Domain: hillside.net
Stories and comments across the archive that link to hillside.net.
Stories · 2
-
Design Patterns
BShive writes "Design Patterns is considered a classic for anyone in software development. The beginning third of the book is a solid introduction to patterns, while the last two thirds of the book is devoted to the patterns themselves. Many of the professionals out there probably already own a well-used copy of this book, but there are others who are wondering what all the fuss is about. The frequency of hearing about this text in discussions piqued my interest enough to buy it for myself. If you are interested in design patterns and are looking to use them, then this should be one of the books on your shelf." Read on for more. Design Patterns author Erich Gamma, et al pages 395 publisher Addison-Wesley rating 8 reviewer Ben Shive ISBN 0201633612 summary Design Patterns is considered a classic for anyone in software development. Many of the professionals out there probably already own a well-used copy of this book, but there are others who are wondering what all the fuss is about.
IntroductionI found the entire introductory section excellent, and a good read. It covers what design patterns are and explains how they are documented and categorized. Advice on where and how to employ design patterns to achieve reusable and flexible software is also covered to give you an expectation of what you can get out of the rest of the book. The What, Why, and How are covered nicely. Even with little previous exposure to patterns, I was able to understand the presented material easily and begin to see the applications.
Object Modeling Technique (OMT) notation is also introduced to explain the diagrams associated with the patterns and examples. If you have used UML, the diagrams and notations will be familiar to you since UML is influenced by OMT. Jim Rumbaugh, the creator of OMT, collaborated with Grady Booch to create the first version of UML.As the author notes, having a solid knowledge of OOP is critical to being able to understand and use the information presented. If you don't fully understand OOP, pick up an introductory text first. An Introduction to Object-Oriented Programming by Timothy A. Budd or any similar book will get you up to speed. However, you will get the most out of Design Patterns with hands-on OOP experience.
Case StudyThis chapter presents a case study in designing a WYSIWYG document editor to demonstrate how design patterns can be applied. Most of the examples in the book involve the user interface and I would have liked to see less emphasis on UI models. However, it still gives the reader insight into real applications of patterns. Not only do the authors point out how the pattern applies to each case, but they also present the problems associated with the application. The case study is not intended to set up a perfect example of pattern usage, but to explore it. The reader could go further with the design presented and think about how to solve the flaws pointed out along with the ones that have not been discussed. I liked the fact that they do not attempt to state that there is only one way to solve the problems presented, or that their solutions are even the best way. Too many authors fall into this trap.
Presenting: The PatternsThe three chapters on patterns make up the bulk of the book. The patterns are separated out into the three chapters by type: Creational, Structural, and Behavioral. Each chapter begins with an overview of what the patterns of the type can be used for, and how the chapter deals with the patterns as a group. At the end of each chapter there is a discussion section that summarizes the patterns, along with guidance on how to select the right one from the chapter.
Each pattern description contains a number of sections: Intent, Also Known As, Motivation, Applicability, Structure (in OMT), Participants, Collaborations, Consequences, Implementation, Sample Code, Known Uses, and Related Patterns. The breakdown makes it easy to determine if, why, and how you should use the pattern. The authors are justifiably concerned about using the wrong pattern for a given situation. The code snippets are also easy to work through as long as you know an OOP language. C++ is commonly used, with the occasional bit of Smalltalk code.
The three chapters that detail each pattern would be difficult to read right through. However, the opening and closing section of each chapter has valuable information and is worth reading and subsequently referring to some of the patterns discussed. I got the most out of these chapters by picking patterns that might apply to current projects I was working with and then exploring one in depth, branching over into other patterns in a non-linear fashion.
ConclusionThe closing chapter is relatively short, but makes some important points. The authors discuss what to expect from design patterns, some history and other references/influences. Re-factoring is discussed and how patterns will help mitigate this unavoidable process as the software evolves. Other benefits are also brought up briefly. The book closes with an invitation to give the authors feedback and to find patterns that you use. The best designs will use many design patterns that dovetail and intertwine to produce a greater whole.
Book ExtrasThe whole book has a quality feel to it that is missing from many current texts that cost nearly twice as much. Inside the front cover there is a quick reference to all of the patterns contained in the book with a brief description and page number. The back cover also contains a quick reference for diagram notation and the relationships between the design patters. This is all topped off by two bookmark ribbons attached to the spine.
The Age IssueDesign Patterns was originally published in 1995, and the book mentions that the patterns it contains are little changed from 1992! In the computer field this would be considered an ancient text with how fast software is updated and languages change. Despite this, since the material is not entirely dependent on a particular language or program it holds up quite well. The examples referred to for each pattern are older software that many will not recognize. An updated version would be nice, but being old does not condemn this book to being useless.
SummaryThis is an excellent book even if it is beginning to show its age. The fact that it's still very useful is testimony to the quality of the material. A few readers might find the reading to be a bit dry, but the straightforward style was refreshing compared to some other texts. The authors stay focused on the topic and condense it appropriately without going off onto long tangents. Once I've followed through with applying some patterns to projects it might garner an even higher rating. Just from reading about some of the patterns, I could see how they could have applied to previous projects I've worked on, both large and small. The book was certainly a worthwhile investment. If a second version of this book ever comes out, I'd be sure to pick it up as well.
Chapters:
1. Introduction
2. A Case Study: Designing a Document Editor
3. Creational Patterns
4. Structural Patterns
5. Behavioral Patterns
6. ConclusionAppendix:
A. Glossary
B. Guide to Notation
C. Foundation Classes
You can purchase Design Patterns from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page. -
Refactoring: Improving the Design of Existing Code
SEGV has returned and is continuing his excellent set of reviews. This time around, we're looking at Martin Fowler's (with Kent Beck, John Brant, William Opdyke, and Don Roberts) Refactoring: Improving the Design of Existing Code. Click below for more details. Refactoring: Improving the Design of Existing Code author Martin Fowler with Kent Beck, John Brant, William Opdyke, pages 431 publisher Addison-Wesley rating 9/10 reviewer SEGV ISBN summary Just what the working programmer ordered: a catalogue of practical refactorings with solid advice on when and how to apply them.Overview
This book could very well do for refactoring what the "Gang of Four" book did for design patterns. In fact, with the number of contributing authors, this might well become known as the "Gang of Five" book. (They contributed content to chapters 3 and 12 through 15.)
Organization
Refactoring leaps in feet first with an extended example. I found this to be a surprisingly effective opener: it didn't overwhelm me, and left me hungry for more. The first chapter follows a sample program through several incremental refactorings, and the reader gets the idea via osmosis.
To illustrate the technique of refactoring, the first chapter presents the original code on the left page, and the resulting code on the right, with changes in bold. This presentation, coupled with explanatory text, makes it easy to see what's going on and focus on what's happening. It's as if you're looking over the author's shoulder as he edits, compiles, and tests code in his development environment.
What is Refactoring?
Now that you've done a refactoring, you might be curious to know more about what refactoring is. The next few chapters provide the relevant background.
Refactoring is what the book's subtitle suggests: changing code in in ways that preserve behaviour, but improve the way that behaviour is generated. This could be as trivial as renaming a method, or as tricky as separating domain and presentation classes.
Why go through this trouble? In the end, the code is different but it acts the same; there has been no new functionality added. Why? You do this to place yourself in a better position to add new functionality to the software. If you don't, you eventually end up with spaghetti code that is unmaintainable and will not support new functionality at all.
I think anyone who has worked on real code can appreciate the need for refactoring. In fact, most good programmers already do it, although perhaps only on a subconscious level. What this book aims to do is to raise that ad-hoc activity to a higher level of applied technique. Just as there are principles and practices in GUI design (as opposed to merely throwing widgets together randomly), there are principles and practices in refactoring activity: this book catalogues them.
Catalogue
Sandwiched between introductory and summary chapters is the meat of the book: a catalogue of over seventy refactorings. This catalogue follows in the footsteps of the highly successful Design Patterns format: Pattern Name and Classification, Intent, Also Known As, Motivation, Applicability, Structure, Participants, Collaborations, Implementation, Sample Code, Known Uses, and Related Patterns. Since the individual refactorings are less complex than patterns, this catalogue uses the format: Name, Summary, Motivation, Mechanics, and Examples.
The idea is the same. The name and summary provide a definitive vocabulary and a reference-card example. The motivation explains the relevance of the refactoring. The mechanics cover the step-by-step details of how the refactoring is executed. Then a series of examples demonstrate the variations.
Applicability
I like the catalogue. Although some refactorings seem deceptively trivial, it is useful to have them laid out in step-by-step detail. You never know when you will make a mistake, and when you absolutely positively must fix a bug or add a feature by the next day, and need to refactor to do it, slow and steady wins the race.
Further, other refactorings are not so trivial and familiar, and it is certainly useful to have their traps and pitfalls exposed. Frequently, they rely on the smaller refactorings themselves.
I can see this book becoming well-used in a shop with plenty of production code.
Supplementary Material
The non-catalogue chapters are informative as well. I especially appreciate the metaphor of bad smells in the code: the "if it stinks, change it" philosophy is the perfect counter-point to the oft-cited "if it ain't broke, don't fix it" mentality.
The chapter on refactoring tools discusses the possibility of automating much of the mechanical work of refactoring. Although there is a Refactoring Browser for Smalltalk, I suspect that Java and C++ versions are a little ways off. I'd wager that, as with the UML, tool support will lag industry practice for some time.
Style
As always, the author's writing style is down-to-earth and easy to read. Martin tells you straight up what he's found useful and what he hasn't. He tells you where he's made mistakes, and where the risk is less pronounced.
I like the way he goes through an example, then goes through it again under different conditions, thereby revealing the many-splendoured variations. Frequently he continues examples that were left off from other refactorings.
Plenty of further reading is suggested; I always like that.
Flaws
The book has a Java focus, and that is the language used for the examples. There is some mention of Smalltalk and C++, but not much; far less than Design Patterns, for example. Still, the book is quite understandable to anyone with object-oriented development experience.
The book references design patterns; some refactorings even apply and manipulate patterns. However, I wish there were more direct references to the Design Patterns book. That would especially help those new to both refactorings and design patterns.
There are a few minor typos (nothing major), so check the author's web site for errata and try to get a recent printing if you can.
Recommendation
It's no secret that I think this is a book whose time has come. I'm hoping it will codify my approach to refactoring, to help me be more efficient in my development.
I recommend this book as both a practical catalogue, and as a general work on the theory and practice of refactoring. I think that the refactoring community will grow much as the patterns community before it, and that we will see more published on the subject.
Until then, this book is a good start.
Purchase this at Amazon.
TABLE OF CONTENTS
Foreword
Preface
1. Refactoring, a First Example
2. Principles in Refactoring
3. Bad Smells in Code
4. Building Tests
5. Toward a Catalog of Refactorings
6. Composing Methods
7. Moving Features Between Objects
8. Organizing Data
9. Simplifying Conditional Expressions
10. Making Method Calls Simpler
11. Dealing with Generalization
12. Big Refactorings
13. Refactoring, Reuse, and Reality
14. Refactoring Tools
15. Putting It All Together
References
List of Soundbites
Index