Does implementing multiple interfaces violate Single Responsibility Principle? - oop

From Wikipedia:
Single responsibility principle states that every class should have a
single responsibility, and that responsibility should be entirely
encapsulated by the class.
Does that mean implementing multiple interfaces violates this principle?

I would say not by itself. A class can have one responsibility, but do multiple things in the process, and implement one interface for each set of things it needs to do to fulfill its responsibility.
Also, interfaces in Java can be used to say things about what properties the class has (for example, Comparable and Serializable), but not really say anything the class's responsibility.
However, if a class implements multiple interfaces, each of which corresponds to one responsibility, then that would be a violation of that principle.

Maybe, but not necessarily.
An interface is not a responsibility. There's a very powerful mode of architecture which views interfaces as defining the role the object may play in the application.
Think of what that means. You can have a Person class with all sorts of interfaces (let's use a .net convention for naming)
class Person : IAmAStudent, IDrawSocialSecurity, IAmACitizen {
public SocialSecurityNumber getSocialSecurityNumber() {
return this.ssn;
}
private SocialSecurityNumber ssn;
public Person(SocialSecurityNumber ssn) { this.ssn = ssn; }
}
Now obviously this cannot violate SRP. It clearly has only one reason for change - if the relationship between people and social security numbers changes. Yet the object implements many interfaces and plays several roles in the application.
Now if you're implementing multiple interfaces that expose different functionality you might be violating SRP but that can be a bit of a judgement call as well. Single Responsibility Principle is a great rule of thumb for achieving loose coupling, but that's not the only ideal in town. There's also high cohesion which states that related code should live together. The two are fundamentally at odds (though there is often ways to achieve good balance). So you might reasonably make a choice in the direction of one over another and decide consciously to violate SRP.
Ultimately, SRP and all the SOLID rules are more about making sure you think along certain lines, not that you follow them blindly every time.

"Single Responsibility" depends on the level of abstraction. For example, a complex system, considering it at a system level, may have one responsibility. For instance, a TV system's responsibility is to show video picture. At the next, lower level, that system is made of sub-systems, monitor, power unit, etc. At this level, each of these units have their own responsibilities.
In the same way, a class, at one level may be considered to have a single responsibility. But, at a lower level, it may have other constituent modules (classes, interfaces etc) that perform parts of its job. For example, a Student class's responsibility is to represent a student abstraction. It may however have another unit (a class) that represents student's address.
In this way, using multiple interfaces do not by itself violate object-oriented principles.

Related

Which of the SOLID principles is violated in this class diagram

This is one of the past year's exams that have no answers:
[1]: https://i.stack.imgur.com/RDzz0.jpg
It shows a diagram with two classes, Customer and Supplier, inheriting both from a class Partner. Another class Customer_Supplier inherits from both, Customer and Supplier.
The question asks what SOLID principle this design would violate. Despite attentive verification, I could not find any, and would really like to know.
The following diagram is the famous diamond of death, a very delicate problem when working with multiple inheritance:
The academic answer
The academic answer to your question is that this design violates the Single Responsibility Principle. The reasoning is the following:
A class should have a single responsibility
Supplier and Customer both have a single responsibility
Customer_Supplier inherits of at least two responsibilities
In reality, the SRP is about reason to change. But the general tendency is to apply the same reasoning: Customer_Supplier might have to change because of changes in Supplier or changes in Customer.
Elimination of the other candidates
It is in principle compliant with the Open/Close Principle by design. Each class could be extended, and unless the contrary is proven, there is no need to modify them.
A class diagram is rarely sufficient to confirm or deny compliance with the Liskov Substitution Principle, since this principle is about the contracts/promises of the classes and their subclasses. LSP requires that an object of the subclass can be used whenever an object of the superclass is expected. At first sight, a Customer_Supplier could be used instead of a Supplier, as well as instead of a Customer. Of course, one could easily imagine a class that breaks this. But this is equally true with any of the simplest inheritance. The fact is that nothing in the diagram lets us assume the opposite.
The Interface Segregation Principle is not violated either. On contrary, if a client does not need the Customer_Supplier interface, you could use one of the parent classes. If you use the Customer_Supplier in a client, it's probably because you need the full interface.
Finally, the Dependency Inversion Principle is not relevant here. Nothing indicates that one class is more concrete or more abstract than the other. In fact, these could even all be abstract classes. So there is no reason to think that this design does not comply with "Abstractions should not depend on details. Details (concrete implementations) should depend on abstractions".
Is the academic answer is flawed?
The diamond of death is an extreme case that is often given as example to explain that multiple inheritance would be bad. And multiple inheritance can easily be misused. But so can be single inheritance and any other programming construct.
Let's bring in some more objectivity:
Classes should have a single responsibility. If a class inherits from another it may then have two responsibilities: its own and the responsibility of the superclass. On the other side, nothing tells us that these responsibilities are independent: one could be a sub-responsibility of the other.
Consequently, if Supplier has a sub-responsibility of BusinessPartner, and Customer has a sub-responsibility of BusinessPartner, they both have the sub-responsibilities of the same larger responsibility, especially considering the Open/Closed principle. This means that Customer_Supplier could in the end still just be a sub-responsibility of this single large responsibility. So SRP could perfectly be respected.
This is not advanced computer science, but basic set theory. You can use the same reasoning for the reason to change.
Another reasoning can be used for reason to change: if the subclass uses only the public interface of the superclass (which is a robust practice in view of LSP's history constraint) the subclass would not be impacted by changes to the superclass more than by any other change of a class that its dependent uppon. So the single reason to change could still hold.
For all these reasons, I'd reformulate the academic answer as follows: if this design would violate a SOLID principle, it could be only the the SRP. Nevertheless it does not necessarily violate it.
And to hammer the nail, I'll conclude with a quote from R.C. Martin who invented the SRP concept:
And this gets to the crux of the Single Responsibility Principle. This principle is about people.
And this design does not say anything about people.
And to finish with a philosophical question: is multiple inheritance really needed?

OOP: How do I deal with objects that have mutual relations?

Let's say there are two classes related to each other via some relations. For example, a Student maintains a list of the Classes he takes, and each Class has a list of Students taking it. Then I am afraid of letting the Student directly being able to modify its set of Classes, because each modification would have to be followed by a similar modification of a Class's list of Students, and vice versa.
One solution is to have a class whose sole purpose is to keep track of Class-Student relations, say Registrar. But then if some method in Student requires knowledge of its Class list, the Student needs to be passed the Registrar. This seems bad. It seems Student shouldn't have access to the Registrar, where it can also access other Students. I can think of a solution, creating a class that acts as a mediator between Student and Registrar, showing the Student only what it needs to know, but this seems possibly like overkill. Another solution is to remove from Student any method that needs to access its classes and put it instead in Registrar or some other class that has access to Registrar.
The reason I'm asking is that I'm working on a chess game in Java. I'm thinking about the Piece-Cell relations and the Piece-Player relations. If in the above example it wasn't OK for a Student to have access to the Registrar, is it OK here for a Piece to have access to the Board, since a Piece needs to look around anyway to decide if a move is valid?
What's the standard practice in such cases?
If relations can be changed - classes should be decoupled as much as possible, so along with each class create an interface, do not introduce tied relations between classes.
High level of separation you can achieve using intermediate services/helpers which encapsulates logic of communication between classes, so in this case you should not inject one class to an other even both are abstracted by interfaces, basically Student does not know anything about Class, and Class does not know anything about Student. I'm not sure whether such complexity is makes sense in your case but anyway you can achieve it.
Here is you may find a useful design pattern Mediator which can encapsulate interaction logic between two decoupled entities, take a look at it.
With the mediator pattern, communication between objects is
encapsulated with a mediator object. Objects no longer communicate
directly with each other, but instead communicate through the
mediator. This reduces the dependencies between communicating objects,
thereby lowering the coupling.
What I think you have found in your pretty nice example and explanation is that OO does not solve all problems well. As long as the responsibility is well shaped and sharp, everything is fine. And as long each responsibility fits in exactly one bucket (the class), it is pretty easy to design. But here you have a tradeoff:
If I define for each responsibility a separate class, I will get a bloated design that is pretty difficult to understand (and sometimes to maintain).
If I include for each separate responsibility at least one interface, I will get more classes and interfaces than I need.
If I decide that one of the two classes is responsible for the relation as well, this one object has more knowledge than usual about the other.
And if you introduce in each case a mediator or something similar, your design will be more complex than the problem.
So perhaps you should ask the questions:
What is the likelihood that the relation between the 2 objects will change?
What is the likelihood that the relation will exist between more 1 type of objects at each end?
Is that part of the system a highly visible part, so that a lot of other parts will interface it (and therefore will be dependent on it)?
Take the simplest solution that could possibly work and start with that. As long as the solution is kept simple, it is only your code (you don't design a library for others), there are chances that you can change the design later without hassle.
So in your concrete case,
the board field should have access to the whole board XOR
the figure on the field should have the responsibility of moving XOR
there should be an object type (ChessGame?) that is responsible for the overall knowledge about moving, blocking, attacking ...
I do think that all are valid, and it depends on your special "business case" which one is the most valid.

How to move away from Inheritance

I've searched in here and other forums and couldn't find a good answer..
I kind of know that Extending classes isn't the best of practices. And that I should use Interfaces more. my problem is that usually I start creating Interfaces and then move to Abstract classes because there's always some functionality that I want implemented on a super class so that I don't have to replicate it in every child classes.
For instance, I have a Vehicle class and the Car and Bike child classes. a lot of functionality could be implemented on the Vehicle class, such as Move() and Stop(), so what would be the best practice to keep the architecture clean, avoid code repetition and use Interfaces instead of Inheritance?
Thanks a lot!
(if you have no idea why I'm asking this you may read this interesting article: http://www.javaworld.com/javaworld/jw-08-2003/jw-0801-toolbox.html)
Inheritance ('extending classes') imposes significant limitations on class design and I'm not sure the use of interfaces as a replacement for inheritance is the best idea since it fails the DRY test.
These days, Composition is favored over Inheritance, so you might consider this post: Prefer composition over inheritance?
Interesting question. Everyone has different approaches. But it all based on personal experience and choice.
Usually, i start with an interface, then let an abstract class inherit that interface. And implement common actions there, and let others to be implemented by who ever inherits this class.
This give few advantageous based on by experience,
1.During function calls you can pass the elements as interface type or abstract class type.
2.Common variables such as ID, Names etc can be put on abstract class.
3.Easy for maintenance. For example, if you want to implement a new interface, then just implement in the abstract quickly.
If you keep in mind fundamental difference between interfaces and classes it will make it easier to decide which one to use. The difference is that interfaces represent just a protocol (usually behavioral) between objects involved, while abstract classes represent some unfinished constructions that involve some parts (data). In car example, interface is essentially a blueprint for the generic car. And abstract class would be like prefabricated specific model car body that needs to be filled with remaining parts to get final product. Interfaces don't even have to be in Java - it will not change anything - still blueprint.
Typically you would use abstract class within your specific implementation framework to provide its consumers with some basic functionality. If you just state that you never use abstract class in favor of interface - it's plain wrong from practical standpoint. What if you need 10 implementations of the same interface with 90% of the same code. Replicate code 10 times? Ok, may be you would use abstract class here but put interface on top of it. But why would you do that if you never intend to offer your class hierarchy to external consumers?
I am using word external in very wide sense - it can be just different package in your project or remote consumer.
Ultimately, many of those things are preferences and personal experiences, but I disagree with most blanket statements like extends is evil. I also prefer not to use extra classes (interfaces or abstract) unless it is required by specific parts of the design.
Just my two cents.
Inheritance allows code reuse and substitutability, but restricts polymorphism. Composition allows code reuse but not substitutability. Interfaces allow substitutability but not code reuse.
The decision of whether to use inheritance, composition, or interfaces, boils down to a few simple principles:
If one needs both code reuse and substitutability, and the restrictions imposed on polymorphism aren't too bad, use inheritance.
If one needs code reuse, but not substitutability, use composition.
If one needs substitutability, but not code reuse, or if the restrictions inheritance would impose upon polymorphism would be worse than duplicated code, use interfaces.
If one needs substitutability and code reuse, but the restrictions imposed by polymorphism would be unacceptable, use interfaces to wrap encapsulated objects.
If one needs substitutability and code reuse, and the restrictions imposed by polymorphism would not pose any immediate problem but might be problematic for future substitutable classes, derive a model base class which implements an interface, and have those classes that can derive from it do so. Avoid using variables and parameters of the class type, though--use the interface instead. If you do that, and there is a need for a substitutable class which cannot very well derive from the model base class, the new class can implement the interface without having to inherit from the base; if desired, it may implement the interface by wrapping an encapsulated instance of a derivative of the model type.
Judgment may be required in deciding whether future substitutable classes may have difficulty deriving from a base class. I tend to think approach #5 often offers the best of all worlds, though, when substitutability is required. It's often cheaper than using interfaces alone, and not much more expensive than using inheritance alone. If there is a need for future classes which are substitutable but cannot be derived from the base, it may be necessary to convert the code to use approach #5. Using approach #5 from the get-go would avoid having to refactor the code later. (Of course, if it's never necessary to substitute a class that can't derive from the base, the extra cost--slight as it may be--may end up being unnecessary).
Agree with tofutim - in your current example, move and stop on Vehicle is reasonable.
Having read the article - I think it's using powerful language to push a point... remember - inheritance is a tool to help get a job done.
But if we go with the assumption that for whatever reasons you can't / won't use the tool in this case, you can start by breaking it down into small interfaces with helper objects and/or visitors...
For example -
Vehicle types include submarine, boat, plane, car and bike. You could break it down into interfaces...
IMoveable
+ Forward()
+ Backward()
+ Left()
+ Right()
IFloatable
+ Dock()
ISink()
+ BlowAir()
IFly()
+ Takeoff()
+ Land()
And then your classes can aggregate the plethora of interfaces you've just defined.
The problem is though that you may end up duplicating some code in the car / bike class for IMoveable.Left() and IMoveable.Right(). You could factor this into a helper method and aggregate the helper... but if you follow it to its logical conclusion, you would still end up refactoring many things back into base classes.
Inheritance and Aggregation are tools... neither of which are "evil".
Hope that helps.
Do you want an answer for your specific case, or in general? In the case you described, there is nothing wrong with using an Abstract class. It doesn't make sense use an interface when all of the clients would need to implement the exact same code for Move() and Stop().
Don't believe all you read
Many times, inheritance is not bad, in fact, for data-hiding, it may be a good idea.
Basically, only use the policy of "interfaces only" when you're making a very small tree of classes, otherwise, I promise it will be a pain. Suppose you have a Person "class" (has eat() and sleep), and there are two subclasses, Mathematician (has doProblem() ) and Engineer ( buildSomething() ), then go with interfaces. If you need something like a Car class and then 56 bazillion types of cars, then go with inheritance.
IMHO.
I think, that Interfaces sometime also evil. They could be as avoidance of multiple inheritance.
But if we compare interface with abstract class, then abstract class is always more than interface. Interface is always some aspect of the class -- some viewpoint, and not whole as a class.
So I don't think you should avoid inheritance and use iterfaces everywhere -- there should be balance.

Single Responsibility Principle vs Anemic Domain Model anti-pattern

I'm in a project that takes the Single Responsibility Principle pretty seriously. We have a lot of small classes and things are quite simple. However, we have an anemic domain model - there is no behaviour in any of our model classes, they are just property bags. This isn't a complaint about our design - it actually seems to work quite well
During design reviews, SRP is brought out whenever new behaviour is added to the system, and so new behaviour typically ends up in a new class. This keeps things very easily unit testable, but I am perplexed sometimes because it feels like pulling behaviour out of the place where it's relevant.
I'm trying to improve my understanding of how to apply SRP properly. It seems to me that SRP is in opposition to adding business modelling behaviour that shares the same context to one object, because the object inevitably ends up either doing more than one related thing, or doing one thing but knowing multiple business rules that change the shape of its outputs.
If that is so, then it feels like the end result is an Anemic Domain Model, which is certainly the case in our project. Yet the Anemic Domain Model is an anti-pattern.
Can these two ideas coexist?
EDIT: A couple of context related links:
SRP - http://www.objectmentor.com/resources/articles/srp.pdf
Anemic Domain Model - http://martinfowler.com/bliki/AnemicDomainModel.html
I'm not the kind of developer who just likes to find a prophet and follow what they say as gospel. So I don't provide links to these as a way of stating "these are the rules", just as a source of definition of the two concepts.
Rich Domain Model (RDM) and Single Responsibility Principle (SRP) are not necessarily at odds. RDM is more at odds with a very specialised subclassof SRP - the model advocating "data beans + all business logic in controller classes" (DBABLICC).
If you read Martin's SRP chapter, you'll see his modem example is entirely in the domain layer, but abstracting the DataChannel and Connection concepts as separate classes. He keeps the Modem itself as a wrapper, since that is useful abstraction for client code. It's much more about proper (re)factoring than mere layering. Cohesion and coupling are still the base principles of design.
Finally, three issues:
As Martin notes himself, it's not always easy to see the different 'reasons for change'. The very concepts of YAGNI, Agile, etc. discourage the anticipation of future reasons for change, so we shouldn't invent ones where they aren't immediately obvious. I see 'premature, anticipated reasons for change' as a real risk in applying SRP and should be managed by the developer.
Further to the previous, even correct (but unnecessary anal) application of SRP may result in unwanted complexity. Always think about the next poor sod who has to maintain your class: will the diligent abstraction of trivial behaviour into its own interfaces, base classes and one-line implementations really aid his understanding of what should simply have been a single class?
Software design is often about getting the best compromise between competing forces. For example, a layered architecture is mostly a good application of SRP, but what about the fact that, for example, the change of a property of a business class from, say, a boolean to an enum has a ripple effect across all the layers - from db through domain, facades, web service, to GUI? Does this point to bad design? Not necessarily: it points to the fact that your design favours one aspect of change to another.
I'd have to say "yes", but you have to do your SRP properly. If the same operation applies to only one class, it belongs in that class, wouldn't you say? How about if the same operation applies to multiple classes? In that case, if you want to follow the OO model of combining data and behavior, you'd put the operation into a base class, no?
I suspect that from your description, you're ending up with classes which are basically bags of operations, so you've essentially recreated the C-style of coding: structs and modules.
From the linked SRP paper:
"The SRP is one of the simplest of the principle, and one of the hardest to get right."
The quote from the SRP paper is very correct; SRP is hard to get right. This one and OCP are the two elements of SOLID that simply must be relaxed to at least some degree in order to actually get a project done. Overzealous application of either will very quickly produce ravioli code.
SRP can indeed be taken to ridiculous lengths, if the "reasons for change" are too specific. Even a POCO/POJO "data bag" can be thought of as violating SRP, if you consider the type of a field changing as a "change". You'd think common sense would tell you that a field's type changing is a necessary allowance for "change", but I've seen domain layers with wrappers for built-in value types; a hell that makes ADM look like Utopia.
It's often good to ground yourself with some realistic goal, based on readability or a desired cohesion level. When you say, "I want this class to do one thing", it should have no more or less than what is necessary to do it. You can maintain at least procedural cohesion with this basic philosophy. "I want this class to maintain all the data for an invoice" will generally allow SOME business logic, even summing subtotals or calculating sales tax, based on the object's responsibility to know how to give you an accurate, internally-consistent value for any field it contains.
I personally do not have a big problem with a "lightweight" domain. Just having the one role of being the "data expert" makes the domain object the keeper of every field/property pertinent to the class, as well as all calculated field logic, any explicit/implicit data type conversions, and possibly the simpler validation rules (i.e. required fields, value limits, things that would break the instance internally if allowed). If a calculation algorithm, perhaps for a weighted or rolling average, is likely to change, encapsulate the algorithm and refer to it in the calculated field (that's just good OCP/PV).
I don't consider such a domain object to be "anemic". My perception of that term is a "data bag", a collection of fields that has no concept whatsoever of the outside world or even the relation between its fields other than that it contains them. I've seen that too, and it's not fun tracking down inconsistencies in object state that the object never knew was a problem. Overzealous SRP will lead to this by stating that a data object is not responsible for any business logic, but common sense would generally intervene first and say that the object, as the data expert, must be responsible for maintaining a consistent internal state.
Again, personal opinion, I prefer the Repository pattern to Active Record. One object, with one responsibility, and very little if anything else in the system above that layer has to know anything about how it works. Active Record requires the domain layer to know at least some specific details about the persistence method or framework (whether that be the names of stored procedures used to read/write each class, framework-specific object references, or attributes decorating the fields with ORM information), and thus injects a second reason to change into every domain class by default.
My $0.02.
I've found following the solid principles did in fact lead me away from DDD's rich domain model, in the end, I found I didn't care. More to the point, I found that the logical concept of a domain model, and a class in whatever language weren't mapped 1:1, unless we were talking about a facade of some sort.
I wouldn't say this is exactly a c-style of programming where you have structs and modules, but rather you'll probably end up with something more functional, I realise the styles are similar, but the details make a big difference. I found my class instances end up behaving like higher order functions, partial functions application, lazily evaluated functions, or some combination of the above. It's somewhat ineffable for me, but that's the feeling I get from writing code following TDD + SOLID, it ended up behaving like a hybrid OO/Functional style.
As for inheritance being a bad word, i think that's more due to the fact that the inheritance isn't sufficiently fine grained enough in languages like Java/C#. In other languages, it's less of an issue, and more useful.
I like the definition of SRP as:
"A class has only one business reason to change"
So, as long as behaviours can be grouped into single "business reasons" then there is no reason for them not to co-exist in the same class. Of course, what defines a "business reason" is open to debate (and should be debated by all stakeholders).
Before I get into my rant, here's my opinion in a nutshell: somewhere everything has got to come together... and then a river runs through it.
I am haunted by coding.
=======
Anemic data model and me... well, we pal around a lot. Maybe it's just the nature of small to medium sized applications with very little business logic built into them. Maybe I am just a bit 'tarded.
However, here's my 2 cents:
Couldn't you just factor out the code in the entities and tie it up to an interface?
public class Object1
{
public string Property1 { get; set; }
public string Property2 { get; set; }
private IAction1 action1;
public Object1(IAction1 action1)
{
this.action1 = action1;
}
public void DoAction1()
{
action1.Do(Property1);
}
}
public interface IAction1
{
void Do(string input1);
}
Does this somehow violate the principles of SRP?
Furthermore, isn't having a bunch of classes sitting around not tied to each other by anything but the consuming code actually a larger violation of SRP, but pushed up a layer?
Imagine the guy writing the client code sitting there trying to figure out how to do something related to Object1. If he has to work with your model he will be working with Object1, the data bag, and a bunch of 'services' each with a single responsibility. It'll be his job to make sure all those things interact properly. So now his code becomes a transaction script, and that script will itself contain every responsibility necessary to properly complete that particular transaction (or unit of work).
Furthermore, you could say, "no brah, all he needs to do is access the service layer. It's like Object1Service.DoActionX(Object1). Piece of cake." Well then, where's the logic now? All in that one method? Your still just pushing code around, and no matter what, you'll end up with data and the logic being separated.
So in this scenario, why not expose to the client code that particular Object1Service and have it's DoActionX() basically just be another hook for your domain model? By this I mean:
public class Object1Service
{
private Object1Repository repository;
public Object1Service(Object1Repository repository)
{
this.repository = repository;
}
// Tie in your Unit of Work Aspect'ing stuff or whatever if need be
public void DoAction1(Object1DTO object1DTO)
{
Object1 object1 = repository.GetById(object1DTO.Id);
object1.DoAction1();
repository.Save(object1);
}
}
You still have factored out the actual code for Action1 from Object1 but for all intensive purposes, have a non-anemic Object1.
Say you need Action1 to represent 2 (or more) different operations that you would like to make atomic and separated into their own classes. Just create an interface for each atomic operation and hook it up inside of DoAction1.
That's how I might approach this situation. But then again, I don't really know what SRP is all about.
Convert your plain domain objects to ActiveRecord pattern with a common base class to all domain objects. Put common behaviour in the base class and override the behaviour in derived classes wherever necessary or define the new behaviour wherever required.

Aren't Information Expert & Tell Don't Ask at odds with Single Responsibility Principle?

Information-Expert, Tell-Don't-Ask, and SRP are often mentioned together as best practices. But I think they are at odds. Here is what I'm talking about.
Code that favors SRP but violates Tell-Don't-Ask & Info-Expert:
Customer bob = ...;
// TransferObjectFactory has to use Customer's accessors to do its work,
// violates Tell Don't Ask
CustomerDTO dto = TransferObjectFactory.createFrom(bob);
Code that favors Tell-Don't-Ask & Info-Expert but violates SRP:
Customer bob = ...;
// Now Customer is doing more than just representing the domain concept of Customer,
// violates SRP
CustomerDTO dto = bob.toDTO();
Please fill me in on how these practices can co-exist peacefully.
Definitions of the terms,
Information Expert: objects that have the data needed for an operation should host the operation.
Tell Don't Ask: don't ask objects for data in order to do work; tell the objects to do the work.
Single Responsibility Principle: each object should have a narrowly defined responsibility.
I don't think that they are so much at odds as they are emphasizing different things that will cause you pain. One is about structuring code to make it clear where particular responsibilities are and reducing coupling, the other is about reducing the reasons to modify a class.
We all have to make decisions each and every day about how to structure code and what dependencies we are willing to introduce into designs.
We have built up a lot of useful guidelines, maxims and patterns that can help us to make the decisions.
Each of these is useful to detect different kinds of problems that could be present in our designs. For any specific problem that you may be looking at there will be a sweet spot somewhere.
The different guidelines do contradict each other. Just applying every piece of guidance you have heard or read will not make your design better.
For the specific problem you are looking at today you need to decide what the most important factors that are likely to cause you pain are.
You can talk about "Tell Don't Ask" when you ask for object's state in order to tell object to do something.
In your first example TransferObjectFactory.createFrom just a converter. It doesn't tell Customer object to do something after inspecting it's state.
I think first example is correct.
Those classes are not at odds. The DTO is simply serving as a conduit of data from storage that is intended to be used as a dumb container. It certainly doesn't violate the SRP.
On the other hand the .toDTO method is questionable -- why should Customer have this responsibility? For "purity's" sake I would have another class who's job it was to create DTOs from business objects like Customer.
Don't forget these principles are principles, and when you can et away with simpler solutions until changing requirements force the issue, then do so. Needless complexity is definitely something to avoid.
I highly recommend, BTW, Robert C. Martin's Agile Patterns, Practices and principles for much more in depth treatments of this subject.
DTOs with a sister class (like you have) violate all three principles you stated, and encapsulation, which is why you're having problems here.
What are you using this CustomerDTO for, and why can't you simply use Customer, and have the DTOs data inside the customer? If you're not careful, the CustomerDTO will need a Customer, and a Customer will need a CustomerDTO.
TellDontAsk says that if you are basing a decision on the state of one object (e.g. a customer), then that decision should be performed inside the customer class itself.
An example is if you want to remind the Customer to pay any outstanding bills, so you call
List<Bill> bills = Customer.GetOutstandingBills();
PaymentReminder.RemindCustomer(customer, bills);
this is a violation. Instead you want to do
Customer.RemindAboutOutstandingBills()
(and of course you will need to pass in the PaymentReminder as a dependency upon construction of the customer).
Information Expert says the same thing pretty much.
Single Responsibility Principle can be easily misunderstood - it says that the customer class should have one responsibility, but also that the responsibility of grouping data, methods, and other classes aligned with the 'Customer' concept should be encapsulated by only one class. What constitutes a single responsibility is extremely hard to define exactly and I would recommend more reading on the matter.
Craig Larman discussed this when he introduced GRASP in Applying UML and Patterns to Object-Oriented Analysis and Design and Iterative Development (2004):
In some situations, a solution suggested by Expert is undesirable, usually because of problems in coupling and cohesion (these principles are discussed later in this chapter).
For example, who should be responsible for saving a Sale in a database? Certainly, much of the information to be saved is in the Sale object, and thus Expert could argue that the responsibility lies in the Sale class. And, by logical extension of this decision, each class would have its own services to save itself in a database. But acting on that reasoning leads to problems in cohesion, coupling, and duplication. For example, the Sale class must now contain logic related to database handling, such as that related to SQL and JDBC (Java Database Connectivity). The class no longer focuses on just the pure application logic of “being a sale.” Now other kinds of responsibilities lower its cohesion. The class must be coupled to the technical database services of another subsystem, such as JDBC services, rather than just being coupled to other objects in the domain layer of software objects, so its coupling increases. And it is likely that similar database logic would be duplicated in many persistent classes.
All these problems indicate violation of a basic architectural principle: design for a separation of major system concerns. Keep application logic in one place (such as the domain software objects), keep database logic in another place (such as a separate persistence services subsystem), and so forth, rather than intermingling different system concerns in the same component.[11]
Supporting a separation of major concerns improves coupling and cohesion in a design. Thus, even though by Expert we could find some justification for putting the responsibility for database services in the Sale class, for other reasons (usually cohesion and coupling), we'd end up with a poor design.
Thus the SRP generally trumps Information Expert.
However, the Dependency Inversion Principle can combine well with Expert. The argument here would be that Customer should not have a dependency of CustomerDTO (general to detail), but the other way around. This would mean that CustomerDTO is the Expert and should know how to build itself given a Customer:
CustomerDTO dto = new CustomerDTO(bob);
If you're allergic to new, you could go static:
CustomerDTO dto = CustomerDTO.buildFor(bob);
Or, if you hate both, we come back around to an AbstractFactory:
public abstract class DTOFactory<D, E> {
public abstract D createDTO(E entity);
}
public class CustomerDTOFactory extends DTOFactory<CustomerDTO, Customer> {
#Override
public CustomerDTO createDTO(Customer entity) {
return new CustomerDTO(entity);
}
}
I don't 100% agree w/ your two examples as being representative, but from a general perspective you seem to be reasoning from the assumption of two objects and only two objects.
If you separate the problem out further and create one (or more) specialized objects to take on the individual responsibilities you have, and then have the controlling object pass instances of the other objects it is using to the specialized objects you have carved off, you should be able to observe a happy compromise between SRP (each responsibility has handled by a specialized object), and Tell Don't Ask (the controlling object is telling the specialized objects it is composing together to do whatever it is that they do, to each other).
It's a composition solution that relies on a controller of some sort to coordinate and delegate between other objects without getting mired in their internal details.