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Phase 5: Evolution
This is the point in the development
cycle that has traditionally been called
“maintenance,” a
catch-all term that can mean everything from “getting it to work the way
it was really supposed to in the first place” to “adding features
that the customer forgot to mention” to the more traditional “fixing
the bugs that show up” and “adding new features as the need
arises.” So many misconceptions have been applied to the term
“maintenance” that it has taken on a slightly deceiving quality,
partly because it suggests that you’ve actually built a pristine program
and all you need to do is change parts, oil it, and keep it from rusting.
Perhaps there’s a better term to describe what’s going
on.
I’ll use the term
evolution[16].
That is, “You won’t get it right the first time, so give yourself
the latitude to learn and to go back and make changes.” You might need to
make a lot of changes as you learn and understand the problem more deeply. The
elegance you’ll produce if you evolve until you get it right will pay off,
both in the short and the long term. Evolution is where your program goes from
good to great, and where those issues that you didn’t really understand in
the first pass become clear. It’s also where your classes can evolve from
single-project usage to reusable resources.
What it means to “get it
right” isn’t just that the program works according to the
requirements and the use cases. It also means that the internal structure of the
code makes sense to you, and feels like it fits together well, with no awkward
syntax, oversized objects, or ungainly exposed bits of code. In addition, you
must have some sense that the program structure will survive the changes that it
will inevitably go through during its lifetime, and that those changes can be
made easily and cleanly. This is no small feat. You must not only understand
what you’re building, but also how the program will evolve (what I call
the vector of
change[17]).
Fortunately, object-oriented programming languages are particularly adept at
supporting this kind of continuing modification – the boundaries created
by the objects are what tend to keep the structure from breaking down. They also
allow you to make changes – ones that would seem drastic in a procedural
program – without causing earthquakes throughout your code. In fact,
support for evolution might be the most important benefit of
OOP.
With evolution, you create something that
at least approximates what you think you’re building, and then you kick
the tires, compare it to your requirements and see where it falls short. Then
you can go back and fix it by redesigning and re-implementing the portions of
the program that didn’t work
right[18].
You might actually need to solve the problem, or an aspect of the problem,
several times before you hit on the right solution. (A study of
Design Patterns, described
in Volume 2, is usually helpful here.)
Evolution also occurs when you build a
system, see that it matches your requirements, and then discover it wasn’t
actually what you wanted. When you see the system in operation, you find that
you really wanted to solve a different problem. If you think this kind of
evolution is going to happen, then you owe it to yourself to build your first
version as quickly as possible so you can find out if it is indeed what you
want.
Perhaps the most important thing to
remember is that by default – by definition, really – if you modify
a class then its super- and subclasses will still function. You need not fear
modification (especially if you have a built-in set of unit tests to verify the
correctness of your modifications). Modification won’t necessarily break
the program, and any change in the outcome will be limited to subclasses and/or
specific collaborators of the class you
change.
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