"Points of view" in the object model - repository

We have two domain types: Users and Locations.
We have a method on the LocationRepository: GetUserLocations().
The existing implementation:
var user = UserRepository.GetUser(userId);
var locations = LocationRepository.GetUserLocations(userId);
To me it makes more sense to retrieve the locations associated with a user from the User type i.e.:
var user = UserRepository.GetUser(userId);
var locations = user.GetLocations();
I think the latter implementation reads more cleanly and as an API client I have to deal with fewer types (i.e. the LocationRepository is not required). On the other hand, there will be more code to maintain as I have to write the "facade" to the LocationRepository.
Should I act on my instinct and create a facade on the User type to the LocationRepository, or should I be happy with the status quo and live with a sequence diagram that "feels" wrong to me (i.e. retrieval of the location information feels like it is being retrieved from the wrong "point of view")?

I would approach this from a perspective of maintainability. I agree that doing it with the facade on LocationRepository would "feel right", and would probably make the code slightly more readable.
The tradeoff, as you said, would be more code to maintain. But how much code are we talking about? Is it a lot, and would you have to update it often? Or can you write it once and forget it, and have it be easily unit testable? If it's the former, just swallow it, go with the current implementation, and remind yourself it doesn't really affect functionality. If it's the latter, it might be worth putting in the effort for that good feeling and more readable code elsewhere.

It is surely possible to model our stuff something like this:
Universe.Instance.Galaxies["Milky Way"].SolarSystems["Sol"]
.Planets["Earth"].Inhabitants.OfType<Human>().WorkingFor["Initech, USA"]
.OfType<User>().CreateNew("John Doe");
Maybe the repository instances should not be visible to the "end developer" and be encapsulated in the model.
However, because we might not have easy access to the Universe.Instance, we do need one or more "entry points" to where to actually get any data from.
UPDATE:
I think on the one hand it should be a goal to keep the number of there "repository facade entry points" as low as possible because that comes closer to the real world, as there is supposed to be only one "Bing Bang" where everything comes from and which spawned all existing data ultimately ;-) ... That said, on the other hand of course today's systems are always big compromises which we have to make, because the ability to model the real world is limited, there are performance implications and so on...
One way you can go in your concrete example however is to use your repositories for always retrieving fresh data, as in:
LocationRepository.Instance.GetUserLocations(userId);
...whereas you use your User model class to hold the result in a property, as in:
var locations = myUser.Locations;
This property would use lazy load technique to load the data from the LocationRepository at first demand and then hold the result. This communicates that the locations are only loaded once, which makes things for developers who use your library easier. You can then decide if you want to make the LocationRepository.GetUserLocation(userId) also visible to the end developer or not. Keep in mind that when going that route you will also need to build some kind of implicit as well as explicit refresh mechanism and lifetime management.
This over-all approach has proven to be very useful for me. However, the async world of Silverlight et ál now adds some new caveats, as such properties cannot be refreshed instantly and synchronously with a new value in one line of code anymore. When we request a refresh, we now have to leverage binding techniques and/or use a callback to then be able to further process the refreshed value.
All in all, the ultimate goal I believe still would be to see for example a UserRepository just as another regular domain type, apparently with the responsibility to create new single User instances and add them to the storage of users, as well as to provide filtered views (queries) on all available users. It would be acceptable that myUser.Locations as well as myLocations.ByUser["John Doe"] hold a reference to the same result. This UserRepository could then merely be a property of another class responsible for holding it, like CompanyStaff for example. Carrying that idea further is what brought me to that Universe.Instance thing. ;-)

Related

Single Responsibility Principle : class level or method level

I have problem in understanding Single Responsibility Principle . Should SRP be applied at class level or at method level.
Lets say i have Student Class ,i need to create student , update student and delete student.
If I create a service class that has methods for these three actions does this break SRP principle.
SRP is at both at class and method level.So if you ar talking about student class then only responsibility it has in this case to do CRUD on student entity.At the same time when you talk about methods the you should not have an InsertStudent method and do both Update and Insert in it based on ID .That breaks SRP.But if you have InsertStudent which inserts and UpdateStudent which updates it follows SRP
I'd say you have a service class which is responsible for CRUD operations on objects of type Student. I don't see this design to violate SRP at all.
Quoting from http://www.developerfusion.com/article/137636/taking-the-single-responsibility-principle-seriously/
Two methods of the same class (or even different classes) should focus on different aspects. However, two methods in the same class, e.g. a repository, likely will both have to be concerned with the same higher level responsibility, e.g. persistence.
I see CRUD as well-known operations within a single context unless you have some business associated with it. For example you might want to allow some classes to only be able to read data and deny them from making any changes to it. That's when you can make use of another SOLID principle Interface segregation.
You can define an interface with only read method defined to be used in those classes. Or if it makes sense (performance-wise for example), create a separate concrete class that just implements read operation.
Not to criticize because I believe in the principal, but don't follow the advice that says it fits if you can summarize the functionality without using "and". With this kind of logic you could still have an enormous one file application and say its responsibility without using "and". A web browser is a complicated piece of software but you can still describe it in one short statement. And it makes total sense because the thing is like a pyramid and you should always be able to describe the top level regardless of the parts being split or not.
That is precisely what we do everyday with functions. You pick a very simple function name which hides the complexity like "connect" for a socket. You actually don't know from this point of view if it is split afterwards. It could be a giant function.
I am afraid it is still subjective. You don't want to judge your design based on your ability to summarize a functionality with words. You always should be because this is how you pick method names and we all know naming is hard.
My advice is to see the SOLID principals as a whole instead of individual rules and build separation around what you think is going to change, and what is less likely to change. The obvious candidate being dependency. It is still going to be subjective, there is no way around that, but it'll help you.
I personally find it very difficult to do at times, but it is worth it. I don't know if you know Ecto which is an elixir project, but I had a "Voilà" moment when I've discovered it. It is not perfect is many ways, but the thing with Ecto and separation of concerns in general is that it seems a lot of indirections at first, but then the things are separated make sense. In its best blissful moments, it feels like a lot of small parts that you can trust.
I used to be in the position where it made sense to me that a model should be so smart that it knows how to save itself to the database, how to validates itself, how to do all sorts of things. But the reality is that as soon as you decide you want to work with another database, or validates differently depending on cases, etc, then it becomes hard to get your way out of this. I am sure some developer never felt this way and it is then fine. But for me it is a challenge.
Lots of simple cases, but you want each class to know as less as possible. You don't want your Mail class to know that the css colour for "urgent" is "#FF0000". And then harder ones like sometimes you don't even want it to know it is "urgent" because it depends on use case facts.
This is not easy. In you specific case, I personally would not bother mixing "create" and "delete" for example, but I would make sure interacting with the database is all it does. It does not know if the thing is valid, if it has callbacks, etc. Pretty much the Repository pattern. Again Ecto is a good example, or at least I find it helpful.

What are the drawbacks of encapsulating arguments for different cases in one object?

I'll give you an example about path finding. When you wnat to find a path, you can pick a final destination, a initial position and find the fastest way between the two, or you can just define the first position, and let the algorithm show every path you can finish, or you may want to mock this for a test and just say the final destination and assume you "teleport" to there, and so on. It's clear that the function is the same: finding a path. But the arguments may vary between implementations. I've searched a lot and found a lot of solutions: getting rid of the interface, putting all the arguments as fields in the implementation, using the visitor pattern...
But I'd like to know from you guys what is the drawback of putting every possible argument (not state) in one object (let's call it MovePreferences) and letting every implementation take what it needs. Sure, may you need another implementation that takes as argument that you didn't expect, you will need to change the MovePreferences, but it don't sound too bad, since you will only add methods to it, not refactor any existing method. Even though this MovePreferences is not an object of my domain, I'm still tempted to do it. What do you think?
(If you have a better solution to this problem, feel free to add it to your answer.)
The question you are asking is really why have interfaces at all, no, why have any concept of context short of 'whatever I need?' I think the answers to that are pretty straightforward: programming with shared global state is easy for you, the programmer, and quickly turns into a vortex for everyone else once they have to coalesce different features, for different customers, render enhancements, etc.
Now the far other end of the spectrum is the DbC argument: every single interface must be a highly constrained contract that not only keeps the knowledge exchanged to an absolute minimum, but makes the possibility of mayhem minimal.
Frankly, this is one of the reasons why dependency injection can quickly turn into a mess: as soon as design issues like this come up, people just start injecting more 'objects,' often to get access to just one property, whose scope might not be the same as the scope of the present operation. [Different kind of nightmare.]
Unfortunately, there's almost no information in your question. Do I think it would be possible to correctly model the notion of a Route? Sure. That doesn't sound very challenging. Here are a few ideas:
Make a class called Route that has starting and ending points. Then a collection of Traversals. The idea here would be that a Route could completely ignore the notion of how someone got from point a to point b, where traversal could contain information about roads, traffic, closures, whatever. Then your mocked case could just have no Traversals inside.
Another option would be to make Route a Composite so that each trip is then seen as the stringing together of various segments. That's the way routes are usually presented: go 2 miles on 2 South, exit, go 3 miles east on Santa Monica Boulevard, etc. In this scenario, you could just have Routes that have no children.
Finally, you will probably need a creational pattern. Perhaps a Builder. That simplifies mocking things too because you can just make a mock builder and have it construct Routes that consist of whatever you need.
The other advantage of combining the Composite and Builder is that you could make a builder that can build a new Route from an existing one by trying to improve only the troubling subsegments, e.g. it got traffic information that the 2S was slow, it could just replace that one segment and present its new route.
Consider an example,
Say if 5 arguments are encapsulated in an object and passed on to 3 methods.
If the object undergoes change in structure, then we need to run test cases for all the 3 methods. Instead if the method accepts only the arguments they need, they need not be tested.
Only problem I see out of this is Increase in Testing Efforts
Secondly you will naturally violate Single Responsibility Principle(SRP) if you pass more arguments than what the method actually needs.

Public vs. Private?

I don't really understand why it's generally good practice to make member variables and member functions private.
Is it for the sake of preventing people from screwing with things/more of an organizational tool?
Basically, yes, it's to prevent people from screwing with things.
Encapsulation (information hiding) is the term you're looking for.
By only publishing the bare minimum of information to the outside world, you're free to change the internals as much as you want.
For example, let's say you implement your phone book as an array of entries and don't hide that fact.
Someone then comes along and writes code which searches or manipulates your array without going through your "normal" interface. That means that, when you want to start using a linked list or some other more efficient data structure, their code will break, because it's used that information.
And that's your fault for publishing that information, not theirs for using it :-)
Classic examples are the setters and getters. You might think that you could just expose the temperature variable itself in a class so that a user could just do:
Location here = new Location();
int currTemp = here.temp;
But, what if you wanted to later have it actually web-scrape information from the Bureau of Meteorology whenever you asked for the temperature. If you'd encapsulated the information in the first place, the caller would just be doing:
int currTemp = here.getTemp();
and you could change the implementation of that method as much as you want. The only thing you have to preserve is the API (function name, arguments, return type and so on).
Interestingly, it's not just in code. Certain large companies will pepper their documentation with phrases like:
This technical information is for instructional purposes only and may change in future releases.
That allows them to deliver what the customer wants (the extra information) but doesn't lock them in to supporting it for all eternity.
The main reason is that you, the library developer, have insurance that nobody will be using parts of your code that you don't want to have to maintain.
Every public piece of your code can, and inevitably will get used by your customers. If you later discover that your design was actually terrible, and that version 2.0 should be written much better, then you realise that your paying customers actually want you to preserve all existing functionality, and you're locked in to maintaining backwards compatibility at the price of making better software.
By making as much of your code as possible private, you are unreservedly declaring that this code is nobody's business and that you can and will be able to rewrite it at any time.
It's to prevent people from screwing with things - but not from a security perspective.
Instead, it's intended to allow users of your class to only care about the public sections, leaving you (the author) free to modify the implementation (private) without worrying about breaking someone else's code.
For instance, most programming languages seem to store Strings as a char[] (an array of characters). If for some reason it was discovered that a linked list of nodes (each containing a single character) performed better, the internal implementation using the array could be switched, without (theoretically) breaking any code using the String class.
It's to present a clear code contract to anyone (you, someone else) who is using your object... separate "how to use it" from "how it works". This is known as Encapsulation.
On a side note, at least on .NET (probably on other platforms as well), it's not very hard for someone who really wants access to get to private portions of an object (in .NET, using reflection).
take the typical example of a counter. the thing the bodyguard at your night club is holding in his hands to make his punch harder and to count the people entering and leaving the club.
now the thing is defined like this:
public class Counter{
private int count = 0;
public void increment()
{
count++;
}
public void decrement()
{
count--;
}
}
As you can see, there are no setters/getters for count, because we don't want users (programmers) of this class, to be able to call myCounter.setCount(100), or even worse myCounter.Count -= 10; because that's not what this thing does, it goes up one for everyone entering and down for everyone leaving.
There is a scope for a lot of debate on this.
For example ... If a lot of .Net Framework was private, then this would prevent developers from screwing things up but at the same time it prevents devs from using the funcionality.
In my personal opinion, I would give preference to making methods public. But I would suggest to make use of the Facade pattern. In simple terms, you have a class that encapsulates complex functionality. For example, in the .net framework, the WebClient is a Facade that hides the complex http request/response logic.
Also ... Keep classes simple ... and you should have few public methods. That is a better abstraction than having large classes with lots of private methods
It is useful to know how an object s 'put together' have a look at this video on YouTube
http://www.youtube.com/watch?v=RcZAkBVNYTA&list=PL3FEE93A664B3B2E7&index=11&feature=plpp_video

Using SOA principles over OOD in non-service code

Our architect has spoken about using SOA techniques throughout our codebase, even on interfaces that are not actually hosted as a service. One of his requests is that we design our interface methods so that we make no assumptions about the actual implementation. So if we have a method that takes in an object and needs to update a property on that object, we explictly need to return the object from the method. Otherwise we would be relying on the fact that Something is a reference type and c# allows us to update properties on a reference type by default.
So:
public void SaveSomething(Something something)
{
//save to database
something.SomethingID = 42;
}
becomes:
public Something SaveSomething(Something something)
{
//save to database
return new Something
{
//all properties here including new primary key from db
};
}
I can't really get my head around the benefits of this approach and was wondering if anyone could help?
Is this a common approach?
I think your architect is trying to get your code to have fewer side effects. In your specific example, there isn't a benefit. In many, many cases, your architect would be right, and you can design large parts of your application without side effects, but one place this cannot happen is during operations against a database.
What you need to do is get familiar with functional programming, and prepare for your conversations about cases like these with your architect. Remember his/her intentions are most likely good, but specific cases are YOUR domain. In this case, the side effect is the point, and you would most likely want a return type of bool to indicate success, but returning a new type doesn't make sense.
Show your architect that you understand limiting side effects, but certain side effects must be allowed (database, UI, network access, et cetera), and you will likely find that he or she agrees with you. Find a way to isolate the desired side effects and make them clear to him or her, and it will help your case. Your architect will probably appreciate it if you do this in the spirit of collaboration (not trying to shoot holes in his or her plan).
A couple resources for FP:
A great tutorial on Functional
Programming
Wikipedia's entry on Functional programming
Good luck, I hope this helps.

What is the point of defining Access Modifiers?

I understand the differences between them (at least in C#). I know the effects they have on the elements to which they are assigned. What I don't understand is why it is important to implement them - why not have everything Public?
The material I read on the subject usually goes on about how classes and methods shouldn't have unnecessary access to others, but I've yet to come across an example of why/how that would be a bad thing. It seems like a security thing, but I'm the programmer; I create the methods and define what they will (or will not) do. Why would I spend all the effort to write a function which tried to change a variable it shouldn't, or tried to read information in another class, if that would be bad?
I apologize if this is a dumb question. It's just something I ran into on the first articles I ever read on OOP, and I've never felt like it really clicked.
I'm the programmer is a correct assumption only if you're the only programmer.
In many cases, other programmers work with the first programmer's code. They use it in ways he didn't intend by fiddling with the values of fields they shouldn't, and they create a hack that works, but breaks when the producer of the original code changes it.
OOP is about creating libraries with well-defined contracts. If all your variables are public and accessible to others, then the "contract" theoretically includes every field in the object (and its sub-objects), so it becomes much harder to build a new, different implementation that still honors the original contract.
Also, the more "moving parts" of your object are exposed, the easier it is for a user of your class to manipulate it incorrectly.
You probably don't need this, but here's an example I consider amusing:
Say you sell a car with no hood over the engine compartment. Come nighttime, the driver turns on the lights. He gets to his destination, gets out of the car and then remembers he left the light on. He's too lazy to unlock the car's door, so he pulls the wire to the lights out from where it's attached to the battery. This works fine - the light is out. However, because he didn't use the intended mechanism, he finds himself with a problem next time he's driving in the dark.
Living in the USA (go ahead, downvote me!), he refuses to take responsibility for his incorrect use of the car's innards, and sues you, the manufacturer for creating a product that's unsafe to drive in the dark because the lights can't be reliably turned on after having been turned off.
This is why all cars have hoods over their engine compartments :)
A more serious example: You create a Fraction class, with a numerator and denominator field and a bunch of methods to manipulate fractions. Your constructor doesn't let its caller create a fraction with a 0 denominator, but since your fields are public, it's easy for a user to set the denominator of an existing (valid) fraction to 0, and hilarity ensues.
First, nothing in the language forces you to use access modifiers - you are free to make everything public in your class if you wish. However, there are some compelling reasons for using them. Here's my perspective.
Hiding the internals of how your class operates allows you to protect that class from unintended uses. While you may be the creator of the class, in many cases you will not be the only consumer - or even maintainer. Hiding internal state protects the class for people who may not understand its workings as well as you. Making everything public creates the temptation to "tweak" the internal state or internal behavior when the class isn't acting the way you may want - rather than actually correcting the public interface of internal implementation. This is the road to ruin.
Hiding internals helps to de-clutter the namespace, and allows tools like Intellisense to display only the relevant and meaningful methods/properties/fields. Don't discount tools like Intellisense - they are a powerful means for developers to quickly identify what they can do with your class.
Hiding internals allows you to structure an interface appropriate for the problem the class is solving. Exposing all of the internals (which often substantially outnumber the exposed interface) makes it hard to later understand what the class is trying to solve.
Hiding internals allows you to focus your testing on the appropriate portion - the public interface. When all methods/properties of a class are public, the number of permutations you must potentially test increases significantly - since any particular call path becomes possible.
Hiding internals helps you control (enforce) the call paths through your class. This makes it easier to ensure that your consumers understand what your class can be asked to do - and when. Typically, there are only a few paths through your code that are meaningful and useful. Allowing a consumer to take any path makes it more likely that they will not get meaningful results - and will interpret that as your code being buggy. Limiting how your consumers can use your class actually frees them to use it correctly.
Hiding the internal implementation frees you to change it with the knowledge that it will not adversely impact consumers of your class - so long as your public interface remains unchanged. If you decide to use a dictionary rather than a list internally - no one should care. But if you made all the internals of your class available, someone could write code that depends on the fact that your internally use a list. Imagine having to change all of the consumers when you want to change such choices about your implementation. The golden rule is: consumers of a class should not care how the class does what it does.
It is primarily a hiding and sharing thing. You may produce and use all your own code, but other people provide libraries, etc. to be used more widely.
Making things non-public allows you to explicitly define the external interface of your class. The non-public stuff is not part of the external interface, which means you can change anything you want internally without affecting anyone using the external interface,
You only want to expose the API and keep everything else hidden. Why?
Ok lets assume you want to make an awesome Matrix library so you make
class Matrix {
public Object[][] data //data your matrix storages
...
public Object[] getRow()
}
By default any other programmer that use your library will want to maximize the speed of his program by tapping into the underlying structure.
//Someone else's function
Object one() {data[0][0]}
Now, you discover that using list to emulate the matrix will increase performance so you change data from
Object[][] data => Object[] data
causes Object one() to break. In other words by changing your implementation you broke backward compatibility :-(
By encapsulating you divide internal implementation from external interface (achieved with a private modifier).
That way you can change implementation as much as possible without breaking backward compatibility :D Profit!!!
Of course if you are the only programmer that is ever going to modify or use that class you might as well as keep it public.
Note: There are other major benefits for encapsulating your stuff, this is just one of many. See Encapsulation for more details
I think the best reason for this is to provide layers of abstraction on your code.
As your application grows, you will need to have your objects interacting with other objects. Having publicly modifiable fields makes it harder to wrap your head around your entire application.
Limiting what you make public on your classes makes it easier to abstract your design so you can understand each layer of your code.
For some classes, it may seem ridiculous to have private members, with a bunch of methods that just set and get those values. The reason for it is that let's say you have a class where the members are public and directly accessible:
class A
{
public int i;
....
}
And now you go on using that in a bunch of code you wrote. Now after writing a bunch of code that directly accesses i and now you realize that i should have some constraints on it, like i should always be >= 0 and less than 100 (for argument's sake).
Now, you could go through all of your code where you used i and check for this constraint, but you could just add a public setI method that would do it for you:
class A
{
private int i;
public int I
{
get {return i;}
set
{
if (value >= 0 && value < 100)
i = value;
else
throw some exception...
}
}
}
This hides all of that error checking. While the example is trite, situations like these come up quite often.
It is not related to security at all.
Access modifers and scope are all about structure, layers, organization, and communication.
If you are the only programmer, it is probably fine until you have so much code even you can't remember. At that point, it's just like a team environment - the access modifiers and the structure of the code guide you to stay within the architecture.