Triggering a call to a second method upon calling a first method - programming-languages

Say you have method1 that contains no explicit calls to method2.
Do any programming languages support a way to call method2 when method1 is called with no modification whatsoever to the first method? If so please give a short example.

Yes, AspectJ, for one. It would look something like this:
after(): call(void method1()) {
method2();
}
That is, after method1 is called, execute the given code (which just calls method2. The whole thing is called advice. The call(void method1()) part is called a pointcut; a pointcut is a set of join points---specifiable places in your program where behavior can be modified or new behavior injected. Related pointcuts and advice can be grouped into aspects---thus the name of the language.
There are other aspect-oriented languages with similar capabilities.

In "A Reflective Model for First Class Dependencies" the author describes a language where such dependencies can be expressed in a manner "that is orthogonal to other application concerns" with the help of meta-objects. But that was a research prototype. Research on meta-objects and meta-object protocols led to aspect-oriented programming, which made its way to industry, and which is indeed probably what would be the more realistic to use.

Related

How should I approach this AND is my diagram correct?

A diagram I made in the Microsoft Paint program to better understand PHP Objects.
Ok, so I have been reading up on php objects recently and they are becoming quite confusing the more i get into interfaces and encapsulations. I also seem to be confusing classes and objects, but now I am fairly certain that (as my diagram shows) Classes are actually "bigger" than objects, if you will- that objects are just new instances (or occurrences) of a class. I am aware of the crudeness of my drawing, but can anyone out there tell me if i am on the right track? I also referred to "interface" between properties and methods because, as i understand it, interface is the process by which methods (or functions within an object) can alter properties in some way. Correct me if i'm wrong.
In the book I'm reading "Learning PHP, MySQL & JavaScript: with Jquery, CSS, and HTML5" by Robin Nixon (5 Stars), I was given an example on creating and interacting with an object. I tried to alter the code (which was originally created to deal with 'Users' on a social media network) to instead echo out to the browser that 2 objects in the "Married" class would be Maj Kanaan, the Husband ($object1) and Wife Kanaan, his Wife ($object2), but with 3 properties: first_name, last_name, and title (husand or wife). However after trying several different things i came to believe that arrays should be used in this situation or at least the __construct method, but i am missing something big here. Can anyone help? Please and thank you. I really have no code to post as an example because everything i tried was way off so i just deleted it all. All i have in my feeble explanation. Hope someone is able to work with that. Thanks again!
-your friend Maj
"Classes are actually "bigger" " not certain where you are going with that but no. Quoting a title a professor forced on one of my early programming classes "Objects have class". Classes describe objects, objects are instances (actual manifestations of) classes. Classes are just a blueprint that don't do anything at all. Objects don't exist without that blueprint. You might find Differences between object and class in php useful.
Interfaces are actually templates for classes. A class can implement an interface. It's not really a go between methods and properties, but defines a set of properties and methods that a class that implements it should have defined. Most of the time one wouldn't need to use an interface unless you are working with libraries or similar shared code.

Metaobject Protocol (MOP) in Groovy

I am new to the Groovy programming language and I am trying to fully understand the dynamic nature and capabilities it has. What I do know is that every class created in Groovy in its most basic form looks like this (implements GroovyObject and extending java Object).
public class Foo implements groovy.lang.GroovyObject extends java.lang.Object { }
Groovy object also contains a MetaClass that extends MetaObjectProtocol. It is this class hierarchy that provides some of Groovy's dynamic capabilities. This includes the ability to introspect itself (getProperties,getMethods) or intercept methods (invokeMethod,missingMethod).
I also understand the different types of meta programming available in Groovy. These give you the ability to add or override functionality at runtime or compile time.
Runtime
Categories
Expando / MetaClass / ExpandoMetaClass
Compile Time
AST Transformations
Extension Module
Now that have some of that out of the way we can get to the meat of this question. When someone or a book refers to the "Metaobject Protocol" in Groovy are we talking about a specific class or a collection of things. I have hard time grasping something that isn't defined or set in stone. One of my books defined it as
A protocol is a collection of rules and formats. The
Meta-Object-Protocol (MOP) is the collection of rules of how a request
for a method call is handled by the Groovy runtime system and how to
control the intermediate layer. The "format" of the protocol is
defined by the respective APIs,
I also have Venkat's Programming Groovy 2 book and in it there is a diagram that defines this method lookup process. So I am guessing this is the rules of how we request a method (at least a POGO, I understand a POJO is different).
Anyways I think I am going down the right path but I feel like I am still missing that "ahhhaa" moment. Can anyone fill me in on what I am missing? Or at the very least tell me my ramblings here made some sort of sense :) Thank you!!
This is the answer. "The Meta-Object-Protocol (MOP) is the collection of rules of how a request for a method call is handled by the Groovy runtime system and how to control the intermediate layer." Once you understand the process a method call goes through and the API that comes with it I think it all makes sense. I was just over thinking it all. Thanks!!

Partial-mocking considered bad practice? (Mockito)

I'm unit-testing a business object using Mockito. The business object uses a DAO which normally gets data from a DB. To test the business object, I realized that it was easier to use a separate in-memory DAO (which keeps data in a HashMap) than to write all the
when(...).thenReturn(...)
statements. To create such a DAO, I started by partial-mocking my DAO interface like so:
when(daoMock.getById(anyInt())).then(new Answer() {
#Override
public Object answer(InvocationOnMock invocation) throws Throwable {
int id = (Integer) invocation.getArguments()[0];
return map.get(id);
}
});
but it occurred to me that it was easier to just implement a whole new DAO implementation myself (using in-memory HashMap) without even using Mockito (no need to get arguments out of that InvocationOnMock object) and make the tested business object use this new DAO.
Additionally, I've read that partial-mocking was considered bad practice. My question is: is what I'm doing a bad practice in my case? What are the downsides? To me this seems OK and I'm wondering what the potential problems could be.
I'm wondering why you need your fake DAO to be backed by a HashMap. I'm wondering whether your tests are too complex. I'm a big fan of having very simple test methods that each test one aspect of your SUT's behaviour. In principle, this is "one assertion per test", although sometimes I end up with a small handful of actual assert or verify lines, for example, if I'm asserting the correctness of a complex object. Please read http://blog.astrumfutura.com/2009/02/unit-testing-one-test-one-assertion-why-it-works/ or http://blog.jayfields.com/2007/06/testing-one-assertion-per-test.html to learn more about this principle.
So for each test method, you shouldn't be using your fake DAO over and over. Probably just once, or twice at the very most. Therefore, having a big HashMap full of data would seem to me to be EITHER redundant, OR an indication that your test is doing WAY more than it should. For each test method, you should really only need one or two items of data. If you set these up using a Mockito mock of your DAO interface, and put your when ... thenReturn in the test method itself, each test will be simple and readable, because the data that the particular test uses will be immediately visible.
You may also want to read up on the "arrange, act, assert" pattern, (http://www.arrangeactassert.com/why-and-what-is-arrange-act-assert/ and http://www.telerik.com/help/justmock/basic-usage-arrange-act-assert.html) and be careful about implementing this pattern INSIDE each test method, rather than having different parts of it scattered across your test class.
Without seeing more of your actual test code, it's difficult to know what other advice to give you. Mockito is supposed to make mocking easier, not harder; so if you've got a test where that's not happening for you, then it's certainly worth asking whether you're doing something non-standard. What you're doing is not "partial mocking", but it certainly seems like a bit of a testing smell to me. Not least because it couples lots of your test methods together - ask yourself what would happen if you had to change some of the data in the HashMap.
You may find https://softwareengineering.stackexchange.com/questions/158397/do-large-test-methods-indicate-a-code-smell useful too.
When testing my classes, I often use a combination of Mockito-made mocks and also fakes, which are very much what you are describing. In your situation I agree that a fake implementation sounds better.
There's nothing particularly wrong with partial mocks, but it makes it a little harder to determine when you're calling the real object and when you're calling your mocked method--especially because Mockito silently fails to mock final methods. Innocent-looking changes to the original class may change the implementation of the partial mock, causing your test to stop working.
If you have the flexibility, I recommend extracting an interface that exposes the method you need to call, which will make it easier whether you choose a mock or a fake.
To write a fake, implement that small interface without Mockito using a simple class (nested in your test, if you'd like). This will make it very easy to see what is happening; the downside is that if you write a very complicated Fake you may find you need to test the Fake too. If you have a lot of tests that could make use of a good Fake implementation, this may be worth the extra code.
I highly recommend "Mocks aren't Stubs", an article by Martin Fowler (famous for his book Refactoring). He goes over the names of different types of test doubles, and the differences between them.

In UML what kind of association exists between two classes if one uses a static method of the other?

For example let's say we have a class called "Secretary" and another class called "Utils"
Utils has some functions that do general stuff, for example finding the maximum of 3 integers.
"Secretary" needs to call some of these functions and in this class these functions are called using the following notation:
Utils.function()
now my question is, what kind of association, if there is any, exists between these two classes?
Most likely Dependency. Associations are normally used to capture some relationship that has meaningful semantics in a domain. So, for example, Secretary 'works for' Manager. Your example is different: you're not capturing meaningful relationships among instances. Therefore Dependency is probably most appropriate.
More importantly though: what are you trying to illustrate? Remember to use UML like any other tool - make it work for you. So, for example, it's fine to show a binary association if (a) it helps you and/or (b) it helps you communicate with other team members. The fact that it doesn't comply with the intended UML usage doesn't matter - as long as you find it useful.
hth.

What's the best approach to naming classes?

Coming up with good, precise names for classes is notoriously difficult. Done right, it makes code more self-documenting and provides a vocabulary for reasoning about code at a higher level of abstraction.
Classes which implement a particular design pattern might be given a name based on the well known pattern name (e.g. FooFactory, FooFacade), and classes which directly model domain concepts can take their names from the problem domain, but what about other classes? Is there anything like a programmer's thesaurus that I can turn to when I'm lacking inspiration, and want to avoid using generic class names (like FooHandler, FooProcessor, FooUtils, and FooManager)?
I'll cite some passages from Implementation Patterns by Kent Beck:
Simple Superclass Name
"[...] The names should be short and punchy.
However, to make the names precise
sometimes seems to require several
words. A way out of this dilemma is
picking a strong metaphor for the
computation. With a metaphor in mind,
even single words bring with them a
rich web of associations, connections,
and implications. For example, in the
HotDraw drawing framework, my first
name for an object in a drawing was
DrawingObject. Ward Cunningham came
along with the typography metaphor: a
drawing is like a printed, laid-out
page. Graphical items on a page are
figures, so the class became Figure.
In the context of the metaphor, Figure
is simultaneously shorter, richer, and
more precise than DrawingObject."
Qualified Subclass Name
"The names of subclasses have two jobs.
They need to communicate what class
they are like and how they are
different. [...] Unlike the names at
the roots of hierarchies, subclass
names aren’t used nearly as often in
conversation, so they can be
expressive at the cost of being
concise. [...]
Give subclasses that serve as the
roots of hierarchies their own simple
names. For example, HotDraw has a
class Handle which presents figure-
editing operations when a figure is
selected. It is called, simply, Handle
in spite of extending Figure. There is
a whole family of handles and they
most appropriately have names like
StretchyHandle and TransparencyHandle.
Because Handle is the root of its own
hierarchy, it deserves a simple
superclass name more than a qualified
subclass name.
Another wrinkle in
subclass naming is multiple-level
hierarchies. [...] Rather than blindly
prepend the modifiers to the immediate
superclass, think about the name from
the reader’s perspective. What class
does he need to know this class is
like? Use that superclass as the basis
for the subclass name."
Interface
Two styles of naming interfaces depend on how you are thinking of the interfaces.
Interfaces as classes without implementations should be named as if they were classes
(Simple Superclass Name, Qualified Subclass Name). One problem with this style of
naming is that the good names are used up before you get to naming classes. An
interface called File needs an implementation class called something like
ActualFile, ConcreteFile, or (yuck!) FileImpl (both a suffix and an
abbreviation). In general, communicating whether one is dealing with a concrete or
abstract object is important, whether the abstract object is implemented as an
interface or a superclass is less important. Deferring the distinction between
interfaces and superclasses is well >supported by this style of naming, leaving you
free to change your mind later if that >becomes necessary.
Sometimes, naming concrete classes simply is more important to communication than
hiding the use of interfaces. In this case, prefix interface names with “I”. If the
interface is called IFile, the class can be simply called File.
For more detailed discussion, buy the book! It's worth it! :)
Always go for MyClassA, MyClassB - It allows for a nice alpha sort..
I'm kidding!
This is a good question, and something I experienced not too long ago. I was reorganising my codebase at work and was having problems of where to put what, and what to call it..
The real problem?
I had classes doing too much. If you try to adhere to the single responsibility principle it will make everything all come together much nicer.. Rather than one monolithic PrintHandler class, you could break it down into PageHandler , PageFormatter (and so on) and then have a master Printer class which brings it all together.
In my re-org, it took me time, but I ended up binning a lot of duplicate code, got my codebase much more logical and learned a hell of a lot when it comes to thinking before throwing an extra method in a class :D
I would not however recommend putting things like pattern names into the class name. The classes interface should make that obvious (like hiding the constructor for a singleton). There is nothing wrong with the generic name, if the class is serving a generic purpose.
Good luck!
Josh Bloch's excellent talk about good API design has a few good bits of advice:
Classes should do one thing and do it well.
If a class is hard to name or explain then it's probably not following the advice in the previous bullet point.
A class name should instantly communicate what the class is.
Good names drive good designs.
If your problem is what to name exposed internal classes, maybe you should consolidate them into a larger class.
If your problem is naming a class that is doing a lot of different stuff, you should consider breaking it into multiple classes.
If that's good advice for a public API then it can't hurt for any other class.
If you're stuck with a name, sometimes just giving it any half-sensible name with commitment to revising it later is a good strategy.
Don't get naming paralysis. Yes, names are very important but they're not important enough to waste huge amounts of time on. If you can't think up a good name in 10 minutes, move on.
If a good name doesn't spring to mind, I would probably question whether there is a deeper problem - is the class serving a good purpose? If it is, naming it should be pretty straightforward.
If your "FooProcessor" really does process foos, then don't be reluctant to give it that name just because you already have a BarProcessor, BazProcessor, etc. When in doubt, obvious is best. The other developers who have to read your code may not be using the same thesaurus you are.
That said, more specificity wouldn't hurt for this particular example. "Process" is a pretty broad word. Is it really a "FooUpdateProcessor" (which might become "FooUpdater"), for example? You don't have to get too "creative" about the naming, but if you wrote the code you probably have a fairly good idea of what it does and doesn't do.
Finally, remember that the bare class name isn't all that you and the readers of your code have to go on - there are usually namespaces in play as well. Those can often give readers enough context to see clearly what your class if really for, even if its bare name is fairly generic.

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