First time porting a library from one language to another - coding-style

I am porting a library from C++ to Java. This is my first time and I am not sure
about what "porting" really means? Specifically, what if the author named a variable
as 'A' and I think that a better name would be 'B'. Same for methods, classes and namespaces.
Also, what if I think something can be done better? Does porting mean that I should try
to keep as much of the original code spirit as possible, but still allow myself freedom
to improve stuff?
Thanks

It doesn't necessarily have to be a one-to-one translation (and in many cases, it can't be done). Porting is just rewriting a piece of software in a different language/environment/etc. Sometimes porting will require you to tweak things and implement them in different ways altogether, so I think the last sentence of your post pretty much captures the gist of things.
I view it as comparable to translating a book from English to another language. There will be instances where judgment calls need to be made in terms of how to express the intent/function of the source material.

When porting from System A to System B, the world is your oyster. You can pretty much change anything if you believe it's an improvement. The only caveats to that are when dealing with interfaces. Say, you are porting an API, for example, it wouldn't be a good idea to name externally-available methods, as that would break something down the road. Tracing naming issues across multiple classes is a major pain.
As someone who's done a fair bit of porting from language to language, I would recommend sticking to implementation details first and foremost. A good engineering principle is to change one thing at any time. That way, when things don't run as expected, you'll know that it's your implementation that is to blame, and not some silly naming issue. And when you do come to renaming, I suppose it goes without saying, be very careful and backup often. This is one case where software versioning may save you hours of time.

When "porting" a library from one platform to another, you are porting functionality. You are not porting style of code. It isn't like in literature, where one must maintain the style of the piece, keeping in mind metaphors and iambic pentameter or what have you.

Related

How to draw a tiger with just 3 lines?

Background:
An art teacher once gave me a design problem to draw a tiger using only 3 lines. The idea being that I study a tiger and learn the 3 lines to draw for people to still be able to tell it is a tiger.
The solution for this problem is to start with a full drawing of a tiger and remove elements until you get to the three parts that are most recognizable as a tiger.
I love this problem as it can be applied in multiple disciplines like software development, especially in removing complexity.
At work I deal with maintaining a large software system that has been hacked to death and is to the point of becoming unmaintainable. It is my job to remove the burdensome complexity that was caused by past developers.
Question:
Is there a set process for removing complexity in software systems - a kind of reduction process template to be applied to the problem?
Check out the book Refactoring by Martin Fowler, and his http://www.refactoring.com/ website.
Robert C. Martin's Clean Code is another good resource for reducing code complexity.
Unfortunately, the analogy with the tiger drawing may not work very well. With only three lines, a viewer can imagine the rest. In a software system, all the detail has to actually be there. You generally can't take much away without removing something essential.
Check out the book Anti-Patterns for a well-written book on the whole subject of moving from bad (or maladaptive) design to better. It provides ways to recover from a whole host of problems typically found in software systems. I would then add support to Kristopher's recommendation of Refactoring as an important second step.
Checkout the book, Working Effectively with Legacy Code
The topics covered include
Understanding the mechanics of software change: adding features, fixing bugs, improving design, optimizing performance
Getting legacy code into a test harness
Writing tests that protect you against introducing new problems
Techniques that can be used with any language or platform—with examples in Java, C++, C, and C#
Accurately identifying where code changes need to be made
Coping with legacy systems that aren't object-oriented
Handling applications that don't seem to have any structure
This book also includes a catalog of twenty-four dependency-breaking techniques that help you work with program elements in isolation and make safer changes.
While intellectually stimulating, the concept of detail removal doesn't carry very well (at least as-is) to software programs. The reason being that the drawing is re-evaluated by a human with it ability to accept fuzzy input, whereby the program is re-evaluated by a CPU which is very poor at "filling the blanks". Another more subtle reason is that programs convey a spaciotemporal narrative, whereas the drawing is essentially spacial.
Consequently with software there is much less room for approximation, and for outright removal of particular sections of the code. Never the less, refactoring is the operational keyword and is sometimes applicable even for them most awkward legacy pieces. This discipline is however part art part science and doesn't have very many "quick tricks" that I know of.
Edit: One isn't however completely helpless against legacy code. See for example the excellent book references provided in Alex Baranosky and Kristopher Johnson's answers. These books provide many useful techniques, but on the whole I remain strong in my assertion that refactoring non-trivial legacy code is an iterative process that requires both art and science (and patience and ruthlessness and gentleness ;-) ).
This is a loaded question :-)
First, how do we measure "complexity"? Without any metric decided apriori, it may be hard to justify any "reduction" project.
Second, is the choice entirely yours? If we may take an example, assume that, in some code base, the hammer of "inheritance" is used to solve every other problem. While using inheritance is perfectly right for some cases, it may not be right for all cases. What do you in such cases?
Third, can it be proved that behavior/functionality of the program did not change due to refactoring? (This gets more complex when the code is part of a shipping product.)
Fourth, you can start with start with simpler things like: (a) avoid global variables, (b) avoid macros, (c) use const pointers and const references as much as possible, (d) use const qualified methods wherever it is the logical thing to do. I know these are not refactoring techniques, but I think they might help you proceed towards your goal.
Finally, in my humble opinion, I think any such refactoring project is more of people issue than technology issue. All programmers want to write good code, but the perception of good vs. bad is very subjective and varies across members in the same team. I would suggest to establish a "design convention" for the project (Something like C++ Coding Standards). If you can achieve that, you are mostly done. The remaining part is modify the parts of code which does not follow the design convention. (I know, this is very easy to say, but much difficult to do. Good wishes to you.)

Knowledge of windows internals?

I wondered if any of you have knowledge of the internal workings of windows (kernel, interrupts, etc) and if you've found that you've become a better developer as a result?
Do you find that the more knowledge the better is a good motto to have as a developer?
I find myself studying a lot of things, thinking with more understanding, I'll be a better developer. Of course practice and experience also comes into play.
This is a no brainier - absolutely (assuming you're a developer primarily on the Windows platform, of course). A working knowledge of how the car engine works will make a lot of common programming tasks (debugging, performance work, etc) a lot easier.
Windows Internals is the standard reference.
I believe it is valuable to understand how things work underneath. CLR/.NET to C++, native to ASM, ASM to CPU architecture, building registers and ops from logical gates, logical gates from MOSFETs, transistors from quantum physics and the latter from respective mathematical apparatus (group theory, etc).
Understanding low level makes you not only think different but also feel different - like you are in control of things, standing on the shoulders of giants.
More knowledge is always better, and having knowledge at many levels is a lot more valuable than just knowing whatever layer of abstraction you are working at.
A good rule of thumb is that you should have a good knowledge of the layer below the layer where you are working. So, for example, if you write a lot of .NET code, you should know how the CLR works. If you write a lot of web apps, you should understand HTTP. If you writing code that uses HTTP directly, then you should understand TCP/IP. If you are implementing a TCP/IP stack, then you need to understand how Ethernet works.
Knowledge of Windows internals is really helpful if you are writing native Win32 code, or if OS performance issues are critical to what you are doing. At higher levels of abstraction, it may be less helpful, but it never hurts.
I dont think that one requires special or secret knowledge of internals such as those that may be extended to members of the windows team or those with source access but I absolutely contend that understanding internals helps you become a better developer.
Take threading for instance, if you are going to build an application that uses threading in even a moderate way - understanding how windows works, how the threading works, how memory processes work are all keys to being able to do a good job with that code.
I agree to a point with your edict but I would not agree that experience/practice/knowledge are mutually exclusive. That net-net of experience is that you have knowledge gained from that experience. There is also a wisdom component to experience and practice but those are usually intangible situational elements that you apply in the future to avoid mistakes. Bottom line knowledge is a precipitate of experience.
Think of it this way, how many people do you know with 30+ years of experience in IT, think of them and take the top two. Now go into that memory bank and think of the people you know in the industry who are super smart, who know so much about so many things and pick the top two of those. You now have your final 4 - if you had to pick one to start a project with who would it be? Invariably we pick the super smart guy.
Yes, understanding Windows internals helped me to become a better programmer. It also taught be a lot of bad practices, bad ideas, and poor design concepts.
I highly suggest studying OS X or Linux internals as an alternative. It'll take less time, make more sense, and be much more productive.
Read code. Read lots of code. Read lots of good code. jQuery, Django, AIR framework source, Linux kernel, compilers.
Try to learn programming languages that introduce you to new approaches, like Lisp, Ruby, Python, or Javascript. OOP is good, but .net and Java seem to take the brainwash approach on it, and elevate it to some kind of religious level, instead of it just being a good tool in your toolbox.
If you don't understand the code you are reading, it likely means you are on the right track, and learning new techniques.
I'd suggest getting a mac simply because you'll find yourself wanting to make your UIs simpler and easier. It's really important to have a good environment if you want to become a great programmer. Surround yourself with engineers better than yourself (if you can), work with frameworks and languages that take the 'engineer' approach vs. the 'experimenter' approach, and... use a operating system that contains code better than yours.
I'd also reccomend the book "Coders at Work".
It depends. Many programmers who understand the internals of a system begin writing optimised code to exploit that knowledge. This has three very serious side-effects:
1.) It's harder for others without that knowledge to extend or support the code.
2.) System internals may change without notice, whereas interfaces are usually versioned and changes discussed publicly.
3.) Interfaces are generally consistent across platform revisions and hardware, internals do not have this consistency.
In short, There's a lot of broken, unsupportable code out there that's borked because it relies on an internal process that the vendor changed without notice.
Father of language C said that "you don't need to learn all features of language to write great codes. Better you understand the problem, better you write the code." Having knowledge is always better.

What are some good strategies to fix bugs as code becomes more complex?

I'm "just" a hobbyist programmer, but I find that as my programs get longer and longer the bugs get more annoying--and harder to track. Just when everything seems to be running smoothly, some new problem will appear, seemingly spontaneously. It may take me a long time to figure out what caused the problem. Other times I'll add a line of code, and it'll break something in another unit. This can get kind of frustrating if I thought everything was working well.
Is this common to everyone, or is it more of a newbie kind of thing? I hear about "unit testing," "design frameworks," and various other concepts that sound like they would decrease bugginess, make my apps "robust," and everything easy to understand at a glance :)
So, how big a deal are bugs to people with professional training?
Thanks -- Al C.
The problem of "make a fix, cause a problem elsewhere" is very well known, and is indeed one of the primary motivations behind unit testing.
The idea is that if you write exhaustive tests for each small part of your system independently, and run them on the entire system every time you make a change anywhere, you will see the problem immediately. The main benefit, however, is that in the process of building these tests you'll also be improving your code to have less dependencies.
The typical solution to these sort of problems is to reduce coupling; make different parts less dependent on one another. More experienced developers sometimes have habits or design skills to build systems in this manner. For example, we use interfaces and implementations rather than classes; we use model-view-controller for user interfaces, etc. In addition, we can use tools that help further reduce dependencies, like "Dependency injection" and aspect oriented programming.
All programmers make mistakes. Good and experienced programmers build their programs so that it is easier to find the mistakes and restrict their effects.
And it is a big deal for everyone. Most companies spend more time on maintenance than on writing new code.
Are you automating your tests? If you do not, you're signing up creating bugs without finding them.
Are you adding tests for bugs as you fix them? If you do not, you are signing up for creating the same bugs over and over.
Are you writing unit tests? If not, you are signing up for long debugging sessions when a test fails.
Are you writing your unit tests first? If not, your unit tests will be hard to write when your units are tightly coupled.
Are you refactoring mercilessly? If not, every edit will become more difficult and more likely to introduce bugs. (But make sure you have good tests, first.)
When you fix a bug, are you fixing the entire class? Don't just fix the bug; don't just fix similar bugs throughout your code; change the game so you can never create that kind of bug again.
Bugs are a big deal to everyone. I've always found that the more I program, the more I learn about programming in general. I cringe at the code I wrote a few years back!! I started out as a hobbyist and liked it so much that I went to engineering college to get a Computer Science Engineering major (I am in my final semester). These are the things that I have learned :
I take time to actually design what I am going to write and document the design. It really eliminates a lot of problems down the line. Whether the design is as simple as writing down a few points on what I am going to write or full blown UML modeling (:( ) doesn't matter. Its the clarity of thought and purpose and having material to look back at when I come back to the code after a while that matter the most.
No matter what language I write in, keeping my code simple and readable is important. I think that it is extremely important not to over complicate the code and at the same time not to over simplify it. (Hard learned lesson!!)
Efficiency optimizations and fancy tricks should be applied at the end, only when necessary and only if they are needed. Another thing is that I apply them only If I really know what I am doing and I always test my code!
Learning language dependant details helps me keep my code bug free. For instance I learned that scanf() is evil in C!
Others have already commented on the zen of writing tests. I would like to add that you should always do regression tests. (i.e. Write new code, test all parts of your code to see if it breaks)
Keeping a mental picture of code is hard at times, so I always document my code.
I use methods to make sure that there is a bare minimum dependence between different parts of my code. Interfaces, class hierarchies etc. (Decoupled design)
Thinking before I code and being disciplined in whatever I write is another crucial skill. I know people who don't format their code so its readable (Shudder!).
Reading other peoples source to learn best practices is good. Making my own list is better!. When working in a team, there must be a common set of them.
Don't be paralyzed by analysis. Write tests, then code, then execute and test. Rinse wash repeat!
Learning to read over my own code and combing it for mistakes is important. Improving my arsenal of debugging skills was a great investment. I keep them sharp by helping my classmates fix bugs regularly.
When there is a bug in my code, I assume its my mistake, not the computers and work from there. That is a state of mind that really helps me.
A fresh pair of eyes aids in debugging. Programmers tend to miss even the most obvious errors in their own code when exhausted. Having someone to show your code to is great.
having someone to throw ideas at and not be judged is important. I talk to my mom (who is not a programmer) , throw ideas at her and find solutions. She helps me bounce my ideas back and forth and refine them. If she is unavailable, I talk to my pet cat.
I am not so be discouraged by bugs anymore. I've learned to love removing bugs almost as much as programming.
Using version control has really helped me manage different ideas I get while coding. That helps reduce errors. I recommend using git or any other version control system you might like.
As Jay Bazzuzi said - Refactor code. I just added this point after reading his answer, to keep my list complete. All credit goes to him.
Try to write reusable code. Reuse code, both yours and from libraries. Using libraries which are bug free to do some common tasks really reduces bugs (sometimes).
I think the following quote says it best - "If debugging is the art of removing bugs, programming must be the art of putting them in."
No offense to anyone who disagrees. I hope this answer helps.
Note
As others Peter has pointed out, use Object Oriented Programming if you are writing a large amount of code. There is a limit to code length after which it becomes harder and harder to manage if written procedurally. I like procedural for smaller stuff, like playing with algorithms.
There are two ways to write error-free programs; only the third one works. ~Alan J. Perlis
The only way for errors to occur in a program is by being put there by the author. No other mechanisms are known. Programs can't acquire bugs by sitting around with other buggy programs. ~Harlan Mills
Obviously, bugs are a big deal to any programmer. Just look through the list of questions on Stack Overflow to see this illustrated.
The difference between a hobbyist and an experienced professional is that the pro will be able to use his experience to code in a more "defensive" way, avoiding many types of bugs in the first place.
All the other answers are great. I'll add two things.
Source control is mandatory. I'm assuming you're on windows here. VisualSVN Server is free and maybe 4 clicks to install. TortoiseSVN is also free and it integrates into Windows Explorer, getting around the VS Express limitations of no add-ins. If you create too many bugs, you can revert your code and start over. Without source control, this is next to impossible. Plus you can sync your code if you have a laptop and a desktop.
People are going to recommend many techniques like unit testing, mocking, Inversion of Control, Test Driven Development, etc. These are great practices, but don't try to cram it all into your head too quickly. You have to write code to get better at writing code, so work these techniques slowly into your code writing. You have to crawl before you walk and walk before you can run.
Best of luck in your coding adventures!
This is a common newbie thing. As you get more experience, of course, you'll still have bugs, but they'll be easier to find and fix because you'll learn how to make your code more modular (so that changing one thing doesn't have ripple effects everywhere else), how to test it, and how to structure it to fail fast, close to the source of the problem, rather than in some arbitrary place. One very basic but useful thing that doesn't require complex infrastructure to implement is to check the inputs to all functions that have non-trivial precondtions with asserts. This has saved me several times in cases where I would have otherwise gotten weird segfaults and arbitrary behavior that would have been near impossible to debug.
If bugs weren't a problem then I'd be able to write a 100,000 line program in 10 minutes!
Your question is like, "As an amateur doctor, I worry about my patients' health: sometimes when I'm not careful enough, they sicken. Is patients' health a problem for you professional doctors too?"
Yes: it's the central problem, even the only problem (for any sufficiently all-inclusive definition of 'bug').
Bugs are common to everyone -- professional or not.
The larger and more distributed the project, the more careful one must be. One look at any open source bug database (ex: https://bugzilla.mozilla.org/ ) will confirm this for you.
The software industry has evolved various programming styles and standards, which when used right, make wrong code easier to spot or limited in its impact.
Therefore, training has a very positive on code quality... But at the end of the day, bugs still sneak through.
If you're just a hobbyist programmer, learning full bore TDD and OOP may involve more time than you're willing to put in. So, going on the assumption that you don't want to put in the time on them, a few easily digestible suggestions to cut down on bugs are:
Keep each function doing one thing. Be suspect of a function more than, say, 10 lines long. If you think you can break it into two functions, you probably should. Something that will help you control this is naming your functions according to exactly what they are doing. If you find that your names are long and unwieldy then you function is probably doing too many things.
Turn magic strings into constants. That is, instead of using:
people["mom"]
use instead
var mom = "mom";
people[mom]
Design your functions to either do something (command) or get something (query), but not both.
An extremely short and digestible take on OOP is here http://www.holub.com/publications/notes_and_slides/Everything.You.Know.is.Wrong.pdf. If you get this, you've got the gist of OOP and are quite frankly ahead of a lot of professional programmers.
The prevailing wisdom seems to be that the average programmer creates 12 bugs per 1000 lines of code - depends on who you ask for the exact number, but it's always per lines of code - so, the bigger the program, the more the bugs.
Subpar programmers tend to create way more bugs.
Newbies are often trapped by idiosyncrasies of the language, and lacking experience tends towards more bugs too. As you go on, you will get better, but never will you create bug-free code... well I still have bugs, even after 30 years, but that could be just me.
Nasty bugs happen to everyone from pros to hobbyists. Really good programmers get asked to track down really nasty bugs. It's part of the job. You'll know you've made it as a software developer when you stare at a nasty bug for two days and in frustration you shout, "Who wrote this crap!?!?" ... only to realize it was you. :-)
Part of the skill of a software developer is the ability to keep a large set of interrelated items straight in his/her head. It sounds like you're discovering what happens when your mental model of the system breaks down. With practice you will learn to design software that doesn't feel so brittle. There are tons of books, blogs, etc. out there on the subject of software design. And Stack Overflow of course for specific questions.
All that said, here's a couple of things you can do:
A good debugger is invaluable. Often you have to step through your code line by line to figure out what went wrong.
Use a garbage-collected language such as Python or Java if it makes sense for your project. GC will help you focus on making things work instead of getting bogged down by maddening memory errors.
If you write C++, learn to love RAII.
Write LOTS of code. Software is somewhat of an art form. Lots of practice will make you better at it.
Welcome to Stack Overflow!
What really changed my odds against code complexity and bugs was using a coding standart - how to place brackets an so on. It may seem like just boring and useless thing but it really unifies all the code and makes it much easier to read and maintain. So do you use a coding standart?
If you're not well organized, your codebase will become your very own Zebra Puzzle. Adding more code is like adding more people/animals/houses to your puzzle, and soon you have 150 various animals, people, houses and cigarette brands in your puzzle and you realize that it just took you a week to add 3 lines of code because everything is so inter-related that it takes forever to make sure the code still executes how you want it to.
The most popular organizational paradigm seems to be Object Oriented Programming, if you can break your logic down into small units which can be constructed and used independently of each other, then you will find bugs far less painful when they occur.

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.

When is a new language the right tool for the job?

For a long time I've been trying different languages to find the feature-set I want and I've not been able to find it. I have languages that fit decently for various projects of mine, but I've come up with an intersection of these languages that will allow me to do 99.9% of my projects in a single language. I want the following:
Built on top of .NET or has a .NET implementation
Has few dependencies on the .NET runtime both at compile-time and runtime (this is important since one of the major use cases is in embedded development where the .NET runtime is completely custom)
Has a compiler that is 100% .NET code with no unmanaged dependencies
Supports arbitrary expression nesting (see below)
Supports custom operator definitions
Supports type inference
Optimizes tail calls
Has explicit immutable/mutable definitions (nicety -- I've come to love this but can live without it)
Supports real macros for strong metaprogramming (absolute must-have)
The primary two languages I've been working with are Boo and Nemerle, but I've also played around with F#.
Main complaints against Nemerle: The compiler has horrid error reporting, the implementation is buggy as hell (compiler and libraries), the macros can only be applied inside a function or as attributes, and it's fairly heavy dependency-wise (although not enough that it's a dealbreaker).
Main complaints against Boo: No arbitrary expression nesting (dealbreaker), macros are difficult to write, no custom operator definition (potential dealbreaker).
Main complaints against F#: Ugly syntax, hard to understand metaprogramming, non-free license (epic dealbreaker).
So the more I think about it, the more I think about developing my own language.
Pros:
Get the exact syntax I want
Get a turnaround time that will be a good deal faster; difficult to quantify, but I wouldn't be surprised to see 1.5x developer productivity, especially due to the test infrastructures this can enable for certain projects
I can easily add custom functionality to the compiler to play nicely with my runtime
I get something that is designed and works exactly the way I want -- as much as this sounds like NIH, this will make my life easier
Cons:
Unless it can get popularity, I will be stuck with the burden of maintenance. I know I can at least get the Nemerle people over, since I think everyone wants something more professional, but it takes a village.
Due to the first con, I'm wary of using it in a professional setting. That said, I'm already using Nemerle and using my own custom modified compiler since they're not maintaining it well at all.
If it doesn't gain popularity, finding developers will be much more difficult, to an extent that Paul Graham might not even condone.
So based on all of this, what's the general consensus -- is this a good idea or a bad idea? And perhaps more helpfully, have I missed any big pros or cons?
Edit: Forgot to add the nesting example -- here's a case in Nemerle:
def foo =
if(bar == 5)
match(baz) { | "foo" => 1 | _ => 0 }
else bar;
Edit #2: Figured it wouldn't hurt to give an example of the type of code that will be converted to this language if it's to exist (S. Lott's answer alone may be enough to scare me away from doing it). The code makes heavy use of custom syntax (opcode, :=, quoteblock, etc), expression nesting, etc. You can check a good example out here: here.
Sadly, there's no metrics or stories around failed languages. Just successful languages. Clearly, the failures outnumber the successes.
What do I base this on? Two common experiences.
Once or twice a year, I have to endure a pitch for a product/language/tool/framework that will Absolutely Change Everything. My answer has been constant for the last 20 or so years. Show me someone who needs support and my company will support them. And that's that. Never hear from them again. Let's say I've heard 25 of these.
Once or twice each year, I have to work with a customer who has orphaned technology. At some point in the past, some clever programming built a tool/framework/library/package that was used internally for several projects. Then that programmer left. No one else can figure that darn thing out, and they want us to replace/rewrite it. Sadly, we can't figure it out either, and our proposal is to rewrite from scratch. And they complain that their genius built the set of apps in a period of weeks, it can't take us months to rewrite them in Java/Python/VB/C#. Let's say I've written 25 or so of these kinds of proposals.
That's just me, one consultant.
Indeed one particularly sad situation was a company who's entire IT software portfolio was written by one clever guy with a private language and tools. He hadn't left, but he'd realized that his language and toolset had fallen way behind the times -- the state of the art had moved on, and he hadn't.
And the move was -- of course -- in an unexpected direction. His language and tools were okay, but the world had started to adopt relational databases, and he had absolutely no way to upgrade his junk to move away from flat files. It was something he had not foreseen. Indeed, it was something he could not possibly foresee. [You won't fall into this trap, will you?]
So, we talked. He rewrote a lot of the applications in Plain-Old VAX Fortran (yes, this is a long time ago.) And he rewrote it to use plain old relational SQL stuff (Ingres, at the time.)
After a year of coding, they were having performance problems. They called me back to review all the great stuff they'd done in replacing the home-built language. Sadly, they'd done the worst possible relational database design. Worst possible. They'd taken their file copies, merges, sorts, and what-not, and implemented each low-level file system operation using SQL, duplicating database rows left, right and center.
He was so mired in his private vision of the perfect language, that he couldn't adapt to a relatively common, pervasive new technology.
I say go for it.
It would be an awesome experience regardless of weather it makes it to production or not.
If you make it compile down to IL then you do not have to worry about not being able to re-use your compiled assemblies with C#
If you believe that you have valid complaints about the languages you listed above, it is likely that many will think like you. Of course, for every 1000 interested person there might be 1 willing to help you maintain it - but that is always the risk
But here are a few things to be cautioned about:
Get your language specification IN STONE before development. Make sure any and all language features are figured out before hand - even things that you may only want in the future. In my opinion, C# is slowly falling into the "oh-just-one-more-language-extension" trap that will lead to its eventual doom.
Be sure to make it optimized. I dont know what you already know; but if you dont know then learn ;) Nobody will want a language that has nice syntax but runs as slow as IE's javascript implementation.
Good luck :D
When I first started my career in the early 90s, there seemed to be this craze of everyone developing their own in-house languages. My first 3 jobs were with companies that had done this. One company had even developed their own operating system!
From experience, I'd say this is a bad idea for the following reasons:
1) You will spend time debugging the language itself in addition to the code base on top of it
2) Any developers you hire will need to go through the learning curve of the language
3) It will be hard to attract and keep developers since working in a proprietary language is a dead-end for someone's career
The main reason I left those three jobs was because they had proprietary languages and you'll notice that not many companies take this route any more :).
An additional argument I'd make is that most languages have entire teams whose full time job it is to develop the language. Maybe you'd be an exception, but I'd be very surprised if you'd be able to match that level of development by only working on the language part-time.
Main complaints against Nemerle: The
compiler has horrid error reporting,
the implementation is buggy as hell
(compiler and libraries), the macros
can only be applied inside a function
or as attributes, and it's fairly
heavy dependency-wise (although not
enough that it's a dealbreaker).
I see your post has been written more than two years ago.
I advise you trying Nemerle language today.
The compiler is stable. There are no blocker bugs for today.
The VS integration has a lot of improvements , also there is SharpDevelop integration.
If you give it a chance, you won't be disappointed.
NEVER EVER develop your own language.
Developing your own language is a fool's trap, and worse it will limit you to what your imagination can provide, as well demanding that you work out both your development environment and the actual programme you're writing.
The cases in which this doesn't apply are pretty much if you're Larry Wall, the AWK guys, or part of a substantial group of people dedicated to testing the boundaries of programming. If you're in any of those categories, you don't need my advice, but I strongly doubt that you're targeting a niche where there is no suitable programming language for the task AND the characteristics of the people doing the task.
If you are as clever as you seem to be (a likely possibility), my advice is to go ahead and do the design of the language first, iterate a couple of times over it, ask some smart fellows you trust in smart programming language related communities about the concrete design you came up with and then take the decision.
You might realize in the process of creating the design that just a quick hack on Nemerle would give it all you need, for example. Many things can happen just when thinking hard about a problem, and the final solution might not be what you actually had in mind when beginning the project.
Worst case scenario, you're stuck with actually implementing the design, but by then you will have it proof read and mature, and you'll know with a high degree of certainty that it was a good path to take.
A related piece of advice, start small, just define the features you absolutely need and then build on them to get the rest.
Writing your own language is not a easy project.. Especially one to be used in any kind of "professional setting"
It is a huge amount of work, and I would doubt you could write your own language, and still write any big projects that use it - you will spend so long adding features that you need, fixing bugs, and general language-design stuff.
I would strongly recommend choosing a language that is closest to what you want, and extending it to do what you need. It'll never be exactly what you want, but compared to the time you'll spend writing your own language, I would say that's a small compromise..
Scala has a .NET compiler. I don't know the status of this though. It's kind of a second class citizen in the Scala world (which is more focused on the JVM). But it might be a good tradeof to adopt the .NET compiler instead of creating a new language from scratch.
Scala is kind of weak in the meta-programming department ATM. It's possible that the need for metaprogramming is somewhat reduced by other language features. In any case I don't think anyone would be sad if you were to implement metaprogramming features for it. Also there is a compiler plug-in infrastructure on the way.
I think most languages will never fit all of the bill.
You might want to combine your 2 favourite languages (in my case C# and Scheme) and use them together.
From a professional point of view, this probably not a good idea though.
It would be interesting to hear some of the things you feel you can't do in existing languages. What kind of projects are you working on that can't be done in C#?
I'm just curios!

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