Follow Techotopia on Twitter

On-line Guides
All Guides
eBook Store
iOS / Android
Linux for Beginners
Office Productivity
Linux Installation
Linux Security
Linux Utilities
Linux Virtualization
Linux Kernel
System/Network Admin
Programming
Scripting Languages
Development Tools
Web Development
GUI Toolkits/Desktop
Databases
Mail Systems
openSolaris
Eclipse Documentation
Techotopia.com
Virtuatopia.com
Answertopia.com

How To Guides
Virtualization
General System Admin
Linux Security
Linux Filesystems
Web Servers
Graphics & Desktop
PC Hardware
Windows
Problem Solutions
Privacy Policy

  




 

 

The Art of Unix Programming
Prev Home Next


Unix Programming - Compactness and Orthogonality - Orthogonality

Orthogonality

Orthogonality is one of the most important properties that can help make even complex designs compact. In a purely orthogonal design, operations do not have side effects; each action (whether it's an API call, a macro invocation, or a language operation) changes just one thing without affecting others. There is one and only one way to change each property of whatever system you are controlling.

Your monitor has orthogonal controls. You can change the brightness independently of the contrast level, and (if the monitor has one) the color balance control will be independent of both. Imagine how much more difficult it would be to adjust a monitor on which the brightness knob affected the color balance: you'd have to compensate by tweaking the color balance every time after you changed the brightness. Worse, imagine if the contrast control also affected the color balance; then, you'd have to adjust both knobs simultaneously in exactly the right way to change either contrast or color balance alone while holding the other constant.

Far too many software designs are non-orthogonal. One common class of design mistake, for example, occurs in code that reads and parses data from one (source) format to another (target) format. A designer who thinks of the source format as always being stored in a disk file may write the conversion function to open and read from a named file. Usually the input could just as well have been any file handle. If the conversion routine were designed orthogonally, e.g., without the side effect of opening a file, it could save work later when the conversion has to be done on a data stream supplied from standard input, a network socket, or any other source.

Doug McIlroy's advice to “Do one thing well” is usually interpreted as being about simplicity. But it's also, implicitly and at least as importantly, about orthogonality.

It's not a problem for a program to do one thing well and other things as side effects, provided supporting those other things doesn't raise the complexity of the program and its vulnerability to bugs. In Chapter9 we'll examine a program called ascii that prints synonyms for the names of ASCII characters, including hex, octal, and binary values; as a side effect, it can serve as a quick base converter for numbers in the range 0–255. This second use is not an orthogonality violation because the features that support it are all necessary to the primary function; they do not make the program more difficult to document or maintain.

The problems with non-orthogonality arise when side effects complicate a programmer's or user's mental model, and beg to be forgotten, with results ranging from inconvenient to dire. Even when you do not forget the side effects, you're often forced to do extra work to suppress them or work around them.

There is an excellent discussion of orthogonality and how to achieve it in The Pragmatic Programmer [Hunt-Thomas]. As they point out, orthogonality reduces test and development time, because it's easier to verify code that neither causes side effects nor depends on side effects from other code — there are fewer combinations to test. If it breaks, orthogonal code is more easily replaced without disturbance to the rest of the system. Finally, orthogonal code is easier to document and reuse.

The concept of refactoring, which first emerged as an explicit idea from the ‘Extreme Programming’ school, is closely related to orthogonality. To refactor code is to change its structure and organization without changing its observable behavior. Software engineers have been doing this since the birth of the field, of course, but naming the practice and identifying a stock set of refactoring techniques has helped concentrate peoples' thinking in useful ways. Because these fit so well with the central concerns of the Unix design tradition, Unix developers have quickly coopted the terminology and ideas of refactoring.[43]

The basic Unix APIs were designed for orthogonality with imperfect but considerable success. We take for granted being able to open a file for write access without exclusive-locking it for write, for example; not all operating systems are so graceful. Old-style (System III) signals were non-orthogonal, because signal receipt had the side-effect of resetting the signal handler to the default die-on-receipt. There are large non-orthogonal patches like the BSD sockets API and very large ones like the X windowing system's drawing libraries.

But on the whole the Unix API is a good example: Otherwise it not only would not but could not be so widely imitated by C libraries on other operating systems. This is also a reason that the Unix API repays study even if you are not a Unix programmer; it has lessons about orthogonality to teach.


[an error occurred while processing this directive]
The Art of Unix Programming
Prev Home Next

 
 
  Published under free license. Design by Interspire