Technical term for a constraint on an object in imperative programming - oop

I know there's a technical term for this and for the life of me I can't remember it:
When designing a class (or some kind of thing with a functions and data), each call to the object's methods should leave the object's data in a consistent state. "Consistent" means in accord with a series of (hopefully documented, usually not programmed in) constraints called [X]s.

I think you're getting at "invariants".
Preconditions are things that must be true prior to a method execution. Invariants are things that are always publicly true, and post-conditions are things true following method execution.

Related

can overriding of a method be prevented by downcasting to a superclass?

I'm trying to understand whether the answer to the following question is the same in all major OOP languages; and if not, then how do those languages differ.
Suppose I have class A that defines methods act and jump; method act calls method jump. A's subclass B overrides method jump (i.e., the appropriate syntax is used to ensure that whenever jump is called, the implementation in class B is used).
I have object b of class B. I want it to behave exactly as if it was of class A. In other words, I want the jump to be performed using the implementation in A. What are my options in different languages?
For example, can I achieve this with some form of downcasting? Or perhaps by creating a proxy object that knows which methods to call?
I would want to avoid creating a brand new object of class A and carefully setting up the sharing of internal state between a and b because that's obviously not future-proof, and complicated. I would also want to avoid copying the state of b into a brand new object of class A because there might be a lot of data to copy.
UPDATE
I asked this question specifically about Python, but it seems this is impossible to achieve in Python and technically it can be done... kinda..
It appears that apart from technical feasibility, there's a strong argument against doing this from a design perspective. I'm asking about that in a separate question.
The comments reiterated: Prefer composition over inheritance.
Inheritance works well when your subclasses have well defined behavioural differences from their superclass, but you'll frequently hit a point where that model gets awkward or stops making sense. At that point, you need to reconsider your design.
Composition is usually the better solution. Delegating your object's varying behaviour to a different object (or objects) may reduce or eliminate your need for subclassing.
In your case, the behavioural differences between class A and class B could be encapsulated in the Strategy pattern. You could then change the behaviour of class A (and class B, if still required) at the instance level, simply by assigning a new strategy.
The Strategy pattern may require more code in the short run, but it's clean and maintainable. Method swizzling, monkey patching, and all those cool things that allow us to poke around in our specific language implementation are fun, but the potential for unexpected side effects is high and the code tends to be difficult to maintain.
What you are asking is completely unrelated/unsupported by OOP programming.
If you subclass an object A with class B and override its methods, when a concrete instance of B is created then all the overriden/new implementation of the base methods are associated with it (either we talk about Java or C++ with virtual tables etc).
You have instantiated object B.
Why would you expect that you could/would/should be able to call the method of the superclass if you have overriden that method?
You could call it explicitely of course e.g. by calling super inside the method, but you can not do it automatically, and casting will not help you do that either.
I can't imagine why you would want to do that.
If you need to use class A then use class A.
If you need to override its functionality then use its subclass B.
Most programming languages go to some trouble to support dynamic dispatch of virtual functions (the case of calling the overridden method jump in a subclass instead of the parent class's implementation) -- to the degree that working around it or avoiding it is difficult. In general, specialization/polymorphism is a desirable feature -- arguably a goal of OOP in the first place.
Take a look at the Wikipedia article on Virtual Functions, which gives a useful overview of the support for virtual functions in many programming languages. It will give you a place to start when considering a specific language, as well as the trade-offs to weigh when looking at a language where the programmer can control how dispatch behaves (see the section on C++, for example).
So loosely, the answer to your question is, "No, the behavior is not the same in all programming languages." Furthermore, there is no language independent solution. C++ may be your best bet if you need the behavior.
You can actually do this with Python (sort of), with some awful hacks. It requires that you implement something like the wrappers we were discussing in your first Python-specific question, but as a subclass of B. You then need to implement write-proxying as well (the wrapper object shouldn't contain any of the state normally associated with the class hierarchy, it should redirect all attribute access to the underlying instance of B.
But rather than redirecting method lookup to A and then calling the method with the wrapped instance, you'd call the method passing the wrapper object as self. This is legal because the wrapper class is a subclass of B, so the wrapper instance is an instance of the classes whose methods you're calling.
This would be very strange code, requiring you to dynamically generate classes using both IS-A and HAS-A relationships at the same time. It would probably also end up fairly fragile and have bizarre results in a lot of corner cases (you generally can't write 100% perfect wrapper classes in Python exactly because this sort of strange thing is possible).
I'm completely leaving aside weather this is a good idea or not.

What is open recursion?

What is open recursion? Is it specific to OOP?
(I came across this term in this tweet by Daniel Spiewak.)
just copying http://www.comlab.ox.ac.uk/people/ralf.hinze/talks/Open.pdf:
"Open recursion Another handy feature offered by most languages with objects and classes is the ability for one method body to invoke another method of the same object via a special variable called self or, in some langauges, this. The special behavior of self is that it is late-bound, allowing a method defined in one class to invoke another method that is defined later, in some subclass of the first. "
This paper analyzes the possibility of adding OO to ML, with regards to expressivity and complexity. It has the following excerpt on objects, which seems to make this term relatively clear –
3.3. Objects
The simplest form of object is just a record of functions that share a common closure environment that
carries the object state (we can call these simple objects). The function members of the record may or may not
be defined as mutually recursive. However, if one wants to support inheritance with overriding, the structure
of objects becomes more complicated. To enable open recursion, the call-graph of the method functions
cannot be hard-wired, but needs to be implemented indirectly, via object self-reference. Object self-reference
can be achieved either by construction, making each object a recursive, self-referential value (the fixed-point
model), or dynamically, by passing the object as an extra argument on each method call (the self-application
or self-passing model).5 In either case, we will call these self-referential objects.
The name "open recursion" is a bit misleading at first, because it has nothing to do with the recursion that normally is used (a function calling itself); and to that extent, there is no closed recursion.
It basically means, that a thing is referring to itself. I can only guess, but I do think that the term "open" comes from open as in "open for extension".
In that sense an object is open to extension, but still referring to itself.
Perhaps a small example can shed some light on the concept.
Imaging you write a Python class like this one:
class SuperClass:
def method1(self):
self.method2()
def method2(self):
print(self.__class__.__name__)
If you ran this by
s = SuperClass()
s.method1()
It will print "SuperClass".
Now we create a subclass from SuperClass and override method2:
class SubClass(SuperClass):
def method2(self):
print(self.__class__.__name__)
and run it:
sub = SubClass()
sub.method1()
Now "SubClass" will be printed.
Still, we only call method1() as before. Inside method1() the method2() is called, but both are bound to the same reference (self in Python, this in Java). During sub-classing SuperClass method2() is changed, which means that an object of SubClass refers to a different version of this method.
That is open recursion.
In most cases, you override methods and call the overridden methods directly.
This scheme here is using an indirection over self-reference.
P.S.: I don't think this has been invented but discovered and then explained.
Open recursion allows to call another methods of object from within, through special variable like this or self.
In short, open recursion is about something actually not related to OOP, but more general.
The relation with OOP comes from the fact that many typical "OOP" PLs have such properties, but it is essentially not tied to any distinguishing features about OOP.
So there are different meanings, even in same "OOP" language. I will illustrate it later.
Etymology
As mentioned here, the terminology is likely coined in the famous TAPL by BCP, which illustrates the meaning by concrete OOP languages.
TAPL does not define "open recursion" formally. Instead, it points out the "special behavior of self (or this) is that it is late-bound, allowing a method defined in one class to invoke another method that is defined later, in some subclass of the first".
Nevertheless, neither of "open" and "recursion" comes from the OOP basis of a language. (Actually, it is also nothing to do with static types.) So the interpretation (or the informal definition, if any) in that source is overspecified in nature.
Ambiguity
The mentioning in TAPL clearly shows "recursion" is about "method invocation". However, it is not that simple in real languages, which usually do not have primitive semantic rules on the recursive invocation itself. Real languages (including the ones considered as OOP languages) usually specify the semantics of such invocation for the notation of the method calls. As syntactic devices, such calls are subject to the evaluation of some kind of expressions relying on the evaluations of its subexpressions. These evaluations imply the resolution of method name, under some independent rules. Specifically, such rules are about name resolution, i.e. to determine the denotation of a name (typically, a symbol, an identifier, or some "qualified" name expressions) in the subexpression. Name resolution often respects to scoping rules.
OTOH, the "late-bound" property emphasizes how to find the target implementation of the named method. This is a shortcut of evaluation of specific call expressions, but it is not general enough, because entities other than methods can also have such "special" behavior, even make such behavior not special at all.
A notable ambiguity comes from such insufficient treatment. That is, what does a "binding" mean. Traditionally, a binding can be modeled as a pair of a (scoped) name and its bound value, i.e. a variable binding. In the special treatment of "late-bound" ones, the set of allowed entities are smaller: methods instead of all named entities. Besides the considerably undermining the abstraction power of the language rules at meta level (in the language specification), it does not cease the necessity of traditional meaning of a binding (because there are other non-method entities), hence confusing. The use of a "late-bound" is at least an instance of bad naming. Instead of "binding", a more proper name would be "dispatching".
Worse, the use in TAPL directly mix the two meanings when dealing with "recusion". The "recursion" behavior is all about finding the entity denoted by some name, not just specific to method invocation (even in those OOP language).
The title of the chapter (Case Study: Imperative Objects) also suggests some inconsistency. Obviously, the so-called late binding of method invocation has nothing to do with imperative states, because the resolution of the dispatching does not require mutable metadata of invocation. (In some popular sense of implementation, the virtual method table need not to be modifiable.)
Openness
The use of "open" here looks like mimic to open (lambda) terms. An open term has some names not bound yet, so the reduction of such a term must do some name resolution (to compute the value of the expression), or the term is not normalized (never terminate in evaluation). There is no difference between "late" or "early" for the original calculi because they are pure, and they have the Church-Rosser property, so whether "late" or not does not alter the result (if it is normalized).
This is not the same in the language with potentially different paths of dispatching. Even that the implicit evaluation implied by the dispatching itself is pure, it is sensitive to the order among other evaluations with side effects which may have dependency on the concrete invocation target (for example, one overrider may mutate some global state while another can not). Of course in a strictly pure language there can be no observable differences even for any radically different invocation targets, a language rules all of them out is just useless.
Then there is another problem: why it is OOP-specific (as in TAPL)? Given that the openness is qualifying "binding" instead of "dispatching of method invocation", there are certainly other means to get the openness.
One notable instance is the evaluation of a procedure body in traditional Lisp dialects. There can be unbound symbols in the body and they are only resolved when the procedure being called (rather than being defined). Since Lisps are significant in PL history and the are close to lambda calculi, attributing "open" specifically to OOP languages (instead of Lisps) is more strange from the PL tradition. (This is also a case of "making them not special at all" mentioned above: every names in function bodies are just "open" by default.)
It is also arguable that the OOP style of self/this parameter is equivalent to the result of some closure conversion from the (implicit) environment in the procedure. It is questionable to treat such features primitive in the language semantics.
(It may be also worth noting, the special treatment of function calls from symbol resolution in other expressions is pioneered by Lisp-2 dialects, not any of typical OOP languages.)
More cases
As mentioned above, different meanings of "open recursion" may coexist in a same "OOP" language.
C++ is the first instance here, because there are sufficient reasons to make them coexist.
In C++, name resolution are all static, normatively name lookup. The rules of name lookup vary upon different scopes. Most of them are consistent with identifier lookup rules in C (except for the allowance of implicit declarations in C but not in C++): you must first declare the name, then the name can be lookup in the source code (lexically) later, otherwise the program is ill-formed (and it is required to issue an error in the implementation of the language). The strict requirement of such dependency of names are considerable "closed", because there are no later chance to recover from the error, so you cannot directly have names mutually referenced across different declarations.
To work around the limitation, there can be some additional declarations whose sole duty is to break the cyclic dependency. Such declarations are called "forward" declarations. Using of forward declarations still does not require "open" recursion, because every well-formed use must statically see the previous declaration of that name, so each name lookup does not require additional "late" binding.
However, C++ classes have special name lookup rules: some entities in the class scope can be referred in the context prior to their declaration. This makes mutual recursive use of name across different declarations possible without any additional "forward" declarations to break the cycle. This is exactly the "open recursion" in TAPL sense except that it is not about method invocation.
Moreover, C++ does have "open recursion" as per the descriptions in TAPL: this pointer and virtual functions. Rules to determine the target (overrider) of virtual functions are independent to the name lookup rules. A non-static member defined in a derived class generally just hide the entities with same name in the base classes. The dispatching rules kick in only on virtual function calls, after the name lookup (the order is guaranteed since evaulations of C++ function calls are strict, or applicative). It is also easy to introduce a base class name by using-declaration without worry about the type of the entity.
Such design can be seen as an instance of separate of concerns. The name lookup rules allows some generic static analysis in the language implementation without special treatment of function calls.
OTOH, Java have some more complex rules to mix up name lookup and other rules, including how to identify the overriders. Name shadowing in Java subclasses is specific to the kind of entities. It is more complicate to distinguish overriding with overloading/shadowing/hiding/obscuring for different kinds. There also cannot be techniques of C++'s using-declarations in the definition of subclasses. Such complexity does not make Java more or less "OOP" than C++, anyway.
Other consequences
Collapsing the bindings about name resolution and dispatching of method invocation leads to not only ambiguity, complexity and confusion, but also more difficulties on the meta level. Here meta means the fact that name binding can exposing properties not only available in the source language semantics, but also subject to the meta languages: either the formal semantic of the language or its implementation (say, the code to implement an interpreter or a compiler).
For example, as in traditional Lisps, binding-time can be distinguished from evaluation-time, because program properties revealed in binding-time (value binding in the immediate contexts) is more close to meta properties compared to evaluation-time properties (like the concrete value of arbitrary objects). An optimizing compiler can deploy the code generation immediately depending on the binding-time analysis either statically at the compile-time (when the body is to be evaluate more than once) or derferred at runtime (when the compilation is too expensive). There is no such option for languages blindly assume all resolutions in closed recursion faster than open ones (and even making them syntactically different at the very first). In such sense, OOP-specific open recursion is not just not handy as advertised in TAPL, but a premature optimization: giving up metacompilation too early, not in the language implementation, but in the language design.

Correct OOP design without getters?

I recently read that getters/setters are evil and I have to say it makes sense, yet when I started learning OOP one of the first things I learned was "Encapsulate your fields" so I learned to create class give it some fields, create getters, setters for them and create constructor where I initialize these fields. And every time some other class needs to manipulate this object (or for instance display it) I pass it the object and it manipulate it using getters/setters. I can see problems with this approach.
But how to do it right? For instance displaying/rendering object that is "data" class - let's say Person, that has name and date of birth. Should the class have method for displaying the object where some Renderer would be passed as an argument? Wouldn't that violate principle that class should have only one purpose (in this case store state) so it should not care about presentation of this object.
Can you suggest some good resources where best practices in OOP design are presented? I'm planning to start a project in my spare time and I want it to be my learning project in correct OOP design..
Allen Holub made a big splash with "Why getter and setter methods are evil" back in 2003.
It's great that you've found and read the article. I admire anybody who's learning and thinking critically about what they're doing.
But take Mr. Holub with a grain of salt.
This is one view that got a lot of attention for its extreme position and the use of the word "evil", but it hasn't set the world on fire or been generally accepted as dogma.
Look at C#: they actually added syntactic sugar to the language to make get/set operations easier to write. Either this confirms someone's view of Microsoft as an evil empire or contradicts Mr. Holub's statement.
The fact is that people write objects so that clients can manipulate state. It doesn't mean that every object written that way is wrong, evil, or unworkable.
The extreme view is not practical.
"Encapsulate your fields" so I learned to create class give it some fields, create getters, setters
Python folks do not do this. Yet, they are still doing OO programming. Clearly, fussy getters and setters aren't essential.
They're common, because of limitations in C++ and Java. But they don't seem to be essential.
Python folks use properties sometimes to create a getter and setter functions that look like a simple attribute.
The point is that "Encapsulation" is a Design strategy. It has little or nothing to do with the implementation. You can have all public attributes, and still a nicely encapsulated design.
Also note that many people worry about "someone else" who "violates" the design by directly accessing attributes. I suppose this could happen, but then the class would stop working correctly.
In C++ (and Java) where you cannot see the source, it can be hard to understand the interface, so you need lots of hints. private methods, explicit getters and setters, etc.
In Python, where you can see all the source, it's trivial to understand the interface. We don't need to provide so many hints. As we say "Use the source, Luke" and "We're all adults here." We're all able to see the source, we don't need to be fussy about piling on getters and setters to provide yet more hints as to how the API works.
For instance displaying/rendering object that is "data" class - let's say Person, that has name and date of birth. Should the class have method for displaying the object where some Renderer would be passed as an argument?
Good idea.
Wouldn't that violate principle that class should have only one purpose (in this case store state) so it should not care about presentation of this object.
That's why the Render object is separate. Your design is quite nice.
No reason why a Person object can't call a general-purpose renderer and still have a narrow set of responsibilities. After all the Person object is responsible for the attributes, and passing those attributes to a Renderer is well within it's responsibilities.
If it's truly a problem (and it can be in some applications), you can introduce Helper classes. So the PersonRenderer class does Rendering of Person data. That way a change to Person also requires changes to PersonRenderer -- and nothing else. This is the Data Access Object design pattern.
Some folks will make the Render an internal class, contained within Person, so it's Person.PersonRenderer to enforce some more serious containment.
If you have getters and setters, you don't have encapsulation. And they are not necessary. Consider the std::string class. This has quite a complicated internal representation, yet has no getters or setters, and only one element of the representation is (probably) exposed simply by returning its value (i.e. size()). That's the kind of thing you should be aiming for.
The basic concept of why they are considered to be evil is, that a class/object should export function and not state. The state of an object is made of its members. Getters and Setters let external users read/modify the state of an object without using any function.
Hence the idea, that except for DataTransferObjects for which you might have Getters and a constructor for setting the state, the members of an objects should only be modified by calling a functionality of an object.
Why do you think getters are evil? See a post with answers proving the opposite:
Purpose of private members in a class
IMHO it contains a lot of what can rightfully be called "OOP best practices".
Update: OK, reading the article you are referring to, I understand more clearly what the issue is. And it's a whole different story from what the provocative title of the article suggests. I haven't yet read the full article, but AFAIU the basic point is that one should not unnecessarily publish class fields via mindlessly added (or generated) getters and setters. And with this point I fully agree.
By designing carefully and focusing on what you must do rather than how
you'll do it, you eliminate the vast majority of getter/setter methods in
your program. Don't ask for the information you need to do the work;
ask the object that has the information to do the work for you.
So far so good. However, I don't agree that providing a getter like this
int getSomeField();
inherently compromises your class design. Well it does, if you haven't designed your class interface well. Then, of course, it might happen that you realize too late that the field should be a long rather than an int, and changing it would break 1000 places in client code. IMHO in such case the designer is to blame, not the poor getter.
In some languages, like C++, there's the concept of friend. Using this concept you can make implementation details of a class visible to only a subset of other classes (or even functions). When you use Get/Set indiscriminately you give everyone access to everything.
When used sparingly friend is an excellent way of increasing encapsulation.
Assume you have many entity classes in your designs, and suppose they have a base class like Data. Adding different getter and setter methods for concrete implementations will pollute the client code that uses these entities like lots of dynamic_casts, to call required getter and setter methods.
Therefore, getter and setter methods may remain where they are, but you should protected client code. My recommendation would be to apply Visitor pattern or data collector for these cases.
In other words, ask yourself why do I need these accessor methods, how do I manipulate these entities? And then apply these manipulations in Visitor classes to keep client code clean, also extend the functionality of entity classes without polluting their code.
In the following paper concerning endotesting you'll find a pattern to avoid getters (in some circumstances) using what the author calls 'smart handlers'. It has a lot in common with how Holub approaches avoiding some getters.
http://www.mockobjects.com/files/endotesting.pdf
Anything that is public is part of the API of the class. Changing these parts may break other stuff, relying on that. A public field, that is not only connected with an API, but with internal representation, can be risky. Example: You save data in a field as an array. This array is public, so the data can be changed from other classes. Later you decide to switch to a generic List. Code that use this field as an array is broken.

What is Encapsulation and how can it defend abstractions against corruption?

It's quoted from a report by Bjarne:
Encapsulation – the ability to provide
guarantees that an abstraction is used
only according to its specification –
is crucial to defend abstractions
against corruption.
Can someone explain this?
Thanks
Let's say you have a class with public methods that you must use to perform some action. The specification of the class say that, in order to do this action, you must configure the class in a specific way (call this method, set this property, etc).
The problem with situations like this is that it might not be clear what needs to happen or in what order. So the API for the class is hard to use and confusing for the majority of developers.
With encapsulation, you can "encapsulate" not just the class but the algorithms to use it within a second class. This second class sets up the original one, configures it, and manages its lifetime. It allows you to access the API without needing to know how to use it correctly, as the encapsulating class takes care of that. This is sometimes called the Facade pattern.
Your quote also says "is crucial to defend abstractions against corruption." What this means is that when you abstract some process into a class, different implementations of that process should not require the abstraction to be handled differently.
For example, you might have two implementations of a report writer class. You should be able to treat each of them exactly the same without ever knowing how they are implemented (the meaning of abstraction). However, if one cannot be run in a multithreaded apartment state (MTA), you have to "know", before you use it, that it is time to transition to an STA thread. This magical "knowing" is required by the implementation of the class. This is a "leaky abstraction."
With encapsulation, you could prevent this "leak" by, within the encapsulating class, making the transition to an STA thread within the encapsulation, preventing the abstraction from leaking details of its implementation.
It means that the object grant premission only to certain things it needs to expose, and deny you from using data it doen't want you to use.
The most classic example is properties:
Yout fields will be private (or protected).
If you would like to expose them for read or write, you'll add a getter\setter, accordingly.

Is a function an example of encapsulation?

By putting functionality into a function, does that alone constitute an example of encapsulation or do you need to use objects to have encapsulation?
I'm trying to understand the concept of encapsulation. What I thought was if I go from something like this:
n = n + 1
which is executed out in the wild as part of a big body of code and then I take that, and put it in a function such as this one, then I have encapsulated that addition logic in a method:
addOne(n)
n = n + 1
return n
Or is it more the case that it is only encapsulation if I am hiding the details of addOne from the outside world - like if it is an object method and I use an access modifier of private/protected?
I will be the first to disagree with what seems to be the answer trend. Yes, a function encapsulates some amount of implementation. You don't need an object (which I think you use to mean a class).
See Meyers too.
Perhaps you are confusing abstraction with encapsulation, which is understood in the broader context of object orientation.
Encapsulation properly includes all three of the following:
Abstraction
Implementation Hiding
Division of Responsibility
Abstraction is only one component of encapsulation. In your example you have abstracted the adding functionality from the main body of code in which it once resided. You do this by identifying some commonality in the code - recognizing a concept (addition) over a specific case (adding the number one to the variable n). Because of this ability, abstraction makes an encapsulated component - a method or an object - reusable.
Equally important to the notion of encapsulation is the idea of implementation hiding. This is why encapsulation is discussed in the arena of object orientation. Implementation hiding protects an object from its users and vice versa. In OO, you do this by presenting an interface of public methods to the users of your object, while the implementation of the object takes place inside private methods.
This serves two benefits. First, by limiting access to your object, you avoid a situation where users of the object can leave the object in an invalid state. Second, from the user's perspective, when they use your object they are only loosely coupled to it - if you change your implementation later on, they are not impacted.
Finally, division of responsility - in the broader context of an OO design - is something that must be considered to address encapsulation properly. It's no use encapsulating a random collection of functions - responsibility needs to be cleanly and logically defined so that there is as little overlap or ambiguity as possible. For example, if we have a Toilet object we will want to wall off its domain of responsibilities from our Kitchen object.
In a limited sense, though, you are correct that a function, let's say, 'modularizes' some functionality by abstracting it. But, as I've said, 'encapsulation' as a term is understood in the broader context of object orientation to apply to a form of modularization that meets the three criteria listed above.
Sure it is.
For example, a method that operates only on its parameters would be considered "better encapsulated" than a method that operates on global static data.
Encapsulation has been around long before OOP :)
A method is no more an example of encapsulation than a car is an example of good driving. Encapsulation isn't about the synax, it is a logical design issue. Both objects and methods can exhibit good and bad encapsulation.
The simplest way to think about it is whether the code hides/abstracts the details from other parts of the code that don't have a need to know/care about the implementation.
Going back to the car example:
Automatic transmission offers good encapsulation: As a driver you care about forward/back and speed.
Manual Transmission is bad encapsulation: From the driver's perspective the specific gear required for low/high speeds is generally irrelevant to the intent of the driver.
No, objects aren't required for encapsulation. In the very broadest sense, "encapsulation" just means "hiding the details from view" and in that regard a method is encapsulating its implementation details.
That doesn't really mean you can go out and say your code is well-designed just because you divided it up into methods, though. A program consisting of 500 public methods isn't much better than that same program implemented in one 1000-line method.
In building a program, regardless of whether you're using object oriented techniques or not, you need to think about encapsulation at many different places: hiding the implementation details of a method, hiding data from code that doesn't need to know about it, simplifying interfaces to modules, etc.
Update: To answer your updated question, both "putting code in a method" and "using an access modifier" are different ways of encapsulating logic, but each one acts at a different level.
Putting code in a method hides the individual lines of code that make up that method so that callers don't need to care about what those lines are; they only worry about the signature of the method.
Flagging a method on a class as (say) "private" hides that method so that a consumer of the class doesn't need to worry about it; they only worry about the public methods (or properties) of your class.
The abstract concept of encapsulation means that you hide implementation details. Object-orientation is but one example of the use of ecnapsulation. Another example is the language called module-2 that uses (or used) implementation modules and definition modules. The definition modules hid the actual implementation and therefore provided encapsulation.
Encapsulation is used when you can consider something a black box. Objects are a black box. You know the methods they provide, but not how they are implemented.
[EDIT]
As for the example in the updated question: it depends on how narrow or broad you define encapsulation. Your AddOne example does not hide anything I believe. It would be information hiding/encapsulation if your variable would be an array index and you would call your method moveNext and maybe have another function setValue and getValue. This would allow people (together maybe with some other functions) to navigate your structure and setting and getting variables with them being aware of you using an array. If you programming language would support other or richer concepts you could change the implementation of moveNext, setValue and getValue with changing the meaning and the interface. To me that is encapsulation.
It's a component-level thing
Check this out:
In computer science, Encapsulation is the hiding of the internal mechanisms and data structures of a software component behind a defined interface, in such a way that users of the component (other pieces of software) only need to know what the component does, and cannot make themselves dependent on the details of how it does it. The purpose is to achieve potential for change: the internal mechanisms of the component can be improved without impact on other components, or the component can be replaced with a different one that supports the same public interface.
(I don't quite understand your question, let me know if that link doesn't cover your doubts)
Let's simplify this somewhat with an analogy: you turn the key of your car and it starts up. You know that there's more to it than just the key, but you don't have to know what is going on in there. To you, key turn = motor start. The interface of the key (that is, e.g., the function call) hides the implementation of the starter motor spinning the engine, etc... (the implementation). That's encapsulation. You're spared from having to know what's going on under the hood, and you're happy for it.
If you created an artificial hand, say, to turn the key for you, that's not encapsulation. You're turning the key with additional middleman cruft without hiding anything. That's what your example reminds me of - it's not encapsulating implementation details, even though both are accomplished through function calls. In this example, anyone picking up your code will not thank you for it. They will, in fact, be more likely to club you with your artificial hand.
Any method you can think of to hide information (classes, functions, dynamic libraries, macros) can be used for encapsulation.
Encapsulation is a process in which attributes(data member) and behavior(member function) of a objects in combined together as a single entity refer as class.
The Reference Model of Open Distributed Processing - written by the International Organisation for Standardization - defines the following concepts:
Entity: Any concrete or abstract thing of interest.
Object: A model of an entity. An object is characterised by its behaviour and, dually, by its state.
Behaviour (of an object): A collection of actions with a set of constraints on when they may occur.
Interface: An abstraction of the behaviour of an object that consists of a subset of the interactions of that object together with a set of constraints on when they may occur.
Encapsulation: the property that the information contained in an object is accessible only through interactions at the interfaces supported by the object.
These, you will appreciate, are quite broad. Let us see, however, whether putting functionality within a function can logically be considered to constitute towards encapsulation in these terms.
Firstly, a function is clearly a model of a, 'Thing of interest,' in that it represents an algorithm you (presumably) desire executed and that algorithm pertains to some problem you are trying to solve (and thus is a model of it).
Does a function have behaviour? It certainly does: it contains a collection of actions (which could be any number of executable statements) that are executed under the constraint that the function must be called from somewhere before it can execute. A function may not spontaneously be called at any time, without causal factor. Sounds like legalese? You betcha. But let's plough on, nonetheless.
Does a function have an interface? It certainly does: it has a name and a collection of formal parameters, which in turn map to the executable statements contained in the function in that, once a function is called, the name and parameter list are understood to uniquely identify the collection of executable statements to be run without the calling party's specifying those actual statements.
Does a function have the property that the information contained in the function is accessible only through interactions at the interfaces supported by the object? Hmm, well, it can.
As some information is accessible via its interface, some information must be hidden and inaccessible within the function. (The property such information exhibits is called information hiding, which Parnas defined by arguing that modules should be designed to hide both difficult decisions and decisions that are likely to change.) So what information is hidden within a function?
To see this, we should first consider scale. It's easy to claim that, for example, Java classes can be encapsulated within a package: some of the classes will be public (and hence be the package's interface) and some will be package-private (and hence information-hidden within the package). In encapsulation theory, the classes form nodes and the packages form encapsulated regions, with the entirety forming an encapsulated graph; the graph of classes and packages is called the third graph.
It's also easy to claim that functions (or methods) themselves are encapsulated within classes. Again, some functions will be public (and hence be part of the class's interface) and some will be private (and hence information-hidden within the class). The graph of functions and classes is called the second graph.
Now we come to functions. If functions are to be a means of encapsulation themselves they they should contain some information public to other functions and some information that's information-hidden within the function. What could this information be?
One candidate is given to us by McCabe. In his landmark paper on cyclomatic complexity, Thomas McCabe describes source code where, 'Each node in the graph corresponds to a block of code in the program where the flow is sequential and the arcs correspond to branches taken in the program.'
Let us take the McCabian block of sequential execution as the unit of information that may be encapsulated within a function. As the first block within the function is always the first and only guaranteed block to be executed, we can consider the first block to be public, in that it may be called by other functions. All the other blocks within the function, however, cannot be called by other functions (except in languages that allow jumping into functions mid-flow) and so these blocks may be considered information-hidden within the function.
Taking these (perhaps slightly tenuous) definitions, then we may say yes: putting functionality within a function does constitute to encapsulation. The encapsulation of blocks within functions is the first graph.
There is a caveate, however. Would you consider a package whose every class was public to be encapsulated? According to the definitions above, it does pass the test, as you can say that the interface to the package (i.e., all the public classes) do indeed offer a subset of the package's behaviour to other packages. But the subset in this case is the entire package's behaviour, as no classes are information-hidden. So despite regorously satisfying the above definitions, we feel that it does not satisfy the spirit of the definitions, as surely something must be information-hidden for true encapsulation to be claimed.
The same is true for the exampe you give. We can certainly consider n = n + 1 to be a single McCabian block, as it (and the return statement) are a single, sequential flow of executions. But the function into which you put this thus contains only one block, and that block is the only public block of the function, and therefore there are no information-hidden blocks within your proposed function. So it may satisfy the definition of encapsulation, but I would say that it does not satisfy the spirit.
All this, of course, is academic unless you can prove a benefit such encapsulation.
There are two forces that motivate encapsulation: the semantic and the logical.
Semantic encapsulation merely means encapsulation based on the meaning of the nodes (to use the general term) encapsulated. So if I tell you that I have two packages, one called, 'animal,' and one called 'mineral,' and then give you three classes Dog, Cat and Goat and ask into which packages these classes should be encapsulated, then, given no other information, you would be perfectly right to claim that the semantics of the system would suggest that the three classes be encapsulated within the, 'animal,' package, rather than the, 'mineral.'
The other motivation for encapsulation, however, is logic.
The configuration of a system is the precise and exhaustive identification of each node of the system and the encapsulated region in which it resides; a particular configuration of a Java system is - at the third graph - to identify all the classes of the system and specify the package in which each class resides.
To logically encapsulate a system means to identify some mathematical property of the system that depends on its configuration and then to configure that system so that the property is mathematically minimised.
Encapsulation theory proposes that all encapsulated graphs express a maximum potential number of edges (MPE). In a Java system of classes and packages, for example, the MPE is the maximum potential number of source code dependencies that can exist between all the classes of that system. Two classes within the same package cannot be information-hidden from one another and so both may potentially form depdencies on one another. Two package-private classes in separate packages, however, may not form dependencies on one another.
Encapsulation theory tells us how many packages we should have for a given number of classes so that the MPE is minimised. This can be useful because the weak form of the Principle of Burden states that the maximum potential burden of transforming a collection of entities is a function of the maximum potential number of entities transformed - in other words, the more potential source code dependencies you have between your classes, the greater the potential cost of doing any particular update. Minimising the MPE thus minimises the maximum potential cost of updates.
Given n classes and a requirement of p public classes per package, encapsulation theory shows that the number of packages, r, we should have to minimise the MPE is given by the equation: r = sqrt(n/p).
This also applies to the number of functions you should have, given the total number, n, of McCabian blocks in your system. Functions always have just one public block, as we mentioned above, and so the equation for the number of functions, r, to have in your system simplifies to: r = sqrt(n).
Admittedly, few considered the total number of blocks in their system when practicing encapsulation, but it's readily done at the class/package level. And besides, minimising MPE is almost entirely entuitive: it's done by minimising the number of public classes and trying to uniformly distribute classes over packages (or at least avoid have most packages with, say, 30 classes, and one monster pacakge with 500 classes, in which case the internal MPE of the latter can easily overwhelm the MPE of all the others).
Encapsulation thus involves striking a balance between the semantic and the logical.
All great fun.
in strict object-oriented terminology, one might be tempted to say no, a "mere" function is not sufficiently powerful to be called encapsulation...but in the real world the obvious answer is "yes, a function encapsulates some code".
for the OO purists who bristle at this blasphemy, consider a static anonymous class with no state and a single method; if the AddOne() function is not encapsulation, then neither is this class!
and just to be pedantic, encapsulation is a form of abstraction, not vice-versa. ;-)
It's not normally very meaningful to speak of encapsulation without reference to properties rather than solely methods -- you can put access controls on methods, certainly, but it's difficult to see how that's going to be other than nonsensical without any data scoped to the encapsulated method. Probably you could make some argument validating it, but I suspect it would be tortuous.
So no, you're most likely not using encapsulation just because you put a method in a class rather than having it as a global function.