I often see two conflicting strategies for method interfaces, loosely summarized as follows:
// Form 1: Pass in an object.
double calculateTaxesOwed(TaxForm f) { ... }
// Form 2: Pass in the fields you'll use.
double calculateTaxesOwed(double taxRate, double income) { ... }
// use of form 1:
TaxForm f = ...
double payment = calculateTaxesOwed(f);
// use of form 2:
TaxForm f = ...
double payment = calculateTaxesOwed(f.getTaxRate(), f.getIncome());
I've seen advocates for the second form, particularly in dynamic languages where it may be harder to evaluate what fields are being used.
However, I much prefer the first form: it's shorter, there is less room for error, and if the definition of the object changes later you won't necessarily need to update method signatures, perhaps just change how you work with the object inside the method.
Is there a compelling general case for either form? Are there clear examples of when you should use the second form over the first? Are there SOLID or other OOP principles I can point to to justify my decision to use one form over the other? Do any of the above answers change if you're using a dynamic language?
In all honesty it depends on the method in question.
If the method makes sense without the object, then the second form is easier to re-use and removes a coupling between the two classes.
If the method relies on the object then fair enough pass the object.
There is probably a good argument for a third form where you pass an interface designed to work with that method. Gives you the clarity of the first form with the flexibility of the second.
It depends on the intention of your method.
If the method is designed to work specifically with that object and only that object, pass the object. It makes for a nice encapsulation.
But, if the method is more general purpose, you will probably want to pass the parameters individually. That way, the method is more likely to be reused when the information is coming from another source (i.e. different types of objects or other derived data).
I strongly recommend the second solution - calculateTaxesOwed() calculates some data, hence needs some numerical input. The method has absolutly nothing to do with the user interface and should in turn not consum a form as input, because you want your business logic separated from your user interface.
The method performing the calculation should (usualy) not even belong to the same modul as the user interface. In this case you get a circular dependency because the user interface requires the business logic and the business logic requires the user interface form - a very strong indication that something is wrong (but could be still solved using interface based programming).
UPDATE
If the tax form is not a user interface form, things change a bit. In this case I suggest to expose the value using a instance method GetOwedTaxes() or instance property OwedTaxes of the TaxForm class but I would not use a static method. If the calculation can be reused elsewhere, one could still create a static helper method consuming the values, not the form, and call this helper method from within the instance method or property.
I don't think it really matters. You open yourself to side effects if you pass in the Object as it might be mutated. This might however be what you want. To mitigate this (and to aid testing) you are probably better passing the interface rather than the concrete type. The benefit is that you don't need to change the method signature if you want to access another field of the Object.
Passing all the parameters makes it clearer what the type needs, and might make it easier to test (though if you use the interface this is less of a benefit). But you will have more refactoring.
Judge each situation on its merits and pick the least painful.
Passing just the arguments can be easier to unit test, as you don't need to mock up entire objects full of data just to test functionality that is essentially just static calculation. If there are just two fields being used, of the object's many, I'd lean towards just passing those fields, all else being equal.
That said, when you end up with six, seven or more fields, it's time to consider passing either the whole object or a subset of the fields in a "payload" class (or struct/dictionary, depending on the language's style). Long method signatures are usually confusing.
The other option is to make it a class method, so you don't have to pass anything. It's less convenient to test, but worth considering when your method is only ever used on a TaxForm object's data.
I realize that this is largely an artifact of the example used and so it may not apply in many real-world cases, but, if the function is tied so strongly to a specific class, then shouldn't it be:
double payment = f.calculateTaxesOwed;
It seems more appropriate to me that a tax document would carry the responsibility itself for calculating the relevant taxes rather than having that responsibility fall onto a utility function, particularly given that different tax forms tend to use different tax tables or calculation methods.
One advantage of the first form is
Abstraction - programming to an interface rather than implementation. It makes the maintainance of your code easier in the long run becuase you may change the implementation of TaxForm without affecting the client code as long as the interface of TaxForm does not change.
This is the same as the "Introduce Parameter Object" from Martin Fowler's book on refactoring. Fowler suggests that you perform this refactoring if there are a group of parameters that tend to be passed together.
If you believe in the Law of Demeter, then you would favor passing exactly what is needed:
http://en.wikipedia.org/wiki/Law_of_Demeter
http://www.c2.com/cgi/wiki?LawOfDemeter
Separation of UI and Data to be manipulated
In your case, you are missing an intermediate class, say, TaxInfo, representing the entity to be taxed. The reason is that UI (the form) and business logic (how tax rate is calculated) are on two different "change tracks", one changes with presentation technology ("the web", "The web 2.0", "WPF", ...), the other changes with legalese. Define a clear interface between them.
General discussion, using an example:
Consider a function to create a bitmap for a business card. Is the purpose of the function
(1) // Formats a business card title from first name and last name
OR
(2) // Formats a businnes card title from a Person record
The first option is more generic, with a weaker coupling, which is generally preferrable. However, In many cases less robust against change requests - e.g. consider "case 2017: add persons Initial to business card".
Changing the implementation (adding person.Initial) is usually easier and faster than changing the interface.
The choice is ultimately what type of changes you expect: is it more likely that more information from a Personrecord is required, or is it more likely that you want to create business card titles for other data structures than Person?
If that is "undecided", anfd you can't opf for purpose (1) or (2) I'd rather go with (2), for syntactic cleanliness.
If I was made to choose one of the two, I'd always go with the second one - what if you find that you (for whatever reason) need to caculate the taxes owed, but you dont have an instance of TaxForm?
This is a fairly trivial example, however I've seen cases where a method doing a relatively simple task had complex inputs which were difficult to create, making the method far more difficult to use than it should have been. (The author simply hadn't considered that other people might want to use that method!)
Personally, to make the code more readable, I would probbaly have both:
double calculateTaxesOwed(TaxForm f)
{
return calculateTaxesOwed(f.getTaxRate(), f.getIncome());
}
double calculateTaxesOwed(double taxRate, double income) { ... }
My rule of thumb is to wherever possible have a method that takes exactly the input it needs - its very easy to write wrapper methods.
Personally, I'll go with #2 since it's much more clear of what it is that the method need. Passing the TaxForm (if it is what I think it is, like a Windows Form) is sort of smelly and make me cringe a little (>_<).
I'd use the first variation only if you are passing a DTO specific to the calculation, like IncomeTaxCalculationInfo object which will contain the TaxRate and Income and whatever else needed to calculate the final result in the method, but never something like a Windows / Web Form.
Related
I have a class which represents a set of numbers. The constructor takes three arguments: startValue, endValue and stepSize.
The class is responsible for holding a list containing all values between start and end value taking the stepSize into consideration.
Example: startValue: 3, endValue: 1, stepSize = -1, Collection = { 3,2,1 }
I am currently creating the collection and some info strings about the object in the constructor. The public members are read only info strings and the collection.
My constructor does three things at the moment:
Checks the arguments; this could throw an exception from the constructor
Fills values into the collection
Generates the information strings
I can see that my constructor does real work but how can I fix this, or, should I fix this? If I move the "methods" out of the constructor it is like having init function and leaving me with an not fully initialized object. Is the existence of my object doubtful? Or is it not that bad to have some work done in the constructor because it is still possible to test the constructor because no object references are created.
For me it looks wrong but it seems that I just can't find a solution. I also have taken a builder into account but I am not sure if that's right because you can't choose between different types of creations. However single unit tests would have less responsibility.
I am writing my code in C# but I would prefer a general solution, that's why the text contains no code.
EDIT: Thanks for editing my poor text (: I changed the title back because it represents my opinion and the edited title did not. I am not asking if real work is a flaw or not. For me, it is. Take a look at this reference.
http://misko.hevery.com/code-reviewers-guide/flaw-constructor-does-real-work/
The blog states the problems quite well. Still I can't find a solution.
Concepts that urge you to keep your constructors light weight:
Inversion of control (Dependency Injection)
Single responsibility principle (as applied to the constructor rather than a class)
Lazy initialization
Testing
K.I.S.S.
D.R.Y.
Links to arguments of why:
How much work should be done in a constructor?
What (not) to do in a constructor
Should a C++ constructor do real work?
http://misko.hevery.com/code-reviewers-guide/flaw-constructor-does-real-work/
If you check the arguments in the constructor that validation code can't be shared if those arguments come in from any other source (setter, constructor, parameter object)
If you fill values into the collection or generate the information strings in the constructor that code can't be shared with other constructors you may need to add later.
In addition to not being able to be shared there is also being delayed until really needed (lazy init). There is also overriding thru inheritance that offers more options with many methods that just do one thing rather then one do everything constructor.
Your constructor only needs to put your class into a usable state. It does NOT have to be fully initialized. But it is perfectly free to use other methods to do the real work. That just doesn't take advantage of the "lazy init" idea. Sometimes you need it, sometimes you don't.
Just keep in mind anything that the constructor does or calls is being shoved down the users / testers throat.
EDIT:
You still haven't accepted an answer and I've had some sleep so I'll take a stab at a design. A good design is flexible so I'm going to assume it's OK that I'm not sure what the information strings are, or whether our object is required to represent a set of numbers by being a collection (and so provides iterators, size(), add(), remove(), etc) or is merely backed by a collection and provides some narrow specialized access to those numbers (such as being immutable).
This little guy is the Parameter Object pattern
/** Throws exception if sign of endValue - startValue != stepSize */
ListDefinition(T startValue, T endValue, T stepSize);
T can be int or long or short or char. Have fun but be consistent.
/** An interface, independent from any one collection implementation */
ListFactory(ListDefinition ld){
/** Make as many as you like */
List<T> build();
}
If we don't need to narrow access to the collection, we're done. If we do, wrap it in a facade before exposing it.
/** Provides read access only. Immutable if List l kept private. */
ImmutableFacade(List l);
Oh wait, requirements change, forgot about 'information strings'. :)
/** Build list of info strings */
InformationStrings(String infoFilePath) {
List<String> read();
}
Have no idea if this is what you had in mind but if you want the power to count line numbers by twos you now have it. :)
/** Assuming information strings have a 1 to 1 relationship with our numbers */
MapFactory(List l, List infoStrings){
/** Make as many as you like */
Map<T, String> build();
}
So, yes I'd use the builder pattern to wire all that together. Or you could try to use one object to do all that. Up to you. But I think you'll find few of these constructors doing much of anything.
EDIT2
I know this answer's already been accepted but I've realized there's room for improvement and I can't resist. The ListDefinition above works by exposing it's contents with getters, ick. There is a "Tell, don't ask" design principle that is being violated here for no good reason.
ListDefinition(T startValue, T endValue, T stepSize) {
List<T> buildList(List<T> l);
}
This let's us build any kind of list implementation and have it initialized according to the definition. Now we don't need ListFactory. buildList is something I call a shunt. It returns the same reference it accepted after having done something with it. It simply allows you to skip giving the new ArrayList a name. Making a list now looks like this:
ListDefinition<int> ld = new ListDefinition<int>(3, 1, -1);
List<int> l = new ImmutableFacade<int>( ld.buildList( new ArrayList<int>() ) );
Which works fine. Bit hard to read. So why not add a static factory method:
List<int> l = ImmutableRangeOfNumbers.over(3, 1, -1);
This doesn't accept dependency injections but it's built on classes that do. It's effectively a dependency injection container. This makes it a nice shorthand for popular combinations and configurations of the underlying classes. You don't have to make one for every combination. The point of doing this with many classes is now you can put together whatever combination you need.
Well, that's my 2 cents. I'm gonna find something else to obsess on. Feedback welcome.
As far as cohesion is concerned, there's no "real work", only work that's in line (or not) with the class/method's responsibility.
A constructor's responsibility is to create an instance of a class. And a valid instance for that matter. I'm a big fan of keeping the validation part as intrinsic as possible, so that you can see the invariants every time you look at the class. In other words, that the class "contains its own definition".
However, there are cases when an object is a complex assemblage of multiple other objects, with conditional logic, non-trivial validation or other creation sub-tasks involved. This is when I'd delegate the object creation to another class (Factory or Builder pattern) and restrain the accessibility scope of the constructor, but I think twice before doing it.
In your case, I see no conditionals (except argument checking), no composition or inspection of complex objects. The work done by your constructor is cohesive with the class because it essentially only populates its internals. While you may (and should) of course extract atomic, well identified construction steps into private methods inside the same class, I don't see the need for a separate builder class.
The constructor is a special member function, in a way that it constructor, but after all - it is a member function. As such, it is allowed to do things.
Consider for example c++ std::fstream. It opens a file in the constructor. Can throw an exception, but doesn't have to.
As long as you can test the class, it is all good.
It's true, a constructur should do minimum of work oriented to a single aim - successful creaation of the valid object. Whatever it takes is ok. But not more.
In your example, creating this collection in the constructor is perfectly valid, as object of your class represent a set of numbers (your words). If an object is set of numbers, you should clearly create it in the constructor! On the contrary - the constructur does not perform what it is made for - a fresh, valid object construction.
These info strings call my attention. What is their purpose? What exactly do you do? This sounds like something periferic, something that can be left for later and exposed through a method, like
String getInfo()
or similar.
If you want to use Microsoft's .NET Framework was an example here, it is perfectly valid both semantically and in terms of common practice, for a constructor to do some real work.
An example of where Microsoft does this is in their implementation of System.IO.FileStream. This class performs string processing on path names, opens new file handles, opens threads, binds all sorts of things, and invokes many system functions. The constructor is actually, in effect, about 1,200 lines of code.
I believe your example, where you are creating a list, is absolutely fine and valid. I would just make sure that you fail as often as possible. Say if you the minimum size higher than the maximum size, you could get stuck in an infinite loop with a poorly written loop condition, thus exhausting all available memory.
The takeaway is "it depends" and you should use your best judgement. If all you wanted was a second opinion, then I say you're fine.
It's not a good practice to do "real work" in the constructor: you can initialize class members, but you shouldn't call other methods or do more "heavy lifting" in the constructor.
If you need to do some initialization which requires a big amount of code running, a good practice will be to do it in an init() method which will be called after the object was constructed.
The reasoning for not doing heavy lifting inside the constructor is: in case something bad happens, and fails silently, you'll end up having a messed up object and it'll be a nightmare to debug and realize where the issues are coming from.
In the case you describe above I would only do the assignments in the constructor and then, in two separate methods, I would implement the validations and generate the string-information.
Implementing it this way also conforms with SRP: "Single Responsibility Principle" which suggests that any method/function should do one thing, and one thing only.
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Public Data members vs Getters, Setters
In what cases should public fields be used, instead of properties or getter and setter methods (where there is no support for properties)? Where exactly is their use recommended, and why, or, if it is not, why are they still allowed as a language feature? After all, they break the Object-Oriented principle of encapsulation where getters and setters are allowed and encouraged.
If you have a constant that needs to be public, you might as well make it a public field instead of creating a getter property for it.
Apart from that, I don't see a need, as far as good OOP principles are concerned.
They are there and allowed because sometimes you need the flexibility.
That's hard to tell, but in my opinion public fields are only valid when using structs.
struct Simple
{
public int Position;
public bool Exists;
public double LastValue;
};
But different people have different thoughts about:
http://kristofverbiest.blogspot.com/2007/02/public-fields-and-properties-are-not.html
http://blogs.msdn.com/b/ericgu/archive/2007/02/01/properties-vs-public-fields-redux.aspx
http://www.markhneedham.com/blog/2009/02/04/c-public-fields-vs-automatic-properties/
If your compiler does not optimize getter and setter invocations, the access to your properties might be more expensive than reading and writing fields (call stack). That might be relevant if you perform many, many invocations.
But, to be honest, I know no language where this is true. At least in both .NET and Java this is optimized well.
From a design point of view I know no case where using fields is recommended...
Cheers
Matthias
Let's first look at the question why we need accessors (getters/setters)? You need them to be able to override the behaviour when assigning a new value/reading a value. You might want to add caching or return a calculated value instead of a property.
Your question can now be formed as do I always want this behaviour? I can think of cases where this is not useful at all: structures (what were structs in C). Passing a parameter object or a class wrapping multiple values to be inserted into a Collection are cases where one actually does not need accessors: The object is merely a container for variables.
There is one single reason(*) why to use get instead of public field: lazy evaluation. I.e. the value you want may be stored in a database, or may be long to compute, and don't want your program to initialize it at startup, but only when needed.
There is one single reason(*) why to use set instead of public field: other fields modifications. I.e. you change the value of other fields when you the value of the target field changes.
Forcing to use get and set on every field is in contradiction with the YAGNI principle.
If you want to expose the value of a field from an object, then expose it! It is completely pointless to create an object with four independent fields and mandating that all of them uses get/set or properties access.
*: Other reasons such as possible data type change are pointless. In fact, wherever you use a = o.get_value() instead of a = o.value, if you change the type returned by get_value() you have to change at every use, just as if you would have changed the type of value.
The main reason is nothing to do with OOP encapsulation (though people often say it is), and everything to do with versioning.
Indeed from the OOP position one could argue that fields are better than "blind" properties, as a lack of encapsulation is clearer than something that pretends to encapsulation and then blows it away. If encapsulation is important, then it should be good to see when it isn't there.
A property called Foo will not be treated the same from the outside as a public field called Foo. In some languages this is explicit (the language doesn't directly support properties, so you've got a getFoo and a setFoo) and in some it is implicit (C# and VB.NET directly support properties, but they are not binary-compatible with fields and code compiled to use a field will break if it's changed to a property, and vice-versa).
If your Foo just does a "blind" set and write of an underlying field, then there is currently no encapsulation advantage to this over exposing the field.
However, if there is a later requirement to take advantage of encapsulation to prevent invalid values (you should always prevent invalid values, but maybe you didn't realise some where invalid when you first wrote the class, or maybe "valid" has changed with a scope change), to wrap memoised evaluation, to trigger other changes in the object, to trigger an on-change event, to prevent expensive needless equivalent sets, and so on, then you can't make that change without breaking running code.
If the class is internal to the component in question, this isn't a concern, and I'd say use fields if fields read sensibly under the general YAGNI principle. However, YAGNI doesn't play quite so well across component boundaries (if I did need my component to work today, I certainly am probably going to need that it works tomorrow after you've changed your component that mine depends on), so it can make sense to pre-emptively use properties.
I asked a similar question yesterday that was specific to a technology, but now I find myself wondering about the topic in the broad sense.
For simplicity's sake, we have two classes, A and B, where B is derived from A. B truly "is a" A, and all of the routines defined in A have the same meaning in B.
Let's say we want to display a list of As, some of which are actually Bs. As we traverse our list of As, if the current object is actually a B, we want to display some of Bs additional properties....or maybe we just want to color the Bs differently, but neither A nor B have any notion of "color" or "display stuff".
Solutions:
Make the A class semi-aware of B by basically including a method called isB() in A that returns false. B will override the method and return true. Display code would have a check like: if (currentA.isB()) B b = currentA;
Provide a display() method in A that B can override.... but then we start merging the UI and the model. I won't consider this unless there is some cool trick I'm not seeing.
Use instanceof to check if the current A object to be displayed is really a B.
Just add all the junk from B to A, even though it doesn't apply to A. Basically just contain a B (that does not inherit from A) in A and set it to null until it applies. This is somewhat attractive. This is similar to #1 I guess w/ composition over inheritance.
It seems like this particular problem should come up from time to time and have an obvious solution.
So I guess the question maybe really boils down to:
If I have a subclass that extends a base class by adding additional functionality (not just changing the existing behavior of the base class), am I doing something tragically wrong? It all seems to instantly fall apart as soon as we try to act on a collection of objects that may be A or B.
A variant of option 2 (or hybrid of 1 and 2) may make sense: after all, polymorphism is the standard solution to "Bs are As but need to behave differently in situation X." Agreed, a display() method would probably tie the model to the UI too closely, but presumably the different renderings you want at the UI level reflect semantic or behavioural differences at the model level. Could those be captured in a method? For example, instead of an outright getDisplayColour() method, could it be a getPriority() (for example) method, to which A and B return different values but it is still up to the UI to decide how to translate that into a colour?
Given your more general question, however, of "how can we handle additional behaviour that we can't or won't allow to be accessed polymorphically via the base class," for example if the base class isn't under our control, your options are probably option 3, the Visitor pattern or a helper class. In both cases you are effectively farming out the polymorphism to an external entity -- in option 3, the UI (e.g. the presenter or controller), which performs an instanceOf check and does different things depending on whether it's a B or not; in Visitor or the helper case, the new class. Given your example, Visitor is probably overkill (also, if you were not able/willing to change the base class to accommodate it, it wouldn't be possible to implement it I think), so I'd suggest a simple class called something like "renderer":
public abstract class Renderer {
public static Renderer Create(A obj) {
if (obj instanceOf B)
return new BRenderer();
else
return new ARenderer();
}
public abstract Color getColor();
}
// implementations of ARenderer and BRenderer per your UI logic
This encapsulates the run-time type checking and bundles the code up into reasonably well-defined classes with clear responsibilities, without the conceptual overhead of Visitor. (Per GrizzlyNyo's answer, though, if your hierarchy or function set is more complex than what you've shown here, Visitor could well be more appropriate, but many people find Visitor hard to get their heads around and I would tend to avoid it for simple situations -- but your mileage may vary.)
The answer given by itowlson covers pretty well most part of the question. I will now deal with the very last paragraph as simply as I can.
Inheritance should be implemented for reuse, for your derived class to be reused in old code, not for your class reusing parts of the base class (you can use aggregation for that).
From that standpoint, if you have a class that is to be used on new code with some new functionality, but should be used transparently as a former class, then inheritance is your solution. New code can use the new functionality and old code will seamlessly use your new objects.
While this is the general intention, there are some common pitfals, the line here is subtle and your question is about precisely that line. If you have a collection of objects of type base, that should be because those objects are meant to be used only with base's methods. They are 'bases', behave like bases.
Using techniques as 'instanceof' or downcasts (dynamic_cast<>() in C++) to detect the real runtime type is something that I would flag in a code review and only accept after having the programmer explain to great detail why any other option is worse than that solution. I would accept it, for example, in itowlson's answer under the premises that the information is not available with the given operations in base. That is, the base type does not have any method that would offer enough information for the caller to determine the color. And if it does not make sense to include such operation: besides the prepresentation color, are you going to perform any operation on the objects based on that same information? If logic depends on the real type, then the operation should be in base class to be overriden in derived classes. If that is not possible (the operation is new and only for some given subtypes) there should at least be an operation in the base to allow the caller to determine that a downcast will not fail. And then again, I would really require a sound reason for the caller code to require knowledge of the real type. Why does the user want to see it in different colors? Will the user perform different operations on each one of the types?
If you endup requiring to use code to bypass the type system, your design has a strange smell to it. Of course, never say never, but you can surely say: avoid depending on instanceof or downcasts for logic.
This looks like text book case for the Visitor design pattern (also known as "Double Dispatch").
See this answer for link to a thorough explanation on the Visitor and Composite patterns.
When defining a customer-accessible API, what is the preferred industry practice between the following:
a) Defining a set of explicit API methods, each with a very narrow and specific purpose, for example:
SetUserName <name>
SetUserAge <age>
SetUserAddress <address>
b) Defining a set of more generalised parameter-based API methods, for example:
SetUserAttribute <attribute>
enum attribute {
name,
age,
address
}
My opinion:
In favour of (a)
For boolean-based methods (e.g. EnableFoo) I would definely favour option (a) as the intentions are much more clear, it's less likely to require extensions in the future, and it makes more readable code.
For example, a method called EnableDisableFoo which takes a boolean parameter indicating whether to enable or disable would not be very clear, nor have a cohesive purpose.
It's where there are multiple options that the problem gets more complicated.
In favour of (b)
Option (b) is a great way of providing extensibility in the API, but at the expense of usability. With option (a), the API method name itself gives enough information to indicate what it is doing. With option (b), the user has to look up both the method name and the appropriate enumeration/parameter to use. In theory this makes option (b) worse from a usability standpoint -- but maybe having less methods is a good thing, so even this isn't completely true.
Other thoughts
It's necessary to strike a good balance between usability and extensibility, and they are often at odds with each other. But I'd like to think there is a more objective way to analyse this, rather than relying on the opinion of the API designer.
Does anyone have any thoughts on this?
I would personally argue for (a), since our goal is to make the "static" code as accurate and reliable as possible.
By using the generalized form, we are introducing a risk for runtime errors. For example, I could set an attribute of type age with a value that is actually a string, etc.
This is very similar to the argument for defining and using enums or explicit types rather than using and returning ints in the old C style, as you get one more level of assurance.
While I agree that (b) allows extensibility, I have not seen too many APIs that would require this sort of extensibility for completely different types of attributes. The only common use of (b) is in polymorphic code, where the function could technically accept anything, including extensions.
Another consideration is whether you want to set all attributes, and to set them simultaneously. For example, when you want to send something to a printer there may be dozens of parameters to be set (landscape or portrait; number of copies; page size; resolution; etc.). Instead of defining an API which needs to be invoked dozens of times, you can define a single function, which takes a struct as a parameter, where the struct contains dozens of fields, and where the caller initializes the struct at its leisure, and and then passes the struct in to the API in a single function call.
I think it depends on the code that you're writing. If you're writing about stuff that always goes together (i.e., if you're going to use/change age always with name), then go for b, otherwise a is fine.
But don't try to over-do (a) because then you're just going to write a lot more lines and get a lot less done. Good idea if you're paid for the amount of code you write though :)
By putting functionality into a function, does that alone constitute an example of encapsulation or do you need to use objects to have encapsulation?
I'm trying to understand the concept of encapsulation. What I thought was if I go from something like this:
n = n + 1
which is executed out in the wild as part of a big body of code and then I take that, and put it in a function such as this one, then I have encapsulated that addition logic in a method:
addOne(n)
n = n + 1
return n
Or is it more the case that it is only encapsulation if I am hiding the details of addOne from the outside world - like if it is an object method and I use an access modifier of private/protected?
I will be the first to disagree with what seems to be the answer trend. Yes, a function encapsulates some amount of implementation. You don't need an object (which I think you use to mean a class).
See Meyers too.
Perhaps you are confusing abstraction with encapsulation, which is understood in the broader context of object orientation.
Encapsulation properly includes all three of the following:
Abstraction
Implementation Hiding
Division of Responsibility
Abstraction is only one component of encapsulation. In your example you have abstracted the adding functionality from the main body of code in which it once resided. You do this by identifying some commonality in the code - recognizing a concept (addition) over a specific case (adding the number one to the variable n). Because of this ability, abstraction makes an encapsulated component - a method or an object - reusable.
Equally important to the notion of encapsulation is the idea of implementation hiding. This is why encapsulation is discussed in the arena of object orientation. Implementation hiding protects an object from its users and vice versa. In OO, you do this by presenting an interface of public methods to the users of your object, while the implementation of the object takes place inside private methods.
This serves two benefits. First, by limiting access to your object, you avoid a situation where users of the object can leave the object in an invalid state. Second, from the user's perspective, when they use your object they are only loosely coupled to it - if you change your implementation later on, they are not impacted.
Finally, division of responsility - in the broader context of an OO design - is something that must be considered to address encapsulation properly. It's no use encapsulating a random collection of functions - responsibility needs to be cleanly and logically defined so that there is as little overlap or ambiguity as possible. For example, if we have a Toilet object we will want to wall off its domain of responsibilities from our Kitchen object.
In a limited sense, though, you are correct that a function, let's say, 'modularizes' some functionality by abstracting it. But, as I've said, 'encapsulation' as a term is understood in the broader context of object orientation to apply to a form of modularization that meets the three criteria listed above.
Sure it is.
For example, a method that operates only on its parameters would be considered "better encapsulated" than a method that operates on global static data.
Encapsulation has been around long before OOP :)
A method is no more an example of encapsulation than a car is an example of good driving. Encapsulation isn't about the synax, it is a logical design issue. Both objects and methods can exhibit good and bad encapsulation.
The simplest way to think about it is whether the code hides/abstracts the details from other parts of the code that don't have a need to know/care about the implementation.
Going back to the car example:
Automatic transmission offers good encapsulation: As a driver you care about forward/back and speed.
Manual Transmission is bad encapsulation: From the driver's perspective the specific gear required for low/high speeds is generally irrelevant to the intent of the driver.
No, objects aren't required for encapsulation. In the very broadest sense, "encapsulation" just means "hiding the details from view" and in that regard a method is encapsulating its implementation details.
That doesn't really mean you can go out and say your code is well-designed just because you divided it up into methods, though. A program consisting of 500 public methods isn't much better than that same program implemented in one 1000-line method.
In building a program, regardless of whether you're using object oriented techniques or not, you need to think about encapsulation at many different places: hiding the implementation details of a method, hiding data from code that doesn't need to know about it, simplifying interfaces to modules, etc.
Update: To answer your updated question, both "putting code in a method" and "using an access modifier" are different ways of encapsulating logic, but each one acts at a different level.
Putting code in a method hides the individual lines of code that make up that method so that callers don't need to care about what those lines are; they only worry about the signature of the method.
Flagging a method on a class as (say) "private" hides that method so that a consumer of the class doesn't need to worry about it; they only worry about the public methods (or properties) of your class.
The abstract concept of encapsulation means that you hide implementation details. Object-orientation is but one example of the use of ecnapsulation. Another example is the language called module-2 that uses (or used) implementation modules and definition modules. The definition modules hid the actual implementation and therefore provided encapsulation.
Encapsulation is used when you can consider something a black box. Objects are a black box. You know the methods they provide, but not how they are implemented.
[EDIT]
As for the example in the updated question: it depends on how narrow or broad you define encapsulation. Your AddOne example does not hide anything I believe. It would be information hiding/encapsulation if your variable would be an array index and you would call your method moveNext and maybe have another function setValue and getValue. This would allow people (together maybe with some other functions) to navigate your structure and setting and getting variables with them being aware of you using an array. If you programming language would support other or richer concepts you could change the implementation of moveNext, setValue and getValue with changing the meaning and the interface. To me that is encapsulation.
It's a component-level thing
Check this out:
In computer science, Encapsulation is the hiding of the internal mechanisms and data structures of a software component behind a defined interface, in such a way that users of the component (other pieces of software) only need to know what the component does, and cannot make themselves dependent on the details of how it does it. The purpose is to achieve potential for change: the internal mechanisms of the component can be improved without impact on other components, or the component can be replaced with a different one that supports the same public interface.
(I don't quite understand your question, let me know if that link doesn't cover your doubts)
Let's simplify this somewhat with an analogy: you turn the key of your car and it starts up. You know that there's more to it than just the key, but you don't have to know what is going on in there. To you, key turn = motor start. The interface of the key (that is, e.g., the function call) hides the implementation of the starter motor spinning the engine, etc... (the implementation). That's encapsulation. You're spared from having to know what's going on under the hood, and you're happy for it.
If you created an artificial hand, say, to turn the key for you, that's not encapsulation. You're turning the key with additional middleman cruft without hiding anything. That's what your example reminds me of - it's not encapsulating implementation details, even though both are accomplished through function calls. In this example, anyone picking up your code will not thank you for it. They will, in fact, be more likely to club you with your artificial hand.
Any method you can think of to hide information (classes, functions, dynamic libraries, macros) can be used for encapsulation.
Encapsulation is a process in which attributes(data member) and behavior(member function) of a objects in combined together as a single entity refer as class.
The Reference Model of Open Distributed Processing - written by the International Organisation for Standardization - defines the following concepts:
Entity: Any concrete or abstract thing of interest.
Object: A model of an entity. An object is characterised by its behaviour and, dually, by its state.
Behaviour (of an object): A collection of actions with a set of constraints on when they may occur.
Interface: An abstraction of the behaviour of an object that consists of a subset of the interactions of that object together with a set of constraints on when they may occur.
Encapsulation: the property that the information contained in an object is accessible only through interactions at the interfaces supported by the object.
These, you will appreciate, are quite broad. Let us see, however, whether putting functionality within a function can logically be considered to constitute towards encapsulation in these terms.
Firstly, a function is clearly a model of a, 'Thing of interest,' in that it represents an algorithm you (presumably) desire executed and that algorithm pertains to some problem you are trying to solve (and thus is a model of it).
Does a function have behaviour? It certainly does: it contains a collection of actions (which could be any number of executable statements) that are executed under the constraint that the function must be called from somewhere before it can execute. A function may not spontaneously be called at any time, without causal factor. Sounds like legalese? You betcha. But let's plough on, nonetheless.
Does a function have an interface? It certainly does: it has a name and a collection of formal parameters, which in turn map to the executable statements contained in the function in that, once a function is called, the name and parameter list are understood to uniquely identify the collection of executable statements to be run without the calling party's specifying those actual statements.
Does a function have the property that the information contained in the function is accessible only through interactions at the interfaces supported by the object? Hmm, well, it can.
As some information is accessible via its interface, some information must be hidden and inaccessible within the function. (The property such information exhibits is called information hiding, which Parnas defined by arguing that modules should be designed to hide both difficult decisions and decisions that are likely to change.) So what information is hidden within a function?
To see this, we should first consider scale. It's easy to claim that, for example, Java classes can be encapsulated within a package: some of the classes will be public (and hence be the package's interface) and some will be package-private (and hence information-hidden within the package). In encapsulation theory, the classes form nodes and the packages form encapsulated regions, with the entirety forming an encapsulated graph; the graph of classes and packages is called the third graph.
It's also easy to claim that functions (or methods) themselves are encapsulated within classes. Again, some functions will be public (and hence be part of the class's interface) and some will be private (and hence information-hidden within the class). The graph of functions and classes is called the second graph.
Now we come to functions. If functions are to be a means of encapsulation themselves they they should contain some information public to other functions and some information that's information-hidden within the function. What could this information be?
One candidate is given to us by McCabe. In his landmark paper on cyclomatic complexity, Thomas McCabe describes source code where, 'Each node in the graph corresponds to a block of code in the program where the flow is sequential and the arcs correspond to branches taken in the program.'
Let us take the McCabian block of sequential execution as the unit of information that may be encapsulated within a function. As the first block within the function is always the first and only guaranteed block to be executed, we can consider the first block to be public, in that it may be called by other functions. All the other blocks within the function, however, cannot be called by other functions (except in languages that allow jumping into functions mid-flow) and so these blocks may be considered information-hidden within the function.
Taking these (perhaps slightly tenuous) definitions, then we may say yes: putting functionality within a function does constitute to encapsulation. The encapsulation of blocks within functions is the first graph.
There is a caveate, however. Would you consider a package whose every class was public to be encapsulated? According to the definitions above, it does pass the test, as you can say that the interface to the package (i.e., all the public classes) do indeed offer a subset of the package's behaviour to other packages. But the subset in this case is the entire package's behaviour, as no classes are information-hidden. So despite regorously satisfying the above definitions, we feel that it does not satisfy the spirit of the definitions, as surely something must be information-hidden for true encapsulation to be claimed.
The same is true for the exampe you give. We can certainly consider n = n + 1 to be a single McCabian block, as it (and the return statement) are a single, sequential flow of executions. But the function into which you put this thus contains only one block, and that block is the only public block of the function, and therefore there are no information-hidden blocks within your proposed function. So it may satisfy the definition of encapsulation, but I would say that it does not satisfy the spirit.
All this, of course, is academic unless you can prove a benefit such encapsulation.
There are two forces that motivate encapsulation: the semantic and the logical.
Semantic encapsulation merely means encapsulation based on the meaning of the nodes (to use the general term) encapsulated. So if I tell you that I have two packages, one called, 'animal,' and one called 'mineral,' and then give you three classes Dog, Cat and Goat and ask into which packages these classes should be encapsulated, then, given no other information, you would be perfectly right to claim that the semantics of the system would suggest that the three classes be encapsulated within the, 'animal,' package, rather than the, 'mineral.'
The other motivation for encapsulation, however, is logic.
The configuration of a system is the precise and exhaustive identification of each node of the system and the encapsulated region in which it resides; a particular configuration of a Java system is - at the third graph - to identify all the classes of the system and specify the package in which each class resides.
To logically encapsulate a system means to identify some mathematical property of the system that depends on its configuration and then to configure that system so that the property is mathematically minimised.
Encapsulation theory proposes that all encapsulated graphs express a maximum potential number of edges (MPE). In a Java system of classes and packages, for example, the MPE is the maximum potential number of source code dependencies that can exist between all the classes of that system. Two classes within the same package cannot be information-hidden from one another and so both may potentially form depdencies on one another. Two package-private classes in separate packages, however, may not form dependencies on one another.
Encapsulation theory tells us how many packages we should have for a given number of classes so that the MPE is minimised. This can be useful because the weak form of the Principle of Burden states that the maximum potential burden of transforming a collection of entities is a function of the maximum potential number of entities transformed - in other words, the more potential source code dependencies you have between your classes, the greater the potential cost of doing any particular update. Minimising the MPE thus minimises the maximum potential cost of updates.
Given n classes and a requirement of p public classes per package, encapsulation theory shows that the number of packages, r, we should have to minimise the MPE is given by the equation: r = sqrt(n/p).
This also applies to the number of functions you should have, given the total number, n, of McCabian blocks in your system. Functions always have just one public block, as we mentioned above, and so the equation for the number of functions, r, to have in your system simplifies to: r = sqrt(n).
Admittedly, few considered the total number of blocks in their system when practicing encapsulation, but it's readily done at the class/package level. And besides, minimising MPE is almost entirely entuitive: it's done by minimising the number of public classes and trying to uniformly distribute classes over packages (or at least avoid have most packages with, say, 30 classes, and one monster pacakge with 500 classes, in which case the internal MPE of the latter can easily overwhelm the MPE of all the others).
Encapsulation thus involves striking a balance between the semantic and the logical.
All great fun.
in strict object-oriented terminology, one might be tempted to say no, a "mere" function is not sufficiently powerful to be called encapsulation...but in the real world the obvious answer is "yes, a function encapsulates some code".
for the OO purists who bristle at this blasphemy, consider a static anonymous class with no state and a single method; if the AddOne() function is not encapsulation, then neither is this class!
and just to be pedantic, encapsulation is a form of abstraction, not vice-versa. ;-)
It's not normally very meaningful to speak of encapsulation without reference to properties rather than solely methods -- you can put access controls on methods, certainly, but it's difficult to see how that's going to be other than nonsensical without any data scoped to the encapsulated method. Probably you could make some argument validating it, but I suspect it would be tortuous.
So no, you're most likely not using encapsulation just because you put a method in a class rather than having it as a global function.