Open/Close principle and polymorphism - oop

The Open/Closed Principle states that software entities (classes, modules, etc.) should be open for extension, but closed for modification. I learned about this today and my teacher said that this concept is intrinsically connected to the concept of polymorphism. I can´t really see how both concepts are connected, can anyone explain please?

Here's my exaplanation.
Look at the following example:
public interface IShape
{
void Draw();
}
public class Square : IShape
{
public void Draw()
{
// DRAW SQUARE
}
}
public class Circle : IShape
{
public void Draw()
{
// DRAW CIRCLE
}
}
public class Renderer
{
public void DrawShapes(ICollection<IShape> shapes)
{
foreach (var shape in shapes)
{
shape.Draw();
}
}
}
This code is open to extensions and closed to modifications therefore it follows the OCP principle. Why? In case you need to make the application able to draw a new shape (e.g. Triangle), you don't need to modify the DrawShapes method of the Render class.
You only need to create a new class "Triangle" that implements the interface IShape and pass it to the DrawShapes method.
This code is also polymorphic because the "DrawShapes" method does not need to know the types of the shapes that it is rendering.
Pay attention to one thing: the closure of the O.C.P. principle is always strategic. What does it mean? It means that you cannot have code that is 100% closed to modifications. Example: what happens if you need to draw all the squares before the circles? In that case you have to modify the DrawShapes method; maybe with a Strategy pattern you can inject the policy to sort the drawing of the shapes.

Related

OO Design Principle - Open Closed Principle

I have a Layout Manager Class and this class designed for setting datagrid layout.
Code:
class LayoutManager
{
private object _target;
public LayoutManager(object aDataGrid)
{
_target = aDataGrid;
}
public void SaveLayout(string strProfileID)
{
}
public void LoadLayout(string strProfileID)
{
}
//in future I might add below function
public void ResetLayout()//OtherFunction0
{
}
public void OtherFunction1()
{
}
public void OtherFunction2()
{
}
}
According to OCP "a Class should be open for extension, but closed for modification". If I add the new function in LayoutManager Class, is this action violate the OCP? If yes, what is the proper way to design the class?
I don't think that adding methods to a class in general violates the OCP prinicple,
as this in fact extends the class's behviour.
The problem is if you change existing behaviours.
So that if the code on your added methods might change the behaviour of the existing methods
(because it changes the object's state) that would be a violation.
The correct way to follow the SOLID principals, is to make an interface:
ILayoutManager with the interfaces you want , with documented behaviours.
The class LayoutManager would implement this interface.
Other new methods might be added in a new interface, say ILayoutFoo or added to the existing interface, as long as they won't break the contract of the documented behaviour in the existing methods.
It's not possible to directly answer this without some concrete code.
Generally speaking though, the upshot of the OCP is that when classes derive from your base class and then override methods, the internal invariants shouldn't break because that's modification. There shouldn't be any way for the derived class to change those parts of the class' behaviour. The derived classes can change behaviour or add new functionality by using the parts exposed by the base class.
Whenever we speak about Open-Closed Principle, one important issue comes into play, which is called Strategic Closure.
It should be clear that no significant program can be 100% closed. In general, no matter how “closed” a module is, there will always be some kind of change against which it is not closed. Since closure cannot be complete, it must be strategic. That is, the designer must choose the kinds of changes against which to close his design. This takes a certain amount of prescience derived from experience. The experienced designer knows the users and the industry well enough to judge the probability of different kinds of changes. He then makes sure that the open-closed principle is invoked for the most probable changes.
For example in famous sample of Shape class you just grantee that your program (in side of Client and Shape)just is closed for modification about adding new shape.
public class Shape {
public draw() {
}
}
public class Circle extends Shape {
#Override
public void draw() {
// implementation special to Circle
}
}
public class Client {
...
public drawMyShape(Shape shape) {
shape.draw();
}
...
}
According to this Strategy, when you are designing your program, you should make a decision about the sections that you want to be closed to changes. Therefore, in your example, when you were designing your program, if you decided that your entity (in this case it is GraphCalculator class) should be closed for modification and open to extension regarding to adding new functionality, adding new function in this example violates Open-Closed Principle, due to the fact that it changes implementation in side of client and GraphCalculator class. And solution can be using abstraction, which is mentioned in previous answers.

Composition, I don't quite get this?

Referring to the below link:
http://www.javaworld.com/javaworld/jw-11-1998/jw-11-techniques.html?page=2
The composition approach to code reuse provides stronger encapsulation
than inheritance, because a change to a back-end class needn't break
any code that relies only on the front-end class. For example,
changing the return type of Fruit's peel() method from the previous
example doesn't force a change in Apple's interface and therefore
needn't break Example2's code.
Surely if you change the return type of peel() (see code below) this means getPeelCount() wouldn't be able to return an int any more? Wouldn't you have to change the interface, or get a compiler error otherwise?
class Fruit {
// Return int number of pieces of peel that
// resulted from the peeling activity.
public int peel() {
System.out.println("Peeling is appealing.");
return 1;
}
}
class Apple {
private Fruit fruit = new Fruit();
public int peel() {
return fruit.peel();
}
}
class Example2 {
public static void main(String[] args) {
Apple apple = new Apple();
int pieces = apple.peel();
}
}
With a composition, changing the class Fruit doesn't necessary require you to change Apple, for example, let's change peel to return a double instead :
class Fruit {
// Return String number of pieces of peel that
// resulted from the peeling activity.
public double peel() {
System.out.println("Peeling is appealing.");
return 1.0;
}
}
Now, the class Apple will warn about a lost of precision, but your Example2 class will be just fine, because a composition is more "loose" and a change in a composed element does not break the composing class API. In our case example, just change Apple like so :
class Apple {
private Fruit fruit = new Fruit();
public int peel() {
return (int) fruit.peel();
}
}
Whereas if Apple inherited from Fruit (class Apple extends Fruit), you would not only get an error about an incompatible return type method, but you'd also get a compilation error in Example2.
** Edit **
Lets start this over and give a "real world" example of composition vs inheritance. Note that a composition is not limited to this example and there are more use case where you can use the pattern.
Example 1 : inheritance
An application draw shapes into a canvas. The application does not need to know which shapes it has to draw and the implementation lies in the concrete class inheriting the abstract class or interface. However, the application knows what and how many different concrete shapes it can create, thus adding or removing concrete shapes requires some refactoring in the application.
interface Shape {
public void draw(Graphics g);
}
class Box implement Shape {
...
public void draw(Graphics g) { ... }
}
class Ellipse implements Shape {
...
public void draw(Graphics g) { ... }
}
class ShapeCanvas extends JPanel {
private List<Shape> shapes;
...
protected void paintComponent(Graphics g) {
for (Shape s : shapes) { s.draw(g); }
}
}
Example 2 : Composition
An application is using a native library to process some data. The actual library implementation may or may not be known, and may or may not change in the future. A public interface is thus created and the actual implementation is determined at run-time. For example :
interface DataProcessorAdapter {
...
public Result process(Data data);
}
class DataProcessor {
private DataProcessorAdapter adapter;
public DataProcessor() {
try {
adapter = DataProcessorManager.createAdapter();
} catch (Exception e) {
throw new RuntimeException("Could not load processor adapter");
}
}
public Object process(Object data) {
return adapter.process(data);
}
}
static class DataProcessorManager {
static public DataProcessorAdapter createAdapter() throws ClassNotFoundException, InstantiationException, IllegalAccessException {
String adapterClassName = /* load class name from resource bundle */;
Class<?> adapterClass = Class.forName(adapterClassName);
DataProcessorAdapter adapter = (DataProcessorAdapter) adapterClass.newInstance();
//...
return adapter;
}
}
So, as you can see, the composition may offer some advantage over inheritance in the sense that it allows more flexibility in the code. It allows the application to have a solid API while the underlaying implementation may still change during it's life cycle. Composition can significantly reduce the cost of maintenance if properly used.
For example, when implementing test cases with JUnit for Exemple 2, you may want to use a dummy processor and would setup the DataProcessorManager to return such adapter, while using a "real" adapter (perhaps OS dependent) in production without changing the application source code. Using inheritance, you would most likely hack something up, or perhaps write a lot more initialization test code.
As you can see, compisition and inheritance differ in many aspects and are not preferred over another; each depend on the problem at hand. You could even mix inheritance and composition, for example :
static interface IShape {
public void draw(Graphics g);
}
static class Shape implements IShape {
private IShape shape;
public Shape(Class<? extends IShape> shape) throws InstantiationException, IllegalAccessException {
this.shape = (IShape) shape.newInstance();
}
public void draw(Graphics g) {
System.out.print("Drawing shape : ");
shape.draw(g);
}
}
static class Box implements IShape {
#Override
public void draw(Graphics g) {
System.out.println("Box");
}
}
static class Ellipse implements IShape {
#Override
public void draw(Graphics g) {
System.out.println("Ellipse");
}
}
static public void main(String...args) throws InstantiationException, IllegalAccessException {
IShape box = new Shape(Box.class);
IShape ellipse = new Shape(Ellipse.class);
box.draw(null);
ellipse.draw(null);
}
Granted, this last example is not clean (meaning, avoid it), but it shows how composition can be used.
Bottom line is that both examples, DataProcessor and Shape are "solid" classes, and their API should not change. However, the adapter classes may change and if they do, these changes should only affect their composing container, thus limit the maintenance to only these classes and not the entire application, as opposed to Example 1 where any change require more changes throughout the application. It all depends how flexible your application needs to be.
If you would change Fruit.peel()'s return type, you would have to modify Apple.peel() as well. But you don't have to change Apple's interface.
Remember: The interface are only the method names and their signatures, NOT the implementation.
Say you'd change Fruit.peel() to return a boolean instead of a int. Then, you could still let Apple.peel() return an int. So: The interface of Apple stays the same but Fruit's changed.
If you would have use inheritance, that would not be possible: Since Fruit.peel() now returns a boolean, Apple.peel() has to return an boolean, too. So: All code that uses Apple.peel() has to be changed, too. In the composition example, ONLY Apple.peel()'s code has to be changed.
The key word in the sentence is "interface".
You'll almost always need to change the Apple class in some way to accomodate the new return type of Fruit.peel, but you don't need to change its public interface if you use composition rather than inheritance.
If Apple is a Fruit (ie, inheritance) then any change to the public interface of Fruit necessitates a change to the public interface of Apple too. If Apple has a Fruit (ie, composition) then you get to decide how to accomodate any changes to the Fruit class; you're not forced to change your public interface if you don't want to.
Return type of Fruit.peel() is being changed from int to Peel. This doesn't meant that the return type of Apple.peel() is being forced to change to Peel as well. In case of inheritance, it is forced and any client using Apple has to be changed. In case of composition, Apple.peel() still returns an integer, by calling the Peel.getPeelCount() getter and hence the client need not be changed and hence Apple's interface is not changed ( or being forced to be changed)
Well, in the composition case, Apple.peel()'s implementation needs to be updated, but its method signature can stay the same. And that means the client code (which uses Apple) does not have to be modified, retested, and redeployed.
This is in contrast to inheritance, where a change in Fruit.peel()'s method signature would require changes all way into the client code.

What is the real significance(use) of polymorphism

I am new to OOP. Though I understand what polymorphism is, but I can't get the real use of it. I can have functions with different name. Why should I try to implement polymorphism in my application.
Classic answer: Imagine a base class Shape. It exposes a GetArea method. Imagine a Square class and a Rectangle class, and a Circle class. Instead of creating separate GetSquareArea, GetRectangleArea and GetCircleArea methods, you get to implement just one method in each of the derived classes. You don't have to know which exact subclass of Shape you use, you just call GetArea and you get your result, independent of which concrete type is it.
Have a look at this code:
#include <iostream>
using namespace std;
class Shape
{
public:
virtual float GetArea() = 0;
};
class Rectangle : public Shape
{
public:
Rectangle(float a) { this->a = a; }
float GetArea() { return a * a; }
private:
float a;
};
class Circle : public Shape
{
public:
Circle(float r) { this->r = r; }
float GetArea() { return 3.14f * r * r; }
private:
float r;
};
int main()
{
Shape *a = new Circle(1.0f);
Shape *b = new Rectangle(1.0f);
cout << a->GetArea() << endl;
cout << b->GetArea() << endl;
}
An important thing to notice here is - you don't have to know the exact type of the class you're using, just the base type, and you will get the right result. This is very useful in more complex systems as well.
Have fun learning!
Have you ever added two integers with +, and then later added an integer to a floating-point number with +?
Have you ever logged x.toString() to help you debug something?
I think you probably already appreciate polymorphism, just without knowing the name.
In a strictly typed language, polymorphism is important in order to have a list/collection/array of objects of different types. This is because lists/arrays are themselves typed to contain only objects of the correct type.
Imagine for example we have the following:
// the following is pseudocode M'kay:
class apple;
class banana;
class kitchenKnife;
apple foo;
banana bar;
kitchenKnife bat;
apple *shoppingList = [foo, bar, bat]; // this is illegal because bar and bat is
// not of type apple.
To solve this:
class groceries;
class apple inherits groceries;
class banana inherits groceries;
class kitchenKnife inherits groceries;
apple foo;
banana bar;
kitchenKnife bat;
groceries *shoppingList = [foo, bar, bat]; // this is OK
Also it makes processing the list of items more straightforward. Say for example all groceries implements the method price(), processing this is easy:
int total = 0;
foreach (item in shoppingList) {
total += item.price();
}
These two features are the core of what polymorphism does.
Advantage of polymorphism is client code doesn't need to care about the actual implementation of a method.
Take look at the following example.
Here CarBuilder doesn't know anything about ProduceCar().Once it is given a list of cars (CarsToProduceList) it will produce all the necessary cars accordingly.
class CarBase
{
public virtual void ProduceCar()
{
Console.WriteLine("don't know how to produce");
}
}
class CarToyota : CarBase
{
public override void ProduceCar()
{
Console.WriteLine("Producing Toyota Car ");
}
}
class CarBmw : CarBase
{
public override void ProduceCar()
{
Console.WriteLine("Producing Bmw Car");
}
}
class CarUnknown : CarBase { }
class CarBuilder
{
public List<CarBase> CarsToProduceList { get; set; }
public void ProduceCars()
{
if (null != CarsToProduceList)
{
foreach (CarBase car in CarsToProduceList)
{
car.ProduceCar();// doesn't know how to produce
}
}
}
}
class Program
{
static void Main(string[] args)
{
CarBuilder carbuilder = new CarBuilder();
carbuilder.CarsToProduceList = new List<CarBase>() { new CarBmw(), new CarToyota(), new CarUnknown() };
carbuilder.ProduceCars();
}
}
Polymorphism is the foundation of Object Oriented Programming. It means that one object can be have as another project. So how does on object can become other, its possible through following
Inheritance
Overriding/Implementing parent Class behavior
Runtime Object binding
One of the main advantage of it is switch implementations. Lets say you are coding an application which needs to talk to a database. And you happen to define a class which does this database operation for you and its expected to do certain operations such as Add, Delete, Modify. You know that database can be implemented in many ways, it could be talking to file system or a RDBM server such as MySQL etc. So you as programmer, would define an interface that you could use, such as...
public interface DBOperation {
public void addEmployee(Employee newEmployee);
public void modifyEmployee(int id, Employee newInfo);
public void deleteEmployee(int id);
}
Now you may have multiple implementations, lets say we have one for RDBMS and other for direct file-system
public class DBOperation_RDBMS implements DBOperation
// implements DBOperation above stating that you intend to implement all
// methods in DBOperation
public void addEmployee(Employee newEmployee) {
// here I would get JDBC (Java's Interface to RDBMS) handle
// add an entry into database table.
}
public void modifyEmployee(int id, Employee newInfo) {
// here I use JDBC handle to modify employee, and id to index to employee
}
public void deleteEmployee(int id) {
// here I would use JDBC handle to delete an entry
}
}
Lets have File System database implementation
public class DBOperation_FileSystem implements DBOperation
public void addEmployee(Employee newEmployee) {
// here I would Create a file and add a Employee record in to it
}
public void modifyEmployee(int id, Employee newInfo) {
// here I would open file, search for record and change values
}
public void deleteEmployee(int id) {
// here I search entry by id, and delete the record
}
}
Lets see how main can switch between the two
public class Main {
public static void main(String[] args) throws Exception {
Employee emp = new Employee();
... set employee information
DBOperation dboper = null;
// declare your db operation object, not there is no instance
// associated with it
if(args[0].equals("use_rdbms")) {
dboper = new DBOperation_RDBMS();
// here conditionally, i.e when first argument to program is
// use_rdbms, we instantiate RDBM implementation and associate
// with variable dboper, which delcared as DBOperation.
// this is where runtime binding of polymorphism kicks in
// JVM is allowing this assignment because DBOperation_RDBMS
// has a "is a" relationship with DBOperation.
} else if(args[0].equals("use_fs")) {
dboper = new DBOperation_FileSystem();
// similarly here conditionally we assign a different instance.
} else {
throw new RuntimeException("Dont know which implemnation to use");
}
dboper.addEmployee(emp);
// now dboper is refering to one of the implementation
// based on the if conditions above
// by this point JVM knows dboper variable is associated with
// 'a' implemenation, and it will call appropriate method
}
}
You can use polymorphism concept in many places, one praticle example would be: lets you are writing image decorer, and you need to support the whole bunch of images such as jpg, tif, png etc. So your application will define an interface and work on it directly. And you would have some runtime binding of various implementations for each of jpg, tif, pgn etc.
One other important use is, if you are using java, most of the time you would work on List interface, so that you can use ArrayList today or some other interface as your application grows or its needs change.
Polymorphism allows you to write code that uses objects. You can then later create new classes that your existing code can use with no modification.
For example, suppose you have a function Lib2Groc(vehicle) that directs a vehicle from the library to the grocery store. It needs to tell vehicles to turn left, so it can call TurnLeft() on the vehicle object among other things. Then if someone later invents a new vehicle, like a hovercraft, it can be used by Lib2Groc with no modification.
I guess sometimes objects are dynamically called. You are not sure whether the object would be a triangle, square etc in a classic shape poly. example.
So, to leave all such things behind, we just call the function of derived class and assume the one of the dynamic class will be called.
You wouldn't care if its a sqaure, triangle or rectangle. You just care about the area. Hence the getArea method will be called depending upon the dynamic object passed.
One of the most significant benefit that you get from polymorphic operations is ability to expand.
You can use same operations and not changing existing interfaces and implementations only because you faced necessity for some new stuff.
All that we want from polymorphism - is simplify our design decision and make our design more extensible and elegant.
You should also draw attention to Open-Closed Principle (http://en.wikipedia.org/wiki/Open/closed_principle) and for SOLID (http://en.wikipedia.org/wiki/Solid_%28Object_Oriented_Design%29) that can help you to understand key OO principles.
P.S. I think you are talking about "Dynamic polymorphism" (http://en.wikipedia.org/wiki/Dynamic_polymorphism), because there are such thing like "Static polymorphism" (http://en.wikipedia.org/wiki/Template_metaprogramming#Static_polymorphism).
You don't need polymorphism.
Until you do.
Then its friggen awesome.
Simple answer that you'll deal with lots of times:
Somebody needs to go through a collection of stuff. Let's say they ask for a collection of type MySpecializedCollectionOfAwesome. But you've been dealing with your instances of Awesome as List. So, now, you're going to have to create an instance of MSCOA and fill it with every instance of Awesome you have in your List<T>. Big pain in the butt, right?
Well, if they asked for an IEnumerable<Awesome>, you could hand them one of MANY collections of Awesome. You could hand them an array (Awesome[]) or a List (List<Awesome>) or an observable collection of Awesome or ANYTHING ELSE you keep your Awesome in that implements IEnumerable<T>.
The power of polymorphism lets you be type safe, yet be flexible enough that you can use an instance many many different ways without creating tons of code that specifically handles this type or that type.
Tabbed Applications
A good application to me is generic buttons (for all tabs) within a tabbed-application - even the browser we are using it is implementing Polymorphism as it doesn't know the tab we are using at the compile-time (within the code in other words). Its always determined at the Run-time (right now! when we are using the browser.)

Managing inter-object relationships

How do you code special cases for objects?
For example, let's say I'm coding an rpg - there are N = 5 classes. There are N^2 relationships in a matrix that would determine if character A could attack (or use ability M on) character B (ignoring other factors for now).
How would I code this up in OOP without putting special cases all over the place?
Another way to put it is, I have something maybe
ClassA CharacterA;
ClassB CharacterB;
if ( CharacterA can do things to CharacterB )
I'm not sure what goes inside that if statement, rather it be
if ( CharacterA.CanDo( CharacterB ) )
or a metaclass
if ( Board.CanDo( CharacterA, CharacterB ) )
when the CanDo function should depend on ClassA and ClassB, or attributes/modifiers with ClassA/ClassB?
i would start with a canSee(Monster monster) or canBeSeenBy(Monster monster) method and see what happens. you may end up with a Visibilility class or end up using the http://en.wikipedia.org/wiki/Visitor_pattern. an extreme example is uncle bobs triple dispatch:
// visitor with triple dispatch. from a post to comp.object by robert martin http://www.oma.com
/*
In this case, we are actually using a triple dispatch, because we have two
types to resolve. The first dispatch is the virtual Collides function which
resolves the type of the object upon which Collides is called. The second
dispatch is the virtual Accept function which resolves the type of the
object passed into Collides. Now that we know the type of both objects, we
can call the appropriate global function to calculate the collision. This
is done by the third and final dispatch to the Visit function.
*/
interface AbstractShape
{
boolean Collides(final AbstractShape shape);
void Accept(ShapeVisitor visitor);
}
interface ShapeVisitor
{
abstract public void Visit(Rectangle rectangle);
abstract public void Visit(Triangle triangle);
}
class Rectangle implements AbstractShape
{
public boolean Collides(final AbstractShape shape)
{
RectangleVisitor visitor=new RectangleVisitor(this);
shape.Accept(visitor);
return visitor.result();
}
public void Accept(ShapeVisitor visitor)
{ visitor.Visit(this); } // visit Rectangle
}
class Triangle implements AbstractShape
{
public boolean Collides(final AbstractShape shape)
{
TriangleVisitor visitor=new TriangleVisitor(this);
shape.Accept(visitor);
return visitor.result();
}
public void Accept(ShapeVisitor visitor)
{ visitor.Visit(this); } // visit Triangle
}
class collision
{ // first dispatch
static boolean Collides(final Triangle t,final Triangle t2) { return true; }
static boolean Collides(final Rectangle r,final Triangle t) { return true; }
static boolean Collides(final Rectangle r,final Rectangle r2) { return true; }
}
// visitors.
class TriangleVisitor implements ShapeVisitor
{
TriangleVisitor(final Triangle triangle)
{ this.triangle=triangle; }
public void Visit(Rectangle rectangle)
{ result=collision.Collides(rectangle,triangle); }
public void Visit(Triangle triangle)
{ result=collision.Collides(triangle,this.triangle); }
boolean result() {return result; }
private boolean result=false;
private final Triangle triangle;
}
class RectangleVisitor implements ShapeVisitor
{
RectangleVisitor(final Rectangle rectangle)
{ this.rectangle=rectangle; }
public void Visit(Rectangle rectangle)
{ result=collision.Collides(rectangle,this.rectangle); }
public void Visit(Triangle triangle)
{ result=collision.Collides(rectangle,triangle); }
boolean result() {return result; }
private boolean result=false;
private final Rectangle rectangle;
}
public class MartinsVisitor
{
public static void main (String[] args)
{
Rectangle rectangle=new Rectangle();
ShapeVisitor visitor=new RectangleVisitor(rectangle);
AbstractShape shape=new Triangle();
shape.Accept(visitor);
}
}
Steve Yegge has an awesome blog post about the Properties pattern that you could use handle this. In fact, he wrote an RPG using it!
http://steve-yegge.blogspot.com/2008/10/universal-design-pattern.html
You might say player1 is a type1 and type1s can attack type2s and player2 is a type2, so unless there is some "override" on the specific player1, player1 can attack player2.
This enables very robust and extensible behavior.
What is the definition of "see"? If they occupy the same square? If so, this will be answered in how you implement collision detection (or whatever in this case) rather then OOP relationships between characters. Without knowing more information, I would approach the problem in this manner (in C++/pseudo code for illustration):
class Character {
private:
matrixSquare placement;
public:
Character() {};
~Character {};
matrixSquare getLocation() { return placement;};
};
class GameBoard {
private:
//your 5 x 5 matrix here
public:
GameBoard() {};
~GameBoard() {};
boolean isOccupied(matrixSquare)
{
if (occupied)
{
//do something
return true;
}
else
{
return false;
}
}
};
The trick here is to define the relationship between your character pieces and your implementation of the playing field. After that is established you could then clarify how you determine if two characters are in the same square, adjoining squares, etc... Hope that helps.
I would say use design patterns, generally I think Observer, Mediator and Visitor patterns are quite good for managing complex inter-object relationships.
I would (assuming C++) give each class a std::string identifier, returned by a getter method on the class's instance, and use a std::map< std::pair<std::string, std::string>, ... > to encode the special cases of relationship between classes, all nice and ordered in one place. I'd also access that map exclusively through a getter function so that changing the strategy for encoding some or all of the special cases is made easy as pie. E.g.: if only a few pairs of classes out of the 25 have the "invisibility" property, the map in that case might contain only the few exceptions that do have that property (for a boolean property like this a std::set might actually be a preferable implementation, in C+_).
Some OO languages have multi-dispatch (Common Lisp and Dylan are the two that come to mind at the moment), but for all the (vast majority) of languages that lack it, this is a good approach (in some cases you'll find that a centralized map / dict is restrictive and refactor to a Dynamic Visitor design pattern or the like, but thanks to the "getter function" such refactorings will be pretty transparent to all the rest of your code).
In response to your edit of your question, you'll want to look into polymorphism. I personally would have the cando() function be a part of the Board, then, depending on the two classes passed in, the Board would call the appropriate function and return the result (of battle, of seeing, so on and so forth).
If you're doing this in java an enum/interface to go along with your Game Board would be a very clean way of approaching this problem.
I suggest you look at double dispatch pattern.
http://c2.com/cgi/wiki?DoubleDispatchExample
The above example explains how a group of printers can print a group of shapes.
http://en.wikipedia.org/wiki/Double_dispatch
The wikipedia example specifically mentions solving adaptive collision problems with this pattern.

Alternative to the visitor pattern?

I am looking for an alternative to the visitor pattern. Let me just focus on a couple of pertinent aspects of the pattern, while skipping over unimportant details. I'll use a Shape example (sorry!):
You have a hierarchy of objects that implement the IShape interface
You have a number of global operations that are to be performed on all objects in the hierarchy, e.g. Draw, WriteToXml etc...
It is tempting to dive straight in and add a Draw() and WriteToXml() method to the IShape interface. This is not necessarily a good thing - whenever you wish to add a new operation that is to be performed on all shapes, each IShape-derived class must be changed
Implementing a visitor for each operation i.e. a Draw visitor or a WirteToXml visitor encapsulates all the code for that operation in one class. Adding a new operation is then a matter of creating a new visitor class that performs the operation on all types of IShape
When you need to add a new IShape-derived class, you essentially have the same problem as you did in 3 - all visitor classes must be changed to add a method to handle the new IShape-derived type
Most places where you read about the visitor pattern state that point 5 is pretty much the main criteria for the pattern to work and I totally agree. If the number of IShape-derived classes is fixed, then this can be a quite elegant approach.
So, the problem is when a new IShape-derived class is added - each visitor implementation needs to add a new method to handle that class. This is, at best, unpleasant and, at worst, not possible and shows that this pattern is not really designed to cope with such changes.
So, the question is has anybody come across alterative approaches to handling this situation?
You might want to have a look at the Strategy pattern. This still gives you a separation of concerns while still being able to add new functionality without having to change each class in your hierarchy.
class AbstractShape
{
IXmlWriter _xmlWriter = null;
IShapeDrawer _shapeDrawer = null;
public AbstractShape(IXmlWriter xmlWriter,
IShapeDrawer drawer)
{
_xmlWriter = xmlWriter;
_shapeDrawer = drawer;
}
//...
public void WriteToXml(IStream stream)
{
_xmlWriter.Write(this, stream);
}
public void Draw()
{
_drawer.Draw(this);
}
// any operation could easily be injected and executed
// on this object at run-time
public void Execute(IGeneralStrategy generalOperation)
{
generalOperation.Execute(this);
}
}
More information is in this related discussion:
Should an object write itself out to a file, or should another object act on it to perform I/O?
There is the "Visitor Pattern With Default", in which you do the visitor pattern as normal but then define an abstract class that implements your IShapeVisitor class by delegating everything to an abstract method with the signature visitDefault(IShape).
Then, when you define a visitor, extend this abstract class instead of implementing the interface directly. You can override the visit* methods you know about at that time, and provide for a sensible default. However, if there really isn't any way to figure out sensible default behavior ahead of time, you should just implement the interface directly.
When you add a new IShape subclass, then, you fix the abstract class to delegate to its visitDefault method, and every visitor that specified a default behavior gets that behavior for the new IShape.
A variation on this if your IShape classes fall naturally into a hierarchy is to make the abstract class delegate through several different methods; for example, an DefaultAnimalVisitor might do:
public abstract class DefaultAnimalVisitor implements IAnimalVisitor {
// The concrete animal classes we have so far: Lion, Tiger, Bear, Snake
public void visitLion(Lion l) { visitFeline(l); }
public void visitTiger(Tiger t) { visitFeline(t); }
public void visitBear(Bear b) { visitMammal(b); }
public void visitSnake(Snake s) { visitDefault(s); }
// Up the class hierarchy
public void visitFeline(Feline f) { visitMammal(f); }
public void visitMammal(Mammal m) { visitDefault(m); }
public abstract void visitDefault(Animal a);
}
This lets you define visitors that specify their behavior at whatever level of specificity you wish.
Unfortunately, there is no way to avoid doing something to specify how visitors will behave with a new class - either you can set up a default ahead of time, or you can't. (See also the second panel of this cartoon )
I maintain a CAD/CAM software for metal cutting machine. So I have some experience with this issues.
When we first converted our software (it was first released in 1985!) to a object oriented designed I did just what you don't like. Objects and Interfaces had Draw, WriteToFile, etc. Discovering and reading about Design Patterns midway through the conversion helped a lot but there were still a lot of bad code smells.
Eventually I realized that none of these types of operations were really the concern of the object. But rather the various subsystems that needed to do the various operations. I handled this by using what is now called a Passive View Command object, and well defined Interface between the layers of software.
Our software is structured basically like this
The Forms implementing various Form
Interface. These forms are a thing shell passing events to the UI Layer.
UI layer that receives Events and manipulate forms through the Form interface.
The UI Layer will execute commands that all implement the Command interface
The UI Object have interfaces of their own that the command can interact with.
The Commands get the information they need, process it, manipulates the model and then report back to the UI Objects which then does anything needed with the forms.
Finally the models which contains the various objects of our system. Like Shape Programs, Cutting Paths, Cutting Table, and Metal Sheets.
So Drawing is handled in the UI Layer. We have different software for different machines. So while all of our software share the same model and reuse many of the same commands. They handle things like drawing very different. For a example a cutting table is draw different for a router machine versus a machine using a plasma torch despite them both being esstentially a giant X-Y flat table. This because like cars the two machines are built differently enough so that there is a visual difference to the customer.
As for shapes what we do is as follows
We have shape programs that produce cutting paths through the entered parameters. The cutting path knows which shape program produced. However a cutting path isn't a shape. It just the information needed to draw on the screen and to cut the shape. One reason for this design is that cutting paths can be created without a shape program when they are imported from a external app.
This design allows us to separate the design of the cutting path from the design of the shape which are not always the same thing. In your case likely all you need to package is the information needed to draw the shape.
Each shape program has a number of views implementing a IShapeView Interface. Through the IShapeView interface the shape program can tell the generic shape form we have how to setup itself up to show the parameters of that shape. The generic shape form implements a IShapeForm interface and registers itself with the ShapeScreen Object. The ShapeScreen Object registers itself with our application object. The shape views use whatever shapescreen that registers itself with the application.
The reason for the multiple views that we have customers that like to enter shapes in different ways. Our customer base is split in half between those who like to enter shape parameters in a table form and those who like to enter with a graphical representation of the shape in front of them. We also need to access the parameters at times through a minimal dialog rather than our full shape entry screen. Hence the multiple views.
Commands that manipulate shapes fall in one of two catagories. Either they manipulate the cutting path or they manipulate the shape parameters. To manipulate the shape parameters generally we either throw them back into the shape entry screen or show the minimal dialog. Recalculate the shape, and display it in the same location.
For the cutting path we bundled up each operation in a separate command object. For example we have command objects
ResizePath
RotatePath
MovePath
SplitPath
and so on.
When we need to add new functionality we add another command object, find a menu, keyboard short or toolbar button slot in the right UI screen and setup the UI object to ececute that command.
For example
CuttingTableScreen.KeyRoute.Add vbShift+vbKeyF1, New MirrorPath
or
CuttingTableScreen.Toolbar("Edit Path").AddButton Application.Icons("MirrorPath"),"Mirror Path", New MirrorPath
In both instances the Command object MirrorPath is being associated with a desired UI element. In the execute method of MirrorPath is all the code needed to mirror the path in a particular axis. Likely the command will have it's own dialog or use one of the UI elements to ask the user which axis to mirror. None of this is making a visitor, or adding a method to the path.
You will find that a lot can be handled through bundling actions into commands. However I caution that is not a black or white situation. You will still find that certain things work better as methods on the original object. In may experience I found that perhaps 80% of what I used to do in methods were able to be moved into the command. The last 20% just plain work better on the object.
Now some may not like this because it seems to violate encapsulations. From maintaining our software as a object oriented system for the last decade I have to say the MOST important long term thing you can do is clearly document the interactions between the different layers of your software and between the different objects.
Bundling actions into Command objects helps with this goal way better than a slavish devotion to the ideals of encapsulation. Everything that is needs to be done to Mirror a Path is bundled in the Mirror Path Command Object.
Visitor design pattern is a workaround, not a solution to the problem. Short answer would be pattern matching.
Regardless of what path you take, the implementation of alternate functionality that is currently provided by the Visitor pattern will have to 'know' something about the concrete implementation of the interface that it is working on. So there is no getting around the fact that you are going to have to write addition 'visitor' functionality for each additional implementation. That said what you are looking for is a more flexible and structured approach to creating this functionality.
You need to separate out the visitor functionality from the interface of the shape.
What I would propose is a creationist approach via an abstract factory to create replacement implementations for visitor functionality.
public interface IShape {
// .. common shape interfaces
}
//
// This is an interface of a factory product that performs 'work' on the shape.
//
public interface IShapeWorker {
void process(IShape shape);
}
//
// This is the abstract factory that caters for all implementations of
// shape.
//
public interface IShapeWorkerFactory {
IShapeWorker build(IShape shape);
...
}
//
// In order to assemble a correct worker we need to create
// and implementation of the factory that links the Class of
// shape to an IShapeWorker implementation.
// To do this we implement an abstract class that implements IShapeWorkerFactory
//
public AbsractWorkerFactory implements IShapeWorkerFactory {
protected Hashtable map_ = null;
protected AbstractWorkerFactory() {
map_ = new Hashtable();
CreateWorkerMappings();
}
protected void AddMapping(Class c, IShapeWorker worker) {
map_.put(c, worker);
}
//
// Implement this method to add IShape implementations to IShapeWorker
// implementations.
//
protected abstract void CreateWorkerMappings();
public IShapeWorker build(IShape shape) {
return (IShapeWorker)map_.get(shape.getClass())
}
}
//
// An implementation that draws circles on graphics
//
public GraphicsCircleWorker implements IShapeWorker {
Graphics graphics_ = null;
public GraphicsCircleWorker(Graphics g) {
graphics_ = g;
}
public void process(IShape s) {
Circle circle = (Circle)s;
if( circle != null) {
// do something with it.
graphics_.doSomething();
}
}
}
//
// To replace the previous graphics visitor you create
// a GraphicsWorkderFactory that implements AbstractShapeFactory
// Adding mappings for those implementations of IShape that you are interested in.
//
public class GraphicsWorkerFactory implements AbstractShapeFactory {
Graphics graphics_ = null;
public GraphicsWorkerFactory(Graphics g) {
graphics_ = g;
}
protected void CreateWorkerMappings() {
AddMapping(Circle.class, new GraphicCircleWorker(graphics_));
}
}
//
// Now in your code you could do the following.
//
IShapeWorkerFactory factory = SelectAppropriateFactory();
//
// for each IShape in the heirarchy
//
for(IShape shape : shapeTreeFlattened) {
IShapeWorker worker = factory.build(shape);
if(worker != null)
worker.process(shape);
}
It still means that you have to write concrete implementations to work on new versions of 'shape' but because it is completely separated from the interface of shape, you can retrofit this solution without breaking the original interface and software that interacts with it. It acts as a sort of scaffolding around the implementations of IShape.
If you're using Java: Yes, it's called instanceof. People are overly scared to use it. Compared to the visitor pattern, it's generally faster, more straightforward, and not plagued by point #5.
If you have n IShapes and m operations that behave differently for each shape, then you require n*m individual functions. Putting these all in the same class seems like a terrible idea to me, giving you some sort of God object. So they should be grouped either by IShape, by putting m functions, one for each operation, in the IShape interface, or grouped by operation (by using the visitor pattern), by putting n functions, one for each IShape in each operation/visitor class.
You either have to update multiple classes when you add a new IShape or when you add a new operation, there is no way around it.
If you are looking for each operation to implement a default IShape function, then that would solve your problem, as in Daniel Martin's answer: https://stackoverflow.com/a/986034/1969638, although I would probably use overloading:
interface IVisitor
{
void visit(IShape shape);
void visit(Rectangle shape);
void visit(Circle shape);
}
interface IShape
{
//...
void accept(IVisitor visitor);
}
I have actually solved this problem using the following pattern. I do not know if it has a name or not!
public interface IShape
{
}
public interface ICircleShape : IShape
{
}
public interface ILineShape : IShape
{
}
public interface IShapeDrawer
{
void Draw(IShape shape);
/// <summary>
/// Returns the type of the shape this drawer is able to draw!
/// </summary>
Type SourceType { get; }
}
public sealed class LineShapeDrawer : IShapeDrawer
{
public Type SourceType => typeof(ILineShape);
public void Draw(IShape drawing)
{
if (drawing is ILineShape)
{
// Code to draw the line
}
}
}
public sealed class CircleShapeDrawer : IShapeDrawer
{
public Type SourceType => typeof(ICircleShape);
public void Draw(IShape drawing)
{
if (drawing is ICircleShape)
{
// Code to draw the circle
}
}
}
public sealed class ShapeDrawingClient
{
private readonly IDictionary<Type, IShapeDrawer> m_shapeDrawers =
new Dictionary<Type, IShapeDrawer>();
public void Add(IShapeDrawer shapeDrawer)
{
m_shapeDrawers[shapeDrawer.SourceType] = shapeDrawer;
}
public void Draw(IShape shape)
{
Type[] interfaces = shape.GetType().GetInterfaces();
foreach (Type #interface in interfaces)
{
if (m_shapeDrawers.TryGetValue(#interface, out IShapeDrawer drawer))
{
drawer.Draw(drawing);
return;
}
}
}
}
Usage:
LineShapeDrawer lineShapeDrawer = new LineShapeDrawer();
CircleShapeDrawer circleShapeDrawer = new CircleShapeDrawer();
ShapeDrawingClient client = new ShapeDrawingClient ();
client.Add(lineShapeDrawer);
client.Add(circleShapeDrawer);
foreach (IShape shape in shapes)
{
client.Draw(shape);
}
Now if someone as the user of my library defines IRectangleShape and wants to draw it, they can simply define IRectangleShapeDrawer and add it to ShapeDrawingClient's list of drawers!