Is defining get/set methods for every field overkill?
ryuukk_
ryuukk.dev at gmail.com
Wed Nov 23 13:52:18 UTC 2022
On Thursday, 17 November 2022 at 04:39:35 UTC, thebluepandabear
wrote:
> I am creating a TUI library and I have a class with the
> following constant fields:
>
> ```
> class Label : Renderable {
> const string text;
> const TextAlignment textAlignment;
> const Color color;
>
> this(Dimensions dimensions, string text, TextAlignment
> textAlignment, Color color) {
> this.dimensions = dimensions;
> this(text, textAlignment, color);
> }
>
> this(string text, TextAlignment textAlignment, Color color)
> {
> this.text = text;
> this.textAlignment = textAlignment;
> this.color = color;
> }
>
> override Cell[] render() const {
> Cell[] cells;
>
> for (int x = 0; x < 0 + text.length; ++x) {
> cells ~= Cell(Coordinates(x, 0), text[x], color);
> }
>
> return cells;
> }
> }
> ```
>
> I am debating whether or not I should add getter methods to
> these properties. On one hand, it will inflate the codebase by
> a lot, on the other hand -- in other languages like Java it is
> a good practice:
>
> ```
> class Label : Renderable {
> private const string text;
> private const TextAlignment textAlignment;
> private const Color color;
>
> this(Dimensions dimensions, string text, TextAlignment
> textAlignment, Color color) {
> this.dimensions = dimensions;
> this(text, textAlignment, color);
> }
>
> this(string text, TextAlignment textAlignment, Color color)
> {
> this.text = text;
> this.textAlignment = textAlignment;
> this.color = color;
> }
>
> string getText() const {
> return text;
> }
>
> TextAlignment getTextAlignment() const {
> return textAlignment;
> }
>
> Color getColor() const {
> return color;
> }
>
> override Cell[] render() const {
> Cell[] cells;
>
> for (int x = 0; x < 0 + text.length; ++x) {
> cells ~= Cell(Coordinates(x, 0), text[x], color);
> }
>
> return cells;
> }
> }
> ```
>
> It's not a lot of code that has been added but if you have a
> class with say 10 different fields, adding getter methods would
> definitely increase the code size by a lot, so what are you
> guys thoughts on this?
Little optimization, you could prefill your cells instead of
creating a new dynamic array every frames not good for the gc
```D
class Label : Renderable {
private const string text;
private const TextAlignment textAlignment;
private const Color color;
private const Cell[] cells;
this(Dimensions dimensions, string text, TextAlignment
textAlignment, Color color) {
this.dimensions = dimensions;
this(text, textAlignment, color);
}
this(string text, TextAlignment textAlignment, Color color)
{
this.text = text;
this.cells.length = test.length;
this.textAlignment = textAlignment;
this.color = color;
// fill cells here
for (int x = 0; x < text.length; x++)
this.cells[x] = Cell(Coordinates(x, 0), text[x],
color);
}
string getText() const {
return text;
}
TextAlignment getTextAlignment() const {
return textAlignment;
}
Color getColor() const {
return color;
}
override Cell[] render() const {
return cells;
}
}
```
As for the get/set, i almost never use `private`, and i never use
getter/setter to just access variables, it's pointless imo
Unless you expect your users to extend/override your types, then
it make sense, but i personally prefer composition, as i'm not a
fan of OOP
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