsibility of the strategy is defined in an interface, to which the client may then delegate calls. E.g. suppose a value can be obtained in different ways, the interface would have a method "getValue()".
My question concerns the case where the flow of control is opposite. For example if the concrete strategy initiates the request "onValueChanged()" on the client (suppose it has a reference to the client or a callback interface).
Is this still considered a strategy pattern?
Update - added the following source code example:
interface DataSupplierCb
{
void onValueChanged(int a);
}
interface DataSupplier
{
void check();
}
// NOTE 1: Data supplier knows how the get the value
class ConcreteDataSupplier : public DataSupplier
{
void check()
{
myDataSupplierCb.onValueChanged(47);
}
}
class Client : public DataSupplierCb
{
void onValueChanged(int a)
{
// NOTE 2: Client knows what to do with the value
}
void changeDataSupplier(int i)
{
if (i == 1)
{
myCurrentDataSupplier = new ConcreteDataSupplier(this);
}
}
}
No. That would not be the strategy pattern. In the strategy pattern, the strategy interface, and the concrete strategy implementations do not know about the client.
The client knows about the strategy interface, and knows nothing about the actual implementations.
The goal of this pattern is the ability of replacing one strategy with another without modifying the client. A strategy is usually some sort of algorithm.
What you are describing seems to be closer to the Observer design pattern in which there is a subject and one or several observers implementing a common interface (or inheriting from a common base class). The subject is the object that is being observerved, and the observers are objects that need to be notified whenever the subject changes. e.g: the subject can be some kind of data source, and one observer can be an histogram view, and another a pie chart view.
http://en.wikipedia.org/wiki/Observer_pattern
http://en.wikipedia.org/wiki/Strategy_pattern
If the intent of the DataSupplier interface to allow your Client to swap in, and delegate to, different concrete data-fetching implementations then yes it can be considered a strategy. Your Client is shielded from the details (aka strategy) used to fetch the value as expected in the use of the Strategy pattern. And the fact that the Client reference is passed to the Strategy is fine and common:
(From the GoF)
"Strategy and Context interact to implement the chosen algorithm. A
context may pass all data required by the algorithm to the strategy
when the algorithm is called. Alternatively, the context can pass
itself as an argument to Strategy operations. That lets the strategy
call back on the context as required."
The Context for you is Client.
Now that all being said, rare is a solution that uses only one pattern. Your notification does seem to use the Observer pattern as another poster commented, and that is fine.
What I don't like about what you have implemented though is that your Strategy is a pure interface. Not always a bad thing, but in this case, with that notification callback, an interface does not provide a guarantee that the notifictaion callback is going to happen. Interfaces only guarantee the method signatures. I would recommend using the Template pattern in a base class to derrive the strategies from.
abstract class DataSupplier
{
protected ClientInterface _client;
// ctor takes in context
public DataSupplier(ClientInterface client)
{
_client - client;
}
public void check()
{
int priorValue = 46;
int newValue = OnGetValue();
if (priorValue != newValue)
_client.onValueChanged(newValue)
}
protected abstract int OnCheck();
}
And then:
class ConcreteDataSupplier : DataSupplier
{
// Check, and notification, are handled by the base. We only need
// to implement the actually data fetching
int OnGetValue()
{
return someValue;
}
}
With this approach, I know the notification will be handled. I don't need to worry about an implementor forgetting it in a new strategy later.