Value Objects




Value Objects

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Many objects have no conceptual identity. These objects describe some characteristic of a thing.

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When a child is drawing, he cares about the color of the marker he chooses, and he may care about the sharpness of the tip. But if there are two markers of the same color and shape, he probably won't care which one he uses. If a marker is lost and replaced by another of the same color from a new pack, he can resume his work unconcerned about the switch.

Ask the child about the various drawings on the refrigerator, and he will quickly distinguish those he made from those his sister made. He and his sister have useful identities, as do their completed drawings. But imagine how complicated it would be if he had to track which lines in a drawing were made by each marker. Drawing would no longer be child's play.

Because the most conspicuous objects in a model are usually ENTITIES, and because it is so important to track each ENTITY's identity, it is natural to consider assigning an identity to all domain objects. Indeed, some frameworks assign a unique ID to every object.

The system has to cope with all that tracking, and many possible performance optimizations are ruled out. Analytical effort is required to define meaningful identities and work out foolproof ways to track objects across distributed systems or in database storage. Equally important, taking on artificial identities is misleading. It muddles the model, forcing all objects into the same mold.

Tracking the identity of ENTITIES is essential, but attaching identity to other objects can hurt system performance, add analytical work, and muddle the model by making all objects look the same.

Software design is a constant battle with complexity. We must make distinctions so that special handling is applied only where necessary.

However, if we think of this category of object as just the absence of identity, we haven't added much to our toolbox or vocabulary. In fact, these objects have characteristics of their own and their own significance to the model. These are the objects that describe things.

An object that represents a descriptive aspect of the domain with no conceptual identity is called a VALUE OBJECT. VALUE OBJECTS are instantiated to represent elements of the design that we care about only for what they are, not who or which they are.

Is "Address" a VALUE OBJECT? Who's Asking?

In software for a mail-order company, an address is needed to confirm the credit card, and to address the parcel. But if a roommate also orders from the same company, it is not important to realize they are in the same location. Address is a VALUE OBJECT.

In software for the postal service, intended to organize delivery routes, the country could be formed into a hierarchy of regions, cities, postal zones, and blocks, terminating in individual addresses. These address objects would derive their zip code from their parent in the hierarchy, and if the postal service decided to reassign postal zones, all the addresses within would go along for the ride. Here, Address is an ENTITY.

In software for an electric utility company, an address corresponds to a destination for the company's lines and service. If roommates each called to order electrical service, the company would need to realize it. Address is an ENTITY. Alternatively, the model could associate utility service with a "dwelling," an ENTITY with an attribute of address. Then Address would be a VALUE OBJECT.

Colors are an example of VALUE OBJECTS that are provided in the base libraries of many modern development systems; so are strings and numbers. (You don't care which "4" you have or which "Q".) These basic examples are simple, but VALUE OBJECTS are not necessarily simple. For example, a color-mixing program might have a rich model in which enhanced color objects could be combined to produce other colors. These colors could have complex algorithms for collaborating to derive the new resulting VALUE OBJECT.

A VALUE OBJECT can be an assemblage of other objects. In software for designing house plans, an object could be created for each window style. This "window style" could be incorporated into a "window" object, along with height and width, as well as rules governing how these attributes can be changed and combined. These windows are intricate VALUE OBJECTS made up of other VALUE OBJECTS. They in turn would be incorporated into larger elements of a plan, such as "wall" objects.

VALUE OBJECTS can even reference ENTITIES. For example, if I ask an online map service for a scenic driving route from San Francisco to Los Angeles, it might derive a Route object linking L.A. and San Francisco via the Pacific Coast Highway. That Route object would be a VALUE, even though the three objects it references (two cities and a highway) are all ENTITIES.

VALUE OBJECTS are often passed as parameters in messages between objects. They are frequently transient, created for an operation and then discarded. VALUE OBJECTS are used as attributes of ENTITIES (and other VALUES). A person may be modeled as an ENTITY with an identity, but that person's name is a VALUE.

When you care only about the attributes of an element of the model, classify it as a VALUE OBJECT. Make it express the meaning of the attributes it conveys and give it related functionality. Treat the VALUE OBJECT as immutable. Don't give it any identity and avoid the design complexities necessary to maintain ENTITIES.

The attributes that make up a VALUE OBJECT should form a conceptual whole.[2] For example, street, city, and postal code shouldn't be separate attributes of a Person object. They are part of a single, whole address, which makes a simpler Person, and a more coherent VALUE OBJECT.

[2] The WHOLE VALUE pattern, by Ward Cunningham.

Figure. A VALUE OBJECT can give information about an ENTITY. It should be conceptually whole.

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Designing VALUE OBJECTS

We don't care which instance we have of a VALUE OBJECT. This lack of constraints gives us design freedom we can use to simplify the design or optimize performance. This involves making choices about copying, sharing, and immutability.

If two people have the same name, that does not make them the same person, or make them interchangeable. But the object representing the name is interchangeable, because only the spelling of the name matters. A Name object can be copied from the first Person object to the second.

In fact, the two Person objects might not need their own name instances. The same Name object could be shared between the two Person objects (each with a pointer to the same name instance) with no change in their behavior or identity. That is, their behavior will be correct until some change is made to the name of one person. Then the other person's name would change also! To protect against this, in order for an object to be shared safely, it must be immutable: it cannot be changed except by full replacement.

The same issues arise when an object passes one of its attributes to another object as an argument or return value. Anything could happen to the wandering object while it is out of control of its owner. The VALUE could be changed in a way that corrupts the owner, by violating the owner's invariants. This problem is avoided either by making the passed object immutable, or by passing a copy.

Creating extra options for performance tuning can be important because VALUE OBJECTS tend to be numerous. The example of the house design software hints at this. If each electrical outlet is a separate VALUE OBJECT, there might be a hundred of them in a single version of a single house plan. But if all outlets are considered interchangeable, we could share just one instance of an outlet and point to it a hundred times (an example of FLYWEIGHT [Gamma et al. 1995]). In large systems, this kind of effect can be multiplied by thousands, and such an optimization can make the difference between a usable system and one that slows to a crawl, choked on millions of redundant objects. This is just one example of an optimization trick that is not available for ENTITIES.

The economy of copying versus sharing depends on the implementation environment. Although copies may clog the system with huge numbers of objects, sharing can slow down a distributed system. When a copy is passed between two machines, a single message is sent and the copy lives independently on the receiving machine. But if a single instance is being shared, only a reference is passed, requiring a message back to the object for each interaction.

Sharing is best restricted to those cases in which it is most valuable and least troublesome:

  • When saving space or object count in the database is critical

  • When communication overhead is low (such as in a centralized server)

  • When the shared object is strictly immutable

Immutability of an attribute or an object can be declared in some languages and environments but not in others. Such features help communicate the design decision, but they are not essential. Many of the distinctions we are making in the model cannot be explicitly declared in the implementation with most current tools and programming languages. You can't declare ENTITIES, for example, and then have an identity operation automatically enforced. But the lack of direct language support for a conceptual distinction does not mean that the distinction is not useful. It just means that more discipline is needed to maintain the rules that will be only implicit in the implementation. This can be reinforced with naming conventions, selective documentation, and lots of discussion.

As long as a VALUE OBJECT is immutable, change management is simple—there isn't any change except full replacement. Immutable objects can be freely shared, as in the electrical outlet example. If garbage collection is reliable, deletion is just a matter of dropping all references to the object. When a VALUE OBJECT is designated immutable in the design, developers are free to make decisions about issues such as copying and sharing on a purely technical basis, secure in the knowledge that the application does not rely on particular instances of the objects.

Special Cases: When to Allow Mutability

Immutability is a great simplifier in an implementation, making sharing and reference passing safe. It is also consistent with the meaning of a value. If the value of an attribute changes, you use a different VALUE OBJECT, rather than modifying the existing one. Even so, there are cases when performance considerations will favor allowing a VALUE OBJECT to be mutable. These factors would weigh in favor of a mutable implementation:

  • If the VALUE changes frequently

  • If object creation or deletion is expensive

  • If replacement (rather than modification) will disturb clustering (as discussed in the previous example)

  • If there is not much sharing of VALUES, or if such sharing is forgone to improve clustering or for some other technical reason

Just to reiterate: If a VALUE's implementation is to be mutable, then it must not be shared. Whether you will be sharing or not, design VALUE OBJECTS as immutable when you can.

Defining VALUE OBJECTS and designating them as immutable is a case of following a general rule: Avoiding unnecessary constraints in a model leaves developers free to do purely technical performance tuning. Explicitly defining the essential constraints lets developers tweak the design while keeping safe from changing meaningful behavior. Such design tweaks are often very specific to the technology in use on a particular project.

Example
Tuning a Database with VALUE OBJECTS

Databases, at the lowest level, have to place data in a physical location on a disk, and it takes time for physical parts to move around and read that data. Sophisticated databases attempt to cluster these physical addresses so that related data can be fetched from the disk in a single physical operation.

If an object is referenced by many other objects, some of those objects will not be located nearby (on the same page), requiring an additional physical operation to get the data. By making a copy, rather than sharing a reference to the same instance, a VALUE OBJECT that is acting as an attribute of many ENTITIES can be stored on the same page as each ENTITY that uses it. This technique of storing multiple copies of the same data is called denormalization and is often used when access time is more critical than storage space or simplicity of maintenance.

In a relational database, you might want to put a particular VALUE in the table of the ENTITY that owns it, rather than creating an association to a separate table. In a distributed system, holding a reference to a VALUE OBJECT on another server will probably make for slow responses to messages; instead, a copy of the whole object should be passed to the other server. We can freely make these copies because we are dealing with VALUE OBJECTS.

Designing Associations That Involve VALUE OBJECTS

Most of the earlier discussion of associations applies to ENTITIES and VALUE OBJECTS alike. The fewer and simpler the associations in the model, the better.

But, while bidirectional associations between ENTITIES may be hard to maintain, bidirectional associations between two VALUE OBJECTS just make no sense. Without identity, it is meaningless to say that an object points back to the same VALUE OBJECT that points to it. The most you could say is that it points to an object that is equal to the one pointing to it, but you would have to enforce that invariant somewhere. And although you could do so, and set up pointers going both ways, it is hard to think of examples where such an arrangement would be useful. Try to completely eliminate bidirectional associations between VALUE OBJECTS. If in the end such associations seem necessary in your model, rethink the decision to declare the object a VALUE OBJECT in the first place. Maybe it has an identity that hasn't been explicitly recognized yet.

ENTITIES and VALUE OBJECTS are the main elements of conventional object models, but pragmatic designers have come to use one element, SERVICES. . . .