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Switch Statements
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Switch statements (or their equivalent, if elseif elseif structures) aren't inherently bad They become bad only when they make your design more complicated or rigid than it needs to be In that case, it's best to refactor away from switch statements to a more object-based or polymorphic solution Replace Conditional Dispatcher with Command (191) describes how to break down a large switch statement into a collection of Command [DP] objects, each of which may be looked up and invoked without relying on conditional logic Move Accumulation to Visitor (320) describes an example where switch statements are used to obtain data from instances of classes that have different interfaces By refactoring the code to use a Visitor [DP], no conditional logic is needed and the design becomes more flexible
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Combinatorial Explosion
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This smell is a subtle form of duplication It exists when you have numerous pieces of code that do the same thing using different kinds or quantities of data or objects For example, say you have numerous methods on a class for performing queries Each of these methods performs a query using specific conditions and data The more specialized queries you need to support, the more query methods you must create Pretty soon you have an explosion of methods to handle the many ways of performing queries You also have an implicit query language You can remove all of these methods and the combinatorial explosion smell by applying Replace Implicit Language with Interpreter (269)
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Oddball Solution
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When a problem is solved one way throughout a system and the same problem is solved another way in the same system, one of the solutions is the oddball or inconsistent solution The presence of this smell usually indicates subtly duplicated code To remove this duplication, first determine your preferred solution In some cases, the solution used least often may be your preferred solution if it is better than the solution used most of the time After determining your preferred solution, you can often apply Substitute Algorithm [F] to produce a consistent solution throughout your system Given a consistent solution, you may be able to move all instances of the solution to one place, thereby removing duplication The Oddball Solution smell is usually present when you have a preferred way to communicate with a set of classes, yet differences in the interfaces of the classes prevent you from communicating with them in a consistent way In that case, consider applying Unify Interfaces with Adapter (247) to produce a common interface by which you may communicate consistently with all of the classes Once you do that, you can often discover ways to remove duplicated processing logic
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5 A Catalog of Refactorings to Patterns
This chapter looks at the format of the refactorings in this book, the projects referenced in the refactorings, the maturity level of the refactorings, as well as a suggested study sequence for the catalog
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Format of the Refactorings
The format of each refactoring in this book mostly follows the format used by Martin Fowler in Refactoring [F], with a few of my own embellishments Each refactoring generally has most, if not all, of the following parts Name: The name is important for building up a vocabulary of refactorings The refactorings in this book refer to numerous refactorings in Refactoring as well as refactorings in this book Summary: Each refactoring in this book describes a design transformation I use textual and diagrammatic descriptions to explain each transformation I call the diagrammatic portion of the summary a sketch because it uses UML to show the essence of a design transformation The sketches use a variety of UML diagrams, including class, object, collaboration, and sequence diagrams The sketches rarely show every method or field within a class, as that would distract the reader from the essence of the transformation Most of the sketches also include gray boxes that contain the names of important participants in a refactoring For example, the diagram on the next page shows the "after" sketch from Move Embellishment to Decorator (144)
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The participants listed in the gray boxes, "Decorator: ConcreteDecorator" and "Decorator: ConcreteComponent," both originate from the Participants section from the Decorator pattern in Design Patterns [DP] In some cases, the participants listed in gray boxes originate from the names of classes or methods that I write about in the Mechanics section of a refactoring Motivation: This section describes why you'd want to use this refactoring It also tends to include high-level descriptions that give a good overview of the patterns If you need further details, it will be best to consult a book that describes the particular pattern in depth At the end of the Motivation section, I include a box that lists the benefits and liabilities associated with the refactoring A plus sign (+) signifies a benefit, while a minus sign ( ) signifies a liability Here's an example from the refactoring Replace State-Altering Conditionals with State (166)