Composition, Interfaces & Design
Master composition over inheritance, pure abstract interfaces, design principles (ISP, DIP), std::variant as an alternative to inheritance, and type erasure.
Why Composition Over Inheritance?
"Favor composition over inheritance" is one of the most important principles in OOP design. Inheritance creates a tight coupling between base and derived classes — changes to the base ripple through the entire hierarchy. Composition (having a member of another type) is more flexible: you can change the contained type at runtime, combine behaviors freely, and avoid the fragile base class problem.
Inheritance is appropriate when you need polymorphism (treating different types uniformly through a common interface). For code reuse alone, composition is almost always superior.
Composition in Practice
Instead of inheriting behavior, contain it. A Car is not an Engine — it has an Engine. This gives you freedom to swap engines, test components independently, and evolve each class without breaking the other.
#include <iostream>
#include <string>
#include <memory>
class Engine {
int horsepower_;
std::string type_;
public:
Engine(int hp, const std::string& type)
: horsepower_{hp}, type_{type} {}
void start() const {
std::cout << type_ << " engine (" << horsepower_ << "hp) started\n";
}
int horsepower() const { return horsepower_; }
};
class Transmission {
int gears_;
public:
explicit Transmission(int gears) : gears_{gears} {}
void shift(int gear) const {
if (gear >= 1 && gear <= gears_) {
std::cout << "Shifted to gear " << gear << '\n';
}
}
};
// Car COMPOSES Engine and Transmission (has-a, not is-a)
class Car {
std::string model_;
Engine engine_;
Transmission trans_;
public:
Car(const std::string& model, Engine engine, Transmission trans)
: model_{model}
, engine_{std::move(engine)}
, trans_{std::move(trans)} {}
void drive() const {
std::cout << model_ << ": ";
engine_.start();
trans_.shift(1);
}
};
int main() {
Engine v8{450, "V8"};
Transmission auto6{6};
Car mustang{"Mustang", std::move(v8), std::move(auto6)};
mustang.drive();
return 0;
}Pure Abstract Interfaces
A pure abstract interface is a class with only pure virtual functions and a virtual destructor — no data, no implementation. This defines a contract that derived classes must fulfill. It supports the Dependency Inversion Principle (DIP): depend on abstractions, not concrete classes.
#include <iostream>
#include <memory>
#include <string>
#include <vector>
// Pure abstract interface — the contract
class IRepository {
public:
virtual ~IRepository() = default;
virtual void save(const std::string& key, const std::string& value) = 0;
virtual std::string load(const std::string& key) const = 0;
virtual bool exists(const std::string& key) const = 0;
};
// Concrete implementation: in-memory storage
class MemoryRepository : public IRepository {
std::vector<std::pair<std::string, std::string>> data_;
public:
void save(const std::string& key, const std::string& value) override {
for (auto& [k, v] : data_) {
if (k == key) { v = value; return; }
}
data_.emplace_back(key, value);
}
std::string load(const std::string& key) const override {
for (const auto& [k, v] : data_) {
if (k == key) return v;
}
return "";
}
bool exists(const std::string& key) const override {
for (const auto& [k, v] : data_) {
if (k == key) return true;
}
return false;
}
};
// Service depends on the INTERFACE, not the concrete class (DIP)
class UserService {
std::unique_ptr<IRepository> repo_;
public:
explicit UserService(std::unique_ptr<IRepository> repo)
: repo_{std::move(repo)} {}
void register_user(const std::string& username) {
if (repo_->exists(username)) {
std::cout << username << " already exists\n";
return;
}
repo_->save(username, "active");
std::cout << username << " registered\n";
}
};
int main() {
auto repo = std::make_unique<MemoryRepository>();
UserService service{std::move(repo)};
service.register_user("alice"); // alice registered
service.register_user("bob"); // bob registered
service.register_user("alice"); // alice already exists
return 0;
}std::variant — Inheritance Alternative
std::variant is a type-safe union that can hold one of several types. Combined with std::visit, it provides compile-time polymorphism — an alternative to virtual functions when the set of types is known at compile time. It avoids heap allocation and virtual dispatch overhead.
#include <iostream>
#include <variant>
#include <vector>
#include <cmath>
#include <numbers>
struct Circle { double radius; };
struct Square { double side; };
struct Triangle { double base, height; };
// Type alias for the closed set of shapes
using Shape = std::variant<Circle, Square, Triangle>;
// Visitor: a callable that handles each type
struct AreaVisitor {
double operator()(const Circle& c) const {
return std::numbers::pi * c.radius * c.radius;
}
double operator()(const Square& s) const {
return s.side * s.side;
}
double operator()(const Triangle& t) const {
return 0.5 * t.base * t.height;
}
};
struct NameVisitor {
std::string operator()(const Circle&) const { return "Circle"; }
std::string operator()(const Square&) const { return "Square"; }
std::string operator()(const Triangle&) const { return "Triangle"; }
};
int main() {
std::vector<Shape> shapes{
Circle{5.0},
Square{4.0},
Triangle{3.0, 6.0}
};
for (const auto& shape : shapes) {
std::string name = std::visit(NameVisitor{}, shape);
double area = std::visit(AreaVisitor{}, shape);
std::cout << name << ": area = " << area << '\n';
}
return 0;
}Type Erasure with std::function
Type erasure lets you store any callable — function, lambda, functor — with a compatible signature in a single std::function object. This is a form of runtime polymorphism without explicit inheritance.
#include <iostream>
#include <functional>
#include <vector>
#include <string>
// std::function erases the concrete callable type
using Callback = std::function<void(const std::string&)>;
class EventEmitter {
std::vector<Callback> listeners_;
public:
void on(Callback cb) {
listeners_.push_back(std::move(cb));
}
void emit(const std::string& event) const {
for (const auto& cb : listeners_) {
cb(event);
}
}
};
// A functor
struct FileLogger {
void operator()(const std::string& msg) const {
std::cout << "[File] " << msg << '\n';
}
};
void console_log(const std::string& msg) {
std::cout << "[Console] " << msg << '\n';
}
int main() {
EventEmitter emitter;
// Register different callable types — all stored as std::function
emitter.on(console_log); // function pointer
emitter.on(FileLogger{}); // functor
emitter.on([](const std::string& m) { // lambda
std::cout << "[Lambda] " << m << '\n';
});
emitter.emit("user_login");
return 0;
}Interface Segregation Principle (ISP): prefer small, focused interfaces over large, monolithic ones. A class should not be forced to implement methods it does not use. Split IAnimal into IFlyable and ISwimmable if not all animals fly and swim.
Dependency Inversion Principle (DIP): high-level modules should depend on abstractions (interfaces), not concrete implementations. Pass IRepository& instead of MySQLDatabase& — this lets you swap implementations for testing (mock repositories) and different environments.
Deep inheritance hierarchies (4+ levels) become fragile and hard to reason about. A change to a base class can have unexpected effects on distant descendants. The fragile base class problem makes maintenance a nightmare. Prefer flat hierarchies (1-2 levels), use interfaces for polymorphism, and compose behaviors with member objects or std::variant. If your hierarchy depth exceeds 3 levels, it is almost certainly a design smell.
- Composition is more flexible than inheritance — use it for code reuse (has-a relationships)
- Pure abstract interfaces define contracts and enable the Dependency Inversion Principle
std::variantwithstd::visitprovides compile-time polymorphism for closed type setsstd::functionprovides type erasure — store any callable with a compatible signature- Keep inheritance hierarchies flat (1-2 levels) and prefer interfaces over concrete base classes
- Apply ISP (small interfaces) and DIP (depend on abstractions) for maintainable, testable designs
Quiz — Test Your Knowledge
(15 XP)1. When should you prefer composition over inheritance?
2. What advantage does `std::variant` have over a traditional inheritance hierarchy?
3. What does the Dependency Inversion Principle (DIP) state?