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24. Refactoring
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Note that the converse of this example presents a similar problem. If you find yourself usually having a WithdrawalTransaction object in hand, but needing to pass several of its values to a routine like this:
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ProcessWithdrawal( withdrawal.GetCustomerId(), withdrawal.GetBalance(), withdrawal.GetWithdrawalAmount(), withdrawal.GetWithdrawalDate() );
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you should also consider refactoring the ProcessWithdrawal interface so that it requires the WithdrawalTransaction object rather than its individual fields. Any of these approaches can be right and any can be wrong; it depends on whether the abstraction of the ProcessWithdrawal() interface is that it expects to have four distinct pieces of data or that it expects to have a WithdrawalTransaction object.
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global variables, see Section 13.3, Global Data. For an explanation of the differences 3 between global data and class 4 data, see Class Data 5 Mistaken For Global Data in Section 5.3.
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A program contains code that seems like it might be needed someday Programmers are notoriously bad at guessing what functionality might be needed someday. Designing ahead is subject to numerous predictable problems:
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Requirements for the design ahead code haven t been fully developed, which means the programmer will likely guess wrong about those future requirements. The code ahead work will ultimately be thrown away. If the programmer s guess about the future requirement is pretty close, the programmer still will not generally anticipate all the intricacies of the future requirement. These intricacies undermine the programmer s basic design assumptions, which means the design ahead work will have to be thrown away. Future programmers who find the code that was designed ahead might assume that the code works better than it does. They can waste a lot of time building code that uses the design ahead code, only to discover ultimately that the design head code won t actually work. Future programmers who use the design ahead code don t know that it was design ahead code; they assume that it has been coded, tested, and reviewed to the same level as the other code. This ultimately leads to errors in the production system arising from faulty assumptions about the completeness of the design ahead work. The additional design ahead code creates additional complexity, which calls for additional testing, additional defect correction, and so on. The overall effect is to slow down the project
Experts agree that the best way to prepare for future requirements is not to write speculative code; it s to make the currently required code as clear and straightforward as possible so that future programmers will know what it does and does not do, and can make their changes accordingly (Fowler 1999, Beck 2000).
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24. Refactoring
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CHECKLIST: Reasons to Refactor
Code is duplicated A routine is too long A loop is too long or too deeply nested A class has poor cohesion A class interface does not provide a consistent level of abstraction A parameter list has too many parameters Changes within a class tend to be compartmentalized Changes require parallel modifications to multiple classes Inheritance hierarchies have to be modified in parallel Related data items that are used together are not organized into classes A routine uses more features of another class than of its own class A primitive data type is overloaded A class doesn t do very much A chain of routines passes tramp data A middle man object isn t doing anything One class is overly intimate with another A routine has a poor name Data members are public A subclass uses only a small percentage of its parents routines Comments are used to explain difficult code Global variables are used A routine uses setup code before a routine call or takedown code after a routine call A program contains code that seems like it might be needed someday
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