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Penn CIT 597 - Refactoring

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RefactoringSlide 2When to refactorDesign vs. codingThe refactoring environmentA personal viewBack to refactoringExample 1: switch statementsExample 1, continuedExample 1, improvedHow is this an improvement?JUnit testsBad Smell ExamplesEclipse refactoringsThe EndJan 13, 2019Refactoring2RefactoringRefactoring is:restructuring (rearranging) code......in a series of small, semantics-preserving transformations (i.e. the code keeps working)......in order to make the code easier to maintain and modifyRefactoring is not just any old restructuringYou need to keep the code workingYou need small steps that preserve semanticsYou need to have unit tests to prove the code worksThere are numerous well-known refactoring techniquesYou should be at least somewhat familiar with these before inventing your own3When to refactorYou should refactor:Any time that you see a better way to do things“Better” means making the code easier to understand and to modify in the futureYou can do so without breaking the codeUnit tests are essential for thisYou should not refactor:Stable code (code that won’t ever need to change)Someone else’s codeUnless you’ve inherited it (and now it’s yours)4Design vs. coding“Design” is the process of determining, in detail, what the finished product will be and how it will be put together“Coding” is following the planIn traditional engineering (building bridges), design is perhaps 15% of the total effortIn software engineering, design is 85-90% of the total effortBy comparison, coding is cheap5The refactoring environmentTraditional software engineering is modeled after traditional engineering practices (= design first, then code)Assumptions:The desired end product can be determined in advanceWorkers of a given type (plumbers, electricians, etc.) are interchangeable“Agile” software engineering is based on different assumptions:Requirements (and therefore design) change as users become acquainted with the softwareProgrammers are professionals with varying skills and knowledgeProgrammers are in the best position for making design decisionsRefactoring is fundamental to agile programmingRefactoring is sometimes necessary in a traditional process, when the design is found to be flawed6A personal viewIn my opinion,Design, because it is a lot more creative than simple coding, is also a lot more funAdmittedly, “more fun” is not necessarily “better”...but it does help you retain good programmersMost small to medium-sized projects could benefit from an agile programming approachWe don’t yet know about large projectsMost programming methodologies attempt to turn everyone into a mediocre programmerSadly, this is probably an improvement in generalThese methodologies work less well when you have some very good programmers7Back to refactoringWhen should you refactor?Any time you find that you can improve the design of existing codeYou detect a “bad smell” (an indication that something is wrong) in the codeWhen can you refactor?You should be in a supportive environment (agile programming team, or doing your own work)You should have an adequate set of unit tests8Example 1: switch statementsswitch statements are very rare in properly designed object-oriented codeTherefore, a switch statement is a simple and easily detected “bad smell”Of course, not all uses of switch are badA switch statement should not be used to distinguish between various kinds of objectThere are several well-defined refactorings for this caseThe simplest is the creation of subclasses9Example 1, continuedclass Animal { final int MAMMAL = 0, BIRD = 1, REPTILE = 2; int myKind; // set in constructor ... String getSkin() { switch (myKind) { case MAMMAL: return "hair"; case BIRD: return "feathers"; case REPTILE: return "scales"; default: return "integument"; } }}10Example 1, improvedclass Animal { String getSkin() { return "integument"; }}class Mammal extends Animal { String getSkin() { return "hair"; }}class Bird extends Animal { String getSkin() { return "feathers"; }}class Reptile extends Animal { String getSkin() { return "scales"; }}11How is this an improvement?Adding a new animal type, such as Amphibian, does not require revising and recompiling existing codeMammals, birds, and reptiles are likely to differ in other ways, and we’ve already separated them out (so we won’t need more switch statements)We’ve gotten rid of the flags we needed to tell one kind of animal from anotherBasically, we’re now using Objects the way they were meant to be used12JUnit testsAs we refactor, we need to run JUnit tests to ensure that we haven’t introduced errorspublic void testGetSkin() {assertEquals("hair", myMammal.getSkin());assertEquals("feathers", myBird.getSkin());assertEquals("scales", myReptile.getSkin());assertEquals("integument", myAnimal.getSkin());}This should work equally well with either implementationThe setUp() method of the test fixture may need to be modified13Bad Smell ExamplesYou should refactor any time you detect a “bad smell” in the codeExamples of bad smells include:Duplicate Code Long MethodsLarge ClassesLong Parameter ListsMulti location code changesFeature EnvyData ClumpsPrimitive ObsessionWe will discuss most or all of these later14Eclipse refactoringsEclipse can perform several refactorings for you:Rename (just about anything)Change method signatureMove class to another packagePull up (into a superclass)Push down (into subclasses)Extract interfaceGeneralize typesUse supertype where possibleInfer generic type argumentsInline method callExtract methodExtract local variableExtract constantIntroduce parameterIntroduce factoryConvert local variable to fieldEncapsulate field15The


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Penn CIT 597 - Refactoring

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