- Introduction
- Part 1 Good Code
- Chapter 1 Safety
- 引言
- 第1条:限制可变性
- 第2条:最小化变量作用域
- 第3条:尽快消除平台类型
- 第4条:不要把推断类型暴露给外部
- Item 5 Specify Your Expectations On Arguments And State
- 第6条:尽可能使用标准库中提供的异常
- 第7条:当不能返回预期结果时,优先使用null o或Failure 作为返回值
- Item 8 Handle Nulls Properly
- 第9条:使用use关闭资源
- Item 10 Write Unit Tests
- Chapter 2 Readability
- Introduction
- Item 11 Design For Readability
- Item 12 Operator Meaning Should Be Consistent With Its Function Name
- Item 13 Avoid Returning Or Operating On Unit
- Item 14 Specify The Variable Type When It Is Not Clear
- Item 15 Consider Referencing Receivers Explicitly
- Item 16 Properties Should Represent State Not Behavior
- Item 17 Consider Naming Arguments
- Item 18 Respect Coding Conventions
- Part 2 Code Design
- Chapter 3 Reusability
- Introduction
- Item 19 Do Not Repeat Knowledge
- Item 20 Do Not Repeat Common Algorithms
- Item 21 Use Property Delegation To Extract Common Property Patterns
- Item 22 Use Generics When Implementing Common Algorithms
- Item 23 Avoid Shadowing Type Parameters
- Item 24 Consider Variance For Generic Types
- Item 25 Reuse Between Different Platforms By Extracting Common Modules
- Chapter 4 Abstraction Design
- Introduction
- Item 26 Each Function Should Be Written In Terms Of A Single Level Of Abstraction
- Item 27 Use Abstraction To Protect Code Against Changes
- Item 28 Specify API Stability
- Item 29 Consider Wrapping External API
- Item 30 Minimize Elements Visibility
- Item 31 Define Contract With Documentation
- Item 32 Respect Abstraction Contracts
- Chapter 5 Object Creation
- Introduction
- Item 33 Consider Factory Functions Instead Of Constructors
- Item 34 Consider A Primary Constructor With Named Optional Arguments
- Item 35 Consider Defining A DSL For Complex Object Creation
- Chapter 6 Class Design
- Introduction
- Item 36 Prefer Composition Over Inheritance
- Item 37 Use The Data Modifier To Represent A Bundle Of Data
- Item 38 Use Function Types Instead Of Interfaces To Pass Operations And Actions
- Item 39 Prefer Class Hierarchies To Tagged Classes
- Item 40 Respect The Contract Of Equals
- Item 41 Respect The Contract Of Hash Code
- Item 42 Respect The Contract Of Compare To
- Item 43 Consider Extracting Non Essential Parts Of Your API Into Extensions
- Item 44 Avoid Member Extensions
- Part 3 Efficiency
- Chapter 7 Make It Cheap
- Introduction
- Item 45 Avoid Unnecessary Object Creation
- Item 46 Use Inline Modifier For Functions With Parameters Of Functional Types
- Item 47 Consider Using Inline Classes
- Item 48 Eliminate Obsolete Object References
- Chapter 8 Efficient Collection Processing
- Introduction
- Item 49 Prefer Sequence For Big Collections With More Than One Processing Step
- Item 50 Limit The Number Of Operations
- Item 51 Consider Arrays With Primitives For Performance Critical Processing
- Item 52 Consider Using Mutable Collections
- Published with GitBook
Introduction
Chapter 7: Make it cheap
Code efficiency today is often treated indulgently. To a certain degree, it is reasonable. Memory is cheap and developers are expensive. Though if your application is running on millions of devices, it consumes a lot of energy, and some optimization of battery use might save enough energy to power a small city. Or maybe your company is paying lots of money for servers and their maintenance, and some optimization might make it significantly cheaper. Or maybe your application works well for a small number of requests but does not scale well and on the day of the trial, it shuts down. Customers remember such situations.
Efficiency is important in the long term, but optimization is not easy. Premature optimization often does more harm than good. Instead, there are some rules that can help you make more efficient programs nearly painlessly. Those are the cheap wins: they cost nearly nothing, but still, they can help us improve performance significantly. When they are not sufficient, we should use a profiler and optimize performance-critical parts. This is more difficult to achieve because it requires more understanding of what is expensive and how some optimizations can be done.
This and the next chapter are about performance:
- Chapter 7: Make it cheap - more general suggestions for performance.
- Chapter 8: Efficient collection processing - concentrates on collection processing.
They focus on general rules to cheaply optimize every-day development. But they also give some Kotlin-specific suggestions on how performance might be optimized in the critical parts of your program. They should also deepen your understanding of thinking about performance in general.
Please, remember that when there is a tradeoff between readability and performance, you need to answer yourself what is more important in the component you develop. I included some suggestions, but there is no universal answer.