code in the middle is different, everything else the same - oop

I often have a situation where I need to do:
function a1() {
a = getA;
b = getB;
b.doStuff();
.... // do some things
b.send()
return a - b;
}
function a2() {
a = getA;
b = getB;
b.doStuff();
.... // do some things, but different to above
b.send()
return a - b;
}
I feel like I am repeating myself, yet where I have ...., the methods are different, have different signatures, etc..
What do people normally do? Add an if (this type) do this stuff, else do the other stuff that is different? It doesn't seem like a very good solution either.

Polymorphism and possibly abstraction and encapsulation are your friends here.
You should specify better what kind of instructions you have on the .... // do some things part. If you're always using the same information, but doing different things with it, the solution is fairly easy using simple polymorphism. See my first revision of this answer. I'll assume you need different information to do the specific tasks in each case.
You also didn't specify if those functions are in the same class/module or not. If they are not, you can use inheritance to share the common parts and polymorphism to introduce different behavior in the specific part. If they are in the same class you don't need inheritance nor polymorphism.
In different classes
Taking into account you're stating in the question that you might need to make calls to functions with different signature depending on the implementation subclass (for instance, passing a or b as parameter depending on the case), and assuming you need to do something with the intermediate local variables (i.e. a and b) in the specific implementations:
Short version: Polymorphism+Encapsulation: Pass all the possible in & out parameters that every subclass might need to the abstract function. Might be less painful if you encapsulate them in an object.
Long Version
I'd store intermediate state in generic class' member, and pass it to the implementation methods. Alternatively you could grab the State from the implementation methods instead of passing it as an argument. Then, you can make two subclasses of it implementing the doSpecificStuff(State) method, and grabbing the needed parameters from the intermediate state in the superclass. If needed by the superclass, subclasses might also modify state.
(Java specifics next, sorry)
public abstract class Generic {
private State state = new State();
public void a() {
preProcess();
prepareState();
doSpecificStuf(state);
clearState();
return postProcess();
}
protected void preProcess(){
a = getA;
b = getB;
b.doStuff();
}
protected Object postProcess(){
b.send()
return a - b;
}
protected void prepareState(){
state.prepareState(a,b);
}
private void clearState() {
state.clear();
}
protected abstract doSpecificStuf(State state);
}
public class Specific extends Generic {
protected doSpecificStuf(State state) {
state.getA().doThings();
state.setB(someCalculation);
}
}
public class Specific2 extends Generic {
protected doSpecificStuf(State state) {
state.getB().doThings();
}
}
In the same class
Another possibility would be making the preProcess() method return a State variable, and use it inthe implementations of a1() and a2().
public class MyClass {
protected State preProcess(){
a = getA;
b = getB;
b.doStuff();
return new State(a,b);
}
protected Object postProcess(){
b.send()
return a - b;
}
public void a1(){
State st = preProcess();
st.getA().doThings();
State.clear(st);
return postProcess();
}
public void a2(){
State st = preProcess();
st.getB().doThings();
State.clear(st);
return postProcess();
}
}

Well, don't repeat yourself. My golden rule (which admittedly I break from time on time) is based on the ZOI rule: all code must live exactly zero, one or infinite times. If you see code repeated, you should refactor that into a common ancestor.
That said, it is not possible to give you a definite answer how to refactor your code; there are infinite ways to do this. For example, if a1() and a2() reside in different classes then you can use polymorphism. If they live in the same class, you can create a function that receives an anonymous function as parameter and then a1() and a2() are just wrappers to that function. Using a (shudder) parameter to change the function behavior can be used, too.

You can solve this in one of 2 ways. Both a1 and a2 will call a3. a3 will do the shared code, and:
1. call a function that it receives as a parameter, which does either the middle part of a1 or the middle part of a2 (and they will pass the correct parameter),
- or -
2. receive a flag (e.g. boolean), which will tell it which part it needs to do, and using an if statement will execute the correct code.

This screams out loud for the design pattern "Template Method"
The general part is in the super class:
package patterns.templatemethod;
public abstract class AbstractSuper {
public Integer doTheStuff(Integer a, Integer b) {
Integer x = b.intValue() + a.intValue();
Integer y = doSpecificStuff(x);
return b.intValue() * y;
}
protected abstract Integer doSpecificStuff(Integer x);
}
The spezific part is in the subclass:
package patterns.templatemethod;
public class ConcreteA extends AbstractSuper {
#Override
protected Integer doSpecificStuff(Integer x) {
return x.intValue() * x.intValue();
}
}
For every spezific solution you implement a subclass, with the specific behavior.
If you put them all in an Collection, you can iterate over them and call always the common method and evry class does it's magic. ;)
hope this helps

Related

OOP: Inheriting from immutable objects

Background
Suppose I have some set of fields which are related to each other I therefore make a class to gather them. Let us call this class Base. There are certain methods as well, which operate on these fields which will be common to all derived classes. Additionally, let us suppose we want Base and all its derived classes to be immutable.
In different contexts, these fields support additional operations, so I have different derived classes which inherit the fields and provide additional methods, depending on their context. Let us call these Derived1, Derived2, etc.
In certain scenarios, the program needs instances of a derived class, but the state of the fields must satisfy some condition. So I made a class RestrictedDerived1 which makes sure that the condition is satisfied (or changes the parameters to conform if it can) in the constructor before calling its base constructor, or throws an error otherwise.
Further, there are situations where I need even more conditions to be met, so I have SuperRestrictedDerived1. (Side note: given that some conditions are met, this class can more efficiently compute certain things, so it overrides some methods of Derived1.)
Problem
So far so good. The problem is that most of the methods of all these classes involve making another instance of some class in this hierarchy (not always the same as the one that the method was called on, but usually the same one) based on itself, but with some modifications which may involve somewhat complex computation (i.e. not just changing one field). For example one of the methods of Derived1 might look like:
public Derived1 foo(Base b) {
TypeA fieldA = // calculations using this and b
TypeB fieldB = // more calculations
// ... calculate all fields in this way
return new Derived1(fieldA, fieldB, /* ... */);
}
But then down the hierarchy RestrictedDerived1 needs this same function to return an instance of itself (obviously throwing an error if it can't be instantiated), so I'd need to override it like so:
#Override
public ResrictedDerived1 foo(Base b) {
return new RestrictedDerived1(super.foo(b));
}
This requires a copy constructor, and unnecessarily allocating an intermediate object which will immediately destroyed.
Possible solution
An alternative solution I thought of was to pass a function to each of these methods which constructs some type of Base, and then the functions would look like this:
// In Derived1
public Derived1 foo(Base b, BaseCreator creator) {
TypeA fieldA = // calculations using this and b
TypeB fieldB = // more calculations
// ... calculate all fields in this way
return creator.create(fieldA, fieldB, /* ... */);
}
public Derived1 foo(Base b) {
return foo(b, Derived1::create);
}
public static Derived1 create(TypeA fieldA, TypeB fieldB, /* ... */) {
return new Derived1(fieldA, fieldB, /* ... */);
}
// In RestrictedDerived1
#Override
public ResrictedDerived1 foo(Base b) {
return (RestrictedDerived1) foo(b, RestrictedDerived1::create);
}
public static RestrictedDerived1 create(TypeA fieldA, TypeB fieldB, /* ... */) {
return new RestrictedDerived1(fieldA, fieldB, /* ... */);
}
My question
This works, however it feels "clunky" to me. My question is, is there some design pattern or concept or alternative design that would facilitate my situation?
I tried do use generics, but that got messy quick, and didn't work well for more than one level of inheritance.
By the way, the actual classes that these refer to is 3D points and vectors. I have a base called Triple with doubles x, y, and z (and some functions which take a lambda and apply them to each coordinate and construct a new Triple with the result). Then I have a derived class Point with some point related functions, and another derived class Vector with its functions. Then I have NonZeroVector (extends Vector) which is a vector that cannot be the zero vector (since other objects that need a vector sometimes need to be guaranteed that it's not the zero vector, and I don't want to have to check that everywhere). Further, I have NormalizedVector (extends NonZeroVector) which is guaranteed to have a length of 1, and will normalize itself upon construction.
MyType
This can be solved using a concept variously known as MyType, this type, or self type. The basic idea is that the MyType is the most-derived type at runtime. You can think of it as the dynamic type of this, but referred to statically (at "compile time").
Unfortunately, not many mainstream programming languages have MyTypes, but e.g. TypeScript does, and I was told Raku does as well.
In TypeScript, you could solve your problem by making the return type of foo the MyType (spelled this in TypeScript). It would look something like this:
class Base {
constructor(public readonly fieldA: number, public readonly fieldB: string) {}
foo(b: Base): this {
return new this.constructor(this.fieldA + b.fieldA, this.fieldB + b.fieldB);
}
}
class Derived1 extends Base {
constructor(fieldA: number, fieldB: string, protected readonly repeat: number) {
super(fieldA * repeat, fieldB.repeat(repeat));
}
override foo(b: Base): this {
return new this.constructor(
this.fieldA + b.fieldA, this.fieldB + b.fieldB, this.repeat
);
}
}
class RestrictedDerived1 extends Derived1 {
constructor(fieldA: number, fieldB: string, repeat: number) {
super(fieldA * repeat, fieldB.repeat(repeat), repeat);
if (repeat >= 3) {
throw new RangeError(`repeat must be less than 3 but is ${repeat}`)
}
}
}
const a = new RestrictedDerived1(23, 'Hello', 2);
const b = new Base(42, ' World');
const restrictedDerived = a.foo(b); // Inferred type is RestrictedDerived1
Slightly b0rken Playground link
Implicit factories
In a language with type classes or implicits (like Scala), you could solve your problem with implicit Factory objects. This would be similar to your second example with the Creators, but without the need to explicitly pass the creators around everywhere. Instead, they would be implicitly summoned by the language.
In fact, your requirement is very similar to one of the core requirements of the Scala Collections Framework, namely that you want operations like map, filter, and reduce to only be implemented once, but still preserve the type of the collection.
Most other Collections Frameworks are only able to achieve one of those goals: Java, C#, and Ruby, for example, only have one implementation for each operation, but they always return the same, most-generic type (Stream in Java, IEnumerable in C#, Array in Ruby). Smalltalk's Collections Framework is type-preserving, but has duplicated implementations for every operation. A non-duplicated type-preserving Collections Framework is one of the holy grails of abstractions designers / language designers. (It's no coincidence that so many papers that present novel approaches to OO uses a refactoring of the Smalltalk Collection Framework as their working example.)
F-bounded Polymorphism
If you have neither MyType nor implicit builders available, you can use F-bounded Polymorphism.
The classic example is how Java's clone method should have been designed:
interface Cloneable<T extends Cloneable<T>> {
public T clone();
}
class Foo implements Cloneable<Foo> {
#Override
public Foo clone() {
return new Foo();
}
}
JDoodle example
However, this gets tedious very quickly for deeply-nested inheritance hierarchies. I tried to model it in Scala, but I gave up.

Testing private methods in Raku

Is there a way to test private methods in Raku?
I understand that one should ideally define their tests targeting the public methods, but is there a way to do it "the wrong way"? :)
I initially thought about defining a subclass for the Testing that inherited from the class I wanted to test and do the tests there, but it seems that private methods are not inherited.
Then I saw the 'trusts' routine, but I wouldn't want to reference a Testing class on any of the classes of the code.
Is there something like changing the 'private' property of a method via introspection?
What would be the best way to call/test a private method?
This can be done using introspection.
Consider this is the class you want to test:
class SomeClass {
has Int $!attribute;
method set-value(Int $value) returns Nil {
$!attribute = $value;
return;
}
method get-value returns Int {
return $!attribute;
}
# Private method
method !increase-value-by(Int $extra) returns Nil {
$!attribute += $extra;
return;
}
}
You may create a test like this:
use Test;
use SomeClass;
plan 3;
my SomeClass $some-class = SomeClass.new;
my Method:D $increase-value = $some-class.^find_private_method: 'increase-value-by';
$some-class.set-value: 1;
$increase-value($some-class, 4);
is $some-class.get-value, 5, '1+4 = 5';
$increase-value($some-class, 5);
is $some-class.get-value, 10, '5+5 = 10';
my SomeClass $a-new-class = SomeClass.new;
$a-new-class.set-value: 0;
$increase-value($a-new-class, -1);
is $a-new-class.get-value, -1, '0+(-1) = -1; The method can be used on a new class';
done-testing;
You first create an instance of the class and the use ^find_private_method to get its private Method. Then you can call that Method by passing an instance of a class as the first parameter.
There's a more complete explanation on this answer:
How do you access private methods or attributes from outside the type they belong to?
A fresh cup of tea and #Julio's and #JJ's answers inspired the following:
class SomeClass { method !private ($foo) { say $foo } }
use MONKEY-TYPING; augment class SomeClass { trusts GLOBAL }
my SomeClass $some-class = SomeClass.new;
$some-class!SomeClass::private(42); # 42
My solution tweaks the class using monkey typing. Monkey typing is a generally dodgy thing to do (hence the LOUD pragma). But it seems tailor made for a case just like this. Augment the class with a trusts GLOBAL and Bob's your Uncle.
Raku requires the SomeClass:: qualification for this to work. (Perhaps when RakuAST macros arrive there'll be a tidy way to get around that.) My inclination is to think that having to write a class qualification is OK, and the above solution is much better than the following, but YMMV...
Perhaps, instead:
use MONKEY-TYPING;
augment class SomeClass {
multi method FALLBACK ($name where .starts-with('!!!'), |args) {
.(self, |args) with $?CLASS.^find_private_method: $name.substr: 3
}
}
and then:
$some-class.'!!!private'(42); # 42
I've used:
A multi for the FALLBACK, and have required that the method name string starts with !!!;
A regular method call (. not !);
Calling the method by a string version of its name.
The multi and !!! is in case the class being tested already has one or more FALLBACK methods declared.
A convention of prepending !!! seems more or less guaranteed to ensure that the testing code will never interfere with how the class is supposed to work. (In particular, if there were some call to a private method that didn't exist, and there was existing FALLBACK handling, it would handle that case without this monkey FALLBACK getting involved.)
It should also alert anyone reading the test code that something odd is going on, in the incredibly unlikely case that something weird did start happening, either because I'm missing something that I just can't see, or because some FALLBACK code within a class just so happened to use the same convention.
Besides using introspection, you can try and use a external helper role to access all private methods and call them directly. For instance:
role Privateer {
method test-private-method ( $method-name, |c ) {
self!"$method-name"(|c);
}
}
class Privateed does Privateer {
method !private() { return "⌣" }
}
my $obj = Privateed.new;
say $obj.test-private-method( "private" );
The key here is to call a method by name, which you can do with public and private methods, although for private methods you need to use their special syntax self!.

Mockito mocking method with class parameter vs actual object parameter

What is the difference between these two as per Mockito -
Mockito.when(serviceObject.myMethod(Customer.class)).thenThrow(new
RuntimeException());
and
Customer customer = new Customer();
Mockito.when(serviceObject.myMethod(customer)).thenThrow(new
RuntimeException());
And if both serve the same purpose then using which one is considered to be best practice?
There is a misunderstanding on your side - that method specification myMethod(SomeClass.class) is only possible when the signature of that method allows for a class parameter. Like:
Whatever myMethod(Object o) {
or directly
Whatever myMethod(Class<X> clazz) {
In other words: it is not Mockito that does something special about a parameter that happens to be of class Class!
Thus your first option is not something that works "in general". Example: I put down this code in a unit test:
static class Inner {
public int foo(String s) { return 5; }
}
#Test
public void testInner() {
Inner mocked = mock(Inner.class);
when(mocked.foo(Object.class)).thenReturn(4);
System.out.println(mocked.foo(""));
}
And guess what - the above does not compile. Because foo() doesn't allow for a Class parameter. We can rewrite to
static class Inner {
public int foo(Object o) { return 5; }
}
#Test
public void testInner() {
Inner mocked = mock(Inner.class);
when(mocked.foo(Object.class)).thenReturn(4);
System.out.println(mocked.foo(""));
}
And now the above compiles - but prints 0 (zero) when invoked. Because the above would be the same as mocked.foo(eq(Object.class)). In other words: when your method signature allows for passing a Class instance and you then pass a class instance, that is a simple mocking specification for mockito. In my example: when the incoming object would be Object.class - then 4 would be returned. But the incoming object is "" - therefore the Mockito default kicks in and 0 is returned.
I am with the other answer here - I think you are mixing up that older versions of Mockito asked you to write down when(mocked.foo(any(ExpectedClass.class))) - which can nowadays be written as when(mocked.foo(any())). But when(mocked.foo(ExpectedClass.class)) is not a Mockito construct - it is a simple method specification that gives a specific object to "match on" - and that specific object happens to be an instance of class Class.
First one which uses generic Customer class to match type can also be written as:
Mockito.when(serviceObject.myMethod(Mockito.any(Customer.class))).thenThrow(new
RuntimeException());
In case of the second one, you are passing the actual object that will be used in stubbing.
Usage:
If your method myMethod throws the exception based on the state of the Customer object then you can use the latter approach, where you can set the state of the Customer object appropriately.
However If your method myMethod does not depend on the Customer object to throw the exception rather you need it only to pass it as an argument just to invoke the method, then you can take the former approach.

Would this still be considered a Chain-of-Responsiblity pattern?

I have been using a design pattern for quite some time and have been calling/referring to it as a "Chain-of-Responsibility pattern" but now I realise there are differences, and it may not be appropriate to do so. So my question is 1, "is the following an instance of this pattern, or should it be called something else?", and 2, "is there any reason I should prefer the traditional way?".
I often use the following pattern when developing software. I have an interface that defines a functor, something like this.
interface FooBar{
boolean isFooBar( Object o );
}
These are usually search, filtering, or processing classes; usually something like Comparator. The implementation method is usually functional (i.e. side-effect free). Eventually, I find myself creating an implementation of the interface that looks like:
class FooBarChain implements FooBar{
FooBar[] foobars;
FooBarChain( FooBar... fubars ){
foobars = fubars;
}
boolean isFooBar( Object o ){
for( FooBar f : foobars )
if( f.isFooBar( o ) )
return true;
return false;
}
}
Its not always booleans either -I've used this pattern with mutable objects as well- but there is always a short-circuiting condition (e.g. returns true, the String is empty String, a flag gets set etc).
Until now I have generally calling this a "Chain of Responsibility" pattern, considering the issue of inheriting from a base class to be an implementation detail. However, today I have realised an important difference: the objects along the chain cannot interrupt the rest of chain. There is no way for an implementation to say "this is false, and I can guarantee it will be false for any condition" (nb: short-circuits only on true ).
So, should this be called something other than a chain-of-responsibility pattern? Are there any concerns or issues I should consider when using this approach over the traditional having the instances pass the message along.
I wouldn't call this chain of Chain of Responsibility.
In Chain of Responsibility, the "short-circuit" is roughly "I can handle this, so the next guy in the chain doesn't have to" rather than being a return value of any kind. It's normal for each object in the chain to know who is next in the chain and to pass control to that next object as necessary. They normally do something rather than returning a value.
The example you've presented it is perfectly reasonable, though I'm not sure it's a named pattern. I'm not too clear right now on the other variants you describe.
What you have is a chain-of-responsibility, but you can make a 'pure' chain of responsibility by adding a few small changes.
You can create an enum that will represent the 3 different results that you are expecting from this function.
public enum Validity{
Invalid,
Indeterminate,
Valid
}
You can change the interface to be chain-able like so:
public interface ChainFooBar{
public boolean isFooBar(Object o);
public Validity checkFooBar(Object o);
}
Most of your FooBars would then have to implement a method like this:
public abstract class AbstractFooBar implements FooBar{
public Validity checkFooBar(Object o){
return this.isFooBar(o) ? Validity.Valid : Validity.Indeterminate;
}
}
Then you can change your chain to check for either of the definite answers.
public class FooBarChain implements FooBar{
private FooBar[] fooBars;
public FooBarChain(FooBar... fooBars){
this.fooBars = fooBars;
}
public Validity isFooBar(Object o){
for(FooBar fooBar : this.fooBars){
Validity validity = fooBar.checkFooBar(o);
if(validity != Validity.Indeterminate){
return validity == Validity.Valid;
}
}
return false;
}
}

How to avoid to "fill" a generic class with attributes?

I am trying to translate a poker game to a correct OOP model.
The basics :
class Hand
{
Card cards[];
}
class Game
{
Hand hands[];
}
I get games and hands from a text file. I parse the text file several times, for several reasons:
get somes infos (reason 1)
compute some stats (reason 2)
...
For reason 1 I need some attributes (a1, b1) in class Hand. For reason 2, I need some other attributes (a2, b2). I think the dirty way would be :
class Hand
{
Card cards[];
Int a1,b1;
Int a2,b2;
}
I would mean that some attributes are useless most of the time.
So, to be cleaner, we could do:
class Hand
{
Card cards[];
}
class HandForReason1 extends Hand
{
Int a1,b1;
}
But I feel like using a hammer...
My question is : is there an intermediate way ? Or the hammer solution is the good one ? (in that case, what would be a correct semantic ?)
PS : design patterns welcome :-)
PS2 : strategy pattern is the hammer, isn't it?
* EDIT *
Here is an application :
// Parse the file, read game infos (reason 1)
// Hand.a2 is not needed here !
class Parser_Infos
{
Game game;
function Parse()
{
game.hands[0].a1 = ...
}
}
// Later, parse the file and get some statistics (reason 2)
// Hand.a1 is not needed here !
class Parser_Stats
{
Game game;
function Parse()
{
game.hand[0].a2 = ...
}
}
Using a chain of responsibility to recognize a poker hand is what I would do. Since each hand has it's own characteristics, you can't just have a generic hand.
Something like
abstract class Hand {
protected Hand next;
abstract protected boolean recognizeImpl(Card cards[]);
public Hand setNext(Hand next) {
this.next = next;
return next;
}
public boolean Hand recognize(Card cards[]) {
boolean result = ;
if (recognizeImpl(cards)) {
return this;
} else if (next != null) {
return next.recognize(cards);
} else {
return null;
}
}
}
And then have your implementation
class FullHouse extends Hand {
protected boolean recognizeImpl(Card cards[]) {
//...
}
}
class Triplet extends Hand {
protected boolean recognizeImpl(Card cards[]) {
//...
}
}
Then build your chain
// chain start with "best" hand first, we want the best hand
// to be treated first, least hand last
Hand handChain = new FullHouse();
handChain
.setNext(new Triplet())
//.setNext(...) /* chain method */
;
//...
Hand bestHand = handChain.recognize(cards);
if (bestHand != null) {
// The given cards correspond best to bestHand
}
Also, with each hand it's own class, you can initialize and have then hold and compute very specific things. But since you should manipulate Hand classes as much as you can (to stay as much OO as possible), you should avoid having to cast your hands to a specific hand class.
** UPDATE **
Alright, so to answer your original question (sig) the class Hand is for manipulating and treating "hands". If you need to calculate other statistics or other needs, wrapping your Hand class might not be a good idea as you'll end up with a compound class, which is not desirable (for maintainability's sake and OOP paradigm).
For the reason 1, it is alright to have different kinds of hands, as the chain of responsibility illustrate; you can read your file, create different kinds of hands with the many parameters as is required.
For reason 2, you might look at other solutions. One would be to have your Hand classes fire events (ex: when it is recognized) and your application could register those hands into some other class to listen for events. That other class should also be responsible to collect the necessary data from the files you are reading. Since a hand is not (or should not be) responsible to collect statistical data, the bottom line is that you need to have something else handle that.
One package = coherent API and functionalities
One class = coherent functionalities (a hand is a hand, not a statistical container)
One method = a (single) functionality (if a method needs to handle more than one functionality, break those functionalities into separate private methods, and call them from the public method)
I'm giving you a generic answer here because reason 1 and reason 2 are not specific.