Differences between Static Binding and Dynamic Binding - oop

I'd like to know if there's any difference between static/dynamic binding and early/late binding?

As far as I'm aware, they are basically different ways of referring to the same concepts.
Given a simple hierarchy like this:
class Phone {
...
}
class iPhone extends Phone {
public boolean isExpensive() {
return true;
}
}
class Wileyfox extends Phone {
public boolean isExpensive() {
return false;
}
}
Early/Static binding is when types and which types methods are called upon at compile time:
iPhone phone = new iPhone();
phone.isExpensive();
When calling isExpensive() method here, the compiler already knows that it needs to bind a type iPhone to the phone variable at compile time.
Late/Dynamic binding is when the compiler is not able to figure out who is going to be calling at compile time, but at runtime:
public boolean canAfford(Phone phone) {
return !phone.isExpensive();
}
In this case, the compiler is not able to determine it until the code is actually being run.

Related

How to architect an embedded system with multiple input and output capabilities. Some based on hardware, some on software settings

I have an ESP8266 project programmed in the Arduino framework that gathers data from the network and then displays on a display. The device can be built with a few different display hardware types (eink, led, oled). These are set at compile time with #defines. However there are also a few different type of data and data transport mechanisms that can be used. Some require hardware (LoRa TX/RX) and are enabled at compile time but some can be changed at runtime based on user settings (eg. HTTP or MQTT).
I'm already using a factory design pattern to instantiate the Data transport object at runtime but still use compile time build flags to select which display hardware to use. I have a Display class, a Datasource class and a Config class. This has worked well but is now reaching its limit as I try to add Cellular functionality.
I wonder if there is a good design pattern / architecture design that will facilitate this kind of flexibility without having to keep adding more and more intrusive #ifdef statements all over my code.
Attached is a little mind map of the basic layout of possibilities of this device.
If you want to make a decision what algorithn should be injected at runtime, then you can try to use Strategy pattern.
As wiki says about strategy pattern:
In computer programming, the strategy pattern (also known as the
policy pattern) is a behavioral software design pattern that enables
selecting an algorithm at runtime. Instead of implementing a single
algorithm directly, code receives run-time instructions as to which in
a family of algorithms to use
So you can read your config file and choose what object should be instantiated. For example, you have many displays:
public enum DisplayMark
{
Samsung, Sony, Dell
}
and then yoy should create a base class Display:
public abstract class Display
{
public abstract string Show();
}
And then you need concrete implementations of this base class Display:
public class SamsungDisplay : Display
{
public override string Show()
{
return "I am Samsung";
}
}
public abstract class SonyDisplay : Display
{
public override string Show()
{
return "I am Sony";
}
}
public abstract class DellDisplay : Display
{
public override string Show()
{
return "I am Dell";
}
}
So far, so good. Now we need something like mapper which will be responsible to bring correct instance by selected display from config:
public class DisplayFactory
{
public Dictionary<DisplayMark, Display> DisplayByMark { get; private set; }
= new Dictionary<DisplayMark, Display>
{
{ DisplayMark.Sony, new SonyDisplay()},
{ DisplayMark.Samsung, new SamsungDisplay()},
{ DisplayMark.Dell, new DellDisplay()},
};
}
and then when you will know what display should be used from config file, then you can get desired instance:
public void UseDisplay(DisplayMark displayMark)
{
DisplayFactory displayFactory = new DisplayFactory();
Display display = displayFactory.DisplayByMark[displayMark];
// Here you can use your desired display class
display.Show();
}

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.

When is an "interface" useful?

OOP interfaces.
In my own experience I find interfaces very useful when it comes to design and implement multiple inter-operating modules with multiple developers. For example, if there are two developers, one working on backend and other on frontend (UI) then they can start working in parallel once they have interfaces finalized. Thus, if everyone follows the defined contract then the integration later becomes painless. And thats what interfaces precisely do - define the contract!
Basically it avoids this situation :
Interfaces are very useful when you need a class to operate on generic methods implemented by subclasses.
public class Person
{
public void Eat(IFruit fruit)
{
Console.WriteLine("The {0} is delicious!",fruit.Name);
}
}
public interface IFruit
{
string Name { get; }
}
public class Apple : IFruit
{
public string Name
{
get { return "Apple"; }
}
}
public class Strawberry : IFruit
{
public string Name
{
get { return "Strawberry"; }
}
}
Interfaces are very useful, in case of multiple inheritance.
An Interface totally abstracts away the implementation knowledge from the client.
It allows us to change their behavior dynamically. This means how it will act depends on dynamic specialization (or substitution).
It prevents the client from being broken if the developer made some changes
to implementation or added new specialization/implementation.
It gives an open way to extend an implementation.
Programming language (C#, java )
These languages do not support multiple inheritance from classes, however, they do support multiple inheritance from interfaces; this is yet another advantage of an interface.
Basically Interfaces allow a Program to change the Implementation without having to tell all clients that they now need a "Bar" Object instead of a "Foo" Object. It tells the users of this class what it does, not what it is.
Example:
A Method you wrote wants to loop through the values given to it. Now there are several things you can iterate over, like Lists, Arrays and Collections.
Without Interfaces you would have to write:
public class Foo<T>
{
public void DoSomething(T items[])
{
}
public void DoSomething(List<T> items)
{
}
public void DoSomething(SomeCollectionType<T> items)
{
}
}
And for every new iteratable type you'd have to add another method or the user of your class would have to cast his data. For example with this solution if he has a Collection of FooCollectionType he has to cast it to an Array, List or SomeOtherCollectionType.
With interfaces you only need:
public class Foo<T>
{
public void DoSomething(IEnumerable<T> items)
{
}
}
This means your class only has to know that, whatever the user passes to it can be iterated over. If the user changes his SomeCollectionType to AnotherCollectionType he neither has to cast nor change your class.
Take note that abstract base classes allow for the same sort of abstraction but have some slight differences in usage.

Handling a C# method that isn't defined on a dynamic object (aka respond_to/method_missing)

Given the new dynamic support in C# 4, is it possible to write a class in such a way that if a method is invoked on an instance and that method is not present, dispatch is passed to another method? This might look something like:
public class Apple : ... {
// ...
private ... MethodMissing(string name, ...) {
if (name == "TurnIntoOrange") {
// do something
}
}
}
dynamic d = new Apple();
d.TurnIntoOrange(); // Not actually defined on Apple; will pass to MethodMissing.
Other languages would call this "method_missing support", under the more general heading of metaprogramming. I'm not sure what C# calls this specifically. But is it possible?
Absolutely. Either implement IDynamicMetaObjectProvider or derive from DynamicObject for a much simpler route. See the DLR documentation for some good examples.
Here's a quick example of DynamicObject:
using System;
using System.Dynamic;
public class MyDynamic : DynamicObject
{
public override bool TryInvokeMember
(InvokeMemberBinder binder,
object[] args,
out object result)
{
Console.WriteLine("I would have invoked: {0}",
binder.Name);
result = "dummy";
return true;
}
public string NormalMethod()
{
Console.WriteLine("In NormalMethod");
return "normal";
}
}
class Test
{
static void Main()
{
dynamic d = new MyDynamic();
Console.WriteLine(d.HelloWorld());
Console.WriteLine(d.NormalMethod());
}
}
<plug>
I have a bigger example of DynamicObject in the 2nd edition of C# in Depth but I haven't yet implemented IDyamicMetaObjectProvider. I'll do so before the book's release, but the early access edition only has the DynamicObject example at the moment. Btw, if you buy it today it's half price - use the code twtr0711. I'll edit this answer later on to remove that bit :)
</plug>

Architecture of some reusable code

I am writing a number of small, simple applications which share a common structure and need to do some of the same things in the same ways (e.g. logging, database connection setup, environment setup) and I'm looking for some advice in structuring the reusable components. The code is written in a strongly and statically typed language (e.g. Java or C#, I've had to solve this problem in both). At the moment I've got this:
abstract class EmptyApp //this is the reusable bit
{
//various useful fields: loggers, db connections
abstract function body()
function run()
{
//do setup
this.body()
//do cleanup
}
}
class theApp extends EmptyApp //this is a given app
{
function body()
{
//do stuff using some fields from EmptyApp
}
function main()
{
theApp app = new theApp()
app.run()
}
}
Is there a better way? Perhaps as follows? I'm having trouble weighing the trade-offs...
abstract class EmptyApp
{
//various fields
}
class ReusableBits
{
static function doSetup(EmptyApp theApp)
static function doCleanup(EmptyApp theApp)
}
class theApp extends EmptyApp
{
function main()
{
ReusableBits.doSetup(this);
//do stuff using some fields from EmptyApp
ReusableBits.doCleanup(this);
}
}
One obvious tradeoff is that with option 2, the 'framework' can't wrap the app in a try-catch block...
I've always favored re-use through composition (your second option) rather than inheritance (your first option).
Inheritance should only be used when there is a relationship between the classes rather than for code reuse.
So for your example I would have multiple ReusableBits classes each doing 1 thing that each application a make use of as/when required.
This allows each application to re-use the parts of your framework that are relevant for that specific application without being forced to take everything, Allowing the individual applications more freedom. Re-use through inheritance can sometimes become very restrictive if you have some applications in the future that don't exactly fit into the structure you have in mind today.
You will also find unit testing and test driven development much easier if you break your framework up into separate utilities.
Why not make the framework call onto your customisable code ? So your client creates some object, and injects it into the framework. The framework initialises, calls setup() etc., and then calls your client's code. Upon completion (or even after a thrown exception), the framework then calls cleanup() and exits.
So your client would simply implement an interface such as (in Java)
public interface ClientCode {
void runClientStuff(); // for the sake of argument
}
and the framework code is configured with an implementation of this, and calls runClientStuff() whenever required.
So you don't derive from the application framework, but simply provide a class conforming to a particular contract. You can configure the application setup at runtime (e.g. what class the client will provide to the app) since you're not deriving from the app and so your dependency isn't static.
The above interface can be extended to have multiple methods, and the application can call the required methods at different stages in the lifecycle (e.g. to provide client-specific setup/cleanup) but that's an example of feature creep :-)
Remember, inheritance is only a good choice if all the object that are inheriting reuse the code duo to their similarities. or if you want callers to be able to interact with them in the same fission.
if what i just mentioned applies to you then based on my experience its always better to have the common logic in your base/abstract class.
this is how i would re-write your sample app in C#.
abstract class BaseClass
{
string field1 = "Hello World";
string field2 = "Goodbye World";
public void Start()
{
Console.WriteLine("Starting.");
Setup();
CustomWork();
Cleanup();
}
public virtual void Setup()
{Console.WriteLine("Doing Base Setup.");}
public virtual void Cleanup()
{Console.WriteLine("Doing Base Cleanup.");}
public abstract void CustomWork();
}
class MyClass : BaseClass
{
public override void CustomWork()
{Console.WriteLine("Doing Custome work.");}
public override void Cleanup()
{
Console.WriteLine("Doing Custom Cleanup");
//You can skip the next line if you want to replace the
//cleanup code rather than extending it
base.Cleanup();
}
}
void Main()
{
MyClass worker = new MyClass();
worker.Start();
}