kotlin, how to simplify passing parameters to base class constructor? - constructor

We have a package that we are looking to convert to kotlin from python in order to then be able to migrate systems using that package.
Within the package there are a set of classes that are all variants, or 'flavours' of a common base class.
Most of the code is in the base class which has a significant number of optional parameters. So consider:
open class BaseTree(val height:Int=10,val roots:Boolean=true, //...... lots more!!
class FruitTree(val fruitSize, height:Int=10, roots:Boolean=true,
// now need all possible parameters for any possible instance
):BaseTree(height=height, roots=roots //... yet another variation of same list
The code is not actually trees, I just thought this was a simple way to convey the idea. There are about 20 parameters to the base class, and around 10 subclasses, and each subclass effectively needs to repeat the same two variations of the parameter list from the base class. A real nightmare if the parameter list ever changes!
Those from a Java background may comment "20 parameters is too many", may miss that this is optional parameters, the language features which impacts this aspect of design. 20 required parameters would be crazy, but 10 or even 20 optional parameters is not so uncommon, check sqlalchemy Table for example.
In python, you to call a base class constructor you can have:
def __init__(self, special, *args, **kwargs):
super().__init(*args, **kwargs) # pass all parameters except special to base constructor
Does anyone know a technique, using a different method (perhaps using interfaces or something?) to avoid repeating this parameter list over and over for each subclass?

There is no design pattern to simplify this use case.
Best solution: Refactor the code to use a more Java like approach: using properties in place of optional parameters.
Use case explained: A widely used class or method having numerous optional parameters is simply not practical in Java, and kotlin is most evolved as way of making java code better. A python class with 5 optional parameters, translated to Java with no optional parameters, could have 5! ( and 5 factorial is 60) different Java signatures...in other words a mess.
Obviously no object should routinely be instanced with a huge parameter list, so normall python classes only evolve for classes when the majority of calls do not need to specify these optional parameters, and the optional parameters are for the exception cases. The actual use case here is the implementation of a large number of optional parameters, where it should be very rare for any individual object to be instanced using more than 3 of the optional parameter. So a class with 10 optional parameters that is used 500 times in an application, would still expect 3 of the optional parameters to be the maximum ever used in one instance. But this is simply a design approach not workable in Java, no matter how often the class is reused.
In Java, functions do hot have optional parameters, which means this case where an object is instanced in this way in a Java library simply could never happen.
Consider an object with one mandatory instance parameter, and five possible options. In Java these options would each be properties able to be set by setters, and objects would then be instanced, and the setter(s) called for setting any relevant option, but infrequently required change to the default value for that option.
The downside is that these options cannot be set from the constructor and remain immutable, but the resultant code reduces the optional parameters.
Another approach is to have a group of less 'swiss army knife' objects, with a set of specialised tools replacing the one do-it-all tool, even when the code could be seen as just slightly different nuances of the same theme.
Despite the support for Optional parameters in kotlin, The inheritance structure in kotlin is not yet optimised for heavier use of this feature.

You can skip the name like BaseTree(height, roots) by put the variable in order but you cannot do things like Python because Python is dynamic language.
It is normal that Java have to pass the variables to super class too.
FruitTree(int fruitSize, int height, boolean root) {
super(height, root);
}
There are about 20 parameters to the base class, and around 10 subclasses
This is most likely a problem of your classes design.

Reading your question I started to experiment myself and this is what I came up with:
interface TreeProperties {
val height: Int
val roots: Boolean
}
interface FruitTreeProperties: TreeProperties {
val fruitSize: Int
}
fun treeProps(height: Int = 10, roots: Boolean = true) = object : TreeProperties {
override val height = height
override val roots = roots
}
fun TreeProperties.toFruitProperty(fruitSize: Int): FruitTreeProperties = object: FruitTreeProperties, TreeProperties by this {
override val fruitSize = fruitSize
}
open class BaseTree(val props: TreeProperties)
open class FruitTree(props: FruitTreeProperties): BaseTree(props)
fun main(args: Array<String>){
val largTree = FruitTree(treeProps(height = 15).toFruitProperty(fruitSize = 5))
val rootlessTree = BaseTree(treeProps(roots = false))
}
Basically I define the parameters in an interface and extend the interface for sub-classes using the delegate pattern. For convenience I added functions to generate instances of those interface which also use default parameters.
I think this achieves the goal of repeating parameter lists quite nicely but also has its own overhead. Not sure if it is worth it.

If your subclass really has that many parameters in the constructur -> No way around that. You need to pass them all.
But (mostly) it's no good sign, that a constructor/function has that many parameters...
You are not alone on this. That is already discussed on the gradle-slack channel. Maybe in the future, we will get compiler-help on this, but for now, you need to pass the arguments yourself.

Related

Different ways to define a function in Kotlin

I'm new at Kotlin, migrating from Java. One thing I think is a little bit confusing is the fact we may declare a function using different ways. Bellow are at least 3 ways to accomplish that:
package me.bruno.santana
class MyClass {
fun square(number: Int) = number * number
fun square2(number: Int): Int{
return number * number
}
}
fun MyClass.square3(number: Int) = number * number
fun main(){
val obj = MyClass()
println(obj.square(3))
println(obj.square2(3))
println(obj.square3(3))
}
What is the difference between this 3 ways in practical terms? I know the last one is related to extension funcion concept, but I don't know what it differs from the conventional way in practical terms.
Another thing is weird for me is the assignment in the function definition(using equals sign to associate the function's body to the function's signature). Is it in any way different from the convetional way using curly braces as in Java?
Thank you.
1. This is single expression function:
When a function returns a single expression, the curly braces can be omitted and the body is specified after a = symbol
Explicitly declaring the return type is optional when this can be inferred by the compiler:
fun square(number: Int) = number * number
2. This is normal function
That can have single-line or multi-lines and required return type (but Unit is optional):
fun square2(number: Int): Int {
return number * number
}
3. This is Extension functions:
Kotlin provides the ability to extend a class with new functionality without having to inherit from the class or use design patterns such as Decorator.
Extensions are resolved statically: Extensions do not actually modify classes they extend. By defining an extension, you do not insert new members into a class, but merely make new functions callable with the dot-notation on variables of this type
Often used to write utility functions and enhance readability via dot-notation.
If an extension is declared outside its receiver type, such an extension cannot access the receiver's private members.
fun MyClass.square3(number: Int) = number * number
To add something about extension functions: there are four common reasons to use them that I can think of.
You don't control the source code of the class you're adding the function to.
You want to add functions only to specifically typed instances of a class. For example, you could write a function for your Foo<T: Animal> class that is only available on instances that are a Foo<Pet>.
You want to add something like a final function to an interface. This is used frequently in the standard library. If you define a function inside an interface, its behavior is unpredictable because interface functions cannot be final. By declaring it outside the interface as an extension, it can be hidden (by writing a different extension function with the same signature), but it cannot be overridden. Hiding it still requires the user to import the other version of the function, so it must be done explicitly.
You want to confine the scope of the added function. Maybe the function only really makes sense in a certain context, so you don't want it to clutter the IDE auto-complete everywhere. Or maybe it uses a property of a certain class, so it must be defined within that class.
When you're just composing one of your own typical classes, you won't frequently need to use an extension function.

In OOP, is function same things as a method? [duplicate]

Can someone provide a simple explanation of methods vs. functions in OOP context?
A function is a piece of code that is called by name. It can be passed data to operate on (i.e. the parameters) and can optionally return data (the return value). All data that is passed to a function is explicitly passed.
A method is a piece of code that is called by a name that is associated with an object. In most respects it is identical to a function except for two key differences:
A method is implicitly passed the object on which it was called.
A method is able to operate on data that is contained within the class (remembering that an object is an instance of a class - the class is the definition, the object is an instance of that data).
(this is a simplified explanation, ignoring issues of scope etc.)
A method is on an object or is static in class.
A function is independent of any object (and outside of any class).
For Java and C#, there are only methods.
For C, there are only functions.
For C++ and Python it would depend on whether or not you're in a class.
But in basic English:
Function: Standalone feature or functionality.
Method: One way of doing something, which has different approaches or methods, but related to the same aspect (aka class).
'method' is the object-oriented word for 'function'. That's pretty much all there is to it (ie., no real difference).
Unfortunately, I think a lot of the answers here are perpetuating or advancing the idea that there's some complex, meaningful difference.
Really - there isn't all that much to it, just different words for the same thing.
[late addition]
In fact, as Brian Neal pointed out in a comment to this question, the C++ standard never uses the term 'method' when refering to member functions. Some people may take that as an indication that C++ isn't really an object-oriented language; however, I prefer to take it as an indication that a pretty smart group of people didn't think there was a particularly strong reason to use a different term.
In general: methods are functions that belong to a class, functions can be on any other scope of the code so you could state that all methods are functions, but not all functions are methods:
Take the following python example:
class Door:
def open(self):
print 'hello stranger'
def knock_door():
a_door = Door()
Door.open(a_door)
knock_door()
The example given shows you a class called "Door" which has a method or action called "open", it is called a method because it was declared inside a class. There is another portion of code with "def" just below which defines a function, it is a function because it is not declared inside a class, this function calls the method we defined inside our class as you can see and finally the function is being called by itself.
As you can see you can call a function anywhere but if you want to call a method either you have to pass a new object of the same type as the class the method is declared (Class.method(object)) or you have to invoke the method inside the object (object.Method()), at least in python.
Think of methods as things only one entity can do, so if you have a Dog class it would make sense to have a bark function only inside that class and that would be a method, if you have also a Person class it could make sense to write a function "feed" for that doesn't belong to any class since both humans and dogs can be fed and you could call that a function since it does not belong to any class in particular.
Simple way to remember:
Function → Free (Free means it can be anywhere, no need to be in an object or class)
Method → Member (A member of an object or class)
A very general definition of the main difference between a Function and a Method:
Functions are defined outside of classes, while Methods are defined inside of and part of classes.
The idea behind Object Oriented paradigm is to "treat" the software is composed of .. well "objects". Objects in real world have properties, for instance if you have an Employee, the employee has a name, an employee id, a position, he belongs to a department etc. etc.
The object also know how to deal with its attributes and perform some operations on them. Let say if we want to know what an employee is doing right now we would ask him.
employe whatAreYouDoing.
That "whatAreYouDoing" is a "message" sent to the object. The object knows how to answer to that questions, it is said it has a "method" to resolve the question.
So, the way objects have to expose its behavior are called methods. Methods thus are the artifact object have to "do" something.
Other possible methods are
employee whatIsYourName
employee whatIsYourDepartmentsName
etc.
Functions in the other hand are ways a programming language has to compute some data, for instance you might have the function addValues( 8 , 8 ) that returns 16
// pseudo-code
function addValues( int x, int y ) return x + y
// call it
result = addValues( 8,8 )
print result // output is 16...
Since first popular programming languages ( such as fortran, c, pascal ) didn't cover the OO paradigm, they only call to these artifacts "functions".
for instance the previous function in C would be:
int addValues( int x, int y )
{
return x + y;
}
It is not "natural" to say an object has a "function" to perform some action, because functions are more related to mathematical stuff while an Employee has little mathematic on it, but you can have methods that do exactly the same as functions, for instance in Java this would be the equivalent addValues function.
public static int addValues( int x, int y ) {
return x + y;
}
Looks familiar? That´s because Java have its roots on C++ and C++ on C.
At the end is just a concept, in implementation they might look the same, but in the OO documentation these are called method.
Here´s an example of the previously Employee object in Java.
public class Employee {
Department department;
String name;
public String whatsYourName(){
return this.name;
}
public String whatsYourDeparmentsName(){
return this.department.name();
}
public String whatAreYouDoing(){
return "nothing";
}
// Ignore the following, only set here for completness
public Employee( String name ) {
this.name = name;
}
}
// Usage sample.
Employee employee = new Employee( "John" ); // Creates an employee called John
// If I want to display what is this employee doing I could use its methods.
// to know it.
String name = employee.whatIsYourName():
String doingWhat = employee.whatAreYouDoint();
// Print the info to the console.
System.out.printf("Employee %s is doing: %s", name, doingWhat );
Output:
Employee John is doing nothing.
The difference then, is on the "domain" where it is applied.
AppleScript have the idea of "natural language" matphor , that at some point OO had. For instance Smalltalk. I hope it may be reasonable easier for you to understand methods in objects after reading this.
NOTE: The code is not to be compiled, just to serve as an example. Feel free to modify the post and add Python example.
In OO world, the two are commonly used to mean the same thing.
From a pure Math and CS perspective, a function will always return the same result when called with the same arguments ( f(x,y) = (x + y) ). A method on the other hand, is typically associated with an instance of a class. Again though, most modern OO languages no longer use the term "function" for the most part. Many static methods can be quite like functions, as they typically have no state (not always true).
Let's say a function is a block of code (usually with its own scope, and sometimes with its own closure) that may receive some arguments and may also return a result.
A method is a function that is owned by an object (in some object oriented systems, it is more correct to say it is owned by a class). Being "owned" by a object/class means that you refer to the method through the object/class; for example, in Java if you want to invoke a method "open()" owned by an object "door" you need to write "door.open()".
Usually methods also gain some extra attributes describing their behaviour within the object/class, for example: visibility (related to the object oriented concept of encapsulation) which defines from which objects (or classes) the method can be invoked.
In many object oriented languages, all "functions" belong to some object (or class) and so in these languages there are no functions that are not methods.
Methods are functions of classes. In normal jargon, people interchange method and function all over. Basically you can think of them as the same thing (not sure if global functions are called methods).
http://en.wikipedia.org/wiki/Method_(computer_science)
A function is a mathematical concept. For example:
f(x,y) = sin(x) + cos(y)
says that function f() will return the sin of the first parameter added to the cosine of the second parameter. It's just math. As it happens sin() and cos() are also functions. A function has another property: all calls to a function with the same parameters, should return the same result.
A method, on the other hand, is a function that is related to an object in an object-oriented language. It has one implicit parameter: the object being acted upon (and it's state).
So, if you have an object Z with a method g(x), you might see the following:
Z.g(x) = sin(x) + cos(Z.y)
In this case, the parameter x is passed in, the same as in the function example earlier. However, the parameter to cos() is a value that lives inside the object Z. Z and the data that lives inside it (Z.y) are implicit parameters to Z's g() method.
Historically, there may have been a subtle difference with a "method" being something which does not return a value, and a "function" one which does.Each language has its own lexicon of terms with special meaning.
In "C", the word "function" means a program routine.
In Java, the term "function" does not have any special meaning. Whereas "method" means one of the routines that forms the implementation of a class.
In C# that would translate as:
public void DoSomething() {} // method
public int DoSomethingAndReturnMeANumber(){} // function
But really, I re-iterate that there is really no difference in the 2 concepts.
If you use the term "function" in informal discussions about Java, people will assume you meant "method" and carry on. Don't use it in proper documents or presentations about Java, or you will look silly.
Function or a method is a named callable piece of code which performs some operations and optionally returns a value.
In C language the term function is used. Java & C# people would say it a method (and a function in this case is defined within a class/object).
A C++ programmer might call it a function or sometimes method (depending on if they are writing procedural style c++ code or are doing object oriented way of C++, also a C/C++ only programmer would likely call it a function because term 'method' is less often used in C/C++ literature).
You use a function by just calling it's name like,
result = mySum(num1, num2);
You would call a method by referencing its object first like,
result = MyCalc.mySum(num1,num2);
Function is a set of logic that can be used to manipulate data.
While, Method is function that is used to manipulate the data of the object where it belongs.
So technically, if you have a function that is not completely related to your class but was declared in the class, its not a method; It's called a bad design.
In OO languages such as Object Pascal or C++, a "method" is a function associated with an object. So, for example, a "Dog" object might have a "bark" function and this would be considered a "Method". In contrast, the "StrLen" function stands alone (it provides the length of a string provided as an argument). It is thus just a "function." Javascript is technically Object Oriented as well but faces many limitations compared to a full-blown language like C++, C# or Pascal. Nonetheless, the distinction should still hold.
A couple of additional facts: C# is fully object oriented so you cannot create standalone "functions." In C# every function is bound to an object and is thus, technically, a "method." The kicker is that few people in C# refer to them as "methods" - they just use the term "functions" because there isn't any real distinction to be made.
Finally - just so any Pascal gurus don't jump on me here - Pascal also differentiates between "functions" (which return a value) and "procedures" which do not. C# does not make this distinction explicitly although you can, of course, choose to return a value or not.
Methods on a class act on the instance of the class, called the object.
class Example
{
public int data = 0; // Each instance of Example holds its internal data. This is a "field", or "member variable".
public void UpdateData() // .. and manipulates it (This is a method by the way)
{
data = data + 1;
}
public void PrintData() // This is also a method
{
Console.WriteLine(data);
}
}
class Program
{
public static void Main()
{
Example exampleObject1 = new Example();
Example exampleObject2 = new Example();
exampleObject1.UpdateData();
exampleObject1.UpdateData();
exampleObject2.UpdateData();
exampleObject1.PrintData(); // Prints "2"
exampleObject2.PrintData(); // Prints "1"
}
}
Since you mentioned Python, the following might be a useful illustration of the relationship between methods and objects in most modern object-oriented languages. In a nutshell what they call a "method" is just a function that gets passed an extra argument (as other answers have pointed out), but Python makes that more explicit than most languages.
# perfectly normal function
def hello(greetee):
print "Hello", greetee
# generalise a bit (still a function though)
def greet(greeting, greetee):
print greeting, greetee
# hide the greeting behind a layer of abstraction (still a function!)
def greet_with_greeter(greeter, greetee):
print greeter.greeting, greetee
# very simple class we can pass to greet_with_greeter
class Greeter(object):
def __init__(self, greeting):
self.greeting = greeting
# while we're at it, here's a method that uses self.greeting...
def greet(self, greetee):
print self.greeting, greetee
# save an object of class Greeter for later
hello_greeter = Greeter("Hello")
# now all of the following print the same message
hello("World")
greet("Hello", "World")
greet_with_greeter(hello_greeter, "World")
hello_greeter.greet("World")
Now compare the function greet_with_greeter and the method greet: the only difference is the name of the first parameter (in the function I called it "greeter", in the method I called it "self"). So I can use the greet method in exactly the same way as I use the greet_with_greeter function (using the "dot" syntax to get at it, since I defined it inside a class):
Greeter.greet(hello_greeter, "World")
So I've effectively turned a method into a function. Can I turn a function into a method? Well, as Python lets you mess with classes after they're defined, let's try:
Greeter.greet2 = greet_with_greeter
hello_greeter.greet2("World")
Yes, the function greet_with_greeter is now also known as the method greet2. This shows the only real difference between a method and a function: when you call a method "on" an object by calling object.method(args), the language magically turns it into method(object, args).
(OO purists might argue a method is something different from a function, and if you get into advanced Python or Ruby - or Smalltalk! - you will start to see their point. Also some languages give methods special access to bits of an object. But the main conceptual difference is still the hidden extra parameter.)
for me:
the function of a method and a function is the same if I agree that:
a function may return a value
may expect parameters
Just like any piece of code you may have objects you put in and you may have an object that comes as a result. During doing that they might change the state of an object but that would not change their basic functioning for me.
There might be a definition differencing in calling functions of objects or other codes. But isn't that something for a verbal differenciations and that's why people interchange them? The mentions example of computation I would be careful with. because I hire employes to do my calculations:
new Employer().calculateSum( 8, 8 );
By doing it that way I can rely on an employer being responsible for calculations. If he wants more money I free him and let the carbage collector's function of disposing unused employees do the rest and get a new employee.
Even arguing that a method is an objects function and a function is unconnected computation will not help me. The function descriptor itself and ideally the function's documentation will tell me what it needs and what it may return. The rest, like manipulating some object's state is not really transparent to me. I do expect both functions and methods to deliver and manipulate what they claim to without needing to know in detail how they do it.
Even a pure computational function might change the console's state or append to a logfile.
From my understanding a method is any operation which can be performed on a class. It is a general term used in programming.
In many languages methods are represented by functions and subroutines. The main distinction that most languages use for these is that functions may return a value back to the caller and a subroutine may not. However many modern languages only have functions, but these can optionally not return any value.
For example, lets say you want to describe a cat and you would like that to be able to yawn. You would create a Cat class, with a Yawn method, which would most likely be a function without any return value.
To a first order approximation, a method (in C++ style OO) is another word for a member function, that is a function that is part of a class.
In languages like C/C++ you can have functions which are not members of a class; you don't call a function not associated with a class a method.
IMHO people just wanted to invent new word for easier communication between programmers when they wanted to refer to functions inside objects.
If you are saying methods you mean functions inside the class.
If you are saying functions you mean simply functions outside the class.
The truth is that both words are used to describe functions. Even if you used it wrongly nothing wrong happens. Both words describe well what you want to achieve in your code.
Function is a code that has to play a role (a function) of doing something.
Method is a method to resolve the problem.
It does the same thing. It is the same thing. If you want to be super precise and go along with the convention you can call methods as the functions inside objects.
Let's not over complicate what should be a very simple answer. Methods and functions are the same thing. You call a function a function when it is outside of a class, and you call a function a method when it is written inside a class.
Function is the concept mainly belonging to Procedure oriented programming where a function is an an entity which can process data and returns you value
Method is the concept of Object Oriented programming where a method is a member of a class which mostly does processing on the class members.
I am not an expert, but this is what I know:
Function is C language term, it refers to a piece of code and the function name will be the identifier to use this function.
Method is the OO term, typically it has a this pointer in the function parameter. You can not invoke this piece of code like C, you need to use object to invoke it.
The invoke methods are also different. Here invoke meaning to find the address of this piece of code. C/C++, the linking time will use the function symbol to locate.
Objecive-C is different. Invoke meaning a C function to use data structure to find the address. It means everything is known at run time.
TL;DR
A Function is a piece of code to run.
A Method is a Function inside an Object.
Example of a function:
function sum(){
console.log("sum")l
}
Example of a Method:
const obj = {
a:1,
b:2,
sum(){
}
}
So thats why we say that a "this" keyword inside a Function is not very useful unless we use it with call, apply or bind .. because call, apply, bind will call that function as a method inside object ==> basically it converts function to method
I know many others have already answered, but I found following is a simple, yet effective single line answer. Though it doesn't look a lot better than others answers here, but if you read it carefully, it has everything you need to know about the method vs function.
A method is a function that has a defined receiver, in OOP terms, a method is a function on an instance of an object.
A class is the collection of some data and function optionally with a constructor.
While you creating an instance (copy,replication) of that particular class the constructor initialize the class and return an object.
Now the class become object (without constructor)
&
Functions are known as method in the object context.
So basically
Class <==new==>Object
Function <==new==>Method
In java the it is generally told as that the constructor name same as class name but in real that constructor is like instance block and static block but with having a user define return type(i.e. Class type)
While the class can have an static block,instance block,constructor, function
The object generally have only data & method.
Function - A function in an independent piece of code which includes some logic and must be called independently and are defined outside of class.
Method - A method is an independent piece of code which is called in reference to some object and are be defined inside the class.
General answer is:
method has object context (this, or class instance reference),
function has none context (null, or global, or static).
But answer to question is dependent on terminology of language you use.
In JavaScript (ES 6) you are free to customising function context (this) for any you desire, which is normally must be link to the (this) object instance context.
In Java world you always hear that "only OOP classes/objects, no functions", but if you watch in detailes to static methods in Java, they are really in global/null context (or context of classes, whithout instancing), so just functions whithout object. Java teachers could told you, that functions were rudiment of C in C++ and dropped in Java, but they told you it for simplification of history and avoiding unnecessary questions of newbies. If you see at Java after 7 version, you can find many elements of pure function programming (even not from C, but from older 1988 Lisp) for simplifying parallel computing, and it is not OOP classes style.
In C++ and D world things are stronger, and you have separated functions and objects with methods and fields. But in practice, you again see functions without this and methods whith this (with object context).
In FreePascal/Lazarus and Borland Pascal/Delphi things about separation terms of functions and objects (variables and fields) are usually similar to C++.
Objective-C comes from C world, so you must separate C functions and Objective-C objects with methods addon.
C# is very similar to Java, but has many C++ advantages.
In C++, sometimes, method is used to reflect the notion of member function of a class. However, recently I found a statement in the book «The C++ Programming Language 4th Edition», on page 586 "Derived Classes"
A virtual function is sometimes called a method.
This is a little bit confusing, but he said sometimes, so it roughly makes sense, C++ creator tends to see methods as functions can be invoked on objects and can behave polymorphic.

What are better ways to create a method that takes many arguments? (10+?)

I was looking at some code of a fellow developer, and almost cried. In the method definition there are 12 arguments. From my experience..this isn't good. If it were me, I would have sent in an object of some sort.
Is there another / more preferred way to do this (in other words, what's the best way to fix this and explain why)?
public long Save (
String today,
String name,
String desc,
int ID,
String otherNm,
DateTime dt,
int status,
String periodID,
String otherDt,
String submittedDt
)
ignore my poor variable names - they are examples
It highly depends on the language.
In a language without compile-time typechecking (e.g. python, javascript, etc.) you should use keyword arguments (common in python: you can access them like a dictionary passed in as an argument) or objects/dictionaries you manually pass in as arguments (common in javascript).
However the "argument hell" you described is sometimes "the right way to do things" for certain languages with compile-time typechecking, because using objects will obfuscate the semantics from the typechecker. The solution then would be to use a better language with compile-time typechecking which allows pattern-matching of objects as arguments.
Yes, use objects. Also, the function is probably doing too much if it needs all of this information, so use smaller functions.
Use objects.
class User { ... }
User user = ...
Save(user);
It decision provides easy way for adding new parameters.
It depends on how complex the function is. If it does something non-trivial with each of those arguments, it should probably be split. If it just passes them through, they should probably be collected in an object. But if it just creates a row in a table, it's not really big deal. It's less of a deal if your language supports keyword arguments.
I imagine the issue you're experiencing is being able to look at the method call and know what argument is receiving what value. This is a pernicious problem in a language like Java, which lacks something like keyword arguments or JSON hashes to pass named arguments.
In this situation, the Builder pattern is a useful solution. It's more objects, three total, but leads to more comprehensible code for the problem you're describing. So the three objects in this case would be as such:
Thing: stateful entity, typically immutable (i.e. getters only)
ThingBuilder: factory class, creates a Thing entity and sets its values.
ThingDAO: not necessary for using the Builder pattern, but addresses your question.
Interaction
/*
ThingBuilder is a static inner class of Thing, where each of its
"set" method calls returns the ThingBuilder instance being worked with
while the final "build()" call returns the instantiated Thing instance.
*/
Thing thing = Thing.createBuilder().
.setToday("2012/04/01")
.setName("Example")
// ...etc...
.build();
// the Thing instance as get methods for each property
thing.getName();
// get your reference to thingDAO however it's done
thingDAO.save(thing);
The result is you get named arguments and an immutable instance.

How should I design a method that allows for optional operations?

For example, suppose I this:
class Gundam00 extends Gundam implements MobileSuit {
...
public void fight(final List<MobileSuit> mobiruSuitso, final List<Gundam> theOtherDudes, final List<Person> casualities) {
....
}
}
Suppose theOtherDudes and casualities parameters are optional. How can I make this method as clean as possible? I thought about having booleans indicating if they're null, and then checking them as needed.
I could also have different versions of the method for each combination of parameters but there would be a lot of code duplication I think.
Any suggestions?
I find that past 2-3 arguments, the ability to remember what all the arguments to a function are suffers. And comprehensibility along with it.
Passing named arguments can help. Languages with a convenient hash-like literal syntax make this really easy. Take JavaScript:
g = new Gundam00();
g.fight({opponent: enemy, casualties: 'numerous'});
You can also take advantage of variable length argument features to work this in (treat odd arguments as names, even arguments as the actual parameters).
g.fight('opponent',enemy,'casualties', 'numerous');
And some languages actually support named arguments straight-out (see: http://en.wikipedia.org/wiki/Named_parameter#Use_in_programming_languages ).
Finally, you might want to consider adding other methods for this using what some call a Fluent Interface (http://en.wikipedia.org/wiki/Fluent_interface ). Basically, you've got method call which return the object itself, so you can chain calls together:
g.opponent(enemy).casualties('numerous').fight();
This might be the easiest option if you're working in a manifestly/statically-typed class-focused language.
Update
Responding to Setsuna's comment... in that last example, if you've got the luxury, you can make methods like opponent and casualties simple setters that don't affect any internal state or computation in any other way than setting a parameter for which they're named. They simply set internal properties up, and then all of the real work happens inside action methods like fight.
If you can't do that (or if you don't like writing methods whose operations are sub-atomic), you could stake out a half-way spot between this idea with the hash-like literal idea, and create your own collection class specifically for invoking named arguments:
n = new NArgs();
g.fight(n.arg('opponent',enemy).arg('casualties','numerous').arg('motion','slow'));
A little more unwieldy, but it separates out the named arguments problem and lets you keep your methods a bit more atomic, and NArgs is probably something you could implement pretty easily just wrapping some methods around one type of Collection (HashTable?) or another that's available in your language.
Add the methods. Overloading methods is generally an antipattern and a refactoring opportunity for someone else.
http://www.codinghorror.com/blog/2007/03/curlys-law-do-one-thing.html
I thought about having booleans indicating if they're null, and then checking them inside and reacting accordingly.
Or ... you could just check if they're null.
if(theOtherDudes == null)
...
If there is only one "main method" in your class, then you can implement the optional arguments as getter/setter functions. Example:
public void setOtherDudes(final List<Gundam> theOtherDudes) {} // for input arguments
public List<Person> getCasualities() {} // for output arguments
And then, in your documentation, mention that if the caller has any optional input arguments it has to be passed in before calling fight(), and the optional output values will be available when fight() has been called.
This is worthwhile if there are dozens of optional arguments. Otherwise, I suggest overloading the method as the simplest way.

What is the difference between a property and an instance variable?

I think I've been using these terms interchangably / wrongly!
Iain, this is basically a terminology question and is, despite the "language-agnostic" tag associated with this question, very language/environment related.
For design discussions sake, property and instance variable can be used interchangeably, since the idea is that a property is a data item describing an object.
When talking about a specific language these two can be different. For example, in C# a property is actually a function that returns an object, while an instance variable is a non-static member variable of a class.
Hershi is right about this being language specific. But to add to the trail of language specific answers:
In python, an instance variable is an attribute of an instance, (generally) something that is referred to in the instance's dictionary. This is analogous to members or instance variables in Java, except everything is public.
Properties are shortcuts to getter/setter methods that look just like an instance variable. Thus, in the following class definition (modified from Guido's new style object manifesto):
class C(object):
def __init__(self):
self.y = 0
def getx(self):
if self.y < 0: return 0
else: return self.y
def setx(self, x):
self.y = x
x = property(getx, setx)
>>> z = C()
>>> z.x = -3
>>> print z.x
0
>>> print z.y
-3
>>> z.x = 5
>>> print z.x
5
>>> print z.y
5
y is an instance variable of z, x is a property. (In general, where a property is defined, there are some techniques used to obscure the associated instance variable so that other code doesn't directly access it.) The benefit of properties in python is that a designer doesn't have to go around pre-emptively encapsulating all instance variables, since future encapsulation by converting an instance variable to a property should not break any existing code (unless the code is taking advantage of loopholes your encapsulation is trying to fix, or relying on class inspection or some other meta-programming technique).
All this is a very long answer to say that at the design level, it's good to talk about properties. It is agnostic as to what type of encapsulation you may need to perform. I guess this principle isn't language agnostic, but does apply to languages beside python.
In objective c, a property is an instance variable which can take advantage of an overloaded dot operator to call its setter and getter. So my.food = "cheeseburger" is actually interpreted as [my setFood:"cheeseburger"]. This is another case where the definition is definitely not language agnostic because objective-c defines the #property keyword.
code example done in C#
public class ClassName
{
private string variable;
public string property
{
get{ return variable; }
set { variable = value; }
}
}
Maybe thats because you first came from C++ right?!
In my school days I had professors that said class properties or class atributes all the time. Since I moved to the Java C# world, I started hearing about members. Class members, instance members...
And then Properties apear! in Java and .NET. So I think its better for you to call it members. Wheather they are instance members (or as you called it instance variable) or class Members....
Cheers!
A property can, and I suppose mostly does, return an instance variable but it can do more. You could put logic in a property, aggregate values or update other instance variables etc. I think it is best to avoid doing so however. Logic should go into methods.
In Java we have something called JavaBeans Properties, but that is basically a instance variable that follows a certain naming pattern for its getter and setter.
At add to what has been said, in a langauge like C#, a property is essentially a get and set function. As a result, it can have custom logic that runs in addition to the getting/setting. An instance variable cannot do this.
A property is some sort of data associated with an object. For instance, a property of a circle is its diameter, and another is its area.
An instance variable is a piece of data that is stored within an object. It doesn't necessarily need to correspond directly with a property. For instance (heh), a circle may store its radius in an instance variable, and calculate its diameter and area based on that radius. All three are still properties, but only the radius is stored in an instance variable.
Some languages have the concept of "first class" properties. This means that to a client application, the property looks and is used like an instance variable. That is, instead of writing something like circle.getDiameter(), you would write circle.diameter, and instead of circle.setRadius(5), you would write circle.radius = 5.
In contrast to the other answers given, I do think that there is a useful distinction between member variables and properties that is language-agnostic.
The distinction is most apparent in component-oriented programming, which is useful anywhere, but easiest to understand in a graphical UI. In that context, I tend to think of the design-time configuration of a component as manipulating the "properties" of an object. For example, I choose the foreground and background colors, the border style, and font of a text input field by setting its properties. While these properties could be changed at runtime, they typically aren't. At runtime, a different set of variables, representing the content of the field, are much more likely to be read and written. I think of this information as the "state" of the component.
Why is this distinction useful? When creating an abstraction for wiring components together, usually only the "state" variables need to be exposed. Going back to the text field example, you might declare an interface that provides access to the current content. But the "properties" that control the look and feel of the component are only defined on a concrete implementation class.