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About OOP
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docs/writing/structure.rst

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@@ -172,6 +172,83 @@ Lastly, a convenient syntax is available for importing deeply nested packages:
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`import very.deep.module as mod` allow to use `mod` in place of the verbose
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repetition of `very.deep.module` in front of each calls to module items.
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Object-oriented programming
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---------------------------
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Python is sometime described as an object-oriented programming language. This
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can be somewhat misleading and need to be clarified.
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In Python, everything is an object, and can be handled as such. This is what is
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meant when we say that, for example, functions are first-class objects.
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Functions, classes, strings, and even types are objects in Python: like any
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objects, they have a type, they can be passed as function arguments, they may
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have methods and properties. In this understanding, Python is an
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object-oriented language.
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However, unlike Java, Python do not impose object-oriented programming as the
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main programming paradigm. It is perfectly viable for a Python project to not
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be object-oriented, ie. to use no or very few class definitions, class
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inheritance, and any other mechanism that are specific to object-oriented
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programming.
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Moreover, as seen in the modules_ section, the way Python handles modules and
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namespaces gives directly to the developer a natural way to ensure
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encapsulation and separation of abstraction layers, both being the most common
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reasons to use object-orientation. Therefore, Python programmers have more
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latitude to not use object-orientation, when it is not required by the business
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model to be constructed.
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There are some reasons to avoid unnecessary object-orientation. Definining
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custom classes is useful when we want to glue together some state and some
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functionality. The problem, as pointed out by the discussions about functional
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programming, comes from the "state" part of the equation.
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In some architectures, typically web applications, instances of Python
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processes are spawned simultaneously to answer to external requests that can
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happen at the same time. In this case, holding some state into instanciated
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objects, which means keeping some static information about the world, is prone
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to concurrency problems or race-conditions: between the initialization of the
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state of an object, usually done with the __init__() method, and the actual use
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of the object state through one of its method, the world may have changed, and
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the retained state may be outdated. For example, a request may load an item in
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memory and mark it as read by a user. If another request requires the deletion
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of this item at the same, it may happen that the deletion actually occur after
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the first process loaded the item, and then we have to mark as read a deleted
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object.
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This and other issues led to the idea that using stateless functions is a
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better programming paradigm.
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Another way to say the same thing is to propose to use functions and procedures
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with as few implicit context and side-effects as possible. A function's
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implicit context is decelable when the function body refers to some global
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variables or fetches data from the persistence layer. Side-effects are the
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opposite: if a function body modifies the global context or save or delete data
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on the persistence layer, it is said to have side-effect.
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Isolating carefully functions with context and side-effects from functions with
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logic (called pure functions) allow the following benefits:
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- Pure functions are more likely to be deterministic: given a fixed input,
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the output will always be the same.
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- Pure functions are much easier to change or replace if they need to
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be refactored or optimized.
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- Pure functions are easier to test with unit-tests: There is less
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need for complex context setup and data cleaning afterwards.
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- Pure functions are easier to manipulate, decorate_, pass-around.
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In summary, pure functions, without any context or side-effects, are more
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efficient building blocks than classes and objects for some architectures.
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Obviously, object-orientation is useful and even necessary in many cases, for
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example when developing graphical desktop applications or games, where the
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things that are manipulated (windows, buttons, avatars, vehicles) have a
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relatively long life of their own in the computer's memory.
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Vendorizing Dependencies
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------------------------
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