It's a Wiring Problem

IMG_2616 I once had a mentor who liked to say, “If you can reduce it to a wiring problem, you’re half-way there.” It took me a while to really understand what this means and why it is useful advice for a software engineer. In this post, I’m going to do my best to explain it and provide you with some practical applications. I hope you find it helpful!

When we aren’t at work, we move around in a world of physical objects. Many of these objects are quite complex: airplanes, iPhones, refrigerators, and Ikea furniture. Some of these are composed of hundreds of thousands, or even millions of intricate parts (Ikea furniture), all delicately assembled in a very precise configuration. It’s easy to forget how complex some of these objects are because they present such a simple physical interface. To the consumer, the iPhone is just a solid flat rectangle.

Even easier to forget are the complex processes used to fabricate these objects. How many different vendors, machines, and stages are involved in the creation of an iPhone? It would take us a long time to count. When I was a kid, I loved the episode of Mr. Roger’s Neighborhood where they went on a field trip to the crayon factory. It amazed me that the creation of something as simple as a wax cylinder could require so much behind-the-scenes infrastructure.

Ok, so what does this have to do with my mentor’s favorite phrase and your work as a software engineer? As developers, we spend the majority of our time modeling the world around us in software. We model physical objects, processes, and relationships to name a few. We strive to break these things down into independent concepts that we then assemble together within a software system.

These systems can become just as complex (and perhaps more so) than the hardware configuration of an iPhone. If you’ve done your job well, then you can walk over to a whiteboard, draw out a whole network of software components, and show how these components relate to one another. Component A sends a message to component B which forwards it along to these three other components, C1, C2, and C3. These components perform callbacks on component B when they have finished their work, and so forth.

IMG_2613

Great! You understand how the software system will perform it’s job once the components have been arranged properly. But how were these components arranged in the first place? How did component A ever come to know about component B? How did C1, C2, and C3 come to know about the callbacks for B? The answer is that something had to wire them together prior to the interactions you drew on the whiteboard. You drew half of your problem on the whiteboard, the other half is wiring.

Now maybe my point is clear. Just as with a complex physical object, the components in a complex running software system must be meticulously wired together. And the machinery for performing this wiring can often be just as complex as the system itself. Whenever you are solving a problem using software, remember that you are actually dealing with two separate subproblems: modeling the domain and wiring the components. Now you might be thinking, “That’s not true. I’ve worked on complex software projects and didn’t have to think much about wiring.” I’m wondering whether the code for the project looked something like this:

class Pen
  def initialize
    @ink_cartridge = InkCartridge.new(ink_color: :blue)
  end

  ...
end

class InkCartridge
  def initialize(ink_color:)
    @ink = ColoredInk.new(ink_color)
    @ball_point = BallPoint.new
  end

  ...
end

class BallPoint
  ...
end

If so, then I’d say that the wiring aspect of the system is still there, but it’s somewhat hidden. In this example, the problem of assembling a ballpoint pen and the problem of using a ballpoint pen are intermingled. The pen is creating and storing a reference to the ink cartridge, the ink cartridge is creating the ballpoint, and so on.

In the physical world, I doubt you could find a pen that created and assembled itself. But, I see this type of design all the time in the software world; and it causes trouble, as the system’s design evolves, because it attempts to address two very different problems with a single solution. Your thinking, as a developer, is muddled as you write the software because you are constantly trying to solve two distinct problems at the same time.

To make matters worse, the single solution you devise binds the two problems together, making them inseparable. Now what happens if the requirements for how the components are arranged changes? You begin to compromise the integrity of your model to meet the demands of the wiring problem.

Instead of trying to solve both problems simultaneously, what if you focus on one problem at a time? You will need to solve both problems regardless of how you approach the design, but at least if they are separated, you will have the chance to give each problem due thought. First, focus on the primary goal -- how to model your problem domain in software. Once you can confidently draw a diagram of control flow through your components for various use-cases, it’s time to turn your attention to the secondary problem of wiring these components together.

So what tools do you have at your disposal for solving the wiring problem? Well, if we are attempting to address our two problems separately then the code for solving each of them should be separate. I typically refer to the code used to wire components together as a factory. Factories can take several forms, each with its own strengths and weaknesses. In the following sections, I will describe three forms of factories.

Class Factory Methods

Let’s go back to our ballpoint pen example and use a factory to pull out the wiring code. The code fragment below shows one way we might do this.

class Pen
  def self.create
    new(InkCartridge.new(ColoredInk.new(:blue)))
  end

  def initialize(ink_cartridge)
    @ink_cartridge = ink_cartridge
  end

  ...
end

In this example, we’ve pulled the creation of the ink-cartridge out of the pen initializer and have added a new class method, create(). This method instantiates the ink-cartridge, injects it into the pen’s initializer, and returns the new pen instance. The pen initializer knows nothing about the ink-cartridge it is given. It just assigns the ink-cartridge to a member variable for use within the pen instance.

There are a few advantages with this simple refactor. First, it gives us options for how pens might be created in the future. For example, we might add several creation methods as the system evolves:

  • create_ballpoint_pen()
  • create_whiteboard_pen()
  • create_ipad_stylus()

Some have argued that software architecture is an exercise in deferring decisions and keeping your options open. If this is true, then our refactor supports good architecture because it has opened up a world of options while still keeping pen creation simple for the common cases. Users can take advantage of our factory methods, or they are free to write their own wiring code outside the scope of the pen class.

A second, related advantage is that this method gives us greater freedom to mock the ink-cartridge in test code. In your test setup, just create the mock object and pass it directly into the initializer. I recognize that there are mocking libraries in Ruby which allow you to stub class initializers so that they return mocks, but I find the injection technique much easier to understand, especially when you’ve got a test involving several pens.

The strength of this technique compared with other factory approaches is simplicity. It decouples the wiring from the main problem with very little extra effort. At the same time, it keeps the factory close to the class that it creates (it’s in the same file). Readers will have little trouble understanding how pens are created just by looking at the pen class.

This approach does have at least one potential downside -- it makes pen class directly dependent upon the ink-cartridge class. The two classes cannot be separated even though instances of the pen class don’t care what type of ink-cartridge they refer to. If you wanted to turn your pen class into a library, you would have to include the ink-cartridge implementation as well. This may or may not make sense depending on your context.

Factory Modules

Now consider the case where there are more than a few possible pen configurations. Rather than overloading your class with fifty different class factory methods, you might consider extracting this code into a factory module. You could take this further by grouping similar configurations in separate modules. For example:

module WhiteboardPenFactory
  def create_thin_expo_marker
    ...
  end

  def create_thick_expo_marker
    ...
  end
end

module PermanentPenFactory
  def create_standard_sharpie
    ...
  end

  def create_twin_tip_sharpie
    ...
  end
end

module BallpointPenFactory
  def create_standard_pen
    ...
  end

  def create_erasible_pen
    ...
  end
end

The strength of this approach is in the complete separation of wiring code from the problem domain. The pen class knows nothing in particular about the components of which it is composed and will not need to change when new pen variants are added to the system.

Similarly, the factory modules aren’t required to generate instances of the pen class. There may be, in fact, several pen classes with completely different implementations. Users of the factory modules needn’t be concerned with the specific type of pen that pops out of the factories, as long as each implementation adheres to a common interface.

The factory module approach does come at a cost. Because the wiring code is totally separated from the domain, readers will likely have a harder time understanding where and how pens are created, especially if our factory modules are spread across a large codebase.

Factory Classes

Sometimes wiring is not as straightforward as calling the appropriate factory method. The first factor that can complicate wireup is the need to maintain state across several invocations of a factory. In our pen example, what could we do if each pen needed a unique serial number? We might achieve this by maintaining a counter to generate successive serial numbers, passing each serial number as a parameter to the factory method.

However, this approach is cumbersome for the user, who shouldn’t have to care about the details of how the serial numbers are generated. Instead, these details should be hidden within the factory itself. Why not write a factory class that can maintain the counter state internally? The factory would store the counter as a member variable and increment it whenever it created a new pen. This process is transparent to the user of the factory class.

IMG_2614

Another reason you might create a factory class is if you have a system that needs to create components but doesn’t care about the specific type of component created. Imagine we are modeling a school classroom. The classroom must provide one writing implement for every student who walks through the door.

When we create the classroom, we can inject a ballpoint pen factory into its initializer. The classroom calls create_pen() on the factory instance each time a student enters the classroom. Once again, this approach helps us keep our options open for future extension. For example, we might decide that students will write on whiteboards. In this case, we simply inject a whiteboard pen factory into the classroom. The classroom itself doesn’t need to change in order to support the new behavior.

IMG_2615

This approach is probably the most flexible of the wiring options we’ve discussed. It allows the developer to fully separate wiring code from domain code, maintain wiring state, and inject the wiring system into other components. On the other hand, this is also the heaviest approach. If you create a factory class for every class, then you wind up doubling the number of classes in your system. This places a great burden on someone else who is trying to make sense of your system. If you find yourself creating factory classes for your factory classes, you’ve definitely gone too far with this approach.

Sometimes you need the ability to maintain state and inject a factory, but creating a whole new class just feels overkill. In these cases, lambdas fit the bill quite well. They carry context along with them, they can be passed around just like any other object, and they can act as factories. But be forewarned, your lambda can get pretty unwieldy if you have a significant amount of wiring code. If your code starts getting hairy with large lambda definitions, you’re probably best served by extracting it into a class.

I’ve found that it works well to start with the class factory method and refactor to meet the demands of new requirements as the system evolves. Refactoring is generally not too difficult because you’ve already got your wiring code and your domain code separated. It’s usually just a matter of moving the wiring code around into the right location.

Concluding Thoughts

If you’ve done any reading about software engineering, you’ve likely come across the SOLID acronym which attempts to summarize some of the basic principles of software design. In my view, the stuff we’re discussing here is all about SOLID. For example, the separation of wiring and domain code is a direct application of the single responsibility principle. Our example of injecting a pen factory into a classroom is an application of the Liskov substitution principle (classrooms may use any sort of factory that produces a compatible pen), the dependency inversion principle (the pen factory is injected into the classroom), and the open-closed principle (the behavior of the classroom can be extended without modifying the class by injecting a different kind of factory).

I waited until the end of the article to mention these connections to SOLID because I believe that learning the principles from the top down can sometimes leave a person with only a vague sense of their value and how they might be practically applied. This article represents how I personally came to understand and internalize most of the principles of SOLID.

My aim in this article was to emphasize the need for separation between wiring and domain code and provide some simple tools for achieving this separation. In general, my software design approach can be summarized as follows:

  1. Model the domain draw diagrams showing how the components interact.
  2. Ask how the components get wired up in the first place and draw more diagrams.

When thinking about which wiring tool to reach for, I usually reach for the simplest one that will satisfy my current needs and plan on refactoring later when requirements change. I’ve found this approach to yield flexible designs that are able to cope well with changing requirements. As with anything, it’s possible to go overboard with this stuff, so if you feel like the code is working against you, it might be time to stop and re-evaluate. This topic is closely related to the topic of object composition. If you are interested in learning more about that, take a look at my previous post. Thanks for reading!

A Composition Regarding Inheritance

Observations from an Object Oriented Interview

I've had the opportunity to interview a number of candidates for software engineering positions on my team over the past few years. In most of these interviews, I presented the candidate with the same design question: “Let’s say you were designing a traffic simulation. In this simulation, you’ve got a car. It can start, stop, move forward, and move in reverse. Yes, it’s a really boring simulation.” I then asked the candidate to draw this design on a whiteboard. In every interview, I got something that looked like the following picture:

Ok, so far, so good. The candidate thinks of a car as a component in a software system that has capabilities matching my requirements. Then I said, “let’s make this simulation more interesting by including two cars: A and B. Car A and B are similar, but the way car A starts and stops is different from car B. Please update your diagram to show how you would accommodate this requirement while minimizing the amount of repeated code.” In almost every case (and especially when the candidate was fresh out of school) I got the same reaction: a confident smile appeared on the candidate’s face, as if to say, “I’ve done this a million times...textbook object oriented programming.” The candidate returned to the whiteboard and drew this:

composition-regarding-inheritance

“Okay, next task: I want to introduce a new car, say car C. Car C starts like car A, stops like car B, and has its own way of moving forward. Please update the diagram to accommodate this requirement while minimizing the amount of duplicated code.” Long pause. Eyebrows furrowed. At this point, the solutions people gave begin to diverge. C++ folks began struggling with multiple/virtual inheritance, Ruby folks started talking about mixins, and Java folks were stuck. Regardless of the language, the diagram ended up with some more lines to indicate inheritance relationships. I simply proceeded to ask the candidate to add new cars with different combinations of functionality. So for example, I asked the candidate to add car D which moves forward the same way as C, starts like car A, and stops like car B. I continued this process until the whiteboard diagram was an incomprehensible mass of circles and arrows.

My goal in this exercise was not to torture the candidate or to see if they “knew object oriented programming,” but to watch their thought process as they realized that their design approach was brittle and needed some rethinking. At some point the exasperated candidate stopped and said, “there must be a better way,” and this was generally the beginning of a fun and constructive design discussion.

The next question I asked in such interviews was, “can you think of a way to redraw this diagram without any inheritance or mixin relationships.” Many people really struggled with this -- they thought that I was asking a trick question. “Here’s a hint, what if you had a class called Ignition? How would you use it in this picture to remove some of these other class relationships.” This was usually the moment of epiphany for the candidate. The vocabulary of our discussion rapidly expanded from talking about the methods of the Car class to new concepts like Brake, Accelerator, and Transmission. Pretty soon our diagram looked like this:

composition-regarding-inheritance

Pretty straight forward. This design approach is called class composition. Many of the candidates said, “wow, that solution should have been obvious to me.” Maybe so, but I must admit that I had their very same approach to design when I first began working at a software company. To some, the software requirements described in the exercise may seem pathological, but this has not been my experience. I feel that the exercise is actually a pretty good picture of the way some of the first software projects that I worked on developed after I graduated. I encountered many of the same frustrations that the candidates I interviewed did, just on a larger scale.

Those who are familiar with Ruby will point out that mixins are another way to meet the requirements of the system described above. For example, we might create Startable, Stoppable, and Movable mixins that could be included in any combination within our different car classes. But, in the context of the interview exercise, I could still push my requirements further. “Okay, let’s say we want a new car X that starts like car A on hot summer days, but starts like car B on cold winter days. Please update your diagram to accommodate this requirement while minimizing the amount of repeated code.” This is trivial with a composition-based design. Our car X just updates its ignition reference from IgnitionA to IgnitionB on cold days. This is more difficult to achieve with Ruby mixins since, again, we declare an explicit class relationship before runtime. Or how about another requirement, “let’s say that the start sequence for car Y begins with the sequence for car A and ends with the sequence for car B.” Again, the mixin relationship represents a design commitment we make up-front that reduces our options later in the game. Traditional inheritance and mixins are very similar in this respect.

Comparing Composition and Inheritance as Design Tools

Why is it that many of us have a tendency to approach design problems using inheritance rather than composition? One reason could be the way object oriented programming is presented in school and in textbooks. Whenever I asked interview candidates why they chose inheritance over composition, the general response was that inheritance describes an is-a relationship and composition describes a has-a relationship. They initially felt that the interview exercise was best suited to an is-a relationship, so that’s what they went with. Indeed, this is exactly how I learned to think about object oriented programming. The problem with this view is that the classification is subjective. You can almost always think of a way to convert an is-a relationship into a has-a relationship and vice-versa, just like I described in my example above.

The is-a/has-a paradigm can give one the impression that composition and inheritance are two similar tools on equal footing that can be used interchangeably to achieve a similar goal. In reality, these tools have very different strengths and are therefore suited to different problems. It is wise, then, to consider these strengths in choosing which tool to apply in a particular situation.

I've already alluded to some of composition’s strengths in the examples above. These include a greater opportunity to defer design commitments and a more natural way to talk about and model the problem space. The first is due to the fact that composed relationships are based on object references, not class references. In the car example above, we refactored our design such that a car is composed of several internal components. In this scheme we have the option of changing the references to these components at any time, including runtime. That is to say, we could design a system in which a car could be reassembled with totally different components all while traveling 80 mph down the highway. That’s pretty powerful. With inheritance, we would either need to stop our software and modify the inheritance hierarchy or, if we were working in Ruby, engage in some metaprogramming wizardry. The point is, with composition we minimize early design commitments and maximize the likelihood we'll be able to accommodate unexpected requirements.

The other strength is somewhat less tangible in a discussion like this, but in my view no less important. Composition is the way we generally think about how systems work in the physical world. It therefore lends itself nicely to the development of clear vocabulary for talking about a problem. If I asked you to tell me how a blender works, you would probably begin by identifying the key components: blade, motor, power cord, switch, carafe, and lid. Each component in the system has a specific job and works in concert with other components in the system. For a given blender use-case, you could draw me a diagram of how the parts interact with one another -- the motor turns the blade, the lid locks into the carafe, the switch opens the flow of electricity through the motor. On the other hand, you could consider an inheritance-based approach. You might begin by describing a blender as a type of kitchen appliance. Appliances consume electricity to perform work, where the work performed depends on the specific type of appliance. In the case of a blender, the work performed is the rotation of a blade to chop or liquify food. While this is a reasonable definition for a blender, it tells us little about what a blender is from an implementation point of view. Based on this description, it would be more difficult to draw a diagram of what happens internally when someone presses the “on” switch.

Our blender discussion brings us back around to the is-a/has-a distinction, but perhaps with the opportunity for a deeper understanding. The composition-based design is better suited for describing how our blender accomplishes its job whereas the inheritance-based design is better suited for defining what a blender is. Do you see the difference? The definition of a blender can apply to a wide range of blender implementations. Silver Bullet and VitaMix are both blenders but they have different implementations. Our view of a blender as the composition of many parts represents the description of a specific blender implementation. Inheritance therefore finds it’s strength in describing the relationships between class interfaces apart from implementation. Composition by its very nature is an implementation detail and finds it’s strength in modeling the implementation of a system. This observation has major implications for software design in explicitly typed languages like C++ and Java. In these languages, we can define a hierarchy of pure interfaces (that is, classes with method definitions but no corresponding implementation). We can then refer to objects at different levels of abstraction in various contexts by moving up or down the interface inheritance chain. The classes which implement these interfaces, however, can follow a different structure and can be changed without modification to the interfaces.

I won't get into a detailed discussion of interface-based design here -- it’s a topic that deserves it’s own discussion. I expect that most of the people reading this article are Rubyists. Ruby does not provide an explicit interface concept so the benefits of inheritance for interface-based design are diminished. In the Ruby realm I most often see inheritance applied as a method of code reuse. While code reuse is certainly achievable with inheritance, I hope our discussion so far has provided some convincing evidence that this is not what it excels at -- just consider the frustrated interview candidate from the beginning of this article. Composition for code reuse is more flexible than inheritance and typically comes at little cost.

Okay, so what are the strengths of inheritance in a language like Ruby? I view inheritance in Ruby as a tool of convenience; one that can reduce boilerplate code in cases where several classes share the same method signatures. Consider again the traffic simulation design in my interview question. Each type of car in this example delegates its methods directly to the internal components. This leaves us with a bunch of classes that repeat the same delegation pattern in each method, just with different types of components. This boilerplate code can be removed with the creation of a base class which operates on components provided by subclasses. Notice that we’ve used composition and inheritance together to achieve a flexible and convenient design.

composition-regarding-inheritance (2)

That said, I think there is an even better approach that does not use inheritance if our design does not require a separate class for each type of car. In this case, we can implement a single car class and a car factory that builds cars. The car factory creates different configurations of components depending on what behavior we want in our car and injects them during creation of the car object. See the figure below:

composition-regarding-inheritance (3)

What about the role of mixins in Ruby? Again, in my view mixins provide a measure of convenience, but do not represent a tool that is well suited as the foundation of a system’s design. The Enumerable mixin is a good example to consider. The Enumerable module in Ruby requires that classes which include it implement the each method (and optionally the <=> method). It uses these methods to provide a rich set of traversal, sorting, and searching methods in the including class. Ruby mixes the Enumerable methods into several basic data types including arrays, hashes, and ranges. Working with these types is quite pleasant since they allow all of these methods to be called directly on the objects themselves and allow for several method calls to be chained together. Most people would probably see the Enumerable module as a great example of code-reuse, but I disagree. The same degree of code-reuse can be achieved through simple class methods within a module. Here’s what the call to any? would look like if Enumerable were written in this way:

Enumerable::any?(numbers) { |number| number > 10 }

The main benefit of the mixin approach is ease-of-use. It is more natural for a developer to call the methods directly on the objects, especially when several method calls need to be chained together. Calling class methods in a module is still doable, but would be quite cumbersome in such cases. So the advantages we see in the Enumerable mixin example focus on syntactic niceties. They help developers read and write code (and this is certainly important!), but they do not significantly contribute to a developer’s conceptual understanding of a system, which I believe should be considered as a first priority when designing software.

Concluding Thoughts

The longer I work with object oriented programming languages, the more clearly I see a priority in tools these languages have to offer. In my opinion, composition is the bread and butter of design tools. It’s the tool I reach for first when I’m trying to model the solution for a problem. Doing this allows me to develop meaningful vocabulary for talking about each aspect of the solution. I find that I can draw diagrams showing clear interactions between components and this allows me to verify my understanding of the solution before I spend time implementing it. Once I have implemented my solution using composition, I sometimes notice repeated or excessive boilerplate code. In such cases, I will turn to my tools of convenience: inheritance and modules (domain specific languages and metaprogramming also fall into this category for me). These tools are the icing on the cake. The system can be understood without them, but they can make using or extending the system more pleasant.

When I first learned about object oriented programming I read a book that made this recommendation: “prefer composition; use inheritance judiciously.” This bit of wisdom stood out to me mainly because I didn’t really understand why I should follow it. I’m sure the book provided some justification regarding flexibility, but not in a way that I could grasp at the time. It was only after several years of pain from ignoring this advice that I began to see the basis for it. My hope in writing this article is that others would be provoked to careful thought regarding the application of inheritance in object oriented languages and perhaps avoid some of the same frustration I encountered. Thanks for reading!

CSS Architecture

To many Web developers, being good at CSS means you can take a visual mock-up and replicate it perfectly in code. You don't use tables, and you pride yourself on using as few images as possible. If you're really good, you use the latest and greatest techniques like media queries, transitions and transforms. While all this is certainly true of good CSS developers, there's an entirely separate side to CSS that rarely gets mentioned when assessing one's skill. Interestingly, we don't usually make this oversight with other languages. A Rails developer isn't considered good just because his code works to spec. This is considered baseline. Of course it must work to spec; its merit is based on other things: Is the code readable? Is it easy to change or extend? Is it decoupled from other parts of the application? Will it scale?

These questions are natural when assessing other parts of the code base, and CSS shouldn't be any different. Today's web applications are larger than ever, and a poorly thought-out CSS architecture can cripple development. It's time to evaluate CSS the same way we evaluate every other part of the application. It cannot be an afterthought or written off as merely the "designer's" problem.

The Goals of Good CSS Architecture

In the CSS community, a general consensus of best practices is very difficult to come by. Judging purely by the comments on Hacker News and the reaction of developers to the release of CSS Lint, it's clear that many people disagree over even the basic things CSS authors should and shouldn't do.

So instead of laying out an argument for my own set of best practices, I think we should start by defining our goals. If we can agree upon the goals, hopefully we can start to spot bad CSS not because it breaks our preconceived notions of what's good but because it actually hinders the development process.

I believe the goals of good CSS architecture shouldn't be that different from the goals of all good software development. I want my CSS to be predictable, reusable, maintainable, and scalable.

Predictable

Predictable CSS means your rules behave as you'd expect. When you add or update a rule, it shouldn't affect parts of your site that you didn't intend. On small sites that rarely change, this isn't as important, but on large sites with tens or hundreds of pages, predictable CSS is a must.

Reusable

CSS rules should be abstract and decoupled enough that you can build new components quickly from existing parts without having to recode patterns and problems you've already solved.

Maintainable

When new components and features need to be added, updated or rearranged on your site, doing so shouldn't require refactoring existing CSS. Adding component X to the page shouldn't break component Y by its mere presence.

Scalable

As your site grows in size and complexity it usually requires more developers to maintain. Scalable CSS means it can be easily managed by a single person or a large engineering team. It also means your site's CSS architecture is easily approachable without requiring an enormous learning curve. Just because you're the only developer touching the CSS today doesn't mean that will always be the case.

Common Bad Practices

Before we look at ways to achieve the goals of good CSS architecture, I think it can be helpful to look at common practices that get in the way of our goals. It's often only through repeated mistakes that we can begin to embrace an alternate path.

The following examples are all generalizations of code I've actually written, and, while technically valid, each has lead to disaster and headache. Dispite my best intentions and the promise that this time would be different, these patterns consistently got me into trouble.

Modifying Components Based On Who Their Parents Are

In almost every site on the web there will be a particular visual element that looks exactly the same with each occurrence, except one. And when faced with this one-off situation almost every new CSS developer (and even experienced ones) handles it the same way. You figure out some unique parent for this one particular occurrence (or you create one), and you write a new rule to handle it.

.widget {
  background: yellow;
  border: 1px solid black;
  color: black;
  width: 50%;
}

#sidebar .widget {
  width: 200px;
}

body.homepage .widget {
  background: white;
}

At first this might seem like fairly harmless code, but let's examine it based on the goals established above.

First, the widget in the examle is not predictable. A developer who's made several of these widgets will expect it to look a certain way, yet when she uses it in the sidebar or on the homepage, it will look different, despite the markup being exactly the same.

It's also not very reusable or scalable. What happens when the way it looks on the homepage is requested on some other page? New rules will have to be added.

Lastly, it's not easily maintainable because if the widget were to get redesigned, it would have to get updated in several places in the CSS, and unlike the above example, the rules that commit this particular anti-pattern rarely appear right next to each other.

Imagine if this type of coding were done in any other language. You're essentially making a class definition, and then in another part of the code you're reaching into that class definition and changing it for a particular use case. This directly violates the open/closed principle of software development:

Software entities (classes, modules, functions, etc.) should be open for extension, but closed for modification.

Later in this article we'll look at how to modify components without relying on parent selectors.

Overly Complicated Selectors

Occasionally an article will make its way around the Internet showcasing the power of CSS selectors and proclaiming that you can style an entire site without using any classes or IDs.

While technically true, the more I develop with CSS, the more I stay away from complex selectors. The more complicated a selector the more coupled it is to the HTML. Relying on HTML tags and combinators keeps your HTML squeaky clean, but it makes your CSS gross and dirty.

#main-nav ul li ul li div { }
#content article h1:first-child { }
#sidebar > div > h3 + p { }

All of the above examples make logical sense. The first is probably styling a dropdown menu, the second says that the article's main heading should look different than all other h1 elements, and the last example is likely adding some extra spacing for the first paragraph in the sidebar sections.

If this HTML were never going to change, an argument could be made for its merits, but how realistic is it to assume the HTML will never change? Overly complicated selectors can be impressive and they can rid the HTML of all presentational hooks, but they rarely help us achieve our goals for good CSS architecture.

These examples above are not reusable at all. Since the selector is pointing to a very particular place in the markup, how could another component with a different HTML structure reuse those styles? Taking the first selector (the dropdown) as an example, what if a similar looking dropdown were needed on a different page and it wasn't inside of the #main-nav element? You'd have to recreate the entire style.

These selectors are also very unpredictable if the HTML needs to change. Imagine that a devloper wanted to change the div in the third example to the HTML5 section tag, the whole rule would break.

Finally, since these selectors only work when the HTML remains constant, they're by definition not maintainable or scalable.

In large applictaions you have to make trade-offs and compromises. The fragility of complex selectors are rarely worth the price in the name of keeping your HTML "clean".

Overly Generic Class Names

When creating reusable design components, it's very common to scope (as it were) the component's sub-elements inside the component's class name. For example:

<div class="widget">
  <h3 class="title">...</h3>
  <div class="contents">
    Lorem ipsum dolor sit amet, consectetur adipiscing elit.
    In condimentum justo et est dapibus sit amet euismod ligula ornare.
    Vivamus elementum accumsan dignissim.
    <button class="action">Click Me!</button>
  </div>
</div>

.widget {}
.widget .title {}
.widget .contents {}
.widget .action {}

The idea is that the .title, .contents, and .action sub-element classes can be safely styled without having to worry about those styles spilling over to any other elements styled with the same classes. This is true, but it doesn't prevent the styling of classes with those same names from spilling into this component.

On a large project it's very likely that a class name like .title would get used in another context or even by itself. If that happened, the widget's title would suddenly look very different than intended.

Overly generic class names lead to very unpredictable CSS.

Making a Rule Do Too Much

Sometimes you make a visual component that needs to be 20 pixels from the top left corner of a section in your site:

.widget {
  position: absolute;
  top: 20px;
  left: 20px;
  background-color: red;
  font-size: 1.5em;
  text-transform: uppercase;
}

Then down the road you need to use this exact same component in a different location. The above CSS won't work because it's not reusable in different contexts.

The problem is that you're making this one selector do too much. You're defining the look and feel as well as the layout and position within the same rule. The look and feel is reusable but the layout and position is not. And since they're used together, the whole rule is compromised.

While this may seem harmless at first, it often leads to copying and pasting from less CSS-savvy developers. If a new team member wants something to look like a particular component, say an .infobox, they'll probably start by trying that class. But if that doesn't work because it positions that new infobox in an undesired way, what are they likely to do? In my experience, most new developers will not break the rule up into its reusable parts. Instead they'll simply copy and paste the lines of code needed for this particular instance into a new selector, unnecessarily duplicating code.

The Cause

All of the above bad practices share one similarity, they place far too much of the styling burden on the CSS.

That may seem like strange statement. After all, it is a stylesheet; shouldn't it bear most (if not all) of the styling burden? Isn't that what we want?

The simple answer to this question is "yes", but, as usual, things aren't always so simple. Separating content from presentation is a good thing, but just because your CSS is separate from your HTML doesn't mean your content is separate from your presentation. Put another way, striping all presentational code from your HTML doesn't fulfill the goal if your CSS requires an intimate knowledge of your HTML structure in order to work.

Furthermore, HTML is rarely just content; it's almost always structure too. And often that structure consists of container elements with no purpose other than to allow the CSS to isolate a certain group of elements. Even without presentational classes, this is still clearly presentation mixed into the HTML. But is it necessarily mixing presentation with content?

I believe, given the current state of HTML and CSS, it's necessary and often wise to have the HTML and CSS work together as a presentational layer. The content layer can still be abstracted away via templates and partials.

The Solution

If your HTML and your CSS are going to work together to form the presentation layer of a web application, they need to do so in a way that promotes all of the principles of good CSS architecture.

The best approach that I've found is for the CSS include as little HTML structure as possible. The CSS should define how a set of visual elements look and (in order to minimize coupling with the HTML) those elements should look as they're defined regardless of where they appear in the HTML. If a certain component needs to look different in a different scenario, it should be called something different and it's the HTML's responsibility to call it that.

As an example, the CSS might define a button component via the .button class. If the HTML wants a particular element to look like a button, it should use that class. If there's a situation were the button needs to look different (perhaps larger and full-width), then the CSS needs to define that look as well with a new class, and the HTML can include that new class to employ the new look.

The CSS defines what your components look like, and the HTML assigns those looks to the elements on the page. The less the CSS needs to know about the HTML structure the better.

A huge benefit of declaring exactly what you want in the HTML is it allows other developers to look at the markup and know exactly what the element is supposed to look like. The intent is obvious. Without this practice it's impossible to tell if the look of an element is intentional or accidental, and this leads to confusion on the team.

A common objection to putting a lot of classes in the markup is the extra effort required to do so. A single CSS rule could target a thousand instances of a particular component. Is it really worth writing that classes a thousand times just to have it explicitly declared in the markup?

While this concern is clearly valid, it can be misleading. The implication is that either you use a parent selector in the CSS or you write that HTML class 1000 times by hand, but there are obviously other alternatives. View level abstractions in Rails or other frameworks can go a long way toward keeping the visual look explicitly declared in the HTML without having to write the same class over and over again.

Best Practices

After making the above mistakes over and over again, and paying the consequences later on down the road, I've come up with the following bits of advice. While by no means comprehensive, my experience has shown that sticking to these principles will help you better achieve the goals of good CSS architecture.

Be intentional

The best way to make sure your selectors don't style unwanted elements is to not give them the opportunity. A selector like #main-nav ul li ul li div could very easily end up applying to unwanted elements as your markup changes down the road. A style like .subnav, on the other hand, will have absolutely no chance of accidentally applying to an unwanted element. Applying classes directly to the elements you want to style is the best way to keep your CSS predictable.

/* Grenade */
#main-nav ul li ul { }

/* Sniper Rifle */
.subnav { }

Given the two examples above, think of the first one like a grenade and the second like a sniper rifle. The grenade might work just fine today, but you never know when an innocent civilian could move inside the blast radius.

Separate your concerns

I've already mentioned that a well organized component layer can help loosen the coupling of HTML structure in the CSS. In addition to that, your CSS components themselves should be modular. Components should know how to style themselves and do that job well, but they should not be responsible for their layout or positioning nor should they make too many assumptions about how they'll be spaced in relation to surrounding elements.

In general, components should define how they look, but not their layout or position. Be careful when you see properties like background, color, and font in the same rule as position, width, height, and margin.

Layout and position should be handled by either a separate layout class or a separate container element. (Remember that to effectively separate content from presentation it's often essential to separate content from its container.)

Namespace your classes

We already examined why parent selectors aren't 100% effective at encapsulation and preventing style cross-contamination. A much better approach is applying namespaces to the classes themselves. If an element is a member of a visual component, every one of its sub-element classes should use the component's base class name as a namespace.


/* High risk of style cross-contamination */
.widget { }
.widget .title { }

/* Low risk of style cross-contamination */
.widget { }
.widget-title { }

Namespacing your classes keeps your components self-contained and modular. It minimizes the likelihood that an existing class will conflict, and it lowers the specificity required to style child elements.

Extend components with modifier classes

When an existing component needs to look slightly different in a certain context, create a modifier class to extend it.

/* Bad */
.widget { }
#sidebar .widget { }

/* Good */
.widget { }
.widget-sidebar { }

We've already seen the downsides of modifying components based on one of their parent elements, but to reiterate: A modifier class can be used anywhere. Location based overrides can only be used in a specific location. Modifier classes can also be reused as many times as you need. Lastly, modifier classes express the intention of the developer very clearly right in the HTML. Location based classes, on the other hand, are completely invisible to a developer only looking at the HTML, greatly increasing the probability that it will be overlooked.

Organize Your CSS Into a Logical Structure

Jonathan Snook, in his excellent book SMACSS, argues for organizing your CSS rules into four separate categories: base, layout, modules, and state. Base consists of reset rules and element defaults. Layout is for positioning of site-wide elements as well as generic layout helpers like grid systems. Modules are reusable visual elements, and state refers to styling that can be toggled on or off via JavaScript.

In the SMACSS system, modules (which are equivalent to what I call components) comprise the vast majority of all the CSS rules, so I often find it necessary to break them down even further into abstract templates.

Components are standalone visual elements. Templates, on the other hand, are building blocks. Templates don't stand on their own and rarely describe look and feel. Instead, they're single, repeatable patterns that can be put together to form a component.

To provide a concrete example, a component might be a modal dialog box. The modal might have the site's signature background gradient in the header, it might have a drop shadow around it, it might have a close button in the top right corner, and it might be positioned fixed and centered vertically and horizontally. Each of these four patterns might be used again and again all over the site, so you wouldn't want to have to recode those patterns each time. As such they're all templates, and together they comprise the modal component.

I typically don't use template classes in the HTML unless I have a good reason. Instead I use a preprocessor to include the template styles in the component definition. I'll discuss this and my rational for doing so in more detail later.

Use Classes For Styling And Styling Only

Anyone who has worked on a large project has come across an HTML element with a class whose purpose was completely unknown. You want to remove it, but you're hesitant because it may have some purpose that you're not aware of. As this happens again and again, over time, your HTML become filled with classes that serve no purpose just because team members are afraid to delete them.

The problem is that classes are generally given too many responsibilities in front-end web development. They style HTML elements, they act as JavaScript hooks, they're added to the HTML for feature detections, they're used in automated tests, etc.

This is a problem. When classes are used by too many parts of the application, it becomes very scary to remove them from your HTML.

However, with an established convention, this problem can be completely avoided. When you see a class in the HTML, you should be able to tell instantly what its purpose is. My recommendation is to give all non-styled classes a prefix. I use .js- for JavaScript and I use .supports- for Modernizr classes. All classes without a prefix are for styling and styling only.

This makes finding unused classes and removing them from the HTML as easy as searching the stylesheets directory. You can even automate this process in JavaScript by cross referencing the classes in the HTML with the classes in the document.styleSheets object. Classes that aren't in document.styleSheets can be safely removed.

In general, just as it's a best practice to separate your content from your presentation, it's also important to separate your presentation from your functionality. Using styled classes as JavaScript hooks deeply couples your CSS and JavaScript in a way that can make it hard or impossible to update the look of certain elements without breaking functionality.

Name your classes with a logical structure

These days most people write CSS with hyphens as word separators. But hyphens alone are usually not enough to distinguish between different types of classes.

Nicolas Gallagher recently wrote about his solution to this problem which I have also adopted (with slight changes) with great success. To illustrate the need for a naming convention consider the following:

/* A component */
.button-group { }

/* A component modifier (modifying .button) */
.button-primary { }

/* A component sub-object (lives within .button) */
.button-icon { }

/* Is this a component class or a layout class? */
.header { }

From looking at the above classes, it's impossible to tell what type of rule they apply to. This not only increases confusion during development, but it also makes it harder to test your CSS and HTML in an automated way. A structured naming convention allows you to look at a class name and know exactly what its relationship is to other classes and where it should appear in the HTML — making naming easier and testing possible where it previously was not.

/* Templates Rules (using Sass placeholders) */
%template-name
%template-name--modifier-name
%template-name__sub-object
%template-name__sub-object--modifier-name

/* Component Rules */
.component-name
.component-name--modifier-name
.component-name__sub-object
.component-name__sub-object--modifier-name

/* Layout Rules */
.l-layout-method
.grid

/* State Rules */
.is-state-type

/* Non-styled JavaScript Hooks */
.js-action-name

The first example redone:

/* A component */
.button-group { }

/* A component modifier (modifying .button) */
.button--primary { }

/* A component sub-object (lives within .button) */
.button__icon { }

/* A layout class */
.l-header { }

Tools

Maintaining an effective and well-organized CSS architecture can be very difficult, especially on large teams. A few bad rules here and there can snowball into an unmanageable mess. Once your application's CSS has entered into the realm of specificity wars and !important trumps, it can be next to impossible to recover without starting over. The key is to avoid those problems from the beginning.

Fortunately, there are tools that can make controlling your site's CSS architecture much easier.

Preprocessors

These days it's impossible to talk about CSS tools without mentioning preprocessors, so this article won't be any different. But before I praise their usefulness, I should offer a few words of caution.

Preprocessors help you write CSS faster, not better. Ultimately it gets turned into plain CSS, and the same rules should apply. If a preprocessor lets you write your CSS faster then it also lets you write bad CSS faster, so it's important to understand good CSS architecture before thinking a preprocessor will solve your problems.

Many of the so-called "features" of preprocessors can actually be very bad for CSS architecture. The following are some of the "features" I avoid at all costs (and though the general ideas apply to all preprocessor languages, these guidelines apply specifically to Sass).

  • Never nest rules purely for code organization. Only nest when the outputted CSS is what you want.
  • Never use a mixin if you're not passing an argument. Mixins without arguments are much better used as templates which can be extended.
  • Never use @extend on a selector that isn't a single class. It doesn't make sense from a design perspective and it bloats the compiled CSS.
  • Never use @extend for UI components in component modifier rules because you lose the inheritance chain (more on this in a bit).

The best parts of preprocessors are functions like @extend and %placeholder. Both allow you to easily manage CSS abstraction without adding bloat to your CSS or a huge list of base classes in your HTML that can be very hard to manage.

@extend should be used with care though because sometime you want those classes in your HTML. For example, when you first learn about @extend it might be tempting to use it with all of your modifier classes like so:

.button {
  /* button styles */
}

/* Bad */
.button--primary {
  @extend .button;
  /* modification styles */
}

The problem with doing this is you lose the inheritance chain in the HTML. Now it's very difficult to select all button instances with JavaScript.

As a general rule, I never extend UI components or anything that I might want to know the type of later. This is what templates are for and another way to help distinguish between templates and components. A template is something you wouldn't ever need to target in your application logic, and therefore can be safely extended with a preprocessor.

Here's how it might look using the modal example referenced above:

.modal {
  @extend %dialog;
  @extend %drop-shadow;
  @extend %statically-centered;
  /* other modal styles */
}

.modal__close {
  @extend %dialog__close;
  /* other close button styles */
}

.modal__header {
  @extend %background-gradient;
  /* other modal header styles */
}

CSS Lint

Nicole Sullivan and Nicholas Zakas created CSS Lint as a code quality tool to help developers detect bad practices in their CSS. Their site describes it as such:

CSS Lint points out problems with your CSS code. It does basic syntax checking as well as applying a set of rules to the code that look for problematic patterns or signs of inefficiency. The [rules] are all pluggable, so you can easily write your own or omit ones you don't want.

While the general ruleset may not be perfect for most projects, the best feature of CSS Lint is its ability to be customized exactly how you want it. This means you can pick and choose the rules you want from their default list as well as write your own.

A tool like CSS Lint is essential for any large team to ensure at least a baseline of consistency and convention compliance. And like I hinted at previously, one of the great reasons for conventions is they allow for tools like CSS Lint to easily identify anything that breaks them.

Based on the conventions I've proposed above, it becomes very easy to write rules to detect particular antipatterns. Here are a few suggestions that I use:

  • Don't allow IDs in your selectors.
  • Don't use non-semantic type selectors (e.g. DIV, SPAN) in any multi-part rule.
  • Don't use more than 2 combinators in a selector.
  • Don't allow any class names that begin with "js-".
  • Warn if frequently using layout and positioning for non "l-" prefixed rules.
  • Warn if a class defined by itself is later redefined as a child of something else.

These are obviously just suggestions, but they're intended to get you thinking about how to enforce the standards you want on your projects.

HTML Inspector

Earlier I suggested that it would be easy to search your HTML classes and all linked stylesheets and warn if a class was used in the HTML but not defined in any stylesheet. I'm currently developing a tool called the HTML Inspector to make this process easier.

HTML Inspector traverses your HTML and (much like CSS Lint) allows you to write your own rules that throw errors and warnings when some convention is being broken. I currently use the following rules:

  • Warn if the same ID is used more than once on a page.
  • Don't use any classes that aren't mentioned in any stylesheet or pass a whitelist (like "js-" prefixed classes).
  • Modifer classes shouldn't be used without their base class.
  • Sub-object classes shouldn't be used when no ancestor contains the base class.
  • Plain old DIV or SPAN elements, without classes attached, should not be used in the HTML.

Summary

CSS isn't just visual design. Don't throw out programming best practices just because you're writing CSS. Concepts like OOP, DRY, the open/closed principle, separation of concerns, etc. still apply to CSS.

The bottom line is that whatever you do to organize your code, make sure you judge your methods by whether or not they actually help make your development easier and more maintainable in the long term.

About the Author

Philip Walton is a Front End Software Engineer at AppFolio. For more of this thoughts you can read his blog or follow him on Twitter:

http://philipwalton.com @philwalton