Worker vs data class - oop

I have a data class which encapsulates relevant data items in it. Those data items are set and get by users one by one when needed.
My confusion about the design has to do with which object should be responsible for handling the update of multiple properties of that data object. Sometimes an update operation will be performed which affects many properties at once.
So, which class should have the update() method?. Is it the data class itself or another manager class ? The update() method requires data exchange with many different objects, so I don't want to make it a member of the data class because I believe it should know nothing about the other objects required for update. I want the data class to be only a data-structure. Am I thinking wrong? What would be the right approach?
My code:
class RefData
{
Matrix mX;
Vector mV;
int mA;
bool mB;
getX();
setB();
update(); // which affects almost any member attributes in the class, but requires many relations with many different classes, which makes this class dependant on them.
}
or,
class RefDataUpdater
{
update(RefData*); // something like this ?
}

There is this really great section in the book Clean Code, by Robert C. Martin, that speaks directly to this issue.
And the answer is it depends. It depends on what you are trying to accomplish in your design--and
if you might have more than one data-object that exhibit similar behaviors.
First, your data class could be considered a Data Transfer Object (DTO). As such, its ideal form is simply a class without any public methods--only public properties -- basically a data structure. It will not encapsulate any behavior, it simply groups together related data. Since other objects manipulate these data objects, if you were to add a property to the data object, you'd need to change all the other objects that have functions that now need to access that new property. However, on the flip side, if you added a new function to a manager class, you need to make zero changes to the data object class.
So, I think often you want to think about how many data objects might have an update function that relates directly to the properties of that class. If you have 5 classes that contain 3-4 properties but all have an update function, then I'd lean toward having the update function be part of the "data-class" (which is more of an OO-design). But, if you have one data-class in which it is likely to have properties added to it in the future, then I'd lean toward the DTO design (object as a data structure)--which is more procedural (requiring other functions to manipulate it) but still can be part of an otherwise Object Oriented architecture.
All this being said, as Robert Martin points out in the book:
There are ways around this that are well known to experienced
object-oriented designers: VISITOR, or dual-dispatch, for example.
But these techniques carry costs of their own and generally return the
structure to that of a procedural program.
Now, in the code you show, you have properties with types of Vector, and Matrix, which are probably more complex types than a simple DTO would contain, so you may want to think about what those represent and whether they could be moved to separate classes--with different functions to manipulate--as you typically would not expose a Matrix or a Vector directly as a property, but encapsulate them.

As already written, it depends, but I'd probably go with an external support class that handles the update.
For once, I'd like to know why you'd use such a method? I believe it's safe to assume that the class doesn't only call setter methods for a list of parameters it receives, but I'll consider this case as well
1) the trivial updater method
In this case I mean something like this:
public update(a, b, c)
{
setA(a);
setB(b);
setC(c);
}
In this case I'd probably not use such a method at all, I'd either define a macro for it or I'd call the setter themselves. But if it must be a method, then I'd place it inside the data class.
2) the complex updater method
The method in this case doesn't only contain calls to setters, but it also contains logic. If the logic is some sort of simple property update logic I'd try to put that logic inside the setters (that's what they are for in the first place), but if the logic involves multiple properties I'd put this logic inside an external supporting class (or a business logic class if any appropriate already there) since it's not a great idea having logic reside inside data classes.
Developing clear code that can be easily understood is very important and it's my belief that by putting logic of any kind (except for say setter logic) inside data classes won't help you achieving that.
Edit
I just though I'd add something else. Where to put such methods also depend upon your class and what purpose it fulfills. If we're talking for instance about Business/Domain Object classes, and we're not using an Anemic Domain Model these classes are allowed (and should contain) behavior/logic.
On the other hand, if this data class is say an Entity (persistence objects) which is not used in the Domain Model as well (complex Domain Model) I would strongly advice against placing logic inside them. The same goes for data classes which "feel" like pure data objects (more like structs), don't pollute them, keep the logic outside.
I guess like everywhere in software, there's no silver bullet and the right answer is: it depends (upon the classes, what this update method is doing, what's the architecture behind the application and other application specific considerations).

Related

Class with a list of materials: best practice

I've created the custom class ZMaterial that can be instantiated passing an ID to the constructor which sets the properties for a single material using SELECTs and BAPIs. This class is basically used to READ and UPDATE a single material.
Now I need to create a service to return a list of materials. I already have the procedural code for it in a static method (for now actually a function module), but I would like to keep using a full OOP approach and instantiate a list of my custom material object. The first approach I found is to enhance the static method to instantiate a list of my single material object after the selects are executed and I have the data in internal tables, but it does not seem the most OOP.
The second option in my mind is to create a new class ZMaterialList with one property being a list of objects ZMaterial and then a constructor with the necessary input parameters for the database select. The problem I see with this option is that I create a full class just for the constructor.
What do you think is the best way to proceed?
Create a separate class to produce the list of materials. The single responsibility principle says each class should do exactly one thing. In all but the most simple cases, using a thing is a different responsibility than producing it.
Don’t make a ZMaterialList class. A list’s focus would be managing the list items, i.e. adding, removing, iterating, sorting etc. But you should be fine with a regular STANDARD TABLE OF REF TO ZMaterial.
Make a ZMaterialReader, -Repository, -Query or -Factory class or the like, depending on the precise way you want to produce the ZMaterials. Readers read by keys, repositories read and write, queries use varying sets of selection criteria, factories instantiate with possibly different sets of inputs.
You can well let that class use the original FUNCTION underneath. It’s good style to exploit what’s already there. Just make sure you trust that code, put it in a test harness, and keep it afar from the rest of your oo code.
Extract all public interaction of ZMaterial to an interface and use only that interface. That allows you to offer alternative implementations of ZMaterial, ones that differ in the way they are produced or how they store their data.
Split single production from mass production. Reading MARA to retrieve a single material is okay. But you don’t want thousands of ZMaterials reading MARA individually - that wrecks performance.
Now you’ve got the interface, you could offer a second implementation of ZMaterial whose constructor receives all relevant data and relies on it already having been validated to avoid additional SELECTs.
You could also offer an implementation that doesn’t store its data at all but only stores pointers to rows in internal tables somewhere else. See the flyweight pattern for ideas.
If you expect mass updates on the materials, such as “reclassify all of these as B”, consider extracting these list-oriented operations to separate classes as well.

Does MVC break encapsulation?

Let's say I have an class to model a city. Its characteristics are the following:
It has only two properties "name" and "population", both private, that are set in the constructor.
It has getters for these properties, but not setters.
I don't want any user of this class to set the properties, I want them to use a public .edit() method.
This method needs opens up a form to input the new name of the city and population, i.e.: a view. Then, if I have a view, I would like to implement the MVC pattern, so the idea would be that the controller receives the .edit() call, renders the view, retrieves the data back, and sends it to the view so that it changes its state.
But, if I do so, I have to change the properties of the city model from private to public. So, if any user instantiates my class, she/he can directly change the properties.
So, the philosophical question: Isn't that breaking the encapsulation?
EDIT Just to make it more explicit:
This city_instance.edit() method should be the only way to mutate the object.
Besides, I see that part of my problems comes from the misunderstanding that a model is an object (you can read that on php mvc frameworks), when it is actually a different abstraction, it's a layer that groups the business logic (domain objects + I guess more things)
Disclaimer: I don't really understand where are you proposing the .edit() method to be implemented, so it would help if you could clarify that a little bit there.
The first thing to consider here is that in the bulleted list of your question you seem to imply that a City instance acts like an immutable object: it takes its instance variables in the constructor and doesn't allow anybody in the outside to change them. However, you later state that you actually want to create a way to visually edit a City instance. This two requirements are clearly going to create some tension, since they are kind of opposites.
If you go the MVC approach, by separating the view from the model you have two main choices:
Treat your City objects as immutable and, instead of editing an instance when the values are changed in the form, throw away the original object and create a new one.
Provide a way to mutate an existing City instance.
The first approach keeps your model intact if you actually consider a City as an immutable object. For the second one there are many different ways to go:
The most standard way is to provide, in the City class, a mutator. This can have the shape of independent setters for each property or a common message (I think this is the .edit() method you mentioned) to alter many properties at once by taking an array. Note that here you don't take a form object as a parameter, since models should not be aware of the views. If you want your view to take note of internal changes in the model, you use the Observer pattern.
Use "friend" classes for controllers. Some languages allow for friend classes to access an object's internals. In this case you could create a controller that is a friend class of your model that can make the connection between the model and the view without having to add mutators to your model.
Use reflection to accomplish something similar to the friend classes.
The first of this three approaches is the only language agnostic choice. Whether that breaks encapsulation or not is kind of difficult to say, since the requirements themselves would be conflicting (It would basically mean wanting to have a model separated from the view that can be altered by the user but that doesn't allow the model itself to be changed for the outside). I would however agree that separating the model from the view promotes having an explicit mutation mechanism if you want mutable instances.
HTH
NOTE: I'm referring to MVC as it applies to Web applications. MVC can apply to many kinds of apps, and it's implemented in many kinds of ways, so it's really hard to say MVC does or does not do any specific thing unless you are talking strictly about something defined by the pattern, and not a particular implementation.
I think you have a very specific view of what "encapsulation" is, and that view does not agree with the textbook definition of encapsulation, nor does it agree with the common usage of it. There is no definition of "Encapsulation" I can find that requires that there be no setters. In fact, since Setters are in and of themselves methods that be used to "edit" the object, it's kind of a silly argument.
From the Wikipedia entry (note where it says "like getter and setter"):
In general, encapsulation is one of the four fundamentals of OOP (object-oriented programming). Encapsulation is to hide the variables or something inside a class, preventing unauthorized parties to use. So the public methods like getter and setter access it and the other classes call these methods for accessing.
http://en.wikipedia.org/wiki/Encapsulation_(object-oriented_programming)
Now, that's not to say that MVC doesn't break encapsulation, I'm just saying that your idea of what Encapsulation is is very specific and not particularly canonical.
Certainly, there are a number of problems that using Getters and Setters can cause, such as returning lists that you can then change directly outside of the object itself. You have to be careful (if you care) to keep your data hidden. You can also replace a collection with another collection, which is probably not what you intend.
The Law of Demeter is more relevant here than anything else.
But all of this is really just a red herring anyways. MVC is only about the GUI, and the GUI should be as simple as possible. It should have almost no logic in either the view or the controller. You should be using simple view models to deserialize your form data into a simple structure, which can the be used to apply to any business architecture you like (if you don't want setters, then create your business layer with objects that don't use setters and use mutattors.).
There is little need for complex architecture in the UI layer. The UI layer is more of a boundary and gateway that translates the flat form and command nature of HTTP to whatever business object model you choose. As such, it's not going to be purely OO at the UI level, because HTTP isn't.
This is called an Impedance Mismatch, which is often associated with ORM's, because Object models do not map easily to relational models. The same is true of HTTP to Business objects. You can think of MVC as a corollary to an ORM in that respect.

OO Design Encapsulation

I have a question with regard to encapsulation. As I know, encapsulation enables to hide the implementation details using private/protected data members and provides public methods and properties to operate on the data. The idea here is to prevent the direct modification of the data members by the class consumers.
But I have a concern with the property getters or other public methods which return private/protected data members. For ex: if I have class like this
public class Inventory
{
private List<Guitar> guitars = new List<Guitar>();
public void AddGuitar(string serialnumber, string price)
{
Guitar guitar = new Guitar(serialnumber, price);
guitars.Add(guitar);
}
public List<Guitar> GetGuitars()
{
return guitars;
}
}
Now if the Inventory class consumer calls GetGuitars, he is going to get the list of guitars being maintained in the Inventory class. Now the consumer can modify the list, like delete/add/modify the items. For me it looks like we are not encapsulating. I think that I should be returning a copy of the Guitar list items in the GetGuitars(). What do you think?.
Is my understanding of the encapsulation right?.
Thanks
Encapsulating lists of objects can be achieved quite nicely by restricting access to them using a suitable interface.
I think you're right to control additions to your list via your AddGuitar method as you can exert control over what goes in. You can reinforce this design, IMHO, by altering GetGuitars to return IEnumerable instead of List.
This reduces the control the caller has on your list, whilst also being non-committal in returning an abstract type. This way your internal data structure can change without the public interface needing to also.
You are right. With a setter like that clients are able to modify the list. If adding a guitar requires some special handling, this is not desired. In this case you have two choices:
Return a copy of the list (as you already suggested).
Wrap it with ReadOnlyCollection within the getter.
Both cases should be documented in method description so that clients are not "surprised" when they attempt to modify the list externally.
if u want your List array cannot be modified, why u dont use AsReadOnly method: http://msdn.microsoft.com/en-us/library/e78dcd75.aspx
about encapsulation inside members are only writable and readable through the methods where members are not available from outside.
In terms of risk, it is indeed better if you return a copy of your list of make it unmodifiable (create a whole new unmodifiable list when you add a guitar, functional programming-style).
In terms of encapsulation, it would be better to get rid of the getGuitars() method and then Inventory class should offer the functionality associated with it ( for example, printInventoryReport() or whatever). This way, no client class needs to know at all how you store your guitars and you keep the related code into the Inventory class. The tradeoff is that this class gets bigger and every time you need something new from the guitar list you need to modify the Inventory.
I recommend a good article : http://www.javaworld.com/javaworld/jw-09-2003/jw-0905-toolbox.html
It was quite incendiary back in the day, but i think there's a lot of truth in there.
And if you stay with the getter, a small tip would be to choose if you need it to be a List or a Collection can do. Maybe even an Iterable! This way you tell as less as possible about your implementation, which results in better encapsulation.
I would agree that returning the list leaves something to be desired in terms on encapsulation. You may want to consider writing a getter for individual items, or possibly an iterator. The list seems like an implementation detail, so other classes really have no business accessing it directly.
There are (at least) two issues here.
The first is about hiding the implementation. You could change the "guitars" field to an array or a database but you could leave the signature of the methods AddGuitar and getGuitars unchanged so client code wouldn't break.
The second is about whether or not you want to return a defensive copy of the guitar list or not. Once you have the list of guitars do you want to add and delete elements? Since you have a method to add guitars I would assume not.

Design pattern advice: Using an array of custom objects as a singleton

After a lot of studying, I am starting to code my first app.
In my code I have a class called "Measurement". I want to implement an array of Measurements. This array of Measurements needs to be accessible across multiple view controllers, so I have created a custom class called "MeasurementsArray" for the array, and made it into a singleton.
I have done this, and the code works as expected. But now that I have it working, I want to make sure that I have easy to understand code, and that I am following conventional objective-c design patterns.
If it weren't for fact that I need the array of Measurements to be a singleton, it would seem that this array belongs inside the "Measurement" class as a class method. But my understanding is that there can be only one instance of a class when it is a singleton.
But somehow, having a separate class named "MeasurmentsArray" seems a little hacky to me.
My question:
Am I approaching this the right way, or am I missing something?
If I do need the split off the array of Measurements to a separate class in order to have it be a singleton, does "MeasurementsArray" seem like an appropriate class name? If not, please provide a naming convention you would use for this type of situation.
Edit: After some inital answers, some clarification regarding the function of the app might help.
It is a fitness application that records, saves and tracks body fat percentage and body weight. Every time the user records his body fat and weight, it becomes an instance of the class "Measurement". The array of Measurements is needed in order to track changes in weight and body fat over time. A singleton is needed because multiple view controllers need access to the array.
A singleton is needed because multiple
view controllers need access to the
array.
There are other, better ways to share data between objects than to rely on a singleton.
View controllers are usually created either by the application delegate or by another view controller. The application's data model (in this case, that's your measurements array) is often also created ether by the application delegate. So when the app delegate creates a view controller, it can also give that controller a pointer to the data model. If that controller creates any view controllers, it can likewise share its pointer to the data model.
Passing the data model along from app delegate to view controller and from one view controller to the next makes your code easier to maintain, test, reconfigure, and reuse because it avoids depending on some predetermined, globally accessibly object.
Having a singleton at all may be a wrong move. There are times that a singleton is appropriate, but there's usually a better choice.
It sounds like you may already be implementing something resembling the Model-View-Controller pattern, which would be appropriate. In this context, this array of measurements is part of your model, and it may make sense for it to be a separate class, but there's likely no need for it to be a singleton.
The name MeasurementsArray is implementation-specific. I would be more inclined to call it just Measurements or to give it a name reflecting what the measurements are measuring.
In fact I wonder about the name of your Measurement class. What is it measuring? What does it actually represent?
If you post some code, we might be able to provide more specific ideas.
Based on your update and a bit of thinking, you might want to think about The Repository Pattern. Rather than having your controllers hold the array, they have access to the repository from which they can get it.
My thinking here is that your array of measurements might be supplied by a MeasurementRepository and that while now the data might be a single simple array that the repository just holds, it might evolve to something that is stored in a database per user and with variation over time, so that your repository supplies more complex access.
Rather than having this repository be a singleton (though that is certainly sometimes done), it might better be just created once and then injected into everything that needs it. See http://en.wikipedia.org/wiki/Dependency_injection and Uncle Bob's blog
I feel that a separate class is probably overkill unless it has several methods of its own, in which case it might be justified. This problem may just be an artefact of your app's structure not (yet) being well defined. Is data going to be persistent across sessions? If so, will there be a "manager" class on which you could put a property to retrieve the array; something like allMeasurements on the MeasurementStore class? Another option would be to store the array in your app delegate.
I find that if I continue working on an app, it becomes obvious how I should structure it.
Edit: To elaborate, there's nothing "wrong" with your approach; there's probably just nicer ways to do it.
If I understand you correctly, the measurements array represents past measurements of a specific user.
If that is the case- you're not looking for a singleton at all.
remember that a singleton is a single value PER APPLICATION, and what you're looking for here is a single value PER USER.
Don Roby is absolutely right- Measurements is probably a property of the User class. for example (I'm using c# notation, but you get the hang of it...):
public class User
{
public string Name {get; set;}
public int Id {get; set;}
public Measurement[] Measurements {get; set;} //one array per-user...
}

Act on base or subclass without RTTI or base class modification

I asked a similar question yesterday that was specific to a technology, but now I find myself wondering about the topic in the broad sense.
For simplicity's sake, we have two classes, A and B, where B is derived from A. B truly "is a" A, and all of the routines defined in A have the same meaning in B.
Let's say we want to display a list of As, some of which are actually Bs. As we traverse our list of As, if the current object is actually a B, we want to display some of Bs additional properties....or maybe we just want to color the Bs differently, but neither A nor B have any notion of "color" or "display stuff".
Solutions:
Make the A class semi-aware of B by basically including a method called isB() in A that returns false. B will override the method and return true. Display code would have a check like: if (currentA.isB()) B b = currentA;
Provide a display() method in A that B can override.... but then we start merging the UI and the model. I won't consider this unless there is some cool trick I'm not seeing.
Use instanceof to check if the current A object to be displayed is really a B.
Just add all the junk from B to A, even though it doesn't apply to A. Basically just contain a B (that does not inherit from A) in A and set it to null until it applies. This is somewhat attractive. This is similar to #1 I guess w/ composition over inheritance.
It seems like this particular problem should come up from time to time and have an obvious solution.
So I guess the question maybe really boils down to:
If I have a subclass that extends a base class by adding additional functionality (not just changing the existing behavior of the base class), am I doing something tragically wrong? It all seems to instantly fall apart as soon as we try to act on a collection of objects that may be A or B.
A variant of option 2 (or hybrid of 1 and 2) may make sense: after all, polymorphism is the standard solution to "Bs are As but need to behave differently in situation X." Agreed, a display() method would probably tie the model to the UI too closely, but presumably the different renderings you want at the UI level reflect semantic or behavioural differences at the model level. Could those be captured in a method? For example, instead of an outright getDisplayColour() method, could it be a getPriority() (for example) method, to which A and B return different values but it is still up to the UI to decide how to translate that into a colour?
Given your more general question, however, of "how can we handle additional behaviour that we can't or won't allow to be accessed polymorphically via the base class," for example if the base class isn't under our control, your options are probably option 3, the Visitor pattern or a helper class. In both cases you are effectively farming out the polymorphism to an external entity -- in option 3, the UI (e.g. the presenter or controller), which performs an instanceOf check and does different things depending on whether it's a B or not; in Visitor or the helper case, the new class. Given your example, Visitor is probably overkill (also, if you were not able/willing to change the base class to accommodate it, it wouldn't be possible to implement it I think), so I'd suggest a simple class called something like "renderer":
public abstract class Renderer {
public static Renderer Create(A obj) {
if (obj instanceOf B)
return new BRenderer();
else
return new ARenderer();
}
public abstract Color getColor();
}
// implementations of ARenderer and BRenderer per your UI logic
This encapsulates the run-time type checking and bundles the code up into reasonably well-defined classes with clear responsibilities, without the conceptual overhead of Visitor. (Per GrizzlyNyo's answer, though, if your hierarchy or function set is more complex than what you've shown here, Visitor could well be more appropriate, but many people find Visitor hard to get their heads around and I would tend to avoid it for simple situations -- but your mileage may vary.)
The answer given by itowlson covers pretty well most part of the question. I will now deal with the very last paragraph as simply as I can.
Inheritance should be implemented for reuse, for your derived class to be reused in old code, not for your class reusing parts of the base class (you can use aggregation for that).
From that standpoint, if you have a class that is to be used on new code with some new functionality, but should be used transparently as a former class, then inheritance is your solution. New code can use the new functionality and old code will seamlessly use your new objects.
While this is the general intention, there are some common pitfals, the line here is subtle and your question is about precisely that line. If you have a collection of objects of type base, that should be because those objects are meant to be used only with base's methods. They are 'bases', behave like bases.
Using techniques as 'instanceof' or downcasts (dynamic_cast<>() in C++) to detect the real runtime type is something that I would flag in a code review and only accept after having the programmer explain to great detail why any other option is worse than that solution. I would accept it, for example, in itowlson's answer under the premises that the information is not available with the given operations in base. That is, the base type does not have any method that would offer enough information for the caller to determine the color. And if it does not make sense to include such operation: besides the prepresentation color, are you going to perform any operation on the objects based on that same information? If logic depends on the real type, then the operation should be in base class to be overriden in derived classes. If that is not possible (the operation is new and only for some given subtypes) there should at least be an operation in the base to allow the caller to determine that a downcast will not fail. And then again, I would really require a sound reason for the caller code to require knowledge of the real type. Why does the user want to see it in different colors? Will the user perform different operations on each one of the types?
If you endup requiring to use code to bypass the type system, your design has a strange smell to it. Of course, never say never, but you can surely say: avoid depending on instanceof or downcasts for logic.
This looks like text book case for the Visitor design pattern (also known as "Double Dispatch").
See this answer for link to a thorough explanation on the Visitor and Composite patterns.