Why doesn't Eloquent\Builder inherit from Query\Builder in laravel? - php

In laravel, the Eloquent\Builder class sends every call to methods which it doesn't have to an internal Query\Builder. To me this sounds like inheritance. Somebody knows why they didn't implement it so that the Eloquent\Builder extends Query\Builder? The reason I first noticed it was that I got "Call to undefined method" errors in IDEs, despite the code working fine which is the curse of magic methods I suppose.
For reference, here is relevant source from Eloquent\Builder.
/**
* The base query builder instance.
*
* #var \Illuminate\Database\Query\Builder
*/
protected $query;
protected $passthru = array(
'toSql', 'lists', 'insert', 'insertGetId', 'pluck', 'count',
'min', 'max', 'avg', 'sum', 'exists', 'getBindings',
);
public function __call($method, $parameters)
{
if (method_exists($this->model, $scope = 'scope'.ucfirst($method)))
{
return $this->callScope($scope, $parameters);
}
else
{
$result = call_user_func_array(array($this->query, $method), $parameters);
}
return in_array($method, $this->passthru) ? $result : $this;
}

I'll start off with my conclusion. I think it was just poorly engineered.
Let me do a few explanations, and also reply to the accepted answer by #Simon Bengtsson
I'm by no means trying to offend anyone, but I'm just trying to word out my thoughts.
Actually the whole point of inheritance is that they have similar characteristics, but you would like to add an extra layer to put some extended features. Obviously, the extended "child" class will know more than the "parent" class (such as knowing about the Eloquent Model)
To me, a "Builder" is a Builder. Afterall, both are actually building a query, regardless of what conditions its checking or observing. That's the purpose of a Builder (from what I see at least). So it's in the same layer (except Eloquent\Builder has some extra features).
The current implementation is overriding the nature of a few methods such as where() (which are basically those in Query\Builder, same name, same arguments). It's also adding a few methods, which eventually calls methods like where(). This is all about inheritance. If I call where(), and it exists in child class, the child class method gets called. If not, it will call the method in parent class.
Later down the line it becomes more difficult to then decouple the low level and ORM level components if you hypothetically wanted to use some new NoSQL DB instead
and simply write a Query\Builder signature compliant drop-in class.
#Simon Bengtsson
I don't see how it gets difficult to decouple. All you have to do, is to write a new class Query\MongoDBBuilder, which has the same interface as Query\Builder. If you're worried, you can always make the classes "implements" an Interface. If you ask me, actually the current way is harder to decouple, because it's quite messy right now as to "which features are overridden and which are not".
I do encourage class decoupling in some cases, but if I were to decouple this one (which I don't think is necessary here), I would do it this way:
Eloquent\Model
Eloquent\Adapter (This is some sort of intermediate layer, where you could put connection settings etc.)
Eloquent\Builder extends Query\Builder (This is a "wrapper" for Query\Builder so that it could do slightly more, but achieving the same goals)
Child classes also have access to protected properties on parent classes so that Eloquent\ChildOfQueryBuilder would have the freedom to rely on the low level implementation
of Query\Builder and could be coupled to it.
#Simon Bengtsson
This is the whole point about inheritance. You would to be able to access protected properties to override a feature given by the parent. Let's look at it from another point of view, what if you NEED to access these variables in order to modify the feature? In fact, the author declaring these members "protected" already implies that he is ready for another class to extend it. That's the only purpose of making it "protected", correct?
That's why you would have to know exactly what a parent class is doing before inheriting it, because it could be dangerous.
The reason why I'm giving this huge explanation is because I'm trying to modify some features for Eloquent. I've been looking at the implementation of days (the 3 god classes: Eloquent\Model, Eloquent\Builder, and Query\Builder). The layering and aliasing was really messed up. Extending the Model class requires me to redeclare almost equivalent functions due to its poor implementation. But that's off topic.
In conclusion, if you ask "why", I would actually say (now I know people will kick me) that it was just poorly engineered and implemented.

I think delmadord was sort of heading towards the right answer but I think bringing the IoC into it blurs the issue. The basic answer is that the two classes represent abstractions of the database at different levels. Query\Builder is the lower level abstraction and Eloquent\Builder is a higher level abstraction which is why, as you pointed out it makes use of Query\Builder for its core functionality.
You can tell this from the properties that are defined for each class. One has properties surrounding things such as:
connection settings,
database grammars and,
various things relating to the query that will be assembled
The other is more an ORM and is concerned with higher level concerns such as whether eager relationship loading should be used and which model the query is currently bound to. Arguably, you could use inheritance here and might have pretty much the same functionality but from an architectural standpoint there are issues with this.
One is that, strictly speaking, I should always be able to use a child class as a drop in replacement for a parent class. This is simpler to see if you adopt the "is a" reading of inheritance. This means that if you used inheritance for this pair of classes, strictly speaking, any developer down the line is able to make use of Eloquent\Builder just as easily as Query\Builder and in fact might be encouraged to do so throughout the code in order to have one less class to track in their minds. This will mean code may call $builder->getRelation() and rely on the consequences on (for argument's sake) $builder->wheres all in the same block of code.
Later down the line it becomes more difficult to then decouple the low level and ORM level components if you hypothetically wanted to use some new NoSQL DB instead and simply write a Query\Builder signature compliant drop-in class.
Child classes also have access to protected properties on parent classes so that Eloquent\ChildOfQueryBuilder would have the freedom to rely on the low level implementation of Query\Builder and could be coupled to it. You could argue that you could just make it private but then you can longer write a thin low-level extension to Query\Builder (adding some clustering, sharding or security logic maybe) that may (rightfully) need access to the implementation details that could have been a drop-in replacement for the low-level functionality.
Another is that the size of the class grows quite rapidly if you pile everything related into one "God object". Both of the Builder classes have a large amount of abstraction layer specific logic within them. If you inherit, then Eloquent\Builder would effectively be the union of the two and you would have almost twice as much code to scan for issues and your IDE would give you a much broader range of autocompletion options, with a significant fraction being unrelated to the abstraction depth you're working at.
The same pattern is used sometimes in other places where two classes are very related to each other, but inheritance would cause perception issues which would encourage their use in ways the developer does not want. With Java for example, immutable classes typically have mutable counterparts but neither inherits the other and they might not even have common ancestry.
This happens because the immutable class can't have any mutator methods. Inheriting from the mutable version would require overriding and disabling each mutator method and forever ensuring this happens correctly. Forget this once and your immutable class may be mutable for a few revisions. And you can't allow inheritance the other way around because doing so means a method expecting an immutable class might get a mutable child and add grey hairs to people.
This is another instance of related things playing distinct roles and thus being conceptually separated. Its not that you can't do things a particular way but more that certain architecture choices discourage behaviours you don't want and leave room to do things that you do think you'll want to do down the line. Sometimes with very large code-bases, decoupling things along an interface like that really helps to make it easier to reason about and work with.

If you look at the source of Illuminate/Database/Eloquent/Builder
<?php namespace Illuminate\Database\Eloquent;
use Closure;
use Illuminate\Database\Query\Expression;
use Illuminate\Database\Eloquent\Relations\Relation;
use Illuminate\Database\Query\Builder as QueryBuilder;
class Builder {
/**
* The base query builder instance.
*
* #var \Illuminate\Database\Query\Builder
*/
protected $query;
You can see, that it is using the instance of the Illuminate\Database\Query\Builder. It is not extending the class, probably for make use of the IoC in Laravel. Inject the instance and it get pulled everything needed.

Related

Should PDO Instance be static or not [duplicate]

In my example I'm using the PHP framework Yii2 but I think this applies to most OO languages.
I have an ActiveRecord base class which most of my business objects extend from e.g. Project.
At the moment if I want a Project instance I call
Project::findOne(['id' => $id]);
findOne is a static method of ActiveRecord (which is part of the Yii2 framework). So this is bad form because I can't easily mock/stub the return of this call when writing unit tests.
But what's the best way to get around this?
I could create a class CActiveRecord that inherits from ActiveRecord and wrap the static call in a non-static call and use that everywhere - but then I would have to instantiate a throw-away Project object in order to get the actual instance. What if the Project object needed some heavy config to be instantiated - I would be passing random nonsense into the constructor just to get an instance.
Summary:
Simply changing statics to non-statics seems wrong - shouldn't I also move the functions somewhere else? If so, where?
The issue with static calls is the hard coupling to a specific other piece of code. Just wrapping that in a "dynamic" call doesn't make this any better:
$c = new CProject;
$c->findOne(); // Calls Project::findOne()
That's pretty darn pointless. The issue is not the syntax of -> vs. ::, the issue is that this particular code references a specific other class and that you cannot easily exchange this class for something else. You're building rigid, hardcoded dependencies between your classes/objects, which makes it hard to take them apart, which makes your code hard to test, and which makes it harder to adapt code to different situations.
The alternative is dependency injection:
function foo(Project $project) {
$p = $project->findOne();
}
This function is not coupled to any one specific Project class, but to a class which simply offers an interface akin to Project. In fact, Project could even be simply an interface. Which specific class and method is getting called here then is decided somewhere completely different, like your dependency injection container; or simply the caller of this code.
This makes it a lot easier to take this code apart and put it back together in different ways, as necessary for the situation at hand. That's not to say it can't work and that you should never use static calls at all, but you really need to be aware of what cross-dependencies you're establishing with every hardcoded class name, and whether that may or may not cause a problem down the line. For even moderately complex and/or growing software projects, it will almost certainly cause friction in some form or another eventually.
See How Not To Kill Your Testability Using Statics for a longer in-depth article.

PHP: Using interfaces for dependency management [duplicate]

I have seen this mentioned a few times and I am not clear on what it means. When and why would you do this?
I know what interfaces do, but the fact I am not clear on this makes me think I am missing out on using them correctly.
Is it just so if you were to do:
IInterface classRef = new ObjectWhatever()
You could use any class that implements IInterface? When would you need to do that? The only thing I can think of is if you have a method and you are unsure of what object will be passed except for it implementing IInterface. I cannot think how often you would need to do that.
Also, how could you write a method that takes in an object that implements an interface? Is that possible?
There are some wonderful answers on here to this questions that get into all sorts of great detail about interfaces and loosely coupling code, inversion of control and so on. There are some fairly heady discussions, so I'd like to take the opportunity to break things down a bit for understanding why an interface is useful.
When I first started getting exposed to interfaces, I too was confused about their relevance. I didn't understand why you needed them. If we're using a language like Java or C#, we already have inheritance and I viewed interfaces as a weaker form of inheritance and thought, "why bother?" In a sense I was right, you can think of interfaces as sort of a weak form of inheritance, but beyond that I finally understood their use as a language construct by thinking of them as a means of classifying common traits or behaviors that were exhibited by potentially many non-related classes of objects.
For example -- say you have a SIM game and have the following classes:
class HouseFly inherits Insect {
void FlyAroundYourHead(){}
void LandOnThings(){}
}
class Telemarketer inherits Person {
void CallDuringDinner(){}
void ContinueTalkingWhenYouSayNo(){}
}
Clearly, these two objects have nothing in common in terms of direct inheritance. But, you could say they are both annoying.
Let's say our game needs to have some sort of random thing that annoys the game player when they eat dinner. This could be a HouseFly or a Telemarketer or both -- but how do you allow for both with a single function? And how do you ask each different type of object to "do their annoying thing" in the same way?
The key to realize is that both a Telemarketer and HouseFly share a common loosely interpreted behavior even though they are nothing alike in terms of modeling them. So, let's make an interface that both can implement:
interface IPest {
void BeAnnoying();
}
class HouseFly inherits Insect implements IPest {
void FlyAroundYourHead(){}
void LandOnThings(){}
void BeAnnoying() {
FlyAroundYourHead();
LandOnThings();
}
}
class Telemarketer inherits Person implements IPest {
void CallDuringDinner(){}
void ContinueTalkingWhenYouSayNo(){}
void BeAnnoying() {
CallDuringDinner();
ContinueTalkingWhenYouSayNo();
}
}
We now have two classes that can each be annoying in their own way. And they do not need to derive from the same base class and share common inherent characteristics -- they simply need to satisfy the contract of IPest -- that contract is simple. You just have to BeAnnoying. In this regard, we can model the following:
class DiningRoom {
DiningRoom(Person[] diningPeople, IPest[] pests) { ... }
void ServeDinner() {
when diningPeople are eating,
foreach pest in pests
pest.BeAnnoying();
}
}
Here we have a dining room that accepts a number of diners and a number of pests -- note the use of the interface. This means that in our little world, a member of the pests array could actually be a Telemarketer object or a HouseFly object.
The ServeDinner method is called when dinner is served and our people in the dining room are supposed to eat. In our little game, that's when our pests do their work -- each pest is instructed to be annoying by way of the IPest interface. In this way, we can easily have both Telemarketers and HouseFlys be annoying in each of their own ways -- we care only that we have something in the DiningRoom object that is a pest, we don't really care what it is and they could have nothing in common with other.
This very contrived pseudo-code example (that dragged on a lot longer than I anticipated) is simply meant to illustrate the kind of thing that finally turned the light on for me in terms of when we might use an interface. I apologize in advance for the silliness of the example, but hope that it helps in your understanding. And, to be sure, the other posted answers you've received here really cover the gamut of the use of interfaces today in design patterns and development methodologies.
The specific example I used to give to students is that they should write
List myList = new ArrayList(); // programming to the List interface
instead of
ArrayList myList = new ArrayList(); // this is bad
These look exactly the same in a short program, but if you go on to use myList 100 times in your program you can start to see a difference. The first declaration ensures that you only call methods on myList that are defined by the List interface (so no ArrayList specific methods). If you've programmed to the interface this way, later on you can decide that you really need
List myList = new TreeList();
and you only have to change your code in that one spot. You already know that the rest of your code doesn't do anything that will be broken by changing the implementation because you programmed to the interface.
The benefits are even more obvious (I think) when you're talking about method parameters and return values. Take this for example:
public ArrayList doSomething(HashMap map);
That method declaration ties you to two concrete implementations (ArrayList and HashMap). As soon as that method is called from other code, any changes to those types probably mean you're going to have to change the calling code as well. It would be better to program to the interfaces.
public List doSomething(Map map);
Now it doesn't matter what kind of List you return, or what kind of Map is passed in as a parameter. Changes that you make inside the doSomething method won't force you to change the calling code.
Programming to an interface is saying, "I need this functionality and I don't care where it comes from."
Consider (in Java), the List interface versus the ArrayList and LinkedList concrete classes. If all I care about is that I have a data structure containing multiple data items that I should access via iteration, I'd pick a List (and that's 99% of the time). If I know that I need constant-time insert/delete from either end of the list, I might pick the LinkedList concrete implementation (or more likely, use the Queue interface). If I know I need random access by index, I'd pick the ArrayList concrete class.
Programming to an interface has absolutely nothing to do with abstract interfaces like we see in Java or .NET. It isn't even an OOP concept.
What it means is don't go messing around with the internals of an object or data structure. Use the Abstract Program Interface, or API, to interact with your data. In Java or C# that means using public properties and methods instead of raw field access. For C that means using functions instead of raw pointers.
EDIT: And with databases it means using views and stored procedures instead of direct table access.
Using interfaces is a key factor in making your code easily testable in addition to removing unnecessary couplings between your classes. By creating an interface that defines the operations on your class, you allow classes that want to use that functionality the ability to use it without depending on your implementing class directly. If later on you decide to change and use a different implementation, you need only change the part of the code where the implementation is instantiated. The rest of the code need not change because it depends on the interface, not the implementing class.
This is very useful in creating unit tests. In the class under test you have it depend on the interface and inject an instance of the interface into the class (or a factory that allows it to build instances of the interface as needed) via the constructor or a property settor. The class uses the provided (or created) interface in its methods. When you go to write your tests, you can mock or fake the interface and provide an interface that responds with data configured in your unit test. You can do this because your class under test deals only with the interface, not your concrete implementation. Any class implementing the interface, including your mock or fake class, will do.
EDIT: Below is a link to an article where Erich Gamma discusses his quote, "Program to an interface, not an implementation."
http://www.artima.com/lejava/articles/designprinciples.html
You should look into Inversion of Control:
Martin Fowler: Inversion of Control Containers and the Dependency Injection pattern
Wikipedia: Inversion of Control
In such a scenario, you wouldn't write this:
IInterface classRef = new ObjectWhatever();
You would write something like this:
IInterface classRef = container.Resolve<IInterface>();
This would go into a rule-based setup in the container object, and construct the actual object for you, which could be ObjectWhatever. The important thing is that you could replace this rule with something that used another type of object altogether, and your code would still work.
If we leave IoC off the table, you can write code that knows that it can talk to an object that does something specific, but not which type of object or how it does it.
This would come in handy when passing parameters.
As for your parenthesized question "Also, how could you write a method that takes in an object that implements an Interface? Is that possible?", in C# you would simply use the interface type for the parameter type, like this:
public void DoSomethingToAnObject(IInterface whatever) { ... }
This plugs right into the "talk to an object that does something specific." The method defined above knows what to expect from the object, that it implements everything in IInterface, but it doesn't care which type of object it is, only that it adheres to the contract, which is what an interface is.
For instance, you're probably familiar with calculators and have probably used quite a few in your days, but most of the time they're all different. You, on the other hand, knows how a standard calculator should work, so you're able to use them all, even if you can't use the specific features that each calculator has that none of the other has.
This is the beauty of interfaces. You can write a piece of code, that knows that it will get objects passed to it that it can expect certain behavior from. It doesn't care one hoot what kind of object it is, only that it supports the behavior needed.
Let me give you a concrete example.
We have a custom-built translation system for windows forms. This system loops through controls on a form and translate text in each. The system knows how to handle basic controls, like the-type-of-control-that-has-a-Text-property, and similar basic stuff, but for anything basic, it falls short.
Now, since controls inherit from pre-defined classes that we have no control over, we could do one of three things:
Build support for our translation system to detect specifically which type of control it is working with, and translate the correct bits (maintenance nightmare)
Build support into base classes (impossible, since all the controls inherit from different pre-defined classes)
Add interface support
So we did nr. 3. All our controls implement ILocalizable, which is an interface that gives us one method, the ability to translate "itself" into a container of translation text/rules. As such, the form doesn't need to know which kind of control it has found, only that it implements the specific interface, and knows that there is a method where it can call to localize the control.
Code to the Interface Not the Implementation has NOTHING to do with Java, nor its Interface construct.
This concept was brought to prominence in the Patterns / Gang of Four books but was most probably around well before that. The concept certainly existed well before Java ever existed.
The Java Interface construct was created to aid in this idea (among other things), and people have become too focused on the construct as the centre of the meaning rather than the original intent. However, it is the reason we have public and private methods and attributes in Java, C++, C#, etc.
It means just interact with an object or system's public interface. Don't worry or even anticipate how it does what it does internally. Don't worry about how it is implemented. In object-oriented code, it is why we have public vs. private methods/attributes. We are intended to use the public methods because the private methods are there only for use internally, within the class. They make up the implementation of the class and can be changed as required without changing the public interface. Assume that regarding functionality, a method on a class will perform the same operation with the same expected result every time you call it with the same parameters. It allows the author to change how the class works, its implementation, without breaking how people interact with it.
And you can program to the interface, not the implementation without ever using an Interface construct. You can program to the interface not the implementation in C++, which does not have an Interface construct. You can integrate two massive enterprise systems much more robustly as long as they interact through public interfaces (contracts) rather than calling methods on objects internal to the systems. The interfaces are expected to always react the same expected way given the same input parameters; if implemented to the interface and not the implementation. The concept works in many places.
Shake the thought that Java Interfaces have anything what-so-ever to do with the concept of 'Program to the Interface, Not the Implementation'. They can help apply the concept, but they are not the concept.
It sounds like you understand how interfaces work but are unsure of when to use them and what advantages they offer. Here are a few examples of when an interface would make sense:
// if I want to add search capabilities to my application and support multiple search
// engines such as Google, Yahoo, Live, etc.
interface ISearchProvider
{
string Search(string keywords);
}
then I could create GoogleSearchProvider, YahooSearchProvider, LiveSearchProvider, etc.
// if I want to support multiple downloads using different protocols
// HTTP, HTTPS, FTP, FTPS, etc.
interface IUrlDownload
{
void Download(string url)
}
// how about an image loader for different kinds of images JPG, GIF, PNG, etc.
interface IImageLoader
{
Bitmap LoadImage(string filename)
}
then create JpegImageLoader, GifImageLoader, PngImageLoader, etc.
Most add-ins and plugin systems work off interfaces.
Another popular use is for the Repository pattern. Say I want to load a list of zip codes from different sources
interface IZipCodeRepository
{
IList<ZipCode> GetZipCodes(string state);
}
then I could create an XMLZipCodeRepository, SQLZipCodeRepository, CSVZipCodeRepository, etc. For my web applications, I often create XML repositories early on so I can get something up and running before the SQL Database is ready. Once the database is ready I write an SQLRepository to replace the XML version. The rest of my code remains unchanged since it runs solely off of interfaces.
Methods can accept interfaces such as:
PrintZipCodes(IZipCodeRepository zipCodeRepository, string state)
{
foreach (ZipCode zipCode in zipCodeRepository.GetZipCodes(state))
{
Console.WriteLine(zipCode.ToString());
}
}
It makes your code a lot more extensible and easier to maintain when you have sets of similar classes. I am a junior programmer, so I am no expert, but I just finished a project that required something similar.
I work on client side software that talks to a server running a medical device. We are developing a new version of this device that has some new components that the customer must configure at times. There are two types of new components, and they are different, but they are also very similar. Basically, I had to create two config forms, two lists classes, two of everything.
I decided that it would be best to create an abstract base class for each control type that would hold almost all of the real logic, and then derived types to take care of the differences between the two components. However, the base classes would not have been able to perform operations on these components if I had to worry about types all of the time (well, they could have, but there would have been an "if" statement or switch in every method).
I defined a simple interface for these components and all of the base classes talk to this interface. Now when I change something, it pretty much 'just works' everywhere and I have no code duplication.
A lot of explanation out there, but to make it even more simpler. Take for instance a List. One can implement a list with as:
An internal array
A linked list
Other implementations
By building to an interface, say a List. You only code as to definition of List or what List means in reality.
You could use any type of implementation internally say an array implementation. But suppose you wish to change the implementation for some reason say a bug or performance. Then you just have to change the declaration List<String> ls = new ArrayList<String>() to List<String> ls = new LinkedList<String>().
Nowhere else in code, will you have to change anything else; Because everything else was built on the definition of List.
If you program in Java, JDBC is a good example. JDBC defines a set of interfaces but says nothing about the implementation. Your applications can be written against this set of interfaces. In theory, you pick some JDBC driver and your application would just work. If you discover there's a faster or "better" or cheaper JDBC driver or for whatever reason, you can again in theory re-configure your property file, and without having to make any change in your application, your application would still work.
I am a late comer to this question, but I want to mention here that the line "Program to an interface, not an implementation" had some good discussion in the GoF (Gang of Four) Design Patterns book.
It stated, on p. 18:
Program to an interface, not an implementation
Don't declare variables to be instances of particular concrete classes. Instead, commit only to an interface defined by an abstract class. You will find this to be a common theme of the design patterns in this book.
and above that, it began with:
There are two benefits to manipulating objects solely in terms of the interface defined by abstract classes:
Clients remain unaware of the specific types of objects they use, as long as the objects adhere to the interface that clients expect.
Clients remain unaware of the classes that implement these objects. Clients only know about the abstract class(es) defining the interface.
So in other words, don't write it your classes so that it has a quack() method for ducks, and then a bark() method for dogs, because they are too specific for a particular implementation of a class (or subclass). Instead, write the method using names that are general enough to be used in the base class, such as giveSound() or move(), so that they can be used for ducks, dogs, or even cars, and then the client of your classes can just say .giveSound() rather than thinking about whether to use quack() or bark() or even determine the type before issuing the correct message to be sent to the object.
Programming to Interfaces is awesome, it promotes loose coupling. As #lassevk mentioned, Inversion of Control is a great use of this.
In addition, look into SOLID principals. here is a video series
It goes through a hard coded (strongly coupled example) then looks at interfaces, finally progressing to a IoC/DI tool (NInject)
To add to the existing posts, sometimes coding to interfaces helps on large projects when developers work on separate components simultaneously. All you need is to define interfaces upfront and write code to them while other developers write code to the interface you are implementing.
It can be advantageous to program to interfaces, even when we are not depending on abstractions.
Programming to interfaces forces us to use a contextually appropriate subset of an object. That helps because it:
prevents us from doing contextually inappropriate things, and
lets us safely change the implementation in the future.
For example, consider a Person class that implements the Friend and the Employee interface.
class Person implements AbstractEmployee, AbstractFriend {
}
In the context of the person's birthday, we program to the Friend interface, to prevent treating the person like an Employee.
function party() {
const friend: Friend = new Person("Kathryn");
friend.HaveFun();
}
In the context of the person's work, we program to the Employee interface, to prevent blurring workplace boundaries.
function workplace() {
const employee: Employee = new Person("Kathryn");
employee.DoWork();
}
Great. We have behaved appropriately in different contexts, and our software is working well.
Far into the future, if our business changes to work with dogs, we can change the software fairly easily. First, we create a Dog class that implements both Friend and Employee. Then, we safely change new Person() to new Dog(). Even if both functions have thousands of lines of code, that simple edit will work because we know the following are true:
Function party uses only the Friend subset of Person.
Function workplace uses only the Employee subset of Person.
Class Dog implements both the Friend and Employee interfaces.
On the other hand, if either party or workplace were to have programmed against Person, there would be a risk of both having Person-specific code. Changing from Person to Dog would require us to comb through the code to extirpate any Person-specific code that Dog does not support.
The moral: programming to interfaces helps our code to behave appropriately and to be ready for change. It also prepares our code to depend on abstractions, which brings even more advantages.
If I'm writing a new class Swimmer to add the functionality swim() and need to use an object of class say Dog, and this Dog class implements interface Animal which declares swim().
At the top of the hierarchy (Animal), it's very abstract while at the bottom (Dog) it's very concrete. The way I think about "programming to interfaces" is that, as I write Swimmer class, I want to write my code against the interface that's as far up that hierarchy which in this case is an Animal object. An interface is free from implementation details and thus makes your code loosely-coupled.
The implementation details can be changed with time, however, it would not affect the remaining code since all you are interacting with is with the interface and not the implementation. You don't care what the implementation is like... all you know is that there will be a class that would implement the interface.
It is also good for Unit Testing, you can inject your own classes (that meet the requirements of the interface) into a class that depends on it
Short story: A postman is asked to go home after home and receive the covers contains (letters, documents, cheques, gift cards, application, love letter) with the address written on it to deliver.
Suppose there is no cover and ask the postman to go home after home and receive all the things and deliver to other people, the postman can get confused.
So better wrap it with cover (in our story it is the interface) then he will do his job fine.
Now the postman's job is to receive and deliver the covers only (he wouldn't bothered what is inside in the cover).
Create a type of interface not actual type, but implement it with actual type.
To create to interface means your components get Fit into the rest of code easily
I give you an example.
you have the AirPlane interface as below.
interface Airplane{
parkPlane();
servicePlane();
}
Suppose you have methods in your Controller class of Planes like
parkPlane(Airplane plane)
and
servicePlane(Airplane plane)
implemented in your program. It will not BREAK your code.
I mean, it need not to change as long as it accepts arguments as AirPlane.
Because it will accept any Airplane despite actual type, flyer, highflyr, fighter, etc.
Also, in a collection:
List<Airplane> plane; // Will take all your planes.
The following example will clear your understanding.
You have a fighter plane that implements it, so
public class Fighter implements Airplane {
public void parkPlane(){
// Specific implementations for fighter plane to park
}
public void servicePlane(){
// Specific implementatoins for fighter plane to service.
}
}
The same thing for HighFlyer and other clasess:
public class HighFlyer implements Airplane {
public void parkPlane(){
// Specific implementations for HighFlyer plane to park
}
public void servicePlane(){
// specific implementatoins for HighFlyer plane to service.
}
}
Now think your controller classes using AirPlane several times,
Suppose your Controller class is ControlPlane like below,
public Class ControlPlane{
AirPlane plane;
// so much method with AirPlane reference are used here...
}
Here magic comes as you may make your new AirPlane type instances as many as you want and you are not changing the code of ControlPlane class.
You can add an instance...
JumboJetPlane // implementing AirPlane interface.
AirBus // implementing AirPlane interface.
You may remove instances of previously created types too.
So, just to get this right, the advantage of a interface is that I can separate the calling of a method from any particular class. Instead creating a instance of the interface, where the implementation is given from whichever class I choose that implements that interface. Thus allowing me to have many classes, which have similar but slightly different functionality and in some cases (the cases related to the intention of the interface) not care which object it is.
For example, I could have a movement interface. A method which makes something 'move' and any object (Person, Car, Cat) that implements the movement interface could be passed in and told to move. Without the method every knowing the type of class it is.
Imagine you have a product called 'Zebra' that can be extended by plugins. It finds the plugins by searching for DLLs in some directory. It loads all those DLLs and uses reflection to find any classes that implement IZebraPlugin, and then calls the methods of that interface to communicate with the plugins.
This makes it completely independent of any specific plugin class - it doesn't care what the classes are. It only cares that they fulfill the interface specification.
Interfaces are a way of defining points of extensibility like this. Code that talks to an interface is more loosely coupled - in fact it is not coupled at all to any other specific code. It can inter-operate with plugins written years later by people who have never met the original developer.
You could instead use a base class with virtual functions - all plugins would be derived from the base class. But this is much more limiting because a class can only have one base class, whereas it can implement any number of interfaces.
C++ explanation.
Think of an interface as your classes public methods.
You then could create a template that 'depends' on these public methods in order to carry out it's own function (it makes function calls defined in the classes public interface). Lets say this template is a container, like a Vector class, and the interface it depends on is a search algorithm.
Any algorithm class that defines the functions/interface Vector makes calls to will satisfy the 'contract' (as someone explained in the original reply). The algorithms don't even need to be of the same base class; the only requirement is that the functions/methods that the Vector depends on (interface) is defined in your algorithm.
The point of all of this is that you could supply any different search algorithm/class just as long as it supplied the interface that Vector depends on (bubble search, sequential search, quick search).
You might also want to design other containers (lists, queues) that would harness the same search algorithm as Vector by having them fulfill the interface/contract that your search algorithms depends on.
This saves time (OOP principle 'code reuse') as you are able to write an algorithm once instead of again and again and again specific to every new object you create without over-complicating the issue with an overgrown inheritance tree.
As for 'missing out' on how things operate; big-time (at least in C++), as this is how most of the Standard TEMPLATE Library's framework operates.
Of course when using inheritance and abstract classes the methodology of programming to an interface changes; but the principle is the same, your public functions/methods are your classes interface.
This is a huge topic and one of the the cornerstone principles of Design Patterns.
In Java these concrete classes all implement the CharSequence interface:
CharBuffer, String, StringBuffer, StringBuilder
These concrete classes do not have a common parent class other than Object, so there is nothing that relates them, other than the fact they each have something to do with arrays of characters, representing such, or manipulating such. For instance, the characters of String cannot be changed once a String object is instantiated, whereas the characters of StringBuffer or StringBuilder can be edited.
Yet each one of these classes is capable of suitably implementing the CharSequence interface methods:
char charAt(int index)
int length()
CharSequence subSequence(int start, int end)
String toString()
In some cases, Java class library classes that used to accept String have been revised to now accept the CharSequence interface. So if you have an instance of StringBuilder, instead of extracting a String object (which means instantiating a new object instance), it can instead just pass the StringBuilder itself as it implements the CharSequence interface.
The Appendable interface that some classes implement has much the same kind of benefit for any situation where characters can be appended to an instance of the underlying concrete class object instance. All of these concrete classes implement the Appendable interface:
BufferedWriter, CharArrayWriter, CharBuffer, FileWriter, FilterWriter, LogStream, OutputStreamWriter, PipedWriter, PrintStream, PrintWriter, StringBuffer, StringBuilder, StringWriter, Writer
Previous answers focus on programming to an abstraction for the sake of extensibility and loose coupling. While these are very important points,
readability is equally important. Readability allows others (and your future self) to understand the code with minimal effort. This is why readability leverages abstractions.
An abstraction is, by definition, simpler than its implementation. An abstraction omits detail in order to convey the essence or purpose of a thing, but nothing more.
Because abstractions are simpler, I can fit a lot more of them in my head at one time, compared to implementations.
As a programmer (in any language) I walk around with a general idea of a List in my head at all times. In particular, a List allows random access, duplicate elements, and maintains order. When I see a declaration like this: List myList = new ArrayList() I think, cool, this is a List that's being used in the (basic) way that I understand; and I don't have to think any more about it.
On the other hand, I do not carry around the specific implementation details of ArrayList in my head. So when I see, ArrayList myList = new ArrayList(). I think, uh-oh, this ArrayList must be used in a way that isn't covered by the List interface. Now I have to track down all the usages of this ArrayList to understand why, because otherwise I won't be able to fully understand this code. It gets even more confusing when I discover that 100% of the usages of this ArrayList do conform to the List interface. Then I'm left wondering... was there some code relying on ArrayList implementation details that got deleted? Was the programmer who instantiated it just incompetent? Is this application locked into that specific implementation in some way at runtime? A way that I don't understand?
I'm now confused and uncertain about this application, and all we're talking about is a simple List. What if this was a complex business object ignoring its interface? Then my knowledge of the business domain is insufficient to understand the purpose of the code.
So even when I need a List strictly within a private method (nothing that would break other applications if it changed, and I could easily find/replace every usage in my IDE) it still benefits readability to program to an abstraction. Because abstractions are simpler than implementation details. You could say that programming to abstractions is one way of adhering to the KISS principle.
An interface is like a contract, where you want your implementation class to implement methods written in the contract (interface). Since Java does not provide multiple inheritance, "programming to interface" is a good way to achieve multiple inheritance.
If you have a class A that is already extending some other class B, but you want that class A to also follow certain guidelines or implement a certain contract, then you can do so by the "programming to interface" strategy.
Q: - ... "Could you use any class that implements an interface?"
A: - Yes.
Q: - ... "When would you need to do that?"
A: - Each time you need a class(es) that implements interface(s).
Note: We couldn't instantiate an interface not implemented by a class - True.
Why?
Because the interface has only method prototypes, not definitions (just functions names, not their logic)
AnIntf anInst = new Aclass();
// we could do this only if Aclass implements AnIntf.
// anInst will have Aclass reference.
Note: Now we could understand what happened if Bclass and Cclass implemented same Dintf.
Dintf bInst = new Bclass();
// now we could call all Dintf functions implemented (defined) in Bclass.
Dintf cInst = new Cclass();
// now we could call all Dintf functions implemented (defined) in Cclass.
What we have: Same interface prototypes (functions names in interface), and call different implementations.
Bibliography:
Prototypes - wikipedia
program to an interface is a term from the GOF book. i would not directly say it has to do with java interface but rather real interfaces. to achieve clean layer separation, you need to create some separation between systems for example: Let's say you had a concrete database you want to use, you would never "program to the database" , instead you would "program to the storage interface". Likewise you would never "program to a Web Service" but rather you would program to a "client interface". this is so you can easily swap things out.
i find these rules help me:
1. we use a java interface when we have multiple types of an object. if i just have single object, i dont see the point. if there are at least two concrete implementations of some idea, then i would use a java interface.
2. if as i stated above, you want to bring decoupling from an external system (storage system) to your own system (local DB) then also use a interface.
notice how there are two ways to consider when to use them.
Coding to an interface is a philosophy, rather than specific language constructs or design patterns - it instructs you what is the correct order of steps to follow in order to create better software systems (e.g. more resilient, more testable, more scalable, more extendible, and other nice traits).
What it actually means is:
===
Before jumping to implementations and coding (the HOW) - think of the WHAT:
What black boxes should make up your system,
What is each box' responsibility,
What are the ways each "client" (that is, one of those other boxes, 3rd party "boxes", or even humans) should communicate with it (the API of each box).
After you figure the above, go ahead and implement those boxes (the HOW).
Thinking first of what a box' is and what its API, leads the developer to distil the box' responsibility, and to mark for himself and future developers the difference between what is its exposed details ("API") and it's hidden details ("implementation details"), which is a very important differentiation to have.
One immediate and easily noticeable gain is the team can then change and improve implementations without affecting the general architecture. It also makes the system MUCH more testable (it goes well with the TDD approach).
===
Beyond the traits I've mentioned above, you also save A LOT OF TIME going this direction.
Micro Services and DDD, when done right, are great examples of "Coding to an interface", however the concept wins in every pattern from monoliths to "serverless", from BE to FE, from OOP to functional, etc....
I strongly recommend this approach for Software Engineering (and I basically believe it makes total sense in other fields as well).
Program to an interface allows to change implementation of contract defined by interface seamlessly. It allows loose coupling between contract and specific implementations.
IInterface classRef = new ObjectWhatever()
You could use any class that implements IInterface? When would you need to do that?
Have a look at this SE question for good example.
Why should the interface for a Java class be preferred?
does using an Interface hit performance?
if so how much?
Yes. It will have slight performance overhead in sub-seconds. But if your application has requirement to change the implementation of interface dynamically, don't worry about performance impact.
how can you avoid it without having to maintain two bits of code?
Don't try to avoid multiple implementations of interface if your application need them. In absence of tight coupling of interface with one specific implementation, you may have to deploy the patch to change one implementation to other implementation.
One good use case: Implementation of Strategy pattern:
Real World Example of the Strategy Pattern
"Program to interface" means don't provide hard code right the way, meaning your code should be extended without breaking the previous functionality. Just extensions, not editing the previous code.
Also I see a lot of good and explanatory answers here, so I want to give my point of view here, including some extra information what I noticed when using this method.
Unit testing
For the last two years, I have written a hobby project and I did not write unit tests for it. After writing about 50K lines I found out it would be really necessary to write unit tests.
I did not use interfaces (or very sparingly) ... and when I made my first unit test, I found out it was complicated. Why?
Because I had to make a lot of class instances, used for input as class variables and/or parameters. So the tests look more like integration tests (having to make a complete 'framework' of classes since all was tied together).
Fear of interfaces
So I decided to use interfaces. My fear was that I had to implement all functionality everywhere (in all used classes) multiple times. In some way this is true, however, by using inheritance it can be reduced a lot.
Combination of interfaces and inheritance
I found out the combination is very good to be used. I give a very simple example.
public interface IPricable
{
int Price { get; }
}
public interface ICar : IPricable
public abstract class Article
{
public int Price { get { return ... } }
}
public class Car : Article, ICar
{
// Price does not need to be defined here
}
This way copying code is not necessary, while still having the benefit of using a car as interface (ICar).

How Multiple inheritance in php [duplicate]

I can not say that this is a question, but more of an opinion request and I am sure many others could benefit from clarifying this issue.
Here is my practical case:
I have an abstract class called DataExchangeService and a lot of sub-classes that extend this one (this is the base CONTROLLER class in my MVC Framework). The administration modules that handle data definiton (Users,Types,Sections etc) they all have the add,edit,delete,list methods with 100% similarity in most cases. I know that because I replicate them by using only search and replace. Now the thing is not all my DateExchangeService sub-classes handle data definiton so there are enough cases where I don't need the CRUD methods.
Multiple inheritance would define these CRUD methods and their behaviour in another class and would extend both these classes where it is needed, but I really do think it is tricky stuff and I do not use it (+PHP doesn't have such functionality). So what would be the best practice?
Here are the approaches that crossed my mind:
CASE A
Define a CRUDHandler class that has all these methods parametrized.
Create a property of CRUDHandler type where it is needed and also implement the CRUD interface that will force me to use these methods.
In the bodies of the implemented methods I add something like this:
public function edit($params) {
$this->params = $params;
$this->CRUDHandler->handle("edit", $this);
}
(In PHP this can be done with the __call() magic method.)
CASE B
Define class CRUDHandler as extending the base DataExchangeService.
When defining a specific type of DataExchangeService (for example
UsersExchangeService) instead of extending DataExchangeService you extend CRUDHandler,
this way you get all you want when it is needed.
So, are there any other opinions on this MultiInheritance approach?
Thanks
There is currently a popular style of thinking that says "favour composition over inheritance". There is too much information on Google to really list it all here, but let's just say that with the rare exception of the occasional abstract base class, I haven't used inheritance in 2-3 years.
The main idea is that any given class, rather than extending base classes that allow it to deliver required functionality, will have dependencies on other classes. In actual fact, to keep things SOLID, it'll have dependencies on interfaces that provide a contract that says they'll perform a function.
You then get to a point where your Controller class has services/components passed-in, which it delegates to in order to get specific jobs done.
Note you can go too far the other way as well. If you have a class that depends on lots of external services especially if not every public method on the class ends up using all of them, you might in fact have two classes after all. I.e. your controller is "violating" the single responsibility principle by doing more than one job. This is especially easy to do by accident with controllers in web frameworks because they kind of encourage it.
At this point, I reckon it's advisable to read up on:
Favour composition over inheritance.
Dependency Injection and Inversion of Control.
Inversion of Control containers (e.g. StructureMap and my personal favourite: Castle Windsor).

Elegant alternatives to the weird multiple inheritance

I can not say that this is a question, but more of an opinion request and I am sure many others could benefit from clarifying this issue.
Here is my practical case:
I have an abstract class called DataExchangeService and a lot of sub-classes that extend this one (this is the base CONTROLLER class in my MVC Framework). The administration modules that handle data definiton (Users,Types,Sections etc) they all have the add,edit,delete,list methods with 100% similarity in most cases. I know that because I replicate them by using only search and replace. Now the thing is not all my DateExchangeService sub-classes handle data definiton so there are enough cases where I don't need the CRUD methods.
Multiple inheritance would define these CRUD methods and their behaviour in another class and would extend both these classes where it is needed, but I really do think it is tricky stuff and I do not use it (+PHP doesn't have such functionality). So what would be the best practice?
Here are the approaches that crossed my mind:
CASE A
Define a CRUDHandler class that has all these methods parametrized.
Create a property of CRUDHandler type where it is needed and also implement the CRUD interface that will force me to use these methods.
In the bodies of the implemented methods I add something like this:
public function edit($params) {
$this->params = $params;
$this->CRUDHandler->handle("edit", $this);
}
(In PHP this can be done with the __call() magic method.)
CASE B
Define class CRUDHandler as extending the base DataExchangeService.
When defining a specific type of DataExchangeService (for example
UsersExchangeService) instead of extending DataExchangeService you extend CRUDHandler,
this way you get all you want when it is needed.
So, are there any other opinions on this MultiInheritance approach?
Thanks
There is currently a popular style of thinking that says "favour composition over inheritance". There is too much information on Google to really list it all here, but let's just say that with the rare exception of the occasional abstract base class, I haven't used inheritance in 2-3 years.
The main idea is that any given class, rather than extending base classes that allow it to deliver required functionality, will have dependencies on other classes. In actual fact, to keep things SOLID, it'll have dependencies on interfaces that provide a contract that says they'll perform a function.
You then get to a point where your Controller class has services/components passed-in, which it delegates to in order to get specific jobs done.
Note you can go too far the other way as well. If you have a class that depends on lots of external services especially if not every public method on the class ends up using all of them, you might in fact have two classes after all. I.e. your controller is "violating" the single responsibility principle by doing more than one job. This is especially easy to do by accident with controllers in web frameworks because they kind of encourage it.
At this point, I reckon it's advisable to read up on:
Favour composition over inheritance.
Dependency Injection and Inversion of Control.
Inversion of Control containers (e.g. StructureMap and my personal favourite: Castle Windsor).

Correct Implementation of Virtual Functions in PHP?

at my working place (php only) we have a base class for database abstraction. When you want to add a new database table to the base layer, you have to create a subclass of this base class and override some methods to define individual behaviour for using this table. The normal behaviour should stay the same.
Now I have seen many new programmers at our company, who just override the method for the default behaviour. Some are so "nice" to put in all the default behaviour and just add there individual stuff where they like it, others kill themself trying to use the baseclass and their inheritor.
My first thought to solve this problem, was thinking about abstract methods that should be overriden by inheriting classes. But beside other arguments against abstract methods, "abstract" just does not show why the baseclass can't be used by its own and why these function should be overriden.
After some googling around I didn't find a good answer to implementing "real" virtual functions in php (just that there is a virtual function, that nearly kills all hope of a concrete implementation).
So, what would you do with this matter?
In PHP all public and protected functions are "virtual". You can prevent functions from being overriden by prepending the final keyword. (Or by making them private, but this is probably a bad idea).
In the design of the baseclass I would think of behaviors that subclasses would want to affect.
I would for example create empty functions like before_update() and after_insert().
function after_insert() {
// Virtual
}
Which the baseclass will call when an update/insert event occurs.
Maybe an is_valid() function which always returns true in the baseclass, and use the commentblock to describe what the consequences are when a subclass return false.
Hopefully this would give you some inspiration.
You can always use the "final" keyword to prevent some of the classes functions from being overridden if people are using the class in the wrong way.
It sounds to me like they are unable to acheive certain functionality hence overriding the methods. You may need to take a look at the design of your classes.
Without an example of the implementation of your base class, it's hard to give concrete info. But a few things come to mind:
Database abstraction is complex stuff to begin with. I understand that you want to keep it lean, clean and mean, but I think it's pretty darn difficult. You really have to take a thorough look at the specs of different DB engines to see what parts are general and what parts need specialization. Also; are you sure you don't have DB abstraction mixed up with the Table Data Gateway pattern, as you are talking about adding DB tables by extending the base class?
The methods of your current base class might be doing too much and/or are not general enough to begin with, if the extended classes are bending over backwards too keep it clean. Maybe you should break the base class interface methods up in smaller protected methods that are general enough to be reused in the overriding methods of the extended classes? Or vice versa: maybe you should have hooks to overridable methods in your interface methods.
Following from point 2: What's wrong with having an abstract class with some general implemented methods, and let your vanilla class (your base class) and other classes inherit from that?
Lastly, maybe you should just enforce an interface to be implemented, in stead of extending the base class?

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