Does setter method expose the attributes? - java

Let's say in a simple shopping application there are a Customer class, Seller class, and Trade class, and the code looks simply like this(to illustrate my question):
public class HelloWord {
public static void main(String[] args) {
Customer customer = new Customer();
Seller seller = new Seller();
Trade trade = new Trade(customer,seller);
trade.buy(2);
}
}
class Customer {
private ArrayList<String> itemCart = new ArrayList<String>();
private int gold = 100;
public void setGold(int amount) {
if (gold - amount >= 0) {
gold -= amount;
}
}
public int getGold() {
return gold;
}
public void add(String item) {
itemCart.add(item);
}
}
class Seller {
private ArrayList<String> itemCart = new ArrayList<String>();
private ArrayList<Integer> itemsPrice = new ArrayList<Integer>();
public int getItemPrice(int itemID) {
return itemsPrice.get(itemID);
}
public String getItemById(int itemID) {
return itemCart.get(itemID);
}
}
class Trade {
private Customer customer;
private Seller seller;
public Trade(Customer customer, Seller seller) {
this.customer = customer;
this.seller = seller;
}
public void buy(int itemID) {
if (seller.getItemPrice(itemID) <= customer.getGold()) {
customer.add(seller.getItemById(itemID));
customer.setGold(seller.getItemPrice(itemID));
} else {
System.out.println("You don't have enough money to buy this item");
}
}
}
My question is "Do the "setGold" and "add" methods expose the attruputs?" i don't want the user to be able to modify the itemCart neither the gold attribute by just call the add method or setGold on his own, but i want to be able to access them to modify the attruputs using other methods, in this case from "buy" method in Trade class.
My question in other words: "Should i be concerned if these method could be accessed from the main method or that is normal and does not violate data integrity?"

You are not getting the answer you expect because the question is a bit confusing as it is now. Reading through it carefully, you are not asking if the main method can access/change the Customer properties directly, but if the main method can use the add and setGold methods to change those properties. Also, the Seller class is just adding entropy as it's not relevant for the question.
Breaking it down:
Do the "setGold" and "add" methods expose the attruputs?
The attributes themselves are not exposed but both methods allow modifying those attributes from the outside since they are declared as public.
i don't want the user to be able to modify the itemCart neither the gold attribute buy just call the add method or set gold on his own
This is possible with your current code as both add and setGold are public. That's exactly the purpose of public.
but i want to be able to access them to modify them using other methods, in this case from "buy" method in Trade class
If you want add and setGold to be visible only to the Trade class, one option is to put Trade and Customer classes in the same package as in the following example:
com.example
shopping
|--- Customer.java
|--- Trade.java
application
|--- HelloWorld.java
And then make both methods package-private, like so:
public Customer {
// ... properties and other methods
void setGold(int amount) {
if (gold - amount >= 0) {
gold -= amount;
}
}
void add(String item) {
itemCart.add(item);
}
}
The difference to your code is that neither method contains a visibility modifier (removed the public keyword), making them package-private, thus only accessible from the same package.
With that structure and package-private methods in the Customer class, if you call the add or setGold from the main class you will get a compiler error:
add(java.lang.String) is not public in com.example.shopping.Customer;
cannot be accessed from outside package
But you can still access it from the Trade class because it's in the same package.

Short ans no, since itemCart is private, runtime caller can't access that directly.
Long answer https://docs.oracle.com/javase/tutorial/java/javaOO/accesscontrol.html.

The purpose of data encapsulation is to hide the implementation of an object by ensuring that the contents of the object are only modifiable through the interface of the object. By that definition - the Trade object inherently breaks encapsulation because of its constructor. Since you are passing in references to Customer and Seller, any invariants that the Trade object is supposed to maintain can be broken simply by the person modifying the customer or seller directly.
It's hard to know what the best alternative is without more context, but a possible fix could be rather than passing in the Customer and Seller on construction of the Trade object, passing them into the buy function. Another solution could be to attach the buy function to the Customer or Seller objects instead, getting rid of the Trade object altogether. Generally classes in OOP represent objects, and not actions (outside of certain design patterns).

The setter itself doesn't expose anything. So long as you're not exposing the exact fields (e.g. you're not doing getItemsPrice and returning an ArrayList), you're fine.
All bets are off with reflection, however. But, that's not the concern here.

I suggest you should change the setter to common form, and you can make it private.
private void set(int amount) {
this.amount = amount;
}
public boolean spend(int amount) {
if (gold - amount >= 0) {
gold -= amount;
return true;
} else {
return false;
}
}
In buy method, invoke spend().

Related

Using variables for creating objects and calling methods in Java

Hi Everyone I am beginner in java and came across a question like Can I use variables for creating objects and calling methods to reuse the code.
Tesla.java
public class Tesla extends Car {
#Override
public void buy(){
System.out.println("Tesla bought");
}
#Override
public void sell(){
System.out.println("Tesla Sold");
}
}
Ford.java
public class Ford extends Car {
#Override
public void buy(){
System.out.println("Ford bought");
}
#Override
public void sell(){
System.out.println("Ford Sold");
}
}
Car.java
public class Car {
public static void main(String[] args) {
String[][] arr = {{"Tesla, Buy"},{"Ford", "Sell"},{"Benz", "Sell"}};
Car car = new Tesla();
car.buy();
Car car = new Ford();
car.sell();
}
public void buy() {
System.out.println("Car bought");
}
public void sell() {
System.out.println("Car Sold");
}
}
Here instead of creating each object I just want to use one for loop and create respective object and respective method based on the array elements.
Logic like below.
public static void main(String[] args) {
String[][] arr = {{"Tesla, Buy"},{"Ford", "Sell"},{"Benz", "Sell"}};
for(int i = 0;i<arr.length-1;i++){
Car car = new arr[i][0]();
car.arr[i][1];
}
}
How to achieve above logic? Is this something achievable in Java? I searched in google couldn't find relevant questions or problems. Please help me. Thanks in advance.
Note:- I don't want a workaround I just want to know the if logic is achievable using any advanced java concepts I am unaware of.
If you want to instantiate objects of various subclasses according to string inputs, you have at least two options:
Reflection
Builder pattern
Reflection
As commented by Nikolaus, one route is to use Java’s reflection facility. This is the “magic” way, where you would find at runtime the name of the class matching your string input. For example, "Tesla" string would lead you to loading an object of type Class representing the Tesla class you wrote at compile time. You would call methods on that Class object to create an instance of your subclass. In other words, you are programmatically doing a roundabout replacement for the code new Tesla(…).
I do not recommend going the reflection route. This is not “normal” Java app programming. Reflection is usually done only in certain kinds of frameworks and in special rare circumstances.
Builder pattern
The other route more commonly used is the Builder pattern. You define another class called something like CarBuilder. You pass your text values into one or more methods of an object of this type CarBuilder. Those methods validate the inputs.
When done setting up the various pieces of input, you eventually call a method conventionally called build. That method produces and returns an object of type Car. That Car object is actually from a subclass, is actually a Tesla or Ford.
CarBuilder builder = new CarBuilder() ;
builder.setBrand( "Tesla" ) ;
builder.set… = … ;
…
Car car = builder.build() ; // Actually a `Tesla` subclass object.
Rather than create different classes (Tesla, Ford) that inherit from a superclass (Car), just pass in parameters to your Car class methods:
public class Car {
public void Buy(String brand) {
System.out.println(brand+" bought");
}
public void Sell(String brand) {
System.out.println(brand+" Sold");
}
}
I would also move the main method out to a separate Runner class. Its only responsibility would be to run the program and nothing else. That way you decouple the classes that implement your model (Car...) from the classes used to run the program.
Additionally, my example is a bit weak in the sense that I have to pass in the brand for each method. What you should do instead is introduce the notion of a constructor in your Car class and the notion of a class attribute. Your code then becomes
public Class Car{
private String brand;
public Car(String brand){
this.brand = brand;
}
public void Buy(String brand) {
System.out.println(brand+" bought");
}
public void Sell(String brand) {
System.out.println(brand+" Sold");
}
}
One last thing: methods typically don't start with a capital letter in Java so you should rename Buy and Sell to buy and sell.
Your second requirement is also to parameterize the action (buy or sell). You can apply the same principle i.e. have a generic method (doAction()) that will now take in 2 parameters: the car brand and the action you want to do. But IMHO that's pushing it too far and losing value.

Access from state class to private fields of context class

I am confused about state pattern implementation. Under this pattern, we should extract state management into separate classes. At first glance it allows us to avoid big if ... else ... constructions inside domain entity and it really powerful advantage. We can move all condition checks into state classes and clear our domain entity class.
But how to modify the data encapsulated in the domain object without encapsulation principle violation?
For example, consider the Account entity. In a simplified way, it has two possible states - Active and Blocked and methods for money deposit and withdrawal.
Under the state pattern, we should delegate deposit and withdrawal responsibilities to state classes. UML diagram here.
But how can we modify the money and state fields from AccountState implementations? I see only the way where I have public setters for it. But it violates the encapsulation principle. With this approach, I can also change private fields to the public.
Code example:
class Account {
private int money;
private AccountState state;
public Account() {
this.money = 0;
this.state = new Active();
}
public void deposit(int amount) {
this.state.deposit(this, amount);
}
public void withdraw(int amount) {
this.state.withdraw(this, amount);
}
public int getMoney() {
return this.money;
}
public AccountState getState() {
return this.state;
}
}
interface AccountState {
public void deposit(Account account, int amount);
public void withdraw(Account account, int amount);
}
class Active implements AccountState {
public void deposit(Account account, int amount) {
// How to change account money and state without setters and public fields usage?
}
public void withdraw(Account account, int amount) {
if (account.getState() instanceof Blocked) {
throw new RuntimeException("Money could not be withdrawn. Account is blocked.");
}
if (account.getMoney() - amount <= 0) {
throw new RuntimeException("Money could not be withdrawn. Insufficient funds.");
}
// How to change account money and state without setters and public fields usage?
}
}
class Blocked implements AccountState {
public void deposit(Account account, int amount) {
// How to change account money and state without setters and public fields usage?
}
public void withdraw(Account account, int amount) {
if (account.getMoney() - amount <= 0) {
throw new RuntimeException("Money could not be withdrawn. Insufficient funds.");
}
// How to change account money and state without setters and public fields usage?
}
}
This is a very simplified example, but it well reflected my problem. Unfortunately, I couldn't found a good solution for it. All examples that I saw use either public setters or public fields. Also, I saw an example from the Refactoring to Patterns book by Joshua Kerievsky. He offers to use setters with package-level access (without access modifiers like private, public, or protected). So, we can change entity data from state classes located in the same package with the domain entity and can not do it from other packages. But this approach is using the language-specific feature - package-level access. In other languages like PHP, it wouldn't work. I'm looking for a conceptual solution.
Can anyone show a real production example solving this problem? I would really appreciate it.
Public setters (or actually setters in general regardless of access modifier) do not violate encapsulation. Encapsulation means we set up the class so only methods in the class with the variables can refer to the instance variables. In correctly encapsulated classes, callers are thus required to use these methods if they want to modify class fields.
To allow calls only from specific classes you could use reflection.
Example in Java:
How to get the caller class in Java
Example in PHP:
https://stackoverflow.com/a/6927569/724099
I would either:
Move money into AccountState (as the AccountState largely operates with money in this example)
Provide a method which manipulates Account in a way you prescribe. This may be through a method like Account#transact(String label, double amount), allowing you to manipulate the balance without exposing the member.
Remove AccountState as a redundant class, since the fields of a class are to represent the state of an object.
The second can be done through the function API as well, but do not confuse the mutability of a class member with breaking encapsulation; the purpose of encapsulation is to disallow unwanted behavior (like arbitrary math or access to internal collections). This prevents the class from entering an erroneous state.
There are many ways to solve this problem, depending on exactly what you need each state instance to do. In this specific example, I would pass the field value of money into the AccountState rather than the entire Account object.
Here is an example using an enum, but obviously that could be two separate classes with an interface instead.
public class Account {
private int balance = 0;
private AccountState currentState = AccountState.ACTIVE;
public int deposit(int amount) {
balance = currentState.deposit(balance, amount);
return balance;
}
public int withdraw(int amount) {
balance = currentState.withdraw(balance, amount);
return balance;
}
public AccountState activate() {
this.currentState = AccountState.ACTIVE;
return currentState;
}
public AccountState block() {
this.currentState = AccountState.BLOCKED;
return currentState;
}
enum AccountState {
ACTIVE {
#Override int deposit(int balance, int amount) {
return balance + amount;
}
#Override int withdraw(int balance, int amount) {
int newBalance = balance - amount;
if (newBalance >= 0) {
return newBalance;
}
throw new IllegalArgumentException("Withdrawal amount is greater than balance.");
}
},
BLOCKED {
#Override int deposit(int balance, int amount) {
throw new UnsupportedOperationException("Account is blocked.");
}
#Override int withdraw(int balance, int amount) {
throw new UnsupportedOperationException("Account is blocked.");
}
};
abstract int deposit(int balance, int amount);
abstract int withdraw(int balance, int amount);
}
}
One clue that the code in the OP will be difficult to apply OOP patterns to is that the business logic methods (deposit and withdraw) return void. It's difficult to do anything other than procedural programming with void methods. Make your methods return appropriate values and you will have an easier time composing classes that interact naturally.

Java - Possible use of Strategy Design Pattern?

public class ClassA_V01 {
private String name;
private int age;
// getter and setter
}
public class ClassA_V02 {
private String name;
private int age;
private int gender;
// getter and setter
}
public static void main(String[] args) {
SomeClass classA = new ClassA_V01();
classA.setName("myName);
classA.setAge(99);
performLogic(classA);
// OR
SomeClass classA = new ClassA_V02();
classA.setName("myName);
classA.setAge(99);
classA.setAge(1);
performLogic(classA);
}
public void performLogic(SomeClass classA) {
// do something
}
For strategy pattern to work, both classes must implement the same methods defined in the interface. But what if the classes need to have different fields and methods?
In my example, ClassA_V01 and ClassA_V02 are the same class except that one has more attribute "gender"
How does one implement the above such that classA can be equals to either ClassA_V01() or ClassA_V02?
"...For strategy pattern to work, both classes must implement the same methods defined in the interface. But what if the classes need to have different fields and methods?..." really this is not a criteria for strategy pattern.
Strategy pattern's intent is to identify and make family of algorithms interchangeable. If you read the pattern's documentation carefully, Strategy can be used when many related classes differ only in their behavior.
Appropriate decomposition is the key for better (extendable) design. A typical (but primitive) solution to Employee assignment, sub-classing tempEmp and permanentEmp types will put us in trouble and will not allow temp employee to become permanent in its life time (which has no meaning in real terms). This happens because we miss an important point- each employees employeeness is not different, they are all same type of employees with different pay policies. (same logic can be extended for Leave policy and so on)
This becomes simple if all types of employees have Salary computation based on same components (same state). But your question is what if TempEmployee gets only basicPay whereas PermanentEmployee gets basicPay as well as travelAllowance (additional attribute which is not present for TempEmp). This can be modeled by a combination of simple inheritance hierarchy along with strategy taking care of computation algorithm dependent upon Employee's (aka. Context) attribute (age)
public class Employee {
//name and id
private PayPackage payPackage;
private int age;
PayPackage strategy;
public double computeSalary() {
return payPackage.computePay(age);
}
//get/setPayPackage(...)
}
public abstract class PayPackage {
private double basicPay;
abstract public double computePay(int age);
protected double getBasicPay(){
return basicPay;
}
}
public class TempPayPackage extends PayPackage{
#Override
public double computePay(int age) {
double veteranAllowance = 0;
if (age > 40) {
veteranAllowance = 2000.00;
}
return getBasicPay() + veteranAllowance;
}
}
public class PermanentPayPackage extends PayPackage{
private double travelAllowance;
#Override
public double computePay(int age) {
double veteranAllowance = 0;
if (age > 40) {
veteranAllowance = 5000.00;
}
return getBasicPay() + travelAllowance + veteranAllowance;
}
}
Important thing to remember is Design patterns never work alone or as an alternative, they work hand in hand with Object oriented code and other patterns.

Design for a shop - multiple product classes

I was reading about Spring and encountered an example consisting of an abstract product class with name and price fields.
Next, there is a Battery class which extends the Product class and adds a rechargable field. Then, a CDDrive class (also) extending Product but adding a capacity field.
In the real world when we often have products having many disparate attributes, how does one model arbitrary products with arbitrary properties and fields?
Does having a class for each product make sense?
So, can you guys please suggest a pattern for achieving this?
Thanks,
Ouney
Good question. We had a similar situation before where we had GUI components that shared many of their abstract parent, but each page had its own set of labels that weren't shared by others. The standoff was on. We found it silly to just keep creating subclasses because of the mutually disjoint properties they had. What did it for us was maps. First, to have a subclass is to have one or more distinguishing properties that are fist class objects. Rechargeable for batteries and capacity for cd drives in your case. Then for the properties one can't think of at the time of building, or simply differ in minor naming conventions, use maps. I demonstrate with the example below.
The product:
public abstract class Product {
String name;
Double price;
Map<String, Object> propMap;
public Product(String name, Double price) {
this.name = name;
this.price = price;
propMap = new HashMap<>();
}
public void add2propMap(String key, Object value) {
propMap.put(key, value);
}
public String toString() {
return "Product [name=" + name + ", price=" + price + ", propMap=" + propMap + "]";
}
}
The CdDrive:
public class CdDrive extends Product {
String capacity;
public CdDrive(String name, Double price, String capacity) {
super(name, price);
this.capacity = capacity;
}
}
The Battery:
public class Battery extends Product {
Boolean rechargable;
public Battery(String name, Double price, Boolean rechargable) {
super(name, price);
this.rechargable = rechargable;
}
}
Then a client:
public class Client {
public static void main(String[] args) {
List<Product> productList = new ArrayList<>();
Battery energizer = new Battery("Energizer", 12d, true);
energizer.add2propMap("numInPackage", new Integer(8));
energizer.add2propMap("make", "US");
productList.add(energizer);
CdDrive superDrive = new CdDrive("Apple Drive", 200d, "200 GB");
superDrive.add2propMap("type", "External");
superDrive.add2propMap("expandable", false);
productList.add(superDrive);
productList.forEach(p -> System.out.println(p));
}
}
Which gives this when run:
Product [name=Energizer, price=12.0, propMap={numInPackage=8, make=US}]
Product [name=Apple Drive, price=200.0, propMap={expandable=false, type=External}]
This setup made the architecture scalable, maintainable and modifiable. The map keys always reported what was in there in case in doubt. Adding is easy and so is modifying.
Does having a class for each product make sense?
In real life situation, it rarely makes sense. They are just making up some example to make you get the feeling of it.
Just imagine your online shop sells CD players, now you want to add some MD players in your product list, and you need to change your code and redeploy the application just because of it. Non-sense huh?
Unless you have bunch of specific function for some specific type of product, having a dedicated class for such type of product will make sense. (e.g. Product, PhysicallyDeliverableProduct something like that. Still there are better way to design it though)
In real life, the way to solve the issue in your question, is mostly by designing your Product to keep some arbitrary properties (e.g. keeping a Map<String,Object>, so you can put ["rechargeable", true] for a battery you add on your site.
Design pattern? I think what you are looking for is still far from required to make use of patterns. Personally I will suggest you to take a look on the book "Analysis Pattern" by Martin Fowler. You may not be able to use the design in it directly, but it give you feel on what real life design looks like
Does having a class for each product make sense?
To me it absolutely makes sense to have separate classes for separate products.
That makes your code more loosely coupled. In future if you want to change the implementation of a particular product, changing the code won't mess up the implementation of other products if you have a separate class for that. The generic methods & properties you can put in an abstract class.
a pattern for achieving this?
You might want to look at the Factory & template pattern.
You can create an interface Product & all the classes will implement that interface & define their own implementations.
Use abstract class only when you want to provide a default behaviour to your methods. For an instance have a look at the template pattern here.
An abstract class game is created which defines the play method. initialize & startPlay etc can have their respective definition in the subclasses but the play method will always run the other methods.
public abstract class Game {
abstract void initialize();
abstract void startPlay();
abstract void endPlay();
//template method
public final void play(){
//initialize the game
initialize();
//start game
startPlay();
//end game
endPlay();
}
}
If you don't intend to provide any default behaviour rather just declare the properties & methods in an interface Product & let the classes implement that.
interface Product{
String NAME="defaultName";
Integer PRICE=5;
initialCost(); // example of a generic method
}
//Note that name & price if you declare those in interface will be treated as constants.
class Battery implements Product{
Boolean rechargable =false;
public void initialCost(){
//method definition
}
}
class CdDrive implements Product{
Integer capacity = xxxx;
public void initialCost(){
//CdDrive method definition
}
}
You can create the objects as
Product product = new Battery();
Product nextProduct = new CdDrive();
this makes your code loosely coupled. Also known as programming to an interface.

Inheritance or not

I am working on a component which is supposed to:
receive data (collection of items) from some external calculation component. I expect about 100-1K of items on input on each request.
validate data, calculate some attributes if missing
persist data
There are about ten types of items. I use inheritance to model items. I have a base item class with common attributes and calculations and subclasses implementing type specific problems. Similar to following example:
public abstract class BaseItem {
String name;
boolean valid = true;
public void postCalucate() {
//common calculation
valid = valid && (name != null);
}
}
public class ItemA extends BaseItem {
BigDecimal value;
#Override
public void postCalucate() {
//some A specific calculations
super.postCalucate();
}
}
public class ItemA1 extends ItemA {
BigDecimal extraValue;
#Override
public void postCalucate() {
//some A1 subtype specific calculations
valid = isA1ItemValid();
super.postCalucate();
}
}
public class ItemB extends BaseItem {
Integer size;
#Override
public void postCalucate() {
//some B specific calculations
super.postCalucate();
}
}
Is there any better way/pattern to do my task? Any advices?
The pattern you are trying to use is fairly sound. In general, I would probably suggest the use of an interface instead of a BaseItem class, since it might not contain that much common functionality.
In general, most people seem to recommend defining interfaces for your classes to implement. If absolutely you want to share common code in an AbstractClass, I would recommend that class implementing the interface, since this pattern would lend itself to greater extensibility and flexibility in the future.
As such, you would first begin by defining what an Item is for you. For me, it seems that an Item is three things in your use case: one, it must define the postCalculate() method that will be called on all Items. Second, it must provide an isValid() method. And third, it should also provide a getName() method.
public interface Item {
void postCalucate();
boolean isValid();
String getName();
}
Then you would begin implementing your Abstract class. Do this only if it really is necessary to share a codebase between all your items.
public abstract class BaseItem implements Item {
String name;
boolean valid = true;
public void postCalucate() {
//common calculation
valid = valid && (name != null);
}
public boolean isValid() {
return valid;
}
public String getName() {
return name;
}
}
If BaseItem.postCalculate() is something that will need to be done for all items, this is a good way to do it. If you're not entirely sure, it might be a good idea instead to define a method somewhere in a Helper or Tool class that performs this common calculation for items, and is called by the postCalculate() methods:
public class ItemTools {
public static boolean meetsRequirements(Item item) {
return item.isValid && item.getName() != null;
}
}
This, many would argue, gives you an easier time as your requirements on BaseItem may change over time.
Regardless of which route you go there, now you'll just have to define your actual items:
public class ItemA extends BaseItem {
BigDecimal value;
#Override
public void postCalucate() {
//some A specific calculations
super.postCalucate();
}
}
While the general advice is to avoid over-usage of inheritance, this is no case of over-usage. So, go ahead with this approach.
Apart from that: Your code shows problems with encapsulation. You shouldn’t have all these non-private field. As a reminder: no visibility at all is package-visibility (visible in the whole package and to all sub-classes). Make your fields private.
A priori, your proposal seems reasonable.
But to be sure, you have to look at all the events of the life cycle of your objects:
instantiation
use, read
collaboration
persistence
...

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