animate letters as snakes with after effects - animation

I'm working on an animation in after effects (I'm pretty new to this, so bear with me if this is an obvious question), and I want my letters to slither away like snakes. I already have them formatted so that each letter is composed of a single continuous line (here's a picture: postimg.org/image/3vynhvmq9). The puppet warp tool is kind of what I'm looking for, but it stretches out part of the letter, and instead I would like the back end of the letter to follow when I pull on the other end. I hope it's clear what I'm looking for, feel free to ask for clarification if it isn't. Thanks in advance for any advice.

Sorry that I didn't see this until now. It may be quite challenging to set up/control, but you might want to take a look at the Snake plugin, available as part of http://omino.com/pixelblog/2014/04/13/omino-plugins-2-1-for-after-effects/
Pay close attention to the comments on that page, as there are important tips available about how Snake works.
I've used this plugin to do stuff very similar to what you're wanting to do.

Related

Does BiDi support need to extend to visualizations?

I'm in the process of writing a visualization library for a product I work on and I've been thinking about i18n and BiDi support. I haven't been able to find a good answer anywhere, and my Project Manager doesn't really know the answer either.
My question is this: how far should I take bi-directionality with visualizations? Should the entire visual be mirrored, or only the labels on the key/axes? What is expected in the Right-to-Left reading world?
Note
I'm specifically thinking of Gauges and Bar Charts right now... if that helps the discourse.
For Hebrew:
You should not flip bar and line charts. Keep the x axis values growing from left to right. You can and should localize the labels.
Gauges should also usually remain as is, keeping their "clockwise" feel, with localized labels.
And of course there are always exceptions so always consult with your client or end users.
The answer, as usual, is it depends. This is a very complex question for which there is no easy answer.
For starters, I would suggest reading Michael Kaplan's blog Sorting It All Out.
http://www.siao2.com/2010/02/02/9956547.aspx
I am no expert, but my understanding is that, in general, people who are reading RTL expect things to be mirrored more often than not.

Are you concerned about the aesthetics of your code? [closed]

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I don't know if I'm the only person in the world which gets a bad feeling in my stomach if my code isn't "pretty". For example if I get a assignment that another person has been doing before me. I can't help it to clean the code and make it look "pretty". I don't know if it's some kind of OCD.
It's like I see the code as some kind of art that has be perfect in my own code convention to look good. I don't know if you understand what I'm trying to explain here.
But are you like me, trying always to make my code look good in a aesthetical point of view even though it won't make the code better?
Yes, I care about code aesthetics.. Code that is aestheticly pleasing is easy to read and therefore easy to understand.
No, I stopped trying anymore. You can't defeat an army of code monkeys.
Only with my personal project I'm aspired to make it perfect.
I think Robert Martin described it best in his Book Clean Code:A Handbook of Agile
Software Craftsmanship
It’s not enough to write the code
well. The code has to be kept clean
over time. We’ve all seen code rot and
degrade as time passes. So we must
take an active role in preventing this
degradation.
The Boy Scouts of America have a
simple rule that we can apply to our
profession.
Leave the campground cleaner than you
found it.
If we all checked-in our code a little
cleaner than when we checked it out,
the code simply could not rot. The
cleanup doesn’t have to be something
big. Change one variable name for the
better, break up one function that’s a
little too large, eliminate one small
bit of duplication, clean up one
composite if statement.
Can you
imagine working on a project where the
code simply got better as time passed?
Do you believe that any other option
is professional? Indeed, isn’t
continuous improvement an intrinsic
part of professionalism?
If you mean identation, I think it is essential.
If you mean readable (which for me is different from aesthetically pretty), it is also essential.
If you want what's written to look like flowers and birds flying, then no. I'm not concerned. :P
I hate that my collegues always write one letter variables, short named methods that start with underscores and generally ugly code. It seems to be the standard practice around these parts.
I always make my code look good. It's a visual representation of who I am, so I have to maintain it nice and neat, and properly indented.
I'm not so much concerned with whether or not it looks nice as much as with how readable it is. It just so happens that "prettier" code is usually easier to read and maintain.
Formatting code is one way (and possibly the most bang for your buck way at that) to make your code readable. Being confronted with readable code makes stepping through your program easier (whether in a debugger or code review). The same goes for sensible variable names and thinking about variable scope.
If, however, you're spending all of your time changing some perfectly acceptable notation for fields, locals, pointers etc. into some very personal Ancide-notation, then I'd be inclined to say that isn't really necessary.
I too find myself in such a position. Since clean code is easy to read and maintain, I always try to clean up and style my code.
I do that as well. I find that making the code look good makes it easier to read and understand.
Yes, I like to make the code look better, because it makes easier to maintain and it looks like people are concerned on making a good system.
When the code looks ugly, you don't feel yourself motivated to keep it cool.
And I feel i'm so concerned that i think my co-workers hate me =P
I make very good use of the build-in code formatter within Visual Studio. In Delphi, I even use an add-in that allows me to format my Delphi code. I also try to keep each source file below the 1000 lines of code, although I'm not worried if some files are becoming longer. I use descriptive variable names and occasionally add some additional comments when I suspect that the code (and names for fields, classes and parameters) isn't clear enough for the next one reading my code.
The result is very rewarding since I once had to maintain a piece of code that I wrote 5 years earlier. It's readability made my own pieces of code in the project still very readable. Others have been more careless, though. It gave me an easy trick to recognize my own code from the garbage that was added by some inexperienced semi-programmer/manager who was only capable of writing macro's in Word and Excel...
"Pretty" and "code aesthetics" are sort of proxy words - those terms sound trivial, but (at least to me) really mean "clearly and logically expressed ideas". Clearly and Logically expressed ideas matter.
Tidy code is more maintainable. Your brain is able to do amazing automated pattern matching on code, so you will often find that you spot bugs and problems in code just because it is the wrong "shape". I find tidiness so important I wrote a VS addin (AtomineerUtils) for adding and formatting doc comments to minimise the work I need to go to in order to keep my code tidy.
Of course, that's no reason to reformat someone else's code - you'll only upset other programmers if you change their code to your style for aesthetic reasons, not to mention you're spending a lot of time that could be put into new code, and every line of code you change is another potential bug that needs to be re-tested. So try to stop yourself going "too far".
I wouldn't go so far as to make things look aesthetically good purely for the aesthetic value, but I do think it's really important to write code that's readable and easily understood at a glance. Especially when writing things like XML/HTML, things like proper nesting and indentation can really make it easy to quickly get a sense of the structure and allow you to spend your time zeroing in on the areas that you care about. A short, well-organized method that's easy to read visually will save time and energy vs. something that takes ten minutes to understand.
Yeah, I have to have the code indented with spaces and tab 4 spaces wide and if it is C/C++/Java code put curly brace in its own line, Emacs macros do the rest :-)
Yes, I do. And because "you can't [indeed] fight an army of monkey" (if I may borrow this from one answer), I tend to try making this less painful and to automate what can be automated, e.g. performing cosmetic checks during the build (that will break if necessary). Another option would be to format code automatically on commit but I prefer the first one.
PS: I'm using Jalopy and Maven for this when doing Java.
Define "aesthetics." I think it means different things to different people.
The absolute most important thing to me about any code that I write (despite hasty code samples posted here) is that it works as intended. Once it works as intended, then, and only then, do I worry about the aesthetics.
Aesthetics are subjective. I may spend labor to make my code a work of art in my eyes, and someone else may come behind me and labor to change it to conform to their sense of what constitutes "beautiful code." After all, do you include design patterns, coding standards, naming conventions, and who-knows-what-else in that? Or is it a simple matter of indentation, curly brace alignment, type-alignment in variable declaration, and so forth?
No two developers will completely agree on what constitutes aesthetically pleasing code. That's not to say that you shouldn't strive to create it; but it should not be your number one priority. Writing working, maintainable code should be your number one priority. If it happens to be aesthetically pleasing as a result of that, so be it.
So your the guy making merging a complete nightmare? Undoing all the formatting that is aesthetically pleasing to me, the writer and primary maintainer of that code you just checked in?
Yes, I am shamelessly trying to acquire StackOverflow karma with silly questions.

How to avoid random UI?

Say for instance I'm going to do some seat of my pants coding adding a feature to an enterprise app. What are some good examples/tenants/cardinal rules a person can follow for making a fairly complex setup/config screen not look like feet.
What I'm looking for is along the lines of "Don't put one thing in a group box". But I'd also like some help with symmetry if anyone knows what layouts are most likely to achieve a relative amount of good looks that would be helpful.
Here's a cardinal rule you asked for: line up the controls vertically /horizontally and equally space the various related elements. And use correct spelling on your labels!
We've all come across screens where there are misaligned controls (even a couple pixels is noticeable) or misspelling on labels. When this happens to me I can't help but subconsciously look for other mistakes, plus it decreases my confidence in the application I'm using!
This is actually a huge topic. I frequently go to the Microsoft UX Guide for reminders on how to do this.
Some basics:
Make your app read like a book: left
to right, top to bottom
Use goal-oriented language instead of
technology oriented language
Not a cardinal rule but a great resource:
Apple UI Guidelines (good info for any OS)
EDIT: Re: achieving symmetry - things don't have to be perfectly symmetrical, but you want a feel of balance. Take a step back and get a sense of whether the page or form feels like it's leaning/falling to the left or right.
E.g., with stackoverflow, the main content is to the left, but it's nicely balanced by the extra stuff on the right.
I find that paper is my friend. I like to write out a list of objectives the form has to accomplish, and then sketch the form by hand, labeling the parts. Drawing it out lets me get away from making sure it looks perfect and that everything is aligned just right, and lets me focus on making sure that all the components I need are placed, hopefully somewhere logically. It also forces me to lay out the UI twice, so by the time I open my UI designer, I've already designed the form once and you hopefully know what I am doing
Some basic rules for you.
Try to make effective use of whitespace. Don't cram everything together in an effort to get as much stuff on screen as possible. This will make grouped controls more clear and text more legible.
Basic typography. Limit your use of fonts to 1 or 2. Don't use bold too much or it loses its emphasis.
The same goes for colours. Don't use too many, the fewer the better most of the time.
Don't just use icons to save space. Tiny icons with no explanation are useless.
Copy. Not wholesale of course, but if you are not well-versed in UI design yourself, it makes sense to take elements of interfaces you know work and apply them in your own designs.
Be clear about the purpose of the interface. How does it fit within the broader application for example? And what are the specific objectives you are trying to satisfy with it?
Get people to test it for you, early and often. I don't know what setup you are working with, or what kind of organisation you are in, but getting some kind of human feedback on your work will always be helpful, even if you lack the time and expertise to conduct proper usability evaluations.
Since you use the term, "seat of your pants," I'm assuming that you don't want to spend too much time on the UI. If you are willing to devote some time to the UI, you may want to look into custom control or UI development that will suit your situation. Like Firefox's Options UI or the .NET project properties in Visual Studio 2008.
If you are looking for something using standard controls, it is probably best to separate out different sections of related items into tabs or some other type of stacking control (i.e. Ribbon control). A good example of the tabbed version would be the Notepad++ Preferences UI. Many other programs use a similar scheme.
The best way to get a UI that makes sense is to follow Joel's advice:
Eat your own dog food.
Do it a few times to your own UI, and you'll notice some things you didnt think of intially.
I've found that a really good test is getting someone non-technical to use your GUI. Watching someone use it for 5-10mins normally gives me a very good idea about what is/isn't easier to understand.
This series by Joel Spolsky is a pretty good read and Jakob Nielsen's stuff Usability and Web Design is pretty useful.
Specific rules I try and use are:
Put items in logical groups
Line everything up
Use sensible images/icons
Spend 5-10 mins thinking through why things are the way there are
Only use words that make sense to the user not to you!
Start from the setup/config UI of an existing application that you feel is both simple and usable.
Most tenants/cardinal rules apply to UI in general and fill hundreds and hundreds of pages in UI design and HCI books, so you probably want to just work your way by example for now, while trying to capitalize on existing user experience (habits), i.e. obeying the rule of "least surprise": e.g. if your application is a Windows application, use the Installation Wizard pattern, if it's an ncurses app for a particular flavor of *nix follow the style of that particular OS's actual installation UI, etc.
You might be interested in the book "Don't Make Me Think," (author's web site) or "About Face 3.0". Both come highly recommended for reading about how to design interfaces.

The "Should be easy for a junior developer to understand" argument [closed]

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Does anyone actually think this is a good reason to "Dumb down" your code?
When a manager asks you to make your code simple (in terms of technology skills required to understand it) at the cost of more verbose cluttered code what should you do?
I highly disagree. Junior developers will end up being Senior developers. How? By encountering advanced topics that aren't taught in school.
My code base now makes heavy use of Inversion of Control containers. I would never revert my code to the old way because a junior developer had issues groking IoC. Instead I would take them out for a beer after work and discuss it. The more the junior dev learns the less hand holding needs to be done.
Here's a blog post discussing this very topic.
If you're constantly dumbing down your code or designs, it's a pretty good way to make sure your junior developers stay dumb. Challenge them and use it as a mentoring opportunity. Of course, some will never learn, but you've got bigger problems at that point.
It's not just pointy-haired bosses either. As a senior dev, it's often difficult to resist the urge to mommy junior developers. "Oh I'll just do this part because it's way too hard for them", or it'll take them too long, or they'll get way off in the weeds.
And finally, make sure you strike a balance between idiomatic code that uses the full power of a language vs idiomatic code that abuses that power. There's no reason you need to override the || operator just to run its args in two separate threads. At least dumb the code down a little for your older, dumber, future self.
Well, I think it's reasonable to avoid using "clever" language constructs unless they really, really make the code better - at which point if a junior developer sees it, hopefully they'd ask rather than just being flumoxed.
Here's an alternative way of phrasing it though: "Write your code so that it's easy enough to understand that if you get called at 3am and asked to fix a bug in it, you can still understand it."
Seriously, make it as easy to understand as possible. That doesn't mean a comment every other line - it means a comment where the purpose of a piece of code isn't obvious, and only then where the preferred choice of "well make it obvious then" doesn't work.
There's a difference between puzzle code and complex code.
I've found that the single biggest issue is that there is a big difference between "easy to understand by reading" versus "well-factored", and that the two goals are often in direct tension with one another. In well-factored code, there is a lot more jumping around between classes and a lot of virtual dispatch, so the path through the code is very non-linear.
Yes readability and being able to easily understand code is a big part of maintainability in my opinion.
Well if you intend to maintain your code forever, never change jobs, never feel the urge to work on something new, and can assure everyone you will never be hit by a truck, then sure there is no need to dumb down that puzzle code.
No. In the past, I've learned a lot from seeing the tricks of more experienced developers. I'd much rather have had the opportunity to learn something new from them than have had them dumb things down for me.
Its a balancing act...
If any 3 people on your team can 'read' your code and know what its doing... no need to change. However if you're the only person who can understand your code (no matter how rad/clever you think it is).. maybe you should take it down a few notches.
Another guideline to help would be to 'Try the simplest thing that works.' All the latest buzz words are nice to know however what it is even more important is having the skill to spot where you could get by without using them. You don't need to spray paint your code with IOC or Frameworks or Design Patterns...
The manager's side of this argument is sorely missed in this thread :) (and for the record.. I'm not one). His/Her major concern being he doesn't want a dark area of code that no one else dares to venture into.. so if you can convince your boss that a few other people on the team can make an arbitrary fix (or better yet.. show an actual bug fixed by someone else) - the mgr should let you off the hook. Disagreeing with your boss is another art :).. but you can talk things out usually.
You dont have to go all the way backward to Lowest Common Denominator.. strike a balance.
Your goal should not be for your code to be easy to understand for a junior developer. Instead, it should be easy to understand for a maintainence programmer.
This means:
Local "complexity" is okay, when needed. If they see the complex code they'll know they need to dig deeper.
Hidden complexity is bad. If you can't see that changing a piece of code will have subtle side effects then maintaining the code will be a nightmare.
New technologies that are visible are also okay, when not taken to extremes.
This is because those that maintain code rarely have the same overall understanding of the system. Or the time to develop it.
I disagree with the manager: What needs to be simple is the code, not the technology used to write it.
I would, however, impose a closely related requirement:
The internal documentation states clearly what technologies are needed to understand this code, and it gives references to places where those technologies can be learned.
For example, even as a senior developer, I find all matrix codes baffling. But if somebody gives me a reference to the right part of Numerical Recipes, I can puzzle out the details.
Yes. It's a very valid reason to take it down a notch. The reality is that a very, very large number of developers (as in most) are at the junior level.
As far as what you should do... Say "Yes Sir" or "Yes Ma'am" and do it. There is only one boss in that relationship.
UPDATE:
As some people seem to think that having a jr dev learning advanced topics while wading through obfuscated code I want to throw one more thing in here.
When ANY developer (jr or otherwise) runs into code they don’t understand, their first approach is to refactor it into something that is understandable. This is called the “Wow that code is crap I must rewrite it!” syndrome. I’m willing to bet everyone on this board has experienced it. So, as a business owner, do I want to pay for code to be developed each time a new person comes by or do I want to pay for new features to be added?
Guess which person I’m going to keep around longer.
If you dumb down your code, you're going to be stuck working with dummy junior programmers who will never be familiar with advanced coding techniques. If there's any verbose code that's trying to express an inherently complex procedure that you wrote, the aforementioned junior developer probably wouldn't be able to see the forest for the trees anyways. And they'd probably screw up if they had to express a complex concept if all they knew were basic primitive constructs whereas if they knew how to express what they meant tersely and elegantly, the code has a better chance of being correct.
Scott Muc said:
"I've found that the single biggest issue is that there is a big difference between "easy to understand by reading" versus "well-factored", and that the two goals are often in direct tension with one another. In well-factored code, there is a lot more jumping around between classes and a lot of virtual dispatch, so the path through the code is very non-linear."
Quoted for truth, and I think this is one of the biggest problems with C++ code in general. If you're the one that wrote the code, it's pretty easy to come up with a very complicated set of stuff that is well factored, makes lots of sense if you already know it, works well, and generally resembles a diamond crystal, etc. but which, from the perspective of someone who's trying to figure out how you got there and why things are the way they are and how things work, and how one might make changes that fit into the existing system and satisfy new requirements, is almost completely opaque and impenetrable.
How does this kind of situation help maintainability? That situation is one of my main beefs with C++ programmers. Far better to have a mess of plain C code which can be hacked upon than a diamond crystal of inpenetrably super-factored code which nearly nobody can figure out how to sensibly modify without smashing the crystalline structure.
One way to "dumb down" code that I actually think is an excellent practice is to use longer variable names and longer function names. Naming variables and functions to make their purpose easily understandable is a significant engineering task, IMHO, and takes extra effort on the part of the original author of the code. Damian Conway has some excellent examples in "Perl Best Practices". Some examples include: Prefer "final_total" to "sum"; prefer "previous_appointment" to "previous_elem", prefer "next_client" to "next_elem". Prefer "sales_records" to "data". Etc. He also pushes for using grammatical templates (Noun-adjective) and staying consistent. Don't use max_displacement one place and then use VelocityMax in another. Index variables need real names too:
sales_record[i] vs sales_record[cancelled_transaction_number]
I frequently "refactor" my code at the end of a development cycle by finding new names for all my functions and variables. In a modern editor it's trivial to change them all, and it's only at the end that I really figure out what I used them for. "Dumbing down" code this way isn't classic C, but it's easier for me when I come back months later asking WTF did I do?
It depends on the code. Is this something being shipped in your flagship product that requires use of the features your manager wants you to remove for performance reasons? If the answer is yes I would try to have your manager let you keep the code and just write up a document explaining in detail the section of code that is hard to understand. If it's an internal app that needs to be maintained by lots of different people and the complex features can be removed with out negatively affecting the program remove them and pick more important battles to fight.
You should just remind your boss that you can build rocket ships or chicken coops, and he will have to pay you the same for either one. Do what they say but generally an environment like that lends itself to people looking for a new environment.
The old quote is appropriate here:
Make everything as simple as possible,
but not simpler.
I've known developers who wrote highly obfuscated code that they felt was advanced but which the rest of the team felt was unreadable and unmaintainable. Part of this involved overuse of advanced language features (in C, the ternary operator and the comma operator) and writing in an obscure personal idiom (for example, replacing ptr->item with (*ptr).item everywhere) that no-one else would ever be able to maintain. The author was trying to outsmart the optimizer (which to be fair, was far from good).
Note: I'm not suggesting that "x = (p == NULL) ? "default" : p->value;" is complicated, but when someone uses ternary operators that span many lines, are nested, and make heavy use of the comma operator, code quickly becomes unreadable.
In this sort of case, "dumbing down" the code would have been a good idea. The problem was not advanced algorithms nor advanced language features, but overuse and inappropriate use of advanced language features, and an obscure personal idiom.
However, in the case you are asking about, where the manager's changes make the code more difficult to read and maintain, I agree with you and the others who have responded. I just wanted to point out the alternative that no-one else has mentioned.
I suggest keeping the code in a "Geeky-level" and comment it well so that the juniors can understand the intention behind the code and simultaneously learn a better way (or a right way) to code, so we have the best of both he worlds.
I think it is the manager's way of politely telling you that your code is too obfuscated/complex/jumbled/puzzle code...whatever you want to call it. Sometimes we get so involved writing our codes that we forget that someone else will have to come along and read it later.
I learned it the hard way and, in retrospect, find that it was the better way. Let the cycle repeat itself.
I agree 100% with the argument. With one major addition: Train your junior developers until they understand your code ;-)
I'm talking about using "unusual" technologies. In this case it's JQuery.
This issue came up when I was writing a wizard control for user registration.
The navigation menu needed to be customised and the current step in the wizard had to have a different css class in the menu. This meant I needed to get access to the currently selected step when generating the menu. My solution was to output the current step index in a hidden html field which could then be read by JQuery in order to customise the css.
I thought that this was much nicer and cleaner than using the databinding syntax in ASP.NET which doesn't have compile-time checking and messes up the layout of the html.
The databinding solutions is "standard" while the JQuery one is "unusual" which means that it's less likely to be understood by a junior.
I'm trying more and more these days to provide the required data for the UI rather than hack it into the UI with databinding which is why I added the hidden field with the current step index.
It is simply impossible to make progress or to innovate in any industry without doing things that others don't understand. Innovation is necessarily blasphemous. Why? Because if you're doing things that make sense to everyone else around you, the odds are you're not the first one doing it. ;)
That being said, there is a significant difference between doing something that is difficult to understand simply because it's a new or complicated problem versus doing something that's difficult to understand because you're trying to show off or you think confusing people will somehow gain you job security (which I've never seen work, but I've heard of people trying).
Should you make things easy to understand? Yes absolutely, as much as humanly possible. However a program that works and does its job well is the higher priority.
The manager's complaint should never be "don't do this because our junior guys don't understand it" -- it should only ever be "do x instead of y whenever feasible because x is easier to read / understand". This also assumes that x and y are equivalent (accept the same input and produce the same result).
I can't stand when managers do that... I've had three different managers bawl me out for using perfectly normal code the way it was designed to work, not because I was doing anything complicated, but rather only because they felt like it was too much effort for the other guys on our team to go RTFM on the language we were using. As a management strategy, that's totally backwards. It's like being the Holy Roman Catholic church and insisting that the laymen are too dumb to be trusted with literacy.
If you want to know really how ridiculous some of these managers get, try this: I had one manager bawl me out for declaring a variable as a type of "boolean" because he didn't feel the other programmers could handle it. Actually when I asked why, his answer was "because we don't do that here", which is a non-answer, but I interpreted it to mean "dumb it down". They were also berating me for that and similar practices as though it should be obvious that good programming habits were actually "bad" and that I should already know why even though they had never expressed a preferred programming style (either formally or informally). Needless to say, it was a bad job.
Make sure you can understand what it does 6 months down the road.
When in doubt, COMMENT your code. That's what comments are for.

How do you tell someone they're writing bad code? [closed]

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I've been working with a small group of people on a coding project for fun. It's an organized and fairly cohesive group. The people I work with all have various skill sets related to programming, but some of them use older or outright wrong methods, such as excessive global variables, poor naming conventions, and other things. While things work, the implementation is poor. What's a good way to politely ask or introduce them to use better methodology, without it coming across as questioning (or insulting) their experience and/or education?
Introduce questions to make them realise that what they are doing is wrong. For example, ask these sort of questions:
Why did you decide to make that a global variable?
Why did you give it that name?
That's interesting. I usually do mine this way because [Insert reason why you are better]
Does that way work? I usually [Insert how you would make them look silly]
I think the ideal way of going about this is subtly asking them why they code a certain way. You may find that they believe that there are benefits to other methods. Unless I knew the reason for their coding style was due to misinformation I would never judge my way as better without good reason. The best way to go about this is to just ask them why they chose that way; be sure to sound interested in their reasoning, because that is what you need to attack, not their ability.
A coding standard will definitely help, but if it were the answer to every software project then we'd all be sipping cocktails on our private islands in paradise. In reality, we're all prone to problems and software projects still have a low success rate. I think the problem would mostly stem from individual ability rather than a problem with convention, which is why I'd suggest working through the problems as a group when a problem rears its ugly head.
Most importantly, do NOT immediately assume that your way is better. In reality, it probably is, but we're dealing with another person's opinion and to them there is only one solution. Never say that your way is the better way of doing it unless you want them to see you as a smug loser.
Start doing code reviews or pair programming.
If the team won't go for those, try weekly design reviews. Each week, meet for an hour and talk about a peice of code. If people seem defensive, pick old code that no one is emotionally attached to any more, at least at the beginning.
As #JesperE: said, focus on the code, not the coder.
When you see something you think should be different, but others don't see it the same way, then start by asking questions that lead to the deficiencies, instead of pointing them out. For example:
Globals: Do you think we'll ever want to have more than one of these? Do you think we will want to control access to this?
Mutable state: Do you think we'll want to manipulate this from another thread?
I also find it helpful to focus on my limitations, which can help people relax. For example:
long functions: My brain isn't big enough to hold all of this at once. How can we make smaller pieces that I can handle?
bad names: I get confused easily enough when reading clear code; when names are misleading, there's no hope for me.
Ultimately, the goal is not for you to teach your team how to code better. It's to establish a culture of learning in your team. Where each person looks to the others for help in becoming a better programmer.
Introduce the idea of a code standard. The most important thing about a code standard is that it proposes the idea of consistency in the code base (ideally, all of the code should look like it was written by one person in one sitting) which will lead to more understandable and maintainable code.
You have to explain why your way is better.
Explain why a function is better than cutting & pasting.
Explain why an array is better than $foo1, $foo2, $foo3.
Explain why global variables are dangerous, and that local variables will make life easier.
Simply whipping out a coding standard and saying "do this" is worthless because it doesn't explain to the programmer why it's a good thing.
First, I'd be careful not to judge too quickly. It's easy to dismiss some code as bad, when there might be good reasons why it's so (eg: working with legacy code with weird conventions). But let's assume for the moment that they're really bad.
You could suggest establishing a coding standard, based on the team's input. But you really need to take their opinions into account then, not just impose your vision of what good code should be.
Another option is to bring technical books into the office (Code Complete, Effective C++, the Pragmatic Programmer...) and offer to lend it to others ("Hey, I'm finished with this, anyone would like to borrow it?")
If possible, make sure they understand that you're critizising their code, not them personally.
Suggest a better alternative in a non-confrontational way.
"Hey, I think this way will work too. What do you guys think?" [Gesture to obviously better code on your screen]
Have code reviews, and start by reviewing YOUR code.
It will put people at ease with the whole code review process because you are beginning the process by reviewing your own code instead of theirs. Starting off with your code will also give them good examples of how to do things.
They may think your style stinks too. Get the team together to discuss a consistent set of coding style guidelines. Agree to something. Whether that fits your style isn't the issue, settling on any style as long as it's consistent is what matters.
By example. Show them the right way.
Take it slow. Don't thrash them for every little mistake right off the bat, just start with things that really matter.
The code standard idea is a good one.
But consider not saying anything, especially since it is for fun, with, presumably, people you are friends with. It's just code...
There's some really good advice in Gerry Weinberg's book "The Psychology of Computer Programming" - his whole notion of "egoless programming" is all about how to help people accept criticism of their code as distinct from criticism of themselves.
Bad naming practices: Always inexcusable.
And yes, do no always assume that your way is better... It can be difficult, but objectivity must be maintained.
I've had an experience with a coder that had such horrible naming of functions, the code was worse than unreadable. The functions lied about what they did, the code was nonsensical. And they were protective/resistant to having someone else change their code. when confronted very politely, they admitted it was poorly named, but wanted to retain their ownership of the code and would go back and fix it up "at a later date."
This is in the past now, but how do you deal with a situation where they error is ACKNOWLEDGED, but then protected? This went on for a long time and I had no idea how to break through that barrier.
Global variables: I myself am not THAT fond of global variables, but I know a few otherwise excellent programmers that like them A LOT. So much so that I've come to believe they are not actually all that bad in many situations, as they allow for clarity, ease of debugging. (please don't flame/downvote me :) ) It comes down to, I've seen a lot of very good, effective, bug free code that used global variables (not put in by me!) and great deal of buggy, impossible to read/maintain/fix code that meticulously used proper patterns. Maybe there IS a place (though shrinking perhaps) for global variables? I'm considering rethinking my position based on evidence.
Start a wiki on your network using some wiki software.
Start a category on your site called "best practices" or "coding standards" or something.
Point everyone to it. Allow for feedback.
When you do releases of the software, have the person whose job it is to put code into the build push back on developers, pointing them to the Wiki pages on it.
I've done this in my organization and it took several months for people to really get into the hang of using the Wiki but now it's this indispensable resource.
If you have even a loose standard of coding, being able to point to that, or indicating that you can't follow the code because it's not the correct format may be worthwhile.
If you don't have a coding format, now would be a good time to get one in place. Something like the answers to this question may be helpful: https://stackoverflow.com/questions/4121/team-coding-styles
I always go with the line 'This is what I would do'. I don't try and lecture them and tell them their code is rubbish but just give an alternative viewpoint that can hopefully show them something that is obviously a bit neater.
Have the person(s) in question prepare a presentation to the rest of the group on the code for a representative module they have written, and let the Q&A take care of it (trust me, it will, and if it's a good group, it shouldn't even get ugly).
I do love code, and never had any course in my live about anything related to informatics I started very bad and started to learn from examples, but what I always remember and kept in my mind since I read the "Gang Of Four" book was:
"Everyone can write code that is understood by a machine, but not all can write code that is understood by a human being"
with this in mind, there is a lot to be done in the code ;)
I can't emphasize patience enough. I've seen this exact sort of thing completely backfire mostly because someone wanted the changes to happen NOW. Quite a few environments need the benefits of evolution, not revolution. And by forcing change today, it can make for a very unhappy environment for all.
Buy-in is key. And your approach needs to take into account the environment you are in.
It sounds like you're in an environment that has a lot of "individuality" to it. So... I wouldn't suggest a set of coding standards. It will come across that you want to take this "fun" project and turn it into a highly structured work project (oh great, what's next... functional documents?). Instead, as someone else said, you'll have to deal with it to a certain extent.
Stay patient and work toward educating others in your direction. Start with the edges (points where your code interacts with others) and when interacting with their code try to take it as an opportunity to discuss the interface they've created and ask them if it would be okay with them if it was changed (by you or them). And fully explain why you want the change ("it will help deal with changing subsystem attributes better" or whatever). Don't nit-pick and try to change everything you see as being wrong. Once you interact with others on the edge, they should start to see how it would benefit them at the core of their code (and if you get enough momentum, go deeper and truly start to discuss modern techniques and the benefits of coding standards). If they still don't see it... maybe you'll need to deal with that within yourself (especially on a "fun" project).
Patience. Evolution, not revolution.
Good luck.
I don a toga and open a can of socratic method.
The Socratic Method named after the Classical Greek philosopher Socrates, is a form of philosophical inquiry in which the questioner explores the implications of others' positions, to stimulate rational thinking and illuminate ideas. This dialectical method often involves an oppositional discussion in which the defense of one point of view is pitted against another; one participant may lead another to contradict himself in some way, strengthening the inquirer's own point.
A lot of the answers here relate to code formatting which these days is not particularly relevant, as most IDEs will reformat your code in the style you choose. What really matters is how the code works, and the poster is right to look at global variables, copy & paste code, and my pet peeve, naming conventions. There is such a thing as bad code and it has little to do with format.
The good part is that most of it is bad for a very good reason, and these reasons are generally quantifiable and explainable. So, in a non-confrontational way, explain the reasons. In many cases, you can even give the writer scenarios where the problems become obvious.
I'm not the lead developer on my project and therefore can't impose coding standards but I have found that bad code usually causes an issue sooner rather than later, and when it does i'm there with a cleaner idea or solution.
By not interjecting at the time and taking a more natural approach i've gained more trust with the lead and he often turns to me for ideas and includes me on the architectural design and deployment strategy used for the project.
People writing bad code is just a symptom of ignorance (which is different from being dumb). Here's some tips for dealing with those people.
Peoples own experience leaves a stronger impression than something you will say.
Some people are not passionate about the code they produce and will not listen to anything you say
Paired Programming can help share ideas but switch who's driving or they'll just be checking email on their phone
Don't drown them with too much, I've found even Continuous Integration needed to be explained a few times to some older devs
Get them excited again and they will want to learn. It could be something as simple as programming robots for a day
TRUST YOUR TEAM, coding standards and tools that check them at build time are often never read or annoying.
Remove Code Ownership, on some projects you will see code silos or ant hills where people say thats my code and you can't change it, this is very bad and you can use paired programming to remove this.
Instead of having them write code, have them maintain their code.
Until they have to maintain their steaming pile of spaghetti, they will never understand how bad they are at coding.
Nobody likes to listen someone saying their work sucks, but any sane person would welcome mentoring and ways of avoiding unnecessary work.
One school of teaching even says that you should not point out mistakes, but focus what is done right. For instance, instead of pointing out incomprehensible code as bad, you should point out where their code is particularly easy to read. In the first case you are priming others to think and act like crappy programmers. In the later case you are priming for thinking like a skilled professional.
I have a similar senario with the guys i work with.. They dont have the exposure to coding as much as i do but they are still usefull at coding.
Rather than me letting the do what they want and go back and edit the whole thing. I usually just sit them down and show them two ways of doing things. Thier way and My way, From this we discuss the pro's and cons of each method and therefore come to a better understanding and a better conclusion on how should we go about programming.
Here is the really suprizing part. Sometimes they will come up with questions that even i dont have answers to, and after research we all get a better concept of methodology and structure.
Discuss.
Show them Why
Don't even think you are always right.. Sometimes even they will teach you something new.
Thats what i would do if i was you :D
Probably a bit late after the effect, but that's where an agreed coding standard is a good thing.
I frankly believe that someone's code is better when it's easier to change, debug, navigate, understand, configure, test and publish (whew).
That said I think it is impossible to tell someone his/her code is bad without having a first go at having him / her explaining what it does or how is anyone supposed to enhance it afterwards (like, creating new funcionality or debugging it).
Only then their mind snaps and anyone will be able to see that:
Global variables value changes are almost always untrackable
Huge functions are hard to read and understand
Patterns make your code easier to enhance (as long as you obay to their rules)
( etc...)
Perhaps a session of pair programming should do the trick.
As for enforcing coding standards - it helps but they are too far away from really defining what is good code.
You probably want to focus on the impact of the bad code, rather than what might be dismissed as just your subjective opinion of whether it's good or bad style.
Privately inquire about some of the "bad" code segments with an eye toward the possibility that it is actually reasonable code, (no matter how predisposed you may be), or that there are perhaps extenuating circumstances. If you are still convinced that the code is just plain bad -- and that the source actually is this person -- just go away. One of several things may happen: 1) the person notices and takes some corrective action, 2) the person does nothing (is oblivious, or doesn't care as much as you do).
If #2 happens, or #1 does not result in sufficient improvement from your point of view, AND it is hurting the project, and/or impinging on you enough, then it may be time to start a campaign to establish/enforce standards within the team. That requires management buy-in, but is most effective when instigated from grass roots.
Good luck with that. I feel your pain brother.

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