Confused on some oop object passing issues - oop

I was thinking about passing an object to another object, and how it can get complicated. If object A and object B are created in the main class, and object A creates object C, how can I pass object C to object B? Or should I never create an object in another object and therefore never get too far away from the main class?
This got me thinking of a situation in which this might occur, but couldn't exactly match it up in my head, but I thought, what if I create two objects, and have a class that determines collision based on location properties of the objects. In the main class I can pass the two objects to the collision class, and then in the main class I can do some work based on the result. This makes sense, but is this the best way to find collision? Or should I make the collision class static?
Thanks for any replies to the two questions, sorry for not being more specific but I'm trying to wrap my head around the oop concepts.

The concept you are thinking of is called dependency injection. You are not the first one to think at this kind of problem of course.
Most of recent OOP frameworks handle that dependency injection for you. An example of implementation is to use configured services (SOA) in specific configuration files (JSON, YML, XML, ...) referencing your classes. Then the framework will instantiate all your services in the right dependency order for you!
If you want to code it by your own, you certainly should code a dependencyInjectionHandler or servicesContainer which do all the process of injecting objects into each others.
If you come from the PHP world, you can look at an implementation on Symfony2 for example.
Prefer Javascript? Take a look at Danf.
You should be able to find at least one existing implementation in almost all recent languages.

As the Dependency injection principle tells us - you should never create a Dependency (in you're case Object C) in your object, if you want to use another object you should inject it to the dependant object, this is called - inversion of control, the most popular and best practice is to inject you're dependencies in the constructor.
As to where you create them - like you suggested create them at the top (you're main function as you said) of you're a code and inject them all the way down. Depending on the language and framework you are using you can find lots of tools to help you manage it it a bigger scale app's - those tools usually called DI containers.
Good luck.

Related

Passing objects vs. Singleton

As far as I can see there are two main principles how to deal with application-wide role player objects like a root model object (in MVC context):
create the object and pass it through the object tree (e.g. in the constructor)
provide it as a singleton or other global variable technique
The first approach seems to be cleaner because the dependencies are better visible but there is a lot of additional work to do (parameters, class variables,...).
What do you prefer?
Edit: The first technique also uses only one instance but it is provided by passing the object and not by a static function
I prefer run singletons' method getInstance() as constructor parameter - bake two birds with one stone ;)
This is where dependency injection can help out. Having to explicitly pass all the correct dependencies manually to an object whenever you create one can be a pain and perhaps somewhat error prone. A decent dependency injection container can help to automate this process and is actually easier to use than singletons.
The Symfony2 framework is a modern example:
http://symfony.com/doc/current/book/service_container.html
I think passing as parameter is a little more memory-efficient, easier to debug, but need a some additional work.
I prefer to use singletons only when i really need it (like database sessions, write to file etc.).
It really depends on project type, language, budget, size of project etc. There is no "universal" answer.

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.

Object Oriented Programming principles

I was wondering, I recently read an article that spoke of the ills of using the singleton pattern siting the disadvantage of global variable occurrence and rightly that the singleton violates alot of the rules we learn from OOP school, single responsibility principle, programming to interfaces and abstract classes and not to concrete classes... all that good stuff. I was wondering how then do you work with like database connection class where you want just one connection to your DB and one object of your DB floating around. The author spoke of Dependency Injection principle which to my mind stands well with the Dependency Inversion rule. How do I know and control what object gets passed around as a dependency other than the fact that I created the class and expect everyone using it play nice and make sure they are using the right resource?!
Edit: This answer assumes you are using a dependency injection container, either one you wrote yourself, or one you got from a library. If not, then use a DI container :)
How do I know and control what object gets passed around as a dependency other than the fact that I created the class and expect everyone using it play nice and make sure they are using the right resource?!
By contract
The oral contract - You write a design spec that says "thou shalt not instantiate this class directly" and "thou shalt not pass around any object you got from the dependency injection container. Pass the container if you have to".
The compiler contract - You give them a dependency injection container, and they grab the instance out of it, by abstract interface. If you want only a single instance to be used, you can supply them a named instance, which they extract with both the name, and the interface.
ISomething instance = serviceLocator.ResolveInstance<ISomething>(
"TheInstanceImSupposedToUse");
You can also make all your concrete classes private/internal/what-have-you, and only provide them an abstract interface to operate against. This will prevent them from instantiating the classes themselves.
// This can only be instantiated by you, but can be used by them via ISomething
private class ConcreteSomething : ISomething
{
// ...
}
By code review
You make group-wide coding and design standards that are fair, and make sure they are understood by everyone within the group.
You use a source control mechanism, and require code reviews before they check in. You read over their code for what they link to, what headers they include, what objects they instantiate, and what instances they are passing around.
If they violate your rules during code reviews, you don't let them check in until they fix their code. Optionally, for repeat offenders, you make them pay you a dollar, you make them buy you lunch, or you hire a different contractor to replace them. Whatever works well within your group :)
For those who criticize the singleton pattern, based on SRP, here is an opposing view. Also, I've found that dependency injection containers can create as many problems as they solve. That said, I'm using a promising compromise, as covered in another post.
Dependency injection containers (even one you develop yourself, which isn't an entirely uncommon practice) are generally very configurable. What you'd do in that scenario is configure it such that any request for the interface that implementation, well, implements would be satisfied with that implementation. Even if it's a singleton.
For example, take a look at the Logger singleton being used here: http://www.pnpguidance.net/News/StructureMapTutorialDependencyInjectionIoCNET.aspx
Don't take what you read anywhere as absolute truth. Read it, understand it and then you can see when it's best to apply certain things. In your case, why wouldn't you want to create a static singleton?

Abstract design / patterns question

I had a bunch of objects which were responsible for their own construction (get properties from network message, then build). By construction I mean setting frame sizes, colours, that sort of thing, not literal object construction.
The code got really bloated and messy when I started adding conditions to control the building algorithm, so I decided to separate the algorithm to into a "Builder" class, which essentially gets the properties of the object, works out what needs to be done and then applies the changes to the object.
The advantage to having the builder algorithm separate is that I can wrap/decorate it, or override it completely. The object itself doesn't need to worry about how it is built, it just creates a builder and 'decorates' the builder with extra the functionality that it needs to get the job done.
I am quite happy with this approach except for one thing... Because my Builder does not inherit from the object itself (object is large and I want run-time customisation), I have to expose a lot of internal properties of the object.
It's like employing a builder to rebuild your house. He isn't a house himself but he needs access to the internal details, he can't do anything by looking through the windows. I don't want to open my house up to everyone, just the builder.
I know objects are supposed to look after themselves, and in an ideal world my object (house) would build itself, but I am refactoring the build portion of this object only, and I need a way to apply building algorithms dynamically, and I hate opening up my objects with getters and setters just for the sake of the Builder.
I should mention I'm working in Obj-C++ so lack friend classes or internal classes. If the explanation was too abstract I'd be happy to clarify with something a little more concrete. Mostly just looking for ideas or advice about what to do in this kind of situation.
Cheers folks,
Sam
EDIT: is it a good approach to declare a
interface House(StuffTheBuilderNeedsAccessTo)
category inside Builder.h ? That way I suppose I could declare the properties the builder needs and put synthesizers inside House.mm. Nobody would have access to the properties unless they included the Builder header....
That's all I can think of!
I would suggest using Factory pattern to build the object.
You can search for "Factory" on SO and you'll a get a no. of questions related to it.
Also see the Builder pattern.
You might want to consider using a delegate. Add a delegate method (and a protocol for the supported methods) to your class. The objects of the Builder class can be used as delegates.
The delegate can implement methods like calculateFrameSize (which returns a frame size) etc. The returned value of the delegate can be stored as an ivar. This way the implementation details of your class remain hidden. You are just outsourcing part the logic.
There is in fact a design pattern called, suitable enough, Builder which does tries to solve the problem with creating different configurations for a certain class. Check that out. Maybe it can give you some ideas?
But the underlying problem is still there; the builder needs to have access to the properties of the object it is building.
I don't know Obj-C++, so I don't know if this is possible, but this sounds like a problem for Categories. Expose only the necessary methods to your house in the declaration of the house itself, create a category that contains all the private methods you want to keep hidden.
What about the other way around, using multiple inheritance, so your class is also a Builder? That would mean that the bulk of the algorithms could be in the base class, and be extended to fit the neads of you specific House. It is not very beautiful, but it should let you abstract most of the functionality.

Dealing with "global" data structures in an object-oriented world

This is a question with many answers - I am interested in knowing what others consider to be "best practice".
Consider the following situation: you have an object-oriented program that contains one or more data structures that are needed by many different classes. How do you make these data structures accessible?
You can explicitly pass references around, for example, in the constructors. This is the "proper" solution, but it means duplicating parameters and instance variables all over the program. This makes changes or additions to the global data difficult.
You can put all of the data structures inside of a single object, and pass around references to this object. This can either be an object created just for this purpose, or it could be the "main" object of your program. This simplifies the problems of (1), but the data structures may or may not have anything to do with one another, and collecting them together in a single object is pretty arbitrary.
You can make the data structures "static". This lets you reference them directly from other classes, without having to pass around references. This entirely avoids the disadvantages of (1), but is clearly not OO. This also means that there can only ever be a single instance of the program.
When there are a lot of data structures, all required by a lot of classes, I tend to use (2). This is a compromise between OO-purity and practicality. What do other folks do? (For what it's worth, I mostly come from the Java world, but this discussion is applicable to any OO language.)
Global data isn't as bad as many OO purists claim!
After all, when implementing OO classes you've usually using an API to your OS. What the heck is this if it isn't a huge pile of global data and services!
If you use some global stuff in your program, you're merely extending this huge environment your class implementation can already see of the OS with a bit of data that is domain specific to your app.
Passing pointers/references everywhere is often taught in OO courses and books, academically it sounds nice. Pragmatically, it is often the thing to do, but it is misguided to follow this rule blindly and absolutely. For a decent sized program, you can end up with a pile of references being passed all over the place and it can result in completely unnecessary drudgery work.
Globally accessible services/data providers (abstracted away behind a nice interface obviously) are pretty much a must in a decent sized app.
I must really really discourage you from using option 3 - making the data static. I've worked on several projects where the early developers made some core data static, only to later realise they did need to run two copies of the program - and incurred a huge amount of work making the data non-static and carefully putting in references into everything.
So in my experience, if you do 3), you will eventually end up doing 1) at twice the cost.
Go for 1, and be fine-grained about what data structures you reference from each object. Don't use "context objects", just pass in precisely the data needed. Yes, it makes the code more complicated, but on the plus side, it makes it clearer - the fact that a FwurzleDigestionListener is holding a reference to both a Fwurzle and a DigestionTract immediately gives the reader an idea about its purpose.
And by definition, if the data format changes, so will the classes that operate on it, so you have to change them anyway.
You might want to think about altering the requirement that lots of objects need to know about the same data structures. One reason there does not seem to be a clean OO way of sharing data is that sharing data is not very object-oriented.
You will need to look at the specifics of your application but the general idea is to have one object responsible for the shared data which provides services to the other objects based on the data encapsulated in it. However these services should not involve giving other objects the data structures - merely giving other objects the pieces of information they need to meet their responsibilites and performing mutations on the data structures internally.
I tend to use 3) and be very careful about the synchronisation and locking across threads. I agree it is less OO, but then you confess to having global data, which is very un-OO in the first place.
Don't get too hung up on whether you are sticking purely to one programming methodology or another, find a solution which fits your problem. I think there are perfectly valid contexts for singletons (Logging for instance).
I use a combination of having one global object and passing interfaces in via constructors.
From the one main global object (usually named after what your program is called or does) you can start up other globals (maybe that have their own threads). This lets you control the setting up of program objects in the main objects constructor and tearing them down again in the right order when the application stops in this main objects destructor. Using static classes directly makes it tricky to initialize/uninitialize any resources these classes use in a controlled manner. This main global object also has properties for getting at the interfaces of different sub-systems of your application that various objects may want to get hold of to do their work.
I also pass references to relevant data-structures into constructors of some objects where I feel it is useful to isolate those objects from the rest of the world within the program when they only need to be concerned with a small part of it.
Whether an object grabs the global object and navigates its properties to get the interfaces it wants or gets passed the interfaces it uses via its constructor is a matter of taste and intuition. Any object you're implementing that you think might be reused in some other project should definately be passed data structures it should use via its constructor. Objects that grab the global object should be more to do with the infrastructure of your application.
Objects that receive interfaces they use via the constructor are probably easier to unit-test because you can feed them a mock interface, and tickle their methods to make sure they return the right arguments or interact with mock interfaces correctly. To test objects that access the main global object, you have to mock up the main global object so that when they request interfaces (I often call these services) from it they get appropriate mock objects and can be tested against them.
I prefer using the singleton pattern as described in the GoF book for these situations. A singleton is not the same as either of the three options described in the question. The constructor is private (or protected) so that it cannot be used just anywhere. You use a get() function (or whatever you prefer to call it) to obtain an instance. However, the architecture of the singleton class guarantees that each call to get() returns the same instance.
We should take care not to confuse Object Oriented Design with Object Oriented Implementation. Al too often, the term OO Design is used to judge an implementation, just as, imho, it is here.
Design
If in your design you see a lot of objects having a reference to exactly the same object, that means a lot of arrows. The designer should feel an itch here. He should verify whether this object is just commonly used, or if it is really a utility (e.g. a COM factory, a registry of some kind, ...).
From the project's requirements, he can see if it really needs to be a singleton (e.g. 'The Internet'), or if the object is shared because it's too general or too expensive or whatsoever.
Implementation
When you are asked to implement an OO Design in an OO language, you face a lot of decisions, like the one you mentioned: how should I implement all the arrows to the oft used object in the design?
That's the point where questions are addressed about 'static member', 'global variable' , 'god class' and 'a-lot-of-function-arguments'.
The Design phase should have clarified if the object needs to be a singleton or not. The implementation phase will decide on how this singleness will be represented in the program.
Option 3) while not purist OO, tends to be the most reasonable solution. But I would not make your class a singleton; and use some other object as a static 'dictionary' to manage those shared resources.
I don't like any of your proposed solutions:
You are passing around a bunch of "context" objects - the things that use them don't specify what fields or pieces of data they are really interested in
See here for a description of the God Object pattern. This is the worst of all worlds
Simply do not ever use Singleton objects for anything. You seem to have identified a few of the potential problems yourself