Representing overloaded methods in UML - java

I am attempting to create a UML diagram representative of some Java code.
In a class I have a method that is overloaded.
As far as I know, parameters for methods aren't shown in UML diagrams.
How do I represent method overloading in UML?
Thanks.

In the sub class you specify the method with the same signature as the method you wish to override and add a note {redefines} to the method. For example:
+doSomething(p:AThing):int{redefines}
This implies that doSomething() method overrides the method in a super class. And yes, parameters for methods are shown on diagrams. As in the example p is a paremeter of type AThing.

When talking about overloading - e.g. in your class you have more methods with same name but different signature(parameters, maybe return value depending on target language...), you should provide the signature. UML doesn't specify that you cannot have method parameters.

You don't say your tool and UML diagram (I think class-diagram), but you have 2 ways:
you can write a note about this method;
you can use keyword stereotype writing <<overloaded>> in this method;

Check the display options for the entire diagram or the individual class/interface. Most UML tools have options to display show the parameter list of methods.

Most of the answers above are correct given a certain question. Alepuzio, Vincent and bmatthews68 all have answers that make sense in context.
** If the question is around Overriding of a super classes method with the same signature than redefining is the correct definition. If it is overloading in that you create the same method which takes different arguments then I do not believe this is possible to model structurally, you can show this with a sequence diagram for example which is behavioral, but still not really.
So +doSomething(p:AThing):int{redefines} is correct which is what Vincent put.
** If your problem/question is just around parameters not showing up visually in a diagram that is usually a setting in most UML tools.
** If you want to make it even more clear what you are doing then use a keyword <>, also note a keyword is not a stereotype as it is not part of the meta-model.

Related

Implementing a method of interface is overriding or not in java

I know this might be crazy but today one of my friend puzzled by asking when we implement an interface in java is it considered as method overriding. I told him it is not overriding as we are providing working(definition) of method first time when we implement any interface. To support multiple inheritance java provide interface but he was not convinced and was arguing. Please bring some light on to the topic.
The term "overriding" applies when there is an existing implementation of the method . The correct term is "implementing" for interfaces and other abstract declarations.
The #Override tag is used for both cases - it is used when:
The method does override or implement a method declared in a supertype. --javadocs
And from Wikipedia:
Method overriding, in object oriented programming, is a language feature that allows a subclass or child class to provide a specific implementation of a method that is already provided by one of its superclasses or parent classes.
Note that interfaces can have default methods - redefining these methods overrides them:
When you extend an interface that contains a default method, you can ... redefine the default method, which overrides it.
Besides linking to "canonical" sources, I'm not sure what advice to offer on winning a semantic argument with your friend. Perhaps you could ask him what the distinction is between "implementing" and "overriding", and what word he would use instead of "overriding" for the concept of redefining an existing method.
At first glance, interfaces just define API. Since there is no super method to override, the implementations is the first method.
But since Java 5, it's customary to add #Override annotations even for methods which come from interfaces. The main reason here is to catch problems which happen when people change an interface: Now you have a method which is "dangling" - there is no API which says that the method has to be there. The annotation causes an error if you remove a method from the interface, catching this so you can properly clean up all the code.
But that still doesn't mean the implementing method overrides anything.
Except that an interface is very much an abstract class with abstract methods in the byte code. And abstract methods do override.
My feeling is that you can argue both ways but the argument is moot unless you have a use case there the answer to the question actually has a real impact on the code. And here, it doesn't really matter since the compiler hides all the ugly details.

Variable types in Java?

Sometimes I see methods that have a parameter like public method(ObjectName variable)
Does that mean this method only accepts ClassName's objects? For example from another class?
it might be a simple question but I am used to seeing only int's, Strings etc. as parameters. I guess some methods can accept instances of other classes? How does compiler know then that the class in the parameter is valid? Does it know it from imports?
Basically, yes to all your questions. Some methods accept instances of classes, both others or this class. Compiler knows by imports and the other classes in the package. If you have a more specific question put some code up.
The formal rules can be found at http://docs.oracle.com/javase/specs/jls/se8/html/jls-15.html#jls-15.12.2
Basically if a method accepts class A then it can also accept any subclass of A. A can be any class, BigInteger InputStream URL etc. If a method can accepts interface B then it will also accept any class that implements B.

Why should we override a method? [duplicate]

This question already has answers here:
Why is method overloading and overriding needed in java? [duplicate]
(2 answers)
Closed 8 years ago.
Recently I was asked this question "why should one override a method? "
I replied, if I have a class with 10 methods and I want to use all of its functionality except one method, then I will override that method to have my own functionality.
Then the interviewer replied in that case why cant we write a new method with a different name and use that method instead.
Yes this is also right. Now I am confused. What is the real objective in overriding a method?
Can anyone please tell me? Thank you all in advance.
If you will give another name to the method in derived class, you cant invoke it with same interface. You can always invoke it through base class pointer.
i.e.
Base p = new Derived();
p.overrideMethod();
If Derived class is derived from Base then it will automatically call the derived version and not of Base. In case of different name, it is not possible. It is called code against interfaces and not implementations.
.
why cant we write a new method with a different name and use that method instead
It is because we want to use polymorphism. You could tell the interviewer this example: There is a module that calls specific methods on objects you give it; now imagine you can't change that module (e.g. no source). You can't tell it to use a different method but you can give it an object of a subclass which has overridden that method. To the module it will appear that nothing changed.
In practice it is also often the case that you could change that module but dont want to.
I replied, if I have a class with 10 methods and I want to use all of
its functionality except one method, then I will override that method
to have my own functionality.
=> Very often a way to break the Liskov Substitution principle ... => very bad OO design
You have many examples on the web of this "break" but a you can find a good explanation here.
The benefit of overriding is: ability to define a behavior that's specific to the subclass type which means a subclass can implement a parent class method based on its requirement.
One uses interfaces to allow for multiple implementations and one uses overriding to simplify the implementation of an interface (e.g. when implementing a WindowListener, one typically extends and overrides a method of WindowAdapter so that one does not need to provide definitions for the cases where the default behavior is sufficient). Adding a new method rather than overriding would not work in this case, because the caller understands the interface and invokes its methods; the whole point of overriding here is to change the behavior for the calls to the interface. If you simply added a new function, then the caller would have to know about it, which defeats the entire isolation between the consumer of a piece of functionality and the provider of that functionality which is what interfaces are intended to provide.
Overriding is a feature that is available while using Inheritance.
It is used when a class that extends from another class wants to use most of the feature of the parent class and wants to implement specific functionality in certain cases.
In such cases we can create methods with the same name and signature as in the parent class. This way the new method masks the parent method and would get invoked by default.
The main objective of overriding is code reuseablity which can be advatageous in big projects,it also provide flexiblity means you can pass different sets of input from any class and get the output

Java - what is a a prototype?

In a lecture on Java, a computer science professor states that Java interfaces of a class are prototypes for public methods, plus descriptions of their behaviors.
(Source https://www.youtube.com/watch?v=-c4I3gFYe3w #8:47)
And at 8:13 in the video he says go to discussion section with teaching assistants to learn what he means by prototype.
What does "prototype" mean in Java in the above context?
I think the use of the word prototype in this context is unfortunate, some languages like JavaScript use something called prototypical inheritance which is totally different than what is being discussed in the lecture. I think the word 'contract' would be more appropriate. A Java interface is a language feature that allows the author of a class to declare that any concrete implementations of that class will provide implementations of all methods declared in any interfaces they implement.
It is used to allow Java classes to form several is-a relationships without resorting to multiple inheritance (not allowed in Java). You could have a Car class the inherits from a Vehicle class but implements a Product interface, therefor the Car is both a Vehicle and a Product.
What does "prototype" mean in Java in the above context?
The word "prototype" is not standard Java terminology. It is not used in the JLS, and it is not mentioned in the Java Tutorial Glossary. In short there is no Java specific meaning.
Your lecturer is using this word in a broader sense rather than a Java-specific sense. In fact, his usage matches "function prototype" as described in this Wikipedia page.
Unfortunately, the "IT English" language is full of examples where a word or phrase means different (and sometimes contradictory) things in different contexts. There are other meanings for "template" that you will come across in IT. For instance:
In C++ "template" refers to what Java calls a generic class or method.
In Javascript, an object has a "template" attribute that gives the objects methods.
More generally, template-based typing is an alternative (more dynamic) way of doing OO typing.
But the fact that these meanings exist does not mean that your lecturer was wrong to refer to interface method signatures as "templates".
"prototype" is not the the best/right terminus to be used. interfaces are more like "contracts", that implementing classes have to fulfill.
The method's heads/definitions will have to be implemented in the implementing class (using implements keyword in the class head/class definition/public class xy implements ...).
I guess this naming conventions leave much room for many ideological debates.
Or the author had some sort of a mental lapsus and mapped the construct of prototypical inheritance from javascript into java in his mind somehow.
Interfaces are not prototypes for classes in Java.
In languages like C & C++, which compiles to machine code sirectly, compiler should be aware of the nature of any identifier (variable/class/functions) before they are references anywhere in the program. That mean those languages require to know the nature of the identifier to generate a machine code output that is related to it.
In simple words, C++ compiler should be aware of methods and member of a class before that class is used anywhere in the code. To accomplish that, you should define the class before the code line where it is used, or you should at least declare its nature. Declaring only the nature of a function or a class creates a 'prototype'.
In Java, an 'interface' is something like description of a class. This defines what all methods a particular kind of class should mandatory have. You can then create classes that implements those interface. Main purpose that interfaces serve in java is the possibility that a Variable declared as of a particular interface type can hold objects of any class that implements the object.
He tells it in C/C++ way, let me explain, in C++ you can define prototypes for methods at the header files of classes so that other classes can recognize these methods, also in C where there is no class concept, you can define prototypes at the beginning of file and then at somewhere in same file you can implement these prototypes, so that methods can be used even before their implementation is provided. So in Java interfaces provide pretty much same way, you can define prototypes for methods(method headers) that will be implemented by classes that implement this interface.
In a lecture on Java, a computer science professor states that:
Java interfaces of a class are:
1. are prototypes for public methods,
2. plus descriptions of their behaviors.
For 1. Is ok: - yes, they are prototypes for implemented public methods of a class.
For 2. This part could be a little bit tricky. :)
why?
we know: interface definition (contain prototypes), but doesn't define (describe) methods behavior.
computer science professor states: "... plus descriptions of their behaviors.". This is correct only if we look inside class that implements that interface (interface implementation = prototype definitions or descriptions).
Yes, a little bit tricky to understand :)
Bibliography:
Definition vs Description
Context-dependent
Name visibility - C++ Tutorials
ExtraWork:
Note: not tested, just thinking! :)
C++:
// C++ namespace just with prototypes:
// could be used like interface similar with Java?
// hm, could we then define (describe) prototypes?
// could we then inherit namespace? :)
namespace anIntf{
void politeHello(char *msg);
void bigThankYou();
}
Prototypes provide the signatures of the functions you will use
within your code. They are somewhat optional, if you can order
your code such that you only use functions that are previously
defined then you can get away without defining them
Below a prototype for a function that sums two integers is given.
int add(int a, int b);
I found this question because i have the same impression as that teacher.
In early C (and C++ i think) a function, for example "a" (something around lexic analysis or syntactic, whatever) can not be called, for example inside main, before it's declaration, because the compiler doesn't know it (yet).
The way to solve it was, either to declare it before it's usage (before main in the example), or to create a prototype of it (before main in the example) which just specifies the name, return values and parameters; but not the code of the function itself, leaving this last one for wherever now is placed even after it's called.
These prototypes are basically the contents of the include (.h) files
So I think is a way to understand interfaces or the way they say in java "a contract" which states the "header" but not the real body, in this case of a class or methods

trying to use only one method name

When I was programming a Form Validator in PHP, when creating new methods, I needed to increase the number of arguments in old methods.
When I was learning Java, when I read that extends is to not touch previously tested, working code, I thought I shouldn't have increased the number of arguments in the old methods, but overridden the old methods with the new methods.
Imagine if you are to verify if a field is empty in one part of the form, in an other and in yet an other.
If the arguments are different, you'll overload isEmpty, but, if the arguments are equal, is it right to use isEmpty, isEmpty2, isEmpty3, three classes and one isEmpty per class or, if both are wrong, what should I have done?
So the question is:
If I need different behaviors for a method isEmpty which receives the same number arguments, what should I do?
Use different names? ( isEmpty, isEmpty2, isEmpty3 )
Have three classes with a single isEmpty method?
Other?
If that's the question then I think you should use:
When they belong to the same logical unit ( they are of the same sort of validation ) but don't use numbers as version, better is to name them after what they do: isEmptyUser, isEmptyAddress, isEmptyWhatever
When the validator object could be computed in one place and passed around during the program lifecycle. Let's say: Validator v = Validator.getInstance( ... ); and then use it as : validator.isEmpty() and let polymorphism to it's job.
Alternatively you could pack the arguments in one class and pass it to the isEmpty method, although you'll end up with pretty much the same problem of the name. Still it's easier to refactor from there and have the new class doing the validation for you.
isEmpty( new Arguments(a,b,c ) ); => arguments.isEmpty();
The Open/Closed Principle [usually attributed to Bertrand Meyer] says that "software entities (classes, modules, functions, etc.) should be open for extension, but closed for modification". This might be the principle that you came across in your Java days. In real life this applies to completed code where the cost of modification, re-testing and re-certification outweighs the benefit of the simplicity gained by making a direct change.
If you are changing a method because it needs an additional argument, you might choose to use the following steps:
Copy the old method.
Remove the implementation from the copy.
Change the signature of the original method to add the new argument.
Update the implementation of the original method to use the new argument.
Implement the copy in terms of the new method with a default value for the argument.
If your implementation language doesn't support method overloading then the principle is the same but you need to find a new name for the new method signature.
The advantage of this approach is that you have added the new argument to the method, and your existing client code will continue to compile and run.
This works well if there is an obvious default for the new argument, and less well if there isn't.
Since java 5 you can use variable list of arguments as in void foo(Object ... params)
You will need to come up with creative names for your methods since you can't overload methods that have same type and number of arguments (or based on return type). I actually personally prefer this to overloading anyway. So you can have isEmpty and isEmptyWhenFoo and isEmptyWhenIHaveTheseArguments (well meybe not the last one :)
Not sure if this actually answers your question, but the best way to think about OO in "real life" is to think of the Nygaard Classification:
ObjectOrientedProgramming. A program execution is regarded as a physical model, simulating the behavior of either a real or imaginary part of the world.
So how would you build a physical device to do what you are trying to do in code? You'd probably have some kind of "Form" object, and the form object would have little tabs or bits connected to it to represent the different Form variables, and then you would build a Validator object that would take the Form object in a slot and then flash one light if the form was valid and another if it was invalid. Or your Validator could take a Form object in one slot and return a Form object out (possibly the same one), but modified in various ways (that only the Validator understood) to make it "valid". Or maybe a Validator is part of a Form, and so the Form has this Validator thingy sticking out of it...
My point is, try to imagine what such a machine would look like and how it would work. Then think of all of the parts of that machine, and make each one an object. That's how "object-oriented" things work in "real life", right?
With that said, what is meant by "extending" a class? Well, a class is a "template" for objects -- each object instance is made by building it from a class. A subclass is simply a class that "inherits" from a parent class. In Java at least, there are two kinds of inheritance: interface inheritance and implementation inheritance. In Java, you are allowed to inherit implementation (actual method code) from at most one class at a time, but you can inherit many interfaces -- which are basically just collections of attributes that someone can see from outside your class.
Additionally, a common way of thinking about OO programming is to think about "messages" instead of "method calls" (in fact, this is the original term invented by Alan Kay for Smalltalk, which was the first language to actually be called "object-oriented"). So when you send an isEmpty message to the object, how do you want it to respond? Do you want to be able to send different arguments with the isEmpty message and have it respond differently? Or do you want to send the isEmpty message to different objects and have them respond differently? Either are appropriate answers, depending on the design of your code.
Instead having one class providing multiple versions of isEmpty with differing names, try breaking down your model into a finer grained pieces the could be put together in more flexible ways.
Create an interface called Empty with
one method isEmpty(String value);
Create implemntations of this
interface like EmptyIgnoreWhiteSpace
and EmptyIgnoreZero
Create FormField
class that have validation methods
which delegate to implementations of
Empty.
Your Form object will have
instances of FormField which will
know how to validate themselves.
Now you have a lot of flexibility, you can combine your Empty implemenation classes to make new classes like EmptyIgnoreWhiteSpaceAndZero. You can use them in other places that have nothing to do with form field validation.
You don't have have have multple similarly named methods polluting your object model.

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