Which should inherit which? - oop

This is one of the boring academic OOP questions, but it is not a homework. I got the question from a newbie programmer about one of those stupid textbooks examples about OOP.
Imagine that you are designing a Square class and a Cube class, which should inherit which?
I see a relationship, but what it is, I can not really see!
Could you give me a logical argument with OOP in mind.

Neither! Since a square is not a cube, and a cube is not a square, neither should inherit from the other. Square can inherit from polygon and cube can inherit from polyhedron, but the two are, themselves, mutually exclusive.

There's no inheritance. Inheritance is a "is-a" relationship (Well, sometimes not even a "is-a" relationship, as mentioned in the link below). A cube is not a square, and a square is not a cube.
How would you construct, it depends on how you model. You could go with something like a cube has 6 squares (a cube is not, it has 6 squares; a composition), or a cube has a side size, just like square. But once there is no "is-a", an inheritance would be dangerous zone...
Also, in a inheritance, everything that is valid for the base class must be valid for the Derived one. It's the Square extends Rectangle problem. For instance:
Supposing Cube inherits Square: If your Square has a method changeArea(double area) and getSide(), the same should be possible for the Cube. But it is not, since the area of a cube is 6 times the area of a square (it has 6 squares).
Supposing Square inherits Cube: If your Cube has a setVolume(double volume) method, your square will be broken, once it has no volume
Finally, if you want to use inheritance, you could create a GeometryObjectWithEqualSides object, then both could inherit from it. :)

Having it either way would be a violation of the Liskov Substitution Principle.

Both inherit from hypercube

struct Square // Rectangle actually
{
Square( int dx, int dy ) : dx(dx), dy(dy) {};
int dx;
int dy;
int floor_area() { return dx*dy; };
};
struct Cube : Square // Cuboid actually
{
Cube( int dx, int dy, int dz ) : Square(dx, dy), dz(dz) {};
int dz;
int cube_area() { return floor_area()*2+dx*dz*2+dy*dz*2; };
};
Seems to be that Liskov substitution principle is not violated here.

The square and the cube could be argued to be two instances of the same class "Hypercube" which would also encompass the point (0 dimensions), the line segment (1 dimension) and others beyond that. The number of dimensions and the length of one side are enough to define a specific instance of Hypercube (you could of course add an n-dimensional point of origin and orientation).
The hypercube could provide functions/methods that return values for the number of vertices, edges, faces, etc. for that particular instance.
See Hypercube on Wikipedia for more info.

Neither should inherit the other. One is a 2-dimensional shape, the other is a 3-dimensional object. There really isn't enough similarity between the two to justify inheritance.
Now you might conceivably make a cube composed of squares, if you need a separate object for each side ;)

Most of comments here are correctly saying that none of them should inherit from another. This is true in most cases. But I think there is more generic answer:
It depends on your expectations on them.
You expect Square to do what? Does Cube also do it? May be the other way - can you use Square whenever you use Cube?
I think both statements "Cube does all what Square does" and "Square does all what Cube does" are false, according to common sense, so none of them should inherit from another. However, it is up to you to decide their structure and behavior, because it is you who defines what your program does and what it consists of.
Most likely "Cube contains 6 Squares" is the relationship that you saw.

Related

What is option–operand separation?

I recently read that option-operand separation is a principle that was introduced in the Eiffel language (I've never used Eiffel).
From the Wikipedia article:
[Option–operand separation] states that an operation's arguments should contain only operands — understood as information necessary to its operation — and not options — understood as auxiliary information. Options are supposed to be set in separate operations.
Does this mean that a function should only contain "essential" arguments that are part of its functionality, and that there shouldn't be any arguments that change the functionality (which instead should be a separate function)?
Could someone explain it simply, preferably with pseudocode example(s)?
Yes, this is the idea: arguments should not be used to select particular behavior. Different methods (features in Eiffel terms) should be used instead.
Example. Suppose, there is a method that moves a 2-D figure to a given position. The position could be specified using either polar or Cartesian coordinates:
move (coordinate_1, coordinate_2: REAL_64; is_polar: BOOLEAN)
-- Move the figure to the position (coordinate_1, coordinate_2)
-- using polar system if is_polar is True, and Cartesian system otherwise.
According to the principle, it's better to define two functions:
cartesian_move (x, y: REAL_64)
-- Move the figure to the position with Cartesian coordinates (x, y).
polar_move (rho, phi: REAL_64)
-- Move the figure to the position with polar coordinates (rho, phi).
Although the principle seems to be universally applicable, some object-oriented languages does not provide sufficient means for that in certain cases. The obvious example are constructors that in many languages have the same name, so using options becomes the only choice (a workaround would be to use object factories in these cases).

Is there a way to create a Traits class to parametrise Envelope_diagram_2 where the X monotone curves can be segments, rays or conic curves?

I am using the Envelope_3 package of CGAL-4.9.1 and I need to compute an upper envelope where the resulting envelope diagram (Envelope_diagram_2<EnvTraits>) could have edges of three different types:
segments
rays
parabolic arcs (conic arcs)
The three provided models of Envelope_Traits_3 are not enough for this.
I therefore need to create my own EnvTraits (which have to be a model of the concept Envelope_Traits_3).
For now, I made a something like the already provided Env_sphere_traits_3<ConicTraits> model, with which I have at my disposal both parabolic arcs and segments (I just use straight arcs).
The problem arises because I also need to be able to use Rays. How could I do this? Is there a Traits class that I can extend (just like I'm doing right now with Arr_conic_traits_2) that provides X_monotone_curve_2s that can be of the three types that I need?
I found the Arr_polycurve_traits_2 class, hoping that it would allow curves of different type to be stored as subcurves, but it actually just allows to store polycurves that are all of the same kind (linear, bezier, conic, circular...).
What you need is a model of the EnvelopeTraits_3 concept and of the ArrangementOpenBoundaryTraits_2 concept. Among all traits classes provided by the "2D Arrangements" package only instances of the templates Arr_linear_traits_2, Arr_rational_function_traits_2, and Arr_algebraic_segment_traits_2 are models of the later concept.
I suggest that you develop something like Env_your_object_traits_3<AlgebraicTraits_2>, where the template parameter AlgebraicTraits_2 can be substituted with an instance of Arr_algebraic_segment_traits_2.
Efi

Can I apply here Liskov substitution principle

I have two data models which are represented by the following classes:
1) ImagesSet - an object that owns 2DImage's, each 2DImage has its own position (origin(3DPoint), x-,y-axes(3DVector) and dimension along x and y axes(in pixels)), but the same pixel size(in mm for example), angle between x and y axes(90 degrees)
This object has following methods(in pseudo code):
AddImage(2DImage);
RemoveImage(ImageIndex);
number GetNumberOfImages();
2DImage Get2DImage(ImageIndex);
2) 3DImage - an objects that is similar to the first but with following restrictions:
it can store 2D images only with the same x-,y-axes and dimensions along x and y axes.
Is it correct in this case to derive 3DImage from ImagesSet?
From my point of view 3DImage "is a" ImagesSet (but with small restrictions)
Could I apply here Liskov substitution principle?
In this case if we are trying to add an image with another x,y axes - method AddImage either will throw an exception or return an error.
Thanks in advance,
Sergey
I agree with maxim1000 that LSP will be violated because derived class adds restrictions that are not present in the base class. If you take a close look at your description you will notice that the question can be turned upside-down: Can ImageSet derive from 3DImage?
Your situation is somewhat similar to Ellipse-Circle problem. Which one derives from the other? Is circle an ellipse with a constraint, or is an ellipse a circle with additional radius? The point is that both are wrong. If you constrain ellipse to equal radiuses, then client which attempts to set different values would receive an error.
Otherwise, if we say that ellipse is just a less constrained circle, we get a more subtle mistake. Suppose that shapes may not breach boundaries of the screen. Now suppose that a circle is replaced with an ellipse. Depending on which coordinate was tested, the shape might break out of the screen area without changing the client code. That is the exact violation of LSP.
Conclusion is - circle and ellipse are separate classes; 3DImage and ImageSet are separate classes.
May be it's just me, but whenever I hear "derive or not derive" my first reaction "not derive" :)
Two reasons in this case:
LSP is violated exactly because of those "small restrictions". So until you have AddImage in your base class which allows to add an image with any orientation, 3DImage is not an ImagesSet. There will be no way for algorithms to state that they need this feature (and comments is not a good place :) ), so you'll have to rely on run-time checks. It's still possible to program in this way, but this will be one more overhead for developers.
Whenever you create some abstraction, it's important to understand why exactly it's created. With derivation you implicitly create an abstraction - it's interface of 3DImage. And instead of this it's better to create this abstraction explicitly. Create an interface class, list there methods useful for algorithms able to work on both data structures and make both ImagesSet and 3DImage implementing that interface possibly adding some other methods.
P.S.
And likely AddImage will become one of those added methods - different in ImagesSet and 3DImage, but that depends...
Dear maxim1000 and sysexpand,
Thanks for the answers. I agree with you. It is clear now that LSP is violated and in this case I can't derive 3DImage from ImagesSet.
I need to redesign the solution in the following way:
2DImage will contain:
2DDimension's
PixelSize(in mm)
PixelData
2DImageOrientated will be derived from 2DImage and will contain new data:
3DPoint origin,
3DVector x-,y-axes
I will create pure interface IImagesSet:
number GetNumberOfImages()
RemoveImage(ImageIndex)
2DImageOrientated Get2DImage()
ImagesSet will be derived from IImagesSet and will contain the following:
vector<2DImageOrientated>
Add2DImage(2DImageOrientated)
number GetNumberOfImages()
RemoveImage(ImageIndex)
2DImageOrientated Get2DImage()
3DImage will be also derived from IImagesSet and will contain the following.
vector<2DImageOrientated>
Add2DImage(2DImage)
SetOrigin(3DPoint)
SetXAxis(3DVector)
SetYAxis(3DVector)
number GetNumberOfImages()
RemoveImage(ImageIndex)
2DImageOrientated Get2DImage()
In this case I think LSP is not violated.

Need advice on wordy naming of methods

I'm writing an API for creating geometric shapes, and I'm running into some difficulties naming my methods.
Let's take a simple case: Creating a circle. Most of us might be familiar with a method like graphics.drawEllipse(x, y, w, h). To draw a circle, you need to know the top left coordinate, and the width and height of the circle.
My API is intended to make it easy for a developer to draw shapes using a variety of information, without doing a lot of math - which is trivial for circles, but more complicated for other shapes. For example, you should also be able to draw a circle given its center coordinates and radius, or the top left and bottom right coordinates.
So I have a Circle class with factory methods like:
Circle.createWithCenterAndRadius(cx, cy, r)
Circle.createWithBoundingBox(x1, y1, x2, y2)
Circle.createWithWidthAndHeight(x, y, w, h)
I feel like there might be a "code smell" here, but I'm not sure. On the one hand, these factory methods are necessarily descriptive. On the other hand, I can forsee these method names getting out of control. For example, how would I name a Triangle factory method that creates a triangle given a point, the length of one side, an angle, and the length of another side? Triangle.createWithPointSideAngleAndSide(x, y, side1, angle, side2)? Is that just evil?
If you were to use this API, would method names like this be okay to you? Do you have advice on how I can make the method names more sane?
You might change your circle methods to
Circle.FromCenterAndRadius(...)
Circle.FromBoundingBox(...)
Circle.FromWidthAndHeight(...)
It implies that you're creating circles from their different representations in a kind of concise way...
It is ok in any language that doesn't support named parameters. If the language supports named parameters, I like more the short Create and just have obvious parameters names.
For a language with named parameters, you would:
Circle.Create(
centerX = cx,
centerY = cy,
radius = r
);
Another more involved option, would be a fluent interface like (but that is probably too much):
circleBuilder.Center(cx,cy).Radius(r)
circleBuilder.Center(x,y).Width(w).Height(y)
circleBuilder.BoundWith().Left(x1,y1).Right(x2,y2)
Center returns an instance of an intermediate class that only allows Radius or Width. And BoundWith returns one that only allows Left.
I think there is nothing wrong with your descriptive methods - they are the compact and describe exactly what's going on. The users of the library will have no doubt about the function of your methods, neither the maintanance programmers.
You could also apply some design pattern here if you are really worried about exposing a large number of factory methods - like having factory methods with property classes. You could have a CircleProperties class with properties like CenterX, CenterY, Radius, (bool)UseCenterX, (bool)UseCenterY etc and then you pass this to the public factory method which will figure out which (private) factory method to use.
Assuming C#:
var circleProperties = new CircleProperties()
{
CenterX = 10,
CenterY = -5,
Radius = 8,
UseCenterX = true,
UseCenterY = true,
UseCenterRadius = true
};
var circle = Circle.Create(circleProperties);
My first instinct is to have more types, which would allow for more intuitive method overloading.
// instead of Circle.createWithCenterAndRadius(cx, cy, r)
Circle.create( new Point(cx,xy), r);
// instead of Circle.createWithBoundingBox(x1, y1, x2, y2)
Circle.create( new Point(x1,y1), new Point(x1,y1) );
// or even...
Circle.create( new Box(p1,p2));
// instead of Circle.createWithWidthAndHeight(x, y, w, h)
Circle.create( new Point(x,y), w, h);
As well as Point, you could define Distance (which would allow for different units)
If this style suits you, consider why you need a factory method instead of a constructor.
Circle c = new Circle(new Point(cx,xy), r);
For languages that don't support named parameters, would it be cleaner to make the method name something very simple like Circle.create and then just add an additional input flag string (like "center" or "bounding") that indicated how the input values should be interpreted for cases that are hard to discriminate based only on input variable number and type? Drawbacks to this would be that it requires extra logic inside of the method to handle different types of input arguments and also requires that the user remember the flag options.
I would have methods CreateTriangle and have the overloads show the different pieces of information required.
E.g.
Circle.CreateCircle(cx, cy, r)
Circle.CreateCircle(point1, point2)
Circle.CreateCircle(point, width, height)
Yes, this is more of a meta-answer, but I suggest you take a peek at how naming is done in Apple's Cocoa.
Your instinct is correct--the entire pattern of creating things this way is--iffy.
Unless these are used just once or twice, they are going to become pretty messy. If you were creating a shape with 5 circles and 3 triangles, it would be a mess.
Anything beyond a trivial example would probably be best done with some kind of data-driven implementation.
Towards those ends, having it take a string, hash or XML to define your shapes might be extremely useful.
But it all depends on how you expect them to be used.
I have the same kind of issues with creating Swing controls in Java. You end up with line after line of "new Button()" followed by a bunch of .set property calls as well as a line of code to copy the value to an object (or add a listener), and a line to reset the value..
That kind of boilerplate should never happen in code, so I usually try to find a way to drive it with data, binding the controls to objects dynamically--and towards that end, a descriptive string-based language would be very helpful.
I know, I know. This sounds completely crazy for you C/C++/Java people, but the examples given in the question and in all those answers clearly demonstrate what a bad, bad convention CamelCaseNaming really is.
Let's take another look at the original example:
Circle.createWithCenterAndRadius(cx, cy, r)
Circle.createWithBoundingBox(x1, y1, x2, y2)
Circle.createWithWidthAndHeight(x, y, w, h)
And now let's get rid of that camel case notation
Circle.create_with_center_and_radius(cx, cy, r)
Circle.create_with_bounding_box(x1, y1, x2, y2)
Circle.create_with_width_and_height(x, y, w, h)
This may seem terribly unfamilar, but be honest: which version is easier to read?

What is the exact definition of the strategy design pattern?

I had a geek fight with someone over what the strategy pattern really is and I need a expert to settle the matter.
We both agree that the strategy pattern allows for the guts of a class (e.g., the behavior) to be swapped out at runtime while maintaining the same interface. However, her contention is that "For [the algorithms] to be a strategy, You would have to get the same results". My contention is that swapping an "algorithm" or logic of a class could mean that the results of the overridden operation are different, but that it still meets the purpose, intent (and classification) of the strategy pattern.
Her code example with comments:
By your definition, any subclasses of a class would be a strategy. They have the same method definitions (signatures), and are therefore interchangeable.
Interface Strategy
{
DoArithmatic(int[] a)
}
Class A : Strategy
public int DoArithmatic(int[]a)
{
int temp = 0;
for(int i =0; i< a.length; i++)
temp += a[i]
}
Class B : Strategy
public int DoArithmaticB(int[]a)
{
int temp = 0;
for(int i =a.length -1; i>-1; i--)
temp += a[i]
}
Class C : Strategy
public int DoArithmatic(int[]a)
{
int temp = 0;
for(int i =0; i< a.length; i++)
temp -= a;
}
int[] a = { 1,2,3 }
ClassA.DoArithmatic(a) = 6
ClassB.DoArithmatic(a) = 6
ClassC.DoArithmatic(a) = -6//This one is not interchangeable
The first two are strategies. Because for any input they will give you the EXACT same answer. the last one is not. Just because it gives you an int does not make it a strategy. They have to "DO" the same thing.
You can't use a "higher" abstraction term just to make them a strategy.
These all do "MATH" but they are not all doing the "same" thing in a different way. That is the essence of a strategy.
So, who's right?
You sir are correct and your coworker needs to read the GoF.
"The strategy pattern lets the algorithms vary independently from clients that use them."
See:
http://www.dofactory.com/Patterns/PatternStrategy.aspx
Technically, strategies can do whatever they want.
It is only when the "outer context" dictates some fixed and repeatable behaviour that cannot be captured in the programmatical interface (call them "desirable properties"), that you need to take care that your strategies are truly substitutable à la Liskov with respect to these desirable properties.
I support your opinion. Different strategies can do very different things as long as they can be used in the same context.
For example, if you want to visit each node in a tree, valid strategies could be:
Depths-first search pre-order
DFS post-order
BFS
randomized
...
All strategies would visit the nodes in a different order, yet the objective (visiting each node) would be the same. So if the order does not matter, either strategy fits your needs.
FWIW, the Wikipedia article agrees with you and has never heard of her position.
The first two are strategies. Becuase for any input they will give you the EXACT same answer. the last one is not. Just becuase it gives you an int does not make it a strategy. They have to "DO" the same thing.
They have to do the same thing, but that doesn't mean they give the exact same result. The motivating example from the GoF is one of different layout algorithms, or different register allocation algorithms. The strategies have the same goal - layout blocks of text and images on a page, or assigning virtual registers to hardware registers - but they don't have to create exactly the same result.
So if the goal of the Strategy in your example is to do any arithmetic with the input, then each example is a strategy for that goal. If the goal was to sum the array it is passed, DoArithmatic would have been called CalculateSum, and the final example would fail to conform to the contract of the strategy, and so violate LSP.
According to "Head first Design Patterns" (see here) page 24
"The Strategy Pattern defines a family of algorithms,
encapsulates each one, and makes them interchangeable.
Strategy lets the algorithm vary independently from
clients that use it. "
so sir you are correct, at least according to the people who defined the pattern, but what do they know.
You are. The point of the strategy is to substitute the algorithm. Whether they deliver the same result is a by-product of the desired behavior.
I think it would be more correct to say that the question of whether the strategies must be deterministically identical is outside the scope of the definition of the strategy pattern.
If a function always returns the same result for given inputs, it is deterministic. If two functions are deterministic and they always return the same value for the same inputs then they are deterministically equivalent. They may or may not have the same side effects; if they do then they are just plain equivalent.
Typically this is not the case. Let us consider an example that appears to require deterministic equivalence: sorting. You might think that if two comparer implementations fail to return the same result for the same inputs then at least one of them must be faulty, but this is not necessarily the case.
Sort orders vary between countries. Some places sort accent-insensitively. Some put McDuck with MacDuck, and so forth. These are strategies, this is a perfect application of strategy pattern, and the strategies are most certainly not deterministically equivalent.
You win.
I also have to agree. A good example would be a pricing calculator strategy. You could have different strategies for calculating the final amount of an invoice depending on several variables like quantity of items, type of customer, shipping destination, etc. Each of those strategies would definitely be expected to return a different result and it would still be considered a Strategy pattern.