Too many abstract functions - OOP Best practices - oop

How many abstract function declaration of an Abstract class is too many?
For example, for a membership based payment system :
Multiple payment modes are supported :
Credit Card
Token (a Credit Card payment but using a token)
Redirect (i.e Paypal)
Manual (admin charging manually the user)
I have an abstract class PaymentMode and different modes above extend to this class.
Each mode has its own unique logic of the methods below and i have to declare abstract methods in PaymentMode class for these
// each mode has own way of validating the customer data
validate();
// own logic of cleaning customer data (e.g removing/adding/updating)
preparePaymentData();
// returns a string for saving in database, subclass must implement so developers plan to extend the PaymentMode abstract will be forced to return the correct value
getModeOfPayment();
// each mode has its own logic when determining payment gateways to attempt
getGatewaysToAttempt();
// before sending the payment to gateway, each mode has its own logic when adding specific data
addCustomDataSpecificForGateway();
// check if transaction has failed, different payment modes has different logic of determining a failed transaction
isTransactionFailed()
There 6 unique logic for each mode, I've managed to commonized the common codes already and put it inside the PaymentMode class.
This number may grow as we implement new features that is unique to each mode.
In my mind, im concerned that if any future developer extends my PaymentMode class, he has to implement all the abstract function declarations.
So does a large number of abstract function declarations an indication of a BAD DESIGN? How much is too many?
If its a bad design then, can you recommend any techniques or Design Patterns that will solve this issue
Thanks

It's hard to answer without specifics, but:
Obviously there is no hard limit on abstract methods (methods in interfaces or abstract classes), although less is always clearer and easier to understand.
What is indicating a suboptimal design however is that you need to modify your abstraction of a payment method with each new payment method. That to me indicates a failing abstraction. OOP is not just about pulling common code out, avoiding duplication, it is about abstractions also.
What I would look into is to somehow transfer the control (the real control) to the payment method. Trust the payment method, delegate the task of making the payment to it.
What I mean by that is, you retain control somewhere, where you ask the payment method to do specific parts of its job (with the parts being different for different concrete methods). Steps like validate(), prepare...(). And also, you expect it to give you the "gateway", so now code outside the payment method (even if it's the superclass) must know what that is, or how to handle it.
Instead of doing all that, try to come up with a design, that transfers full control over to the payment method, so it can do it's job without outside code assuming any particular set of steps.
For example:
public interface PaymentMethod {
Receipt payFor(Bill bill);
}
The PaymentMethod here is responsible for doing everything itself. Redirecting the user, saving the receipt in the database, whatever is needed. Once you feel comfortable with this "main" abstraction (it covers all use-cases), you can work to create smaller abstractions that cover details like saving to database, if it is the same for all methods.
In relation to that: don't use abstract parent classes as a way to share code between classes, that is not exactly what inheritance is for. Create proper abstractions for the different "pieces of code", and let them be used by "bigger" abstractions (i.e. composition).

There is no such number of abstract functions declarations that is BAD although the huge number could mean the design has flaws. Just pay attention to Single responsibility principle.
You have already defined that you have 4 modes - so i think you should do 4 interfaces for each mode in your case. After doing this you can see what is the common for all 4 of them and extract the base interface. You may consider to extract 6 unique logics for all of them also as interfaces...

Related

Confusion with understanding abstraction and encapsulation in OOP

I was learning JS and came across the term OOP. Then, as I was learning OOP and I found such concepts as abstraction and encapsulation. Moreover, as I was making researching on the difference between them, majority of articles says that both abstraction and encapsulation are concerned with data hiding which confused me very much. However, I made an inference that encapsulation is when we just put variables and functions that operate on them in OBJECT while abstraction is when we use access modifiers to restrict access to properties or functions in an object. Again, encapsulation is when we use capsule like object and put variables and functions in it to achieve organization and reusability. But abstraction is when we restrict access to variables and functions inside object. IS THAT TRUE?
Encapsulation means that you protect your data inside your class (or object) for the outer world and like you say you access the private or protected data via methods (functions) from the same object.
Abstraction is something totally different. Lets take an example.
Imagine that you want to use constraints on your form fields. For example you have a formfield 'email' which may not be empty and must contain an valid email.
So you want to add different kind of constraints to a large number of form fields all over your application.
All constraints must have two methods:
1) a method that tests the formfield data if it is valid
2) a method that delivers an error message if the data is not valid
Now before you write all those different constraint objects you could write one ABSTRACT parent class That includes those two methods but without any code:
(I use PHP)
abstract class Constraint
{
// Force Extending classes to define this methods
abstract protected function validate(string $data);
abstract protected function getErrorMessage();
}
Above class is abstract and cannot be used (instantiated) by its self. But you can write different constraint classes that inherit the above class:
class NotEmptyConstraint extends Constraint
{
// Mandatory overwritten methods:
protected function validate(string $data)
{
if(strlen($data) > 0 ) {
return true;
}
return false;
}
protected function getErrorMessage();
{
return 'This is a mandatory field';
}
}
Now all your constraint classes have the two mandatory methods which you can safely use without you need to know which exact constraint your dealing with.
Hope it helps..
OOP is dogma.
The author of this website wrote an article on abstraction and why it doesn't work: https://www.joelonsoftware.com/2002/11/11/the-law-of-leaky-abstractions/
In other words, cell phones and LAN phones are not based on the same hardcoded abstraction of a phone. They are free to be their own classes. Barbara Liskov (SOLID) would argue each are subtypes. I strongly discourage tying your hands by creating such arbitrary hierarchical categorization schemes. This is not how real machines are engineered. Refer to fundamental principles of mechanical design, which dictate simplicity of design, meaning less components when feasible. A separate abstract class is a waste of time and distributes the design itself into two modules.
Encapsulation is the fallacious idea that objects own the data they operate on and, therefore, must control access to it. This notion is disproven by manufacturing's model for collaborative work, which is what my architecture is based on. A screwdriver doesn't own a screw simply because it changes its position. It simply has access to it.
OOP and encapsulation led to the distributed process code model. Objects e-mail work to one another like useless office employees who don't keep e-mail trails. If you've ever gotten e-mail from people asking for help who don't give you any information, then you understand my parody. In manufacturing, steps are documented and never communicate, which creates tremendous benefits. OOP is only enough know-how to write monolithic automated processes, not processes which stop on a dime, reverse, can insert or replace steps on the fly, and try steps again. OOP is a model for distributed manufacturing, whereas manufacturing is a model for organizing everyone who creates some product in the same space.

Using an interface/Inheritance as a marker when concrete type represents different choices of which there can only be one

Quite a mouth-full of a question but its a OO principle I've struggling with. Lets say i have an e-commerce app and there is the concept of payment method, examples could be CreditCard, Paypal, Apple pay etc. The user has a choice of which payment method to select so i need to present them all in a list on the screen and depending on the selection this will be used to drive a UI, presenting different text/images/interactions as well as will be serialised slightly differently into a Payment request over the wire.
Here is some code:
public class PaypalPayment : PaymentMethod {
public string Token;
public string String;
}
public class CreditCardPayment : PaymentMethod {
public Address Address;
public CreditCard CreditCard;
}
interface PaymentMethod {
}
public class Booking {
public PaymentMethod PaymentMethod; //generic object
//or
public PaypalPayment PaypalPayment;
public CreditCardPayment CreditCardPayment;
}
So in my booking class i can either have a generic payment object referred to by the interface but i cant get to the underlying type without casting which sucks, as in reality them don't share any common properties doman-wise. Alternatively i have multiple properties which feels bad in a different way. The user can only select one payment method so the others will have to null or some kind of null object, i would have to either query an enum or ask each payment method if it is null. Also my payment method select screen is a bit more cumbersome as i cant just iterate on a generic type i have to explicitly build up the list.
In theory i could add some methods to the PaymentMethod interface, such as Serialise() or some UI presentation methods which all the payment methods have in common but then i would have to implement them in my model object which i don't want to do in my model layer.
Overall i dont have a clean solution for this in your typical object orientated language. I wrote this in c# but this could apply to any OO language.
Data seems to have been segregated away from logic in your design. As a consequence, Booking probably has to indulge in Inappropriate Intimacy with its Payment in order for the behavior to take place, hence the casting problem.
An idiomatic OO implementation would 1/ define a clear responsibility and 2/ encapsulate operations and data for it in the same class. Then you can have an abstraction on top of a family of these classes so that their behavior can be called uniformly by consumer code.
The Strategy aka Policy pattern might be a good choice for payment.
UI wise, it may be better to avoid using abstractions and have different UIs altogether for different payment methods. Or, you could have an abstract UI payment model whose concrete implementations know how to render themselves.
To have an interface and can't get to the underlying type is exactly what abstraction and loose coppling is striving for. This should not suck but should be desirable.
To get all possible instances to choose from, you could use a repository that returns a collection of all your payment methods.
To implement this repository you could use your favored ORM and load them from the database, use your favored IoC/DI Container and let it create all implementors of your interface, or hard code the creation. Whatever suits you needs and the needs of the project. If you use an interface for the repository as well, you can later swap the implementation.

What's the difference between abstraction and encapsulation?

In interviews I have been asked to explain the difference between abstraction and encapsulation. My answer has been along the lines of
Abstraction allows us to represent complex real world in simplest manner. It is the process of identifying the relevant qualities and behaviors an object should possess; in other words, to represent the necessary feature without representing the background details.
Encapsulation is a process of hiding all the internal details of an object from the outside real world. The word "encapsulation", is like "enclosing" into a "capsule". It restricts clients from seeing its internal view where the behavior of the abstraction is implemented.
I think with above answer the interviewer was convinced, but then I was asked, if the purpose of both is hiding, then why there is a need to use encapsulation. At that time I didn't have a good answer for this.
What should I have added to make my answer more complete?
Abstraction has to do with separating interface from implementation. (We don't care what it is, we care that it works a certain way.)
Encapsulation has to do with disallowing access to or knowledge of internal structures of an implementation. (We don't care or need to see how it works, only that it does.)
Some people do use encapsulation as a synonym for abstraction, which is (IMO) incorrect. It's possible that your interviewer thought this. If that is the case then you were each talking about two different things when you referred to "encapsulation."
It's worth noting that these concepts are represented differently in different programming languages. A few examples:
In Java and C#, interfaces (and, to some degree, abstract classes) provide abstraction, while access modifiers provide encapsulation.
It's mostly the same deal in C++, except that we don't have interfaces, we only have abstract classes.
In JavaScript, duck typing provides abstraction, and closure provides encapsulation. (Naming convention can also provide encapsulation, but this only works if all parties agree to follow it.)
Its Simple!
Take example of television - it is Encapsulation, because:
Television is loaded with different functionalies that i don't know because they are completely hidden.
Hidden things like music, video etc everything bundled in a capsule that what we call a TV
Now, Abstraction is When we know a little about something and which can help us to manipulate something for which we don't know how it works internally.
For eg:
A remote-control for TV is abstraction, because
With remote we know that pressing the number keys will change the channels. We are not aware as to what actually happens internally. We can manipulate the hidden thing but we don't know how it is being done internally.
Programmatically, when we can acess the hidden data somehow and know something.. is Abstraction .. And when we know nothing about the internals its Encapsulation.
Without remote we can't change anything on TV we have to see what it shows coz all controls are hidden.
Abstraction
Exposing the Entity instead of the details of the entity.
"Details are there, but we do not consider them. They are not required."
Example 1:
Various calculations:
Addition, Multiplication, Subtraction, Division, Square, Sin, Cos, Tan.
We do not show the details of how do we calculate the Sin, Cos or Tan. We just Show Calculator and it's various Methods which will be, and which needs to be used by the user.
Example 2:
Employee has:
First Name, Last Name, Middle Name. He can Login(), Logout(), DoWork().
Many processes might be happening for Logging employee In, such as connecting to database, sending Employee ID and Password, receiving reply from Database. Although above details are present, we will hide the details and expose only "Employee".
Encapsulation
Enclosing. Treating multiple characteristics/ functions as one unit instead of individuals.
So that outside world will refer to that unit instead of it's details directly.
"Details are there, we consider them, but do not show them, instead we show what you need to see."
Example 1:
Instead of calling it as Addition, Subtraction, Multiplication, Division, Now we will call it as a Calculator.
Example 2:
All characteristics and operations are now referred by the employee, such as "John". John Has name. John Can DoWork(). John can Login().
Hiding
Hiding the implemention from outside world.
So that outside world will not see what should not be seen.
"Details are there, we consider them, but we do not show them. You do not need to see them."
Example 1:
Your requirement: Addition, Substraction, Multiplication, Division. You will be able to see it and get the result.
You do not need to know where operands are getting stored. Its not your requirement.
Also, every instruction that I am executing, is also not your requirement.
Example 2:
John Would like to know his percentage of attendance. So GetAttendancePercentage() Will be called.
However, this method needs data saved in database. Hence it will call FetchDataFromDB(). FetchDataFromDB() is NOT required to be visible to outside world.
Hence we will hide it. However, John.GetAttendancePercentage() will be visible to outside world.
Abstraction, encapsulation and hiding complement each others.
Because we create level of abstraction over details, the details are encapsulated. And because they are enclosed, they are hidden.
Difference between Abstraction and Encapsulation :-
Abstraction
Abstraction solves the problem in the design level.
Abstraction is used for hiding the unwanted data and giving relevant data.
Abstraction lets you focus on what the object does instead of how it does it.
Abstraction- Outer layout, used in terms of design.
For Example:-
Outer Look of a Mobile Phone, like it has a display screen and keypad buttons to dial a number.
Encapsulation
Encapsulation solves the problem in the implementation level.
Encapsulation means hiding the code and data into a single unit to protect the data from outside world.
Encapsulation means hiding the internal details or mechanics of how an object does something.
Encapsulation- Inner layout, used in terms of implementation.
For Example:- Inner Implementation detail of a Mobile Phone, how keypad button and Display Screen are connect with each other using circuits.
Encapsulation
Encapsulation from what you have learnt googling around, is a concept of combining the related data and operations in a single capsule or what we could say a class in OOP, such that no other program can modify the data it holds or method implementation it has, at a particular instance of time. Only the getter and setter methods can provide access to the instance variables.
Our code might be used by others and future up-gradations or bug fixes are liable. Encapsulation is something that makes sure that whatever code changes we do in our code doesn't break the code of others who are using it.
Encapsulation adds up to the maintainability, flexibility and extensibility of the code.
Encapsulation helps hide the implementation behind an interface.
Abstraction
Abstraction is the process of actually hiding the implementation behind an interface. So we are just aware of the actual behavior but not how exactly the think works out internally. The most common example could the scenario where put a key inside the lock and easily unlock it. So the interface here is the keyhole, while we are not aware of how the levers inside the lock co-ordinate among themselves to get the lock unlocked.
To be more clear, abstraction can be explained as the capability to use the same interface for different objects. Different implementations of the same interface can exist, while the details of every implementation are hidden by encapsulation.
Finally, the statement to answer all the confusions until now -
The part that is hidden relates to encapsulation while the part that is exposed relates to abstraction.
Read more on this here
Abstraction : Abstraction is process in which you collect or gather relevant data and remove non-relevant data. (And if you have achieved abstraction, then encapsulation also achieved.)
Encapsulation: Encapsulation is a process in which you wrap of functions and members in a single unit. Means You are hiding the implementation detail. Means user can access by making object of class, he/she can't see detail.
Example:
public class Test
{
int t;
string s;
public void show()
{
s = "Testing";
Console.WriteLine(s);
Console.WriteLine(See()); // No error
}
int See()
{
t = 10;
return t;
}
public static void Main()
{
Test obj = new Test();
obj.Show(); // there is no error
obj.See(); // Error:- Inaccessible due to its protection level
}
}
In the above example, User can access only Show() method by using obj, that is Abstraction.
And See() method is calling internally in Show() method that is encapsulation, because user doesn't know what things are going on in Show() method.
I know there are lot's of answers before me with variety of examples.
Well here is my opinion abstraction is getting interested from reality .
In abstraction we hide something to reduce the complexity of it
and In encapsulation we hide something to protect the data.
So we define encapsulation as wrapping of data and methods in single entity referred as class.
In java we achieve encapsulation using getters and setters not just by wrapping data and methods in it. we also define a way to access that data.
and while accessing data we protect it also. Techinical e.g would be to define a private data variable call weight.Now we know that weight can't be zero or less than zero in real world scenario. Imagine if there are no getters and setters someone could have easily set it to a negative value being public member of class.
Now final difference using one real world example,
Consider a circuit board consisting of switches and buttons.
We wrap all the wires into a a circuit box, so that we can protect someone by not getting in contact directly(encapsulation).
We don't care how those wires are connected to each other we just want an interface to turn on and off switch. That interface is provided by buttons(abstraction)
Encapsulation : Suppose I have some confidential documents, now I hide these documents inside a locker so no one can gain access to them, this is encapsulation.
Abstraction : A huge incident took place which was summarised in the newspaper. Now the newspaper only listed the more important details of the actual incident, this is abstraction. Further the headline of the incident highlights on even more specific details in a single line, hence providing higher level of abstraction on the incident. Also highlights of a football/cricket match can be considered as abstraction of the entire match.
Hence encapsulation is hiding of data to protect its integrity and abstraction is highlighting more important details.
In programming terms we can see that a variable may be enclosed is the scope of a class as private hence preventing it from being accessed directly from outside, this is encapsulation. Whereas a a function may be written in a class to swap two numbers. Now the numbers may be swapped in either by either using a temporary variable or through bit manipulation or using arithmetic operation, but the goal of the user is to receive the numbers swapped irrespective of the method used for swapping, this is abstraction.
Abstraction: In case of an hardware abstraction layer, you have simple interfaces to trigger the hardware (e.g. turn enginge left/right) without knowing the hardware details behind. So hiding the complexity of the system. It's a simplified view of the real world.
Encapsulation: Hiding of object internals. The object is an abstraction of the real world. But the details of this object (like data structures...) can be hidden via encapsulation.
Abstraction refers to the act of representing essential features without including the background details or explanations.
Encapsulation is a technique used for hiding the properties and behaviors of an object and allowing outside access only as appropriate. It prevents other objects from directly altering or accessing the properties or methods of the encapsulated object.
Difference between abstraction and encapsulation
1.Abstraction focuses on the outside view of an object (i.e. the interface) Encapsulation (information hiding) prevents clients from seeing it’s inside view, where the behavior of the abstraction is implemented.
2.Abstraction solves the problem in the design side while Encapsulation is the Implementation.
3.Encapsulation is the deliverable of Abstraction. Encapsulation barely talks about grouping up your abstraction to suit the developer needs.
ABSTRACTION:"A view of a problem that extracts the essential information
relevant to a particular purpose and ignores the remainder of
the information."[IEEE, 1983]
ENCAPSULATION: "Encapsulation or equivalently information hiding refers to the
practice of including within an object everything it needs, and
furthermore doing this in such a way that no other object need ever
be aware of this internal structure."
Abstraction is one of the many benefits of Data Encapsulation. We can also say Data Encapsulation is one way to implement Abstraction.
My opinion of abstraction is not in the sense of hiding implementation or background details!
Abstraction gives us the benefit to deal with a representation of the real world which is easier to handle, has the ability to be reused, could be combined with other components of our more or less complex program package. So we have to find out how we pick a complete peace of the real world, which is complete enough to represent the sense of our algorithm and data. The implementation of the interface may hide the details but this is not part of the work we have to do for abstracting something.
For me most important thing for abstraction is:
reduction of complexity
reduction of size/quantity
splitting of non related domains to clear and independent components
All this has for me nothing to do with hiding background details!
If you think of sorting some data, abstraction can result in:
a sorting algorithm, which is independent of the data representation
a compare function, which is independent of data and sort algorithm
a generic data representation, which is independent of the used algorithms
All these has nothing to do with hiding information.
In my view encapsulation is a thought of programmer to hide the complexity of the program code by using access specifier.
Where as Abstraction is separation of method and object according to there function and behavior. For example Car has sheets, wheels, break, headlight.
Developer A, who is inherently utilising the concept of abstraction will use a module/library function/widget, concerned only with what it does (and what it will be used for) but not how it does it. The interface of that module/library function/widget (the 'levers' the Developer A is allowed to pull/push) is the personification of that abstraction.
Developer B, who is seeking to create such a module/function/widget will utilise the concept of encapsulation to ensure Developer A (and any other developer who uses the widget) can take advantage of the resulting abstraction. Developer B is most certainly concerned with how the widget does what it does.
TLDR;
Abstraction - I care about what something does, but not how it does it.
Encapsulation - I care about how something does what it does such that others only need to care about what it does.
(As a loose generalisation, to abstract something, you must encapsulate something else. And by encapsulating something, you have created an abstraction.)
Encapsulation is basically denying the access to the internal implementation or knowledge about internals to the external world, while Abstraction is giving a generalized view of any implementation that helps the external world to interact with it
The essential thing about abstraction is that client code operates in terms of a different logical/abstract model. That different model may be more or less complex than the implementation happens to be in any given client usage.
For example, "Iterator" abstracts (aka generalises) sequenced traversal of 0 or more values - in C++ it manifests as begin(), */-> (dereferencing), end(), pre/post ++ and possibly --, then there's +, +=, [], std::advance etc.. That's a lot of baggage if the client could say increment a size_t along an array anyway. The essential thing is that the abstraction allows client code that needs to perform such a traversal to be decoupled from the exact nature of the "container" or data source providing the elements. Iteration is a higher-level notion that sometimes restricts the way the traversal is performed (e.g. a forward iterator can only advance an element at a time), but the data can then be provided by a larger set of sources (e.g. from a keyboard where there's not even a "container" in the sense of concurrently stored values). The client code can generally switch to another data source abstracted through its own iterators with minimal or even no changes, and even polymorphically to other data types - either implicitly or explicitly using something like std::iterator_traits<Iterator>::value_type available.
This is quite a different thing from encapsulation, which is the practice of making some data or functions less accessible, such that you know they're only used indirectly as a result of operations on the public interface. Encapsulation is an essential tool for maintaining invariants on an object, which means things you want to keep true after every public operation - if client code could just reach in and modify your object then you can't enforce any invariants. For example, a class might wrap a string, ensuring that after any operation any lowercase letters were changed to upper case, but if the client code can reach in and put a lowercase letter into the string without the involvement of the class's member functions, then the invariant can't be enforced.
To further highlight the difference, consider say a private std::vector<Timing_Sample> data member that's incidentally populated by operations on the containing object, with a report dumped out on destruction. With the data and destructor side effect not interacting with the object's client code in any way, and the operations on the object not intentionally controlling the time-keeping behaviour, there's no abstraction of that time reporting functionality but there is encapsulation. An example of abstraction would be to move the timing code into a separate class that might encapsulate the vector (make it private) and just provide a interface like add(const Timing_Sample&) and report(std::ostream&) - the necessary logical/abstract operations involved with using such instrumentation, with the highly desirable side effect that the abstracted code will often be reusable for other client code with similar functional needs.
In my opinion, both terms are related in some sense and sort of mixed into each other. "Encapsulation" provides a way to grouping related fields, methods in a class (or module) to wrap the related things together. As of that time, it provides data hiding in two ways;
Through access modifiers.
Purely for hiding state of the class/object.
Abstracting some functionalities.
a. Through interfaces/abstract classes, complex logic inside the encapsulated class or module can be abstracted/generalized to be used by outside.
b. Through function signatures. Yes, even function signatures example of abstracting. Because callers only knows the signature and parameters (if any) and know nothing about how the function is carried out. It only cares of returned value.
Likewise, "Abstraction" might be think of a way of encapsulation in terms of grouping/wrapping the behaviour into an interface (or abstract class or might be even a normal class ).
As far as iOS is concerned, it can be said that Objective C files (i.e. .h and .m) use abstraction as well as encapsulation.
Abstraction
Header file (.h) only exposes the functions and public members to outside world. No one knows how they are used unless they have the implementation file with them. It is the .m file that holds all the usage and implementation logic with it self. "Implementation remains unexposed".
Encapsulation
The property (#property) encapsulates the memory management attribute (atomic, strong, retain, weak) of an iVar.
A program has mainly two parts : DATA and PROCESS. abstraction hides data in process so that no one can change. Encapsulation hides data everywhere so that it cannot be displayed.
I hope this clarifies your doubt.
Encapsulation is used for 2 main reasons:
1.) Data hiding & protecting (the user of your class can't modify the data except through your provided methods).
2.) Combining the data and methods used to manipulate the data together into one entity (capsule).
I think that the second reason is the answer your interviewer wanted to hear.
On the other hand, abstraction is needed to expose only the needed information to the user, and hiding unneeded details (for example, hiding the implementation of methods, so that the user is not affected if the implementation is changed).
Abstraction: Hiding the data.
Encapsulation: Binding the data.
Why Encapsulation? Why Abstraction?
lets start with the question below:
1)What happens if we allow code to directly access field ? (directly allowing means making field public)
lets understand this with an example,
following is our BankAccount class and following is its limitation
*Limitation/Policy* : Balance in BankAccount can not be more than 50000Rs. (This line
is very important to understand)
class BankAccount
{
**public** double balanceAmount;
}
Following is **AccountHolder**(user of BankAccount) class which is consumer of
**BankAccount** class.
class AccountHolder
{
BankAccount mybankAccount = new BankAccount();
DoAmountCreditInBankAccount()
{
mybankAccount.balanceAmount = 70000;
/*
this is invalid practice because this statement violates policy....Here
BankAccount class is not able to protect its field from direct access
Reason for direct access by acount holder is that balanceAmount directly
accessible due to its public access modifier. How to solve this issue and
successfully implement BankAccount Policy/Limitation.
*/
}
}
if some other part of code directly access balanceAmount field and set balance amount to 70000Rs which is not acceptable. Here in this case we can not prevent some other part of code from accessing balanceAmount field.
So what we can do?
=> Answer is we can make balanceAmount field private so that no other code can directly access it and allowing access to that field only via public method which operates on balanceAmount field. Main role of method is that we can write some prevention logic inside method so that field can not be initialized with more than 50000Rs. Here we are making binding between data field called balanceAmount and method which operates on that field. This process is called Encapsulation.(it is all about protecting fields using access modifier such as private)
Encapsulation is one way to achieve abstraction....but How?
=> User of this method will not know about implementation (How amount gets credited? logic and all that stuff) of method which he/she will invoke. Not knowing about implementation details by user is called Abstraction(Hiding details from user).
Following will be the implementation of class:
class BankAccount
{
**private** double balanceAmount;
**public** void UpdateBankBalance(double amount)
{
if(balanceAmount + amount > 50000)
{
Console.WriteLine("Bank balance can not be more than 50000, Transaction can
not be proceed");
}
else
{
balanceAmount = balanceAmount + amount;
Console.WriteLine("Amount has been credited to your bank account
successfully.....");
}
}
}
class AccountHolder
{
BankAccount mybankAccount = new BankAccount();
DoAmountCreditInBankAccount()
{
mybankAccount.UpdateBankBalance(some_amount);
/*
mybankAccount.balanceAmount will not be accessible due to its protection level
directly from AccountHolder so account holder will consume BankAccount public
method UpdateBankBalance(double amount) to update his/her balance.
*/
}
}
Simply put, abstraction is all about making necessary information for interaction with the object visible, while encapsulation enables a developer to implement the desired level of abstraction.
Encapsulation: Hiding the information at the implementation level. This deals with properties or methods which will be hidden from other objects.
Abstraction: Hiding the information at the idea level/design level. Here we decide that something will be abstract(hidden) from the user while thinking of an idea. Abstraction can be achieved using encapsulation at the implementation level.

Difference in Information hiding and data abstraction?

Is there any difference in Data Abstraction and Information hiding? After going through all the answers in this link I am more confused.
Abstraction VS Information Hiding VS Encapsulation
Couldn't find any difference. Is it just that we can call one (info hiding) as a goal & the other (abstraction) as a process? But this is no satisfactory difference for me. Further, I got that encapsulation is the technique to implement the process of abstraction Am I right here? Please explain the exact difference.
Information hiding is when the designer specifically decides to limit access to details of an implementation. It's a principle that's older than object-oriented design, but is often used.
A simple example is defining constants in C, e.g., #define NAME_SIZE 15 The code (clients) of the constant don't need to know its value, and won't be troubled if you (the designer) decide to change its value later. They shouldn't make assumptions about the fact that it's really 15, because you might decide to change it.
Abstraction is when you're dealing with an aggregate, e.g., a Car is an abstraction of details such as a Chassis, Motor, Wheels, etc. Abstractions allow us to think of complex things in a simpler way.
Encapsulation is how we decide the level of detail of the elements comprising our abstractions. Good encapsulation applies information hiding, to enforce limits of details. For example, my Car is comprised in reality of all its parts, yet it only provides to me (the driver) an interface that's appropriate for my needs and not more. I can control the doors, locks, windows, lights, horn, sunroof, the direction of the movement, accelerate, decelerate, etc. Even though I might be curious to manipulate the details of the "how" of all these things, encapsulation prevents me from seeing more.
If my car's implementation changes (I change from a combustion engine to an electric or hybrid), because I as the driver know only the limited interface, I don't need to change how I drive the car. Abstraction allows me to just know I'm driving a car, instead of hundreds of pieces of metal, rubber, etc.
An example of where information hiding was not part of a car might be a choke valve. My parents told me how those used to work in the cars they drove... it was a combustion-engine detail, which would not be useful in an electric car.
Data hiding is the process by which access modifiers are used to hide the visibility of java methods and variables. They access modifiers are: public, private and protected.
Abstraction is the process by which we define a specific behavior by beans of abstract classes and methods which form the skeleton for any class that would be extending this class.
"Information hiding" is an important PART of "Data abstraction", but not the whole concept.
And remember: you can (and should) have "information hiding" in procedural code (like "don't use globals", etc in FORTRAN or BASIC) - but you won't necessary have an "abstract data type".
Information hiding and Abstract Data Types are closely related, but they are different concepts.
A class normally hides its implementation details from its clients. This is called information hiding. by creating interfaces we summon information hiding concept...
example of information hiding is below...
we have a interface in our header file...
class Coder
{
public:
Coder();
void prints();
private:
int x;
};
and implementation of functions in another file "Coder.cpp" is...
Coder::Coder
{
x=10;//any int value you can take;
}
void Coder::prints()
{
cout<<x;
}
rather tahn doing above in two files (one header+one cpp file) we could have done it at a single place. we could have given defination of constructor and print function in header file itself...
class Coder
{
public:
Coder()
{
x=10;//any int value you can take;
}
void prints()
{
cout<<x;
}
private:
int x;
};
if we have done this we were not able to implement information hiding... and our client will know how we have implemented our functions!
for data absraction you can consider... example of stacks...
A client of a stack class need not be concerned with the stack's implementation. The client knows only that when data items are placed in the stack, they will be recalled in last-in, first-out order. The client cares about what functionality a stack offers, not about how that functionality is implemented. This concept is referred to as data abstraction.
Abstraction is the representation of something with less details (as in an abstract painting). In OO, an abstract type can be manipulated without committing to its internal representation. For example, Telephone Number as an abstraction of a telephone number can be operated on without the client knowing that it consists of country code, area code, and the actual number. Abstraction is most useful in the analysis and design phase because it allows you to talk in terms of the abstract data type (eg. Telephone Number) without having to worry how it will be implemented.
A more familiar type, string is an abstraction of text: you manipulate string without knowing how it is implemented. The string abstraction allows its internals to be changed without affecting its usage in an application design.
Information hiding and encapsulation are two ways in which an abstract data type might be implemented. An abstract data type might not even have to hide its internal state or its encapsulation; for example, Number as an abstraction may be implemented as an int.

In which class would you put these methods?

If I have a User class, and his account can be suspended by adding an entry to the suspensions table, which of these class/method signatures do you think is more appropriate?
User::suspend($reason, $expiryDate);
Suspension::add($userid, $reason, $expiryDate);
This is a simple example, but I have this kind of situation everywhere throughout my application. On one hand, I'd want to make it a method of the User object, since the action performed is directly related to that user object itself, but on the other hand making it a method on the suspension object seems a bit cleaner.
What do you think?
you suspend a user.
User.Suspend()
In your User.Suspend method, you can actually add them to your "suspension" table, or call your suspension object. This will lead to a cleaner interface since all you have to do is call the one method.
Its definitely up to you. OO design is very subjective. Here, it depends on whether you view suspension as a noun (a suspension) or a verb (to suspend). If the former, it likely becomes its own object with appropriate methods and attributes. If the latter, it becomes a set of related methods and attributes of the User object.
This brings up another issue: are you a minimalist? There are those that try to keep many, light classes as opposed to a few heavy ones.
Personally, I see cohesion/coupling as outweighing all those factors by orders of magnitude. Basically, for me, it would hinge upon whether other system entities need to know about suspensions without having a User object to query with. If so, the Suspension class would be born. If not, I would keep it as a part of the User class.
Well if adding a suspension is the only real action, I would go with the first option and make it an action carried out by the User class.
However, if you intend on making more functionality for Suspensions, I would consider creating a class like:
class SuspensionManager
suspendUser(....)
getSuspendedUser(...)
....
*This is my opinion is 100% debatable given that I don't know your entire code base/intention
I would say neither. But it really depends on how you view OOAD. I consider both User and Suspension classes have a single purpose. The User class has the responsiblity of holding information directly associated with a User (user table), and the Suspension class has the responsibility of holding information directly associated with a Suspension (suspension table). I would suggest making a UserSuspention class that has the responsibility of suspending a user.
This approach to OOAD is related to SOLID design principals. Having either the User or Suspension class be responsible for suspending a user would violate SRP (single responsibility principal)...since each class already has the responsibilty of maintaining information from their respective tables.
Your potential API may look like something below:
public class UserSuspension
{
public void SuspendUser(User user, Suspension suspension) { ... }
public void SuspendUser(Guid userId, string reason, DateTime expiryDate) { ... }
}
From these two options I would vote for Suspension::add(), if in fact this call would add an entry to the suspensions table. That way the effect that this call in the code has, in terms of the code itself (i.e. not the concepts represented by the code), would be clear: if I saw the code User::suspend(), I would expect it to modify a "suspended" flag for the User object, not modify something else in some other object.
On the other hand, in this particular instance, I think User::suspend() is more clear in general, so I would vote for it if it would mean that a suspended flag would be set for that User object, or if it would seem that way from the interface, i.e. if you wouldn't have to care where the suspension is stored since the interface of the User class would make it seem as if it's one of its properties.
This situation is very typical in web application design. It often becomes easier to deal with objects as being disconnected entities, as it saves you from having to retrieve objects to perform an operation for which you didn't really need the object.
The former is nicer from an OOP sense, the question is whether the performance impact of this would bother you:
User user = GetUser($userId); // unnecessary database hit?
user.suspend(reason, expiryDate);
I would be inclined to have an Account which linked the User and the Suspension
It depends.
This could be one of those scenarios where there isn't a definitely right answer. It will depend on how data will move through your system, as to whether it's of more benefit to view this relationship in a data-centric, or a user-centric model.
An old rule-of-thumb is to view objects as nouns and methods as verbs, when you're trying to model things. This would tend to suggest that User is an object, and suspend is an action you might perform.
Simple ? Not really.
Someone else might argue that it made more sense to describe the suspension as an 'AccountAction', and the application of the suspension as a verb. That might lead you to a model where various subclasses of an AccountAction have an applyTo method that acts on other object types.
You may need to apply your objects to an existing database schema, in which case you'll have to take into account how your persitance layer or ORM will interact with existing record structures.
Sometimes it's down to technology. OO can be implemented in subtly different ways across different language families and this too can influence the design. Some systems favour more solid inheritance graphs, other languages emphasise more loosely interconnected objects, passing messages around.
You need to be thinking through your design in terms of how you're going to want to interact with data and state. If you think about objects, as instances of classes, representing states of data, with behaviours that you will wish to invoke, you might find the nouns and verbs pattern falling out of the sentences that you use to describe the system.
As others have stated, it's very subjective.
Personally, I prefer the User::suspend() alternative simply because it allows me to implement (or change the implementation of) suspension whenever I like. It leaves all the suspension logic hidden behind the User interface.
I often times struggle with the same problem and what I do is I ask myself if this would make sense outside of the programming world. Would you ask ,in real life , a user to suspend him/herself? Would you ask a loan application to approve itself? If the answer is no, then there needs to a specialized authority/component/service that handles that and similar scenarios. In case of loan application, the approval should best be a part of loan approval service or loan specialist. If in your case, asking a user to suspend himself makes sense in the domain you're modeling then it should belong to the user. If not then, a service that handles user account suspension and similar user account level services may be a better place.