Planing and more about C++

Phase 0: Make a plan
You must first decide what steps you’re going to have in your
process. It sounds simple (in fact, all of this sounds simple) and yet
people often don’t make this decision before they start coding. If
your plan is “let’s jump in and start coding,” fine. (Sometimes
that’s appropriate when you have a well-understood problem.) At
least agree that this is the plan.
You might also decide at this phase that some additional process
structure is necessary, but not the whole nine yards.
Understandably enough, some programmers like to work in
“vacation mode” in which no structure is imposed on the process
of developing their work; “It will be done when it’s done.” This can
be appealing for awhile, but I’ve found that having a few
milestones along the way helps to focus and galvanize your efforts
around those milestones instead of being stuck with the single goal
of “finish the project.” In addition, it divides the project into more
bite-sized pieces and makes it seem less threatening (plus the
milestones offer more opportunities for celebration).
When I began to study story structure (so that I will someday write
a novel) I was initially resistant to the idea of structure, feeling that
when I wrote I simply let it flow onto the page. But I later realized
that when I write about computers the structure is clear enough so
that I don’t think much about it. But I still structure my work, albeit
only semi-consciously in my head. So even if you think that your
plan is to just start coding, you still somehow go through the
subsequent phases while asking and answering certain questions.
The mission statement
Any system you build, no matter how complicated, has a
fundamental purpose, the business that it’s in, the basic need that it
satisfies. If you can look past the user interface, the hardware- or
system-specific details, the coding algorithms and the efficiency
1: Introduction to Objects 51
problems, you will eventually find the core of its being, simple and
straightforward. Like the so-called high concept from a Hollywood
movie, you can describe it in one or two sentences. This pure
description is the starting point.
The high concept is quite important because it sets the tone for your
project; it’s a mission statement. You won’t necessarily get it right
the first time (you may be in a later phase of the project before it
becomes completely clear), but keep trying until it feels right. For
example, in an air-traffic control system you may start out with a
high concept focused on the system that you’re building: “The
tower program keeps track of the aircraft.” But consider what
happens when you shrink the system to a very small airfield;
perhaps there’s only a human controller or none at all. A more
useful model won’t concern the solution you’re creating as much as
it describes the problem: “Aircraft arrive, unload, service and
reload, and depart.”
Phase 1: What are we making?
In the previous generation of program design (called procedural
design), this is called “creating the requirements analysis and system
specification.” These, of course, were places to get lost;
intimidatingly-named documents that could become big projects in
their own right. Their intention was good, however. The
requirements analysis says “Make a list of the guidelines we will
use to know when the job is done and the customer is satisfied.”
The system specification says “Here’s a description of what the
program will do (not how) to satisfy the requirements.” The
requirements analysis is really a contract between you and the
customer (even if the customer works within your company or is
some other object or system). The system specification is a top-level
exploration into the problem and in some sense a discovery of
whether it can be done and how long it will take. Since both of
these will require consensus among people (and because they will
usually change over time), I think it’s best to keep them as bare as
possible – ideally, to lists and basic diagrams – to save time. You
52 Thinking in C++ www.BruceEckel.com
might have other constraints that require you to expand them into
bigger documents, but by keeping the initial document small and
concise, it can be created in a few sessions of group brainstorming
with a leader who dynamically creates the description. This not
only solicits input from everyone, it also fosters initial buy-in and
agreement by everyone on the team. Perhaps most importantly, it
can kick off a project with a lot of enthusiasm.
It’s necessary to stay focused on the heart of what you’re trying to
accomplish in this phase: determine what the system is supposed to
do. The most valuable tool for this is a collection of what are called
“use cases.” Use cases identify key features in the system that will
reveal some of the fundamental classes you’ll be using. These are
essentially descriptive answers to questions like8:
• "Who will use this system?"
• "What can those actors do with the system?"
• "How does this actor do that with this system?"
• "How else might this work if someone else were doing this,
or if the same actor had a different objective?" (to reveal
variations)
• "What problems might happen while doing this with the
system?" (to reveal exceptions)
If you are designing an auto-teller, for example, the use case for a
particular aspect of the functionality of the system is able to
describe what the auto-teller does in every possible situation. Each
of these “situations” is referred to as a scenario, and a use case can
be considered a collection of scenarios. You can think of a scenario
as a question that starts with: “What does the system do if…?” For
example, “What does the auto-teller do if a customer has just
deposited a check within 24 hours and there’s not enough in the
account without the check to provide the desired withdrawal?”
8 Thanks for help from James H Jarrett.
1: Introduction to Objects 53
Use case diagrams are intentionally simple to prevent you from
getting bogged down in system implementation details
prematurely:
Bank
Make
Deposit
Uses
Make Teller
Withdrawal
Get Account
Customer
Balance
Transfer
Between
Accounts
ATM
Each stick person represents an “actor,” which is typically a human
or some other kind of free agent. (These can even be other
computer systems, as is the case with “ATM.”) The box represents
the boundary of your system. The ellipses represent the use cases,
which are descriptions of valuable work that can be performed
with the system. The lines between the actors and the use cases
represent the interactions.
It doesn’t matter how the system is actually implemented, as long
as it looks like this to the user.
A use case does not need to be terribly complex, even if the
underlying system is complex. It is only intended to show the
system as it appears to the user. For example:
54 Thinking in C++ www.BruceEckel.com
Greenhouse
Maintain
Growing
Temperature
Gardener
The use cases produce the requirements specifications by
determining all the interactions that the user may have with the
system. You try to discover a full set of use cases for your system,
and once you’ve done that you have the core of what the system is
supposed to do. The nice thing about focusing on use cases is that
they always bring you back to the essentials and keep you from
drifting off into issues that aren’t critical for getting the job done.
That is, if you have a full set of use cases you can describe your
system and move onto the next phase. You probably won’t get it all
figured out perfectly on the first try, but that’s OK. Everything will
reveal itself in time, and if you demand a perfect system
specification at this point you’ll get stuck.
If you get stuck, you can kick-start this phase by using a rough
approximation tool: describe the system in a few paragraphs and
then look for nouns and verbs. The nouns can suggest actors,
context of the use case (e.g. “lobby”), or artifacts manipulated in the
use case. Verbs can suggest interactions between actors and use
cases, and specify steps within the use case. You’ll also discover
that nouns and verbs produce objects and messages during the
design phase (and note that use cases describe interactions between
subsystems, so the “noun and verb” technique can be used only as
a brainstorming tool as it does not generate use cases) 9.
The boundary between a use case and an actor can point out the
existence of a user interface, but it does not define such a user
9 More information on use cases can be found in Applying Use Cases by Schneider &
Winters (Addison-Wesley 1998) and Use Case Driven Object Modeling with UML by
Rosenberg (Addison-Wesley 1999).

Planning of C++
Planning About C++

1: Introduction to Objects 55
interface. For a process of defining and creating user interfaces, see
Software for Use by Larry Constantine and Lucy Lockwood,
(Addison Wesley Longman, 1999) or go to www.ForUse.com.
Although it’s a black art, at this point some kind of basic
scheduling is important. You now have an overview of what you’re
building so you’ll probably be able to get some idea of how long it
will take. A lot of factors come into play here. If you estimate a long
schedule then the company might decide not to build it (and thus
use their resources on something more reasonable – that’s a good
thing). Or a manager might have already decided how long the
project should take and will try to influence your estimate. But it’s
best to have an honest schedule from the beginning and deal with
the tough decisions early. There have been a lot of attempts to come
up with accurate scheduling techniques (like techniques to predict
the stock market), but probably the best approach is to rely on your
experience and intuition. Get a gut feeling for how long it will
really take, then double that and add 10 percent. Your gut feeling is
probably correct; you can get something working in that time. The
“doubling” will turn that into something decent, and the 10 percent
will deal with the final polishing and details10. However you want
to explain it, and regardless of the moans and manipulations that
happen when you reveal such a schedule, it just seems to work out
that way.
Phase 2: How will we build it?
In this phase you must come up with a design that describes what
the classes look like and how they will interact. An excellent
technique in determining classes and interactions is the Class-
Responsibility-Collaboration (CRC) card. Part of the value of this tool
10 My personal take on this has changed lately. Doubling and adding 10 percent will
give you a reasonably accurate estimate (assuming there are not too many wild-card
factors), but you still have to work quite diligently to finish in that time. If you want
time to really make it elegant and to enjoy yourself in the process, the correct
multiplier is more like three or four times, I believe.
56 Thinking in C++ www.BruceEckel.com
is that it’s so low-tech: you start out with a set of blank 3” by 5”
cards, and you write on them. Each card represents a single class,
and on the card you write:
1. The name of the class. It’s important that this name capture
the essence of what the class does, so that it makes sense at a
glance.
2. The “responsibilities” of the class: what it should do. This can
typically be summarized by just stating the names of the
member functions (since those names should be descriptive
in a good design), but it does not preclude other notes. If you
need to seed the process, look at the problem from a lazy
programmer’s standpoint: What objects would you like to
magically appear to solve your problem?
3. The “collaborations” of the class: what other classes does it
interact with? “Interact” is an intentionally broad term; it
could mean aggregation or simply that some other object
exists that will perform services for an object of the class.
Collaborations should also consider the audience for this
class. For example, if you create a class Firecracker, who is
going to observe it, a Chemistor a Spectator? The former
will want to know what chemicals go into the construction,
and the latter will respond to the colors and shapes released
when it explodes.
You may feel like the cards should be bigger because of all the
information you’d like to get on them, but they are intentionally
small, not only to keep your classes small but also to keep you from
getting into too much detail too early. If you can’t fit all you need to
know about a class on a small card, the class is too complex (either
you’re getting too detailed, or you should create more than one
class). The ideal class should be understood at a glance. The idea of
CRC cards is to assist you in coming up with a first cut of the
design so that you can get the big picture and then refine your
design.
1: Introduction to Objects 57
One of the great benefits of CRC cards is in communication. It’s
best done real-time, in a group, without computers. Each person
takes responsibility for several classes (which at first have no
names or other information). You run a live simulation by solving
one scenario at a time, deciding which messages are sent to the
various objects to satisfy each scenario. As you go through this
process, you discover the classes that you need along with their
responsibilities and collaborations, and you fill out the cards as you
do this. When you’ve moved through all the use cases, you should
have a fairly complete first cut of your design.
Before I began using CRC cards, the most successful consulting
experiences I had when coming up with an initial design involved
standing in front of a team, who hadn’t built an OOP project before,
and drawing objects on a whiteboard. We talked about how the
objects should communicate with each other, and erased some of
them and replaced them with other objects. Effectively, I was
managing all the “CRC cards” on the whiteboard. The team (who
knew what the project was supposed to do) actually created the
design; they “owned” the design rather than having it given to
them. All I was doing was guiding the process by asking the right
questions, trying out the assumptions, and taking the feedback
from the team to modify those assumptions. The true beauty of the
process was that the team learned how to do object-oriented design
not by reviewing abstract examples, but by working on the one
design that was most interesting to them at that moment: theirs.
Once you’ve come up with a set of CRC cards, you may want to
create a more formal description of your design using UML11. You
don’t need to use UML, but it can be helpful, especially if you want
to put up a diagram on the wall for everyone to ponder, which is a
good idea. An alternative to UML is a textual description of the
11 For starters, I recommend the aforementioned UML Distilled.
58 Thinking in C++ www.BruceEckel.com
objects and their interfaces, or, depending on your programming
language, the code itself12.
UML also provides an additional diagramming notation for
describing the dynamic model of your system. This is helpful in
situations in which the state transitions of a system or subsystem
are dominant enough that they need their own diagrams (such as in
a control system). You may also need to describe the data
structures, for systems or subsystems in which data is a dominant
factor (such as a database).
You’ll know you’re done with phase 2 when you have described
the objects and their interfaces. Well, most of them – there are
usually a few that slip through the cracks and don’t make
themselves known until phase 3. But that’s OK. All you are
concerned with is that you eventually discover all of your objects.
It’s nice to discover them early in the process but OOP provides
enough structure so that it’s not so bad if you discover them later.
In fact, the design of an object tends to happen in five stages,
throughout the process of program development.
Five stages of object design
The design life of an object is not limited to the time when you’re
writing the program. Instead, the design of an object appears over a
sequence of stages. It’s helpful to have this perspective because you
stop expecting perfection right away; instead, you realize that the
understanding of what an object does and what it should look like
happens over time. This view also applies to the design of various
types of programs; the pattern for a particular type of program
emerges through struggling again and again with that problem
(Design Patterns are covered in Volume 2). Objects, too, have their
patterns that emerge through understanding, use, and reuse.
12 Python (www.Python.org) is often used as “executable pseudocode.”
1: Introduction to Objects 59
1. Object discovery.This stage occurs during the initial
analysis of a program. Objects may be discovered by looking for
external factors and boundaries, duplication of elements in the
system, and the smallest conceptual units. Some objects are obvious
if you already have a set of class libraries. Commonality between
classes suggesting base classes and inheritance may appear right
away, or later in the design process.
2. Object assembly.As you’re building an object you’ll
discover the need for new members that didn’t appear during
discovery. The internal needs of the object may require other
classes to support it.
3. System construction.Once again, more requirements for
an object may appear at this later stage. As you learn, you evolve
your objects. The need for communication and interconnection with
other objects in the system may change the needs of your classes or
require new classes. For example, you may discover the need for
facilitator or helper classes, such as a linked list, that contain little
or no state information and simply help other classes function.
4. System extension.As you add new features to a system
you may discover that your previous design doesn’t support easy
system extension. With this new information, you can restructure
parts of the system, possibly adding new classes or class
hierarchies.
5. Object reuse.This is the real stress test for a class. If
someone tries to reuse it in an entirely new situation, they’ll
probably discover some shortcomings. As you change a class to
adapt to more new programs, the general principles of the class
will become clearer, until you have a truly reusable type. However,
don’t expect most objects from a system design to be reusable – it is
perfectly acceptable for the bulk of your objects to be systemspecific.
Reusable types tend to be less common, and they must
solve more general problems in order to be reusable.
60 Thinking in C++ www.BruceEckel.com
Guidelines for object development
These stages suggest some guidelines when thinking about
developing your classes:
1. Let a specific problem generate a class, then let the class grow
and mature during the solution of other problems.
2. Remember, discovering the classes you need (and their
interfaces) is the majority of the system design. If you already
had those classes, this would be an easy project.
3. Don’t force yourself to know everything at the beginning;
learn as you go. This will happen anyway.
4. Start programming; get something working so you can prove
or disprove your design. Don’t fear that you’ll end up with
procedural-style spaghetti code – classes partition the
problem and help control anarchy and entropy. Bad classes
do not break good classes.
5. Always keep it simple. Little clean objects with obvious
utility are better than big complicated interfaces. When
decision points come up, use an Occam’s Razor approach:
Consider the choices and select the one that is simplest,
because simple classes are almost always best. Start small
and simple, and you can expand the class interface when you
understand it better, but as time goes on, it’s difficult to
remove elements from a class.
Phase 3: Build the core
This is the initial conversion from the rough design into a
compiling and executing body of code that can be tested, and
especially that will prove or disprove your architecture. This is not
a one-pass process, but rather the beginning of a series of steps that
will iteratively build the system, as you’ll see in phase 4.
Your goal is to find the core of your system architecture that needs
to be implemented in order to generate a running system, no matter
1: Introduction to Objects 61
how incomplete that system is in this initial pass. You’re creating a
framework that you can build upon with further iterations. You’re
also performing the first of many system integrations and tests, and
giving the stakeholders feedback about what their system will look
like and how it is progressing. Ideally, you are also exposing some
of the critical risks. You’ll probably also discover changes and
improvements that can be made to your original architecture –
things you would not have learned without implementing the
system.
Part of building the system is the reality check that you get from
testing against your requirements analysis and system specification
(in whatever form they exist). Make sure that your tests verify the
requirements and use cases. When the core of the system is stable,
you’re ready to move on and add more functionality.
Phase 4: Iterate the use cases
Once the core framework is running, each feature set you add is a
small project in itself. You add a feature set during an iteration, a
reasonably short period of development.
How big is an iteration? Ideally, each iteration lasts one to three
weeks (this can vary based on the implementation language). At
the end of that period, you have an integrated, tested system with
more functionality than it had before. But what’s particularly
interesting is the basis for the iteration: a single use case. Each use
case is a package of related functionality that you build into the
system all at once, during one iteration. Not only does this give you
a better idea of what the scope of a use case should be, but it also
gives more validation to the idea of a use case, since the concept
isn’t discarded after analysis and design, but instead it is a
fundamental unit of development throughout the softwarebuilding
process.
You stop iterating when you achieve target functionality or an
external deadline arrives and the customer can be satisfied with the
current version. (Remember, software is a subscription business.)
62 Thinking in C++ www.BruceEckel.com
Because the process is iterative, you have many opportunities to
ship a product instead of a single endpoint; open-source projects
work exclusively in an iterative, high-feedback environment, which
is precisely what makes them successful.
An iterative development process is valuable for many reasons.
You can reveal and resolve critical risks early, the customers have
ample opportunity to change their minds, programmer satisfaction
is higher, and the project can be steered with more precision. But an
additional important benefit is the feedback to the stakeholders,
who can see by the current state of the product exactly where
everything lies. This may reduce or eliminate the need for mindnumbing
status meetings and increase the confidence and support
from the stakeholders.
Phase 5: Evolution
This is the point in the development cycle that has traditionally
been called “maintenance,” a catch-all term that can mean
everything from “getting it to work the way it was really supposed
to in the first place” to “adding features that the customer forgot to
mention” to the more traditional “fixing the bugs that show up”
and “adding new features as the need arises.” So many
misconceptions have been applied to the term “maintenance” that
it has taken on a slightly deceiving quality, partly because it
suggests that you’ve actually built a pristine program and all you
need to do is change parts, oil it, and keep it from rusting. Perhaps
there’s a better term to describe what’s going on.
I’ll use the term evolution13. That is, “You won’t get it right the first
time, so give yourself the latitude to learn and to go back and make
changes.” You might need to make a lot of changes as you learn
and understand the problem more deeply. The elegance you’ll
13 At least one aspect of evolution is covered in Martin Fowler’s book Refactoring:
improving the design of existing code (Addison-Wesley 1999). Be forewarned that this
book uses Java examples exclusively.
1: Introduction to Objects 63
produce if you evolve until you get it right will pay off, both in the
short and the long term. Evolution is where your program goes
from good to great, and where those issues that you didn’t really
understand in the first pass become clear. It’s also where your
classes can evolve from single-project usage to reusable resources.
What it means to “get it right” isn’t just that the program works
according to the requirements and the use cases. It also means that
the internal structure of the code makes sense to you, and feels like
it fits together well, with no awkward syntax, oversized objects, or
ungainly exposed bits of code. In addition, you must have some
sense that the program structure will survive the changes that it
will inevitably go through during its lifetime, and that those
changes can be made easily and cleanly. This is no small feat. You
must not only understand what you’re building, but also how the
program will evolve (what I call the vector of change14). Fortunately,
object-oriented programming languages are particularly adept at
supporting this kind of continuing modification – the boundaries
created by the objects are what tend to keep the structure from
breaking down. They also allow you to make changes – ones that
would seem drastic in a procedural program – without causing
earthquakes throughout your code. In fact, support for evolution
might be the most important benefit of OOP.
With evolution, you create something that at least approximates
what you think you’re building, and then you kick the tires,
compare it to your requirements and see where it falls short. Then
you can go back and fix it by redesigning and re-implementing the
portions of the program that didn’t work right15. You might
14 This term is explored in the Design Patterns chapter in Volume 2.
15 This is something like “rapid prototyping,” where you were supposed to build a
quick-and-dirty version so that you could learn about the system, and then throw
away your prototype and build it right. The trouble with rapid prototyping is that
people didn’t throw away the prototype, but instead built upon it. Combined with
the lack of structure in procedural programming, this often produced messy systems
that were expensive to maintain.
64 Thinking in C++ www.BruceEckel.com
actually need to solve the problem, or an aspect of the problem,
several times before you hit on the right solution. (A study of
Design Patterns, described in Volume 2, is usually helpful here.)
Evolution also occurs when you build a system, see that it matches
your requirements, and then discover it wasn’t actually what you
wanted. When you see the system in operation, you find that you
really wanted to solve a different problem. If you think this kind of
evolution is going to happen, then you owe it to yourself to build
your first version as quickly as possible so you can find out if it is
indeed what you want.
Perhaps the most important thing to remember is that by default –
by definition, really – if you modify a class then its super- and
subclasses will still function. You need not fear modification
(especially if you have a built-in set of unit tests to verify the
correctness of your modifications). Modification won’t necessarily
break the program, and any change in the outcome will be limited
to subclasses and/or specific collaborators of the class you change.
Plans pay off
Of course you wouldn’t build a house without a lot of carefullydrawn
plans. If you build a deck or a dog house, your plans won’t
be so elaborate but you’ll probably still start with some kind of
sketches to guide you on your way. Software development has
gone to extremes. For a long time, people didn’t have much
structure in their development, but then big projects began failing.
In reaction, we ended up with methodologies that had an
intimidating amount of structure and detail, primarily intended for
those big projects. These methodologies were too scary to use – it
looked like you’d spend all your time writing documents and no
time programming. (This was often the case.) I hope that what I’ve
shown you here suggests a middle path – a sliding scale. Use an
approach that fits your needs (and your personality). No matter
how minimal you choose to make it, some kind of plan will make a
big improvement in your project as opposed to no plan at all.
1: Introduction to Objects 65
Remember that, by most estimates, over 50 percent of projects fail
(some estimates go up to 70 percent!).
By following a plan – preferably one that is simple and brief – and
coming up with design structure before coding, you’ll discover that
things fall together far more easily than if you dive in and start
hacking, and you’ll also realize a great deal of satisfaction. It’s my
experience that coming up with an elegant solution is deeply
satisfying at an entirely different level; it feels closer to art than
technology. And elegance always pays off; it’s not a frivolous
pursuit. Not only does it give you a program that’s easier to build
and debug, but it’s also easier to understand and maintain, and
that’s where the financial value lies.
Extreme programming
I have studied analysis and design techniques, on and off, since I
was in graduate school. The concept of Extreme Programming (XP) is
the most radical, and delightful, that I’ve seen. You can find it
chronicled in Extreme Programming Explained by Kent Beck
(Addison-Wesley 2000) and on the Web at www.xprogramming.com.
XP is both a philosophy about programming work and a set of
guidelines to do it. Some of these guidelines are reflected in other
recent methodologies, but the two most important and distinct
contributions, in my opinion, are “write tests first” and “pair
programming.” Although he argues strongly for the whole process,
Beck points out that if you adopt only these two practices you’ll
greatly improve your productivity and reliability.
Write tests first
Testing has traditionally been relegated to the last part of a project,
after you’ve “gotten everything working, but just to be sure.” It’s
implicitly had a low priority, and people who specialize in it have
not been given a lot of status and have often even been cordoned
off in a basement, away from the “real programmers.” Test teams
66 Thinking in C++ www.BruceEckel.com
have responded in kind, going so far as to wear black clothing and
cackling with glee whenever they broke something (to be honest,
I’ve had this feeling myself when breaking C++ compilers).
XP completely revolutionizes the concept of testing by giving it
equal (or even greater) priority than the code. In fact, you write the
tests before you write the code that’s being tested, and the tests stay
with the code forever. The tests must be executed successfully
every time you do an integration of the project (which is often,
sometimes more than once a day).
Writing tests first has two extremely important effects.
First, it forces a clear definition of the interface of a class. I’ve often
suggested that people “imagine the perfect class to solve a
particular problem” as a tool when trying to design the system. The
XP testing strategy goes further than that – it specifies exactly what
the class must look like, to the consumer of that class, and exactly
how the class must behave. In no uncertain terms. You can write all
the prose, or create all the diagrams you want describing how a
class should behave and what it looks like, but nothing is as real as
a set of tests. The former is a wish list, but the tests are a contract
that is enforced by the compiler and the running program. It’s hard
to imagine a more concrete description of a class than the tests.
While creating the tests, you are forced to completely think out the
class and will often discover needed functionality that might be
missed during the thought experiments of UML diagrams, CRC
cards, use cases, etc.
The second important effect of writing the tests first comes from
running the tests every time you do a build of your software. This
activity gives you the other half of the testing that’s performed by
the compiler. If you look at the evolution of programming
languages from this perspective, you’ll see that the real
improvements in the technology have actually revolved around
testing. Assembly language checked only for syntax, but C imposed
some semantic restrictions, and these prevented you from making
1: Introduction to Objects 67
certain types of mistakes. OOP languages impose even more
semantic restrictions, which if you think about it are actually forms
of testing. “Is this data type being used properly? Is this function
being called properly?” are the kinds of tests that are being
performed by the compiler or run-time system. We’ve seen the
results of having these tests built into the language: people have
been able to write more complex systems, and get them to work,
with much less time and effort. I’ve puzzled over why this is, but
now I realize it’s the tests: you do something wrong, and the safety
net of the built-in tests tells you there’s a problem and points you to
where it is.
But the built-in testing afforded by the design of the language can
only go so far. At some point, you must step in and add the rest of
the tests that produce a full suite (in cooperation with the compiler
and run-time system) that verifies all of your program. And, just
like having a compiler watching over your shoulder, wouldn’t you
want these tests helping you right from the beginning? That’s why
you write them first, and run them automatically with every build
of your system. Your tests become an extension of the safety net
provided by the language.
One of the things that I’ve discovered about the use of more and
more powerful programming languages is that I am emboldened to
try more brazen experiments, because I know that the language
will keep me from wasting my time chasing bugs. The XP test
scheme does the same thing for your entire project. Because you
know your tests will always catch any problems that you introduce
(and you regularly add any new tests as you think of them), you
can make big changes when you need to without worrying that
you’ll throw the whole project into complete disarray. This is
incredibly powerful.
Pair programming
Pair programming goes against the rugged individualism that
we’ve been indoctrinated into from the beginning, through school
68 Thinking in C++ www.BruceEckel.com
(where we succeed or fail on our own, and working with our
neighbors is considered “cheating”) and media, especially
Hollywood movies in which the hero is usually fighting against
mindless conformity16. Programmers, too, are considered paragons
of individuality – “cowboy coders” as Larry Constantine likes to
say. And yet XP, which is itself battling against conventional
thinking, says that code should be written with two people per
workstation. And that this should be done in an area with a group
of workstations, without the barriers that the facilities design
people are so fond of. In fact, Beck says that the first task of
converting to XP is to arrive with screwdrivers and Allen wrenches
and take apart everything that gets in the way.17 (This will require a
manager who can deflect the ire of the facilities department.)
The value of pair programming is that one person is actually doing
the coding while the other is thinking about it. The thinker keeps
the big picture in mind, not only the picture of the problem at hand,
but the guidelines of XP. If two people are working, it’s less likely
that one of them will get away with saying, “I don’t want to write
the tests first,” for example. And if the coder gets stuck, they can
swap places. If both of them get stuck, their musings may be
overheard by someone else in the work area who can contribute.
Working in pairs keeps things flowing and on track. Probably more
important, it makes programming a lot more social and fun.
I’ve begun using pair programming during the exercise periods in
some of my seminars and it seems to significantly improve
everyone’s experience.
16 Although this may be a more American perspective, the stories of Hollywood
reach everywhere.
17 Including (especially) the PA system. I once worked in a company that insisted on
broadcasting every phone call that arrived for every executive, and it constantly
interrupted our productivity (but the managers couldn’t begin to conceive of stifling
such an important service as the PA). Finally, when no one was looking I started
snipping speaker wires.
1: Introduction to Objects 69
Why C++ succeeds
Part of the reason C++ has been so successful is that the goal was
not just to turn C into an OOP language (although it started that
way), but also to solve many other problems facing developers
today, especially those who have large investments in C.
Traditionally, OOP languages have suffered from the attitude that
you should abandon everything you know and start from scratch
with a new set of concepts and a new syntax, arguing that it’s better
in the long run to lose all the old baggage that comes with
procedural languages. This may be true, in the long run. But in the
short run, a lot of that baggage was valuable. The most valuable
elements may not be the existing code base (which, given adequate
tools, could be translated), but instead the existing mind base. If
you’re a functioning C programmer and must drop everything you
know about C in order to adopt a new language, you immediately
become much less productive for many months, until your mind
fits around the new paradigm. Whereas if you can leverage off of
your existing C knowledge and expand on it, you can continue to
be productive with what you already know while moving into the
world of object-oriented programming. As everyone has his or her
own mental model of programming, this move is messy enough as
it is without the added expense of starting with a new language
model from square one. So the reason for the success of C++, in a
nutshell, is economic: It still costs to move to OOP, but C++ may
cost less18.
The goal of C++ is improved productivity. This productivity comes
in many ways, but the language is designed to aid you as much as
possible, while hindering you as little as possible with arbitrary
rules or any requirement that you use a particular set of features.
C++ is designed to be practical; C++ language design decisions
18 I say “may” because, due to the complexity of C++, it might actually be cheaper to
move to Java. But the decision of which language to choose has many factors, and in
this book I’ll assume that you’ve chosen C++.
70 Thinking in C++ www.BruceEckel.com
were based on providing the maximum benefits to the programmer
(at least, from the world view of C).
A better C
You get an instant win even if you continue to write C code
because C++ has closed many holes in the C language and provides
better type checking and compile-time analysis. You’re forced to
declare functions so that the compiler can check their use. The need
for the preprocessor has virtually been eliminated for value
substitution and macros, which removes a set of difficult-to-find
bugs. C++ has a feature called references that allows more
convenient handling of addresses for function arguments and
return values. The handling of names is improved through a
feature called function overloading, which allows you to use the same
name for different functions. A feature called namespaces also
improves the control of names. There are numerous smaller
features that improve the safety of C.
You’re already on the learning curve
The problem with learning a new language is productivity. No
company can afford to suddenly lose a productive software
engineer because he or she is learning a new language. C++ is an
extension to C, not a complete new syntax and programming
model. It allows you to continue creating useful code, applying the
features gradually as you learn and understand them. This may be
one of the most important reasons for the success of C++.
In addition, all of your existing C code is still viable in C++, but
because the C++ compiler is pickier, you’ll often find hidden C
errors when recompiling the code in C++.
Efficiency
Sometimes it is appropriate to trade execution speed for
programmer productivity. A financial model, for example, may be
useful for only a short period of time, so it’s more important to
1: Introduction to Objects 71
create the model rapidly than to execute it rapidly. However, most
applications require some degree of efficiency, so C++ always errs
on the side of greater efficiency. Because C programmers tend to be
very efficiency-conscious, this is also a way to ensure that they
won’t be able to argue that the language is too fat and slow. A
number of features in C++ are intended to allow you to tune for
performance when the generated code isn’t efficient enough.
Not only do you have the same low-level control as in C (and the
ability to directly write assembly language within a C++ program),
but anecdotal evidence suggests that the program speed for an
object-oriented C++ program tends to be within ±10% of a program
written in C, and often much closer19. The design produced for an
OOP program may actually be more efficient than the C
counterpart.
Systems are easier
to express and understand
Classes designed to fit the problem tend to express it better. This
means that when you write the code, you’re describing your
solution in the terms of the problem space (“Put the grommet in the
bin”) rather than the terms of the computer, which is the solution
space (“Set the bit in the chip that means that the relay will close”).
You deal with higher-level concepts and can do much more with a
single line of code.
The other benefit of this ease of expression is maintenance, which
(if reports can be believed) takes a huge portion of the cost over a
program’s lifetime. If a program is easier to understand, then it’s
easier to maintain. This can also reduce the cost of creating and
maintaining the documentation.
19 However, look at Dan Saks’ columns in the C/C++ User’s Journal for some
important investigations into C++ library performance.
72 Thinking in C++ www.BruceEckel.com
Maximal leverage with libraries
The fastest way to create a program is to use code that’s already
written: a library. A major goal in C++ is to make library use easier.
This is accomplished by casting libraries into new data types
(classes), so that bringing in a library means adding new types to
the language. Because the C++ compiler takes care of how the
library is used – guaranteeing proper initialization and cleanup,
and ensuring that functions are called properly – you can focus on
what you want the library to do, not how you have to do it.
Because names can be sequestered to portions of your program via
C++ namespaces, you can use as many libraries as you want
without the kinds of name clashes you’d run into with C.
Source-code reuse with templates
There is a significant class of types that require source-code
modification in order to reuse them effectively. The template feature
in C++ performs the source code modification automatically,
making it an especially powerful tool for reusing library code. A
type that you design using templates will work effortlessly with
many other types. Templates are especially nice because they hide
the complexity of this kind of code reuse from the client
programmer.
Error handling
Error handling in C is a notorious problem, and one that is often
ignored – finger-crossing is usually involved. If you’re building a
large, complex program, there’s nothing worse than having an
error buried somewhere with no clue as to where it came from.
C++ exception handling (introduced in this Volume, and fully
covered in Volume 2, which is downloadable from
www.BruceEckel.com) is a way to guarantee that an error is noticed
and that something happens as a result.
1: Introduction to Objects 73
Programming in the large
Many traditional languages have built-in limitations to program
size and complexity. BASIC, for example, can be great for pulling
together quick solutions for certain classes of problems, but if the
program gets more than a few pages long or ventures out of the
normal problem domain of that language, it’s like trying to swim
through an ever-more viscous fluid. C, too, has these limitations.
For example, when a program gets beyond perhaps 50,000 lines of
code, name collisions start to become a problem – effectively, you
run out of function and variable names. Another particularly bad
problem is the little holes in the C language – errors buried in a
large program can be extremely difficult to find.
There’s no clear line that tells you when your language is failing
you, and even if there were, you’d ignore it. You don’t say, “My
BASIC program just got too big; I’ll have to rewrite it in C!”
Instead, you try to shoehorn a few more lines in to add that one
new feature. So the extra costs come creeping up on you.
C++ is designed to aid programming in the large, that is, to erase
those creeping-complexity boundaries between a small program
and a large one. You certainly don’t need to use OOP, templates,
namespaces, and exception handling when you’re writing a helloworld
style utility program, but those features are there when you
need them. And the compiler is aggressive about ferreting out bugproducing
errors for small and large programs alike.
Strategies for transition
If you buy into OOP, your next question is probably, “How can I
get my manager/colleagues/department/peers to start using
objects?” Think about how you – one independent programmer –
would go about learning to use a new language and a new
programming paradigm. You’ve done it before. First comes
education and examples; then comes a trial project to give you a
feel for the basics without doing anything too confusing. Then
74 Thinking in C++ www.BruceEckel.com
comes a “real world” project that actually does something useful.
Throughout your first projects you continue your education by
reading, asking questions of experts, and trading hints with friends.
This is the approach many experienced programmers suggest for
the switch from C to C++. Switching an entire company will of
course introduce certain group dynamics, but it will help at each
step to remember how one person would do it.
Guidelines
Here are some guidelines to consider when making the transition
to OOP and C++:
1. Training
The first step is some form of education. Remember the company’s
investment in plain C code, and try not to throw everything into
disarray for six to nine months while everyone puzzles over how
multiple inheritance works. Pick a small group for indoctrination,
preferably one composed of people who are curious, work well
together, and can function as their own support network while
they’re learning C++.
An alternative approach that is sometimes suggested is the
education of all company levels at once, including overview
courses for strategic managers as well as design and programming
courses for project builders. This is especially good for smaller
companies making fundamental shifts in the way they do things, or
at the division level of larger companies. Because the cost is higher,
however, some may choose to start with project-level training, do a
pilot project (possibly with an outside mentor), and let the project
team become the teachers for the rest of the company.
2. Low-risk project
Try a low-risk project first and allow for mistakes. Once you’ve
gained some experience, you can either seed other projects from
members of this first team or use the team members as an OOP
technical support staff. This first project may not work right the
first time, so it should not be mission-critical for the company. It
1: Introduction to Objects 75
should be simple, self-contained, and instructive; this means that it
should involve creating classes that will be meaningful to the other
programmers in the company when they get their turn to learn
C++.
3. Model from success
Seek out examples of good object-oriented design before starting
from scratch. There’s a good probability that someone has solved
your problem already, and if they haven’t solved it exactly you can
probably apply what you’ve learned about abstraction to modify an
existing design to fit your needs. This is the general concept of
design patterns, covered in Volume 2.
4. Use existing class libraries
The primary economic motivation for switching to OOP is the easy
use of existing code in the form of class libraries (in particular, the
Standard C++ libraries, which are covered in depth in Volume two
of this book). The shortest application development cycle will result
when you don’t have to write anything but main( ), creating and
using objects from off-the-shelf libraries. However, some new
programmers don’t understand this, are unaware of existing class
libraries, or, through fascination with the language, desire to write
classes that may already exist. Your success with OOP and C++
will be optimized if you make an effort to seek out and reuse other
people’s code early in the transition process.
5. Don’t rewrite existing code in C++
Although compiling your C code with a C++ compiler usually
produces (sometimes tremendous) benefits by finding problems in
the old code, it is not usually the best use of your time to take
existing, functional code and rewrite it in C++. (If you must turn it
into objects, you can “wrap” the C code in C++ classes.) There are
incremental benefits, especially if the code is slated for reuse. But
chances are you aren’t going to see the dramatic increases in
productivity that you hope for in your first few projects unless that
project is a new one. C++ and OOP shine best when taking a project
from concept to reality.
76 Thinking in C++ www.BruceEckel.com
Management obstacles
If you’re a manager, your job is to acquire resources for your team,
to overcome barriers to your team’s success, and in general to try to
provide the most productive and enjoyable environment so your
team is most likely to perform those miracles that are always being
asked of you. Moving to C++ falls in all three of these categories,
and it would be wonderful if it didn’t cost you anything as well.
Although moving to C++ may be cheaper – depending on your
constraints20 – than the OOP alternatives for a team of C
programmers (and probably for programmers in other procedural
languages), it isn’t free, and there are obstacles you should be
aware of before trying to sell the move to C++ within your
company and embarking on the move itself.
Startup costs
The cost of moving to C++ is more than just the acquisition of C++
compilers (the GNU C++ compiler, one of the very best, is free).
Your medium- and long-term costs will be minimized if you invest
in training (and possibly mentoring for your first project) and also
if you identify and purchase class libraries that solve your problem
rather than trying to build those libraries yourself. These are hardmoney
costs that must be factored into a realistic proposal. In
addition, there are the hidden costs in loss of productivity while
learning a new language and possibly a new programming
environment. Training and mentoring can certainly minimize these,
but team members must overcome their own struggles to
understand the new technology. During this process they will
make more mistakes (this is a feature, because acknowledged
mistakes are the fastest path to learning) and be less productive.
Even then, with some types of programming problems, the right
classes, and the right development environment, it’s possible to be
more productive while you’re learning C++ (even considering that
20 Because of its productivity improvements, the Java language should also be
considered here.
1: Introduction to Objects 77
you’re making more mistakes and writing fewer lines of code per
day) than if you’d stayed with C.
Performance issues
A common question is, “Doesn’t OOP automatically make my
programs a lot bigger and slower?” The answer is, “It depends.”
Most traditional OOP languages were designed with
experimentation and rapid prototyping in mind rather than leanand-
mean operation. Thus, they virtually guaranteed a significant
increase in size and decrease in speed. C++, however, is designed
with production programming in mind. When your focus is on
rapid prototyping, you can throw together components as fast as
possible while ignoring efficiency issues. If you’re using any third
party libraries, these are usually already optimized by their
vendors; in any case it’s not an issue while you’re in rapiddevelopment
mode. When you have a system that you like, if it’s
small and fast enough, then you’re done. If not, you begin tuning
with a profiling tool, looking first for speedups that can be done
with simple applications of built-in C++ features. If that doesn’t
help, you look for modifications that can be made in the underlying
implementation so no code that uses a particular class needs to be
changed. Only if nothing else solves the problem do you need to
change the design. The fact that performance is so critical in that
portion of the design is an indicator that it must be part of the
primary design criteria. You have the benefit of finding this out
early using rapid development.
As mentioned earlier, the number that is most often given for the
difference in size and speed between C and C++ is ±10%, and often
much closer to par. You might even get a significant improvement
in size and speed when using C++ rather than C because the design
you make for C++ could be quite different from the one you’d
make for C.
The evidence for size and speed comparisons between C and C++
tends to be anecdotal and is likely to remain so. Regardless of the
number of people who suggest that a company try the same project
78 Thinking in C++ www.BruceEckel.com
using C and C++, no company is likely to waste money that way
unless it’s very big and interested in such research projects. Even
then, it seems like the money could be better spent. Almost
universally, programmers who have moved from C (or some other
procedural language) to C++ (or some other OOP language) have
had the personal experience of a great acceleration in their
programming productivity, and that’s the most compelling
argument you can find.
Common design errors
When starting your team into OOP and C++, programmers will
typically go through a series of common design errors. This often
happens because of too little feedback from experts during the
design and implementation of early projects, because no experts
have been developed within the company and there may be
resistance to retaining consultants. It’s easy to feel that you
understand OOP too early in the cycle and go off on a bad tangent.
Something that’s obvious to someone experienced with the
language may be a subject of great internal debate for a novice.
Much of this trauma can be skipped by using an experienced
outside expert for training and mentoring.
On the other hand, the fact that it is easy to make these design
errors points to C++’s main drawback: its backward compatibility
with C (of course, that’s also its main strength). To accomplish the
feat of being able to compile C code, the language had to make
some compromises, which have resulted in a number of “dark
corners.” These are a reality, and comprise much of the learning
curve for the language. In this book and the subsequent volume
(and in other books; see Appendix C), I try to reveal most of the
pitfalls you are likely to encounter when working with C++. You
should always be aware that there are some holes in the safety net.
Summary
This chapter attempts to give you a feel for the broad issues of
object-oriented programming and C++, including why OOP is
1: Introduction to Objects 79
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