Constructing objects with intent
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I've been becoming increasingly annoyed, both by legacy code and modern frameworks, with the amount of non-constrained object construction that occurs within a codebase. That's a bunch of developer jargon, so what does all that mean exactly? If a developer is working on a feature within a codebase they might be unfamiliar with, it's far too easy to instantiate objects at will with zero constraints with some process downstream in an area of code tucked away in a dark corner expecting the developer to have correctly constructed said object. To me, this feels a lot like the "read my mind" mentality that occurs between employers and disgruntled employees in the workplace: the employer expects something to happen without communicating to the employee that intent (I think we've all experienced this regardless of industry). How does this translate to code? Let's take a simple example from C#.
Let's say I'm working in a codebase that validates addresses. The address structure may look something like:
public sealed record Address
{
public string Street { get; init; }
public string City { get; init; }
public string State { get; init; }
}
If a friendly developer wanted to create a new Address
, it's up to them to understand how the Address
record is to
be instantiated and understand any downstream business logic validation, processes, etc. that involve the Address
object. As it stands, a developer could in theory instantiate an Address
while forgetting to set the street, city,
and state. Not very helpful, as we'll have no way of identifying a user's location if no information is provided. To get
around this, we use constructors with the help of C#'s record type:
public sealed record Address(string Street, string City, string State);
Now, any developer looking to work with an Address
object should reasonably expect all the fields to be populated.
Inevitably, a requirement comes along from the product team requesting only the address street to be required, not city
and state (don't ask me, I don't make the rules around here). So naturally, we might add another constructor:
public sealed record Address
{
public Address(string street, string city, string state)
{
Street = street;
City = city;
State = state;
}
public Address(string street)
{
Street = street;
City = string.Empty;
State = string.Empty;
}
public string Street { get; }
public string City { get; init; }
public string State { get; init; }
public void PrintAddress()
{
var addressParts = new List<string>
{
Street
};
if (!string.IsNullOrWhiteSpace(City))
{
addressParts.Add(City);
}
if (!string.IsNullOrWhiteSpace(State))
{
addressParts.Add(State);
}
Console.WriteLine(string.Join(", ", addressParts));
}
}
We added a constructor that requires the street while defaulting the city and state to empty strings rather than null
for sanity. While it's easy enough to use object initializers instead, i.e.
var someAddress = new Address
{
Street = "123 Code Street"
};
We add constructors to classes and structures to enforce object creation is correct-by-construction: the internals of constructing an object, especially those more complex, are better off encapsulated from consumers so we don't have to worry about leaking business logic/rules out from their intended domain. Inevitably, more requirements come along so we add more constructors
public sealed record Address
{
public Address(string street, string city, string state)
{
Street = street;
City = city;
State = state;
}
public Address(string street, string city)
{
Street = street;
City = city;
State = string.Empty;
}
public Address(string street)
{
Street = street;
City = string.Empty;
State = string.Empty;
}
public string Street { get; }
public string City { get; init; }
public string State { get; init; }
public void PrintAddress()
{
var addressParts = new List<string>
{
Street
};
if (!string.IsNullOrWhiteSpace(City))
{
addressParts.Add(City);
}
if (!string.IsNullOrWhiteSpace(State))
{
addressParts.Add(State);
}
Console.WriteLine(string.Join(", ", addressParts));
}
}
So now, our consumers have to choose between three different ways to properly construct the address information. While this is "fine" for the most part, I find it often more helpful to add contextual object constructors, a.k.a methods to an object that clearly conveys what context the object is to be constructed with:
public sealed record Address
{
private Address(string street)
{
Street = street;
City = string.Empty;
State = string.Empty;
}
private Address(string street, string city)
{
Street = street;
City = city;
State = string.Empty;
}
private Address(string street, string city, string state)
{
Street = street;
City = city;
State = state;
}
public static Address FromStreet(string street) => new(street);
public static Address FromStreetAndCity(string street, string city) => new(street, city);
public static Address FromFullAddress(string street, string city, string state) => new(street, city, state);
public string Street { get; }
public string City { get; }
public string State { get; }
public void PrintAddress()
{
var addressParts = new List<string>
{
Street
};
if (!string.IsNullOrWhiteSpace(City))
{
addressParts.Add(City);
}
if (!string.IsNullOrWhiteSpace(State))
{
addressParts.Add(State);
}
Console.WriteLine(string.Join(", ", addressParts));
}
}
Now, when consumers want to interact with an Address
object, we provide context as to the address they're
constructing:
// We don't allow consumers to construct an address however they'd like, they MUST construct it in ways we offer
var addressWithStreetOnly = Address.FromStreet("123 Code Street");
addressWithStreetOnly.PrintAddress();
var addressWithStreetAndState = Address.FromStreetAndCity("123 Code Street", ".NETville");
addressWithStreetAndState.PrintAddress();
var fullAddress = Address.FromFullAddress("123 Code Street", ".NETville", "CA");
fullAddress.PrintAddress();
Although we still provide constructors, they're now private
so we can further constrain how consumers instantiate
an Address
to help avoid pesky "missing data/property" bugs. We can think of these static
builders on our Address
record as named constructors, which come in handy when we need multiple variations of object construction.
Fluent builders for complex objects
Oftentimes, our constructed objects might contain a hodge-podge of properties that may or may not necessarily support one another. I find implementing fluent builders, in this case, to help allow consumers to instantiate their objects in a manner they see fit. Using builders, we offer a fluent like API to callers allowing them to customize exactly what the object they're looking to build should look like. In terms of C#, we're looking for something along the lines of:
var someFluentlyBuiltObject = new AwesomeFluentBuilder()
.WithFoo("Bar")
.WithAnswerToLife(42)
.WithOpinion("Lord of the Rings is better than Star Wars")
.Build();
Debug.Assert(string.Equals(someFluentlyBuiltObject.Foo, "Bar"));
Debug.Assert(someFluentlyBuiltObject.AnswerToLift, 42);
Debug.Assert(string.Equals(someFluentlyBuiltObject.Opinion, "Lord of the Rings is better than Star Wars"));
I opt to use the WithProperty()
convention to make it clear to consumers of my code that the object they're
constructing will contain whatever data they will correspond to that property's value - somewhat subject, but I feel the
intention is clear. Let's take a look at a more fleshed out, yet contrived, example in Rust as I've been having somewhat
of an obsession lately with the language and ecosystem. Seriously, the joy of using cargo alone makes me instantly
annoyed whenever I'm not working in a Rust context. Let's fluently build some pizzas with Rust.
This isn't a post about Rust necessarily, so I'll defer to the rustaceans much smarter and more well-versed in the
language than myself to deep dive into idiomatic Rust. The concept remains, however - our public API should offer a
pizza struct
that can be consumed by callers. While a caller could in theory, construct they're own pizza, we should
offer them a convenient way to make pizzas without worrying about the internal details of constructing said pizza.
We can think of it as the exchange of transactions that occurs when one walks into their favorite pizza joint:
- We order at the register providing the establishment with a list of requirements we'd like our pizza to meet
- We make an exchange of currency after detailing what our pizza should look/taste like
- After some time, we receive a pizza at our table - hopefully accompanied by a nice cold adult beverage
Let's see if we can model this scenario in code:
#[derive(Debug, Default)]
pub struct Pizza {
pub crust: Crust,
pub toppings: Toppings,
pub sauce: Sauce,
}
#[derive(Debug)]
pub enum Crust {
Regular,
Thin,
DeepDish,
}
impl Default for Crust {
fn default() -> Self {
Crust::Regular
}
}
type Toppings = Vec<Topping>;
#[derive(Debug)]
pub enum Topping {
Cheese,
Pepperoni,
Onions,
BellPeppers,
Mushrooms,
Sausage,
Custom(String),
}
#[derive(Debug)]
pub enum Sauce {
Red,
White,
}
impl Default for Sauce {
fn default() -> Self {
Sauce::Red
}
}
A Pizza
should contain a Crust
, Sauce
, and a plethora of Topping
s. While callers of our public API could build a
pizza themselves, we want to make it as easy as possible to build such a pizza without worrying about how to ladle the
sauce, toss the dough, shred the mozzarella, etc. Let's add a fluent builder our users can interact to build their
perfect Pizza
:
use crate::pizza::Crust;
use crate::pizza::Pizza;
use crate::pizza::Sauce;
use crate::pizza::Topping;
pub struct PizzaBuilder {
pizza: Pizza,
}
impl PizzaBuilder {
pub fn new() -> Self {
Self {
pizza: Pizza::default(),
}
}
pub fn with_crust(self, crust: Crust) -> Self {
Self {
pizza: Pizza {
crust,
..self.pizza
},
}
}
pub fn with_sauce(self, sauce: Sauce) -> Self {
Self {
pizza: Pizza {
sauce,
..self.pizza
},
}
}
pub fn with_topping(self, topping: Topping) -> Self {
let mut toppings_mut = self.pizza.toppings;
toppings_mut.push(topping);
Self {
pizza: Pizza {
toppings: toppings_mut,
..self.pizza
},
}
}
pub fn build(self) -> Pizza {
self.pizza
}
}
For those unfamiliar with Rust, we won't hang up on the details here. Our builder simply offers methods on
the PizzaBuilder
struct, consuming whatever the previous version of its internal Pizza
state through self
, and
creates a new internal state containing the previous pizza state with slight modifications depending on what property we
might be updating on the Pizza
we'll hand back to consumers. When we finally build()
this Pizza
, we simply hand
back the internally managed pizza state.
Consuming our PizzaBuilder
might look something like:
use crate::{
pizza::{Crust, Sauce, Topping},
pizza_builder::PizzaBuilder,
};
mod pizza;
mod pizza_builder;
fn main() {
let double_pepperoni = PizzaBuilder::new()
.with_crust(Crust::Regular)
.with_sauce(Sauce::Red)
.with_topping(Topping::Cheese)
.with_topping(Topping::Pepperoni)
.with_topping(Topping::Pepperoni)
.build();
println!("{:?}", double_pepperoni);
let deep_dish = PizzaBuilder::new()
.with_crust(Crust::DeepDish)
.with_sauce(Sauce::Red)
.with_topping(Topping::Cheese)
.with_topping(Topping::Sausage)
.with_topping(Topping::Mushrooms)
.build();
println!("{:?}", deep_dish);
let white_pie = PizzaBuilder::new()
.with_crust(Crust::Thin)
.with_sauce(Sauce::White)
.with_topping(Topping::BellPeppers)
.with_topping(Topping::Onions)
.with_topping(Topping::Custom("Anchovies".to_owned()))
.build();
println!("{:?}... ugh, anchovies...", white_pie);
}
Running our code gives us an output along the lines of"
Pizza { crust: Regular, toppings: [Cheese, Pepperoni, Pepperoni], sauce: Red }
Pizza { crust: DeepDish, toppings: [Cheese, Sausage, Mushrooms], sauce: Red }
Pizza { crust: Thin, toppings: [BellPeppers, Onions, Custom("Anchovies")], sauce: White }... ugh, anchovies...
Sweet! We're building fluent pizzas on the fly without having to leak details on pizza internals to consumers.
In short, it's often better to constrain object construction for consumers if your intent as the code owner is to have such consumers utilize your objects in a predefined manner. In essence, we should aim to help consumers build objects with intent rather than letting them run wild with unconstrained creation.
Until next time, friends!