Virtual vs Interface poco, what's faster? - interface

I am maintaining an application which has been designed like this:
messy code --abuses--> simplePoco (POCO data capsule)
The data capsule is a simple class with lots of getters and setters (properties) It uses a DI framework and consistently use the IoC container to provide instances of the data capsule (lucky me!).
The problem is, I need to introduce a "change notification" mechanism into simplePoco
messy code --abuses--> simplePoco
|
V
changes logger,
status monitor
(I wanna know about changes)
I have a few options:
Introduce an IPoco and modify the messy code, so that I can have simplePoco for the speed or notifyingPoco when I want change notification (selectively slow)? or ...
Make everything virtual and roll my own custom notifyingPoco class on top of simplePoco (even slower)?
design patterns that I do not know?
It is a client/server system but I'm just modifying the server part so if possible, I'd rather not touch the messy code or the client code (there are serializers and reflections and scary ninja stuffs...) as to not accidentally break anything.
Would using an interface prevents JIT from inlining the calls to getter/setter?
What's the best way to go considering that simplePoco instances are heavily abused?

Any kind of virtual call (whether on interface or directly on a class - all interface calls are virtual!) will not be inlined by CLR JIT. That said, interface calls are slightly slower because they must always go through the potentially-remoted/proxied path, and because they have to shift this-pointer to point at the beginning of the class before entering the body of the function. Virtual calls directly on class members never have to do the shift, and, unless the class is derived from MarshalByRefObject, do not hit the proxying checks.
That said, performance differences between these two are very minor, so you should probably ignore them and focus on cleanliness of design and ease of implementation instead.

Related

Gwt architecture : why use MVP, Editors, RequestFactory, Gin etc?

I've been working for a year now on a GWT application, and we never felt the need to use any of these frameworks or tools.
So i feel like we're probably missing out.
We do it "code behind" style.
Here's a simple example on how we build our code :
MyPanel.ui.xml :
<label ui:field="label"/>
<g:TextBox ui:field="box"/>
<g:Button ui:field="button"/>
MyPanel.java :
#UiField
LabelElement label;
#UiField
TextBox box;
#UiField
Button button;
MyBean myBean;
Messages messages = GWT.create(Messages.class);
MyServiceAsync myServiceAsync = GWT.create(MyService.class);
...
protected void i18n() {
label.setInnerText(messages.label());
button.setText(messages.button());
}
...
#UiHandler("box")
void box_onValueChange(ValueChangeEvent<String> event) {
myBean.setText(event.getValue());
}
#UiHandler("button")
void button_onClick(ClickEvent event) {
myServiceAsync.sendData(myBean, new AsyncCallback<MyResponse>() {
#Override
public void onSuccess(ReponseDispoBean result) {
Window.alert(result.message());
}
#Override
public void onFailure(Throwable caught) {
Window.alert(caught.getMessage());
}
});
}
To communicate between panels (portions of pages, each in its own class), we use the widget's or the application's eventbus to send custom events.
To navigate we use the places/tokenizers/activities and the historymapper
And for unit and functionnal tests, we use gwt-test-utils
And that's it. So i'm wondering : what pain those tools help with ? What compelling reason is there to use them ?
Thanks
Editors and GIN deal with reducing boilerplate.
For instance, compare the same screen without and with Editors.
And when I say that GIN deals with reducing boilerplate, it's only if you already use dependency-injection (DI). If you don't use DI, then well, you probably should.
Similarly to DI, MVP helps with making testable code, particularly about testing the presentation logic (not necessarily the business logic, and not the UI). For instance, it doesn't really matter how you display something, what matters is that you display the right thing at the right time. One example would be errors: it doesn't really matter if they're in red at the top of the screen, or next the the form field, or in a tooltip on the form field which then turns red; what matters is that you send to the view the correct set of errors, at the right time. The how can be replaced or modified (and should ideally also be tested), but the what is the same.
MVP can also be great when building multi-factor apps: if the screens can be similar enough between mobile, tablet and desktop, then you can use the same presenter with 3 different views (and that's where DI shines!).
As for RequestFactory (RF), well, it's a different client-server protocol than GWT-RPC, with its own set of features and limitations. If you don't have an issue with GWT-RPC, you shouldn't switch (though I'd recommend you look at what RF is). To me, the major feature of RF is that it's a protocol (based on JSON) more than an API: the classes on the client and the server don't have to be exactly the same, provided they are compatible enough that the client and server understand each others (add a property, change an int to a double, etc.); this is a huge difference compared to GWT-RPC, where you'll have an error even for a very minor and subtle change in your classes.
But in the end, “if it ain't broke, don't fix it”.
MVP just separates logic from view code and helps to run test in jvm instead of using slow GWTTestcase.
Editors helps to bind object properties to input fields. This makes code to copy from and to inputs fields into your objects obsolete.
Gin helps to wire your objects. Again, this makes testing a lot easier. You can wire your objects by yourself of cause but why should you do that if gin does that automatically for you?
RequestFactory is a replacement for the RPC approch and is more data centric. It helps you to fetch data in batch operation an it makes the use of DTO obsolete.
You can of cause stick with the RPC approach. But there are some drawbacks. You have to create a Serverlet for every Service or you can use the command pattern. That leads to the problem, that you have to create an Action, Response and a handling Service for very request. This is a lot of code to maintain.
The one thing I might suggest taking a look at is RequestFactory vs gwt rpc. It does not require objects to be serializable and has quite a few performance enhancements such as sending only diff's over the wire.
We also use the ClientFactory pattern which resembles gin. We use this to inject a client class depending on the device type that is being used (tablet, mobile, desktop).
Your approach is ok. In fact, I have started many of my prototype projects like this (instead of gwt-test-utils, for such projects I simply use GWTTestCase). And you know, sometimes this is all that is needed, and everything else would only add complexity! So it's not only ok for prototypes, but may indeed work very well for some real projects.
But more often than not, it turns out, that I want to re-use some components, and make them more configurable. And this is the time I refactor to MVP. And Gin if I haven't already (actually, nowadays I usually start all projects with Gin).
So you can add these things, when you discover a need for them, or a certain advantage (not because they are theoretically great, or "hip").
By the way, I don't use the event bus approach (except for small, well-defined sets of events), because the complexity of event systems typically explodes.

What functions to put inside a class

If I have a function (say messUp that does not need to access any private variables of a class (say room), should I write the function inside the class like room.messUp() or outside of it like messUp(room)? It seems the second version reads better to me.
There's a tradeoff involved here. Using a member function lets you:
Override the implementation in derived classes, so that messing up a kitchen could involve trashing the cupboards even if no cupboards are available in a generic room.
Decide that you need to access private variables later on, without having to refactor all the code that uses the function.
Make the function part of an interface, so that a piece of code may require that its argument be mess-up-able.
Using an external function lets you:
Make that function generic, so that you may apply it to rooms, warehouses and oil rigs equally (if they provide the member functions required for messing up).
Keep the class signature small, so that creating mock versions for unit testing (or different implementations) becomes easier.
Change the class implementation without having to examine the code for that function.
There's no real way to have your cake and eat it too, so you have to make choices. A common OO decision is to make everything a method (unless clearly idiotic) and sacrifice the three latter points, but that doesn't mean you should do it in all situations.
Any behaviour of a class of objects should be written as an instance method.
So room.messUp() is the OO way to do this.
Whether messUp has to access any private members of the class or not, is irrelevant, the fact that it's a behaviour of the room, suggests that it's an instance method, as would be cleanUp or paint, etc...
Ignoring which language, I think my first question is if messUp is related to any other functions. If you have a group of related functions, I would tend to stick them in a class.
If they don't access any class variables then you can make them static. This way, they can be called without needing to create an instance of the class.
Beyond that, I would look to the language. In some languages, every function must be a method of some class.
In the end, I don't think it makes a big difference. OOP is simply a way to help organize your application's data and logic. If you embrace it, then you would choose room.messUp() over messUp(room).
i base myself on "C++ Coding Standards: 101 Rules, Guidelines, And Best Practices" by Sutter and Alexandrescu, and also Bob Martin's SOLID. I agree with them on this point of course ;-).
If the message/function doesnt interract so much with your class, you should make it a standard ordinary function taking your class object as argument.
You should not polute your class with behaviours that are not intimately related to it.
This is to repect the Single Responsibility Principle: Your class should remain simple, aiming at the most precise goal.
However, if you think your message/function is intimately related to your object guts, then you should include it as a member function of your class.

How do you go from an abstract project description to actual code?

Maybe its because I've been coding around two semesters now, but the major stumbling block that I'm having at this point is converting the professor's project description and requirements to actual code. Since I'm currently in Algorithms 101, I basically do a bottom-up process, starting with a blank whiteboard and draw out the object and method interactions, then translate that into classes and code.
But now the prof has tossed interfaces and abstract classes into the mix. Intellectually, I can recognize how they work, but am stubbing my toes figuring out how to use these new tools with the current project (simulating a web server).
In my professors own words, mapping the abstract description to Java code is the real trick. So what steps are best used to go from English (or whatever your language is) to computer code? How do you decide where and when to create an interface, or use an abstract class?
So what steps are best used to go from English (or whatever your language is) to computer code?
Experience is what teaches you how to do this. If it's not coming naturally yet (and don't feel bad if it doesn't, because it takes a long time!), there are some questions you can ask yourself:
What are the main concepts of the system? How are they related to each other? If I was describing this to someone else, what words and phrases would I use? These thoughts will help you decide what classes are useful to think about.
What sorts of behaviors do these things have? Are there natural dependencies between them? (For example, a LineItem isn't relevant or meaningful without the context of an Order, nor is an Engine much use without a Car.) How do the behaviors affect the state of the other objects? Do they communicate with each other, and if so, in what way? These thoughts will help you develop the public interfaces of your classes.
That's just the tip of the iceberg, of course. For more about this thought process in general, see Eric Evans's excellent book, Domain-Driven Design.
How do you decide where and when to create an interface, or use an abstract class?
There's no hard and fast prescriptions; again, experience is the best guide here. That said, there's certainly some rules of thumb you can follow:
If several unrelated or significantly different object types all provide the same kind of functionality, use an interface. For example, if the Steerable interface has a Steer(Vector bearing) method, there may be lots of different things that can be steered: Boats, Airplanes, CargoShips, Cars, et cetera. These are completely unrelated things. But they all share the common interface of being able to be steered.
In general, try to favor an interface instead of an abstract base class. This way you can define a single implementation which implements N interfaces. In the case of Java, you can only have one abstract base class, so you're locked into a particular inheritance hierarchy once you say that a class inherits from another one.
Whenever you don't need implementation from a base class, definitely favor an interface over an abstract base class. This would also be handy if you're operating in a language where inheritance doesn't apply. For example, in C#, you can't have a struct inherit from a base class.
In general...
Read a lot of other people's code. Open source projects are great for that. Respect their licenses though.
You'll never get it perfect. It's an iterative process. Don't be discouraged if you don't get it right.
Practice. Practice. Practice.
Research often. Keep tackling more and more challenging projects / designs. Even if there are easy ones around.
There is no magic bullet, or algorithm for good design.
Nowadays I jump in with a design I believe is decent and work from that.
When the time is right I'll implement understanding the result will have to refactored ( rewritten ) sooner rather than later.
Give this project your best shot, keep an eye out for your mistakes and how things should've been done after you get back your results.
Keep doing this, and you'll be fine.
What you should really do is code from the top-down, not from the bottom-up. Write your main function as clearly and concisely as you can using APIs that you have not yet created as if they already existed. Then, you can implement those APIs in similar fashion, until you have functions that are only a few lines long. If you code from the bottom-up, you will likely create a whole lot of stuff that you don't actually need.
In terms of when to create an interface... pretty much everything should be an interface. When you use APIs that don't yet exist, assume that every concrete class is an implementation of some interface, and use a declared type that is indicative of that interface. Your inheritance should be done solely with interfaces. Only create concrete classes at the very bottom when you are providing an implementation. I would suggest avoiding abstract classes and just using delegation, although abstract classes are also reasonable when two different implementations differ only slightly and have several functions that have a common implementation. For example, if your interface allows one to iterate over elements and also provides a sum function, the sum function is a trivial to implement in terms of the iteration function, so that would be a reasonable use of an abstract class. An alternative would be to use the decorator pattern in that case.
You might also find the Google Techtalk "How to Design a Good API and Why it Matters" to be helpful in this regard. You might also be interested in reading some of my own software design observations.
Also, for the coming future, you can keep in pipeline to read the basics on domain driven design to align yourself to the real world scenarios - it gives a solid foundation for requirements mapping to the real classes.

Do Extension Methods Hide Dependencies?

All,
Wanted to get a few thoughts on this. Lately I am becoming more and more of a subscriber of "purist" DI/IOC principles when designing/developing. Part of this (a big part) involves making sure there is little coupling between my classes, and that their dependencies are resolved via the constructor (there are certainly other ways of managing this, but you get the idea).
My basic premise is that extension methods violate the principles of DI/IOC.
I created the following extension method that I use to ensure that the strings inserted into database tables are truncated to the right size:
public static class StringExtensions
{
public static string TruncateToSize(this string input, int maxLength)
{
int lengthToUse = maxLength;
if (input.Length < maxLength)
{
lengthToUse = input.Length;
}
return input.Substring(0, lengthToUse);
}
}
I can then call my string from within another class like so:
string myString = "myValue.TruncateThisPartPlease.";
myString.TruncateToSize(8);
A fair translation of this without using an extension method would be:
string myString = "myValue.TruncateThisPartPlease.";
StaticStringUtil.TruncateToSize(myString, 8);
Any class that uses either of the above examples could not be tested independently of the class that contains the TruncateToSize method (TypeMock aside). If I were not using an extension method, and I did not want to create a static dependency, it would look more like:
string myString = "myValue.TruncateThisPartPlease.";
_stringUtil.TruncateToSize(myString, 8);
In the last example, the _stringUtil dependency would be resolved via the constructor and the class could be tested with no dependency on the actual TruncateToSize method's class (it could be easily mocked).
From my perspective, the first two examples rely on static dependencies (one explicit, one hidden), while the second inverts the dependency and provides reduced coupling and better testability.
So does the use of extension methods conflict with DI/IOC principles? If you're a subscriber of IOC methodology, do you avoid using extension methods?
I think it's fine - because it's not like TruncateToSize is a realistically replaceable component. It's a method which will only ever need to do a single thing.
You don't need to be able to mock out everything - just services which either disrupt unit testing (file access etc) or ones which you want to test in terms of genuine dependencies. If you were using it to perform authentication or something like that, it would be a very different matter... but just doing a straight string operation which has absolutely no configurability, different implementation options etc - there's no point in viewing that as a dependency in the normal sense.
To put it another way: if TruncateToSize were a genuine member of String, would you even think twice about using it? Do you try to mock out integer arithmetic as well, introducing IInt32Adder etc? Of course not. This is just the same, it's only that you happen to be supplying the implementation. Unit test the heck out of TruncateToSize and don't worry about it.
I see where you are coming from, however, if you are trying to mock out the functionality of an extension method, I believe you are using them incorrectly. Extension methods should be used to perform a task that would simply be inconvenient syntactically without them. Your TruncateToLength is a good example.
Testing TruncateToLength would not involve mocking it out, it would simply involve the creation of a few strings and testing that the method actually returned the proper value.
On the other hand, if you have code in your data layer contained in extension methods that is accessing your data store, then yes, you have a problem and testing is going to become an issue.
I typically only use extension methods in order to provide syntactic sugar for small, simple operations.
Extension methods, partial classes and dynamic objects. I really like them, however you must tread carefully , there be monsters here.
I would take a look at dynamic languages and see how they cope with these sort of problems on a day to day basis, its really enlightening. Especially when they have nothing to stop them from doing stupid things apart from good design and discipline. Everything is dynamic at run time, the only thing to stop them is the computer throwing a major run time error. "Duck Typing" is the maddest thing I have ever seen, good code is down to good program design, respect for others in your team, and the trust that every member, although have the ability to do some wacky things choose not to because good design leads to better results.
As for your test scenario with mock objects/ICO/DI, would you really put some heavy duty work in an extension method or just some simple static stuff that operate in a functional type way? I tend to use them like you would in a functional programming style, input goes in, results come out with no magic in the middle, just straight up framework classes that you know the guys at MS have designed and tested :P that you can rely on.
If your are doing some heavy lifting stuff using extension methods I would look at your program design again, check out your CRC designs, Class models, Use Cases, DFD's, action diagrams or whatever you like to use and figure out where in this design you planned to put this stuff in an extension method instead of a proper class.
At the end of the day, you can only test against your system design and not code outside of your scope. If you going to use extension classes, my advice would be to look at Object Composition models instead and use inheritance only when there is a very good reason.
Object Composition always wins out with me as they produce solid code. You can plug them in, take them out and do what you like with them. Mind you this all depends on whether you use Interfaces or not as part of your design. Also if you use Composition classes, the class hierarchy tree gets flattened into discrete classes and there are fewer places where your extension method will be picked up through inherited classes.
If you must use a class that acts upon another class as is the case with extension methods, look at the visitor pattern first and decide if its a better route.
Its a pain because they are hard to mock. I usually use one of these strategies
Yep, scrap the extension its a PITA to mock out
Use the extension and just test that it did the right thing. i.e. pass data into the truncate and check it got truncated
If it's not some trivial thing, and I HAVE to mock it, I'll make my extension class have a setter for the service it uses, and set that in the test code.
i.e.
static class TruncateExtensions{
public ITruncateService Service {private get;set;}
public string TruncateToSize(string s, int size)
{
return (Service ?? Service = new MyDefaultTranslationServiceImpl()). TruncateToSize(s, size);
}
}
This is a bit scary because someone might set the service when they shouldn't, but I'm a little cavalier sometimes, and if it was really important, I could do something clever with #if TEST flags, or the ServiceLocator pattern to avoid the setter being used in production.

Encapsulation in the age of frameworks

At my old C++ job, we always took great care in encapsulating member variables, and only exposing them as properties when absolutely necessary. We'd have really specific constructors that made sure you fully constructed the object before using it.
These days, with ORM frameworks, dependency-injection, serialization, etc., it seems like you're better off just relying on the default constructor and exposing everything about your class in properties, so that you can inject things, or build and populate objects more dynamically.
In C#, it's been taken one step further with Object initializers, which give you the ability to basically define your own constructor. (I know object initializers are not really custom constructors, but I hope you get my point.)
Are there any general concerns with this direction? It seems like encapsulation is starting to become less important in favor of convenience.
EDIT: I know you can still carefully encapsulate members, but I just feel like when you're trying to crank out some classes, you either have to sit and carefully think about how to encapsulate each member, or just expose it as a property, and worry about how it is initialized later. It just seems like the easiest approach these days is to expose things as properties, and not be so careful. Maybe I'm just flat wrong, but that's just been my experience, espeically with the new C# language features.
I disagree with your conclusion. There are many good ways of encapsulating in c# with all the above mentioned technologies, as to maintain good software coding practices. I would also say that it depends on whose technology demo you're looking at, but in the end it comes down to reducing the state-space of your objects so that you can make sure they hold their invariants at all times.
Take object relational frameworks; most of them allow you to specify how they are going to hydrate the entities; NHibernate for example allows you so say access="property" or access="field.camelcase" and similar. This allows you to encapsulate your properties.
Dependency injection works on the other types you have, mostly those which are not entities, even though you can combine AOP+ORM+IOC in some very nice ways to improve the state of these things. IoC is often used from layers above your domain entities if you're building a data-driven application, which I guess you are, since you're talking about ORMs.
They ("they" being application and domain services and other intrinsic classes to the program) expose their dependencies but in fact can be encapsulated and tested in even better isolation than previously since the paradigms of design-by-contract/design-by-interface which you often use when mocking dependencies in mock-based testing (in conjunction with IoC), will move you towards class-as-component "semantics". I mean: every class, when built using the above, will be better encapsulated.
Updated for urig: This holds true for both exposing concrete dependencies and exposing interfaces. First about interfaces: What I was hinting at above was that services and other applications classes which have dependencies, can with OOP depend on contracts/interfaces rather than specific implementations. In C/C++ and older languages there wasn't the interface and abstract classes can only go so far. Interfaces allow you to tie different runtime instances to the same interface without having to worry about leaking internal state which is what you're trying to get away from when abstracting and encapsulating. With abstract classes you can still provide a class implementation, just that you can't instantiate it, but inheritors still need to know about the invariants in your implementation and that can mess up state.
Secondly, about concrete classes as properties: you have to be wary about what types of types ;) you expose as properties. Say you have a List in your instance; then don't expose IList as the property; this will probably leak and you can't guarantee that consumers of the interface don't add things or remove things which you depend on; instead expose something like IEnumerable and return a copy of the List, or even better, do it as a method:
public IEnumerable MyCollection { get { return _List.Enum(); } } and you can be 100% certain to get both the performance and the encapsulation. Noone can add or remove to that IEnumerable and you still don't have to perform a costly array copy. The corresponding helper method:
static class Ext {
public static IEnumerable<T> Enum<T>(this IEnumerable<T> inner) {
foreach (var item in inner) yield return item;
}
}
So while you can't get 100% encapsulation in say creating overloaded equals operators/method you can get close with your public interfaces.
You can also use the new features of .Net 4.0 built on Spec# to verify the contracts I talked about above.
Serialization will always be there and has been for a long time. Previously, before the internet-area it was used for saving your object graph to disk for later retrieval, now it's used in web services, in copy-semantics and when passing data to e.g. a browser. This doesn't necessarily break encapsulation if you put a few [NonSerialized] attributes or the equivalents on the correct fields.
Object initializers aren't the same as constructors, they are just a way of collapsing a few lines of code. Values/instances in the {} will not be assigned until all of your constructors have run, so in principle it's just the same as not using object initializers.
I guess, what you have to watch out for is deviating from the good principles you've learnt from your previous job and make sure you are keeping your domain objects filled with business logic encapsulated behind good interfaces and ditto for your service-layer.
Private members are still incredibly important. Controlling access to internal object data is always good, and shouldn't be ignored.
Many times private methods I've found to be overkill. Most of the time, if the work you're doing is important enough to break out, you can refactor it in such a way that either a) the private method is trivial, or b) is an integral part of other functions.
In addition, with unit testing, having many methods private makes it very hard to unit test. There are ways around that (making test objects friends, etc), but add difficulties.
I wouldn't discount private methods entirely though. Any time there's important, internal algorithms that really make no sense outside of the class there's no reason to expose those methods.
I think that encapsulation is still important, it helps more in libraries than anything imho. You can create a library that does X, but you don't need everyone to know how X was created. And if you wanted to create it more specifically to obfuscate the way you create X. The way I learned about encapsulation, I remember also that you should always define your variables as private to protect them from a data attack. To protect against a hacker breaking your code and accessing variables that they are not supposed to use.