Cookies driving me crazy, or am I crazy? - ruby

Working on a project for a client, and an aspect of this job is to utilize sessions for individual users on a series of separate websites.
Unfortunately, all of the sudden, I'm running into innumerable issues with this approach. Mechanize doesn't like cookies (obviously, because there is JS involved).
The next choice would be to utilize something like Watir or Capybara to work around this problem. This is what I originally had done, but my client was not satisfied with the speed.
So, questions:
Is there a good way to get this done w/o using a browser-driver and without deeply analyzing the JS of each website, reverse-engineering their cookie setting process, and re-implementing that in our codebase? (my guess: absolutely not)
If not, what would be the best way around this problem? (my guess: browser-driver, like Watir or Capybara)
If my guesses to questions #1 and #2 sound correct to you, then how can I convince this client that I know what I'm saying?
It's quite irritating to be hired to develop something on the magnitude of difficulty that I was hired to develop, and then to have your recommendations and insight be ignored. How can I better handle this problem?
This probably isn't a great question for Stack Overflow, and I apologize for that. I find myself coming here for help quite a bit. You guys usually have good answers. Thank you in advance for answering, if you do.
EDIT: To be a bit clearer, the issue is one of speed vs. reliability. He wants the utmost speed. Obviously, a browser-driver is not going to be the best speed, but it does sort of "guarantee", in a way, that you can "persist" a given session. Mechanize is much speedier, but requires much more finnicky diddling about to get things working correctly. Considering we're working with dozens of websites, I'm thinking the best route is to sacrifice speed and gain reliability/accuracy. What do you all think?
Ultimately, I'm looking for your help, because I'm at a loss for any more good arguments. I had plenty, but have exhausted them all, and he seems convinced that there is a way to do this without sacrificing either speed or accuracy (at least with the amount of human resources invested [a.k.a me]). I've tried explaining this, that we can have one or the other. Basically, as far as I know, we can only have one. The one we should choose is accuracy. How might I be able to argue this in a way that this person might listen more acutely?

Well you can always login with Watir (I'm assuming that's where you can't solve the cookies issue) and then load the browser cookies into Mechanize. I know there's some sample code in other mechanize questions for this.
BTW, switching to Watir doesn't gain you reliability, it just makes it easier to solve your cookies problem. In my experience, Mechanize is generally more reliable.

Related

How can I make SocketIO more performant?

We used SocketIO quite extensively in Etherpad(since very early on) and we're really grateful for all of the efforts of the team for providing such a useful thingy :)
Etherpad is a nodejs project.
My problem with SocketIO is probably due to me misconfiguration or understanding something but after quite a lot of test tool generation, tweaking of memory settings etc. we still get a frustratingly low maximum number of messages per second, hitting the 10k mark.
Etherpad latest simulated load test
Reading online it looks like switching to ws would be more performant but I fail to see how that could be the case in our scenario where our bottleneck is not negotiations (which end up being websockets) but messages per second handled by the server.
I'm reluctant to try other packages so I thought I'd come here and ask for some insight or things to try to see if we can improve performance by, well, a lot.. The usual node tricks(access to more hardware[ram/cpu]) help a bit but it still feels like we're getting really small gains and not the huge numbers you see on other module benchmarks.
A dream outcome of this question would be for someone to look at the Etherpad code and tell me why I'm an idiot and hopefully we can get Etherpad into the competitive ~100k changes per second but also I may be being misty eyed about other modules so if anyone has benchmarks that contradict the likes of ws then I'm all ears.
I feel like I should just add, we tested to see if it was internal Etherpad logic that is the cause and it's not, it really is the communication layer that ends up bottlenecking an operational transform algorithm, we're like 99.95% sure...
Throwing more hardware at this problem is not the solution, nor is any method of reverse proxy/passing the problem.
If you are blind to where the "problem" is, you don't have many options. You could be looking for a "misconfiguration" that does not exist. Which could waste you a lot of time and money and in the end you will probably still have to switch.
Maturity, one discovers, has everything to do with the acceptance of "not knowing".
Rewrite pieces of the code that are relevant for the load test, to test if using e.g. uWebSockets would help push the bondary. There are multiple sources stating that uWebSockets server is A LOT faster. I bet it will not take that much time and you will get very important information you need to help you decide if its worth switching. The new web technology is moving forward extremely fast and if you want to be able to make a right choice for future of the product, you have to be willing to experiment with it. Alex Hultman wrote an article
how-µwebsockets-achieves-efficient-pub-sub
where he encorages switching and explains why its worth a try.

What are some methods of analyzing a website for user experience, usability, and accessibility?

I'm a recent graduate who is looking to get a job doing user experience. Next week, I have a technical interview in which I will be given a website and will have to talk about its usability issues as well as come up with ways of improving the user experience. I feel I have the natural skills to do this and have been doing a fair amount of reading into the subject, but I would like some further advice on how to effectively critique different kinds of websites.
Does anybody have any suggestions of common faults I should look out for, or advice on ways of structuring my evaluation in order that it is relatively air-tight and I do not miss anything obvious?
As I've said before, I'm already doing a lot of reading and I realize that practice makes perfect. However, I'm hopeful that those that have long-term experience with this can help me by imparting their wisdom on gotchas, common issues, and what to look out for in a good/bad website.
Thanks in advance!
How easy navigation is
Whether a user can easily find what he needs without resorting to "search" function. Edge case: whether a user can find the search input field without using the browser's search function (Ctrl+F)?
Whether a site is browsable with images turned off
How many clicks it takes to accomplish an operation. Is that many really necessary?
Are the most important / frequently used features right there in front of the user?
Whether you communicate with the user in geek language
Whether you overwhelm the user with long literary texts where one or two words will suffice
Whether you use standard ideas in your UI. Do buttons, links and menus look like buttons, links and menus? Do they also work that way?
If UI is made up of a limited set of controls with consistent look and behavior? Or each page is unique and has to be learned from scratch?
Whether UI is accomplished with mostly 2-3 colors or uses different colors everywhere to look cool
Also check out the following questions:
Worst UI You’ve Ever Used
What are common UI misconceptions and annoyances?
Why is good UI design so hard for some Developers?
What is the best UI you’ve ever used?
As the other answers have talked a bit about usability I'll mention some things about accessibility (although good accessibility and usability go hand-in-hand).
First of all you need to get the usability correct - a site with poor usability will straight away mean that it will almost certainly also have poor accessibility. Make sure it makes sense, is easy to navigate and is structured meaningfully - for good accessibility that needs to be reflected in the markup as well as visually (so use headings correctly, use things like (strong) instead of (b)old, etc). Automated tools can provide some limited help with this.
Secondly make sure you use the various pieces of markup that are available which will enhance usability (e.g. alt tags on images). Automated tools are excellent for this.
Next if you're going to use technologies like javascript try to use progressive enhancement so that users without those technologies available still have a workable experience. Automated tools won't help much with this.
Finally don't get lured into thinking that an accessible website is a dull boring featureless one - for every user with visual difficulties there will be many more who have cognitive difficulties such as dyslexia. The aim is to make it engaging for everyone, not cripple it for a minority of users (who will likely also be penalised if you start slashing content - for example youtube is one of the most popular sites for blind users).
My thinking process :
See what's different. I mean ask yourself, "is this button here also done that way on youtube/google/basecamp/whatever has been proven good enought".
If it's not the case, I ask myself "does it make sense to do it differently?". If it doesn't make sense, then it shouldn't be that way to avoid confusing the user.
If it makes sense, I ask myself "If it's not obvious, what's the learning curve for the user?", always keeping in mind that "the user" is not IT.
Then I'd see if I can improve it. If I can't, maybe you can't improve it, so even if the control is not perfect it's good enough.
Finally ask yourself "what does the website wants the user to do?". Is it buying something? Subscribing? It's all about figuring out what's the objective. Then see if the website is oriented toward something aiming to complete this objective.
As well as practical ideas about usability problems, you might want to think what kind of process you'd use to do this work (and how it would fit into the company's development process). Would you start out with research? How would you present your analysis and feedback?

How to justify to your colleagues that they produce crappy code?

I am finding somewhat difficult to carry on working in my current job.
The codebase has become a bit wild lately (but definitely not the worse I've seen), and I'm having a hard time dealing with some parts of the code. I could be stupid, but most likely it's just that it demotivates me a lot to start working on something that is hard to reason about.
My boss is already aware of my thoughts - I expressed what it feels like to work like this. He asked me to provide examples of what was wrong. When I pointed out two or three small issues, he said "yeah, ok" but that refactoring costs him a lot of money, and that we have to get the product out (not the first time I hear this).
I have to admit that the examples were not the most compelling, but the problem is actually tough to explain. It's made up of a lot of tiny "bad decisions" throughout the codebase. (We also see this issue is absolutely subjective). For instance, bad naming, dealing with nulls, boilerplate, not making code reusable (or the opposite) and so on. It can be tiring to re-think someone else's code over again to justify I would have done it differently.
Do you have thoughts on how to deal with this?
I am a bit fed up of having to go hacking around a quick 'n dirty codebase every time!
Sometimes your fellow programmers do things very differently than you, and things you might feel are way wrong might actually have positive aspects. We all have our schools we come from. I think I've come across programmers who complain about things I don't understand equally as often that I myself have felt something needs to be complained about.
Make sure you can deduce what you complain about into a concrete disadvantage. If for no other reason so that you can motivate middle management about improvements to make. Things that are hard to deduce into measurable facts usually originates from difference in taste/style rather than quality (there are boooks to read about this subject). The answer posted by smacl have good and concrete advice!
If you can deduce your concern into a real disadvantage, then I really do not agree when people say that one have to "accept" situations like this. I've been exposed to this problem more than once, and let me tell you, refactoring is not the solution to the problem. Refactoring only fixes the symptoms.
Accepting a situation like this is the same as saying "bad quality product lines and expensive and frustrating maintenance is something my company can live with". This is ofcourse seldomly the case. However management (i.e. those with the go/no-go on what projects to prioritize) are very often not technically aware of what the problems are, or why development is expensive. They shouldn't have to be for that matter.
That's why you need a development organization with technical leads, chief architects, a good organisational structure and tiered model etc. Experienced software professionals who have seen where the road leads to if you ignore certain aspects of development. It's about changing the "culture" of your team(s).
Either you stick with your company and try to change how you do things from the roots, or you find another place to work and make sure you find out during the interview exactly how they work in every-day development.
Good luck
I recently faced a very similar problem and a friend gave me some advice that helped a great deal. He said: "keep yourself out of it."
What he meant was, that you must communicate the problems because they are real, costly problems with consequences in terms of time and money. But when you do communicate, talk only about the consequences for the organization. Do not mention the consequences to you, because then it just sounds like whining and will be ignored.
For example:
Not keeping yourself out of it:
"The other developers use these obscure, misleading identifiers and then I have to spend hours going over the code trying to discover what they meant. It's taking up a lot of my time."
Keeping yourself out of it:
"It would be very helpful and cost effective to do some refactoring of class and variable names and also establish some coding standards around identifiers. The immediate payoff will be an easier-to-understand codebase for everyone, leading to better productivity. The longer-term payoff will be that later we'll be able to modify the code and fix things faster. If a critical bug is discovered right before a release, an understandable codebase will be really important."
I hope that helps.
1) Make the problem more visible and get management buy-in
Keep a very detailed diary of the time spent on various coding tasks over the period of about a month. At the end of the month analyse and summarise the contents for your boss, i.e. time wasted and hence money wasted, to illustrate that change of some form is necessary.
2) Think of a cost effective way of moving forward
For example; Rather than refactoring the entire code base, seperate interfaces from implementations, and enforce tighter standards, including unit tests, naming conventions, etc.. at an interface layer. Thus each programmer can have confidence in using code that they have not written. While this is sweeping the crap under the carpet to a certain extent, it is a good way of preparing for larger scale refactoring.
It is important from a management perspective that workflow is not interrupted, and positive results are visible, so plan accordingly.
3) Agree longer terms improvements with your co-workers
Sit down and agree reasonable coding standards for future code with the other programmers.
Perhaps you could setup monthly meetings and at those meetings you could demonstrate good and bad code. Obviously you don't want to point fingers so you'd want to use generic code examples that are based off of stuff you saw in your project. This way you can constructively gather support from others in your style. You might want to compile these after the meetings so people can easily reference them.
I think it is real easy to point out issues, and complain but to mentor people and help them change requires effort. It isn't an easy task but if you are having trouble being motivated with your job perhaps this would give you a nice burst of motivation. You might learn some things a long the way.
You'll find that this is common-place. What you can do is accept that things are done differently by different people. As you fix bugs or add features, you'll get a brief window into a sub-section of the application that you can improve. When you work on the code, you can make it better, and they don't need to know that you're piecemeal improving the code.
Be very careful though. Sometimes code is written in a way that looks 'hacked', but solves a bug that is not easy to discern. Especially if it is older code which has been tried and tested.
On another note, complaining will only get you viewed as a complainer. Think about what outcome you want, and what actions will most likely produce that outcome. You will always hear the answer 'No' when you ask, 'Can I do X-days of work for absolutely no noticable result?'
You could quit and hope to find something better.
Or, you could stick it out and try improve the code that you can control, when you can control it. No matter how well intentioned the developers are, if there is more than one developer the code base will be "ugly" by a competent developers standards. Work with the other developers to improve their abilities and refactor code as you make enhancements.
For starters:
Enforce the use of static code analysis tools. Every language has a few well known tools.
Show some before and after refactored code examples, and explain why you think it's better. Try not to put any one person on the spot.
Code reviews by experienced developers.
keep in mind, some developers can't be helped no matter how much you try...
If someone critiques your code be polite and open minded, you might learn something.
Cyclomatic complexity / number of changesets/bugs. Complex code is more likely to break, cause more bugs which causes more changes, which cost more money!
99% of the time you never get to choose the people you work with. Not all relationships work out, be they work or otherwise.
It would be best if your project was broken up enough so that each developer can contribute to a spec of what the other needs, so programmers don't step on each other's toes.
Getting people to change their coding style is hard. It takes a cast iron technical lead committed to such things and will help when you bring it up. Management types can't do this, leadership needs to provide technical details.
It sounds to me like you don't have a problem with the code so much as your coworkers. It will probably be very difficult for you to force the changes you want to see. Your best bet would probably be to start updating your resume and keep your eyes open for other opportunities
I think that once you're in the middle of the weeds, you do not really have a good chance of getting things done right, you just have to get them done. I would say most developers do not like firefighting and want the ideal code base, but in my opinion this requires you to spend the time up front planning the system out.
I'd recommend trying to work with your manager to ensure that the areas you feel are lacking now are not lacking in the next project. Maybe its putting you on the lead, having more code reviews with peers, maybe it is further training for the entire team.
Either way, I think this is something that most of us go through. I do agree with the other person advising some caution on this. I know that code I wrote yesterday seemed great at the time and looking back on it, can probably find 10 other ways to do it and make it look cleaner.
Have you considered maybe adding fxcop to the automated builds to enforce coding style? Other than that, you could try suggesting TDD which would give the power to whomever writes the test to enfore that the interfaces for each class are structured in a particular way.
Off the top of my head, that's all that I can think of.
Things in life are not perfect and if you start nitpicking, feathers will be ruffled and relationships soured.
The best method is to pick your battles carefully. If something is small enough ignore it and live with it. If it is big and worthwhile (i.e. the management sees ROI in backing you) go for it.
This is apt for your situation...
God, grant me the serenity to accept the things I cannot change courage to change the things I can and the wisdom to know the difference.
One thing I try to do and it may help you. If a part of code is bad, and the idea you propose to fix it is agreed as best but "no time" excuse is given, why dont you rewrite it? say on your own time? If you decide on sticking around at that job for a while it will only help you. And only you will learn and become a better programmer.
Note that it is a good idea and I would even say required, to do a complete code review of that change before check-in and you should try to time the check-in so that it is before a complete regresion test cycle for a release. That way your refactoring is completely tested out. Over a period of 6 months or so, it will start showing a beneficial impact and you can then ask for time allocation for this, with proof to back it up.
The only thing that has a chance of convincing management is demonstrating that the things you are citing as perceived problems become actual problems.
To try to take advantage of this, try to keep the "complainer" tone down to a minimum, that is, focus on how this affects the bottom line rather than how it makes you feel. Point out possible consequences of poor decisions that you see being made. If those consequences come to pass, and they cost more than an up-front fix would have, gently remind management that you foresaw the difficulty and provide a helpful suggestion as to how future similar costs can be avoided with a little up-front effort.
The problem is, in many organizations, the problems will never cause enough of a problem for management to care, or if they do, they won't see the connection between your perception of the problem and the actual problem the way it occurs. In these cases, you end up seemin like a needlessly persnickety technical person, which isn't a reputation you want to have.
So my advice is, pick your battles. If there is something very egregious that others are about to let slip, then you can speak up and perhaps be vindicated later. For the little details that just grind away at you, I'm afraid there's not much you can do but put up with it.
Show them their own forgotten code disguised as yours for critique.
Take an old piece of their code they have forgotten about
Pretend you wrote it
Ask them to figure out something with it
Make sure they point out how bad the code is for whatever reason
Add your own items. Brainstorm what should be done since it's your fault.
Let them know you didn't know how to bring it up to offend them, but it's their code.
If they recall that they wrote it, they might catch on..
If you have a good relationship with your manager, you might be able to use this to work yourself into a "Senior" or "Lead" Developer role. You could propose that it would be best if one person on the team takes technical leadership of the code base. It would be your job to review the code of others and ask them to make improvements when you feel it is necessary. If you go this route, just make sure to take it slowly. If you ask for a lot very quickly, then you could end up pissing off all the other developers.

How not to rush yourself? [closed]

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I often find that I do a less than complete work on a feature, especially in the Design phase. I detect several reasons:
I'm over-optimistic
I feel the need to provide quick solutions, so sometimes I fool myself into thinking the design is fool-proof when in fact it's still full of holes, just to get the job done faster. Of course I end up paying dearly later.
I'm aware of this behavior of mine for some time, yet I still find I don't manage to compensate. Have you encountered similar problems? How do you approach solving them?
I use a couple of techniques. The first is a simple paper to-do list. In the morning I write down my tasks for the day. I try to work on a task until I can cross it off. I cross it off only when I'm done to my own satisfaction. My to-do list helps me stay focused. When an interruption comes in, I can consciously choose whether it is important enough to interrupt what I'm doing now.
The second technique I use is to give up on the idea of "done" for a design. Instead, I focus on what I've started calling "successions", where a design goes through predictable stages. Each stage supports the current functionality well and will be succeeded at some point by the next stage. This lets me do a good job, a job I can be proud of, without over-designing.
I have the intuition that there is a small catalog of such successions (like http://www.threeriversinstitute.org/FirstOneThenMany.html) that would cover most of design. In the meantime, I try to remember that "sufficient to the day are the troubles thereof".
I run into this problem a lot.
My solution is a notebook. (The old fashioned paper kind).
I write out how I'm planning on implementing the solution as an bulleted overview list, and then I try and flesh out each point on the list.
Often, during that process, I come across issues I hadn't thought of.
Of course, the 80/20 rule still applies... I still come across things when I'm actually doing the implementation that hadn't occurred to me, but with experience these tend to diminish.
EDIT: If I'm still not sure at the end of this process, I put together a throwaway prototype testbed... It's important to make sure it's throwaway, because otherwise you run the risk of including some nasty hacks in your real codebase.
It's very common to miss edge-cases and detail when you're in the planning phase of a project, especially in the software development field. Please don't feel that this is a personal failing; it's something endemic.
To counter this, many software development methodologies have emerged. Most recently there has been a shift by many development teams to 'agile' methods, where there is a focus on rapid development with little up-front technical design (after all, many complexities are only discovered when you actually begin developing). I'm currently using the Scrum system, which has been excellent in my small team:
http://en.wikipedia.org/wiki/Agile_methods
http://en.wikipedia.org/wiki/Scrum_%28development%29
If you find that your organisation will not accept what they may regard as a radical shift in approach, it may be worth investigating whether they will agree to the development of a prototype system. This means that you could code up a feature to investigate the technologies involved and judge whether it's feasible, without having to commit to full development, a quality bar, testing schedules etc. The prototype should be thrown away once the feasibility has been proved or disproved, then proper development may begin, including all that you've learned in the process.
If your problem is more related to time management, then I'd recommend the Getting Things Done approach (http://en.wikipedia.org/wiki/Getting_things_done). This is pragmatic and simple, concentrating on making you productive without overloading you with information that isn't immediately relevant to your current work. I've found that I get overwhelmed with project/feature ideas at times and it really helps to write everything down and file it for a later time when I have the resources available to work effectively.
I hope this helps and best of luck!
Communication.
The best way to not rush yourself into programming mistakes is communication. Yes, good ol' fashioned accountability. If another person in the office is involved in the process, the better the outcome. If a programmer just takes on the task without any concern for anybody else, then there is a higher possiblity for mistakes.
Accountability Checklist:
How do we support this?
Who needs to know what has changed?
Why are we doing this in the first place?
Will there be anybody who doesn't want this changed?
Will someone else understand how I did this?
How will the user perceive and use this change?
A skepticle comrad is usually good enough to help. Functional Specifications are good, they usually answer all of these thoughts. But, sometimes a conversation with another person can help you with it and you can get changes out the door faster.
I have learned, through years of mistakes (though still making them), that almost anything I want to use repeatedly, or distribute, needs to be designed properly. So getting burned enough times will end your optimism.
When getting pressure from management, I tell them I will have to put in the thought anyway, so I should do it when it's cheap. I think on paper as well, so I can actually prove that I'm doing something and it keeps my fingers on the keyboard, both of which provides a soothing effect to management. ;-)
At the risk of sounding obvious - be pessimistic. I had a few experiences where I thought "that should take a few hours" and it ended up taking a couple days because of all the little things that pop up unexpectedly.
By far the best way I've found to manage things is to (much like Andrew's answer) write out the design and requirements as a starting point. Then I go through and look for weak points in the design, gotchas and additional use cases etc. I try to look at this as a critical exercise - there's no code written yet, so this is the time to be totally ruthless and look for every weak point. Look for error conditions you'll have to handle, and whatever amount of time you think it will take to complete each feature/function, pad that amount by a lot. I've had times where I've doubled my initial estimate and still not been that far off the mark.
It's very hard as a programmer to realistically project debugging time - writing the code is easy to estimate, but debugging that into functioning, valid code is something else entirely. Therefore I find there's no exact science to it but I just pad tasks by a whole bunch, so that I have plenty of breathing room for debugging.
See also Evidence Based Scheduling which is a fascinating concept in scheduling developed by FogCreek for their FogBugz product.
You and the rest of the world.
You need more a more detailed design, more accurate estimate, and the willingness to accept that sometimes the optimal solution is not necessarily the best solution (e.g., you could code some loop in assembler to get optimal performance, but that's going to take a lot longer than just doing
for (i=1; i<=10; i++) {}
). Is the time spent doing it really worth it for an accounting package over a missile system.
I like to designing, but over time I've found that much design up front is a lot like building castles into the sky - it's too much speculation, however well-educated, missing critical feedback from actually implementing and using the design.
So today I'm much more into accepting that while implementing a design I will learn a lot of new stuff about it, and need to feed that learning back into the design. Doing that is a skill that is fun to learn, including the skills to keep a design flexible by keeping it simple, free of duplication and cohesive and decoupled, of changing the design in small, controlled steps (=refactoring), and writing the necessary extensive suite of automated tests that make this kind of changes safe.
This seems to be a much more effective approach to me than getting better at "up front design speculation" - and addtionally it makes me equally well prepared for the inevitable moment when the design needs to be changed due to a simply unforseeable change in the requirements.
Divide, divide, divide. List all the steps that will be required to finish the project, then list all the steps those steps will require to be concluded, and so on until you reach atomic items you are absolutely sure you can finish in a day or less. Add the duration of all these values to arrive at a length of time.
Then double it. Now you have a number that, if depressing, is at least somewhat realistic.
If possible "Sleep on your design" before publishing it. I find after I leave work, I usually think of things I have missed. This usually happens while I am lying in bed before falling asleep or even while showering the next day.
I also find it valuable to have a peer/friend that I trust review what I have before distributing it. Somebody else almost always sees something I didn't think of or miscommunicated.
I like to do as others stated here. Write down in pseudo code what the flow of your app will be. This immediately highlights some detailed areas that may require further attention that where not apparent up front.
Pseudo code is also readable to business users who can verify your approach meets their needs.
Using pseudo code also creates a nice set of methods that could be put to use as an interface in the final solution. Once the pseudo code is fairly tight, look for patterns and review some common GOF patterns. They do not have to be perfect but using them will sheild you from having to rewrite the code later during the revisions that are bound to come along.
Just taking an hour or two write psuedo code, yields some invaluable time saving pieces later on:
1. An object model emerges
2. The program's flow is clearly defined for others
3. It can be used as documentation of your design with some refinement
4. Comments are easier to add and will be clearer for someone else reviewing your code.
Best of luck to you!
I've found that the best way to make sure you've chosen a good design is to make sure that you understand the problem, know the limitations you have, and know what things are must-haves vs. nice-to-haves.
Understanding the problem will involve talking to the people who have the need and keeping them anchored to what needs to get done first instead of how they think it ought to get done. Once you know what actually has to happen, you can go back and talk over requirements about how.
Knowing your limitations may be quite easy: needs to run on the iPhone; has to be a web application; needs to integrate with the already-existing Java code and deployment setup; and so on. It may be quite difficult: you don't know what the potential size of your user base is (hundreds? thousands? millions?); you don't know whether you'll need to localize it (though if you're not sure, assume you will have to).
Must-haves vs, nice-to-haves: this is possibly the most difficult part. Users very often have emotional attachments to "requirements" ("It should look just like Excel") that are not actually part of the "has to happen" stuff. You often have to juggle functionality vs. desires to get an acceptable implementation. You can't always give everyone a pony.
Make sure you write all this down! Even if it evolves along the way, or the design is small, having a "this is what we're planning to do now" guide to refer to when you need ot make a decision about committing resources makes it easier to restrain yourself from implementing a really cool whiz-bang feature instead of a boring must-do.
Since you recognize that you feel the need to provide a quick solution, perhaps it will slow you down to realize that you can probably solve the problem faster and deliver it sooner if you spend more upfront time in design. For instance if you spend 3 hours designing and 30 hours writting code, it probably means that if you spend 6 hours designing you might need to only spend 10 hours writing code. (These are not actual figures just examples). You might try to quantify this for yourself on the next few projects you do. Do a couple where you behave as you normally would and see what ratio of design/codewriting/testing&debugging you actually do. Then on the next project deliberately increase the percentage of time you spend on design phase and see if it does shorten the time needed for the other phases. You will have to try for several projects on this as well to get a true baseline since the projects may be quite different. Do it as a test to see if you can improve your performance on the the other phases and thus deliver a faster product if you spend 20% more time or 50% more time or 100% more time on design.
Remember the later in the process you find the problem with a design the harder (and more time-consuming) it is to fix.

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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