Related
I was reading the sources for LibGDX, and I saw that there are too many public fields inside classes. So I was wondering, why? Is there any advantage instead setting up the typical setters/getters for that fields?
I know I should avoid direct accessing to class' fields, but if a guy like the author of LibGDX do it, I'm starting to doubt about "what are the best practices".
You don't have to know the implementation of this class, so they make your code simpler. Also, you are sure some variables you do not want them to be changed adheres to the rules. So they make sure you don't mess up with your code.
Closed. This question is opinion-based. It is not currently accepting answers.
Want to improve this question? Update the question so it can be answered with facts and citations by editing this post.
Closed 5 years ago.
Improve this question
I've been searching and I know the theoretic difference.
public - Any class/function may access the method/property.
protected - Only this class and any subclasses may access the method/property.
private - Only this class may access the method/property. It won't even be inherited.
That's all fine and well, the question is, what's the practical difference between them? When would you use private and when would you use protected? Is there a standard or acceptable good practice over this one?
Up until now, to retain the concept of inheritance and polymorphism, I use public for anything that should be accessed from the outside (like constructors and main class functionality), and protected for internal methods (logic, helper methods etc). Am I on the right track?
(Note that this question is for me, but also for future reference as I haven't seen a question like this one SO).
No, you're not on the right track. A good rule of thumb is: make everything as private as possible. This makes your class more encapsulated, and allows for changing the internals of the class without affecting the code using your class.
If you design your class to be inheritable, then carefully choose what may be overridden and accessible from subclasses, and make that protected (and final, talking of Java, if you want to make it accessible but not overridable). But be aware that, as soon as you accept to have subclasses of your class, and there is a protected field or method, this field or method is part of the public API of the class, and may not be changed later without breaking subclasses.
A class that is not intended to be inherited should be made final (in Java). You might relax some access rules (private to protected, final to non-final) for the sake of unit-testing, but then document it, and make it clear that although the method is protected, it's not supposed to be overridden.
Let me preface this by saying I'm talking primarily about method access here, and to a slightly lesser extent, marking classes final, not member access.
The old wisdom
"mark it private unless you have a good reason not to"
made sense in days when it was written, before open source dominated the developer library space and VCS/dependency mgmt. became hyper collaborative thanks to Github, Maven, etc. Back then there was also money to be made by constraining the way(s) in which a library could be utilized. I spent probably the first 8 or 9 years of my career strictly adhering to this "best practice".
Today, I believe it to be bad advice. Sometimes there's a reasonable argument to mark a method private, or a class final but it's exceedingly rare, and even then it's probably not improving anything.
Have you ever:
Been disappointed, surprised or hurt by a library etc. that had a bug that could have been fixed with inheritance and few lines of code, but due to private / final methods and classes were forced to wait for an official patch that might never come? I have.
Wanted to use a library for a slightly different use case than was imagined by the authors but were unable to do so because of private / final methods and classes? I have.
Been disappointed, surprised or hurt by a library etc. that was overly permissive in it's extensibility? I have not.
These are the three biggest rationalizations I've heard for marking methods private by default:
Rationalization #1: It's unsafe and there's no reason to override a specific method
I can't count the number of times I've been wrong about whether or not there will ever be a need to override a specific method I've written. Having worked on several popular open source libs, I learned the hard way the true cost of marking things private. It often eliminates the only practical solution to unforseen problems or use cases. Conversely, I've never in 16+ years of professional development regretted marking a method protected instead of private for reasons related to API safety. When a developer chooses to extend a class and override a method, they are consciously saying "I know what I'm doing." and for the sake of productivity that should be enough. period. If it's dangerous, note it in the class/method Javadocs, don't just blindly slam the door shut.
Marking methods protected by default is a mitigation for one of the major issues in modern SW development: failure of imagination.
Rationalization #2: It keeps the public API / Javadocs clean
This one is more reasonable, and depending on the target audience it might even be the right thing to do, but it's worth considering what the cost of keeping the API "clean" actually is: extensibility. For the reasons mentioned above, it probably makes more sense to mark things protected by default just in case.
Rationalization #3: My software is commercial and I need to restrict it's use.
This is reasonable too, but as a consumer I'd go with the less restrictive competitor (assuming no significant quality differences exist) every time.
Never say never
I'm not saying never mark methods private. I'm saying the better rule of thumb is to "make methods protected unless there's a good reason not to".
This advice is best suited for those working on libraries or larger scale projects that have been broken into modules. For smaller or more monolithic projects it doesn't tend to matter as much since you control all the code anyway and it's easy to change the access level of your code if/when you need it. Even then though, I'd still give the same advice :-)
Stop abusing private fields!!!
The comments here seem to be overwhelmingly supportive towards using private fields. Well, then I have something different to say.
Are private fields good in principle? Yes. But saying that a golden rule is make everything private when you're not sure is definitely wrong! You won't see the problem until you run into one. In my opinion, you should mark fields as protected if you're not sure.
There are two cases you want to extend a class:
You want to add extra functionality to a base class
You want to modify existing class that's outside the current package (in some libraries perhaps)
There's nothing wrong with private fields in the first case. The fact that people are abusing private fields makes it so frustrating when you find out you can't modify shit.
Consider a simple library that models cars:
class Car {
private screw;
public assembleCar() {
screw.install();
};
private putScrewsTogether() {
...
};
}
The library author thought: there's no reason the users of my library need to access the implementation detail of assembleCar() right? Let's mark screw as private.
Well, the author is wrong. If you want to modify only the assembleCar() method without copying the whole class into your package, you're out of luck. You have to rewrite your own screw field. Let's say this car uses a dozen of screws, and each of them involves some untrivial initialization code in different private methods, and these screws are all marked private. At this point, it starts to suck.
Yes, you can argue with me that well the library author could have written better code so there's nothing wrong with private fields. I'm not arguing that private field is a problem with OOP. It is a problem when people are using them.
The moral of the story is, if you're writing a library, you never know if your users want to access a particular field. If you're unsure, mark it protected so everyone would be happier later. At least don't abuse private field.
I very much support Nick's answer.
I read an article a while ago that talked about locking down every class as much as possible. Make everything final and private unless you have an immediate need to expose some data or functionality to the outside world. It's always easy to expand the scope to be more permissible later on, but not the other way around. First consider making as many things as possible final which will make choosing between private and protected much easier.
Make all classes final unless you need to subclass them right away.
Make all methods final unless you need to subclass and override them right away.
Make all method parameters final unless you need to change them within the body of the method, which is kinda awkward most of the times anyways.
Now if you're left with a final class, then make everything private unless something is absolutely needed by the world - make that public.
If you're left with a class that does have subclass(es), then carefully examine every property and method. First consider if you even want to expose that property/method to subclasses. If you do, then consider whether a subclass can wreak havoc on your object if it messed up the property value or method implementation in the process of overriding. If it's possible, and you want to protect your class' property/method even from subclasses (sounds ironic, I know), then make it private. Otherwise make it protected.
Disclaimer: I don't program much in Java :)
When would you use private and when would you use protected?
Private Inheritance can be thought of Implemented in terms of relationship rather than a IS-A relationship. Simply put, the external interface of the inheriting class has no (visible) relationship to the inherited class, It uses the private inheritance only to implement a similar functionality which the Base class provides.
Unlike, Private Inheritance, Protected inheritance is a restricted form of Inheritance,wherein the deriving class IS-A kind of the Base class and it wants to restrict the access of the derived members only to the derived class.
Well it is all about encapsulation if the paybill classes handles billing of payment then in product class why would it needs the whole process of billing process i.e payment method how to pay where to pay .. so only letting what are used for other classes and objects nothing more than that public for those where other classes would use too, protected for those limit only for extending classes. As you are madara uchiha the private is like "limboo" you can see it (you class only single class).
I was wondering, I recently read an article that spoke of the ills of using the singleton pattern siting the disadvantage of global variable occurrence and rightly that the singleton violates alot of the rules we learn from OOP school, single responsibility principle, programming to interfaces and abstract classes and not to concrete classes... all that good stuff. I was wondering how then do you work with like database connection class where you want just one connection to your DB and one object of your DB floating around. The author spoke of Dependency Injection principle which to my mind stands well with the Dependency Inversion rule. How do I know and control what object gets passed around as a dependency other than the fact that I created the class and expect everyone using it play nice and make sure they are using the right resource?!
Edit: This answer assumes you are using a dependency injection container, either one you wrote yourself, or one you got from a library. If not, then use a DI container :)
How do I know and control what object gets passed around as a dependency other than the fact that I created the class and expect everyone using it play nice and make sure they are using the right resource?!
By contract
The oral contract - You write a design spec that says "thou shalt not instantiate this class directly" and "thou shalt not pass around any object you got from the dependency injection container. Pass the container if you have to".
The compiler contract - You give them a dependency injection container, and they grab the instance out of it, by abstract interface. If you want only a single instance to be used, you can supply them a named instance, which they extract with both the name, and the interface.
ISomething instance = serviceLocator.ResolveInstance<ISomething>(
"TheInstanceImSupposedToUse");
You can also make all your concrete classes private/internal/what-have-you, and only provide them an abstract interface to operate against. This will prevent them from instantiating the classes themselves.
// This can only be instantiated by you, but can be used by them via ISomething
private class ConcreteSomething : ISomething
{
// ...
}
By code review
You make group-wide coding and design standards that are fair, and make sure they are understood by everyone within the group.
You use a source control mechanism, and require code reviews before they check in. You read over their code for what they link to, what headers they include, what objects they instantiate, and what instances they are passing around.
If they violate your rules during code reviews, you don't let them check in until they fix their code. Optionally, for repeat offenders, you make them pay you a dollar, you make them buy you lunch, or you hire a different contractor to replace them. Whatever works well within your group :)
For those who criticize the singleton pattern, based on SRP, here is an opposing view. Also, I've found that dependency injection containers can create as many problems as they solve. That said, I'm using a promising compromise, as covered in another post.
Dependency injection containers (even one you develop yourself, which isn't an entirely uncommon practice) are generally very configurable. What you'd do in that scenario is configure it such that any request for the interface that implementation, well, implements would be satisfied with that implementation. Even if it's a singleton.
For example, take a look at the Logger singleton being used here: http://www.pnpguidance.net/News/StructureMapTutorialDependencyInjectionIoCNET.aspx
Don't take what you read anywhere as absolute truth. Read it, understand it and then you can see when it's best to apply certain things. In your case, why wouldn't you want to create a static singleton?
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.
I'm a student looking for resources which can help me further understand how to properly apply access modifiers to members/types as I code them.
I know (in C#) what restrictions access modifiers like private, public, protected, etc. put into place. When I code my own little projects I have a tendency to just make everything public. I'm certain this is an absolutely horrible practice as it just tosses encapsulation out the window. I just never know when it's correct to use something like internal vs. private.
Does anyone have any good resources to aid me in understanding the proper use of access modifiers?
This is an experience type question. Start from the level of least privilege and promote up as necessary.
In other words, make everything private. Until you discover that it needs to be promoted to protected or public. Over time you will get a feel for the intended and later discovered usages of your classes.
I simply make everything's access as restrictive as possible:
Private by default
Otherwise internal, if it's an API exposed to other classes within this assembly
Or, public if it's an API exposed outside the assembly
Or, protected if it's intended to be called only from subclasses.
Start putting everything private. If you feel the need, change the modifier accordingly, until you have the feeling to choose the right type.
To make things easier, try using TDD, or you might get into even more trouble when you get to write unit tests...
Any kind of tutorial or teaching material will give you the same guidance, namely the one that the other postings already gave you. So don't expect much useful information in this specific matter from "resources".
The primary resource that goes beyond that is code that other people have written. Take a large C# project (e.g. Mono, or SharpDevelop), and study how they specifically followed the principles that have been explained to you. Also, if you have a specific class to design, try to think of a similar class in the system libraries, and try to find out how it is implemented (either by looking at the Mono source, or by using the .NET reflector).
You should start by thinking about the interface of a class, that is the necessary and sufficient set of routines it needs to expose in order to achieve its purpose. Make that public. Everything else should be private.
I have a tendency to make everything protected that is not public. Leaving the freedom of my users to do whatever they want with my class. If their class breaks that would be their problem.
Every time you inherit from a class you need to know how it works even if oop is about hiding the implementation. You can hide the implementation, but you won't hide the documentation.