For some time I\'ve been designing my class interfaces to be minimal, preferring namespace-wrapped non-member functions over member functions. Essentially following Scott Meyer
Prefer non-member non-friend functions for encapsulation UNLESS you want implicit conversions to work for class templates non-member functions (in which case you better make them friend functions):
That is, if you have a class template type<T>
:
template<class T>
struct type {
void friend foo(type<T> a) {}
};
and a type implicitly convertible to type<T>
, e.g.:
template<class T>
struct convertible_to_type {
operator type<T>() { }
};
The following works as expected:
auto t = convertible_to_type<int>{};
foo(t); // t is converted to type<int>
However, if you make foo
a non-friend function:
template<class T>
void foo(type<T> a) {}
then the following doesn't work:
auto t = convertible_to_type<int>{};
foo(t); // FAILS: cannot deduce type T for type
Since you cannot deduce T
then the function foo
is removed from the overload resolution set, that is: no function is found, which means that the implicit conversion does not trigger.
I do this quite a bit on the project I work on; the largest of which at my current company is around 2M lines, but it's not open source, so I can't provide it as a reference. However, I will say that I agree with the advice, generally speaking. The more you can separate the functionality which is not strictly contained to just one object from that object, the better your design will be.
By way of an example, consider the classic polymorphism example: a Shape base class with subclasses, and a virtual Draw() function. In the real world, Draw() would need to take some drawing context, and potentially be aware of the state of other things being drawn, or the application in general. Once you put all that into each subclass implementation of Draw(), you're likely to have some code overlap, or most of your actual Draw() logic will be in the base class, or somewhere else. Then consider that if you want to re-use some of that code, you'll need to provide more entry points into the interface, and possibly pollute the functions with other code not related to drawing shapes (eg: multi-shape drawing correlation logic). Before long, it'll be a mess, and you'll wish you had a draw function which took a Shape (and context, and other data) instead, and Shape just had functions/data which were entirely encapsulated and not using or referencing external objects.
Anyway, that's my experience/advice, for what it's worth.
As stated in the article, STL has both member and non-member functions. This isn't because of his preference -- it's mostly because many of the free functions operate on iterators and iterators are not in a class hierarchy (because STL wants pointers on arrays to be first-class iterators).
I strongly disagree with this article for C++, because the inconsistency would be annoying, and in modern IDE's intellisense would be broken.
In C#, however, with extension methods, this is all very good advice. There, you get the best of both worlds -- you can make non-member functions that can appear to be member functions. They also can be in separate files -- getting all of the benefits of this practice without the inconsistency drawback.
OpenCV library does this. They have a cv::Mat class that presents a 3D matrix (or images). Then they have all the other functions in the cv namespace.
OpenCV library is huge and is widely regarded in its field.
I also do this alot, where it seems to make sense, and it causes absolutely no problems with scaling. (although my current project is only 40000 LOC) In fact, I think it makes the code more scalable - it slims down classes, reduces dependencies. It sometimes requires you to refactor your functions to make them independent of members of the class - and thereby often creating a library of more general helper functions, which you can easly reuse elsewhere. I'd also mention that one of the common problems with many large projects is the bloating of classes - and I think preferring non-member, non-friend functions also helps here.
(I don't have time to write this up nicely, the following's a 5 minute brain dump which doubtless can be ripped apart at various trival levels, but please address the concepts and general thrust.)
I have considerable sympathy for the position taken by Jonathan Grynspan, but want to say a bit more about it than can reasonably be done in comments.
First - a "well said" to Alf Steinbach, who chipped in with "It's only over-simplified caricatures of their viewpoints that might seem to be in conflict. For what it's worth I don't agree with Scott Meyers on this matter; as I see it he's over-generalizing here, or he was."
Scott, Herb etc. were making these points when few people understood the trade-offs or alternatives, and they did so with disproportionate strength. Some nagging hassles people had during evolution of code were analysed and a new design approach addressing those issues was rationally derived. Let's return to the question of whether there were downsides later, but first - worth saying that the pain in question was typically small and infrequent: non-member functions are just one small aspect of designing reusable code, and in enterprise scale systems I've worked on simply writing the same kind of code you'd have put into a member function as a non-member is rarely enough to make the non-members reusable. It's pretty rare for them to even express algorithms that are both complex enough to be worth reusing and yet not tightly bound to the specific of the class they were designed for, that being weird enough that it's practically inconceivable some other class will happen along supporting the same operations and semantics. Often, you also need to template arguments, or introduce a base class to abstract the set of operations required. Both have significant implications in terms of performance, being inline vs out-of-line, client-code recompilation.
That said, there's often less code changes and impact study required when changing implementation if operations have been implementing in terms of a public interface, and being a non-friend non-member systematically enforces that. Occasionally though, it makes the initial implementation more verbose or in some other way less desirable and maintainble.
But, as a litmus test - how many of these non-member functions sit in the same header as the only class for which they're currently applicable? How many want to abstract their arguments via templates (which means inlining, compilation dependencies) or base classes (virtual function overheads) to allow reuse? Both discourage people from seeing them as reusable, but when not the case, the operations available on a class are delocalised, which can frustrate developers perception of a system: the develop often has to work out for themselves the rather disappointing fact that - "oh - that will only work for class X".
Bottom line: most member functions aren't potentially reusable. Much corporate code isn't broken into clean algorithm versus data with potential for reuse of the former. That kind of division just isn't required or useful or conceivably useful 20 years down the road. It's much the same as get/set methods - they're needed at certain API boundaries, but can constitute needless verbosity when ownership and use of the code is localised.
Personally, I don't have an all or nothing approach to this, but decide what to make a member function or non-member based on whether there's any likely benefit to either, potential reusability versus locality of interface.