Composite Design Pattern Leaf Management - oop

Most of the descriptions of the composite design pattern I have seen have the Composite implement the add() and remove() methods and leave those methods unimplemented in the Leaf objects. For example, the diagram in the Wiki Page on the subject suggests this, which is more or less the same as the GoF diagram.
Regarding implementing these in the parent Component class, the GoF have the following to say:
Defining the child management interface at the root of the class hierarchy gives you transparency, because you can treat all components uniformly. It costs you safety, however, because clients may try to do meaningless things like add and remove objects from leaves.
I agree that having a Leaf implement remove() is strange to handle. (Do you delete yourself? Do you have to implement some sort of NullLeaf object?) But since the point of the pattern is to make Leafs and Composites behave the same way I don't see why add() could be implemented in Component.
My question: Why can't Component at least implement add()? Would doing so violate any key design principles? Does doing so no longer make this a composite design pattern? Below is an example in Python which captures the essence of what I tried to implement in my own work:
class Component:
def add(self, other):
# in Python, may be more natural to define __add__
c = Composite()
c.children = self.children + other.children
return c
class Leaf(Component):
def __init__(self):
self.children = [self] # possibly strange?
def operation(self):
# operation specific to this leaf
class Composite(Component):
def __init__(self):
self.children = []
def operation(self):
for child in self.children:
child.operation()
With an "example usage":
>>> l1 = Leaf()
>>> l2 = Leaf()
>>> c = l1.add(l2) # c is a `Composite` instance
>>> c.operation()

Why can't Component at least implement add()? Would doing so violate
any key design principles? Does doing so no longer make this a
composite design pattern?
You answered the question yourself, as you wrote
Defining the child management interface at the root of the class
hierarchy gives you transparency, because you can treat all components
uniformly. It costs you safety, however, because clients may try to do
meaningless things like add and remove objects from leaves.
It is a trade-off to add the child management methods to the interface. When you do it, you gain the benefit of handling all objects in the hierarchy uniformly. But for the leaves you then have to decide a strategy to deal with interface that makes no sense. What could be done is either create empty implementations for the methods or throw exception when they are called. Yet another way to do it is to create an abstract base class Component that defines the add() and remove() methods, and then just use that implementation in Composite and override the methods in Leaf with an empty implementation for example. All these implementations are Composite pattern variants. IMHO the patterns should not be read word to word but as guiding principles which let you tailor the implementation for yourself.

Related

Are protocols really the replacement of superclass?

I watched the Protocol-oriented programming video from WWDC15. After I saw this video, I got confused. Can anyone give me a relevant example illustrating this idea?
And more over protocol extension is the really replacement of operators overloading.
In dynamically typed languages (Ruby, Python, Javascript, etc) there is the concept of "duck typing", which essentially says it doesn't matter what the actual type of an object is, as long as it responds to certain methods. Rather than checking instance_of?, you can check responds_to? which is more relevant when you're using the check to determine if you can call a method anyway.
Protocols are simply a formal declaration of a duck type. Since you asked for an example (code is Ruby, which is dynamically typed — if you're unfamiliar with Ruby, just treat it as pseudocode and imagine everything typed as id and return values are void):
Imagine we're building a program to model transportation. We might have a few different modes of transportation:
class Bicycle
def goto(x, y)
# Implementation details
end
end
class Car
def goto(x, y)
# Implementation details
end
end
class Boat
def goto(x, y)
# Implementation details
end
end
class Jetpack
def goto(x, y)
# Implementation details
end
end
It would probably not make sense for all these classes to be subclasses of a Vehicle parent class, since a Jetpack would have very different properties and implementation details from a Bicycle. But notice that all these classes respond to the goto(x, y) method. It would be easy to create another class (like Helicopter, for example) that also responds to this method.
Now imagine we're using one of these classes:
class Person
def travel(vehicle, destination)
vehicle.goto(destination.x, destination.y)
end
end
This code would work regardless of if vehicle is a Bicycle, Boat, or some other class defined in the future, because this code is calling a protocol method rather than a type method.
A. The basic problem
Think of this situation:
You have instances of class A that interacts with other instances. As have to know the API of the class the other instances are of. There are two ways to accomplish that:
The other instances are of the (likely virtual) base class B and A knows the class B (via import or whatever). In such a case A can rely on Bs capabilities.
The other instances implements the protocol B and A knows the protocol B (via import or whatever). In such a case A can rely on Bs capabilities, too.
The disadvantage of solution 1 is that A dictates the (base) class of the other instances. This can lead to a problems: First of all, the base class B cannot fit. Additionally maybe B should act as "Helper" for many classes, not only A. This would lead to multiple inheritance. No, no, no, nobody wants that.
Multi-protocol implementation is no problem.
B. Subclassing vs. delegating + protocol as pattern for specialization
In many cases you will find a base class A that should be specialized for some reasons, i. e. data access and providing. In a class based programming language you will find a (virtual) base class A and subclass it. Beside the problems discussed under A), you will find some others:
Subclassing is white boxing: Subclasses know more than other classes.
A base class contains many methods. What is the set of methods that are ought to be overwritten?
With protocols (and delegating) you can change that: Whenever a base class wants to be specialized, it puts the method into a protocol and "calls" an instance that implements the protocol (sends a message to the implementor of that protocol), when it needs specialized information. Another class can (optionally) implement this protocol and act as specialator.
This is called delegating, implemented using protocols and replaces subclassing.
C. More abstract
You can see that in a more abstract way:
Protocols declares a set of methods, an API.
Classes declares a set of methods, an API, and implement them.
So the difference between both is that classes are implementors.
So there is a rule of thumb: If you care about implementing something, use a subclass, because you can inherit much code from the base class. If you care about declaring an API, chose a protocol (and implement that in a class, not a subclass).

How to solve parallel Inheritance in UI case

I have a problem to understand how to solve parallel inheritance.
Definition of Parallel Inheritance
Fowler definies parallel inheritance as follows [1, page 68]:
Parallel inheritance hierarchies is really a special case of shotgun
surgery. In this case, every time you make a subclass of one class,
you also have to make a subclass of another. You can recognize this
smell because the prefixes of the class names in one hierarchy are the
same as the prefixes in another hierarchy.
Problem
In the Book
Refactoring in Large Software Projects: Performing Complex Restructurings, page 46 the author displays the following parallel inheritance:
Then he solves the parallel inheritance with composition and says:
In many cases, parallel inheritance hierarchies can be resolved in
such a manner that only one inheritance hierarchy is left, while the
classes of other inheritance hierarchies are integrated through use.
The solution looks like this:
So the author and Fowler concludes that a parallel inheritance can be solved with
The general strategy for eliminating the duplication is to make sure
that instances of one hierarchy refer to instances of the other.
The problem which I see is the classes are still there and if I add a new class a new '*ListView' class must be added.
But for this problem Fowler says:
If you use Move Method and Move Field, the hierarchy on the referring
class disappears.
For the current case this means I move the method to display the entities
in the entity classes?
So this will hurts the MVC principal or not?!
QUESTION
So how to solve parallel inheritance at all
and especially in UI cases?
SOURCE:
1 Martin Fowler 'Refactoring: Improving the Design of Existing Code'
[Book: Refactoring in Large Software Projects: Performing Complex Restructurings, page 46]
There are several ways of solving this, depending on the case. Here I present two possible solutions:
Note: I will use some scala-like pseudo code for the examples just because is short and readable
List Adapter & Generics
Based on implementations from:
Android ListView
Javax JList
Arena MVVM Framework
Initially, ListView could have a default adapter which requires its adaptees to implement some interface, let's call it Nameable. And uses it to render each item.
class BasicListViewAdapter extends ListAdapter[Nameable]
//on scala it would be a trait, but I'll call it interface just for the sake of the example
interface Nameable {
def getName():String
}
Of course, not all the classes will be rendered exactly the same way. This is solved by the use of an Adapter.
class Partner implements Nameable
class Customer extends Partner {
def getName = { this.getClientCode + " " + this.getFullName }
/* some implementation*/
}
class Supplier extends Partner {
def getName = { this.getCompanyName }
/* some implementation*/
}
Where a ListView of suppliers will generate a list of company names and a ListView of customers will display a list of client codes with their respective names (whatever, just an example).
Now, if we want to make more complex lists, we could feed the ListView with a custom adapter.
class PhoneNumberAdapter extends ListAdapter[Supplier] { /*...*/}
val supliersWithPhoneNumbers = new ListView
supliersWithPhoneNumbers.useAdapter(new SupplierWithPhoneNumberAdapter)
Using this technique, you no longer need one ListView class per model class, and only define custom adapters for special cases. The better your default adapter and your hierarchy, the less code you will need.
For another example, you can take a look at https://codereview.stackexchange.com/questions/55728/a-generic-mvc-arrayadapter-class
Mixins / Traits
Instead of using composition, if your language of choice allows it (and if you philosophically agree), you might use mixins or traits. I'll not dive in the differences between the two, and just use mixins (for more information: Mixins vs. Traits).
By using mixins you are able to decompose behaviour on a more refined way, unlocking a variety of new patterns and solutions (even more if you add some structural typing and other features).
For instance, back to the ListView case, each rendering strategy could be incorporated by the ListView, looking like:
trait NameAndPhoneNumber {
//we require this trait to be incorporated on some class of type ListView
this:ListView[{def getName:String }] =>
override def render = ...
}
//where ListView is covariant
new ListView[Supplier] with NameAndPhoneNumber
Where NameAndPhoneNumber could be applied to several classes, not only Customer or Supplier.
In fact, it might be refactored to:
new ListView[Supplier] with NameRendering with PhoneRendering
And make use of the Stackable Traits pattern (more info (here)[http://dl.acm.org/citation.cfm?id=2530439] and (here)[http://www.artima.com/scalazine/articles/stackable_trait_pattern.html])
References:
Traits paper
Mixins paper
Sibiling pattern
A case: Backbonejs
(Stackable Traits Pattern)[http://www.artima.com/scalazine/articles/stackable_trait_pattern.html]

Inheritance over composition

The benefits of using composition over inheritance are quite well known;
What are the cases in which the opposite is preferable?
Practically, I can see the advantage of forcing a base constructor, but I would like to know other people's opinion about other cases/domains.
I believe the famous recommendation of "favor composition over inheritance" was coined in the GoF Design Patterns book.
It says (p.20):
Favor object composition over class inheritance.
Ideally, you shouldn't have to create new components to achieve reuse.
You should be able to get all the functionality you need just by
assembling existing components through object composition. But this is
rarely the case, because the set of available components is never
quite rich enough in practice. Reuse by inheritance makes it easier to
make new components that can be composed with old ones. Inheritance
and object composition thus work together.
Nevertheless, our experience is that designers overuse inheritance as
a reuse technique, and designs are often made more reusable (and
simpler) by depending more on object composition. You'll see object
composition applied again and again in the design patterns.
Notice that this statement refers to class inheritance, and must be distinguished from interface inheritance which is fine.
Dynamism
Both are ways to achieve reusability, but the advantage of composition over inheritance is dynamism. Since the composition can be changed dynamically at runtime this represents a great advantage, whereas inheritance is statically defined at compile time.
Encapsulation
Also, composition is based on using the public interfaces of the composed objects, therefore objects respect each other's public interfaces and therefore this fosters encapsulation. On the other hand, inheritance breaks encapsulation since child components typically consume a protected interface from the parent. It is a well known problem that changes in the parent class can break the child classes, the famous base class problem. Also in inheritance parent classes define the physical representation of subclasses, therefore child clases depend on parent classes to evolve.
Cohesion
Another advantage of composition is that it keeps classes focused on one task and this foster cohesion as well.
Liabilities
Evidently a problem with composition is that you will have more objects and fewer classes. That makes a little more difficult to visualize your design and how it achieves its goals. When debugging code it is harder to know what is going on unless you know what exact instance of a given composite is currently being used by an object. So composition makes designs a bit harder to understand in my opinion.
Since the advantages of composition are multiple that's why it is suggested to favor it over inheritance, but that does not mean inheritance is always bad. You can achieve a great deal when inheritance is properly used.
Interesting References
I would suggest a study of GoF Design Patterns to see good examples of both types of reusability, for instance a Strategy Pattern that uses composition vs a Template Method that uses inheritance.
Most of the patterns make a great use of interface inheritance and then object composition to achieve their goals and only a few use class inheritance as a reusability mechanism.
If you want to delve more the book Holub on Patterns, on chapter 2 has a section called Why extends is Evil that delve much more on the liabilities of class inheritance.
The book mentions three specific aspects
Losing Flexibility: The first problem is that explicit use of a concrete-class name locks you into a specific implementation, making
down-the-line changes unnecessarily difficult.
Coupling: A more important problem with implementation inheritance is coupling, the undesirable reliance of one part of a
program on another part. Global variables are the classic example of
why strong coupling is bad. If you change the type of a global
variable, for example, all the code that uses that variable—that is
coupled to the variable—can be affected, so all this code must be
examined, modified, and retested. Moreover, all the methods that use
the variable are coupled to each other through the variable. That is,
one method may incorrectly affect the behavior of another method
simply by changing the variable’s value at an awkward time. This
problem is particularly hideous in multithreaded programs.
Fragile-Base-Class Problem: In an implementation-inheritance system (one that uses extends), the derived classes are tightly
coupled to the base classes, and this close connection is undesirable.
Designers have applied the moniker “the fragile-base-class problem” to
describe this behavior. Base classes are considered “fragile” because
you can modify a base class in a seemingly safe way, but this new
behavior, when inherited by the derived classes, may cause the derived
classes to malfunction.
The only advantage of inheritance over composition that I can think of is that it can potentially save you from a lot of boiler plate method delegation.
If you truly have an is-a relationship and you simply want all the methods from a base class in your subclass, then inheritance gives you all those methods for free.
It's a complete debatable or argumentation question and broad as well.
AFAIK, when we talk about containership (or) something containing another thing we go for Composition; i.e, An entity contains another entity; which also gives a HAS A relationship. Example: EntityA has a EntityB.
See Decorator design pattern, which is based on the concept of Composition.
But when we talk about Inheritance we talk about IS A relationship. i.e, EntityA Is A EntityB (or) EntityA Is type of a EntityB
One special case when I find inheritance the best solution is when I use a runtime-generated class that need additional methods. For example (in C#):
public abstract class Rule{
/* properties here */
public Authorization Authorization { get; set; }
public abstract bool IsValid(dynamic request, User currentUser);
}
The generated template:
public class Generated_1Rule : Rule{
public override bool IsValid(dynamic request, User currentUser){
// the user script is here
}
}
Example of user script:
return Authorization.IsAuthorized("Module_ID_001", currentUser);
The benefit is that you can add functionality to the generated script “compiled-ly”, and it’s less breaking than inheriting from interface / composition since it is compiled.

What is the difference between subtyping and inheritance in OO programming?

I could not find the main difference. And I am very confused when we could use inheritance and when we can use subtyping. I found some definitions but they are not very clear.
What is the difference between subtyping and inheritance in object-oriented programming?
In addition to the answers already given, here's a link to an article I think is relevant.
Excerpts:
In the object-oriented framework, inheritance is usually presented as a feature that goes hand in hand with subtyping when one organizes abstract datatypes in a hierarchy of classes. However, the two are orthogonal ideas.
Subtyping refers to compatibility of interfaces. A type B is a subtype of A if every function that can be invoked on an object of type A can also be invoked on an object of type B.
Inheritance refers to reuse of implementations. A type B inherits from another type A if some functions for B are written in terms of functions of A.
However, subtyping and inheritance need not go hand in hand. Consider the data structure deque, a double-ended queue. A deque supports insertion and deletion at both ends, so it has four functions insert-front, delete-front, insert-rear and delete-rear. If we use just insert-rear and delete-front we get a normal queue. On the other hand, if we use just insert-front and delete-front, we get a stack. In other words, we can implement queues and stacks in terms of deques, so as datatypes, Stack and Queue inherit from Deque. On the other hand, neither Stack nor Queue are subtypes of Deque since they do not support all the functions provided by Deque. In fact, in this case, Deque is a subtype of both Stack and Queue!
I think that Java, C++, C# and their ilk have contributed to the confusion, as already noted, by the fact that they consolidate both ideas into a single class hierarchy. However, I think the example given above does justice to the ideas in a rather language-agnostic way. I'm sure others can give more examples.
A relative unfortunately died and left you his bookstore.
You can now read all the books there, sell them, you can look at his accounts, his customer list, etc. This is inheritance - you have everything the relative had. Inheritance is a form of code reuse.
You can also re-open the book store yourself, taking on all of the relative's roles and responsibilities, even though you add some changes of your own - this is subtyping - you are now a bookstore owner, just like your relative used to be.
Subtyping is a key component of OOP - you have an object of one type but which fulfills the interface of another type, so it can be used anywhere the other object could have been used.
In the languages you listed in your question - C++, Java and C# - the two are (almost) always used together, and thus the only way to inherit from something is to subtype it and vice versa. But other languages don't necessarily fuse the two concepts.
Inheritance is about gaining attributes (and/or functionality) of super types. For example:
class Base {
//interface with included definitions
}
class Derived inherits Base {
//Add some additional functionality.
//Reuse Base without having to explicitly forward
//the functions in Base
}
Here, a Derived cannot be used where a Base is expected, but is able to act similarly to a Base, while adding behaviour or changing some aspect of Bases behaviour. Typically, Base would be a small helper class that provides both an interface and an implementation for some commonly desired functionality.
Subtype-polymorphism is about implementing an interface, and so being able to substitute different implementations of that interface at run-time:
class Interface {
//some abstract interface, no definitions included
}
class Implementation implements Interface {
//provide all the operations
//required by the interface
}
Here, an Implementation can be used wherever an Interface is required, and different implementations can be substituted at run-time. The purpose is to allow code that uses Interface to be more widely useful.
Your confusion is justified. Java, C#, and C++ all conflate these two ideas into a single class hierarchy. However, the two concepts are not identical, and there do exist languages which separate the two.
If you inherit privately in C++, you get inheritance without subtyping. That is, given:
class Derived : Base // note the missing public before Base
You cannot write:
Base * p = new Derived(); // type error
Because Derived is not a subtype of Base. You merely inherited the implementation, not the type.
Subtyping doesn't have to be implemented via inheritance. Some subtyping that is not inheritance:
Ocaml's variant
Rust's lifetime anotation
Clean's uniqueness types
Go's interface
in a simple word: subtyping and inheritance both are polymorphism, (inheritance is a dynamic polymorphism - overriding). Actually, inheritance is subclassing, it means in inheritance there is no warranty to ensure capability of the subclass with the superclass (make sure subclass do not discard superclass behavior), but subtyping(such as implementing an interface and ... ), ensure the class does not discard the expected behavior.

A use for multiple inheritance?

Can anyone think of any situation to use multiple inheritance? Every case I can think of can be solved by the method operator
AnotherClass() { return this->something.anotherClass; }
Most uses of full scale Multiple inheritance are for mixins. As an example:
class DraggableWindow : Window, Draggable { }
class SkinnableWindow : Window, Skinnable { }
class DraggableSkinnableWindow : Window, Draggable, Skinnable { }
etc...
In most cases, it's best to use multiple inheritance to do strictly interface inheritance.
class DraggableWindow : Window, IDraggable { }
Then you implement the IDraggable interface in your DraggableWindow class. It's WAY too hard to write good mixin classes.
The benefit of the MI approach (even if you are only using Interface MI) is that you can then treat all kinds of different Windows as Window objects, but have the flexibility to create things that would not be possible (or more difficult) with single inheritance.
For example, in many class frameworks you see something like this:
class Control { }
class Window : Control { }
class Textbox : Control { }
Now, suppose you wanted a Textbox with Window characteristics? Like being dragable, having a titlebar, etc... You could do something like this:
class WindowedTextbox : Control, IWindow, ITexbox { }
In the single inheritance model, you can't easily inherit from both Window and Textbox without having some problems with duplicate Control objects and other kinds of problems. You can also treat a WindowedTextbox as a Window, a Textbox, or a Control.
Also, to address your .anotherClass() idiom, .anotherClass() returns a different object, while multiple inheritance allows the same object to be used for different purposes.
I find multiple inheritance particularly useful when using mixin classes.
As stated in Wikipedia:
In object-oriented programming
languages, a mixin is a class that
provides a certain functionality to be
inherited by a subclass, but is not
meant to stand alone.
An example of how our product uses mixin classes is for configuration save and restore purposes. There is an abstract mixin class which defines a set of pure virtual methods. Any class which is saveable inherits from the save/restore mixin class which automatically gives them the appropriate save/restore functionality.
But they may also inherit from other classes as part of their normal class structure, so it is quite common for these classes to use multiple inheritance in this respect.
An example of multiple inheritance:
class Animal
{
virtual void KeepCool() const = 0;
}
class Vertebrate
{
virtual void BendSpine() { };
}
class Dog : public Animal, public Vertebrate
{
void KeepCool() { Pant(); }
}
What is most important when doing any form of public inheritance (single or multiple) is to respect the is a relationship. A class should only inherit from one or more classes if it "is" one of those objects. If it simply "contains" one of those objects, aggregation or composition should be used instead.
The example above is well structured because a dog is an animal, and also a vertebrate.
Most people use multiple-inheritance in the context of applying multiple interfaces to a class. This is the approach Java and C#, among others, enforce.
C++ allows you to apply multiple base classes fairly freely, in an is-a relationship between types. So, you can treat a derived object like any of its base classes.
Another use, as LeopardSkinPillBoxHat points out, is in mix-ins. An excellent example of this is the Loki library, from Andrei Alexandrescu's book Modern C++ Design. He uses what he terms policy classes that specify the behavior or the requirements of a given class through inheritance.
Yet another use is one that simplifies a modular approach that allows API-independence through the use of sister-class delegation in the oft-dreaded diamond hierarchy.
The uses for MI are many. The potential for abuse is even greater.
Java has interfaces. C++ has not.
Therefore, multiple inheritance can be used to emulate the interface feature.
If you're a C# and Java programmer, every time you use a class that extends a base class but also implements a few interfaces, you are sort of admitting multiple inheritance can be useful in some situations.
I think it would be most useful for boilerplate code. For example, the IDisposable pattern is exactly the same for all classes in .NET. So why re-type that code over and over again?
Another example is ICollection. The vast majority of the interface methods are implemented exactly the same. There are only a couple of methods that are actually unique to your class.
Unfortunately multiple-inheritance is very easy to abuse. People will quickly start doing silly things like LabelPrinter class inherit from their TcpIpConnector class instead of merely contain it.
One case I worked on recently involved network enabled label printers. We need to print labels, so we have a class LabelPrinter. This class has virtual calls for printing several different labels. I also have a generic class for TCP/IP connected things, which can connect, send and receive.
So, when I needed to implement a printer, it inherited from both the LabelPrinter class and the TcpIpConnector class.
I think fmsf example is a bad idea. A car is not a tire or an engine. You should be using composition for that.
MI (of implementation or interface) can be used to add functionality. These are often called mixin classes.. Imagine you have a GUI. There is view class that handles drawing and a Drag&Drop class that handles dragging. If you have an object that does both you would have a class like
class DropTarget{
public void Drop(DropItem & itemBeingDropped);
...
}
class View{
public void Draw();
...
}
/* View you can drop items on */
class DropView:View,DropTarget{
}
It is true that composition of an interface (Java or C# like) plus forwarding to a helper can emulate many of the common uses of multiple inheritance (notably mixins). However this is done at the cost of that forwarding code being repeated (and violating DRY).
MI does open a number of difficult areas, and more recently some language designers have taken decisions that the potential pitfalls of MI outweigh the benefits.
Similarly one can argue against generics (heterogeneous containers do work, loops can be replaced with (tail) recursion) and almost any other feature of programming languages. Just because it is possible to work without a feature does not mean that that feature is valueless or cannot help to effectively express solutions.
A rich diversity of languages, and language families makes it easier for us as developers to pick good tools that solve the business problem at hand. My toolbox contains many items I rarely use, but on those occasions I do not want to treat everything as a nail.
An example of how our product uses mixin classes is for configuration save and restore purposes. There is an abstract mixin class which defines a set of pure virtual methods. Any class which is saveable inherits from the save/restore mixin class which automatically gives them the appropriate save/restore functionality.
This example doesn't really illustrate the usefulness of multiple inheritance. What being defined here is an INTERFACE. Multiple inheritance allows you to inherit behavior as well. Which is the point of mixins.
An example; because of a need to preserve backwards compatibility I have to implement my own serialization methods.
So every object gets a Read and Store method like this.
Public Sub Store(ByVal File As IBinaryWriter)
Public Sub Read(ByVal File As IBinaryReader)
I also want to be able to assign and clone object as well. So I would like this on every object.
Public Sub Assign(ByVal tObject As <Class_Name>)
Public Function Clone() As <Class_Name>
Now in VB6 I have this code repeated over and over again.
Public Assign(ByVal tObject As ObjectClass)
Me.State = tObject.State
End Sub
Public Function Clone() As ObjectClass
Dim O As ObjectClass
Set O = New ObjectClass
O.State = Me.State
Set Clone = 0
End Function
Public Property Get State() As Variant
StateManager.Clear
Me.Store StateManager
State = StateManager.Data
End Property
Public Property Let State(ByVal RHS As Variant)
StateManager.Data = RHS
Me.Read StateManager
End Property
Note that Statemanager is a stream that read and stores byte arrays.
This code is repeated dozens of times.
Now in .NET i am able to get around this by using a combination of generics and inheritance. My object under the .NET version get Assign, Clone, and State when they inherit from MyAppBaseObject. But I don't like the fact that every object inherits from MyAppBaseObject.
I rather just mix in the the Assign Clone interface AND BEHAVIOR. Better yet mix in separately the Read and Store interface then being able to mix in Assign and Clone. It would be cleaner code in my opinion.
But the times where I reuse behavior are DWARFED by the time I use Interface. This is because the goal of most object hierarchies are NOT about reusing behavior but precisely defining the relationship between different objects. Which interfaces are designed for. So while it would be nice that C# (or VB.NET) had some ability to do this it isn't a show stopper in my opinion.
The whole reason that this is even an issue that that C++ fumbled the ball at first when it came to the interface vs inheritance issue. When OOP debuted everybody thought that behavior reuse was the priority. But this proved to be a chimera and only useful for specific circumstances, like making a UI framework.
Later the idea of mixins (and other related concepts in aspect oriented programming) were developed. Multiple inheritance was found useful in creating mix-ins. But C# was developed just before this was widely recognized. Likely an alternative syntax will be developed to do this.
I suspect that in C++, MI is best use as part of a framework (the mix-in classes previously discussed). The only thing I know for sure is that every time I've tried to use it in my apps, I've ended up regretting the choice, and often tearing it out and replacing it with generated code.
MI is one more of those 'use it if you REALLY need it, but make sure you REALLY need it' tools.
The following example is mostly something I see often in C++: sometimes it may be necessary due to utility classes that you need but because of their design cannot be used through composition (at least not efficiently or without making the code even messier than falling back on mult. inheritance). A good example is you have an abstract base class A and a derived class B, and B also needs to be a kind of serializable class, so it has to derive from, let's say, another abstract class called Serializable. It's possible to avoid MI, but if Serializable only contains a few virtual methods and needs deep access to the private members of B, then it may be worth muddying the inheritance tree just to avoid making friend declarations and giving away access to B's internals to some helper composition class.
I had to use it today, actually...
Here was my situation - I had a domain model represented in memory where an A contained zero or more Bs(represented in an array), each B has zero or more Cs, and Cs to Ds. I couldn't change the fact that they were arrays (the source for these arrays were from automatically generated code from the build process). Each instance needed to keep track of which index in the parent array they belonged in. They also needed to keep track of the instance of their parent (too much detail as to why). I wrote something like this (there was more to it, and this is not syntactically correct, it's just an example):
class Parent
{
add(Child c)
{
children.add(c);
c.index = children.Count-1;
c.parent = this;
}
Collection<Child> children
}
class Child
{
Parent p;
int index;
}
Then, for the domain types, I did this:
class A : Parent
class B : Parent, Child
class C : Parent, Child
class D : Child
The actually implementation was in C# with interfaces and generics, and I couldn't do the multiple inheritance like I would have if the language supported it (some copy paste had to be done). So, I thought I'd search SO to see what people think of multiple inheritance, and I got your question ;)
I couldn't use your solution of the .anotherClass, because of the implementation of add for Parent (references this - and I wanted this to not be some other class).
It got worse because the generated code had A subclass something else that was neither a parent or a child...more copy paste.