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Matt Zandstra

PHP 8 Objects, Patterns, and Practice


Mastering OO Enhancements, Design Patterns, and
Essential Development Tools
6th ed.
Matt Zandstra
Brighton, UK

Any source code or other supplementary material referenced by the


author in this book is available to readers on GitHub via the book’s
product page, located at www.​apress.​com/​9781484267905. For more
detailed information, please visit http://​www.​apress.​com/​source-code.

ISBN 978-1-4842-6790-5 e-ISBN 978-1-4842-6791-2


https://doi.org/10.1007/978-1-4842-6791-2

© Matt Zandstra 2021

This work is subject to copyright. All rights are reserved by the


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To Louise. Still the whole point.
Introduction
When I first conceived of this book, object-oriented design in PHP was
an esoteric topic. The intervening years have not only seen the
inexorable rise of PHP as an object-oriented language but also the
march of the framework. Frameworks are incredibly useful, of course.
They manage the guts and the glue of many (perhaps, these days, most)
web applications. What’s more, they often exemplify precisely the
principles of design that this book explores.
There is, though, a danger for developers here, as there is in all
useful APIs. This is the fear that one might find oneself relegated to
userland, forced to wait for remote gurus to fix bugs or add features at
their whim. It’s a short step from this standpoint to a kind of exile in
which one is left regarding the innards of a framework as advanced
magic and one’s own work as not much more than a minor adornment
stuck up on top of a mighty unknowable infrastructure.
Although I’m an inveterate reinventor of wheels, the thrust of my
argument is not that we should all throw away our frameworks and
build MVC applications from scratch (at least not always). It is rather
that, as developers, we should understand the problems that
frameworks solve and the strategies they use to solve them. We should
be able to evaluate frameworks not only functionally but in terms of the
design decisions their creators have made and to judge the quality of
their implementations. And yes, when the conditions are right, we
should go ahead and build our own spare and focused applications and,
over time, compile our own libraries of reusable code.
I hope this book goes some way toward helping PHP developers
apply design-oriented insights to their platforms and libraries and
provides some of the conceptual tools needed when it’s time to go it
alone.
Acknowledgments
As always, I have benefited from the support of many people while
working on this edition. But as always, I must also look back to the
book’s origins. I tried out some of this book’s underlying concepts in a
talk in Brighton, back when we were all first marveling at the shiny
possibilities of PHP 5. Thanks to Andy Budd, who hosted the talk, and to
the vibrant Brighton developer community. Thanks also to Jessey
White-Cinis, who was at that meeting and who put me in touch with
Martin Streicher at Apress.
Once again, this time around, the Apress team has provided
enormous support, feedback, and encouragement. I am lucky to have
benefited from such professionalism.
I’m very lucky to have had my friend and colleague, Paul Tregoing,
working on this edition as Technical Reviewer. The fact that PHP itself
was under active development throughout the writing of this book
demanded extra vigilance. Code examples that were perfectly valid in
early drafts were rendered incorrect by the language’s fast evolution.
Once again, this edition has greatly benefited from Paul’s knowledge,
insight, and attention to detail—many thanks Paul!
Thanks and love to my wife, Louise. The production of this book has
coincided with three pandemic lockdowns, so thanks are also due to
our children, Holly and Jake, for many much-needed distractions—
often provided during Zoom meetings conducted in my office space
(the corner of the kitchen table).
Thanks to Steven Metsker for his kind permission to reimplement in
PHP a simplified version of the parser API he presented in his book,
Building Parsers with Java (Addison-Wesley Professional, 2001).
I write to music, and, in previous editions of this book, I
remembered the great DJ, John Peel, champion of the underground and
the eclectic. The soundtrack for this edition was largely provided by
BBC Radio 3’s contemporary music show, Late Junction, played on a
loop. Thanks to them for keeping things weird.
Table of Contents
Part I: Objects
Chapter 1:​PHP:​Design and Management
The Problem
PHP and Other Languages
About This Book
Objects
Patterns
Practice
What’s New in the Sixth Edition
Summary
Chapter 2:​PHP and Objects
The Accidental Success of PHP Objects
In the Beginning:​PHP/​FI
Syntactic Sugar:​PHP 3
PHP 4 and the Quiet Revolution
Change Embraced:​PHP 5
PHP 7:​Closing the Gap
PHP 8:​The Consolidation Continues
Advocacy and Agnosticism:​The Object Debate
Summary
Chapter 3:​Object Basics
Classes and Objects
A First Class
A First Object (or Two)
Setting Properties in a Class
Working with Methods
Creating a Constructor Method
Constructor Property Promotion
Default Arguments and Named Arguments
Arguments and Types
Primitive Types
Some Other Type-Checking Functions
Type Declarations:​Object Types
Type Declarations:​Primitive Types
mixed Types
Union Types
Nullable Types
Return Type Declarations
Inheritance
The Inheritance Problem
Working with Inheritance
Public, Private, and Protected:​Managing Access to Your
Classes
Typed Properties
Summary
Chapter 4:​Advanced Features
Static Methods and Properties
Constant Properties
Abstract Classes
Interfaces
Traits
A Problem for Traits to Solve
Defining and Using a Trait
Using More Than One Trait
Combining Traits and Interfaces
Managing Method Name Conflicts with insteadof
Aliasing Overridden Trait Methods
Using Static Methods in Traits
Accessing Host Class Properties
Defining Abstract Methods in Traits
Changing Access Rights to Trait Methods
Late Static Bindings:​The static Keyword
Handling Errors
Exceptions
Final Classes and Methods
The Internal Error Class
Working with Interceptors
Defining Destructor Methods
Copying Objects with _​_​clone( )
Defining String Values for Your Objects
Callbacks, Anonymous Functions, and Closures
Anonymous Classes
Summary
Chapter 5:​Object Tools
PHP and Packages
PHP Packages and Namespaces
Autoload
The Class and Object Functions
Looking for Classes
Learning About an Object or Class
Getting a Fully Qualified String Reference to a Class
Learning About Methods
Learning About Properties
Learning About Inheritance
Method Invocation
The Reflection API
Getting Started
Time to Roll Up Your Sleeves
Examining a Class
Examining Methods
Examining Method Arguments
Using the Reflection API
Attributes
Summary
Chapter 6:​Objects and Design
Defining Code Design
Object-Oriented and Procedural Programming
Responsibility
Cohesion
Coupling
Orthogonality
Choosing Your Classes
Polymorphism
Encapsulation
Forget How to Do It
Four Signposts
Code Duplication
The Class Who Knew Too Much
The Jack of All Trades
Conditional Statements
The UML
Class Diagrams
Sequence Diagrams
Summary
Part II: Patterns
Chapter 7:​What Are Design Patterns?​Why Use Them?​
What Are Design Patterns?​
A Design Pattern Overview
Name
The Problem
The Solution
Consequences
The Gang of Four Format
Why Use Design Patterns?​
A Design Pattern Defines a Problem
A Design Pattern Defines a Solution
Design Patterns Are Language Independent
Patterns Define a Vocabulary
Patterns Are Tried and Tested
Patterns Are Designed for Collaboration
Design Patterns Promote Good Design
Design Patterns Are Used by Popular Frameworks
PHP and Design Patterns
Summary
Chapter 8:​Some Pattern Principles
The Pattern Revelation
Composition and Inheritance
The Problem
Using Composition
Decoupling
The Problem
Loosening Your Coupling
Code to an Interface, Not to an Implementation
The Concept That Varies
Patternitis
The Patterns
Patterns for Generating Objects
Patterns for Organizing Objects and Classes
Task-Oriented Patterns
Enterprise Patterns
Database Patterns
Summary
Chapter 9:​Generating Objects
Problems and Solutions in Generating Objects
The Singleton Pattern
The Problem
Implementation
Consequences
Factory Method Pattern
The Problem
Implementation
Consequences
Abstract Factory Pattern
The Problem
Implementation
Consequences
Prototype
The Problem
Implementation
Pushing to the Edge:​Service Locator
Splendid Isolation:​Dependency Injection
The Problem
Implementation
Consequences
Summary
Chapter 10:​Patterns for Flexible Object Programming
Structuring Classes to Allow Flexible Objects
The Composite Pattern
The Problem
Implementation
Consequences
Composite in Summary
The Decorator Pattern
The Problem
Implementation
Consequences
The Facade Pattern
The Problem
Implementation
Consequences
Summary
Chapter 11:​Performing and Representing Tasks
The Interpreter Pattern
The Problem
Implementation
Interpreter Issues
The Strategy Pattern
The Problem
Implementation
The Observer Pattern
Implementation
The Visitor Pattern
The Problem
Implementation
Visitor Issues
The Command Pattern
The Problem
Implementation
The Null Object Pattern
The Problem
Implementation
Summary
Chapter 12:​Enterprise Patterns
Architecture Overview
The Patterns
Applications and Layers
Cheating Before We Start
Registry
Implementation
The Presentation Layer
Front Controller
Application Controller
Page Controller
Template View and View Helper
The Business Logic Layer
Transaction Script
Domain Model
Summary
Chapter 13:​Database Patterns
The Data Layer
Data Mapper
The Problem
Implementation
Consequences
Identity Map
The Problem
Implementation
Consequences
Unit of Work
The Problem
Implementation
Consequences
Lazy Load
The Problem
Implementation
Consequences
Domain Object Factory
The Problem
Implementation
Consequences
The Identity Object
The Problem
Implementation
Consequences
The Selection Factory and Update Factory Patterns
The Problem
Implementation
Consequences
What’s Left of Data Mapper Now?​
Summary
Part III: Practice
Chapter 14:​Good (and Bad) Practice
Beyond Code
Borrowing a Wheel
Playing Nice
Giving Your Code Wings
Standards
Vagrant
Testing
Continuous Integration
Summary
Chapter 15:​PHP Standards
Why Standards?​
What Are PHP Standards Recommendations?​
Why PSR in Particular?​
Who Are PSRs for?​
Coding with Style
PSR-1 Basic Coding Standard
PSR-12 Extended Coding Style
Checking and Fixing Your Code
PSR-4 Autoloading
The Rules That Matter to Us
Summary
Chapter 16:​PHP Using and Creating Components with Composer
What Is Composer?​
Installing Composer
Installing a (Set of) Package(s)
Installing a Package from the Command Line
Versions
require-dev
Composer and Autoload
Creating Your Own Package
Adding Package Information
Platform Packages
Distribution Through Packagist
Keeping It Private
Summary
Chapter 17:​Version Control with Git
Why Use Version Control?​
Getting Git
Using an Online Git Repository
Configuring a Git Server
Creating the Remote Repository
Beginning a Project
Cloning the Repository
Updating and Committing
Adding and Removing Files and Directories
Adding a File
Removing a File
Adding a Directory
Removing Directories
Tagging a Release
Branching a Project
Summary
Chapter 18:​Testing with PHPUnit
Functional Tests and Unit Tests
Testing by Hand
Introducing PHPUnit
Creating a Test Case
Assertion Methods
Testing Exceptions
Running Test Suites
Constraints
Mocks and Stubs
Tests Succeed When They Fail
Writing Web Tests
Refactoring a Web Application for Testing
Simple Web Testing
Introducing Selenium
A Note of Caution
Summary
Chapter 19:​Automated Build with Phing
What Is Phing?​
Getting and Installing Phing
Composing the Build Document
Targets
Properties
Types
Tasks
Summary
Chapter 20:​Vagrant
The Problem
A Little Setup
Choosing and Installing a Vagrant Box
Mounting Local Directories on the Vagrant Box
Provisioning
Setting Up the Web Server
Setting Up MariaDB
Configuring a Hostname
Wrapping It Up
Summary
Chapter 21:​Continuous Integration
What Is Continuous Integration?​
Preparing a Project for CI
Installing Jenkins Plug-ins
Setting Up the Git Public Key
Installing a Project
Running the First Build
Configuring the Reports
Triggering Builds
Summary
Chapter 22:​Objects, Patterns, Practice
Objects
Choice
Encapsulation and Delegation
Decoupling
Reusability
Aesthetics
Patterns
What Patterns Buy Us
Patterns and Principles of Design
Practice
Testing
Standards
Version Control
Automated Build
Continuous Integration
What I Missed
Summary
Appendix A:​Bibliography
Books
Articles
Sites
Appendix B:​A Simple Parser
The Scanner
The Parser
Index
About the Author
Matt Zandstra
has worked as a web programmer, consultant, and writer for over two
decades. He is the author of SAMS Teach Yourself PHP in 24 Hours (three
editions) and is a contributor to DHTML Unleashed. He has written
articles for Linux Magazine, Zend, IBM DeveloperWorks, and
php|architect magazine, among others. Matt was a senior
developer/tech lead at Yahoo! and API tech lead at LoveCrafts. Matt
works as a consultant advising companies on their architectures and
system management and also develops systems primarily with PHP and
Java. Matt also writes fiction.
About the Technical Reviewer
Paul Tregoing
has worked in ops and development in a
variety of environments for nearly 20
years. He worked at Yahoo! for 5 years as
a senior developer on the frontpage
team; there he generated his first PHP
using Perl. Other employers include
Bloomberg, Schlumberger, and the
British Antarctic Survey, where he
became intimate with thousands of
penguins.
He now works as a freelance
engineer for various clients, small and
large, building multitiered web apps
using PHP, JavaScript, and many other
technologies. Paul is a voracious
consumer of science fiction and fantasy
and harbors not-so-secret ambitions to try his hand at writing in the
near future. He lives in Cambridge, United Kingdom, with his wife and
children.
Part I
Objects
© Matt Zandstra 2021
M. Zandstra, PHP 8 Objects, Patterns, and Practice
https://doi.org/10.1007/978-1-4842-6791-2_1

1. PHP: Design and Management


Matt Zandstra1
(1) Brighton, UK

In July 2004, PHP 5.0 was released. This version introduced a suite of
radical enhancements. Perhaps first among these was radically
improved support for object-oriented programming. This stimulated
much interest in objects and design within the PHP community. In fact,
this was an intensification of a process that began when version 4 first
made object-oriented programming with PHP a serious reality.
In this chapter, I look at some of the needs that coding with objects
can address. I very briefly summarize some aspects of the evolution of
patterns and related practices.
I also outline the topics covered by this book. I will look at the
following:
The evolution of disaster: A project goes bad
Design and PHP: How object-oriented design techniques took root
in the PHP community
This book: Objects, Patterns, Practice

The Problem
The problem is that PHP is just too easy. It tempts you to try out your
ideas and flatters you with good results. You write much of your code
straight into your web pages, because PHP is designed to support that.
You add utility functions (such as database access code) to files that can
be included from page to page, and before you know it, you have a
working web application.
You are well on the road to ruin. You don’t realize this, of course,
because your site looks fantastic. It performs well, your clients are
happy, and your users are spending money.
Trouble strikes when you go back to the code to begin a new phase.
Now you have a larger team, some more users, and a bigger budget. Yet,
without warning, things begin to go wrong. It’s as if your project has
been poisoned.
Your new programmer is struggling to understand code that is
second nature to you, although perhaps a little byzantine in its twists
and turns. She is taking longer than you expected to reach full strength
as a team member.
A simple change, estimated at a day, takes three days when you
discover that you must update 20 or more web pages as a result.
One of your coders saves his version of a file over major changes
you made to the same code some time earlier. The loss is not discovered
for three days, by which time you have amended your own local copy. It
takes a day to sort out the mess, holding up a third developer who was
also working on the file.
Because of the application’s popularity, you need to shift the code to
a new server. The project has to be installed by hand, and you discover
that file paths, database names, and passwords are hard-coded into
many source files. You halt work during the move because you don’t
want to overwrite the configuration changes the migration requires.
The estimated two hours becomes eight as it is revealed that someone
did something clever involving the Apache module ModRewrite, and
the application now requires this to operate properly.
You finally launch phase 2. All is well for a day and a half. The first
bug report comes in as you are about to leave the office. The client
phones minutes later to complain. Her report is similar to the first, but
a little more scrutiny reveals that it is a different bug causing similar
behavior. You remember the simple change back at the start of the
phase that necessitated extensive modifications throughout the rest of
the project.
You realize that not all of the required modifications are in place.
This is either because they were omitted to start with or because the
files in question were overwritten in merge collisions. You hurriedly
make the modifications needed to fix the bugs. You’re in too much of a
hurry to test the changes, but they are a simple matter of copy and
paste, so what can go wrong?
The next morning, you arrive at the office to find that a shopping
basket module has been down all night. The last-minute changes you
made omitted a leading quotation mark, rendering the code unusable.
Of course, while you were asleep, potential customers in other time
zones were wide awake and ready to spend money at your store. You fix
the problem, mollify the client, and gather the team for another day’s
firefighting.
This everyday tale of coding folk may seem a little over the top, but I
have seen all these things happen over and over again. Many PHP
projects start their life small and evolve into monsters.
Because the presentation layer also contains application logic,
duplication creeps in early as database queries, authentication checks,
form processing, and more are copied from page to page. Every time a
change is required to one of these blocks of code, it must be made
everywhere that the code is found, or bugs will surely follow.
Lack of documentation makes the code hard to read, and lack of
testing allows obscure bugs to go undiscovered until deployment. The
changing nature of a client’s business often means that code evolves
away from its original purpose until it is performing tasks for which it
is fundamentally unsuited. Because such code has often evolved as a
seething, intermingled lump, it is hard, if not impossible, to switch out
and rewrite parts of it to suit the new purpose.
Now, none of this is bad news if you are a freelance PHP consultant.
Assessing and fixing a system like this can fund expensive espresso
drinks and DVD box sets for six months or more. More seriously,
though, problems of this sort can mean the difference between a
business’s success and failure.

PHP and Other Languages


PHP’s phenomenal popularity meant that its boundaries were tested
early and hard. As you will see in the next chapter, PHP started life as a
set of macros for managing personal home pages. With the advent of
PHP 3 and, to a greater extent, PHP 4, the language rapidly became the
successful power behind large enterprise websites. In many ways,
however, the legacy of PHP’s beginnings carried through into script
design and project management. In some quarters, PHP retained an
unfair reputation as a hobbyist language, best suited for presentation
tasks.
About this time (around the turn of the millennium), new ideas
were gaining currency in other coding communities. An interest in
object-oriented design galvanized the Java community. Since Java is an
object-oriented language, you may think that this is a redundancy. Java
provides a grain that is easier to work with than against, of course, but
using classes and objects does not in itself determine a particular
design approach.
The concept of the design pattern as a way of describing a problem,
together with the essence of its solution, was first discussed in the
1970s. Perhaps aptly, the idea originated in the field of architecture, not
computer science, in a seminal work by Christopher Alexander: A
Pattern Language (Oxford University Press, 1977). By the early 1990s,
object-oriented programmers were using the same technique to name
and describe problems of software design. The seminal book on design
patterns, Design Patterns: Elements of Reusable Object-Oriented
Software (Addison-Wesley Professional, 1995), by Erich Gamma,
Richard Helm, Ralph Johnson, and John Vlissides (henceforth referred
to in this book by their affectionate nickname, the Gang of Four), is still
indispensable today. The patterns it contains are a required first step
for anyone starting out in this field, which is why most of the patterns
in this book are drawn from it.
The Java language itself deployed many core patterns in its API, but
it wasn’t until the late 1990s that design patterns seeped into the
consciousness of the coding community at large. Patterns quickly
infected the computer sections of Main Street bookstores, and the first
flame wars began on mailing lists and in forums.
Whether you think that patterns are a powerful way of
communicating craft knowledge or largely hot air (and, given the title of
this book, you can probably guess where I stand on that issue), it is
hard to deny that the emphasis on software design they have
encouraged is beneficial in itself.
Related topics also grew in prominence. Among them was Extreme
Programming (XP), championed by Kent Beck. XP is an approach to
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FOOTNOTES:
[A] Nicely.
[B] Marriage-portion or fortune.
[C] Money.
[D] The megaphone is a speaking-trumpet of great power, the voice from which
can be heard high over the roar of wind or wave fully a mile.
[E] Walrus flesh.
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