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Object-Oriented Design Heuristics (2017) [slides]
- miguendes 6y agoThe book the slides are based on is by far the best book on OOD/P I've ever read. Learned a lot from it. OO is such a hard subject that most of the people end up writing procedural code with classes (looking at you java).
- kemiller2002 6y agoThe book you're talking about is it the one mentioned (i quickly looked at the slides): Object Oriented Design Heuristics?
- miguendes 6y agoYes, Object-oriented design heuristics by Arthur J. Riel https://www.goodreads.com/book/show/179206.Object_Oriented_Design_Heuristics https://www.goodreads.com/book/show/179206.Object_Oriented_D...
- thomk 6y agoI try to follow a few rules when writing OO code. 1. Make classes do one thing that is basically summarized in the class name. (This also takes care of 'separation of concerns') 2. Be careful to not over-abstract. That results in many tiny classes, aka ravioli code. Nobody, not even you, will remember what all those little bastards do. 3. If a class is bigger than a page (or two) of code, it's probably too long. 4. Design patterns are for inspiration, not the law. Solve problems, don't prove how smart you are. 5. Make your classes as simple as possible. You will thank yourself later. 6. If you have to write a comment that explains how some confusing thing works; that code block is a good refactoring candidate. 7. Refactor, refactor, refactor. Refactoring is rewriting code for clarity. The more you do this, the more your code will become clear to the reader. I find refactoring often reduces my LOC drastically. 8. If you just learned a technique/pattern and that technique/pattern is suddenly popping up everywhere in your code; make sure you aren't just using it because it's fun. Say you just learned what a singleton pattern is, now your code is littered with singletons. That's a good sign that you are forcing yourself to use your new found toy and reconsider. 9. Long method names. Don't be afraid to have long method names. Yes, it looks ugly, yes it takes time but you will thank yourself later and often a long method name will compensate for the lack of documentation on that method. 10. Your program should basically be a bag of loosely related, self-contained components. Think of them like parts of an engine, they each do one thing very well and they each have an interface to the rest of the engine. Also, they can individually be swapped out for another component (as long as they bolt up to the engine appropriately). Understanding OOP is definitely a paradigm shift in thinking and it is also loaded with many a foot gun (especially when you are new).
- ragnese 6y agoThe hardest part of doing good OOP is that the most popular, nominally-OOP language(s) are very bad. Yes, I'm talking about Java. Modern PHP, too. If I may piggyback off your comment, I'll also throw my two cents in that mostly apply to Java: 1. A class may only ever mutate itself. Never anyone else. So if your Foo class has a method that accepts a Bar as input, you must NOT change that Bar. You may return a new instance of a Bar with different values. 2. Don't use class inheritance unless you are forced to at gunpoint or by a framework you're forced to use. 3. True OOP classes will probably have a deep nesting of dependencies. I.e, a Foo class has a Bar field, which has a Baz field, etc. However, those dependencies should be VERTICAL. Do NOT keep references to other classes that your class does not "own". This creates cyclical dependencies and tight coupling. Most likely somebody else should own both objects at a higher level. 4. If your class has a method that doesn't depend on the object's current state, make it static. (This, with the other points, also hints that the method should not have side effects. Static methods should be pure functions) 5. Each package probably has one public class that actually does stuff. This is your domain model and represents a "workflow" (e.g., managing a user account: create, change profile picture, delete, etc). Any other public types from the package should only be plain old data used by the methods of your domain model. All that said, I still don't think that OOP is actually the best way to solve most problems.
- mistrial9 6y agoquick reaction -- OOP - division of ownership for resources, division of duties by logical function ++ ; sequences of actions, managed state in a state-machine, maybe not so great.. distributed, functional decomposition, use a different language built for that.. I wrote C/C++, no BOOST, in 100K LOC size systems, using OOP with simplified rules similar to this; works well for me
- mratsim 6y agoMy rule for writing OO code is to not write OO code. Procedural code is: - simpler to analyze, audit and (formally verify) - simpler to multithread - maps to what a program does: a series of transformations applied to an input - maps to low-level construct in the CPU, i.e. call/ret - doesn't force you to use heap memory and suffer cache misses due to rampant pointer indirection. Note: I intentionally avoid saying functional programming. There is a balance between having no state (Haskell) and allowing mutation because mutation is useful (C, OCaml).
- tjalfi 6y ago(submitter) The material in the slides is based on the book Object-Oriented Design Heuristics[0] by Arthur Riel. [1] has a list of the heuristics. It may be incomplete. [0] https://www.goodreads.com/book/show/179206.Object_Oriented_Design_Heuristics https://www.goodreads.com/book/show/179206.Object_Oriented_D... [1] http://www.vincehuston.org/ood/oo_design_heuristics.html http://www.vincehuston.org/ood/oo_design_heuristics.html
- foobar_ 6y agoAfter a previous discussion here it seems people confuse classes with modules. At the risk of repeating myself. Class based inheritance - Bad Traits, roles, mixins - You are still thinking in terms of inheritance so its Meh. Combining Data and Code - Slow. Closures, Functors - Cool ... classes with single methods are as "single responsibility" you can get. Interface Inheritance - Go / protocols from clojure - Better Interfaces without inheritance - Modules - Best ... the way software is meant to be written. This is the reason why APIs, libraries are so reusable. Modules are like contracts for the function call interface. Because of this you also get the ability to load plugins as opposed to the whole dependency injection.