Static factory on business object a violation of Single Responsibility Principle? - oop

Am I violating the Single Responsibility Principle (SRP) if I put "data access" methods on the business object? My gut feeling is the API feels more user friendly if the Load method is present on the class itself rather than having to guess which class the method happens to be in?
Example:
public class Image
{
public static Image FromFile(string filename)
{
return ImageLoader.LoadImage(filename)
}
public void SetPixel(int x, int y, Color color)
{
}
}

i don't see a problem with this per se other than there is no compelling reason for the static method to live in the Image class (since it doesn't depend on anything in the class, but on the class itself).
if you end up with a bunch of load-from methods, they might be better in a different class

In general, I don't think that knowing how to create an instance of yourself through a single path (in this case, from an image file) and ensuring a valid state necessarily strains SRP. If you had a proliferation of such methods, that would be a code smell, and then you should take the hint to separate things out.

I think the fact that it's static makes it less "egregious" a violation of SRP but I'm not the biggest SOLID purist. These kind of heuristics shouldn't be taken too religiously...

In a way, yes, but it's not as bad as you might think. Any principle can be taken to an extreme that makes it uncomfortable.
The question is, what if later you want them separate because you wish for that static to apply to other images, or you want to implement a much more complex method that may apply to other types of data.
In general, it's easy enough to refactor java that I'd suggest you go with what makes sense now and just remember to revisit it whenever it seems like it might be causing you undo complexity.

Related

How do you avoid subclass call-backs when using Composition?

So I tend to favour composition over inheritance and I would like non-inheritance answers for this question.
There appears to be circumstances when using composition when there is some code in the superclass that requires a call to code in the subclass. This makes for unscaleable inheritance hierarchies which defeats the purpose of using composition in the first place. Here's a demonstration of the problem in C# (although this is a general oop question):
public interface IChemistry
{
void SeparateAtom(Atom atom);
void BreakBond(Bond bond);
}
public class BaseChemistry : IChemistry
{
public void SeparateAtom(Atom atom)
{
//possible extra logic here
for(int i=0;i < atom.BondCount;i++)
{
//maybe extra logic here etc.
BreakBond(atom.Bonds[i]);
}
}
public void BreakBond(Bond bond)
{
//do some bond breaking logic here
}
}
public class RealisticChemistry : IChemistry
{
private BaseChemistry base;
public RealisticChemistry(BaseChemistry base)
{
this.base = base;
}
public void SeparateAtom(Atom atom)
{
//subclass specific logic here perhaps
base.SeparateAtom(atom);
}
public void BreakBond(Bond bond)
{
//more subclass specific logic
base.BreakBond(bond);
}
}
As you can see with this design there is a glaring problem. When the subclass' SeparateAtom() method is called it executes some of it's own logic and then delegates the rest to the base class which will then call the BreakBond() method on the base class, not on the subclass.
There are various solutions I can think of for this and almost all of them have pretty substantial setbacks:
Copy and paste. The worst option in this case would be to simply copy the loop (and additional logic) within the base class' SeparateAtom() method, to the subclass' one. I don't feel that it is necessary to explain why copy and paste is not the best practice. Another option could be to package some of the extra logic around the loop into extra methods so that it's just the loop that is copied. But the calls to the additional methods are still copied, and breaking things up into multiple methods could break encapsulation. For example what if some of that logic is dependent on the specific context of SeparateAtom()and could lead to faulty data if called out-of-context by someone who does not know the code very well?
Listen to or observe bond breaking events in base class. This solution seems problematic to me because the way in which base class functionality should be extended becomes unclear. For example, without prior knowledge if one were to try to extend the class they might intuitively implement the design above and interpret the listener as optional, when it is in fact required if one wants to extend bond breaking behaviour.
Make the base class require a delegate. For example, the base class could require a reference to a IBondBreakDelegate which is called inside of BondBreak(). This has a similar problem to the listener approach in that the mixture of composition and other approaches makes the intended usage of the base class unclear. Also, even though now there is a delegate which is actually required, thus making the intended usage a little more clear, the base class can now no longer function on its own. Also if one needs to extend the hierarchy with an additional subclass (for example public class MoreRealistiChemistry etc.), how would one go about extending the delegated behaviour through composition?
Delegate everything instead of composition. I would prefer not to go down this route because when classes need extra functionality the amount of delegates needed increases (or the amount of methods in the delegates does). Also what if some of the delegated behaviour is optional? Then either there needs to be separate optional delegates for each behaviour that the subclass implements, or you end up with lots of empty method bodies in the subclass.
In general when I commit to a type of design, I would like to do so wholeheartedly. Of course in the real-world there are a ton of caveats. But I feel like this one must be so common that someone might know a good work-around. Any ideas?
(I cannot add a comment because of insufficient reputation, but I want to point out two things.)
First, your code does not compile because the classes do not implement IChemistry.
Second, 'favour composition over inheritance' is only a guideline and is not meant to be applied mindlessly. If the model that is under consideration for the solution requires either inheritance or composition, you should choose composition.
For this particular question, inheritance (or rather, specialisation) is the more sensible approach.

Should Interface implementations be independent

I have come across some legacy code that has raised all my heckles as an Object Oriented Programmer.
Here's the pattern used often:
An interface has two implementations and one implementation calls a method of the other.
Now, I think it should be refactored so that the implementations do not know about each other. It is simple enough HOW to do it. What I cannot figure out clearly - & hoping good people of SO would help me with - is WHY.
I can see the theoratical reason - it is a terrible object-oriented design. But I am playing the devil's advocate here and asking - what is the practical disadvantage of two implementation having knowledge of each other. Why should time & money be spent to get rid of this (in my mind) anti-pattern?
Any info or links on this will be appreciated.
I can see the theoratical reason - it is a terrible object-oriented design.
Why? It sounds entirely reasonable to me.
For example, suppose I want to decorate every call - e.g. to add statistics for how often a call has been made, or add some authorization check etc. It makes sense to keep that decoration separate from the real implementation, and just delegate:
public class DecoratedFoo : IFoo
{
private readonly IFoo original;
public DecoratedFoo(IFoo original)
{
this.original = original;
}
public string Bar() // Defined in IFoo
{
// Update statistics here, or whatever
return original.Bar();
}
}
Why do you view that separation of concerns to be "terribly object-oriented design"? Even if the decorated class knows about a specific implementation of IFoo and calls members which aren't part of IFoo itself in order to make things more efficient, it doesn't seem particularly awful to me. It's just one class knowing about another, and they happen to implement the same interface. They're more tightly coupled than the example above which only knows about IFoo, but it's still not "terrible".
There is nothing wrong with an implementation1 of interface1 being aware of or interacting with implementation2 of interface1.
I think you have just spotted an intended or un intended implementation of proxy pattern
http://en.wikipedia.org/wiki/Proxy_pattern
Hope this helps :)
My thoughts on this are
Suppose in the due course of time if you are retiring one implementation and you have kept that separately then there is no change in the other and you dont need to test that. If there is no separation you need to spend time in separating and testing the other implementation.
Its always cleaner to have single responsibility.
That method of the "other implementation" that the first implementation calls is what I would call a library function. Put it in a separate module/file/project/whatever (depends on your language/dev env) and have both implementations include it and use it from there.
There is absolutely nothing wrong with two implementations of some interfacing containing common code, but of course that common code should probably be separated from each implementation so that you can load either into your program without having to load the other.

What is the point of defining Access Modifiers?

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

Is it bad practice to have a class that requires a reference to the instantiating object?

I saw this in someone's code and thought wow, that's an elegant way to solve this particular problem, but it probably violates good OO principles in an epic way.
In the constructor for a set of classes that are all derived from a common base class, he requires a reference to the instancing class to be passed. For example,
Foo Foo_i = new(this);
Then later on Foo would call methods in the instancing class to get information about itself and the other objects contained by the instancing class.
On the one hand, this simplifies a TON of code that models a 5-layer tree structure in hardware (agents plugged into ports on multiple switches, etc). On the other hand, these objects are pretty tightly coupled to each other in a way that seems pretty wrong, but I don't know enough about OOA&D to put my finger on it.
So, is this okay? Or is this the OO equivalent to a goto statement?
You shoud try to avoid mutual references (especially when implemeting containment) but oftentimes they are impossible to avoid. I.e. parent child relationship - children often need to know the parent and notify it if some events happen. If you really need to do that - opt for interfaces (or abstract classes in case of C++).
So you instancing class should implement some interface, and the instanciated class should know it only as interface - this will sigificantly reduce coupling. In some respect this approach is similar to nested listener class as it exposes only part of the class, but it is easier to maintain. Here is little C# example:
interface IParent
{
//some methods here
}
class Child
{
// child will know parent (instancing class) as interface only
private readonly IParent parent_;
public Child(IParent parent)
{
parent_ = parent;
}
}
class Parent : IParent
{
// IParent implementation and other methods here
}
This sounds like it could be violating the Law of Demeter, depending on how much Foo needs to know to fish around in the instancing class. Objects should preferably be loosely coupled. You'd rather not have one class need to know a lot about the structure of another class. One example I've heard a few times is that you wouldn't hand your wallet over to a store clerk and let him fish around inside. Your wallet is your business, and you'll find what you need to give the clerk and hand it over yourself. You can reorganize your wallet and nobody will be the wiser. Looser coupling makes testing easier. Foo should ideally be testable without needing to maintain a complex context.
I try and avoid this if I can just from an information hiding point of view. The less information a class has or needs the easier it is to test and verify. That being said, it does lead to more elegant solutions in some cases so if not doing it is horribly convoluted involving an awful lot of parameter passing then by all means go for it.
Java for example uses this a lot with inner classes:
public class Outer {
private class Inner {
public Inner() {
// has access to the members of Outer for the instance that instantiated it
}
}
}
In Java, I remember avoiding this once by subclassing certain Listeners and Adapters in my controller and adding those listeners and adapters to my subclasses.
In other words my controller was
class p {
private member x
private methods
private class q {
// methods referencing p's private members and methods
}
x.setListener(new q());
}
I think this is more loosely coupled, but I would also like some confirmation.
This design pattern can make a lot of sense in some situations. For example, iterators are always associated with a specific collection, so it makes sense for the iterator's constructor to require a collection.
You didn't provide a concrete example, but if the class reminds you of goto, it probably is a bad idea.
You said the new object must interrogate the instantiating object for information. Perhaps the class makes too many assumptions about its environment? If those assumptions complicate unit testing, debugging, or (non-hypothetical) code reuse, then you should consider refactoring.
But if the design saves developer time overall and you don't expect an unmaintainable beast in two years' time, the practice is completely acceptable from a practical standpoint.

Difference between abstraction and encapsulation?

What is the precise difference between encapsulation and abstraction?
Most answers here focus on OOP but encapsulation begins much earlier:
Every function is an encapsulation; in pseudocode:
point x = { 1, 4 }
point y = { 23, 42 }
numeric d = distance(x, y)
Here, distance encapsulates the calculation of the (Euclidean) distance between two points in a plane: it hides implementation details. This is encapsulation, pure and simple.
Abstraction is the process of generalisation: taking a concrete implementation and making it applicable to different, albeit somewhat related, types of data. The classical example of abstraction is C’s qsort function to sort data:
The thing about qsort is that it doesn't care about the data it sorts — in fact, it doesn’t know what data it sorts. Rather, its input type is a typeless pointer (void*) which is just C’s way of saying “I don't care about the type of data” (this is also called type erasure). The important point is that the implementation of qsort always stays the same, regardless of data type. The only thing that has to change is the compare function, which differs from data type to data type. qsort therefore expects the user to provide said compare function as a function argument.
Encapsulation and abstraction go hand in hand so much so that you could make the point that they are truly inseparable. For practical purposes, this is probably true; that said, here’s an encapsulation that’s not much of an abstraction:
class point {
numeric x
numeric y
}
We encapsulate the point’s coordinate, but we don’t materially abstract them away, beyond grouping them logically.
And here’s an example of abstraction that’s not encapsulation:
T pi<T> = 3.1415926535
This is a generic variable pi with a given value (π), and the declaration doesn’t care about the exact type of the variable. Admittedly, I’d be hard-pressed to find something like this in real code: abstraction virtually always uses encapsulation. However, the above does actually exist in C++(14), via variable templates (= generic templates for variables); with a slightly more complex syntax, e.g.:
template <typename T> constexpr T pi = T{3.1415926535};
Many answers and their examples are misleading.
Encapsulation is the packing of "data" and "functions operating on that data" into a single component and restricting the access to some of the object's components.
Encapsulation means that the internal representation of an object is generally hidden from view outside of the object's definition.
Abstraction is a mechanism which represent the essential features without including implementation details.
Encapsulation:-- Information hiding.
Abstraction:-- Implementation hiding.
Example (in C++):
class foo{
private:
int a, b;
public:
foo(int x=0, int y=0): a(x), b(y) {}
int add(){
return a+b;
}
}
Internal representation of any object of foo class is hidden outside of this class. --> Encapsulation.
Any accessible member (data/function) of an object of foo is restricted and can only be accessed by that object only.
foo foo_obj(3, 4);
int sum = foo_obj.add();
Implementation of method add is hidden. --> Abstraction.
Encapsulation is hiding the implementation details which may or may not be for generic or specialized behavior(s).
Abstraction is providing a generalization (say, over a set of behaviors).
Here's a good read: Abstraction, Encapsulation, and Information Hiding by Edward V. Berard of the Object Agency.
encapsulation puts some things in a box and gives you a peephole; this keeps you from mucking with the gears.
abstraction flat-out ignores the details that don't matter, like whether the things have gears, ratchets, flywheels, or nuclear cores; they just "go"
examples of encapsulation:
underpants
toolbox
wallet
handbag
capsule
frozen carbonite
a box, with or without a button on it
a burrito (technically, the tortilla around the burrito)
examples of abstraction:
"groups of things" is an abstraction (which we call aggregation)
"things that contains other things" is an abstraction (which we call composition)
"container" is another kind of "things that contain other things" abstraction; note that all of the encapsulation examples are kinds of containers, but not all containers exhibit/provide encapsulation. A basket, for example, is a container that does not encapsulate its contents.
Encapsulation means-hiding data like using getter and setter etc.
Abstraction means- hiding implementation using abstract class and interfaces etc.
Abstraction is generalized term. i.e. Encapsulation is subset of Abstraction.
Abstraction
Encapsulation
It solves an issue at the design level.
Encapsulation solves an issue at implementation level.
hides the unnecessary detail but shows the essential information.
It hides the code and data into a single entity or unit so that the data can be protected from the outside world.
Focuses on the external lookout.
Focuses on internal working.
Lets focus on what an object does instead of how it does it.
Lets focus on how an object does something.
Example: Outer look of mobile, like it has a display screen and buttons.
Example: Inner details of mobile, how button and display screen connect with each other using circuits.
Example: The solution architect is the person who creates the high-level abstract technical design of the entire solution, and this design is then handed over to the the development team for implementation.
Here, solution architect acts as a abstract and development team acts as a Encapsulation.
Example: Encapsulation(networking) of user data
image courtesy
Abstraction (or modularity) – Types enable programmers to think at a higher level than the bit or byte, not bothering with low-level implementation. For example, programmers can begin to think of a string as a set of character values instead of as a mere array of bytes. Higher still, types enable programmers to think about and express interfaces between two of any-sized subsystems. This enables more levels of localization so that the definitions required for interoperability of the subsystems remain consistent when those two subsystems communicate.
Source
Java example
A lot of good answers are provided above but I am going to present my(Java) viewpoint here.
Data Encapsulation simply means wrapping and controlling access of logically grouped data in a class. It is generally associated with another keyword - Data Hiding. This is achieved in Java using access modifiers.
A simple example would be defining a private variable and giving access to it using getter and setter methods or making a method private as it's only use is withing the class. There is no need for user to know about these methods and variables.
Note : It should not be misunderstood that encapsulation is all about data hiding only. When we say encapsulation, emphasis should be on grouping or packaging or bundling related data and behavior together.
Data Abstraction on the other hand is concept of generalizing so that the underneath complex logic is not exposed to the user. In Java this is achieved by using interfaces and abstract classes.
Example -
Lets say we have an interface Animal and it has a function makeSound(). There are two concrete classes Dog and Cat that implement this interface. These concrete classes have separate implementations of makeSound() function. Now lets say we have a animal(We get this from some external module). All user knows is that the object that it is receiving is some Animal and it is the users responsibility to print the animal sound. One brute force way is to check the object received to identify it's type, then typecast it to that Animal type and then call makeSound() on it. But a neater way is to abstracts thing out. Use Animal as a polymorphic reference and call makeSound() on it. At runtime depending on what the real Object type is proper function will be invoked.
More details here.
Complex logic is in the circuit board which is encapsulated in a touchpad and a nice interface(buttons) is provided to abstract it out to the user.
PS: Above links are to my personal blog.
These are somewhat fuzzy concepts that are not unique to Computer Science and programming. I would like to offer up some additional thoughts that may help others understand these important concepts.
Short Answer
Encapsulation - Hiding and/or restricting access to certain parts of a system, while exposing the necessary interfaces.
Abstraction - Considering something with certain characteristics removed, apart from concrete realities, specific objects, or actual instances, thereby reducing complexity.
The main similarity is that these techniques aim to improve comprehension and utility.
The main difference is that abstraction is a means of representing things more simply (often to make the representation more widely applicable), whereas encapsulation is a method of changing the way other things interact with something.
Long Answer
Encapsulation
Here's an example of encapsulation that hopefully makes things more clear:
Here we have an Arduino Uno, and an Arduino Uno within an enclosure. An enclosure is a great representation of what encapsulation is all about.
Encapsulation aims to protect certain components from outside influences and knowledge as well as expose components which other things should interface with. In programming terms, this involves information hiding though access modifiers, which change the extent to which certain variables and/or properties can be read and written.
But beyond that, encapsulation also aims to provide those external interfaces much more effectively. With our Arduino example, this could include the nice buttons and screen which makes the user's interaction with the device much simpler. They provide the user with simple ways to affect the device's behavior and gain useful information about its operation which would otherwise be much more difficult.
In programming, this involves the grouping of various components into a separable construct, such as a function, class, or object. It also includes providing the means of interacting with those constructs, as well as methods for gaining useful information about them.
Encapsulation helps programmers in many many additional ways, not least of which is improved code maintainability and testability.
Abstraction
Although many other answers here defined abstraction as generalization, I personally think that definition is misguided. I would say that generalization is actually a specific type of abstraction, not the other way around. In other words, all generalizations are abstractions, but all abstractions are not necessarily generalizations.
Here's how I like to think of abstraction:
Would you say the image there is a tree? Chances are you would. But is it really a tree? Well, of course not! It's a bunch of pixels made to look like something we might call a tree. We could say that it represents an abstraction of a real tree. Notice that several visual details of the tree are omitted. Also, it does not grow, consume water, or produce oxygen. How could it? it's just a bunch of colors on a screen, represented by bytes in your computer memory.
And here is the essence of abstraction. It's a way of simplifying things so they are easier to understand. Every idea going through your head is an abstraction of reality. Your mental image of a tree is no more an actual tree than this jpeg is.
In programming, we might use this to our advantage by creating a Tree class with methods for simulated growing, water consuming, and oxygen production. Our creation would be something that represents our experience of actual trees, and only includes those elements that we really care about for our particular simulation. We use abstraction as a way of representing our experience of something with bytes and mathematics.
Abstract Classes
Abstraction in programming also allows us to consider commonalities between several "concrete" object types (types that actually exist) and define those commonalities within a unique entity. For example, our Tree class may inherit from an abstract class Plant, which has several properties and methods which are applicable to all of our plant-like classes, but removes those that are specific to each type of plant. This can significantly reduce duplication of code, and improves maintainability.
The practical difference of an abstract class and plain class is that conceptually there's no "real" instances of the abstract class. It wouldn't make sense to construct a Plant object because that's not specific enough. Every "real" Plant is also a more specific type of Plant.
Also, if we want our program to be more realistic, we might want to consider the fact that our Tree class might be too abstract itself. In reality, every Tree is a more specific type of Tree, so we could create classes for those types such as Birch, Maple, etc. which inherit from our, perhaps now abstract, Tree class.
JVM
Another good example of abstraction is the Java Virtual Machine (JVM), which provides a virtual or abstract computer for Java code to run on. It essentially takes away all of the platform specific components of a system, and provides an abstract interface of "computer" without regard to any system in particular.
The Difference
Encapsulation differs from abstraction in that it doesn't have anything to do with how 'real' or 'accurate' something is. It doesn't remove components of something to make it simpler or more widely applicable. Rather it may hide certain components to achieve a similar purpose.
Abstraction lets you focus on what the object does instead of how it does it
Encapsulation means hiding the internal details or mechanics of how an object does something.
Like when you drive a car, you know what the gas pedal does but you may not know the process behind it because it is encapsulated.
Let me give an example in C#. Suppose you have an integer:
int Number = 5;
string aStrNumber = Number.ToString();
you can use a method like Number.ToString() which returns you characters representation of the number 5, and stores that in a string object. The method tells you what it does instead of how it does it.
Encapsulation: Is hiding unwanted/un-expected/propriety implementation details from the actual users of object.
e.g.
List<string> list = new List<string>();
list.Sort(); /* Here, which sorting algorithm is used and hows its
implemented is not useful to the user who wants to perform sort, that's
why its hidden from the user of list. */
Abstraction: Is a way of providing generalization and hence a common way to work with objects of vast diversity. e.g.
class Aeroplane : IFlyable, IFuelable, IMachine
{ // Aeroplane's Design says:
// Aeroplane is a flying object
// Aeroplane can be fueled
// Aeroplane is a Machine
}
// But the code related to Pilot, or Driver of Aeroplane is not bothered
// about Machine or Fuel. Hence,
// pilot code:
IFlyable flyingObj = new Aeroplane();
flyingObj.Fly();
// fighter Pilot related code
IFlyable flyingObj2 = new FighterAeroplane();
flyingObj2.Fly();
// UFO related code
IFlyable ufoObj = new UFO();
ufoObj.Fly();
// **All the 3 Above codes are genaralized using IFlyable,
// Interface Abstraction**
// Fly related code knows how to fly, irrespective of the type of
// flying object they are.
// Similarly, Fuel related code:
// Fueling an Aeroplane
IFuelable fuelableObj = new Aeroplane();
fuelableObj.FillFuel();
// Fueling a Car
IFuelable fuelableObj2 = new Car(); // class Car : IFuelable { }
fuelableObj2.FillFuel();
// ** Fueling code does not need know what kind of vehicle it is, so far
// as it can Fill Fuel**
Difference Between Abstraction and Encapsulation.
Abstraction: The idea of presenting something in a simplified / different way, which is either easier to understand and use or more pertinent to the situation.
Consider a class that sends an email... it uses abstraction to show itself to you as some kind of messenger boy, so you can call emailSender.send(mail, recipient). What it actually does - chooses POP3 / SMTP, calling servers, MIME translation, etc, is abstracted away. You only see your messenger boy.
Encapsulation: The idea of securing and hiding data and methods that are private to an object. It deals more with making something independent and foolproof.
Take me, for instance. I encapsulate my heart rate from the rest of the world. Because I don't want anyone else changing that variable, and I don't need anyone else to set it in order for me to function. Its vitally important to me, but you don't need to know what it is, and you probably don't care anyway.
Look around you'll find that almost everything you touch is an example of both abstraction and encapsulation. Your phone, for instance presents to you the abstraction of being able to take what you say and say it to someone else - covering up GSM, processor architecture, radio frequencies, and a million other things you don't understand or care to. It also encapsulates certain data from you, like serial numbers, ID numbers, frequencies, etc.
It all makes the world a nicer place to live in :D
Abstraction: Only necessary information is shown. Let's focus on the example of switching on a computer. The user does not have to know what goes on while the system is still loading (that information is hidden from the user).
Let's take another example, that of the ATM. The customer does not need to know how the machine reads the PIN and processes the transaction, all he needs to do is enter the PIN, take the cash and leave.
Encapsulation: Deals with hiding the sensitive data of a clas hence privatising part of it. It is a way of keeping some information private to its clients by allowing no access to it from outside.
Another example:
Suppose I created an immutable Rectangle class like this:
class Rectangle {
public:
Rectangle(int width, int height) : width_(width), height_(height) {}
int width() const { return width_; }
int height() const { return height_; }
private:
int width_;
int height_;
}
Now it's obvious that I've encapsulated width and height (access is somehow restricted), but I've not abstracted anything (okay, maybe I've ignored where the rectangle is located in the coordinates space, but this is a flaw of the example).
Good abstraction usually implies good encapsulation.
An example of good abstraction is a generic database connection class. Its public interface is database-agnostic, and is very simple, yet allows me to do what I want with the connection. And you see? There's also encapsulation there, because the class must have all the low-level handles and calls inside.
A mechanism that prevents the data of a particular objects safe from intentional or accidental misuse by external functions is called "data Encapsulation"
The act of representing essential features without including the background details or explanations is known as abstraction
Abstraction and Encapsulation by using a single generalized example
------------------------------------------------------------------------------------------------------------------------------------
We all use calculator for calculation of complex problems !
Abstraction : Abstraction means to show What part of functionality.
Encapsulation : Encapsulation means to hide the How part of the functionality.
Lets take a very simple example
/// <summary>
/// We have an Employee class having two properties EmployeeName and EmployeeCode
/// </summary>
public class Employee
{
public string EmplpyeeName { get; set; }
public string EmployeeCode { get; set; }
// Add new employee to DB is the main functionality, so are making it public so that we can expose it to external environment
// This is ABSTRACTION
public void AddEmployee(Employee obj)
{
// "Creation of DB connection" and "To check if employee exists" are internal details which we have hide from external environment
// You can see that these methods are private, external environment just need "What" part only
CreateDBConnection();
CheckIfEmployeeExists();
}
// ENCAPLUSATION using private keyword
private bool CheckIfEmployeeExists()
{
// Here we can validate if the employee already exists
return true;
}
// ENCAPLUSATION using private keyword
private void CreateDBConnection()
{
// Create DB connection code
}
}
Program class of Console Application
class Program
{
static void Main(string[] args)
{
Employee obj = new Employee();
obj.EmplpyeeName = "001";
obj.EmployeeCode = "Raj";
// We have exposed only what part of the functionality
obj.AddEmployee(obj);
}
}
Let's take the example of a stack. It could be implemented using an array or a linked list. But the operations it supports are push and pop.
Now abstraction is exposing only the interfaces push and pop. The underlying representation is hidden (is it an array or a linked list?) and a well-defined interface is provided. Now how do you ensure that no accidental access is made to the abstracted data? That is where encapsulation comes in. For example, classes in C++ use the access specifiers which ensure that accidental access and modification is prevented. And also, by making the above-mentioned interfaces as public, it ensures that the only way to manipulate the stack is through the well-defined interface. In the process, it has coupled the data and the code that can manipulate it (let's not get the friend functions involved here). That is, the code and data are bonded together or tied or encapsulated.
Encapsulation is wrapping up complexity in one capsule that is class & hence Encapsulation…
While abstraction is the characteristics of an object which differentiates from other object...
Abstraction can be achieved by making class abstract having one or more methods abstract. Which is nothing but the characteristic which should be implemented by the class extending it.
e.g. when you inventing/designing a car you define a characteristics like car should have 4 doors, break, steering wheel etc… so anyone uses this design should include this characteristics. Implementation is not the head each of abstraction. It will just define characteristics which should be included.
Encapsulation is achieved keeping data and the behaviour in one capsule that is class & by making use of access modifiers like public, private, protected along with inheritance, aggregation or composition. So you only show only required things, that too, only to the extent you want to show. i.e. public, protected, friendly & private ka funda……
e.g. GM decides to use the abstracted design of car above. But they have various products having the same characteristics & doing almost same functionality. So they write a class which extends the above abstract class. It says how gear box should work, how break should work, how steering wheel should work. Then all the products just use this common functionality. They need not know how the gear box works or break works or steering wheal works. Indivisual product can surely have more features like a/c or auto lock etc…..
Both are powerful; but using abstraction require more skills than encapsulation and bigger applications/products can not survive with out abstraction.
I will try to demonstrate Encapsulation in a simple way.. Lets see..
The wrapping up of data and functions into a single unit (called
class) is known as encapsulation. Encapsulation containing and hiding
information about an object, such as internal data structures and
code.
Encapsulation is -
Hiding Complexity,
Binding Data and Function together,
Making Complicated Method's Private,
Making Instance Variable's Private,
Hiding Unnecessary Data and Functions from End User.
Encapsulation implements Abstraction.
And Abstraction is -
Showing Whats Necessary,
Data needs to abstract from End User,
Lets see an example-
The below Image shows a GUI of "Customer Details to be ADD-ed into a Database".
By looking at the Image we can say that we need a Customer Class.
Step - 1: What does my Customer Class needs?
i.e.
2 variables to store Customer Code and Customer Name.
1 Function to Add the Customer Code and Customer Name into Database.
namespace CustomerContent
{
public class Customer
{
public string CustomerCode = "";
public string CustomerName = "";
public void ADD()
{
//my DB code will go here
}
Now only ADD method wont work here alone.
Step -2: How will the validation work, ADD Function act?
We will need Database Connection code and Validation Code (Extra Methods).
public bool Validate()
{
//Granular Customer Code and Name
return true;
}
public bool CreateDBObject()
{
//DB Connection Code
return true;
}
class Program
{
static void main(String[] args)
{
CustomerComponent.Customer obj = new CustomerComponent.Customer;
obj.CustomerCode = "s001";
obj.CustomerName = "Mac";
obj.Validate();
obj.CreateDBObject();
obj.ADD();
}
}
Now there is no need of showing the Extra Methods(Validate(); CreateDBObject() [Complicated and Extra method] ) to the End User.End user only needs to see and know about Customer Code, Customer Name and ADD button which will ADD the record.. End User doesn't care about HOW it will ADD the Data to Database?.
Step -3: Private the extra and complicated methods which doesn't involves End User's Interaction.
So making those Complicated and Extra method as Private instead Public(i.e Hiding those methods) and deleting the obj.Validate(); obj.CreateDBObject(); from main in class Program we achieve Encapsulation.
In other words Simplifying Interface to End User is Encapsulation.
So now the code looks like as below -
namespace CustomerContent
{
public class Customer
{
public string CustomerCode = "";
public string CustomerName = "";
public void ADD()
{
//my DB code will go here
}
private bool Validate()
{
//Granular Customer Code and Name
return true;
}
private bool CreateDBObject()
{
//DB Connection Code
return true;
}
class Program
{
static void main(String[] args)
{
CustomerComponent.Customer obj = new CustomerComponent.Customer;
obj.CustomerCode = "s001";
obj.CustomerName = "Mac";
obj.ADD();
}
}
Summary :
Step -1: What does my Customer Class needs? is Abstraction.
Step -3: Step -3: Private the extra and complicated methods which doesn't involves End User's Interaction is Encapsulation.
P.S. - The code above is hard and fast.
Abstraction--- Hiding Implementation--at Design---Using Interface/Abstract calsses
Encapsulation--Hiding Data --At Development---Using access modifiers(public/private)
From this
Difference between Encapsulation and Abstraction in OOPS
Abstraction and Encapsulation are two important Object Oriented Programming (OOPS) concepts. Encapsulation and Abstraction both are interrelated terms.
Real Life Difference Between Encapsulation and Abstraction
Encapsulate means to hide. Encapsulation is also called data hiding.You can think Encapsulation like a capsule (medicine tablet) which hides medicine inside it. Encapsulation is wrapping, just hiding properties and methods. Encapsulation is used for hide the code and data in a single unit to protect the data from the outside the world. Class is the best example of encapsulation.
Abstraction refers to showing only the necessary details to the intended user. As the name suggests, abstraction is the "abstract form of anything". We use abstraction in programming languages to make abstract class. Abstract class represents abstract view of methods and properties of class.
Implementation Difference Between Encapsulation and Abstraction
Abstraction is implemented using interface and abstract class while Encapsulation is implemented using private and protected access modifier.
OOPS makes use of encapsulation to enforce the integrity of a type (i.e. to make sure data is used in an appropriate manner) by preventing programmers from accessing data in a non-intended manner. Through encapsulation, only a predetermined group of functions can access the data. The collective term for datatypes and operations (methods) bundled together with access restrictions (public/private, etc.) is a class.
The below paragraph helped me to understand how they differ from each other:
Data encapsulation is a mechanism of bundling the data, and the
functions that use them and data abstraction is a mechanism of
exposing only the interfaces and hiding the implementation details
from the user.
You can read more here.
Information hiding is not strictly required for abstraction or encapsulation. Information might be ignored, but does not have to be hidden.
Encapsulation is the ability to treat something as a single thing, even though it may be composed of many complex parts or ideas. For example, I can say that I'm sitting in a "chair" rather than referring to the many various parts of that chair each with a specific design and function, all fitting together precisely for the purpose of comfortably holding my butt a few feet away from the floor.
Abstraction is enabled by encapsulation. Because we encapsulate objects, we can think about them as things which relate to each other in some way rather than getting bogged down in the subtle details of internal object structure. Abstraction is the ability to consider the bigger picture, removed from concern over little details. The root of the word is abstract as in the summary that appears at the top of a scholarly paper, not abstract as in a class which can only be instantiated as a derived subclass.
I can honestly say that when I plop my butt down in my chair, I never think about how the structure of that chair will catch and hold my weight. It's a decent enough chair that I don't have to worry about those details. So I can turn my attention toward my computer. And again, I don't think about the component parts of my computer. I'm just looking at a part of a webpage that represents a text area that I can type in, and I'm communicating in words, barely even thinking about how my fingers always find the right letters so quickly on the keyboard, and how the connection is ultimately made between tapping these keys and posting to this forum. This is the great power of abstraction. Because the lower levels of the system can be trusted to work with consistency and precision, we have attention to spare for greater work.
The more I read, more I got confused. So, simply here is what I understood:
Encapsulation:
We generally see a watch from outside and it's components are encapsulated inside it's body. We have some kind of control for different operations. This way of hiding details and exposing control (e.g. setting time) is encapsulation.
Abstraction:
So far we were talking about a watch. But we didn't specify what kind of watch. It could be digital or analog, for hand or wall. There are many possibilities. What we do know is, it is a watch and it tells time and that is the only thing we are interested in, the time. This way of hiding details and exposing generic feature or use case is abstraction.
class Aeroplane : IFlyable, IFuelable, IMachine
{ // Aeroplane's Design says:
// Aeroplane is a flying object
// Aeroplane can be fueled
// Aeroplane is a Machine
}
// But the code related to Pilot, or Driver of Aeroplane is not bothered
// about Machine or Fuel. Hence,
// pilot code:
IFlyable flyingObj = new Aeroplane();
flyingObj.Fly();
// fighter Pilot related code
IFlyable flyingObj2 = new FighterAeroplane();
flyingObj2.Fly();
// UFO related code
IFlyable ufoObj = new UFO();
ufoObj.Fly();
// **All the 3 Above codes are genaralized using IFlyable,
// Interface Abstraction**
// Fly related code knows how to fly, irrespective of the type of
// flying object they are.
// Similarly, Fuel related code:
// Fueling an Aeroplane
IFuelable fuelableObj = new Aeroplane();
fuelableObj.FillFuel();
// Fueling a Car
IFuelable fuelableObj2 = new Car(); // class Car : IFuelable { }
fuelableObj2.FillFuel();
// ** Fueling code does not need know what kind of vehicle it is, so far
// as it can Fill Fuel**
abstraction is hiding non useful data from users
and encapsulation is bind together data into a capsule (a class).
I think encapsulation is way that we achieve abstraction.
The process of Abstraction and Encapsulation both generate interfaces.
An interface generated via encapsulation hides implementation details.
An interface generated via abstraction becomes applicable to more data types, compared to before abstraction.
Abstraction is a contract for the implementation we are going to do. Implementation may get changed over period of time. The various implementations themselves may or may not be hidden but are Masked behind the Abstraction.
Suppose we define all the APIs of a class in an interface then ask the users of our code to depened upon the defined APIs of the interface. We are free to improve or modify the implementation only we must follow the set contract. The users are not coupled with our implementation.
We EXPOSE all the NECESSARY Rules (methods) in abstraction, the implementation of the rules are left for the implementor entities, also the implemention is not part of the abstraction. Its just the signature and declaration what makes the abstraction.
Encapsulation is simply HIDING the internal details by reducing the acess of the states and behaviors. An encapsulated class may or may not have well defined Abstraction.
java.util.List is an abstraction for java.util.ArrayList. The internal states of java.util.ArrayList being marked with non public access modifiers is encapsulation.
Edit
Suppose a class Container.nava implements IContainer , IContainer may declare methods like addElement, removeElements, contains, etc. Here IContainer represents the abstraction for its implementing class. Abstraction is declaring the APIs of the class or a module or a system to the outer world. These APIs become the contract.
That system may be or may not be developed yet. The users of the system now can depend on the declared APIs and are sure any system implementing such a contract will always adhere to the APIs declared, they will always provide tge implementation for those APIs. Once we are writing some concrete entity then deciding to hide our internal states is encapsulation
I Think Encapsulation is a way to implement abstraction. Have a look at the following link.
Abstraction and Encapsulation