The project I'm working on has just hit 4200 lines in the main C# file, which is causing IntelliSense to take a few seconds (sometimes up to 6 or so) to respond, during which Visual Studio locks up. I'm wondering how everyone else splits their files and whether there's a consensus.
I tried to look for some guides and found Google's C++ guide, but I couldn't see anything about semantics such as function sizes and file sizes; maybe it's there - I haven't looked at it for a while.
So how do you split your files? Do you group your methods by the functions they serve? By types (event handlers, private/public)? And at what size limit do you split functions?
To clarify, the application in question handles data - so its interface is a big-ass grid, and everything revolves around the grid. It has a few dialogs forms for management, but it's all about the data. The reason why it's so big is that there is a lot of error checking, event handling, and also the grid set up as master-detail with three more grids for each row (but these load on master row expanded). I hope this helps to clarify what I'm on about.
I think your problem is summed up with the term you use: "Main C# file".
Unless you mean main (as in the method main()) there is no place for that concept.
If you have a catch-all utility class or other common methods you should break them into similar functional parts.
Typically my files are just one-to-one mappings of classes.
Sometimes classes that are very related are in the same file.
If your file is too large it is an indication your class is too big and too general.
I try to keep my methods to half a screen or less. (When it is code I write from scratch it is usually 12 lines or fewer, but lately I have been working in existing code from other developers and having to refactor 100 line functions...)
Sometimes it is a screen, but that is getting very large.
EDIT:
To address your size limit question about functions - for me it is less about size (though that is a good indicator of a problem) and more about doing only one thing and keeping each one SIMPLE.
In the classic book "Structured Programming" Dijkstra once wrote a section entitled: "On our inability to do much." His point was simple. Humans aren't very smart. We can't juggle more than a few concepts in our minds at one time.
It is very important to keep your classes and methods small. When a method gets above a dozen lines or so, it should be broken apart. When a class gets above a couple of hundred lines, it should be broken apart. This is the only way to keep code well organized and manageable. I've been programming for nearly 40 years, and with every year that has gone by, I realize just how important the word "small" is when writing software.
As to how you do this, this is a very large topic that has been written about many different times. It's all about dependency management, information hiding, and object-oriented design in general. Here is a reading list.
Clean Code
SOLID
Agile Principles, Patterns, and Pratices in C#
Split your types where it's natural to split them - but watch out for types that are doing too much. At about 500 lines (of Java or C#) I get concerned. At about 1000 lines I start looking hard at whether the type should be split up... but sometimes it just can't/shouldn't be.
As for methods: I don't like it when I can't see the whole method on the screen at a time. Obviously that depends on size of monitor etc, but it's a reasonable rule of thumb. I prefer them to be shorter though. Again, there are exceptions - some logic is really hard to disentangle, particularly if there are lots of local variables which don't naturally want to be encapsulated together.
Sometimes it makes sense for a single type to have a lot of methods - such as System.Linq.Enumerable but partial classes can help in such cases, if you can break the type up into logical groups (in the case of Enumerable, grouping by aggregation / set operations / filtering etc would seem natural). Such cases are rare in my experience though.
Martin Fowler's book Refactoring I think gives you a good starting point for this. It instructs on how to identify "code smells" and how to refactor your code to fix these "smells." The natural result (although it's not the primary goal) is that you end up with smaller more maintainable classes.
EDIT
In light of your edit, I have always insisted that good coding practice for back-end code is the same in the presentation tier. Some very useful patterns to consider for UI refactorings are Command, Strategy, Specification, and State.
In brief, your view should only have code in it to handle events and assign values. All logic should be separated into another class. Once you do this, you'll find that it becomes more obvious where you can refactor. Grids make this a little more difficult because they make it too easy to split your presentation state between the presentation logic and the view, but with some work, you can put in indirection to minimize the pain caused by this.
Don't code procedurally, and you won't end up with 4,200 lines in one file.
In C# it's a good idea to adhere to some SOLID object-oriented design principles. Every class should have one and only one reason to change. The main method should simply launch the starting point for the application (and configure your dependency injection container, if you're using something like StructureMap).
I generally don't have files with more than 200 lines of code, and I prefer them if they're under 100.
There are no hard and fast rules, but there's a general agreement that more, shorter functions are better than a single big function, and more smaller classes are better than 1 big class.
Functions bigger than 40 lines or so should make you consider how you can break it up. Especially look at nested loops, which are confusing and often easy to translate to function calls with nice descriptive names.
I break up classes when I feel like they do more than 1 thing, like mix presentation and logic. A big class is less of a problem than a big method, as long as the class does 1 thing.
The consensus in style guides I've seen is to group methods by access, with constructors and public methods on the top. Anything consistent is great.
You should read up on C# style and refactoring to really understand the issues you're addressing.
Refactoring is an excellent book that has tips for rewriting code so that behavior is preserved but the code is more clear and easier to work with.
Elements of C# Style is a good dead tree C# style guide, and this blog post has a number of links to good online style guides.
Finally, consider using FxCop and StyleCop. These won't help with the questions you asked, but can detect other stylistic issues with your code. Since you've dipped your toe in the water you might as well jump in.
That's a lot, but developing taste, style and clarity is a major difference between good developers and bad ones.
Each class should do one small thing and do it well. Is your class a Form? Then it should not have ANY business logic in it.
Does it represent a single concept, like a user or a state? Then it shouldn't have any drawing, load/save, etc...
Every programmer goes through stages and levels. You're recognizing a problem with your current level and you are ready to approach the next.
From what you said, it sounds like your current level is "Solving a problem", most likely using procedural code, and you need to start to look more at new ways to approach it.
I recommend looking into how to really do OO design. There are many theories that you've probably heard that don't make sense. The reason they don't is that they don't apply to the way you are currently programming.
Lemme find a good post... Look through these to start:
how-do-i-break-my-procedural-coding-habits
are-there-any-rules-for-oop
object-oriented-best-practices-inheritance-v-composition-v-interfaces
There are also posts that will refer you to good OO design books. A "Refactoring" book is probably one of the very best places you could start.
You're at a good point right now, but you wouldn't believe how far you have to go. I hope you're excited about it because some of this stuff in your near future is some of the best programming "Learning Experiences" you'll ever have.
Good luck.
You can look for small things to change and change each slowly over time.
Are all the methods used in that class only? Look for support methods, such as validation, string manipulation, that can be moved out into helper/util classes.
Are you using any #region sections? Logical groupings of related methods in a #region often lend themselves to being split into separate classes.
Is the class a form? Consider using User Controls for form controls or groups of form controls.
Sometimes large classes evolve over time due to lots of developers doing quick fixes / new features without considering the overall design. Revisit some of the design theory links others have provided here and consider on-going support to enforce these such as code reviews and team workshops to review design.
Well, I'm afraid to say that you may have a bigger issue at hand than a slow load time. You're going to hit issues of tightly coupled code and maintainability/readability problems.
There are very good reasons to split class files into smaller files (and equally good reasons to move files to different projects/assemblies).
Think about what the purpose that your class is supposed to achieve. Each file should really only have a single purpose. If it's too generalized in its goal, for example, "Contain Shopping Basket Logic", then you're headed down the wrong path.
Also, as mentioned, the term you use: "Main C# file" just reeks that you have a very procedural mindset. My advise would be to stop, step back, and have a quick read up on some of the following topics:
General OOP principles
Domain-driven design
Unit testing
IoC Containers
Good luck with your searches.
Use Partial classes. You can basically break a single class into multiple files.
Perhaps the OP can respond: is your project using Object-Oriented Programming? The fact that you use the word "file" suggests that it is not.
Until you understand object orientation, there is no hope for improving your code in any important way. You'd do better to not split up the file at all, wait until it grows to be unbearably slow and buggy, then instead of bearing it any more, go learn OO.
The Intellisense parser in Visual Studio 2008 seems to be considerably faster than the one 2005 (I know they specifically did a lot of work in this area), so although you should definitely look into splitting the file up at some point as others have mentioned, Visual Studio 2008 may resolve your immediate performance problem. I've used it to open a 100K+ line Linq to SQL file without much issue.
Split the code so that each class/file/function/etc. does only One Thing™. The Single Responsibility Principle is a good guideline for splitting functionality into classes.
Nowadays, the largest classes that I write are about 200 lines long, and the methods are mostly 1-10 lines long.
If you have regions of code within a class, a simple method is to use the partial keyword and breakout that definition of the class into that file. I typically do this for large classes.
The convention I use is to have the ClassName_RegionName.cs. For example, if I want to break out a class that manages the schema for a database connection, and I called the class DatabaseConnection I would create a file called DatabaseConnection.cs for the main class and then DatabaseConnection_Schema.cs for the schema functionality.
Some classes just have to be large. That's not bad design; they are just implementation-heavy.
Related
I wrote programs in procedural language (mostly VB6) since many years. Now I am learning C#. I read a couple of books and get things done but sometimes I ask myself: Should a method be in this class or in that class or somewhere else.
Here is an example: I write a console program which scans all files in a directory tree and will set NTFS security for all files according to some rules. For each “file type” (i.e. invoices, emails, Excel files) I have template files with the correct security settings.
My program does the following:
Read in the MyApp.exe.config where a log file should be written
Start the log file
Fill a list with details about the “file types” (currently hard coded)
Read in the MyApp.exe.config the locations and filenames of the template files from the above list
More steps
I have the classes Program with the Main method, FileWork which scans through the files, SecurityWork which sets NTFS security rights, and ApplConfig which reads and writes configuration information.
Now my question: Where should I put the method for my step 4 in above list? This concerns settings for the SecurityWork class which are read via the ApplConfig class. Should the method be in the SecurityWork class because it concerns the security settings, or should it be in the ApplConfig class because it reads information from the configuration file or should it be in the Program class? Technically all versions would work and I know how to write them.
I know there are OOP principles like Encapsulation and others involved. What I am looking for is not so much an answer to the above incomplete example but something like a set of questions I should ask myself to decide where methods which concern multiple classes should be.
Similar question were asked and answered before but most of the time I read answers like: you could do it like this or like that, it’s more or less up to you.
What do you suggest? Maybe a list with some questions, an article or a book?
To keep this question within the rules of Stackoverflow I am also happy to read an answer to the above example with an explanation of why it should be like this and not like that.
A short addition to this question: I think in many cases it is obvious in which class a method belongs. That is what I learned from books because they use often examples which are straight forward.
The “how do I do this?” happens only in some cases in which two or more classes are involved and the method could be in any of these classes and the program would work. The question is then: How would it work best? What is the best way to do this keeping future amendments in mind.
I appreciate already all the comments and answers up to now. Thanks.
Well, it's not really a question for stackoverflow, but I don't know where it would be better to ask it.
to your example the answer is to put the method for step 4 in the ApplConfig class, and have it send the values it's reading to the SecurityWork class.
Besides Encapsulation, there's this thing that's called the Single responsibility principle, that basically states that classes (and methods) should be responsible for one thing only.
Imagine a scenario where you want the location and file names to be stored in a database rather then in the app.config. By keeping the single responsibility principle all you have to change is one class and everything should work as it did before.
There are a lot of things to be said about the proper way to decide in which class a method belongs, but I think that this is probably one of the easiest to explain as well as understand, and it will give you the answer at least 80% of the time.
I would ask
Where will this have the lowest coupling to other objects?
Where can this go where it will have the fewest side effects (preferably no side effects)
Are there any useful patterns (see http://en.wikipedia.org/wiki/Software_design_pattern#Classification_and_list)
I bet this is the dumbest question anyone could ever ask but I can't seem to wrap my head around this topic. I understand a Class is used to create an object (when you instantiate it) but what is confusing me is, "When do you know if it is viable to create a Class in a program?".
Say hypothetically your creating a program that gathers an input from the user (be it a name, a number or any other details), use those details to do some calculations and then storing all of it locally. Its basic but would you need to use a class to make the program smoother/faster or more maintainable?
Am I confusing myself?
EDIT: I am mostly using programs like Visual Studio and NetBeans IDE.
As you say a class is a construct that allows you to describe a type, which has properties methods and events on it.
In simple situations you can easily get away with not using classes, but in larger, more complex projects having a properly thought out object model makes things so much easier. Easier to maintain, extend, reuse, read.
It may feel like more work at the time (and in most cases it probably is), but it is definitely not wasted effort if you're creating something that will need to be supported.
In Java you don't have a choice: you can't write code that's outside of a class.
A class is a template for instances. It encapsulates state and behavior together into a single software component. You write programs by creating instances of classes that interact together to accomplish your goals.
would you need to use a class to make the program smoother/faster or
more maintainable?
I can't speak for C#, but in Java you don't have a choice. You either create a single class that does all that in a main class or you break it up into several classes that handle different parts of the problem (e.g. I/O, calculations, persistence, etc.) You have to have one or more classes.
You write classes and create objects from them because they map well to the kind of problems that you want to solve. They're either real objects that model physical things in the world (e.g. Person, Car, Bank, etc.) or reifications of ideas (e.g. PersonFactory, Account, etc.) You choose to write object-oriented code because objects model the problem you'd like to solve well.
Some problems lend themselves to functional programming. There are more than one way to write programs to solve problems.
here is a very simple / easy to understand Tutorial that will help you in learning / understanding C# especially Classes also look at Structs as well
C# Class Tutorial
Classes are primarily for us humans to help us organize code. They don't necessarily make software run faster on a computer. When I first learned about classes, I found it helpful to model "real-world" objects. For example, if I wanted to write a program that calculates the area and perimeter of geometrical shapes, I would create a simple Shape class which defines the abstract methods which do the calculations. Then I extend this class to create different kinds of shapes, say Circle, Square, and Triangle. By starting with simple applications of classes and through more programming experience, I have been able to gradually see other places to use classes.
For a simple program, like your example, to gather input from the user (name, number, comment), you can easily do this without creating a new class, excluding the fact that languages like C# and Java require a static class to put your main function inside. If you used a non-object oriented language like C, you could easily do it without a class.
For a simple class like you describe, in fact, it might seem like a little extra work to have to create the class (although it is probably negligible). However, that is only because you are referring to a small set of data.
The point where it gets useful to create classes is when you have many pieces of data. The class acts as a way to group that data together, and possibly store it locally as one. You can also add other related methods onto each class that are directly related to the class members.
When you app becomes more complex, say you need to keep track of customers, products, billing information (Credit Card, PayPal, ...), addresses (ship to, and billing), is when classes become extremely valuable in keeping each bit of information together as well as relating each of those larger "bundles" (classes) of information to each other.
You could have a customer who has an order who has a bill to and a shipping address. Each of these classes, itself has many fields inside of it. But you can relate the larger concept of customer to a target shipping address a lot easier with classes.
As far as "When do you know if it is viable to create a Class in a program?", the answer is not always easy, but any time you see data fields which naturally fit together (well, like an address, or a product description or billing information). I wish I had a more concrete answer, but it really depends on what you are building, and what type of data you are working with.
And no, it's not the dumbest question anyone could ever ask! I hope this helps your understanding.
1. When do you know if it is viable to create a Class in a program?
I think just about everyone who answers this question will have a slightly different response, but typically, you should use Classes to modularize your program's functionality. In your example, you said that your program might take input from the user, use input to perform some calculations, and persist the user data and calculation results somewhere. You could have the following three classes:
UserInput - handles keyboard input and converting it into some easier-to-process format
Calculator - processes all input after it has been converted
DataPersistence - handles reading/writing from/to disk, or database, or whatever you need.
This way, all of your code isn't just piled up inside a massive Java/C# main() call, you can focus on the smaller parts independently of each other. The interaction between these components is what determines your program's behavior.
2. Its basic but would you need to use a class to make the program smoother/faster or more maintainable?
Classes may actually end up adding overhead to your program because of how objects are referenced in languages like Java or C#, but they make your code much easier to read and modify than if your program was written inside one gigantic function. This is sort of analogous to dividing up math textbooks into chapters. If Algebra, Calculus, and Differential Equations were all condensed into a single chapter of the text book, then the text book wouldn't be very useful to those who want to skip ahead to the Calculus part. The overhead of adding chapter headings is negligible because it allows the author/reader to focus on certain portions of the book.
Likewise, Classes help you divide up your work so it's easier to maintain later. Speed/Performance are generally not affected by how you divide your program into classes, provided you do it intelligently - this is where the real artistry of Object Oriented Design manifests itself :)
I often find myself in a situation where i am repeating two,three lines of code in a method multiple times and then think whether i should put that in a separate method to avoid code duplication. But then when i move those lines out of the method i find that the method just created is not reusable, was used only one time or requires an overload to be useful for another method.
My Question is what sort of patterns should we be looking for that indicate we should create a new method. I appreciate your response.
Don't put too much functionality in one method/class. Try to follow the single responsibility principle. It'll take some time getting familiar with that approach. But once you reach that level, you'll notice that it's done all by itself. Before coding, try to ask yourself, what functional units your concept includes.
For example, you want to develop an application, that can index the content of pdf files. It's just fictional, but at first sight, I could identify at least three components:
PdfParser - this provides you with the content of a pdf
Indexer - gets input from parser and counts meaningful words
Repository - it's for persistence; this could be made generic; so just say repository.Get<IndexData>(filename) or something
You should also try to code against interfaces. Especially when some kind of UI is involved. For example, you are developing a chat client with WinForms. If you follow the MVC/MVVM-pattern, you can easily (i.e., easier than coding against a Form object) use your original logic with a WPF version of the client.
I would start by reading about the DRY principle (Don't Repeat Yourself) hopefully it will give you a good answer for your question, which is a question that all developers should be asking themselves by the way, great question!!
See Don't repeat yourself
I wanted to leave it at DRY because it is such a simple but powerful concept that will need some reading and a lot of practice to get good add. But let me try to answer directly to your question (IMHO),
If you can't give your method a name that reflects exactly what your method is doing, break it into pieces that have meaning.
You'll find yourself DRYing up your code with ease, reusable pieces will show up, and you probably will never find yourself repeating code.
I would do this even if it meant having methods with only couple of lines of code.
Following this practice will give meaning to your code, make it readable and predictable, and definitely more reusable
If the lines of code that you intend to move to another method perform a specific set of actions (like read a file, calculate a value, etc.) then it is best to refactor into another helper method. Again, do this only if the helper method is being called at several places in your code or if your caller method is too long (definition of too long depends on the developer).
Similar questions
How do programmers practice code reuse
What techniques do you use to maximise code reuse?
Code Reusability: Is it worth it?
Coding Priorities: Performance, Maintainability, Reusability?
As a general rule, always think of those situations as functional entities. If a piece of code functionally performs a task (complex string conversion, parsing, etc), you should write reusable method.
If that function is specific to a certain type, then write an extension method.
You could create a local variable inside your function of type Action<> or Func<> and assign the code snippet to it. Then you can use it everywhere inside your function without polluting your class with too many little helper functions.
If you build a method for reusability, but don't use it in more than one place, then the reusability of you method isn't really verified.
Extract methods when it makes sense, and redesign those methods for reusability when you actually have the opportunity to reuse code.
I have researched for some time the Orchard CMS and I'm pleased with some of his futures but also I have some issues that I don't know how to deal with them:
All the items (content type) are linear and they don't support a tree like data structure
(Ex: books > titles > web-links)
One of the big problem (depending how you see things) is that the model and the view for the items are coupled (content part > driver with display / editor views)
So for a new page the model, view and position are locked and you can have only one view of the model.
Use of advance language futures the are not suited for beginner developers and are not very clear (dynamic functions, clay objects - nice future, ...)
// Creating table VPlayerRecord
SchemaBuilder.CreateTable("VPlayerRecord", table => table
.ContentPartRecord()
.Column("Title", DbType.String)
.Column("VideoUrl", DbType.String)
.Column("WidthPx", DbType.Double)
.Column("HeightPx", DbType.Double)
);
This syntax is not very clear for beginner developers and is a bit over engineered. Also because the model is a dynamic object in the view we don't have any intellisense support.
To build a new page we have something like three degree of separation (3 projects)
Build a content part module
Build a content type
Build a theme module
How do you overcome these issues in your projects with Orchard CMS? and what other issues have you found and fixes :)
read this: http://orchardproject.net/docs/Creating-1-n-and-n-n-relations.ashx and this: http://orchardproject.net/docs/Creating-lists.ashx
How is this a problem and why do you see this as coupling? What alternative do you see?
Where do you see this as a problem and how has it blocked you?
edit on 2: it is not true that you can have only one view of the model. You can have any number of display types. For example, the summary view of items is handled this way. You also have display types for admin views, and you can add your own.
Not sure what you mean by "position is locked". If we mean the same thing by position, I'm puzzled by how you could have gotten such an idea. Relative positioning of parts and fields can be changed through placement.info.
edit on 3: even with this example, I'm not sure what would be difficult here. This is fairly expressive imo. Were you confused yourself or are you just assuming people would be?
You are claiming that this is over-engineered. How would you simplify it then? What feature do you think is not needed?
You don't get IntelliSense in views on model objects but the flexibility you gain by doing so justifies it by a very large margin. Ask anyone who's been making real use of it.
new 4th point: I can't see a reason why you would separate that into three modules or why you think you should. I've certainly never seen an example of that. I would also point out that creating a part and a type are often done by two different people (a type creator is often just a consumer of existing parts). But again you don't have to separate them into different modules.
A theme is clearly a different concern from the two others and makes sense to be a separate project but a theme can come with code and can actually in principle do everything a module is doing. So if you want to package a part, type and theme into a single package, you could do that. It wouldn't make a lot of sense but you could.
Finally, I don't see how any of those four points are related to page creation.
Orchard has to be taken as a challenge. As a beginner I have quickly built a few sites with ease. After that the learning curve became steeper. I've read many articles on the subject, numerous times.
I have used some CMS's before and had some knowledge what is the nature of managing content. Learning Orchard opened a whole new definition of content management. Now I can think of solving some everyday tasks and various business processes by implementing Orchard.
The whole thing is built in a very abstract layer, forcing you to think abstract too. If you follow this way, there are many blog posts, as well as official documentation to help you.
There are few basic building blocks and concepts that can be used like a bricks. Sounds like a phrase, I've heard it hunderts of times. I have also seen thousands of houses built from red square bricks, and they were all different, while the bricks were all equal. Such things can be accomplished with Orchard.
Read and understand the programming patterns. They are essential part of knowledge that will help you in solving Orchard based tasks. They will also help you change the way you are accomplishing your non Orchard related tasks.
I would say, there are two basic areas one need to understand. Storing and retreiving the piece of content is one, while presenting it to the crowd is the other. It might look difficult, it is difficult, but the goodies behind are delightfull. Not to mention great guys, some from evil empire, some not, that will certainly help you along the way. Not to forget, git's are your best friend. There are many wheels already invented. Caution, neither comes with free lunch.
P.S. I haven't write such a long post since usenet times. It might not be suitable for a site like this. It's kind a way to give a thanks to this French guy, and to all other Orchard evangelists from Poland, over Cyprus to the States. They saved my ass in many occasions.
I've just coded a 700 line class. Awful. I hang my head in shame. It's as opposite to DRY as a British summer.
It's full of cut and paste with minor tweaks here and there. This makes it's a prime candidate for refactoring. Before I embark on this, I'd thought I'd ask when you have lots of repetition, what are the first refactoring opportunities you look for?
For the record, mine are probably using:
Generic classes and methods
Method overloading/chaining.
What are yours?
I like to start refactoring when I need to, rather than the first opportunity that I get. You might say this is somewhat of an agile approach to refactoring. When do I feel I need to? Usually when I feel that the ugly parts of my codes are starting to spread. I think ugliness is okay as long as they are contained, but the moment when they start having the urge to spread, that's when you need to take care of business.
The techniques you use for refactoring should start with the simplest. I would strongly recommand Martin Fowler's book. Combining common code into functions, removing unneeded variables, and other simple techniques gets you a lot of mileage. For list operations, I prefer using functional programming idioms. That is to say, I use internal iterators, map, filter and reduce(in python speak, there are corresponding things in ruby, lisp and haskell) whenever I can, this makes code a lot shorter and more self-contained.
#region
I made a 1,000 line class only one line with it!
In all seriousness, the best way to avoid repetition is the things covered in your list, as well as fully utilizing polymorphism, examine your class and discover what would best be done in a base class, and how different components of it can be broken away a subclasses.
Sometimes by the time you "complete functionality" using copy and paste code, you've come to a point that it is maimed and mangled enough that any attempt at refactoring will actually take much, much longer than refactoring it at the point where it was obvious.
In my personal experience my favorite "way of removing repetition" has been the "Extract Method" functionality of Resharper (although this is also available in vanilla Visual Studio).
Many times I would see repeated code (some legacy app I'm maintaining) not as whole methods but in chunks within completely separate methods. That gives a perfect opportunity to turn those chunks into methods.
Monster classes also tend to reveal that they contain more than one functionality. That in turn becomes an opportunity to separate each distinct functionality into its own (hopefully smaller) class.
I have to reiterate that doing all of these is not a pleasurable experience at all (for me), so I really would rather do it right while it's a small ball of mud, rather than let the big ball of mud roll and then try to fix that.
First of all, I would recommend refactoring much sooner than when you are done with the first version of the class. Anytime you see duplication, eliminate it ASAP. This may take a little longer initially, but I think the results end up being a lot cleaner, and it helps you rethink your code as you go to ensure you are doing things right.
As for my favorite way of removing duplication.... Closures, especially in my favorite language (Ruby). They tend to be a really concise way of taking 2 pieces of code and merging the similarities. Of course (like any "best practice" or tip), this can not be blindly done... I just find them really fun to use when I can use them.
One of the things I do, is try to make small and simple methods that I can see on a single page in my editor (visual studio).
I've learnt from experience that making code simple makes it easier for the compiler to optimise it. The larger the method, the harder the compiler has to work!
I've also recently seen a problem where large methods have caused a memory leak. Basically I had a loop very much like the following:
while (true)
{
var smallObject = WaitForSomethingToTurnUp();
var largeObject = DoSomethingWithSmallObject();
}
I was finding that my application was keeping a large amount of data in memory because even though 'largeObject' wasn't in scope until smallObject returned something, the garbage collector could still see it.
I easily solved this by moving the 'DoSomethingWithSmallObject()' and other associated code to another method.
Also, if you make small methods, your reuse within a class will become significantly higher. I generally try to make sure that none of my methods look like any others!
Hope this helps.
Nick
"cut and paste with minor tweaks here and there" is the kind of code repetition I usually solve with an entirely non-exotic approach- Take the similar chunk of code, extract it out to a seperate method. The little bit that is different in every instance of that block of code, change that to a parameter.
There's also some easy techniques for removing repetitive-looking if/else if and switch blocks, courtesy of Scott Hanselman:
http://www.hanselman.com/blog/CategoryView.aspx?category=Source+Code&page=2
I might go something like this:
Create custom (private) types for data structures and put all the related logic in there. Dictionary<string, List<int>> etc.
Make inner functions or properties that guarantee behaviour. If you’re continually checking conditions from a publically accessible property then create an private getter method with all of the checking baked in.
Split methods apart that have too much going on. If you can’t put something succinct into the or give it a good name, then start breaking the function apart until the code is (even if these “child” functions aren’t used anywhere else).
If all else fails, slap a [SuppressMessage("Microsoft.Maintainability", "CA1502:AvoidExcessiveComplexity")] on it and comment why.