The Law of Demeter

demeterDo not let the title mislead you, today’s article is not about greek mythology. As always I will speak about software development. In my last article I introduced the Tell Don’t Ask principle where it was about object behavior using encapsulation. The Law of Demeter (LoD) is an Object Oriented Programming (OOP) design guideline that fits well with this last principle. This practice uses encapsulation in order to reduce coupling between your components, and therefore it helps you improve your code quality. Here is a definition for the LoD:

Each unit should have only limited knowledge about other units: only units “closely” related to the current unit. Or: Each unit should only talk to its friends; Don’t talk to strangers.

For OOP it can be described with the followings list, which I consider easier to digest:

A method of an object may only call methods of:

  1. The object itself.
  2. An argument of the method.
  3. Any object created within the method.
  4. Any direct properties/fields of the object.

I will now demonstrate the use of the LoD with an example in C#. I will use the famous “The Paperboy and the Wallet” case from the original paper about the Demeter practice. In this example, the paperboy get a payment from a customer who as a wallet.

Initial situation

public class Wallet
{
    public float Value { get; set; }
 
    public void AddMoney(float amount)
    {
        Value += amount;
    }
 
    public void SubMoney(float amount)
    {
        Value -= amount;
    }
}
 
public class Customer
{
    public string FirstName { get; set; }
 
    public string LastName { get; set; }
 
    public Wallet Wallet { get; set; }
}
 
public class Paperboy
{
    public void SellPaper(Customer customer)
    {
        var payment = 2.0f;
        var wallet = customer.Wallet;
        if (wallet.Value >= payment)
        {
            wallet.SubMoney(payment);
        }
        else
        {
            // come back later
        }
    }
}

The Wallet class just stores its amount and exposes two methods to manipulate this amount. A customer has a first name, last name and a wallet. And finally the paperboy sell its good to a given customer using its wallet.

The problems

To me, it does not really looks like a real world scenario, I personally don’t give my wallet to every person I must pay. The paperboy knows that the customer has a wallet and he is able to manipulate it, this can be seen as a Single Responsibility Principle violation. And nothing prevents the paperboy code to do something like this:

customer.Wallet = null;

And maybe the customer’s wallet is already null, and therefore the paperboy’s method has to add a null check to avoid unwanted NullReferenceException.

public void SellPaper(Customer customer)
{
    var payment = 2.0f;
    var wallet = customer.Wallet;
    if (wallet != null)
    {
        if (wallet.Value >= payment)
        {
            wallet.SubMoney(payment);
        }
        else
        {
            // come back later
        }
    }
}

For a simple functionality, I think my code starts to look “heavier” than it should. A modification of the Wallet class will result in an update in the Paperboy class as well, the 3 classes are tightly coupled and it is unnecessary. The paperboy just wants to be paid, no matter if the money comes from a wallet or something else.

Following the Law of Demeter

I will now rewrite the code to fix the previous issues. To do so I will use encapsulation and add a PayAmount() method to the Customer class.

public class Wallet
{
    public Wallet(float initialAmount)
    {
        Value = initialAmount;
    }
 
    public float Value { get; private set; }
 
    public void AddMoney(float amount)
    {
        Value += amount;
    }
 
    public void SubMoney(float amount)
    {
        Value -= amount;
    }
}
 
public class Customer
{
    public Customer()
    {
        FirstName = "John";
        LastName = "Doe";
        _wallet = new Wallet(20.0f); // amount set to 20 for example
    }
 
    public string FirstName { get; private set; }
 
    public string LastName { get; private set; }
 
    private Wallet _wallet;
 
    public float PayAmount(float amountToPay)
    {
        if (_wallet.Value >= amountToPay)
        {
            _wallet.SubMoney(amountToPay);
            return amountToPay;
        }
        return 0;
    }
}
 
public class Paperboy
{
    public void SellPaper(Customer customer)
    {
        var payment = 2.0f;
        var amountPaid = customer.PayAmount(payment);
        if (amountPaid != payment)
        {
            // come back later
        }
    }
}

Now, the paperboy can only access to the first name and last name of the customer, without being able to modify them (for invoicing purposes for example). And he can tell the later to pay a certain amount for the paper without knowing that the money comes from a wallet, the LoD is also known as the principle of least knowledge. The relationship between the Paperboy class and the Wallet class has been removed, the code is less coupled.

With my refactoring, I increased the readability and the maintainability of my code without losing any functionality.

More than simple dot counting

Sometimes the Law of Demeter is stated with a simple phrase: “use only one dot“. This aims to focus on avoiding lines like the following, from the initial example:

customer.Wallet.Value;
customer.Wallet.SubMoney();

The risk with doing this is that you can have a NullReferenceException if the Wallet instance is not initialized, in these examples I used 2 dots. And here it is an indication that the LoD is violated.

But this is not always the case and this is why I consider that the rule should not be sum up to the simple “only one dot” principle. When working with the .NET framework and especially with Linq, it is easier to chain the calls and it has been designed to be used that way. I don’t consider that the following code sample breaks the LoD even if I use more than one dot.

enumerable.Where(o => o.LastName == "Doe").Select(o => o.FirstName).ToList();

The LoD is about loose coupling and encapsulation, it is not about dot counting.

This is the end of my presentation of the Law of Demeter, which I use a lot to avoid unnecessary coupling in my code. Remember that when working with an OOP language you are able to control the way you design your components to expose only what is required and nothing more.

See you next time!


Image credits:

http://sterendenn.deviantart.com/art/Art-Nouveau-Demeter-255076200

One thought on “The Law of Demeter

  1. Good article Raphael.
    I’m still not sure why Loose Coupling is a problem for some – it’s a pretty simple design guideline but I suppose you have to live it to understand it – a life experience maybe ;-)
    Kev

    Like

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