Object oriented programming - subobject vs globals (use case) - oop

I hope this a correct stack.
I am developing a nethack-like game, and I would like an advice how to approach the design part. For now I got class like Location, Npc, Item etc. But I ve got a problem how to easily access parts of location.
Lets say I have an object Door inside (not inheritated). If player is inside location it is easy to check whether door are opened. But on the other hand (I got this solution with my previous non-object implementation) I had a script that at 0600 opened all shops. But now I need to iterate thru all lcoations, check whethere are doors inside, and open them if location is a shop. Is it really optimized way to do it?
I could also do a globals (like singelton) with door states and fastly run thru those - but it would be hardly an OOP.
What are the possibilites here?
If this problem is somewhere covered please share link with me and that would surely be enough :)
Thanks!
Zaqqen

In my opinion, there is a difference between theoretical and practical OOP. If you want to learn the basis or make a thesis on OOP, theoretical could be fine. In most other cases you would prefer a practical one.
Why and how is it related to your question?
When I was a young developper, I had so much pain to rationalize my code. Shall I code the selling method in the class Product, Store or Consumer?
Then I discovered SOA, and I set my selling method in the class SaleHandler.
This is what you call a singleton. I prefer to implement it as a service with a framework helping me to make some dynamic dependency injection. From here, I had my data classes (Product, Store, ...) and my service classes (SaleHandler) to be fast. All my logic was coded in these services. This was not pure theoretical OOP but it helped me so much to handle the increasing complexity of growing applications.
I don't know how you can use this in your case, but I can give you some slope:
A service class DoorsRegistry containing all your doors (pattern registry).
A service class DoorOpener handling the opening of the doors.
If you do not use any framework helping you to do that you can implement your services as singletons but be aware that the pattern singleton is certainly an anti-pattern.
Hope this is the kind of answer you are waiting for.

Related

Method JavaFx TreeItem getRoot() is not visible. What is the OOP/MVC reason it is not?

I needed to get the root item of a TreeView. The obvious way to get it is to use the getRoot() on the TreeView. Which I use.
I like to experiment, and was wondering if I can get same root, buy climbing up the tree from a leaf item (a TreeItem), using recursively getParent() until the result is NULL.
It is working as well, and, in my custom TreeItem, I added a public method 'getRoot()' to play around with it. Thus finding out this method does already exist in parent TreeItem, but is not exposed.
My question : Why would it not be exposed ? Is is a bad practice regarding OOP / MVC architecture ?
The reason for the design is summed up by kleopatra's comment:
Why would it not be exposed I would pose it the other way round: why should it? It's convenience api at best, easy to implement by clients, not really needed - adding such to a framework/toolkit tends to exploding api/implementation to maintain.
JavaFX is filled with decisions like this on purpose. A lot of the reasoning is based on experience (good and bad) from AWT/Spring. Just some examples:
For specifying execution on the UI thread, there is a runLater API, but no invokeAndWait API like Swing, even though it would be easy for the framework to provide such an API and it has been requested.
Providing an invokeAndWait API means that naive (and experienced :-) developers could use it incorrectly to accidentally deadlock threads.
Lots of classes are final and not extensible.
Sometimes developers want to extend classes, but can't because they are final. This means that they can't over-ride a lot of the built-in tested functionality of the framework and accidentally break it that way. Instead they can usually use aggregation over inheritance to do what they need. The framework forces them to do so in order to protect itself and them.
Color objects are immutable.
Immutable objects in general make stuff easier to maintain.
Native look and feels aren't part of the framework.
You can still create them if you want, and there are 3rd party libraries that do that, but it doesn't need to be in the core framework.
The application programming interface is single threaded not multi-threaded.
Because the developers of the framework realized that multi-threaded UI frameworks are a failed dream.
The philosophy was to code to make the 80% use case easier and the the 20% use case (usually) possible, using additional user or 3rd party code, while making it difficult for the user code to accidentally (or intentionally) break the framework. You just stumbled upon one instance of an application of this philosophy.
There are a whole host of catch-phrases that you could use to describe the reason for this design approach. None of them are OOP or MVC specific. The underlying principles have been around far longer than software engineering, they are just approaches towards work and engineering in general. Here are some links if interested:
You ain't going to need it YAGNI
Minimal viable product MVP
Worse-is-better
Muntzing
Feature creep prevention
Keep it simple stupid KISS
Occam's razor

How to understand the big picture in a loose coupled application?

We have been developing code using loose coupling and dependency injection.
A lot of "service" style classes have a constructor and one method that implements an interface. Each individual class is very easy to understand in isolation.
However, because of the looseness of the coupling, looking at a class tells you nothing about the classes around it or where it fits in the larger picture.
It's not easy to jump to collaborators using Eclipse because you have to go via the interfaces. If the interface is Runnable, that is no help in finding which class is actually plugged in. Really it's necessary to go back to the DI container definition and try to figure things out from there.
Here's a line of code from a dependency injected service class:-
// myExpiryCutoffDateService was injected,
Date cutoff = myExpiryCutoffDateService.get();
Coupling here is as loose as can be. The expiry date be implemented literally in any manner.
Here's what it might look like in a more coupled application.
ExpiryDateService = new ExpiryDateService();
Date cutoff = getCutoffDate( databaseConnection, paymentInstrument );
From the tightly coupled version, I can infer that the cutoff date is somehow determined from the payment instrument using a database connection.
I'm finding code of the first style harder to understand than code of the second style.
You might argue that when reading this class, I don't need to know how the cutoff date is figured out. That's true, but if I'm narrowing in on a bug or working out where an enhancement needs to slot in, that is useful information to know.
Is anyone else experiencing this problem? What solutions have you? Is this just something to adjust to? Are there any tools to allow visualisation of the way classes are wired together? Should I make the classes bigger or more coupled?
(Have deliberately left this question container-agnostic as I'm interested in answers for any).
While I don't know how to answer this question in a single paragraph, I attempted to answer it in a blog post instead: http://blog.ploeh.dk/2012/02/02/LooseCouplingAndTheBigPicture.aspx
To summarize, I find that the most important points are:
Understanding a loosely coupled code base requires a different mindset. While it's harder to 'jump to collaborators' it should also be more or less irrelevant.
Loose coupling is all about understanding a part without understanding the whole. You should rarely need to understand it all at the same time.
When zeroing in on a bug, you should rely on stack traces rather than the static structure of the code in order to learn about collaborators.
It's the responsibility of the developers writing the code to make sure that it's easy to understand - it's not the responsibility of the developer reading the code.
Some tools are aware of DI frameworks and know how to resolve dependencies, allowing you to navigate your code in a natural way. But when that isn't available, you just have to use whatever features your IDE provides as best you can.
I use Visual Studio and a custom-made framework, so the problem you describe is my life. In Visual Studio, SHIFT+F12 is my friend. It shows all references to the symbol under the cursor. After a while you get used to the necessarily non-linear navigation through your code, and it becomes second-nature to think in terms of "which class implements this interface" and "where is the injection/configuration site so I can see which class is being used to satisfy this interface dependency".
There are also extensions available for VS which provide UI enhancements to help with this, such as Productivity Power Tools. For instance, you can hover over an interface, a info box will pop up, and you can click "Implemented By" to see all the classes in your solution implementing that interface. You can double-click to jump to the definition of any of those classes. (I still usually just use SHIFT+F12 anyway).
I just had an internal discussion about this, and ended up writing this piece, which I think is too good not to share. I'm copying it here (almost) unedited, but even though it's part of a bigger internal discussion, I think most of it can stand alone.
The discussion is about introduction of a custom interface called IPurchaseReceiptService, and whether or not it should be replaced with use of IObserver<T>.
Well, I can't say that I have strong data points about any of this - it's just some theories that I'm pursuing... However, my theory about cognitive overhead at the moment goes something like this: consider your special IPurchaseReceiptService:
public interface IPurchaseReceiptService
{
void SendReceipt(string transactionId, string userGuid);
}
If we keep it as the Header Interface it currently is, it only has that single SendReceipt method. That's cool.
What's not so cool is that you had to come up with a name for the interface, and another name for the method. There's a bit of overlap between the two: the word Receipt appears twice. IME, sometimes that overlap can be even more pronounced.
Furthermore, the name of the interface is IPurchaseReceiptService, which isn't particularly helpful either. The Service suffix is essentially the new Manager, and is, IMO, a design smell.
Additionally, not only did you have to name the interface and the method, but you also have to name the variable when you use it:
public EvoNotifyController(
ICreditCardService creditCardService,
IPurchaseReceiptService purchaseReceiptService,
EvoCipher cipher
)
At this point, you've essentially said the same thing thrice. This is, according to my theory, cognitive overhead, and a smell that the design could and should be simpler.
Now, contrast this to use of a well-known interface like IObserver<T>:
public EvoNotifyController(
ICreditCardService creditCardService,
IObserver<TransactionInfo> purchaseReceiptService,
EvoCipher cipher
)
This enables you to get rid of the bureaucracy and reduce the design the the heart of the matter. You still have intention-revealing naming - you only shift the design from a Type Name Role Hint to an Argument Name Role Hint.
When it comes to the discussion about 'disconnectedness', I'm under no illusion that use of IObserver<T> will magically make this problem go away, but I have another theory about this.
My theory is that the reason many programmers find programming to interfaces so difficult is exactly because they are used to Visual Studio's Go to definition feature (incidentally, this is yet another example of how tooling rots the mind). These programmers are perpetually in a state of mind where they need to know what's 'on the other side of an interface'. Why is this? Could it be because the abstraction is poor?
This ties back to the RAP, because if you confirm programmers' belief that there's a single, particular implementation behind every interface, it's no wonder they think that interfaces are only in the way.
However, if you apply the RAP, I hope that slowly, programmers will learn that behind a particular interface, there may be any implementation of that interface, and their client code must be able to handle any implementation of that interface without changing the correctness of the system. If this theory holds, we've just introduced the Liskov Substitution Principle into a code base without scaring anyone with high-brow concepts they don't understand :)
However, because of the looseness of the coupling, looking at a class
tells you nothing about the classes around it or where it fits in the
larger picture.
This is not accurate.For each class you know exactly what kind of objects the class depends on, to be able to provide its functionality at runtime.
You know them since you know that what objects are expected to be injected.
What you don't know is the actual concrete class that will be injected at runtime which will implement the interface or base class that you know your class(es) depend on.
So if you want to see what is the actual class injected, you just have to look at the configuration file for that class to see the concrete classes that are injected.
You could also use facilities provided by your IDE.
Since you refer to Eclipse then Spring has a plugin for it, and has also a visual tab displaying the beans you configure. Did you check that? Isn't it what you are looking for?
Also check out the same discussion in Spring Forum
UPDATE:
Reading your question again, I don't think that this is a real question.
I mean this in the following manner.
Like all things loose coupling is not a panacea and has its own disadvantages per se.
Most tend to focus on the benefits but as any solution it has its disadvantages.
What you do in your question is describe one of its main disadvantages which is that it indeed is not easy to see the big picture since you have everything configurable and plugged in by anything.
There are other drawbacks as well that one could complaint e.g. that it is slower than tight coupled applications and still be true.
In any case, re-iterating, what you describe in your question is not a problem you stepped upon and can find a standard solution (or any for that manner).
It is one of the drawbacks of loose coupling and you have to decide if this cost is higher than what you actually gain by it, like in any design-decision trade off.
It is like asking:
Hey I am using this pattern named Singleton. It works great but I can't create new objects!How can I get arround this problem guys????
Well you can't; but if you need to, perhaps singleton is not for you....
One thing that helped me is placing multiple closely related classes in the same file. I know this goes against the general advice (of having 1 class per file) and I generally agree with this, but in my application architecture it works very well. Below I will try to explain in which case this is.
The architecture of my business layer is designed around the concept of business commands. Command classes (simple DTO with only data and no behavior) are defined and for each command there is a 'command handler' that contains the business logic to execute this command. Each command handler implements the generic ICommandHandler<TCommand> interface, where TCommand is the actual business command.
Consumers take a dependency on the ICommandHandler<TCommand> and create new command instances and use the injected handler to execute those commands. This looks like this:
public class Consumer
{
private ICommandHandler<CustomerMovedCommand> handler;
public Consumer(ICommandHandler<CustomerMovedCommand> h)
{
this.handler = h;
}
public void MoveCustomer(int customerId, Address address)
{
var command = new CustomerMovedCommand();
command.CustomerId = customerId;
command.NewAddress = address;
this.handler.Handle(command);
}
}
Now consumers only depend on a specific ICommandHandler<TCommand> and have no notion of the actual implementation (as it should be). However, although the Consumer should know nothing about the implementation, during development I (as a developer) am very much interested in the actual business logic that is executed, simply because development is done in vertical slices; meaning that I'm often working on both the UI and business logic of a simple feature. This means I'm often switching between business logic and UI logic.
So what I did was putting the command (in this example the CustomerMovedCommand and the implementation of ICommandHandler<CustomerMovedCommand>) in the same file, with the command first. Because the command itself is concrete (since its a DTO there is no reason to abstract it) jumping to the class is easy (F12 in Visual Studio). By placing the handler next to the command, jumping to the command means also jumping to the business logic.
Of course this only works when it is okay for the command and handler to be living in the same assembly. When your commands need to be deployed separately (for instance when reusing them in a client/server scenario), this will not work.
Of course this is just 45% of my business layer. Another big peace however (say 45%) are the queries and they are designed similarly, using a query class and a query handler. These two classes are also placed in the same file which -again- allows me to navigate quickly to the business logic.
Because the commands and queries are about 90% of my business layer, I can in most cases move very quickly from presentation layer to business layer and even navigate easily within the business layer.
I must say these are the only two cases that I place multiple classes in the same file, but makes navigation a lot easier.
If you want to learn more about how I designed this, I've written two articles about this:
Meanwhile... on the command side of my architecture
Meanwhile... on the query side of my architecture
In my opinion, loosely coupled code can help you much but I agree with you about the readability of it.
The real problem is that name of methods also should convey valuable information.
That is the Intention-Revealing Interface principle as stated by
Domain Driven Design ( http://domaindrivendesign.org/node/113 ).
You could rename get method:
// intention revealing name
Date cutoff = myExpiryCutoffDateService.calculateFromPayment();
I suggest you to read thoroughly about DDD principles and your code could turn much more readable and thus manageable.
I have found The Brain to be useful in development as a node mapping tool. If you write some scripts to parse your source into XML The Brain accepts, you could browse your system easily.
The secret sauce is to put guids in your code comments on each element you want to track, then the nodes in The Brain can be clicked to take you to that guid in your IDE.
Depending on how many developers are working on projects and whether you want to reuse some parts of it in different projects loose coupling can help you a lot. If your team is big and project needs to span several years, having loose coupling can help as work can be assigned to different groups of developers more easily. I use Spring/Java with lots of DI and Eclipse offers some graphs to display dependencies. Using F3 to open class under cursor helps a lot. As stated in previous posts, knowing shortcuts for your tool will help you.
One other thing to consider is creating custom classes or wrappers as they are more easily tracked than common classes that you already have (like Date).
If you use several modules or layer of application it can be a challenge to understand what a project flow is exactly, so you might need to create/use some custom tool to see how everything is related to each other. I have created this for myself, and it helped me to understand project structure more easily.
Documentation !
Yes, you named the major drawback of loose coupled code. And if you probably already realized that at the end, it will pay off, it's true that it will always be longer to find "where" to do your modifications, and you might have to open few files before finding "the right spot"...
But that's when something really important: the documentation. It's weird that no answer explicitly mentioned that, it's a MAJOR requirement in all big sized development.
API Documentation
An APIDoc with a good search feature. That each file and --almost-- each methods have a clear description.
"Big picture" documentation
I think it's good to have a wiki that explain the big picture. Bob have made a proxy system ? How doest it works ? Does it handle authentication ? What kind of component will use it ? Not a whole tutorial, but just a place when you can read 5 minutes, figure out what components are involved and how they are linked together.
I do agree with all the points of Mark Seemann answer, but when you get in a project for the first time(s), even if you understand well the principles behing decoupling, you'll either need a lot of guessing, or some sort of help to figure out where to implement a specific feature you want to develop.
... Again: APIDoc and a little developper Wiki.
I am astounded that nobody has written about the testability (in terms of unit testing of course) of the loose coupled code and the non-testability (in the same terms) of the tightly coupled design! It is no brainer which design you should choose. Today with all the Mock and Coverage frameworks it is obvious, well, at least for me.
Unless you do not do unit tests of your code or you think you do them but in fact you don't...
Testing in isolation can be barely achieved with tight coupling.
You think you have to navigate through all the dependencies from your IDE? Forget about it! It is the same situation as in case of compilation and runtime. Hardly any bug can be found during the compilation, you cannot be sure whether it works unless you test it, which means execute it. Want to know what is behind the interface? Put a breakpoint and run the goddamn application.
Amen.
...updated after the comment...
Not sure if it is going to serve you but in Eclipse there is something called hierarchy view. It shows you all the implementations of an interface within your project (not sure if the workspace as well). You can just navigate to the interface and press F4. Then it will show you all the concrete and abstract classes implementing the interface.

Learning to think in the Object Oriented Way

I am a programmer trying to learn to code in the object oriented paradigm... I mainly work with PHP and i thought of learning the zend framework... So, felt I need to learn to code in OO PHP....
The problem is, having done code using functions for quite a long time, i just can't get my head to think in the OO way....
Also felt that probably I am not the only one facing this problem since the beginning of time...
So, how did you people learn object oriented programming... especially how did you succeed in "unlearning" to code using functions... and learn to see you code as objects...?
Is there any good resource books or sites where one could find help...??
Thanks for sharing your knowledge and experiences...
I've been doing software development with OO for over 20 years now, and I can tell you that looking at other peoples code is more often than not going to teach you how to do procedural programming in an object oriented language.
What I would recommend is to use the following techniques, which if applied liberally, will force you to use OO techniques, even though you may not yet be aware of them.
Do not copy and paste code - ever.
Create classes that represent the things you talk about when talking about the functionality - for example, an order entry system will have Orders, Customers, Accounts, OrderItems, InventoryItems, etc.
When creating these classes, do NOT code any public set and get methods to access the class data members.
Add methods to these domain model classes that perform the work on the object in question. Order.invoice(), account.close(), InventoryItem.decrement(). The lack of public get methods will show you the correct location for the code (where the data is - in the appropriate domain object). Remember, an object is data and the code that operates on it - anything short of both is not an object.
You will eventually find that you have to add some public get methods for some class members, and that is ok, just hold off until you are forced to do so. Reluctantly add public get methods.
At the level of the application, almost every line of code should be moving mountains. In other words, most of the lines of code at the application level should be calling on domain model methods.
Put all of the functionality in the domain model objects, then expose that functionality in an application by hooking it up to a user interface. I repeat, put the functionality in the domain model, not the application.
If you follow these guidelines, you will definitely be producing object oriented code, and probably at a much higher level of proficiency than many experienced developers.
Finally, avoid injection - i.e. Spring, Unity, etc!! There are probably a handful of valid cases for using injection - most uses arise out of a lack of object oriented design experience. As a guideline for whether to inject or not, consider how often what you are thinking of injecting is likely to change. In many, many cases, I find that what is being injected will never change - in these cases, the only thing being injected is pure overhead.
Good luck!
Read other people's code - people who you know are good developers
Books/articles that teach "idomatic usage" of the language
(Avoid anything with the words "in 21 days")
It takes time.
Moving from procedural programming to object oriented is difficult. These days, many people start with object oriented, so they don't struggle with this paradigm change.
Learn about the fundamentals of OOP and keep referring to them to start with.
Read OO code - there are lots of open source projects out there that you could sample.
read one of the following book
2015_Book_Object-OrientedAnalysisDesignA
Head First Design Patterns By Eric Freeman and Elisabeth Freeman Small
Head First Object-Oriented Analysis and Design: A Brain Friendly Guide to OOA&D
enjoy
PDF LINKS
1) Head First Object-Oriented Analysis and Design
Head First Object-Oriented Analysis and Design.pdf
2) Head First Design Patterns
Head First Design Patterns.pdf

Does Object Oriented Design have a place in web development? [closed]

Closed. This question is opinion-based. It is not currently accepting answers.
Want to improve this question? Update the question so it can be answered with facts and citations by editing this post.
Closed 9 years ago.
Improve this question
I work at a web development shop so naturally we deal with user profiles. When dealing with one of our sites I noticed that there was no 'User' class, which struck me as odd since we certainly have users. Instead the site relies on interacting with DataRows (this is C#) returned through static methods with little to no instantiation. I asked my boss about creating a class for users and his response was that since the objects have to be rebuilt so much its often not worth it.
I am relatively new to web development and it does seem like a bit of a waste to have to instantiate objects each time the page is rebuilt but on the other hand I've always found object oriented programming to be useful. So I'm curious for some opinions, how much do you guys use OOP in web development?
The only time I don't use OOP is when:
I'm creating a simple project to test some logic. This usually leads to creating the right classes...
I'm using Classic ASP (been awhile, thank god).
I'm not programming.
edit
3+ years after posting the above; I'm appending a bit to my answer.
OOP is great and allows us a tremendous amount of flexibility for having multiple systems interacting with the same data / logic. However, there is certainly a situation in which you wouldn't want to bother loading up a lot of objects.. Namely, when you are simply pulling data for tabular display.
Querying a database and getting a simple record set back that is immediately emitted to the browser usually doesn't need OOP involved. As a matter of fact you might want to sidestep OOP completely as tabular data usually involves a roll up of other information (sums of child records) and you normally don't want to pull more data from the database than what you are actually using. ie. if you are only showing the name and email you probably don't want to grab the user name as that is just wasted cycles.
Now, putting information into a DB usually involves making sure that certain business logic is followed. For example that the username follows certain rules. In those situations leveraging an OOP style keeps things a bit more encapsulated and easily transferred between systems.
So, looking at the specific example: I wouldn't bother with more than handing a datatable to a repeater when pulling data; but I would have a user class for when I'm going to create a new one or operate on that user to make sure the business rules are properly followed.
One question: does the data need to be coupled with function/method calls? If not, OOP is not necessary.
Your best approach might be to find an empty whiteboard, create a high level model using Object Oriented Design, then with Functional Design, then with Procedural. You might surprise yourself (and others) with the results. The same language can be used in vastly different ways depending on the project. As mentioned by #wj. OOP is just a paradigm, don't be afraid to step outside of your comfort zone and design using a different paradigm.
Taking time to design using different paradigms will also help you when you approach your boss to discuss why you should or should not use the current paradigm. Most bosses will appreciate that you spent the time to research before approaching them with an idea -- this isn't to say they'll accept your idea, but being knowledgable going in will potentially get you a few extra minutes of his/her attention.
IMHO (don't take this personally), "Object Oriented Programming" has fallen with the likes of "Web 2.0" -- a buzzword of sorts, which is unfortunate; you now see developers forcing OOP where it would be better suited to use FP or PP.
The best professional advice I can give is to design (high level at first, then dive down) in multiple paradigms (do your best not to be biased -- keep an open mind) and decide which one best addresses the way your application works. In my 15 years experience, 75+% of the time I find OOP to be unnecessary, although my current project is strictly OOP.
A more important/relevant question would be, "Does Object Oriented Design have a place in my current web development?"
Although objects make it easier for some programmers to develop, I've read the perfect example of how to build an entire website without OOP. Not once ounce. Check out the last page in a 20 page series entitled Clean PHP:
http://okmaya.com/clean-php/clean-php-step-20/
Super easy to follow, clean way of building an entire website. No confusing OOP, no super nested folder, no crazy spaghetti code to follow for hours... Just simple, clean, and well laid out functions that do EVERYTHING you need, without the use of OOP. And this example has everything from login/registration credentials, an admin section (CMS), even database fixtures to get you started, a search function that uses mapquest API to do zip code / lat-long lookups... I mean it has EVERYTHING for a core project, or website.
Why bother with OOP? Clean, and properly structured procedural code is great!
On the topic of OOP. I remember another fad that everyone thought it was cool, and everyone did it, but then found out that smoking gave you a whole bunch of problems.
Stick to the simple, stick to what you know. Be an expert in PHP and you never have to depend on a framework again. Don't get me started with OOP MVC Frameworks. Interpreted languages for the web were never meant to be OOP. OOP just adds another layer of complexity. Stop being lazy. Use your PHP, and learn how to freakin program!
On the other hand, I can see how making games on a console can be difficult without OOP. But then again, it's apples an oranges. Console games keep their objects in memory until the game exits, or object is destroyed from within game. Think about it... Why do they have a loading bar in front of every level? Now, imagine a web page that has to show you a loading bar every time it loads because it has to create objects from a database. SLLOOOOOOWWWWW central! And once you navigate away from this page, you have to start all over again.
Web pages are applications within themselves. It's like rebuilding your drag racer each time you go to the starting line, only to take it apart at the finish line. WTFridge? Seriously? Hey, super geniuses who think OOP is sooo cool... Keep your damn OOP out of my websites!
Just saying, this is from my 10+ years experience with web development, you know when we used to code pages in HTML, one by one?
OOP is nothing more than a programming paradigm !! but his importance is that hi is THE actual paradigm in use implying that all modern knowledge and best practices in software engineering will be expressed following this style of programming ...
A good example in your case (web development) is the Core J2EE Patterns.
(source: sun.com)
Of course it does. You (and more so your boss) say "rebuilding" like it's a huge chore.
What you mean by "rebuilding" is running the program. Tell your boss that OOP in general is stupid because even in a desktop environment every time somebody runs a piece of software the objects need to be rebuilt so it's not even worth it.
Boss's comment is useless. The .net framework consists of objects and nothing else. A "response" is an object, even in "classic ASP" - why would people have implemented it if that were resource ineffective?

How do you write good highly useful general purpose libraries?

I asked this question about Microsoft .NET Libraries and the complexity of its source code. From what I'm reading, writing general purpose libraries and writing applications can be two different things. When writing libraries, you have to think about the client who could literally be everyone (supposing I release the library for use in the general public).
What kind of practices or theories or techniques are useful when learning to write libraries? Where do you learn to write code like the one in the .NET library? This looks like a "black art" which I don't know too much about.
That's a pretty subjective question, but here's on objective answer. The Framework Design Guidelines book (be sure to get the 2nd edition) is a very good book about how to write effective class libraries. The content is very good and the often dissenting annotations are thought-provoking. Every shop should have a copy of this book available.
You definitely need to watch Josh Bloch in his presentation How to Design a Good API & Why it Matters (1h 9m long). He is a Java guru but library design and object orientation are universal.
One piece of advice often ignored by library authors is to internalize costs. If something is hard to do, the library should do it. Too often I've seen the authors of a library push something hard onto the consumers of the API rather than solving it themselves. Instead, look for the hardest things and make sure the library does them or at least makes them very easy.
I will be paraphrasing from Effective C++ by Scott Meyers, which I have found to be the best advice I got:
Adhere to the principle of least astonishment: strive to provide classes whose operators and functions have a natural syntax and an intuitive semantics. Preserve consistency with the behavior of the built-in types: when in doubt, do as the ints do.
Recognize that anything somebody can do, they will do. They'll throw exceptions, they'll assign objects to themselves, they'll use objects before giving them values, they'll give objects values and never use them, they'll give them huge values, they'll give them tiny values, they'll give them null values. In general, if it will compile, somebody will do it. As a result, make your classes easy to use correctly and hard to use incorrectly. Accept that clients will make mistakes, and design your classes so you can prevent, detect, or correct such errors.
Strive for portable code. It's not much harder to write portable programs than to write unportable ones, and only rarely will the difference in performance be significant enough to justify unportable constructs.
Even programs designed for custom hardware often end up being ported, because stock hardware generally achieves an equivalent level of performance within a few years. Writing portable code allows you to switch platforms easily, to enlarge your client base, and to brag about supporting open systems. It also makes it easier to recover if you bet wrong in the operating system sweepstakes.
Design your code so that when changes are necessary, the impact is localized. Encapsulate as much as you can; make implementation details private.
Edit: I just noticed I very nearly duplicated what cherouvim had posted; sorry about that! But turns out we're linking to different speeches by Bloch, even if the subject is exactly the same. (cherouvim linked to a December 2005 talk, I to January 2007 one.) Well, I'll leave this answer here — you're probably best off by watching both and seeing how his message and way of presenting it has evolved :)
FWIW, I'd like to point to this Google Tech Talk by Joshua Bloch, who is a greatly respected guy in the Java world, and someone who has given speeches and written extensively on API design. (Oh, and designed some exceptionally good general purpose libraries, like the Java Collections Framework!)
Joshua Bloch, Google Tech Talks, January 24, 2007:
"How To Design A Good API and Why it
Matters" (the video is about 1 hour long)
You can also read many of the same ideas in his article Bumper-Sticker API Design (but I still recommend watching the presentation!)
(Seeing you come from the .NET side, I hope you don't let his Java background get in the way too much :-) This really is not Java-specific for the most part.)
Edit: Here's another 1½ minute bit of wisdom by Josh Bloch on why writing libraries is hard, and why it's still worth putting effort in it (economies of scale) — in a response to a question wondering, basically, "how hard can it be". (Part of a presentation about the Google Collections library, which is also totally worth watching, but more Java-centric.)
Krzysztof Cwalina's blog is a good starting place. His book, Framework Design Guidelines: Conventions, Idioms, and Patterns for Reusable .NET Libraries, is probably the definitive work for .NET library design best practices.
http://blogs.msdn.com/kcwalina/
The number one rule is to treat API design just like UI design: gather information about how your users really use your UI/API, what they find helpful and what gets in their way. Use that information to improve the design. Start with users who can put up with API churn and gradually stabilize the API as it matures.
I wrote a few notes about what I've learned about API design here: http://www.natpryce.com/articles/000732.html
I'd start looking more into design patterns. You'll probably not going to find much use for some of them, but as you get deeper into your library design the patterns will become more applicable. I'd also pick up a copy of NDepend - a great code measuring utility which may help you decouple things better. You can use .NET libraries as an example, but, personally, i don't find them to be great design examples mostly due to their complexities. Also, start looking at some open source projects to see how they're layered and structured.
A couple of separate points:
The .NET Framework isn't a class library. It's a Framework. It's a set of types meant to not only provide functionality, but to be extended by your own code. For instance, it does provide you with the Stream abstract class, and with concrete implementations like the NetworkStream class, but it also provides you the WebRequest class and the means to extend it, so that WebRequest.Create("myschema://host/more") can produce an instance of your own class deriving from WebRequest, which can have its own GetResponse method returning its own class derived from WebResponse, such that calling GetResponseStream will return your own class derived from Stream!
And your callers will not need to know this is going on behind the scenes!
A separate point is that for most developers, creating a reusable library is not, and should not be the goal. The goal should be to write the code necessary to meet requirements. In the process, reusable code may be found. In that case, it should be refactored out into a separate library, where it can be reused in the future.
I go further than that (when permitted). I will usually wait until I find two pieces of code that actually do the same thing, or which overlap. Presumably both pieces of code have passed all their unit tests. I will then factor out the common code into a separate class library and run all the unit tests again. Assuming that they still pass, I've begun the creation of some reusable code that works (since the unit tests still pass).
This is in contrast to a lesson I learned in school, when the result of an entire project was a beautiful reusable library - with no code to reuse it.
(Of course, I'm sure it would have worked if any code had used it...)