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---
title: >-
    Component-Oriented Programming
description: >-
    A concise description of.
---

[A previous post in this
blog](/2019/08/02/program-structure-and-composability.html) focused on a
framework developed to make designing component-based programs easier. In
retrospect, the pattern/framework proposed was over-engineered. This post
attempts to present the same ideas in a more distilled form, as a simple
programming pattern and without the unnecessary framework.

## Components

Many languages, libraries, and patterns make use of a concept called
"component", but in each case the meaning of "component" might be slightly
different. Therefore to begin talking about components it is necessary to first
describe what is meant by "component" in this post.

For the purposes of this post, properties of components include:

 1... **Abstract**: A component is an interface consisting of one or more
methods. 

   1a... A function might be considered to be a single-method
component _if_ the language supports first-class functions.

   1b... A component, being an interface, may have one or more
implementations. Generally there will be a primary implementation, which is used
during a program's runtime, and secondary "mock" implementations, which are only
used when testing other components.

 2... **Instantiatable**: An instance of a component, given some set of
parameters, can be instantiated as a standalone entity. More than one of the
same component can be instantiated, as needed.

 3... **Composable**: A component may be used as a parameter of another
component's instantiation. This would make it a child component of the one being
instantiated (the parent).

 4... **Pure**: A component may not use mutable global variables (i.e.
singletons) or impure global functions (e.g. system calls). It may only use
constants and variables/components given to it during instantiation.

 5... **Ephemeral**: A component may have a specific method used to clean
up all resources that it's holding (e.g. network connections, file handles,
language-specific lightweight threads, etc).

   5a... This cleanup method should _not_ clean up any child
components given as instantiation parameters.

   5b... This cleanup method should not return until the
component's cleanup is complete.

   5c... A component should not be cleaned up until all of its
parent components are cleaned up.

Components are composed together to create component-oriented programs This is
done by passing components as parameters to other components during
instantiation. The `main` process of the program is responsible for
instantiating and composing the components of the program.

## Example

It's easier to show than to tell. This section will posit a simple program and
then describe how it would be implemented in a component-oriented way. The
program chooses a random number and exposes an HTTP interface which allows
users to try and guess that number. The following are requirements of the
program:

* A guess consists of a name identifying the user performing the guess and the
  number which is being guessed.

* A score is kept for each user who has performed a guess.

* Upon an incorrect guess the user should be informed of whether they guessed
  too high or too low, and 1 point should be deducted from their score.

* Upon a correct guess the program should pick a new random number to check
  subsequent guesses against, and 1000 points should be added to the user's
  score.

* The HTTP interface should have two endpoints: one for users to submit guesses,
  and another which lists out user scores from highest to lowest.

* Scores should be saved to disk so they survive program restarts.

It seems clear that there will be two major areas of functionality to our
program: keeping scores and user interaction via HTTP. Each of these can be
encapsulated into components called `scoreboard` and `httpHandlers`,
respectively.

`scoreboard` will need to interact with a filesystem component in order to
save/restore scores (since it can't use system calls directly, see property 4).
It would be wasteful for `scoreboard` to save the scores to disk on every score
update, so instead it will do so every 5 seconds. A time component will be
required to support this.

`httpHandlers` will be choosing the random number which is being guessed, and so
will need a component which produces random numbers. `httpHandlers` will also be
recording score changes to the `scoreboard`, so will need access to the
`scoreboard`.

The example implementation will be written in go, which makes differentiating
HTTP handler functionality from the actual HTTP server quite easy, so there will
be an `httpServer` component which uses the `httpHandlers`.

Finally a `logger` component will be used in various places to log useful
information during runtime.

[The example implementation can be found
here.](/assets/component-oriented-design/v1/main.html) While most of it can be
skimmed, it is recommended to at least read through the `main` function to see
how components are composed together. Note how `main` is where all components
are instantiated, and how all components' take in their child components as part
of their instantiation.

## DAG

One way to look at a component-oriented program is as a directed acyclic graph
(DAG), where each node in the graph represents a component, and each edge
indicates the one component depends upon another component for instantiation.
For the previous program it's quite easy to construct such a DAG just by looking
at `main`:

```
net.Listener     rand.Rand        os.File
     ^               ^               ^
     |               |               |
 httpServer --> httpHandlers --> scoreboard --> time.Ticker
     |               |               |
     +---------------+---------------+--> log.Logger
```

Note that all the leaves of the DAG (i.e. nodes with no children) describe the
points where the program meets the operating system via system calls. The leaves
are, in essence, the program's interface with the outside world.

While it's not necessary to actually draw out the DAG for every program one
writes, it can be helpful to at least think about the program's structure in
these terms.

## Benefits

Looking at the previous example implementation, one would be forgiven for having
the immediate reaction of "This seems like a lot of extra work for little gain.
Why can't I just make the system calls where I need to, and not bother with
wrapping them in interfaces and all these other rules?"

The following sections will answer that concern by showing the benefits gained
by following a component-oriented pattern.

### Testing

Testing is important, that much is being assumed.

A distinction to be made with testing is between unit and non-unit (sometimes
called "integration") tests. Unit tests are those which do not make any
requirements of the environment outside the test, such as the existence of a
running database, filesystem, or network service. Unit tests do not interact
with the world outside the testing process, but instead use mocks in place of
functionality which would be expected by that world.

Unit tests are important because they are faster to run and more consistent than
non-unit tests. Unit tests also force the programmer to consider different
possible states of a component's dependencies during the mocking process.

Unit tests are often not employed by programmers because they are difficult to
implement for code which does not expose any way of swapping out dependencies
for mocks of those dependencies. The primary culprit of this difficulty is
direct usage of singletons and impure global functions. With component-oriented
programs all components inherently allow for swapping out any dependencies via
their instantiation parameters, so there's no extra effort needed to support
unit tests.

[Tests for the example implementation can be found
here.](/assets/component-oriented-design/v1/main_test.html) Note that all
dependencies of each component being tested are mocked/stubbed next to them.

### Configuration

Practically all programs require some level of runtime configuration. This may
take the form of command-line arguments, environment variables, configuration
files, etc.

With a component-oriented program all components are instantiated in the same
place, `main`, so it's very easy to expose any arbitrary parameter to the user.
For any component which a configurable parameter effects, that component merely
needs to take an instantiation parameter for that configurable parameter;
`main` can connect the two together. This accounts for unit testing a
component with different configurations, while still allowing for configuring
any arbitrary internal functionality.

For more complex configuration systems it is also possible to implement a
`configuration` component, wrapping whatever configuration-related functionality
is needed, which other components use as a sub-component. The effect is the
same.

To demonstrate how configuration works in a component-oriented program the
example program's requirements will be augmented to include the following:

* The point change amounts for both correct and incorrect guesses (currently
  hardcoded at 1000 and 1, respectively) should be configurable on the
  command-line.

* The save file's path, HTTP listen address, and save interval should all be
  configurable on the command-line.

[The new implementation, with newly configurable parameters, can be found
here.](/assets/component-oriented-design/v2/main.html) Most of the program has
remained the same, and all unit tests from before remain valid. The primary
difference is that `scoreboard` takes in two new parameters for the point change
amounts, and configuration is set up inside `main`.

### Setup/Runtime/Cleanup

A program can be split into three stages: setup, runtime, and cleanup. Setup
is the stage during which internal state is assembled in order to make runtime
possible. Runtime is the stage during which a program's actual function is being
performed. Cleanup is the stage during which runtime stops and internal state is
disassembled.

A graceful (i.e. reliably correct) setup is quite natural to accomplish for
most. On the other hand a graceful cleanup is, unfortunately, not a programmer's
first concern (frequently it is not a concern at all).

When building reliable and correct programs a graceful cleanup is as important
as a graceful setup and runtime. A program is still running while it is being
cleaned up, and it's possibly even acting on the outside world still. Shouldn't
it behave correctly during that time?

Achieving a graceful setup and cleanup with components is quite simple:

During setup a single-threaded procedure (`main`) constructs the leaf components
first, then the components which take those leaves as parameters, then the
components which take _those_ as parameters, and so on, until the component DAG
is constructed.

At this point the program's runtime has begun.

Once runtime is over, signified by a process signal or some other mechanism,
it's only necessary to call each component's cleanup method (if any, see
property 5) in the reverse of the order the components were instantiated in.
This order is inherently deterministic, since the components were instantiated
by a single-threaded procedure.

Inherent to this pattern is the fact that each component will certainly be
cleaned up before any of its child components, since its child components must
have been instantiated first and a component will not clean up child components
given as parameters (properties 5a and 5c). Therefore the pattern avoids
use-after-cleanup situations.

To demonstrate a graceful cleanup in a component-oriented program the example
program's requirements will be augmented to include the following:

* The program will terminate itself upon an interrupt signal.

* During termination (cleanup) the program will save the latest set of scores to
  disk one final time.

[The new implementation which accounts for these new requirements can be found
here.](/assets/component-oriented-design/v3/main.html) For this example go's
`defer` feature could have been used instead, which would have been even
cleaner, but was omitted for the sake of those using other languages.


## Conclusion

The component pattern helps make programs more reliable with only a small amount
of extra effort incurred. In fact most of the pattern has to do with
establishing sensible abstractions around global functionality and remembering
certain idioms for how those abstractions should be composed together, something
most of us do to some extent already anyway.

While beneficial in many ways, component-oriented programming is merely a tool
which can be applied in many cases. It is certain that there are cases where it
is not the right tool for the job, so apply it deliberately and intelligently.

## Criticisms/Questions

In lieu of a FAQ I will attempt to premeditate questions and criticisms of the
component-oriented programming pattern laid out in this post:

**This seems like a lot of extra work.**

Building reliable programs is a lot of work, just as building a
reliable-anything is a lot of work. Many of us work in an industry which likes
to balance reliability (sometimes referred to by the more specious "quality")
with maleability and deliverability, which naturally leads to skepticism of any
suggestions requiring more time spent on reliability. This is not necessarily a
bad thing, it's just how the industry functions.

All that said, a pattern need not be followed perfectly to be worthwhile, and
the amount of extra work incurred by it can be decided based on practical
considerations. I merely maintain that code which is (mostly) component-oriented
is easier to maintain in the long run, even if it might be harder to get off the
ground initially.

**My language makes this difficult.**

I don't know of any language which makes this pattern particularly easier than
others, so unfortunately we're all in the same boat to some extent (though I
recognize that some languages, or their ecosystems, make it more difficult than
others). It seems to me that this pattern shouldn't be unbearably difficult for
anyone to implement in any language either, however, as the only language
feature needed is abstract typing.

It would be nice to one day see a language which explicitly supported this
pattern by baking the component properties in as compiler checked rules.

**My `main` is too big**

There's no law saying all component construction needs to happen in `main`,
that's just the most sensible place for it. If there's large sections of your
program which are independent of each other then they could each have their own
construction functions which `main` then calls.

Other questions which are worth asking: Can my program be split up
into multiple programs? Can the responsibilities of any of my components be
refactored to reduce the overall complexity of the component DAG? Can the
instantiation of any components be moved within their parent's
instantiation function?

(This last suggestion may seem to be disallowed, but is in fact fine as long as
the parent's instantiation function remains pure.)

**Won't this will result in over-abstraction?**

Abstraction is a necessary tool in a programmer's toolkit, there is simply no
way around it. The only questions are "how much?" and "where?".

The use of this pattern does not effect how those questions are answered, in my
opinion, but instead aims to more clearly delineate the relationships and
interactions between the different abstracted types once they've been
established using other methods. Over-abstraction is possible and avoidable no
matter what language, pattern, or framework is being used.

**Does CoP conflict with object-oriented or functional programming?**

I don't think so. OoP languages will have abstract types as part of their core
feature-set; most difficulties are going to be with deliberately _not_ using
other features of an OoP language, and with imported libraries in the language
perhaps making life inconvenient by not following CoP (specifically when it
comes to cleanup and use of singletons).

With functional programming it may well be, depending on the language, that CoP
is technically being used, as functional languages are generally antagonistic
towards to globals and impure functions already, which is most of the battle.
Going from functional to component-oriented programming will generally be a
problem of organization.