Design patterns are often criticized, typically in the context of object-oriented programming. I buy into many such critiques, mostly because I value simplicity as one of the most important qualities of good code. Patterns – especially when overused – often stand in the way to achieve it,
Not all critique aimed towards design patterns is well founded and targeted, though. More specifically, the example I’ve seen brought up quite often is the Singleton pattern, and I don’t think it’s a good one in this context. Actually, for making a case for design patterns being (sometimes) harmful, the singleton is probably one of the worst picks.
Realizing this is important, because whatever point you’re trying to convey will be significantly watered down if you use an inadequate example. It’s just too easy to make up counterarguments or excuses, concentrating on specific flaws of your sloppy choice, rather than addressing more general issues you wanted to put some light on. A bad example can simply be a red herring, drawing attention from the topic you wanted it to stand for.
What’s so bad about singleton pattern, though?
Especially in their classic incarnation formulated in famous work of Gang of Four, design patterns are mostly about increasing robustness and flexibility of software design by introducing additional layers of indirection between existing concepts. For instance, you can consider the Factory pattern as proxy that separates the process of creating an object from specific type (class) of that object.
This goes along the same lines as separation between interface and implementation, a fundamental concept behind the whole object-oriented paradigm. The purpose is to decrease coupling, i.e. dependencies between different parts of the code, and it’s noble goal in its own regard.
Unfortunately, the Singleton pattern doesn’t really aid us in this pursuit. Quite the opposite: it talks about having at most one single instance of some class, which will easily make it a choke point for many otherwise independent parts of program logic. It happens especially often with top-level objects, representing whole subsystems; thanks to making them into singletons, they end up being used almost everywhere.
We also shouldn’t forget what singletons really are – that is, global variables. (You can have singletons with more limited scope, of course, but OO languages typically support them as language feature that doesn’t require dedicated design pattern). The pattern attempts to abstract them away but they tend to leak out rather eagerly, causing numerous problems.
Indeed, there are all sorts of nastiness related to global variables, with these two being – in my opinion – the most important ones:
It is worth noting that these problems are somewhat language-specific. In several programming languages, you can relatively easily create “global” variables which are only apparent; in reality, they proxy to thread-local and/or mockable objects, addressing both concerns outlined above.
However, in such languages the Singleton pattern is often obsolete as explicit technique, because they readily provide it as part of the language. For example, Python module objects are already singletons: their singularity is guaranteed by interpreter itself.
So, if you are to discuss the merits of software design patterns: pros and (specifically) cons, make sure you don’t base your whole argumentation on the example of Singleton. Accuracy, integrity and honesty would require choosing a target which is more representative and has no severe, unrelated issues.
Writing code is not everything there is in programming. But writing code comprises of much more than just typing it in. There is compiling or otherwise building it; running the application to see
whether it works how it breaks; and of course debugging to pinpoint the issue and fix it. These are inherent parts of development process and we shouldn’t expect to be skipping them anytime soon…
Well, except that right now, I virtually pass on all of them. Your mileage may vary, of course, but I wouldn’t be surprised if many more developers found themselves in this peculiar position. I actually think this might be a sign of times, and that we should expect more changes in developer’s workflow that head in this very direction.
So, how do you “develop without developing”? Let’s look at the before mentioned activities one by one.
Getting rid of the build step is not really inconceivable. There are plenty of languages that do not require additional processing prior to running their code. They are called interpreted languages, and are steadily gaining grounds (and hype) in the programming world for quite some time now.
But even if we’re talking about traditional, de facto compiled languages (like Java or C++), there’s still something missing. It’s the fact that you don’t often have to explicitly order your IDE to compile & build your project, because it’s already doing it, all the time.
I feel there’s tremendous productivity gain by shortening the feedback loop and having your editor/IDE work with you as your write the code. When you can spot and correct simple mistakes as you go, you end up having more time and cognitive power for more interesting problems. This background assistance is something that I really like to have at all times, therefore I’ve set it up in my editor for Python as well.
The kind of programs I’m writing most often now – server-side code for web applications and backends – does not require another, seemingly necessary step all that often: running the app. As it stands, their software scaffolding is clever enough to detect changes in runtime and automatically reload program’s code without explicit prompting.
Granted, this works largely because we’re talking about interpreted languages. For compiled ones, there are usually many more hurdles to overcome if we want to allow for hot-swapping code into and out of a running program. Still, there are languages that allow for just that, but they are usually chosen because of reliability requirements for some mission critical systems.
In my opinion, there are also significant programming benefits if you can pull it off on your development machine. They are again related to making the cycle of writing code and testing it shorter, therefore making the whole flow more interactive and “real-time”. As of recently, we can see some serious pushes into this very direction. Maybe we will see this approach hitting mainstream soon enough.
“Oh, come on”, you might say, “how can you claim you’ve got rid of debugging? Is all your code always correct and magically bug-free?…”
I wish this was indeed true, but so far reality refuses to comply. What I’m referring to is proactive debugging: stepping though code to investigate the state of variables and objects. This is done to verify whether the actual control flow of particular piece of code is the one that we’ve really intended. If we find a divergence, it might indicate a possible cause for a bug we’re trying to find and fix.
Unfortunately, this debugging ordeal is both ineffective and time consuming. It’s still necessary for investigating errors in some remote, test-forsaken parts of the code which are not (easily) traceable with other methods and tools. For most, however, it’s an obsolete, almost antiquated way of doing things. That’s mainly because:
assertthat fails), while the relevant part of the code is even easier to localize. You might occasionally drop into debugger to examine local variables of the test run, but you never really step through whole algorithms.
It’s not like you can throw away your Xdb completely. With generous logging, decent test coverage and a little cautiousness when adding new things, the usefulness of long debugging sessions is greatly diminished, though. It is no longer mandatory, or even typical part of development workflow.
Whatever else it may be, I won’t hesitate calling it a progress.
I often say I don’t believe programmers need to be great typists. No software project was ever late because its code couldn’t be typed fast enough. However, the fact that developer’s job consists mostly of thinking, intertwined with short outbursts of typing, means that it is beneficial to type fast, therefore getting back quickly to what’s really important.
Yet, typing code is significantly different game than writing prose in natural language (unless you are sprinkling your code with copious amount of comments and docstrings). I don’t suppose the skill of typing regular text fast (i.e. with all ten fingers) translates well into building screens of code listings. You need a different sort of exercise to be effective at that; usually, it just comes with a lot of coding practice.
But you may want to rush things a bit, and maybe have some fun in the process. I recently discovered a website called typing.io which aims to help you with improving your code-specific typing skills. When you sign up, you get presented with a choice of about dozen common languages and popular open source projects written in them. Your task is simple: you have to type their code in short, 15-line sprints, and your speed and accuracy will be measured and reported afterwards.
The choice of projects, and their fragments to type in, is generally pretty good. It definitely provides a very nice way to get the “feel” of any language you might want to learn in the future. You’ll get to see a lot of good, working, practical code written in it – not to mention you get to type it yourself :) Personally, I’ve found the C listings (of Redis data store) to be the most pleasant to both read and type, but it’s pretty likely you will have different preferences.
The application isn’t perfect, of course: it doesn’t really replicate the typical indentation dynamics of most code editors and IDEs. Instead, it opts for handling it implicitly, so the only whitespace you get to type is line and word break. You also don’t get to use your text navigation skills and clipboard-fu, which I’ve seen many coders leverage extensively when they are programming.
I think that’s fine, though, because the whole thing is specifically about typing. It’s great and pretty clear idea, and as such I strongly encourage you to try it out!