Holub on Patterns
If I can level any complaint against this book, it's probably that the title doesn't properly convey the goodness locked within. Holub on Patterns is short for Allen Holub on Design Patterns. Allen Holub is a long time expert on Design and Design Patterns, so he's the man you want to learn it from. Still, if I could name this book, it would be Object Oriented Design Voodoo. (Note: This is probably why I don't work for Apress or any other publisher.)
The book's subtitle is "Learning Design Patterns by Looking at Code." That probably conveys the work's focus a little better and it also gives away one of the book's best features: sensational examples. (These examples are in Java, another area where Holub is a well-known authority, but the concepts taught apply to Object Oriented Programming in any language.)
Titles aside, this book really is the best work I've read on design patterns. If you don't already know, design patterns are the recurring patterns of object-oriented software implementations. Luckily, you don't have to know anything about them to read this book. The author covers many patterns in rich detail from the beginning. Even if you do know your design patterns well, I'll wager Holub still has a trick or two to impress you with.
Holub discusses patterns in their ideal pure form, but much more importantly he shows them as they occur "in the wild," with multiple variations. He covers the downside of each pattern, weights the trade-offs of using them, and even gives a handful of cases where he felt they were impractical. He does all this right in the middle of complex real-world examples so you can see each point he's making. That's actual programming, folks. The good, the bad and the choices we programmers make are well presented, and that's rare in a programming text.
The book opens with two chapters that more or less cover why we need design patterns at all. Did you know getters/setters are bad? Did you know that subclassing is dangerous? If you said No to either question, you need this book and these two chapters in particular will get you up to speed on good OO practices. This section of the book is mostly theory, light on examples.
The next two chapters (covering over 250 pages) make up the heart of the book. Holub examines two examples in exhaustive detail. The first is his implementation of The Game of Life. You've probably implemented that on your TI calculator, but Holub sure didn't. He admits that his implementation is "Toy Code," but it's a robust example that involves eleven design patterns. The second example is production code, a mini database complete with SQL interpreter. This code is also swimming in pattern usage, and Holub gives you the guided tour.
I've already said these examples are great, but that claim begs some elaboration. First, we're talking about hundreds of lines of code in many of these listings. These aren't the usual contrived junk. What's more, one class may be participating in multiple patterns. Making any sense of these examples would be almost impossible if the author wasn't flawless in explaining the key points and always dropping hints about what you need to notice. This isn't light reading. It's work, but the rewards are there and it'll pay off if you really spend the effort to understand how the code works.
Finally, the book closes with an appendix that gives more typical recipe-card style listings of all the design patterns discussed throughout the text. This is a nice reference after you've finished the tricky stuff. If you're new to design patterns, you might start here, before the book throws you into the lion's den with its massive examples.
Just in case I haven't sold you on this title yet, I better mention the gorgeous hard back binding. Brilliant and sexy. How can you beat that?
Holub on Patterns is a very approachable way to learn a lot about design patterns. If you already know how much patterns can improve your object-oriented programming, you'll really enjoy Holub's presentation of the topic. If you don't yet grasp Design Patterns or haven't enjoyed other works on the subject, you'll just have to trust me: You want this book.
You can purchase Holub on Patterns: Learning Design Patterns by Looking at Code from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.
Great, now we're getting book reviews by witch doctors!
The official site is located here.
The book opens with two chapters that more or less cover why we need design patterns at all. Did you know getters/setters are bad? Did you know that subclassing is dangerous? If you said No to either question, you need this book and these two chapters in particular will get you up to speed on good OO practices.
Can someone explain why accessor and mutator methods (I assume this is what he means by "getters/setters") are bad?
I am the maverick of Slashdot
In the interim before the appearance of such works, I've been trying to keep an informal list of patterns I've unearthed through practice, but my ability to codify patterns cannot match that of someone like Holub. :-)
This sounds promising. I've been waiting for another book besides design patterns by the gang of four, and specifically looking for one with nice Java examples. The other design patterns books I've found are all geared towards J2EE or the enterprise market. Does anyone have a quick table of contents or a list of patterns he covers?
Design pattern fans should check out Pattern Hatching: Design Patterns Applied by John Vlissides, one of the Gang of Four. Short, but interesting reading.
EricHow to detect Internet Explorer
Before perusing this discussion, you may want to get some perspective by reading Unskilled and Unaware of It: How Difficulties in Recognizing One's Own Incompetence Lead to Inflated Self-Assessments by Justin Kruger and David Dunning (Journal of Personality and Social Psychology,
Well, I didn't know much about this guy. But anybody who defends his position by referring to this psychology paper doesn't score too high in my book. If you're not familiar with the paper, it basically asserts that stupid people don't realize how stupid they are. So referring to this paper is a subtle way of saying "you're stupid, and you don't know it".
But I'll give him the benefit of the doubt.. after all some other pompous experts have referred to that paper yet raise important points based on sound theory. I.e., there is not necessarily a correlation between being an assmunch and being *wrong*.
So now I read his papers on getters/setters and he claims this is "bad" because it assumes an implementation of the underlying value:
Excuse me but having to declare orderTotal to be any particular type is a *JAVA* thing, and not universal to OO programming. In Ruby for instance:
No types or assumptions here. Since Ruby is fully OO, this will work even if amount.value returns a Fixnum, a Float, or a SomethingElseEntirely.
He says a "better" way is:
But this is just syntax. In Ruby I would just write:
And it doesn't matter what the types (classes) are.
Poor guy is stuck in a statically typed Java hell, with distinctions between primitive types and objects, of course he's gonna think getters/setters are evil and he's gonna become obsessed with keeping his data hidden in a box or behind opaque methods! I can just imagine his code filled with thousands of builder objects with 2-3 levels of abstraction .. and it will just be a grotesque simulation of a true dynamic language in the end, with everything completely decoupled.
I don't know if I should bother reading any more of his writings since I don't use Java.... is the rest of his work "how to get around Java's shortcomings" or is there something a general purpose OO practitioner might find useful???
One common pattern with maintained code is the cancerous growth of special cases to deal with new requirements. Over time, the special cases dwarf the original code, and it becomes very hard to even figure out what it's supposed to be doing.
Yes, OO doesn't solve all problems, yet "procedural languages"* are also well-known to have many problems of its own. OO is also easy to get wrong, as evidenced by your "have to throw them away periodically" observation. However, I can't help but feel that you're making conclusions based on limited and anecdotal evidence of failures.
* Many OO languages are procedural.
Anyway, what I've noticed is that up until the past couple of years, not many people really had an idea of how to do Object Oriented programming all that well. Most programmers were faking it, mimicing the talk out of the various trade rags without really understanding the reasoning behind what they were doing. And you can make some pretty atrocious object oriented designs if you don't know what you're doing.
OOP doesn't need to be what you've seen any more than procedural code needs to be twisty mazes of GOTOs and global variables. It all boils down to the abilities of the guy writing the code.
I'm trying to teach myself to set people on fire with my mind... Is it hot in here?
OOP is a wonderful thing because it enforces tons of those wonderful principles that are taught in Computer Science classes 'round the globe: encapsulation, abstraction, data hiding, "black-box" programming, etc. OOP is NOT supposed to be the end-all, be-all of programming, just as the creation of C and other higher-level programming languages was not to be the death of assembly programming.
What, so often, people fail to realize is that software is designed to be built in layers. See the TCP/IP stack, for instance. This allows for one of those wonderful OOP principles to work - abstraction. If the nature of the OOP system/API/et. al. is causing you more problems than it's solving, then I say it's not OOP's fault, it's the designer's fault. I don't believe that OOP is the solution to all problems - some problems are square, and some programming paradigms are round. Problems arise not because of the evil nature of OOP, but because someone tried to pound a square peg into a round hole. OO languages and systems give you the ability to make things object-oriented, but none that I've seen prevent you from using procedural programming techniques when your square programming problem doesn't fit nicely into a round OO hole.
Generally, I've found that people who hate OOP were forced into using it without getting enough exposure to it to appreciate it. Nobody's gotten rid of procedural programming, just like nobody's gotten rid of assembly programming. We just have higher-level tools and paradigms for dealing with high-level programming tasks.
I pity the foo that isn't metasyntactic
The dirty unacknowledged secret of design patterns is that they're strongly coupled to a language. For example, switching from a statically typed language like Java to a dynamic one with forwarding substantially changes the approach to Factory, Proxy, Singleton, Observer and others. In fact, they're often rendered trivial. The claim that the approaches described in the book apply to any language is just not true. These patterns are for Java and Java-like languages.
Philip Crow wrote a very original piece on how to avoid OOP and still use patterns with Perl's special built-in features
http://www.perl.com/pub/a/2003/08/15/design3.htm l
I mean, yea, "getters/setters are bad", in public APIs. Getters are bad- unless you need to vend an object and can't afford the overhead of creating entirely new instances when you do so. Setters are _definitely_ bad- unless they're private or are data that act as input for your object, which it recieves from controller-layer objects.
Sure, "inheritance is dangerous" as anyone who has ever written an object-oriented program from scratch and had to modify it can tell you. Inheritance is also the key to code reuse, and can be very powerful when done correctly- do you really want to re-write a section of logic that's shared by 5 other objects ?
These things have their place. They're good targets for "is evil"-type articles because they're often used when they should not be. But to call them "evil" and "bad" without proper qualification? It smacks of unprofessional behavior, at best.
I'm a bit puzzled by claims that use of getter/setter methods and, more puzzling, inheritance, are indications that you haven't solved your problem in an object-oriented manner, or that your problem isn't object-oriented... because, well... not all problems are best solved by object-oriented methods, even if you're using an object-oriented language to do so. Sometimes, you need a variable and a loop... what's wrong with that?
At some point, my model code is going to have to give my view code some objects to display... what, I'm not supposed to use getters there? At some point my view code is going to want to tell my model code about an object the user modified... I'm not supposed to use a setter there? I often think folks who write such blanket statements as "accessors are bad" are just trying to spark some flames.
I didn't find it in many programmers I worked with, but personally I find all of the advices in this book intuitive. What I did find in many programmers is the rigidness they assume when someone questions their position on some specifics. I remember a few conversations I had where I questioned the entire OO paradigm, the people look at you as if you are mad.
But the reason why I questioned the OO paradigm was not the paradigm in its purity, but the implementations that I so often saw in real life. Some of the architectural designs that I witnessed did not make any sense and were artificially created to be more complex than the problem at hand required. What is worse, I have seen 'architects' who got into those positions without any merit. I have witnessed architects who think their position is justified because they spend another 4 weeks in the beginning of every project 'rethinking' the ACLs. I have witnessed an 'architect' that was supposed to design a system, but who instead sat down with a programmer, did a bunch of handwaving, and left the programmer without any idea and without documentation on how things are supposed to be done, and it was not a simple thing for that guy who was still a beginner. I cannot count the number of times where I (as a contractor) in different companies was put into a position where I had to solve the problems created by these 'architects' as well as by 'managers' and the marketting people.
Yes, I remember having a conversation about getters, setters about 4 years ago, I was convinced that those things are a horrid idea as well as extends (for almost the same reasons given in the article). I was attacked on more than just the techno-level. It is hard, it is not easy at all to work around bad design decisions, where someone just does something because it is either a pattern they read, or the marketting says it has to be done that way because there was this meeting with an IBM guy, who bought all the managers year-long golf memberships.
What I appreciate in people is the ability to think for themselves and to make decisions on when something is appropriate. I am also a realist, I know that noone on this planet can be perfect 100% of the time. We get tired, we have schedules, we just want to do things fast and dirty, we resist structure because it is easier that way. But those of us who are good enjoy going through all of this nonsense and figuring out sensible ways to still deliver a good system.
You can't handle the truth.
Object Oriented languates/programming wasn't invented for DoD. You're thinking of Ada, which, in it's original incarnation was an Object-based system but didn't support proper inheritance or polymorphism (Ada'82).
OO started with Simula and Smalltalk, with Simula67 being the object oriented base of C++.
And if you don't know what you're doing in a particular paradigm you usually end up with dreck nobody wants to maintain.
Slashdot's name? When my compiler sees
Ok, to summarize his point. If you are making a "thing" then the operations on that thing should be contained inside that thing. So if you make these little routines that do nothing more than let you peek into "thing" to see "the real thing" inside, your "thing" isn't your friend.
As a peice of mental oragmi (and to fold my own self in here, instead of _just_ trying to paraphrase this guy).
There is nothing wrong (IMHO) to exposing parts of your thing via accessors and setters AS LONG AS you think of these methods as "translation to the outside world".
That is, if you find yourself writing NewThing.setValue(OldThing.getValue() * 5) then you are no longer getting any useful work out of having "thing" in the first place, and this is bad. It's bad because you are requiring yourself/the world to reach behind a blined and operate on something that you hope will remain stable.
Accessors and Setters are "good", however, (my view, not his) when you lear to see them as moments-of-control that you wrap around the need to communicate "parts of thing" with the outside world. These moments of control may involve locking or provide you the opportunity for "lazy evalutation" of a "thingness" that might exist in any of several forms. For instance, in TCL all of the values exist as this mutable state of "string or whatever". If you are working with the value as a string then it is best represented internally as a string; if as an integer then as an integer; etc. So having a getValueAsString() and getValueAsInteger() accessors make sense as they have that opportunity to do things while communicating with the outside world.
Such an enlightened thing should, however, have a [+= int] operator, and that operator should be used in global preference to dong set(get()+X).
So it isnt "really bad" to offer the user the opportunity to communicate with your object, but if you find that the objects *prefer* to be tweaked via this communication, then you have made a mistake that will cost you a lot _eventually_.
In practice, you can avoid this trap by being liberal with the getters but stingy as heck with the setters.
For instance a network socket object should have a lot of getters for things like "local address" and "peer address" and "lcoal port" and "general health"; but you don't want to "set peer address then connect" you want to socket.connectTo(PeerAddress).
Anoter example is "const string & someImportnatValue()" where your object maintians some important string and you might want to let the world examine that important value. But you don't ever let the world "replace" that value whole-scale. You allow the world to opperate uppon the thing, which *may* change the string too.
So expose spesific items of interest through accessors, but only provide "operators" as a means of changing what must change.
After all, if someone can just set a value, then how do you maintian your invariants (requirements of state)?
If you have written a true operator that you have chosen to call "set", then your name is probably wrong at least.
It's a distinction between grays in many cases.
Rule of thumb: the code that changes a thing should be owned by the thing. If you are "borrowing out" some key value, operating on it in the wild, and then "putting it back in" you are probably making code that will cause you harm, because now everybody is "diddling" your state in their alien and undefined-to-you code.
It's bad to be everybody else's (deleted).
Innocent people shouldn't be forced to pay for inferior software development.
--"Code Complete" Microsoft Press
Poor guy is stuck in a statically typed Java hell, with distinctions between primitive types and objects, of course he's gonna think getters/setters are evil and he's gonna become obsessed with keeping his data hidden in a box or behind opaque methods! I can just imagine his code filled with thousands of builder objects with 2-3 levels of abstraction .. and it will just be a grotesque simulation of a true dynamic language in the end, with everything completely decoupled.
This is totally off base. You're missing the point. This isn't about typing, it's about Data Encapsulation.
Pop quiz, in Ruby no less. You have a class:
When your balance is off at the end of the day, you know where to look for errors. One of your methods, probably transfer_to(), is causing the problem. Change attr_reader to attr_accessor though, and then where do you check? Answer: The Whole Wide World! Good luck finding it, you'll need it.
Then there was the "inheritance is bad" deal where everything is to be done with composition and you have to write gobs of forwarding methods between the object and the object it contains.
Now there is this "Get/Set is harmful" -- no, "Evil" I say because this is a matter of religion. So what are you supposed to do when you need to get some representation of state out of an object -- to display it? Can you do a getStateValue()? Oh, no! You have to hand that object an AWT graphics context object and have the object render itself. So much for reusing that object outside of Java.
Or in another Golub article referenced on this topic, you are not supposed to have set functions to initialize an object to a required state -- you are supposed to pass your object a "Visitor" or "Strategy" object that supplies the state -- through what? An interface with a whole raft of get functions?
Suppose the approach was, "Do you have a whole lot of get methods on an object? Why are they there? Is it because you need to retrieve the state of an object to print it out? Have you considered giving your object a Print() method and getting rid of all of the get methods? Are you concerned that your object is now hard-wired into a particular print driver? Have you considered implementing an abstract print interface and implementing void Print(IPrintInterface my_printer) as the Print method?"
But no. The approach is that get/set is "evil" or "smells bad" or some such thing. An object with get/set is a kind of shame and you have to go to extreme contortions in your code, spinning off bunches of classes you never needed before to avoid the embarrassment of having get/set.
When I first read that, I assumed you were joking, and had just made that up as an absurd example to exaggerate the author's point. Then I read TFA, and realised that Holub himself advocated exactly that. Talk about getting your priorities completely wrong!
Getters and setters are not "evil". They are a design choice, as Holub himself acknowledges. If you have a lot of these for a particular class, this is often symptomatic of a confused design, but the author missed the point here. The bits you're supposed to hide are the individual aspects of an object's state that must satisfy various invariant conditions. It doesn't make sense to change these independently, because you might violate that invariant. Hence, you only provide operations on the class that change them collectively such that they still satisfy the required invariant conditions.
However, if something can be changed in isolation without violating any invariants, there's no harm in providing a mutator method to do it. That applies up to and including classes with no invariants ("structs") where you can sensibly modify any aspect of the state in isolation. Moreover, if some aspect of state has a meaning in isolation, there is no harm in providing an accessor method to look up that state, even if you wouldn't allow it to be changed directly because of invariant constraints.
Confusing this with the idea that an object should be the only thing that can do anything with itself (such as drawing itself on a screen) demonstrates a spectacular failure to understand the underlying issues here. In fact, it's easy to show this: consider an operation where two or more user-defined types are involved, and you can't restrict all the knowledge about each object to that object and still perform the operation. Attempting to do so often results in exactly the problem with Holub's "draw thyself" example: it tightly binds two separate subsystems, forcing one class to live in both of them, with all the attendant spaghettiness that brings.
Now, Holub clearly realises that mixing UI code with business logic has unfortunate problems. He can protest about inner classes and facade patterns all he likes, but the fundamental design concern -- coupling the UI system to a data-handling system -- is still there. The only way to break the bad coupling is to separate out the facade code or whatever from the original class, and put it in a UI-based layer where it belongs. Of course, that probably requires using some form of accessor methods, which takes up back to where we started.
Who is this guy anyway, and why do some people here think he's good at this stuff? I honestly haven't heard of him before, and I'm fairly open-minded, but I'm not forming a good impression from reading a couple of his articles that people have cited in this thread.
If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.