Simple question, from a readability standpoint, which method name do you prefer for a boolean method:
public boolean isUserExist(...)
or:
public boolean doesUserExist(...)
or:
public boolean userExists(...)
public boolean userExists(...)
Would be my prefered. As it makes your conditional checks far more like natural english:
if userExists ...
But I guess there is no hard and fast rule - just be consistent
I would say userExists, because 90% of the time my calling code will look like this:
if userExists(...) {
...
}
and it reads very literally in English.
if isUserExist and if doesUserExist seem redundant.
Beware of sacrificing clarity whilst chasing readability.
Although if (user.ExistsInDatabase(db)) reads nicer than if (user.CheckExistsInDatabase(db)), consider the case of a class with a builder pattern, (or any class which you can set state on):
user.WithName("Mike").ExistsInDatabase(db).ExistsInDatabase(db2).Build();
It's not clear if ExistsInDatabase is checking whether it does exist, or setting the fact that it does exist. You wouldn't write if (user.Age()) or if (user.Name()) without any comparison value, so why is if (user.Exists()) a good idea purely because that property/function is of boolean type and you can rename the function/property to read more like natural english? Is it so bad to follow the same pattern we use for other types other than booleans?
With other types, an if statement compares the return value of a function to a value in code, so the code looks something like:
if (user.GetAge() >= 18) ...
Which reads as "if user dot get age is greater than or equal to 18..." true - it's not "natural english", but I would argue that object.verb never resembled natural english and this is simply a basic facet of modern programming (for many mainstream languages). Programmers generally don't have a problem understanding the above statement, so is the following any worse?
if (user.CheckExists() == true)
Which is normally shortened to
if (user.CheckExists())
Followed by the fatal step
if (user.Exists())
Whilst it has been said that "code is read 10x more often than written", it is also very important that bugs are easy to spot. Suppose you had a function called Exists() which causes the object to exist, and returns true/false based on success. You could easily see the code if (user.Exists()) and not spot the bug - the bug would be very much more obvious if the code read if (user.SetExists()) for example.
Additionally, user.Exists() could easily contain complex or inefficient code, round tripping to a database to check something. user.CheckExists() makes it clear that the function does something.
See also all the responses here: Naming Conventions: What to name a method that returns a boolean?
As a final note - following "Tell Don't Ask", a lot of the functions that return true/false disappear anyway, and instead of asking an object for its state, you tell it to do something, which it can do in different ways based on its state.
The goal for readability should always be to write code the closest possible to natural language. So in this case, userExists seems the best choice. Using the prefix "is" may nonetheless be right in another situations, for example isProcessingComplete.
My simple rule to this question is this:
If the boolean method already HAS a verb, don't add one. Otherwise, consider it. Some examples:
$user->exists()
$user->loggedIn()
$user->isGuest() // "is" added
I would go with userExists() because 1) it makes sense in natural language, and 2) it follows the conventions of the APIs I have seen.
To see if it make sense in natural language, read it out loud. "If user exists" sounds more like a valid English phrase than "if is user exists" or "if does user exist". "If the user exists" would be better, but "the" is probably superfluous in a method name.
To see whether a file exists in Java SE 6, you would use File.exists(). This looks like it will be the same in version 7. C# uses the same convention, as do Python and Ruby. Hopefully, this is a diverse enough collection to call this a language-agnostic answer. Generally, I would side with naming methods in keeping with your language's API.
There are things to consider that I think were missed by several other answers here
It depends if this is a C++ class method or a C function. If this is a method then it will likely be called if (user.exists()) { ... } or if (user.isExisting()) { ... }
not if (user_exists(&user)) .
This is the reason behind coding standards that state bool methods should begin with a verb since they will read like a sentence when the object is in front of them.
Unfortunately lots of old C functions return 0 for success and non-zero for failure so it can be difficult to determine the style being used unless you follow the all bool functions begin with verbs or always compare to true like so if (true == user_exists(&user))
Why not rename the property then?
if (user.isPresent()) {
Purely subjective.
I prefer userExists(...) because then statements like this read better:
if ( userExists( ... ) )
or
while ( userExists( ... ) )
In this particular case, the first example is such horrible English that it makes me wince.
I'd probably go for number three because of how it sounds when reading it in if statements. "If user exists" sounds better than "If does user exists".
This is assuming it's going to be to used in if statement tests of course...
I like any of these:
userExists(...)
isUserNameTaken(...)
User.exists(...)
User.lookup(...) != null
Method names serves for readability, only the ones fit into your whole code would be the best which most of the case it begins with conditions thus subjectPredicate follows natural sentence structure.
Since I follow the convention to put verb before function name, I would do the same here too:
//method name
public boolean doesExists(...)
//this way you can also keep a variable to store the result
bool userExists = user.doesExists()
//and use it like a english phrase
if (userExists) {...}
//or you can use the method name directly also and it will make sense here too
if (user.doesExists()) {...}
Related
The second way is a little smaller but i dont know if this is okay, can i use also just for be able to use expression body and put the first line of the cod on the side of method name?
override fun findOrdensColeta() {
view.setProgressBarVisibility(View.VISIBLE)
model.findOrdensColeta {
handleFindOrdensColeta()
}
}
override fun findOrdensColeta() = view.setProgressBarVisibility(View.VISIBLE).also {
model.findOrdensColeta {
handleFindOrdensColeta()
}
}
Yes, I think the second version is bad style. I see no good reasons to use also() like that, and several reasons not to:
also() is intended for use within expressions, where you don't have the option of adding a separate statement. (The classic case is logging a value before doing something with it.) That doesn't apply here, where two simple statements work just as well. So there's no benefit other than conciseness; using also() here is unnecessary complexity.
The second version has an expression body, which looks like it returns a useful value — but it actually returns the result of calling setProgressBarVisibility(), which is presumably Unit just like the first version. So the expression body is highly misleading.
Also, the only reason that the second version is shorter is that the first statement has been squeezed onto the same line. I don't think that's justified here* — it joins two things (the function signature and the call to setProgressBarVisibility()) that aren't directly related, and it makes the line too long for most people to read easily. (I'm surprised you find the second version easier to read. I tend to prefer conciseness, but even I find the first version a good deal easier to read — probably because it falls into a very familiar pattern that doesn't need any extra thought.)
If you cared only about reducing the number of lines, then the first version could be written like this (not recommended!):
override fun findOrdensColeta() { view.setProgressBarVisibility(View.VISIBLE)
model.findOrdensColeta {
handleFindOrdensColeta()
}
}
(You could join even more lines, perhaps squeezing it all onto a single line if you wanted to make it completely unreadable!)
Conversely, if there were other good reasons for using the second version, it would be better if wrapped like this:
override fun findOrdensColeta()
= view.setProgressBarVisibility(View.VISIBLE).also {
model.findOrdensColeta {
handleFindOrdensColeta()
}
}
So as you can see, the difference in length is mainly due to the (unjustified and confusing) line-joining, not the use of also().
So using also() here has no real benefit, as well as some significant drawbacks.
* I'm not saying you should never put the function body on the same line as its signature. That can work well if the body is an expression that's short enough to fit neatly all one line. For example:
override fun toString() = "MyClass(val1 = $val1)"
However, if that makes the line very long, or wraps onto further lines, or is a function body, then it's almost always more readable to start the body on the next line in the traditional fashion.
I believe the second one is a bad approach.
also is designed to provide the ability to modify or use the receiver and return it afterwards.
In your case, also is not containing any usages of its receiver (which is the result of view.setProgressBarVisibility(View.VISIBLE) ). Therefore it is not needed here
The second version is a bit confused to me - if you take the first one as the standard way to do things, a simple code block with two statements in it, what benefit does the second one really give you? You're basically using expression syntax to make it a one-liner - but it's not a one-liner, so you have to add a scope function just to give yourself back the curly braces so you can add another line of code!
So this:
override fun findOrdensColeta() {
view.setProgressBarVisibility(View.VISIBLE)
model.findOrdensColeta {
handleFindOrdensColeta()
}
}
Does exactly the same thing as this:
override fun findOrdensColeta() = view.setProgressBarVisibility(View.VISIBLE).also {
model.findOrdensColeta {
handleFindOrdensColeta()
}
}
But with the latter
it appears to return a result from setProgressBarInvisibility because it's a single-expression function (the original clearly returns nothing)
the use of also which passes that result value through reinforces the idea that you're trying to return that result
the also block implies you're using that value for something (otherwise why's it there?) and it takes a moment to see that you're not
when you realise none of the above are true, now you might be wondering if you're missing something, or if the original coder intended something specific but made a mistake
Because the basic function block is so simple and readable and a natural fit for what you're doing, doing something else can throw up some questions, or be confusing to read. Sure the way it's formatted you've saved a single line, but now it's harder to understand, y'know?
This is something to watch out for in Kotlin I think (and I'm guilty of this myself) - being able to chain stuff together sometimes encourages people to go for "one-liners" that are hard to follow, but hey at least you didn't (explicitly) create a variable! That's not what you're doing here (you're creating an unnecessary variable actually!) but it feels like a similar thing - trying to make a single expression instead of doing things the old-school way.
Coding is about trying to strike that balance between simplicity and readability, and elegant efficiency, and a lot of it's about learning what tools and tricks are available, and knowing when to use them (and how best to do it) and when to avoid them. At the end of the day it's a style choice and this is just my opinion (although all the other commenters so far are saying similar things) but hopefully it's given you something to think about! I've been there too - including using expressions for functions that don't return a value at all - but I think that's all part of learning a language and the things it offers you
I implement several global functions in our library that look something like this:
void init_time();
void init_random();
void init_shapes();
I would like to add functions to provide a check whether those have been called:
bool is_time_initialized();
bool is_random_initialized();
bool are_shapes_initialized();
However, as you can see are_shapes_initialized falls out of the row due to the fact that shapes is plural and therefore the function name must start with are and not is. This could be a problem, as the library is rather large and not having a uniform way to group similiar functions under the same naming convention might be confusing / upsetting.
E.g. a user using IntelliSense quickly looking up function names to see if the libary offers a way to check if their initialization call happened:
They won't find are_shapes_initialized() here unless scrolling through hundreds of additional function / class names.
Just going with is_shapes_initialized() could offer clarity:
As this displays all functions, now.
But how can using wrong grammar be a good approach? Shouldn't I just assume that the user should also ask IntelliSense for "are_initialized" or just look into the documentation in the first place? Probably not, right? Should I just give up on grammatical correctness?
The way I see it, a variable is a single entity. Maybe that entity is an aggregate of other entities, such as an array or a collection, in which case it would make sense to give it a plural name e.g. a set of Shape objects could be called shapes. Even so, it is still a single object. Looking at it that way, it is grammatically acceptable to refer to it as singular. After all, is_shapes_initialized actually means "Is the variable 'shapes' initialized?"
It's the same reason we say "The Bahamas is" or "The Netherlands is", because we are referring to the singular country, not whatever plural entity it is comprised of. So yes, is_shapes_initialized can be considered grammatically correct.
It's more a matter of personal taste. I would recommend putting "is" before functions that return Boolean. This would look more like:
bool is_time_initialized();
bool is_random_initialized();
bool is_shapes_initialized();
This makes them easier to find and search for, even if they aren't grammatically correct.
You can find functions using "are" to show it is plural in places such as the DuckDuckGo app, with:
areItemsTheSame(...)
areContentsTheSame(...)
In the DuckDuckGo app, it also uses "is" to show functions return boolean, and boolean variables:
val isFullScreen: Boolean = false
isAssignableFrom(...)
In OpenTK, a C# Graphics Library, I also found usage of "are":
AreTexturesResident(...)
AreProgramsResident(...)
In the same OpenTK Libary, they use "is" singularly for functions that return boolean and boolean variables:
IsEnabledGenlock(...)
bool isControl = false;
Either usage could work. Using "are" plurally would make more sense grammatically, and using "if" plurally could make more sense for efficiency or simplifying Boolean functions.
Here's what I would do, assuming you are trying to avoid calling this function on each shape.
void init_each_shape();
bool is_each_shape_initialized();
Also assuming that you need these functions, it seems like it would make more sense to have the functions throw an exception if they do not succeed.
Does cleanliness trump performance here:
Version 1:
Function MyFunc(ByVal param as String) As String
Dim returnValue as String
If param Is Nothing Then
returnValue = "foo"
Else
returnValue = param
return returnValue
Version 2:
Function MyFunc(ByVal param as String) As String
return If(param,"foo")
Version 1 deals directly with unboxed Strings. Version 2 deals with all boxed Objects. [If() takes a TestExpression as Object, a FalsePart as Object and returns an Object]
[can't add comments]
COMMENT: ja72, fixed my naming.
COMMENT: Marc, so you would go with Version 2?
I think clarity trumps anything.
The If(obj1,obj2) function is the null coalescing operator of VB.NET. It functions the same as obj1 ?? obj2 in C#. As such, everyone should know what it means, and it should be used where conciseness is important.
Although the If/Else statement is clean, simple, and obvious, in this particular case, I would favor the If function.
The compiler would optimize these two to the same code or nearly the same depending on the optimization level (See project properties).
Write two methods this way, compile them and use Reflector to look into the VB.Net decompiled code (or even MSIL) and you will see that there is very little (some billionth of a second) or none difference in exectuion.
Compiler optimizations generally handle normal patterns that allows you to write if-statements and loops in different ways. For instance in .Net for, foreach, while, do, etc do not actually exist. They are language specific features that are compiled down to goto-statement logic in the assembly level. Use Reflector to look at a few of these and you'll learn a lot! :)
Note that it is possible to write bad code that the compiler can't optimize to its "best state", and it is even possible to do better than the compiler. Understanding .Net assembly and MSIL means understanding the compiler better.
Really? I don't think this function is going to be a bottleneck in any application, and so just go with brevity/clarity.
I would recommend:
Public Function TXV(ByVal param As String) As String
Return If(param Is Nothing, "foo", param)
End Function
and make sure the function returns a string (to keep type safety). BTW, why is your Function called MySub ? Shouldn't it be MyFunc ?
I believe that these two implementations are nearly the same, I would use the second one because it's shorter.
Since I come from a C background, I would opt for the ternary operator most times where it is clear what is happening - in a case like this where there is repetition and it can be idiomatic. Similarly in T-SQL where you can use COALESCE(a, b, c, d, e) to avoid having a bunch of conditionals and simply take the first non-null value - this is idiomatic and easily read.
Beware that the old IIf function is different from the new If operator, so while the new one properly handles side-effects and short-circuits, it's only one character away from a completely different behavior which people have long been wary of.
http://secretgeek.net/iif_function.asp
http://visualbasic.about.com/od/usingvbnet/a/ifop.htm
I don't think it's going to matter in terms of performance, because the optimizer is pretty good about these kind of transforms.
This site tickled my sense of humour - http://www.antiifcampaign.com/ but can polymorphism work in every case where you would use an if statement?
Smalltalk, which is considered as a "truly" object oriented language, has no "if" statement, and it has no "for" statement, no "while" statement. There are other examples (like Haskell) but this is a good one.
Quoting Smalltalk has no “if” statement:
Some of the audience may be thinking
that this is evidence confirming their
suspicions that Smalltalk is weird,
but what I’m going to tell you is
this:
An “if” statement is an abomination in an Object Oriented language.
Why? Well, an OO language is composed
of classes, objects and methods, and
an “if” statement is inescapably none
of those. You can’t write “if” in an
OO way. It shouldn’t exist.
Conditional execution, like everything
else, should be a method. A method of
what? Boolean.
Now, funnily enough, in Smalltalk,
Boolean has a method called
ifTrue:ifFalse: (that name will look
pretty odd now, but pass over it for
now). It’s abstract in Boolean, but
Boolean has two subclasses: True and
False. The method is passed two blocks
of code. In True, the method simply
runs the code for the true case. In
False, it runs the code for the false
case. Here’s an example that hopefully
explains:
(x >= 0) ifTrue: [
'Positive'
] ifFalse: [
'Negative'
]
You should be able to see ifTrue: and
ifFalse: in there. Don’t worry that
they’re not together.
The expression (x >= 0) evaluates to
true or false. Say it’s true, then we
have:
true ifTrue: [
'Positive'
] ifFalse: [
'Negative'
]
I hope that it’s fairly obvious that
that will produce ‘Positive’.
If it was false, we’d have:
false ifTrue: [
'Positive'
] ifFalse: [
'Negative'
]
That produces ‘Negative’.
OK, that’s how it’s done. What’s so
great about it? Well, in what other
language can you do this? More
seriously, the answer is that there
aren’t any special cases in this
language. Everything can be done in an
OO way, and everything is done in an
OO way.
I definitely recommend reading the whole post and Code is an object from the same author as well.
That website is against using if statements for checking if an object has a specific type. This is completely different from if (foo == 5). It's bad to use ifs like if (foo instanceof pickle). The alternative, using polymorphism instead, promotes encapsulation, making code infinitely easier to debug, maintain, and extend.
Being against ifs in general (doing a certain thing based on a condition) will gain you nothing. Notice how all the other answers here still make decisions, so what's really the difference?
Explanation of the why behind polymorphism:
Take this situation:
void draw(Shape s) {
if (s instanceof Rectangle)
//treat s as rectangle
if (s instanceof Circle)
//treat s as circle
}
It's much better if you don't have to worry about the specific type of an object, generalizing how objects are processed:
void draw(Shape s) {
s.draw();
}
This moves the logic of how to draw a shape into the shape class itself, so we can now treat all shapes the same. This way if we want to add a new type of shape, all we have to do is write the class and give it a draw method instead of modifying every conditional list in the whole program.
This idea is everywhere in programming today, the whole concept of interfaces is all about polymorphism. (Shape is an interface defining a certain behavior, allowing us to process any type that implements the Shape interface in our method.) Dynamic programming languages take this even further, allowing us to pass any type that supports the necessary actions into a method. Which looks better to you? (Python-style pseudo-code)
def multiply(a,b):
if (a is string and b is int):
//repeat a b times.
if (a is int and b is int):
//multiply a and b
or using polymorphism:
def multiply(a,b):
return a*b
You can now use any 2 types that support the * operator, allowing you to use the method with types that haven't event been created yet.
See polymorphism and what is polymorhism.
Though not OOP-related: In Prolog, the only way to write your whole application is without if statements.
Yes actually, you can have a turing-complete language that has no "if" per se and only allows "while" statements:
http://cseweb.ucsd.edu/classes/fa08/cse200/while.html
As for OO design, it makes sense to use an inheritance pattern rather than switches based on a type field in certain cases... That's not always feasible or necessarily desirable though.
#ennuikiller: conditionals would just be a matter of syntactic sugar:
if (test) body; is equivalent to x=test; while (x) {x=nil; body;}
if-then-else is a little more verbose:
if (test) ifBody; else elseBody;
is equivalent to
x = test; y = true;
while (x) {x = nil; y = nil; ifBody;}
while (y) {y = nil; elseBody;}
the primitive data structure is a list of lists. you could say 2 scalars are equal if they are lists of the same length. you would loop over them simultaneously using the head/tail operators and see if they stop at the same point.
of course that could all be wrapped up in macros.
The simplest turing complete language is probably iota. It contains only 2 symbols ('i' and '*').
Yep. if statements imply branches which can be very costly on a lot of modern processors - particularly PowerPC. Many modern PCs do a lot of pipeline re-ordering and so branch mis-predictions can cost an order of >30 cycles per branch miss.
On console programming it's sometimes faster to just execute the code and ignore it than check if you should execute it!
Simple branch avoidance in C:
if (++i >= 15)
{
i = 0;
)
can be re-written as
i = (i + 1) & 15;
However, if you want to see some real anti-if fu then read this
Oh and on the OOP question - I'll replace a branch mis-prediction with a virtual function call? No thanks....
The reasoning behind the "anti-if" campaign is similar to what Kent Beck said:
Good code invariably has small methods and
small objects. Only by factoring the system into many small pieces of state
and function can you hope to satisfy the “once and only once” rule. I get lots
of resistance to this idea, especially from experienced developers, but no one
thing I do to systems provides as much help as breaking it into more pieces.
If you don't know how to factor a program with composition and inheritance, then your classes and methods will tend to grow bigger over time. When you need to make a change, the easiest thing will be to add an IF somewhere. Add too many IFs, and your program will become less and less maintainable, and still the easiest thing will be to add more IFs.
You don't have to turn every IF into an object collaboration; but it's a very good thing when you know how to :-)
You can define True and False with objects (in a pseudo-python):
class True:
def if(then,else):
return then
def or(a):
return True()
def and(a):
return a
def not():
return False()
class False:
def if(then,else):
return false
def or(a):
return a
def and(a):
return False()
def not():
return True()
I think it is an elegant way to construct booleans, and it proves that you can replace every if by polymorphism, but that's not the point of the anti-if campaign. The goal is to avoid writing things such as (in a pathfinding algorithm) :
if type == Block or type == Player:
# You can't pass through this
else:
# You can
But rather call a is_traversable method on each object. In a sense, that's exactly the inverse of pattern matching. "if" is useful, but in some cases, it is not the best solution.
I assume you are actually asking about replacing if statements that check types, as opposed to replacing all if statements.
To replace an if with polymorphism requires a method in a common supertype you can use for dispatching, either by overriding it directly, or by reusing overridden methods as in the visitor pattern.
But what if there is no such method, and you can't add one to a common supertype because the super types are not maintained by you? Would you really go to the lengths of introducing a new supertype along with subtypes just to get rid of a single if? That would be taking purity a bit far in my opinion.
Also, both approaches (direct overriding and the visitor pattern) have their disadvantages: Overriding the method directly requires that you implement your method in the classes you want to switch on, which might not help cohesion. On the other hand, the visitor pattern is awkward if several cases share the same code. With an if you can do:
if (o instanceof OneType || o instanceof AnotherType) {
// complicated logic goes here
}
How would you share the code with the visitor pattern? Call a common method? Where would you put that method?
So no, I don't think replacing such if statements is always an improvement. It often is, but not always.
I used to write code a lot as the recommend in the anti-if campaign, using either callbacks in a delegate dictionary or polymorphism.
It's quite a beguiling argument, especially if you are dealing with messy code bases but to be honest, although it's great for a plugin model or simplifying large nested if statements, it does make navigating and readability a bit of a pain.
For example F12 (Go To Definition) in visual studio will take you to an abstract class (or, in my case an interface definition).
It also makes quick visual scanning of a class very cumbersome, and adds an overhead in setting up the delegates and lookup hashes.
Using the recommendations put forward in the anti-if campaign as much as they appear to be recommending looks like 'ooh, new shiny thing' programming to me.
As for the other constructs put forward in this thread, albeit it has been done in the spirit of a fun challenge, are just substitutes for an if statement, and don't really address what the underlying beliefs of the anti-if campaign.
You can avoid ifs in your business logic code if you keep them in your construction code (Factories, builders, Providers etc.). Your business logic code would be much more readable, easier to understand or easier to maintain or extend. See: http://www.youtube.com/watch?v=4F72VULWFvc
Haskell doesn't even have if statements, being pure functional. ;D
You can do it without if per se, but you can't do it without a mechanism that allows you to make a decision based on some condition.
In assembly, there's no if statement. There are conditional jumps.
In Haskell for instance, there's no explicit if, instead, you define a function multiple times, I forgot the exact syntax, but it's something like this:
pseudo-haskell:
def posNeg(x < 0):
return "negative"
def posNeg(x == 0):
return "zero"
def posNeg(x):
return "positive"
When you call posNeg(a), the interpreter will look at the value of a, if it's < 0 then it will choose the first definition, if it's == 0 then it will choose the second definition, otherwise it will default to the third definition.
So while languages like Haskell and SmallTalk don't have the usual C-style if statement, they have other means of allowing you to make decisions.
This is actually a coding game I like to play with programming languages. It's called "if we had no if" which has its origins at: http://wiki.tcl.tk/4821
Basically, if we disallow the use of conditional constructs in the language: no if, no while, no for, no unless, no switch etc.. can we recreate our own IF function. The answer depends on the language and what language features we can exploit (remember using regular conditional constructs is cheating co no ternary operators!)
For example, in tcl, a function name is just a string and any string (including the empty string) is allowed for anything (function names, variable names etc.). So, exploiting this we can do:
proc 0 {true false} {uplevel 1 $false; # execute false code block, ignore true}
proc 1 {true false} {uplevel 1 $true; # execute true code block, ignore flase}
proc _IF {boolean true false} {
$boolean $true $false
}
#usage:
_IF [expr {1<2}] {
puts "this is true"
} {
#else:
puts "this is false"
}
or in javascript we can abuse the loose typing and the fact that almost anything can be cast into a string and combine that with its functional nature:
function fail (discard,execute) {execute()}
function pass (execute,discard) {execute()}
var truth_table = {
'false' : fail,
'true' : pass
}
function _IF (expr) {
return truth_table[!!expr];
}
//usage:
_IF(3==2)(
function(){alert('this is true')},
//else
function(){alert('this is false')}
);
Not all languages can do this sort of thing. But languages I like tend to be able to.
The idea of polymorphism is to call an object without to first verify the class of that object.
That doesn't mean the if statement should not be used at all; you should avoid to write
if (object.isArray()) {
// Code to execute when the object is an array.
} else if (object.inString()) {
// Code to execute if the object is a string.
}
It depends on the language.
Statically typed languages should be able to handle all of the type checking by sharing common interfaces and overloading functions/methods.
Dynamically typed languages might need to approach the problem differently since type is not checked when a message is passed, only when an object is being accessed (more or less). Using common interfaces is still good practice and can eliminate many of the type checking if statements.
While some constructs are usually a sign of code smell, I am hesitant to eliminate any approach to a problem apriori. There may be times when type checking via if is the expedient solution.
Note: Others have suggested using switch instead, but that is just a clever way of writing more legible if statements.
Well, if you're writing in Perl, it's easy!
Instead of
if (x) {
# ...
}
you can use
unless (!x){
# ...
}
;-)
In answer to the question, and as suggested by the last respondent, you need some if statements to detect state in a factory. At that point you then instantiate a set of collaborating classes that solve the state specific problem. Of course, other conditionals would be required as needed, but they would be minimized.
What would be removed of course would be the endless procedural state checking rife in so much service based code.
Interesting smalltalk is mentioned, as that's the language I used before being dragged across into Java. I don't get home as early as I used to.
I thought about adding my two cents: you can optimize away ifs in many languages where the second part of a boolean expression is not evaluated when it won't affect the result.
With the and operator, if the first operand evaluates to false, then there is no need to evaluate the second one. With the or operator, it's the opposite - there's no need to evaluate the second operand if the first one is true. Some languages always behave like that, others offer an alternative syntax.
Here's an if - elseif - else code made in JavaScript by only using operators and anonymous functions.
document.getElementById("myinput").addEventListener("change", function(e) {
(e.target.value == 1 && !function() {
alert('if 1');
}()) || (e.target.value == 2 && !function() {
alert('else if 2');
}()) || (e.target.value == 3 && !function() {
alert('else if 3');
}()) || (function() {
alert('else');
}());
});
<input type="text" id="myinput" />
This makes me want to try defining an esoteric language where blocks implicitly behave like self-executing anonymous functions and return true, so that you would write it like this:
(condition && {
action
}) || (condition && {
action
}) || {
action
}
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I've heard some voices saying that checking for a returned null value from methods is bad design. I would like to hear some reasons for this.
pseudocode:
variable x = object.method()
if (x is null) do something
The rationale behind not returning null is that you do not have to check for it and hence your code does not need to follow a different path based on the return value. You might want to check out the Null Object Pattern which provides more information on this.
For example, if I were to define a method in Java that returned a Collection I would typically prefer to return an empty collection (i.e. Collections.emptyList()) rather than null as it means my client code is cleaner; e.g.
Collection<? extends Item> c = getItems(); // Will never return null.
for (Item item : c) { // Will not enter the loop if c is empty.
// Process item.
}
... which is cleaner than:
Collection<? extends Item> c = getItems(); // Could potentially return null.
// Two possible code paths now so harder to test.
if (c != null) {
for (Item item : c) {
// Process item.
}
}
Here's the reason.
In Clean Code by Robert Martin he writes that returning null is bad design when you can instead return, say, empty array. Since expected result is an array, why not? It'll enable you to iterate over result without any extra conditions. If it's an integer, maybe 0 will suffice, if it's a hash, empty hash. etc.
The premise is to not force calling code to immediately handle issues. Calling code may not want to concern itself with them. That's also why in many cases exceptions is better than nil.
Good uses of returning null:
If null is a valid functional result, for example: FindFirstObjectThatNeedsProcessing() can return null if not found and the caller should check accordingly.
Bad uses: Trying to replace or hide exceptional situations such as:
catch(...) and return null
API dependency initialization failed
Out of disk space
Invalid input parameters (programming error, inputs must be sanitized by the caller)
etc
In those cases throwing an exception is more adequate since:
A null return value provides no meaningful error info
The immediate caller most likely cannot handle the error condition
There is no guarantee that the caller is checking for null results
However, Exceptions should not be used to handle normal program operation conditions such as:
Invalid username/password (or any user-provided inputs)
Breaking loops or as non-local gotos
Yes, returning NULL is a terrible design, in object-oriented world. In a nutshell, NULL usage leads to:
ad-hoc error handling (instead of exceptions)
ambiguous semantic
slow instead of fast failing
computer thinking instead of object thinking
mutable and incomplete objects
Check this blog post for a detailed explanation: http://www.yegor256.com/2014/05/13/why-null-is-bad.html. More in my book Elegant Objects, Section 4.1.
Who says this is bad design?
Checking for nulls is a common practice, even encouraged, otherwise you run the risk of NullReferenceExceptions everywhere. Its better to handle the error gracefully than throw exceptions when you don't need to.
Based on what you've said so far, I think there's not enough information.
Returning null from a CreateWidget()method seems bad.
Returning null from a FindFooInBar() method seems fine.
Its inventor says it is a billion dollar mistake!
It depends on the language you're using. If you're in a language like C# where the idiomatic way of indicating the lack of a value is to return null, then returning null is a good design if you don't have a value. Alternatively, in languages such as Haskell which idiomatically use the Maybe monad for this case, then returning null would be a bad design (if it were even possible).
If you read all the answers it becomes clear the answer to this question depends on the kind of method.
Firstly, when something exceptional happens (IOproblem etc), logically exceptions are thrown. When exactly something is exceptional is probably something for a different topic..
Whenever a method is expected to possibly have no results there are two categories:
If it is possible to return a neutral value, do so.
Empty enumrables, strings etc are good examples
If such a neutral value does not exist, null should be returned.
As mentioned, the method is assumed to possibly have no result, so it is not exceptional, hence should not throw an exception. A neutral value is not possible (for example: 0 is not especially a neutral result, depending on the program)
Untill we have an official way to denote that a function can or cannot return null, I try to have a naming convention to denote so.
Just like you have the TrySomething() convention for methods that are expected to fail, I often name my methods SafeSomething() when the method returns a neutral result instead of null.
I'm not fully ok with the name yet, but couldn't come up with anything better. So I'm running with that for now.
I have a convention in this area that served me well
For single item queries:
Create... returns a new instance, or throws
Get... returns an expected existing instance, or throws
GetOrCreate... returns an existing instance, or new instance if none exists, or throws
Find... returns an existing instance, if it exists, or null
For collection queries:
Get... always returns a collection, which is empty if no matching[1] items are found
[1] given some criteria, explicit or implicit, given in the function name or as parameters.
Exceptions are for exceptional circumstances.
If your function is intended to find an attribute associated with a given object, and that object does has no such attribute, it may be appropriate to return null. If the object does not exist, throwing an exception may be more appropriate. If the function is meant to return a list of attributes, and there are none to return, returning an empty list makes sense - you're returning all zero attributes.
It's not necessarily a bad design - as with so many design decisions, it depends.
If the result of the method is something that would not have a good result in normal use, returning null is fine:
object x = GetObjectFromCache(); // return null if it's not in the cache
If there really should always be a non-null result, then it might be better to throw an exception:
try {
Controller c = GetController(); // the controller object is central to
// the application. If we don't get one,
// we're fubar
// it's likely that it's OK to not have the try/catch since you won't
// be able to really handle the problem here
}
catch /* ... */ {
}
It's fine to return null if doing so is meaningful in some way:
public String getEmployeeName(int id){ ..}
In a case like this it's meaningful to return null if the id doesn't correspond to an existing entity, as it allows you to distinguish the case where no match was found from a legitimate error.
People may think this is bad because it can be abused as a "special" return value that indicates an error condition, which is not so good, a bit like returning error codes from a function but confusing because the user has to check the return for null, instead of catching the appropriate exceptions, e.g.
public Integer getId(...){
try{ ... ; return id; }
catch(Exception e){ return null;}
}
For certain scenarios, you want to notice a failure as soon as it happens.
Checking against NULL and not asserting (for programmer errors) or throwing (for user or caller errors) in the failure case can mean that later crashes are harder to track down, because the original odd case wasn't found.
Moreover, ignoring errors can lead to security exploits. Perhaps the null-ness came from the fact that a buffer was overwritten or the like. Now, you are not crashing, which means the exploiter has a chance to execute in your code.
What alternatives do you see to returning null?
I see two cases:
findAnItem( id ). What should this do if the item is not found
In this case we could: Return Null or throw a (checked) exception (or maybe create an item and return it)
listItemsMatching (criteria) what should this return if nothing is found?
In this case we could return Null, return an empty list or throw an Exception.
I believe that return null may be less good than the alternatives becasue it requires the client to remember to check for null, programmers forget and code
x = find();
x.getField(); // bang null pointer exception
In Java, throwing a checked exception, RecordNotFoundException, allows the compiler to remind the client to deal with case.
I find that searches returning empty lists can be quite convenient - just populate the display with all the contents of the list, oh it's empty, the code "just works".
Make them call another method after the fact to figure out if the previous call was null. ;-) Hey, it was good enough for JDBC
Well, it sure depends of the purpose of the method ... Sometimes, a better choice would be to throw an exception. It all depends from case to case.
Sometimes, returning NULL is the right thing to do, but specifically when you're dealing with sequences of different sorts (arrays, lists, strings, what-have-you) it is probably better to return a zero-length sequence, as it leads to shorter and hopefully more understandable code, while not taking much more writing on API implementer's part.
The base idea behind this thread is to program defensively. That is, code against the unexpected.
There is an array of different replies:
Adamski suggests looking at Null Object Pattern, with that reply being up voted for that suggestion.
Michael Valenty also suggests a naming convention to tell the developer what may be expected.
ZeroConcept suggests a proper use of Exception, if that is the reason for the NULL.
And others.
If we make the "rule" that we always want to do defensive programming then we can see that these suggestions are valid.
But we have 2 development scenarios.
Classes "authored" by a developer: The Author
Classes "consumed" by another(maybe) developer: the Developer
Regardless of whether a class returns NULL for methods with a return value or not,
the Developer will need to test if the object is valid.
If the developer cannot do this, then that Class/method is not deterministic.
That is, if the "method call" to get the object does not do what it "advertises" (eg getEmployee) it has broken the contract.
As an author of a class, I always want to be as kind and defensive ( and deterministic) when creating a method.
So given that either NULL or the NULL OBJECT (eg if(employee as NullEmployee.ISVALID)) needs to be checked
and that may need to happen with a collection of Employees, then the null object approach is the better approach.
But I also like Michael Valenty's suggestion of naming the method that MUST return null eg getEmployeeOrNull.
An Author who throws an exception is removing the choice for the developer to test the object's validity,
which is very bad on a collection of objects, and forces the developer into exception handling
when branching their consuming code.
As a developer consuming the class, I hope the author gives me the ability to avoid or program for the null situation
that their class/methods may be faced with.
So as a developer I would program defensively against NULL from a method.
If the author has given me a contract that always returns a object (NULL OBJECT always does)
and that object has a method/property by which to test the validity of the object,
then I would use that method/property to continue using the object, else the object is not valid
and I cannot use it.
Bottom line is that the Author of the Class/Methods must provide mechanisms
that a Developer can use in their defensive programming. That is, a clearer intention of the method.
The Developer should always use defensive programming to test the validity of the objects returned
from another class/method.
regards
GregJF
Other options to this, are:
returning some value that indicates success or not (or type of an error), but if you just need boolean value that will indicate success / fail, returning null for failure, and an object for success wouldn't be less correct, then returning true/false and getting the object through parameter.
Other approach would to to use exception to indicates failures, but here - there are actually many more voices, that say this is a BAD practice (as using exceptions may be convenient but has many disadvantages).
So I personally don't see anything bad in returning null as indication that something went wrong, and checking it later (to actually know if you have succeeded or not). Also, blindly thinking that your method will not return NULL, and then base your code on it, may lead to other, sometimes hard to find, errors (although in most cases it will just crash your system :), as you will reference to 0x00000000 sooner or later).
Unintended null functions can arise during the development of a complex programs, and like dead code, such occurrences indicate serious flaws in program structures.
A null function or method is often used as the default behavior of a revectorable function or overrideable method in an object framework.
Null_function #wikipedia
If the code is something like:
command = get_something_to_do()
if command: # if not Null
command.execute()
If you have a dummy object whose execute() method does nothing, and you return that instead of Null in the appropriate cases, you don't have to check for the Null case and can instead just do:
get_something_to_do().execute()
So, here the issue is not between checking for NULL vs. an exception, but is instead between the caller having to handle special non-cases differently (in whatever way) or not.
For my use case I needed to return a Map from method and then looking for a specific key. But if I return an empty Map, then it will lead to NullPointerException and then it wont be much different returning null instead of an empty Map.
But from Java8 onward we could use Optional. The above is the very reason Optional concept was introduced.
G'day,
Returning NULL when you are unable to create a new object is standard practise for many APIs.
Why the hell it's bad design I have no idea.
Edit: This is true of languages where you don't have exceptions such as C where it has been the convention for many years.
HTH
'Avahappy,