Welcome to our captivating session on refactoring, a powerful tool for tidying up code, much like organizing a messy toy box or finding a faster route to school.
Just as each line of code is as essential as a brick in a building, clumsy code may lead to an unstable structure. Today, we'll focus on enhancing the readability, maintainability, and performance of our code through refactoring.
Let's briefly revisit a few key concepts using Go:
- Code Smells: Indicators that our code needs refactoring, akin to clutter calling for cleanup.
- Refactoring Techniques: We've familiarized ourselves with
Extract Function
,Rename Function
, andSubstitute Algorithm
techniques in earlier lessons. - Go's Structs and Interfaces: We leverage
structs
for data organization andinterfaces
for defining behaviors, enabling cleaner and more maintainable code. - Code Decoupling and Modularization: Techniques to organize code effectively, minimizing dependencies and coupling, making the code easier to manage.
We'll use these concepts as guiding stars as we traverse the cosmos of refactoring.
We'll start by rewriting a complex game score computation function in Go. Let's look at it:
Go1package main 2 3type Player struct { 4 Power int 5} 6 7func ComputeScore(player Player, monsters []int) int { 8 score := 0 9 for _, monster := range monsters { 10 if player.Power > monster { 11 score += player.Power - monster 12 } else { 13 score -= player.Power - monster 14 } 15 } 16 return score 17}
This code uses an algorithm to adjust the score based on the player's and monsters' power. The parts player.Power > monster
and player.Power - monster
recur in this function, indicating room for refactoring. We'll apply the Extract Function
and Rename Function
techniques to untangle this:
- We'll extract the scoring logic into a separate function,
ScoreChange
. - We'll rename the original function to
ComputeGameScore
.
With these adjustments, our improved code might look something like this:
Go1package main 2 3type Player struct { 4 Power int 5} 6 7// New function to calculate score changes. 8func ScoreChange(power, monster int) int { 9 if power > monster { 10 return power - monster 11 } 12 return monster - power 13} 14 15// Refactored function to calculate the game score. 16func ComputeGameScore(player Player, monsters []int) int { 17 score := 0 18 for _, monster := range monsters { 19 score += ScoreChange(player.Power, monster) 20 } 21 return score 22}
This refactoring has simplified the function and made it easier to modify in the future.
Let's consider another example where the game has multiple types of monsters. Each monster type behaves differently when encountered by a player.
Go1package main 2 3import "fmt" 4 5type Player struct { 6 Power int 7} 8 9func MonsterReaction(monsterType string, player Player) { 10 if monsterType == "ghost" { 11 if player.Power > 5 { 12 fmt.Println("The ghost flees in terror!") 13 } else { 14 fmt.Println("The ghost grumbles and attacks!") 15 } 16 } else if monsterType == "goblin" { 17 if player.Power > 3 { 18 fmt.Println("The goblin groans and retreats!") 19 } else { 20 fmt.Println("The goblin hacks with its sword!") 21 } 22 } 23 // more monster types... 24}
This scenario could also benefit from refactoring using OOP and Code Decoupling:
- First, we'll introduce an interface
Monster
with a methodReaction
that can be implemented by each type of monster. - Then, we'll create struct types
Ghost
andGoblin
that implement theMonster
interface and provide their ownReaction
methods.
Under the revised structure, our game code would look like this:
Go1package main 2 3import "fmt" 4 5type Player struct { 6 Power int 7} 8 9// Monster interface defines behavior for different monster types 10type Monster interface { 11 Reaction(player Player) 12} 13 14type Ghost struct{} 15 16func (g Ghost) Reaction(player Player) { 17 if player.Power > 5 { 18 fmt.Println("The ghost flees in terror!") 19 } else { 20 fmt.Println("The ghost grumbles and attacks!") 21 } 22} 23 24type Goblin struct{} 25 26func (g Goblin) Reaction(player Player) { 27 if player.Power > 3 { 28 fmt.Println("The goblin groans and retreats!") 29 } else { 30 fmt.Println("The goblin hacks with its sword!") 31 } 32} 33 34// Game function where slice of Monsters is managed 35func main() { 36 player := Player{Power: 4} 37 monsters := []Monster{Ghost{}, Goblin{}, Ghost{}, Goblin{}} 38 for _, monster := range monsters { 39 monster.Reaction(player) 40 } 41}
Now, our code dealing with multiple monsters is easier to manage and can be extended to accommodate more types of monsters by simply creating new structs that implement the Monster
interface.
Phew! We've done an excellent job working through two practical problems, enhancing our refactoring skills, and learning how to identify code smells and apply refactoring techniques.
The more you practice, the better you'll become at spotting code that could benefit from refactoring. Brace yourself for more practice tasks, and remember, always keep your code lean and efficient!