Read-only properties inheritance: abstract or set-protected - oop

Let's say that class A is abstract and defines read-only properties that class B, which inherits from it, must provide. Is it better practice to define such properties as abstract or as set-protected:
public abstract class A
{
public abstract int Value { get; }
}
public class B : A
{
public override int Value { get { return 1; } }
}
OR
public abstract class A
{
public int Value { get; protected set; }
}
public class B : A
{
public B()
{
Value = 1;
}
}
I think that the first solution is probably better but i'd like to hear other opinions.

It depends on what you mean by read-only. If you mean read-only for callers, then I would prefer the second solution.
The first solution forces the child class to implement get, which is good. But it prohibits the child from implementing set (even a protected one), which is bad.
With the second solution, the whole Value interface is defined by the base class, which is good, and the child class is still able to set Value when it chooses, which is also good.
If on the other hand by "read-only" you mean truly read-only, in that not even the child class is allowed to set Value, then the first solution is better. You even get the right compile error if you do try to set it.

Related

Testing class that extends abstract class

I need to write a test for a class that extends an abstract class. Problem starts when I need to test a method that has super reference. So the code looks something like this:
public abstract class AbstractClass{
public String someMethod();
}
public class MyClass extends AbstractClass {
methodToTest(){
//somecode
super.someMethod();
}
}
Any idea how should I get around it?
EDIT:
I'm sorry, I am still new to unit testing and just a moment ago figured out why exactly this is not working as I would like to. MyClass in the example above actually contains a initialization block that sets some fields declared in AbstractClass that are used by someMethod so new AbstractClass.someMethod() didn't give me the same results as super.someMethod. And, as I cannot initialize the AbstractClass it would be impossible to get desired results. I figured that I would need to mock it somehow but as I said I am new to this and have no idea how to do that
public abstract class AbstractClass{
String fieldA;
public String someMethod(){
//does something with fieldA
}
}
public class MyClass extends AbstractClass {
{
setFieldA("something");
}
methodToTest(){
//some code
super.someMethod();
//returns some string based on the fieldA value
}
}
UPDATE Here is updated version of my code. Please help me with writing test for that. I would probably be able to get it from there:
public abstract class AbstractClass{
String fieldA;
public String someMethod(){
fieldA = "String" + fieldA;
}
}
public class MyClass extends AbstractClass {
{
setFieldA("Another String");
}
methodToTest(){
fieldA = fieldA + "Yet Another String";
super.someMethod();
return fieldA;
}
}
Your problem is less about unit testing; but more a general misconception how to work with abstract classes.
First of all: if your abstract class needs a field to do its job, then you better not use a setter for that. Instead:
public abstract class Base {
private final String thatField;
public Base(String incoming) {
thatField = incoming;
}
..
public class Derived extends Base {
public Derived(String incoming) {
super(incoming);
}
In other words: it seems that this field is an important part of your classes. So make that explicit. And by enabling it to be set via constructor, you also ensure that
you control when/how the field gets set
you get help from the compiler - by making the field final, you get errors when you forget initializing
Beyond that: when you start testing some class ... it shouldn't matter if that class just extends Object; or if it extends some other class; even when extending an abstract class.
That is about what can be said here; given the fact that your example doesn't contain any specific details about what your code is "really" doing.

What is the benefit of base class variable holding derived class object?

I know that it is possible to base class variable holding derived class object. Like below....
class Animal
{
public void printName()
{
System.out.println("Print your name");
}
}
public class Tiger extend Animal
{
public void Print()
{
System.out.println("My Name");
}
public void static main(String args[])
{
Animal type1 = new Tiger();
//with this new created type1 varibale. I can only access members of Animal class.
type1.PrintName() // valid
type1.Print() //In-valid
}
}
So what is the usefulness of this? Still I don't see any benefit. Can someone explain me, may be I am missing something. Thanks.
In this case, where the variable is initialized from a child class variable, it isn't terribly useful. The usefulness comes in two cases:
When you have a function parameter with a base class type and you pass in a child class object as the actual argument.
void CareForAnimal(Animal anm) {
anm.Feed();
anm.Sleep();
}
While it's technically possible to allow you to do things with formal parameters you can't do with regular variables, as a language designer it's a lot of complication to make them different for not a lot of benefit.
When you have a base class variable initialized from the result of a method which is itself virtual:
Animal Breed(Animal father, Animal mother) {
Animal child = mother.mater(father);
child.Bathe();
child.Nurse(mother);
return child;
}
Now, you don't know right away which child class child is being initialized with.

How to do logic based on object ID

Suppose I have a game, where there are buildings sorted by type. Each type is represented as a separate class, but sometimes I have to do some uncommon logic for the buildings of the same type. How could one implement this kind of behaviour?
For example, I can identify buildings by ID, so I can have a giant switch or command pattern inside the building type class. But I think that something is not right with this approach.
Another approach is to have different class for any divergent logic. But this proposes a lot of small classes.
This is what polymorphism aims to solve, and one of the big differences between procedural and oop programming. You can achieve it through extending a base class, or by implementing an interface. Here is extending a base class:
public abstract class Building {
abstract void destroy();
}
public BrickBuilding extends Building {
#Override
public void destroy() {
bricks.fallToGround();
}
}
public HayBuilding extends Building {
#Override
public void destroy() {
straw.blowInWind();
}
}
In places in your code where you would have used a switch statement to switch on building type, just hold a reference to the abstract Building type, and call method destroy() on it:
public class BuildingDestroyer {
public void rampage() {
for(Building building : allTheBuildings) {
// Could be a BrickBuilding, or a HayBuilding
building.destroy();
}
}
}
Or, to address your concern about having a lot of small types, you can 'inject' a destroy behaviour you want into a common building type, like so...albeing, you will end up with a lot of different destroy behaviour classes too...so, this might not be a solution.
public interface DestroyBehaviour {
void destroy(Building building);
}
public class Building {
private int id;
public DestroyBehaviour destroyBehaviour;
public Building(int id, DestroyBehaviour destroyBehaviour) {
this.id = id;
this.destroyBehaviour = destroyBehaviour;
}
public void destroy() {
destroyBehaviour.destroy(this); // or something along those lines;
}
}
You can get rid of the giant switch by having a BuildingFactory class which exposes a registerBuildingType(typeName, instanceCreatorFunc) method, that each building class calls (from a static initialize method for example) and that gets called with a unique string for that class (class name would suffice) and a static "create" method that returns a new instance.
This approach also has the advantage of being able to load new buildings from dynamically linked libraries.

Fluent NHibernate ShouldMap does not detect my custom attribute

I have been spending a couple of days now to get to know the Fluent NHibernate automapping working model. It is quite nice, but I keep detecting new details missing from my schemas. Now I want to add extra properties to my classes, but not have them mapped to the database. A typical case is when I need extra properties with internal logic.
So I read the examples and scanned StackOverflow and found out that this was not another convention to be added, but rather a matter of inheriting the DefaultAutomappingConfiguration and override the ShouldMap method.
Fine, no problem, one minute later I had something like this:
public class CustomAutomappingConfiguration : DefaultAutomappingConfiguration
{
public override bool ShouldMap(Member member)
{
var explicitSkip = member.PropertyType.GetCustomAttributes(typeof(SkipMap), false).Length > 0;
if ((member.IsProperty && !member.CanWrite) || explicitSkip)
{
return false;
}
return base.ShouldMap(member);
}
}
/// <summary>
/// Don't map this property to database.
/// </summary>
public class SkipMap : Attribute
{
}
public class DemoClass
{
public virtual int Id { get; set; }
public virtual string Name { get; set; }
public virtual MyBitwiseEnum Status { get; set; }
public virtual bool IsValid
{
get
{
return (int)Status > 3;
}
}
[SkipMap]
public virtual bool IsBad
{
get
{
return MyBitwiseEnum.HasFlag(MyBitwiseEnum.Bad);
}
set
{
MyEnum = value ? MyBitwiseEnum | MyBitwiseEnum.Bad : MyBitwiseEnum ^ MyBitwiseEnum.Bad;
}
}
}
I know that my demo class is kind of stupid, but it will illustrate my point.
The idea is that I want to manually decide what properties to map to database.
The readonly property works fine because the ShouldMap method will look for property.CanWrite. But the custom attribute that definitely is set will not be detected. Why is that!?
In the convention methods I have used the same approach frequently and there it works fine. Why is the property not able to detect defined attributes here, when it obviously can in the convention setting. Is there a workaround?
have you added your new automapconvention to Automap?
AutoMap.AssemblyOf<>(new CustomAutomappingConfiguration())
Update: you are getting the skip attribute from Boolean class instead of the property
member.PropertyType.GetCustomAttributes(typeof(SkipMap), false)
should be
member.MemberInfo.GetCustomAttributes(typeof(SkipMap), false)
Just to be sure the custom attribute is applicable to properties, try adding [AttributeUsage(AttributeTargets.Property)] to your SkipMap class.
Another possibility is an attribute name clash with another attribute that applies to different targets. Try renaming the class to something like MyVerySpecialSkipMap and retest to verify you don't have an attribute clash. At the very least, write some simple reflection code to test for the SkipMap attribute outside the context of your application to ensure it can be found.

Refactoring Switching On Types Code Smell When Adding Method to Type Seems Inappropriate

Let's say I have the following method that, given a PaymentType, sends an appropriate payment request to each facility from which the payment needs to be withdrawn:
public void SendRequestToPaymentFacility(PaymentType payment) {
if(payment is CreditCard) {
SendRequestToCreditCardProcessingCenter();
} else if(payment is BankAccount) {
SendRequestToBank();
} else if(payment is PawnTicket) {
SendRequestToPawnShop();
}
}
Obviously this is a code smell, but when looking for an appropriate refactoring, the only examples I have seen involve cases where the code executed within the conditionals are clearly the responsibility of the class itself, e.g. with the standard example given:
public double GetArea(Shape shape) {
if(shape is Circle) {
Circle circle = shape As Circle;
return circle.PI * (circle.radius * circle.radius);
} else if(shape is Square) {
Square square = shape as Square;
return square.length * square.width;
}
}
GetArea() seems like a pretty reasonable responsibility for each Shape subclass, and can of course be refactored nicely:
public class Shape
{
/* ... */
public abstract double GetArea();
}
public class Circle
{
public override double GetArea()
{
return PI * (radius * radius);
}
}
However, SendRequestToPaymentFacility() does not seem like an appropriate responsibility for a PaymentType to have. (and would seem to violate the Single Responsibility Principle). And yet I need to send a request to an appropriate PaymentFacility based on the type of PaymentType - what is the best way to do this?
You could consider adding a property or method to your CandyBar class which indicates whether or not the CandyBar contains nuts. Now your GetProcessingPlant() method does not have to have knowledge of the different types of CandyBars.
public ProcessingPlant GetProcessingPlant(CandyBar candyBar) {
if(candyBar.ContainsNuts) {
return new NutProcessingPlant();
} else {
return new RegularProcessingPlant();
}
}
One option would be to add an IPaymentFacility interface parameter to the constructors for the individual PaymentType descendants. The base PaymentType could have an abstract PaymentFacility property; SendRequestToPaymentFacility on the base type would delegate:
public abstract class PaymentType
{
protected abstract IPaymentFacility PaymentFacility { get; }
public void SendRequestToPaymentFacility()
{
PaymentFacility.Process(this);
}
}
public interface IPaymentFacility
{
void Process(PaymentType paymentType);
}
public class BankAccount : PaymentType
{
public BankAccount(IPaymentFacility paymentFacility)
{
_paymentFacility = paymentFacility;
}
protected override IPaymentFacility PaymentFacility
{
get { return _paymentFacility; }
}
private readonly IPaymentFacility _paymentFacility;
}
Rather than wiring up the dependency injection manually, you could use a DI/IoC Container library. Configure it so that a BankAccount got a Bank, etc.
The downside is that the payment facilities would only have access to the public (or possibly internal) members of the base-class PaymentType.
Edit:
You can actually get at the descendant class members by using generics. Either make SendRequestToPaymentFacility abstract (getting rid of the abstract property), or get fancy:
public abstract class PaymentType<TPaymentType>
where TPaymentType : PaymentType<TPaymentType>
{
protected abstract IPaymentFacility<TPaymentType> PaymentFacility { get; }
public void SendRequestToPaymentFacility()
{
PaymentFacility.Process((TPaymentType) this);
}
}
public class BankAccount : PaymentType<BankAccount>
{
public BankAccount(IPaymentFacility<BankAccount> paymentFacility)
{
_paymentFacility = paymentFacility;
}
protected override IPaymentFacility<BankAccount> PaymentFacility
{
get { return _paymentFacility; }
}
private readonly IPaymentFacility<BankAccount> _paymentFacility;
}
public interface IPaymentFacility<TPaymentType>
where TPaymentType : PaymentType<TPaymentType>
{
void Process(TPaymentType paymentType);
}
public class Bank : IPaymentFacility<BankAccount>
{
public void Process(BankAccount paymentType)
{
}
}
The downside here is coupling the Bank to the BankAccount class.
Also, Eric Lippert discourages this, and he makes some excellent points.
One approach you can take here is to use the Command pattern. In this case, you would create and queue up the appropriate command (e.g. Credit Card, Bank Account, Pawn Ticket) rather than calling a particular method. Then you could have separate command processors for each command that would take the appropriate action.
If you don't want the conditional complexity here, you could raise a single type of command that included the payment type as a property, and then a command processor could be responsible for figuring out how to handle that request (with the appropriate payment processor).
Either of these could help your class follow Single Responsibility Principle by moving details of payment processing out of it.