Continuing with our series to bring together the common design patterns and principles, we will, in this particular post, look into arguably the most famous design principle known to programmers – DRY. Don’t Repeat Yourselves – or DRY, is possibly the easiest to practice, at the same time, one that could go wrong in the ‘rush hours’ of project deadlines. The principle, as you would be aware of, aims in reducing/eliminating duplicate software patterns in the system. The Pragmatic Programmer describes DRY principle as follows
Every piece of knowledge must have a single, unambiguous, authoritative representation within a system – Andrew Hunt, Dave Thomas
The evils of a non-DRY system is obvious.If you have same functionality defined in two places, and you forget to change in one of the place when the functionality changes, you are left with a system that is self-contradicting. The principle doesn’t exclusively apply to code, but rather it applies to documentation, comments in code as well. Consider a scenario when the developer changes the code, but forgets to change the comments associated with the code, the result could be a future developer banging his head to understand what is now an obsolete comment.
The duplication could be broadly categorized into four categories (again thanks to Pragmatic Programmer).
There could be scenario’s when the Project Specifications or the technology limitations imposes duplication on the development team. Such scenarios are hard to tackle and the near perfect solution would be localize the impact of violation.
This kind of duplication involves scenario when the developer doesn’t realize they are guilty of duplication. This could be resultant of a rather imperfect design.
This is the most avoidable of the four categories of duplication and describes the scenarios when the developers are lazy or pressurized with deadlines, and end up finding shortcuts via duplicating. However, the develop team as a whole needs to remember that this tiny shortcut could lead to catastrophic impacts in latter stages of project
Most commonly seen in large disconnected teams and possibly the hardest to detect. The developer in one sub team could duplicate a functionality which was already developed.
DRY, as seen from above, is possibly the most easiest of Design Principles to master, if you are always on your toes. The key lies in keeping an eye on the bigger picture of project, refactor your code regularly.
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