What is meant by "getting the right level of abstraction"? - oop

I've read about how a hard job in programming is writing code "at the right level of abstraction". Although abstraction is generally hiding details behind a layer, is writing something at the right level of abstraction basically getting the methodss to implement decision correct? For example, if I am going to write a class to represent a car, I will provide properties for the wheels etc, but if I am asked to write a class for a car with no wheels, I will not provide the wheels and thus no method to "drive" the car. Is this what is meant by getting the abstraction right?
Thanks

Not Quite,
Providing the right level of abstraction is knowing how much of the information from the lower levels to pass up through your level.
Suppose you were writing a high level HTTP library. Perhaps you would provide a Get() method, a Head() method, a Post() method etcetera, but you wouldn't need to provide access to the underlying Sockets because you are abstracting that detail away from the user.
And below that Socket that you are using, there are layers of abstraction that you don't need to deal with. (You only access an abstraction one layer below you, beyond that it is the job of that layer to deal with the layer below it, and so forth).
For instance, you don't care about the sliding window flow control protocol because TCP is abstracting away those details.
--
If you are coding at too high of an abstraction layer for the purposes you are trying to achieve, you will run into multiple implementation details. When you are fighting with the library for control, it is an indication that perhaps you are working at too high a level.
Conversely, if you are coding at too low a level of abstraction you will get lost in the implementation details. Going back to my HTTP example, if you just want to run a Get request against the server and you are implementing a TCP handshake in your code, then perhaps you either want to try to use a library or abstract out your TCP code into a library and interface with it through that.
--
In one class that I took on the subject, the teacher had an interesting method of explaining abstractions. He had us think of them simply as a 'point of view' or 'perspective' on an object or a scenario.
The details that are important from one perspective aren't important at all from another perspective.
He put a book on a table and assigned roles to students such as "Reader", "Book Seller", "Author", "Librarian", or "Book Shipper" and asked us what details about the book we thought were important to us in that role. Based on the roll assigned to a person, their answers varied widely.
This represents an abstraction. Only needing those details that are important to you, and letting all other details be handled elsewhere (or simply fall to the wayside).

I don't think that's it.
To me, abstraction is synonymous with generalization. The more abstract something is, the more the author is trying to think about a problem in such a way that it's easier to extend and apply to new problems.
In general, greater abstraction requires more effort to develop and to understand. If you're a developer, and you're given a highly abstract framework to work with, you'll be forced to think in terms of the framework rather than using concepts that your common sense might suggest.
So, as in your example, a Car would be a very low level of abstraction. A RollingVehicle might be a higher one, and Transport might be the most abstract of all.
The right choice depends on how broadly you wish to apply your classes and how easily understood you'd like them to be.

I think one dangerous aspect of abstraction is its ability to erase or hide the reality or the design it represents. You should always maintain a reasonable distance between what you represent and the representation. By "reasonable" I mean easily understandable by an external developer how hasn't been coding on this specific project.
Joel Spolsky stated it quite right talking about the dangers of "architecture astronauts":
When great thinkers think about problems, they start to see patterns. They look at the problem of people sending each other word-processor files, and then they look at the problem of people sending each other spreadsheets, and they realize that there's a general pattern: sending files. That's one level of abstraction already. Then they go up one more level: people send files, but web browsers also "send" requests for web pages. And when you think about it, calling a method on an object is like sending a message to an object! It's the same thing again! Those are all sending operations, so our clever thinker invents a new, higher, broader abstraction called messaging, but now it's getting really vague and nobody really knows what they're talking about any more. Blah.

Related

Abstractions that are... too abstract?

In the Vaughn Vernon's Domain-Driven Design Distilled book we can read that we should try to avoid creating technical abstractions that are perhaps too abstract and try to be more explicit by sticking to the concepts of the Ubiquitous Language.
Where I work we've built several tracking applications and in almost every of them there is the problem of having multiple specializations of the same thing, most likely with common behaviors, but different data and validation rules.
For instance, imagine an incident logging application where various kind of incidents are reported over the phone (e.g. car accident, fire, robbery). The information gathering process is similar to every incidents, but the captured data may vary widely as well as the validation rules that constrains this data.
So far, we have always solved these kind of problems with very technical abstractions (this is an oversimplified model, but you should get the idea):
As you can see, the DataValidationRules, DataFields and DataEntries abstractions have very little to do with the business of incident logging. Actually, they are part of a very generic solution to the problem of representing multiple entity specializations with different data in any domain.
I'd like to move away from this kind of very abstract model, but at the same time I do not see what would be the correct approach in making the business concepts explicit. I understand that the answer would be different in every domain, but in essence, should I be looking into having a single class per specialization? E.g. CarAccidentIndicent, FireIncident and RobberyIncident?
With a very limited number of specializations it seems like it could be manageable, but what if I have hundreds of them?
What about the UI? That means I'd have to move away from a generic way of generating the UI as well.
After thinking a little more about it I think I may have found a better and simpler way to express my concerns when it comes to DDD, OO and modeling many specializations.
On the one hand I want to come up with a model that is faithful to the Ubiquitous Language (UL) and model domain concepts explicitly. On the other hand I'm trying to respect the "favor composition over inheritance" mantra I'm so used to apply.
It seems that boths are conflicting because in order to enable composition I'll have to introduce abstractions that are most likely not part of the UL (e.g. Entity--Field composition) and when it comes to explicit modeling I do not see any other way than inheritance with one class per specialization.
Am I wrong in trying to avoid inheritance to represent hundreds of specialized entities that mainly differ in terms of data structure, not behaviors?
Then again, assuming they did differ a lot in terms of behaviors as well I'd have the same dilemma.
Just to be more explicit on the design choices:
In one scenario, composition would be achievable dynamically without requiring multiple classes per specialized compositions:
class Incident {
Set<Detail> details;
IncidentType type;
}
interface Detail {
public DetailType type();
}
class SomeDetail implements Detail {
...
}
class SomeOtherDetail implements Detail {
...
}
In the other scenario compositions are static and do require one class per specialized composition:
class CarAccidentIncident extends Incident {
SomeDetail someDetail;
SomeOtherDetail someOtherDetail;
}
class SomeDetail {}
class SomeOtherDetail {}
Obviously, the second approach is more explicit and offers a natural home for specific behaviors and rules. In the first approach we would have to introduce some abstract and technical concepts like Operation and DetailValidation which may not align well with the UL.
With a small number of different specializations I'd probably choose the latter without a second though, but because there are many of them it seems like I'm leaning more towards dynamic composition (even thought being dynamic is not required). Should I?
When to use DDD?
The thing is, DDD is not necessarily the right fit for all systems. It's particularly well suited to large systems with complex business rules.
If the business rules that need expressing to capture the essence of a FireIncident are simple enough to be encoded in a DataValidationRules record and a set of DataFields, then that suggests that perhaps those rules do not require the complexity of a DDD implementation.
The Domain of Data Validation
However, if you acknowledge that, you can shift your perspective towards intending to actually build a pure data validation engine. The domain of data validation should include entities such as data validation rules, and data fields, and would contemplate such questions related to the lifecycles of rules and fields - e.g. 'what happens if a validation rule changes - do all existing records that have previously been validated need revalidation?'
If the lifecycle of a data validation rule itself is complex enough to warrant it, then by all means, use DDD to implement that domain, although you may still choose to use CRUD if you find there are no complex rules or processes in the domain of data validation.
Who are your Domain Experts?
The further consequence of that is that your domain experts are no longer your end users (the people who know about car accidents and fire incidents) they are now the people (most likely specialists) who craft the validation rules and fields. If using DDD, you need to be asking them what types of rules they need and how they need the rules to work, and implementing using the Ubiquitous Language that they use to talk about the art and process of crafting validation rules.
Those people, in turn, would be 'programming' a next level system (you might say they are using a 4GL language tailored to the domain of incident logging) using your data validation engine. The thing is, their domain experts would be the people who know about car accidents. But the specialists wouldn't strictly be using DDD to craft the rules of a car accident, because they would not be expressing their model in software, but in the constrained language of your data capture and validation engine.
Additions following Update
Have been pondering this since your update and had a few more thoughts/questions:
Data Validation vs Entity Lifecycle/Behavior
Most of your concern is around representing data validation rules on create/update. Something that would help to understand is - what behavior/rules are represented by your entities other than data validation? i.e. in an incident management system, you might track an incident through a set of states such as Reported, WaitingForDispatch, ResponseEnRoute, ResponseOnSite, Resolved, Debriefed? In an insurance system you might track Reported, Verified, AwaitingFunding, Closed, etc.
The reason I ask, is that in the absence of such lifecycle behavior - if the main purpose of your system is pure data validation, then I return to my original thought of wondering if DDD is really the right approach for this system, as DDD brings greatest value when there is complex behavior to be modelled.
If you do have such lifecycles or other complex behavior - then one possibility is to consider the approach from the perspective of different bounded contexts - i.e. have one bounded context for data validation - which uses the approach you've described with more technical abstractions - as it is an efficient way to represent the validations - but another context from the perspective of lifecycle management, in which you could focus more on business abstractions - if all incidents follow similar set of lifecycles, then that context would have a much smaller number of specific entities.
Keeping entities sync'd between contexts is a whole 'nother topic, but not too troublesome if you adopt a service bus or event type technology and publish events when things change.
Updates to Validation Rules?
How do your business experts express requests for changes to validation rules? And how do you implement them? I'm guessing from what you've said, they probably express them in domain terms such as 'FireIncident'. But the implementation is interesting - do you have to craft data modification statements in SQL which get applied as part of a deployment?
Inheritance vs Composition
It seems that boths are conflicting because in order to enable composition I'll have to introduce abstractions that are most likely not part of the UL (e.g. Entity--Field composition)
I do not think this is true - composition does not have to require introducing technical abstractions. With either composition or inheritance, the goal is to distil insights into the domain to discover common patterns.
e.g. look for common behaviours or data validation sets and find the business language term that describes this commonality. e.g. You might find RobberyIncident and FireIncident both apply to Buildings.
If using inheritence you might create a BuildingIncident and RobberyIncident and FireIncident would extend BuildingIncident.
If using composition, you might create a valueobject to represent a Building and both RobberyIncident and FireIncident would contain a Building property. However RobberyIncident would also contain a Robbery property and FireIncident would also contain a Fire property. CarAccidentIncident and CarRobberyIncident would both contain a Car property, but CarRobberyIncident would also contain a Robbery property of the same type as the Robbery property on RobberyIncident - assuming they are truly common behaviours.
You may still have hundreds of classes representing specialised incident types, but they are simply composed of a set of value object properties representing the set of common patterns they are composed of - and those value objects can and should be in terms of ubiquitious language concepts.
My take on this is that not all information is pertinent to the domain.
I think that in many instances we try to apply techniques in an "all-or-nothing" approach whereas we may need to be focusing on the "right tool for the job". In the answer provided by Chris he asks the question "When to use DDD?" and mentions "The thing is, DDD is not necessarily the right fit for all systems." I would argue that DDD may not be appropriate for some parts of a system.
Would DDD be useful to create, say, a word processing application? I don't really think so. Although some good old proper OO would go a long way.
DDD is absolutely great for business behaviour focused bits of a system. However, there are going to be bits that can be modeled in a more technical/generic way that feed into more interesting business functionality. I'm sure that those incidents end up in some business process. An example may be a Claim. The business is very interested in tracking a claim and the claim amount, but where that claim came from isn't all too interesting. For all intents and purposes the "initiating documentation" may be filled in using pen and paper and scanned in to be linked to said claim. One could even start a new claim on the system using a plain text input.
I have been involved in a number of systems where a lot of peripheral data was sucked into the system but actually it wasn't really contributing much (law of diminishing returns and such).
I once worked on a loan system. The original 20 year-old system was re-written in C#. The main moving bits:
Client
Loan Amount
Payment schedule
Financial transactions (interest, payments, etc.)
All-in-all it is really a simple system. Well, 800+ tables later and stacks of developers/BAs and the system is somewhat of a monster. One could even capture stock and title deeds as guarantee. Now, my take would be to scan in some of this information and link it to the loan. However, somehow some business folks decide that they absolutely "must have" this information in the system. It isn't core though, I would say.
On the other end, another system I worked on calculated premiums. It was modeled quite business-like and was quite a maintenance nightmare. It was then re-written very generically by simply defining calculations that work on given inputs. There were some lookup tables for values and so on but no business processing as such.
Sometimes we may need to abstract moving bits into something that makes sense as an input or output and then use that in our domain. I think the UL should be used by ourselves and domain experts but it doesn't mean that we are not going to end up using technical concepts that are not part of the UL, and I think that that is okay. I'm sure a domain expert wouldn't care much for a SqlDbConnection even though we are going to using one of those in our code :) --- similarly we could model some structures outside of the domain proper.
In response to your update and question: I would not create a concrete class unless it really does feature in the UL in a big way. On a side note, I still favour composition over inheritance. I typically implement interfaces where necessary and go with abstract classes when inheriting, just to place some default behaviour when it helps.
The UL, as with any design, represents a model with nuances. We can apply DDD without using domain events. When we do use domain events we may even go with event sourcing. Event sourcing has very little to do with the UL in much the same way that the terms "Aggregate", "Entity", or "Value Object" would. The UL is going to be specific to the domain / domain experts and when we, as domain modelers, talk to each other we can describe various models in terms of DDD tactical patterns in order to bring across some of the specific UL concepts.
We have to listen to how a domain expert describes the problem space. As soon as we hear "When", as stated in so many other places, we know that we are probably dealing with an event. In much the same way we can listen to how a domain expert talks about the aggregates. For instance (totally bogus example):
"When a customer is registered we need to inform the supervisor of the CSR that initiated the request"
More loosely related to your example:
"When an incident takes place we need to capture some specific details regarding the incident. Depending on the type we need to capture different bits and validate that we have sufficient data to process our claim
Between these two we can see a distinct difference in how they are referring to interacting with the problem space. When a domain expert thinks of something in very broad terms I think it is prudent that we do the same.
On the other hand, should the conversation be more along the lines of this:
"When a car accident is registered we need to assign an assessor an wait for an assessment report that has to answer..."
Now we have something much more specific. These are, necessarily, mutually exclusive in that if they only ever talk about specifics then we go with "specific". If they first mention in broad terms and then specifics, we can also work in broad terms.
This is where our modeling is tricky to get right. It is the same nuance as we have in the Address as an aggregate vs value object "debate". It all depends on the context.
These things are going to be tricky and dependent on the domain in order to get right. As Eric Evans did mention: it may take a couple of models to get something that fits just right. This is necessarily so based on one's experience with the domain.

How to understand the big picture in a loose coupled application?

We have been developing code using loose coupling and dependency injection.
A lot of "service" style classes have a constructor and one method that implements an interface. Each individual class is very easy to understand in isolation.
However, because of the looseness of the coupling, looking at a class tells you nothing about the classes around it or where it fits in the larger picture.
It's not easy to jump to collaborators using Eclipse because you have to go via the interfaces. If the interface is Runnable, that is no help in finding which class is actually plugged in. Really it's necessary to go back to the DI container definition and try to figure things out from there.
Here's a line of code from a dependency injected service class:-
// myExpiryCutoffDateService was injected,
Date cutoff = myExpiryCutoffDateService.get();
Coupling here is as loose as can be. The expiry date be implemented literally in any manner.
Here's what it might look like in a more coupled application.
ExpiryDateService = new ExpiryDateService();
Date cutoff = getCutoffDate( databaseConnection, paymentInstrument );
From the tightly coupled version, I can infer that the cutoff date is somehow determined from the payment instrument using a database connection.
I'm finding code of the first style harder to understand than code of the second style.
You might argue that when reading this class, I don't need to know how the cutoff date is figured out. That's true, but if I'm narrowing in on a bug or working out where an enhancement needs to slot in, that is useful information to know.
Is anyone else experiencing this problem? What solutions have you? Is this just something to adjust to? Are there any tools to allow visualisation of the way classes are wired together? Should I make the classes bigger or more coupled?
(Have deliberately left this question container-agnostic as I'm interested in answers for any).
While I don't know how to answer this question in a single paragraph, I attempted to answer it in a blog post instead: http://blog.ploeh.dk/2012/02/02/LooseCouplingAndTheBigPicture.aspx
To summarize, I find that the most important points are:
Understanding a loosely coupled code base requires a different mindset. While it's harder to 'jump to collaborators' it should also be more or less irrelevant.
Loose coupling is all about understanding a part without understanding the whole. You should rarely need to understand it all at the same time.
When zeroing in on a bug, you should rely on stack traces rather than the static structure of the code in order to learn about collaborators.
It's the responsibility of the developers writing the code to make sure that it's easy to understand - it's not the responsibility of the developer reading the code.
Some tools are aware of DI frameworks and know how to resolve dependencies, allowing you to navigate your code in a natural way. But when that isn't available, you just have to use whatever features your IDE provides as best you can.
I use Visual Studio and a custom-made framework, so the problem you describe is my life. In Visual Studio, SHIFT+F12 is my friend. It shows all references to the symbol under the cursor. After a while you get used to the necessarily non-linear navigation through your code, and it becomes second-nature to think in terms of "which class implements this interface" and "where is the injection/configuration site so I can see which class is being used to satisfy this interface dependency".
There are also extensions available for VS which provide UI enhancements to help with this, such as Productivity Power Tools. For instance, you can hover over an interface, a info box will pop up, and you can click "Implemented By" to see all the classes in your solution implementing that interface. You can double-click to jump to the definition of any of those classes. (I still usually just use SHIFT+F12 anyway).
I just had an internal discussion about this, and ended up writing this piece, which I think is too good not to share. I'm copying it here (almost) unedited, but even though it's part of a bigger internal discussion, I think most of it can stand alone.
The discussion is about introduction of a custom interface called IPurchaseReceiptService, and whether or not it should be replaced with use of IObserver<T>.
Well, I can't say that I have strong data points about any of this - it's just some theories that I'm pursuing... However, my theory about cognitive overhead at the moment goes something like this: consider your special IPurchaseReceiptService:
public interface IPurchaseReceiptService
{
void SendReceipt(string transactionId, string userGuid);
}
If we keep it as the Header Interface it currently is, it only has that single SendReceipt method. That's cool.
What's not so cool is that you had to come up with a name for the interface, and another name for the method. There's a bit of overlap between the two: the word Receipt appears twice. IME, sometimes that overlap can be even more pronounced.
Furthermore, the name of the interface is IPurchaseReceiptService, which isn't particularly helpful either. The Service suffix is essentially the new Manager, and is, IMO, a design smell.
Additionally, not only did you have to name the interface and the method, but you also have to name the variable when you use it:
public EvoNotifyController(
ICreditCardService creditCardService,
IPurchaseReceiptService purchaseReceiptService,
EvoCipher cipher
)
At this point, you've essentially said the same thing thrice. This is, according to my theory, cognitive overhead, and a smell that the design could and should be simpler.
Now, contrast this to use of a well-known interface like IObserver<T>:
public EvoNotifyController(
ICreditCardService creditCardService,
IObserver<TransactionInfo> purchaseReceiptService,
EvoCipher cipher
)
This enables you to get rid of the bureaucracy and reduce the design the the heart of the matter. You still have intention-revealing naming - you only shift the design from a Type Name Role Hint to an Argument Name Role Hint.
When it comes to the discussion about 'disconnectedness', I'm under no illusion that use of IObserver<T> will magically make this problem go away, but I have another theory about this.
My theory is that the reason many programmers find programming to interfaces so difficult is exactly because they are used to Visual Studio's Go to definition feature (incidentally, this is yet another example of how tooling rots the mind). These programmers are perpetually in a state of mind where they need to know what's 'on the other side of an interface'. Why is this? Could it be because the abstraction is poor?
This ties back to the RAP, because if you confirm programmers' belief that there's a single, particular implementation behind every interface, it's no wonder they think that interfaces are only in the way.
However, if you apply the RAP, I hope that slowly, programmers will learn that behind a particular interface, there may be any implementation of that interface, and their client code must be able to handle any implementation of that interface without changing the correctness of the system. If this theory holds, we've just introduced the Liskov Substitution Principle into a code base without scaring anyone with high-brow concepts they don't understand :)
However, because of the looseness of the coupling, looking at a class
tells you nothing about the classes around it or where it fits in the
larger picture.
This is not accurate.For each class you know exactly what kind of objects the class depends on, to be able to provide its functionality at runtime.
You know them since you know that what objects are expected to be injected.
What you don't know is the actual concrete class that will be injected at runtime which will implement the interface or base class that you know your class(es) depend on.
So if you want to see what is the actual class injected, you just have to look at the configuration file for that class to see the concrete classes that are injected.
You could also use facilities provided by your IDE.
Since you refer to Eclipse then Spring has a plugin for it, and has also a visual tab displaying the beans you configure. Did you check that? Isn't it what you are looking for?
Also check out the same discussion in Spring Forum
UPDATE:
Reading your question again, I don't think that this is a real question.
I mean this in the following manner.
Like all things loose coupling is not a panacea and has its own disadvantages per se.
Most tend to focus on the benefits but as any solution it has its disadvantages.
What you do in your question is describe one of its main disadvantages which is that it indeed is not easy to see the big picture since you have everything configurable and plugged in by anything.
There are other drawbacks as well that one could complaint e.g. that it is slower than tight coupled applications and still be true.
In any case, re-iterating, what you describe in your question is not a problem you stepped upon and can find a standard solution (or any for that manner).
It is one of the drawbacks of loose coupling and you have to decide if this cost is higher than what you actually gain by it, like in any design-decision trade off.
It is like asking:
Hey I am using this pattern named Singleton. It works great but I can't create new objects!How can I get arround this problem guys????
Well you can't; but if you need to, perhaps singleton is not for you....
One thing that helped me is placing multiple closely related classes in the same file. I know this goes against the general advice (of having 1 class per file) and I generally agree with this, but in my application architecture it works very well. Below I will try to explain in which case this is.
The architecture of my business layer is designed around the concept of business commands. Command classes (simple DTO with only data and no behavior) are defined and for each command there is a 'command handler' that contains the business logic to execute this command. Each command handler implements the generic ICommandHandler<TCommand> interface, where TCommand is the actual business command.
Consumers take a dependency on the ICommandHandler<TCommand> and create new command instances and use the injected handler to execute those commands. This looks like this:
public class Consumer
{
private ICommandHandler<CustomerMovedCommand> handler;
public Consumer(ICommandHandler<CustomerMovedCommand> h)
{
this.handler = h;
}
public void MoveCustomer(int customerId, Address address)
{
var command = new CustomerMovedCommand();
command.CustomerId = customerId;
command.NewAddress = address;
this.handler.Handle(command);
}
}
Now consumers only depend on a specific ICommandHandler<TCommand> and have no notion of the actual implementation (as it should be). However, although the Consumer should know nothing about the implementation, during development I (as a developer) am very much interested in the actual business logic that is executed, simply because development is done in vertical slices; meaning that I'm often working on both the UI and business logic of a simple feature. This means I'm often switching between business logic and UI logic.
So what I did was putting the command (in this example the CustomerMovedCommand and the implementation of ICommandHandler<CustomerMovedCommand>) in the same file, with the command first. Because the command itself is concrete (since its a DTO there is no reason to abstract it) jumping to the class is easy (F12 in Visual Studio). By placing the handler next to the command, jumping to the command means also jumping to the business logic.
Of course this only works when it is okay for the command and handler to be living in the same assembly. When your commands need to be deployed separately (for instance when reusing them in a client/server scenario), this will not work.
Of course this is just 45% of my business layer. Another big peace however (say 45%) are the queries and they are designed similarly, using a query class and a query handler. These two classes are also placed in the same file which -again- allows me to navigate quickly to the business logic.
Because the commands and queries are about 90% of my business layer, I can in most cases move very quickly from presentation layer to business layer and even navigate easily within the business layer.
I must say these are the only two cases that I place multiple classes in the same file, but makes navigation a lot easier.
If you want to learn more about how I designed this, I've written two articles about this:
Meanwhile... on the command side of my architecture
Meanwhile... on the query side of my architecture
In my opinion, loosely coupled code can help you much but I agree with you about the readability of it.
The real problem is that name of methods also should convey valuable information.
That is the Intention-Revealing Interface principle as stated by
Domain Driven Design ( http://domaindrivendesign.org/node/113 ).
You could rename get method:
// intention revealing name
Date cutoff = myExpiryCutoffDateService.calculateFromPayment();
I suggest you to read thoroughly about DDD principles and your code could turn much more readable and thus manageable.
I have found The Brain to be useful in development as a node mapping tool. If you write some scripts to parse your source into XML The Brain accepts, you could browse your system easily.
The secret sauce is to put guids in your code comments on each element you want to track, then the nodes in The Brain can be clicked to take you to that guid in your IDE.
Depending on how many developers are working on projects and whether you want to reuse some parts of it in different projects loose coupling can help you a lot. If your team is big and project needs to span several years, having loose coupling can help as work can be assigned to different groups of developers more easily. I use Spring/Java with lots of DI and Eclipse offers some graphs to display dependencies. Using F3 to open class under cursor helps a lot. As stated in previous posts, knowing shortcuts for your tool will help you.
One other thing to consider is creating custom classes or wrappers as they are more easily tracked than common classes that you already have (like Date).
If you use several modules or layer of application it can be a challenge to understand what a project flow is exactly, so you might need to create/use some custom tool to see how everything is related to each other. I have created this for myself, and it helped me to understand project structure more easily.
Documentation !
Yes, you named the major drawback of loose coupled code. And if you probably already realized that at the end, it will pay off, it's true that it will always be longer to find "where" to do your modifications, and you might have to open few files before finding "the right spot"...
But that's when something really important: the documentation. It's weird that no answer explicitly mentioned that, it's a MAJOR requirement in all big sized development.
API Documentation
An APIDoc with a good search feature. That each file and --almost-- each methods have a clear description.
"Big picture" documentation
I think it's good to have a wiki that explain the big picture. Bob have made a proxy system ? How doest it works ? Does it handle authentication ? What kind of component will use it ? Not a whole tutorial, but just a place when you can read 5 minutes, figure out what components are involved and how they are linked together.
I do agree with all the points of Mark Seemann answer, but when you get in a project for the first time(s), even if you understand well the principles behing decoupling, you'll either need a lot of guessing, or some sort of help to figure out where to implement a specific feature you want to develop.
... Again: APIDoc and a little developper Wiki.
I am astounded that nobody has written about the testability (in terms of unit testing of course) of the loose coupled code and the non-testability (in the same terms) of the tightly coupled design! It is no brainer which design you should choose. Today with all the Mock and Coverage frameworks it is obvious, well, at least for me.
Unless you do not do unit tests of your code or you think you do them but in fact you don't...
Testing in isolation can be barely achieved with tight coupling.
You think you have to navigate through all the dependencies from your IDE? Forget about it! It is the same situation as in case of compilation and runtime. Hardly any bug can be found during the compilation, you cannot be sure whether it works unless you test it, which means execute it. Want to know what is behind the interface? Put a breakpoint and run the goddamn application.
Amen.
...updated after the comment...
Not sure if it is going to serve you but in Eclipse there is something called hierarchy view. It shows you all the implementations of an interface within your project (not sure if the workspace as well). You can just navigate to the interface and press F4. Then it will show you all the concrete and abstract classes implementing the interface.

How to design a business logic layer

To be perfectly clear, I do not expect a solution to this problem. A big part of figuring this out is obviously solving the problem. However, I don't have a lot of experience with well architected n-tier applications and I don't want to end up with an unruly BLL.
At the moment of writing this, our business logic is largely a intermingled ball of twine. An intergalactic mess of dependencies with the same identical business logic being replicated more than once. My focus right now is to pull the business logic out of the thing we refer to as a data access layer, so that I can define well known events that can be subscribed to. I think I want to support an event driven/reactive programming model.
My hope is that there's certain attainable goals that tell me how to design these collection of classes in a manner well suited for business logic. If there are things that differentiate a good BLL from a bad BLL I'd like to hear more about them.
As a seasoned programmer but fairly modest architect I ask my fellow community members for advice.
Edit 1:
So the validation logic goes into the business objects, but that means that the business objects need to communicate validation error/logic back to the GUI. That get's me thinking of implementing business operations as objects rather than objects to provide a lot more metadata about the necessities of an operation. I'm not a big fan of code cloning.
Kind of a broad question. Separate your DB from your business logic (horrible term) with ORM tech (NHibernate perhaps?). That let's you stay in OO land mostly (obviously) and you can mostly ignore the DB side of things from an architectural point of view.
Moving on, I find Domain Driven Design (DDD) to be the most successful method for breaking a complex system into manageable chunks, and although it gets no respect I genuinely find UML - especially action and class diagrams - to be critically useful in understanding and communicating system design.
General advice: Interface everything, build your unit tests from the start, and learn to recognise and separate the reusable service components that can exist as subsystems. FWIW if there's a bunch of you working on this I'd also agree on and aggressively use stylecop from the get go :)
I have found some o fthe practices of Domain Driven Design to be excellent when it comes to splitting up complex business logic into more managable/testable chunks.
Have a look through the sample code from the following link:
http://dddpds.codeplex.com/
DDD focuses on your Domain layer or BLL if you like, I hope it helps.
We're just talking about this from an architecture standpoint, and what remains as the gist of it is "abstraction, abstraction, abstraction".
You could use EBC to design top-down and pass the interface definitions to the programmer teams. Using a methology like this (or any other visualisation technique) visualizing the dependencies prevents you from duplicating business logic anywhere in your project.
Hmm, I can tell you the technique we used for a rather large database-centered application. We had one class which managed the datalayer as you suggested which had suffix DL. We had a program which automatically generated this source file (which was quite convenient), though it also meant if we wanted to extend functionality, you needed to derive the class since upon regeneration of the source you'd overwrite it.
We had another file end with OBJ which simply defined the actual database row handled by the datalayer.
And last but not least, with a well-formed base class there was a file ending in BS (standing for business logic) as the only file not generated automatically defining event methods such as "New" and "Save" such that by calling the base, the default action was done. Therefore, any deviation from the norm could be handled in this file (including complete rewrites of default functionality if necessary).
You should create a single group of such files for each table and its children (or grandchildren) tables which derive from that master table. You'll also need a factory which contains the full names of all objects so that any object can be created via reflection. So to patch the program, you'd merely have to derive from the base functionality and update a line in the database so that the factory creates that object rather than the default.
Hope that helps, though I'll leave this a community wiki response so perhaps you can get some more feedback on this suggestion.
Have a look in this thread. May give you some thoughts.
How should my business logic interact with my data layer?
This guide from Microsoft could also be helpful.
Regarding "Edit 1" - I've encountered exactly that problem many times. I agree with you completely: there are multiple places where the same validation must occur.
The way I've resolved it in the past is to encapsulate the validation rules somehow. Metadata/XML, separate objects, whatever. Just make sure it's something that can be requested from the business objects, taken somewhere else and executed there. That way, you're writing the validation code once, and it can be executed by your business objects or UI objects, or possibly even by third-party consumers of your code.
There is one caveat: some validation rules are easy to encapsulate/transport; "last name is a required field" for example. However, some of your validation rules may be too complex and involve far too many objects to be easily encapsulated or described in metadata: "user can include that coupon only if they aren't an employee, and the order is placed on labor day weekend, and they have between 2 and 5 items of this particular type in their cart, unless they also have these other items in their cart, but only if the color is one of our 'premiere sale' colors, except blah blah blah...." - you know how business 'logic' is! ;)
In those cases, I usually just accept the fact that there will be some additional validation done only at the business layer, and ensure there's a way for those errors to be propagated back to the UI layer when they occur (you're going to need that communication channel anyway, to report back persistence-layer errors anyway).

Where to start when doing a Domain Model?

Let's say I've made a list of concepts I'll use to draw my Domain Model. Furthermore, I have a couple of Use Cases from which I did a couple of System Sequence Diagrams.
When drawing the Domain Model, I never know where to start from:
Designing the model as I believe the system to be. This is, if I am modelling a the human body, I start by adding the class concepts of Heart, Brain, Bowels, Stomach, Eyes, Head, etc.
Start by designing what the Use Cases need to get done. This is, if I have a Use Case which is about making the human body swallow something, I'd first draw the class concepts for Mouth, Throat, Stomatch, Bowels, etc.
The order in which I do things is irrelevant? I'd say probably it'd be best to try to design from the Use Case concepts, as they are generally what you want to work with, not other kind of concepts that although help describe the whole system well, much of the time might not even be needed for the current project. Is there any other approach that I am not taking in consideration here? How do you usually approach this?
Thanks
Whether DDD, or not, I would recommend with determining the ubiquitous language (UL) by interviewing the product owner(s). Establishing communication in a way that will have you and the product owners speaking the same language not only aides in communication, but being able to discuss the project in common terms tends to help the domain model define itself.
So, my answer is basically to discuss, listen, and learn. Software serves a need. Understanding the model from the viewpoint of the experts will lay the solid groundwork for the application.
I'd start by a drawing a class diagram with all the relationships and implement only the classes that are necessary according to the requirements of your application.
You can use an anemic approach (attributes plus getters and setters) to keep things simple and avoid the step of writing business logic in the same step. With an anemic model, the logic would go into a corresponding Service class. That way you can consider Use Cases later on.
I know some people don't appreciate this way of doing things but it does help with maintenance and avoids some dependency issues.
Answer to devoured elysium's question below:
In terms of analysis, starting with Use cases (What) and then proceeding to the class diagram (How) sounds like a good rule of thumb. Personally, I'd do the Sequence diagram (When and Who?) afterwards, as you'd need to know between which processes/objects messages need to be sent.
Beyond that my take on things is that UML is simply a way to model a system/project and not a methodology by itself (unlike Merise, RAD, RUP, Scrum, etc.). There is nothing stopping someone starting off with any diagram as long as they have the sufficient information to complete it. In fact, they should be done simultaneously since each of the diagrams is a different perspective of the same system/project.
So, all in all it depends on how you go about the analysis. During my studies I was taught the rigid waterfall approach, where you do a complete analysis from start to finish before producing some code. However, things can be different in practice, as the imperative might be to produce a working application in the least time possible.
For example, I was introduced to the Scrum methodology recently for an exercise involving the creation of a web site where people can post their fictions. As there was a time constraint and a clear vision of what should be achieved, we started right away with a bare bones class diagram to represent the domain model. The Use cases were then deduced from a series of mock screens we'd produced.
From memory, the classes were Story, Chapter, User and Category. This last class was phased out in favour of a more flexible Tag class. As you'd imagine, the complete class diagram of the existing project would be much more complex due to applying domain driven design and the specificities of the Java programming language.
This approach could be viewed as sloppy. However, a web site like this could easily be made in a couple of weeks using an iterative process and still be well designed. The advantage an iterative process has over the waterfall approach is that you can continually adjust requirements as you go. Frequent requirements changing is a reality, as people will often change their minds and the possibility of producing a working application after each iteration allows one to stay on course so to speak.
Of course, when you're presenting a project to a client, a complete analysis with UML diagrams and some mock screens would be preferable so they have an idea of what you're offering. This is where the UML comes in. Once you've explained some of the visual conventions, an individual should be able to understand the diagrams.
To finish off, if you're in the situation where you're trying to determine what a client wants, it's probably a good idea to gradually build up a questionnaire you can bring with you. Interviewing a person is the only way you can determine what concepts/features are really needed for an application, and you should expect to go back in order to clarify certain aspects. Another tip would be to do some quick research on the web when you're confronted with a subject matter you're unfamiliar with.
In your example, this would be to go through the basics of anatomy. Among other things, this will help you decide what the model should contain and what granularity it should have (What group of organs should be considered? How precise does it need to be? Do only the organs need to modeled or should they be decomposed into their constituents like tissues, cells, chemical composition, etc. ?).
I think the place to start would be whatever feels logical and comfortable. It's probably best to start with the use cases, as they give you clear direction and goals, and help you avoid YAGNI situations. Given that you should be trying to develop a strong domain model, it shouldn't really matter, as the whole picture of the domain is important.
I would like to share my experience for such type of situations. I usually start with writing tests and code. And try to cover one end to end use case. This gives me fair enough idea about problem and at the end I also have something working with me which I can show case to my client. Most of the time subsequent stories build on top of previous one, but it also happens to me that subsequent stories require changes in the previous model I came up with. But this does not impact me as I already have good test coverage. In this way I came up with the model which fits for the current problem, not the model which maps the real world.
You start with Business Requirements which can be formalized or not. If formalized you would use Use Case Diagrams.
For example here are use case diagrams for an e-commerce app:
http://askuml.com/blog/e-commerce/
http://askuml.com/files/2010/07/e-commerce-use-case.jpg
http://askuml.com/files/2010/07/e-commerce-use-case2b.jpg
From these use cases, you can naturally deduce the business entities: product, category of product, shopping cart, ... that is start to prepare class diagrams.
This is best practice in many methodologies but this is also just common sense and natural.
Short answer
Pick a use case, draw some collaboration diagram (and a class diagram) to realize the domain objects involved. Concentrate only on those objects participated in order to accomplish use case goal. Write TDD test case to set the expectation and gradually model your domain classes to meet the expectations. TDD is very helpful to understand the expected behaviors and it helps to get the cleaner domain model. You will see your domain evolve gradually along with the TDD expectations.
Long answer
My personal experience with DDD was not easy. That was because we didn't have necessary foundations in the first place. Our team had many weak points in different areas; requirements were not captured properly and we only had a customer representative who was not really helpful (not involved). We didn't have a proper release plan and developers had a lack of Object Oriented concepts, best principles and so on. The major problem we had was spending so much time on trying to understand the domain logic. We sketched many class diagrams and we never got the domain model right, so we stopped doing that and found out what went wrong. The problem was that we tried too hard to understand the domain logic and instead of communicating we made assumptions on the requirements. We decided to change our approach, we applied TDD, we started writing the expected behavior and coded the domain model to meet the TDD's expectations. Sometimes we got stuck writing TDD test cases because we didn't understand the domain. We straight away talked to the customer representative and tried to get more input. We changed our release strategy; applied agile methodology and release frequently so that we got real feedback from the end user. However, needed to ensure the end user expectation was set at the right level. We refactored based on the feedback, and in that way the domain model evolved gradually. Subsequently, we applied design patterns to improve reusability and maintainability. My point here is that DDD alone cannot survive, we have to build the ecosystem that embraces the domain, developers must have strong OOP concepts and must appreciate TDD and unit test. I would say DDD sits on top of all the OOP techniques and practices.

How do I explain loose coupling and information hiding to a new programmer? [closed]

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How do I explain loose coupling and information hiding to a new programmer? I have a programmer who I write designs for, but who can't seem to grasp the concepts of loose coupling and information hiding.
I write designs with everything nicely broken down into classes by function (data access is separate, a class for requests, a controller, about 5 classes total). They come back with a modified design where half the classes inherit from the other half (and there is no "is-a" relationship), and many public variables.
How can I get across the idea that keeping things separate makes it easier to maintain?
Ask him if it's a good idea to let you borrow $10 by giving his wallet to you for a moment and taking the money yourself.
The problem is your expectations, not the developers lack of skill. You talk about loose coupling and information hiding as if these are simple facts or mechanical techniques - they are not. Software development is a craft and the only way to get better at a craft is to practice it and slowly and incrementally improve.
You are looking for a shortcut. You want the developer to experience an "ahah!" moment and suddenly see the wisdom in your design. I say, don't hold your breath.
Adopt the mindset of a mentor. If you want him to improve his design skills, don't "hand" him a design, let him to design it! Then review the design with him. This will give him experience, a deeper sense of ownership and more willingness to listen to your suggestions before he is knee deep in implementation.
An aside - I notice that people look for these shortcuts all the time with abstract skills but not with more "physical" skills. Take tennis for example. If you were a tennis coach and a new player kept hitting his forehands long, you wouldn't just show him a YouTube video of a Roger Federer forehand and expect him to "get it". A great forehand takes YEARS of experience as you learn the feeling and use it in different scenarios - its not your muscles learning, its your brain. It is no different with software design. You get good at it by doing it over and over again. You slowly learn from your mistakes and get better at appreciating the consequences of each individual design decision.
The best way to explain these kinds of concepts is to use analogies. Pick something non-programming related and use that to explain the abstract design concepts.
The following image is pretty good at explaining the need for loose coupling:
Try to come up with stuff like this that will amuse and pertain to your new programmer.
Theory will only get you so far.
Make him try to add new features to code he's written a while ago. Then rework the old code with him so it's loosely coupled and ask him to add the same features.
He will certainly understand the avantages of writing good code.
There's nothing like a physical analogy. Walk out to your car and point out how everything complicated, hot and dangerous is pretty well isolated from the fragile human. Sit in the driver's seat and point out some of the important gauges; for example, the coolant temperature, tachometer and speedometer. Note how the gauges are remarkably similar: they all take a scalar value (from somewhere) and represent it by moving a needle to a position between min and max.
However, if you think about what's being measured, the strong motivation to maintain that isolation (aka loose coupling or information hiding) becomes a lot more obvious.
"How would you like to measure the coolant temperature? By looking at a gauge or by sticking your finger into near-boiling liquid?"
"How would you like to measure the engine rotational speed? By looking at a gauge or by letting a multi-thousand RPM crankshaft rip the flesh from your bones as you try to estimate it by hand?"
"How would you like to measure the car's speed? By looking at a gauge or by dragging your foot on the ground as you're roaring down the highway?"
From there, you can build on the concepts of "your coolant temperature gauge is-a gauge. It isn't-a boiling liquid" and so forth to more complicated concepts.
Loose coupling: The parts of a watch may be replaced by others with out breaking the whole watch. For instance you can remove one hand and it will still work.
Information hiding: The clock hands doesn't know that behind them there's a machinery.
Additional concept
High cohesion: All the elements in the watch "module" are strongly related. In this specific scenario, a battery would belong to another module or namespace.
Show him this presentation. Though it's mainly about DI, it's downright brilliant and up to the point.
I would try sitting down with him and working through a couple of peieces of code with him looking over your sholder and you explaining why you are doing what you are doing as you go along. I've found this is normally the best way to explain things.
Ask him to make a change you know it will be hard because of his design and show him how that would happen using yours.
If he complains, tell him the truth: business will ask more bizarre changes, it's a matter of time he will see that.
Just don't talk to him. That should teach him about information hiding. ;-)
I like a credit card for an example.
You have a credit card.
A credit card represents your credit history. It has a balance and a APR. It has permissions and an entire financial state. It has a id, an expiration date, and a security code. The magnetic strip summarizes all of this.
When you go to your local credit-card-accepting establishment, they don't need to know that. They don't want to know that, and it is often very dangerous if they do know that. What they need to "know" is that there is a magnetic strip which will take care of all of this, and (sometimes) that the person holding the card has id to match the name printed on the card.
Giving them more information is either (in the best case) useless, or (in the worst case) dangerous. Requiring them to know which bank to check with, making sure they know how to calculate your particular APR, or allowing them to check your balance is simply silly at that point.
If he's misinterpreting your designs, perhaps a couple pair-programming sessions will be enough to get them on track. I do have to agree with #ThomasD and will expand upon it -- the encapsulation going on here could be you. It could be a simple case of misinterpretation instead of them not understanding the concepts.
I think that OO concepts really need to be learnt practically. One really needs to do these things to understand. I go to school (engineering) and most of my peers don't really get the concept. They know in general that loose coupling is 'good' but not why. They also don't know how to achieve loose coupling. I am working on my final year project now and I got through to them by making them part of the design process. (It helped that they really did understand how and why and had an inkling of its importance)
Given your situation, here is what I would suggest:
1. Make them follow your design exactly (at least for a couple of weeks). If they want to deviate, have them discuss what and why with you. [Time constraints may not permit this].
2. Sit with them on whichever part of the design you are doing next and explain some o0f your design choices to them, with examples. Somethings that are obvious to you may need to be pointed out to them.
3. Be on the lookout for examples, both of good design and bad design and show them how that works better.
The most important task here is of delegation. You have to show them what good code looks like, maybe train them for a couple of hours. Then you agree on when to review and how you can help them (whithin your limited free time (?)) do the task well. The main thing is to get them to identify with and understand good design. Doing these things will help them 'buy-in' to the design. Once they feel it is their design, I am sure they will do better work.
Overall, I think you need to put your foot down and get them to code it right, without stifling their creativity.
I don't really have too much experience in the area. I am just giving my opinion on the subject, based on what worked for me. I hope this helps.
Note
I'd like to add that OO concepts can be learnt from books, while their application can be learnt only by practice. I have added this note in response to a comment by Christopher W. Allen-Poole.
Well if you have to explain it to them then I'm forced to ask: are they really a programmer?
Tell them they need a "college do over"?
That's a hard one because it's such a basic concept. Personally I wouldn't want to handle it because it's like someone is getting paid to learn stuff they should already know but life isn't always ideal.
I'd approach it by finding a problem that's simple enough to solved relatively simple. Public variables are usually handled best by trying to find the source of a problem when you can't see what's changin gthe variables. You can design a scenario for that.
The over-inheritance may not be their fault. They may have learnt in a course designed in the 90s that's trapped in the idea that "everything must inherit". I remember the old examples of Manager extends Employee. It's just BAD. Thing is people get taught this nonsense. Still.
For C++ the Scott Meyer Effective C++ series is probably worth poniting them to (assuming they can be bothered to read something). For Java, Josh Bloch's Effective Java ("favor composition") is along the same lines. Not sure about C#.
These sorts of books give a better approach to inheritance vs composition and also give some good examples of why inheritance is (as Josh Bloch puts it) an "implementation detail". I've also heard it described as "inheritance breaks encapsulation".
I saw a good example once of inheritance vs composition with extending the capabilities of a List in Java and how inheritance required you to know implementation details of the parent to do correct whereas composition didn't. I'll see if I can find it.
If you do Unit Testing, explain it in terms of test-writing. Alternatively, Abstract Classes and Interfaces both use loose coupling and information hiding to great effect. If you explain it to him in terms of other concepts he may already have a handle on, he'll be more likely to appreciate the concept quickly.
Programs are systems of interacting parts.
For a system of interacting parts to work together requires connections between these parts.
The more connections, the more costly the program.
For a fixed number of parts, a system whose parts are unnecessarily connected is more costly than a system whose parts are necessarily connected.
Unneccessary connections can only be formed in a system whose parts are unnecessarily exposed to connections from other parts.
Minimising unneccessary exposure of parts to connection from other parts is fundamental to cost-effective program development.
Loose coupling and information hiding are the fundamentals of connection-exposure minimisation.
This is not optional knowledge for a programmer.
This is fundamental.
You cannot be a cost-conscious programmer without this knowledge.
Asking how to explain loose coupling and information hiding to a new programmer is like asking how to explain surgery to a new surgeon? Or to explain architecture to a new architect? Or how to explain flying to a pilot.
If your, 'New programmers,' don't know loose coupling and information hiding, then they are not, 'New programmers;' they are potential programmers.
Curiously, it probably won't help to tell them to read the original two papers:
i)Loose coupling: 'Structured design,' by W.P. Stevens, G.J. Myers and L.L. Constantine.
ii)Information hiding: http://www.cs.umd.edu/class/spring2003/cmsc838p/Design/criteria.pdf
Just like the move from 16 bit to 32 bit windows applications where processes were given their own address space. This stopped any other process from being able to kill your application when it "accidently" walked over your data.
Moving processes to different address spaces was like treating each process as a class, and hiding the memory internally and decoupling the processes by forcing interprocess communication to only happen via an expected interface ( eg Windows Messages ).
loose coupling means the external code should use the object of derived non abstract class through abstract base class. if any change occur in set of class on which it depend then not neccessory to change in external code i.e. external code really exhibit loose coupling.