Should a property/field always have a setter and getter method or can you combine them? - function

If I have a User object with the properties/fields 'firstName' and 'lastName'. Would it always be best to set and get each field with a firstName and lastName getter/setter, or would a simple 'name' getter/setter be acceptable?

It largely depends on what language you're planning to use these variables in. In languages where accessors (gets) and mutators (sets) are written out by hand and aren't inherently present, there are a number of ways to handle these functions.
Public variables are generally frowned upon, but provide direct access to use and change the values. People can argue for or against public and protected variables, but general consensus in OOP is that you should keep your data to yourself. Since you have already mentioned get/set, we'll assume you're not going to be doing this.
Another way to address access to the variables is to return a reference, but as in the first example, your mileage may vary. There's a lot of responsibility in providing direct access and a lot of that is left directly on the user's shoulders. If you're planning to have people other than yourself working with this class, it's not especially safe to give them such access.
Standard getName() and setName() functions are the simplest way to handle it and provide a format that can be easily updated without changing the interface. Once your program is a decent size, refactoring interface changes can become a nightmare. This route allows you do gut the functions without changing anything else in your code.
In languages that support it, you can write overloaded functions that will decide based on syntax whether you want to retrieve the data or change the data. This follows the same basic idea as your standard get/set, however the calling syntax would be more akin to user.name("Joebob Peoplesmith") or name = user.name(). The way of going about this varies language to language, as does the ability.
Finally, some languages have built-in access for variables that are declared in certain ways. A good example is Objective-C's property, which can be synthesized with a private variable for direct access as a get/set interface. In this format, to access NSString *m_pFirstName, you can create #property NSString *firstName and then #synthesize firstName = m_pFirstName. The get/set is implicitly handled by user.firstName as if it were a local variable.
As for combining your firstName and lastName, that is a personal choice and should be decided based on whether or not you would ever want/need to change anything individually. Ask yourself:
Do I ever need to just change firstName or lastName?
Do I ever need to just access firstName or lastName?
How do I plan to return firstName + lastName? (an array? a combined string?)
Who will be using these functions? (other developers? other classes?)
Will this be self-explanatory to newcomers? (easy to understand? easy to use? 'fool-proof'?)
Is there a data structure that can help me?
Overall, you need to research your options based on language restrictions and plan out how you will be using your variables before making your decisions. Avoid having to refactor mid-development if at all possible. Hope this helps!

Related

What are the actual advantages of the visitor pattern? What are the alternatives?

I read quite a lot about the visitor pattern and its supposed advantages. To me however it seems they are not that much advantages when applied in practice:
"Convenient" and "elegant" seems to mean lots and lots of boilerplate code
Therefore, the code is hard to follow. Also 'accept'/'visit' is not very descriptive
Even uglier boilerplate code if your programming language has no method overloading (i.e. Vala)
You cannot in general add new operations to an existing type hierarchy without modification of all classes, since you need new 'accept'/'visit' methods everywhere as soon as you need an operation with different parameters and/or return value (changes to classes all over the place is one thing this design pattern was supposed to avoid!?)
Adding a new type to the type hierarchy requires changes to all visitors. Also, your visitors cannot simply ignore a type - you need to create an empty visit method (boilerplate again)
It all just seems to be an awful lot of work when all you want to do is actually:
// Pseudocode
int SomeOperation(ISomeAbstractThing obj) {
switch (type of obj) {
case Foo: // do Foo-specific stuff here
case Bar: // do Bar-specific stuff here
case Baz: // do Baz-specific stuff here
default: return 0; // do some sensible default if type unknown or if we don't care
}
}
The only real advantage I see (which btw i haven't seen mentioned anywhere): The visitor pattern is probably the fastest method to implement the above code snippet in terms of cpu time (if you don't have a language with double dispatch or efficient type comparison in the fashion of the pseudocode above).
Questions:
So, what advantages of the visitor pattern have I missed?
What alternative concepts/data structures could be used to make the above fictional code sample run equally fast?
For as far as I have seen so far there are two uses / benefits for the visitor design pattern:
Double dispatch
Separate data structures from the operations on them
Double dispatch
Let's say you have a Vehicle class and a VehicleWasher class. The VehicleWasher has a Wash(Vehicle) method:
VehicleWasher
Wash(Vehicle)
Vehicle
Additionally we also have specific vehicles like a car and in the future we'll also have other specific vehicles. For this we have a Car class but also a specific CarWasher class that has an operation specific to washing cars (pseudo code):
CarWasher : VehicleWasher
Wash(Car)
Car : Vehicle
Then consider the following client code to wash a specific vehicle (notice that x and washer are declared using their base type because the instances might be dynamically created based on user input or external configuration values; in this example they are simply created with a new operator though):
Vehicle x = new Car();
VehicleWasher washer = new CarWasher();
washer.Wash(x);
Many languages use single dispatch to call the appropriate function. Single dispatch means that during runtime only a single value is taken into account when determining which method to call. Therefore only the actual type of washer we'll be considered. The actual type of x isn't taken into account. The last line of code will therefore invoke CarWasher.Wash(Vehicle) and NOT CarWasher.Wash(Car).
If you use a language that does not support multiple dispatch and you do need it (I can honoustly say I have never encountered such a situation though) then you can use the visitor design pattern to enable this. For this two things need to be done. First of all add an Accept method to the Vehicle class (the visitee) that accepts a VehicleWasher as a visitor and then call its operation Wash:
Accept(VehicleWasher washer)
washer.Wash(this);
The second thing is to modify the calling code and replace the washer.Wash(x); line with the following:
x.Accept(washer);
Now for the call to the Accept method the actual type of x is considered (and only that of x since we are assuming to be using a single dispatch language). In the implementation of the Accept method the Wash method is called on the washer object (the visitor). For this the actual type of the washer is considered and this will invoke CarWasher.Wash(Car). By combining two single dispatches a double dispatch is implemented.
Now to eleborate on your remark of the terms like Accept and Visit and Visitor being very unspecific. That is absolutely true. But it is for a reason.
Consider the requirement in this example to implement a new class that is able to repair vehicles: a VehicleRepairer. This class can only be used as a visitor in this example if it would inherit from VehicleWasher and have its repair logic inside a Wash method. But that ofcourse doesn't make any sense and would be confusing. So I totally agree that design patterns tend to have very vague and unspecific naming but it does make them applicable to many situations. The more specific your naming is, the more restrictive it can be.
Your switch statement only considers one type which is actually a manual way of single dispatch. Applying the visitor design pattern in the above way will provide double dispatch.
This way you do not necessarily need additional Visit methods when adding additional types to your hierarchy. Ofcourse it does add some complexity as it makes the code less readable. But ofcourse all patterns come at a price.
Ofcourse this pattern cannot always be used. If you expect lots of complex operations with multiple parameters then this will not be a good option.
An alternative is to use a language that does support multiple dispatch. For instance .NET did not support it until version 4.0 which introduced the dynamic keyword. Then in C# you can do the following:
washer.Wash((dynamic)x);
Because x is then converted to a dynamic type its actual type will be considered for the dispatch and so both x and washer will be used to select the correct method so that CarWasher.Wash(Car) will be called (making the code work correctly and staying intuitive).
Separate data structures and operations
The other benefit and requirement is that it can separate the data structures from the operations. This can be an advantage because it allows new visitors to be added that have there own operations while it also allows data structures to be added that 'inherit' these operations. It can however be only applied if this seperation can be done / makes sense. The classes that perform the operations (the visitors) do not know the structure of the data structures nor do they have to know that which makes code more maintainable and reusable. When applied for this reason the visitors have operations for the different elements in the data structures.
Say you have different data structures and they all consist of elements of class Item. The structures can be lists, stacks, trees, queues etc.
You can then implement visitors that in this case will have the following method:
Visit(Item)
The data structures need to accept visitors and then call the Visit method for each Item.
This way you can implement all kinds of visitors and you can still add new data structures as long as they consist of elements of type Item.
For more specific data structures with additional elements (e.g. a Node) you might consider a specific visitor (NodeVisitor) that inherits from your conventional Visitor and have your new data structures accept that visitor (Accept(NodeVisitor)). The new visitors can be used for the new data structures but also for the old data structures due to inheritence and so you do not need to modify your existing 'interface' (the super class in this case).
In my personal opinion, the visitor pattern is only useful if the interface you want implemented is rather static and doesn't change a lot, while you want to give anyone a chance to implement their own functionality.
Note that you can avoid changing everything every time you add a new method by creating a new interface instead of modifying the old one - then you just have to have some logic handling the case when the visitor doesn't implement all the interfaces.
Basically, the benefit is that it allows you to choose the correct method to call at runtime, rather than at compile time - and the available methods are actually extensible.
For more info, have a look at this article - http://rgomes-info.blogspot.co.uk/2013/01/a-better-implementation-of-visitor.html
By experience, I would say that "Adding a new type to the type hierarchy requires changes to all visitors" is an advantage. Because it definitely forces you to consider the new type added in ALL places where you did some type-specific stuff. It prevents you from forgetting one....
This is an old question but i would like to answer.
The visitor pattern is useful mostly when you have a composite pattern in place in which you build a tree of objects and such tree arrangement is unpredictable.
Type checking may be one thing that a visitor can do, but say you want to build an expression based on a tree that can vary its form according to a user input or something like that, a visitor would be an effective way for you to validate the tree, or build a complex object according to the items found on the tree.
The visitor may also carry an object that does something on each node it may find on that tree. this visitor may be a composite itself chaining lots of operations on each node, or it can carry a mediator object to mediate operations or dispatch events on each node.
You imagination is the limit of all this. you can filter a collection, build an abstract syntax tree out of an complete tree, parse a string, validate a collection of things, etc.

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.

Question about grouping or separating functions / methods that are alike

I'll take a real example I have to implement in a program I'm coding:
I have a database that has the score of every game bowled in the past three years in a bowling center. With a GUI, you can choose to either search for the best score on each lane, search for the best score between two dates, for the best score for each week, etc.
I'm wondering what the best way to implement this is. Should I code something like this:
public Vector<Scores> grabMaxScores(sortType, param1, param2)
{
if(sortType.equals("By lane"))
...
else if(sortType.equals("Between given dates")
...
}
Or is it more appropriate to code different methods for each type and call the correct one in the listener?
public Vector<Scores> grabMaxScoresBetweenDates(startDate, endDate)
{
...
}
public Vector<Scores> grabMaxScoresByLane(minLane, maxLane)
{
...
}
I'm not necessarily asking for this particular problem, it's just a question I find asking myself often when I'm coding multiple methods that are alike where the principle is the same, but the parameters are different.
I can see there are good reasons to use each of them, but I want to know if there is a "more correct" or standard way of coding this.
In my personal opinion, I would prefer your second option over the first. This is because you have the opportunity to be precise about things like the types of the parameters. For example, minLane and maxLane may just be integers, but startDate and endDate could very well be Date objects. It's often nicer if you can actually specify what you expect, as it reduces the need for such things as casting and range checks, etc. Also, I would find it more readable, as the function names just say what you are trying to do.
However, I may have an alternative idea, which is kind of a variation on your first example (I actually got this inspiration from Java's Comparator, in case you're familiar with that). Rather than pass a string as the first argument, pass some sort of Selector object. Selector would be the name of a class or a interface, which would look something like so (in Java):
interface Selector {
public void select(Score next);
public Score getBest( );
}
If the select method "likes" the value of next which is given to it, it can store the value for later. If it doesn't like it, it can simply discard it, and keep whatever value it already has. After all the data is processed, the best value will be left over, and can be requested by calling getBest. Of course, you can alter the interface to suit your particular needs (e.g. it seems like you might be expecting more than one value to be retrieved. Also, generics might help a lot as well).
The reason I like this idea is that now your function is very general purpose. In order to add new functionality, you don't need to add functions, and you don't need to modify any functions you already have. Instead, the user of your code can simply define their own implementation of Selector as they see fit. This allows your code to be far more compositional, which makes it easier to use. The only inconvenience is the need to define implementations of Selector, though, you could also provide several default ones.
The approach you have used would also work. But if you want to add some new functionality like "get lowest scores on Friday evening", you will need to add one more function, which kinda not so good thing to do.
As you have already have the data in a database you can generate database queries which would fetch the required results and display. So you need not modify your code every time.

Why all the functions from object oriented language allows to return only one value (General)

I am curious to know about this.
whenever I write a function which have to return multiple values, either I have to use pass by reference or create an array store values in it and pass them.
Why all the Object Orinented languages functions are not allowed to return multiple parameters as we pass them as input. Like is there anything inbuilt structure of the language which is restricting from doing this.
Dont you think it will be fun and easy if we are allowed to do so.
It's not true that all Object-Oriented languages follow this paradigm.
e.g. in Python (from here):
def quadcube (x):
return x**2, x**3
a, b = quadcube(3)
a will be 9 and b will be 27.
The difference between the traditional
OutTypeA SomeFunction(out OutTypeB, TypeC someOtherInputParam)
and your
{ OutTypeA, OutTypeB } SomeFunction(TypeC someOtherInputParam)
is just syntactic sugar. Also, the tradition of returning one single parameter type allows writing in the easy readable natural language of result = SomeFunction(...). It's just convenience and ease of use.
And yes, as others said, you have tuples in some languages.
This is likely because of the way processors have been designed and hence carried over to modern languages such as Java or C#. The processor can load multiple things (pointers) into parameter registers but only has one return value register that holds a pointer.
I do agree that not all OOP languages only support returning one value, but for the ones that "apparently" do, this I think is the reason why.
Also for returning a tuple, pair or struct for that matter in C/C++, essentially, the compiler is returning a pointer to that object.
First answer: They don't. many OOP languages allow you to return a tuple. This is true for instance in python, in C++ you have pair<> and in C++0x a fully fledged tuple<> is in TR1.
Second answer: Because that's the way it should be. A method should be short and do only one thing and thus can be argued, only need to return one thing.
In PHP, it is like that because the only way you can receive a value is by assigning the function to a variable (or putting it in place of a variable). Although I know array_map allows you to do return something & something;
To return multiple parameters, you return an single object that contains both of those parameters.
public MyResult GetResult(x)
{
return new MyResult { Squared = Math.Pow(x,2), Cubed = Math.Pow(x,3) };
}
For some languages you can create anonymous types on the fly. For others you have to specify a return object as a concrete class. One observation with OO is you do end up with a lot of little classes.
The syntactic niceties of python (see #Cowan's answer) are up to the language designer. The compiler / runtime could creating an anonymous class to hold the result for you, even in a strongly typed environment like the .net CLR.
Yes it can be easier to read in some circumstances, and yes it would be nice. However, if you read Eric Lippert's blog, you'll often read dialogue's and hear him go on about how there are many nice features that could be implemented, but there's a lot of effort that goes into every feature, and some things just don't make the cut because in the end they can't be justified.
It's not a restriction, it is just the architecture of the Object Oriented and Structured programming paradigms. I don't know if it would be more fun if functions returned more than one value, but it would be sure more messy and complicated. I think the designers of the above programming paradigms thought about it, and they probably had good reasons not to implement that "feature" -it is unnecessary, since you can already return multiple values by packing them in some kind of collection. Programming languages are designed to be compact, so usually unnecessary features are not implemented.

How to name variables

What rules do you use to name your variables?
Where are single letter vars allowed?
How much info do you put in the name?
How about for example code?
What are your preferred meaningless variable names? (after foo & bar)
Why are they spelled "foo" and "bar" rather than FUBAR
function startEditing(){
if (user.canEdit(currentDocument)){
editorControl.setEditMode(true);
setButtonDown(btnStartEditing);
}
}
Should read like a narrative work.
One rule I always follow is this: if a variable encodes a value that is in some particular units, then those units have to be part of the variable name. Example:
int postalCodeDistanceMiles;
decimal reactorCoreTemperatureKelvin;
decimal altitudeMsl;
int userExperienceWongBakerPainScale
I will NOT be responsible for crashing any Mars landers (or the equivalent failure in my boring CRUD business applications).
Well it all depends on the language you are developing in. As I am currently using C# I tend you use the following.
camelCase for variables.
camelCase for parameters.
PascalCase for properties.
m_PascalCase for member variables.
Where are single letter vars allows?
I tend to do this in for loops but feel a bit guilty whenever I do so. But with foreach and lambda expressions for loops are not really that common now.
How much info do you put in the name?
If the code is a bit difficult to understand write a comment. Don't turn a variable name into a comment, i.e .
int theTotalAccountValueIsStoredHere
is not required.
what are your preferred meaningless variable names? (after foo & bar)
i or x. foo and bar are a bit too university text book example for me.
why are they spelled "foo" and "bar" rather than FUBAR?
Tradition
These are all C# conventions.
Variable-name casing
Case indicates scope. Pascal-cased variables are fields of the owning class. Camel-cased variables are local to the current method.
I have only one prefix-character convention. Backing fields for class properties are Pascal-cased and prefixed with an underscore:
private int _Foo;
public int Foo { get { return _Foo; } set { _Foo = value; } }
There's some C# variable-naming convention I've seen out there - I'm pretty sure it was a Microsoft document - that inveighs against using an underscore prefix. That seems crazy to me. If I look in my code and see something like
_Foo = GetResult();
the very first thing that I ask myself is, "Did I have a good reason not to use a property accessor to update that field?" The answer is often "Yes, and you'd better know what that is before you start monkeying around with this code."
Single-letter (and short) variable names
While I tend to agree with the dictum that variable names should be meaningful, in practice there are lots of circumstances under which making their names meaningful adds nothing to the code's readability or maintainability.
Loop iterators and array indices are the obvious places to use short and arbitrary variable names. Less obvious, but no less appropriate in my book, are nonce usages, e.g.:
XmlWriterSettings xws = new XmlWriterSettings();
xws.Indent = true;
XmlWriter xw = XmlWriter.Create(outputStream, xws);
That's from C# 2.0 code; if I wrote it today, of course, I wouldn't need the nonce variable:
XmlWriter xw = XmlWriter.Create(
outputStream,
new XmlWriterSettings() { Indent=true; });
But there are still plenty of places in C# code where I have to create an object that you're just going to pass elsewhere and then throw away.
A lot of developers would use a name like xwsTemp in those circumstances. I find that the Temp suffix is redundant. The fact that I named the variable xws in its declaration (and I'm only using it within visual range of that declaration; that's important) tells me that it's a temporary variable.
Another place I'll use short variable names is in a method that's making heavy use of a single object. Here's a piece of production code:
internal void WriteXml(XmlWriter xw)
{
if (!Active)
{
return;
}
xw.WriteStartElement(Row.Table.TableName);
xw.WriteAttributeString("ID", Row["ID"].ToString());
xw.WriteAttributeString("RowState", Row.RowState.ToString());
for (int i = 0; i < ColumnManagers.Length; i++)
{
ColumnManagers[i].Value = Row.ItemArray[i];
xw.WriteElementString(ColumnManagers[i].ColumnName, ColumnManagers[i].ToXmlString());
}
...
There's no way in the world that code would be easier to read (or safer to modify) if I gave the XmlWriter a longer name.
Oh, how do I know that xw isn't a temporary variable? Because I can't see its declaration. I only use temporary variables within 4 or 5 lines of their declaration. If I'm going to need one for more code than that, I either give it a meaningful name or refactor the code using it into a method that - hey, what a coincidence - takes the short variable as an argument.
How much info do you put in the name?
Enough.
That turns out to be something of a black art. There's plenty of information I don't have to put into the name. I know when a variable's the backing field of a property accessor, or temporary, or an argument to the current method, because my naming conventions tell me that. So my names don't.
Here's why it's not that important.
In practice, I don't need to spend much energy figuring out variable names. I put all of that cognitive effort into naming types, properties and methods. This is a much bigger deal than naming variables, because these names are very often public in scope (or at least visible throughout the namespace). Names within a namespace need to convey meaning the same way.
There's only one variable in this block of code:
RowManager r = (RowManager)sender;
// if the settings allow adding a new row, add one if the context row
// is the last sibling, and it is now active.
if (Settings.AllowAdds && r.IsLastSibling && r.Active)
{
r.ParentRowManager.AddNewChildRow(r.RecordTypeRow, false);
}
The property names almost make the comment redundant. (Almost. There's actually a reason why the property is called AllowAdds and not AllowAddingNewRows that a lot of thought went into, but it doesn't apply to this particular piece of code, which is why there's a comment.) The variable name? Who cares?
Pretty much every modern language that had wide use has its own coding standards. These are a great starting point. If all else fails, just use whatever is recommended. There are exceptions of course, but these are general guidelines. If your team prefers certain variations, as long as you agree with them, then that's fine as well.
But at the end of the day it's not necessarily what standards you use, but the fact that you have them in the first place and that they are adhered to.
I only use single character variables for loop control or very short functions.
for(int i = 0; i< endPoint; i++) {...}
int max( int a, int b) {
if (a > b)
return a;
return b;
}
The amount of information depends on the scope of the variable, the more places it could be used, the more information I want to have the name to keep track of its purpose.
When I write example code, I try to use variable names as I would in real code (although functions might get useless names like foo or bar).
See Etymology of "Foo"
What rules do you use to name your variables?
Typically, as I am a C# developer, I follow the variable naming conventions as specified by the IDesign C# Coding Standard for two reasons
1) I like it, and find it easy to read.
2) It is the default that comes with the Code Style Enforcer AddIn for Visual Studio 2005 / 2008 which I use extensively these days.
Where are single letter vars allows?
There are a few places where I will allow single letter variables. Usually these are simple loop indexers, OR mathematical concepts like X,Y,Z coordinates. Other than that, never! (Everywhere else I have used them, I have typically been bitten by them when rereading the code).
How much info do you put in the name?
Enough to know PRECISELY what the variable is being used for. As Robert Martin says:
The name of a variable, function, or
class, should answer all the big
questions. It should tell you why it
exists, what it does, and how it is
used. If a name requires a comment,
then the name does not reveal its
intent.
From Clean Code - A Handbook of Agile Software Craftsmanship
I never use meaningless variable names like foo or bar, unless, of course, the code is truly throw-away.
For loop variables, I double up the letter so that it's easier to search for the variable within the file. For example,
for (int ii=0; ii < array.length; ii++)
{
int element = array[ii];
printf("%d", element);
}
What rules do you use to name your variables? I've switched between underscore between words (load_vars), camel casing (loadVars) and no spaces (loadvars). Classes are always CamelCase, capitalized.
Where are single letter vars allows? Loops, mostly. Temporary vars in throwaway code.
How much info do you put in the name? Enough to remind me what it is while I'm coding. (Yes this can lead to problems later!)
what are your preferred meaningless variable names? (after foo & bar) temp, res, r. I actually don't use foo and bar a good amount.
What rules do you use to name your variables?
I need to be able to understand it in a year's time. Should also conform with preexisting style.
Where are single letter vars allows?
ultra-obvious things. E.g. char c; c = getc(); Loop indicies(i,j,k).
How much info do you put in the name?
Plenty and lots.
how about for example code?
Same as above.
what are your preferred meaningless variable names? (after foo & bar)
I don't like having meaningless variable names. If a variable doesn't mean anything, why is it in my code?
why are they spelled "foo" and "bar" rather than FUBAR
Tradition.
The rules I adhere to are;
Does the name fully and accurately describe what the variable represents?
Does the name refer to the real-world problem rather than the programming language solution?
Is the name long enough that you don't have to puzzle it out?
Are computed value qualifiers, if any, at the end of the name?
Are they specifically instantiated only at the point once required?
What rules do you use to name your variables?
camelCase for all important variables, CamelCase for all classes
Where are single letter vars allows?
In loop constructs and in mathematical funktions where the single letter var name is consistent with the mathematical definition.
How much info do you put in the name?
You should be able to read the code like a book. Function names should tell you what the function does (scalarProd(), addCustomer(), etc)
How about for example code?
what are your preferred meaningless variable names? (after foo & bar)
temp, tmp, input, I never really use foo and bar.
I would say try to name them as clearly as possible. Never use single letter variables and only use 'foo' and 'bar' if you're just testing something out (e.g., in interactive mode) and won't use it in production.
I like to prefix my variables with what they're going to be: str = String, int = Integer, bool = Boolean, etc.
Using a single letter is quick and easy in Loops: For i = 0 to 4...Loop
Variables are made to be a short but descriptive substitute for what you're using. If the variable is too short, you might not understand what it's for. If it's too long, you'll be typing forever for a variable that represents 5.
Foo & Bar are used for example code to show how the code works. You can use just about any different nonsensical characters to use instead. I usually just use i, x, & y.
My personal opinion of foo bar vs. fu bar is that it's too obvious and no one likes 2-character variables, 3 is much better!
In DSLs and other fluent interfaces often variable- and method-name taken together form a lexical entity. For example, I personally like the (admittedly heretic) naming pattern where the verb is put into the variable name rather than the method name. #see 6th Rule of Variable Naming
Also, I like the spartan use of $ as variable name for the main variable of a piece of code. For example, a class that pretty prints a tree structure can use $ for the StringBuffer inst var. #see This is Verbose!
Otherwise I refer to the Programmer's Phrasebook by Einar Hoest. #see http://www.nr.no/~einarwh/phrasebook/
I always use single letter variables in for loops, it's just nicer-looking and easier to read.
A lot of it depends on the language you're programming in too, I don't name variables the same in C++ as I do in Java (Java lends itself better to the excessively long variable names imo, but this could just a personal preference. Or it may have something to do with how Java built-ins are named...).
locals: fooBar;
members/types/functions FooBar
interfaces: IFooBar
As for me, single letters are only valid if the name is classic; i/j/k for only for local loop indexes, x,y,z for vector parts.
vars have names that convey meaning but are short enough to not wrap lines
foo,bar,baz. Pickle is also a favorite.
I learned not to ever use single-letter variable names back in my VB3 days. The problem is that if you want to search everywhere that a variable is used, it's kinda hard to search on a single letter!
The newer versions of Visual Studio have intelligent variable searching functions that avoid this problem, but old habits and all that. Anyway, I prefer to err on the side of ridiculous.
for (int firstStageRocketEngineIndex = 0; firstStageRocketEngineIndex < firstStageRocketEngines.Length; firstStageRocketEngineIndex++)
{
firstStageRocketEngines[firstStageRocketEngineIndex].Ignite();
Thread.Sleep(100); // Don't start them all at once. That would be bad.
}
It's pretty much unimportant how you name variables. You really don't need any rules, other than those specified by the language, or at minimum, those enforced by your compiler.
It's considered polite to pick names you think your teammates can figure out, but style rules don't really help with that as much as people think.
Since I work as a contractor, moving among different companies and projects, I prefer to avoid custom naming conventions. They make it more difficult for a new developer, or a maintenance developer, to become acquainted with (and follow) the standard being used.
So, while one can find points in them to disagree with, I look to the official Microsoft Net guidelines for a consistent set of naming conventions.
With some exceptions (Hungarian notation), I think consistent usage may be more useful than any arbitrary set of rules. That is, do it the same way every time.
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I work in MathCAD and I'm happy because MathCAD gives me increadable possibilities in naming and I use them a lot. And I can`t understand how to programm without this.
To differ one var from another I have to include a lot of information in the name,for example:
1.On the first place - that is it -N for quantity,F for force and so on
2.On the second - additional indices - for direction of force for example
3.On the third - indexation inside vector or matrix var,for convinience I put var name in {} or [] brackets to show its dimensions.
So,as conclusion my var name is like
N.dirs / Fx i.row / {F}.w.(i,j.k) / {F}.w.(k,i.j).
Sometimes I have to add name of coordinate system for vector values
{F}.{GCS}.w.(i,j.k) / {F}.{LCS}.w.(i,j.k)
And as final step I add name of the external module in BOLD at the end of external function or var like Row.MTX.f([M]) because MathCAD doesn't have help string for function.
Use variables that describes clearly what it contains. If the class is going to get big, or if it is in the public scope the variable name needs to be described more accurately. Of course good naming makes you and other people understand the code better.
for example: use "employeeNumber" insetead of just "number".
use Btn or Button in the end of the name of variables reffering to buttons, str for strings and so on.
Start variables with lower case, start classes with uppercase.
example of class "MyBigClass", example of variable "myStringVariable"
Use upper case to indicate a new word for better readability. Don't use "_", because it looks uglier and takes longer time to write.
for example: use "employeeName".
Only use single character variables in loops.
Updated
First off, naming depends on existing conventions, whether from language, framework, library, or project. (When in Rome...) Example: Use the jQuery style for jQuery plugins, use the Apple style for iOS apps. The former example requires more vigilance (since JavaScript can get messy and isn't automatically checked), while the latter example is simpler since the standard has been well-enforced and followed. YMMV depending on the leaders, the community, and especially the tools.
I will set aside all my naming habits to follow any existing conventions.
In general, I follow these principles, all of which center around programming being another form of interpersonal communication through written language.
Readability - important parts should have solid names; but these names should not be a replacement for proper documentation of intent. The test for code readability is if you can come back to it months later and still be understanding enough to not toss the entire thing upon first impression. This means avoiding abbreviation; see the case against Hungarian notation.
Writeability - common areas and boilerplate should be kept simple (esp. if there's no IDE), so code is easier and more fun to write. This is a bit inspired by Rob Pyke's style.
Maintainability - if I add the type to my name like arrItems, then it would suck if I changed that property to be an instance of a CustomSet class that extends Array. Type notes should be kept in documentation, and only if appropriate (for APIs and such).
Standard, common naming - For dumb environments (text editors): Classes should be in ProperCase, variables should be short and if needed be in snake_case and functions should be in camelCase.
For JavaScript, it's a classic case of the restraints of the language and the tools affecting naming. It helps to distinguish variables from functions through different naming, since there's no IDE to hold your hand while this and prototype and other boilerplate obscure your vision and confuse your differentiation skills. It's also not uncommon to see all the unimportant or globally-derived vars in a scope be abbreviated. The language has no import [path] as [alias];, so local vars become aliases. And then there's the slew of different whitespacing conventions. The only solution here (and anywhere, really) is proper documentation of intent (and identity).
Also, the language itself is based around function level scope and closures, so that amount of flexibility can make blocks with variables in 2+ scope levels feel very messy, so I've seen naming where _ is prepended for each level in the scope chain to the vars in that scope.
I do a lot of php in nowadays, It was not always like that though and I have learned a couple of tricks when it comes to variable naming.
//this is my string variable
$strVar = "";
//this would represent an array
$arrCards = array();
//this is for an integer
$intTotal = NULL:
//object
$objDB = new database_class();
//boolean
$blValid = true;