Reading the wikipedia entry about God Objects, it says that a class is a god object when it knows too much or does too much.
I see the logic behind this, but if it's true, then how do you couple every different class? Don't you always use a master class for connecting window management, DB connections, etc?
The main function/method may know about the existence of the windows, databases, and other objects. It may perform over-arching tasks like introduce the model to the controller.
But that doesn't mean it manages all the little details. It probably doesn't know anything about how the database or windows are implemented.
If it did, it could be accused of being a God object.
A god object is an object that contains references, directly or indirectly, to most if not all objects within an application. As the question observes, it is almost impossible to avoid having a god object in an application. Some object must hold references to the various subsystems: UI, database, communications, business logic, etc. Note that the god object need not be application-defined. Many frameworks have built-in god objects with names like "application context", "application environment", "session", "activator", etc.
The issue is not whether a god object exists, but rather how it is used. I will illustrate with an extreme example...
Let's say that in my application I want to standardize how many decimal places of precision to show when displaying numbers. However, I want the precision to be configurable. I create a class whose responsibility is to convert numbers to strings:
class NumberFormatter {
...
String format(double value) {
int decimalPlaces = getConfiguredPrecision();
return formatDouble(value, decimalPlaces);
}
int getConfiguredPrecision() {
return /* what ??? */;
}
}
The question is, how does getConfiguredPrecision figure out what to return? One way would be to give NumberFormatter a reference to the global application context which it stores in a member field called _appContext. Then we could write:
return _appContext.getPreferenceManager().getNumericPreferences().getDecimalPlaces();
By doing this, we have just made NumberFormatter into a god object as well! Why? Because now we can (indirectly) reference virtually any object in the application through its _appContext field. Is this bad? Yes, it is.
I'm going to write a unit test for NumberFormatter. Let's set up the parameters... it needs an application context?! WTF, that has 57 methods I need to mock. Oh, it only needs the pref manager... WTF, I have to mock 14 methods! Numeric prefs!?! Screw it, the class is simple enough, I don't need to test it...
Let's say that the application context had another method, getDatabaseManager(). Last week we were using SQL, so the method returned an SQL database object. But this week, we've decided to change to a NoSQL database and the method now returns a new type. Is NumberFormatter affected by the change? Hmmm, I can't remember... yeah, it might be, I see it takes an application context in the constructor... let me open the source and take a look... nope, we're in luck: it only accesses getPreferenceManager()... now let's check the other 93 classes that take an application context as a parameter...
This same scenario occurs if a change is made to the preferences manager, or the numeric preferences object. The moral of the story is that an object should only hold references to the things that it needs to perform its job, and only those things. In the case of NumberFormatter, all it needs to know is a single integer -- the number of decimal places. It could be created directly by the application god object who knows the magic number (or the pref manager or better still, numeric prefs), without turning the formatter into a god object itself. Furthermore, any components that need to format numbers could be given a formatter instead of the god object. Wins all around.
So, to summarize, the problem is not the existence of a god object but rather the act of conferring god-like status to other objects willy-nilly.
Incidentally, the design principle that tackles this problem head-on has become known as the Law of Demeter. Or "when paying at a restaurant, give the server your money not your wallet."
In my experience this most often occurs when you're dealing with code that is the product of "Develop as you go" project management (or lack there of). When a project is not thought through and planned and object responsibilities are loose and not delegated properly. In theses scenarios you find a "god-object" being the catchall for code that doesn't have any obvious organization or delegation.
It is not the interconnectedness or coupling of the different classes that is the problem with god-objects, it's the fact that a god-object many times can accomplish most if not all responsibilities of it's derived children, and are fairly unpredictable (by anyone other than the developer) as to what their defined responsibilities are.
Simply knowing about "multiple" classes doesn't make one a God; knowing about multiple classes in order to solve a problem that should be split into several sub-problems does make one a God.
I think the focus should be on whether a problem should be split into several sub-problems, not on the number of classes a given object knows about (as you pointed out, sometimes knowing about several classes is necessary).
Gods are over-hyped.
Related
tl;dr -- What does the below quoted paragraph mean?
Be suspicious of classes of which there is only one instance. A
single instance might indicate that the design confuses objects with
classes. Consider whether you could just create an object instead of a
new class. Can the variation of the derived class be represented in
data rather than as a distinct class? The Singleton pattern is one
notable exception to this guideline.
McConnell, Steve (2004-06-09). Code Complete (2nd Edition)
Extended version:
I'm currently reading Code Complete, and I'm having trouble understanding the above mentioned paragraph. For context, it's from Chapter 6 under guidelines for inheritance. At first I thought this was advice against using Singletons, but I was obviously proven wrong by the time I got to the end of the paragraph.
I simply can't grasp what the author is trying to get through my thick skull. For example, I don't know what he means by design confusing objects with classes, nor what that means in the context of having a class with only one instance. Help!
The wording is pretty confusing there, but I believe what's meant is that sometimes a novice programmer might create a whole new type just to instantiate one object of it. As a particularly blatant example:
struct Player1Name
{
string data;
};
There we could just use string player1_name; (or even an aggregate for multiple players) without creating a whole new type, hence the confusion of trying to use classes to model what new objects (new instances of existing types) can already do.
In such a case, a developer might spam the codebase with hundreds of new user-defined data types and possibly massive inheritance hierarchies with no potential for a single class to be reused beyond a single instance for every single new thing he wants to create when the existing classes generally suffice.
The real problem is not that the classes are being instantiated once,
but that their design is so narrowly applicable as to only be worth instantiating once.
Classes are generally meant to model a one-to-many relationship with their instances (objects). They're supposed to be at least somewhat more generally applicable beyond a single instance of that class. Put crudely, a class should model a Dog, not your neighbor's specific pet dog, Spark. It's supposed to model a Rectangle, not a precise Rectangle42x87 that is 4.2 meters by 8.7 meters. If you're designing things to be instantiated one time, you're probably designing them too narrowly and probably have existing things you can use instead.
A new data type is typically meant to tackle a class (category) of problems, so to speak, rather than one very precise one that calls for only one instance of that class. Otherwise your class designs are going to be one-shot deals that are just superficially creating classes all over the place to solve very individual problems with no potential for broader application whatsoever.
A singleton is an exception to the rule since it's not utilizing classes in this normal object-oriented kind of way. There it's deliberately setting out to create a single instance, lazy constructed, and with a global point of access. So there it's not by some accident and misunderstanding of object-oriented design that the developer created a class designed to be instantiated one time. It's a very deliberate and conscious design decision, so to speak, rather than a misunderstanding of how to use the tools.
I often find myself needing reference to an object that is several objects away, or so it seems. The options I see are passing a reference through a middle-man or just making something available statically. I understand the danger of global scope, but passing a reference through an object that does nothing with it feels ridiculous. I'm okay with a little bit passing around, I suppose. I suspect there's a line to be drawn somewhere.
Does anyone have insight on where to draw this line?
Or a good way to deal with the problem of distributing references amongst dependent objects?
Use the Law of Demeter (with moderation and good taste, not dogmatically). If you're coding a.b.c.d.e, something IS wrong -- you've nailed forevermore the implementation of a to have a b which has a c which... EEP!-) One or at the most two dots is the maximum you should be using. But the alternative is NOT to plump things into globals (and ensure thread-unsafe, buggy, hard-to-maintain code!), it is to have each object "surface" those characteristics it is designed to maintain as part of its interface to clients going forward, instead of just letting poor clients go through such undending chains of nested refs!
This smells of an abstraction that may need some improvement. You seem to be violating the Law of Demeter.
In some cases a global isn't too bad.
Consider, you're probably programming against an operating system's API. That's full of globals, you can probably access a file or the registry, write to the console. Look up a window handle. You can do loads of stuff to access state that is global across the whole computer, or even across the internet... and you don't have to pass a single reference to your class to access it. All this stuff is global if you access the OS's API.
So, when you consider the number of global things that often exist, a global in your own program probably isn't as bad as many people try and make out and scream about.
However, if you want to have very nice OO code that is all unit testable, I suppose you should be writing wrapper classes around any access to globals whether they come from the OS, or are declared yourself to encapsulate them. This means you class that uses this global state can get references to the wrappers, and they could be replaced with fakes.
Hmm, anyway. I'm not quite sure what advice I'm trying to give here, other than say, structuring code is all a balance! And, how to do it for your particular problem depends on your preferences, preferences of people who will use the code, how you're feeling on the day on the academic to pragmatic scale, how big the code base is, how safety critical the system is and how far off the deadline for completion is.
I believe your question is revealing something about your classes. Maybe the responsibilities could be improved ? Maybe moving some code would solve problems ?
Tell, don't ask.
That's how it was explained to me. There is a natural tendency to call classes to obtain some data. Taken too far, asking too much, typically leads to heavy "getter sequences". But there is another way. I must admit it is not easy to find, but improves gradually in a specific code and in the coder's habits.
Class A wants to perform a calculation, and asks B's data. Sometimes, it is appropriate that A tells B to do the job, possibly passing some parameters. This could replace B's "getName()", used by A to check the validity of the name, by an "isValid()" method on B.
"Asking" has been replaced by "telling" (calling a method that executes the computation).
For me, this is the question I ask myself when I find too many getter calls. Gradually, the methods encounter their place in the correct object, and everything gets a bit simpler, I have less getters and less call to them. I have less code, and it provides more semantic, a better alignment with the functional requirement.
Move the data around
There are other cases where I move some data. For example, if a field moves two objects up, the length of the "getter chain" is reduced by two.
I believe nobody can find the correct model at first.
I first think about it (using hand-written diagrams is quick and a big help), then code it, then think again facing the real thing... Then I code the rest, and any smells I feel in the code, I think again...
Split and merge objects
If a method on A needs data from C, with B as a middle man, I can try if A and C would have some in common. Possibly, A or a part of A could become C (possible splitting of A, merging of A and C) ...
However, there are cases where I keep the getters of course.
But it's less likely a long chain will be created.
A long chain will probably get broken by one of the techniques above.
I have three patterns for this:
Pass the necessary reference to the object's constructor -- the reference can then be stored as a data member of the object, and doesn't need to be passed again; this implies that the object's factory has the necessary reference. For example, when I'm creating a DOM, I pass the element name to the DOM node when I construct the DOM node.
Let things remember their parent, and get references to properties via their parent; this implies that the parent or ancestor has the necessary property. For example, when I'm creating a DOM, there are various things which are stored as properties of the top-level DomDocument ancestor, and its child nodes can access those properties via the reference which each one has to its parent.
Put all the different things which are passed around as references into a single class, and then pass around just that one class instance as the only thing that's passed around. For example, there are many properties required to render a DOM (e.g. the GDI graphics handle, the viewport coordinates, callback events, etc.) ... I put all of these things into a single 'Context' instance which is passed as the only parameter to the methods of the DOM nodes to be rendered, and each method can get whichever properties it needs out of that context parameter.
I encountered this a couple of times now, and i wondered what is the OO way to solve circular references. By that i mean class A has class B as a member, and B in turn has class A as a member.
One example of this would be class Person that has Person spouse as a member.
Person jack = new Person("Jack");
Person jill = new Person("Jill");
jack.setSpouse(jill);
jill.setSpouse(jack);
Another example would be Product classes that have some Collection of other Products as a member. That collection could for example be products that people who are interested in this product might also be interested in, and we want to upkeep that list on a per-product base, not on same shared attributes (e.g. we don't want to just display all other products in the same category).
Product pc = new Product("pc");
Product monitor = new Product("monitor");
Product tv = new Product("tv");
pc.setSeeAlso({monitor, tv});
monitor.setSeeAlso({pc});
tv.setSeeAlso(null);
(these products are just for making a point, the issue is not about wether or not certain products would relate to each other)
Would this be bad design in OOP in general? Would/should all OOP languages allow this, or is it just bad practice? If it's bad practice, what would be the nicest way of solving this?
The examples you give are (to me, anyway) examples of reasonable OO design.
The cross-referencing issue you describe isn't an artifact of any design process but a real-life characteristic of the things you're representing as objects, so I don't see there's a problem.
What have you encountered that has given you the impression that this approach is bad-design?
Update 11 March:
In systems that lack garbage collection, where memory management is explicitly managed, one common approach is to require all objects to have an owner - some other object responsible for managing the lifetime of that object.
One example is Delphi's TComponent class, which provides cascading support - destroy the parent component, and all owned components are also destroyed.
If you're working on such a system, the kinds of referential loop described in this question may be considered poor design because there's no clear owner, no one object responsible for managing lifetimes.
The way that I've seen this handled in some systems is to retain the references (because they properly capture the business concerns), and to add in an explicit TransactionContext object that owns everything loaded into the business domain from the database. This context object takes care of knowing which objects need to be saved, and cleans everything up when processing is complete.
It's not a fundamental problem in OO design. An example of a time it might become a problem is in graph traversal, for instance, finding the shortest path between two objects - you could potentially get into an infinite loop. However, that's something you would have to consider on a case-by-case basis. If you know there could be cross-references in a case like that, then code some checks in to avoid infinite loops (for instance, maintaining a set of visited nodes to avoid re-visiting). But if there's no reason it could be a problem (such as in the examples you gave in your question), then it's not bad at all to have such cross-references. And in many cases, as you've described, it's a good solution to the problem at hand.
I do not think this is an example of cross referencing.
Cross referencing usually pertains to this case:
class A
{
public void MethodA(B objectB)
{
objectB.SomeMethodInB();
}
}
class B
{
public void MethodB(A objectA)
{
objectA.SomeMethodInA();
}
}
In this case each object kind of "reaches in" to each other; A calls B, B calls A, and they become tightly coupled. This is made even worse if A and B are in different packages/namespaces/assemblies; in many cases those would create compile time errors as assemblies are compiled linearly.
The way to solve that is to have either object implement an interface with the desired method.
In your case you only have one level of "reaching in":
public Class Person
{
public void setSpouse(Person person)
{ ... }
}
I do not think this is unreasonable, nor even a case of cross-referencing/circular references.
The main time this is a problem is if it becomes too confusing to cope with, or maintain, as it can become a form of spaghetti code.
However, to touch on your examples;
See Also is perfectly valid if this is a feature you need in your code - it is a simple list of pointers (or references) to other items a user may be interested in.
Similarily it is perfectly valid to add spouse, as this is a simple real world relationship that would not be confusing to someone maintaining your code.
I have always seen it as a potential code smell, or perhaps a warning to take a step back and rationalise what I am doing.
As for some systems finding recursive relationships in your code (mentioned in a comment above), these can come up regardless of this sort of design. I have recently worked on a metadata capture system that had recursive 'types' of relationships - i.e Columns being logically related to other columns. It needs to be handled by the code trying to parse your system.
I don't think the circular references as such are a problem.
However, putting all those relationships inside objects may add too much clutter, so you may instead want to represent them externally. E.g. you might use a hash table to store relationships between products.
Referencing other objects is not a real bad OO design at all. It's the way state is managed within each object.
A good rule of thumb is the Law of Demeter. Look at this perfect paper of LoD (Paperboy and the wallet): click here
One way to fix this is to refer to other object via an id.
e.g.
Person jack = new Person(new PersonId("Jack"));
Person jill = new Person(new PersonId("Jill"));
jack.setSpouse(jill.getId());
jill.setSpouse(jack.getId());
I'm not saying it is a perfect solution, but it will prevent circular references. You are using an object instead of a object reference to model the relationship.
Let's say you have a Person object and it has a method on it, promote(), that transforms it into a Captain object. What do you call this type of method/interaction?
It also feels like an inversion of:
myCaptain = new Captain(myPerson);
Edit: Thanks to all the replies. The reason I'm coming across this pattern (in Perl, but relevant anywhere) is purely for convenience. Without knowing any implementation deals, you could say the Captain class "has a" Person (I realize this may not be the best example, but be assured it isn't a subclass).
Implementation I assumed:
// this definition only matches example A
Person.promote() {
return new Captain(this)
}
personable = new Person;
// A. this is what i'm actually coding
myCaptain = personable.promote();
// B. this is what my original post was implying
personable.promote(); // is magically now a captain?
So, literally, it's just a convenience method for the construction of a Captain. I was merely wondering if this pattern has been seen in the wild and if it had a name. And I guess yeah, it doesn't really change the class so much as it returns a different one. But it theoretically could, since I don't really care about the original.
Ken++, I like how you point out a use case. Sometimes it really would be awesome to change something in place, in say, a memory sensitive environment.
A method of an object shouldn't change its class. You should either have a member which returns a new instance:
myCaptain = myPerson->ToCaptain();
Or use a constructor, as in your example:
myCaptain = new Captain(myPerson);
I would call it a conversion, or even a cast, depending on how you use the object. If you have a value object:
Person person;
You can use the constructor method to implicitly cast:
Captain captain = person;
(This is assuming C++.)
A simpler solution might be making rank a property of person. I don't know your data structure or requirements, but if you need to something that is trying to break the basics of a language its likely that there is a better way to do it.
You might want to consider the "State Pattern", also sometimes called the "Objects for States" pattern. It is defined in the book Design Patterns, but you could easily find a lot about it on Google.
A characteristic of the pattern is that "the object will appear to change its class."
Here are some links:
Objects for States
Pattern: State
Everybody seems to be assuming a C++/Java-like object system, possibly because of the syntax used in the question, but it is quite possible to change the class of an instance at runtime in other languages.
Lisp's CLOS allows changing the class of an instance at any time, and it's a well-defined and efficient transformation. (The terminology and structure is slightly different: methods don't "belong" to classes in CLOS.)
I've never heard a name for this specific type of transformation, though. The function which does this is simply called change-class.
Richard Gabriel seems to call it the "change-class protocol", after Kiczales' AMOP, which formalized as "protocols" many of the internals of CLOS for metaprogramming.
People wonder why you'd want to do this; I see two big advantages over simply creating a new instance:
faster: changing class can be as simple as updating a pointer, and updating any slots that differ; if the classes are very similar, this can be done with no new memory allocations
simpler: if a dozen places already have a reference to the old object, creating a new instance won't change what they point to; if you need to update each one yourself, that could add a lot of complexity for what should be a simple operation (2 words, in Lisp)
That's not to say it's always the right answer, but it's nice to have the ability to do this when you want it. "Change an instance's class" and "make a new instance that's similar to that one" are very different operations, and I like being able to say exactly what I mean.
The first interesting part would be to know: why do you want/need an object changes its class at runtime?
There are various options:
You want it to respond differently to some methods for a given state of the application.
You might want it to have new functionality that the original class don't have.
Others...
Statically typed languages such as Java and C# don't allow this to happen, because the type of the object should be know at compile time.
Other programming languages such as Python and Ruby may allow this ( I don't know for sure, but I know they can add methods at runtime )
For the first option, the answer given by Charlie Flowers is correct, using the state patterns would allow a class behave differently but the object will have the same interface.
For the second option, you would need to change the object type anyway and assign it to a new reference with the extra functionality. So you will need to create another distinct object and you'll end up with two different objects.
This is a question with many answers - I am interested in knowing what others consider to be "best practice".
Consider the following situation: you have an object-oriented program that contains one or more data structures that are needed by many different classes. How do you make these data structures accessible?
You can explicitly pass references around, for example, in the constructors. This is the "proper" solution, but it means duplicating parameters and instance variables all over the program. This makes changes or additions to the global data difficult.
You can put all of the data structures inside of a single object, and pass around references to this object. This can either be an object created just for this purpose, or it could be the "main" object of your program. This simplifies the problems of (1), but the data structures may or may not have anything to do with one another, and collecting them together in a single object is pretty arbitrary.
You can make the data structures "static". This lets you reference them directly from other classes, without having to pass around references. This entirely avoids the disadvantages of (1), but is clearly not OO. This also means that there can only ever be a single instance of the program.
When there are a lot of data structures, all required by a lot of classes, I tend to use (2). This is a compromise between OO-purity and practicality. What do other folks do? (For what it's worth, I mostly come from the Java world, but this discussion is applicable to any OO language.)
Global data isn't as bad as many OO purists claim!
After all, when implementing OO classes you've usually using an API to your OS. What the heck is this if it isn't a huge pile of global data and services!
If you use some global stuff in your program, you're merely extending this huge environment your class implementation can already see of the OS with a bit of data that is domain specific to your app.
Passing pointers/references everywhere is often taught in OO courses and books, academically it sounds nice. Pragmatically, it is often the thing to do, but it is misguided to follow this rule blindly and absolutely. For a decent sized program, you can end up with a pile of references being passed all over the place and it can result in completely unnecessary drudgery work.
Globally accessible services/data providers (abstracted away behind a nice interface obviously) are pretty much a must in a decent sized app.
I must really really discourage you from using option 3 - making the data static. I've worked on several projects where the early developers made some core data static, only to later realise they did need to run two copies of the program - and incurred a huge amount of work making the data non-static and carefully putting in references into everything.
So in my experience, if you do 3), you will eventually end up doing 1) at twice the cost.
Go for 1, and be fine-grained about what data structures you reference from each object. Don't use "context objects", just pass in precisely the data needed. Yes, it makes the code more complicated, but on the plus side, it makes it clearer - the fact that a FwurzleDigestionListener is holding a reference to both a Fwurzle and a DigestionTract immediately gives the reader an idea about its purpose.
And by definition, if the data format changes, so will the classes that operate on it, so you have to change them anyway.
You might want to think about altering the requirement that lots of objects need to know about the same data structures. One reason there does not seem to be a clean OO way of sharing data is that sharing data is not very object-oriented.
You will need to look at the specifics of your application but the general idea is to have one object responsible for the shared data which provides services to the other objects based on the data encapsulated in it. However these services should not involve giving other objects the data structures - merely giving other objects the pieces of information they need to meet their responsibilites and performing mutations on the data structures internally.
I tend to use 3) and be very careful about the synchronisation and locking across threads. I agree it is less OO, but then you confess to having global data, which is very un-OO in the first place.
Don't get too hung up on whether you are sticking purely to one programming methodology or another, find a solution which fits your problem. I think there are perfectly valid contexts for singletons (Logging for instance).
I use a combination of having one global object and passing interfaces in via constructors.
From the one main global object (usually named after what your program is called or does) you can start up other globals (maybe that have their own threads). This lets you control the setting up of program objects in the main objects constructor and tearing them down again in the right order when the application stops in this main objects destructor. Using static classes directly makes it tricky to initialize/uninitialize any resources these classes use in a controlled manner. This main global object also has properties for getting at the interfaces of different sub-systems of your application that various objects may want to get hold of to do their work.
I also pass references to relevant data-structures into constructors of some objects where I feel it is useful to isolate those objects from the rest of the world within the program when they only need to be concerned with a small part of it.
Whether an object grabs the global object and navigates its properties to get the interfaces it wants or gets passed the interfaces it uses via its constructor is a matter of taste and intuition. Any object you're implementing that you think might be reused in some other project should definately be passed data structures it should use via its constructor. Objects that grab the global object should be more to do with the infrastructure of your application.
Objects that receive interfaces they use via the constructor are probably easier to unit-test because you can feed them a mock interface, and tickle their methods to make sure they return the right arguments or interact with mock interfaces correctly. To test objects that access the main global object, you have to mock up the main global object so that when they request interfaces (I often call these services) from it they get appropriate mock objects and can be tested against them.
I prefer using the singleton pattern as described in the GoF book for these situations. A singleton is not the same as either of the three options described in the question. The constructor is private (or protected) so that it cannot be used just anywhere. You use a get() function (or whatever you prefer to call it) to obtain an instance. However, the architecture of the singleton class guarantees that each call to get() returns the same instance.
We should take care not to confuse Object Oriented Design with Object Oriented Implementation. Al too often, the term OO Design is used to judge an implementation, just as, imho, it is here.
Design
If in your design you see a lot of objects having a reference to exactly the same object, that means a lot of arrows. The designer should feel an itch here. He should verify whether this object is just commonly used, or if it is really a utility (e.g. a COM factory, a registry of some kind, ...).
From the project's requirements, he can see if it really needs to be a singleton (e.g. 'The Internet'), or if the object is shared because it's too general or too expensive or whatsoever.
Implementation
When you are asked to implement an OO Design in an OO language, you face a lot of decisions, like the one you mentioned: how should I implement all the arrows to the oft used object in the design?
That's the point where questions are addressed about 'static member', 'global variable' , 'god class' and 'a-lot-of-function-arguments'.
The Design phase should have clarified if the object needs to be a singleton or not. The implementation phase will decide on how this singleness will be represented in the program.
Option 3) while not purist OO, tends to be the most reasonable solution. But I would not make your class a singleton; and use some other object as a static 'dictionary' to manage those shared resources.
I don't like any of your proposed solutions:
You are passing around a bunch of "context" objects - the things that use them don't specify what fields or pieces of data they are really interested in
See here for a description of the God Object pattern. This is the worst of all worlds
Simply do not ever use Singleton objects for anything. You seem to have identified a few of the potential problems yourself