Motivating factors for composing a particular object? - oop

I know there are LOTS of reasons why you would compose a certain object inside another one. Some schools of thought have made explicit the reasons for architecting a program a certain way e.g. 'data-driven design' or 'domain-driven design'. I'm still a beginner to OOP, and it's often hard for me to understand why one object should be contained by another. Sometimes, I find myself with an object that seems awesome, and then I get to the point where I realize, "Okay, now I have to put this somewhere?" Is the reasoning behind this similar to where I'd decide put a file on my hard disk?
I have a couple guiding principles for this:
If it models a relationship in the physical world.
If the composer has data needed to construct the object.
If the composed object will be listening to the composer.
What do you look for when you make this decision?

Well, one very simple concept that helped me with this is simply the concept of "has a" versus "is a". Ask yourself, is the contained object something the containing object has, or is it something the containing object is? If it's something the containing object has, then containment is appropriate. Otherwise maybe you should be looking at inheritance.
A dog IS an animal, and has a nose, so it's:
class Animal
{
}
class Dog : Animal
{
Nose n;
}
Now this works fine. One "problem" with this approach is that you tightly couple noses and dogs, so sometimes you'll see things like containing an interface pointer rather than an object, or you might Google "Dependency Injection". But as the saying goes, "has a" and "is a" is often close enough for government work.
Early on, just try lots of examples and over time it will become natural. If you end up with spaghetti, throw some meatballs at it and try again! :)

What alternatives are you considering? Are you talking about Containment versus Inheritance, John Lockwood's comments about hasA and isA help with that issue.
Or are your perhaps talking about, Containment versus Association? There are various flavours of hasA. For example a Person may haveA Spouse, but clearly does not containA Spouse. There's a difference between changing a Spouse and changing a Nose.
The kinds of relationship that you consider:
Lifetime: Does it make sense to create a Person without a Nose? Can Noses exist without a Person? Can a Person exist without a Spouse? The answers to these questions drive the kind of operation you choose to have on Person. Probably don't need a setNose() method, though maybe we do need a wipeNose() method, and we probably do need a marry(Person) method.
Cardinality: How many Noses for a Person? How many Wheels and Seats does a Vehicle have? Answers to this determine the kinds of data structures? Just a reference? A list? An hash table?
I found it helpful to read about UML modeling, especially class diagrams. This reflects much experience of how to usefully capture various kinds of relationships.

Sometimes, I find myself with an
object that seems awesome, and then I
get to the point where I realize,
"Okay, now I have to put this
somewhere?"
From the above sentence, it sounds like you're trying to design from the bottom up. One of the thing's I've learned over the years is that top down design is the way to go. You should only write the class after you know where it needs to be used. Otherwise you just end up writing classes that "seem awesome" and contain code that might not be useful at all.

Related

Objects Without Behaviour

I have a question related to general OOP than specific to a language.
I was trying out a simple application (in java) and I was trying to model it like a real world scenario.
While re-factoring I realized that I came up with a simple object that just has one member and an overridden equals and hashcode.
My question is.... is it a bad oo practice to have such objects
(references to blogs etc would be welcome)
Short answer:
is it a bad oo practice to have such objects
Not necessarily, but it depends on the context.
Longer answer:
I have a question related to general OOP than specific to a language. I was trying out a simple application (in java) and I was trying to model it like a real world scenario.
There really isn't any rule stating that you should. In fact, I know of quite a few people who frown upon that statement, Uncle Bob Martin for one. It's more about modelling business processes than it is to model "real world scenarios". I've tried that in the past, and found there's no - or almost no - benefit to get from rigidly trying to model everything as it is in the real world. If anything, I think it makes your application more complex, and the more complex software becomes, the harder it becomes to maintain.
While re-factoring I realized that I came up with a simple object that just has one member and an overridden equals and hashcode.
Might be okay, as #Arseny already said, the ValueObject is a well-known way of working, although I usually don't end up with a lot of them when I write code. If more than a few of your objects doesn't have any behaviour, this might be an indication of a so-called Anemic Domain Model, which you have to be careful for (more complexity at no apparent benefit).
You can find out if you're "doing it wrong" (with variable values of "wrong", of course): just see what the collaborators are doing with your ValueObject, and see if there's anything there that resembles a calculation which actually belongs to the object itself.
However, if this is one of the few objects that doesn't contain any behaviour: well, yeah, that happens and you probably don't have to worry about it. We'd have to see some code to be conclusive in our anwers though.
For this case, no, because that's the only way to redefine the behavior of an object in a hashing data structure in Java.
For other cases there may be better and worse methods of doing things depending on whether they make sense, for example, if I want to change the order of objects in a queue, I'd prefer to implement a custom Comparator rather than inherit and override a compareTo method, especially if my new comparison routine is not "natural" for the objects.
Every design pattern has some cases that it's appropriate for and others that it's inappropriate for.
Normally, it would be considered a smell to have an object with no behaviour. The reason being that if it doesn't have any behaviour, then it isn't an object. When desiging your class you should be asking things like, "what is the class responsible for?". If it doesn't have any behaviour then this is a difficult questions to answer.
Rare exceptions to this being something like the Null Object pattern.
http://en.wikipedia.org/wiki/Null_Object_pattern
I may be that the member of your class should actually be a member of another class.
It may also be that your class has some functionality that you haven't discovered yet.
It may also be that you are putting too much importance on the concept when a primitive type would do.
There are a number of techniques for designing OO systems, here is one of the original:
http://en.wikipedia.org/wiki/Class-responsibility-collaboration_card
No it is not bad. There is Value Object pattern witch widely used and DTO pattern as well.

OOP - How to choose a possible object candidate?

I 'm concern about what techniques should I use to choose the right object in OOP
Is there any must-read book about OOP in terms of how to choose objects?
Best,
Just write something that gets the job done, even if it's ugly, then refactor continuously:
eliminate duplicate code (don't repeat yourself)
increase cohesion
reduce coupling
But:
don't over-engineer; keep it simple
don't write stuff you ain't gonna need
It's not a precise recipe, just some general guidelines. Keep practicing.
P.S.
Code objects are not related to tangible real-life objects; they are just constructs that hold related information together.
Don't believe what the Java books/schools teach about objects; they're lying.
You probably mean "the right class", rather than "the right object". :-)
There are a few techniques, such as text analysis (a.k.a. underlining the nouns) and Class Responsibility Collaborator (CRC).
With "underlining the nouns", you basically start with a written, natural language (i.e. plain English) description of the problem you want to solve and underline the nouns. That gives you a list of candidate classes. You will need to perform several passes to refine it into a list of classes to implement.
For CRC, check out the Wikipedia.
I suggest The OPEN Toolbox of Techniques for full reference.
Hope it helps.
I am assuming that there is understanding of what is sctruct, type, class, set, state, alphabet, scalar and vector and relationship.
Object is a noun, method is a verb. Object members can represent identity, state or scalar value per field. Relationships between objects usually are represented with references, where references are members of objects. In cases, when relationships are complex, multidirectional, have arity greater than 2, represent some sort of grouping or containment, then relationships can be expressed as objects.
For other, broader technical reasons objects are most likely the only way to represent any form of information in OOP languages.
I am adding a second answer due to demian's comment:
Sometimes the class is so obvious
because it's tangible, but other times
the concept of object it's to abstract
like a db connector.
That is true. My preferred approach is to perform a behavioural analysis of the system (using use cases, for example), and then derive system operations. Once you have a stable list of system operations (such as PrintDocument, SaveDocument, SpellCheck, MergeMail, etc. for a word processor) you need to assign each of them to a class. If you have developed a list of candidate classes with some of the techniques that I mentioned earlier, you will be able to allocate some of the operations. But some will remain unallocated. These will signal the need of more abstract or unintuitive classes, which you will need to make up, using your good judgment.
The whole method is documented in a white paper at www.openmetis.com.
You should check out Domain-Driven Design, by Eric Evans. It provides very useful concepts in thinking about the objects in your model, what their function are in the domain, and how they could be organized to work together. It's not a cookbook, and probably not a beginner book - but then, I read it at different stages of my career, and every time I found something valuable in it...
(source: domaindrivendesign.org)

Desigining Proper Classes

I've read all the books about why to create a class and things like "look for the nouns in your requirements" but it doesn't seem to be enough. My classes seem to me to be messy. I would like to know if there are some sort of metrics or something that I can compare my classes to and see if there well designed. If not, who is the most respected OO guru where I can get the proper class design tips?
Creating classes that start clean and then get messy is a core part of OO, that's when you refactor. Many devs try to jump to the perfect class design from the get go, in my experience that's just not possible, instead you stumble around, solving the problem and then refactor. You can harvest, base classes and interfaces as the design emerges.
if you're familiar with database design, specifically the concept of normalization, then the answer is easy: a data-centric class should represent an entity in third normal form
if that is not helpful, try this instead:
a class is a collection of data elements and the methods that operate on them
a class should have a singular responsibility, i.e. it should represent one thing in your model; if it represents more than one thing then it should be more than one class.
all of the data elements in a class should be logically associated/related to each other; if they aren't, split it into two or more classes
all of the methods in a class should operate only on their input parameters and the class's data elements - see the Law of Demeter
that's about as far as i can go with general abstract advice (without writing a long essay); you might post one of your classes for critique if you need specific advice
Try to focus on behaviour instead of structure. Objects are 'living' entities with behaviour and responsibilities. You tell them to do things. Have a look at the CRC-card approach to help you model this way.
i think Object design is as much art as it is science. It takes time and practice to understand how to design clean & elegant classes. Perhaps if you can give an example of a simple class you've designed that you aren't happy with SO users can critique and give pointers. I'm not sure there are any general answers outside of what you've already read in the texts.
The most respected OO guru i personally know is StackOverflow. Put your classnames here and i reckon you'll get a goodly number of reviews.
Classes are typically used to model concepts of the problem domain. Once you have a well-defined problem (aka the set of use cases), you will be able to identify all participants. A subset of the participants will be intrinsic to the system you are designing. Start with one big black box as your system. Keep breaking it down, as and when you have more information. When you have a level where they can no longer be broken down (into concepts in your problem domain), you start getting your classes.
But then, this is a subjective view of a non-guru. I'd suggest a pinch of salt to the menu.
Metrics? Not so's that you'd trust them.
Are your classes doing the job of getting the program working and keeping it maintainable through multiple revisions?
If yes, you're doing ok.
If no, ask yourself why not, and then change what isn't working.

Inheritance vs. Aggregation [closed]

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There are two schools of thought on how to best extend, enhance, and reuse code in an object-oriented system:
Inheritance: extend the functionality of a class by creating a subclass. Override superclass members in the subclasses to provide new functionality. Make methods abstract/virtual to force subclasses to "fill-in-the-blanks" when the superclass wants a particular interface but is agnostic about its implementation.
Aggregation: create new functionality by taking other classes and combining them into a new class. Attach an common interface to this new class for interoperability with other code.
What are the benefits, costs, and consequences of each? Are there other alternatives?
I see this debate come up on a regular basis, but I don't think it's been asked on
Stack Overflow yet (though there is some related discussion). There's also a surprising lack of good Google results for it.
It's not a matter of which is the best, but of when to use what.
In the 'normal' cases a simple question is enough to find out if we need inheritance or aggregation.
If The new class is more or less as the original class. Use inheritance. The new class is now a subclass of the original class.
If the new class must have the original class. Use aggregation. The new class has now the original class as a member.
However, there is a big gray area. So we need several other tricks.
If we have used inheritance (or we plan to use it) but we only use part of the interface, or we are forced to override a lot of functionality to keep the correlation logical. Then we have a big nasty smell that indicates that we had to use aggregation.
If we have used aggregation (or we plan to use it) but we find out we need to copy almost all of the functionality. Then we have a smell that points in the direction of inheritance.
To cut it short. We should use aggregation if part of the interface is not used or has to be changed to avoid an illogical situation. We only need to use inheritance, if we need almost all of the functionality without major changes. And when in doubt, use Aggregation.
An other possibility for, the case that we have an class that needs part of the functionality of the original class, is to split the original class in a root class and a sub class. And let the new class inherit from the root class. But you should take care with this, not to create an illogical separation.
Lets add an example. We have a class 'Dog' with methods: 'Eat', 'Walk', 'Bark', 'Play'.
class Dog
Eat;
Walk;
Bark;
Play;
end;
We now need a class 'Cat', that needs 'Eat', 'Walk', 'Purr', and 'Play'. So first try to extend it from a Dog.
class Cat is Dog
Purr;
end;
Looks, alright, but wait. This cat can Bark (Cat lovers will kill me for that). And a barking cat violates the principles of the universe. So we need to override the Bark method so that it does nothing.
class Cat is Dog
Purr;
Bark = null;
end;
Ok, this works, but it smells bad. So lets try an aggregation:
class Cat
has Dog;
Eat = Dog.Eat;
Walk = Dog.Walk;
Play = Dog.Play;
Purr;
end;
Ok, this is nice. This cat does not bark anymore, not even silent. But still it has an internal dog that wants out. So lets try solution number three:
class Pet
Eat;
Walk;
Play;
end;
class Dog is Pet
Bark;
end;
class Cat is Pet
Purr;
end;
This is much cleaner. No internal dogs. And cats and dogs are at the same level. We can even introduce other pets to extend the model. Unless it is a fish, or something that does not walk. In that case we again need to refactor. But that is something for an other time.
At the beginning of GOF they state
Favor object composition over class inheritance.
This is further discussed here
The difference is typically expressed as the difference between "is a" and "has a". Inheritance, the "is a" relationship, is summed up nicely in the Liskov Substitution Principle. Aggregation, the "has a" relationship, is just that - it shows that the aggregating object has one of the aggregated objects.
Further distinctions exist as well - private inheritance in C++ indicates a "is implemented in terms of" relationship, which can also be modeled by the aggregation of (non-exposed) member objects as well.
Here's my most common argument:
In any object-oriented system, there are two parts to any class:
Its interface: the "public face" of the object. This is the set of capabilities it announces to the rest of the world. In a lot of languages, the set is well defined into a "class". Usually these are the method signatures of the object, though it varies a bit by language.
Its implementation: the "behind the scenes" work that the object does to satisfy its interface and provide functionality. This is typically the code and member data of the object.
One of the fundamental principles of OOP is that the implementation is encapsulated (ie:hidden) within the class; the only thing that outsiders should see is the interface.
When a subclass inherits from a subclass, it typically inherits both the implementation and the interface. This, in turn, means that you're forced to accept both as constraints on your class.
With aggregation, you get to choose either implementation or interface, or both -- but you're not forced into either. The functionality of an object is left up to the object itself. It can defer to other objects as it likes, but it's ultimately responsible for itself. In my experience, this leads to a more flexible system: one that's easier to modify.
So, whenever I'm developing object-oriented software, I almost always prefer aggregation over inheritance.
I gave an answer to "Is a" vs "Has a" : which one is better?.
Basically I agree with other folks: use inheritance only if your derived class truly is the type you're extending, not merely because it contains the same data. Remember that inheritance means the subclass gains the methods as well as the data.
Does it make sense for your derived class to have all the methods of the superclass? Or do you just quietly promise yourself that those methods should be ignored in the derived class? Or do you find yourself overriding methods from the superclass, making them no-ops so no one calls them inadvertently? Or giving hints to your API doc generation tool to omit the method from the doc?
Those are strong clues that aggregation is the better choice in that case.
I see a lot of "is-a vs. has-a; they're conceptually different" responses on this and the related questions.
The one thing I've found in my experience is that trying to determine whether a relationship is "is-a" or "has-a" is bound to fail. Even if you can correctly make that determination for the objects now, changing requirements mean that you'll probably be wrong at some point in the future.
Another thing I've found is that it's very hard to convert from inheritance to aggregation once there's a lot of code written around an inheritance hierarchy. Just switching from a superclass to an interface means changing nearly every subclass in the system.
And, as I mentioned elsewhere in this post, aggregation tends to be less flexible than inheritance.
So, you have a perfect storm of arguments against inheritance whenever you have to choose one or the other:
Your choice will likely be the wrong one at some point
Changing that choice is difficult once you've made it.
Inheritance tends to be a worse choice as it's more constraining.
Thus, I tend to choose aggregation -- even when there appears to be a strong is-a relationship.
The question is normally phrased as Composition vs. Inheritance, and it has been asked here before.
I wanted to make this a comment on the original question, but 300 characters bites [;<).
I think we need to be careful. First, there are more flavors than the two rather specific examples made in the question.
Also, I suggest that it is valuable not to confuse the objective with the instrument. One wants to make sure that the chosen technique or methodology supports achievement of the primary objective, but I don't thing out-of-context which-technique-is-best discussion is very useful. It does help to know the pitfalls of the different approaches along with their clear sweet spots.
For example, what are you out to accomplish, what do you have available to start with, and what are the constraints?
Are you creating a component framework, even a special purpose one? Are interfaces separable from implementations in the programming system or is it accomplished by a practice using a different sort of technology? Can you separate the inheritance structure of interfaces (if any) from the inheritance structure of classes that implement them? Is it important to hide the class structure of an implementation from the code that relies on the interfaces the implementation delivers? Are there multiple implementations to be usable at the same time or is the variation more over-time as a consequence of maintenance and enhancememt? This and more needs to be considered before you fixate on a tool or a methodology.
Finally, is it that important to lock distinctions in the abstraction and how you think of it (as in is-a versus has-a) to different features of the OO technology? Perhaps so, if it keeps the conceptual structure consistent and manageable for you and others. But it is wise not to be enslaved by that and the contortions you might end up making. Maybe it is best to stand back a level and not be so rigid (but leave good narration so others can tell what's up). [I look for what makes a particular portion of a program explainable, but some times I go for elegance when there is a bigger win. Not always the best idea.]
I'm an interface purist, and I am drawn to the kinds of problems and approaches where interface purism is appropriate, whether building a Java framework or organizing some COM implementations. That doesn't make it appropriate for everything, not even close to everything, even though I swear by it. (I have a couple of projects that appear to provide serious counter-examples against interface purism, so it will be interesting to see how I manage to cope.)
I'll cover the where-these-might-apply part. Here's an example of both, in a game scenario. Suppose, there's a game which has different types of soldiers. Each soldier can have a knapsack which can hold different things.
Inheritance here?
There's a marine, green beret & a sniper. These are types of soldiers. So, there's a base class Soldier with Marine, Green Beret & Sniper as derived classes
Aggregation here?
The knapsack can contain grenades, guns (different types), knife, medikit, etc. A soldier can be equipped with any of these at any given point in time, plus he can also have a bulletproof vest which acts as armor when attacked and his injury decreases to a certain percentage. The soldier class contains an object of bulletproof vest class and the knapsack class which contains references to these items.
I think it's not an either/or debate. It's just that:
is-a (inheritance) relationships occur less often than has-a (composition) relationships.
Inheritance is harder to get right, even when it's appropriate to use it, so due diligence has to be taken because it can break encapsulation, encourage tight coupling by exposing implementation and so forth.
Both have their place, but inheritance is riskier.
Although of course it wouldn't make sense to have a class Shape 'having-a' Point and a Square classes. Here inheritance is due.
People tend to think about inheritance first when trying to design something extensible, that is what's wrong.
Favour happens when both candidate qualifies. A and B are options and you favour A. The reason is that composition offers more extension/flexiblity possiblities than generalization. This extension/flexiblity refers mostly to runtime/dynamic flexibility.
The benefit is not immediately visible. To see the benefit you need to wait for the next unexpected change request. So in most cases those sticked to generlalization fails when compared to those who embraced composition(except one obvious case mentioned later). Hence the rule. From a learning point of view if you can implement a dependency injection successfully then you should know which one to favour and when. The rule helps you in making a decision as well; if you are not sure then select composition.
Summary: Composition :The coupling is reduced by just having some smaller things you plug into something bigger, and the bigger object just calls the smaller object back. Generlization: From an API point of view defining that a method can be overridden is a stronger commitment than defining that a method can be called. (very few occassions when Generalization wins). And never forget that with composition you are using inheritance too, from a interface instead of a big class
Both approaches are used to solve different problems. You don't always need to aggregate over two or more classes when inheriting from one class.
Sometimes you do have to aggregate a single class because that class is sealed or has otherwise non-virtual members you need to intercept so you create a proxy layer that obviously isn't valid in terms of inheritance but so long as the class you are proxying has an interface you can subscribe to this can work out fairly well.

How do you define a Single Responsibility?

I know about "class having a single reason to change". Now, what is that exactly? Are there some smells/signs that could tell that class does not have a single responsibility? Or could the real answer hide in YAGNI and only refactor to a single responsibility the first time your class changes?
The Single Responsibility Principle
There are many obvious cases, e.g. CoffeeAndSoupFactory. Coffee and soup in the same appliance can lead to quite distasteful results. In this example, the appliance might be broken into a HotWaterGenerator and some kind of Stirrer. Then a new CoffeeFactory and SoupFactory can be built from those components and any accidental mixing can be avoided.
Among the more subtle cases, the tension between data access objects (DAOs) and data transfer objects (DTOs) is very common. DAOs talk to the database, DTOs are serializable for transfer between processes and machines. Usually DAOs need a reference to your database framework, therefore they are unusable on your rich clients which neither have the database drivers installed nor have the necessary privileges to access the DB.
Code Smells
The methods in a class start to be grouped by areas of functionality ("these are the Coffee methods and these are the Soup methods").
Implementing many interfaces.
Write a brief, but accurate description of what the class does.
If the description contains the word "and" then it needs to be split.
Well, this principle is to be used with some salt... to avoid class explosion.
A single responsibility does not translate to single method classes. It means a single reason for existence... a service that the object provides for its clients.
A nice way to stay on the road... Use the object as person metaphor... If the object were a person, who would I ask to do this? Assign that responsibility to the corresponding class. However you wouldn't ask the same person to do your manage files, compute salaries, issue paychecks, and verify financial records... Why would you want a single object to do all these? (it's okay if a class takes on multiple responsibilities as long as they are all related and coherent.)
If you employ a CRC card, it's a nice subtle guideline. If you're having trouble getting all the responsibilities of that object on a CRC card, it's probably doing too much... a max of 7 would do as a good marker.
Another code smell from the refactoring book would be HUGE classes. Shotgun surgery would be another... making a change to one area in a class causes bugs in unrelated areas of the same class...
Finding that you are making changes to the same class for unrelated bug-fixes again and again is another indication that the class is doing too much.
A simple and practical method to check single responsibility (not only classes but also method of classes) is the name choice. When you design a class, if you easily find a name for the class that specify exactly what it defines, you're in the right way.
A difficulty to choose a name is near always a symptom of bad design.
the methods in your class should be cohesive...they should work together and make use of the same data structures internally. If you find you have too many methods that don't seem entirely well related, or seem to operate on different things, then quite likely you don't have a good single responsibility.
Often it's hard to initially find responsibilities, and sometimes you need to use the class in several different contexts and then refactor the class into two classes as you start to see the distinctions. Sometimes you find that it's because you are mixing an abstract and concrete concept together. They tend to be harder to see, and, again, use in different contexts will help clarify.
The obvious sign is when your class ends up looking like a Big Ball of Mud, which is really the opposite of SRP (single responsibility principle).
Basically, all the object's services should be focused on carrying out a single responsibility, meaning every time your class changes and adds a service which does not respect that, you know you're "deviating" from the "right" path ;)
The cause is usually due to some quick fixes hastily added to the class to repair some defects. So the reason why you are changing the class is usually the best criteria to detect if you are about to break the SRP.
Martin's Agile Principles, Patterns, and Practices in C# helped me a lot to grasp SRP. He defines SRP as:
A class should have only one reason to change.
So what is driving change?
Martin's answer is:
[...] each responsibility is an axis of change. (p. 116)
and further:
In the context of the SRP, we define a responsibility to be a reason for change. If you can think of more than one motive for changing a class, that class has more than one responsibility (p. 117)
In fact SRP is encapsulating change. If change happens, it should just have a local impact.
Where is YAGNI?
YAGNI can be nicely combined with SRP: When you apply YAGNI, you wait until some change is actually happening. If this happens you should be able to clearly see the responsibilities which are inferred from the reason(s) for change.
This also means that responsibilities can evolve with each new requirement and change. Thinking further SRP and YAGNI will provide you the means to think in flexible designs and architectures.
Perhaps a little more technical than other smells:
If you find you need several "friend" classes or functions, that's usually a good smell of bad SRP - because the required functionality is not actually exposed publically by your class.
If you end up with an excessively "deep" hierarchy (a long list of derived classes until you get to leaf classes) or "broad" hierarchy (many, many classes derived shallowly from a single parent class). It's usually a sign that the parent class does either too much or too little. Doing nothing is the limit of that, and yes, I have seen that in practice, with an "empty" parent class definition just to group together a bunch of unrelated classes in a single hierarchy.
I also find that refactoring to single responsibility is hard. By the time you finally get around to it, the different responsibilities of the class will have become entwined in the client code making it hard to factor one thing out without breaking the other thing. I'd rather err on the side of "too little" than "too much" myself.
Here are some things that help me figure out if my class is violating SRP:
Fill out the XML doc comments on a class. If you use words like if, and, but, except, when, etc., your classes probably is doing too much.
If your class is a domain service, it should have a verb in the name. Many times you have classes like "OrderService", which should probably be broken up into "GetOrderService", "SaveOrderService", "SubmitOrderService", etc.
If you end up with MethodA that uses MemberA and MethodB that uses MemberB and it is not part of some concurrency or versioning scheme, you might be violating SRP.
If you notice that you have a class that just delegates calls to a lot of other classes, you might be stuck in proxy class hell. This is especially true if you end up instantiating the proxy class everywhere when you could just use the specific classes directly. I have seen a lot of this. Think ProgramNameBL and ProgramNameDAL classes as a substitute for using a Repository pattern.
I've also been trying to get my head around the SOLID principles of OOD, specifically the single responsibility principle, aka SRP (as a side note the podcast with Jeff Atwood, Joel Spolsky and "Uncle Bob" is worth a listen). The big question for me is: What problems is SOLID trying to address?
OOP is all about modeling. The main purpose of modeling is to present a problem in a way that allows us to understand it and solve it. Modeling forces us to focus on the important details. At the same time we can use encapsulation to hide the "unimportant" details so that we only have to deal with them when absolutely necessary.
I guess you should ask yourself: What problem is your class trying to solve? Has the important information you need to solve this problem risen to the surface? Are the unimportant details tucked away so that you only have to think about them when absolutely necessary?
Thinking about these things results in programs that are easier to understand, maintain and extend. I think this is at the heart of OOD and the SOLID principles, including SRP.
Another rule of thumb I'd like to throw in is the following:
If you feel the need to either write some sort of cartesian product of cases in your test cases, or if you want to mock certain private methods of the class, Single Responsibility is violated.
I recently had this in the following way:
I had a cetain abstract syntax tree of a coroutine which will be generated into C later. For now, think of the nodes as Sequence, Iteration and Action. Sequence chains two coroutines, Iteration repeats a coroutine until a userdefined condition is true and Action performs a certain userdefined action. Furthermore, it is possible to annotate Actions and Iterations with codeblocks, which define the actions and conditions to evaluate as the coroutine walks ahead.
It was necessary to apply a certain transformation to all of these code blocks (for those interested: I needed to replace the conceptual user variables with actual implementation variables in order to prevent variable clashes. Those who know lisp macros can think of gensym in action :) ). Thus, the simplest thing that would work was a visitor which knows the operation internally and just calls them on the annotated code block of the Action and Iteration on visit and traverses all the syntax tree nodes. However, in this case, I'd have had to duplicate the assertion "transformation is applied" in my testcode for the visitAction-Method and the visitIteration-Method. In other words, I had to check the product test cases of the responsibilities Traversion (== {traverse iteration, traverse action, traverse sequence}) x Transformation (well, codeblock transformed, which blew up into iteration transformed and action transformed). Thus, I was tempted to use powermock to remove the transformation-Method and replace it with some 'return "I was transformed!";'-Stub.
However, according to the rule of thumb, I split the class into a class TreeModifier which contains a NodeModifier-instance, which provides methods modifyIteration, modifySequence, modifyCodeblock and so on. Thus, I could easily test the responsibility of traversing, calling the NodeModifier and reconstructing the tree and test the actual modification of the code blocks separately, thus removing the need for the product tests, because the responsibilities were separated now (into traversing and reconstructing and the concrete modification).
It also is interesting to notice that later on, I could heavily reuse the TreeModifier in various other transformations. :)
If you're finding troubles extending the functionality of the class without being afraid that you might end up breaking something else, or you cannot use class without modifying tons of its options which modify its behavior smells like your class doing too much.
Once I was working with the legacy class which had method "ZipAndClean", which was obviously zipping and cleaning specified folder...