I am mostly interested in Java, but I think it's a general question. Recently I've been working with Arquillian framework (ShrinkWrap
) that uses a lot of method chaining. Other example of method chaining are methods in StringBuilder
, StringBuffer
. There are obvious benefits of using this approach: reduced verbosity is one of them.
Now I was wondering, why aren't all methods which have void
return parameter implemented as chainable? There must be some obvious and objective drawback in chaining. Because if all methods are chainable, I can still choose not to use it.
I am not asking to change the existing code in Java, which might break something somewhere, but explanation why wasn't it used would be nice as well. I am more asking from a future framework (written in Java) design perspective.
I have found a similar question, but the original asker is actually wondering why it IS considered a good practice: Method chaining - why is it a good practice, or not?
While there are some answers available, I am still not sure what are all the benefits and drawbacks of chaining and whether it would be considered useful to have all void methods chainable.
Drawbacks
Benefits
It allows mathematical equation style code to be written as full equations without the need for multiple intermediate objects (leading to unnecessary overhead), for example without method chaining the vector triple cross product (as a random example) would have to be written either as
MyVector3d tripleCrossProduct=(vector1.multiply(vector2)).multiply(vector3);
which has the disadvantage of creating an intermediate object which must be created and garbage collected, or
MyVector3d tripleCrossProduct=vector1;
tripleCrossProduct.multiplyLocal(vec2);
tripleCrossProduct.multiplyLocal(vec3);
which avoids the creation of intermediate objects but is deeply unclear, the variable name tripleCrossProduct
is in fact a lie until line 3. However, if you have method chaining this can be written concisely in a normal mathematical way without creating unnecessary intermediate objects.
MyVector3d tripleCrossProduct=vector1.multiplyLocal(vector2).multiplyLocal(vector3);
All of this assumes that vector1 is sacrificial and will never need to be used again
And of course the obvious benefit; brevity. Even if your operations aren't linked in the manor of my above example you can still avoid unnecessary references to the object
SomeObject someObject=new SomeObject();
someObject
.someOperation()
.someOtherOperation();
NB MyVector3d
is not being used as a real class of Java, but is assumed to perform the cross product when .multiply()
methods are called. .cross()
is not used so that the 'intention' is clearer to those not familiar with vector calculus
NB Amit's solution was the first answer to use multiline method chaining, I include it as part of the forth bullet point for completeness