eclipselink/jpa inheritance problems - sql

I am using spring boot (2.0.0) with eclipse link to persist data (over 500 entity classes) to a postgres db (6.5). Thats works very well. For receiving the data over REST I build an other spring boot application. Here I have some inheriance problem with JPA (sorry for my drawing):
Class C and class D (abstract) inherit from class B. Class A have a reference (attribute1) to class B. This attribute is an instance of entity class E, which inherit from abstract class D. I am using inheritance strategy table per class. Every class using the annotation Entity with the table name. In the database, table from class A have a correct foreign key to table from class E, but if I want to read the data the attribute1 is null. I see from the log level that eclipse link only look inside table from class C. How can I resolve this problem?
Greets Benjamin

here are the classes, class E:
#Entity(name="ep_core_voltagelevel")
public class VoltageLevel extends EquipmentContainer {
#Embedded
#AttributeOverrides(#AttributeOverride(name="value", column=#Column(name="highVoltageLimit_value")
)
)
private myPackage.DomainProfile.Voltage highVoltageLimit;
public myPackage.DomainProfile.Voltage getHighVoltageLimit() {
return highVoltageLimit;
}
public void setHighVoltageLimit(myPackage.DomainProfile.Voltage parameter) {
this.highVoltageLimit = parameter;
}
#Embedded
#AttributeOverrides(#AttributeOverride(name="value", column=#Column(name="lowVoltageLimit_value")
)
)
private myPackage.DomainProfile.Voltage lowVoltageLimit;
public myPackage.DomainProfile.Voltage getLowVoltageLimit() {
return lowVoltageLimit;
}
public void setLowVoltageLimit(myPackage.DomainProfile.Voltage parameter) {
this.lowVoltageLimit = parameter;
}
#ManyToOne(cascade={CascadeType.MERGE, CascadeType.PERSIST, CascadeType.REFRESH})
#JoinColumn(nullable=false, name="basevoltage_id")
private BaseVoltage baseVoltage;
public BaseVoltage getBaseVoltage() {
return baseVoltage;
}
public void setBaseVoltage(BaseVoltage parameter) {
this.baseVoltage = parameter;
}
#ManyToOne(cascade={CascadeType.MERGE, CascadeType.PERSIST, CascadeType.REFRESH})
#JoinColumn(nullable=false, name="substation_id")
private Substation substation;
public Substation getSubstation() {
return substation;
}
public void setSubstation(Substation parameter) {
this.substation = parameter;
}
}
Class D:
#Entity(name = "ep_core_equipmentcontainer")
public abstract class EquipmentContainer extends ConnectivityNodeContainer {
}
Class B:
#Entity(name="ep_core_connectivitynodecontainer")
public abstract class ConnectivityNodeContainer extends PowerSystemResource {
}
Class A:
public class ConnectivityNode extends IdentifiedObject {
#ManyToOne(cascade={CascadeType.MERGE, CascadeType.PERSIST, CascadeType.REFRESH})
#JoinColumn(nullable=false, name="connectivitynodecontainer_id")
private ConnectivityNodeContainer connectivityNodeContainer;
public ConnectivityNodeContainer getConnectivityNodeContainer() {
return connectivityNodeContainer;
}
public void setConnectivityNodeContainer(ConnectivityNodeContainer parameter) {
this.connectivityNodeContainer = parameter;
}
}

Related

Is it ok to override a virtual method but provide no implementation?

I'm trying to create a class heirachy for a game, there is an Item class which is the base class for all items in the game. The problem is that some derived items (like potion) might not implement some of the abstract methods defined by the item.
Is it ok for derived classes to implement an abstract method with "do nothing"?
Example: https://dotnetfiddle.net/jJABN1
using System;
using System.Collections.Generic;
public abstract class Item
{
public abstract void Use();
}
public class Potion : Item
{
public override void Use()
{
// do nothing
return;
}
}
public class Sword : Item
{
public override void Use()
{
Console.WriteLine("Sword used!");
return;
}
}
public class Program
{
public static void Main()
{
List<Item> items = new List<Item>();
Item potion = new Potion();
Item sword = new Sword();
items.Add(potion);
items.Add(sword);
for (int i = 0; i < items.Count; i++)
{
Item item = items[i];
item.Use();
}
}
}
One of Robert Martin's SOLID Principles - Interface Segregation Principle addresses this situation. It basically says that a client should not be exposed to methods it doesn't need.
An example of violating the Interface Segregation Principle:
// Abstraction
public abstract class Printer
{
public abstract void Print();
public abstract void Scan();
}
// Implementations
public class SomeAllInOnePrinter : Printer
{
public override void Print()
{
Console.WriteLine("Printing...");
}
public override void Scan()
{
Console.WriteLine("Scanning...");
}
}
public class SomeBasicPrinter : Printer
{
public override void Print()
{
Console.WriteLine("Printing...");
}
public override void Scan()
{
// Basic printers can't scan
}
}
This is usually solved by separating an abstract class to multiple smaller abstract classes that can optionally inherit one other:
// Abstractions
public abstract class Printer
{
public abstract void Print();
}
public abstract class AllInOnePrinter : Printer
{
public abstract void Scan();
}
// Implementations
public class SomeAllInOnePrinter : AllInOnePrinter
{
public override void Print()
{
Console.WriteLine("Printing...");
}
public override void Scan()
{
Console.WriteLine("Scanning...");
}
}
public class SomeBasicPrinter : Printer
{
public override void Print()
{
Console.WriteLine("Printing...");
}
}
Technically, there could be an edge-case (should be uncommon!) where a deriving class doesn't need to implement all the methods, in such a case I'd rather it to override and throw an error to signal the user that this method should not be used.
That said, in the provided example there is only one method, so the question is: if a derived class doesn't need this method - why do you need to inherit the abstract class to begin with? if it's just in order to provide an example that's understandable - but better improve the example to include other methods that are used in the derived class.

How to map object properties in an Orika custom mapper?

I tried to find an answer to this question in the Orika documentation but no luck.
I have the following classes:
public class A {
private String partNumber1;
private String partNumber2;
...
}
public class B {
private Integer shelfNumber;
private A a;
...
}
public class BDTO {
private Integer selfNumber;
private ADTO someA;
...
}
public class ADTO {
private String partNumber;
...
}
.. and the following CustomMapper's to map Objects of B to objects BDO
#Component
public class BMapper extends CustomMapper<B, BDTO> {
#Override
public void mapAtoB(B b, BDTO bdto, MappingContext context) {
super.mapAtoB(b, bdto, context);
//??? what to do here ???
}
}
#Component
public class AMapper extends CustomMapper<A, ADTO> {
#Override
public void mapAtoB(A a, ADTO adto, MappingContext context) {
super.mapAtoB(a, adto, context);
adto.setPartNumber(a.getPartNumber1() + a.getPartNumber2());
}
}
In my client code I have:
B b = new B(5, new A("100392", "100342"));
BDTO bdto = mapper.map(b, BDTO.class);
My question is, in BMapper, what is the correct way to get the AMapper to map "a" to "someA"? To put it differently, what is the correct way to map a to someA in BMapper? I suspect that it can be done through some interface in the MappingContext object.
I found an answer after some experimentation. To map property objects in the main objects mapper, i.e. the scenario explained above, one can use the protected "mapperFacade" member of CustomMapper.
So you can do something like this:
bdto.setSomeA(super.mapperFacade.map(b.getA(), ADTO.class));

check that property setter was called

I have a class I am unit testing and all I want to do is to verify that the public setter gets called on the property. Any ideas on how to do this?
I don't want to check that a value was set to prove that it was called. I only want to ensure that the constructor is using the public setter . Note that this property data type is a primitive string
This is not the sort of scenario that mocking is designed for because you are trying to test an implementation detail. Now if this property was on a different class that the original class accessed via an interface, you would mock that interface and set an expectation with the IgnoreArguments syntax:
public interface IMyInterface
{
string MyString { get; set; }
}
public class MyClass
{
public MyClass(IMyInterface argument)
{
argument.MyString = "foo";
}
}
[TestClass]
public class Tests
{
[TestMethod]
public void Test()
{
var mock = MockRepository.GenerateMock<IMyInterface>();
mock.Expect(m => m.MyString = "anything").IgnoreArguments();
new MyClass(mock);
mock.VerifyAllExpectations();
}
}
There are 2 problems with what you are trying to do. The first is that you are trying to mock a concrete class, so you can only set expectations if the properties are virtual.
The second problem is the fact that the event that you want to test occurs in the constructor, and therefore occurs when you create the mock, and so occurs before you can set any expectations.
If the class is not sealed, and the property is virtual, you can test this without mocks by creating your own derived class to test with such as this:
public class RealClass
{
public virtual string RealString { get; set; }
public RealClass()
{
RealString = "blah";
}
}
[TestClass]
public class Tests
{
private class MockClass : RealClass
{
public bool WasStringSet;
public override string RealString
{
set { WasStringSet = true; }
}
}
[TestMethod]
public void Test()
{
MockClass mockClass = new MockClass();
Assert.IsTrue(mockClass.WasStringSet);
}
}

DI in Service Contract WCF

Please find below my code. Employee class implements IEmployee interface.
namespace MiddleWare.ServiceContracts
{
[ServiceContract(Namespace = "http://mywebsite.com/MyProject")]
public interface IMiscellaneous
{
[OperationContract]
[ServiceKnownType(typeof(MiddleWare.Classes.Employee))]
IEnumerable<IEmployee> Search_Employee
(string SearchText);
}
namespace MiddleWare.ServiceClasses
{
public class Miscellaneous : IMiscellaneous
{
public IEnumerable<IEmployee> Search_Employee
(string SearchText)
{
List<IEmployee> emp = new List<IEmployee>();
IEmployee TempObject = (IEmployee)Activator.CreateInstance(typeof(IEmployee));
TempObject.EmployeeId = "12345678";
emp.Add(TempObject);
return emp;
}
}
}
As is visible the above code does compile but wont work because interface instance cannot be created.How can I achive DI(Dependency Injection) here...If I write..
IEmployee TempObject = (IEmployee)Activator.CreateInstance(typeof(Employee));
Then this class will be dependent not only on the Interface but also the class...assuming that one fine day Employee class becomes Employee2.There will be code changes at two places..
1)[ServiceKnownType(typeof(MiddleWare.Classes.Employee2))]
2)IEmployee TempObject = (IEmployee)Activator.CreateInstance(typeof(Employee2));
I want to avoid that. Can we do something at implementation of IOperationBehavior or is there a Ninject way of achieving this or am I trying to achieve impossible?
Consider a design change - Use the factory pattern to create an instance of your employee.
public EmployeeFactory : IEmployeeFactory
{
public IEmployee CreateEmployee()
{
return new Employee();
}
}
And introduce a dependency on the Factory from your middleware, so creating a new IEmployee becomes:
public class Miscellaneous : IMiscellaneous
{
private readonly IEmployeeFasctory _employeeFactory;
public class Miscellaneous(IEmployeeFactory employeeFactory)
{
_employeeFactory = employeeFactory;
}
public IEnumerable Search_Employee (string searchText)
{
List employees = new List();
IEmployee employee = _employeeFactory.CreateEmployee();
employee.EmployeeId = "12345678";
employees.Add(TempObject);
return employees;
}
And then you can inject your EmployeeFactory into Miscellaneous. And should Employee one day become deprecated and Employee2 comes along, just change the factory!
As rich.okelly points out in another answer, IEmployeeFactory should be used to create instances of the IEmployee interface, since IEmployee isn't a Service, but an Entity.
The IEmployeeFactory interface, on the other hand, is a Service, so should be injected into the service class using Constructor Injection. Here's a write-up of enabling Constructor Injection in WCF.
Had a discussion within the team.
1) Constructor based implementation is not comfortable..The service would be IIS hosted and consumed as a web-reference.Cannot ask client systems to provide FactoryImplementatedObjects in Miscellaneous class call.
2) Entity based factories is also not absolutely accurate.If I happen to have say 20 specific entities in my project like Employee,Material,Project,Location,Order then I need to have 20 Factories.Also the Miscellaneous class will have several custom constructors to support specific contract calls..
I have prepared a system which is working and DI is achieved to a great level but I feel like I am cheating OOPS..Doesnt feel correct at heart..but cannot be refuted to be wrong..Please check and let me know your comments.
I now have a IEntity Interface which is the base for all other Entities.
namespace BusinessModel.Interfaces
{
public interface IEntity
{
string EntityDescription { get; set; }
}
}
Hence forth all will implement this.
namespace BusinessModel.Interfaces
{
public interface IEmployee : IEntity
{
string EmployeeId { get; set ; }
}
}
namespace BusinessModel.Interfaces
{
public interface IProject : IEntity
{
string ProjectId { get; set; }
}
}
and so on..(Interface implementing interface..absolutely ridiculous,cheating but working)
Next,An Enum type is declared to have a list of all Entities...
namespace MiddleWare.Common
{
internal enum BusinessModel
{
IEmployee,
IProject
}
}
A DI Helper class is created which will henceforth be considered a part of Business Model and any changes to it (Implementation,Naming..) would be taken as a Business Shift.So if DIHelper class has to become DIHelper2 then this is like BIG.(Can this also be avoided??)
namespace MiddleWare.Common
{
internal sealed class DIHelper
{
internal static IEntity GetRequiredIEntityBasedObject(BusinessModel BusinessModelObject)
{
switch (BusinessModelObject)
{
case BusinessModel.IEmployee:
return new Employee();
}
return null;
}
}
}
Function is Self Explanatory...
So now finally,the contract and implementation...
namespace MiddleWare.ServiceContracts
{
[ServiceContract(Namespace = "http://mywebsite.com/MyProject")]
public interface IMiscellaneous
{
[OperationContract]
[ServiceKnownType(typeof(MiddleWare.Classes.Employee))]
IEnumerable<IEmployee> Search_Employee
(string SearchText);
}
}
namespace MiddleWare.ServiceClasses
{
public class Miscellaneous : IMiscellaneous
{
public IEnumerable<IEmployee> Search_Employee
(string SearchText)
{
List<IEmployee> IEmployeeList = new List<IEmployee>();
IEmployee TempObject = (IEmployee)DIHelper.GetRequiredIEntityBasedObject(MiddleWare.Common.BusinessModel.IEmployee);
TempObject.EmployeeId = "12345678";
IEmployeeList.Add(TempObject);
return IEmployeeList;
}
}
}
What do you say??
My Team is happy though :)
From your updated requirements, there is nothing related to DI in this question...
So, to create a type based on the service known types of a service contract you can use:
public class EntityLoader<TServiceContract>
{
private static readonly HashSet<Type> ServiceKnownTypes = new HashSet<Type>();
static EntityLoader()
{
var attributes = typeof(TServiceContract).GetMethods().SelectMany(m => m.GetCustomAttributes(typeof(ServiceKnownTypeAttribute), true)).Cast<ServiceKnownTypeAttribute>();
foreach (var attribute in attributes)
{
ServiceKnownTypes.Add(attribute.Type);
}
}
public TEntity CreateEntity<TEntity>()
{
var runtimeType = ServiceKnownTypes.Single(t => typeof(TEntity).IsAssignableFrom(t));
return (TEntity)Activator.CreateInstance(runtimeType);
}
}
Which is then useable like so:
[ServiceContract(Namespace = "http://mywebsite.com/MyProject")]
public interface IMiscellaneous
{
[OperationContract]
[ServiceKnownType(typeof(Employee))]
IEnumerable<IEmployee> SearchEmployee(string SearchText);
}
public class Miscellaneous : IMiscellaneous
{
private readonly EntityLoader<IMiscellaneous> _entityLoader = new EntityLoader<IMiscellaneous>();
public IEnumerable<IEmployee> SearchEmployee(string SearchText)
{
List<IEmployee> employees = new List<IEmployee>();
IEmployee employee = _entityLoader.CreateEntity<IEmployee>();
employee.EmployeeId = "12345678";
employees.Add(employee);
return employees;
}
}
Obviously, the above code assumes that ALL of your service entities will contain public parameterless constructors and that there will only be one ServiceKnownType that implements each interface.

How do I use composition with inheritance?

I'm going to try to ask my question in the context of a simple example...
Let's say I have an abstract base class Car. Car has-a basic Engine object. I have a method StartEngine() in the abstract Car class that delegates the starting of the engine to the Engine object.
How do I allow subclasses of Car (like Ferrari) to declare the Engine object as a specific type of engine (e.g., TurboEngine)? Do I need another Car class (TurboCar)?
I'm inheriting a plain old Engine object and I cannot re-declare (or override) it as a TurboEngine in my Car subclasses.
EDIT: I understand that I can plug any subclass of Engine into myEngine reference within my Ferrari class...but how can I call methods that only the TurboEngine exposes? Because myEngine is inherited as a base Engine, none of the turbo stuff is included.
Thanks!
The Abstract Factory pattern is precisely for this problem. Google GoF Abstract Factory {your preferred language}
In the following, note how you can either use the concrete factories to produce "complete" objects (enzo, civic) or you can use them to produce "families" of related objects (CarbonFrame + TurboEngine, WeakFrame + WeakEngine). Ultimately, you always end up with a Car object that responds to accelerate() with type-specific behavior.
using System;
abstract class CarFactory
{
public static CarFactory FactoryFor(string manufacturer){
switch(manufacturer){
case "Ferrari" : return new FerrariFactory();
case "Honda" : return new HondaFactory();
default:
throw new ArgumentException("Unknown car manufacturer. Please bailout industry.");
}
}
public abstract Car createCar();
public abstract Engine createEngine();
public abstract Frame createFrame();
}
class FerrariFactory : CarFactory
{
public override Car createCar()
{
return new Ferrari(createEngine(), createFrame());
}
public override Engine createEngine()
{
return new TurboEngine();
}
public override Frame createFrame()
{
return new CarbonFrame();
}
}
class HondaFactory : CarFactory
{
public override Car createCar()
{
return new Honda(createEngine(), createFrame());
}
public override Engine createEngine()
{
return new WeakEngine();
}
public override Frame createFrame()
{
return new WeakFrame();
}
}
abstract class Car
{
private Engine engine;
private Frame frame;
public Car(Engine engine, Frame frame)
{
this.engine = engine;
this.frame = frame;
}
public void accelerate()
{
engine.setThrottle(1.0f);
frame.respondToSpeed();
}
}
class Ferrari : Car
{
public Ferrari(Engine engine, Frame frame) : base(engine, frame)
{
Console.WriteLine("Setting sticker price to $250K");
}
}
class Honda : Car
{
public Honda(Engine engine, Frame frame) : base(engine, frame)
{
Console.WriteLine("Setting sticker price to $25K");
}
}
class KitCar : Car
{
public KitCar(String name, Engine engine, Frame frame)
: base(engine, frame)
{
Console.WriteLine("Going out in the garage and building myself a " + name);
}
}
abstract class Engine
{
public void setThrottle(float percent)
{
Console.WriteLine("Stomping on accelerator!");
typeSpecificAcceleration();
}
protected abstract void typeSpecificAcceleration();
}
class TurboEngine : Engine
{
protected override void typeSpecificAcceleration()
{
Console.WriteLine("Activating turbo");
Console.WriteLine("Making noise like Barry White gargling wasps");
}
}
class WeakEngine : Engine
{
protected override void typeSpecificAcceleration()
{
Console.WriteLine("Provoking hamster to run faster");
Console.WriteLine("Whining like a dentist's drill");
}
}
abstract class Frame
{
public abstract void respondToSpeed();
}
class CarbonFrame : Frame
{
public override void respondToSpeed()
{
Console.WriteLine("Activating active suspension and extending spoilers");
}
}
class WeakFrame : Frame
{
public override void respondToSpeed()
{
Console.WriteLine("Loosening bolts and vibrating");
}
}
class TestClass
{
public static void Main()
{
CarFactory ferrariFactory = CarFactory.FactoryFor("Ferrari");
Car enzo = ferrariFactory.createCar();
enzo.accelerate();
Console.WriteLine("---");
CarFactory hondaFactory = CarFactory.FactoryFor("Honda");
Car civic = hondaFactory.createCar();
civic.accelerate();
Console.WriteLine("---");
Frame frame = hondaFactory.createFrame();
Engine engine = ferrariFactory.createEngine();
Car kitCar = new KitCar("Shaker", engine, frame);
kitCar.accelerate();
Console.WriteLine("---");
Car kitCar2 = new KitCar("LooksGreatGoesSlow", hondaFactory.createEngine(), ferrariFactory.createFrame());
kitCar2.accelerate();
}
}
There's no need to specify a subclass of Car to have a TurboEngine as long as TurboEngine is a subclass of Engine. You can just specify an instance of TurboEngine as the Engine for your Ferrari. You could even put a DieselEngine in your Ferrari. They're all just Engines.
A Car has an Engine. A TurboEngine is an Engine. A Car can have a TurboEngine or a DieselEngine or a FlintstonesEngine. They're all Engines.
If you want to limit the type of Engine in your Car subclass (no LawnMowerEngine in a SportsCar), you can leave it declared as Engine and limit it in the setter methods.
The Car has an Engine relationship doesn't limit the applicable subclasses of Engine.
You can always use an abstract that is protected. The public "Start" will call the protected (that will be ovveride in the abstract class). This way the caller only see the Start() and not the StartEngine().
abstract class Car {
private Engine engine;
public Car() {
this.engine = new Engine();
}
protected Car(Engine engine) {
this.engine = engine;
}
public void Start()
{
this.StartEngine();
}
protected abstract void StartEngine();
}
public class Ferrari : Car
{
public Ferrari() {
}
protected override void StartEngine()
{
Console.WriteLine("TURBO ENABLE!!!");
}
}
-The way to use it:
Car c = new Ferrari();
c.Start();
I think this would work.
public class Car
{
private Engine engine;
public virtual Engine CarEngine
{
get { return engine;}
}
public StartEngine()
{
CarEngine.Start();
}
}
public class Engine
{
public virtual void Start()
{
Console.Writeline("Vroom");
}
}
public class TurboEngine : Engine
{
public override void Start()
{
Console.Writeline("Vroom pSHHHHHHH");
}
// TurboEngine Only method
public double BoostPressure()
{
}
}
public class Ferrari : Car
{
private TurboEngine engine;
public override Engine CarEngine
{
return engine;
}
}
Ferrari = car new Ferrari();
// Will call Start on TurboEngine()
car.StartEngine();
// Upcast to get TurboEngine stuff
Console.WriteLine(car.CarEngine as TurboEngine).BoostPressure();
You can use C# generics to get what you're looking for, here.
The distinction of using generics is that your Ferrari "knows" that its Engine is-a TurboEngine, while the Car class doesn't have to know anything new—only that EngineType is-an Engine.
class Program
{
static void Main(string[] args)
{
Ferrari ferarri = new Ferrari();
ferarri.Start();
ferarri.Boost();
}
}
public class Car<EngineType> where EngineType : Engine, new()
{
protected EngineType engine;
public Car()
{
this.CreateEngine();
}
protected void CreateEngine()
{
this.engine = new EngineType();
}
public void Start()
{
engine.Start();
}
}
public class Ferrari : Car<TurboEngine>
{
public void Boost()
{
engine.Boost();
}
}
public class Engine
{
public virtual void Start()
{
Console.WriteLine("Vroom!");
}
}
public class TurboEngine : Engine
{
public void Boost()
{
Console.WriteLine("Hang on to your teeth...");
}
public override void Start()
{
Console.WriteLine("VROOOOM! VROOOOM!");
}
}
As I understand your (updated) question, you're going to have to cast the car's engine to the TurboEngine type if you want to call TurboEngine methods on it. That results in a lot of checking to see if the car you have has a TurboEngine before you call those methods, but that's what you get. Not knowing what this car is actually standing in for, I can't think of any reason you couldn't have the engine and the turbo engine share the same interface - are there really new methods that the turbo supports, or does it just do the same things differently - but I guess this metaphor was going to fall apart sooner or later.
Do you have generics in your language? In Java I could do this:
class Engine {}
abstract class Car<E extends Engine>
{
private E engine;
public E getEngine() { return engine; }
}
class TurboEngine extends Engine {}
class Ferrari extends Car<TurboEngine>
{
// Ferrari now has a method with this signature:
// public TurboEngine getEngine() {}
}
I'm sure there's something similar in C#. You can then treat an instance of Ferrari as either an instance of the Ferrari subclass (with getEngine returning the TurboEngine) or as an instance of the Car superclass (when getEngine will return an Engine).
Depending on your particular language semantics, there are a few ways to do this. Off the cuff my initial thought would be to provide a protected constructor:
public class Car {
private Engine engine;
public Car() {
this(new Engine());
}
protected Car(Engine engine) {
this.engine = engine;
}
public void start() {
this.engine.start();
}
}
public class Ferrari {
public Ferrari() {
super(new TurboEngine());
}
}
don't expose the internals of your class in the interface - in other words, the public method of Car should be Start, not StartEngine
if you want to impose an internal structure (i.e. like having only 1 engine) then you need another abstract/base class Engine that can be specialized.
then you can construct a sports car out of parts by setting the m_engine member to a sporty subclass of Engine, et al
EDIT: note that in the real world, a turbocharger is not part of the engine, it is an add-on to the engine, with its own control interface... But if you want to include things like this in your ferrari engine, that's ok, just upcast in the SportsCar subclass to make your base Engine into a TurboEngine
but it would be better modeling to keep the components separate - that way you can upgrade your turbocharger (dual intake vs single intake, for example) without replacing the entire engine!
There are lots of ways it could be done.
I would favour having a setEngine() method on Car, then having the Ferrari constructor call setEngine() and pass in an instance of a TurboEngine.