Henry -
1 rule I like to follow is "An object should do 1 thing and do it well". I
have a pretty good of an example I actually experienced at one time. I had
an email service manager that started off as a notification service to an
admin when a new order was placed. Later I found that there were other
"types" of notifications that I would need in the system. Instead of pilling
types of email services into one object I created an abstract email service
that all services would follow

-EmailService
  +OrderEmailService (daily orders)
  +ProductEmailService (notifications like product x is low)
  +ReportEmailService (sends out certain goal emails / daily reports)
  +ErrorEmailService (notifies admins of errors)

As you can see we are creating objects that have 1 purpose and do it well.
The best advice I I ccan give to others (Im still a newb  myself) is to
learn to love refactoring. New Flash ** It's ok to refactor. Many times I
will start off with God objects like this and find common functionality that
I can rip out.

Hope this helps a little

Thank You
Dan Vega
[email protected]
http://www.danvega.org/


On Mon, Jun 8, 2009 at 2:13 PM, Henry <[email protected]> wrote:

>
> What techniques can one use when one found the # of methods in an
> object is too high?
>
> Actually, when is it 'too high'?
> >
>

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