Reputation: 93605
I have used OO programming languages and techniques years ago (primarily on C++) but in the intervening time haven't done much with OO.
I'm starting to make a small utility in C#. I could simply program it all without using good OO practice, but it would be a good refresher for me to apply OO techniques.
Like database normalization levels, I'm looking for a checklist that will remind me of the various rules of thumb for a 'good' object oriented program - a concise yes/no list that I can read through occasionally during design and implementation to prevent me from thinking and working procedurally. Would be even more useful if it contained the proper OO terms and concepts so that any check item is easily searchable for further information.
What should be on a checklist that would help someone develop good OO software?
Conversely, what 'tests' could be applied that would show software is not OO?
Upvotes: 25
Views: 3531
Reputation: 39457
Gathered from various books, famous C# programmers, and general advice (not much if any of this is mine; It is in the sense that these are various questions i ask myself during development, but that's it):
I might chuck some or all of this out the door if i'm:
These principles help guide my everyday coding and have improved my coding quality vastly in some areas! hope that helps!
Upvotes: 10
Reputation: 10685
Sounds like you want some basic yes/no questions to ask yourself along your way. Everyone has given some great "do this" and "think like that" lists, so here is my crack at some simple yes/no's.
Can I answer yes to all of these?
Can I answer no to all of these?
Just some quick ones off the top of my head. I hope it helps, OOP can get pretty crazy. I didn't include any yes/no's for more advanced stuff that's usually a concern with larger apps, like dependency injection or if you should split something out into different service/logic layers/assemblies....of course I hope you at least separate your UI from your logic.
Upvotes: 11
Reputation: 7739
Have I clearly defined the requirements? Formal requirements documentation may not be necessary, but you should have a clear vision before you begin coding. Mind-mapping tools and prototypes or design sketches may be good alternatives if you don't need formal documentation. Work with end-users and stakeholders as early as possible in the software process, to make sure you are implementing what they need.
Am I reinventing the wheel? If you are coding to solve a common problem, look for a robust library that already solves this problem. If you think you might already have solved the problem elsewhere in your code (or a co-worker might have), look first for an existing solution.
Does my object have a clear, single purpose? Following the principle of Encapsulation, an object should have behavior together with the data that it operates on. An object should only have one major responsibility.
Can I code to an interface? Design By Contract is a great way to enable unit testing, document detailed, class-level requirements, and encourage code reuse.
Can I put my code under test? Test-Driven Development (TDD) is not always easy; but unit tests are invaluable for refactoring, and verifying regression behavior after making changes. Goes hand-in-hand with Design By Contract.
Am I overdesigning? Don't try to code a reusable component. Don't try to anticipate future requirements. These things may seem counterintuitive, but they lead to better design. The first time you code something, just implement it as straightforwardly as possible, and make it work. The second time you use the same logic, copy and paste. Once you have two working sections of code with common logic, you can easily refactor without trying to anticipate future requirements.
Am I introducing redudant code? Don't Repeat Yourself (DRY) is the biggest driving principal of refactoring. Use copy-and-paste only as a first step to refactoring. Don't code the same thing in different places, it's a maintenance nightmare.
Is this a common design pattern, anti-pattern, or code smell? Be familiar with common solutions to OO design problems, and look for them as you code - but don't try to force a problem to fit a certain pattern. Watch out for code that falls into a common "bad practice" pattern.
Is my code too tightly coupled? Loose Coupling is a principle that tries to reduce the inter-dependencies between two or more classes. Some dependencies are necessary; but the more you are dependent on another class, the more you have to fix when that class changes. Don't let code in one class depend on the implementation details of another class - use an object only according to its contract.
Am I exposing too much information? Practice information hiding. If a method or field doesn't need to be public, make it private. Expose only the minimum API necessary for an object to fulfill its contract. Don't make implementation details accessible to client objects.
Am I coding defensively? Check for error conditions, and Fail Fast. Don't be afraid to use exceptions, and let them propagate. In the event your program reaches an unexpected state, it's much, much better to abort an operation, log a stack trace for you to work with, and avoid unpredictable behavior in your downstream code. Follow best practices for cleaning up resources, such as the using() {}
statement.
Will I be able to read this code in six months? Good code is readable with minimal documentation. Put comments where necessary; but also write code that's intuitive, and use meaningful class, method, and variable names. Practice good coding style; if you're working on a team project, each member of the team should write code that looks the same.
Does it still work? Test early, test often. After introducing new functionality, go back and touch any existing behavior that might have been affected. Get other team members to peer review and test your code. Rerun unit tests after making changes, and keep them up to date.
Upvotes: 7
Reputation: 18098
Some of the rules are language agnostic, some of the rules differ from language to language.
Here are a few rules and comments that contradict some other the previously posted rules:
OO has 4 principles:
Abstraction, Encapsulation, Polymorphism and Inheritence.
Read about them and keep them in mind.
Modelling - Your classes are supposed to model entities in the problem domain:
Divide the problem to sub-domains (packages/namespaces/assemblies)
then divide the entities in each sub-domain to classes.
Classes should contain methods that model what objects of that type do.
Use UML, think about the requirements, use-cases, then class diagrams, them sequences. (applicable mainly for high-level design - main classes and processes.)
Design Patterns - good concept for any language, implementation differs between languages.
Struct vs. class - in C# this is a matter of passing data by value or by reference.
Interface vs. base-class, is a base-class, does an interface.
TDD - this is not OO, in fact, it can cause a lack of design and lead to a lot of rewriting. (Scrum for instance recommends against it, for XP it is a must).
C#'s Reflection in some ways overrides OO (for example reflection based serialization), but it necessary for advanced frameworks.
Make sure classes do not "know of" other classes unless they have to, dividing to multiple assemblies and being scarce with references helps.
AOP (Aspect Oriented Programming) enhances OOP, (see PostSharp for instance) in a way that is so revolutionary that you should at least look it up and watch their clip.
For C#, read MS guidelines (look up guidelines in VS's MSDN help's index), they have a lot of useful guidelines and conventions there
Recommended books:
Framework Design Guidelines: Conventions, Idioms, and Patterns for Reusable .NET Libraries
C# 3.0 in a Nutshell
Upvotes: 1
Reputation: 6983
Upvotes: 37
Reputation: 12567
UML - Unified Modeling Language, for object modeling and defining the structure of and relationships between classes
http://en.wikipedia.org/wiki/Unified_Modeling_Language
Then of course the programming techniques for OO (most already mentioned)
Upvotes: 1
Reputation: 449
One of the best sources would be Martin Fowler's "Refactoring" book which contains a list (and supporting detail) of object oriented code smells that you might want to consider refactoring.
I would also recommend the checklists in Robert Martin's "Clean Code".
Upvotes: 6
Reputation: 346377
Upvotes: 7
Reputation: 36596
Make sure you read up and understand the following
Upvotes: 3