On Monday, 15 July 2013 at 22:29:14 UTC, H. S. Teoh wrote:
I consider myself to be a "systematic" programmer (according to the definition in the paper); I can work equally well with ctors with arguments vs. create-set-call objects. But I find that mandatory ctors with arguments are a pain to work with, *both* to write and to use.

I also find constructors with multiple arguments a pain to use. They get difficult to maintain as your project grows. One of my pet projects has a very shallow class hierarchy, but the constructors of each object down the tree have many arguments, with descendants adding on even more. It gets to be a real headache when you have more than 3 constructors per class to deal with base class overloads, multiple arguments, etc.

On the usability side, there's the mental workload of having to remember which order the arguments appear in (or look it up in the IDE, or whatever -- the point is that I can't just type the ctor call straight from my head). Then there's the problem of needing to create objects required by the ctor before you can call the ctor. In some cases, this can be inconvenient -- I always have to remember to setup and create other objects before I can create this one, because its ctor requires said objects as arguments. Then there's the lack of flexibility: no matter what you do, it seems that anything that requires more than a
single ctor argument inevitably becomes either (1) too complex,
requiring too many arguments, and therefore very difficult to use, or (2) too simplistic, and therefore unable to do some things that I may want to do (e.g. some fields are default-initialized with no way to specify the initial values of the fields, 'cos otherwise the ctor would
have too many arguments). No matter what you do, it seems almost
impossible to come up with an ideal ctor except in trivial cases where
it requires only 1 argument or is a default ctor.

Having to create other objects to pass to a constructor is particularly painful. You'd better pray that they have trivial constructors, or else things can get hairy really fast. Multiple nested constructors can also create a large amount of code bloat. Once the constructor grows large enough, I generally put each argument on its own line to ensure that it's clear what I'm calling it with. This has the unfortunate side effect of making the call span multiple lines. In my opinion, a constructor requiring more than 10 lines is an unsightly abomination.

On the writability side, one of my pet peeves is base class ctors that require multiple arguments. Every level of inheritance inevitably adds more arguments each time, and by the time you're 5-6 levels down the class hierarchy, your ctor calls just have an unmanageable number of parameters. Not to mention the violation of DRY by requiring much redundant typing just to pass arguments from the inherited class' ctor up the class hierarchy. Tons of bugs to be had everywhere, given the
amount of repeated typing needed.

In the simplest cases, of course, these aren't big issues, but this kind
of ctor design is clearly not scalable.

OTOH, the create-set-call pattern isn't panacea either. One of the biggest problems with this pattern is that you can't guarantee your objects are in a consistent state at all times. This is very bad, because all your methods will have to check if some value has been set yet, before it uses it. This adds a lot of complexity that could've been avoided had everything been set at ctor-time. This also makes class invariants needlessly complex. Moreover, I've seen many classes in this category exhibit undefined behaviour if you call a value-setting method after you start using the object. Too many classes falsely assume that you will always call set methods and then "use" methods in that order. If you call a set method after calling a "use" method, you're quite likely to run into bugs in the class, e.g. part of the object's state doesn't reflect the new value you set, because the "use" methods were written with the assumption that when they were called the first time,
the values you set earlier won't change thereafter.

I've found that a good way to keep constructors manageable is to use the builder pattern. Create a builder object that has its fields set by the programmer, which is then passed to the 'real' object for construction. You can provide default arguments, optional arguments, etc. Combine this with a fluid interface and I think it looks a lot better. Of course, this has the disadvantage of requiring a *lot* of boilerplate, but I think this could be okay in D, as a builder class is exactly the kind of thing that can be automatically generated.

I've always found Perl's approach a more balanced way to tackle this problem (even though Perl's OO system as a whole suffers from other, shall we say, idiosyncrasies). In Perl, objects start out as arbitrary key-value pairs, and nothing differentiates them from a regular AA until you call the 'bless' built-in function on them, at which point they become "officially" a member of some particular class. This neatly sidesteps the whole ctor mess: you can initialize the initial AA with whatever values you want, in whatever order you want. When you finally "kicked it into shape", as the cited paper puts it, you "promote" that set of key-value pairs into an "official" member of the class, and thereafter, you can't simply modify fields anymore except through class methods. This means you now have the possibility of enforcing invariants on the object without crippling the flexibility of constructing it. (Well, OK, in Perl, this last bit isn't necessarily true, but in an ideal implementation of this initialize-bless-use approach, the object's fields would become non-public after being blessed and can only be
updated by "official" object methods.)

In the spirit of this approach, I've written some C++ code in the past
that looked something like this:

        class BaseClass {
        public:
                // Encapsulate ctor arguments
                struct Args {
                        int baseparm1, baseparm2;
                };
                BaseClass(Args args) {
                        // initialize object based on fields in
                        // BaseClass::Args.
                }
        };

        class MyClass : public BaseClass {
        public:
                // Encapsulate ctor arguments
                struct Args : BaseClass::Args {
                        int parm1, parm2;
                };

                MyClass(Args args) : BaseClass(args) {
                        // initialize object based on fields in args
                }
        };

Basically, the Args structs let the user set up whatever values they want to, in whatever order they wish, then they are "blessed" into real class instances by the ctor. Encapsulating ctor arguments in these structs alleviates the problem of proliferating ctor arguments as the class hierarchy grows: each derived class simply hands off the Args struct (which is itself in a hierarchy that parallels that of the classes) to the base class ctor. All ctors in the class hierarchy needs
only a single (polymorphic) argument.

This approach also localizes the changes required when you modify base class arguments -- in the old way of having multiple ctor arguments, adding or changing arguments to the base class ctor requires you to update every single derived class ctor accordingly -- very bad. But here, adding a new field to BaseClass::Args requires zero changes to all
derived classes, which is a Good Thing(tm).

In some cases, if the class in relatively simple, the private members of the class can simply be themselves an instance of the Args struct, so
the ctor could be nothing more than just:

        MyClass(Args args) : BaseClass(args), myArgs(args) {}

which gets rid of that silly baroque dance of naming ctor arguments as _a, _b, _c, then writing in the ctor body a=_a, b=_b, c=_c (which can be rather error prone if you mistype a _ somewhere or forget to assign one of the members). Since the private copy of Args is not accessible from outside, class methods can use the values freely without having to worry about inconsistent states -- the ctor can check class invariants before creating the class object, ensuring that the internal copy of Args is in
a consistent state.

The Args structs themselves, of course, can have ctors that setup sane default values for each field, so that lazy users can simply call:

        MyClass *obj = new MyClass(MyClass::Args());

and get a working, consistent class object with default settings. This way of setting default values also lets the user only change fields that they don't want to use default values for, rather than be constricted by the order of ctor default arguments: if you're unlucky enough to need a non-default value in a later parameter, you're forced to repeat the
default values for everything that comes before it.

In D, this approach isn't quite as nice, because D structs don't have inheritance, so you can't simply pass Args from derived class to base
class. You'd have to explicitly do something like:

        class BaseClass {
        public:
                struct Args { ...  }
                this(Args args) { ... }
        }

        class MyClass {
        public:
                struct Args {
BaseClass.Args base; // <-- explicit inclusion of BaseClass.Args
                        ...
                }
                this(Args args) {
                        super(args.base);       // <-- more verbose than just 
super(args);
                        ...
                }
        }

Initializing the args also isn't as nice, since user code will have to know exactly which fields are in .base and which aren't. You can't just
write, like in C++:

        // C++
        MyClass::Args args;
        args.basefield1 = 123;
        args.field2 = 321;

you'd have to write, in D:

        // D
        MyClass.Args args;
        args.base.basefield1 = 123;
        args.field2 = 321;

which isn't as nice in terms of encapsulation, since ideally user code should need to care about the exact boundaries between base class and
derived class.

I haven't really thought about how this might be made nicer in D,
though.


T

See above, this is basically the builder pattern. It's a neat trick, giving your args objects a class hierarchy of their own. I think that one drawback of that, however, is that now you have to maintain *two* class hierarchies. Have you found this to be a problem in practice?

As an aside, you could probably simulate the inheritance of the args objects in D either with alias this or even opDispatch. Still, this means that you need to nest the structs within each-other, and this could get silly after 2-3 "generations" of args objects.

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