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Toy project for demonstrating one aspect of the Open-Closed Principle

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jesperolsson-se/FizzBuzz-OCP-Challenge

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FizzBuzz

The Open-Closed Principle (OCP) is one of the SOLID design principles. Consequently, it's part of what many software architects considers the fundamentals of their craft. In spite of this, few discussions of OCP go beyond classes and inheritance. Surprisingly often, the principle is stripped down to implementation inheritance (and criticised by the composion-over-inheritance movement).

In this repo, I'll challenge those ideas. To me, OCP is a much broader design principle that encourages us to leave our software room to grow. To evolve.

My stance is that OCP is not constrained to a select few programming language features. The principle is more about writing modules that, to paraphrase the Brundtland Report, meets the needs of the present without compromising the ability of future increments to meet their own needs.

In this repo, we'll start off with the popular programming excercise FizzBuzz. From there, I'll ask you to think about the software design and propose my own solutions. Through this lens, I aim to present a broader perspective of the principle.

I'll demonstrate that OCP implies that no tests should ever need to be altered. That OCP accelerates the product-market fit and endorses innovation. That OCP enhances agility.

The basic problem

Simply put, FizzBuzz is a game about division. Taking turns, the players count the integers. When 3 divides the number, the active player says "Fizz" or is elimiated. Similarly, numbers divisible by 5 and 15 are, respectively, "Buzz" and "FizzBuzz". The table below presents the breakdown of the sixteen first turns of a correctly played FizzBuzz game.

Number Word
1 1
2 2
3 Fizz
4 4
5 Buzz
6 Fizz
7 7
8 8
9 Fizz
10 Buzz
11 11
12 Fizz
13 13
14 14
15 FizzBuzz
16 16

Perhaps unsurprisingly, FizzBuzz has grown to become a popular programming exercise. It's a small, well-defined problem that also hides a couple of caveats that aren't obvious to everyone at first glance. In fact, FizzBuzz is so popular that it shows up in recruitment processes every now and then.

An example implementation of FizzBuzz is located in package basic

A first evolution

So far, the FizzBuzz program looks decent. Sure, there are numerous alternative solutions, each of which make slightly different trade-offs. Some might prefer to extract the no remainder check. Others might want to separate the Fizzing and Buzzing from the formatting. All of that, however, is besides the main point. As we'll see, moving forward, such preferences are small details compared to other design decisions.

Still, preferences are an interesting consideration. Suppose a portion of our users really like the idea behind FizzBuzz, but think it would be cute if the program said "BuzzFizz" when 15 divides the number (instead of the standard "FizzBuzz"). Take a moment and ask yourself how you would solve that problem. To clarify, our FizzBuzz module (the same binary) needs to cater to two different user segments at the same time.

When you have an answer, please consider the example implementation in the rearrange negative package. I'd say that's a pretty typical solution, but I'd also call it a bad solution because it's inflexible and doesn't leave much room for growth.

Further, we can see that the previous iteration violated OCP, as we could not evolve our software without modifying it. That's unfortunate, but perhaps acceptable: there was no indication that new requirements would be added. At the same time, this should be expected to be the norm. After all, as Ivar Jacobson said: "All systems change during their life cycles. This must be borne in mind when developing systems expected to last longer than the first version."

Still, what's done, is done. We can't change the fact that the previous version violated OCP. What we can do, is determine how we want to approach the uncertain future. Are we willing to put down our chips on the current version being the final one? Do we (honestly) believe that a quick-and-dirty solution will yield sufficient return on investment to compensate for the technical debt? I don't. And for the sake of argument, let's assume you don't, either. So, how would you refactor our code base, to leave room for growth in unknown directions?

The typical solution will leverage subclassing in one way or another. After all, isn't that what OCP is all about? Well, no, not really. Implementation inheritance is one way to satisfy the principle, to be sure, but hardly the only way. As a matter of fact, it's a solution that often turns out to be too rigid to meet future needs. Hold on to that thought, and I'll demonstrate in the next section.

An alternative implementation is available in the rearrange positive package. As you'll notice, we've satisifed our users' needs through object composition. The rules for "Fizz" and "Buzz" are completely decoupled from each other, but can be wired together to create "FizzBuzz" or "BuzzFizz" when we build our object graph (see Fig 1).

Already, we can get a sense for why this approach is more flexible: just by proposing a new wiring, we could satisfy needs such as "FizzFizzBuzz" (everytime 3 divides the number, say "Fizz" twice) or "Buzz>Fizz" (even when both rules are satisfied, just say "Buzz").

True, those needs don't exist (yet), but that doesn't invalidate the point. The design could satisfy them, simply by the virtue of flexibility. No extra effort is spent on allowing such usage.

Another way to think about it is, by viewing existing requirements as nothing more than examples of the system behaviour, we can work to avoid tunnel vision and target fixation. We can choose a design that meets them in an almost accidental manner, thus putting us in a prime position for responding to change. Again, we'll explore this further in the next section.

Further evolution

Suppose that, again, a new need arises. A user segement requires that our software can play FizzBuzzTazz (say "Tazz", when 7 divides the number). With our OCP design, this is simple (as demonstrated in the evolution tazz package). Please note how no existing code was modified. No method signatures; no method bodies. No classes and, perhaps most importantly, no unit tests.

This is the power of the OCP and object composition. We added a new rule (one class; a singular statement), and nothing else, and that was all we needed to wire together a solution for an unknowable need. But that's not all, in doing so , we enabled many more new combinations.

The additional number of combinations happens to be infinite, but for the sake of clarity, let's constrain ourselves so that we can use no more than one Concatenation and no Priority. Before adding Tazz, we had the following basic building blocks: Echo, Fizz, Buzz. Under our constraints, our wiring can contain zero, one, or two blocks, and we may reuse blocks. This equates to the following thirteen arrangements (when choosing one or zero blocks, order doesn't matter).

First Second
   
Echo  
Fizz  
Buzz  
Echo Echo
Echo Fizz
Echo Buzz
Fizz Echo
Fizz Fizz
Fizz Buzz
Buzz Echo
Buzz Fizz
Buzz Buzz

When we add Tazz (again, just one additional building block), we can make eight new arrangements. The full 21 arrangements are listed in the following table.

First Second
   
Echo  
Fizz  
Buzz  
Tazz  
Echo Echo
Echo Fizz
Echo Buzz
Echo Tazz
Fizz Echo
Fizz Fizz
Fizz Buzz
Fizz Tazz
Buzz Echo
Buzz Fizz
Buzz Buzz
Buzz Tazz
Tazz Echo
Tazz Fizz
Tazz Buzz
Tazz Tazz

By now, the network effect of our design should be evident. As we implement a linear number of composable objects, we enable a superlinear number of arrangements. Granted, not all of the arrangements correspond to a user need. In fact, very few of them do. However, in my opinion, that's not a problem; it's an opportunity. An opportunity for innovation and upselling.

According to Boden (2009), combinatorial creativity—producing unfamiliar combinations of familiar ideas—is one of the three forms of creativity. This can be translated to our object graph: the nodes and example wirings (known requirements) are the familiar ideas, while new wirings are unfamiliar combinations. Hence, we can hypothesise that this kind of design lends itself to more innovation points and, consequently, a higher expected value from upselling.

And beyond

So far, all we've done is to add a couple of similar-looking rules. Okay, so maybe Concatenation and Priority were a bit different from the others, but they still aren't very spectacular. What if we want to drastically change the behaviour of our objects, instead of just adding or reorder them?

Well, in that case, we add something that can process their behaviour and provide were the originals fell short. Do you want all pairs of z's to be capitalized? Add a decorator. Do you want your objects to speak like a robber? Add a decorator.

The point is, when we want some different behaviour, we don't modify existing code; we add new code. If we can't, that is a strong indication of a design flaw. That is not to say that designing software this way is easy, but rather that if your objects are small, capsualted entities with well-defined behaviour that model the problem domain, then it will be quite straight-forward to extend the software. Even without the need for implementation inheritance.

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