How to model the use of one interface as parameter to a method of another interface in UML? - interface

I am using Visual Paradigm for UML to model our class hierarchy. I often have the case where one of our interfaces has a method requires an implementation of another of our interfaces as parameter to a method. Example (C++, interface = abstract class):
class IFoo {
public:
virtual void bla() = 0;
};
class IBar {
public:
virtual void meep(IFoo &) = 0;
};
I have no problem modeling both interfaces, but I am wondering which type of association to use for visually representing the relation of these two interfaces. Currently I am using the Usage-relation provided by Visual Paradigm, but I am not sure if this is indeed intended for this scenario. Is this the correct relation to use? If not, how can I model this relationship?

At least in a class diagram there is no visual representation of what's going on.
The Usage that you suggested would make it some kind of "meta" information, I guess. An alternative would be to specify it in a Usecase diagram. But that'd also be what I'd call "out-of-band" or on the meta-level, as Usecases are usually only used to communicate a warm, fluffy feeling of having documented something...

You can use a dependency arrow pointing from the interface with the dependent operation to the interface used as a parameter in the operation. You can then model the specifics of the dependency by providing the full signature of the dependent operations in your interface model element.
If you wanted to provide even more detail describing the nature of the dependency, you could attach a note to the dependency arrow.
Using your example:

Related

Is it ok to put methods/fields to base class that will only be used by some of the derived classes

This is a bit of a generic software design question. Suppose you have a base class and lots of classes that derive from it (around 10).
There is some common functionality that is being shared between some of the classes (3-4 of derived classes need it). Basically a field for a UI control, an abstract method to create a UI control and the common code that uses the abstract method to recycle the UI piece (8-9 lines of code) using the abstract method. Something like this:
class BaseClass {
...
protected UIControl control;
protected abstract UIControl CreateUI();
protected void RecycleUI() {
if (/* some condition is met */) {
if (this.control != null) {
control.Dispose();
}
this.control = this.CreateUI();
this.AddToUITree(control);
}
}
...
}
Do you think it is OK to put this to base class instead of replicating the code in derived classes.
Drawback is that this piece of code is only used for some of the base classes and completely irrelevant for the other classes.
One alternative is to create an intermediate class that derives from BaseClass and use it as the base to the ones that need the functionality. I felt like creating a derived class for a couple line of code for a very specific purpose felt heavy. It doesn't feel like it is worth interrupting the inheritance tree for this. We try to keep the hierarchy as simple as possible so that it is easy to follow and understand the inheritance tree. Maybe if this was C++ where multiple inheritance is an option, it wouldn't be a big issue but multiple inheritance is not available.
Another option is to create a utility method and an interface to create/update the UI control:
interface UIContainer {
UIControl CreateUIControl();
UIControl GetUIControl();
void SetUIControl(UIControl control);
}
class UIControlUtil {
public void RecycleUI(UIContainer container) {
if (/* some condition is met */) {
if (container.GetUIControl() != null) {
container.GetUIControl().Dispose();
}
UIControl control = container.CreateUI();
container.SetUIControl(control);
container.AddToUITree(control);
}
}
}
I don't like this option because it bleeds UI logic externally which is less secure as its UI state can be manipulated externally. Also derived classes have to implement getter/setter now. One advantage is that there is another class outside of the aforementioned inheritance tree and it needs this functionality and it can use this utility function as well.
Do you have any other suggestions? Should I just suppress the urges that brew inside me to have common code not repeated?
One alternative is to create an intermediate class that derives from
BaseClass and use it as the base to the ones that need the
functionality.
Well, this is what I thought is the most appropriate. But it depends. The main question here is the following: are objects, that require UI recycling and really different from those, that do not? If they are really different, you have to create a new base class for them. If difference is really negligible, I think it's ok to leave things in a base class.
Do not forget about LSP.
We try to keep the hierarchy as simple as possible so that it is easy
to follow and understand the inheritance tree
I think more important here is to keep things not only simple, but also close to your real world things so that modeling new entities would be easy. Seeming easiness now may cause real troubles in the future.

MVVM Dependency Injection

I'm in the process of teaching myself the MVVM pattern by dividing the pattern into its core facets and learning those facets one by one.
My question is related to dependency injection. What is it, and why/when should I use it? I've looked at Jason Dolinger's excellent MVVM intro video and I see he uses Unity. This might be strange to ask but how would I implement dependency injection WITHOUT using Unity? I basically want to understand the concept of dependency injection and how to use it without having to implement other frameworks/tools (for now).
Thanks.
I think it's good that you want to understand DI without using a framework, the concept is not terribly difficult to wrap your head around.
Let's say you want to use some form of transportation.
interface ITransportation
{
Transport();
}
An initial implementation of a method that uses a form of transportation might look like this:
public void Move()
{
ITransportation car = new Car();
car.Transport();
}
The problem with that method is that it is now dependent on a Car class. We should pass our transportation object in for added flexibility. This is inversion of control and is closely related to DI.
public void Move(ITransportation tr)
{
tr.Transport();
}
As you can see, we don't need to know anything about a specific DI framework. You might also want to check out the ninject DI by hand tutorial.
Just to extend #Andy's answer
Dependency Injection is one of the forms of the Dependency Inversion Principle
To achieve the decoupling of dependencies (as typically found in layered architecture),
DI is commonly used for instantiation scenarios such as basic new() and patterns like Factory method. In addition to being able to inject a new dependency instance every time (e.g. like factory), containers can also be set up to inject named instances, singleton instances, etc - i.e. IoC containers usually also take on the responsibility of managing the lifespans of objects as well.
One potential 'mindset shift' is that dependencies now potentially become publicly visible on concrete classes, since DI typically injects via constructors or public Get / Set properties. This may seem strange if you are used to using OO encapsulation, where dependencies of a class are seen as implementation and should be hidden from the 'outside' i.e. class method signatures.
However, by implementing Interface / Concrete class separation (as you should, not only for decoupling but also for testing / mocking purposes), the injection constructors / property injection methods will not be on the interface, so encapsulation is again in place.
Re : "Doing DI by hand" without Unity etc
What you would need to do is to code your own IoC container, which then is responsible for 'building up' instances of classes - during each 'build up', you would scan the class for dependencies (which are configured in the container, e.g. by config, by attributes, or simply just by convention, e.g. all public settable properties, or any class parameters on a constructor will be assumed to be dependencies). You would then create (if necessary) and inject this 'dependency' instance onto the object (e.g. by using reflection). And then recursively, all dependencies of these dependencies need to be built up etc. You would then also need to provide lifespan management for each of the objects, e.g. Singletons etc.

Base Classes "Entity" and "ValueObject" in Domain-Driven Design

Do you always create these two abstract base classes as the basis of any new project in DDD?
I've read that Entity should have two things. First, an identity property, probably of a generic type. Second, an Equals() method that determines whether it's the same as another Entity. Anything else? Any other natural methods or rules of thumb?
I like to have a common abstract ancestor for all my Domain objects but that is a matter of preference and overall infrastructure requirements.
After that, yes I have abstract classes for Entity and Value objects.
Don't forget that also overriding Equals for Value objects to return equality based on equal property state can be important.
Also people frequently overlook the value of packages. Put all these core base classes in their own "kernel" library and don't be reluctant to split your domain model into multiple assemblies instead of winding up with a single large "Domain Library".
If you're using .NET/C#, I've published a set of DDD interfaces and classes for public use. Take a look to see what typically goes inside them. The embedded code comments should hint towards their usage.
You can [download it here][1]. Project is dead now.
I've never needed the Equals() method in my applications thus far. Your mileage may vary though.
However, I create empty interfaces and use them as descriptors:
public interface IAggregateRoot {}
public interface IEntity {}
public interface IValueObject {}
public class Order : IAggregateRoot
{
...
}
public class State : IValueObject
{
...
}

Need suggestions regarding Interface refactoring

I have inherited a project that has an awkwardly big interface declared (lets call it IDataProvider). There are methods for all aspects of the application bunched up inside the file. Not that it's a huge problem but i'd rather have them split into smaller files with descriptive name. To refactor the interface and break it up in multiple interfaces (let's say IVehicleProvider, IDriverProvider etc...) will require massive code refactoring, because there are a lot of classes that implement the interface. I'm thinking of two other ways of sorting things out: 1) Create multiple files for each individual aspect of the application and make the interface partial or 2) Create multiple interfaces like IVehicleProvider, IDriverProvider and have IDataProvider interface inhertit from them.
Which of the above would you rather do and why? Or if you can think of better way, please tell.
Thanks
This book suggests that interfaces belong, not to the provider, but rather to the client of the interface. That is, that you should define them based on their users rather than the classes that implement them. Applied to your situation, users of IDataProvider each use (probably) only a small subset of the functionality of that big interface. Pick one of those clients. Extract the subset of functionality that it uses into a new interface, and remove that functionality from IDataProvider (but if you want to let IDataProvider extend your new interface to preserve existing behavior, feel free). Repeat until done - and then get rid of IDataProvider.
This is difficult to answer without any tags or information telling us the technology or technologies in which you are working.
Assuming .NET, the initial refactoring should be very minimal.
The classes that implement the original interface already implement it in its entirety.
Once you create the smaller interfaces, you just change:
public class SomeProvider : IAmAHugeInterface { … }
with:
public class SomeProvider : IProvideA, IProvideB, IProvideC, IProvideD { … }
…and your code runs exactly the way it did before, as long as you haven't added or removed any members from what was there to begin with.
From there, you can whittle down the classes on an as-needed or as-encountered basis and remove the extra methods and interfaces from the declaration.
Is it correct that most if not all of the classes which implement this single big interface have lots of methods which either don't do anything or throw exceptions?
If that isn't the case, and you have great big classes with lots of different concerns bundled into it then you will be in for a painful refactoring, but I think handling this refactoring now is the best approach - the alternatives you suggest simply push you into different bad situations, deferring the pain for little gain.
One thing to can do is apply multiple interfaces to a single class (in most languages) so you can just create your new interfaces and replace the single big interface with the multiple smaller ones:
public class BigNastyClass : IBigNastyInterface
{
}
Goes to:
public class BigNastyClass : ISmallerInferface1, ISmallerInterface2 ...
{
}
If you don't have huge classes which implement the entire interface, I would tackle the problem on a class by class basis. For each class which implements this big interface introduce a new specific interface for just that class.
This way you only need to refactor your code base one class at a time.
DriverProvider for example will go from:
public class DriverProvider : IBigNastyInterface
{
}
To:
public class DriverProvider : IDriverProvider
{
}
Now you simply remove all the unused methods that weren't doing anything beyond simply satisfying the big interface, and fix up any methods where DriverProvider's need to be passed in.
I would do the latter. Make the individual, smaller interfaces, and then make the 'big' interface an aggregation of them.
After that, you can refactor the big interface away in the consumers of it as applicable.

interface class in Managed C++

The interfaces in Managed C++ looka bit strange to me since they allow static methods and members inside them. For example, following is a valid MC++ interface.
interface class statinterface
{
static int j;
void Method1();
void Method2();
static void Method3()
{
Console::WriteLine("Inside Method 3");
}
static statinterface()
{
j = 4;
}
};
Well, my question is that what is the use of static methods in an interface. And what happened to virtual tables etc. What will be the virtual table of the classes implementing this interface. There are lots of questions that come to mind. This type of class i.e., interface class is not equivalent to a plain abstract class since we can't have definition of non-static methods here.
I just want to know the wisdom of allowing statics in interface. This is certainly against OOP principles IMO.
The easiest way to answer this question is to use .NET Reflector to examine the assembly generated from the code.
A VTable only ever contains virtual functions, so statics simply wouldn't be included.
The language is called C++/CLI, not Managed C++ (that was something bad from way back in 2002).
This has nothing to do with OOP principles, which originally never included the concept of a pure interface anyway.