Is there a common name for this code smell? - oop

I refer to it as the "delivery boy". I've seen several variants of it but the issue is that a class has dependency for the sole purpose of passing it on to collaborators and never using the dependency itself.
(I'm using PHP because it's what I'm most familiar with but this is language agnostic)
class Dependency{}
class B {
public function setDependency(Dependency $dependency) {
//...
}
}
class A {
private $b;
private $dependency;
public function __construct(Dependency $dependency, B $b) {
$this->dependency = $dependency;
$this->b = $b;
}
public function foo() {
$this->b->setDependency($this->dependency);
}
}
Probably the most common variant I see in the wild is abusing inheritance for this purpose, having a property in the parent class which exists so that the child classes have access to the dependency even if the parent class never actually uses the dependency itself.
class Dependency{}
class A {
protected $dependency;
public function __construct(Dependency $dependency) {
$this->dependency = $dependency;
}
}
class B extends A {
public function foo() {
$this->dependency->bar();
}
}
I see this in code far more than I'd like and it doesn't make me very happy! I just wondered if there was a name for this so that I can link people to reading materials on why it's a bad idea. As it stands, I don't know what to search for!

I'm not aware of any name, but I kind of like Delivery boy... though I suppose some might consider the name borderline offensive.
Typically this problem is solved with either Dependency Injection or a Service Locator, although way too many people use Singleton for this (inappropriately).
I'm not familiar enough with PHP to know if PHP offers a real DI solution (as opposed to poor man's DI), but I think a service locator would be acceptable if there isn't (even though service locator is often a code smell in itself).

The problem related to inheritance in the second snippet looks like to me "Broken Hierarchy". This smell occurs when the base class and its derived class do not share an IS-A relationship. It is very common to find code that uses inheritance just for convenience (for reuse) and not because it makes sense to have a hierarchy where the participating classes are are related (by IS-A relationship).
(I borrowed the smell terminology (i.e. Broken Hierarchy) from the book "Refactoring for software design smells")

Related

Strategy Pattern and Open-Closed Principle Conflict

I was reading through strategy pattern and was trying to implement it but I have got stuck at deciding the strategy implementation which I feel violates the open-closed principle.
In strategy pattern we code to interface and based on client interaction we will pass in the strategy implementation.
Now if we have bunch of strategies so we need to decide using conditions which strategy the client chooses something like
IStrategy str;
if(stragety1) {
str = new Strategy1()
} else if (stragety2) {
str = new Strategy2()
} and so on..
str.run()
Now as per open-closed principle the above is open to extension but it is not closed to modification
If I need to add another strategy(extension) in future I do need to alter this code.
is there a way where this could be avoided or it is how we need to implement strategy pattern ?
1) You must separate selecting/creating a concrete strategy from its uses. I. e. use function selectStrategy, pass it as (constructor) parameter, etc.
2) There is no way to fully avoid conditional creation, but you can hide it (e. g. using some dictionary for mapping state=>strategy) and/or shift it into another level of the application. The last approach is very powerful and flexible, but depends on the task. In some cases you may put selecting/creating on the same level that uses it. In other cases you may even end up with delegation selecting/creating to the highest/lowest level.
2.1) You can use the Registry pattern and kinda avoid modification of "core" object when adding new strategy's.
This is indeed not closed to modification, but that is due to the way you initialize. You are using a value (enum?) to determine which Strategy subclass should be used. As #bpjoshi points out their comment, this is more of a Factory pattern.
Wikipedia discusses how a Strategy pattern can support the Open/Closed Principle, instead of hampering it.
In that example, they use a Car class with a Brake Strategy. Some cars brake with ABS, some don't. Different Car subclasses and instances can be given different Strategies for braking.
To get your code closed for modification, you need to select the Strategies differently. You want to select the Strategy in the place where new behavior or subclass is defined. You'd have to refactor your code so that the specific Strategy subclass is applied at the point where the code is extended.
I think, there is misunderstanding about Closed for Modifications.
In 1988, Mayer said:
Software that works should when possible not be changed when your application is extended with new functionality.
and Rober C. Matrin said:
This definition is obviously dated.
Think about that very carefully. If the behaviors of all the modules in your system could be extended, without modifying them, then you could add new features to that system without modifying any old code. The features would be added solely by writing new code.
https://8thlight.com/blog/uncle-bob/2014/05/12/TheOpenClosedPrinciple.html
Adding some new codes without modifying old codes do not conflict with Open-Closed Principle.
I think the decision you are referring to should be the responsibility of a factory class. The following is some example code:
public interface ISalary
{
decimal Calculate();
}
public class ManagerSalary : ISalary
{
public decimal Calculate()
{
return 0;
}
}
public class AdminSalary : ISalary
{
public decimal Calculate()
{
return 0;
}
}
public class Employee
{
private ISalary salary;
public Employee(ISalary salary)
{
this.salary = salary;
}
public string Name { get; set; }
public decimal CalculateSalary()
{
return this.salary.Calculate();
}
}
The Employee class uses the Strategy pattern and follows the Open/Closed principle, i.e. it is open to new strategy types (ISalary implementations) through injection via the constructor, but closed to modification.
The piece that is missing is the code that creates the Employee objects, something like:
public enum EmployeeType
{
Manager,
Admin
}
public class EmployeeFactory
{
public Employee CreateEmployee(EmployeeType type)
{
if (type == EmployeeType.Manager)
return new Employee(new ManagerSalary());
else if (type == EmployeeType.Admin)
return new Employee(new AdminSalary());
etc
}
}
This is a very simple factory pattern. There are better ways to do this but this is the simplest way to explain the concept.

'is instanceof' Interface bad design

Say I have a class A
class A
{
Z source;
}
Now, the context tells me that 'Z' can be an instance of different classes (say, B and C) which doesn't share any common class in their inheritance tree.
I guess the naive approach is to make 'Z' an Interface class, and make classes B and C implement it.
But something still doesn't convince me because every time an instance of class A is used, I need to know the type of 'source'. So all finishes in multiple 'ifs' making 'is instanceof' which doesn't sound quite nice. Maybe in the future some other class implements Z, and having hardcoded 'ifs' of this type definitely could break something.
The escence of the problem is that I cannot resolve the issue by adding functions to Z, because the work done in each instance type of Z is different.
I hope someone can give me and advice, maybe about some useful design pattern.
Thanks
Edit: The work 'someone' does in some place when get some instance of A is totally different depending of the class behind the interface Z. That's the problem, the entity that does the 'important job' is not Z, is someone else that wants to know who is Z.
Edit2: Maybe a concrete example would help:
class Picture
{
Artist a;
}
interface Artist
{
}
class Human : Artist { }
class Robot : Artist {}
Now somewhere I have an instance of Picture,
Picture p = getPicture();
// Now is the moment that depending if the type of `p.a` different jobs are done
// it doesn't matter any data or logic inside Human or Robot
The point of using an interface is to hide these different implementations; A should just know the intent or high-level purpose of the method(s).
The work done by each implementation of Z may be different, but the method signature used to invoke that work can be the same. Class A can just call method Z.foo(), and depending on whether the implementation of Z is B or C, different code will be executed.
The only time you need to know the real implementation type is when you need to carry out completely unrelated processing on the two different types, and they don't share an interface. But in that case, why are they being processed by the same class A? Now, there are cases where this may make sense, such as when B and C are classes generated from XML Schemas, and you can't modify them - but generally it indicates that the design can be improved.
Updated now that you've added the Picture example. I think this confirms my point - although the implementation of getPicture() is different, the purpose and the return type are the same. In both cases, the Artist returns a Picture.
If the caller wants to treat Robot-created and Human-created pictures in the same way, then they use the Artist interface. They do not need to distinguish between Human or Robot, because they just want a picture! The details of how the picture is created belong in the subclass, and the caller should not see these details. If the caller cares about precisely how a picture is created, then the caller should paint it, not the Robot or Human, and the design would be quite different.
If your subclasses are performing totally unrelated tasks (and this is not what your Artist example shows!) then you might use a very vague interface such as the standard Java Runnable; in this case, the caller really has no idea what the run() method will do - it just knows how to run things that are Runnable.
Links
The following questions/articles suggest some alternatives to instanceof:
Avoiding instanceof in Java
Alternative to instanceof approach in this case
And the following articles also gives example code, using an example that seems similar to yours:
http://www.javapractices.com/topic/TopicAction.do?Id=31
and the following articles discuss the tradeoffs of instanceof versus other approaches such as the Visitor pattern and Acyclic Visitor:
https://sites.google.com/site/steveyegge2/when-polymorphism-fails
http://butunclebob.com/ArticleS.UncleBob.VisitorVersusInstanceOf
I think you need to post more information, because as it stands what I see is a misunderstanding of OOP principles. If you used a common interface type, then by Liskov substitution principle it shouldn't matter which type source is.
I'm gonna call your A, B, and C classes Alpha, Beta, and Gamma.
Perhaps Alpha can be split into two versions, one which uses Betas and one which uses Gammas. This would avoid the instanceof checks in Alpha, which as you've surmised are indeed a code smell.
abstract class Alpha
{
abstract void useSource();
}
class BetaAlpha extends Alpha
{
Beta source;
void useSource() { source.doSomeBetaThing(); }
}
class GammaAlpha extends Alpha
{
Gamma source;
void useSource() { source.doSomeGammaThing(); }
}
In fact this is extremely common. Consider a more concrete example of a Stream class that can use either Files or Sockets. And for the purpose of the example, File and Socket are not derived from any common base class. In fact they may not even be under our control, so we can't change them.
abstract class Stream
{
abstract void open();
abstract void close();
}
class FileStream extends Stream
{
File file;
void open() { file.open(); }
void close() { file.close(); }
}
class SocketStream extends Stream
{
Socket socket;
void open() { socket.connect(); }
void close() { socket.disconnect(); }
}

Type conversion when iterating over a collection of super-type. Alternatives?

This is quite a common problem I run into. Let's hear your solutions. I'm going to use an Employee-managing application as an example:-
We've got some entity classes, some of which implement a particular interface.
public interface IEmployee { ... }
public interface IRecievesBonus { int Amount { get; } }
public class Manager : IEmployee, IRecievesBonus { ... }
public class Grunt : IEmployee /* This company sucks! */ { ... }
We've got a collection of Employees that we can iterate over. We need to grab all the objects that implement IRecievesBonus and pay the bonus.
The naive implementation goes something along the lines of:-
foreach(Employee employee in employees)
{
IRecievesBonus bonusReciever = employee as IRecievesBonus;
if(bonusReciever != null)
{
PayBonus(bonusReciever);
}
}
or alternately in C#:-
foreach(IRecievesBonus bonusReciever in employees.OfType<IRecievesBonus>())
{
PayBonus(bonusReciever);
}
We cannot modify the IEmployee interface to include details of the child type as we don't want to pollute the super-type with details that only the sub-type cares about.
We do not have an existing collection of only the subtype.
We cannot use the Visitor pattern because the element types are not stable. Also, we might have a type which implements both IRecievesBonus and IDrinksTea. Its Accept method would contain an ambiguous call to visitor.Visit(this).
Often we're forced down this route because we can't modify the super-type, nor the collection e.g. in .NET we may need to find all the Buttons on this Form via the child Controls collection. We may need to do something to the child types that depends on some aspect of the child type (e.g. the bonus amount in the example above).
Strikes me as odd that there isn't an "accepted" way to do this, given how often it comes up.
1) Is the type conversion worth avoiding?
2) Are there any alternatives I haven't thought of?
EDIT
Péter Török suggests composing Employee and pushing the type conversion further down the object tree:-
public interface IEmployee
{
public IList<IEmployeeProperty> Properties { get; }
}
public interface IEmployeeProperty { ... }
public class DrinksTeaProperty : IEmployeeProperty
{
int Sugars { get; set; }
bool Milk { get; set; }
}
foreach (IEmployee employee in employees)
{
foreach (IEmployeeProperty property in employee.Propeties)
{
// Handle duplicate properties if you need to.
// Since this is just an example, we'll just
// let the greedy ones have two cups of tea.
DrinksTeaProperty tea = property as DrinksTeaProperty;
if (tea != null)
{
MakeTea(tea.Sugers, tea.Milk);
}
}
}
In this example it's definitely worth pushing these traits out of the Employee type - particularly because some managers might drink tea and some might not - but we still have the same underlying problem of the type conversion.
Is it the case that it's "ok" so long as we do it at the right level? Or are we just moving the problem around?
The holy grail would be a variant on the Visitor pattern where:-
You can add element members without modifying all the visitors
Visitors should only visit types they're interested in visiting
The visitor can visit the member based on an interface type
Elements might implement multiple interfaces which are visited by different visitors
Doesn't involve casting or reflection
but I appreciate that's probably unrealistic.
I would definitely try to resolve this with composition instead of inheritance, by associating the needed properties/traits to Employee, instead of subclassing it.
I can give an example partly in Java, I think it's close enough to your language (C#) to be useful.
public enum EmployeeProperty {
RECEIVES_BONUS,
DRINKS_TEA,
...
}
public class Employee {
Set<EmployeeProperty> properties;
// methods to add/remove/query properties
...
}
And the modified loop would look like this:
foreach(Employee employee in employees) {
if (employee.getProperties().contains(EmployeeProperty.RECEIVES_BONUS)) {
PayBonus(employee);
}
}
This solution is much more flexible than subclassing:
it can trivially handle any combination of employee properties, while with subclassing you would experience a combinatorial explosion of subclasses as the number of properties grow,
it trivially allows you to change Employee properties runtime, while with subclassing this would require changing the concrete class of your object!
In Java, enums can have properties or (even virtual) methods themselves - I don't know whether this is possible in C#, but in the worst case, if you need more complex properties, you can implement them with a class hierarchy. (Even in this case, you are not back to square one, since you have an extra level of indirection which gives you the flexibility described above.)
Update
You are right that in the most general case (discussed in the last sentence above) the type conversion problem is not resolved, just pushed one level down on the object graph.
In general, I don't know a really satisfying solution to this problem. The typical way to handle it is using polymorphism: pull up the common interface and manipulate the objects via that, thus eliminating the need for downcasts. However, in cases when the objects in question do not have a common interface, what to do? It may help to realize that in these cases the design does not reflect reality well: practically, we created a marker interface solely to enable us to put a bunch of distinct objects into a common collection, but there is no semantical relationship between the objects.
So I believe in these cases the awkwardness of downcasts is a signal that there may be a deeper problem with our design.
You could implement a custom iterator that only iterates over the IRecievesBonus types.

help with interfaces and abstract classes

I'm recently getting a bit confused with interfaces and abstract classes and I feel I dont fully grasp it like I thought I did. I think I'm using them incorrectly. I'll describe what I'm doing at the moment, the problem I have faced, and then hopefully it be clear what I'm doing wrong if anything.
I wanted to write some classes that do some parsing of xml. I have different user types that have different parsing requirements.
My logic went as follows.
All parsers share a "parse" function in common and must have at least this function so I made an Interface with this function defined named IParse;
I start out with 2 user types, user type A and user type B. User type A & B share some basic functions but user type B has slightly more functions than A so I put the functions to parse what they share in an abstract class that both will extend called "ParseBase".
So now I have
// Interface
public interface IParser
{
function parse(xml:XML):void;
}
// Base Class
public class ParseBase()
{
public function getbasicdata():void{}
public function getmorebasicdata():void{}
}
//User type A
public class userTypeA extends ParseBase implement IParse
{
public function parse(xml:XML):void
{
getbasicdata()
getmorebasicdata()
}
}
//user type B
public class userTypeB extends ParseBase implement IParse
{
public function parse(xml:XML):void
{
getbasicdata()
getmorebasicdata()
}
public function extraFunctionForB():void
{
}
public function anotherExtraFunctionForB():void
{
}
}
The problem I have come up against now which leads me believe that I'm doing something wrong is as follows.
Lets say I want to add another function UserTypeB. I go and write a new public function in that class. Then In my implementation I use a switch to check what Usertype to create.
Var userParser:IParser
if(a)
{
userParser= new userTypeA();
}else if(b)
{
userParser= new userTypeB();
}
If i then try to access that new function I can't see it in my code hinting. The only function names I see are the functions defined in the interface.
What am I doing wrong?
You declare the new function only in userTypeB, not in IParser. Thus it is not visible via IParser's interface. Since userParser is declared as an IParser, you can't directly access userTypeB's functions via it - you need to either downcast it to userTypeB, or add the new function to IParser to achieve that.
Of course, adding a function to IParser only makes sense if that function is meaningful for all parsers, not only for userTypeB. This is a design question, which IMO can't be reasonably answered without knowing a lot more about your app. One thing you can do though, is to unite IParser and BaseParser - IMO you don't need both. You can simply define the public interface and some default implementation in a single abstract class.
Oher than that, this has nothing to do with abstract classes - consider rephrasing the title. Btw in the code you show, ParseBase does not seem to be abstract.
In order to access functions for a specific sub-type (UserTypeB, for example) you need the variable to be of that type (requires explicit casting).
The use of interfaces and abstract classes is useful when you only require the methods defined in the interface. If you build the interface correctly, this should be most of the time.
As Peter Torok says (+1), the IParser declares just one function parse(xml). When you create a variable userParser of type IParser, you will be allowed to call ony the parse() method. In order to call a function defined in the subtype, you will have to explicitly cast it into that subtype.
In that case IMO your should rethink the way you have designed your parsers, an example would be to put a declaration in your IParser (Good if you make this abstract and have common base functionality in here) that allow subtypes (parsers) to do some customization before and after parsing.
You can also have a separate BaseParser abstract type that implemnts the IParser interface.

Is this a ddd anti-pattern?

Is it a violation of the Persistance igorance to inject a repository interface into a Entity object Like this. By not using a interface I clearly see a problem but when using a interface is there really a problem? Is the code below a good or bad pattern and why?
public class Contact
{
private readonly IAddressRepository _addressRepository;
public Contact(IAddressRepository addressRepository)
{
_addressRepository = addressRepository;
}
private IEnumerable<Address> _addressBook;
public IEnumerable<Address> AddressBook
{
get
{
if(_addressBook == null)
{
_addressBook = _addressRepository.GetAddresses(this.Id);
}
return _addressBook;
}
}
}
It's not exactly a good idea, but it may be ok for some limited scenarios. I'm a little confused by your model, as I have a hard time believing that Address is your aggregate root, and therefore it wouldn't be ordinary to have a full-blown address repository. Based on your example, you probably are actually using a table data gateway or dao rather than a respository.
I prefer to use a data mapper to solve this problem (an ORM or similar solution). Basically, I would take advantage of my ORM to treat address-book as a lazy loaded property of the aggregate root, "Contact". This has the advantage that your changes can be saved as long as the entity is bound to a session.
If I weren't using an ORM, I'd still prefer that the concrete Contact repository implementation set the property of the AddressBook backing store (list, or whatever). I might have the repository set that enumeration to a proxy object that does know about the other data store, and loads it on demand.
You can inject the load function from outside. The new Lazy<T> type in .NET 4.0 comes in handy for that:
public Contact(Lazy<IEnumerable<Address>> addressBook)
{
_addressBook = addressBook;
}
private Lazy<IEnumerable<Address>> _addressBook;
public IEnumerable<Address> AddressBook
{
get { return this._addressBook.Value; }
}
Also note that IEnumerable<T>s might be intrinsically lazy anyhow when you get them from a query provider. But for any other type you can use the Lazy<T>.
Normally when you follow DDD you always operate with the whole aggregate. The repository always returns you a fully loaded aggregate root.
It doesn't make much sense (in DDD at least) to write code as in your example. A Contact aggregate will always contain all the addresses (if it needs them for its behavior, which I doubt to be honest).
So typically ContactRepository supposes to construct you the whole Contact aggregate where Address is an entity or, most likely, a value object inside this aggregate.
Because Address is an entity/value object that belongs to (and therefore managed by) Contact aggregate it will not have its own repository as you are not suppose to manage entities that belong to an aggregate outside this aggregate.
Resume: always load the whole Contact and call its behavior method to do something with its state.
Since its been 2 years since I asked the question and the question somewhat misunderstood I will try to answer it myself.
Rephrased question:
"Should Business entity classes be fully persistance ignorant?"
I think entity classes should be fully persistance ignorant, because you will instanciate them many places in your code base so it will quickly become messy to always have to inject the Repository class into the entity constructor, neither does it look very clean. This becomes even more evident if you are in need of injecting several repositories. Therefore I always use a separate handler/service class to do the persistance jobs for the entities. These classes are instanciated far less frequently and you usually have more control over where and when this happens. Entity classes are kept as lightweight as possible.
I now always have 1 Repository pr aggregate root and if I have need for some extra business logic when entities are fetched from repositories I usually create 1 ServiceClass for the aggregate root.
By taking a tweaked example of the code in the question as it was a bad example I would do it like this now:
Instead of:
public class Contact
{
private readonly IContactRepository _contactRepository;
public Contact(IContactRepository contactRepository)
{
_contactRepository = contactRepository;
}
public void Save()
{
_contactRepository.Save(this);
}
}
I do it like this:
public class Contact
{
}
public class ContactService
{
private readonly IContactRepository _contactRepository;
public ContactService(IContactRepository contactRepository)
{
_contactRepository = contactRepository;
}
public void Save(Contact contact)
{
_contactRepository.Save(contact);
}
}