Consistency vs Design Guidelines - coding-style

Lets say that you get involved in the development of a large project that is already in development for a long period ( more than one year ). The projects follows some of the current design guidelines, but also has a few different, that are currently discouraged ( mostly at naming guidelines ).
Supposing that you can't/aren't allowed to change the whole project:
What should be more important, consistency, follow the existing ones and defy current guidelines or the usage of the guidelines, creating differences between modules of the same project ?
Thanks.

Generally, I would favour consistency. But sometimes there are strong reasons for preferring the evolved style. Perhaps the initial standards were found to be ineffective, or simply imposed too great an overhead. It may be excessive to go back and retrofit the changes but to continue to follow what is now known to be a bad practice in the name of consistency I see as a bad decision.
A specific example: 30 person, three year project. Our standards sai to put some particualr documentation before each method (don't remember the details, think it was a list of messages that could be logged or some such.) This was found to be a lot of work to maintain and was never used, because we had a code munger to produce the definitive list of message origins. We simply stopped adding the information to new methods, no time to got and tidy the entirity of the code base.

As always, it depends.
If it's a project you're going to be working on for a long time, it's worth making changes or introducing improvements to achieve consistency. For projects with a shorter lifespan, I wouldn't bother.
Usually this question is better asked to those who invented the guidelines though - it could be noted in the guidelines that "existing applications are grandfathered in, but new modules have to follow at least ..." or something.

Consistency all day. (Unless everything is consistently bad, then I find a new project!)

I'd lean more towards being consistent within the project, but if at all possible convince the "higher-ups" that the refactoring would be minimal (if it's truly just naming conventions) as well as would make maintainability easier since this program would be consistent with other past/future projects.

Supposing that you can't/aren't allowed to change the whole project:
Stick to the consistency but if you team and management is open to suggestion, do discuss this with them as a proper conversation would add a lot to your upcoming projects.

A great question and a tough issue to deal with.
I've seen a project where several tech leads followed one another, each bringing his own architecture and coding guidelines to the new features that were developed but keeping the existing code intact.
This resulted in a cluttered, disparate code base where every module differed from the others, making the whole thing very awkward to comprehend.
If you can refactor the existing code according to your new guidelines (and if the rest of the team is OK with that), then you should absolutely do it.
Otherwise just stick to the current coding practices as long as they don't breed a technical debt that would grow uncontrolled in the future.

Related

Why do we refactor? [closed]

As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance.
Closed 10 years ago.
I would like to know the reasons that we do refactoring and justify it. I read a lot of people upset over the idea of refactoring. Refactoring was variously described as:
A result of insufficient upfront
design.
Undisciplined hacking
A dangerous activity that needlessly risked destabilizing
working code
A waste of resources.
What are the responsible reasons that lead us to refactor our code?
I also found a similar question here how-often-should-you-refactor, it doesn't provide the reason for refactoring.
Why do we refactor?
Because there's no actual substitute for writing code. No amount of upfront planning or experience can substitute actual code writing. This is what an entire generation (called waterfall) learned the hard way.
Once you start writing the code and be in the middle of it, you reason about the way it works on a lower level you do notice things (performance, usability or correctness things) that escaped the higher design view.
Refactoring is perfecting.
Ask yourself: why do painters do multiple strokes with the brush on the same spot?
Refactoring is the way to pay the technical debt.
I'd like to briefly address three of your points.
1. "A result of insufficient up-front design"
Common sense (and several books and bloggers) tell us we should strive for the simplest, cleanest design possible to address a given problem. While it's quite possible that some code is written without sufficient work on developing an understanding of the requirements and the problem domain, it's probably more common that "poor code" wasn't "poor" when it was written; rather, it is no longer sufficient.
Requirements change, and designs have to support additional features and capabilities. It's not unreasonable to anticipate some future changes up-front, but McConnell et al. rightly caution against high-level, overly-flexible designs when there's no clear and present need for such an approach.
3. "A dangerous activity that needlessly risks destabilising working code"
Well, yes, if done improperly. Before you seek to make any significant modification to a working system, you should put in place proper measures to ensure that you're not causing any harm - a sort of "developmental Hippocratic oath", almost.
Typically, this will be done by a mixture of documentation and testing, and more often than not, the code wins out, because it's the most up-to-date description of the actual behaviour. In practical terms, this translates into having decent coverage with a unit test suite, so that if refactoring does introduce unexpected problems, these are identified and resolved.
Obviously, when you seek to refactor, you're going to break a certain number of tests, not least because you're trying to fix some broken code contracts. It is, however, perfectly possible to refactor with impunity, provided you have that mechanism in place to spot the accidental mistakes.
4. "A waste of resources"
Others have mentioned the concept of technical debt, which is, briefly, the idea that over time, the complexity of such systems builds up, and that some of that build-up has to be reduced, by refactoring and other techniques, in order to reasonably facilitate future development. In other words, sometimes you have to bite the bullet and go ahead with that change you've been putting off, because otherwise you'll be making a bad situation appallingly worse when you come to add something new in that area.
Obviously, there's a time and a place to pay off such things; you wouldn't try and repay a loan until you had the cash to do it, and you can't afford to go around refactoring willy nilly during a critical stage in development. Nevertheless, by making the decision to address some of the problems in your code base, you save future development time, and thus money, and maybe even further into the future, avoid the cost of having to abandon or completely rewrite some component that is beyond your understanding.
In order to keep a maintainable code base?
Code is more read than written, so it is necessary to have a code-base that is readable, understandable and maintainable. When you see something that is poorly written or designed, it can be refactored to improve the design of the code.
You clean your house also regularly, don't you? Although it may be considered a waste of time, it is necessary in order to keep your house clean, so that you have a nice environment to live in.
You may need to refactor if your code is
Inefficient
Buggy
Hard to extend
Hard to maintain
It all boils down to the original code not being very good, so you improve it.
If you have reasonable unit tests it shouldn't be dangerous at all.
Because hindsight is easier than foresight.
Software is one of the most complex things created by humans, so it is not easy to consider everything beforehand. For large projects it can even be impossible for the team (at least for one consisting of humans ;) ) to consider everything before they actually start developing it.
Another reason is that software isn't constructed, it's growing. That means software can and has to adapt to ever changing requirements and environments.
As Martin Fowler says, the only thing surprising about the requirements for software changing is that anyone is surprised by it.
The requirements will change, new features will be requested. This is a good thing. Enhancement efforts succeed most of the time, and when they fail, they fail small, so there is budget to do more. Big up front design projects fail often (one statistics puts the failure rate at 66%), so avoid them. The way to avoid them is to design enough for the first version, and as enhancements are added, refactor to the point where it looks like the system intended to do that in the first place. The lifespan of a project that can do this (there are issues when you publish data formats or APIs - once you go live you can't always be pristine anymore) is indefinite.
In response to the four points, I would say that a process that shuns refactoring demands:
A static world where nothing changes
so that the upfront design can hit a
non-moving target perfectly.
Will
result in ugly hacks to work around
design flaws that aren't being
refactored.
Will lead to dangerous
code duplication as the fear of
changing existing code sets in.
Will
waste resources over engineering the
problem and building large design
artifacts in anticipation of
requirements that never end up
getting built, causing large amounts
of code and complication to drag the
project down while not providing any
value.
One caveat, though. If you don't have the proper support, in an automated tool for simple cases, and thorough unit tests in the more complicated cases, it will hurt, there will be new bugs introduced, and you will develop a (quite rational) fear of doing it more. Refactoring is a great tool, but it requires safety equipment.
Another scenario where you need refactoring is TDD. The textbook approach for TDD is to write only the code you need to pass the test and then refactor it to something nicer afterwards.
...because coding is like gardening. Your codebase grows and you domain changes as time passes. What was a good idea back then often looks like a poor design now and what is a good design now may well not be optimal in the future.
Code should never be considered a permanent artifact nor should it be considered too sacred to touch. Confidence should be garnered through testing and refactoring is a mechanism to facilitate change.
While a lot of other people have already said perfectly valid reasons, here's mine:
Because it's fun. It's like beating your own time in steeplechase, having the stronger bicep in armwrestling or improving your highscore in a game of your choice.
A straightforward answer is, requirements change. No matter how elegant your design is, some requirements later on will not buy it.
Poor understanding of the requirements:
If developers don't have a clear understanding of the requirements, the resulting design and code cannot satisfy the customer. Later as the requirements become more clear, refactor becomes essential.
Supporting new requirements.
If a component is old, in most of the cases it will not be able handle the radical new requirements. It then becomes essential to go for refactoring.
Lots of bugs in the existing code.
If you have spent long hours in office fixing quite a few nasty bugs in a particular component, it becomes a natural choice for refactoring at the earliest.
Upfront: Refactoring does not need to be dangerous when a) supported by tools and b) you have a testsuite that you can run after the refactoring in order to check the functioning of your software.
One of the main reasons for refactoring is that at some point you find out that code is used by more than one code path and you don't want to duplicate (copy&paste) but reuse. This is especially important in cases where you find an error in that code. If you have refactored the duplicated code into an own method, you can fix that method and be done. If you copy&paste code around, there is a high chance that you don't fix all places where this code occurs (just think of projects with several members and thousands of lines of code).
You should of course not do refactoring just because of the sake of refactoring - then it is really a waste of resources.
For whatever reason, when I create or find a function that scrolls off the screen, I know it's time to sit back and consider whether it should be refactored or not - if I'm having to scroll the whole page to take in the function as a whole, chances are it's not a shining example of readability or maintainability.
To make insane stuff sane.
I mainly refactor when the code has suffered so much under copy + paste and a lack of architectural guideance that the action of understanding the code is akin to re-organising it and removing the duplication.
It is human to err, and you're ALWAYS going to make mistakes when you develop software. Creating a good design from the beginning helps a lot, and having skilled programmers on the team is also a good thing, but they will invariably make mistakes, and there will be code that is hard to read, tightly coupled or non-functional, etc. Refactoring is a tool to mend these flaws when they've already occurred. You should never stop working on preventing these things from happening to begin with, but when they do happen, you can fix them.
Refactoring to me is like cleaning my desk; it creates a better working environment because over time it will get messy.
I refactor because, without refactoring, it becomes harder and harder to add new features to a codebase over time. If I have features A, B, and C to add, feature C will be finished sooner, with less pain and suffering on my part, if I take time to refactor after features A and B. I'm happier, my boss is happier, and our customers are happier.
I think it's worth restating, in any conversation involving refactoring, that refactoring is verifiably behavior-preserving. If at the end of your "refactoring" your program has different outputs, or if you only think, but can't prove, that it has the same outputs, then what you've done isn't refactoring. (That doesn't mean it's worthless or not worth doing -- maybe it's an improvement. But it's not refactoring and shouldn't be confused with it.)
Refactoring is a central component in any agile software development methods.
Unless you fully understand all the requirements and technical limitations of your project you can't have a complete upfront design. In this case instead of using a traditional waterfall approach you're probably better off with an agile method - agile methods focus on adapting quickly to changing realities. And how would you adapt your source code without refactoring?
I've found code design and implementation, particularly with unfamiliar and large projects to be a learning process.
The scope and requirements of a project change over time, which has consequences on the design. It may be that after spending some time implementing your product you discover that your planned design is not optimal. Perhaps new requirements were added by the client. Or perhaps you're adding additional functionality to an older product and you need to refactor the code in order to sufficiently provide this functionality.
In my experience code has been written poorly and the refactoring has become necessary to prevent the product from failing and to ensure it is maintainable/extendable.
I believe an iterative design process, with prototyping early on is a good way to minimise refactoring later on. This also allows you to experiment with differing implementations to determine which is most suitable.
Not only that, but new ideas and methods for what you're doing may become available. Why stick with old, fallible code that could become problematic if it can be improved?
In short, projects will change overtime, which necessitates changes in structure to ensure it meets new requirements.
From my own personal experience I refactor because I find if I make software the way I want it made from first go that it takes a very long time to create something.
Therefore I value the pragmatism of developing software over clean code. Once I have something running I then begin to refactor it into the way it should be. Needless to say, the code never devolves into a piece of unreadable tripe.
Just a side note - I did my degree in software engineering after reading some material from Steve Mcconnell as a teen. I love design patterns, good code reuse, nicely thought out designs and so on. But I find when working on my own projects that designing things initially from that point of view just doesnt work unless I'm an absolute expert with the technology I'm using (Which is never the case)
Refactoring is done to help make code easier to understand/document.
To give a method a better name - perhaps the previous wasnt clear or incorrect.
To give variables more descriptive / better names.
Break up a really long method into many smaller methods representing the steps involved in solving the problem.
Move classes to a new package(namespace) to assist organisation.
Reduce duplicate code.
Does point number one even matter? If you're refactoring, the up-front design was obviously flawed. Don't waste time worrying about the flaws in the original design; it's old news. What matters is what you have now, so spend that time refactoring.
I refactor because proper refactoring makes maintenance SO much easier. I've had to maintain a TON of bad, awful code and I don't want to hand down any that I've written for someone else to maintain.
Maintenance costs of smelly code will almost always be higher than maintenance costs for sweet smelling code.
I refactor because:
Often my code is far from optimal first time around.
Hindsight is often 20-20.
My code will be easier to maintain for the next guy.
I have professional pride in the work I leave behind.
I believe time spent now can save a lot more time (and money) further down the track.
All your points are common descriptors of why people do refactor. I would say that the reason people should refactor lies within point #1: A Big Design Up Front (BDUF) is almost always imperfect. You learn about the system as you build it. In trying to anticipate what could happen you often end up building complex solutions to deal with things that never actually happen. (YAGNI - You ain't gonna need it).
Instead of the BDUF approach, a better solution is therefore to design the parts of the system you know you are going to need. Follow the principles of single responsibility principle, use inversion of control/dependency injection so that you can replace parts of your system when needed.
Write tests for your components. And then, when the requirements for your system change or you discover flaws in your initial design, you can refactor and extend your code. Since you have your unit tests and integration tests in place, you will know if and when the refactoring breaks something.
There is a difference between large refactorings (restructuring modules, class hierarchies, interfaces) and "unit" refactorings - within methods and classes.
Whenever I touch a piece of code I do a unit refactoring - renaming variables, extracting methods; because actually seeing the code in front of me gives me more information to make it better. Sometimes refactoring also helps me to better understand what the code is doing. It's like writing or painting, you extract a fuzzy idea out of your head; put a rough skeleton onto paper; then into code. You then refine the rough idea in the code.
With modern refactoring tools like ReSharper in C#, this kind of unit refactoring is extremely easy, quick & low risk.
Large refactorings are harder, break more things, and require communication with your team members. It will become clear to everyone when these need to happen - because requirements have changed so much that the original design no longer works - and then they should be planned like a new feature.
My last rule - only refactor code that you are actually working on. If code's functionality doesn't need to be changed, then it's good enough & doesn't need further work.
Avoid refactoring just for refactoring's sake; that's just refactorbating!

Besides "treat warnings as errors" and fixing memory leaks, what other ideas should we implement as part of our coding standards?

First let me say, I am not a coder but I help manage a coding team. No one on the team has more than about 5 years experience, and most of them have only worked for this company.. So we are flying a bit blind, hence the question.
We are trying to make our software more stable and are looking to implement some "best practices" and coding standards. Recently we started taking this very seriously as we determined that much of the instability in our product could be linked back to the fact that we allowed Warnings to go through without fixing when compiling. We also never bothered to take memory leaks seriously enough.
In reading through this site we are now quickly fixing this problem with our team but it begs the question, what other practices can we implement team wide that will help us?
Edit: We do fairly complex 2D/3D Graphics Software that is cross-platform Mac/Windows in C++.
Typically, the level of precision/exactingness in coding standards/process is directly connected to the safety level required. E.g., if you are working in aerospace, you will tightly control pretty much everything. But, on the other end of the spectrum, if you are working on a computer gaming forum site...if something breaks, no biggie. You can have slop. So YMMV, depending on your field.
The classic book on coding is Code Complete 2nd edition, by Steve McConnell. Have a team copy & strongly recommend your developers purchase it(or have the company get it for them). That will satisfy probably 70% of the stylistic questions. CC addresses the majority of development cases.
edit:
Graphics software, C++, Mac/Windows.
Since you're doing cross-platform work, I would recommend having an automated "compile-on-checkin" process for your Mac(10.4(maybe), 10.5, 10.6), and Windows(XP(maybe), Vista, 7). This ensures your software at the least compiles, and you know when it doesn't.
Your source control(which you are using, I assume), should support branching, and your branching strategy can reflect cross-platformy-ness as well. It's also advantageous to have mainline branches, dev branches, and experimental branches. YMMV; you will probably need to iterate on that and consult with with people who are familiar with configuration management.
Since it's C++, you will probably want to be running Valgrind or similar to know if there is a memory leak. There are some static analyzers which you can get: I don't know how effective they are at the modern C++ idiom. You can also invest in writing some wrappers to help watch memory allocations.
Regarding C++...The books Effective C++, More Effective C++, and Effective STL(all by Scott Meyers) should be on someone's shelf, as well as Modern C++ by Andrescu. You may find Lippman's book on the C++ object model useful as well, I don't know.
HTH.
There are a lot of consultants/companies who have coding rules to sell you, you should have no difficulty finding one. However, one that doesn't first ask you the field you are in (you didn't mention it in your question) is providing you with snake oil.
Test-Driven Development. TDD helps check for logic errors at the development phase.
Get everyone to read and discuss various standards and guidelines. I (as well as Stroustrup) suggest the Joint Strike Fighter coding standards. Ask your developers to classify the guidelines therein among
Already met
Could be met easily (few changes from current condition)
Should work toward in old code and follow in new development
Not worth it
Have the long technical discussions, and settle on a set for the team to adopt.
Code reviews have been shown to provide significant benefits to code quality, even more so than traditional testing. I would suggest getting in the habit of performing routine design and code reviews; the number of stages at which reviews are performed, the formality and detail of the reviews, and the percentage of work subject to review can all be set according to your business requirements. Coding standards can be useful when done right (and if everyone's code looks similar, it is also easier to review), but where you put your braces and how far you indent blocks isn't really going to affect defect rates.
Also, it's worth familiarizing yourself and your peers with the concept of technical debt and working bit by bit to redesign and improve parts of the system as you come in contact with them. However, unless you have comprehensive unit testing and/or processes in place to ensure high code quality, this may not help things.
Given that this is Stack Overflow, someone should reference The Joel Test. I like to automate as much as possible, so using Lint is also a must.
These basics are good for most any industry or team size:
Use Agile methodology (scrum is a good example).
http://www3.software.ibm.com/ibmdl/pub/software/rational/web/whitepapers/2003/rup_bestpractices.pdf
Use Test-driven development. http://www.agiledata.org/essays/tdd.html
Use consistent coding standards. Here is an example document:
http://www.dotnetspider.com/tutorials/BestPractices.aspx
Get your team familiar with good
design patterns.
http://www.dofactory.com/Patterns/Patterns.aspx
You can't go wrong with these basics. Build from there with new team members who have been there and done that. I'd strongly suggest pair programming once you've got those guys on the team. It is the best way to infect people with best practices.
Best of luck to you!
The first thing you need to consider when adding coding standards/best practices is the effect it will have on your team's morale and cohesiveness. Developers usually resent any practices that are imposed on them even if they are good ideas. The people issues have to be addressed for a big change to be successful.
You will need to involve your group in developing the standards and try to achieve consensus. That said, you will never get universal agreement on anything, so you will have to balance consensus and getting to standards. I've seen major fights over something as simple as tabs versus spaces in source.
The best book I've seen for C/C++ guidelines in complicated projects is Large Scale C++ Software Design. That book along with Code Complete (which is a must-read classic) are good starting points.
You don't mention any language, and while it is true that most of coding standards are language independent, it will also help you in your search. On most of the companies I had work they have different coding standards for different programming languages. So my advice will be:
Choose your language
Search the web since there are plenty of standards out there for your language
Gather all the standards you found
Divide your team into groups and give them a few of the documents to analyze. They should come with a list of things they think worthy to have in their new standards.
Have a meeting so each group present its findings to everybody (there will be a lot of redundancy between groups). That should be an open discussion and everybody's opinion should be accounted.
Compile a list of the standards that were selected by the majority of the coders and that should be your starting point.
Perform semi annual reviews of the standards, to add or remove things.
Now, The logic behind this is : Most of the problems from putting a coding standard from scratch is developer's acceptance. Each of us have a way of doing things and it sucks when somebody from the outside believes one way of doing things is better from another. So, if developers understand the logic and the purpose of the coding standards then you have half of the work done. The other thing is that standards should be design and created specifically for your company's needs. There will be some things that will made sense, and some that don't. With the above approach you could discriminate between those. The other thing is that standards should be able to change over time to reflect the company needs, so a coding standard should be a living document.
This blog post describes a lot of the common practices of mediocre programming. These are some of the potential issues you're team is having. It includes a quick explanation of the "best practice" for each one.
One thing you should have rules about is some kind of naming standard. It just makes life easier for people while not being really invasive.
Other than that, I'd have to say it depends on the level of your team. Some need more rules than others. The better people are, the less "support" they need from rules.
If you want a complete set of coding rules to control every little detail, you're going to spend lots of time arguing about rules and exceptions to rules and what you should write rules about. I'd go with something already written instead.
If you are concerned about quality then one thing you could do that really isn't about rules, is:
Automated building and testing. This has helped me a lot. Once you find a problem, it really helps to have an environment where you can write a test to verify the problem. Fix the problem and then easily add your test to an automatic test suite that makes sure that sort of problem can't come back without being spotted.
Then make sure these run often. Preferably every time someone checks something in.
If your framework requires certain rules to function well, put those in your coding standard.
If you decide to have coding standards, you want to be very careful about what you put in. If the document is too long or focuses on arbitrary stylistic details, it will just get ignored and nobody will bother to read it. Often a lot of what goes into coding standards is just the preferences of the person that wrote the document (or some standards that have been copied off the web!). If something is in the standard, it needs to be very clear to the reader how it improves quality and why it is important.
I would argue that a large proportion of what makes code readable is to do with design rather than the layout of the code. I have seen a lot of code that would adhere to the standards but still be difficult to read (really long methods, bad naming etc.) - you can't have everything it the standards, at some point it comes down to how skilled and disciplined your developers are - do what you can to increase their skills.
Perhaps rather than a coding standards document, try to get the team to learn about good design (easier said than done, I know). Make them aware of things like the SOLID principles, how to separate concerns, how to handle exceptions properly. If they design well, the code will be easy to read and it won't matter if there are enough white lines or the curly braces are in the right place.
Get some books about design principles (see a couple of recommendations below). Maybe get the the team to do some workshops to discuss some of the topics. Perhaps get them to collectively write a document on what principles might be important for their project. Whatever you do, make sure it is the team as a whole who decides what the standards / principles are.
http://www.amazon.co.uk/Principles-Patterns-Practices-Robert-Martin/dp/0131857258/
http://www.amazon.co.uk/Clean-Code-Handbook-Software-Craftsmanship/dp/0132350882
Don't write your own standards from scratch.
Chances are there are several out there that define what you want already, and are more complete than you could come up with on your own. That said, don't worry too much if you don't agree 100% with it on minor matters, you can swap in some parts of others, or call some infraction of it an warning rather than an error - depending on your own needs. (for example, some standards would throw a warning if the length of a line is more than 80 characters long, I prefer no more than 120 as a hard limit, but would make sure there was a good reason - readability & clarity for example - if there was > 80).
Also, do try to find automated methods of checking your code against the standard - including your own minor changes as required.
Besides books already recommended, I would also mention,
C++ Coding Standards: 101 Rules, Guidelines, and Best Practices by Herb Sutter and Andrei Alexandrescu (Paperback - Nov 4, 2004)
If you're programming on VB.NET, make sure Option Explicit and Option Strict are set to ON. This will save you a lot of grief tracking down mysterious bugs. These can be set at project level so that you never have to remember to to set them in your code files
I really like:
MISRA C standard (it's a little strict tho' but the ideas hold for C++)
and Hi-Integrity's http://www.codingstandard.com/HICPPCM/index.html C++ standard which borrows heavily from MISRA
LDRA (a static analysis tool) uses these standards to grade your work (this I don't use as it's expensive) but I can vouch for running cppcheck as a good 'free/libre' static analysis checker.

When is it good (if ever) to scrap production code and start over? [closed]

As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance.
Closed 10 years ago.
I was asked to do a code review and report on the feasibility of adding a new feature to one of our new products, one that I haven't personally worked on until now. I know it's easy to nitpick someone else's code, but I'd say it's in bad shape (while trying to be as objective as possible). Some highlights from my code review:
Abuse of threads: QueueUserWorkItem and threads in general are used a lot, and Thread-pool delegates have uninformative names such as PoolStart and PoolStart2. There is also a lack of proper synchronization between threads, in particular accessing UI objects on threads other than the UI thread.
Magic numbers and magic strings: Some Const's and Enum's are defined in the code, but much of the code relies on literal values.
Global variables: Many variables are declared global and may or may not be initialized depending on what code paths get followed and what order things occur in. This gets very confusing when the code is also jumping around between threads.
Compiler warnings: The main solution file contains 500+ warnings, and the total number is unknown to me. I got a warning from Visual Studio that it couldn't display any more warnings.
Half-finished classes: The code was worked on and added to here and there, and I think this led to people forgetting what they had done before, so there are a few seemingly half-finished classes and empty stubs.
Not Invented Here: The product duplicates functionality that already exists in common libraries used by other products, such as data access helpers, error logging helpers, and user interface helpers.
Separation of concerns: I think someone was holding the book upside down when they read about the typical "UI -> business layer -> data access layer" 3-tier architecture. In this codebase, the UI layer directly accesses the database, because the business layer is partially implemented but mostly ignored due to not being fleshed out fully enough, and the data access layer controls the UI layer. Most of the low-level database and network methods operate on a global reference to the main form, and directly show, hide, and modify the form. Where the rather thin business layer is actually used, it also tends to control the UI directly. Most of this lower-level code also uses MessageBox.Show to display error messages when an exception occurs, and most swallow the original exception. This of course makes it a bit more complicated to start writing units tests to verify the functionality of the program before attempting to refactor it.
I'm just scratching the surface here, but my question is simple enough: Would it make more sense to take the time to refactor the existing codebase, focusing on one issue at a time, or would you consider rewriting the entire thing from scratch?
EDIT: To clarify a bit, we do have the original requirements for the project, which is why starting over could be an option. Another way to phrase my question is: Can code ever reach a point where the cost of maintaining it would become greater than the cost of dumping it and starting over?
Without any offense intended, the decision to rewrite a codebase from scratch is a common, and serious management mistake newbie software developers make.
There are many disadvantages to be wary of.
Rewrites stop new features from being developed cold for months/years. Few, if any companies can afford to stand-still for this long.
Most development schedules are difficult to nail. This rewrite will be no exception. Amplify the previous point by, now, a delay in development.
Bugs that were fixed in the existing codebase through painful experience will be re-introduced. Joel Spolsky has more examples in this article.
Danger of falling victim to the Second-system effect -- in summary, ``People who have designed something only once before try to do all the things they "didn't get to do last time", loading the project up with all the things they put off while making version one, even if most of them should be put off in version two as well.''
Once this expensive, burdensome rewrite is completed, the very next team to inherit the new codebase is likely to use the same excuses for doing another rewrite. Programmers hate learning someone else's code. No one writes perfect code because perfection is so subjective. Find me any real-world application and I can give you a damning indictment and rationale for doing a from-scratch rewrite.
Whether you ultimately rewrite from scratch or not, beginning a refactoring phase now is a good way to both really sit down and understand the problem so that the rewrite will go more smoothly if truly called for, as well as giving the existing codebase an honest look to really see if a rewrite's needed.
To actually scrap and start over?
When the current code doesn't do what you would like it to do, and would be cost prohibitive to change.
I'm sure someone will now link Joel's article about Netscape throwing their code away and how it's oh-so-terrible and a huge mistake. I don't want to talk about it in detail, but if you do link that article, before you do so, consider this: the IE engine, the engine that allowed MS to release IE 4, 5, 5.5, and 6 in quick succession, the IE engine that totally destroyed Netscape... it was new. Trident was a new engine after they threw away the IE 3 engine because it didn't provide a suitable basis for their future development work. MS did that which Joel says you must never do, and it is because MS did so that they had a browser that allowed them to completely eclipse Netscape. So please... just meditate on that thought for a moment before you link Joel and say "oh you should never do it, it's a terrible idea".
A rule of thumb I've found useful is that if given a code base, if I have to re-write more than 25% of the code to make it work or modify it based upon new requirements, you may as well re-write it from scratch.
The reasoning is that you can only patch a body of code so far; beyond a certain point, it's quicker to do over.
There's an underlying assumption that you have a mechanism (such as thorough unit and/or system tests) that will tell you whether your re-written version is functionally equivalent (where it needs to be) as the original.
If it requires more time to read and understand the code (if that is even possible)
than it would to rewrite the entire application, I say scrap it and start over.
Be very carefull with this:
Are you sure you aren't just being lazy and not bothering to read the code
Are you being arrogant about the great code you will write compared to the rubbish anyone else produced.
Remember tested-working code is worth a lot more than imaginary yet-to-be-written code
In the words of our estemed host and overlord, Joel - things you should never do,
it's not always wrong to abandon working code - but you have to be sure about the reason.
I saw an application re-architected within 2 years of its introduction into production, and others rewritten in different technologies (one was C++ - now Java). Both efforts were were not, to my mind, successful.
I prefer a more evolutionary approach to bad software. If you can "componentize" your old app such that you can introduce your new requirements and interface with the old code, you can ease yourself into the new environment without having to "sell" the zero-value (from a biz perspective) investment in rewriting.
Suggested approach - write unit tests for the functionality with which you wish to interface to 1) ensure the code behaves as you expect and 2) provide a safety net for any refactoring that you may wish to do on the old base.
Bad code is the norm. I think IT gets a bad rap from business for favoring rewrites/rearchitecting/etc. They pay the money and "trust" us (as an industry) to deliver solid, extensible code. Sadly, business pressures frequently result in shortcuts that make the code unmaintainable. Sometimes it's bad programmers... sometimes bad situations.
To answer your rephrased question... can code maintenance costs ever exceed rewriting costs... the answer is clearly yes. I don't see anything in your examples, however, that lead me to believe this is your case. I think those issues can be addressed with tests and refactoring.
In terms of business value, I would think it's extremely rare that a real case can be made for a rewrite due solely to the internal state of the code. If the product's customer-facing and is currently live and bringing in money (i.e. is not a mothballed or unreleased product), then consider that:
You already have customers using it. They're familiar with it, and might have built some of their own assets around it. (Other systems that interface to it; products based on it; processes they'd have to change; staff they'd maybe have to retrain). All of this costs the customer money.
Re-writing it might cost less in the long term than making difficult changes and fixes. But you can't quantify that yet, unless your app is no more complex than Hello World. And a re-write means a re-test and a redeploy, and probably an upgrade path for your customers.
Who says the re-write will be any better? Can you honestly say your firm is writing sparkly code now? Have the practices that turned the original code to spaghetti been corrected? (Even if the main culprit was a single developer, where were his peers and management, ensuring quality through reviews, testing, etc.?)
In terms of technical reasons, I'd suggest it could be time for a major rewrite if the original has some technical dependencies that have become problematic. e.g. a third party dependency that's now out of support, etc.
In general though, I think the most sensible move is to refactor piece by piece (very small pieces if it's really that bad), and improve the internal architecture incrementally rather than in one big drop.
Two threads of thought on this one: Do you have the original requirements? Do you have confidence that the original requirements are accurate? What about test plans or unit tests? If you have those things in place it might be easier.
Putting on my customer hat, does the system work or is it unstable? If you've got something that's unstable you've got an argument to change; otherwise you're best of refactoring it bit by bit.
I think the line in the sand is when basic maintenance is taking 25% - 50% longer than it should. There comes a time when maintaining legacy code becomes too costly. A number of factors contribute to the final decision. Time and cost being the most important factors I think.
If there are clean interfaces and you can cleanly delineate module boundaries, then it might be worth refactoring it module by module or layer by layer in order to allow you to migrate existing customers forward into cleaner more stable codebases, and over time, after you've refactored every module, you will have rewritten everything.
But, based on the codereview, doesn't sound like there would be any clean boundaries.
I wonder if the people who vote for scrapping and starting over have ever successfully refactored a large project, or at least seen a large project in poor condition that they think could use a refactoring?
If anything, I err on the opposite side: I've seen 4 large projects that were a mess, that I advocated refactoring as opposed to rewriting. On a couple, there was barely a single line of original code that remained, and major interfaces changed in significant ways, but the process never involved the entire project failing to function as well as it originally did, for any more than a week. (And top-of-trunk was never broken).
Perhaps a project exists that is so severely broken that to attempt to refactor it would be doomed to failure, or perhaps one of the previous projects I refactored would have been better served by a "clean re-write", but I'm not sure I'd know how to recognize it.
I agree with Martin. You really need to weigh the effort that will be involved in writing the app from scratch against the current state of the app and how many people use it, do they like it, etc. Often we may want to completely start from scratch, but the cost far outweighs the benefit. I come across bits of ugly looking code all the time, but I soon realize that some of these 'ugly' areas are really bug fixes and make the program work correctly.
I would try to consider the architecture of the system and see whether it is possible to scrap and rewrite specific well defined components without starting everything from scratch.
What would usually happen is that you can either do that (and then sell that to the customer/management), or that you find out that the code is such a horrible and tangled mess that you become even more convinced that you need a rewrite and have more convincing arguments for it (including: "if we engineer it right, we would never need to scrap the whole thing and do a third rewrite).
Slow maintenance would eventually cause that architectural drift that would make a rewrite more expensive later.
Scrap old code early and often. When in doubt, throw it out. The hard part is convincing non-technical folks of the cost-to-maintain.
So long as the value derived appears to be greater than the cost to operate and maintain, there's still positive value flowing from the software. The question surrounding a rewrite this: "will we get even more value from a rewrite?" Or alternatively "How much more value will we get from a rewrite?" How many person-hours of maintenance will you save?
Remember, the rewrite investment is once only. The return on the rewrite investment lasts forever. Forever.
Focus the value question down to specific issues. You listed a bunch of them above. Stick with that.
"Will we get more value by reducing cost through
dropping the junk that we don't use
but still have to wade through?"
"Will we get more value from dropping the junk that's unreliable and breaks?"
"Will we get more value if we understand it -- not by documenting, but by replacing with something we built as a team?"
Do you homework. You'll have to confront the following show-stoppers.
These will originate somewhere in your executive foodchain from someone who'll respond as follows:
"Is it broken?" And when you say "It's not crashed as such," They'll say "It's not broke - don't fix it."
"You've done the code analysis, you understand it, you no longer need to fix it."
What's your answer to them?
That's only the first hurdle. Here's the worst possible situation. This doesn't always happen, but it does happen with alarming frequency.
Someone in your executive foodchain will have this thought:
"A rewrite doesn't create enough value. Rather than simply rewrite, let's expand it." The justification is that by creating enough value, users are more likely to buy in to the rewrite.
A project where scope is expanded -- artificially -- to add value is usually doomed.
Instead, do the smallest rewrite you can to replace the darn thing. Then expand to fit real needs and add value.
You can only give a definite yes to rewriting in case if you know completely how your application works (and by completely I mean it, not just having a general idea of how it should work) and you know more or less exactly how to make it better. Any other cases and it's a shot in the dark, it depends on too much things. Perhaps gradual refactoring would be safer if it is possible.
If possible, I typically would prefer to rewrite smaller portions of the code over time when I need to refactor a baseline. There are typically many smaller issues such as magic number, poor commenting, etc. that tend to make the code look worse than it actually is. So, unless the baseline is just awful, keep the code and just make improvements at the same time you are maintaining the code.
If refactoring requires a lot of work, I recommend laying out a small re-design plan/todo list that gives you a list of things to work on in order so that you can bring the baseline to a better state. Starting from scratch is always a risky move and you are not guaranteed that the code will be better when you are finished. Using this technique, you will always have a working system that improves over time.
Code with excessively high cyclomatic complexity (like over 100 in a large number of modules) is a good clue. Also, how many bugs does it have / KLOC? How critical are the bugs? How often are bugs introduced when bug fixes are made. If your answer is a lot (I cant remember norms right now), then a rewrite is warranted.
As early as possible. Whenever you get a premonition that your code is slowly turning into an ugly beast that is very likely to consume your soul and give you headaches, and you know the problem is in the underlying structure of the code (so any fix would be a hack, e.g. introduce a global variable), then it's time to start over.
For some reasons people don't like throwing away precious code, but if you feel your better off starting over, you are probably right. Trust your instinct and remember that it wasn't a waste of time, it taught you one more way of NOT approaching the problem. You could (should) always use a version control system so your baby is never really lost.
I do not have any experience with using metrics for this myself, but the
article
"Software Maintainability Metrics Models in Practice" discusses
more or less the same question asked here for two case studies they did.
It starts with the following editor's note:
In the past, when a maintainer
received new code to maintain, the
rule-of-thumb was "If you have to
change more than 40 percent of someone
else's code, you throw it out and
start over." The Maintainability Index
[MI] addressed here gives a much more
quantifiable method to determine when
to "throw it out and start over." This
work was sponsored by the U.S. Air
Force Information Warfare Center and
the U.S. Department of Energy [DOE],
Idaho Field Office, DOE Contract No.
DE-AC07-94ID13223.)
I think the rule was...
The first version is always a throw away
So, if you learned your lesson(s), or his/her lessons, then you can go ahead and write it fresh now that you understand your problem domain better.
Not that there aren't parts that can/should be kept. Tested code is the most valuable code, so if it isn't deficient in any real way other than style, no reason to toss it all out.
When is it good (if ever) to scrap production code and start over?
Never had to do this, but logic would dictate (to me, anyway) that once you pass the inflection point where you're spending more time reworking and fixing bugs in the existing code base than you are adding new functionality, it's time to trash the old stuff and get a fresh start.
If it requires more time to read and understand the code (if that is even possible) than it would to rewrite the entire application, I say scrap it and start over.
I have never completely thrown out code. Even when going from a foxpro system to a c# system.
If the old system worked then why just throw it out?
I have come across a few really bad system. Threads being used where not needed. Horrible inheritance and abuse of interfaces.
It is best to understand what the old code is doing and why it is doing it. Then change it so that it is not confusing.
Of course if the old code doesn't work. I mean can't even compile. Then you might be justified in just starting over. But how often does that actually happen?
Yes, it totally can happen. I've seen money be saved by doing it.
This is not a tech decision, it's a business decision. Code rewrites are long term gains, while "if it ain't totally broke..." is a short term gain. If you are in a first year startup that is focused on getting a product out the door, the answer is usually to just live with it. If you're in an established company, or the errors with the current systems are causing more workload, therefor more company money.. then they might go for it.
Present the problem as best as you can to your GM, use dollar values where you can. "I don't like dealing with it" means nothing. "It'll take twice the time to do everything until this is fixed" means a lot.
I think there are a number of issues here that depend largely on where you are at.
Is the software working well from a customer perspective? (If yes be very careful about changes). I would think there would be little point re-witting unless you were expanding the feature set if the system was working. And are you planning to expand the features and customer base of the software? If so then you have much more reason to change.
As much as anything just trying to understand some else's code even if well written can be difficult, when badly written I would imagine almost impossible. What you describe sounds like something that would be very difficult to expand.
I would take into consideration if the application does what it is intended to do, is required for you to ever make modifications, and are you confident that the app has been thoroughly tested in all scenarios that it will be used in.
Do not invest the time if the app does not need alterations. However, if it doesn't function as you need and you need to control the hours and time invested to make corrections, scrap it and re-write to the standards that your team can support. There's nothing worse than terrible code that you have to support / decipher but still have to live with. Remember, Murphy's Law says it will 10 at night when you'll have to make things work, and that is never productive.
Production code always has some value. The only case where I would truly throw it all out and start again is if we determine the intellectual property is irrevocably contaminated. For example if someone brought large amounts of code from a previous employer, or a large percentage of the code was ripped from a GPLd codebase.
I'm going to post this book every time I see a discussion on Refactoring. Everyone should read "Working Effectively with Legacy Code" by Michael Feathers. I found it to be an excellent book - if nothing else, it's a fun read, and motivational.
When the code has reached a point that is not maintainable or extensible anymore. Is full of short-term hacky fixes. It has lots of coupling. It has long (100+lines) methods. It has database access in the UI. It generates a lot of random, impossible to debug errors.
Bottom line: When maintaining it is more expensive (i.e. takes longer) than rewriting it.
I used to believe in just re-write from scratch, but it is wrong.
http://www.joelonsoftware.com/articles/fog0000000069.html
Changed my mind.
What I would suggested is figuring out a way to properly refactor the code. Keep all existing functionality and test as you go. We have all seen horrible code bases, but it is important to keep the knowledge over time you application has.

I need this baby in a month - send me nine women!

Locked. This question and its answers are locked because the question is off-topic but has historical significance. It is not currently accepting new answers or interactions.
Under what circumstances - if any - does adding programmers to a team actually speed development of an already late project?
The exact circumstances are obviously very specific to your project ( e.g. development team, management style, process maturity, difficulty of the subject matter, etc.). In order to scope this a bit better so we can speak about it in anything but sweeping oversimplifications, I'm going to restate your question:
Under what circumstances, if any, can adding team members to a software development project that is running late result in a reduction in the actual ship date with a level of quality equal to that if the existing team were allow to work until completion?
There are a number of things that I think are necessary, but not sufficient, for this to occur (in no particular order):
The proposed individuals to be added to the project must have:
At least a reasonable understanding of the problem domain of the project
Be proficient in the language of the project and the specific technologies that they would use for the tasks they would be given
Their proficiency must /not/ be much less or much greater than the weakest or strongest existing member respectively. Weak members will drain your existing staff with tertiary problems while a new person who is too strong will disrupt the team with how everything they have done and are doing is wrong.
Have good communication skills
Be highly motivated (e.g. be able to work independently without prodding)
The existing team members must have:
Excellent communication skills
Excellent time management skills
The project lead/management must have:
Good prioritization and resource allocation abilities
A high level of respect from the existing team members
Excellent communication skills
The project must have:
A good, completed, and documented software design specification
Good documentation of things already implemented
A modular design to allow clear chunks of responsibility to be carved out
Sufficient automated processes for quality assurance for the required defect level These might include such things as: unit tests, regression tests, automated build deployments, etc.)
A bug/feature tracking system that is currently in-place and in-use by the team (e.g. trac, SourceForge, FogBugz, etc).
One of the first things that should be discussed is whether the ship date can be slipped, whether features can be cut, and if some combinations of the two will allow you to satisfy release with your existing staff. Many times its a couple features that are really hogging the resources of the team that won't deliver value equal to the investment. So give your project's priorities a serious review before anything else.
If the outcome of the above paragraph isn't sufficient, then visit the list above. If you caught the schedule slip early, the addition of the right team members at the right time may save the release. Unfortunately, the closer you get to your expected ship date, the more things can go wrong with adding people. At one point, you'll cross the "point of no return" where no amount of change (other than shipping the current development branch) can save your release.
I could go on and on but I think I hit the major points. Outside of the project and in terms of your career, the company's future success, etc. one of the things that you should definitely do is figure out why you were late, if anything could have been done alert you earlier, and what measures you need to take to prevent it in the future. A late project usually occurs because you were either:
Were late before you started (more
stuff than time) and/or
slipped 1hr, 1day at time.
Hope that helps!
It only helps if you have a resource-driven project.
For instance, consider this:
You need to paint a large poster, say 4 by 6 meters. A poster that big, you can probably put two or three people in front of it, and have them paint in parallel. However, placing 20 people in front of it won't work. Additionally, you'll need skilled people, unless you want a crappy poster.
However, if your project is to stuff envelopes with ready-printed letters (like You MIGHT have won!) then the more people you add, the faster it goes. There is some overhead in doling out stacks of work, so you can't get benefits up to the point where you have one person pr. envelope, but you can get benefits from much more than just 2 or 3 people.
So if your project can easily be divided into small chunks, and if the team members can get up to speed quickly (like... instantaneously), then adding more people will make it go faster, up to a point.
Sadly, not many projects are like that in our world, which is why docgnome's tip about the Mythical Man-Month book is a really good advice.
Maybe if the following conditions apply:
The new programmers already understand the project and don't need any ramp-up time.
The new programmers already are proficient with the development environment.
No adminstrative time is needed to add the developers to the team.
Almost no communication is required between team members.
I'll let you know the first time I see all of these at once.
According to the Mythical Man-Month, the main reason adding people to a late project makes it later is the O(n^2) communication overhead.
I've experienced one primary exception to this: if there's only one person on a project, it's almost always doomed. Adding a second one speeds it up almost every time. That's because communication isn't overhead in that case - it's a helpful opportunity to clarify your thoughts and make fewer stupid mistakes.
Also, as you obviously knew when you posted your question, the advice from the Mythical Man-Month only applies to late projects. If your project isn't already late, it is quite possible that adding people won't make it later. Assuming you do it properly, of course.
If the existing programmers are totally incompetent, then adding competent programmers may help.
I can imagine a situation where you had a very modular system, and the existing programmer(s) hadn't even started on a very isolated module. In that case, assigning just that portion of the project to a new programmer might help.
Basically the Mythical Man Month references are correct, except in contrived cases like the one I made up. Mr. Brooks did solid research to demonstrate that after a certain point, the networking and communication costs of adding new programmers to a project will outweigh any benefits you gain from their productivity.
If the new people focus on testing
If you can isolate independent features that don't create new dependencies
If you can orthogonalise some aspects of the project (especially non-coding tasks such as visual design/layout, database tuning/indexing, or server setup/network configuration) so that one person can work on that while the others carry on with application code
If the people know each other, and the technology, and the business requirements, and the design, well enough to be able to do things with a knowledge of when they'll step on each other's toes and how to avoid doing so (this, of course, is pretty hard to arrange if it isn't already the case)
Only when you have at that late stage some independent (almost 0% interaction with other parts of the project) tasks not tackled yet by anybody and you can bring on the team somebody that is a specialist in that domain. The addition of a team member has to minimize the disruption for the rest of the team.
Rather than adding programmers, one can think about adding administrative help. Anything that will remove distractions, improve focus, or improve motivation can be helpful. This includes both system and administration, as well as more prosaic things like getting lunches.
Obviously every project is different but most development jobs can be assured to have a certain amount of collaboration among developers. Where this is the case my experience has been that fresh resources can actually unintentionally slow down the people they are relying on to bring them up to speed and in some cases this can be your key people (incidentally it's usually 'key' people that would take the time to educate a newb). When they are up to speed, there are no guarantees that their work will fit into established 'rules' or 'work culture' with the rest of the team. So again, it can do more harm than good. So that aside, these are the circumstances where it might be beneficial:
1) The new resource has a tight task which requires a minimum of interaction with other developers and a skill set that's already been demonstrated. (ie. porting existing code to a new platform, externally refactoring a dead module that's currently locked down in the existing code base).
2) The project is managed in such a way that other more senior team members time can be shared to assist bringing the newb up to speed and mentoring them along the way to ensure their work is compatible with what's already been done.
3) The other team members are very patient.
I suppose the adding people toward the end of the work could speed things up if:
The work can be done in parallel.
The amount saved by added resources is more than the amount of time lost by having the people experienced with the project explain things to those that are inexperienced.
EDIT: I forgot to mention, this kind of thing doesn't happen all too often. Usually it is fairly straight forward stuff, like admin screens that do simple CRUD to a table. These days these types of tools can be mostly autogenerated anyway.
Be careful of managers that bank on this kind of work to hand off though. It sounds great, but it in reality there usually isn't enough of it trim any significant time off of the project.
Self-contained modules that have yet to be started
Lacking development tools they can integrate (like an automated build manager)
Primarily I'm thinking of things that let them stay out of the currently developing people's way. I do agree with Mythical Man-Month, but I also think there are exceptions to everything.
I think adding people to a team may speed up a project more than adding them to the project itself.
I often run into the problem of having too many concurrent projects. Any one of those projects could be completed faster if I could focus on that project alone. By adding team members, I could transition off other projects.
Of course, this assumes that you've hired capable, self-motivated developers, who are able to inherit large projects and learn independently. :-)
If the extra resource complement your existing team it can be ideal. For example, if you are about to set up your production hardware and verify that the database is actually tuned as opposed to just returning good results (that your team knows as domain experts) borrowing time from a good dba who works on the the project next to yours can speed the team up without much training cost
Simply put. It comes down to comparing the time left and productivity you will get from someone excluding the amount of time it takes the additional resources to come up to speed and be productive and subtracting the time invested in teaching them by existing resources. The key factors (in order of significance):
How good the resource is at picking
it up. The best developers can walk
onto a new site and be productive
fixing bugs almost instantly with
little assistance. This skill is
rare but can be learnt.
The segregability of tasks. They need to
be able to work on objects and
functions without tripping over the
existing developers and slowing them
down.
The complexity of the project
and documentation available. If it's
a vanilla best practice ASP.Net
application and common
well-documented business scenarios
then a good developer can just get
stuck in straight away. This factor
more than any will determine how
much time the existing resources
will have to invest in teaching and
therefore the initial negative
impact of the new resources.
The amount of time left. This is often
mis-estimated too. Frequently the
logic will be we only have x weeks
left and it will take x+1 weeks to
get someone up to speed. In reality
the project IS going to slip and
does in fact have 2x weeks of dev
left to go and getting more
resources on sooner rather than
later will help.
Where a team is already used to pair programming, then adding another developer who is already skilled at pairing may not slow the project down, particularly if development is proceeding with a TDD style.
The new developer will slowly become more productive as they understand the code base more, and any misunderstandings will be caught very early either by their pair, or by the test suite that is run before every check-in (and there should ideally be a check in at least every ten minutes).
However, the effects of the extra communication overheads need to be taken into account. It is important not to dilute the existing knowledge of the project too much.
Adding developers makes sense when the productivity contributed by the additional developers exceeds the productivity lost to training and managing those developers.

Do you think a software company should impose developers a coding-style? [closed]

As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance.
Closed 11 years ago.
If you think it shouldn't, explain why.
If yes, how deep should the guidelines be in your opinion? For example, indentation of code should be included?
I think a team (rather than a company) need to agree on a set of guidelines for reasonably consistent style. It makes it more straightforward for maintenance.
How deep? As shallow as you can agree on. The shorter and clearer it is the more likely it is that all the team members can agree to it and will abide by it.
You want everybody reading and writing code in a standard way. There are two ways you can achieve this:
Clone a single developer several times and make sure they all go through the same training. Hopefully they should all be able to write the same codebase.
Give your existing developers explicit instruction on what you require. Tabs or spaces for indentation. Where braces sit. How to comment. Version-control commit guidelines.
The more you leave undefined, the higher the probability one of the developers will clash on style.
The company should impose that some style should be followed. What style that is and how deep the guidelines are should be decided collectively by the developer community in the company.
I'd definitely lay down guidelines on braces, indentation, naming etc...
You write code for readability and maintainability. Always assume someone else is going to read your code.
There are tools that will auto magically format your code , and you can mandate that everyone uses the tool.
If you are on .Net look at stylecop, fxcop and Resharper
Do you think a software company should impose developers a coding-style?
Not in a top-down manner. Developers in a software company should agree on a common coding style.
If yes, how deep should the guidelines be in your opinion?
They should only describe the differences from well-known conventions, trying to keep the deviation minimal. This is easy for languages like Python or Java, somewhat blurry for C/C++, and almost impossible for Perl and Ruby.
For example, indentation of code should be included?
Yes, it makes code much more readable. Keep indentation consistent in terms of spaces vs tabs and (if you opt for spaces) number of space characters. Also, agree on a margin (e.g. 76 chars or 120 chars) for long lines.
Yes, but within reason.
All modern IDEs offer one-keystroke code pretty-print, so the "indentation" point is quite irrelevant, in my opinion.
What is more important is to establish best practices: for example, use as little "out" or "ref" parameters as possible... In this example, you have 2 advantages: improves readability and also fixes a lot of mistakes (a lot of out parameters is a code smell and should probably be refactored).
Going beyond that is, in my honest opinion, a bit "anal" and unnecessarily annoying for the devs.
Good point by Hamish Smith:
Style is quite different from best
practices. It's a shame that 'coding
standards' tend to roll the two
together. If people could keep the
style part to a minimum and
concentrate on best practices that
would probably add more value.
I don't believe a dev team should have style guidelines they must follow as a general rule. There are exceptions, for example the use of <> vs. "" in #include statements, but these exceptions should come from necessity.
The most common reason I hear people use to explain why style guidelines are necessary is that code written in a common style is easier to maintain that code written in individual styles. I disagree. A professional programmer isn't going to be bogged down when they see this:
for( int n = 0; n < 42; ++42 ) {
// blah
}
...when they are used to seeing this:
for(int n = 0; n < 42; ++42 )
{
// blah
}
Moreover, I have found it's actually easier to maintain code in some cases if you can identify the programmer who wrote the original code by simply recognizing their style. Go ask them why they implemented the gizmo in such a convoluted way in 10 minutes instead of spending the better part of a day figuring out the very technical reason why they did something unexpected. True, the programmer should have commented the code to explain their reasoning, but in the real world programmers often don't.
Finally, if it takes Joe 10 minutes backspacing & moving his curly braces so that Bill can spend 3 fewer seconds looking at the code, did it really save any time to make Bill do something that doesn't come natural to him?
I believe having a consistent codebase is important. It increases the maintainability of ur code. If everyone expects the same kind of code, they can easily read and understand it.
Besides it is not much of a hassle given today's IDEs and their autoformatting capabilities.
P.S:
I have this annoying habit of putting my braces on the next line :). No one else seems to like it
I think that programmers should be able to adapt to the style of other programmers. If a new programmer is unable to adapt, that usually means that the new programmer is too stubborn to use the style of the company. It would be nice if we could all do our own thing; however, if we all code along some bast guideline, it makes debugging and maintenance easier. This is only true if the standard is well thought out and not too restrictive.
While I don't agree with everything, this book contains an excellent starting point for standards
The best solution would be for IDEs to regard such formatting as meta data. For example, the opening curly brace position (current line or next line), indentation and white space around operators should be configurable without changing the source file.
In my opinion I think it's highly necessary with standards and style guides. Because when your code-base grows you will want to have it consistent.
As a side note, that is why I love Python; because it already imposes quite a lot of rules on how to structure your applications and such. Compare that with Perl, Ruby or whatever where you have an extreme freedom(which isn't that good in this case).
There are plenty of good reasons for the standards to define the way the applications are developed and the way the code should look like. For example when everyone use the same standard an automatic style-checker could be used as a part of the project CI.
Using the same standards improve code readability and helps to reduce the tension between team members about re-factoring the same code in different ways.
Therefore:
All the code developed by the particular team should follow precisely the same standard.
All the code developed for a particular project should follow precisely the same standard.
It is desirable that teams belonging to the same company use the same standard.
In an outsourcing company an exception could be made for a team working for a customer if the customer wants to enforce a standard of their own. In this case the team adopts the customer's standard which could be incompatible with the one used by their company.
Like others have mentioned, I think it needs to be by engineering or by the team--the company (i.e. business units) should not be involved in that sort of decision.
But one other thing I'd add is any rules that are implemented should be enforced by tools and not by people. Worst case scenario, IMO, is some over-zealous grammar snob (yes, we exist; I know because we can smell our own) writes some documentation outlining a set of coding guidelines which absolutely nobody actually reads or follows. They become obsolete over time, and as new people are added to the team and old people leave, they simply become stale.
Then, some conflict arises, and someone is put in the uncomfortable position of having to confront someone else about coding style--this sort of confrontation should be done by tools and not by people. In short, this method of enforcement is the least desirable, in my opinion, because it is far too easy to ignore and simply begs programmers to argue about stupid things.
A better option (again, IMO) is to have warnings thrown at compile time (or something similar), so long as your build environment supports this. It's not hard to configure this in VS.NET, but I'm unaware of other development environments that have similar features.
Style guidelines are extremely important, whether they're for design or development, because they speed the communication and performance of people who work collaboratively (or even alone, sequentially, as when picking up the pieces of an old project). Not having a system of convention within a company is just asking people to be as unproductive as they can. Most projects require collaboration, and even those that don't can be vulnerable to our natural desire to exercise our programming chops and keep current. Our desire to learn gets in the way of our consistency - which is a good thing in and of itself, but can drive a new employee crazy trying to learn the systems they're jumping in on.
Like any other system that's meant for good and not evil, the real power of the guide lies in the hands of its people. The developers themselves will determine what the essential and useful parts are and then, hopefully, use them.
Like the law. Or the English language.
Style guides should be as deep as they want to be - if it comes up in the brainstorm session, it should be included. It's odd how you worded the question because at the end of the day there is no way to "impose" a style guide because it's only a GUIDE.
RTFM, then glean the good stuff and get on with it.
Yes, I think companies should. Developer may need to get used to the coding-style but in my opinion a good programmer should be able to work with any coding style. As Midhat said: It is important to have a consistent codebase.
I think this is also important for opensource projects, there is no supervisor to tell you how to write your code but many languages have specifications on how naming and organisation of your code should be. This helps a lot when integrating opensource components into your project.
Sure, guidelines are good, and unless it's badly-used Hungarian notation (ha!), it'll probably improve consistency and make reading other people's code easier. The guidelines should just be guidelines though, not strict rules enforced on programmers. You could tell me where to put my braces or not to use names like temp, but what you can't do is force me to have spaces around index values in array brackets (they tried once...)
Yes.
Coding standards are a common way of ensuring that code within a certain organization will follow the Principle of Least Surprise: consistency in standards starting from variable naming to indentation to curly brace use.
Coders having their own styles and their own standards will only produce a code-base that is inconsistent, confusing, and frustrating to read, especially on larger projects.
These are the coding standards for a company I used to work for. They're well defined, and, while it took me a while to get used to them, meant that the code was readable by all of us, and uniform all the way through.
I do think coding standards are important within a company, if none are set, there are going to be clashes between developers, and issues with readability.
Having the code uniform all the way through presents a better code to the end user (so it looks as if it's written by one person - which, from an End Users point of view, it should - that person being "the company" and it also helps with readability within the team...
A common coding style promotes consistency and makes it easy for different people to easily understand, maintain and expand the whole code base, not only their own pieces. It also makes it easier for new people to learn the code faster. Thus, any team should have a guidelines on how the code is expected to be written.
Important guidelines include (in no particular order):
whitespace and indentation
standard comments - file, class or method headers
naming convention - classes, interfaces, variables, namespaces, files
code annotations
project organization - folder structures, binaries
standard libraries - what templates, generics, containers and so on to use
error handling - exceptions, hresults, error codes
threading and synchronization
Also, be wary of programmers that can't or won't adapt to the style of the team, no matter how bright they might be. If they don't play by one of the team rules, they probably won't play by other team rules as well.
I would agree that consistency is key. You can't rely on IDE pretty-printing to save the day, because some of your developers may not like using an IDE, and because when you're trawling through a code base of thousands of source files, it's simply not feasible to pretty print all the files when you start working on them, and perform a roll-back afterwards so your VCS doesn't try to commit back all the changes (clogging the repository with needless updates that burden everyone).
I would suggest standardizing at least the following (in decreasing order of importance):
Whitespace (it's easiest if you choose a style that conforms to the automatic pretty-printing of some shared tool)
Naming (files and folders, classes, functions, variables, ...)
Commenting (using a format that allows automatic documentation generation)
My opinion:
Some basic rules are good as it helps everyone to read and maintain the code
Too many rules are bad as it stops developers innovating with clearer ways of laying out code
Individual style can be useful to determine the history of a code file. Diff/blame tools can be used but the hint is still useful
Modern IDEs let you define a formatting template. If there is a corporate standard, then develop a configuration file that defines all the formatting values you care about and make sure everyone runs the formatter before they check in their code. If you want to be even more rigorous about it you could add a commit hook for your version control system to indent the code before it is accepted.
Yes in terms of using a common naming standard as well as a common layout of classes and code behind files. Everything else is open.
Every company should. Consistent coding style ensures higher readibility and maintainability of the codebase across whole your team.
The shop I work at does not have a unified coding standard, and I can say we (as a team) vastly suffer from that. When there is no will from the individuals (like in case of some of my colleagues), the team leader has to bang his fist on the table and impose some form of standardised coding guidelines.
Ever language has general standards that are used by the community. You should follow those as well as possible so that your code can be maintained by other people used to the language, but there's no need to be dictatorial about it.
The creation of an official standard is wrong because a company coding standard is usually too rigid, and unable to flow with the general community using the language.
If you're having a problem with a team member really be out there in coding style, that's an excellent thing for the group to gently suggest is not a good idea at a code review.
Coding standards: YES. For reasons already covered in this thread.
Styling standards: NO. Your readable, is my bewildering junk, and vice versa. Good commenting and code factoring have a far greater benefit. Also gnu indent.
I like Ilya's answer because it incorporates the importance of readability, and the use of continuous integration as the enforcement mechanism. Hibri mentioned FxCop, and I think its use in the build process as one of the criteria for determining whether a build passes or fails would be more flexible and effective than merely documenting a standard.
I entirely agree that coding standards should be applied, and that it should almost always be at the team level. However there are a couple of exceptions.
If the team is writing code that is to be used by other teams (and here I mean that other teams will have to look at the source, not just use it as a library) then there are benefits to making common standards across all the teams using it. Similarly if the policy of the company is to frequently move programmers from one team to another, or is in a position where one team frequently wants to reuse code from another team then it is probably best to impose standards across the company.
There are two types of conventions.
Type A conventions: "please do these, it is better"
and Type B: "please drive on the right hand side of the road", while it is okay to drive on the other side, as long as everyone does the same way.
There's no such thing as a separate team. All code in a good firm is connected somehow, and style should be consistent. It's easier to get yourself used to one new style than to twenty different styles.
Also, a new developer should be able to respect the practices of existing codebase and to follow them.

Resources