Location of Initialization of loosely coupled modules - c++

Please excuse me if my question is already answered but i searched both SO & Software Engineering and did not find a straight answer or bits of information that make this clear.
I'm developing an kind-of-small application which in short, connects to a web service, fetches some data and plays back some music based on the fetched data. I have broken down all the parts of my application as different "module interfaces", for example a "WebServiceInterface", "ConfigurationInterface", "SystemTrayInterface" etc.
I'm in the beginning steps of understanding & implementing SRP(and generally SOLID) in my application.
Now, all these interfaces & their implementations are broken on separate headers/sources. So a short version of my question is:
"In respect to SRP, where should i declare & instantiate the necessary "modules" required for the application startup and use them?"
I mean, there must be a place(main(), a function or a class) where some of the classes are declared and initialized to a proper state in order for the application to actually launch. My problem stems from the fact that SRP states:
Every module or class should have responsibility over a single part of the functionality provided by the software, and that responsibility should be entirely encapsulated by the class
But I'm confused, if cannot have a single place which contains all the declarations & instantiations of my main modules, how I'm supposed to start the application?
I saw this: https://stackoverflow.com/a/5744241/1044356
Loose coupling between 2 classes means each class has very few knowledge of the internal behavior of the other class.
You may have a higher degree of "coupling" between classes which belong to the same "module" or "package", and it's not a bad practice
Does this mean i can have a class which wraps around interfaces to modules that are independent with each other and set them up? This sounds like a GOD class to me.
I can provide additional information if needed to clear any ambiguities.

Encapsulation is about hiding internal implementation details.
the application object doesn't need to know how the web service object retrieves data, only that if it (the application) makes a properly formatted request and nothing else goes wrong that it will get data in return. It does not mean that the application can't instantiate a web service if it needs to make such a request.
Some idioms (such as pimpl) allow you to hide nearly all the implementation details by having a public interface that defers to a private implementation. Using such an idiom your application woud know only about the wrapper and not even be able to see the data needed to make the private object work.
This can be taken to an extreme where the only free-standing object (meaning an object not part of or at least owned by another) is the application object itself.

Related

Clojure module dependencies

I'm trying to create a modular application in clojure.
Lets suppose that we have a blog engine, which consists of two modules, for example - database module, and article module (something that stores articles for blog), all with some configuration parameters.
So - article module depends on storage, And having two instances of article module and database module (with different parameters) allows us to host two different blogs in two different databases.
I tried to implement this creating new namespaces for each initialized module on-the-fly, and defining functions in this namespaces with partially applied parameters. But this approach is some sort of hacking, i think.
What is right way to do this?
A 'module' is a noun, as in the 'Kingdom of Nouns' by Steve Yegge.
Stick to non side-effecting or pure functions of their parameters (verbs) as much as possible except at the topmost levels of your abstractions. You can organize those functions however you like. At the topmost levels you will have some application state, there are many approaches to manage that, but the one I use the most is to hide these top-level services under a clojure protocol, then implement it in a clojure record (which may hold references to database connections or some-such).
This approach maximizes flexibility and prevents you from writing yourself into a corner. It's analagous to java's dependency injection. Stuart Sierra did a good talk recently on these topics at Clojure/West 2013, but the video is not yet available.
Note the difference from your approach. You need to separate the management and resolution of objects from their lifecycles. Tying them to namespaces is quick for access, but it means any functions you write as clients that use that code are now accessing global state. With protocols, you can separate the implementation detail of global state from the interface of access.
If you need a motivating example of why this is useful, consider, how would you intercept all access to a service that's globally accessible? Well, you would push the full implementation down and make the entry point a wrapper function, instead of pushing the relevant details closer to the client code. What if you wanted some behavior for some clients of the code and not others? Now you're stuck. This is just anticipating making those inevitable trade-offs preemptively and making your life easier.

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I'm doing a simple project to manage data for a tabletop game, but I'm mostly using it to get experience about correct coding.
I've just reached a point where I have five classes that are tightly coupled, and I'm not sure whether leaving the whole thing as it is, or refactoring.
What I have is basically this:
class ShipTemplate: This class ( that has nothing to do with c++ templates ) has all constant members and contains basic informations about a category of Ships.
class TemplateSet: This class contains all ShipTemplates that are currently available to build, and it has a name. It should be stand-alone, since it represents the available technology of each player at any time, so one would be able to save/load different sets at different times.
class Ship: This class represents a complete ship, with loadouts, name and other things. It contains a const reference to a ShipTemplate, which the class is not allowed to change, to refer to its basic functionality. It could extend ShipTemplate, but I wanted to keep track of which Ships had a particular underlying ShipTemplate, and it seemed easier doing it like this.
class Fleet: This class contains a list of Ships, it has a name and contains other information. It should contain a cost variable equal to the sum of the cost of all Ships in it.
class Deployment: This class contains pointers to all the Ships, Fleets, and TemplateSets available to the player. It also needs to keep track of ShipTemplates that are no longer available, but that are still used by already built Ships. It should contain a cost variable equal to the sum of the cost of all Ships available to the Player. It has to manage the transfer of Ships from one Fleet to another. It has to find out which Ships are within a given Fleet, or which Ships have a given ShipTemplate.
Unfortunately every class is pretty interwined with all the others. I thought about different approaches, but I'm not sure if even one of them is the correct one.
Use friend statements all over the place, so that if one class modifies something, it can correctly update all the others.
Use very long names, like Deployment::modifyShipThrustInFleet, and allow any modification solely through the Deployment class, which will take care of everything.
Remove TemplateSets and Fleets and represent them within Deployment, so that it can update correctly cost values/pointers without breaking any "correctness" rule. This too implies that every modification to the system has to pass through Deployment.
Insert into lower classes pointers to upper classes, so for example when changing something in a Ship it can automatically update costs of both its Deployment and Fleet.
Is there some other solution I didn't see, or maybe a refactor into more classes that can help me achieve readable, mantainable code?
Just some thoughts.
When thinking in object oriented way, thinking about real-life objects lays out the view, what you should describe in program. And what is object in real-life? It is a "thing" which has certain features and exposes some functionality.
For example ShipTemplate is a blue-print of the ship. It should define size, layout, part types and quantities (DieselEngine, SteamEngine, AntiAircraftGun, UnderwaterMines, etc), and how they are connected with each other.
Ship on the other had is constructed according to blueprint - it should have all part instances. For example it might have two DieselEngines and three AntiAircraftGuns. And it is correct, that ship does not inherit from blueprint. Blueprint is only a description of ship, not it's parent.
Now, each type of the object (blueprint, part, ship) has it's own properties and functionality. For example, each engine consumes some amount of fuel and can increase speed of the ship to some value. Why not have base class for Engine, which has these features? (inheritance). The same goes for the guns (lets call it ShipWeapon). There is of course a big difference between mine-gun and anti-aircraft gun, but they are both guns, they are both mountable on the ship, they both have weight, ammo type, reload time, ammo capacity, whether gun is operating.
So these are some properties of the objects. What about functionality? Other important concept of OO design is that each object has (encapsulated) some functions which can be done with it (and it may or may not alter objects state). For example ShipWeapon should have method Fire(), which maybe should decrees amount of ammo in it. Or try to target at first with Aim(sometarget). Engine on the other hand would have Start(), Stop(), SetSpeed(speed). Note that these would work internally on the object and it's state. Ship might have SetCourse(direction, speed), which would start it's engines at required power and orient its rudder. Also ship might have Colide(ship). And Hit(typeofattackinggun), which would iterate through all parts of ship and damage some randomly (and set IsOperating for a gun, or turn off one of the engines, etc.)
As you can see you can go into a lot of detail while designing OO approach. Its also very good to know when to stop - just how much detail (or accuracy) you really need for you program to work.
Also, there could be a global World, which would hold all ships. And so on..
There is other part of program, the infrastructure. How you data objects (ships, worlds, players) are managed, how they know and interact with each other. For example each ship as an object can be observed by global map and each ship would notify it about movement (observer pattern). Or global world would query state of each ship at some time intervals, based on global clock. Or...
I guess what I was trying to say is to stick to main OO principles - encapsulation, inheritance, polymorphism. And there is a lot of literature out there for object-oriented design, design patterns, etc., which is useful. Wiki entry is a bit "academic" but has main definitions, which make you think :) Also look at SOLID
PS. And it is usually a sign of a bad design to do everything in a single class.
Now that you have described haw you want to represent the various data, before defining the complete relations, try to complete the description by defining the "protocols":
What can each class be able to do to the others? WHat methods and rules between methods are needed to achieve your goal?
Once you have defined how classes act on each other you will most likely discover what is candidate to be private, what is public and what level of friendship must exist between the parties.
May be is not your case, but -usually- when complex relations exist, one possible pattern can be the use of a "communication bus class", that expose the action that can be "sent" to the various object, each having a private interface and being friend of ... the bus itself (an only the bus).
EDIT
Following Svalorzen comment:
It depends on the side you are watching it.
This will, in fact, introduce multiple level of "privacy", allowing to implement encapsulation on a wider unit that the class itself. Whether this is good or bad is a matter of context, not idiom.
Instead of having just classes with everything private (for no-one else) or public (for anyone), you have a "capsule" that is a "club" (the "club of the classes having 'bus' as a friend") and a "club manager" the is the real "filter towards the public" (and hence the real OOP object), allowing certain methods that need to interact with more classes private parts at a same time, to do that inside the club only.
The deny of "friendship" is nothing more than a misconception that confuse techniques with tools, making OOP objects the same as C++ classes. That's -generally speaking- a FASLE IDIOM. C++ classes can be smaller units than OOP objects (think to the pimpl idiom: what is the "object" there?).
The fact that a class can be a friend of another doesn't make it a friend of anyone, hence the private parts are not made public. You are just defining another level of privacy where encapsulation apply the same as with "private". It just apply on a wider group. That "wider group" plays, respect to OOP, the same role a non-friend class plays.
The misconception that "friend breaks encapsulation" has nothing to do with the concept of OOP. It has to do with the way OOP has been implemented in Java, that is a completely different language respect to C++. In C++ friendsip is just a construct to "group thimgs together" just like class, struct, templates, inheritance, membership etc.
What OOP relation (composition, inheritance, linking...) has to be mapped to what C++ construct, unlike in java, when the language philosophy is defined to be one-way only, is not defined by the language itself and by it's standard library.
The mapping "OOP object = C++ class" is just a common cultural misconception inherited from the past, when C++ has no templates, no lambdas, no friendship, nothing more than classes (and was in fact called "C with classes") when the only way to implement an OOP hierarchy was through classes,since that was the only way to create a hierarchy relation using that time c++ constructs.
Nowadays I can even implement an OOP system using C++ members and implicit conversion for "OOP inheritance" and C++ private inheritance for "OOP membership". Or I can implement an OOP object with a "cluster of classes (or mat be labdas)", defining its run-time behavior (think to std::locale and related facets).
Starting a design with the OOP object == C++ classes idioms is in fact cutting away two degrees of freedom C++ adds to program design, restricting your mind to what C++ was more than ten years ago.

Is it better to have lot of interfaces or just one?

I have been working on this plugin system. I thought I passed design and started implementing. Now I wonder if I should revisit my design. my problem is the following:
Currently in my design I have:
An interface class FileNameLoader for loading the names of all the shared libraries my application needs to load. i.e. Load all files in a directory, Load all files specified in a XML file, Load all files user inputs, etc.
An Interface class LibLoader that actually loads the shared object. This class is only responsible for loading a shared object once its file name has been given. There are various ways one may need to load a shared lib. i.e. Use RTLD_NOW/RTLD_LAZY...., check if lib has been already loaded, etc.
An ABC Plugin which loads the functions I need from a handle to a library once that handle is supplied. There are so many ways this could change.
An interface class PluginFactory which creates Plugins.
An ABC PluginLoader which is the mother class which manages everything.
Now, my problem is I feel that FileNameLoader and LibLoader can go inside Plugin. But this would mean that if someone wanted to just change RTLD_NOW to RTLD_LAZY he would have to change Plugin class. On the other hand, I feel that there are too many classes here. Please give some input. I can post the interface code if necessary. Thanks in advance.
EDIT:
After giving this some thought, I have come to the conclusion that more interfaces is better (In my scenario at least). Suppose there are x implementations of FileNameLoader, y implementations of LibLoader, z implementations of Plugin. If I keep these classes separate, I have to write x + y + z implementation classes. Then I can combine them to get any functionality possible. On the other hand, if all these interfces were in Plugin class, I'd have to write x*y*z implementation classes to get all the possible functionalities which is larger than x + y + z given that there are at least 2 implementations for an interface. This is just one side of it. The other advantage is, the purpose of the interfaces are more clearer when there are more interfaces. At least that is what I think.
My c++ projects generally consists of objects that implement one or more interfaces.
I have found that this approach has the following effects:
Use of interfaces enforces your design.
(my opinion only) ensures a better program design.
Related functionality is grouped into interfaces.
The compiler will let you know if your implementation of the interface is incomplete or incorrect (good for changes to interfaces).
You can pass interface pointers around instead of entire objects.
Passing around interface pointers has the benefit that you're exposing only the functionality required to other objects.
COM employs the use of interfaces heavily, as its modular design is useful for IPC (inter process communication), promotes code reuse and enable backwards compatiblity.
Microsoft use COM extensively and base their OS and most important APIs (DirectX, DirectShow, etc.) on COM, for these reasons, and although it's hardly the most accessible technology, COM's not going away any time soon.
Will these aid your own program(s)? Up to you. If you're going to turn a lot of your code into COM objects, it's definitely the right approach.
The other good stuff you get with interfaces that I've mentioned - make your own judgement as to how useful they'll be to you. Personally, I find interfaces indispensable.
Generally the only time I provide more than one interface, it will be because I have two completely different kinds of clients (eg: clients and The Server). In that case, yes it is perfectly OK.
However, this statement worries me:
I thought I passed design and started
implementing
That's old-fashioned Waterfall thinking. You never are done designing. You will almost always have to do a fairly major redesign the first time a real client tries to use your class. Thereafter every now and then you'll discover edge cases of client use that require (or would greatly benifit by) an extra new call or two, or a slightly different approach to all the calls.
You might be interested in the Interface Segregation Principle, which results in more, smaller interfaces.
"Clients should not be forced to depend on interfaces that they do not use."
More detail on this principle is provided by this paper: http://www.objectmentor.com/resources/articles/isp.pdf
This is part of the Bob Martin's synergistic SOLID principles.
There isn't a golden rule. It'll depend on the scenario, and even then you may find in the future some assumptions have changed and you need to update it accordingly.
Personally I like the way you have it now. You can replace at the top level, or very specific pieces.
Having the One Big Class That Does Everything is wrong. So is having One Big Interface That Defines Everything.

Types of methods which are hard to unit test?

What unit tests generally tend to be hard to write and why? I am particularly interested in methods which don't need mocking.
Thanks
Two cases where unit testing is made difficult:
Methods that invoke static methods that belong to other classes, particularly when those other classes have static state, or do significant work. Being stuck trying to "unit" test a method that, through transitive closure, does database queries can suck.
Methods that create instances of other classes directly (i.e., via new), particularly when the constructor of the other class does itself requires static state, or when it does significant work in the constructor.
A great A to Z guide of testability concerns with side by side code examples of easy/hard to test code can be found in Misko's extensive testability guide.
Click on the "flaw #x" links (they look like plain text but they're separate links).
Big, complex methods that do lots of things at the same time that really should've been separated. (example: get something from a configuration object, create a URL based on some variables, encode the URL, send a request, do something with the response... you get the drill).
Everything static. Things created with New, although I haven't found a proper way to avoid it without spamming the entire application with factories.
It's almost always about dependencies.
Most code depends on external systems such as databases, file systems, email clients, networks, etc. It's also common to have dependencies on major internal systems (e.g, the spell checking module, or the recalc engine...).
If these dependences are not easily substitutable, then the system becomes hard to test.
Classes that call statics and singletons are the worst offenders, but any class that doesn't accept it's dependencies via constructor or properties will be hard to test.
There are some legitimate situations that are hard to test:
Concurrency
User Interface - this is why the trend is towards MVC architectures that create ViewModels which can be easily tested. The actual rendering is minimized - this is called the humble dialog or humble object pattern in the test literature.

What's a pattern for getting two "deep" parts of a multi-threaded program talking to each other?

I have this general problem in design, refactoring or "triage":
I have an existing multi-threaded C++ application which searches for data using a number of plugin libraries. With the current search interface, a given plugin receives a search string and a pointer to a QList object. Running on a different thread, the plugin goes out and searches various data sources (locally and on the web) and adds the objects of interest to the list. When the plugin returns, the main program, still on the separate thread, adds this data to the local data store (with further processing), guarding this insertion point using a mutex. Thus each plugin can return data asynchronously.
The QT-base plugin library is based on message passing. There are a fair number of plugins which are already written and tested for the application and they work fairly well.
I would like to write some more plugins and leverage the existing application.
The problem is that the new plugins will need more information from the application. They will to need intermittent access to the local data store itself as they search. So to get this, they would need direct or indirect access both the hash array storing the data and the mutex which guards multiple access to the store. I assume the access would be encapsulated by adding an extra method in a "catalog" object.
I can see three ways to write these new plugins.
When loading a plugin, pass them
a pointer to my "catalog" at the
start. This becomes an extra,
"invisible" interface for the new
plugins. This seems quick, easy,
completely wrong according to OO but
I can't see what the future problems would be.
Add a method/message to the
existing interface so I have a
second function which could be
called for the new plugin libraries,
the message would pass a pointer to
the catalog to the plugins. This
would be easy for the plugins but it
would complicate my main code and
seems generally bad.
Redesign the plugin interface.
This seems "best" according to OO,
could have other added benefits but
would require all sorts of
rewriting.
So, my questions are
A. Can anyone tell me the concrete dangers of option 1?
B. Is there a known pattern that fits this kind of problem?
Edit1:
A typical function for calling the plugin routines looks like:
elsewhere(spec){
QList<CatItem> results;
plugins->getResult(spec, &results);
use_list(results);
}
...
void PluginHandler::getResults(QString* spec, QList<CatItem>* results)
{
if (id->count() == 0) return;
foreach(PluginInfo info, plugins) {
if (info.loaded)
info.obj->msg(MSG_GET_RESULTS, (void*) spec, (void*) results);
}
}
It's a repeated through-out the code. I'd rather extend it than break it.
Why is it "completely wrong according to OO"? If your plugin needs access to that object, and it doesn't violate any abstraction you want to preserve, it is the correct solution.
To me it seems like you blew your abstractions the moment you decided that your plugin needs access to the list itself. You just blew up your entire application's architecture. Are you sure you need access to the actual list itself? Why? What do you need from it? Can that information be provided in a more sensible way? One which doesn't 1) increase contention over a shared resource (and increase the risk of subtle multithreading bugs like race conditions and deadlocks), and 2) doesn't undermine the architecture of the rest of the app (which specifically preserves a separation between the list and its clients, to allow asynchronicity)
If you think it's bad OO, then it is because of what you're fundamentally trying to do (violate the basic architecture of your application), not how you're doing it.
Well, option 1 is option 3, in the end. You are redesigning your plugin API to receive extra data from the main app.
It's a simple redesign that, as long as the 'catalog' is well implemented and hide every implementation detail of your hash and mutex backing store, is not bad, and can serve the purpose well enough IMO.
Now if the catalog leaks implementation details then you would better use messages to query the store, receiving responses with the needed data.
Sorry, I just re-read your question 3 times and I think my answer may have been too simple.
Is your "Catalog" an independent object? If not, you could wrap it as it's own object. The Catalog should be completely safe (including threadsafe)--or better yet immutable.
With this done, it would be perfectly valid OO to pass your catalog to the new plugins. If you are worried about passing them through many layers, you can create a factory for the catalog.
Sorry if I'm still misunderstanding something, but I don't see anything wrong with this approach. If your catalog is an object outside your control, however, such as a database object or collection then you really HAVE to encapsulate it in something you can control with a nice, clean interface.
If your Catalog is used by many pieces across your program, you might look at a factory (which, at it's simplest degrades to a Singleton). Using a factory you should be able to summon your Catalog with a Catalog.getType("Clothes"); or whatever. That way you are giving out the same object to everyone who wants one without passing it around.
(this is very similar to a singleton, by the way, but coding it as a factory reminds you that there will almost certainly be more than one--also remember to allow a Catalog.setType("Clothes", ...); for testing.