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342 Thinking in C# www.ThinkingIn.NET
.NET to program Windows Forms, it will place all the code relating to
constructing the user-interface into a method called InitializeComponent( );
this method may be hundreds of lines long, but it contains no control-flow
operators, so it’s length is irrelevant. On the other hand, the 15 lines of this leap
year calculation are about as complex as is acceptable:
//:c09:LeapYearCalc.cs
using System;
class LeapYearCalc {
static bool LeapYear(int year){
if (year % 4 != 0) {
return false;
} else {
if (year % 400 == 0) {
return true;
} else {
if (year % 100 == 0) {
return false;
} else {
return true;
}
}
}
}
public static void Test(int year, bool val){
if (val == LeapYear(year)) {
Console.WriteLine(
"{0} correctly calced as {1}", year, val);
return;
}
throw new TestFailedException(
String.Format("{0} not calc'ed as {1}", year, val) );
}
public static void Main(){
Test(1999, false);
Test(2000, true);
Test(1900, false);
}
Chapter 9: Coupling and Cohesion 343
}
class TestFailedException : ApplicationException{
public TestFailedException(String s): base(s){ }
}///:~
Some simple testing code is shown because, less than a month before this book
went to press, we found a bug in the LeapYearCalc( ) function had! So maybe
the 15 lines in that function are a little more complex than allowable…
Make stuff as private as possible
Now that we’ve introduced the concept of coupling and cohesion, the use of the
visibility modifiers in C# should be more compelling. The more visible a piece of
data, the more available it is to be used for common coupling or communicational
and worse forms of cohesion.
The very real advantages that come from object-orientation, C#, and the .NET
Framework do not derive from the noun.Verb( ) form of method calls or from
using brackets to specify scope. The success of the object-oriented paradigm
stems from encapsulation, the logical organization of data and behavior with
restricted access. Coupling and cohesion are more precise terms to discuss the
benefits of encapsulation, but class interfaces, inheritance, the visibility
modifiers, and Properties – the purpose of all of these things is to hide a large
number of implementation details while simultaneously providing functionality
and extensibility.
Why do details need to be hidden? For the original programmer, details that are
out of sight are out of mind, and the programmer frees some amount of his or her
finite mental resources for work on the next issue. More importantly than this,
though, details need to be hidden so software can be tested, modified, and
extended. Programming is a task that is characterized by continuously
overcoming failure: a missed semicolon at the end of a line, a typo in a name, a
method that fails a unit test, a clumsy design, a customer who says “this isn’t
what I wanted.” So as a programmer you are always revisiting existing work,
whether it’s three minutes, three weeks, or three years old. Your productivity as a
professional programmer is not governed by how fast you can create, it is
governed by how fast you can fix. And the speed with which you can fix things is
influenced by the number of details that must be characterized as relevant or
irrelevant. Objects localize and isolate details.
344 Thinking in C# www.MindView.net
Coupling, cohesion,
and design trends
Coupling and cohesion, popularized by Ed Yourdon and Larry Constantine way
back in the 1970s, are still the best touchstones for determining whether a
method or type is built well or poorly. The most important software engineering
book of the 1990s was Design Patterns: Elements of Reusable Object-Oriented
Software (Addison-Wesley, 1995) by Erich Gamma, Richard Helm, Ralph
Johnson, and John Vlissides (the “Gang of Four”). What really set Design
Patterns apart is that it was based on an archaeological approach to design;
instead of putting their no-doubt-clever heads together and saying “Here’s a new
way to solve this problem,” the book documents common structures and
interactions (design patterns) that they found in proven software systems. When
compared to other object-oriented design books, what leaps out about Design
Patterns is the complete lack of references to objects that correspond to physical
items in the real world and the recurring emphasis of techniques to decrease
coupling and increase cohesion.
An interesting question is whether low coupling and high cohesion are a cause of
good design or a consequence of it. The traditional view has been that they are a
consequence of design: you go into your cubicle, fire up your CASE tool, think
deep thoughts, and emerge with a set of diagrams that will wow the crowds at the
design review. This view is challenged by one of the better books of the past few
years: Martin Fowler’s Refactoring: Improving the Design of Existing Code
(Addison-Wesley, 1999). This book makes the fairly radical claim that taking
“simple, even simplistic” steps on existing code, no matter how chaotic, leads to
good design. Fowler goes even further and points out that without refactoring,
the design of a system decays over time as the system is maintained; this is one of
those obvious-in-retrospect observations that invalidates an entire worldview, in
this case, the worldview that design is done with a diagramming tool and a blank
piece of paper.
Refactoring is changing the internal structure of your code without changing its
internal behavior; Fowler presents a suite of refactorings and “code smells” to
indicate when refactoring is needed. The book doesn’t explicitly address issues of
Chapter 9: Coupling and Cohesion 345
coupling and cohesion5, but when viewed through the lens of structured design,
refactoring is clearly driven by these concerns.
Summary
Any software project of more than a few hundred lines of code should be
organized by a principle. This principle is called the software’s architecture. The
word architecture is used in many ways in computing; software architecture is a
characteristic of code structure and data flows between those structures. There
are many proven software architectures; object-orientation was originally
developed to aid in simulation architectures but the benefits of objects are by no
means limited to simulations.
Many modern-day projects are complex enough that it is appropriate to
distinguish between the architecture of the overall systems and the architecture
of different subsystems. The most prevalent examples of this are Web-based
systems with rich clients, where the system as a whole is often an n-tier
architecture, but each tier is a significant project in itself with its own organizing
principle.
Where the aims of architecture are strategic and organizational, the aims of
software design are tactical and pragmatic. The purpose of software design is to
iteratively deliver client value as inexpensively as possible. The most important
word in that previous sentence is “iteratively.” You may fool yourself into
believing that design, tests, and refactoring are wastes of time on the current
iteration, but you can’t pretend that they are a waste of time if you accept that
whatever you’re working on is likely to be revisited every three months, especially
if you realize that if you don’t make things clear, they’re going to be going to be
calling you at 3 o’clock in the morning when the Hong Kong office says the
system has frozen6.
Software design decisions, which run the gamut from the parameters of a method
to the structure of a namespace, are best made by consideration of the principles
of coupling and cohesion. Coupling is the degree to which two software elements
are interdependent; cohesion is a reflection of a software element’s internal
5 Like Extreme Programming, another excellent recent book, Refactoring promotes
homespun phrases like “code smells” and “the rule of three” that are no more or less
exclusionary than the software engineering jargon they pointedly avoid.
6 Actually, they’ll call the IT guys first. That’s why it’s important to cultivate the perception
that you know absolutely nothing about system administration and hardware.
346 Thinking in C# www.ThinkingIn.NET
dependencies. Good software designs are characterized by loose coupling and
high cohesion. With the rise of object orientation, the word “encapsulation” has
come to be used to characterize all of the benefits of detail hiding, high cohesion,
and loose coupling.
At this halfway point in the book, we have covered C# as a language and the
concepts of object-orientation. However, we’ve hardly scratched the surface of
the .NET Framework SDK, hundreds of classes and namespaces that provide an
object-oriented view of everything from data structures to user-interfaces to the
World Wide Web. From hereon out, the concerns of the book are generally less
specific to the C# language per se and more generally applicable to the
capabilities that the .NET Framework would make available to any language. This
does not mean that we’ve exhausted our discussion of the C# language, however.
Some of the most interesting aspects of the C# language are yet to be introduced.
Exercises
1. Try pair programming on one of the problems in the party domain. Try to
reserve judgment until you've paired with programmers who are more,
less, and similarly experienced.
2. Read Appendix C, “Test-First Programming with NUnit” and tackle a
simple task in the party domain via test-first programming.
3. Write a one-page essay evaluating your personal experience with pair
and test-first programming.
4. Fill in the following Venn diagram comparing aspects of software
development with physical architecture.
Chapter 9: Coupling and Cohesion 347
Software
Development Architecture
Shared
5. Write a one-page essay defending or refuting the statement “Software is
architecture.”
6. The hardware manufacturers are thrilled with your work with the robotic
party servant and want you to lead the development of all the robot's
behavioral software. What kind of architecture will you adopt? Why?
7. Evaluate your party servant system. Use everything that you have learned
to improve your design and implementation.
349
10: Collecting
Your Objects
It’s a fairly simple program that has only a fixed quantity of
objects with known lifetimes.
In general, your programs will always be creating new objects based on some
criteria that will be known only at the time the program is running. You won’t know
until run-time the quantity or even the exact type of the objects you need. To solve
the general programming problem, you need to be able to create any number of
objects, anytime, anywhere. So you can’t rely on creating a named reference to hold
each one of your objects:
MyType myObject;
since you’ll never know how many of these you’ll actually need.
To solve this rather essential problem, C# has several ways to hold objects (or
rather, references to objects). The built-in type is the array, which has been
discussed before. Also, the C# System.Collections namespace has a reasonably
complete set of container classes (also known as collection classes). Containers
provide sophisticated ways to hold and manipulate your objects.
Containers open the door to the world of computing with data structures, where
amazing results can be achieved by manipulating the abstract geometry of trees,
vector spaces, and hyperplanes. While data structure programming lies outside of
the workaday world of most programmers, it is very important in scientific,
graphic, and game programming.
Arrays
Most of the necessary introduction to arrays was covered in Chapter 5, which
showed how you define and initialize an array. Holding objects is the focus of this
chapter, and an array is just one way to hold objects. But there is a number of other
ways to hold objects, so what makes an array special?
There are two issues that distinguish arrays from other types of containers:
efficiency and type. The array is the most efficient way that C# provides to store