How are objects made to interact in OOP? - oop

I am trying to understand how object interactions are programmed.
I think I understand the basic principle that an object has methods that have access to its data and can change it. But what if two objects interact and something object1 does has to change the state of object2.
Say you have a Person object and a Ball object and the Person has to kick the ball, thus changing the coordinates of the ball.
Would it look something like:
person.kick(ball)
where person.kick looks like
kick(whatToKick) {
whatToKick.changeCoord();
}
Is this at all correct?
Should an objects state only be changed by its own methods?
Is the pattern for object interaction always:
Passing a reference of object1 to object2
Having object2's method call object1's methods to retrieve or change object1's state?
Also if anybody could recommend a book on OOP principles and design patterns that would be very nice.
Thanks.

Basically, what you wrote is correct:
The state of an object should only be modified by that object's methods. Otherwise you would have to make the state public and lose encapsulation.
If object A needs to call a method of object B, it needs a reference of B. How else should the method be called.
But what's more important: You seem to assume that OOP is all about modifying objects' state. Unfortunately this impression is given by many introductions. But it is not true. Mutable state causes lots of issues, making programs harder to read and to test. Fortunately most of what you probably need can be done with immutable objects. Just google for immutability. I also recommend to have a look at functional programming where immutability is standard.
(I won't answer your last question because it is off-topic here.)

Related

Does MVC break encapsulation?

Let's say I have an class to model a city. Its characteristics are the following:
It has only two properties "name" and "population", both private, that are set in the constructor.
It has getters for these properties, but not setters.
I don't want any user of this class to set the properties, I want them to use a public .edit() method.
This method needs opens up a form to input the new name of the city and population, i.e.: a view. Then, if I have a view, I would like to implement the MVC pattern, so the idea would be that the controller receives the .edit() call, renders the view, retrieves the data back, and sends it to the view so that it changes its state.
But, if I do so, I have to change the properties of the city model from private to public. So, if any user instantiates my class, she/he can directly change the properties.
So, the philosophical question: Isn't that breaking the encapsulation?
EDIT Just to make it more explicit:
This city_instance.edit() method should be the only way to mutate the object.
Besides, I see that part of my problems comes from the misunderstanding that a model is an object (you can read that on php mvc frameworks), when it is actually a different abstraction, it's a layer that groups the business logic (domain objects + I guess more things)
Disclaimer: I don't really understand where are you proposing the .edit() method to be implemented, so it would help if you could clarify that a little bit there.
The first thing to consider here is that in the bulleted list of your question you seem to imply that a City instance acts like an immutable object: it takes its instance variables in the constructor and doesn't allow anybody in the outside to change them. However, you later state that you actually want to create a way to visually edit a City instance. This two requirements are clearly going to create some tension, since they are kind of opposites.
If you go the MVC approach, by separating the view from the model you have two main choices:
Treat your City objects as immutable and, instead of editing an instance when the values are changed in the form, throw away the original object and create a new one.
Provide a way to mutate an existing City instance.
The first approach keeps your model intact if you actually consider a City as an immutable object. For the second one there are many different ways to go:
The most standard way is to provide, in the City class, a mutator. This can have the shape of independent setters for each property or a common message (I think this is the .edit() method you mentioned) to alter many properties at once by taking an array. Note that here you don't take a form object as a parameter, since models should not be aware of the views. If you want your view to take note of internal changes in the model, you use the Observer pattern.
Use "friend" classes for controllers. Some languages allow for friend classes to access an object's internals. In this case you could create a controller that is a friend class of your model that can make the connection between the model and the view without having to add mutators to your model.
Use reflection to accomplish something similar to the friend classes.
The first of this three approaches is the only language agnostic choice. Whether that breaks encapsulation or not is kind of difficult to say, since the requirements themselves would be conflicting (It would basically mean wanting to have a model separated from the view that can be altered by the user but that doesn't allow the model itself to be changed for the outside). I would however agree that separating the model from the view promotes having an explicit mutation mechanism if you want mutable instances.
HTH
NOTE: I'm referring to MVC as it applies to Web applications. MVC can apply to many kinds of apps, and it's implemented in many kinds of ways, so it's really hard to say MVC does or does not do any specific thing unless you are talking strictly about something defined by the pattern, and not a particular implementation.
I think you have a very specific view of what "encapsulation" is, and that view does not agree with the textbook definition of encapsulation, nor does it agree with the common usage of it. There is no definition of "Encapsulation" I can find that requires that there be no setters. In fact, since Setters are in and of themselves methods that be used to "edit" the object, it's kind of a silly argument.
From the Wikipedia entry (note where it says "like getter and setter"):
In general, encapsulation is one of the four fundamentals of OOP (object-oriented programming). Encapsulation is to hide the variables or something inside a class, preventing unauthorized parties to use. So the public methods like getter and setter access it and the other classes call these methods for accessing.
http://en.wikipedia.org/wiki/Encapsulation_(object-oriented_programming)
Now, that's not to say that MVC doesn't break encapsulation, I'm just saying that your idea of what Encapsulation is is very specific and not particularly canonical.
Certainly, there are a number of problems that using Getters and Setters can cause, such as returning lists that you can then change directly outside of the object itself. You have to be careful (if you care) to keep your data hidden. You can also replace a collection with another collection, which is probably not what you intend.
The Law of Demeter is more relevant here than anything else.
But all of this is really just a red herring anyways. MVC is only about the GUI, and the GUI should be as simple as possible. It should have almost no logic in either the view or the controller. You should be using simple view models to deserialize your form data into a simple structure, which can the be used to apply to any business architecture you like (if you don't want setters, then create your business layer with objects that don't use setters and use mutattors.).
There is little need for complex architecture in the UI layer. The UI layer is more of a boundary and gateway that translates the flat form and command nature of HTTP to whatever business object model you choose. As such, it's not going to be purely OO at the UI level, because HTTP isn't.
This is called an Impedance Mismatch, which is often associated with ORM's, because Object models do not map easily to relational models. The same is true of HTTP to Business objects. You can think of MVC as a corollary to an ORM in that respect.

can overriding of a method be prevented by downcasting to a superclass?

I'm trying to understand whether the answer to the following question is the same in all major OOP languages; and if not, then how do those languages differ.
Suppose I have class A that defines methods act and jump; method act calls method jump. A's subclass B overrides method jump (i.e., the appropriate syntax is used to ensure that whenever jump is called, the implementation in class B is used).
I have object b of class B. I want it to behave exactly as if it was of class A. In other words, I want the jump to be performed using the implementation in A. What are my options in different languages?
For example, can I achieve this with some form of downcasting? Or perhaps by creating a proxy object that knows which methods to call?
I would want to avoid creating a brand new object of class A and carefully setting up the sharing of internal state between a and b because that's obviously not future-proof, and complicated. I would also want to avoid copying the state of b into a brand new object of class A because there might be a lot of data to copy.
UPDATE
I asked this question specifically about Python, but it seems this is impossible to achieve in Python and technically it can be done... kinda..
It appears that apart from technical feasibility, there's a strong argument against doing this from a design perspective. I'm asking about that in a separate question.
The comments reiterated: Prefer composition over inheritance.
Inheritance works well when your subclasses have well defined behavioural differences from their superclass, but you'll frequently hit a point where that model gets awkward or stops making sense. At that point, you need to reconsider your design.
Composition is usually the better solution. Delegating your object's varying behaviour to a different object (or objects) may reduce or eliminate your need for subclassing.
In your case, the behavioural differences between class A and class B could be encapsulated in the Strategy pattern. You could then change the behaviour of class A (and class B, if still required) at the instance level, simply by assigning a new strategy.
The Strategy pattern may require more code in the short run, but it's clean and maintainable. Method swizzling, monkey patching, and all those cool things that allow us to poke around in our specific language implementation are fun, but the potential for unexpected side effects is high and the code tends to be difficult to maintain.
What you are asking is completely unrelated/unsupported by OOP programming.
If you subclass an object A with class B and override its methods, when a concrete instance of B is created then all the overriden/new implementation of the base methods are associated with it (either we talk about Java or C++ with virtual tables etc).
You have instantiated object B.
Why would you expect that you could/would/should be able to call the method of the superclass if you have overriden that method?
You could call it explicitely of course e.g. by calling super inside the method, but you can not do it automatically, and casting will not help you do that either.
I can't imagine why you would want to do that.
If you need to use class A then use class A.
If you need to override its functionality then use its subclass B.
Most programming languages go to some trouble to support dynamic dispatch of virtual functions (the case of calling the overridden method jump in a subclass instead of the parent class's implementation) -- to the degree that working around it or avoiding it is difficult. In general, specialization/polymorphism is a desirable feature -- arguably a goal of OOP in the first place.
Take a look at the Wikipedia article on Virtual Functions, which gives a useful overview of the support for virtual functions in many programming languages. It will give you a place to start when considering a specific language, as well as the trade-offs to weigh when looking at a language where the programmer can control how dispatch behaves (see the section on C++, for example).
So loosely, the answer to your question is, "No, the behavior is not the same in all programming languages." Furthermore, there is no language independent solution. C++ may be your best bet if you need the behavior.
You can actually do this with Python (sort of), with some awful hacks. It requires that you implement something like the wrappers we were discussing in your first Python-specific question, but as a subclass of B. You then need to implement write-proxying as well (the wrapper object shouldn't contain any of the state normally associated with the class hierarchy, it should redirect all attribute access to the underlying instance of B.
But rather than redirecting method lookup to A and then calling the method with the wrapped instance, you'd call the method passing the wrapper object as self. This is legal because the wrapper class is a subclass of B, so the wrapper instance is an instance of the classes whose methods you're calling.
This would be very strange code, requiring you to dynamically generate classes using both IS-A and HAS-A relationships at the same time. It would probably also end up fairly fragile and have bizarre results in a lot of corner cases (you generally can't write 100% perfect wrapper classes in Python exactly because this sort of strange thing is possible).
I'm completely leaving aside weather this is a good idea or not.

Correct OOP design without getters?

I recently read that getters/setters are evil and I have to say it makes sense, yet when I started learning OOP one of the first things I learned was "Encapsulate your fields" so I learned to create class give it some fields, create getters, setters for them and create constructor where I initialize these fields. And every time some other class needs to manipulate this object (or for instance display it) I pass it the object and it manipulate it using getters/setters. I can see problems with this approach.
But how to do it right? For instance displaying/rendering object that is "data" class - let's say Person, that has name and date of birth. Should the class have method for displaying the object where some Renderer would be passed as an argument? Wouldn't that violate principle that class should have only one purpose (in this case store state) so it should not care about presentation of this object.
Can you suggest some good resources where best practices in OOP design are presented? I'm planning to start a project in my spare time and I want it to be my learning project in correct OOP design..
Allen Holub made a big splash with "Why getter and setter methods are evil" back in 2003.
It's great that you've found and read the article. I admire anybody who's learning and thinking critically about what they're doing.
But take Mr. Holub with a grain of salt.
This is one view that got a lot of attention for its extreme position and the use of the word "evil", but it hasn't set the world on fire or been generally accepted as dogma.
Look at C#: they actually added syntactic sugar to the language to make get/set operations easier to write. Either this confirms someone's view of Microsoft as an evil empire or contradicts Mr. Holub's statement.
The fact is that people write objects so that clients can manipulate state. It doesn't mean that every object written that way is wrong, evil, or unworkable.
The extreme view is not practical.
"Encapsulate your fields" so I learned to create class give it some fields, create getters, setters
Python folks do not do this. Yet, they are still doing OO programming. Clearly, fussy getters and setters aren't essential.
They're common, because of limitations in C++ and Java. But they don't seem to be essential.
Python folks use properties sometimes to create a getter and setter functions that look like a simple attribute.
The point is that "Encapsulation" is a Design strategy. It has little or nothing to do with the implementation. You can have all public attributes, and still a nicely encapsulated design.
Also note that many people worry about "someone else" who "violates" the design by directly accessing attributes. I suppose this could happen, but then the class would stop working correctly.
In C++ (and Java) where you cannot see the source, it can be hard to understand the interface, so you need lots of hints. private methods, explicit getters and setters, etc.
In Python, where you can see all the source, it's trivial to understand the interface. We don't need to provide so many hints. As we say "Use the source, Luke" and "We're all adults here." We're all able to see the source, we don't need to be fussy about piling on getters and setters to provide yet more hints as to how the API works.
For instance displaying/rendering object that is "data" class - let's say Person, that has name and date of birth. Should the class have method for displaying the object where some Renderer would be passed as an argument?
Good idea.
Wouldn't that violate principle that class should have only one purpose (in this case store state) so it should not care about presentation of this object.
That's why the Render object is separate. Your design is quite nice.
No reason why a Person object can't call a general-purpose renderer and still have a narrow set of responsibilities. After all the Person object is responsible for the attributes, and passing those attributes to a Renderer is well within it's responsibilities.
If it's truly a problem (and it can be in some applications), you can introduce Helper classes. So the PersonRenderer class does Rendering of Person data. That way a change to Person also requires changes to PersonRenderer -- and nothing else. This is the Data Access Object design pattern.
Some folks will make the Render an internal class, contained within Person, so it's Person.PersonRenderer to enforce some more serious containment.
If you have getters and setters, you don't have encapsulation. And they are not necessary. Consider the std::string class. This has quite a complicated internal representation, yet has no getters or setters, and only one element of the representation is (probably) exposed simply by returning its value (i.e. size()). That's the kind of thing you should be aiming for.
The basic concept of why they are considered to be evil is, that a class/object should export function and not state. The state of an object is made of its members. Getters and Setters let external users read/modify the state of an object without using any function.
Hence the idea, that except for DataTransferObjects for which you might have Getters and a constructor for setting the state, the members of an objects should only be modified by calling a functionality of an object.
Why do you think getters are evil? See a post with answers proving the opposite:
Purpose of private members in a class
IMHO it contains a lot of what can rightfully be called "OOP best practices".
Update: OK, reading the article you are referring to, I understand more clearly what the issue is. And it's a whole different story from what the provocative title of the article suggests. I haven't yet read the full article, but AFAIU the basic point is that one should not unnecessarily publish class fields via mindlessly added (or generated) getters and setters. And with this point I fully agree.
By designing carefully and focusing on what you must do rather than how
you'll do it, you eliminate the vast majority of getter/setter methods in
your program. Don't ask for the information you need to do the work;
ask the object that has the information to do the work for you.
So far so good. However, I don't agree that providing a getter like this
int getSomeField();
inherently compromises your class design. Well it does, if you haven't designed your class interface well. Then, of course, it might happen that you realize too late that the field should be a long rather than an int, and changing it would break 1000 places in client code. IMHO in such case the designer is to blame, not the poor getter.
In some languages, like C++, there's the concept of friend. Using this concept you can make implementation details of a class visible to only a subset of other classes (or even functions). When you use Get/Set indiscriminately you give everyone access to everything.
When used sparingly friend is an excellent way of increasing encapsulation.
Assume you have many entity classes in your designs, and suppose they have a base class like Data. Adding different getter and setter methods for concrete implementations will pollute the client code that uses these entities like lots of dynamic_casts, to call required getter and setter methods.
Therefore, getter and setter methods may remain where they are, but you should protected client code. My recommendation would be to apply Visitor pattern or data collector for these cases.
In other words, ask yourself why do I need these accessor methods, how do I manipulate these entities? And then apply these manipulations in Visitor classes to keep client code clean, also extend the functionality of entity classes without polluting their code.
In the following paper concerning endotesting you'll find a pattern to avoid getters (in some circumstances) using what the author calls 'smart handlers'. It has a lot in common with how Holub approaches avoiding some getters.
http://www.mockobjects.com/files/endotesting.pdf
Anything that is public is part of the API of the class. Changing these parts may break other stuff, relying on that. A public field, that is not only connected with an API, but with internal representation, can be risky. Example: You save data in a field as an array. This array is public, so the data can be changed from other classes. Later you decide to switch to a generic List. Code that use this field as an array is broken.

Objective-C newbie: Does anyone know of diagrams that explain class, objects and methods?

As you may have guessed from the question - I am right at the beginning of the Obj-C journey.
I'm hoping that someone out there knows of some diagrams that depict the relationship between classes, objects and methods - and that they're willing to share.
The problem I'm having is that just looking at code in a textbook doesn't completely explain it - for me at least.
Thanks for reading!
Regards,
Spencer.
No diagrams, but this is the tutorial I wish I'd read before I started:
http://www.cocoadevcentral.com/d/learn_objectivec/
Simple English, all the basic concepts.
Classes are just like classes in any language. They are descriptions.
Objects are like nouns. They are an instance of a class. That is, if you had a description of a generic book (the class) and you made a thesaurus based on that description, the thesaurus would be the object.
Methods are more or less functions. If the objects are nouns, then the messages are verbs.
[ScienceBook getTableOfContents]; //this would like return a table of contents.
Here, the object ScienceBook is being sent a getTableOfContents message (method). So now, the science book would theoretically find, format and return the table of contents to whom ever sent the message.
To some extent, diagrams may not be that helpful to answer the questions you present.
It may help to think of things like this:
A "class" provides the prototype or definition for some thing. For example, a "Person" or a "Car". A common synonym for "class" is "type".
An "object" is a concrete example or instance of a class. For example, you are an instance of "Person", and your car is an instance of "Car".
A "method" is a behavior, action or property of a class. However, a method is normally only meaningful in the context of an object. "Person" -> "Eat" is not meaningful, but "you" -> "Eat" is.
These are fundamental Object-Oriented concepts that are not specific to Objective-C. If you are interested in a general overview that is language-agnostic, I recommend "Object Thinking" by David West. Even though it's from Microsoft Press, it covers the concepts rather than any specific language.
I come from a fairly strong C++ background, but I can definitely remember when I started, I had a hard time grasping at the concept until I found a way to associate it with physical objects.
The word class and object you can use almost interchangeably. Think of an object as a container, like a bucket. The word bucket would be your "class". It is the name you give to the type of object you have.
A bucket has a certain purpose...to carry something. It might be water...or perhaps sand. So perhaps you want to fill the bucket. This would be something you do to the bucket, so in objective-c, this would be your method. You might write something like:
- (void) fillWith:(elementType)something;
So in this case, "something" might be something that represents and object you wish to fill your bucket with.
Your class might look like the following:
typedef enum items {
CRAYONS,
MARKERS,
SAND,
WATER } elementType;
#class Bucket {
elementType item;
}
- (void) fillWith:(elementType)something;
#end
Here's one link to some objective-c samples. Also try the apple development center.
If you're after information on Object Orientated Programming (ie the meaning of classes, objects, methods etc) then I'd advise against Objective-C. Objective-C on the Mac relies heavily on the Cocoa framework. The Cocoa framework is vast and performs a lot of 'magic' which will make it harder to understand the fundamentals of OOP.
An easier place to start would be a language used for web development. It's easier to get to the nuts and bolts of OOP with these languages.

What do you call a method of an object that changes its class?

Let's say you have a Person object and it has a method on it, promote(), that transforms it into a Captain object. What do you call this type of method/interaction?
It also feels like an inversion of:
myCaptain = new Captain(myPerson);
Edit: Thanks to all the replies. The reason I'm coming across this pattern (in Perl, but relevant anywhere) is purely for convenience. Without knowing any implementation deals, you could say the Captain class "has a" Person (I realize this may not be the best example, but be assured it isn't a subclass).
Implementation I assumed:
// this definition only matches example A
Person.promote() {
return new Captain(this)
}
personable = new Person;
// A. this is what i'm actually coding
myCaptain = personable.promote();
// B. this is what my original post was implying
personable.promote(); // is magically now a captain?
So, literally, it's just a convenience method for the construction of a Captain. I was merely wondering if this pattern has been seen in the wild and if it had a name. And I guess yeah, it doesn't really change the class so much as it returns a different one. But it theoretically could, since I don't really care about the original.
Ken++, I like how you point out a use case. Sometimes it really would be awesome to change something in place, in say, a memory sensitive environment.
A method of an object shouldn't change its class. You should either have a member which returns a new instance:
myCaptain = myPerson->ToCaptain();
Or use a constructor, as in your example:
myCaptain = new Captain(myPerson);
I would call it a conversion, or even a cast, depending on how you use the object. If you have a value object:
Person person;
You can use the constructor method to implicitly cast:
Captain captain = person;
(This is assuming C++.)
A simpler solution might be making rank a property of person. I don't know your data structure or requirements, but if you need to something that is trying to break the basics of a language its likely that there is a better way to do it.
You might want to consider the "State Pattern", also sometimes called the "Objects for States" pattern. It is defined in the book Design Patterns, but you could easily find a lot about it on Google.
A characteristic of the pattern is that "the object will appear to change its class."
Here are some links:
Objects for States
Pattern: State
Everybody seems to be assuming a C++/Java-like object system, possibly because of the syntax used in the question, but it is quite possible to change the class of an instance at runtime in other languages.
Lisp's CLOS allows changing the class of an instance at any time, and it's a well-defined and efficient transformation. (The terminology and structure is slightly different: methods don't "belong" to classes in CLOS.)
I've never heard a name for this specific type of transformation, though. The function which does this is simply called change-class.
Richard Gabriel seems to call it the "change-class protocol", after Kiczales' AMOP, which formalized as "protocols" many of the internals of CLOS for metaprogramming.
People wonder why you'd want to do this; I see two big advantages over simply creating a new instance:
faster: changing class can be as simple as updating a pointer, and updating any slots that differ; if the classes are very similar, this can be done with no new memory allocations
simpler: if a dozen places already have a reference to the old object, creating a new instance won't change what they point to; if you need to update each one yourself, that could add a lot of complexity for what should be a simple operation (2 words, in Lisp)
That's not to say it's always the right answer, but it's nice to have the ability to do this when you want it. "Change an instance's class" and "make a new instance that's similar to that one" are very different operations, and I like being able to say exactly what I mean.
The first interesting part would be to know: why do you want/need an object changes its class at runtime?
There are various options:
You want it to respond differently to some methods for a given state of the application.
You might want it to have new functionality that the original class don't have.
Others...
Statically typed languages such as Java and C# don't allow this to happen, because the type of the object should be know at compile time.
Other programming languages such as Python and Ruby may allow this ( I don't know for sure, but I know they can add methods at runtime )
For the first option, the answer given by Charlie Flowers is correct, using the state patterns would allow a class behave differently but the object will have the same interface.
For the second option, you would need to change the object type anyway and assign it to a new reference with the extra functionality. So you will need to create another distinct object and you'll end up with two different objects.