Why use a post compiler? - postsharp

I am battling to understand why a post compiler, like PostSharp, should ever be needed?
My understanding is that it just inserts code where attributed in the original code, so why doesn't the developer just do that code writing themselves?
I expect that someone will say it's easier to write since you can use attributes on methods and then not clutter them up boilerplate code, but that can be done using DI or reflection and a touch of forethought without a post compiler. I know that since I have said reflection, the performance elephant will now enter - but I do not care about the relative performance here, when the absolute performance for most scenarios is trivial (sub millisecond to millisecond).

Let's try to take an architectural point on the issue. Say you are an architect (everyone wants to be an architect ;)
You need to deliver the architecture to your team:
a selected set of libraries, architectural patterns, and design patterns. As a part of your design, you say: "we will implement caching using the following design pattern:"
string key = string.Format("[{0}].MyMethod({1},{2})", this, param1, param2 );
T value;
if ( !cache.TryGetValue( key, out value ) )
{
using ( cache.Lock(key) )
{
if (!cache.TryGetValue( key, out value ) )
{
// Do the real job here and store the value into variable 'value'.
cache.Add( key, value );
}
}
}
This is a correct way to do tracing. Developers are going to implement this pattern thousands of times, so you write a nice Word document telling how you want the pattern to be implemented. Yeah, a Word document. Do you have a better solution? I'm afraid you don't. Classic code generators won't help. Functional programming (delegates)? It works fairly well for some aspects, but not here: you need to pass method parameters to the pattern. So what's left? Describe the pattern in natural language and trust developers will implement them.
What will happen?
First, some junior developer will look at the code and tell "Hm. Two cache lookups. Kinda useless. One is enough." (that's not a joke -- ask the DNN team about this issue). And your patterns cease to be thread-safe.
As an architect, how do you ensure that the pattern is properly applied? Unit testing? Fair enough, but you will hardly detect threading issues this way. Code review? That's maybe the solution.
Now, what is you decide to change the pattern? For instance, you detect a bug in the cache component and decide to use your own? Are you going to edit thousands of methods? It's not just refactoring: what if the new component has different semantics?
What if you decide that a method is not going to be cached any more? How difficult will it be to remove caching code?
The AOP solution (whatever the framework is) has the following advantages over plain code:
It reduces the number of lines of code.
It reduces the coupling between components, therefore you don't have to change much things when you decide to change the logging component (just update the aspect), therefore it improves the capacity of your source code to cope with new requirements over time.
Because there is less code, the probability of bugs is lower for a given set of features, therefore AOP improves the quality of your code.
So if you put it all together:
Aspects reduce both development costs and maintenance costs of software.
I have a 90 min talk on this topic and you can watch it at http://vimeo.com/2116491.
Again, the architectural advantages of AOP are independent of the framework you choose. The differences between frameworks (also discussed in this video) influence principally the extent to which you can apply AOP to your code, which was not the point of this question.

Suppose you already have a class which is well-designed, well-tested etc. You want to easily add some timing on some of the methods. Yes, you could use dependency injection, create a decorator class which proxies to the original but with timing for each method - but even that class is going to be a mess of repetition...
... or you can add reflection to the mix and use a dynamic proxy of some description, which lets you write the timing code once, but requires you to get that reflection code just right -which isn't as easy as it might be, especially if generics are involved.
... or you can add an attribute to each method that you want timed, write the timing code once, and apply it as a post-compile step.
I know which seems more elegant to me - and more obvious when reading the code. It can be applied even in situations where DI isn't appropriate (and it really isn't appropriate for every single class in a system) and with no other changes elsewhere.

AOP (PostSharp) is for attaching code to all sorts of points in your application, from one location, so you don't have to place it there.
You cannot achieve what PostSharp can do with Reflection.
I personally don't see a big use for it, in a production system, as most things can be done in other, better, ways (logging, etc).
You may like to review the other threads on this matter:
Anyone with Postsharp experience in production?
Other than logging, and transaction management what are some practical applications of AOP?
Aspect Oriented Programming: What do you use PostSharp for?
etc (search)

Aspects take away all the copy & paste - code and make adding new features faster.
I hate nothing more than, for example, having to write the same piece of code over and over again. Gael has a very nice example regarding INotifyPropertyChanged on his website (www.postsharp.net).
This is exactly what AOP is for. Forget about the technical details, just implement what you are being asked for.
In the long run, I think we all should say goodbye to the way we are writing software now. It's tedious and plainly stupid to write boilerplate code and iterate manually.
The future belongs to declarative, functional style being held together by an object oriented framework - and the cross cutting concerns being handled by aspects.
I guess the only people who will not get it soon are the guys who are still payed for lines of code.

Related

Do we have to implement copy on write behavior for our custom types?

In Swift, collections are implicitly implemented with copy on write behavior; However, we don't get it for free in our custom types.
My main question is:
Regardless of how to achieve it, is it a good idea to do for our custom types? Why/Why not?
Moreover:
According to this answer, even the built-in types (but not collections) provided from the Swift standard library do not implement it which could be an indication that we don't have to do it. Even so, is there any advantage of doing it?
You do not have to do it, but it can be a worthwhile optimization if you have the resources and need to do so. Ask yourself the following questions:
Is my datatype copied often (i.e. applicability)?
Is it easy enough to implement CoW in reasonably time (i.e. viability)?
Does my application benefit from these optimizations (i.e. return of investment)?
Probably, in most applications it is not necessary and the users will not notice the difference. In some specific cases it might be applicable, but be critical. Remember:
Premature performance optimization is the root of all evil ~ Donald Knuth

Key-Value-Observation -- Looking for a more elegant solution to respond to value changes

I've run into a frustrating feature of KVO: all notifications are funneled through a single method (observeValueForKeyPath:....), requiring a bunch of IF statements if the object is observing numerous properties.
The ideal solution would be to pass a method as an argument to the method that establishes the observing in the first place, but it seems this isn't possible. Does a solution exist to this problem? I initially considered using the keyPath argument (addObserver:forKeyPath:options:context:) to call a method via NSSelectorFromString, but then I came across the post KVO Dispatcher pattern with Method as context and the article it linked to which offers a different solution in order to pass arguments along as well (although I haven't gotten that working yet).
I know a lot of people have come up against this issue. Has a standard way of handling it emerged?
OP asks:
Has a standard way of handling it emerged?
No, not really. There are a lot of different approaches out there. Here are some:
https://github.com/sleroux/KVO-Blocks
http://pandamonia.github.io/BlocksKit
http://www.mikeash.com/pyblog/friday-qa-2012-03-02-key-value-observing-done-right-take-2.html
https://github.com/ReactiveCocoa/ReactiveCocoa
http://blog.andymatuschak.org/post/156229939/kvo-blocks-block-callbacks-for-cocoa-observers
Seriously, there are a ton of these... Google "KVO blocks"
I can't say that any of the options I've seen seem prevalent enough to earn the title "standard way". I suspect most folks who feel motivated to conquer this issue just pick one and go with it, or write their own -- it's not as if adapting KVO to use block based callbacks is rocket science. The Method-based approach you link to doesn't seem like a step forward for simplicity. I get that you're trying to take the uncertainty of the string-based-key-path <-> method conversion out of the equation, but that kind of falls down because not all observable keys/keyPaths are methods. (If nothing else, you can observe arbitrary keys on NSMutableDictionaries and get notifications.)
It sure would be nice if Apple would release a new blocks-based KVO API, but I'm not holding my breath. But in the meantime, like I said, just pick one you like and use it or write your own and use that.

Are MooseX::Declare and MooseX::Method::Signatures production ready?

From the current version (0.98) of the Moose::Manual::MooseX are the lines:
We have high hopes for the future of
MooseX::Method::Signatures and
MooseX::Declare. However, these
modules, while used regularly in
production by some of the more insane
members of the community, are still
marked alpha just in case backwards
incompatible changes need to be made.
I noticed that for MooseX::Method::Signatures the change log for September 2009 mentions the removal of the "scary ALPHA disclaimer".
So, are these still "alpha"?
Would I still be considered one of the "more insane" to use them?
I'd say they are production ready - I'm using them in production - but there are several things to consider:
Performance
MooseX::Declare and dependencies do almost all of their magic at compile time. Depending on the size of your program, you might find anywhere from half a second to several seconds of additional initialization overhead. If this a problem, don't use MooseX::Declare.
At runtime, the main overhead is type and argument checking, which you should (ideally) be doing anyway. That said, Moose type constraints have some overheads, namely coercion and the more complex (MooseX::Types::Structured-style) constraints. Don't use these if performance is an issue.
Stability
MooseX::Declare and MooseX::Method::Signature's external syntax is now stable. But it is important to know that the internals are subject to extreme change. (fortunately, changes for the better)
To give you an idea, the signature itself is grabbed using a big block of C code stolen from the Perl tokenizer (toke.c). This can break in some situations since it isn't actually parsing anything. The bit inside the brackets is parsed using PPI, which is designed for pure Perl, but the resulting PPI tree is then hacked up to get something useful. Devel::Declare itself is a hack - after it sees specific keywords (e.g. 'role', 'class', 'method') the Devel::Declare-using module must rewrite the source code by hand, with no interaction with the real Perl parser.
Corner cases may cause Perl to segfault. Or rewrite the source code badly, so you get syntax errors but have no idea what's causing them without -MO::Deparse. If you mess up the MooseX::Declare syntax by accident, there is no guarantee that the module will detect this and give you a sensible error. The ALPHA message may have gone, but this is still doing dark and scary things internally, and you should be prepared for that.
UPDATE
MooseX::Declare has not been updated much, and you may wish to look at alternatives such as Moops. Personally, I have decided to stick with pure Moose until Perl itself begins to support class/method/has syntax natively, which is possibly on the cards.
I think it's a matter of differing perspectives as much as anything -- rafl is one of the aforementioned "more insane members of the community" while Rolsky is more conservative. It's up to you to decide who you agree with, and really I think that the most important variable is your own code.
MooseX::Declare is good code. It won't randomly blow up your machine, it's not awful for performance, and it offers a lot of nifty stuff while reducing the amount of boilerplate that you have to write. But it might change in the future, making your code refuse to compile until it's updated; it might make your editor and other development tools confused when it sees syntax that it can't parse, it might piss off your collaborators by making them learn a new module to work with your code, or it might piss off your boss by making it so any future maintainer has to learn a new module to work with your code. Which of those things apply to you, and to what degree? You know better than I do, I hope.
There are people who feel that the maturity and stability of MooseX::Delcare, Devel::Declare on which it's based, or even Moose itself are not yet ready for "prime time". I also know of two large companies with millions of visitors a month, who have MooseX::Declare in their production environment. I personally am happy with the stack I am provided with Moose and do not see a need yet to bring in MooseX::Declare. I know people who's opinion I deeply respect who refuse to write new code without the declarative sugar from MooseX::Declare.
All of this is to say, the decision on whether something is or is not production ready is highly dependent upon your production environment, your development needs, and taste for risk. Without being in your shoes we can't possibly give an informed decision as to how well any given tool matches that profile.
MooseX::Method::Signatures (MXMS), and MooseX::Declare which uses it, is not production ready. This is not because the code isn't stable, but because it is appallingly slow. Simply using the method keyword, no types or arguments, is a 500-1000x runtime performance hit over a regular method call. My Macbook Pro can do about 6,000 simple method calls per second using MXMS vs 5,000,000 with plain Perl.
Method::Signatures, in contrast, has almost no performance hit above what it would normally cost to do the requested checks. The syntax is almost exactly the same as MXMS and it supports Moose (and Mouse) types. Both rely on the same underlying syntax modifying technique. (Full disclosure, I am the author of Method::Signatures.)
If you like MooseX::Declare but want the performance of Method::Signatures, try Method::Signatures::Modifiers.
It depends on what you mean by "production ready". I wouldn't depend on them until their velocity slows down quite a bit. I like my production stuff to not need frequent care from external code changes, API adjustments, and so on. That's not something particular to Moose, but any young project.
You have to judge how much that matters to you. In some situations, pushing stuff into production is a lengthy process, so you must be circumspect with such things. At the other extreme, some places let you edit files directly on the production server. That is, you have to define your tolerance before anyone can tell you which side a given MooseX module is on.
MooseX::Declare and MooseX::Method::Signatures are working well but they can have really nasty penalty depending on what does your code do. This can be fixed by just not using method keyword or using Method::Signatures::Modifiers.
Performance penalty I am seeing is around 2-5x compared to Method::Signatures::Modifiers (5x being mostly for one specific class I was using). And it seems that it is mostly compile time or maybe first time initialization, because it is getting under 2x when the computation is longer.
Method::Signatures::Modifiers has better errors but you have to turn this optimization off when you use debugger (it goes haywire because it does not see these methods, you can see for yourself in -MO=Deparse output).
It may be worth it to get rid of Perl argument shifting hell.

How do you go from an abstract project description to actual code?

Maybe its because I've been coding around two semesters now, but the major stumbling block that I'm having at this point is converting the professor's project description and requirements to actual code. Since I'm currently in Algorithms 101, I basically do a bottom-up process, starting with a blank whiteboard and draw out the object and method interactions, then translate that into classes and code.
But now the prof has tossed interfaces and abstract classes into the mix. Intellectually, I can recognize how they work, but am stubbing my toes figuring out how to use these new tools with the current project (simulating a web server).
In my professors own words, mapping the abstract description to Java code is the real trick. So what steps are best used to go from English (or whatever your language is) to computer code? How do you decide where and when to create an interface, or use an abstract class?
So what steps are best used to go from English (or whatever your language is) to computer code?
Experience is what teaches you how to do this. If it's not coming naturally yet (and don't feel bad if it doesn't, because it takes a long time!), there are some questions you can ask yourself:
What are the main concepts of the system? How are they related to each other? If I was describing this to someone else, what words and phrases would I use? These thoughts will help you decide what classes are useful to think about.
What sorts of behaviors do these things have? Are there natural dependencies between them? (For example, a LineItem isn't relevant or meaningful without the context of an Order, nor is an Engine much use without a Car.) How do the behaviors affect the state of the other objects? Do they communicate with each other, and if so, in what way? These thoughts will help you develop the public interfaces of your classes.
That's just the tip of the iceberg, of course. For more about this thought process in general, see Eric Evans's excellent book, Domain-Driven Design.
How do you decide where and when to create an interface, or use an abstract class?
There's no hard and fast prescriptions; again, experience is the best guide here. That said, there's certainly some rules of thumb you can follow:
If several unrelated or significantly different object types all provide the same kind of functionality, use an interface. For example, if the Steerable interface has a Steer(Vector bearing) method, there may be lots of different things that can be steered: Boats, Airplanes, CargoShips, Cars, et cetera. These are completely unrelated things. But they all share the common interface of being able to be steered.
In general, try to favor an interface instead of an abstract base class. This way you can define a single implementation which implements N interfaces. In the case of Java, you can only have one abstract base class, so you're locked into a particular inheritance hierarchy once you say that a class inherits from another one.
Whenever you don't need implementation from a base class, definitely favor an interface over an abstract base class. This would also be handy if you're operating in a language where inheritance doesn't apply. For example, in C#, you can't have a struct inherit from a base class.
In general...
Read a lot of other people's code. Open source projects are great for that. Respect their licenses though.
You'll never get it perfect. It's an iterative process. Don't be discouraged if you don't get it right.
Practice. Practice. Practice.
Research often. Keep tackling more and more challenging projects / designs. Even if there are easy ones around.
There is no magic bullet, or algorithm for good design.
Nowadays I jump in with a design I believe is decent and work from that.
When the time is right I'll implement understanding the result will have to refactored ( rewritten ) sooner rather than later.
Give this project your best shot, keep an eye out for your mistakes and how things should've been done after you get back your results.
Keep doing this, and you'll be fine.
What you should really do is code from the top-down, not from the bottom-up. Write your main function as clearly and concisely as you can using APIs that you have not yet created as if they already existed. Then, you can implement those APIs in similar fashion, until you have functions that are only a few lines long. If you code from the bottom-up, you will likely create a whole lot of stuff that you don't actually need.
In terms of when to create an interface... pretty much everything should be an interface. When you use APIs that don't yet exist, assume that every concrete class is an implementation of some interface, and use a declared type that is indicative of that interface. Your inheritance should be done solely with interfaces. Only create concrete classes at the very bottom when you are providing an implementation. I would suggest avoiding abstract classes and just using delegation, although abstract classes are also reasonable when two different implementations differ only slightly and have several functions that have a common implementation. For example, if your interface allows one to iterate over elements and also provides a sum function, the sum function is a trivial to implement in terms of the iteration function, so that would be a reasonable use of an abstract class. An alternative would be to use the decorator pattern in that case.
You might also find the Google Techtalk "How to Design a Good API and Why it Matters" to be helpful in this regard. You might also be interested in reading some of my own software design observations.
Also, for the coming future, you can keep in pipeline to read the basics on domain driven design to align yourself to the real world scenarios - it gives a solid foundation for requirements mapping to the real classes.

When should I use OO Perl?

I'm just learning Perl.
When is it advisable to use OO Perl instead of non-OO Perl?
My tendency would be to always prefer OO unless the project is just a code snippet of < 10 lines.
TIA
From Damian Conway:
10 criteria for knowing when to use object-oriented design
Design is large, or is likely to become large
When data is aggregated into obvious structures, especially if there’s a lot of data in each aggregate
For instance, an IP address is not a good candidate: There’s only 4 bytes of information related to an IP address. An immigrant going through customs has a lot of data related to him, such as name, country of origin, luggage carried, destination, etc.
When types of data form a natural hierarchy that lets us use inheritance.
Inheritance is one of the most powerful feature of OO, and the ability to use it is a flag.
When operations on data varies on data type
GIFs and JPGs might have their cropping done differently, even though they’re both graphics.
When it’s likely you’ll have to add data types later
OO gives you the room to expand in the future.
When interactions between data is best shown by operators
Some relations are best shown by using operators, which can be overloaded.
When implementation of components is likely to change, especially in the same program
When the system design is already object-oriented
When huge numbers of clients use your code
If your code will be distributed to others who will use it, a standard interface will make maintenence and safety easier.
When you have a piece of data on which many different operations are applied
Graphics images, for instance, might be blurred, cropped, rotated, and adjusted.
When the kinds of operations have standard names (check, process, etc)
Objects allow you to have a DB::check, ISBN::check, Shape::check, etc without having conflicts between the types of check.
There is a good discussion about same subject # PerlMonks.
Having Moose certainly makes it easier to always use OO from the word go. The only real exception is if compilation start-up is an issue (Moose does currently have a compile time overhead).
I don't think you should measure it by lines of code.
You are right, often when you are just writing a simple script OO is probably too much overhead, but I think you should be more flexible regarding the 10 lines aproach.
In all cases when you are using OO Perl Rememebr to use Moose (or Mouse)
This question doesn't have that much to do with Perl. The question is "when, given a choice, should I use OO?" That "given a choice" bit is because in some languages (Java, for example), you really don't have any choice.
The answer is "when it makes sense". Think about the problem you're trying to solve. Does the problem fit into the OO concepts of classes and object? If it does, great, use OO. Otherwise use some other paradigm.
Perl is fairly flexible, and you can easily write procedural, functional, or OO Perl, or even mix them together. Don't get hung up on doing OO because everyone else is. Learn to use the right approach for each task.
All of this takes experience and practice, so make sure to try all these approaches out, and maybe even take some smaller problems and solve them in multiple ways to see how each works.
Damian Conway has a passage in Perl Best Practices about this. It is not a rule that you have to follow it, but it is probably better advice that I can give without knowing a lot about what you are doing.
Here is the publisher's page if that is a better place to link to the book.