Object Calisthenics: Change the way you think

Some time ago I spoke with my colleague about skill sharpening and training the brain to come up with new solutions. He proposed a two hour session at the weekend implementing a small game using object calisthenics.

Rules

The rules are described in The ThoughtWorks Anthology book. Here is the list for quick reference.

  1. Use only one level of indentation per method.
  2. Don’t use the else keyword.
  3. Wrap all primitives and strings.
  4. Use only one dot per line.
  5. Don’t abbreviate.
  6. Keep all entities small.
  7. Don’use any classes with more than two instance variables.
  8. Use first-class collections.
  9. Don’t use any getters/setters/properties.

Most of the rules seemed simple enough. Rules 2 and 5 are standard in Softwareschneiderei, 1, 4, 6 and 8 are stricter versions of common sense, 3 is a tedious object wrapping. The rules I was anxious about were 7 and 9. To increase the learning effect, I added an extra rule to the list that is critical in real life programming:

  1.   Write tests for your code.

It doesn’t matter whether to write test first, test after or even test driven. Only then is the code “value added”.

Experiences

The game was minesweeper. It contains a nice mix of algorithms, data structures and UI. I concentrated the efforts on the algorithmic part. My first step was to analyse and create the needed data structures.

  • The smallest unit is the cell.
  • A cell can be either hidden or revealed, have a mine or be empty.
  • The game field contains such cells in rows and columns.
  • The position of a cell in a field is defined by its coordinate that contains the x and y position.

To associate anything with coordinates the coordinates had to be comparable to each other. Rule 9 forbids exposure of internal state, so the Coordinate class got its equals() and hashCode(). Only the creator of the coordinate had the knowledge about the number of dimensions and the values of the positions. Even the tests had no access to the inner state and tested only those two methods.

Since the revealed flag concept and a mine flag concept had similar properties, I decided not to track cells but to track their flags. Through this architectural decision, I had a field with two flag containers, one for revealed cells and one for cells with mines. An additional benefit was that it was enough to put only the coordinate into the container to mark a cell as a mine.

The next step was to link the parts together and add some behaviour. Setting a mine, then revealing a cell and obtaining the number of mines also. Setting a mine and marking the cell as revealed is a simple task with the containers. Testing that the revealed cell contained the mine was more tricky. To achieve that, the reveal method got an additional parameter, a closure with a hasMine parameter.

public void reveal(final Coordinate coordinate, final CellContainerVisitor revealedCellsVisitor) {
    revealedCells.mark(coordinate);
    visit(coordinate, revealedCellsVisitor);
}

private void visit(final Coordinate coordinate, final CellContainerVisitor revealedCellsVisitor) {
    revealedCellsVisitor.visit(coordinate, hasMineAt(coordinate));
}

@Test
public void containsMines() {
    final CellContainer target = new CellContainer();
    target.placeMineAt(someCoordinate());

    final List<Coordinate> mineCells = new ArrayList<Coordinate>();
    target.reveal(someCoordinate(), (coordinate, hasMine) -> {
        if (hasMine.equals(new HasMine(true))) {
           mineCells.add(coordinate);
        }
    });

    assertThat(mineCells, hasSize(1));
    assertThat(mineCells, contains(someCoordinate()));
}

The next game rule consumed the rest of the session: calculating the number of mines in the neighborhood. The main obstacle was to compute the coordinate of the neighbour. To do this it is necessary to add an offset to a position in a coordinate without exposing its internal structure. In the end I reverted to using more closures.

Conclusion

To achieve my goal I had to reverse the order in which I normally develop business logic: Rule 9 seems to support top-down approach: The interfaces of domain objects are nearly completely dominated by the way they are used by their containers.

Most of the time in this two hour session was spent staring at the screen and to think how to write readable code and readable tests without exposing internal details of the objects. Time well spent.

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2 Responses to Object Calisthenics: Change the way you think

  1. zilluss says:

    This sounds like a fun and enlightening task. Something that could be transformed into a competition with a larger task ;-)

    I’m wondering why you wouldn’t want to use else, since I find it easier to grasp than an early return in some cases (with 1 level of indentation).

  2. Alex Kitchens says:

    Reblogged this on Axiom.

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