Deriving from a concrete class? - oop

In book 'Head First Design Patterns', one of the way mentioned to not violate 'Dependency Inversion' principle is as:
No class derive from a concrete class.
Is it possible to follow this rule thoroughly? In many commonly used frameworks and libraries its common to find classes not following this rule.

Inheritance is an important part of c#, ruling it out would be a waste.
Nevertheless, the book emphasizes the open for extension closed for change SOLID principle and this is actually a good thing.
Not to derive from concrete classes ( note, abstract classes and interfaces are not concrete ), helps you to adapt this paradigm. Inheritance is not typically suited for extension, and makes inversion harder ( because the latter relies on interfaces and concretes are not interfaces ).
So in practice, you'll see that base classes are often abstract. Not all, and not every framework adopts it. Sometimes there are good reasons to inherit from a concrete. But the book, is in it's way a easy read and to go into details on the exceptions would make it much harder to read.
So bottom line: no, one should not follow the rule at all cost but only do concrete inheritance if one of the following:
you know what you are doing (so you have a really really really good reason)
you know it doesn't matter ( because it's a simple project/object)
you know the concretes will be contained to the project itself (internals)

As problems in programming are very different, it's hard to tell. Sometimes you it's usefull to do it, sometimes it's not.
It's also possible to redesign the situations that you think you can't to actually achieve this. But in the new design you may end up with more classes that you don't really need and are only used to achieve this.
The question in this case is: Is having more stuff just to achieve some principle without having problems in your code a good design?
In my experience it is better to try and avoid inheriting from concrete classes. Try to design you code so that you don't inherit from concrete classes. This will make your code better to read and understand as it guides you to designing your abstractions better. But sometimes it's usefull to do just that.
As you mentioned frameworks do that. Especially GUI frameworks. You see a lot inheritance from concrete classes there. That's because it's usefull to add additional behavior to already existing controls.
For example a Button is fine on it's own, but sometimes you may need to add an additional behavior for your needs. Inheriting from Button and just adding the new things you need is just fine. Can you do it another way? Sure, but is it worth adding addtional classes and/or interfaces or coping code from Button just to avoid inheriting from a concrete class? Is is so bad? Where can it hust?
You do achieve extensibility this way, as the framework will still work just fine.
GUI frameworks also use composition a-lot too, so what you get is a combination of composition with inheritance from both concrete and abstract classes. Just use the right one where you need it.
Not all problems are like that with a hierarchical structure with a a-lot of related objects. Sometimes inheritance can hurt extensibility and using composition is a better choise.

Related

How does interfaces (being a substitute of multiple inheritance) achieve code reuse

This is a hard one. I've read this question in forums but nobody could come up with a satisfactory answer.
Coming from a C++ background, I've been told that Java achieves multiple inheritance through interfaces. One of the main purpose of Inheritance happens to be "code reuse".
I've been trying to understand the use of interfaces through the years. I've not understood whether interfaces achieves code reuse. If yes, then how?
Please give a good code example to substantiate that.
I already understand that interfaces are :
used to specify a contract.
used to specify additional roles,
behaviors that the class plays.
used to achieve "polymorphism", (eg: A
method like addKeyListener(KeyListener e) can accept any class that
implements KeyListener as arguments(so that it becomes of type
KeyListener),even if its not in the inheritance hierarchy of
KeyListener.
But how is it useful in the case of code reuse, when I need to add the code for the concrete methods myself....I could as well omit implementing the interface.
So how does Interfaces achieve code reusability (if it does at all)?
Coming from a C++ background, I've been told that Java achieves multiple inheritance through interfaces. One of the main purpose of Inheritance happens to be "code reuse".
Well no, Java just doesn't achieve multiple inheritance. Interfaces are the closest Java can get to multiple inheritance, but it's actually not inheritance, and it doesn't yield code reuse in the same way that inheritance can.
Where it can save you some code is that you can use all the implementations in the same way, rather than having to duplicate calling code.

Could override be deprecated?

There is a Design Principle that says Favor composition over inheritance and its advertised benefit is that it simplifies design. Let's agree on that as background for this question.
So, could override be deprecated? Could we, in theory, get rid of it for good?
Let's be a bit over zealous on the above mentioned Design Principle and take it to the extreme: composition all the way. One reason should be enough for now, override abuse.
One question arises: are we, programmers, going to loose something? Is any power lost trying to prevent some possible abuse?
So, what applications are there for override and can they be achieved otherwise? Should they?
Not only is this a completely radical and impractical proposal, it's not a particularly compelling one. Just because a feature gets abused doesn't mean that it should be removed entirely. People have been abusing all sorts of things for a very long time, but that hardly implies that they don't serve a useful purpose when used correctly.
Design patterns are one thing; designing an intentionally limited language to conform with your ideal notion of a good design pattern is quite another. To my mind, it's an exercise in futility. Programmers will still find something to abuse.
And I take issue with the central assumption that any use of override is inappropriate or abusive. There are lots of cases where you want to take advantage of inheritance implying an is-a relationship. Sure, this model doesn't fit the real world 100% of the time, but there are plenty of times that it does.
The Animal and Shape class examples that you read about in textbooks might be a bit contrived, but I frequently use inheritance in real-world applications.
That's not to imply that I disagree with the sentiment that one should generally or when in doubt, favor composition over inheritance. But that's not saying that inheritance is bad and should never be used.
If you remove inheritance altogether you remove a significant feature of OOP design.
Using inheritance allows you to use a "is a" design, which has a strong meaning in OOP design, and of course saves code redundancy.
If you'd use only encapsulation you'd have to either expose the members (which isn't always what you want (raises design complexity because of the amount of stuff the programmer needs to know about).
Or, make wrapper methods that will call the member's methods (which is redundant).
Besides that, lets assume you know the difference between overriding and hiding, you can see that most OOP languages will choose to use strictly overriding when given the choice.
This is because overriding is usually more intuitive than hiding.
So, if you remove overriding, and still allow inheritance, you are left with hiding. That usually leads to many runtime errors and un-expected results with type conflicts.
Farther more you won't be able to have things like an array or list of base class pointers that point a lot of different derived classes. Because if you don't have overrides it won't be able to call the specified derived class method, it will only call the same base class method for all of them.
I've added a response on behalf of astander extracting from his link (hope you don't mind)
For example, one advantage with inheritance is that it is easier to
use than composition. However, that ease of use comes at the cost that
it is harder to reuse because the subclass is tied to the parent
class.
One advantage of composition is that it is more flexible because
behavior can be swapped at runtime. One disadvantage of composition is
that the behavior of the system may be harder to understand just by
looking at the source. These are all factors one should think about
when applying composition over inheritance.
I'm always using polymorphism. I always seem to have a bunch of objects with some common concept behind them and a lot of code that is interested in that concept--that is, they care about Animals, not Lions and Tigers and Bears or even Carnivores. Interfaces often work better for this than superclasses, so I suppose I could get by without subclassing. (Are interfaces okay when subclassing is not?) However, I have often found that a lot of classes using an interface have identical code for the interface methods. Changing the interface to a superclass can let me get rid of a lot of duplicate code. The other situation I find myself in is where a large, complex class does what I need except for one teeny, tiny little thing. With subclassing, I can create a new class that does exactly what I need in just a few lines.
There may be a language component to this debate. When I'm writing in Java I subclass at a furious rate. When I'm writing in C# I think long and hard before overriding anything or even using interfaces. I'm not sure why and it may have more to do with the type of work I do in those languages than the languages themselves. But working in C#, I am quite sympathetic to this idea, while when working in Java...well, I'd have to toss almost all my Java code if I couldn't override.

OOP Reuse without Inheritance: How "real-world" practical is this?

This article describes an approach to OOP I find interesting:
What if objects exist as
encapsulations, and the communicate
via messages? What if code re-use has
nothing to do with inheritance, but
uses composition, delegation, even
old-fashioned helper objects or any
technique the programmer deems fit?
The ontology does not go away, but it
is decoupled from the implementation.
The idea of reuse without inheritance or dependence to a class hierarchy is what I found most astounding, but how feasible is this?
Examples were given but I can't quite see how I can change my current code to adapt this approach.
So how feasible is this approach? Or is there really not a need for changing code but rather a scenario-based approach where "use only when needed or optimal"?
EDIT: oops, I forgot the link: here it is link
I'm sure you've heard of "always prefer composition over inheritance".
The basic idea of this premise is multiple objects with different functionalities are put together to create one fully-featured object. This should be preferred over inheriting functionality from disparate objects that have nothing to do with each other.
The main argument regarding this is contained in the definition of the Liskov Substitution Principle and playfully illustrated by this poster:
If you had a ToyDuck object, which object should you inherit from, from a purely inheritance standpoint? Should you inherit from Duck? No -- most likely you should inherit from Toy.
Bottomline is you should be using the correct method of abstraction -- whether inheritance or composition -- for your code.
For your current objects, consider if there are objects that ought to be removed from the inheritance tree and included merely as a property that you can call and invoke.
Inheritance is not well suited for code reuse. Inheriting for code reuse usually leads to:
Classes with inherited methods that must not be called on them (violating the Liskov substitution principle), which confuses programmers and leads to bugs.
Deep hierarchies where it takes inordinate amount of time to find the method you need when it can be declared anywhere in dozen or more classes.
Generally the inheritance tree should not get more than two or three levels deep and usually you should only inherit interfaces and abstract base classes.
There is however no point in rewriting existing code just for sake of it. However when you need to modify, try to switch to composition where possible. That will usually allow you to modify the code in smaller pieces, since there will be less coupling between the classes.
I just skimmed the text over, but it seems to say what OO design was always about: Inheritance is not meant as a code reuse tool and loose coupling is good. This has been written dozens times before, see the linked references on the article bottom. This does not mean you should skip inheritance entirely, you just have to use it conciously and only when it makes sense. The article also states this.
As for the duck typing, I find the examples and thoughts questionable. Like this one:
function good (foo) {
if ( !foo.baz || !foo.quux ) {
throw new TypeError("We need foo to have baz and quux methods.");
}
return foo.baz(foo.quux(10));
}
What’s the point in adding three new lines just to report an error that would be reported by the runtime automatically?
Inheritance is fundamental
no inheritance, no OOP.
prototyping and delegation can be used to effect inheritance (like in JavaScript), which is fine, and is functionally equivalent to inheritance
objects, messages, and composition but no inheritance is object-based, not object-oriented. VB5, not Java. Yes it can be done; plan on writing a lot of boilerplate code to expose interfaces and forward operations.
Those that insist inheritance is unnecessary, or that it is 'bad' are creating strawmen: it is easy to imagine scenarios where inheritance is used badly; this is not a reflection on the tool, but on the tool-user.

Should I be using inheritance?

This is more of a subjective question, so I'm going to preemptively mark it as community wiki.
Basically, I've found that in most of my code, there are many classes, many of which use each other, but few of which are directly related to each other. I look back at my college days, and think of the traditional class Cat : Animal type examples, where you have huge inheritance trees, but I see none of this in my code. My class diagrams look like giant spiderwebs, not like nice pretty trees.
I feel I've done a good job of separating information logically, and recently I've done a good job of isolating dependencies between classes via DI/IoC techniques, but I'm worried I might be missing something. I do tend to clump behavior in interfaces, but I simply don't subclass.
I can easily understand subclassing in terms of the traditional examples such as class Dog : Animal or class Employee : Person, but I simply don't have anything that obvious I'm dealing with. And things are rarely as clear-cut as class Label : Control. But when it comes to actually modeling real entities in my code as a hierarchy, I have no clue where to begin.
So, I guess my questions boil down to this:
Is it ok to simply not subclass or inherit? Should I be concerned at all?
What are some strategies you have to determine objects that could benefit from inheritance?
Is it acceptable to always inherit based on behavior (interfaces) rather than the actual type?
Inheritance should always represent an "is-a" relationship. You should be able to say "A is a B" if A derives from B. If not, prefer composition. It's perfectly fine to not subclass when it is not necessary.
For example, saying that FileOpenDialog "is-a" Window makes sense, but saying that an Engine "is-a" Car is nonsense. In that case, an instance of Engine inside a Car instance is more appropriate (It can be said that Car "is-implemented-in-terms-of" Engine).
For a good discussion of inheritance, see Part 1 and Part 2 of "Uses and Abuses of Inheritance" on gotw.ca.
As long as you do not miss the clear cut 'is a' relationships, it's ok and in fact, it's best not to inherit, but to use composition.
is-a is the litmus test. if (Is X a Y?) then class X : Y { } else class X { Y myY; } or class Y { X myX; }
Using interfaces, that is, inheriting behavior, is a very neat way to structure the code via adding only the needed behavior and no other. The tricky part is defining those interfaces well.
No technology or pattern should be used for its own sake. You obviously work in a domain where classes tend to not benefit from inheritance, so you shouldn't use inheritance.
You've used DI to keep things neat and clean. You separated the concerns of your classes. Those are all good things. Don't try and force inheritance if you don't really need it.
An interesting follow-up to this question would be: Which programming domains do tend to make good use of inheritance? (UI and db frameworks have already been mentioned and are great examples. Any others?)
I also hate the Dog -> Mammal -> Animal examples, precisely because they do not occur in real life.
I use very little subclassing, because it tightly couples the subclass to the superclass and makes your code really hard to read. Sometimes implementation inheritance is useful (e.g. PostgreSQLDatabaseImpl and MySQLDatabaseImpl extend AbstractSQLDatabase), but most of the time it just makes a mess of things. Most of the time I see subclasses the concept has been misused and either interfaces or a property should be used.
Interfaces, however, are great and you should use those.
Generally, favour composition over inheritance. Inheritance tends to break encapsulation. e.g. If a class depends on a method of a super class and the super class changes the implementation of that method in some release, the subclass may break.
At times when you are designing a framework, you will have to design classes to be inherited. If you want to use inheritance, you will have to document and design for it carefully. e.g. Not calling any instance methods (that could be overridden by your subclasses) in the constructor. Also if its a genuine 'is-a' relationship, inheritance is useful but is more robust if used within a package.
See Effective Java (Item 14, and 15). It gives a great argument for why you should favour composition over inheritance. It talks about inheritance and encapsulation in general (with java examples). So its a good resource even if you are not using java.
So to answer your 3 questions:
Is it ok to simply not subclass or inherit? Should I be concerned at all?
Ans: Ask yourself the question is it a truly "is-a" relationship? Is decoration possible? Go for decoration
// A collection decorator that is-a collection with
public class MyCustomCollection implements java.util.Collection {
private Collection delegate;
// decorate methods with custom code
}
What are some strategies you have to determine objects that could benefit from inheritance?
Ans: Usually when you are writing a framework, you may want to provide certain interfaces and "base" classes specifically designed for inheritance.
Is it acceptable to always inherit based on behavior (interfaces) rather than the actual type?
Ans: Mostly yes, but you'd be better off if the super class is designed for inheritance and/or under your control. Or else go for composition.
IMHO, you should never do #3, unless you're building an abstract base class specifically for that purpose, and its name makes it clear what its purpose is:
class DataProviderBase {...}
class SqlDataProvider : DataProviderBase {...}
class DB2DataProvider : DataProviderBase {...}
class AccountDataProvider : SqlDataProvider {...}
class OrderDataProvider : SqlDataProvider {...}
class ShippingDataProvider : DB2DataProvider {...}
etc.
Also following this type of model, sometimes if you provide an interface (IDataProvider) it's good to also provide a base class (DataProviderBase) that future consumers can use to conveniently access logic that's common to all/most DataProviders in your application model.
As a general rule, though, I only use inheritance if I have a true "is-a" relationship, or if it will improve the overall design for me to create an "is-a" relationship (provider model, for instance.)
Where you have shared functionality, programming to the interface is more important than inheritance.
Essentially, inheritance is more about relating objects together.
Most of the time we are concerned with what an object can DO, as opposed to what it is.
class Product
class Article
class NewsItem
Are the NewsItem and Article both Content items? Perhaps, and you may find it useful to be able to have a list of content which contains both Article items and NewsItem items.
However, it's probably more likely you'll have them implement similar interfaces. For example, IRssFeedable could be an interface that they both implement. In fact, Product could also implement this interface.
Then they can all be thrown to an RSS Feed easily to provide lists of things on your web page. This is a great example when the interface is important whereas the inheritance model is perhaps less useful.
Inheritance is all about identifying the nature of Objects
Interfaces are all about identifying what Objects can DO.
My class hierarchies tend to be fairly flat as well, with interfaces and composition providing the necessary coupling. Inheritance seems to pop up mostly when I'm storing collections of things, where the different kinds of things will have data/properties in common. Inheritance often feels more natural to me when there is common data, whereas interfaces are a very natural way to express common behavior.
The answer to each of your 3 questions is "it depends". Ultimately it will all depend on your domain and what your program does with it. A lot of times, I find the design patterns I choose to use actually help with finding points where inheritance works well.
For example, consider a 'transformer' used to massage data into a desired form. If you get 3 data sources as CSV files, and want to put them into three different object models (and maybe persist them into a database), you could create a 'csv transformer' base and then override some methods when you inherit from it in order to handle the different specific objects.
'Casting' the development process into the pattern language will help you find objects/methods that behave similarly and help in reducing redundant code (maybe through inheritance, maybe through the use of shared libraries - whichever suits the situation best).
Also, if you keep your layers separate (business, data, presentation, etc.), your class diagram will be simpler, and you could then 'visualize' those objects that aught to be inherited.
I wouldn't get too worried about how your class diagram looks, things are rarely like the classroom...
Rather ask yourself two questions:
Does your code work?
Is it extremely time consuming to maintain? Does a change sometimes require changing the 'same' code in many places?
If the answer to (2) is yes, you might want to look at how you have structured your code to see if there is a more sensible fashion, but always bearing in mind that at the end of the day, you need to be able to answer yes to question (1)... Pretty code that doesn't work is of no use to anybody, and hard to explain to the management.
IMHO, the primary reason to use inheritance is to allow code which was written to operate upon a base-class object to operate upon a derived-class object instead.

Is having a ubiquitous base object an anti pattern?

I remember seeing a debate about this somewhere, and am currently considering removing a base object that every business object, in a system I'm working on, inherits from. It contains a few properties, some database logic, and some constructor logic.
Is this an anti pattern, or is the jury still out? Would it be better to have a base contract to inherit from, which would require a certain amount of boilerplate coding to be done in each object?
EDIT: I do like dsimcha and feel it reflects very well on the issue, I am still happy to hear any further answers
The standard rule of thumb is to use inheritance only to provide flexibility for users of a class through polymorphism, and use composition if you want to reuse code from other classes. However, as long as you're not violating the Liskov Substitution Principle it's probably not too bad. Writing tons of boilerplate is inherently a bad thing, too, since it obscures the parts of your code where the real action is happening and is anti-DRY. If you are violating the Liskov Substitution Principle, though, then absolutely this is a bad idea.
I also would like to understand what problems I may encounter, or should be aware of
A potential problem is if you use multiple inheritance: your subclass then inherits two instances of the 'Eve' classes ... which is why C++ supports so-called virtual inheritance.
It's a frequently-used idiom: for example in .Net everything derives from System.Object ... and/or, all COM objects implement the IQueryInterface interface.
Nothing is an anti-pattern in a vacuum. Is your 'Eve class' causing you problems? What benefits do you expect to realize from removing it? Asking whether it's on some standard list of anti-patterns only helps if it aids in identifying actual issues.