Proper usage - accessors/getters vs normal methods - c++

I am having trouble differentiating between accessors/getters, which represent object's properties and normal methods. In C++, the naming conventions for accessors and normal methods are different (e.g. Google Style guide suggests lower-case for accessors and PascalCase for normal methods). Moreover, the order of normal methods and accessors/getters (before or after) is also subject to conventions. In Java, one might have a dilemma whether a method should begin with "get" or "compute"/"find" to indicate a getter and a normal method, respectively. In C#, there is a dilemma what should be a property and what should be a method. Whenever I create a new class, I am not sure how to classify methods to normal methods and getters.
Is there an easy way to determine whether what is a property of an object / accessor/getter and what should be a normal method?
And does any of the following have something to do with differentiating between an accessor/getter and a normal method:
Computation is cheap
A new object (or a copy) is returned, instead of (const) reference
There is no setter
There is a way to influence that "property" but indirectly
To illustrate this, here is the example (in C++): Suppose I want to create a data structure which can hold a fixed number of elements, and apart from insertion/removal operations it offers a series of methods which work on the elements contained (i.e. average, median, minimum, maximum etc.). Now, take a function which computes the average for example; one might say that this is a property of an object and re-calculate it whenever an element is inserted/removed and thus treat it as a getter like const double& average(). The other way would be to compute it on-demand and treat it as a normal method, i.e. double ComputeAverage(). Also, suppose there is a method which returns a set of contained elements; it could be treated as a getter const set<int>& unique_elements() if there is no need to compute it every time, but if the class computes it every time then the set<int> ComputeUniqueElements() would be more appropriate.

Creating a separation between accessors and "normal methods" is a bad idea. A method is a method; it's a member function that has some specific effect. The fact that a member function simply sets the value of a member variable, or returns the value of a member variable, is an implementation detail.
And a good API isolates the outside world from implementation details. The outside world should neither know nor care that a particular function is just an accessor, if for no other reason than the fact that this can change.
Let's say you have a name "property" in your class. Originally, you store it as a std::string. You provide functions to get and modify the name. All well and good.
Now, let's say that you decide to change how the name is stored. You need to parse the name into a first name and a last name. Does the outside world need to know you're doing this? The name of your setter method doesn't need to change. It's interface doesn't need to change. All that needs to change is how you implement the function.
In C++, the naming conventions for accessors and normal methods are different (e.g. Google Style guide suggests lower-case for accessors and PascalCase for normal methods).
Google's Style guide does not represent C++ or its programmers; it only represents what Google does.

Related

Dealing with hard to avoid large numbers of const members in a C++ class

This is a followup question on my previous question:
Initialize const members using complex function in C++ class
In short, I have a program that has a class Grid that contains the properties of a 3D grid. I would like the properties of this grid to be read-only after creation, such that complex functions within the class cannot accidentally mess the grid up (such as if(bla = 10), instead of if(bla == 10)) etc. Now, this question has been answered well in the previous discussion: calling an initializer lists via a create function.
Here comes my new problem. My Grid has many properties that just plainly describe the grid (number of grid points, coordinates at grid points etc.) for which it just does not make sense to redistribute them among different objects. Still, basic textbooks in C++ always link functions with a large number of parameters to bad design, but I need them in order to be able to have const member variables.
Are there any standard techniques to deal with such problems?
The answer depends on what you're trying to protect.
If you're trying to assure that users of the class can't inadvertently alter the critical parameters, then the way to do that is to declare these members as private or protected and only provide const getters if they're needed at all outside the class implementation.
If you're trying to assure that the implementer of the Grid class doesn't alter these values, then there a few ways to do so. One simple way is to create a subclass that contains just those parameters and then the answer looks just like 1. Another way is to declare them const in which case they must be initialized when a Grid instance is constructed.
If the answer is 2, then there are also some other things that one can do to prevent inadvertently altering critical values. During the time that you're writing and testing the class implementation, you could temporarily use fixed dummy const values for the critical parameters, assuring that the other functions you write cannot alter those values.
One more trick to avoid specifically the if (i=7) ... error when you meant to write if (i == 7) ... is to always put the constant first. That is, write if (7 == i) .... Also, any decent compiler should be able to flag a warning for this kind of error -- make sure you're taking advantage of that feature by turning on all of the warning and error reporting your compiler provides.

C++ Why should I use get and set functions when working with classes [duplicate]

This question already has answers here:
Why use getters and setters/accessors?
(37 answers)
Closed 9 years ago.
I've been told not to make my variables public inside a class. I should always make a get and a set function. For example :
class Whatever
{
public:
void setSentence(const std::string &str) { sentence = str; }
void setAnInteger(const int integer) { anInteger = integer; }
std::string getSentence() { return sentence; }
int getAnInteger() { return anInteger; }
private:
std::string sentence;
int anInteger;
};
Why should I do that? Isn't just simply using those variables more convenient? Also, is that a good c++ programming style?
The main reason is to increase encapsulation. If your class exposes those member variables, many functions in your client code will have a dependency towards those variables.
Suppose one day you want want to change the name of those variables, or you want to change the implementation of your class so that the type and number of member variables would be different than the current one: how many functions would be affected by this change? How many functions would you have to re-write (at least in part)?
Right, potentially infinite. You just can't count them all. On the other hand, if you have getters and setters, only those 4 functions will have access to the internal representation of your class. Changing the internal representation won't require any change to the code of your client functions; only those 4 member functions may have to be changed.
In general, encapsulation makes your life easier with respect to future changes. At a certain point in time you may want to log a message every time a certain property is set. You may want to fire an event every time a certain property is set. You may want to compute a certain value on the fly rather than reading it each time from a cache data member, or read it from a database, or whatever.
Having getters and setters allow you to implement any of those changes without requiring to change the client code.
As far as general design philosophy is concerned, there is no "always" or "never" when it comes to implementing accessors versus not implementing accessors that the community as a whole agrees on.
Many will advise you to make all data members private and provide accessors & mutators. Always.
Others will tell you to make data members private if changing them from client code is undesirable, and leave them public otherwise.
Yet others will tell you that classes shouldn't have more than one or so data member at all, and all the data should be encapsulated in yet another object, preferably a struct.
You have to decide for yourself which is right, keeping in mind that this will depend not only on your approach, but also that of the organization for which you work.
If you ask me, my preference is to make everything public until I have a reason not to. Simple. But that's just me.
You write explicit getters and setters as a sane plan for future development. If your class' users are directly accessing its members and you need to change the class in a way that is incompatible with that habit, you have to change every chunk of code that interfaces with you in this way. If you write a getter and setter, the compiler will optimize it to be time-equivalent to direct access (if that is all it does) and you can later change the logic if you need to - without having to change a ton of other code.
When you make get or set method and use it 40 times in your code, you can handle future changes more easily.
Imagine, that you use public variable and use it 40 times in your code. After a month of developing your program, you'll come up with a great idea: What if I divide this variable by 1000 and so I would have better values to calculate with!
Wow, great, but now I have to find every single line, where I use it and change it. If I only had a get method :(
That's the main reason of getters and setters, even if they are very simple, it's better to have it. You will thank yourself once.
Data encapsulation is one of the major principles of OOP. It is the process of combining data and functions into a single unit called class. Using the method of encapsulation, the programmer cannot directly access the data. Data is only accessible through the functions existing inside the class so that the implementation details of a class that are hidden from the user. It's to protect both the caller and the function from accidentally changing the behavior of a method, or from needing to know how a method works.
The textbook-ish answer recalled from me taking the first OOP class was: Get and set methods are used to wrap around private variables. Usually people compare between having get and set or just simply set those variables to be public; in this case, get and set approach is good because it protects those variables from being modified accidentally due to bugs and etc..
People (me when I took that class) might ask "isn't get and set also modify those variables, if so, how is that different than being modified as a public variable".
The rationale is: to have get and set function, you are asking the user or yourself to explicitly specify they want to modify the variable by calling those functions. Without calling those functions, the private variables will be less likely (still possible depends on implementation) modified unwillingly or accidentally.
In short, you should not do that.
In general, I suggest to read Fowler's Refactoring, then you will have a picture what gets hindered by having naked data, and what kind of access aligns well. And importantly whether the whole thing applies to your cases or not.
And as you know pros&cons you can safely ignore "should do/don't" stuff like at start of this answer or others.

Why does Google name accessors and mutators after member variables?

http://google-styleguide.googlecode.com/svn/trunk/cppguide.xml?showone=Function_Names#Function_Names
Regular functions have mixed case; accessors and mutators match the
name of the variable: MyExcitingFunction(), MyExcitingMethod(),
my_exciting_member_variable(), set_my_exciting_member_variable().
Isn't it the whole point of encapsulation to hide implementation details from the user so he/she is not aware of whether the accessor/mutator method returns/modifies a member variable or not? What if I change the variable name or change the way it's stored inside the object?
EDIT:
If I have an instance variable int foo_ it seems straightforward
int foo() const { return foo_; }
but if I add another method that returns foo_ + 2, should I name if bar or GetBar?
int bar() const { return foo_ + 2; }
int GetBar() const { return foo_ + 2; }
If I choose GetBar and later decide to cache the returned value in another member variable bar_, will I have to rename the method to bar?
Actually, the point of encapsulation is to hide the inner workings of a class, not necessarily to hide the names of things. The name of the member variable doesn't matter; it's the level of indirection that the accessor or mutator provides.
Having an accessor gives you the ability to change the inner workings of the class (including the names of member variables) without breaking the class's interface with the outside world. The user of the class need not concern himself with implementation details, including what things are named inside the class, but only on the behavior of the class, as seen from the outside.
To put it another way, users of a class should not rely on Google's style guide to determine whether or not they are modifying a member variable.
Because google style guide is only meant to be followed by google employees. Rather - it's not that good of a style guide.
Case in point - they explicitly ban passing by non-const reference because it can be "confusing".
So you're right, it defeats the purpose of encapsulation. Don't guide yourself by it.
When considering a class, it may conceptually have visible
state, which can be accessed by the client. How this state is
represented inside the class is another matter, and that's what
accessors (getters and setters) hide. My own naming convention
also makes this distinction: if the function is conceptually
a getter or a setter, it has the name of the attribute, which
would normally be a noun; otherwise, it is a verb. And
I distinguish between cases where the function is getting or
setting something which isn't conceptually part of the class
(e.g. which partially depends on an argument), which have the
verb get or set in their name, and the case where the
function is actually modifying what is conceptually an
attribute, in which case they don't.
For the rest, like most style guides, not everyone is in total
agreement with this one. I'm not sure I like their naming
conventions, for example. They're called naming conventions
because they are just that: arbitrary conventions. The only
real hard rule is that types, macros and other things must be
distinguished, and that names should never start or end with an
underscore. (There are also some softer rules: I'd be very
suspicious of a convention which ended up making the names of
local variables longer than those of globals.)
I may be taking an assumption of common sense too far, but I'm pretty sure that retaining a published interface takes precedence over following the naming guide.
Since your original bar / GetBar function is not an accessor, I presume it should follow the regular name guide and be called GetBar.
If you later introduce bar_ so that in some sense the function becomes an accessor, I'm pretty sure you should not remove GetBar. I suppose you could add a function bar() as well, defined to do the same thing, but I don't think I'd interpret the style guide to require that.
I'm also pretty sure that as soon as your published interface includes functions that you (and callers) think of as "accessors", encapsulation is in any case out the window to some extent, because you're talking about the state of the object instead of its behavior. Just because a function returns the value of a member variable in the current implementation does not mean that it has to be documented as an accessor. But if you do insist on writing functions that are publicly recognized as accessors, Google tells you how to name them. The classic example is that a sufficiently dumb data record object might reasonably have accessors, since the whole class is publicly defined to be a bundle of fields with maybe a little bit of behavior.
I've read that style guide a few times before, but I have never worked for Google so I'm not privy to how their code reviews tend to apply it in practice. I should think that an organization that size cannot be wholly consistent in every detail. So your guess is probably as good as mine.

Access members directly or always use getters

I personally find it weird/ugly when a class uses a getter to access its own member data. I know the performance impact is none but I just don't like to see all those method calls.
Are there any strong arguments either way, or is it just one of those things that's personal preference and should be left to each coder, or arbitrarily controlled in a coding standard?
Update: I'm meaning simple getters, specifically for a class' non-public members.
The reason you might want to use a getter/setter is because it conceals the implementation. You won't have to rewrite all of your code if you are using getters/setters in case the implementation does change, because those members can continue to work.
EDIT based on the many clever comments:
As for a class using setters and getters on itself, that may depend on the particulars. After all, the implementation of a particular class is available to the class itself. In the cases where a class is normally instantiated, the class should use the member values directly for its own members (private or otherwise) and its parent classes (if they are protected) and only use getters/setters in the case that those members are private to the parent class.
In the case of an abstract type, which will usually not contain any implementation at all, it should provide pure virtual getters and setters and use only those in the methods it does implement.
Willingness to use getters/setters within class member implementation is the canary in the mine telling that your class is growing unreasonably. It tells that your class is trying to do too many different things, that it serves several purposes where it should serve one instead.
In fact, this is usually encountered when you are using one part of your class to store or access your data, and another part to make operations on it. Maybe you should consider using a standalone class to store and give access to your data, and another one to provide a higher view, with more complex operations with your data.
THE OBVIOUS
getters and setters for protected members makes as much sense as for public... derived classes are just another form of client code, and encapsulating implementation details from them can still be useful. I'm not saying always do it, just to weight pros and cons along the normal lines.
getters and setters for private members is rarely a net benefit, though:
it does provide the same kind of encapsulation benefits
single place for breakpoints/logging of get/set + invariant checks during dev (if used consistently)
virtual potential
etc...
but only to the presumably relatively small implementation of the same struct/class. In enterprise environments, and for public/protected member data, those benefits can be substantial enough to justify get/set methods: a logging function may end up having millions of lines of code depedent on it, and hundreds or thousands of libraries and apps for which a change to a header may trigger recompilation. Generally a single class implementation shouldn't be more than a few hundred (or at worst thousand) lines - not big or complex enough to justify encapsulating internal private data like this... it could be said to constitute a "code smell".
THE NOT-SO OBVIOUS
get/set methods can very occasionally be more readable than direct variable access (though more often less readable)
get/set methods may be able to provide a more uniform and convenient interface for code-generated member or friend methods (whether from macros or external tools/scripts)
less work required to transition between being a member or friend to a freestanding helper function should that become possible
implementation may be rendered more understandable (and hence maintainable) to people who're normally only users of the class (as more operations are expressed via, or in the style of, the public interface)
It's a bit out of scope for the question, but it's worth noting that classes should generally provide action-oriented commands, event-triggered callbacks etc. rather than encouraging a get/set usage pattern.
It seems most people didn't read your question properly, the question is concerning whether or not class methods accessing its own class' members should use getters and setters; not about an external entity accessing the class' members.
I wouldn't bother using getter and setter for accessing a class' own members.
However, I also keep my classes small (typically about 200-500 lines), such that if I do need to change the fields or change its implementations or how they are calculated, search and replace wouldn't be too much work (indeed, I often change variable/class/function names in the early development period, I'm picky name chooser).
I only use getter and setters for accessing my own class members when I am expecting to change the implementation in the near future (e.g. if I'm writing a suboptimal code that can be written quickly, but plans to optimize it in the future) that might involve radically changing the data structure used. Conversely, I don't use getter and setter before I already have the plan; in particular, I don't use getter and setter in expectation of changing things I'm very likely never going to change anyway.
For external interface though, I strictly adhere to the public interface; all variables are private, and I avoid friend except for operator overloads; I use protected members conservatively and they are considered a public interface. However, even for public interface, I usually still avoid having direct getters and setters methods, as they are often indicative of bad OO design (every OO programmers in any language should read: Why getter and setter methods are Evil). Instead, I have methods that does something useful, instead of just fetching the values. For example:
class Rectangle {
private:
int x, y, width, height;
public:
// avoid getX, setX, getY, setY, getWidth, setWidth, getHeight, setHeight
void move(int new_x, int new_y);
void resize(int new_width, int new_height);
int area();
}
The only advantage is that it allows changing internal representation without changing external interface, permitting lazy evaluation, or why not access counting.
In my experience, the number of times I did this is very, very low. And it seems you do, I also prefer to avoid the uglyness and weightyness of getter/setters. It is not that difficult to change it afterwards if I really need it.
As you speak about a class using its own getter/setters in its own implementation functions, then you should consider writing non-friend non-member functions where possible. They improve encapsulation as explained here.
An argument in favor of using getters is that you might decide one day to change how the member field is calculated. You may decide that you need it to be qualified with some other member, for instance. If you used a getter, all you have to do is change that one getter function. If you didn't you have to change each and every place where that field is used currently and in the future.
Just a crude example. Does this help?
struct myclass{
int buf[10];
int getAt(int i){
if(i >= 0 && i < sizeof(buf)){
return buf[i];
}
}
void g(){
int index = 0;
// some logic
// Is it worth repeating the check here (what getAt does) to ensure
// index is within limits
int val = buf[index];
}
};
int main(){}
EDIT:
I would say that it depends. In case the getters do some kind of validation, it is better to go through the validation even if it means the class members being subjected to that validation. Another case where going through a common entry point could be helpful is when the access needs to be essentially in a sequential and synchronized manner e.g. in a multithreaded scenario.
Protecting a member variable by wrapping its access with get/set functions has its advantages. One day you may wish to make your class thread-safe - and in that instance, you'll thank yourself for using those get/set functions
this is actually for supporting the object oriented-ness of the class by abstracting the way to get(getter). and just providing its easier access.
Simple answer. If you are writing a one shoot program, that will never change, you can leave the getters at peace and do without any.
However if you write a program that could change or been written over time, or others might use that code, use getters.
If you use getters it helps change the code faster later on, like putting a guard on the property to verify correctness of value, or counting access to the property(debugging).
Getters to me are about easy possibilities(free lunch). The programmer who write the code does not need getters, he wants them.
hope that help.
My thoughts are as follows.
Everything should be static, constant, and private if possible.
As you need a variable to be instanced meaning more than one unique
copy you remove static.
As you need a variable to be modifiable you remove the const.
As you need a class/variable to be accessed by other classes you remove
the private.
The Usage of Setters/Getters - General Purpose.
Getter's are okay if the value is to ONLY be changed by the class and
we want to protect it. This way we can retrieve the current state of
this value without the chance of it's value getting changed.
Getter's should not be used if you are planning to provide a Setter
with it. At this point you should simply convert the value to public
and just modify it directly. Since this is the intent with a Get/Set.
A Setter is plain useless if you are planning to do more then simply
"this.value = value". Then you shouldn't be calling it "SetValue"
rather describe what it is actually doing.
If let's say you want to make modifications to a value before you
"GET" it's value. Then DO NOT call it "GetValue". This is ambiguous
to your intent and although YOU might know what's happening. Someone
else wouldn't unless they viewed the source code of that function.
If let's say you are indeed only Getting/Setting a value, but you are
doing some form of security. I.e. Size check, Null Check, etc.. this
is an alternative scenario. However you should still clarify that in
the name E.g. "SafeSetValue" , "SafeGetValue" or like in the "printf"
there is "printf_s".
Alternatives to the Get/Set situations
An example that I personally have. Which you can see how I handle a
Get/Set scenario. Is I have a GameTime class which stores all kinds
of values and every game tick these values get changed.
https://github.com/JeremyDX/DX_B/blob/master/DX_B/GameTime.cpp
As you will see in the above my "GETS" are not actually "GETS" of
values except in small cases where modification wasn't needed. Rather
they are descriptions of values I am trying to retrieve out of this
GameTime class. Every value is "Static Private". I cannot do Const
given the information is obtained until runtime and I keep this
static as there is no purpose to have multiple instances of Timing.
As you will also see I don't have any way of performing a "SET" on any of this data, but there are two functions "Begin()" and "Tick()" which both change the values. This is how ALL "setters" should be handled. Basically the "Begin()" function resets all the data and loads in our constants which we CANT set as constants since this is data we retrieve at runtime. Then TICK() updates specific values as time passes in this case so we have fresh up to date information.
If you look far into the code you'll find the values "ResetWindowFrameTime()" and "ElapsedFrameTicks()". Typically I wouldn't do something like this and would have just set the value to public. Since as you'll see I'm retrieving the value and setting the value. This is another form of Set/Get, but it still uses naming that fits the scenario and it uses data from private variables so it didn't make sense to pull another private variable and then multiply it by this rather do the work here and pull the result. There is also NO need to edit the value other then to reset it to the current frame index and then retrieve the elapsed frames. It is used when I open a new window onto my screen so I can know how long I've been viewing this window for and proceed accordingly.

C++, How to maintain both data locality and well splitted code structure at every layer of a program?

In my recent project I have a class like this:
class layer1 {
myclassa l1dataa; // layer1 data
...
myclassn l1datan;
public:
void l1datatransformsa()
{
myotherclassa l2dataa; // layer2 data
...
myotherclassn l2datan;
many operations; // way too many operations for a single method
}
void l1datatransformsb() {}
};
The method l1datatransformsa invokes local data and is quite long and robust. I would like to divide its code into smaller meaningful portions (methods) which all work on the same local layer2 data. It can be done in few ways, though none of them seems good enough to me, therefore I'm asking for recommendation on how should it be done:
Breaking the code of "many operations" into private methods of class layer1.
Cons: I would have to pass as arguments to those new methods references to all layer2 data, which is not very elegant as there is too many of them
Rewriting the method l1datatransformsa as a nested class of class layer1 with layer2 data declared as its data members. Then it would be possible to split "many operations" into members of the nested class.
Cons: To access layer1 data from nested class I would have to use reference or pointer to the instance of enclosing class. This will make me include many changes in the code of "many operations" and will make the code less clear. It would be even worse if one would think of a need of splitting in the same manner one of methods of nested class.
The basic idea behind all this is to have a comfortable way of keeping your local data close to the functions or methods which use it and only to them at every layer of your program.
ADDED: "many operations" which we we want to split work both on almost all data members of class layer1 and all local data layer2. They work on layer2 data sequentially and that's why they can be splitted easily, though it's a bit awkward 'programistically'.
First of all, you can increase the clarity of your code by defining your class in a header file, using only prototypes for member functions, and writing the member functions in a separate .cpp file. I'm assuming that you combined these for the sake of making it easier to post here.
The method l1datatransformsa invokes
local data and is quite long and
robust. I would like to divide its
code into smaller meaningful portions
(methods) which all work on the same
local layer2 data.
You might be approaching this incorrectly. If you are only wanting to break down a large member function for the sake of sanity, then all you need are functions, not members. Every function associated with a class is not required to be a member. Only use members here if you will need to call these sub-routines explicitly and individually from somewhere other than inside another member function. When you write your helper functions in the same .cpp file as your class' member functions, declare them static and they will only operate within the scope of that file (effectively limiting them to that class but without giving them the unobstructed data access of a member function). This is an easy way to enforce restrictions on data access as well as promote modularity. Each sub-function will only operate on data passed through the function's parameters (as opposed to a member function which can access all of the class' member data freely).
If you find yourself needing to pass a large number of parameters to a single function, ask yourself if you should A) store them in a struct instead of independent variables and pass the struct to the function or B) break apart the function into several shorter, more focused functions that perform their task on a sub-set of the variables. If these are member variables and you still want to access them individually but pack them into a struct, don't forget you can make the struct private and write simple getter/setter functions for accessing the individual values.
Keep the functions focused; each should do a single task, and do it well. Small functions are easier to read, test, and debug. Don't be afraid to break up your code into several nested layers (l1datatransformsa calls helper func A, which calls helper func B, etc) if it makes the code clearer. If you can write a relatively short name for the function that describes clearly and exactly what the function does (encryptString() or verifyChecksums() instead of dataProcessingStepFour()), you are probably on the right track.
TL:DR version: I don't think nesting a second class is the answer here. If, as you say, the nested class will need to access members of the parent class, that throws up a flag in my head that there is a better way to organize this (classes should function independently and should never assume that they are a child of an object of a particular type). Personally, I would keep l1datatransformsa relatively brief and use helper functions (not member functions) to do the work. If you are needing to pass a lot of different variables to helper functions, either use a struct instead of loose variables or re-think whether that sub-function needs all that information or if it can be split into smaller functions that each operate on less data.
I would conceptualize it, then break up data layers based on conceptual actions and models.
-- New answer --
I removed my old answer because I thought you were looking for a trivial tips. I think you need to do some reading on the tools and techniques you have available to organize and construct software.
Gang Of Four - Design Pattern Book
Modern C++ Design
Generic Programming
The first book is essential, the second builds up some of the concepts that are introduced in the first in C++. The third is quite academic -- but contains a wealth of information, you can probably ignore it.