What is this common hierarchy mistake called? - oop

I'm sure i remember a specific term for this situation.
Lets say Mr SO is implementing some Flags.
He has three kinds of flags: New Zealand Flags, Senegalese Flags, and Moldovan Flags.
All of these flags can be raised, waved, and turned into a cape.
So naturally Mr SO begins to implement Raise(), Wave(), and Cape_ify() methods.
Unfortunately he decides to implement each method in each flag,
rather than have each flag inherit the methods.
What is the name of the mistake has Mr SO made?
I'm sure there is a term for it but i can't for the life of me remember it.

Related

SOLID - One class per function? [duplicate]

I am quite confused with the Single Responsibility Principle. The Principle states that there should only be one reason for the class to change.
The problem which I am facing is, any change to a method or any logic change in doing things would change the class. For example, consider the following class:
class Person{
public void eat(){ };
public void walk(){ };
public void breathe(){ };
public void run(){ };
public void driveCar(Car car){ };
}
Uncle Bob describes it as there should ONLY be a single person/Actor responsible for the change. I have the following two questions:
For the above class who is the actor/Person who can be responsible for change?
Wouldn't any change in the logic of eating, breathing or walking change the class Person? So doesn't that mean that every method is a reason to change as it's logic to doing things might change?
What is a reason to change
For the above class who is the actor/Person who can be responsible for the change?
An Actor is a user (including clients, stakeholders, developers, organizations) or an external system. We can argue if people are systems, yet that is not here nor there.
See also: Use case.
Wouldn't any change in the logic of eating, breathing or walking change the class Person? So doesn't that mean that every method is a reason to change as its logic to doing things might change?
No, a method is not a reason to change. A method is something that can change... but why would it? What would trigger the developer to change it?
Part of the single responsibility principle is that code should interact at most with one external system. Remember that not all actors are external systems, however, some are. I think most people will find this part of the SRP easy to understand because interaction with an external system is something we can see in the code.
However, that is not enough. For example, if your code has to compute taxes, you can hardcode the tax rate in your code. That way, it is not interacting with any external system (it is just using a constant). However, one tax reform later, the government has been revealed as a reason to change your code.
Something you should be able to do is interchange external systems (perhaps with some additional coding effort). For example, changing from one database engine to another. However, we do not want one of these changes to translate into a total rewrite of the code. Changes should not propagate, and making a change should not break something else. To ensure that, we want all the code that deals with the database engine (in this example) to be isolated.
Things that change for the same reasons should be grouped together, things that change for different reasons should be separated.
-- Robert C Martin
We can do something similar with the government example above. We probably do not want the software reading the minute of the congress, instead, we can have it reading a configuration file. Now the external system is the file system, and there would be code to interact with it, and that code should not interact with anything else.
How do we identify those reasons to change?
Your code is defined by a set of requirements. Some are functional, others not. If any of those requirements change, your code has to change. A reason to change requirements is a reason to change your code.
Note: It is possible that you do not have all your requirement documented, however, an undocumented requirement is still a requirement.
Then, you need to know from where do those requirements come from. Who or what could change them? Those are your reasons for change. It could be a change in the politics of the company, it could be a feature we are adding, it could be a new law, it could be that we are migrating to a different database engine, or different operating system, translating to another language, adapting to another country, etc.
Some of those things are externals systems with which your code interacts (e.g. the database engine), some are not (the politics of the company).
What to do with responsibilities
You want to isolate them. So you will have code that interacts with the database, and nothing else. And you will have code that implements business rules, and nothing else. And so on.
Realize that even though the implementation of each part of your code will depend on something external, their interface does not have to. Thus, define interfaces and inject dependencies, so that you can change the implementation of each part without having to change the others… that is, the implementation of parts of your code should not be a reason to change the implementation of other parts of your code.
Note: No part of your code should have multiple responsibilities. Have parts of your code deal with each responsibility, and have part of your code with the responsibility of bringing other parts together. Similarly, if a part of your code has no responsibility… there is no reason to keep it. Thus, every part of your code should have exactly one responsibility.
For your code, ask yourself, what are the requirements of the Person class. are they complete? From where do they come from? Why would they change?
Recommended viewing
For a more authoritative explanation of the single responsibility principle, see Robert C Martin - The Single Responsibility Principle (51 minutes, 8 seconds, English language) at the Norwegian Developers Conference, 2015.
Interesting question. The quote from "Uncle Bob" Martin is:
A class should have one, and only one, reason to change.
One could interpret this as saying that your Person class has five reasons to change: you might want to change the eat method, or change the walk method, or the breathe method, or the run method, or the driveTheCar method. But this is too narrow, and doesn't really capture what Martin meant by a "reason to change".
A reason to change a class means a human programmer's motivation for changing it. You would not change the eat method simply because you were motivated to change the eat method; you would change it to achieve some goal regarding a desired behaviour of your program.
If the Person class models a person for some sort of simulation, then your motivation for changing it would be that you want "to change how people's actions are modelled in the simulation". Every change you make to the class would be motivated by that reason, whether you changed one method or more than one; so the Person class has only one "reason" to change, fulfilling the SRP.
If the Person class had some other methods such as for drawing the person on the screen, then you might also want "to change the graphical appearance of your simulated people". This would be a completely different motivation than the motivation to change the way your simulation models people's actions, so the class would have two responsibilities, violating SRP.

Alternative to (or refinement for) State Pattern suffering from LSP violation

I'm having trouble wrapping my head around state-based functionality for an invoicing system we are currently building. The system will support calculation, manual approval, printing, and archiving of invoices.
At first I thought we should use the State Pattern to model this. An invoice would be the context, which delegates printing, archiving, etc. to its currently assigned state.
But this is obviously a bad idea, because the different states (created, approved, printed, archived) should not support the same operations. E.g., you shouldn't be able to print an invoice, which hasn't been approved before. Throwing exceptions for unsupported operations would be a violation of LSP. I found a general description of this problem here.
Does anybody have an idea, how to implement this appropriately?
PS: I'm aware that this might sound like some lame-ass homework assignment, but it's not; I need this for a real world system.
You're basically creating a workflow of application states, where at each state the available operations on an invoice change. The state pattern doesn't seem appropriate, but you can still use it if you also create some operations like boolean canPrint() that would have to be used before calling print(). print() would have a contract that allows throwing exceptions if canPrint() returns false. This way, subclasses wouldn't break that contract. Another option is to have a boolean tryPrint(), that will only print if it can, and return whether it printed.
But, if the states support mostly non-overlapping operations, then maybe the state pattern is not the solution. Take a step back and look for better ways, without trying to fit a specific pattern to your problem. One way is to create a separate class with the necessary operations for each "state": like CreatedInvoice, ApprovedInvoice, etc. These classes would only have the operations they support.
Chain of Responsibility Pattern might help you here.
Adding the how part and fixing the link.
There can be Calculator, Approver, Printer and Archiver classes which are handler classes. These can have processRequest() overridden from a parent abstract class. Invoice can be a class which is passed to each handler's processRequest() method. The advantage with using the pattern here is newer handlers can be added dynamically and chain links with sequence of handlers can be changed easily.
Whether the State Pattern is really appropriate to your situation is not certain, but if it's not, Liskov is not the reason. Throwing some sort of "invalid operation in current state" exception can be defined as possible and valid in the state interface, and then subclasses doing this do not violate LSP.
The classic example used for the State Pattern in the GoF Design Patterns book is a TCPConnection, which definitely has operations not supported or sensible in all states. You can't transmit on a closed connection, for example.

Objective-C class naming convention vs Uncle Bob

In Chapter 2: Meaningful Names Uncle Bob writes:
Don't Add Gratuitous Context
In an imaginary application called "Gas Station Deluxe," it is bad idea to prefix every class with GDS. Frankly, you are working against your tools. You type G and the press completion key and are rewarded with a mile-long list of every class in your system
Actually that what I discovered during my first days with Objective-C a bit more than one year ago. After Java it was quite disappointing but I thought I'm only one who annoyed about that :)
I understand, that "Clean Code" book refers to Java most of the time and Java has namespaces (packages) unlike Objective-C.
Do you use 2-3 letters prefix in your classes if you're building an app, not a library?
What do you think, is it bad language design, language "feature" or Uncle Bob wasn't right here?
Perhaps the key word here is gratuitous. In Objective-C, prefixes serve the important purpose of reducing the chance of name collisions. In other languages like Java and C++, the existence of support for namespaces makes the use of prefixes gratuitous (and a violation of the oft-cited DRY principle). In Objective-C, however, prefixes are meaningful, useful, and not gratuitous.
I was tempted to close this question, but I don't think I've seen a similar one asked before and it's a valid question. Here are my rather disorganized thoughts on the matter.
Many languages have a feature called namespaces, where the "fully qualified" class name is prefixed by a hierarchical series of names. For example, the String class in Java is, properly, java.lang.String, and a custom class is properly com.whatever.foobar.MyClass.
Unfortunately, namespaces have never been added to Objective-C, which means that Objective-C symbols (class names, protocol names, and a few various other types) cannot be placed in a namespace even when using Objective-C++ (which has a namespace feature for functions, constants, structures, etc.)
The only solution to prevent symbol collisions in shared code, then, is to use some form of name mangling to make your symbol names unique. In Objective-C, the convention is to use a prefix of two characters (sometimes the number varies) for all your classes.
This Uncle Bob fellow is a twit for telling you not to do this, because while you'll end up with a program that doesn't compile, you'll lose any benefit of namespaces that prefixes still offer. Does your app use plugins? You need to prefix. Does your app have a public API? You need to prefix.
In theory, code within a single application that never touches the outside world can do without prefixes, but screw it--keep coding cleanly, and add a prefix even there. It'll save you grief later.
Personally I almost never use prefixes. The only exceptions are classes that are somehow connected to each other or they all should be present.
An example:
Some client app for chat. Let's call that chat an ExampleChat.
Then I'd use ECMessage, ECUser, ECRoom, etc. to easily see which classes should there be.
Or if I make some custom cells for UITableView I'd use prefixes to keep them all close to each other and not struggle with searching them in a "mile-long list". Example:
ECTextMessageCell, ECSoundMessageCell, ECUploadMessageCell, ECJoinOrLeaveMessageCell, etc.
That's my personal opinion, which can not be the best. But it's still easiest for me.
Hope it helps
Well if you do not have Namespaces, name conflicts are likely to occur. You can see that in a lot of C libraries that they are using some kind of prefix. So I guess there are good reasons to have those prefixes and other reasons not to use it. But what should be the big problem to modify the completion to either just ignore the prefix of typing three letters instead of just one.
So in the end it seems to me a matter of taste. I guess it would be more important to have good structures classes with prefixes instead of a mess of classes without prefix....
It has nothing to do with bad language design IMHO. There was a time where software was not everywhere and why should one waste extra effort on namespaces? And still as we can see even nowadays languages without namespaces are used.....
I would say, that the world is not black or white. I do programming in java, with packages and yes, it is annoying to have a prefix in each class, as well as it is annoying and arguable to start interfaces with I (just like .Net used to do it).
Sometimes it does annoying me in objective-c however it has some legitimacy if you do not have packages in your language, since you can 'build' artificial groups of classes like 'NS', 'UI', 'MK' and so on in objc and cocoa.
Beyond avoiding collisions, one of the benefits that name prefixes gives is that you're immediately aware of what type you're really dealing with. Suppose you had the following code:
Color c = ...;
MultiValueMap m = ...;
From a cursory glance at the code and depending on what libraries you've used, those types could be from a number of different sources. You may have to lookup which include/import statement was made to understand what the type can do (e.g. you want to modify it but it's missing a method that you're sure is there).
In the iOS world, you would immediately know whether it's a UIColor vs. a CGColor and gain immediate context.
In the past at WWDC, Apple would host a session where they explained Cocoa/Objective-C coding conventions. I believe they mention this aspect of name prefixes so you might want to find one of the recordings that are made available. Other C developers (e.g. Linux kernel developers) also do not seem to think highly of C++ namespaces (among other C++ features) for various reasons.

Musing/open questions on OO philosophy

I'm going to use this opportunity to put down a number of related but different thoughts on object-oriented philosophy, as a sort of request for comments. If the admins see fit to close, I may make it a blog post instead. But I am asking questions, so I think it's a suitable community wiki.
Suppose I have an abstract class Bird. Supposing that we're taking a fairly typical OO philosophy here, Bird is an object that is capable of maintaining and changing state. The obvious example of a state for this simple model is whether or not our Bird is flying or not.
So, Bird has a method fly().
Or does it? I've seen this very simple example given in introductory books, and in my opinion, it's subtly misleading. If you're maintaining state, you don't need to tell an object to continue to be in a given state; it just is. That's what an object does. So really, you want Bird to have a method takeoff().
Suppose at some point we created our Bird object from another class, Egg. At some point, we might call a method Egg.hatch() which has the return type Bird. Assuming we're coding to an interface, Egg knows what type of bird it's an egg from, and the returned instance from hatch() knows what type of bird it is also. But we can't really say that there's anything in common between an Egg and a Bird that hatches from it. are we really saying that we want specific implementations of these classes to have a reference to an instance of some sort of BirdArchetype that represents the characteristics of all instances of that species, so that both Egg and Bird know their own kind, independently but consistently? Is there any well-known pattern for this kind of relationship?
Whose responsibility is it to ensure that the Egg changes state so that it's no longer capable of hatching again, or doing most of the other things that eggs normally do?
Philosophically, do we want to introduce the concept of a breakable object? Perhaps Egg should be coded so that it throws an exception if you try to do any of the things that change its state more than once. It's up to the calling code to keep track of the client object's lifecycle.
What else can we do with an egg? Perhaps we could cook it. If it were me, I'd code this so that calling cook() on an egg 'breaks' the Egg instance and returns an instance of a new object, FriedEgg. How is this different to telling a Bird to takeoff()? It's absurd to suggest that taking off makes it a fundamentally different bird. Yet the reasoning is the same; a bird that's flying (usually) can't do most of the other things that birds do, because it's busy. Arguably then, Bird is breakable as while it's in the flying state, calling some of its other methods won't work.
I suppose the only real distinction here is that the Bird can become un-broken. Is the concept of thermodynamic reversibility really that crucial to programming very simple models like this?
This is why I don't particularly care for modeling the real world and using that to explain/define OO philosophy.
Unless you're building a simulator (in which the answers to these questions become immediately obvious when one looks at the simulator context) it's far too easy to go off into the weeds and confuse yourself.
Perhaps having mutating state in an object is all wrong ;-)
Shouldn't Bird.takeoff() return a FlyingBird which can land()? (It clearly doesn't make sense for a bird which is not flying to land.)
Similarly, for an egg:
egg = Egg()
incubatedEgg = egg.incubate()
bird = incubatedEgg.hatch()
However, the return type of an operation might not always be limited to one value. For instance, during incubating the embryo could die.
egg = Egg()
egg.incubate() ->
if "still alive" (aliveEgg) ->
aliveEgg.hatch()
else "died in incubation" (deadEgg) ->
deadEgg.discard()
Happy philosophizing :-)
"Fly" reasonably means "begin flying!" (I would say it's used more often that way in natural speech). You don't have to interpret it to mean "sustain flight!" That's why we reasonably use "fly" and "land" (in natural english) as antonyms. (Evidence for the skeptical)
You're assuming the egg is created ex nihilo in your model. That's not really a reasonable assumption. The bird came from an egg, but the egg came from a bird. Assuming a reasonable purpose for modelling an egg, it's to model the time-delay procreation of bird species. That means the baby bird is formed by the sexual reproduction of two other birds. The vehicle of generation of the baby bird is the egg. The egg doesn't need to know what kind of bird is in it; that bird was created by the parents and wrapped in a generic egg (that perhaps has variable properties based on the mother.
In other words, your model isn't really well-formed with regard to this question.
It's the egg's responsibility to see that it doesn't hatch again (a check in the hatch function). See the discussion of "imperatives" below.
The concept of "breakable" is probably superfluous to your model. Are you concerned with the egg's breakability, or it's hatchability? If the breaking is a significant part of the data you are trying to model (for example, if anything in your model essentially depends upon the brokenness of the egg, then model it. Either way, hatching doesn't happen when the egg breaks, it happens when the egg hatches. One of the consequences of hatching is breaking, not the other way around.
The reason egg.cook() seems wrong is because it is. Verb methods should take the object as the subject. Your statement "egg.cook()" is telling the egg to cook, which is rarely how we intend to use the verb "cook" in commands with respect to eggs. You probably really want a chef.cook(food) -- where the "food" arg is anything that derives from food (or better yet, has a Role (a la Moose) "isCookable".
Remember, programming languages are imperative languages; interrogation, exhortation, and other "natural language" functions are inherently misplaced in programming languages, even if we achieve some version of it through commands (we emulate interrogation through commands; "TELL ME YOUR STATE!" is the imperative interpretation of the interrogative "What's your state?")
A good program removes as much information as possible from it's models while meeting all functional specifications. That is, you have a specification (preferably in the form of a test suite). Meaningless information is information that isn't necessary to pass any of the tests. So, you implement one feature at a time, introducing the cookability of eggs when you have a test that quantifies that property via specification (again, read: tests). If you implement breakability of objects and realize that you can accomplish the same tests without it, you improve the program by removing it. Now, a really clever programmer is able to build his models in such a way as that they are extensible -- that is, that new properties can be added easily as new requirement specifications are produced.
Note also, it is possible to have a bad specification. If you can't tell whether something is superfluous or not, the specs (read: tests) are either incorrect or incomplete with respect to that aspect of the program.
Seems more like an issue of naming. For example, in java you might query the bird's state as "getFly()", where you call it "fly()" as python would. Here, you're telling it to take off like you're changing the state of the bird, which is a little ambiguous to the reader of the code.
In the case of the Egg, I don't see any problem with the species of bird the egg handles as being part of the egg. As for who handles whether the egg is hatched, you could just keep a reference inside the egg to the bird that's hatched. An egg physically hatches, so it's up to me to see if it's hatched, so I don't stick an egg shell in an incubator for months expecting a chicken to pop out. In my opinion, it's up to the calling code to know who has hatched. If an egg hatches a bird, it's okay to keep a reference to that bird inside the egg if that helps keep your program organized. I would think it would be a convenience to anyone who uses that class.
There's no reason why you can't make an egg also be in a fried state, where any attempts to hatch it fail.
As to the absurdity of a different object for a bird in flight being a different bird than a grounded one, that's hard to justify. We may reason in our minds that it's the same bird, but in respect to object-oriented programming, we could certainly make them different objects if that meets the needs of the program. Is a bird more like an egg or a plane?
As to your Bird being breakable while it's in flight, is that the bird's fault? If my dog were in it's kennel, would it be broken if I told it to go fetch a ball?
Whose responsibility is it to ensure that the Egg changes state so that it's no longer capable of hatching again, or doing most of the other things that eggs normally do?
This depends on whether you want to keep around the egg remains in your model or consider the egg gone.
If the former, the hatch() method sets a private hatched flag to true and any of the egg's methods which depend on it being un-hatched (including hatch() itself) check that flag and fail (whether the failure is via return code or a raised exception, depends). The latter, might be doable with certain designs but don't really see any need to.
Or does it? I've seen this very simple example given in introductory books, and in my opinion, it's subtly misleading. If you're maintaining state, you don't need to tell an object to continue to be in a given state; it just is. That's what an object does. So really, you want Bird to have a method takeoff().
I think that your problem here is with imprecise word usage, not with software development. The authors of the fly() solution are usng "fly" verb in a sense of "start flight", e.g. as a synonym of "takeoff". Whether that's a 100% valid English usage or not is above my pay grade as ESL developer, but I certainly agree that "takeoff" is a significantly less ambiguous method name.
... so that both Egg and Bird know their own kind, independently but consistently? Is there any well-known pattern for this kind of relationship?
I'm not sure if there's an official "pattern", but having an egg constructor (or factory if you go with factory) implemented in a generic "Bird" class pass the bird type to a new "Egg" object and vice versa having "Egg" object pass its bird type to the constructor (or factory) of "Bird" is very widely used.
What else can we do with an egg? Perhaps we could cook it. If it were me, I'd code this so that calling cook() on an egg 'breaks' the Egg instance and returns an instance of a new object, FriedEgg. How is this different to telling a Bird to takeoff()
As a commenter already pointed out, the above is an OO design problem - the egg doesn't cook itself. Therefore you can't implement "cook" method on the egg in isolation (though some "set status to cooked" method might be needed for your model, if for no other reason than make it unhatcheable. However, the FriedEgg thing needs to be constructed (if needed) by a Cook object's "cook_egg" method - which also calls "set status to cooked" on an egg.
I don't think this really comes under OO philosophy. In my opinion, you're mixing business logic with design patterns.
To address your concerns in general, if you have a method that changes the state of the object, which can cause another method to throw an exception based on this new (changed) state, it is desirable to have a state-inspection method so that you don't have to explicitly handle the exception each time.
In your case, let's say you did egg.fry() (on another note, an egg cannot fry itself. So maybe you need a Cook class that takes an egg as an argument to a fry method and returns a FriedEgg instance), and after that you did egg.hatch(). The second call must return an exception. Instead of forcing the user of your class to put that call in an explicit try...catch block, you should provide a state-inspection method; something like isFried() or isHatchable(). Then instead of:
try {
egg.hatch();
}
catch(UnhatchableException e) {
...
}
You have:
if(egg.isHatchable()) {
egg.hatch();
}
So it is the responsibility of the calling code to check and see what state the object is in, before it performs an operation that can potentially throw an exception.
Now assuming you had a Cook class and a method called fry and you did Cook.fry(egg) which returns a FriedEgg instance, what would happen if you call hatch() on it? Common sense would tell you that a fried egg cannot hatch anything!
In this case, you should have an Egg interface with LiveEgg (i.e., an egg that can hatch) and FriedEgg both implementing the Egg interface. The difference however, is in the implementation of the hatch() method in FriedEgg; it would have to throw an UnsupportedOperationException because you cannot hatch a fried egg.
The problem with modeling most real-world scenarios (like cars, animals etc.) is that sometimes they don't help in adequately explaining the relationships. This is due to the fact that OO concepts are pretty abstract.
Anyway, hope this helps.

Objective-C: Blocks vs. Selectors vs. Protocols

I frequently find myself writing "utility" classes that can be re-used throughout my projects.
For example, suppose I have an "Address Book" view. I might want to use my address book to select who gets sent an email, or maybe who gets added to a meeting request.
I'd develop this view controller so it can be used by both the email controller, and the meetings controller, with some sort of callback mechanism to let the caller know the user either finished selecting someone from the address book, or they canceled.
It seems there are basically four (reasonable) approaches one might take in this scenario;
Create an "AddressBookDelegate" protocol and a corresponding delegate property on the AddressBookController. Then use the messages defined in the protocol to communicate the result (similar to UIActionSheetDelegate).
Create an "informal" "AddressBookDelegate" protocol and a corresponding delegate property on the AddressBookController, but the type of the delegate property will be "id", and will check at runtime with "respondsToSelector:" to see if the delegate implements the methods we require (seems like most of the framework stuff has started going this way).
Pass the AddressBookController an id that represents a delegate, as well as two SELs which specify the methods to call when the user selects a user or cancels the request. The benefit I see with this is; suppose one controller supports BOTH sending emails AND setting up meetings (I know in this example that seems like bad design... but one can imagine a more generic situation where this would seem perfectly reasonable for a utility class) - In this case you could pass the AddressBookController different SELs depending on whether you're adding users to an email, or adding users to a meeting... a huge improvement over an iVar to indicate the controller's "state".
Pass the AddressBookController two blocks; one to run when the user selects someone from the address book, and one to run if the user cancels the request.
The blocks have been so tremendously useful to me, and SO much more elegant, I'm finding myself almost confused over when to NOT use them.
I'm hoping more experienced members of the StackOverflow community than I can help out with their thoughts on this topic.
The 'traditional' way to do this is with a protocol. Informal ones were used before #protocol was added to the language, but that was before my time and for at least the last few years informal protocols have been discouraged, especially given the #optional specifier. As for a 'delegate' which passes two SELs, this just seems more ugly than declaring a formal protocol, and generally doesn't seem right to me. Blocks are very new (esp. on iOS), as these things go, and while we have yet to see the tremendous volume of documentation/blogs on the best tried and true style, I like the idea, and this seems to be one of the things blocks are best for: neat new control flow structures.
Basically what I'm trying to say is that each of these methods vary in age, with none being better than the last except for style, which obviously counts for an awful lot, and is ultimately why each of these things was created. Basically, go with the newest thing you feel comfortable with, which should be either blocks or a formal protocol, and that your confusion is most likely coming from reading conflicting sources because they were written at different times, but with time in perspective, it is clear to see which supersedes the others.
[Controller askForSelection:^(id selection){
//blah blah blah
} canceled:^{
//blah blah blah
}];
is probably a hell of a lot more concise than defining two extra methods, and a protocol for them (formally or otherwise) or passing the SELs and storing them in ivars, etc.
I would just go with your first approach. It's a tried and true pattern in Cocoa, and seems to fit very well into what you're doing.
A few comments on the other approaches:
Informal protocol - I don't really see any advantage of doing this over a formal protocol. Every since formal protocols gained #optional methods, the utility of informal protocols is much less.
Passing SELs - I don't think this is an established pattern in Cocoa. I personally wouldn't consider it as better than the delegate approach, but if it fits your thinking better, then go for it. You're not really getting rid of state; you're just transforming into something else. Personally, I'd prefer to have an ivar that I can set and check without having to use selector types.
Passing blocks - This is sort of a new-age approach, and it has some merit. I think you need to be careful though because, in my opinion, it doesn't scale really well. For example, if NSTableView's delegate and data source methods were all blocks, I would personally find that somewhat annoying. Imagine if you wanted to set 10 different blocks, your -awakeFromNib (or whatever) method would be pretty big. Individual methods seem more appropriate in this case. However, if you're sure that you're never going to go beyond, say, two methods, then the block approach seems more reasonable.