What is the point of defining Access Modifiers? - oop

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.

Related

Polymorphism versus switch case tradeoffs

I haven't found any clear articles on this, but I was wondering about why polymorphism is the recommended design pattern over exhaustive switch case / pattern matching. I ask this because I've gotten a lot of heat from experienced developers for not using polymorphic classes, and it's been troubling me. I've personally had a terrible time with polymorphism and a wonderful time with switch cases, the reduction in abstractions and indirection makes readability of the code so much easier in my opinion. This is in direct contrast with books like "clean code" which are typically seen as industry standards.
Note: I use TypeScript, so the following examples may not apply in other languages, but I think the principle generally applies as long as you have exhaustive pattern matching / switch cases.
List the options
If you want to know what the possible values of an action, with an enum, switch case, this is trivial. For classes this requires some reflection magic
// definitely two actions here, I could even loop over them programmatically with basic primitives
enum Action {
A = 'a',
B = 'b',
}
Following the code
Dependency injection and abstract classes mean that jump to definition will never go where you want
function doLetterThing(myEnum: Action) {
switch (myEnum) {
case Action.A:
return;
case Action.B;
return;
default:
exhaustiveCheck(myEnum);
}
}
versus
function doLetterThing(action: BaseAction) {
action.doAction();
}
If I jump to definition for BaseAction or doAction I will end up on the abstract class, which doesn't help me debug the function or the implementation. If you have a dependency injection pattern with only a single class, this means that you can "guess" by going to the main class / function and looking for how "BaseAction" is instantiated and following that type to the place and scrolling to find the implementation. This seems generally like a bad UX for a developer though.
(small note about whether dependency injection is good, traits seem to do a good enough job in cases where they are necessary (though either done prematurely as a rule rather than as a necessity seems to lead to more difficult to follow code))
Write less code
This depends, but if have to define an extra abstract class for your base type, plus override all the function types, how is that less code than single line switch cases? With good types here if you add an option to the enum, your type checker will flag all the places you need to handle this which will usually involve adding 1 line each for the case and 1+ line for implementation. Compare this with polymorphic classes which you need to define a new class, which needs the new function syntax with the correct params and the opening and closing parens. In most cases, switch cases have less code and less lines.
Colocation
Everything for a type is in one place which is nice, but generally whenever I implement a function like this is I look for a similarly implemented function. With a switch case, it's extremely adjacent, with a derived class I would need to find and locate in another file or directory.
If I implemented a feature change such as trimming spaces off the ends of a string for one type, I would need to open all the class files to make sure if they implement something similar that it is implemented correctly in all of them. And if I forget, I might have different behaviour for different types without knowing. With a switch the co location makes this extremely obvious (though not foolproof)
Conclusion
Am I missing something? It doesn't make sense that we have these clear design principles that I basically can only find affirmative articles about but don't see any clear benefits, and serious downsides compared to some basic pattern matching style development
Consider the solid-principles, in particular OCP and DI.
To extend a switch case or enum and add new functionality in the future, you must modify the existing code. Modifying legacy code is risky and expensive. Risky because you may inadvertently introduce regression. Expensive because you have to learn (or re-learn) implementation details, and then re-test the legacy code (which presumably was working before you modified it).
Dependency on concrete implementations creates tight coupling and inhibits modularity. This makes code rigid and fragile, because a change in one place affects many dependents.
In addition, consider scalability. An abstraction supports any number of implementations, many of which are potentially unknown at the time the abstraction is created. A developer needn't understand or care about additional implementations. How many cases can a developer juggle in one switch, 10? 100?
Note this does not mean polymorphism (or OOP) is suitable for every class or application. For example, there are counterpoints in, Should every class implement an interface? When considering extensibility and scalability, there is an assumption that a code base will grow over time. If you're working with a few thousand lines of code, "enterprise-level" standards are going to feel very heavy. Likewise, coupling a few classes together when you only have a few classes won't be very noticeable.
Benefits of good design are realized years down the road when code is able to evolve in new directions.
I think you are missing the point. The main purpose of having a clean code is not to make your life easier while implementing the current feature, rather it makes your life easier in future when you are extending or maintaining the code.
In your example, you may feel implementing your two actions using switch case. But what happens if you need to add more actions in future? Using the abstract class, you can easily create a new action type and the caller doesn't need to be modified. But if you keep using switch case it will be lot more messier, especially for complex cases.
Also, following a better design pattern (DI in this case) will make the code easier to test. When you consider only easy cases, you may not find the usefulness of using proper design patterns. But if you think broader aspect, it really pays off.
"Base class" is against the Clean Code. There should not be a "Base class", not just for bad naming, also for composition over inheritance rule. So from now on, I will assume it is an interface in which other classes implement it, not extend (which is important for my example). First of all, I would like to see your concerns:
Answer for Concerns
This depends, but if have to define an extra abstract class for your
base type, plus override all the function types, how is that less code
than single line switch cases
I think "write less code" should not be character count. Then Ruby or GoLang or even Python beats the Java, obviously does not it? So I would not count the lines, parenthesis etc. instead code that you should test/maintain.
Everything for a type is in one place which is nice, but generally
whenever I implement a function like this is I look for a similarly
implemented function.
If "look for a similarly" means, having implementation together makes copy some parts from the similar function then we also have some clue here for refactoring. Having Implementation class differently has its own reason; their implementation is completely different. They may follow some pattern, lets see from Communication perspective; If we have Letter and Phone implementations, we should not need to look their implementation to implement one of them. So your assumption is wrong here, if you look to their code to implement new feature then your interface does not guide you for the new feature. Let's be more specific;
interface Communication {
sendMessage()
}
Letter implements Communication {
sendMessage() {
// get receiver
// get sender
// set message
// send message
}
}
Now we need Phone, so if we go to Letter implementation to get and idea to how to implement Phone then our interface does not enough for us to guide our implementation. Technically Phone and Letter is different to send a message. Then we need a Design pattern here, maybe Template Pattern? Let's see;
interface Communication {
default sendMessage() {
getMessageFactory().sendMessage(getSender(), getReceiver(), getBody())
}
getSender()
getReceiver()
getBody()
}
Letter implements Communication {
getSender() { returns sender }
getReceiver() {returns receiver }
getBody() {returns body}
getMessageFactory {returns LetterMessageFactory}
}
Now when we need to implement Phone we don't need to look the details of other implementations. We exactly now what we need to return and also our Communication interface's default method handles how to send the message.
If I implemented a feature change such as trimming spaces off the ends
of a string for one type, I would need to open all the class files to
make sure if they implement something similar that it is implemented
correctly in all of them...
So if there is a "feature change" it should be only its implemented class, not in all classes. You should not change all of the implementations. Or if it is same implementation in all of them, then why each implements it differently? It should be kept as the default method in their interface. Then if feature change required, only default method is changed and you should update your implementation and test in one place.
These are the main points that I wanted to answer your concerns. But I think the main point is you don't get the benefit. I was also struggling before I work on a big project that other teams need to extend my features. I will divide benefits to topics with extreme examples which may be more helpful to understand:
Easy to read
Normally when you see a function, you should not feel to go its implementation to understand what is happening there. It should be self-explanatory. Based on this fact; action.doAction(); -> or lets say communication.sendMessage() if they implement Communicate interface. I don't need to go for its base class, search for implementations etc. for debugging. Even implementing class is "Letter" or "Phone" I know that they send message, I don't need their implementation details. So I don't want to see all implemented classes like in your example "switch Letter; Phone.." etc. In your example doLetterThing responsible for one thing (doAction), since all of them do same thing, then why you are showing your developer all these cases?. They are just making the code harder to read.
Easy to extend
Imagine that you are extending a big project where you don't have an access to their source(I want to give extreme example to show its benefit easier). In the java world, I can say you are implementing SPI (Service Provider Interface). I can show you 2 example for this, https://github.com/apereo/cas and https://github.com/keycloak/keycloak where you can see that interface and implementations are separated and you just implement new behavior when it is required, no need to touch the original source. Why this is important? Imagine the following scenario again;
Let's suppose that Keycloak calls communication.sendMessage(). They don't know implementations in build time. If you extend Keycloak in this case, you can have your own class that implements Communication interface, let's say "Computer". Know if you have your SPI in the classpath, Keycloak reads it and calls your computer.sendMessage(). We did not touch the source code but extended the capabilities of Message Handler class. We can't achieve this if we coded against switch cases without touching the source.

Is Polymorphism a waste to apply for the classes that we exactly know the type prior run-time?

Run-time Polymorphism can be used to let the run-time to dynamically load the exact concrete class of an abstract class/interface. (You can take Animal/Dog, Vehicle/Car examples)
But when we know the exact concrete class #coding-time (compile-time), does it really need to forcefully apply polymorphism?
When I write OO code, I tend to use most-general type I can on the left-hand side of the assignment. This immediately means that my answer to your question is - no.
Here's the example:
Animal x = new Dog();
...
x.move();
The reason why I'm doing this is that I'm probably going to split beginning and end of the operation into two distinct operations. My methods are extremely short in practice.
Applied to the same example:
function moveDog() {
move(new Dog());
}
function move(Animal animal) {
animal.move();
}
As you can see, it would make no sense for the move function to know what kind of animal it is really moving.
Generally, it is compiler's duty to figure whether in a given code base any concrete call has been made with an overridden move() method. Some compilers can detect that no overridden method will be subjected to them and then they remove dynamic dispatch at compile time. With some luck, my code above would compile the same whether move function receives Animal or Dog.
Now, this is theory. In practice, there are two important things. First, compilers that are widely used have still not started using such aggressive optimization techniques as detecting static method calls, as opposed to calls that require dynamic dispatch. Second, the first thing doesn't matter too much with CPU power we have today.
I have been writing highly optimized code for fifteen years already and I have met the situation in which I had to factor polymorphic calls out. That is why I strongly recommend to apply polymorphism as much as possible. When the time comes to add some classes, to incorporate new features, polymorphic calls will likely be the tool to seamlessly add new classes to the existing design. If you used overly concrete types during development, it could easily happen that you cannot add new feature to the given code base.
But when we know the exact concrete class #coding-time (compile-time), does it really need to forcefully apply polymorphism?
Knowing the type at compile time is not necessarily a yes/no thing across all the code in an app and an object's entire lifetime, given techniques for type erasure. But, ignoring those classic uses of polymorphism, there are still other potential reasons such as...
(sorry - pretty obvious one this) to make it easier to change the implementation should another become available later
to make it easier to "mock" an implementation for testing (i.e. provide objects that pretend to provide some service or function, but have more scripted/controllable/observable behaviours to let tests put some dependent code through its paces)
hide aspects of the implementation that might otherwise have to be exposed (e.g. in C++, a class/struct definition must declare all the protected and private members)
this is sometimes for Intellectual Property protection; at other times, so more changes can be made to the implementation without having to make a change the "header" file that would typically trigger recompilation of a lot of dependent code
to aid in modelling and application design, using the "interfaces" to cleanly specify the intended APIs, which can then provide a more stable reference for comparison as the implementations are fleshed out

What's the difference between abstraction and encapsulation?

In interviews I have been asked to explain the difference between abstraction and encapsulation. My answer has been along the lines of
Abstraction allows us to represent complex real world in simplest manner. It is the process of identifying the relevant qualities and behaviors an object should possess; in other words, to represent the necessary feature without representing the background details.
Encapsulation is a process of hiding all the internal details of an object from the outside real world. The word "encapsulation", is like "enclosing" into a "capsule". It restricts clients from seeing its internal view where the behavior of the abstraction is implemented.
I think with above answer the interviewer was convinced, but then I was asked, if the purpose of both is hiding, then why there is a need to use encapsulation. At that time I didn't have a good answer for this.
What should I have added to make my answer more complete?
Abstraction has to do with separating interface from implementation. (We don't care what it is, we care that it works a certain way.)
Encapsulation has to do with disallowing access to or knowledge of internal structures of an implementation. (We don't care or need to see how it works, only that it does.)
Some people do use encapsulation as a synonym for abstraction, which is (IMO) incorrect. It's possible that your interviewer thought this. If that is the case then you were each talking about two different things when you referred to "encapsulation."
It's worth noting that these concepts are represented differently in different programming languages. A few examples:
In Java and C#, interfaces (and, to some degree, abstract classes) provide abstraction, while access modifiers provide encapsulation.
It's mostly the same deal in C++, except that we don't have interfaces, we only have abstract classes.
In JavaScript, duck typing provides abstraction, and closure provides encapsulation. (Naming convention can also provide encapsulation, but this only works if all parties agree to follow it.)
Its Simple!
Take example of television - it is Encapsulation, because:
Television is loaded with different functionalies that i don't know because they are completely hidden.
Hidden things like music, video etc everything bundled in a capsule that what we call a TV
Now, Abstraction is When we know a little about something and which can help us to manipulate something for which we don't know how it works internally.
For eg:
A remote-control for TV is abstraction, because
With remote we know that pressing the number keys will change the channels. We are not aware as to what actually happens internally. We can manipulate the hidden thing but we don't know how it is being done internally.
Programmatically, when we can acess the hidden data somehow and know something.. is Abstraction .. And when we know nothing about the internals its Encapsulation.
Without remote we can't change anything on TV we have to see what it shows coz all controls are hidden.
Abstraction
Exposing the Entity instead of the details of the entity.
"Details are there, but we do not consider them. They are not required."
Example 1:
Various calculations:
Addition, Multiplication, Subtraction, Division, Square, Sin, Cos, Tan.
We do not show the details of how do we calculate the Sin, Cos or Tan. We just Show Calculator and it's various Methods which will be, and which needs to be used by the user.
Example 2:
Employee has:
First Name, Last Name, Middle Name. He can Login(), Logout(), DoWork().
Many processes might be happening for Logging employee In, such as connecting to database, sending Employee ID and Password, receiving reply from Database. Although above details are present, we will hide the details and expose only "Employee".
Encapsulation
Enclosing. Treating multiple characteristics/ functions as one unit instead of individuals.
So that outside world will refer to that unit instead of it's details directly.
"Details are there, we consider them, but do not show them, instead we show what you need to see."
Example 1:
Instead of calling it as Addition, Subtraction, Multiplication, Division, Now we will call it as a Calculator.
Example 2:
All characteristics and operations are now referred by the employee, such as "John". John Has name. John Can DoWork(). John can Login().
Hiding
Hiding the implemention from outside world.
So that outside world will not see what should not be seen.
"Details are there, we consider them, but we do not show them. You do not need to see them."
Example 1:
Your requirement: Addition, Substraction, Multiplication, Division. You will be able to see it and get the result.
You do not need to know where operands are getting stored. Its not your requirement.
Also, every instruction that I am executing, is also not your requirement.
Example 2:
John Would like to know his percentage of attendance. So GetAttendancePercentage() Will be called.
However, this method needs data saved in database. Hence it will call FetchDataFromDB(). FetchDataFromDB() is NOT required to be visible to outside world.
Hence we will hide it. However, John.GetAttendancePercentage() will be visible to outside world.
Abstraction, encapsulation and hiding complement each others.
Because we create level of abstraction over details, the details are encapsulated. And because they are enclosed, they are hidden.
Difference between Abstraction and Encapsulation :-
Abstraction
Abstraction solves the problem in the design level.
Abstraction is used for hiding the unwanted data and giving relevant data.
Abstraction lets you focus on what the object does instead of how it does it.
Abstraction- Outer layout, used in terms of design.
For Example:-
Outer Look of a Mobile Phone, like it has a display screen and keypad buttons to dial a number.
Encapsulation
Encapsulation solves the problem in the implementation level.
Encapsulation means hiding the code and data into a single unit to protect the data from outside world.
Encapsulation means hiding the internal details or mechanics of how an object does something.
Encapsulation- Inner layout, used in terms of implementation.
For Example:- Inner Implementation detail of a Mobile Phone, how keypad button and Display Screen are connect with each other using circuits.
Encapsulation
Encapsulation from what you have learnt googling around, is a concept of combining the related data and operations in a single capsule or what we could say a class in OOP, such that no other program can modify the data it holds or method implementation it has, at a particular instance of time. Only the getter and setter methods can provide access to the instance variables.
Our code might be used by others and future up-gradations or bug fixes are liable. Encapsulation is something that makes sure that whatever code changes we do in our code doesn't break the code of others who are using it.
Encapsulation adds up to the maintainability, flexibility and extensibility of the code.
Encapsulation helps hide the implementation behind an interface.
Abstraction
Abstraction is the process of actually hiding the implementation behind an interface. So we are just aware of the actual behavior but not how exactly the think works out internally. The most common example could the scenario where put a key inside the lock and easily unlock it. So the interface here is the keyhole, while we are not aware of how the levers inside the lock co-ordinate among themselves to get the lock unlocked.
To be more clear, abstraction can be explained as the capability to use the same interface for different objects. Different implementations of the same interface can exist, while the details of every implementation are hidden by encapsulation.
Finally, the statement to answer all the confusions until now -
The part that is hidden relates to encapsulation while the part that is exposed relates to abstraction.
Read more on this here
Abstraction : Abstraction is process in which you collect or gather relevant data and remove non-relevant data. (And if you have achieved abstraction, then encapsulation also achieved.)
Encapsulation: Encapsulation is a process in which you wrap of functions and members in a single unit. Means You are hiding the implementation detail. Means user can access by making object of class, he/she can't see detail.
Example:
public class Test
{
int t;
string s;
public void show()
{
s = "Testing";
Console.WriteLine(s);
Console.WriteLine(See()); // No error
}
int See()
{
t = 10;
return t;
}
public static void Main()
{
Test obj = new Test();
obj.Show(); // there is no error
obj.See(); // Error:- Inaccessible due to its protection level
}
}
In the above example, User can access only Show() method by using obj, that is Abstraction.
And See() method is calling internally in Show() method that is encapsulation, because user doesn't know what things are going on in Show() method.
I know there are lot's of answers before me with variety of examples.
Well here is my opinion abstraction is getting interested from reality .
In abstraction we hide something to reduce the complexity of it
and In encapsulation we hide something to protect the data.
So we define encapsulation as wrapping of data and methods in single entity referred as class.
In java we achieve encapsulation using getters and setters not just by wrapping data and methods in it. we also define a way to access that data.
and while accessing data we protect it also. Techinical e.g would be to define a private data variable call weight.Now we know that weight can't be zero or less than zero in real world scenario. Imagine if there are no getters and setters someone could have easily set it to a negative value being public member of class.
Now final difference using one real world example,
Consider a circuit board consisting of switches and buttons.
We wrap all the wires into a a circuit box, so that we can protect someone by not getting in contact directly(encapsulation).
We don't care how those wires are connected to each other we just want an interface to turn on and off switch. That interface is provided by buttons(abstraction)
Encapsulation : Suppose I have some confidential documents, now I hide these documents inside a locker so no one can gain access to them, this is encapsulation.
Abstraction : A huge incident took place which was summarised in the newspaper. Now the newspaper only listed the more important details of the actual incident, this is abstraction. Further the headline of the incident highlights on even more specific details in a single line, hence providing higher level of abstraction on the incident. Also highlights of a football/cricket match can be considered as abstraction of the entire match.
Hence encapsulation is hiding of data to protect its integrity and abstraction is highlighting more important details.
In programming terms we can see that a variable may be enclosed is the scope of a class as private hence preventing it from being accessed directly from outside, this is encapsulation. Whereas a a function may be written in a class to swap two numbers. Now the numbers may be swapped in either by either using a temporary variable or through bit manipulation or using arithmetic operation, but the goal of the user is to receive the numbers swapped irrespective of the method used for swapping, this is abstraction.
Abstraction: In case of an hardware abstraction layer, you have simple interfaces to trigger the hardware (e.g. turn enginge left/right) without knowing the hardware details behind. So hiding the complexity of the system. It's a simplified view of the real world.
Encapsulation: Hiding of object internals. The object is an abstraction of the real world. But the details of this object (like data structures...) can be hidden via encapsulation.
Abstraction refers to the act of representing essential features without including the background details or explanations.
Encapsulation is a technique used for hiding the properties and behaviors of an object and allowing outside access only as appropriate. It prevents other objects from directly altering or accessing the properties or methods of the encapsulated object.
Difference between abstraction and encapsulation
1.Abstraction focuses on the outside view of an object (i.e. the interface) Encapsulation (information hiding) prevents clients from seeing it’s inside view, where the behavior of the abstraction is implemented.
2.Abstraction solves the problem in the design side while Encapsulation is the Implementation.
3.Encapsulation is the deliverable of Abstraction. Encapsulation barely talks about grouping up your abstraction to suit the developer needs.
ABSTRACTION:"A view of a problem that extracts the essential information
relevant to a particular purpose and ignores the remainder of
the information."[IEEE, 1983]
ENCAPSULATION: "Encapsulation or equivalently information hiding refers to the
practice of including within an object everything it needs, and
furthermore doing this in such a way that no other object need ever
be aware of this internal structure."
Abstraction is one of the many benefits of Data Encapsulation. We can also say Data Encapsulation is one way to implement Abstraction.
My opinion of abstraction is not in the sense of hiding implementation or background details!
Abstraction gives us the benefit to deal with a representation of the real world which is easier to handle, has the ability to be reused, could be combined with other components of our more or less complex program package. So we have to find out how we pick a complete peace of the real world, which is complete enough to represent the sense of our algorithm and data. The implementation of the interface may hide the details but this is not part of the work we have to do for abstracting something.
For me most important thing for abstraction is:
reduction of complexity
reduction of size/quantity
splitting of non related domains to clear and independent components
All this has for me nothing to do with hiding background details!
If you think of sorting some data, abstraction can result in:
a sorting algorithm, which is independent of the data representation
a compare function, which is independent of data and sort algorithm
a generic data representation, which is independent of the used algorithms
All these has nothing to do with hiding information.
In my view encapsulation is a thought of programmer to hide the complexity of the program code by using access specifier.
Where as Abstraction is separation of method and object according to there function and behavior. For example Car has sheets, wheels, break, headlight.
Developer A, who is inherently utilising the concept of abstraction will use a module/library function/widget, concerned only with what it does (and what it will be used for) but not how it does it. The interface of that module/library function/widget (the 'levers' the Developer A is allowed to pull/push) is the personification of that abstraction.
Developer B, who is seeking to create such a module/function/widget will utilise the concept of encapsulation to ensure Developer A (and any other developer who uses the widget) can take advantage of the resulting abstraction. Developer B is most certainly concerned with how the widget does what it does.
TLDR;
Abstraction - I care about what something does, but not how it does it.
Encapsulation - I care about how something does what it does such that others only need to care about what it does.
(As a loose generalisation, to abstract something, you must encapsulate something else. And by encapsulating something, you have created an abstraction.)
Encapsulation is basically denying the access to the internal implementation or knowledge about internals to the external world, while Abstraction is giving a generalized view of any implementation that helps the external world to interact with it
The essential thing about abstraction is that client code operates in terms of a different logical/abstract model. That different model may be more or less complex than the implementation happens to be in any given client usage.
For example, "Iterator" abstracts (aka generalises) sequenced traversal of 0 or more values - in C++ it manifests as begin(), */-> (dereferencing), end(), pre/post ++ and possibly --, then there's +, +=, [], std::advance etc.. That's a lot of baggage if the client could say increment a size_t along an array anyway. The essential thing is that the abstraction allows client code that needs to perform such a traversal to be decoupled from the exact nature of the "container" or data source providing the elements. Iteration is a higher-level notion that sometimes restricts the way the traversal is performed (e.g. a forward iterator can only advance an element at a time), but the data can then be provided by a larger set of sources (e.g. from a keyboard where there's not even a "container" in the sense of concurrently stored values). The client code can generally switch to another data source abstracted through its own iterators with minimal or even no changes, and even polymorphically to other data types - either implicitly or explicitly using something like std::iterator_traits<Iterator>::value_type available.
This is quite a different thing from encapsulation, which is the practice of making some data or functions less accessible, such that you know they're only used indirectly as a result of operations on the public interface. Encapsulation is an essential tool for maintaining invariants on an object, which means things you want to keep true after every public operation - if client code could just reach in and modify your object then you can't enforce any invariants. For example, a class might wrap a string, ensuring that after any operation any lowercase letters were changed to upper case, but if the client code can reach in and put a lowercase letter into the string without the involvement of the class's member functions, then the invariant can't be enforced.
To further highlight the difference, consider say a private std::vector<Timing_Sample> data member that's incidentally populated by operations on the containing object, with a report dumped out on destruction. With the data and destructor side effect not interacting with the object's client code in any way, and the operations on the object not intentionally controlling the time-keeping behaviour, there's no abstraction of that time reporting functionality but there is encapsulation. An example of abstraction would be to move the timing code into a separate class that might encapsulate the vector (make it private) and just provide a interface like add(const Timing_Sample&) and report(std::ostream&) - the necessary logical/abstract operations involved with using such instrumentation, with the highly desirable side effect that the abstracted code will often be reusable for other client code with similar functional needs.
In my opinion, both terms are related in some sense and sort of mixed into each other. "Encapsulation" provides a way to grouping related fields, methods in a class (or module) to wrap the related things together. As of that time, it provides data hiding in two ways;
Through access modifiers.
Purely for hiding state of the class/object.
Abstracting some functionalities.
a. Through interfaces/abstract classes, complex logic inside the encapsulated class or module can be abstracted/generalized to be used by outside.
b. Through function signatures. Yes, even function signatures example of abstracting. Because callers only knows the signature and parameters (if any) and know nothing about how the function is carried out. It only cares of returned value.
Likewise, "Abstraction" might be think of a way of encapsulation in terms of grouping/wrapping the behaviour into an interface (or abstract class or might be even a normal class ).
As far as iOS is concerned, it can be said that Objective C files (i.e. .h and .m) use abstraction as well as encapsulation.
Abstraction
Header file (.h) only exposes the functions and public members to outside world. No one knows how they are used unless they have the implementation file with them. It is the .m file that holds all the usage and implementation logic with it self. "Implementation remains unexposed".
Encapsulation
The property (#property) encapsulates the memory management attribute (atomic, strong, retain, weak) of an iVar.
A program has mainly two parts : DATA and PROCESS. abstraction hides data in process so that no one can change. Encapsulation hides data everywhere so that it cannot be displayed.
I hope this clarifies your doubt.
Encapsulation is used for 2 main reasons:
1.) Data hiding & protecting (the user of your class can't modify the data except through your provided methods).
2.) Combining the data and methods used to manipulate the data together into one entity (capsule).
I think that the second reason is the answer your interviewer wanted to hear.
On the other hand, abstraction is needed to expose only the needed information to the user, and hiding unneeded details (for example, hiding the implementation of methods, so that the user is not affected if the implementation is changed).
Abstraction: Hiding the data.
Encapsulation: Binding the data.
Why Encapsulation? Why Abstraction?
lets start with the question below:
1)What happens if we allow code to directly access field ? (directly allowing means making field public)
lets understand this with an example,
following is our BankAccount class and following is its limitation
*Limitation/Policy* : Balance in BankAccount can not be more than 50000Rs. (This line
is very important to understand)
class BankAccount
{
**public** double balanceAmount;
}
Following is **AccountHolder**(user of BankAccount) class which is consumer of
**BankAccount** class.
class AccountHolder
{
BankAccount mybankAccount = new BankAccount();
DoAmountCreditInBankAccount()
{
mybankAccount.balanceAmount = 70000;
/*
this is invalid practice because this statement violates policy....Here
BankAccount class is not able to protect its field from direct access
Reason for direct access by acount holder is that balanceAmount directly
accessible due to its public access modifier. How to solve this issue and
successfully implement BankAccount Policy/Limitation.
*/
}
}
if some other part of code directly access balanceAmount field and set balance amount to 70000Rs which is not acceptable. Here in this case we can not prevent some other part of code from accessing balanceAmount field.
So what we can do?
=> Answer is we can make balanceAmount field private so that no other code can directly access it and allowing access to that field only via public method which operates on balanceAmount field. Main role of method is that we can write some prevention logic inside method so that field can not be initialized with more than 50000Rs. Here we are making binding between data field called balanceAmount and method which operates on that field. This process is called Encapsulation.(it is all about protecting fields using access modifier such as private)
Encapsulation is one way to achieve abstraction....but How?
=> User of this method will not know about implementation (How amount gets credited? logic and all that stuff) of method which he/she will invoke. Not knowing about implementation details by user is called Abstraction(Hiding details from user).
Following will be the implementation of class:
class BankAccount
{
**private** double balanceAmount;
**public** void UpdateBankBalance(double amount)
{
if(balanceAmount + amount > 50000)
{
Console.WriteLine("Bank balance can not be more than 50000, Transaction can
not be proceed");
}
else
{
balanceAmount = balanceAmount + amount;
Console.WriteLine("Amount has been credited to your bank account
successfully.....");
}
}
}
class AccountHolder
{
BankAccount mybankAccount = new BankAccount();
DoAmountCreditInBankAccount()
{
mybankAccount.UpdateBankBalance(some_amount);
/*
mybankAccount.balanceAmount will not be accessible due to its protection level
directly from AccountHolder so account holder will consume BankAccount public
method UpdateBankBalance(double amount) to update his/her balance.
*/
}
}
Simply put, abstraction is all about making necessary information for interaction with the object visible, while encapsulation enables a developer to implement the desired level of abstraction.
Encapsulation: Hiding the information at the implementation level. This deals with properties or methods which will be hidden from other objects.
Abstraction: Hiding the information at the idea level/design level. Here we decide that something will be abstract(hidden) from the user while thinking of an idea. Abstraction can be achieved using encapsulation at the implementation level.

In OOP programming style, why should we hide object's data member from being directly accessed by others

I just don't know why this is the RULE. and what benifit of this rule?
Could you give me a example that we better follow this rule.
It is also called data hiding which helps to maintain the integrity of the object. It saves the data from misuse and outside interference. The data cannot be accessed directly but access controls can be specified in order to obtain the information. The data or object can be made public or private depending on the needs. The data which is private is not accessible outside the scope of the object. When the data is public it can be accessed by the other parts of the program.
"Preventing users of your class misusing it" is often touted as the reason that encapsulation is so important.
I think that has an implication that you are writing classes for other un-trusted developers to use, which I think is rarely the case. The un-trusted clients argument confuses the issue.
Most of the time the users of your class are "you" and members of your team.
The public methods and properties of your class make up the interface point between your class and the rest of your code. The smaller that interface is the easier it is to use and understand.
The reason you encapsulate is to make the interface for your class as small and succinct as possible.
If your classes are highly cohesive and have small interfaces you can easily "forget" about how they work and focus on another part of your program.
Take the example of a class that makes web requests. It may expose a single public method DownloadFile(url). This class could be extremely complicated but it's simple interface means you can forget about the internals of how it works leaving you more room in your head to focus on the problem you are trying to solve.
The counter example would be a web request class that exposed all it's methods publicly. It make have 20 methods, DownloadBegin, DownloadEnd, ChooseProtocol, etc etc. All of those may be used internally but were never intended to be called externally. In order to use the class you then have to know how it works internally before you can know which methods to call.
One of the virtues of data hiding that gets touted a lot is that it helps to protect your class from misuse. You can't trust the users of your class to do the right thing with it, so you make it impossible to do the wrong thing with it. Most of the time giving a user of your class direct access to any of its members opens up the possibility for that member to be set to some invalid or nonsensical value, or set at the wrong time.
One of the more practical reasons is, you can't change the implementation of a data member. If you have, say, a size member that you make publicly accessible, then later you need to have the class actually do something in response to a change of size, you're stuck. If you have accessor methods, then these methods can be as magical as they need to be.
It's also related to the separation of concerns. If you have public interface and the data is not public, you can change the way the data is represented any time, changing only the class that holds the data. If the data is not hidden and you change it, you have to change all of the code that uses the data.

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