Accessing the database through one Database class, tight coupling? Breaks SRP? - java

I am developing some software with a few people and from the completed class diagrams there is one Database class and for example the Order class has two constructors, one which has no arguments and one which excepts an id. It also has a save() method so going by those class features I am assuming if you supply an id in the constructor the class will use the Database class and populate the objects properties and also there is no place to inject this Database class in the constructor or in a setter method so I presume they want to use a Singleton.
I want to know if my arguments are valid before I say it to them so here they are:
Doing it this way breaks the SOLID Single Responsibility Principle(SRP)
It introduces tight coupling between all our classes which need the Database class
It hides our objects dependencies
It makes unit testing much harder
Introduces unnecessary global state
Would they be valid arguments and are there any more flaws doing it this way? If my points are valid would it be worth saying it to them?
Thanks.

This is a well-known pattern called active record. It is commonly employed in several large frameworks such as Ruby on Rails. It does have the downsides that you mention, and I think that you should highlight the potential problem, but not without having any alternatives to discuss.
One common alternative is to have a service façade which saves you objects - a set of DAOs. With this pattern you make accessing the database more explicit and less convenient, but IMO you decrease DB coupling in your main app. This is better in a SRP perspective, as you mention, which amongst others makes testing much easier.

Related

Game programming: passing main class to every object

I know it's not efficient, but I don't really know why.
Most of the time, when you implement your game you got a main class which has a loop and updates every frame and creates certain objects.
My question is why it's not considered efficient to pass the main class to every object in its constructor?
In my case, I developed my game in Java for Android, using LibGDX.
Thank you!
It increases coupling (how much objects depend on each other) and therefore reduces re-usability and has the tenancy to produce 'spaghetti code'. I don't really understand what you mean by not being 'efficient', but this is why you shouldn't do it.
You should also consider why you need that main class in every single object. If you really think you do, you might need to reconsider your system design. Would you mind elaborating on why you think you need it?
Mostly, it is a matter of coupling the code and making proper design decisions.
You should avoid dependencies between classes whenever possible. It makes the code easily maintainable and the whole design clearer.
Consider the case: you are creating a simulation racing game. You have a few classes for such entities: wheel, engine, gearshift knob, etc... and non-entities: level, player...
Let's say, you have some main point (i.e. GameEngine class where you create instances).
According to you're approach you want to pass GameEngine's instance in entities constructors (or related mutator methods). It's not the best idea.
You really want to allow wheels or breaks to have the knowledge about the rest of the world (such as player's informations, scores, level etc.) and give them access to it's public interface methods?
All classes should have at small level of responsibility (and knowledge about other items) as possible.
If you really need reference to some kind of main point object in you're classes consider using dependency injection tools, such as Dagger.
It won't make you're game design better, but, at least, forces you to favor composition over inheritance - what leads to create better code.
It's not entirely inefficient, since (afiak in the general case) passing a reference to a method is quite cheap when you consider the number of JVM opcodes required, however, a possibly more efficient way of doing this would be to make a static instance of the game class and access that static field from the other classes. You would have to test these two options yourself.
In addition, passing a reference to the methods could make maintaining the code harder, as you have ultimately added a dependency.

How can I apply oo design patterns in this situation?

Situation: Suppose we're designing the UI of Windows 9 using Java API. We need to build up 3 classes main, BuildInWindow and ApplicationWindow.
main - the window for rendering the system UI (i.e. the start botton & wallpaper page)
BuildInWindow- windows for rendering buildt-in apps (e.g. IE)
ApplicationWindow- windows for rendering apps from third party (e.g. eclipse)
all of them have to implement 3 Java API interfaces, WindowFocusListener, WindowListener and WindowStateListener and have the methods onExit() and onCrushing().
onExit() performs when the system/built-in app/ third-party app is shut down normally
onCrushing() captures any system/application crush and send system state back to server
This is the original design:
http://i.stack.imgur.com/JAJiY.png
I have some ideas of how to design it in a OO manner, but I am not sure if that's the right way. Here's my thoughts:
Create an abstract class with method onExit() and onCrushing(). Since the code of onExit()would vary from 3 classes, it should be an abstract method & onCrushing()would be same fo all classes, so it would be an concrete method
tHE MAIN WINdow should use singleton design to ensure user only create one instance of main.
Use the facade design to save the trouble of implementing 3 interfaces to three classes
My question is I don't really understand facade design, so I am not sure if it can be applied in this case. Also I am not really sure if onExit() would be different for 3 classes and onCrushing() would perform the same function.
I tried my best to explain the question clearly...if you don't understand free free to comment. Thank you very much!
I've left some questions in a comment linked to your question but here's some guidance for you:
You shouldn't create an abstract class on the basis of both BuildInwindow and ApplicationWindow both having to have methods #onExit and #onCrushing if they are not to share any implementation. Abstract classes are most useful where there is a common implementation. An interface containing these methods would be sufficient. That said, your two windows may share other functionality and, if so, it could be shared through a common superclass (abstract if it relies on subclass implementation detail). You may find the Template Method pattern useful for managing the overall window mechanism with specific tailoring for different window types. You may also find the Factory Method means of instance creation (for your window classes) will help separate the object creation and set-up from the creation mechanism.
A single shared instance would seem sensible and a singleton would serve this purpose (so long as you're able to handle termination, etc). Alternatively, your application may just launch a single Main instance - you may even just hide the constructor through package access to ensure no others are created.
The facade pattern just serves to simplify a complex interface. It mainly does this by rolling calls to collaborating instances together under a single (coarser) interface. This wouldn't normally be a done to hide which interfaces a class supports. Indeed, publishing which interfaces a class extends is important to API users. You could roll the three interfaces into a single interface for "convenience" but I think this is unnecessary. If you do settle on a common superclass then that would "extend" the three interfaces (if all subclasses were expected to support them). It may also implement some default implementation of these interfaces (again, watch access modifiers to ensure those you intend to be can be overridden while others may be final).
Edit: Guidance
You just have to identify the classes and relationships:
I suggest you just grab some paper and draw. You already have your nouns and verbs (you can otherwise go noun and verb spotting to identify classes and methods on them).
So, why not draw a simple diagram containing all the info (A, B, C, Main, etc) and draw the relationships between them. This is your start point. You may have some confusion when working out how Main links to the window classes (given there are two kinds). Just write a note on it and move on to clarify the rest of the picture.
Next, refine your diagram to start moving common features into a single place (abstraction). You know this exists with regards to your interfaces and the methods you suggest but you may need to decide which (if any) have any common functionality. Then decide if interfaces satisfies your needs (methods are common but implementations are different) or if the implementation itself is the same and so a parent superclass may be useful (this addresses abstraction [who is responsible for what], encapsulation [individual implementations at the appropriate level] and polymorphism [which classes support common methods]). Note that, even if you settle on an superclass, you'd be wise to back it with an interface (it makes introduction of sibling or replacement classes easier in time - think maintenance).
Next, work on the issues you found. Has your draft design clarified any of them? For instance, your Main needs to know about its windows but - what type are they? So, has any of your refinement made this clearer?
Do any patterns present themselves? for this you need to already have a feel for design patterns I'm afraid so buy and absorb the GoF Design Patterns book. It'll put you in good stead for spotting patterns as you go. I'd also recommend reading this specific book before taking on any others as it's technology agnostic (and some other books arebloated with tech-specific workarounds). Perhaps study the two patterns I pointed out and see if they fit your requirement.
On the whole though, your ideas seem to be going in the right direction.

How to maintain a centralized Object across the application

I am developing an application where I need to create an object and multiple classes have to access and modify that object. How to see the recent changes made by the other class object and how to access the object centrally through all the classes with out passing that object as a parameter across all the classes?
I am creating an Apache POI document where I am adding multiple tables, multiple headers/footers and paragraphs. I want only a single XWPFDocument object present in my application.
Is there any design pattern we can achieve this?
Well the singleton design pattern would work - but isn't terribly clean; you end up with global static state which is hard to keep track of and hard to test. It's often considered an anti-pattern these days. There are a very few cases where it still makes sense, but I try to avoid it.
A better approach would be to use dependency injection: make each class which needs one of these objects declare a constructor parameter of that type (or possibly have a settable property). Each class shouldn't care too much about how shared or otherwise the object is (beyond being aware that it can be shared). Then it's up to the code which initializes the application to decide which objects should be shared.
There are various dependency injection frameworks available for Java, including Guice and Spring. The idea of these frameworks is to automatically wire up all the dependencies in your application, given appropriate configuration.
There is Singleton Pattern for this, it creates a single instance for the application and is shared without passing around.
But it not not the best of options.
Why is it a bad option?
It is not good for testability of code
Not extensible in design
Better than Singleton Pattern is an application wide single instance
Create a single object for the application and share it using some context object. More on this is explained by Misko in his guide to testable code
single instance and not Singleton Pattern
It stands for an application wide single instance, which DOES NOT inforce its singletonness through a static instance field.
Why are Singletons hard to test?
Static access prevents collaborating with a subclass or wrapped version of another class. By hard-coding the dependency, we lose the power and flexibility of polymorphism.
-Every test using global state needs it to start in an expected state, or the test will fail. But another object might have mutated that global state in a previous test.
Global state often prevents tests from being able to run in parallel, which forces test suites to run slower.
If you add a new test (which doesn’t clean up global state) and it runs in the middle of the suite, another test may fail that runs after it.
Singletons enforcing their own “Singletonness” end up cheating.
You’ll often see mutator methods such as reset() or setForTest(…) on so-called singletons, because you’ll need to change the instance during tests. If you forget to reset the Singleton after a test, a later use will use the stale underlying instance and may fail in a way that’s difficult to debug.

Java Interfaces Methodology: Should every class implement an interface?

I've been programming in Java for a few courses in the University and I have the following question:
Is it methodologically accepted that every class should implement an interface? Is it considered bad practice not to do so? Can you describe a situation where it's not a good idea to use interfaces?
Edit: Personally, I like the notion of using Interfaces for everything as a methodology and habit, even if it's not clearly beneficial. Eclipse automatically created a class file with all the methods, so it doesn't waste any time anyway.
You don't need to create an interface if you are not going to use it.
Typically you need an interface when:
Your program will provide several implementations for your component. For example, a default implementation which is part of your code, and a mock implementation which is used in a JUnit test. Some tools automate creating a mock implementation, like for instance EasyMock.
You want to use dependency injection for this class, with a framework such as Spring or the JBoss Micro-Container. In this case it is a good idea to specify the dependencies from one class with other classes using an interface.
Following the YAGNI principle a class should implement an interface if you really need it. Otherwise what do you gain from it?
Edit: Interfaces provide a sort of abstraction. They are particularly useful if you want to interchange between different implementations(many classes implementing the same interface). If it is just a single class, then there is no gain.
No, it's not necessary for every class to implement an interface. Use interfaces only if they make your code cleaner and easier to write.
If your program has no current need for to have more than 1 implementation for a given class, then you don't need an interface. For example, in a simple chess program I wrote, I only need 1 type of Board object. A chess board is a chess board is a chess board. Making a Board interface and implementing that would have just required more code to write and maintain.
It's so easy to switch to an interface if you eventually need it.
Every class does implement an interface (i.e. contract) insofar as it provides a non-private API. Whether you should choose to represent the interface separately as a Java interface depends on whether the implementation is "a concept that varies".
If you are absolutely certain that there is only one reasonable implementation then there is no need for an interface. Otherwise an interface will allow you to change the implementation without changing client code.
Some people will shout "YAGNI", assuming that you have complete control over changing the code should you discover a new requirement later on. Other people will be justly afraid that they will need to change the unchangeable - a published API.
If you don't implement an interface (and use some kind of factory for object creation) then certain kinds of changes will force you to break the Open-Closed Principle. In some situations this is commercially acceptable, in others it isn't.
Can you describe a situation where it's not a good idea to use interfaces?
In some languages (e.g. C++, C#, but not Java) you can get a performance benefit if your class contains no virtual methods.
In small programs, or applications without published APIs, then you might see a small cost to maintaining separate interfaces.
If you see a significant increase in complexity due to separating interface and implementation then you are probably not using interfaces as contracts. Interfaces reduce complexity. From the consumer's perspective, components become commodities that fulfil the terms of a contract instead of entities that have sophisticated implementation details in their own right.
Creating an interface for every class is unnecessary. Some commonly cited reasons include mocking (unneeded with modern mocking frameworks like Mockito) and for dependency injection (e.g. Spring, also unneeded in modern implementations).
Create an interface if you need one, especially to formally document public interfaces. There are a couple of nifty edge cases (e.g. marker interfaces).
For what it's worth, on a recent project we used interfaces for everything (both DI and mocking were cited as reasons) and it turned out to be a complete waste and added a lot of complexity - it was just as easy to add an interface when actually needed to mock something out in the rare cases it was needed. In the end, I'm sure someone will wind up going in and deleting all of the extraneous interfaces some weekend.
I do notice that C programmers first moving to Java tend to like lots of interfaces ("it's like headers"). The current version of Eclipse supports this, by allowing control-click navigation to generate a pop-up asking for interface or implementation.
To answer the OP's question in a very blunt way: no, not all classes need to implement an interface. Like for all design questions, this boils down to one's best judgment. Here are a few rule of thumbs I normally follow:
Purely functional objects probably
don't need to (e.g. Pattern,
CharMatcher – even though the
latter does implement Predicate, it
is secondary to its core function)
Pure data holders probably don't need
to (e.g. LogRecord, Locale)
If you can
envision a different implementation
of a given functionality (say, in-memory
Cache vs. disk-based Cache), try to
isolate the functionality into an interface. But don't go too far trying to predict the future either.
For testing purposes, it's
very convenient when classes that do
I/O or start threads are easily mockable, so
that users don't pay a penalty when
running their tests.
There's nothing
worse than a interface that leaks its
underlying implementation. Pay attention where you draw the line and make sure your interface's Javadoc is neutral in that way. If it's not, you probably don't need an interface.
Generally
speaking, it is preferable for
classes meant for public consumption
outside your package/project to
implement interfaces so that your
users are less coupled to your
implementation du jour.
Note that you can probably find counter-examples for each of the bullets in that list. Interfaces are very powerful, so they need to be used and created with care, especially if you're providing external APIs (watch this video to convince yourself). If you're too quick in putting an interface in front of everything, you'll probably end up leaking your single implementation, and you are only making things more complicated for the people following you. If you don't use them enough, you might end up with a codebase that is equally hard to maintain because everything is statically bound and very hard to change. The non-exhaustive list above is where I try to draw the line.
I've found that it is beneficial to define the public methods of a class in a corresponding interface and when defining references to other classes strictly use an interface reference. This allows for easy inversion of control, and it also facilitates unit testing with mocking and stubbing. It also gives you the liberty of replacing the implementation with some other class that implements that interface, so if you are into TDD it may make things easier (or more contrived if you are a critic of TDD)
Interfaces are the way to get an polymorphism. So if You have only one implementation, one class of particularly type, You don't need an interface.
A good way of learning what are considered good methodologies, especially when it comes to code structure design, is to look at freely available code. With Java, the obvious example is to take a look at the JDK system libraries.
You will find many examples of classes that do not implement any interfaces, or that are meant to be used directly, such as java.util.StringTokenizer.
If you use Service Provider Interface pattern in your application interfaces are harder to extend than abstract classes. If you add method to interface, all service providers must be rewritten. But if you add non-abstract method to the abstract class, none of the service providers must be rewritten.
Interfaces also make programming harder if only small part of the interface methods usually have meaningfull implementation.
When I design a new system from scratch I use a component oriented approach, each component (10 or more classes) provide an interface, this allows me (sometimes) to reuse them.
When designing a Tool (Or a simple system) I think this must not necessarily be an extensible framework I introduce interfaces when I need a second implementation as an option.
I saw some products which exposed nearly every functionality by an interface, it took simply too much time to understand unnecessary complexity.
An interface is like a contract between a service provider (server) and the user of such a service (client).
If we are developing a Webservice and we are exposing the rest routes
via controller classes, controller classes can implement interfaces
and those interfaces act as the agreement between web service and the
other applications which use this web service.
Java interfaces like Serializable, Clonnable and Remote
used to indicate something to compiler or JVM.When JVM sees a class
that implement these interfaces, it performs some operation on the to
support Serialization, cloning or Remote Method Invocation. If your class needs these features, then you will have to implement these interfaces.
Using Interface is about to make your application framework resilient to change. Since as I mentioned here (Multiple Inheritance Debates II: according to Stroustrup) multiple inheritance was cancelled in java and c# which I regret, one should always use Interface because you never know what the future will be.

Static layers in a java web application

I am building a small website for fun/learning using a fairly standard Web/Service/Data Access layered design.
To save me from constantly having to create instances of my service layer/data access layer classes, I have made the methods in them all static. I shouldn't get concurrency issues as they use local variables etc and do not share any resources (things are simple enough for this at the moment).
As far as I can see the only trade-off for this is that I am not really following a true OO approach, but then again it keeps the code much cleaner.
Is there any reason this would not be a viable approach? What sort of problems might arise later on? Would it be better to have a "factory" class that can return me instances of the service and data layer classes as needed?
You know those rides at the amusement park where they say "please keep your hands and feet inside the ride at all times"? It turns out the ride is a lot more fun if you don't. The only real trade-off is that you're not really following a true keeping-your-hands-and-feet-inside-the-ride-at-all-times approach.
The point is this -- there is a reason you should follow a "true OO approach", just as there's a reason to keep your hands and feet inside the ride -- it's great fun until you start bleeding everywhere.
The way you describe it, this isn't the "wrong" approach per se but I don't really see the problem you're trying to avoid. Can't you just create a single instance of these business objects when the server starts up and pass them to your servlets as needed?
If you're ready to throw OO out the window you might want to check out the Singleton pattern as well.
Disadvantages:
You will be unable to write unit tests as you will be unable to write mock data access/business logic objects to test against.
You will have concurrency problems as different threads try to access the static code at the same time - or if you use synchronized static methods you will end up with threads queuing up to use the static methods.
You will not be able to use instance variables, which will become a restriction as the code becomes more complex.
It will be more difficult to replace elements of the business or data access layers if you need to.
If you intend to write your application in this manner you would be better off using a language designed to work in this way, such as PHP.
You would be better off going for non-static business/data access layer classes by either:
Using the singleton pattern (creating a single instance of each class and sharing them among threads)...
Or creating instances of the classes in each thread as and when they are needed.
Keep in mind that each user/session connected to your application will be running in it's own thread - so your web application is inherently multi-threaded.
I don't really see the advantage to your design, and there are many things that could go wrong. You are saving a line of code, maybe? Here's some disadvantages to your approach:
You cannot easily replace implementations of your business logic
You cannot defined instance variables to facilitate breaking up logic into multiple methods
Your assumption that multi-threaded issues will not arise is almost certainly wrong
You cannot easily mock them for testing
I really don't see that the omission of one line of code is buying you anything.
It's not really an "OO Design" issue, but more of an appropriateness. Why are you even using Java in such a procedural way? Surely PHP would be more appropriate to this kind of design (and actually save you time by not having to compile and deploy).
I would just make your business layer non-static; it will make it so much easier for to maintain, change, and evolve your application.
You may have difficulty unit-testing your objects with this type of architecture. For example, if you have a layer of business objects that reference your static data access layer, it could be difficult to test the business layer because you won't be able to easily use mock data access objects. That is, when testing your business layer, you probably won't want to use the "real" methods in the data access layer because they will make unwanted changes to your database. If your data access layer was not static, you could provide mock data access objects to your business layer for testing purposes.
I would think that you will have concurrency issues with all static methods with multiple users. The web layer will thread out concurrent users. Can all your static methods handle this? Perhaps, but won't they constantly be locked in queuing the requests in single file? I'm not sure, never tried your idea.

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