OO in Python is mostly pointless
leontrolski.github.io
leontrolski.github.io
The general version of the point doesn’t work very well, and many of the other OO use-cases the author discusses actually work much better than alternatives.
For example, on abstract base classes: if you replace this with a bag of functions I think you end up reinventing virtual dispatch—that is, each function’s top level is a bunch of `if isinstance(...)` branches. This is much harder to read, and harder to add new implementations to, than abstract methods. It’s also no easier to understand.
(There is a subset of this advice that I think does improve your code’s understandability, which is “only ever override abstract methods,” but that is very different from “don’t use OO.”)
For impure classes, the author suggests e.g. using `responses` (an HTTP-level mocking library) instead of encapsulating these behind an interface. This is a fine pattern for simple stuff, but it is not more understandable than a fake interface. The hand-written fake HTTP responses you end up having to write are a lot less readable than a mock implementation of a purpose-built Python interface. (Source: I once mocked a lot of XML-RPC APIs with `responses` before I knew better; it was not understandable.)
This argument seems to come up for every criticism of OO. The criticism is invalid because true OO would never do that. It seems like a No True Scotsman. Notably, when you whittle away all of the things that aren’t true OOP, you seem to be left with something that looks functional or data-oriented (something like idiomatic Go or Rust). There isn’t much remaining that might characterize it as a distinct paradigm.
For sufficiently complex systems I don't see how functional or other paradigms can manage without holding a huge amount of global state.
FP and imperative handle data without huge amounts of global state the same way. By structuring your code properly.
Per your example, your Client instance still has to be passed around everywhere it's needed, and you call client.push_data() on it; in FP or imperative approaches, you would pass around a Client struct or tuple or similar, and call push_data(client).
OO just bundles state and functions together, as fields and methods on an object. Which has its pros, and its cons.
Yes, because our program probably needs more than one Client.
But my Sword class doesn't hold a reference to a NetState object.
Your Sword class doesn't hold a reference to a NetState object, but then, my Sword struct doesn't need a reference to a NetState struct, either.
If I were to climb the reference hierarchies back to my 'main' function, I would find a common ancestor, just like in OO if I were to climb my reference hierarchies, I would get back to the class with my 'main' method. But that doesn't imply global state; it's all scoped down in the code where I defined and use it.
const read = (fileHandle) => {
return () => {
if io:isOpen(fileHandle) && io:hasNext(fileHandle) => {
return io:readNext(fileHandle)
} else if io:isOpen(fileHandle) {return undefined
} else {throw "File is closed"}
}
}(myFile)
read()
read()
io:close(myFile)
read() //throwsState can and should be hierarchical - and you can do that easily in FP - but the idea that OO lets you make it somehow non-global is a myth.
By that logic all state in any program is global.
But if I'm writing an MMO server my GoldCoin class doesn't need to know about the client's connection state.
Have you actually written or worked with OO code before? Your comment reads like you have not.
All state in any program is global in the sense of being reachable from top-level. You can, and should, make your state hierarchical - reachable from top-level should not mean reachable from anywhere, you can have (non-toplevel) parts of your program that only access parts of your state. Unfortunately OO is uniquely bad at this, because objects are encouraged to have hidden coupling.
> But if I'm writing an MMO server my GoldCoin class doesn't need to know about the client's connection state.
But you have no way of knowing or enforcing that. "You wanted a banana but what you got was a gorilla holding the banana and the entire jungle" - your GoldCoin might contain a ("encapsulated" i.e. hidden) reference to another class that has a reference to another class and so on, and so eventually it does depend on the client's connection state.
> Have you actually written or worked with OO code before?
Yes, for many years, which is why I've become an advocate of FP style instead.
Well, think about a random number generator. It has some internal state, which gets set by some action taken (perhaps indirectly) by the top level. And that state is "reachable" by getting the next random number, but that random number may not be a direct representation of any part of the generator's state. Also, after initialization, the generator's state should not be alterable by the rest of the program.
So to me, that's not really "reachable". The entire point of encapulating that state in the random number generator is to make it not reachable.
In a functional program you would make the RNG state an explicit value, and pass it where it's used (but not where it isn't - so there might be large program regions that don't have access to it). It'll be an explicit part of the top-level state of your program. I'd argue that that's not actually any more global - or at least, it causes fewer problems - than the OO approach.
Show me an example of something you think is decoupled in OO style which could not be similarly decoupled in FP, and I'll give you the FP version which does the same.
Not saying one is better than the other, but you can definitely keep your code decoupled in both styles.
If you wanna do stuff to the client, you call functions with the client as an argument. If you want polymorphic clients, you define a client typeclass / trait / interface called Client, and then your functions take a generic Client bit of data.
In some sense, this approach is a lot like replacing foo.bar() with foo(bar). Which doesn't do much to change your program. The interesting difference in FP is how you 'change the state' of your client.
In FP, if you want your client to e.g. count its connections you would do something like `nextClient = connect(oldClient)` instead of the OOP `client.connect()`. This means that you are a lot more explicit about your state changes. This has a lot of advantages that can be hard to wrap your head around. It also comes with some disadvantages.
As a result though, all of your state is carried very 'locally' in your functions scopes.
The same is true of functional and procedural programming, too.
The problem, as I see it, is that the profession has a history of treating programming paradigms as just being a bag of features. They're not just that, they're also sets of guiding principles. And, while there's something to be said for knowing when to judiciously break rules, blithely failing to follow a paradigm's principles is indeed doing it badly.
This is a particular problem for OO and procedural programming. At least as of this current renaissance that FP is enjoying, advocates seem to be doing a much better job of presenting functional programming as being an actual software design paradigm.
It's also the case that, frankly, a lot of influential thought leadership in object-oriented programming popularized some awful ideas whose lack of merit is only beginning to be widely recognized. If null is a billion dollar mistake, then the Java Bean, for example, is at least a $500M one.
There are some specific criticisms that are levied against FP for which proponents respond “that’s not true FP”. For example, the criticism “FP is too preoccupied with monads” might engender such a response; however, this response is appropriate because it’s not one of the defining features of FP. Yet for FP, there are still pretty widely-agreed upon features or conventions (functional composition, strong preference for immutability, etc).
For OOP, I can’t think of any features or styles that are widely agreed upon. If you mention inheritance, half of OOP proponents will argue that inheritance isn’t a defining characteristic because Kay didn’t mention it in his definition. If you mention message-passing, many others will object. If you mention encapsulation, then you’ve accidentally included virtually all mainstream paradigms.
If OOP is a distinct thing, and it isn’t about inheritance or message passing or encapsulation or gratuitous references between objects (the gorilla/banana/jungle problem), then what exactly is it?
It's true that this is not a distinguishing feature. I don't see that as problematic, it's just how things work. Object-oriented programming, like any paradigm, evolved over time, as people built languages with new ideas, and then spent time figuring out how best to make use of them. And there's no rule saying that nobody is allowed to subsequently adopt and adapt a useful idea in other domains. Fuzzy boundaries are part of the natural order, and that is a good thing.
But, if you go back and read the seminal papers, it's clear that the common thread is encapsulation, every bit as much as referential transparency is the core idea that unites all the seminal work in functional programming. The idea was that programs would be decomposed into modules that were empowered to make their own decisions about what code to execute in response to some instruction. And that this was supposed to liberate the programmer from needing to micro-manage a bunch of state manipulation. Not by eliminating state, as is the ideal in FP, but by delegating the responsibility to manage it.
This is why the concept of Beans bothers me. A Bean is a stateful object that throws its state into your face, and forces you to directly manage it. That sort of approach directly contradicts what OOP was originally supposed to be trying to accomplish. For my part, I am convinced that the bulk of the backlash against OOP is really a response to the consequences of that sort of approach having become orthodox in OOP. Which is deeply ironic, because this is an approach that enshrines the very kinds of practices that the paradigm originally sought to eliminate.
I agree with that assessment, but I also think the problems with OO are inherent to that paradigm, and it's time to acknowledge that the paradigm is bad and has failed.
I disagree.
Beans are Java's version of the ideas expressed in Visual Basic and, later, COM -- ideas often called something like "software componentry". They are objects that can be instantiated and configured without having to write custom code to invoke their methods, because the instantiation and configuration follow accepted standards, as well as the means by which they register to subscribe to and publish events. This lets them be instantiated and manipulated by other tools in the pipeline, such as a GUI builder tool or an automatic configurator like the one in Spring Framework.
As an anecdote, I once saw a stack overflow reply from a distinguished OOP engineer advocating for modelling a bank account with an object containing a mutable balance field! That is certainly not modelling the domain (an immutable ledger). OOP might fit some problems well, but the cult of presenting it as the one-true-way (made concrete in 90's Java) is deserving of a backlash IMHO.
When people criticise OO, they’re usually criticising this the “Effective Java” style, expressed in whatever language. This style is deserving of some criticism - it’s usually more verbose and harder to debug than pure functional code. And it’s usually less performant than the data oriented / data flow programming style you see in most modern game engines.
OOP the paradigm (messaging and memory encapsulation) is pretty different from OOP the style (access modifier, class+method+properties, inheritance).
As a strong proponent of FP the paradigm, I insist OOP the paradigm is great to study and apply in a system software where there are multiple agencies. For example, in a browser there are multiple "agencies", network-facing workers, storage-facing workers, human-facing workers, etc, as each "agencies" runs at different to pace to make its "client" (networkAPI, storageAPI, human) happy, therefore messaging and buffering between those "agencies" inevitable.
FP also suffers the same issue.
FP the paradigm: pure functions, expression-based, recursion, first-class function, parsing > validation (universal, almost applicable in any programming language) FP the style: monad, functional-based language, tail-call optimization
Being overly-critical over style is not productive in the long term. Someday one will have to leave the tool for a new one.
Learning the universal part of paradigms is useful because it is not dependent to tools.
To me, OOP is all about implementation details.
[0] https://elixirforum.com/t/the-oop-concept-according-to-erlan...
In which Alan Kay himself answers the question, saying, "Erlang is much closer to the original ideas I had about “objects” and how to use them."
Its a big problem I have with ORM's. Every time a discussion about what's bad about ORM's is brought up, there's a multitude of people saying that its just used wrong, written wrong or otherwise done wrong, yet that's basically my experience with every non-toy codebase I've ever worked on as part of a larger team. Telling me that its just done wrong is useless because its out of my hands. Is it the ORM's fault? I argue yes because it encourages that kind of programming, even though its not technically the ORM's fault.
I see it the same with OO or anything else. Is this "bad OO" the type of OO people tend to write? If yes, then OO is the problem. If no, then OO is not the problem.
Personally, I like a mixed approach where I use some OO and a lot of functional. I'm writing a little toy game in C++ from scratch and I have a very flat design, preferring functional approaches where I can, but I have a few objects and even a little bit of inheritance where it makes sense. Sometimes dealing with an object-based API is just more convenient and I won't shy away from using OO principles, but I also don't default to them just because either.
As software engineers I have seen that we usually make two mistakes in these cases. We focus only on our craft without taking into consideration the real business objectives of the customer and what he really cares about. We introduce unnecessary complexity just for the sake of it, often adding unnecessary abstractions. In a few words we often make the sin of believing that software is the objective while in most of the cases there is a business objective for which software is just the enabler and because of that we lose focus on what is the right thing to do.
In software product companies code is part of the final product and code quality directly impacts costs and the core business of the company.
If you want to build a bridge, I’d assume there’s a set of standards it has to comply with. If it doesn’t meet the spec you could explain in very objective terms why the quality isn’t sufficient. If you had to sit in front of the board and explain why you think a piece of software wasn’t built to a sufficient standard of quality, you’re going to really struggle to do that in objective terms. The best you could really hope to do is present a well articulated opinion. Anybody who disagrees with you could present their own opinion, and unless they have a high degree of technical competence, they’re not going to have any objective approach for making judgements about that.
Sure lots of companies prioritize feature velocity over code quality. But I doubt most of them a very well informed about what quality compromises they’re actually making.
In other fields it can be easy to say when a job is done well. There can be clear guidelines. That said, other fields cut corners and do a “bad” job, too. Construction for example. It is probably possible to explain to average Joe why a damp proof course wasn’t installed properly or the insulation used is dangerous and flammable.
Programming as it exists now seems often in service of something else. So a deadline causes cut corners. So in this context a cut corner is fine and “we’ll fix it later”.
I suppose programming differs from a physical thing like construction. Sure you can replace the wiring and install a mezzanine but it’d be insanely impractical.
I’m going off on a tangent now...
Hell, I moved into a house built 3 years ago by a major firm and the ceiling fans were ALL wired wrong, and many of the electrical plugs are upside down.
This is a house that had a specific design model. My presumption is that unskilled labor was brought in to complete work and just did a shitty job.
You can see this sometimes with outsourced programming work or local work that is poorly designed and inadequately tested.
The skill of experiencing trumps the amount of experience.
Bad programmers need to hone their skill to experience in order to become good programmers. The most popular way is to provide them a safe environment to make mistake and learn from it. But the most important way is actually knowing that skill of experiencing and getting out of biases are important, like in this case "if OOP is indeed bad, why is it invented in the first place", and the rabbit hole actually gets interesting from here.
At least that's my take after a few years in the industry.
I think that’s just a problem of dogmatism, which doesn’t necessarily go away with experience.
He was recently asked to fix a rather simple bug in a C# project, a language he doesn’t use very often, but he was certain this would be an easy task for him. The project used a small amount of unmanaged resources, and he just couldn’t figure out how the ‘using’ keyword worked. He spent a few days trying to get to the bottom of ‘using’ before demanding to be sent on a C# course, which everybody thought was a great idea because it would keep him busy for a while. Maybe he’ll have “21 years of experience” by the time he gets around to fixing this bug.
Learning is difficult; maybe because it starts with admission of ignorance.
Most of my work, these days, is a ghastly chimera of techniques, from 30 years ago, grafted onto patterns from 30 minutes ago. Real Victor Frankenstein stuff.
It seems to work, though.
But not insurmountable. In my own experience, all it takes is a small amount of consistent effort each day. I've learned a few programming languages that I use regularly like this, I learned sleight of hand card magic like this and most recently, I've learned to play guitar like this. This year, I hope to learn Spanish like this too. Many people don't want to put consistent regular effort in and are looking for shortcuts. That doesn't work.
> a ghastly chimera of techniques
Well, yeah, the right tool for the job, right? But it does work, so...
Going back to the ORM example, I'm cool with just using SQL. The language encourages a style of thinking that fits with databases and it being a separate language makes it clear that there's a boundary there, that its not the same as application code. However, I'd also be ok with an ORM that enforced this boundary and clearly separated query logic from application logic.
As for OOP, I don't know what the solution there is. Maybe there isn't one. I like to use OOP, but sparingly, and at least in my personal code (where I have control over this), its worked out really well. A lot of code is transforming data structures and a functional approach maps really well to this, but for overall architecture/systems and even for some small things that just map well to objects, its great to have OOP too. In my toy game, I use inheritance to conveniently create external (dll/so) modules, but inside the engine, most data is transformed in a functional style. Its working quite well. I'm not sure how you could redesign the paradigms to encourage this though, outside of designing languages to emphasize these things.
The separation is orthogonal to the data access style used, and you really have to make sure the engineers you're working with understand separation of concerns. I have seen many applications with controllers filled with loads of raw SQL, just as I have seen them filled with lots of ORM query building. If the programmers don't get why that's bad, they will do the wrong thing with whatever tools they have in front of them.
result = []
for frob in Frob.get_all(where=something) {
if frob.foo = expected {
result = {
frob: frob,
quux: Quux.get_all(where=some-query-using-frob)
}
results.append(result)
Basically, the idea is that you fetch some data and check some condition or do some calculation on it, then fetch more data based on this condition/calculation. This entire thing could be a single logical process.The only reason there's a separation of concerns here is because some of this is done in the database and some in the application. Logically, its still part of the same calculation.
But the ORM hides this distinction and makes both the part that runs in the database and the part that runs locally look the exact same and super easy to intermingle. Worse still if you access properties on your ORM-result-object which actually trigger further queries to get. It looks like a field access, but is actually a database query. I've seen this cripple performance.
In many cases, if you step back and don't think about it in terms of application code, but rather the data access and transformations that you want to achieve, then it can be rewritten as a query (joining related data in as needed etc). At the very least, it makes you aware of what the boundaries are.
I'm not saying that scrapping the ORM will magically make the problems go away and I know people also write terribly intermingled application and database logic when using SQL, but at least the boundary is more explicit and the different sides of the boundary actually look different instead of just looking like application code.
My point isn't that there's a silver bullet, but that we can nudge and encourage people to write better code by how the languages/libraries/tools structure solutions.
I'm also not necessarily saying that we have to use SQL instead of an ORM, that's just one possible suggestion that I personally find works due to the mental separation. I'm sure you can design ORM's that make the boundaries more explicit, or design frameworks that encourage thinking about application boundaries more explicitly. Same as how I'm not actually suggesting to get rid of OOP, just... if most people's OOP is so-called "Bad OOP", then we need to think about how to improve OOP, because changing "most people" is just not going to happen.
For me, ORMs become a problem when they're an excuse to avoid learning SQL. If you understand SQL, you will probably understand why the example you give is a bad idea. If you don't, you won't. I'm speaking from the point of view of having written, at this point, thousands of lines of SQL at minimum, and having decided that it's not how I primarily want to access data in the applications I write. The ORM queries I write are written with rough knowledge of the SQL they generate, and I try to be very careful with query builders to avoid the exact case you bring up.
I think LINQ in C# does a pretty good job of bridging this gap, actually. It could be better, but it discourages looping and encourages the declarative style that efficient SQL requires.
If you give a novice developer an OOP assignment, they’re likely to struggle with the learning curve, and likely to ultimately create something that has a lot of unnecessary complexity. If you give a novice developer MEAN assignment, they’ll create something that “works” a lot easier. But it’ll likely be full of bugs created by not understanding the underlying problems that the framework is simply not forcing you to address.
Which is what I think these “simple” frameworks do. Allow you to create working features without necessarily considering things like consistency and time complexity. I also think it’s why things like Mongo have been slowly adding more ACID consistency, and schema design features. Because people are coming to realize that those are problems that simply can’t go unaddressed. And why ORMs and things like GraphQL have become so popular, which to me look remarkably similar to the structured approach of OOP design patterns.
I mean, sure, you can just say most developers aren't very good, aren't disciplined enough, don't think things through. Maybe its true. But that doesn't solve the problem, it just shifts the blame. You can't fix the people, because its a never-ending problem: move team or company and you're back at square one. Good luck trying to change all the university courses to try and teach better practices.
So if you can't fix the people, the only thing left is to take a long hard look at the tools and see if we can't improve them in a way that encourages better code.
Except rails ActiveRecord there is probably no one.
Even though AR also has some issues.
He has a lot of info on high performance Hibernate and particularly the n + 1 issue.
It should be mostly avoidable.
For anyone else interested, here’s one post he has on the problem: https://vladmihalcea.com/n-plus-1-query-problem/
I haven't been there for a while but I'm fairly sure there should be a few more.
Some would say this makes them a bad abstraction, but to me, data mapping is going to have to happen somewhere, and I would rather be building on someone else's work to write the data mapping for my applications than do it from scratch. You have to know when the ORM is the right tool to use, and when to drop into plain SQL for your querying, because they do not eliminate the need to write SQL, just reduce it significantly.
Also it's maybe notably by a (former?) maintainer of ActiveRecord, though, I haven't really used RoR but I think the design is probably quite different - Diesel is very much just the SQL with a veneer of Rust, almost FFI wrapper like.
Why should I have to remember to use '.values' instead of 'GROUP BY'; '.filter'/'.except' instead of 'SELECT'? It's not helpful. I frequently have a clearer idea of the SQL I want (I'm certainly no DB expert) and have to make it at least twice as long, install a plugin, or in some cases just can't mangle it into Django. For what?
If you want to do something more OLAP-ish or insert data in bulk, you have a huge problem. SQLAlchemy is far better, even though SQLAlchemy also has its own share of limitations (dealing with jsonb_to_recordset and functions like it for example).
This is a problem, because there is a real boundary, typically including a network round trip. I've been on way too many projects where ORM-using code would pull some stuff from the database, do some application logic to filter or process the results, then loop and do another query for each result. Instead of doing it in the database query itself using joins (and possibly being able to use indexes for the filtering).
Even when people are very disciplined about this, I find that once you get to non-trivial queries, they become a lot harder to read in ORM code. I tend to have to think in terms of SQL, then translate between that and the ORM code on the fly. Its not so easy.
Sure, you could say all the teams I've ever worked on that did stuff like this are just bad at using ORM's, but after a few experiences like this on different teams, in different companies, with different developers, its time to stop blaming the people and maybe take another look at the tools.
There is just no good ORMs out there.
Except ActiveRecord (and maybe mongoose for mongo). And even these 2 are not the best choice for all use cases.
Only if that's more true than “bad <foo> is what most developers write in paradigm <foo>” where <foo> is the presented alternative paradigm, otherwise we’re comparing the platonic ideal of <foo> against real world OO.
Sturgeon’s Law may not be quantitatively precise, but it addresses a real qualitative issue that must be considered.
This passertion is disingenuous. The whole point is that the reason why bad code is bad is not because it's OO, it's because it's bad code.
You do not fix bad code by switching programming paradigm, specially if it's to move back to procedural programming and wheel reinvention due to irrational class-phobia.
This is pretty false on its face. Let's say that some paradigm insists that inheritance should be used for every problem. Almost all programmers agree that this is bad code, thus code written in this paradigm is bad because of the paradigm.
> You do not fix bad code by switching programming paradigm, specially if it's to move back to procedural programming and wheel reinvention due to irrational class-phobia.
Agreed. Instead you should start with your current paradigm and remove the problematic aspects until you're left with something that works reasonably well. I posit that when you start with OO and drop its problematic aspects like inheritance or Armstrong's observation of banana-gorilla-jungle architecture, you end up with something that looks pretty functional or data-oriented, a la idiomatic Go or Rust. If your definition of "OO" already excludes these things, then it probably looks something like Go or Rust or perhaps even Erlang.
The issue I'm raising with "OO" is that there is no consensus about what OO is; rather every defense of OO is about what it isn't (and then there's the ever predictable straw man, "But you can write bad code in any paradigm!").
There is no such paradigm, including and specially OO.
In fact, your example clearly illustrates the perils of blaming the tools for problems caused by incompetence.
I mean, how many decades have passed since "composition over inheritance" has been taught like a mantra in every OO programming 101 course?
And still the best OO example you could manage to come up wit is a blatant error that would lead you to fail a OO programming 101 course?
I'll restate the obvious: the reason why bad code is bad is not because it's OO, it's because it's bad code.
And here you are, trying to pass blatantly bad code as somehow an OO problem?
Java IMO is the classic case of going way too far overboard with being object oriented. Much worse than Python.
I find that much of what I do is taking something from structure A and manipulating structure B. If you are a slave to OOP, you end up bolting that method to either one or the other object when really it affects both and belongs in a separate place entirely.
The other big issue I have with OOP is frequently I don't want or care for reference passing, I just want value passing. That is usually the place where I start using objects is when passing references is useful.
It's particularly useful if you are building a thing which requires multiple steps and you need that state to persist between steps. I've seen it done well with functional programming, but for me it's just easier to build something out with an object that holds persistent state.
Object-oriented means few different things: it could mean "my program contains 'class' keyword" to "Everything must be a class which obeys SOLID".
If you say general statement, like "OO in Python is mostly pointless", you are likely wrong. There are ways to use 'class' keyword to make programs better (shorter, more readable) and there are libraries out there which use OO this way.
If you want to write something which can be proven true, you want to have something much more specific. Here are some possible titles one can have meaningful discussion about:
"SOLID everywhere is not worth it"
"Don't use objects where a function will do"
"single responsibility is the key to usable OO"
and so on
Dependency injection is a nice name for factory functions + dependency list + topological sort, but people still use it horribly, injecting dependencies everywhere, not writing functional and data-oriented composable code.
It's nice to learn about patterns but it's wrong to think about patterns as a solution.
> You can create an OO mess in Go and Rust that is equivalent to this too.
To be quite clear, I qualified with idiomatic. I don't think you can create an OO mess with idiomatic Go or Rust, but then again, the whole point of this thread is that there's no clear consensus on what OO actually means, so what does "OO mess" mean.
I think it's fair to question what is going on in the article if the mistakes made are of such a basic nature.
If you don't want to, it's ok, just stop bashing it without first learning it (you learned FP too, it took some time too).
If you saw someone only driving in reverse, complaining about car UX, would you not state the obvious?
Then Agile & SCRUM arrived and now people complain about giving status on what they are working on now, what issues they have and what they intend to work on today. You see posts here bitching about it.
I still get software from engineering that appears to lack ANY sense of what we are supposed to use it for. The developer gets tons of back slapping by engineering management, and it leaves us STILL doing grunt work with the poorly designed tooling, that the developer is now writing perl scripts to deal with issues in his delivered work.
In a "noun driven domain" you can still disallow the noun to perform the verb.
It's not a question of can they, or should we prevent them, it's 'should it be required?'
It may make sense to require all verbs to be coupled to a noun when your problem domain is mostly modeling nouns, and verbs only describe how those models change and interact with each other. But when the problem domain is mostly process, with nouns being ancillary, it is unwieldy to talk that way. It's why you have so many "ThingDoer" and "Utils" and the like in most OO codebases.
[1] http://harmful.cat-v.org/software/OO_programming/_pdf/Pitfal...
https://ericlippert.com/2015/04/27/wizards-and-warriors-part...
For card games, OOP is very well-suited (so to speak).
ECS doesn't represent game objects with standard OO such as classes in C++/Java/C#. You can argue about whether it's still OO in principle, but it's not the kind of OO an enterprise developer would recognise.
made me chuckle — that’s my day job! Check out RamdaJS btw
Given some examples, I'll do a follow-up blog post.
But when you deal with big problems -- millions of lines of code, written by hundreds of developers over a period of years -- you'll definitely see the benefit of OO.
Of course, most projects are somewhere in the middle; but you shouldn't dismiss OO just because you can't see the benefit in tiny projects.
Surely it's possible to construct a smaller example? It's not like the millions of lines codebase isn't de-composable?
Emacs has a lot of problems but once you learn the base language, it's quite easy to interface with. I'd argue it's because of the limitations on structural complexity - you don't need to wrap your head around non-locally-defined structure in order to understand any one line. The parts that attempt to emulate OO tend to be a lot harder to deal with as an outsider.
But you can have virtual dispatch without OO, see e.g. Clojure.
What are emphatically not pretty or useful are Python’s leading underscores to loosely enforce encapsulation. Ugh. I’d sooner use camelCase.
Nor do I find charming the belligerent lack of any magical syntactic sugar for `self`. Does Python force you to pass it as an argument to make some kind of clever point? Are there psychotic devs out there who call it something other than `self`? Yuck!
And why are some classes (int, str, float) allowed to be lower case but when I try to join that club I draw the ire from the linters? The arrogance!
...but I still adore Python. People call these things imperfections but it’s just who we are.
PS I liked the Python5 joke a lot.
In the case of the unnecessarily repetitious `self` it means to violate DRY, make the mundane manual - and therefore error prone - and tedious.
Is it elegant? OO couples data types to the functions that operate on them. After years of working on production OO I've still never come across a scenario where I wouldn't have been equally or better served by a module system that lets me co-locate the type with the most common operations on that type with all the auto-complete I want:
//type
MyModule {
type t = ...
func foo = ...
func bar = ...
}
If I want to make use of the type without futzing around with the module, I just grab it and write my own functionTo elaborate, tying methods with the individual/first argument makes it very difficult to model interactions of multiple objects.
The best example of this in Python is operator overloading. We need to define both `__add__` and `__radd__` methods to overload a single operator. Even then, there are situations where Python will call one of those where the other would be better.
¹ https://en.m.wikipedia.org/wiki/Uniform_Function_Call_Syntax
So often when using C#-style fluent APIs I find that I'm completely on my own and have to turn a half-written line into something syntactically correct before Intellisense gives me anything useful. Using an F#-style MyModule.foo, the compiler can tell me everything.
- short names inside modules. I.e. you might have a function called Foo.merge(...) instead of x.merge_with_foo(...)
- a way to bring modules into scope so you don’t need to specify the name
- not using that many modules. Most lines of code won’t have more than one or two function calls so it shouldn’t matter that much (other techniques can be used in complicated situations)
The key advantage of type-dependant name resolution is in using the same names for different types. You might want to write code like foo.map(...) and it is ok if you don’t know the exact type of foo. With modules you may need to know whether to call SimpleFoo.map or CompoundFoo.map.
You can still write new methods that blow away any assumptions previously made about type state,causing bugs. It seems like it could be even worse seeing as you possibly have less access controls for fields.
If you want to prevent people outside the module from adding functions, you can do that in Haskell by only exporting the type-name. This prevents other modules from actually accessing any data inside the type, whilst still allowing them to use the type in functions. This includes sometimes making getter functions to read values from the type. I'm pretty sure Rust allows for something similar.
In general, FP still allows for encapsulation. Moreover, it uses immutability and to some extend the type-system to prevent illegal states of data types.
1. Functions with two arguments of your type (or operators). Maybe I want to do Rational.(a + b), or Int.gcd x y, or Set.union s t. In a Java style api I think it looks ugly to write a.add(b) or whatever.
2. Mutability can be hidden. If you see a method of an object that returns a value of the same type, you can’t really know whether it is returning a new value of the same type or if it is mutating the type but returning itself to offer you a convenient chaining api. With modules there isn’t so much point in chaining so that case may be more easily hidden.
Either you lose private/protected state and the advantages or you replace them with module visible state and the disadvantages.
I was converting some old Java code to Python recently and I almost decided to switch to `this` just to make the task less repetitive. Luckily, sanity returned after I saw the first def abc(this,
But ignoring that, it depends on the flavor of object orientation. Yes, the most mainstream style bundles state directly with functionality but not all do. But for instance the CLOS family of OOP maintains separate state and functionality and one binds desired functionality to those classes which should have it. This is not too dissimilar from typeclasses IMO.
I have, under duress. It was a result of using syntactic sugar wrapping a PHP website to make a Python API; it was convenient to pass form variables into a generic handler method of a class. The problem? The website, fully outside of my control, had a page which had an input named "self" which resulted in two values for that argument. Rather than refactor the class and dozens of scripts that depended on it, I renamed 'self' to 's_lf' in that one function and called it a day.
Also, python has class methods. The convention is to use 'cls' in that context, to avoid confusing the parameter (a class) with an instance of that class.
Having an undergraduate degree doesn't make somebody a linguist. Let me know when he has contributed to the field through scholarly work. Doing Bible translations doesn't count.
Only if you're used to the derogatory, clichéd "American TV" version of Irish.
If you use methods of an instance you know the object's state may or may not change. If you set attributes, you know for sure they changed. If you use a function that returns a new objects you know you paid the object allocation tax.
You can but it's not common. It's like saying you can write functional programing in C. You can but the whole ecosystem is not doing it.
If you set attributes, you know for sure that they changed at this particular place in the program but later in another position in the program, can you reason about the value of the object? You don't even who mutated it. And don't tell me "you can get its state", I'm talking about reasoning about the program here.
There is a reason why concurrent programming is more difficult than necessary with objects.
My point is that this implicit management of the state in "OOP" brings a lot of problems
Performance would suck, but that's life. You can't have your cake and eat it too.
> And why are some classes (int, str, float) allowed to be lower case
Also, boolean. These are primitive data types. For instance, in Java there's a difference between int and Integer. I'd assume that Python special-cases these because they are primitive. But I haven't been through the Python internals, so it's only a guess.
Also, the main reasons for special cases are historical; also, they predate PEP8 by a long time.
They are a bit more convenient than the built-ins.
>>> class Foo:
... __slots__ = ('a', 'b')
...
>>> f = Foo()
>>> f.a = 1
>>> f.b = 2
>>> f.c = 3
Traceback (most recent call last):
File "<stdin>", line 1, in <module>
AttributeError: 'Foo' object has no attribute 'c'Python will not prevent anyone from doing something dumb. It'll just force them to acknowledge that by forcing them to use a convention. As a library writer, I'm free to change or remove anything that starts with an underscore because, if someone else is depending on it, frankly, they had it coming. I can assume everyone who uses my library is a responsible adult and I can treat them as that.
> And why are some classes (int, str, float) allowed to be lower case
Because they are part of the language like `else` or `def`. Only Guido can do that. ;-)
Totally agree, as an user, I feel anxious whenever I have to use underscored names. It's great that Python still allows me to do it and there were few times when it was useful, but when it stops working I know it's 100% on me.
from datetime import datetimeWhat is great about python is that it acknowledges that even adults can forget things. Underscores are an affordance.
And what would that look like exactly? The Java-like approach, with any non-declared variables being the current object's attributes, wouldn't work because Python doesn't use declarations and can have named objects in any scope. The alternative is to use a "magic" variable appearing out of thin air, like Javascript's "this" -- but this is basically what "self" does, only explicitly.
Any other ideas?
Python has a different "philosophy" than "C++ et al". Literally everything is an object, and everything has attributes; some of those attributes are objects that implement the Callable protocol. And it's a syntactic sugar that some of those callables are implicitly passed certain predefined arguments; the default is passing the instance of the object itself. The exact same thing could have been implemented without it, like this:
foo.some_callable_attribute(foo, another_argument)
Since methods are usually called more often than they are declared, it makes sense to make this first argument the default. (1) + 2
(1).__add__(2)
int.__add__(1, 2)
This comports with the "explicit is better than implicit" policy in Python. The only "magic" part is when dot-notation is used to call an instance method, which is just syntactic sugar. Another example of this philosophy is that operator overloading is simply reduced to implementing a method with a specific name.I think a "magic" this keyword can create a lot of nasty edge cases that can be difficult to reason about; the way "this" is used in JavaScript is notoriously complex in ways that it might not be in a statically typed language like C++. What should "this" evaluate to outside of an instance method? What about in a class definition inside an instance method? What if an instance method is called directly instead of on an instance? All of these situations require making their own "rules", whereas in Python the correct answers can be easily reasoned about by starting from first principles.
As for the linters, just disable the rules you don't like.
IMO Go's use of upper/lower case is even worse than Python's use of underscores. What would be better? Explicitly labeling everything as `public` or `private`, C++/Java style?
> Does Python force you to pass [self] as an argument to make some kind of clever point?
I think the idea is that `a.foo(b)` should act similarly to `type(a).foo(a, b)`.
However, what happens when you define a method and miss off the `self` parameter is crazy. Inside a class, surely `def f(a, b): print(a, b)` should be a method that can be called with two arguments.
> And why are some classes (int, str, float) allowed to be lower case
Historical reasons. AFAIK in early versions of Python these weren't classes at all - the built-in types were completely separate.
@staticmethod
(although why you want this instead of just a module scope function is unclear). If you want this strange behavior, you should be explicit about it.
If you want `def foo(a, b)` inside a class to be a static method, you need to define it as
class Foo:
@staticmethod
def foo(a, b):
...
Now `f = Foo(); f.foo(1, 2)` will work.However, you need to be explicit about this because it is much more common for this situation to arise because someone forgot a self somewhere than for it to have been intentional. Requiring @staticmethod serves to signal to humans that this odd behavior is intentional (but again I'd say that, stylistically, if you're using a staticmethod, just move it out of the class and into the module namespace, module namespaces in python don't bite).
IMO it would make sense for Python to look at `a, b` and assume you wanted a static method with two parameters. Instead it assumes you're using `a` instead of `self` and really wanted an instance method with one parameter.
Like I said: most of the time, a missing `self` is an error by the user, and so python requires explicit notification both to the language, and to other people, that you're doing what you mean to do, and not just making a mistake.
Not really. You end up implicitly injecting some value into local namespaces instead of having a function that takes an argument.
The implicitness of methods working differently than normal functions > the implicitness of classes passing a first argument to methods.
def __init__(self, x, y):
self.super(x, y)
would be the convention. There may be some infra issue with this (and in general, `super` has to be kind of magical no matter how you handle it). But yes, in general I can vibe with "super is too implicit".Especially when serialising a struct to JSON - only public members are serialised, so your JSON ends up with a bunch of keys called Foo, so you have to override serialisation names on all the fields to get them lowercased.
Sometimes I like to overload operators using `def __add__(lhs, rhs)` and `def __radd__(rhs, lhs)`.
I call it "me".
On the class, you can call the method like a normal function (passing the self arg manually). Seems like a nice connection to just raw functions. Also explains how you can add methods after a class has been defined (set a function on it, whose first param is a class instance).
zoo = [‘goat4’, ‘tiger7’]
map(Pet.stroke, zoo)I've come to like the self variable name convention. It takes so little effort to type and makes the behavior more clear. Well, some aspects of it, I suppose. I make a fair amount of use of unbound methods.
Ironically, I think most people in that situation would agree with you that they "probably have a problem" -- the difference is that they see the problem as the important thing to focus investing resources into solving whereas you see its existence as an inherently poisoned entity that must be conceptually purified. While both parties would probably agree on the existence of /a/ problem, the definition of what needs to be addressed and how is likely to differ, and I can't say that the latter attitude is the norm at any high productivity engineering organization I've ever worked at, built, or encountered.
I was as well. My point is just that not everyone works on the same things or has the same resources, and there is no global optimum. I'm generally in the “more functions, fewer classes, minimize inheritance” camp personally but the most important underlying principal is remembering that methodology is a tool which is supposed to help, not hinder, and adjusting based on local conditions.
Part of the value an experienced developer brings should be having a good sense for when a particular approach is a good fit for the problem at hand and being willing to say that whatever you're doing needs changes. This can be tricky because methodologies often have a quasi religious aspect where people take the decisions very personally but the worst project outcomes I've seen have been from cases where people treated the status quo as holy writ and refused to consider how problems could be avoided or transformed by picking something different.
1. What I have could be formalized into a state machine. 2. That state machine needs to be reused and re-entered. 3. I want to apply inputs to the state machine with method calls.
Of course you can overapply the thought and end up with an enterprise architecture - that's why YAGNI is important. But when a section builds up a bit of conceptual redundancy there's usually a state machine that can be pulled out of it in OO form.
And I would certainly do it that way in Python, as well as other languages.
Given some examples, I'll do a follow-up blog post.
However, there are certain situations where I cannot imagine working without OOP.
For example, GUI development. Surely nobody would want to do without having a Textbox, Button, inherit from a general Widget, and have all the methods like .enable(), .click(), and properties like enabled, events like on_click, etc.?
Similarly, a computer game, having an EnemyDemon inherit from Enemy, so that it has .kill(), .damage(), and properties for health, speed etc.?
I'd really like to know how the most anti-OOPers think situations like this should be handled? (I'm not arguing, genuinely interested)
Edit: ignore me - this person seems to know more what they're talking about - https://news.ycombinator.com/item?id=25933781
E.g. Defining a weapon > {sword, wand} hierarchy, with respective properties for melee and casting, and then defining a unique weapon spellsword which is capable of both melee and casting. You could inherit from weapon, and copy & paste sword/wand code, or inherit from sword/wand, and copy & paste the other, but the hierarchy is broken.
ECS would rather have you define [melee] and [casting] components, and then define a sword to have [melee], wand to have [casting] and spellsword to have [melee, casting]. So instead of representing the relationships as a tree of inheritance, you represent it as a graph of components (properties). And then you generically process any object with the melee tag, and any object with the casting tag, as needed.
And of course then you could trivially go and reach out across the hierarchies and toss [melee] onto your house object and wield your house like a sword -- I don't know why you'd want to do that, but the architecture is flexible enough to do so (perhaps to your detriment).
Dwarf Fortress probably has the best example of this: https://github.com/BenLubar/raws/blob/archive/objects/creatu...
That's probably more an example of "metadata-driven" but it's ultimately the same thing -- an entity in the game is defined by its components, and the job of the game engine is to simply drive those components through the simulation. That particular example has its metadata (e.g. aesthetics: [CREATURE_TILE:249][COLOR:2:0:0]), its capabilities (e.g. [AMPHIBIOUS][UNDERSWIM]) and its data (e.g. [PETVALUE:10][BODY_SIZE:0:0:200]).
And it even has inheritance :-)
[CREATURE:TOAD_MAN]
[COPY_TAGS_FROM:TOAD]
[APPLY_CREATURE_VARIATION:ANIMAL_PERSON]And Eric Lippert has a fantastic series of blog posts where he also discusses this problem: https://ericlippert.com/2015/04/27/wizards-and-warriors-part...
Those posts are also cool in that defining games as a set of rules that operate on things within it is a really neat mental model -- the program should basically look like a DnD rulebook, with statblocks and all.
No idea about usage in industry though, but it comes up randomly e.g blizzard: https://www.youtube.com/watch?v=W3aieHjyNvw
IIRC, this is the textbook that unity pulls from if you want to learn more. https://www.dataorienteddesign.com/dodbook/
The behavioral aspects are subsumed in ECS to sum types, simple branching and locks on resources, where the OOP-embracing mode was to focus on language-level polymorphism and true "black-boxing". Since the assumed default mode of a game engine is global access to data and the separation of concerns is built around maintaining certain concurrency guarantees(the order in which entities are updated should have minimal impact on outcomes), ECS makes more sense at scale.
The implementation trade-off comes in when you start examining how dynamic you want the resulting system to be: You could generate an optimal static memory layout for a scene(with object pools used to allow dynamic quantities to some limit) or you could have a dynamic type system, in essence. The latter is more straightforward to feed into the edit-test iteration loop, but the former comes with all the benefits of static assumptions. Most ECS represents a point in the middle where things are componentized to a hardcoded schema.
ECS is almost the opposite; the object in question is barely defined — rather it’s derived from the composition of its parts. Like a DB, there’s roughly no encapsulation at all; just relations defined where, should you put them all together properly, you get the “object” back.
That is, in OO a particular object is composed of certain properties and capabilities. In ECS, if certain properties and capabilities exist, we call it a particular object.
Implementation-wise, the main difference seems to be the SoA vs AoS argument
But there’s also things like unity’s ECS deviating from rust’s ECS definition — I believe in Unity, components (data) and systems (behavior) are coupled, which fits better towards the OO world (components are the object of question). In rust ECS they’re decoupled (which unity is moving to, someday) and you’re really just dealing with structs and functions. And there’s a whole thing about the “true” ECS definition but it doesn’t really matter.
I want dare say that the enterprisey-version of an ECS would be the Onion Architecture that's been floating around in Java/C# camps. Not 100% match but they feel the same to me.
Obviously for normal GUI programming (at the outer layer that we see at least), inheritance is still king.
Or, you could, in OO Python:
class SpellSword(Sword, Wand):
...
or, possibly even: class Melee:
class Casting:
class Sword(Melee):
class Wand(Casting):
class SpellSword(Melee, Casting):
> So instead of representing the relationships as a tree of inheritance, you represent it as a graph of components (properties).Multiple inheritance also represents relationships as a graph of properties.
data Demon = { ... }
data Action
= Dead
| KnockedBack
| Polymorphed
class Character a where
health :: Int
class (Character a) => Movement a where
speed :: Int
class (Character a) => Enemy a where
kill :: a -> Action
damage :: a -> Action
instance Character Demon where
health = 30
instance Movement Demon where
speed = 5
instance Enemy Demon where
kill _ = _
damage _ = _
https://soupi.github.io/rfc/pfgames/ is a talk going through an experience building a game in a pure fp way with Haskell and how they modelled certain aspects of game dev. Most of the code examples are when you press down in the slides.Of course I'm biased as I went through the same "procedural => OOP => case-by-case" learning curve as the GP. But I ended up spending a lot of time trying to satisfy vague rules when using OOP - with procedural/functional programming with schema'd data, I get to spend a lot more time on what I actually want to do. Not worrying about SRP, SOLID, object assembly, how to fix my object graph now that A needs to know about B, and so on.
you just end up replacing the object graph by the call graph, which makes all the business logic much messier as now every function call takes a "context" argument
I'm not a game developer in the slightest but as a gamer and developer I've often thought about similar things a little bit.
In another example, let's say you were playing a game like Diablo II / Path of Exile where you have items that could drop with random properties. Both of those games support the idea of "legacy" items. The basic idea is the developers might have allowed some armor to drop with a range of +150-300% defense in version 1.0 of the game but then in 1.1 decided to nerf the item by reducing its range to +150-200% defense.
Instead of going back and modifying all 1.0 versions of the item to fit the new restrictions, the game keeps the old 1.0 item around as its own entity. It has the same visible name to the player but the legacy version has the higher stats. Newer versions of the item that drop will adhere to the new 1.1 stat range.
That made me think that they are probably not using a highly normalized + OOP approach to generate items. I have a hunch every item is very denormalized and maybe even exists as its own individual entity with a set of stats associated to it based on whenever it happened to be generated. Sort of like an invoice item in a traditional web app. You wouldn't store a foreign key reference to the price of the item in the invoice because that might change. Instead you would store the price at the time of the transaction.
I guess this isn't quite OOP vs not OOP but it sort of maybe is to some degree.
I'd be curious if any game devs in the ARPG genre post here. How do you deal with such high amounts of stat variance, legacy attribute persistence, etc.?
What is React but essentially a (wildly popular) functional GUI framework?
And when it comes to games, nope; entity patterns with composable behaviours added to dumb objects is far more productive that traditional OOP, as you need many objects with slightly different behaviours/abilities/types. Composition over inheritance is key here.
You'd be surprised. This is much cleaner, and more efficient too:
https://medium.com/ingeniouslysimple/entities-components-and...
more in depth: https://www.dataorienteddesign.com/dodbook/
example in Haskell, https://owickstrom.github.io/gi-gtk-declarative/app-simple/ or even take a look at yew in Rust which is also elm-style, https://github.com/yewstack/yew/blob/master/examples/counter...
The weakness of OOP structurally stems almost entirely from inheritance, which I think is very poor construct for most complex programs.
How should the widget situation be handled? Well, what is a widget? It's hard to define, because it's a poor abstraction.
Maybe all your "widgets" should be hide-able, so you implement a `.hide()` and `.show()` method on `Widget`. Oh, and all your widgets are clickable, so let's implement a `.click()` method.
Oh wait.. but this widget `some-unclickable-overlay` is not clickable, so let's build a `ClickableWidget` and `ClickableWidget` will extend `Widget`. Boom, you're already on your way to `AbstractBeanFactory`.
We got inheritance because it's an easy concept to sell. However, what if we talked about code re-use in terms of traits instead of fixed hierarchies?
So, our `some-unclickable-overlay` implements Hideable. Button implements Hideable, Clickable. We have common combination of these traits we'd like to bundle together into a default implementation? Great, create super trait which "inherits" from multiple traits.
Rust uses such a system. They don't have classes at all. Once you use a trait system, the whole OOP discussion becomes very obvious IMO.
1. Shared state can be bad, avoid if possible
2. Inheritance is a poor construct, use traits, interfaces, and composition instead.
3. Don't obsess about DRY and build poor abstractions. A poor abstraction is often more costly than some duplicated code.
4. Use classes if they're the best tool in your environment to bundle up some context together and pass it around, otherwise don't
But imagine if constructing the url was a more expensive operation. Perhaps it has to read from disk or even make a database call. Now you really need to cache that as internal state. But doing that means external manipulation of root_url or url_layout will break things. Those operations need to be protected now. So do you make "set_url_layout" and "set_root_url" functions? And hope people know they have to call those and not manipulate the attributes directly? Probably you'd feel safer if you can put that state into a protected data structure that isn't so easily visible. It makes it clear those are not for external manipulation and you should only be interacting with the data through its "public interface".
Of course this brings about all the evils of impure functions, mutated state etc. But if you are going hardcore functional in the first place then it becomes rather obvious OO is not going to fit well there, so its a bit of a redundant argument then.
The reason for access control is not to protect from malicious programmers -- it is protect from programmers who don't know better and from honest mistakes.
So all you need is a simple rule ("don't access private methods") and now everyone knows which fields are public (and thus are OK to use) and which fields can disappear any moment.
For extra enforcement, you can add pylint to your CI so it flags all the protected accesses. But really, a good team culture is often enough.
In Scheme and many other lisps there is no difference between “objects” and “records” and “fields” and “methods”.
Defining a record with a number of fields also defines accessor functions, such that:
(define-record point
(fields (mutable x) (mutable y)))
defines the following procedures: make-point
point?
point-x
point-y
point-set-x!
point-set-y!
All these names can optionally be changed to something else.Encapsulation is simply enforced by not exporting any of these procedures from the module wherein they are defined.
Any arbitrarily more complicated functions can be built on top of these which can be exported.
As such, there is no meaningful difference any more between an object and a record, there is no special “dot notation” for field access and method calls, and normal procedure calls are used. This follows the general lisp design principle of avoiding special syntax as much as possible and using ordinary procedure calls for everything. There is no special “subscript notation” for `vector[i]` either, and `(vector-ref vector i)` is used instead.
Given some examples, I'll do a follow-up blog post.
So challenge that is introduced is that you now have hidden state that is dependent on the public state but which cannot be computed by users of the client or the parent class. In fact, code in the parent class can't even know ahead of time what state might be needed to be retained.
I am guessing you will probably be able to propose that authentication be supported by some kind of pluggable authentication interface, but it will still be difficult to deal with the hidden state without introducing assumptions about the auth protocol or the type / nature of the state retained and without having that protrude into the parent interfaces.
Something like:
@dataclass class AuthMethod: credentials: typing.Any cache: typing.Any apply_to_request: typing.Callable[[typing.Any, typing.Any, Request], None]
@dataclass class AuthMapping: method: AuthMethod matches: typing.Callable[[str], bool]
class Client: root_url: str url_format: str auth_methods: typing.List[AuthMethod]
def auth_request(client: Client, req: Request): applies = filter(client.auth_methods, lambda x: x.matches(req)) if len(applies) > 1: raise Exception("multiple auth methods found") elif len(applies) == 1: method = applies[0] method.apply_to_request(method.credentials, method.cache, req)
Then you would statically define your service's auth methods by URL, so users can just do:
my_client = Client(auth_methods=MyServicesAuthMethods)
or you can create a helper function like:def create_client_a(base_url: str): return Client(base_url, auth_methods=[...])
Alternately I think you can use closures, but I'm not totally positive about the scoping.
AuthMethod = typing.Callable[[Request], None]
def auth_method_a(username, password) -> AuthMethod: my_token = None
def __auth_method_a(req: Request):
if my_token is None:
my_token = do_login(username, password)
req.headers['token'] = my_token
return __auth_method
That creates a standard interface (a function that accepts a Request), without assuming anything about the underlying protocol.> C.2: Use class if the class has an invariant; use struct if the data members can vary independently
> An invariant is a logical condition for the members of an object that a constructor must establish for the public member functions to assume. After the invariant is established (typically by a constructor) every member function can be called for the object. An invariant can be stated informally (e.g., in a comment) or more formally using Expects.
> If all data members can vary independently of each other, no invariant is possible.
https://isocpp.github.io/CppCoreGuidelines/CppCoreGuidelines...
Because the key problem that OOP is supposed to solve is not lumping bits of data together. The problem that OOP is supposed to solve is using polymorphism to limit the proliferation of repetitive if-statements that need to be maintained every time the value they're switching on acquires a new interesting case to consider.
That's why I really appreciate the go/rust model, where you can tack interfaces and methods onto structs if you want to, but there's no pressure to do so.
There are only three common languages that are OO with a few non-object types: C++, Objective-C and Java. This feature is universally recognized as a serious wart in all three of them. It creates all sorts of little edge cases that you need to learn to program around.
Good OOP is good. Bad OOP is bad. That's like every other piece of coding. Some excellent examples of great OO code that I've worked with have to do with having an abstract class to define a data api, and then being able to switch providers seamlessly because the internal interface is the same, and all you need to do is write a vendor-specific inherited class.
That's not the point - the rub is that good OOP is HARD. People get sold on it with examples like your data API, where the abstractions are clear, and reasonably static, whereas for most problems, and for most developers, it's genuinely difficult to get this right.
Given that python is an object oriented language, the correct abstraction for this pseudo-class is... a class.
As others have already pointed out, the example would benefit from a refactor that separates concerns but this so-called "functional" approach makes that harder to accomplish if these functions have been peppered throughout the codebase.
I'm tired of people making trivial arrangements to a codebase like this and calling it "functional", losing most of the OOP benefits of python in the process. Maybe stop rearranging the chairs and get on with sailing the ship.
Maybe I'm just a little salty today. ¯\_(ツ)_/¯
I had never heard this before (though it even has a wiktionary entry), what a beautiful way to put it, thank you. It's really ridiculous, the amount of time we waste on readable, testable implementations with enough performance, just because they're not the proper version of an idea in the reviewer's mind.
It's not what DDD says! This is not how Scrum works! That's not functional programming! These aren't real unit tests!
One thing in common I notice in this sort of pointless bickering is that how they're always about how "X is not real/proper Y", and they almost never point out an actual antipattern you might need to avoid due to reasons. The argument is purely philosophical from the very beginning, without much thought on what the implications are, if any.
And I'm beginning to attribute this to incompetence. Not always -- there is always that one colleague who's a genius thinker in one dimension, not quite focused on delivery, and that's fine. We all need the occasional course correction, we all stand on the shoulders of giants. But it's often enough that I feel I'm expected to give one of those acronyms, just so that the other person can use a preset line of scrutiny: nevermind paying any attention to whether the tests actually validate the program, or if the design is unambigous and extensible, etc.
It's like a version of the "factory worker"-style developer -- you know, he who exists to be a pseudocode-to-actualcode translator, always expects a perfectly well-defined set of specs, a design to implement that within, and won't move a muscle except to complain about how everyone else isn't doing their job unless those are all satisfied. Yes, it's exhausting.
Thank you for accommodating my rant if you read this far, dear reader; thank you OP for bringing out the salt I didn't realize I had today! Apologies if I digressed too far there.
Sure, there are edge cases where inheritance is truly the best way to do things, but those are few and far between.
I cringe every time I dive into some of my day job's more deeply inheritance based code. It is SO hard to make changes there without breaking a bunch of stuff unintentionally.
More importantly OOP is not merely a bag of syntax and features but a way of thinking about software development and structuring your programs. OOP says you organize your code around objects and the actions done on those objects.
That is something I find that often isn't a great way of structuring your code. But I don't think OOP is useless. I do use OO thinking in my code, just not as much as I used to. I prefer functional thinking. Often I organize code arounds verbs rather than nouns. So one file may be a similar kind of action performed on many different kinds of objects.
E.g. when writing a rocker simulator, I would have one source code file which contained mass calculations for a variety of objects.
Another file would contain rocket thrust calculations.
I would say though that in GUI programming I find that OO thinking tends to make a lot of sense.
I'd argue that inheritance is really the core of OOP (and by extension methods, which are only different from functions insofar as they interact with inheritance).
> If you've taken the pure-FP/hexagonal-architecture pill
Writing software is not something you take a conceptual "pill" for. You learn new tools that you add to your toolchest and use at your own discretion. Tools which purport to be able to displace a whole arena of otherwise stable, mature, and high productivity tools better be at least comparable if not significantly better to encourage upgrade. FP as a tool definitely comes in handy for quite a few use cases. FP as an ideology? Not so much.
Regarding the latter, I'm getting a little sick of the FP chauvinism that that pretends that pre-existing software and how it was written is obviously inferior to the new, purely FP way without any real persuasive evidence. Code that's written in an overly FP oriented way is no less immune to the same codebase diseases that code written in an overly OO oriented way is. It's the map-territory problem all over again.
While FP doesn’t force someone to eliminate context or free variables it certainly does not promote writing logic that includes it by default. This generally leads to more modular code. Hence the reason why FP just "feels" better to practitioners and leads to people promoting it without clear reasoning. This in turn makes the promotion of FP seem "ideological."
Maximizing modularity in code requires greater restrictions then the ones FP provides, but FP in general is heading in the right direction.
A view takes a request, gets some data, and renders a response.
Each part of the process (and its subparts) is abstracted in methods that can be overridden. This lets you implement certain things (authentication, formatting, compression, caching, logging, pagination) once in an abstract class or mixin, and add it to all your views.
Of course, Django already has those classes and mixins.
This means you can write very simple views. Just define the queryset and the template, and you're done. Everything else just works, because it's already implemented in well-tested parent classes.
I think the reaction to it is more the "everything is mutable" approach most OO languages took, which led to things that looked organized but that were a hot mess of side-effects.
With dataclasses (or attrs) you can cut back on that by freezing everything, and still get the clarity of methods that lay out the essential functionality of a type.
In their own example, "get_items" and "save_items" make a bit more sense if they're stashed away in the Client namespace, and you can see that they're essential to what a Client does.
And while Oil's conjecture is probably right, I'm not sure it survives if you add the caveat, "in that same language."
For instance, Python doesn't have a native way of expressing sum types outside of inheritance. That's not to say inheritance, especially an always open style, is a good way of working with a sum type, it's just the only native way.
To me the big win of classes isn't inheritance, it is that functions and related data live in a common scope.
If you write your code as a bag of data structures and a bag of functions that you pass those ad-hoc data structures to, it is less clear which things play together.
Once you begin writing functional code more regularly, you will get much the opposite way of thinking. Today I find it frustrating that I need an object first. In my mind, I already know what action I want to do. I know what function I want to call. I start with that and look at what arguments it takes in.
OOP programming is frustrating now, because instead of going straight for the function I have to locate the appropriate object first. That is like a big detour.
> If you write your code as a bag of data structures and a bag of functions that you pass those ad-hoc data structures to, it is less clear which things play together.
Noting suggest you need to write code like that. People who write functional code tend to have a lot of well defined data types. I use well defined data types in Julia. Haskell and OCaml developers use well defined data types. We are not using using dictionaries or something.
I've been in a 500k loc codebase mostly in python. As things got complicated, instead of the couple of arguments seen in his example you need up with half a dozen or more, or variable argument lists, people passing callbacks with callbacks and all sorts of shit like that instead of just writing an object and context manager or two.
In a large codebase these rapidly become very difficult to reason about and are better structured as objects with a discrete set of operations.
The venerable master Qc Na was walking with his student, Anton. Hoping to
prompt the master into a discussion, Anton said "Master, I have heard that
objects are a very good thing - is this true?" Qc Na looked pityingly at
his student and replied, "Foolish pupil - objects are merely a poor man's
closures." Chastised, Anton took his leave from his master and returned to his cell,
intent on studying closures. He carefully read the entire "Lambda: The
Ultimate..." series of papers and its cousins, and implemented a small
Scheme interpreter with a closure-based object system. He learned much, and
looked forward to informing his master of his progress. On his next walk with Qc Na, Anton attempted to impress his master by
saying "Master, I have diligently studied the matter, and now understand
that objects are truly a poor man's closures." Qc Na responded by hitting
Anton with his stick, saying "When will you learn? Closures are a poor man's
object." At that moment, Anton became enlightened.From https://people.csail.mit.edu/gregs/ll1-discuss-archive-html/...
Languages extensively use the 'bag-of-functions' style usually have a way to dispatch functions based on type, so that people can extend packages without having to modify the source code. It could be multi-methods in Clojure, protocols in Elixir, polymorphic modules in OCaml, or even powerful ones like type classes in Haskell.
But yeah, I agree 'bag-of-functions' is generally a net win in terms of language design - if the polymorphism counterpart exists.
I absolutely could have done it without classes, in fact I did that first, until it clicked that I really was doing things the dumb way.
Everything else is a bag of functions.. its only a couple of thousand lines of code, but limited OO was still very useful, and to me, more elegant
Most people don't use inheritance to large AND good effect. Or they use it and create a mess. Deep hierarchies of inheritance need to be carefully designed or they become a mess. All the hiding means less clarity about what is happening when things go wrong.
That said, its a valid approach and can yield useful results. Especially when you can just add a thing to a list and simply call a method on it without having to bother to know what it is.
Deep hierarchies of anything need to be carefully designed.
No, it's not. This is far from the only objection/disagreement I have with the article, but I can take almost everything else as either opinions or convenient examples in support of those opinions.
That sentence, though, just stuck with me as particularly odd because, among other things, using classes doesn't make you more likely to use global variables than using functions exclusively. And I'm not even talking about Python in specific.
Anyhow, it had been a while, I think, since a post pitting FP against OOP had reached the front page, and thus causing yet another iteration of that traditional flamewar in the comments. Guess it was due.
Most OO in most OO languages is just polymorphism and inheritance is merely a roundabout way to construct or traverse the method graph for polymorphic objects. It's often much easier to do polymorphism directly and only if you really need it: quite often you can fare well without polymorphism at all and simply write branching instructions.
The useful OO must be about changing state in a controlled manner, but this remains largely unaddressed.
Given some examples, I'll do a follow-up blog post.
I'm not sure how you would go about replicating similar async/await sugar without tying functionality to Task instances but I'd like to see it.
As a bonus, there's no need for inheritance in python due to duck typing.
Still the state and the functions that operate on them can be separated out. Right? No reason why the state and the functions need to be tied together inside a class.
Regardless:
pathlib.Path:
- https://docs.python.org/3/library/pathlib.html
Django's class-based views and mixins:
- https://docs.djangoproject.com/en/3.1/topics/class-based-vie...
- https://docs.djangoproject.com/en/3.1/topics/class-based-vie...
Hell, you don't even need to look into other code. Just use the sample from the article.
What if client_a and client_b write to different APIs? One expects authentication, the other has pagination and rate limiting. Actually, one of them returns XML. Their URL structure is completely different.
Classes are great when you want a bunch of different things to produce a similar result. You don't care how the client fetches and transforms data, as long as it returns it in a certain format.
For example, you might want TwitterTweetSource.get_items() and FacebookPostSource.get_items() to both return a list of Posts that have certain attributes. The implementation details don't matter; you just want these methods to have the same signature, because you call [s.get_posts() for s in source_list]. Maybe you'll add FacebookCommentSource, which reuses the same authentication strategy, but on a different endpoint.
I was hoping the code in the article would form (an admittedly small) piece of evidence. I'd just really like someone to show off a nice neat counter example, that demonstrates the true beauty of Python OO, and is "unrefactorable" to a data types + functions equivalent.
Pathlib is a great example, maybe a canonical one, of:
> Very occasionally, you come up with a core type that's used so often, it's nice to have the cutesy stuff.
Django's class based views I think could probably reasonably refactored into data types + functions. I'm not too au-fait with Django or its internals, but if someone could send me a "demonstration Django clone in 800 lines", I'd give it a go.
> What if client_a and client_b write to different APIs? ...
Then you use an if statement to split at that point. Again, given a specific toy example, I'm fairly certain a reasonable refactor is possible.
This quickly falls apart as the difference between the classes grow. A view that turns a Facebook API call into Post-like Facebook objects has very little in common with a view that turns Twitter API call into Post-like Twitter objects. Doubly so if you factor other parts of the request like authentication, pagination and rate-limiting. You'll need a bunch of if-else statements in a bunch of different places.
This gets even hairier when you need to test that code. It's a lot easier to make sure a FacebookView calls the right endpoint and returns the right data, than to test every path of a combination of if-else blocks.
And what if you want to extend this code, but don't have control of it (external module or different team)? It's easy to extend parts of a class that do exactly one thing. It's not easy to extend big if-else block without overwriting it.
I have seen the benefits of this approach first-hand. We got more reliable code and better test coverage with less effort, and greatly simplified maintenance and development.
> I'm fairly certain a reasonable refactor is possible
To what benefit? There is already a nice construct for self-contained objects that offer a similar interface, that can be inherited from, and that can be unit-tested. Objects.
Things like
- Maintainability
- Extendibility
- Testability
- Reusability
etcOne problem with OO is that you can organize your code in many different OO styles and somewhat depending what you try to achieve you should pick a style matching that.
Personally I think your example is not separated enough,
- Client configuration
- Url construction
- Reading data from API
- Saving data
In the first example everything is mixed up in one class, it is like having a huge main function. I would probably have three different classes to solve that.> What about interfaces/abstract base classes? Just try writing without them, I promise it's going to be OK.
You could write the code without formal interfaces, but I hope you're going to at least put in comments that define what things you expect to be on the modules/objects you're plugging in. And hopefully your large system is composed of many modules that work together in harmony, as opposed to being just a huge mass of code.
In any non-trivial codebase, having good interfaces / contracts is key to keeping a good clean design. You can make a nice clean large codebase without OO, but you can't without good clear interfaces. It's important to know what you can change in one part of the code without having to go change the rest of the code to adapt to that change.
Python doesn't have the equivalent of C# interfaces or Java interfaces, but having a clear definition of what's expected is still helpful even in a dynamic language like Python. These definitions are helpful to make the code clear, maintainable, and understandable. At a bare minimum it's helpful to do that with comments, but doing that with something like python's ABC module is even better.
I don't care about inheritance, that's just a way for someone to trip you up and make them feel smug about being "elegant"
I don't care for people trying to hide stuff with self._hiddenThing. Its python, nothing is hidden. If I want to reach in and grab your class by the ankles, prepending a "_" isn't going to stop me.
I agree wholeheartedly with dataclasses. I just wish that type annotations were actually enforced at run time. At the moment they are only really useful if you have pyre turned up to 11 (bye bye productivity) or have an IDE that understands type hints.
but, the hill I will die on is this: storing class state in self.blah. It is correct and proper to do that in a class, it limits the amount of args I have to shove into a function/method, it also allows me to pull out and check things before I do them. Yes they can be abused. Yes it means that you need to call functions in order. Yes it means you have to be more defensive about missing state.
But you need to be careful about that anyway. with minimal OO you can avoid a lot of typing and nasty verbose function args in python.
One thing I haven't seen many comments talk about is how methods as far more discoverable and memorable than functions. Let's say I have a User object. How do I get their (calculated) age? In OO, I can pretty much guess and let autocomplete do the rest: u.get<TAB> and I immediately see getAge(), along with everything else I can get from the object - much easier than looking through documentation or a huge list of functions.
I used to teach highschoolers how to write basic Minecraft plugins as quick intro to Java and the first thing I taught them was to write the name of the variable, then a dot, then press CTRL+Space. This worked absolutely brilliantly and it meant that they really didn't have to think about types and naming conventions all that much. Is it player_teleport() or entity_teleport()? What about NPCs? Nobody cares! thing.teleport() worked on anything you could reasonably be expected to teleport and everyone just understood that with basically no prior programming experience.
A typical web app with a database back-end is probably the worst offender.
Modelling your data with OO, fitting it somehow (ORM == OMG) into database tables and then use some annotation magic to turn those objects into JSON towards the frontend. Nothing there makes any sense whatsoever.
I built several of those and used terrible ORMs. They are hard to change. They are hard to reason about and they consume massive amounts of memory as each transaction creates fresh sets of objects - because we can't share data between threads simply - we throw those objects away again.
Gone is this whole ideal notion of objects being their own little agents, sending friendly messages between each other.
And the fact that message passing is not well-defined in a concurrent context in most OO-languages puts the icing on the cake. (i.e. objects can receive messages (i.e. calls) from any thread at any time and need to deal with it. Most of the OO code you wrote today cannot.
To top it all off, context of use matters. For scripts without tests or limited extensibility, the value of OO is mostly in clarity to the reader, and here attrs / dataclass can be very concise and effective.
That said, when the object jungle gets very large, Python gets a lot more tricky. Look at matplotlib or try to write a billing system with a variety of account and transaction types.
Nevertheless it's nice for a post like this to call out the existence of the bijection between OO and 'non-OO' Python programming styles. The issue is worthy of contemplation for any early Python programmer once one gets the feet wet.
https://clojure.org/about/runtime_polymorphism
It's common for code to "choose" which method to call based on the class of the arguments, but it's also common to choose which method based on whether a particular key is in the hashmap, etc.
You make a good point though-- the "duck typing" stuff is actually a consequence of Python using objects. Interesting: the "duck typing" paradigm should be able to be ported to other languages like Java then...
url_layout.format()
resp.raise_for_status()
resp.json()
session.add()
All those calls are dynamically dispatched - the essence of object oriented programming. This is what allows you to not worry about:
* which string implementation `url_layout` uses
* which HTTP protocol, encryption, authentication, chunking `resp` uses
* what database is connected to `session`You cannot avoid using objects - that's how all modern operating systems work.
Using classes without the need to call them polimorphically just as a nice namespace for methods is a separate issue.
PS. Highly recommend that book BTW. Especially (and somewhat ironically) for people designing new systems. Everything is eventually legacy. :-)
I've seen a lot of python code that looks like the example from the blog but that's simply just a narrow example and does not reflect all the potential of OO, not only in Python but in any programming language.
The thing I see in common in such poorly designed OO code is that it is usually not covered with unit tests that are actually useful and informative. Sometimes it's just not even tested at all.
Brooks goes on to argue that there is a difference between "good" designers and "great" designers. He postulates that as programming is a creative process, some designers are inherently better than others. He suggests that there is as much as a tenfold difference between an ordinary designer and a great one. He then advocates treating star designers equally well as star managers, providing them not just with equal remuneration, but also all the perks of higher status: large office, staff, travel funds, etc.
Object-oriented programming.
Many students of the art hold out more hope for object-oriented programming than for any of the other technical fads of the day.
I am among them.
Mark Sherman of Dartmouth notes that we must be careful to distin- guish two separate ideas that go under that name: abstract data types and hierarchical types, also called classes.
The concept of the abstract data type is that an object's type should be defined by a name, a set of proper values, and a set of proper operations, rather than its storage structure, which should be hidden.
Examples are Ada packages (with private types) or Modula's modules.
Hierarchical types, such as Simula-67's classes, allow the definition of general interfaces that can be further refined by providing subordinate types.
The two concepts are orthogonal — there may be hierarchies without hiding and hiding without hierarchies.
Both concepts represent real advances in the art of building software.
Each removes one more accidental difficulty from the process, allowing the designer to express the essence of his design without having to express large amounts of syntactic material that add no new information content.
For both abstract types and hierarchical types, the result is to remove a higher-order sort of accidental difficulty and allow a higher-order expression of design.
Nevertheless, such advances can do no more than to remove all the accidental difficulties from the expression of the design.
The complexity of the design itself is essential; and such attacks make no change whatever in that.
An order-of-magnitude gain can be made by object-oriented programming only if the unnecessary underbrush of type specification remaining today in our programming language is itself responsible for nine- tenths of the work involved in designing a program product.
I doubt it.
So I don't think objects in Python are useless at all. I think Python is designed in a way that allows them to be used effectively if desired, or avoided all together when there's no apparent benefit.
It's very similar to an Elixir /Phoenix project I'm working on for another customer. Modules and functions and a couple of dozens of GenServers that act as objects to maintain status where we need it.
And yet, I easily follow the OO model of Ruby of Rails. I feel it right in that context, probably because the rails of RoR are more well defined than the ones of Django. Of course when I script in Ruby I bet rarely write a class. A few functions, actually methods of Object, are all I need there.
class Global:
i=42
And then use it right away Global.i+=13
No inheritance-shit needed at all.I rarely try this in other languages but in python it's a very natural thing.
ps: this is not a python fan comment. -- sent from my sml/nj
You are using Python's class mechanism, but that's where the OOness ends. The types themselves are immutable value types, carrying no state and reacting to no messages, and they don't exploit a class hierarchy beyond having a common "Number" class. The "methods" don't even behave like methods, e.g. __add__(self, other) has special wiring so it obscures which side of the addition is "self".
That's very different than a classic OO scheme like a UI toolkit.
Can we just appreciate the fact Python is such a Swiss Army Knife and allows for multi-paradigm approach?
Let's just not use low "bashing" of any paradigm as an excuse to neglect the design.
In some other thread someone mentioned lack of quality metrics. Well, this question has been asked previously, a recommended read from me: http://www.wirfs-brock.com/PDFs/How%20Designs%20Differ.pdf
The difference would start when you get later a different entity like for example an Organization. Now you have to either create a save_items_org (and check which one it is to choose the correct method) or you add the same check to save_items(Union[Client,Organization]...) and all other methods. If you had used the object then it would be client.save_items() or org.save_item(). Using functools.singledispatch or Julia, save_items(org...) and save_items(client...) will work like the object version and dispatch without trouble and keep as concise as the object version.
Now, the difference with Julia, is that Python's native dispatch capability ends here. If you now want a method to link Users with Users, Users with Organizations and Organizations with Organizations (sorry for the weird usecase, I don't want to add more types) you can just implement in Julia a link(Users, Organization), link (Organization, Organization), link(User, User) and any combination and whatever combination of User and Organization you receive it will dispatch to the correct version (while in Python you'll be forced to do the runtime check with an if to choose the implementation). For example the product operator (*) in Julia has around 300 implementations for all kinds of combinations of arguments, and the compiler makes it extremely fast by inferring and doing static dispatch.
Around 2012 I started writing mostly functional code (in C++) to scratch my own maintainability itch.
I kept doing it through a long sojourn in JavaScript and now Python.
I haven’t looked back.
For instance mature Flask apps usually have a mix of clean and barely readable modules. You can't force developers to care about whoever is going to replace them in the future. Some people care, some people don't.
jphoward's comment is spot on.
If your main point of abstraction is the subroutine/procedure/function that modifies state, then it’s called procedural[0]. No need to rename it.
I literally shouted "yes!" why throwing my fist in the air in solidarity. I will never understand how OOP became something such that warps everyone's minds. OOP is good for making clean and encapsulated types, beyond that the problems the author points out creep in encouraging bad behavior and obfuscating.
Afaik, you can't instantiate a module in python multiple times with different parameters.
In theory you would like to do this, but it is not supported in python, therefore you would use classes as poor man's modules.
conn = import Database(host=..., user=...)Programming paradigms have nothing to do with syntactic sugar.
What is Python 5? Or is that supposed to be some inside joke?
[0] https://twitter.com/gvanrossum/status/1306082472443084801
You could drop the "in Python" part and still be right.
Functional programming won in the end; Python programmers these days are mostly using Python because of pandas and similar packages.
Less features -> faster to compile and run
If you think you don't need OO, then prove it by doing this:
# [0] is the root_url
# [1] is the url_layout for formatting it: must contain {entity}.
client_a = [ "https://client-a", "{root_url}/{entity}" ]
If you have client.root_url type stuff in your program, then it's using some degree of OO.In he new program, this is obviously OOP:
def construct_url(client: Client, entity: str) -> str:
return client.url_layout.format(root_url=client.root_url, entity=entity)
In the original program, inheritance was used to specialize the formatting behavior. That had to be somehow preserved.How it was preserved was by aggregating a layout string and delegating the formatting task to its layout. (I smell a Design Pattern, but we are not doing OO!)
But that can be back-ported to the original program:
class ApiClient:
def __init__(self, root_url: str, session_cls: sessionmaker, layout: str):
self.root_url = root_url
self.session_cls = session_cls
self.layout = layout
def construct_url(self, entity: str) -> str:
return self.layout.format(root_url=self.root_url, entity=entity)
def get_items(self, entity: str) -> List[Item]:
resp = requests.get(self.construct_url(entity))
resp.raise_for_status()
return [Item(**n) for n in resp.json()["items"]]
def save_items(self, entity: str) -> None:
with scoped_session(self.session_cls) as session:
session.add(self.get_items(entity))
client_a = ApiClient("https://client-a", session_cls,
"{root_url}/{entity}")
client_b = ApiClient("https://client-a", session_cls, "{root_url}/a/special/place/{entity}")
client_a.save_items("bars")
Also, the author eliminated the session_cls member variable, which is only used in the save_items function. That also can be done to the original: class ApiClient:
def __init__(self, root_url: str, layout: str):
self.root_url = root_url
self.layout = layout
def construct_url(self, entity: str) -> str:
return self.layout.format(root_url=self.root_url, entity=entity)
def get_items(self, entity: str) -> List[Item]:
resp = requests.get(self.construct_url(entity))
resp.raise_for_status()
return [Item(**n) for n in resp.json()["items"]]
def save_items(self, session_cls: sessionmaker, entity: str) -> None:
with scoped_session(self.session_cls) as session:
session.add(self.get_items(entity))
client_a = ApiClient("https://client-a",
"{root_url}/{entity}")
client_b = ApiClient("https://client-a",
"{root_url}/a/special/place/{entity}")
client_a.save_items(session_cls, "bars")
In the end, all the author shows it that if all we need is minor variations in formatting some string by sticking values into a template string, we might want to do exactly that and not whip out inheritance.But, note, that the original code can compile:
The following performs the formatting job using code that can compile:
class ClientA(ApiClient):
def construct_url(self, entity: str) -> str:
return f"{self.root_url}/{entity}"
(If an f-string doesn't map to compiled code that doesn't interpret the format string at run-time, someone in Python-land has obvious work to do.)This uses run-time interpretation of a dynamically supplied format string":
def construct_url(self, entity: str) -> str:
return self.layout.format(root_url=self.root_url, entity=entity)
Though that could be optimized by, say, storing JIT-ted code into the layout string the first time format is called, it probably isn't.The main thing that's different about python OO is the method.
class SomeClass
def someMethod(self: SomeClass, someVar: int) -> int:
return self.x + somVar
The explicit passing of context through "self" gives python methods combinator-like properties. Because of this, you can copy and paste the method and run it outside of the context of the class: def someMethod(self: SomeClass, someVar: int) -> int:
return self.x + somVar
The above will work in global context. This makes python code significantly more refactorable than other OO languages. For example C++: class SomeClass {
int someMethod(int someVar) {
return this.x + someVar;
}
}
If you copy and paste the method outside of the class: int someMethod(int someVar) {
return this.x + someVar;
}
It won't work.The python way just allows the method to be easily refactored to operate on a generic type (caveat: you have to ignore typing which the python interpreter actually does). Given a self.x, any value for self will be valid so long as it contains an x. Python does this automatically and that is the main difference.
The main problem with OO is unfortunately still not resolved under either example. OO promotes context to follow logic around preventing the logic from being reused in other contexts. Ultimately, this is what's needed for the greatest modularity:
def someMethod(x: int, someVar: int) -> int:
return x + someVar
And although you can write the above with OO, the style ultimately promotes practices that steers programmers away it.If you're saying it's easier to edit "f" in the repl/notebook vs. on the class where it's defined, well that's a sort of a convenience factor, I wouldn't exactly call it a huge benefit overall as this is mostly a very specific use case.