StoryQ BDD, Given or When without a body - c#

I would like to do a very simple test for the Constructor of my class,
[Test]
public void InitLensShadingPluginTest()
{
_lensShadingStory.WithScenario("Init Lens Shading plug-in")
.Given(InitLensShadingPlugin)
.When(Nothing)
.Then(PluginIsCreated)
.Execute();
}
this can be in Given or When it... I think it should be in When() but it doesn't really matter.
private void InitLensShadingPlugin()
{
_plugin = new LSCPlugin(_imagesDatabaseProvider, n_iExternalToolImageViewerControl);
}
Since the Constructor is the one being tested, I do not have anything to do inside the When() statement,
And in Then() I assert about the plugin creation.
private void PluginIsCreated()
{
Assert.NotNull(_plugin);
}
my question is about StoryQ, since I do not want to do anything inside When()
i tried to use When(()=>{}) however this is not supported by storyQ,
this means I need to implement something like
private void Nothing()
{
}
and call When(Nothing)
is there a better practice?

It's strange that StoryQ doesn't support missing steps; your scenario is actually pretty typical of other examples I've used of starting applications, games etc. up:
Given the chess program is running
Then the pieces should be in the starting positions
for instance. So your desire to use a condition followed by an outcome is perfectly valid.
Looking at StoryQ's API, it doesn't look as if it supports these empty steps. You could always make your own method and call both the Given and When steps inside it, returning the operation from the When:
.GivenIStartedWith(InitLensShadingPlugin)
.Then(PluginIsCreated)
If that seems too clunky, I'd do as you suggested and move the Given to a When, initializing the Given with an empty method with a more meaningful name instead:
Given(NothingIsInitializedYet)
.When(InitLensShadingPlugin)
.Then(PluginIsCreated)
Either of these will solve your problem.
However, if all you're testing is a class, rather than an entire application, using StoryQ is probably overkill. The natural-language BDD frameworks like StoryQ, Cucumber, JBehave etc. are intended to help business and development teams collaborate in their exploration of requirements. They incur significant setup and maintenance overhead, so if the audience of your class-level scenarios / examples is technical, there may be an easier way.
For class-level examples of behaviour I would just go with a plain unit testing tool like NUnit or MSpec. I like using NUnit and putting my "Given / When / Then" in comments:
// Given I initialized the lens shading plugin on startup
_plugin = new LSCPlugin(_imagesDatabaseProvider, n_iExternalToolImageViewerControl);
// Then the plugin should have been created
Assert.NotNull(_plugin);
Steps at a class level aren't reused in the same way they are in full-system scenarios, because classes have much smaller, more encapsulated responsibilities; and developers benefit from reading the code rather than having it hidden away in the step definitions.
Your Given/When/Then comments here might still echo scenarios at a higher level, if the class is directly driving the functionality that the user sees.
Normally for full-system scenarios we would derive the steps from conversations with the "3 amigos":
a business representative (PO, SME, someone who has a problem to be solved)
a tester (who spots scenarios we might otherwise miss)
the dev (who's going to solve the problem).
There might be a pair of devs. UI designers can get involved if they want to. Matt Wynne says it's "3 amigos, where 3 is any number between 3 and 7". The best time to have the conversations is right before the devs pick up the work to begin coding it.
However, if you're working on your own, whether it's a toy or a real application, you might benefit just from having imaginary conversations. I use a pixie called Thistle for mine.

Related

How can I test if a private method of a class is called or not with rhino mock?

I am quite new at C# and also rhino mocks. I searched and found similar topics with my question but couldnt find a proper solution.
I am trying to understand if the private method is called or not in my unit test. I am using rhino mock, read many files about it, some of them just say that change the access specifier of the method from private to public, but I can not change the source code. I tried to link source file to my test project but it doesnt change.
public void calculateItems()
{
var result = new Result(fileName, ip, localPath, remotePath);
calculateItems(result, nameOfString);
}
private void calculateItems(Result result, string nameOfString )
As you see from the code above, I have two methods have exactly same name, calculateItems, but public one has no parameter, private one has two parameters. I am trying to understand when I called public one in my unittest, is private method called?
private CalculateClass sut;
private Result result;
[SetUp]
public void Setup()
{
result = MockRepository.GenerateStub<Result>();
sut = new CalculateClass();
}
[TearDown]
public void TearDown()
{
}
[Test]
public void test()
{
sut.Stub(stub => stub.calculateItems(Arg<Result>.Is.Anything, Arg<string>.Is.Anything));
sut.calculateItems();
sut.AssertWasCalled(stub => stub.calculateItems(Arg<Result>.Is.Anything, Arg<string>.Is.Anything));
}
In my unittest, I am taking such an error which says "No overload method for calculateItems take two arguments". Is there a way to test it without any changing in source code?
You're testing the wrong thing. Private methods are private. They are of no concern to consuming code, and unit tests are consuming code like any other.
In your tests you test and validate the outward facing functionality of the component. Its inner implementation details aren't relevant to the tests. All the tests care about is whether the invoked operation produces the expected results.
So the question you must ask yourself is... What are the expected results when invoking this operation?:
calculateItems()
It doesn't return anything, so what does it do? What state does it modify in some way? That is what your test needs to observe, not the implementation details but the observable result. (And if the operation has no observable result, then there's no difference between "passed" or "failed" so there's nothing to test.)
We can't see the details of your code, but it's possible that the observable result is coupled to another component entirely. If that's the case then that other component is a dependency for this operation and the goal of the unit test is to mock that dependency so the operation can be tested independently of the dependency. The component may then need to be modified so that a dependency is provided rather than internally controlled. (This is referred to as the Dependency Inversion Principle.)
Also of note...
but I can not change the source code
That's a separate problem entirely. If you truly can't change the source code, then the value of these tests is drastically reduced and possibly eliminated entirely. If a test fails, what can you do about it? Nothing. Because you can't change the code. So what are you testing?
Keep in mind that it's not only possible but unfortunately very common for programmers to write code which can't be meaningfully unit tested. If this code was provided to you by someone else and you are forbidden to change it for some non-technical reason, then it will be the responsibility of that someone else to correct the code. "Correcting" may include "making it possible to meaningfully unit test". (Or, honestly, they should be unit testing it. Not you.)
If your public method calls your private one then the same thing will happen in your tests. Tests are nothing more than code that can be run and debugged and you can try that so see what happens.
Private methods can't be tested directly but they can be tested via their public callers which is what you are doing, so it's all good. Whether it's a good idea to have a setup like this well, that's a different story entirely but I am not going into that now.
Now, let's discuss what you are actually testing.
Unit tests should not have deep knowledge of the code they test. The reason is that you should have inputs and outputs and you shouldn't care what happens in between.
If you refactor the code and eliminate the private method then your test would break, even if your inputs and outputs to your public method remain the same. That's not a good position to be in, this is what we call brittle tests.
So add your functional tests around the public method, verify that you get hat you expect and don't worry whether it calls your private method or not.
When you say you need to know whether your private methods are called, this can have two different interpretations:
You want to ensure that the private method is called within one particular test, making it a success criterion for that very test.
You want to know if the private method is called at all, by any of your test cases. You might be interested in this because you want to be sure if the private method is covered by your test suite, or as you said, just to form an understanding of what is actually going on in your code.
Regarding the second interpretation: If you want to understand what is going on in the code, a good approach is to use a debugger and just step through the code to see what function is called. As I am not a C# expert here, I can not recommend any specific debugging tool, but finding some recommendations about this on the web should not be difficult. This approach would fulfill your requirements not to require changes to the source code
Another possibility, in particular if you are interested in whether your private function is covered by the tests, is to use a test coverage tool for C#. The coverage tool would show you whether or not the private method was called or not. Again, this would not require to make any changes to the source code.
Regarding the first interpretation of your question: If you want to test that some privat function is called as part of your test's success criterion, you preferrably do this with tests that use the public API. Then, in these tests, you should be able to judge if the private function is called because of the effect that the private function has on the test result.
And, in contrast to other opinions, you should test the implementation. The primary goal of unit-testing is to find the bugs in the code. Different implementations have different bugs. This is why people also use coverage tools, to see if they have covered the code of their implementation. And, coverage is not enough, you also need to check boundary cases of expressions etc. Certainly, having maintainable tests and tests that do not break unnecessarily in case of refactorings are good goals (why testing through the public API is typically a good approach - but not always), but they are secondary goals compared to the goal to find all bugs.

understanding some unit testing practices

I am a newbie to unit testing - I have only done basic assert tests using mere Testmethods(my last module, I created about 50 of those).
I am currently reading a book on Unit Testing, and one of the many examples in the book has me creating a new class for each single test. Below is one of the example objects created just for one test case. My question is is it ever necessary to do this? Or when should one apply this approach and when is it not necessary?
public class and_saving_an_invalid_item_type : when_working_with_the_item_type_repository
{
private Exception _result;
protected override void Establish_context()
{
base.Establish_context();
_session.Setup(s => s.Save(null)).Throws(new ArgumentNullException());
}
protected override void Because_of()
{
try
{
_itemTypeRepository.Save(null);
}
catch (Exception exception)
{
_result = exception;
}
}
[Test]
public void then_an_argument_null_exception_should_be_raised()
{
_result.ShouldBeInstanceOfType(typeof(ArgumentNullException));
}
}
Do you need to create a new class for each individual test? I would say no, you certainly do not. I don't know why the book is saying that, or if they are just doing it to help illustrate their examples.
To answer your question, I'd recommend using a class for each group of tests... but it's really a bit more complex than that, because how you define "group" is varying and dependant on what you're doing at the time.
In my experience, a set of tests is really logically structured like a document, which can contain one or more set of tests, grouped (and sometimes nested) together by some common aspect. A natural grouping for testing Object-Oriented code is to group by class, and then by method.
Here's an example
tests for class 1
tests for method 1
primary behaviour of method 1
alternate behaviour of method 1
tests for method 2
primary behaviour of method 2
alternate behaviour of method 2
Unfortunately, in C# or java (or similar languages), you've only got two levels of structure to work with (as opposed to the 3 or 4 you really actually want), and so you have to hack things to fit.
The common way this is done is to use a class to group together sets of tests, and don't group anything at the method level, as like this:
class TestsForClass1 {
void Test_method1_primary()
void Test_method1_alternate()
void Test_method2_primary()
void Test_method2_alternate()
}
If both your method 1 and method 2 all have identical setup/teardown, then this is fine, but sometimes they don't, leading to this breakdown:
class TestsForClass1_method1 {
void Test_primary()
void Test_alternate()
}
class TestsForClass1_method2 {
void Test_primary()
void Test_alternate()
}
If you have more complex requirements (let's say you have 10 tests for method_1, the first 5 have setup requirement X, the next 5 have different setup requirements), then people usually end up just making more and more class names like this:
class TestsForClass1_method1_withRequirementX { ... }
class TestsForClass1_method1_withRequirementY { ... }
This sucks, but hey - square peg, round hole, etc.
Personally, I'm a fan of using lambda-functions inside methods to give you a third level of grouping. NSpec shows one way that this can be done... we have an in-house test framework which is slightly different, it reads a bit like this:
class TestsForClass1 {
void TestsForMethod1() {
It.Should("perform it's primary function", () => {
// ....
});
It.Should("perform it's alternate function", () => {
// ....
});
}
}
This has some downsides (if the first It statement fails, the others don't run), but I consider this tradeoff worth it.)
-- The question originally read: "is it ever really necessary to create an object for each single test I want to carry out?". The answer to that is (mostly) yes, as per this explanation.
Generally, unit tests involve the interaction of two parts
The object under test. Usually this is an instance of a class or a function you've written
The environment. Usually this is whatever parameters you've passed to your function, and whatever other dependencies the object may have a reference to.
In order for unit tests to be reliable, both of these parts need to be "fresh" for each test, to ensure that the state of the system is sane and reliable.
If the thing under test is not refreshed for each test, then one function may alter the object's internal state, and cause the next test to wrongly fail
If the environment is not refreshed for each test, then one function may alter the environment (eg: set some variable in an external database or something), which may cause the next test to wrongly fail.
There are obviously many situations where this is not the case - You might for example have a pure mathematical function that only takes integers as parameters and doesn't touch any external state, and then you may not want to bother re-creating the object under test or the test environment... but generally, most things in any Object-Oriented system will need refreshing, so this is why it is "standard practice" to do so.
I'm not quite able to follow your example, but ideally any test case should be able to run independently of any other - independently from anything else, really.

Maintaining modularity in Main()?

I'm writing the simple card game "War" for homework and now that the game works, I'm trying to make it more modular and organized. Below is a section of Main() containing the bulk of the program. I should mention, the course is being taught in C#, but it is not a C# course. Rather, we're learning basic logic and OOP concepts so I may not be taking advantage of some C# features.
bool sameCard = true;
while (sameCard)
{
sameCard = false;
card1.setVal(random.Next(1,14)); // set card value
val1 = determineFace(card1.getVal()); // assign 'face' cards accordingly
suit = suitArr[random.Next(0,4)]; // choose suit string from array
card1.setSuit(suit); // set card suit
card2.setVal(random.Next(1,14)); // rinse, repeat for card2...
val2 = determineFace(card2.getVal());
suit = suitArr[random.Next(0,4)];
card2.setSuit(suit);
// check if same card is drawn twice:
catchDuplicate(ref card1, ref card2, ref sameCard);
}
Console.WriteLine ("Player: {0} of {1}", val1, card1.getSuit());
Console.WriteLine ("Computer: {0} of {1}", val2, card2.getSuit());
// compare card values, display winner:
determineWinner(card1, card2);
So here are my questions:
Can I use loops in Main() and still consider it modular?
Is the card-drawing process written well/contained properly?
Is it considered bad practice to print messages in a method (i.e.: determineWinner())?
I've only been programming for two semesters and I'd like to form good habits at this stage. Any input/advice would be much appreciated.
Edit:
catchDuplicate() is now a boolean method and the call looks like this:
sameCard = catchDuplicate(card1, card2);
thanks to #Douglas.
Can I use loops in Main() and still consider it modular?
Yes, you can. However, more often than not, Main in OOP-programs contains only a handful of method-calls that initiate the core functionality, which is then stored in other classes.
Is the card-drawing process written well/contained properly?
Partially. If I understand your code correctly (you only show Main), you undertake some actions that, when done in the wrong order or with the wrong values, may not end up well. Think of it this way: if you sell your class library (not the whole product, but only your classes), what would be the clearest way to use your library for an uninitiated user?
I.e., consider a class Deck that contains a deck of cards. On creation it creates all cards and shuffles it. Give it a method Shuffle to shuffle the deck when the user of your class needs to shuffle and add methods like DrawCard for handling dealing cards.
Further: you have methods that are not contained within a class of their own yet have functionality that would be better of in a class. I.e., determineFace is better suited to be a method on class Card (assuming card2 is of type Card).
Is it considered bad practice to print messages in a method (i.e.: determineWinner())?
Yes and no. If you only want messages to be visible during testing, use Debug.WriteLine. In a production build, these will be no-ops. However, when you write messages in a production version, make sure that this is clear from the name of the method. I.e., WriteWinnerToConsole or something.
It's more common to not do this because: what format would you print the information? What text should come with it? How do you handle localization? However, when you write a program, obviously it must contain methods that write stuff to the screen (or form, or web page). These are usually contained in specific classes for that purpose. Here, that could be the class CardGameX for instance.
General thoughts
Think about the principle "one method/function should have only one task and one task only and it should not have side effects (like calculating square and printing, then printing is the side effect).".
The principle for classes is, very high-level: a class contains methods that logically belong together and operate on the same set of properties/fields. An example of the opposite: Shuffle should not be a method in class Card. However, it would belong logically in the class Deck.
If the main problem of your homework is create a modular application, you must encapsulate all logic in specialized classes.
Each class must do only one job.
Function that play with the card must be in a card class.
Function that draw cards, should be another class.
I think it is the goal of your homework, good luck!
Take all advices on "best practices" with a grain of salt. Always think for yourself.
That said:
Can I use loops in Main() and still consider it modular?
The two concepts are independent. If your Main() only does high-level logic (i.e. calls other methods) then it does not matter if it does so in a loop, after all the algorithm requires a loop. (you wouldn't add a loop unnecessarily, no?)
As a rule of thumb, if possible/practical, make your program self-documenting. Make it "readable" so, if a new person (or even you, a few months from now) looks at it they can understand it at any level.
Is the card-drawing process written well/contained properly?
No. First of all, a card should never be selected twice. For a more "modular" approach I would have something like this:
while ( Deck.NumCards >= 2 )
{
Card card1 = Deck.GetACard();
Card card2 = Deck.GetACard();
PrintSomeStuffAboutACard( GetWinner( card1, card2 ) );
}
Is it considered bad practice to print messages in a method (ie: determineWinner())?
Is the purpose of determineWinner to print a message? If the answer is "No" then it is not a matter of "bad practice", you function is plain wrong.
That said, there is such a thing as a "debug" build and a "release" build. To aid you in debugging the application and figuring out what works and what doesn't it is a good idea to add logging messages.
Make sure they are relevant and that they are not executed in the "release" build.
Q: Can I use loops in Main() and still consider it modular?
A: Yes, you can use loops, that doesn't really have an impact on modularity.
Q: Is the card-drawing process written well/contained properly?
A: If you want to be more modular, turn DrawCard into a function/method. Maybe just write DrawCards instead of DrawCard, but then there's an optimization-versus-modularity question there.
Q: Is it considered bad practice to print messages in a method (ie: determineWinner())?
A: I wouldn't say printing messages in a method is bad practice, it just depends on context. Ideally, the game itself doesn't handle anything but game logic. The program can have some kind of game object and it can read state from the game object. This way, you could technically change the game from being text-based to being graphical. I mean, that's ideal for modularity, but it may not be practical given a deadline. You always have to decide when you have to sacrifice a best practice because there isn't enough time. Sadly, this is all too often a common occurrence.
Separate game logic from the presentation of it. With a simple game like this, it's an unnecessary dependency.

Is it worth abstracting out Object creation for single classes?

I'm playing around with design patterns, and things are coming along nicely. One thing I'm unsure of is it worth abstracting out Object creation when there is currently only one object?
For example a project I'm working on contains two different user types which are not related in any way. They are IStudent and IStaff. For the application in question, there will never be any other types of user (staff Roles handle all none-student interactions with the system).
In my controllers I could simply:
IStudent student = new Student();
Or I something like this:
public static class UserFactory
{
public static T Create<T>() where T : class
{
if(typeof(T) == typeof(IStudent))
return new Student() as T;
if (typeof(T) == typeof(IStaff))
return new Staff() as T;
throw new Exception("The requested user type is not valid.");
}
}
And then:
IStudent student = UserFactory.Create<IStudent>();
Is this overkill? I'm trying to work out best practice in these situations.
Personally, I use TDD for most development. One thing I like about that is that it provides an answer for your question: "not unless it's required to make a failing unit test pass".
In other words, if you don't need it, then don't do it.
Ok ... you need a factory class, or just, you need to call the constructor.
Why people have fear to call a constructor?
I believe that patterns are good. I believe also that the abuse of them is pure evil :)
If you start to see that your programming paradigm is making your life harder, then abandon that paradigm, not your programmer abilities.
Sometime too much abstraction is just not useful at all.
Being clean and writing clean codes don't means following a pattern, means writing code that makes sense.
The Factory pattern: if we have to write a Factory for the Factory and a Factory for the Factory for the Factory .... until the deadline arrives, when we write the real code?
Since I see system analysts more as architects than bricklayers, i believe that just following some rule cannot make your software good.
People can blame Turing or Church or Goedel if they want, but is not their fault if a software that write software cannot be written :)
We still need our human part to write software, our creativity and imagination and our soul, also if some software engeneer tried to make it a pure mechanical act, programming is still an art in a big part of it.
Conclusion: I believe patterns are very good if used with the right criticism and following always the good programmer's sixth sense :)
I think that programming requires some flexibility, we are not in a perfect world, we have no perfect computer, we are not perfect and our software cannot be perfect and especially machine cannot think, still.
So, calling a constructor is always better than 2000 lines of code to just call a constructor.
In this particular case, your solution provides no benefits over simply calling the constructor. If you have a reason for a factory, then by all means. Otherwise, don't over-complicate your code.
If your controller always knows what kind of User it's going to create (i.e. it's always going to pass in a concrete type in your type parameter), you don't need a factory.
You would generally only use the factory pattern when creating more than one type and you want to hide creation to prevent ugly things like:
if(newPerson == "student")
person = new Student();
else if(newPerson == "Staff")
person = new Staff();
You could then just do:
Person.CreatePerson(newPerson);
Again, this only matters if you have to do if then statements in more than one place.
I would say that your message:
there will never be any other types of user (staff Roles handle all none-student interactions with the system)
Very similar to this one:
640K of memory is all that anybody with a computer would ever need
In other words use simpler code you can, as suggests Sounders, but keep in mind that one day something could change, even if today it seems impossible.
EDIT
If you have a sequence of types (not just 2 ) of completely unrelated classes (from design perspective) Factory pattern applied by you could be pretty suitable IMHO.
Good luck.

Isn't there a point where encapsulation gets ridiculous?

For my software development programming class we were supposed to make a "Feed Manager" type program for RSS feeds. Here is how I handled the implementation of FeedItems.
Nice and simple:
struct FeedItem {
string title;
string description;
string url;
}
I got marked down for that, the "correct" example answer is as follows:
class FeedItem
{
public:
FeedItem(string title, string description, string url);
inline string getTitle() const { return this->title; }
inline string getDescription() const { return this->description; }
inline string getURL() const { return this->url; }
inline void setTitle(string title) { this->title = title; }
inline void setDescription(string description){ this->description = description; }
inline void setURL(string url) { this->url = url; }
private:
string title;
string description;
string url;
};
Now to me, this seems stupid. I honestly can't believe I got marked down, when this does the exact same thing that mine does with a lot more overhead.
It reminds me of how in C# people always do this:
public class Example
{
private int _myint;
public int MyInt
{
get
{
return this._myint;
}
set
{
this._myint = value;
}
}
}
I mean I GET why they do it, maybe later on they want to validate the data in the setter or increment it in the getter. But why don't you people just do THIS UNTIL that situation arises?
public class Example
{
public int MyInt;
}
Sorry this is kind of a rant and not really a question, but the redundancy is maddening to me. Why are getters and setters so loved, when they are unneeded?
It's an issue of "best practice" and style.
You don't ever want to expose your data members directly. You always want to be able to control how they are accessed. I agree, in this instance, it seems a bit ridiculous, but it is intended to teach you that style so you get used to it.
It helps to define a consistent interface for classes. You always know how to get to something --> calling its get method.
Then there's also the reusability issue. Say, down the road, you need to change what happens when somebody accesses a data member. You can do that without forcing clients to recompile code. You can simply change the method in the class and guarantee that the new logic is utilized.
Here's a nice long SO discussion on the subject: Why use getters and setters.
The question you want to ask yourself is "What's going to happen 3 months from now when you realize that FeedItem.url does need to be validated but it's already referenced directly from 287 other classes?"
The main reason to do this before its needed is for versioning.
Fields behave differently than properties, especially when using them as an lvalue (where it's often not allowed, especially in C#). Also, if you need to, later, add property get/set routines, you'll break your API - users of your class will need to rewrite their code to use the new version.
It's much safer to do this up front.
C# 3, btw, makes this easier:
public class Example
{
public int MyInt { get; set; }
}
I absolutely agree with you. But in life you should probably do The Right Thing: in school, it's to get good marks. In your workplace it's to fulfill specs. If you want to be stubborn, then that's fine, but do explain yourself -- cover your bases in comments to minimize the damage you might get.
In your particular example above I can see you might want to validate, say, the URL. Maybe you'd even want to sanitize the title and the description, but either way I think this is the sort of thing you can tell early on in the class design. State your intentions and your rationale in comments. If you don't need validation then you don't need a getter and setter, you're absolutely right.
Simplicity pays, it's a valuable feature. Never do anything religiously.
If something's a simple struct, then yes it's ridiculous because it's just DATA.
This is really just a throwback to the beginning of OOP where people still didn't get the idea of classes at all. There's no reason to have hundreds of get and set methods just in case you might change getId() to be an remote call to the hubble telescope some day.
You really want that functionality at the TOP level, at the bottom it's worthless. IE you would have a complex method that was sent a pure virtual class to work on, guaranteeing it can still work no matter what happens below. Just placing it randomly in every struct is a joke, and it should never be done for a POD.
Maybe both options are a bit wrong, because neither version of the class has any behaviour. It's hard to comment further without more context.
See http://www.pragprog.com/articles/tell-dont-ask
Now lets imagine that your FeedItem class has become wonderfully popular and is being used by projects all over the place. You decide you need (as other answers have suggested) validate the URL that has been provided.
Happy days, you have written a setter for the URL. You edit this, validate the URL and throw an exception if it is invalid. You release your new version of the class and everyone one using it is happy. (Let's ignored checked vs unchecked exceptions to keep this on-track).
Except, then you get a call from an angry developer. They were reading a list of feeditems from a file when their application starts up. And now, if someone makes a little mistake in the configuration file your new exception is thrown and the whole system doesn't start up, just because one frigging feed item was wrong!
You may have kept the method signature the same, but you have changed the semantics of the interface and so it breaks dependant code. Now, you can either take the high-ground and tell them to re-write their program right or you humbly add setURLAndValidate.
Keep in mind that coding "best practices" are often made obsolete by advances in programming languages.
For example, in C# the getter/setter concept has been baked into the language in the form of properties. C# 3.0 made this easier with the introduction of automatic properties, where the compiler automatically generates the getter/setter for you. C# 3.0 also introduced object initializers, which means that in most cases you no longer need to declare constructors which simply initialize properties.
So the canonical C# way to do what you're doing would look like this:
class FeedItem
{
public string Title { get; set; } // automatic properties
public string Description { get; set; }
public string Url { get; set; }
};
And the usage would look like this (using object initializer):
FeedItem fi = new FeedItem() { Title = "Some Title", Description = "Some Description", Url = "Some Url" };
The point is that you should try and learn what the best practice or canonical way of doing things are for the particular language you are using, and not simply copy old habits which no longer make sense.
As a C++ developer I make my members always private simply to be consistent. So I always know that I need to type p.x(), and not p.x.
Also, I usually avoid implementing setter methods. Instead of changing an object I create a new one:
p = Point(p.x(), p.y() + 1);
This preserves encapsulation as well.
There absolutely is a point where encapsulation becomes ridiculous.
The more abstraction that is introduced into code the greater your up-front education, learning-curve cost will be.
Everyone who knows C can debug a horribly written 1000 line function that uses just the basic language C standard library. Not everyone can debug the framework you've invented. Every introduced level encapsulation/abstraction must be weighed against the cost. That's not to say its not worth it, but as always you have to find the optimal balance for your situation.
One of the problems that the software industry faces is the problem of reusable code. Its a big problem. In the hardware world, hardware components are designed once, then the design is reused later when you buy the components and put them together to make new things.
In the software world every time we need a component we design it again and again. Its very wasteful.
Encapsulation was proposed as a technique for ensuring that modules that are created are reusable. That is, there is a clearly defined interface that abstracts the details of the module and make it easier to use that module later. The interface also prevents misuse of the object.
The simple classes that you build in class do not adequately illustrate the need for the well defined interface. Saying "But why don't you people just do THIS UNTIL that situation arises?" will not work in real life. What you are learning in you software engineering course is to engineer software that other programmers will be able to use. Consider that the creators of libraries such as provided by the .net framework and the Java API absolutely require this discipline. If they decided that encapsulation was too much trouble these environments would be almost impossible to work with.
Following these guidelines will result in high quality code in the future. Code that adds value to the field because more than just yourself will benefit from it.
One last point, encapsulation also makes it possible to adequately test a module and be resonably sure that it works. Without encapsulation, testing and verification of your code would be that much more difficult.
Getters/Setters are, of course, good practice but they are tedious to write and, even worse, to read.
How many times have we read a class with half a dozen member variables and accompanying getters/setters, each with the full hog #param/#return HTML encoded, famously useless comment like 'get the value of X', 'set the value of X', 'get the value of Y', 'set the value of Y', 'get the value of Z', 'set the value of Zzzzzzzzzzzzz. thump!
This is a very common question: "But why don't you people just do THIS UNTIL that situation arises?".
The reason is simple: usually it is much cheaper not to fix/retest/redeploy it later, but to do it right the first time.
Old estimates say that maintenance costs are 80%, and much of that maintenance is exactly what you are suggesting: doing the right thing only after someone had a problem. Doing it right the first time allows us to concentrate on more interesting things and to be more productive.
Sloppy coding is usually very unprofitable - your customers are unhappy because the product is unreliable and they are not productive when the are using it. Developers are not happy either - they spend 80% of time doing patches, which is boring. Eventually you can end up losing both customers and good developers.
I agree with you, but it's important to survive the system. While in school, pretend to agree. In other words, being marked down is detrimental to you and it is not worth it to be marked down for your principles, opinions, or values.
Also, while working on a team or at an employer, pretend to agree. Later, start your own business and do it your way. While you try the ways of others, be calmly open-minded toward them -- you may find that these experiences re-shape your views.
Encapsulation is theoretically useful in case the internal implementation ever changes. For example, if the per-object URL became a calculated result rather than a stored value, then the getUrl() encapsulation would continue to work. But I suspect you already have heard this side of it.

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