Clean Code: A Handbook of Agile Software Craftsmanship

Clean Code: A Handbook of Agile Software Craftsmanship

by Robert Martin
Clean Code: A Handbook of Agile Software Craftsmanship

Clean Code: A Handbook of Agile Software Craftsmanship

by Robert Martin

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Overview

Even bad code can function. But if code isn’t clean, it can bring a development organization to its knees. Every year, countless hours and significant resources are lost because of poorly written code. But it doesn’t have to be that way.

Noted software expert Robert C. Martin presents a revolutionary paradigm with Clean Code: A Handbook of Agile Software Craftsmanship. Martin has teamed up with his colleagues from Object Mentor to distill their best agile practice of cleaning code “on the fly” into a book that will instill within you the values of a software craftsman and make you a better programmer–but only if you work at it.

What kind of work will you be doing? You’ll be reading code–lots of code. And you will be challenged to think about what’s right about that code, and what’s wrong with it. More importantly, you will be challenged to reassess your professional values and your commitment to your craft.

Clean Code is divided into three parts. The first describes the principles, patterns, and practices of writing clean code. The second part consists of several case studies of increasing complexity. Each case study is an exercise in cleaning up code–of transforming a code base that has some problems into one that is sound and efficient. The third part is the payoff: a single chapter containing a list of heuristics and “smells” gathered while creating the case studies. The result is a knowledge base that describes the way we think when we write, read, and clean code.

Readers will come away from this book understanding
  • How to tell the difference between good and bad code
  • How to write good code and how to transform bad code into good code
  • How to create good names, good functions, good objects, and good classes
  • How to format code for maximum readability
  • How to implement complete error handling without obscuring code logic
  • How to unit test and practice test-driven development
This book is a must for any developer, software engineer, project manager, team lead, or systems analyst with an interest in producing better code.

Product Details

ISBN-13: 9780136083252
Publisher: Pearson Education
Publication date: 08/01/2008
Series: Robert C. Martin Series
Sold by: Barnes & Noble
Format: eBook
Pages: 464
Sales rank: 626,725
File size: 37 MB
Note: This product may take a few minutes to download.

About the Author

Robert C. “Uncle Bob” Martin has been a software professional since 1970 and an international software consultant since 1990. He is founder and president of Object Mentor, Inc., a team of experienced consultants who mentor their clients worldwide in the fields of C++, Java, C#, Ruby, OO, Design Patterns, UML, Agile Methodologies, and eXtreme programming.

Table of Contents

Foreword                      xix
Introduction              xxv
On the Cover                     xxix

Chapter 1: Clean Code                    1

There Will Be Code                        2
Bad Code                           3
The Total Cost of Owning a Mess                 4
Schools of Thought                        12
We Are Authors                      13
The Boy Scout Rule                     14
Prequel and Principles                   15
Conclusion                        15
Bibliography                  15

Chapter 2: Meaningful Names                     17
Introduction               17
Use Intention-Revealing Names                     18
Avoid Disinformation                         19
Make Meaningful Distinctions                20
Use Pronounceable Names                            21
Use Searchable Names                                22
Avoid Encodings                          23
Avoid Mental Mapping                    25
Class Names                    25
Method Names                              25
Don’t Be Cute                    26
Pick One Word per Concept                 26
Don’t Pun                    26
Use Solution Domain Names                    27
Use Problem Domain Names                   27
Add Meaningful Context                       27
Don’t Add Gratuitous Context                    29
Final Words                        30

Chapter 3: Functions                                           31
Small!                               34
Do One Thing                         35
One Level of Abstraction per Function                           36
Switch Statements                     37
Use Descriptive Names                      39
Function Arguments                          40
Have No Side Effects                          44
Command Query Separation                           45
Prefer Exceptions to Returning Error Codes              46
Don’t Repeat Yourself                          48
Structured Programming                   48
How Do You Write Functions Like This?                49
Conclusion                          49
SetupTeardownIncluder                        50
Bibliography                                       52

Chapter 4: Comments                                                  53
Comments Do Not Make Up for Bad Code                   55
Explain Yourself in Code                        55
Good Comments                              55
Bad Comments                          59
Bibliography                          74

Chapter 5: Formatting                                           75
The Purpose of Formatting                     76
Vertical Formatting                         76
Horizontal Formatting                         85
Team Rules                      90
Uncle Bob’s Formatting Rules                  90
Chapter 6: Objects and Data Structures                      93
Data Abstraction                     93
Data/Object Anti-Symmetry                        95
The Law of Demeter                         97
Data Transfer Objects                     100
Conclusion                       101
Bibliography                           101

Chapter 7: Error Handling                           103
Use Exceptions Rather Than Return Codes                  104
Write Your Try-Catch-Finally Statement First                    105
Use Unchecked Exceptions                         106
Provide Context with Exceptions                      107
Define Exception Classes in Terms of a Caller’s Needs                107
Define the Normal Flow                  109
Don’t Return Null                        110
Don’t Pass Null                       111
Conclusion                           112
Bibliography                                 112

Chapter 8: Boundaries                                                            113
Using Third-Party Code                               114
Exploring and Learning Boundaries                      116
Learning log4j                         116
Learning Tests Are Better Than Free                      118
Using Code That Does Not Yet Exist                     118
Clean Boundaries                           120
Bibliography                           120

Chapter 9: Unit Tests                                    121
The Three Laws of TDD                   122
Keeping Tests Clean                          123
Clean Tests                        124
One Assert per Test                        130
F.I.R.S.T.                      132
Conclusion                       133
Bibliography                        133

Chapter 10: Classes                         135
Class Organization                  136
Classes Should Be Small!                 136
Organizing for Change                   147
Bibliography                     151

Chapter 11: Systems                                                  153
How Would You Build a City?                     154
Separate Constructing a System from Using It                      154
Scaling Up                            157
Java Proxies                        161
Pure Java AOP Frameworks                     163
AspectJ Aspects                     166
Test Drive the System Architecture                      166
Optimize Decision Making                       167
Use Standards Wisely, When They Add Demonstrable Value                168
Systems Need Domain-Specific Languages                   168
Conclusion                    169
Bibliography                      169

Chapter 12: Emergence                        171
Getting Clean via Emergent Design                171
Simple Design Rule 1: Runs All the Tests                  172
Simple Design Rules 2—4: Refactoring                        172
No Duplication                      173
Expressive                        175
Minimal Classes and Methods               176
Conclusion                   176
Bibliography                     176

Chapter 13: Concurrency                         177
Why Concurrency?                    178
Challenges                        180
Concurrency Defense Principles                   180
Know Your Library                    182
Know Your Execution Models                       183
Beware Dependencies Between Synchronized Methods            185
Keep Synchronized Sections Small                  185
Writing Correct Shut-Down Code Is Hard                 186
Testing Threaded Code                     186
Conclusion                      190
Bibliography                         191

Chapter 14: Successive Refinement                     193
Args Implementation                          194
Args: The Rough Draft                       201
String Arguments                   214
Conclusion                       250

Chapter 15: JUnit Internals                                    251
The JUnit Framework                    252
Conclusion                 265

Chapter 16: Refactoring SerialDate                         267
First, Make It Work                     268
Then Make It Right                    270
Conclusion                      284
Bibliography                     284

Chapter 17: Smells and Heuristics                         285
Comments                           286
Environment                       287
Functions                            288
General                               288
Java                                     307
Names                                 309
Tests                                    313
Conclusion                         314
Bibliography                      315

Appendix A: Concurrency II                              317
Client/Server Example                           317
Possible Paths of Execution                    321
Knowing Your Library                      326
Dependencies Between Methods Can Break Concurrent Code         329
Increasing Throughput                  333
Deadlock                    335
Testing Multithreaded Code                   339
Tool Support for Testing Thread-Based Code                    342
Conclusion                    342
Tutorial: Full Code Examples                    343

Appendix B: org.jfree.date.SerialDate                             349

Appendix C: Cross References of Heuristics                  409

Epilogue                           411
Index                                  413


Preface

Which door represents your code? Which door represents your team, or your company? Why are we in that room? Is this just a normal code review or have we found a stream of horrible problems shortly after going live? Are we debugging in a panic, poring over code that we thought worked? Are customers leaving in droves and manager breathing down our necks? How can we make sure we wind up behind the right door when the going gets tough? The answer is: Craftsmanship.

There are two parts to learning craftsmanship: knowledge and work. You must gain the knowledge of principles, patterns, practices, and heuristics that a craftsman knows, and you must also grind that knowledge into your fingers, eyes, and gut by working hard and practicing.

I can teach you the physics of riding a bicycle. Indeed, the classical mathematics is relatively straightforward. Gravity, friction, angular momentum, center of mass, etc., can be demonstrated with less than a page full of equations. Given those formulae I could prove to you that bicycle riding is practical, and give you all the knowledge you needed to make it work. And you'd still fall down the first time you climbed on that bike.

Coding is no different. We could write down all the "feel good" principles of clean code and then trust you to do the work (i.e., let you fall down when you get on the bike), but then what kind of teachers would that make us, and what kind of student would that make you?

No. That's not the way this book is going to work.

Learning to write clean code is hard work. It requires more than just the knowledge of principles and patterns. You must sweat over it. You must practice it yourself, and watch yourself fail.You must watch others practice it and fail. You must see them stumble and retrace their steps. You must see them agonize over decisions, and see the price they pay for making those decisions the wrong way.Be prepared to work hard while reading this book. This is not a "feel good" book that you can read on an airplane and finish before you land. This book will make you work, and work hard. What kind of work will you be doing? You'll be reading code -- lots of code. And you will be challenged to think about what's right about that code, and what's wrong with it. You'll be asked to follow along as we take modules apart and put them back together again. This will take time and effort; but we think it will be worth it. We have divided this book into three parts. The first several chapters describe the principles, patterns, and practices of writing clean code. There is quite a bit of code in these chapters, and they will be challenging to read. They'll prepare you for the second section to come. If you put the book down after reading the first section, good luck to you! The second part of the book is the harder work. It consists of several case studies of ever increasing complexity. Each case study is an exercise in cleaning up some code -- of transforming code that has some problems into code that has fewer problems. The detail in this section is intense. You will have to flip back and forth between the narrative and the code listings. You will have to analyze and understand the code we are working with, and walk through our reasoning for making each change we make. Set aside some time because this should take you days.

The third part of this book is the payoff. It is a single chapter containing a list of heuristics and smells gathered while creating the case studies. As we walked through and cleaned up the code in the case studies, we documented every reason for our actions as a heuristic or smell. We tried to understand our own reactions to the code we were reading and changing, and worked hard to capture why we felt what we felt, and did what we did. The result is a knowledge base that describes the way we think when we write, read, and clean code.

This knowledge base is of limited value if you don't do the work of carefully reading through the case studies in the second part of this book. In those case studies we have carefully annotated each change we made with forward references to the heuristics. These forward references appear in square brackets like this: H22. This lets you see the context in which those heuristics were applied and written! It is not the heuristics themselves that are so valuable, it is the relationship between those heuristics and the discrete decisions we made while cleaning up the code in the case studies.

To further help you with you with those relationships, we have placed a cross reference at the end of the book that shows the page number for every forward reference. You can use it to look up each place where a certain heuristic was applied.

If you read the first and third sections, and skip over the case studies, then you will have read yet another "feel good" book about writing good software. But if you take the time to work through the case studies, following every tiny step, every minute decision. If you put yourself in our place, and force yourself to think along the same paths that we thought, then you will gain a much richer understanding of those principles, patterns, practices, and heuristics. They won't be "feel good" knowledge any more. They'll have been ground into your gut, fingers, and heart. They'll have become part of you in the same way that a bicycle becomes an extension of your will when you have mastered how to ride it.

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