I was just looking at this question about SQL, and followed a link about DAO to wikipedia. And it mentions as a disadvantage:
"As with many design patterns, a design pattern increases the complexity of the application." -Wikipedia
Which suddenly made me wonder where this idea came from (because it lacks a citation). Personally I always considered patterns reduce to complexity of an application, but I might be delusional, so I'm wondering if this complexity is based on something or not.
Thanks.
If the person reading the code is aware of design patterns and their concept and is able to identify design patterns in practical use (not just the book examples) then they really do reduce the complexity.
However I've found with a lot of junior developers, which haven't heard much about design patterns or weren't aware of them at all, that they believe their use increases the complexity of the code.
I can understand it: You suddenly have more classes or code to go through to solve what seems to be a simple problem at first. If you're not aware of the benefits of design patterns, hacked solutions always look better.
I love design patterns, but they (apart from simple ones like Singleton) definitely add complexity to an application. They add some dimension to a design that is not intuitively obvious to a novice designer (and not part of the features of the programming language).
Some people might feel patterns reduce complexity because of the benefits they bring in terms of the software's non-functional requirements such as maintainability, extendability, reusability, etc. However, I disagree and see the benefits as a return on complexity investment. Perhaps in some cases patterns reduce complexity, but a theoretical discussion like that sheds more heat than light. Almost none of the answers so far used concrete examples, save https://stackoverflow.com/a/760968/1168342.
To be specific, many patterns increase accidental complexity of a design by introducing new structures (interfaces, methods, etc.) that weren't present in the design before the pattern was applied.
Let's use Visitor as an example.
Visitor is a way of separating operations from an object structure on which they operate.
Before the solution with Visitor, the operations are hard-coded into each Element of the object structure. The challenge for the developer is that adding new operations involves modifying the code in the various elements.
After the application of the Visitor pattern, there is an additional class hierarchy of visitors, which encapsulate the operations.
The flow of
control in the solution is definitely more complex, and will be harder
to debug (anyone who has implemented Visitor and tried to follow the
program flow of double-dispatched calls with accept/visit will know this).
Understanding and maintaining Visitor functions in terms of
cohesive units is less complicated than the alternative of coding
functions into each of the Elements in the fixed structure that is
visited. This is the benefit of the pattern.
It's difficult to say quantitatively how much increase there is in accidental complexity or how much easier it is to add new operations. I certainly don't agree with answers that make a blanket statement saying in the long-term, complexity is reduced with applying a pattern. It's not like your design "forgets" the double-dispatch added by Visitor's approach, just because you have code which more easily allows operations to be added. The complexity is a price (or tax) you pay to get the benefit in maintainability.
Patterns still have to be applied
Regardless of one's supposed familiarity with patterns, any given pattern must be applied to a solution. That application is going to be different every time (Martin Fowler said patterns are only half-baked solutions). Developers will always have to understand what classes are playing what roles in the existing design, which is subject to the essential complexity (the application problem's complexity) that is often non-trivial.
In the best case, understanding a design pattern applied in an application that's already complex may be trivial, but it's not 0 effort:
Patterns aren't always applied the same way. There are many variants of patterns -- Proxy comes to mind. I'm not sure that everyone agrees about how any given pattern should be applied.
Introducing one pattern (e.g., Strategy to encapsulate algorithms) often leads to other patterns to manage things properly (e.g., Factory to instantiate the concrete Strategies).
Introducing a pattern often leads to more responsibilities. Object cleanup when a Factory is used is not trivial (and also not documented in GoF). How many know about the so-called Lapsed-listener problem?
What happens if there is a change in the assumptions made about the need for the pattern (e.g., there is no longer a need to have multiple encapsulated algorithms provided by the Strategy pattern)? It's going to be extra work to remove the pattern later. If you don't remove it, new developers could be duped by its presence when they come on board. Patterns are intertwined between the classes playing the roles in the pattern. Removal is not trivial.
Erich Gamma gave an anecdote at ECOOP 2006 that designers in one case decided to remove the Abstract Factory pattern from a commercial multi-platform GUI widget framework (the classic Abstract Factory example!). As I remember the anecdote, the multiple-levels of indirection (polymorphic calls) in complex GUIs was a significant performance hit in the client code. Customers complained about GUIs being sluggish, and the "optimization" was to remove the indirections. In this case, performance trumped maintainability; the pattern was only making the coders happy, not the end users.
DAO example
In terms of the DAO example you cite in the question, if you're coding an application that will never need to run with varying databases, then the DAO pattern is an unneeded level of complexity. In general, if your code doesn't need the benefit that a pattern is supposed to provide, applying that pattern will increase your application's complexity unnecessarily.
Revolving door metaphor
Using buildings as a metaphor, let's consider a revolving door as a building design pattern. The following image comes from Wikipedia:
You can "see" the additional complexity in such a door. The benefits of revolving doors are in energy savings. They attempt to solve the problem where there are people frequently going in and out of a building, and opening/closing a standard door allows too much air to be exchanged between the inside the outside of the building each time.
It probably wouldn't make sense to install a revolving door as the entrance of a two-bedroom house, because there is not enough traffic to justify the additional complexity. The revolving door would still work in a two-bedroom house. The benefits in terms of energy savings would be small (and might actually be worse because of size and air-tightness relative to a conventional door). The door would surely cost more and would take up more space than a traditional door.
Design patterns often lead to additional levels of abstraction around a problem, and if not handled correctly then too much abstraction can lead to complexity.
However, since design patterns provide a common vocabulary to communicate ideas they also reduce complexity and increase maintainability.
At the end of the day it's a double-edged sword, but I can't imagine a situation where I'd avoid using a design pattern...
There's an infamous disease known as "Small Boy With A Pattern Syndrome" that usually strikes someone who has recently read the GoF book for the first time and suddenly sees patterns everywhere. That can add complexity and unnecessary abstraction.
Patterns are best added to code as a discovery or refactoring to solve a particular problem, in my opinion.
In the short term, design patterns will often increase the complexity of the code. They add extra abstractions in places they might not be strictly necessary. However, in the long term they reduce complexity because future enhancements and changes fit into the patterns in a simple way. Without the patterns, these changes would be much more intrusive and complexity would likely be much higher.
Take for example a decorator pattern. The first time you use it, it will add complexity because now you have to define an interface for the object and create another class to add the decoration. This could likely be done with a simple property and be done with. However, when you get to 5 or 20 decoarations, the complexity with a decorator is much less than with properties.
As Grover said, the power of Design patterns is dependent on the ability of programmers to recognize them when they see them. It's like reducing a mathematical problem to a simpler problem, and them solving the simpler one. To someone who doesn't realize this, though, it seems like you've just created another problem.
I think it's always a good idea to document explicitly, using comments and/or descriptive names, when you're using a pattern to solve a problem. This might even educate another programmer who comes across it about the pattern if he wasn't aware of this.
I think it depends on the "audience" i.e. the maintaining developers of the code base. If they are design pattern illiterate then yes it can increase complexity, because most things one doesn't understand are "complex".
If the team is design pattern literate, i.e. they understand the basics and understand the premise behind why design patterns are useful (and as important when they're not) then I think they reduce complexity.
After all Computer Science maybe a fledging science but it's got decades of experience under its belt. The chances are somebody has already solved your problem once before. Whether the answer is a design pattern, data structure or algorithm.
I rather like this humorous explanation by Dylan Beattie. I recommend the read (if nothing else to waste five minutes on a Friday morning!)
Design Patterns work like algorithms for Object Oriented Programming. Shows you how to put together objects in a meaningful relationship that performs a particular task. So I would say yes they reduce complexity by allowing you to understand the design of the software better. The same way with algorithms in procedural programs.
If I told you that X was using a Linked List with a Bubble Sort it would be a lot easier to following along with what the programmer was doing.
Design patterns increase the code and divide it into multiple parts. If the design pattern and concept is known then it doesn't sound complex but code based on design pattern you don't know then it looks complex.
I made some research about this topic in the scope of GoF patterns. I observed OO Metric value fluctuations after the design pattern refactorings, you can check it out using this link.
Design patterns definitely adds complexity upfront in return for more modular, maintainable, flexible and extensible code in the long run. Perhaps the iterator pattern epitomizes it best.
Using index to iterate a list is clearly very simple and intuitive thing to do yet design patterns encapsulates it an iterator with is definitely more complex than a simple index.
The trade off is that it will be fair to say it has taken away the (implementation) simplicity but in return has made it more flexible removing iteration responsibility from the container and objectifying it which can be reusable.
That's design patterns for you.
Design Patterns dont increase complexity, it can make things alot easier to read and maintain. It can be harder to new comers to integrate your developer team, but this effort will be benefitial as a whole.
Problem are Design Patterns as a whole, but the its abuse
They should neither increase nor decrease the complexity.
You should always use an appropriate design for your code. This may use common design patterns or not.
The main benefits to design patterns are
By learning them you have added more design tools to your toolbox
By learning their names, if you use them and put a comment stating the pattern you're using, it helps readers understand your design intent more concisely
When I teach patterns at Hopkins, the two big things I stress are:
Patterns are all about Communication of Intent
Don't use any of the specific patterns as a Golden Hammer; lock them in your toolbox and only pull them out if it makes sense for your application.
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As far as I can tell, in spite of the countless millions or billions spent on OOP education, languages, and tools, OOP has not improved developer productivity or software reliability, nor has it reduced development costs. Few people use OOP in any rigorous sense (few people adhere to or understand principles such as LSP); there seems to be little uniformity or consistency to the approaches that people take to modelling problem domains. All too often, the class is used simply for its syntactic sugar; it puts the functions for a record type into their own little namespace.
I've written a large amount of code for a wide variety of applications. Although there have been places where true substitutable subtyping played a valuable role in the application, these have been pretty exceptional. In general, though much lip service is given to talk of "re-use" the reality is that unless a piece of code does exactly what you want it to do, there's very little cost-effective "re-use". It's extremely hard to design classes to be extensible in the right way, and so the cost of extension is normally so great that "re-use" simply isn't worthwhile.
In many regards, this doesn't surprise me. The real world isn't "OO", and the idea implicit in OO--that we can model things with some class taxonomy--seems to me very fundamentally flawed (I can sit on a table, a tree stump, a car bonnet, someone's lap--but not one of those is-a chair). Even if we move to more abstract domains, OO modelling is often difficult, counterintuitive, and ultimately unhelpful (consider the classic examples of circles/ellipses or squares/rectangles).
So what am I missing here? Where's the value of OOP, and why has all the time and money failed to make software any better?
The real world isn't "OO", and the idea implicit in OO--that we can model things with some class taxonomy--seems to me very fundamentally flawed
While this is true and has been observed by other people (take Stepanov, inventor of the STL), the rest is nonsense. OOP may be flawed and it certainly is no silver bullet but it makes large-scale applications much simpler because it's a great way to reduce dependencies. Of course, this is only true for “good” OOP design. Sloppy design won't give any advantage. But good, decoupled design can be modelled very well using OOP and not well using other techniques.
There are much better, more universal models (Haskell's type model comes to mind) but these are also often more complicated and/or difficult to implement efficiently. OOP is a good trade-off between extremes.
OOP isn't about creating re-usable classes, its about creating Usable classes.
All too often, the class is used
simply for its syntactic sugar; it
puts the functions for a record type
into their own little namespace.
Yes, I find this to be too prevalent as well. This is not Object Oriented Programming. It's Object Based Programming and data centric programing. In my 10 years of working with OO Languages, I see people mostly doing Object Based Programming. OBP breaks down very quickly IMHO since you are essentially getting the worst of both words: 1) Procedural programming without adhering to proven structured programming methodology and 2) OOP without adhering to to proven OOP methodology.
OOP done right is a beautiful thing. It makes very difficult problems easy to solve, and to the uninitiated (not trying to sound pompous there), it can almost seem like magic. That being said, OOP is just one tool in the toolbox of programming methodologies. It is not the be all end all methodology. It just happens to suit large business applications well.
Most developers who work in OOP languages are utilizing examples of OOP done right in the frameworks and types that they use day-to-day, but they just aren't aware of it. Here are some very simple examples: ADO.NET, Hibernate/NHibernate, Logging Frameworks, various language collection types, the ASP.NET stack, The JSP stack etc... These are all things that heavily rely on OOP in their codebases.
Reuse shouldn't be a goal of OOP - or any other paradigm for that matter.
Reuse is a side-effect of an good design and proper level of abstraction. Code achieves reuse by doing something useful, but not doing so much as to make it inflexible. It does not matter whether the code is OO or not - we reuse what works and is not trivial to do ourselves. That's pragmatism.
The thought of OO as a new way to get to reuse through inheritance is fundamentally flawed. As you note the LSP violations abound. Instead, OO is properly thought of as a method of managing the complexity of a problem domain. The goal is maintainability of a system over time. The primary tool for achieving this is the separation of public interface from a private implementation. This allows us to have rules like "This should only be modified using ..." enforced by the compiler, rather than code review.
Using this, I'm sure you will agree, allows us to create and maintain hugely complex systems. There is lots of value in that, and it is not easy to do in other paradigms.
Verging on religious but I would say that you're painting an overly grim picture of the state of modern OOP. I would argue that it actually has reduced costs, made large software projects manageable, and so forth. That doesn't mean it's solved the fundamental problem of software messiness, and it doesn't mean the average developer is an OOP expert. But the modularization of function into object-components has certainly reduced the amount of spaghetti code out there in the world.
I can think of dozens of libraries off the top of my head which are beautifully reusable and which have saved time and money that can never be calculated.
But to the extent that OOP has been a waste of time, I'd say it's because of lack of programmer training, compounded by the steep learning curve of learning a language specific OOP mapping. Some people "get" OOP and others never will.
There's no empirical evidence that suggests that object orientation is a more natural way for people to think about the world. There's some work in the field of psychology of programming that shows that OO is not somehow more fitting than other approaches.
Object-oriented representations do not appear to be universally more usable or less usable.
It is not enough to simply adopt OO methods and require developers to use such methods, because that might have a negative impact on developer productivity, as well as the quality of systems developed.
Which is from "On the Usability of OO Representations" from Communications of the ACM Oct. 2000. The articles mainly compares OO against theprocess-oriented approach. There's lots of study of how people who work with the OO method "think" (Int. J. of Human-Computer Studies 2001, issue 54, or Human-Computer Interaction 1995, vol. 10 has a whole theme on OO studies), and from what I read, there's nothing to indicate some kind of naturalness to the OO approach that makes it better suited than a more traditional procedural approach.
I think the use of opaque context objects (HANDLEs in Win32, FILE*s in C, to name two well-known examples--hell, HANDLEs live on the other side of the kernel-mode barrier, and it really doesn't get much more encapsulated than that) is found in procedural code too; I'm struggling to see how this is something particular to OOP.
HANDLEs (and the rest of the WinAPI) is OOP! C doesn't support OOP very well so there's no special syntax but that doesn't mean it doesn't use the same concepts. WinAPI is in every sense of the word an object-oriented framework.
See, this is the trouble with every single discussion involving OOP or alternative techniques: nobody is clear about the definition, everyone is talking about something else and thus no consensus can be reached. Seems like a waste of time to me.
Its a programming paradigm.. Designed to make it easier for us mere mortals to break down a problem into smaller, workable pieces..
If you dont find it useful.. Don't use it, don't pay for training and be happy.
I on the other hand do find it useful, so I will :)
Relative to straight procedural programming, the first fundamental tenet of OOP is the notion of information hiding and encapsulation. This idea leads to the notion of the class that seperates the interface from implementation. These are hugely important concepts and the basis for putting a framework in place to think about program design in a different way and better (I think) way. You can't really argue against those properties - there is no trade-off made and it is always a cleaner way to modulize things.
Other aspects of OOP including inheritance and polymorphism are important too, but as others have alluded to, those are commonly over used. ie: Sometimes people use inheritance and/or polymorphism because they can, not because they should have. They are powerful concepts and very useful, but need to be used wisely and are not automatic winning advantages of OOP.
Relative to re-use. I agree re-use is over sold for OOP. It is a possible side effect of well defined objects, typically of more primitive/generic classes and is a direct result of the encapsulation and information hiding concepts. It is potentially easier to be re-used because the interfaces of well defined classes are just simply clearer and somewhat self documenting.
The problem with OOP is that it was oversold.
As Alan Kay originally conceived it, it was a great alternative to the prior practice of having raw data and all-global routines.
Then some management-consultant types latched onto it and sold it as the messiah of software, and lemming-like, academia and industry tumbled along after it.
Now they are lemming-like tumbling after other good ideas being oversold, such as functional programming.
So what would I do differently? Plenty, and I wrote a book on this. (It's out of print - I don't get a cent, but you can still get copies.)Amazon
My constructive answer is to look at programming not as a way of modeling things in the real world, but as a way of encoding requirements.
That is very different, and is based on information theory (at a level that anyone can understand). It says that programming can be looked at as a process of defining languages, and skill in doing so is essential for good programming.
It elevates the concept of domain-specific-languages (DSLs). It agrees emphatically with DRY (don't repeat yourself). It gives a big thumbs-up to code generation. It results in software with massively less data structure than is typical for modern applications.
It seeks to re-invigorate the idea that the way forward lies in inventiveness, and that even well-accepted ideas should be questioned.
HANDLEs (and the rest of the WinAPI) is OOP!
Are they, though? They're not inheritable, they're certainly not substitutable, they lack well-defined classes... I think they fall a long way short of "OOP".
Have you ever created a window using WinAPI? Then you should know that you define a class (RegisterClass), create an instance of it (CreateWindow), call virtual methods (WndProc) and base-class methods (DefWindowProc) and so on. WinAPI even takes the nomenclature from SmallTalk OOP, calling the methods “messages” (Window Messages).
Handles may not be inheritable but then, there's final in Java. They don't lack a class, they are a placeholder for the class: That's what the word “handle” means. Looking at architectures like MFC or .NET WinForms it's immediately obvious that except for the syntax, nothing much is different from the WinAPI.
Yes OOP did not solve all our problems, sorry about that. We are, however working on SOA which will solve all those problems.
OOP lends itself well to programming internal computer structures like GUI "widgets", where for example SelectList and TextBox may be subtypes of Item, which has common methods such as "move" and "resize".
The trouble is, 90% of us work in the world of business where we are working with business concepts such as Invoice, Employee, Job, Order. These do not lend themselves so well to OOP because the "objects" are more nebulous, subject to change according to business re-engineering and so on.
The worst case is where OO is enthusiastically applied to databases, including the egregious OO "enhancements" to SQL databases - which are rightly ignored except by database noobs who assume they must be the right way to do things because they are newer.
In my experience of reviewing code and design of projects I have been through, the value of OOP is not fully realised because alot of developers have not properly conceptualised the object-oriented model in their minds. Thus they do not program with OO design, very often continuing to write top-down procedural code making the classes a pretty flat design. (if you can even call that "design" in the first place)
It is pretty scary to observe how little colleagues know about what an abstract class or interface are, let alone properly design an inheritance hierarchy to suit the business needs.
However, when good OO design is present, it is just sheer joy reading the code and seeing the code naturally fall into place into intuitive components/classes. I have always perceived system architecture and design like designing the various departments and staff jobs in a company - all are there to accomplish a certain piece of work in the grand scheme of things, emitting the synergy required to propel the organisation/system forward.
That, of course, is quite rare unfortunately. Like the ratio of beautifully-designed versus horrendously-designed physical objects in the world, the same can pretty much be said about software engineering and design. Having the good tools at one's disposal does not necessarily confer good practices and results.
Maybe a bonnet, lap or a tree is not a chair but they all are ISittable.
I think those real world things are objects
You do?
What methods does an invoice have? Oh, wait. It can't pay itself, it can't send itself, it can't compare itself with the items that the vendor actually delivered. It doesn't have any methods at all; it's totally inert and non-functional. It's a record type (a struct, if you prefer), not an object.
Likewise the other things you mention.
Just because something is real does not make it an object in the OO sense of the word. OO objects are a peculiar coupling of state and behaviour that can act of their own accord. That isn't something that's abundant in the real world.
I have been writing OO code for the last 9 years or so. Other than using messaging, it's hard for me to imagine other approach. The main benefit I see totally in line with what CodingTheWheel said: modularisation. OO naturally leads me to construct my applications from modular components that have clean interfaces and clear responsibilities (i.e. loosely coupled, highly cohesive code with a clear separation of concerns).
I think where OO breaks down is when people create deeply nested class heirarchies. This can lead to complexity. However, factoring out common finctionality into a base class, then reusing that in other descendant classes is a deeply elegant thing, IMHO!
In the first place, the observations are somewhat sloppy. I don't have any figures on software productivity, and have no good reason to believe it's not going up. Further, since there are many people who abuse OO, good use of OO would not necessarily cause a productivity improvement even if OO was the greatest thing since peanut butter. After all, an incompetent brain surgeon is likely to be worse than none at all, but a competent one can be invaluable.
That being said, OO is a different way of arranging things, attaching procedural code to data rather than having procedural code operate on data. This should be at least a small win by itself, since there are cases where the OO approach is more natural. There's nothing stopping anybody from writing a procedural API in C++, after all, and so the option of providing objects instead makes the language more versatile.
Further, there's something OO does very well: it allows old code to call new code automatically, with no changes. If I have code that manages things procedurally, and I add a new sort of thing that's similar but not identical to an earlier one, I have to change the procedural code. In an OO system, I inherit the functionality, change what I like, and the new code is automatically used due to polymorphism. This increases the locality of changes, and that is a Good Thing.
The downside is that good OO isn't free: it requires time and effort to learn it properly. Since it's a major buzzword, there's lots of people and products who do it badly, just for the sake of doing it. It's not easier to design a good class interface than a good procedural API, and there's all sorts of easy-to-make errors (like deep class hierarchies).
Think of it as a different sort of tool, not necessarily generally better. A hammer in addition to a screwdriver, say. Perhaps we will eventually get out of the practice of software engineering as knowing which wrench to use to hammer the screw in.
#Sean
However, factoring out common finctionality into a base class, then reusing that in other descendant classes is a deeply elegant thing, IMHO!
But "procedural" developers have been doing that for decades anyway. The syntax and terminology might differ, but the effect is identical. There is more to OOP than "reusing common functionality in a base class", and I might even go so far as to say that that is hard to describe as OOP at all; calling the same function from different bits of code is a technique as old as the subprocedure itself.
#Konrad
OOP may be flawed and it certainly is no silver bullet but it makes large-scale applications much simpler because it's a great way to reduce dependencies
That is the dogma. I am not seeing what makes OOP significantly better in this regard than procedural programming of old. Whenever I make a procedure call I am isolating myself from the specifics of the implementation.
To me, there is a lot of value in the OOP syntax itself. Using objects that attempt to represent real things or data structures is often much more useful than trying to use a bunch of different flat (or "floating") functions to do the same thing with the same data. There is a certain natural "flow" to things with good OOP that just makes more sense to read, write, and maintain long term.
It doesn't necessarily matter that an Invoice isn't really an "object" with functions that it can perform itself - the object instance can exist just to perform functions on the data without having to know what type of data is actually there. The function "invoice.toJson()" can be called successfully without having to know what kind of data "invoice" is - the result will be Json, no matter it if comes from a database, XML, CSV, or even another JSON object. With procedural functions, you all the sudden have to know more about your data, and end up with functions like "xmlToJson()", "csvToJson()", "dbToJson()", etc. It eventually becomes a complete mess and a HUGE headache if you ever change the underlying data type.
The point of OOP is to hide the actual implementation by abstracting it away. To achieve that goal, you must create a public interface. To make your job easier while creating that public interface and keep things DRY, you must use concepts like abstract classes, inheritance, polymorphism, and design patterns.
So to me, the real overriding goal of OOP is to make future code maintenance and changes easier. But even beyond that, it can really simplify things a lot when done correctly in ways that procedural code never could. It doesn't matter if it doesn't match the "real world" - programming with code is not interacting with real world objects anyways. OOP is just a tool that makes my job easier and faster - I'll go for that any day.
#CodingTheWheel
But to the extent that OOP has been a waste of time, I'd say it's because of lack of programmer training, compounded by the steep learning curve of learning a language specific OOP mapping. Some people "get" OOP and others never will.
I dunno if that's really surprising, though. I think that technically sound approaches (LSP being the obvious thing) make hard to use, but if we don't use such approaches it makes the code brittle and inextensible anyway (because we can no longer reason about it). And I think the counterintuitive results that OOP leads us to makes it unsurprising that people don't pick it up.
More significantly, since software is already fundamentally too hard for normal humans to write reliably and accurately, should we really be extolling a technique that is consistently taught poorly and appears hard to learn? If the benefits were clear-cut then it might be worth persevering in spite of the difficulty, but that doesn't seem to be the case.
#Jeff
Relative to straight procedural programming, the first fundamental tenet of OOP is the notion of information hiding and encapsulation. This idea leads to the notion of the class that seperates the interface from implementation.
Which has the more hidden implementation: C++'s iostreams, or C's FILE*s?
I think the use of opaque context objects (HANDLEs in Win32, FILE*s in C, to name two well-known examples--hell, HANDLEs live on the other side of the kernel-mode barrier, and it really doesn't get much more encapsulated than that) is found in procedural code too; I'm struggling to see how this is something particular to OOP.
I suppose that may be a part of why I'm struggling to see the benefits: the parts that are obviously good are not specific to OOP, whereas the parts that are specific to OOP are not obviously good! (this is not to say that they are necessarily bad, but rather that I have not seen the evidence that they are widely-applicable and consistently beneficial).
In the only dev blog I read, by that Joel-On-Software-Founder-of-SO guy, I read a long time ago that OO does not lead to productivity increases. Automatic memory management does. Cool. Who can deny the data?
I still believe that OO is to non-OO what programming with functions is to programming everything inline. (And I should know, as I started with GWBasic.) When you refactor code to use functions, variable2654 becomes variable3 of the method you're in. Or, better yet, it's got a name that you can understand, and if the function is short, it's called value and that's sufficient for full comprehension.
When code with no functions becomes code with methods, you get to delete miles of code.
When you refactor code to be truly OO, b, c, q, and Z become this, this, this and this. And since I don't believe in using the this keyword, you get to delete miles of code. Actually, you get to do that even if you use this.
I do not think OO is natural metaphor. I don't think language is a natural metaphor either, nor do I think that Fowler's "smells" are better than saying "this code tastes bad." That said, I think that OO is not about natural metaphors and people who think the objects just pop out at you are basically missing the point. You define the object universe, and better object universes result in code that is shorter, easier to understand, works better, or all of these (and some criteria I am forgetting). I think that people who use the customers/domain's natural objects as programming objects are missing the power to redefine the universe.
For instance, when you do an airline reservation system, what you call a reservation might not correspond to a legal/business reservation at all.
Some of the basic concepts are really cool tools I think that most people exaggerate with that whole "when you have a hammer, they're all nails" thing. I think that the other side of the coin/mirror is just as true: when you have a gadget like polymorphism/inheritance, you begin to find uses where it fits like a glove/sock/contact-lens. The tools of OO are very powerful. Single-inheritance is, I think, absolutely necessary for people not to get carried away, my own multi-inheritance software not withstanding.
What's the point of OOP? I think it's a great way to handle an absolutely massive code base. I think it lets you organize and reorganize you code and gives you a language to do that in (beyond the programming language you're working in), and modularizes code in a pretty natural and easy-to-understand way.
OOP is destined to be misunderstood by the majority of developers This is because it's an eye-opening process like life: you understand OO more and more with experience, and start avoiding certain patterns and employing others as you get wiser. One of the best examples is that you stop using inheritance for classes that you do not control, and prefer the Facade pattern instead.
Regarding your mini-essay/question
I did want to mention that you're right. Reusability is a pipe-dream, for the most part. Here's a quote from Anders Hejilsberg about that topic (brilliant) from here:
If you ask beginning programmers to
write a calendar control, they often
think to themselves, "Oh, I'm going to
write the world's best calendar
control! It's going to be polymorphic
with respect to the kind of calendar.
It will have displayers, and mungers,
and this, that, and the other." They
need to ship a calendar application in
two months. They put all this
infrastructure into place in the
control, and then spend two days
writing a crappy calendar application
on top of it. They'll think, "In the
next version of the application, I'm
going to do so much more."
Once they start thinking about how
they're actually going to implement
all of these other concretizations of
their abstract design, however, it
turns out that their design is
completely wrong. And now they've
painted themself into a corner, and
they have to throw the whole thing
out. I have seen that over and over.
I'm a strong believer in being
minimalistic. Unless you actually are
going to solve the general problem,
don't try and put in place a framework
for solving a specific one, because
you don't know what that framework
should look like.
Have you ever created a window using WinAPI?
More times than I care to remember.
Then you should know that you define a class (RegisterClass), create an instance of it (CreateWindow), call virtual methods (WndProc) and base-class methods (DefWindowProc) and so on. WinAPI even takes the nomenclature from SmallTalk OOP, calling the methods “messages” (Window Messages).
Then you'll also know that it does no message dispatch of its own, which is a big gaping void. It also has crappy subclassing.
Handles may not be inheritable but then, there's final in Java. They don't lack a class, they are a placeholder for the class: That's what the word “handle” means. Looking at architectures like MFC or .NET WinForms it's immediately obvious that except for the syntax, nothing much is different from the WinAPI.
They're not inheritable either in interface or implementation, minimally substitutable, and they're not substantially different from what procedural coders have been doing since forever.
Is this really it? The best bits of OOP are just... traditional procedural code? That's the big deal?
I agree completely with InSciTek Jeff's answer, I'll just add the following refinements:
Information hiding and encapsulation: Critical for any maintainable code. Can be done by being careful in any programming language, doesn't require OO features, but doing it will make your code slightly OO-like.
Inheritance: There is one important application domain for which all those OO is-a-kind-of and contains-a relationships are a perfect fit: Graphical User Interfaces. If you try to build GUIs without OO language support, you will end up building OO-like features anyway, and it's harder and more error-prone without language support. Glade (recently) and X11 Xt (historically) for example.
Using OO features (especially deeply nested abstract hierarchies), when there is no point, is pointless. But for some application domains, there really is a point.
I believe the most beneficial quality of OOP is data hiding/managing. However, there are a LOT of examples where OOP is misused and I think this is where the confusion comes in.
Just because you can make something into an object does not mean you should. However, if doing so will make your code more organized/easier to read then you definitely should.
A great practical example where OOP is very helpful is with a "product" class and objects that I use on our website. Since every page is a product, and every product has references to other products, it can get very confusing as to which product the data you have refers to. Is this "strURL" variable the link to the current page, or to the home page, or to the statistics page? Sure you could make all kinds of different variable that refer to the same information, but proCurrentPage->strURL, is much easier to understand (for a developer).
In addition, attaching functions to those pages is much cleaner. I can do proCurrentPage->CleanCache(); Followed by proDisplayItem->RenderPromo(); If I just called those functions and had it assume the current data was available, who knows what kind of evil would occur. Also, if I had to pass the correct variables into those functions, I am back to the problem of having all kinds of variables for the different products laying around.
Instead, using objects, all my product data and functions are nice and clean and easy to understand.
However. The big problem with OOP is when somebody believes that EVERYTHING should be OOP. This creates a lot of problems. I have 88 tables in my database. I only have about 6 classes, and maybe I should have about 10. I definitely don't need 88 classes. Most of the time directly accessing those tables is perfectly understandable in the circumstances I use it, and OOP would actually make it more difficult/tedious to get to the core functionality of what is occurring.
I believe a hybrid model of objects where useful and procedural where practical is the most effective method of coding. It's a shame we have all these religious wars where people advocate using one method at the expense of the others. They are both good, and they both have their place. Most of the time, there are uses for both methods in every larger project (In some smaller projects, a single object, or a few procedures may be all that you need).
I don't care for reuse as much as I do for readability. The latter means your code is easier to change. That alone is worth in gold in the craft of building software.
And OO is a pretty damn effective way to make your programs readable. Reuse or no reuse.
"The real world isn't "OO","
Really? My world is full of objects. I'm using one now. I think that having software "objects" model the real objects might not be such a bad thing.
OO designs for conceptual things (like Windows, not real world windows, but the display panels on my computer monitor) often leave a lot to be desired. But for real world things like invoices, shipping orders, insurance claims and what-not, I think those real world things are objects. I have a stack on my desk, so they must be real.
The point of OOP is to give the programmer another means for describing and communicating a solution to a problem in code to machines and people. The most important part of that is the communication to people. OOP allows the programmer to declare what they mean in the code through rules that are enforced in the OO language.
Contrary to many arguments on this topic, OOP and OO concepts are pervasive throughout all code including code in non-OOP languages such as C. Many advanced non-OO programmers will approximate the features of objects even in non-OO languages.
Having OO built into the language merely gives the programmer another means of expression.
The biggest part to writing code is not communication with the machine, that part is easy, the biggest part is communication with human programmers.
What's the penetration of design patterns in the real world? Do you use them in your day to day job - discussing how and where to apply them with your coworkers - or do they remain more of an academic concept?
Do they actually provide actual value to your job? Or are they just something that people talk about to sound smart?
Note: For the purpose of this question ignore 'simple' design patterns like Singleton. I'm talking about designing your code so you can take advantage of Model View Controller, etc.
Any large program that is well written will use design patterns, even if they aren't named or recognized as such. That's what design patterns are, designs that repeatedly and naturally occur. If you're interfacing with an ugly API, you'll likely find yourself implementing a Facade to clean it up. If you've got messaging between components that you need to decouple, you may find yourself using Observer. If you've got several interchangeable algorithms, you might end up using Strategy.
It's worth knowing the design patterns because you're more likely to recognize them and then converge on a clean solution more quickly. However, even if you don't know them at all, you'll end up creating them eventually (if you are a decent programmer).
And of course, if you are using a modern language, you'll probably be forced to use them for some things, because they're baked into the standard libraries.
In my opinion, the question: "Do you use design pattern?", alone is a little flawed because the answer is universally YES.
Let me explain, we, programmers and designers, all use design patterns... we just don't always realise it. I know this sounds cliché, but you don't go to patterns, patterns come to you. You design stuff, it might look like an existing pattern, you name it that way so everyone understand what you are talking about and the rationale behind your design decision is stronger, knowing it has been discussed ad nauseum before.
I personally use patterns as a communication tool. That's it. They are not design solutions, they are not best practices, they are not tools in a toolbox.
Don't get me wrong, if you are a beginner, books on patterns will show you how a solution is best solved "using" their patterns rather than another flawed design. You will probably learn from the exercise. However, you have to realise that this doesn't mean that every situation needs a corresponding pattern to solve it. Every situation has a quirk here and there that will require you to think about alternatives and take a difficult decision with no perfect answer. That's design.
Anti-pattern however are on a totally different class. You actually want to actively avoid anti-patterns. That's why the name anti-pattern is so controversial.
To get back to your original question:
"Do I use design patterns?", Yes!
"Do I actively lean toward design patterns?", No.
Yes. Design patterns can be wonderful when used appropriately. As you mentioned, I am now using Model-View-Controller (MVC) for all of my web projects. It is a very common pattern in the web space which makes server-side code much cleaner and well-organized.
Beyond that, here are some other patterns that may be useful:
MVVM (Model-View-ViewModel): a similar pattern to MVC; used for WPF and Silverlight applications.
Composition: Great for when you need to use a hierarchy of objects.
Singleton: More elegant than using globals for storing items that truly need a single instance. As you mentioned, a simple pattern but it does have its uses.
It is worth noting a design pattern can also highlight a lack of language features and/or deficiencies in a language. For example, iterators are now built in as part of newer languages.
In general design patterns are quite useful but you should not use them everywhere; just where they are a good fit for your needs.
I try to, yes. They do indeed help maintainability and readability of your code. However, there are people who do abuse them, usually (from what I've seen) by forcing a system into a pattern that doesn't exist.
I try to use patterns if they are applicable. I think it's kind of sad seeing developers implement design patterns in code just for the sake of it. For the right task though, design patterns can be very useful and powerful.
There are many design patterns beyond the simple that are used in "real world". Good example Stackoverflow uses the Model View Controller Pattern. I have used Class Factories multiple times in projects for my employer, and I have seen many already written projects using them as well.
I am not saying every design pattern is being used but many are.
Yes we do, it usually happens when we start designing something and then someone notices that it resembles an existing pattern. We then take a look at it and see how it would help us achieve our goal.
We also use patterns that are not documented but that emerge from designing a lot.
Mind you, we don't use them a lot.
Yes, Factory, Chain of Responsibility, Command, Proxy, Visitor, and Observer, among others, are in use in a codebase I work with daily. As far as MVC goes, this site seems to use it quite well, and the devs couldn't say enough good things in the latest podcast.
Yes, I use a lot of well known design patterns, but I also end up building some software that I later find out uses a 'named' design pattern. Most elegant, reusable designs could be called a 'pattern'. It's a lot like dance moves. We all know the waltz, and the 2-step, but not everyone has a name for the 'bump and scoot' although most of us do it.
MVC is very well known so yes we use design patterns quite a lot. Now if your asking about the Gang of Four patterns, there are several that I use because other maintainers will know the design and what we are working towards in the code. There are several though that remain fairly obscure for what we do, so if I use one I don't get the full benefits of using a pattern.
Are they important, yes because it gives you a method of talking about software design in a quick efficient and generally accepted way. Can you do better custom solutions, well yes (sorta)?
The original GoF patterns were pulled from production code, so they catalogued what was already being used in the wild. They aren't purely or even mostly an academic thing.
I find the MVC pattern really useful to isolate your model logic, which can than be reused or worked on without too much trouble. It also helps de-coupling your classes and makes unit testing easier. I wrote about it recently (yes, shameless plug here...)
Also, I've recently used a factory pattern from a base class to generate and return the proper DataContext class that I needed on the fly, using LINQ.
Bridges are used when trying when trying to glue together two different technologies (like Cocoa and Ruby on the Mac, for example)
I find, however, that whenever I implement a pattern, it's because I knew about it before hand. Some extra thought generally goes into it as I find I must modify the original pattern slightly to accommodate my needs.
You just need to be careful not to become and architecture astronaut!
Yes, design patterns are largely used in the real world - and daily by many of the people I work with.
In my opinion the biggest value provided by design patterns is that they provide a universal, high level language for you to convey software design to other programmers.
For instance instead of describing your new class as a "utility that creates one of several other classes based on some combination of input criteria", you can simply say it's an "abstract factory" and everyone instantly understands what you're talking about.
Yes, design patterns or abstractly patterns are part of my life, where I look, I begin to see them. Therefore, I am surrounded by them. But, as you know, little knowledge is a dangerous thing. Therefore, I strongly recommend you to read GoF book.
One of the main problems about design patterns, most developers just do not get the idea, or do not believe in them. And most of the time they argue about the variables, loops, or switches. But, I strongly believe that if you do not speak the pattern language, your software will not go far and you will find yourselves in a maintenance nightmare.
As you know, anti-pattern is also dangerous thing and it happens when you have little expertise on design patterns. And refactoring anti-patterns is much more harder. As a recommended book about this problem please read "AntiPatterns: Refactoring Software, Architectures, and Projects in Crisis".
Yes.
We are even using them in my current job: Mainframe coding with COBOL and PL/I.
So far I have seen Adaptor, Visitor, Facade, Module, Observer and something very close to Composite and Iterator. Due to the nature of the languages it's mostly strutural patterns that are used. Also, I'm not always sure that the people who use them do so conciously :D
I absolutely use design patterns. At this point I take MVC for granted as a design pattern. My primary reason for using them is that I am humble enough to know that I am likely not the first person to encounter a particular problem. I rarely start a piece of code knowing which pattern I am going to use; I constantly watch the code to see if it naturally develops into an existing pattern.
I am also very fond of Martin Fowler's Patterns of Enterprise Application Architecture. When a problem or task presents itself, I flip to related section (it's mostly a reference book) and read a few overviews of the patterns. Once I have a better idea of the general problem and the existing solutions, I begin to see the long term path my code will likely take via the experience of others. I end up making much better decisions.
Design patterns definitely play a big role in all of my "for the future" ideas.