I was going through an article about Object Oriented Programming and it stated that encapsulation means putting related items together, but I don't understand how the article's representative example: UserProfile.js. Though this example is in JavaScript, I'm looking to understand these concepts in Java.
Can anyone explain me these two questions with a pseudo code:
What is encapsulation?
Why do we need encapsulation with pseudo code?
Encapsulation isn't necessarily about putting related items together, it's a technique of hiding internal information of an object. I'm not sure if I agree with the premise of the author of the article you linked... I don't accept that a struct is really a method of encapsulation in the object-oriented sense of the word.
Encapsulation
Psudo [sic] code is a technique for explicitly writing coding logic without the need for syntactical constraints. Considering this context, I don't understand your second question.
Pseudocode
No, that is cohesion.
Encapsulation is hidding things from who doesn't need them.
Michael has it correct.
In Object Oriented programming Encapsulation is the first
pace. Encapsulation is the procedure of covering up of data and
functions into a single unit (called class). An encapsulated object is
often called an abstract data type.
ref: http://www.c-sharpcorner.com/UploadFile/ggaganesh/EncapsulationInCS11082005064310AM/EncapsulationInCS.aspx
Encapsulation is the hiding of the non-essential features.
So why do we need it.
Programing is about translating a solution to a problem into logical code to solve that problem. Because of this, there maybe many complicated methods and functions that we don't want Mr.Joe Blow developer to use. We will encapsulate (or BlackBox) those methods so they cannot be used (they are still used internally). This reduces complexity by only representing important functions and hiding others.
As for needing it in pseudo code, i'm not sure. Michael did a good job with explaining that.
I haven't had enough coffee to give a good example,Plus my Rubik's cube broke :(, i'll write one up for you.
The encapsulation stand for "hiding element for free usage", is a part of Object Oriented Programming paradigm.
It is used to specify the range of visibility elements of code.
Let assume that we have a class with field called password where the password is stored. If this password would be visible for everyone, then there would be no need for a password.
Additional thing is that this helps to maintain the code in order.
Encapsulation isn't goal in OODesign. It is only way to achieve the finest, needed abstraction.
What is encapsulation?
in specific - it means hiding properties from non-desirable access
in overall - it means hiding every project design decision which could be changed in future. Therefore in encapsulation we should consider also e.g. concrete method implementation. From this POV we encapsulate its behavior so that for some POV we don't want to know how it is doing it, knowing only what this method is doing. Encapsulation could be achieved also for example using inheritance mechanism!
How we use encapsulation/
Example - hide every class property. You could as why do we have to do so - it is much effort and unnecessary code! Consider simple example where you can set some int properties. In your scenario - this variable should be in specific range. If someone sets it wrong - how would you design workflow to prevent this action?
More sophisticated but still simple example are collections. In many cases we shouldn't provide full collections to your's object neighbourhood. Encapsulation allows you to provide every property client just a copy of your object. In some cases - it could be helpful.
I think to really understand and appreciate encapsulation you really need a little bit of history.
It used to be that if you wrote a program it would be kind of as though every line of code were printed on a single sheet of paper where everything has knowledge and access to everything else and there are no fancy constructs in which to hide or store variables out of site of your functions.
Lets say you are trying to write some program with 100 different functions and 100 variables. Can you imagine how disorganized and ugly that would get? Effectively, all that code is just a giant formless script that gets executed in some linear fashion and has no real structure, rhyme or reason to it other than that one line of code comes before another line of code and so on.
Encapsulation was invented to take a program like that and give it a skeletal structure, allowing you to hide and organize those 100 functions and variables into a sensible whole. In the case of your user info class here, they take everything that is relating to UserProfile and stick it in a "Capsule" so that it can only be accessed through a reference to to UserProfile. It might look like overkill in this context, but if you have a much larger program, you will be extremely happy to be able to do this.
Its a fancy word for something that is extremely obvious once you understand where the people who created these terms were coming from.
I think encapsulation is closely related to information hiding and abstraction. It is simply the practice of hiding implementation details and object internals from the outside world. It helps both with clarity as well as reducing coupling.
The capabilities of a class are declared in the interface of methods it defines, not in the detail of how they are implemented. Good encapsulation ensures the public interface is sufficient for callers to use without revealing internal implementation details. A well encapsulated design reduces coupling, as the internals can be replaced without affecting everything else that uses that class (through its interface).
Related
I have read the stackoverflow page which discusses "Why use getters and setters?", I have been convinced by some of the reasons using a setter, for example: later validation, data encapsulation, etc. But what is the reason of using getters anyway? I don't see any harm of getting a value of a private field, or reasons to validation before you get the a field's value. Is it OK to never use a getter and always get a field's value using dot notation?
If a given field in a Java class be visible for reading (on the RHS of an expression), then it must also be possible to assign that field (on the LHS of an expression). For example:
class A {
int someValue;
}
A a = new A();
int value = a.someValue; // if you can do this (potentially harmless)
a.someValue = 10; // then you can also do this (bad)
Besides the above problem, a major reason for having a getter in a class is to shield the consumer of that class from implementation details. A getter does not necessarily have to simply return a value. It could return a value distilled from a Collection or something else entirely. By using a getter (and a setter), we free the consumer of the class from having to worry about the implementation changing over time.
I want to focus on practicalities, since I think you're at a point where you haven't seen the conceptual benefits line up just yet with the actual practice.
The obvious conceptual benefit is that setters and getters can be changed without impacting the outside world using those functions. Another Java-specific benefit is that all methods not marked as final are capable of being overriden, so you get the ability for subclasses to override the behavior as a bonus.
Overkill?
Yet you're probably at a point where you've heard these conceptual benefits before and it still sounds like overkill for your more daily scenarios. A difficult part of understanding software engineering practices is that they are generally designed to deal with very real world, large-scale codebases being managed by teams of developers. A lot of things are going to seem like overkill initially when you're just working on a small project of your own.
So let's get into some practical, real-world scenarios. I formerly worked in a very large-scale codebase. It a was low-level C codebase with a long legacy and sometimes barely a step above assembly, but many of the lessons I learned there translate to all kinds of languages.
Real-World Grief
In this codebase, we had a lot of bugs, and the majority of them related to state management and side effects. For example, we had cases where two fields of a structure were supposed to stay in sync with each other. The range of valid values for one field depended on the value of the other. Yet we ran into bugs where those two fields were out of sync. Unfortunately since they were just public variables with a very global scope ('global' should really be considered a degree with respect to the amount of code that can access a variable rather than an absolute), there were potentially tens of thousands of lines of code that could be the culprit.
As a simpler example, we had cases where the value of a field was never supposed to be negative, yet in our debugging sessions, we found negative values. Let's call this value that's never supposed to be negative, x. When we discovered the bugs resulting from x being negative, it was long after x was touched by anything. So we spent hours placing memory breakpoints and trying to find needles in a haystack by looking at all possible places that modified x in some way. Eventually we found and fixed the bug, but it was a bug that should have been discovered years earlier and should have been much less painful to fix.
Such would have been the case if large portions of the codebase weren't just directly accessing x and used functions like set_x instead. If that were the case, we could have done something as simple as this:
void set_x(int new_value)
{
assert(new_value >= 0);
x = new_value;
}
... and we would have discovered the culprit immediately and fixed it in a matter of minutes. Instead, we discovered it years after the bug was introduced and it took us meticulous hours of headaches to trace it down and fix.
Such is the price we can pay for ignoring engineering wisdom, and after dealing with the 10,000th issue which could have been avoided with a practice as simple as depending on functions rather than raw data throughout a codebase, if your hairs haven't all turned grey at that point, you're still generally not going to have a cheerful disposition.
The biggest value of getters and setters comes from the setters. It's the state manipulation that you generally want to control the most to prevent/detect bugs. The getter becomes a necessity simply as a result of requiring a setter to modify the data. Yet getters can also be useful sometimes when you want to exchange a raw state for a computation non-intrusively (by just changing one function's implementation), e.g.
Interface Stability
One of the most difficult things to appreciate earlier in your career is going to be interface stability (to prevent public interfaces from changing constantly). This is something that can only be appreciated with projects of scale and possibly compatibility issues with third parties.
When you're working on a small project on your own, you might be able to change the public definition of a class to your heart's content and rewrite all the code using it to update it with your changes. It won't seem like a big deal to constantly rewrite the code this way, as the amount of code using an interface might be quite small (ex: a few hundred lines of code using your class, and all code that you personally wrote).
When you work on a large-scale project and look down at millions of lines of code, changing the public definition of a widely-used class might mean that 100,000 lines of code need to be rewritten using that class in response. And a lot of that code won't even be your own code, so you have to intrusively analyze and fix other people's code and possibly collaborate with them closely to coordinate these changes. Some of these people may not even be on your team: they may be third parties writing plugins for your software or former developers who have moved on to other projects.
You really don't want to run into this scenario repeatedly, so designing public interfaces well enough to keep them stable (unchanging) becomes a key skill for your most central interfaces. If those interfaces are leaking implementation details like raw data, then the temptation to change them over and over is going to be a scenario you can face all the time.
So you generally want to design interfaces to focus on "what" they should do, not "how" they should do it, since the "how" might change a lot more often than the "what". For example, perhaps a function should append a new element to a list. However, you may want to swap out the list data structure it's using for another, or introduce a lock to make that function thread safe ("how" concerns). If these "how" concerns are not leaked to the public interface, then you can change the implementation of that class (how it's doing things) locally without affecting any of the existing code that is requesting it to do things.
You also don't want classes to do too much and become monolithic, since then your class variables will become "more global" (become visible to a lot more code even within the class's implementation) and it'll also be hard to settle on a stable design when it's already doing so much (the more classes do, the more they'll want to do).
Getters and setters aren't the best examples of such interface design, but they do avoid exposing those "how" details at least slightly better than a publicly exposed variable, and thus have fewer reasons to change (break).
Practical Avoidance of Getters/Setters
Is it OK to never use a getter and always get a field's value using dot notation?
This could sometimes be okay. For example, if you are implementing a tree structure and it utilizes a node class as a private implementation detail that clients never use directly, then trying too hard to focus on the engineering of this node class is probably going to start becoming counter-productive.
There your node class isn't a public interface. It's a private implementation detail for your tree. You can guarantee that it won't be used by anything more than the tree implementation, so there it might be overkill to apply these kinds of practices.
Where you don't want to ignore such practices is in the real public interface, the tree interface. You don't want to allow the tree to be misused and left in an invalid state, and you don't want an unstable interface which you're constantly tempted to change long after the tree is being widely used.
Another case where it might be okay is if you're just working on a scrap project/experiment as a kind of learning exercise, and you know for sure that the code you write is rather disposable and is never going to be used in any project of scale or grow into anything of scale.
Nevertheless, if you're very new to these concepts, I think it's a useful exercise even for your small scale projects to err on the side of using getters/setters. It's similar to how Mr. Miyagi got Daniel-San to paint the fence, wash the car, etc. Daniel-San finds it all pointless with his arms exhausted on top of that. Then Mr. Miyagi goes "hyah hyah hyoh hyah" throwing big punches and kicks, and using that indirect training, Daniel-San blocks all of them without realizing how he's even doing it.
In java you can't tell the compiler to allow read-only access to a public field from outside.
So exposing public fields opens the door to uncontroled modifications.
Fields are not polymorphic.
The alternative to a getter would be a public field; however, fields are not polymorphic.
This means that you cannot extend the class and "override" the field without introducing weird behaviour. Basically, the value you get will depend on how you refer to the field.
Furthermore, you can't include the field in an interface and you can't perform validation (that applies more to a setter).
I have nearly about 12 methods in my class. My doubt is, is there any formatting style like the called method has to be written next to the caller method" Is there any standard that maximum methods per class?
I would suggest reading Robert C. Martin's thoughts on this in his book Clean Code. He writes that a class should be readable as an article or a page of a book, so you preferable keep methods close to which they call into. Of course it is impossible to keep everything this way but you can head towards it. This eliminates the need to browse big sources frequently. For maximum methods Fowler has some rules also but it really depends on the class, but: keep methods and classes as small as possible.
It is impossible to keep calling and called methods next to each other, most obviously due to the fact that they can be in different classes.
There are no standards that would say "you can't have over 20 methods in a class", since it's not something that you can standardize (or rather it wouldn't make sense). With experience you'll learn to see if a class has too many methods (one indication would be that a class seems to be responsible for 2 different things, in which case you'd refactor the class into 2 different classes).
Generally speaking, 12 methods are too many for a class, I think you should think it over, if there are too many methods, maybe they are contradict to object-oriented thoughts. If you are OK with a specific language, you can get to know some design models such as MVC, maybe that will give you some ideas.
Whilst there are many good examples on this forum that contain examples of coupling and cohesion, I am struggling to apply it to my code fully. I can identify parts in my code that may need changing. Would any Java experts be able to take a look at my code and explain to me what aspects are good and bad. I don't mind changing it myself at all. It's just that many people seem to disagree with each other and I'm finding it hard to actually understand what principles to follow...
First, I'd like to say that the primary reason you get such varying answers is that this really does become an art over time. Many of the opinions you get don't boil down to a hard fast rule or fact, more it comes down to general experience. After 10-20 years doing this, you start to remember what things you did that caused pain, and how you avoided doing them again. Many answers work for some problems, but it's the individual's experience that determines their opinion.
There is really only 1 really big thing I would change in your code. I would consider looking into what's called the Command Pattern. Information on this shouldn't be difficult to find either on the web or in the GoF book.
The primary idea is that each of your commands "add child", "add parent" become a separate class. The logic for a single command is enclosed in a single small class that is easy to test and modify. That class should then be "executed" to do the work from your main class. In this way, your main class only has to deal with command line parsing, and can lose most of it's knowledge of a FamilyTree. It just has to know what command line maps into which Command classes and kick them off.
That's my 2 cents.
I can recommend Alan's and James's book Design Patterns explained -- A new perspective on object-oriented design (ISBN-13: 978-0321247148):
It's a great book about has-a and is-a decissions, including cohesion and coupling in object-oriented design.
In short:
Cohesion in software engineering, as in real life, is how much the elements consisting a whole(in our case let's say a class) can be said that they actually belong together. Thus, it is a measure of how strongly related each piece of functionality expressed by the source code of a software module is.
One way of looking at cohesion in terms of OO is if the methods in the class are using any of the private attributes.
Now the discussion is bigger than this but High Cohesion (or the cohesion's best type - the functional cohesion) is when parts of a module are grouped because they all contribute to a single well-defined task of the module.
Coupling in simple words, is how much one component (again, imagine a class, although not necessarily) knows about the inner workings or inner elements of another one, i.e. how much knowledge it has of the other component.
Loose coupling is a method of interconnecting the components in a system or network so that those components, depend on each other to the least extent practically possible…
In long:
I wrote a blog post about this. It discusses all this in much detail, with examples etc. It also explains the benefits of why you should follow these principles. I think it could help...
Coupling defines the degree to which each component depends on other components in the system. Given two components A and B ,how much code in B must change if A changes.
Cohesion defines the measure of how coherent or strongly related the various functions of a single software component are.It refers to what the class does.
Low cohesion would mean that the class does a great variety of actions and is not focused on what it should do. High cohesion would then mean that the class is focused on what it should be doing, i.e. only methods relating to the intention of the class.
Note: Good APIs exhibit loose coupling and high cohesion.
One particularly abhorrent form of tight coupling that should always be avoided is having two components that depend on each other directly or indirectly, that is, a dependency cycle or circular dependency.
Detailed info in below link
http://softwarematerial.blogspot.sg/2015/12/coupling-and-cohesion.html
Not sure if the title captures what I'm trying to say here.
When designing in OO should I be splitting my objects up into their most specific areas - so if I have a factory object that deals with creating objects but later on i come across a way of creating objects for another purpose even though they may be the same objects is it worth creating a seperate fcatory or just add to the exsiting.
My biggest worry is bulking up classes with tons of stuff, or splitting objects and diluting my projects into a sea of classes.
Any help?
EDIT:
I guess on a side note/sub topic part of me wants to find out the level of granularity you should use in a program. Kind of, how low should you go?
My biggest worry is bulking up classes with tons of stuff, or
splitting objects and diluting my
projects into a sea of classes
This is a very valid point and in any even reasonably sized project, extremely difficult to get right up front especially because realistically, requirements themselves evolve over time in most cases.
This is where "Refactoring" come in. You design based on what you know at any given point and try not too make too many leaps of faith as to what you think the system MAY evolve to.
Given that you know what you are building right now, you design your classes trying to make the best possible use of OO concepts - eg encapsulation / polymorphism. This is itself, like others have noted as well, can be notoriously difficult to achieve and thats where experience, both in designing OO systems as well as knowledge of the domain can really come in handy.
Design based on what you know --> Build It --> Review it --> Refactor it --> Re-design --> and it goes on and on..
Finding the correct level of detail and responsibility is what makes OOP design so difficult. We can help you with a specific case but not with anything this general. If there were algorithms or strict methodologies of how to solve this, everyone could be an OOP designer.
A rule of thumb I like for deciding "is this getting too big now?" is "can I explain the purpose of it concisely?" If you start having to introduce caveats and lots of weasel words to explain the functions of a component of your design (be it class, member variable, method or whatever) it might be a good indicator that it's getting too complex and should be split up.
In your specific case, if you already have a factory object then the DRY Principle (Don't Repeat Yourself) would say that it's a bad idea to create another factory that does the same thing.
Is this an actual problem that you face? Or merely a fear about how your code might grow in the future?
If you are using the same type of object to solve drastically different problems then you may need to redesign the class to focus on seperation of concerns. If you need a more specific answer, you will need to provide an example of a type of class that would need this functionality.
I might have worded things badly in
the Q. I guess I wouldnt be repeating
myself its just more of a case of
where to put the code, it could be
added to an exsiting factory that
creates design objects for exporing
data to excel spreadsheets. On the
other hand I could see it could also
have its own factory for importing
excel data. Both factories would
produce the same objects but the inner
workings are completely different. –
If you aren't doing or plan on doing any class abstraction (subclassing or using interfaces) you may not need to use the factory pattern at all. The factory pattern is generally best suited for supplying objects of a base class type or that implement a specific interface.
Both
factories would produce the same
objects but the inner workings are
completely different.
Not sure if I've understood you correctly, but this sounds like a candidate for the AbstractFactory pattern.
I have a question about Java style. I've been programming Java for years, but primarily for my own purposes, where I didn't have to worry much about style, but I've just not got a job where I have to use it professionally. I'm asking because I'm about to have people really go over my code for the first time and I want to look like I know what I'm doing. Heh.
I'm developing a library that other people will make use of at my work. The way that other code will use my library is essentially to instantiate the main class and maybe call a method or two in that. They won't have to make use of any of my data structures, or any of the classes I use in the background to get things done. I will probably be the primary person who maintains this library, but other people are going to probably look at the code every once in a while.
So when I wrote this library, I just used the default no modifier access level for most of my fields, and even went so far as to have other classes occasionally read and possibly write from/to those fields directly. Since this is within my package this seemed like an OK way to do things, given that those fields aren't going to be visible from outside of the package, and it seemed to be unnecessary to make things private and provide getters and setters. No one but me is going to be writing code inside my package, this is closed source, etc.
My question is: is this going to look like bad style to other Java programmers? Should I provide getters and setters even when I know exactly what will be getting and setting my fields and I'm not worried about someone else writing something that will break my code?
Even within your closed-source package, encapsulation is a good idea.
Imagine that a bunch of classes within your package are accessing a particular property, and you realize that you need to, say, cache that property, or log all access to it, or switch from an actual stored value to a value you generate on-the-fly. You'd have to change a lot of classes that really shouldn't have to change. You're exposing the internal workings of a class to other classes that shouldn't need to know about those inner workings.
I would adhere to a common style (and in this case provide setters/getters). Why ?
it's good practise for when you work with other people or provide libraries for 3rd parties
a lot of Java frameworks assume getter/setter conventions and are tooled to look for these/expose them/interrogate them. If you don't do this, then your Java objects are closed off from these frameworks and libraries.
if you use setters/getters, you can easily refactor what's behind them. Just using the fields directly limits your ability to do this.
It's really tempting to adopt a 'just for me' approach, but a lot of conventions are there since stuff leverages off them, and/or are good practise for a reason. I would try and follow these as much as possible.
I don't think a good language should have ANY level of access except private--I'm not sure I see the benefit.
On the other hand, also be careful about getters and setters at all--they have a lot of pitfalls:
They tend to encourage bad OO design (You generally want to ask your object to do something for you, not act on it's attributes)
This bad OO design causes code related to your object to be spread around different objects and often leads to duplication.
setters make your object mutable (something that is always nice to avoid if you can)
setters and getters expose your internal structures (if you have a getter for an int, it's difficult to later change that to a double--you have to touch every place it was accessed and make sure it can handle a double without overflowing/causing an error, if you had just asked your object to manipulate the value in the first place, the only changes would be internal to your object.
Most Java developers will prefer to see getters and setters.
No one may be developing code in your package, but others are consuming it. By exposing an explicitly public interface, you can guarantee that external consumers use your interface as you expect.
If you expose a class' internal implementation publicly:
It isn't possible to prevent consumers from using the class inappropriately
There is lost control over entry/exit points; any public field may be mutated at any time
Increase coupling between the internal implementation and the external consumers
Maintaining getters and setters may take a little more time, but offers a lot more safety plus:
You can refactor your code any time, as drastically as you want, so long as you don't break your public API (getters, setters, and public methods)
Unit testing well-encapsulated classes is easier - you test the public interface and that's it (just your inputs/outputs to the "black box")
Inheritance, composition, and interface designs are all going to make more sense and be easier to design with decoupled classes
Decide you need to add some validation to a mutator before it's set? One good place is within a setter.
It's up to you to decide if the benefits are worth the added time.
I wouldn't care much about the style per se (or any kind of dogma for that matter), but rather the convenience in maintainability that comes with a set of getter/setter methods. If you (or someone else) later needed to change the behavior associated with a change of one of those attributes (log the changes, make it thread-safe, sanitize input, etc.), but have already directly modified them in lots of other places in your code, you will have wished you used getter and setter methods instead.
I would be very loath to go into a code review with anything but private fields, with the possible exception of a protected field for the benefit of a subclass. It won't make you look good.
Sure, I think from the vantage point of a Java expert, you can justify the deviation from style, but since this is your first professional job using Java, you aren't really in that position.
So to answer your question directly: "Is this going to look like bad style?" Yes, it will.
Was your decision reasonable? Only if you are really confident that this code won't go anywhere. In a typical shop, there may be chances to reuse code, factor things out into utility classes, etc. This code won't be a candidate without significant changes. Some of those changes can be automated with IDEs, and are basically low risk, but if your library is at the point where it is stable, tested and used in production, encapsulating that later will be regarded as a bigger risk than was needed.
Since you're the only one writing code in your closed-source package/library, I don't think you should worry too much about style - just do what works best for you.
However, for me, I try to avoid directly accessing fields because it can make the code more difficult to maintain and read - even if I'm the sole maintainer.
Style is a matter of convention. There is no right answer as long as it is consistent.
I'm not a fan of camel, but in the Java world, camelStyle rules supreme and all member variables should be private.
getData();
setData(int i);
Follow the Official Java code convention by Sun (cough Oracle) and you should be fine.
http://java.sun.com/docs/codeconv/
To be brief, you said "I'm asking because I'm about to have people really go over my code for the first time and I want to look like I know what I'm doing". So, change your code, because it does make it look like you do not know what you are doing.
The fact that you have raised it shows that you are aware that it will probably look bad (this is a good thing), and it does. As has been mentioned, you are breaking fundamentals of OO design for expediency. This simply results in fragile, and typically unmaintainable code.
Even though it's painful, coding up properties with getters and setters is a big win if you're ever going to use your objects in a context like JSP (the Expression Language in particular), OGNL, or another template language. If your objects follow the good old Bean conventions, then a whole lot of things will "just work" later on.
I find getters and setters are better way to program and its not about only a matter of coding convention. No one knows the future, so we can write a simple string phonenumber today but tomorrow we might have to put "-" between the area code and the number, in that case, if we have a getPhonenumber() method defined, we can do such beautifications very easily.
So I would imagine, we always should follow this style of coding for better extensibility.
Breaking encapsulation is a bad idea. All fields should be private. Otherwise the class can not itself ensure that its own invariants are kept, because some other class may accidentally modify the fields in a wrong way.
Having getters and setters for all fields is also a bad idea. A field with getter and setter is almost the same as a public field - it exposes the implementation details of the class and increases coupling. Code using those getters and setters easily violates OO principles and the code becomes procedural.
The code should be written so that it follows Tell Don't Ask. You can practice it for example by doing an Object Calisthenics exercise.
Sometimes I use public final properties w/o get/setter for short-living objects which just carry some data (and will never do anything else by design).
Once on that, I'd really love if Java had implied getters and setters created using a property keyword...
Using encapsulation is a good idea even for closed source as JacobM already pointed out. But if your code is acting as library for other application, you can not stop the other application from accessing the classes that are defined for internal use. In other words, you can not(?) enforce restriction that a public class X can be used only by classes in my application.
This is where I like Eclipse plugin architecture where you can say what packages in my plugin can dependent plugins access during runtime. JSR 277 aimed at bringing this kind of modular features to JDK but it is dead now. Read more about it here,
http://neilbartlett.name/blog/2008/12/08/hope-fear-and-project-jigsaw/
Now the only option seems to be OSGi.
While I am well aware about the common pressure to use getters and setters everywhere regardless the case, and the code review process leaves me no choice, I am still not convinced in the universal usefulness of this idea.
The reason, for the data carrying classes, over ten years of development it has never been for me a single case where I would write anything different from set the variable in the setter and read the variable in the getter while lots of time has been spent on generating, understanding and maintaining this cargo cult code that seems not making any sense.
The data class is a structure or record, not a class. It does not do anything itself. Other classes are making changes to it. It should not be any functionality there at all, leave alone the functionality in the setters or getters. Java probably needs a separate keyword for the multi-field data record that has no methods.
From the other side, the process seems gone so far now that probably makes a lot of sense to put getters and setters just from beginning, even first time in the new team. It is important not to conflict with the team.