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Rigidity Rigidity Symptoms of Poor Design (revisited) 1. Rigidity - PDF document

Symptoms of Poor Design (revisited) Rigidity Rigidity Symptoms of Poor Design (revisited) 1. Rigidity 1. Rigidity The design is hard to change The design is hard to change 2. Fragility 2. Fragility changes propagate via


  1. Symptoms of Poor Design (revisited) Rigidity Rigidity Symptoms of Poor Design (revisited) 1. Rigidity 1. Rigidity � The design is hard to change The design is hard to change � 2. Fragility 2. Fragility � changes propagate via dependencies to changes propagate via dependencies to � other modules other modules 3. Immobility Immobility 3. no continuity in the code � no continuity in the code � 4. Viscosity Viscosity 4. Management reluctance to change � Management reluctance to change � 5. Needless complexity 5. Needless complexity anything becomes the policy anything becomes the policy 6. Needless repetition 6. Needless repetition Telltale sign: ‘Huh, it was a lot more � Telltale sign: ‘Huh, it was a lot more � 7. Opacity 7. Opacity complicated than I thought.’ complicated than I thought.’ Fragility Immobility Fragility Immobility � The design is easy to break The design is easy to break � � The design is hard to reuse The design is hard to reuse � � changes cause cascading effects to many changes cause cascading effects to many � � the code is so tangled that it is the code is so tangled that it is � places places impossible to reuse anything � the code breaks in unexpected places that the code breaks in unexpected places that impossible to reuse anything � have no conceptual relationship with the have no conceptual relationship with the � Telltale sign: a module could be Telltale sign: a module could be � changed area changed area � fixing the problems causes new problems fixing the problems causes new problems � reused but the effort and risk of reused but the effort and risk of � Telltale signs Telltale signs � separating it from the original separating it from the original � some modules are constantly on the bug list some modules are constantly on the bug list � environment is too high environment is too high � time is used finding bugs, not fixing them time is used finding bugs, not fixing them � � programmers are reluctant to change anything programmers are reluctant to change anything � in the code in the code Viscosity Needless Complexity Viscosity Needless Complexity � Viscosity of the software Viscosity of the software � Design contains elements that are not Design contains elements that are not � � � changes or additions are easier to implement by changes or additions are easier to implement by currently useful currently useful � doing the wrong thing doing the wrong thing � too much anticipation of future needs too much anticipation of future needs � � Viscosity of the environment Viscosity of the environment � � developers try to protect themselves against developers try to protect themselves against � � the development environment is slow and inefficient � the development environment is slow and inefficient probable future changes probable future changes � high compile times, long feedback time in testing, high compile times, long feedback time in testing, � � agile principles state that you should never agile principles state that you should never � laborious integration in a multi- laborious integration in a multi -team project team project anticipate future needs anticipate future needs � Telltale signs Telltale signs � � Extra complexity is needed Extra complexity is needed only only when when � � when a change is needed, you are tempted to hack when a change is needed, you are tempted to hack � rather than to preserve the original design rather than to preserve the original design designing an application framework or designing an application framework or � you are reluctant to execute a fast feedback loop and you are reluctant to execute a fast feedback loop and � customizable component customizable component instead tend to code larger pieces instead tend to code larger pieces � Telltale sign: investing in uncertainty Telltale sign: investing in uncertainty � 1

  2. Needless Repetition Needless Repetition Opacity Opacity � The same code appears over and The same code appears over and � The tendency of a module to become The tendency of a module to become � � more difficult to understand more difficult to understand over again, in slightly different forms over again, in slightly different forms every module gets more opaque over time � every module gets more opaque over time � � developers are missing an abstraction developers are missing an abstraction � � a constant effort is needed to keep the code a constant effort is needed to keep the code � � bugs found in a repeating unit have to bugs found in a repeating unit have to � readable readable be fixed in every repetition be fixed in every repetition � easy to understand easy to understand � � Telltale sign: overuse of cut Telltale sign: overuse of cut- -and and- - � � communicates its design communicates its design � � Telltale sign: you are reluctant to fix Telltale sign: you are reluctant to fix paste paste � somebody else’s code – somebody else’s code – or even your own! or even your own! E E E E E E E E E E E E E Five Principles to Avoid the Five Principles to Avoid the SRP: The Single- SRP: The Single -Responsibility Principle Responsibility Principle Symptoms Symptoms 1. Single 1. Single- -Responsibility Principle Responsibility Principle 2. Open Open– –Closed Principle Closed Principle 2. A class should have only A class should have only A class should have only 3. Liskov Substitution Principle Liskov Substitution Principle one reason to change. one reason to change. 3. one reason to change. 4. Depency 4. Depency- -Inversion Principle Inversion Principle � Cohesion: how good a reason the Cohesion: how good a reason the 5. Interface 5. Interface- -Segregation Principle Segregation Principle � elements of a module have to be in the elements of a module have to be in the same module same module � Cohesion and SRP: the forces that cause Cohesion and SRP: the forces that cause � the module to change the module to change Responsibility SRP Example: Rectangle Responsibility SRP Example: Rectangle More than one responsibility Separated responsibilities � Rationale behind SRP Rationale behind SRP More than one responsibility Separated responsibilities � � changes in requirements changes in requirements � → changes in class responsibilities changes in class responsibilities → Geom etric Geom etric Com putational Com putational � a ‘cohesive’ responsibility is a single axis of chance a ‘cohesive’ responsibility is a single axis of chance Com putational Com putational � Rectangle Rectangle Geom etry Geom etry Geom etry → a class should have only one responsibility → a class should have only one responsibility Geom etry Application Application Application Application +area(): double +area(): double � responsibility = a reason to change responsibility = a reason to change � � Violation of SRP causes spurious transitive Violation of SRP causes spurious transitive � dependencies between modules that are hard to dependencies between modules that are hard to anticipate anticipate → → fragility fragility Rectangle Rectangle Rectangle Rectangle GUI GUI Graphical Graphical � Separating the responsibilities into interfaces Separating the responsibilities into interfaces � +draw() +draw() Application Application +draw() +draw() decouples them as far as rest of the application is decouples them as far as rest of the application is +area(): double +area(): double concerned concerned Graphical Graphical GUI GUI Application Application 2

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