1.4. Good Engineering Practises

1.4.1. Objects and instances

text = str('Jan,Twardowski')
# ['Jan', 'Twardowski']

text = str('Jan,Twardowski')
str.split(text, ',')
# ['Jan', 'Twardowski']
# ['Jan', 'Twardowski']

str.split('Jan,Twardowski', ',')
# ['Jan', 'Twardowski']

1.4.2. Tell - don't ask

  • Tell-Don't-Ask is a principle that helps people remember that object-orientation is about bundling data with the functions that operate on that data.

  • It reminds us that rather than asking an object for data and acting on that data, we should instead tell an object what to do.

  • This encourages to move behavior into an object to go with the data.

Listing 1.33. Bad
class Light:
    status = 'off'

light = Light()
light.status = 'on'
light.status = 'off'
Listing 1.34. Good
class Light:
    status = 'off'

    def turn_on(self):
        self.status = 'on'

    def turn_off(self):
        self.status = 'off'

light = Light()
Listing 1.35. Bad
class Hero:
    health: int = 10

hero = Hero()

while hero.health > 0:
Listing 1.36. Good
class Hero:
    health: int = 10

    def is_alive(self):
        return self.health > 0

hero = Hero()

while hero.is_alive():

1.4.3. Setters, Getters, Deleters

Listing 1.37. Accessing class fields using setter and getter
class Astronaut:
    _name: str

    def set_name(self, name):
        self._name = name

    def get_name(self):
        return self._name

astro = Astronaut()
astro.set_name('Mark Watney')
# Mark Watney
Listing 1.38. Problem with setters and getters
class Point:
    _x: int
    _y: int

    def get_x(self):
        return self._x

    def set_x(self, value):
        self._x = value

    def del_x(self):
        del self._x

    def get_y(self):
        return self._y

    def set_y(self, value):
        self._x = value

    def del_y(self):
        del self._y
Listing 1.39. Rationale for Setters and Getters
class Temperature:
    kelvin: int

    def set_kelvin(self, kelvin):
        if kelvin < 0:
            raise ValueError('Kelvin cannot be negative')
            self._kelvin = kelvin

t = Temperature()
# Traceback (most recent call last):
#     ...
# ValueError: Kelvin cannot be negative
Listing 1.40. Rationale for Setters and Getters
class Astronaut:
    _name: str

    def set_name(self, name):
        self._name = name.title()

    def get_name(self):
        return self._name

astro = Astronaut()
astro.set_name('JaN TwARdoWskI')
# Jan Twardowski
Listing 1.41. Rationale for Setters and Getters HabitatOS Z-Wave sensor admin
from django.contrib import admin
from habitat._common.admin import HabitatAdmin
from habitat.sensors.models import ZWaveSensor

class ZWaveSensorAdmin(HabitatAdmin):
    change_list_template = 'sensors/change_list_charts.html'
    list_display = ['mission_date', 'mission_time', 'type', 'device', 'value', 'unit']
    list_filter = ['created', 'type', 'unit', 'device']
    search_fields = ['^date', 'device']
    ordering = ['-datetime']

    def get_list_display(self, request):
        list_display = self.list_display

        if request.user.is_superuser:
            list_display = ['earth_datetime'] + list_display

        return list_display

1.4.4. GRASP

General responsibility assignment software patterns (or principles), abbreviated GRASP, consist of guidelines for assigning responsibility to classes and objects in object-oriented design.

The different patterns and principles used in GRASP are controller, creator, indirection, information expert, high cohesion, low coupling, polymorphism, protected variations, and pure fabrication. All these patterns answer some software problem, and these problems are common to almost every software development project. These techniques have not been invented to create new ways of working, but to better document and standardize old, tried-and-tested programming principles in object-oriented design.

1.4.5. Assignments


Create assignments