empty lines in functions/methods - coding-style

At our company's Xmas party we had almost a physical fight over one issue:
whether or not to allow empty lines in a function/method in our code (c/c++/c#). This is all about just single blank line, for example imagine code like:
private void LoadData()
{
if (!loaded)
return;
DataStore coll;
SqlData s = new SqlData();
if (!s.CallStoredProcedureToStore(out coll, "xy.usp_zzz",...))
return;
dataViewXy.BeginUpdate();
dataViewXy.Items.Clear();
for(int i = 0; i < coll.RowCount; i++)
{
dataViewXy.Items.Add(coll[i]["ID"]);
}
dataViewXy.EndUpdate();
}
this is a nonsensical mix, just to illustrate situation - first block of function loads data, second one fills some kind of data control and the blank line separates them.
One should also have written a comment before each 'block', but the important thing is that the for guys would place a blank line before that comment and the against guys would not.
For: Allows programmer to logically separate pieces of function so it improves readability as some kind visual cues for the eyes to follow
Against: Decreases readability and programmer should use comment for separating pieces of the function instead.
My personal opinion is to allow blank lines in functions, because without them long pieces of code look to me like a never ending stream of lines without any cues about where to find the stuff I'm looking for)

I think that an empty line in method body is a code smell. Read this blog post about this very subject: An Empty Line is a Code Smell. In short, empty lines in method body is a bad practice because a method should not contain "parts". A method should always do one thing and its functional decomposition should be done by language constructs (for example, new methods), and never by empty lines.

That will be awesome duel to watch. Just like the final scene in The Good, The Bad, and the Ugly but over method whitespace instead of gold.
Honestly, this shouldn't even matter unless you need to constantly mull over someone else's code in your team on a pretty frequent basis. Personally, I am all for whitespace as it gives a logical grouping. But it might not be the same for someone else. Heck, even I might change the way I group things over time. Grouped items that previously used to make sense might not anymore.
Regardless of how we group items, I think grouping is very important. We can argue over why empty lines are unnecessary, but the fact is that the brain can only handle a limited amount of information at a time. So if I can understand the function as composed of three subgroups for instance, instead of ten statements, that makes a lot of difference. And grouping by comments is subjective to your IDE. Most IDE's color them lightly than the rest of the code which gives that feel of separation, but that becomes IDE specific.
So to argue for the point, it's all about grouping. If a class becomes too big, we have to break it for the sake of understandability and maintenance. Similarly, if the sequential lines of code inside a method becomes too much too grasp, it must be broken down more methods or logically separated with a blank newline.
Also, if the argument is going nowhere, throw in some random stuff like how these empty lines relate to the Buddhist concept of nothingness bla bla..

"One size fits all" rules like this do not work.
There are valid arguments for and against each point of view e.g. I could counter your "long lines of code" argument by saying such functions should be broken into sub routines.
However, this is beside the point.
Saying one "MUST" insert blank lines is as nonsensical as saying one CANNOT insert blank lines.
BW's law in these situations is "use what works for you"
If this must be resolved, take a vote and have everyone agree to abide by the vote before the vote is taken (even you, if you loose).
That's my two cents.
P.S. My personal opinion is for blank lines.

Definitely for, although this question may be subjective.
Besides, I've learned to split up a method if it becomes too large rather can "compress" it by removing enters.

A physical fight? At a Christmas party? Sounds like a fun spot.
I'm in favor of whitespace as well when it improves readability. That's part of the reason why I'm also in favor of lining up curly braces: the extra whitespace sets off the block of code visually.
Most comments are clutter and don't help readability. If they don't add information to help understand code they're only getting in the way.
Sounds like I would have been fighting against the "no whitespace/add comments" crowd.

My rule of thumb is to place all of the variable declarations at the beginning of a function, followed by the processing and then the return statement (if any), each separated by blank lines.
int DoSomething(string robot)
{
int result = 0;
if (robot == "robot")
result = 42;
return result;
}
If it's a moderately complex method with logically distinct blocks of code that don't require encapsulating in their own methods, I'll separate them with spaces as well. Anything that might equate to a 'paragraph' of code is separated with a blank line.
Most of the commenting I leave in the /// comment blocks at the top of the method.

I'm all for whitespace - it's an insignificant amount of memory usage that vastly improves the readability of code by cutting the program up into logical steps. This isn't a replacement for good comments, however. My commenting rule is 'try not to do the things that are irritating in other peoples code (which usually turns out to be not commenting - A simple '//do X and Y if Z says it's necessary' is a good level of detail for an individual comment I reckon)
We have plenty of storage space and good sized monitors, so why not use it to make the job easier?
Huge chunks of whitespaces can push code down off the screen however, which hinders the ability to look at the code and get a good overview, so it's best not to overdo it.
Like all things in programming it's down to case-by-case judgement, personal preference and a hint of moderation.

Related

Is coding style mostly for readability or are there other factors?

I remember reading in Douglas Crockford's "Javascript the Good Parts" book that there is potential for error with blockless statements because of automatic semicolon insertion.
if (condition)
foo = true;
vs
if (condition)
{
foo = true;
}
In the second the example it will work consistently, in the first example a semicolon will be automatically inserted by the interpreter and can lead to ambiguity in the code. As Douglas points out this is potentially bad and hard to debug, which I agree. But it got me thinking are there examples where coding "style" actually has syntax implications? In other words, examples where failing to follow a certain indentation or apparent style actually results in a bug or error. I suppose Python with its significant whitespace is an example, YML with its requirement for no tabs is another.
Feel free to respond in a wide variety of languages and idioms. I am curious to hear about the paradigm cases. In your answer I would like to know the WHAT and the WHY of the coding style or syntax behavior. I don't want to start any coding style flame wars, just matter of fact scenarios where the uninitiated would get tripped up.
Javascript treats these two cases seperately. You have to use the first
return {
// code
}
return
{
// code
}
If you do not the interpreter adds semi colons in the wrong places. I think it puts one after the condition. So the second would be read wrongly as.
return;
{
// code
}
Which is not invalid syntax.
No one has mentioned it before, but one point of style is to write
if (NULL==p) // ...
instead of
if (p==NULL) // ...
The two are functionally equivalent so it's a matter of style. Many prefer the style at the top, because if you type "=" by mistake instead of "==", the first won't compile whereas the second will, and creates a bug that is hard to find (though some compilers now give you a warning for if (p=NULL)).
A coding style is not only for readability. There are some other factors like
Avoid common language pitfalls (silent fails, exceptions while casting etc.)
Ease of maintenance
Increase the clarity of code (e.g. private functions always starting loweCase and public beeing PascalCase)
Enforcing conventions (e.g. not using multiple inheritance or always inherit public in c++)
an example for ease of maintenacne is below:
if(x) return true;
vs.
if(x)
{
return true;
}
it is clear the second is easier to maintain, because i can simply go ahead and add a new line and add a call to bla() without having to add brackets before.
In Python, the whitespace indentation, rather than curly braces or keywords, delimits the statement blocks. An increase in indentation comes after certain statements; a decrease in indentation signifies the end of the current block.
Whitespace is not significant in any of the C family of languages, except to separate certain language tokens. The layout of the source code has no effect on the executable produced by the compiler.
In C++, there's a difference between
vector<pair<int,int>>
and
vector<pair<int,int> >
because >> is treated as a single token by the parser.
Every time I open a parentheses, brace, single or double quote I always close it and then go back to write the statement, condition, etc... This saves me from quite some possibly big mistakes!
It depends on the language. In the curly family C/C++/Java/C#, whitespace is not the restriction as long as your braces are opened and closed properly.
In languages like VB where paired keywords are used, just because keywords delimit functions you can't have
Private Sub someFunction() End Sub
But in C, C++ and other curly languages, you can have
void someFunction() { }
In python, I guess its a completely different matter.
It all depends on the particular language. As per your specific example, I don't think there is a syntactical or semantic difference between the two.
It is language dependant.
For instance in Java
void someFunction() { }
and
void someFunction() {
}
and
void someFunction()
{
}
will have no implication whatsoever. However Sun has enlisted a list of coding conventions if you are interested you could read them here.
These are mainly for maintainability and readability of code but need not be strictly followed.
The title wasn't specific to conditional blocks, so this came to mind:
I don't see it mentioned yet, but one thing to consider is how do you find things with simple tools (like grep and its inferior implementations from windowsland).
For example consider this (admittedly a bit contrived) example
class Foo
// vs.
class
Foo
You can find former with regex "class\s+Foo", but for latter you'll have to have a specialized tool that can parse C++/C#/java.
This applies also in C for function prototypes, some weird people prefer
void
bar (void)
// to
void bar(void)
While you can generally assume that if in front of function name are some A-Z characters, then it's very likely definiton/declaration.
Actually when it comes to ifblocks, then placing the brace has very big impact on debugging code in Visual Studio 200x. When it steps into function/block, it will place text/execution line cursor on opening bracket. So if the bracket happens to be waaaaay on the right side, the code window has to scroll there and buggeritall stays there. Extremely annoying.

What is the most obfuscated code you've had to fix?

Most programmers will have had the experience of debugging/fixing someone else's code. Sometimes that "someone else's code" is so obfuscated it's bad enough trying to understand what it's doing.
What's the worst (most obfuscated) code you've had to debug/fix?
If you didn't throw it away and recode it from scratch, well why didn't you?
PHP OSCommerce is enough to say, it is obfuscated code...
a Java class
only static methods that manipulates DOM
8000 LOCs
long chain of methods that return null on "error": a.b().c().d().e()
very long methods (400/500 LOC each)
nested if, while, like:
if (...) {
for (...) {
if (...) {
if (...) {
while (...) {
if (...) {
cut-and-paste oriented programming
no exceptions, all exceptions are catched and "handled" using printStackTrace()
no unit tests
no documentation
I was tempted to throw away and recode... but, after 3 days of hard debugging,
I've added the magic if :-)
Spaghetti code PHP CMS system.
by default, programmers think someone else's code is obfuscated.
The worse I probably had to do was interpreting what variables i1, i2 j, k, t were in a simple method and they were not counters in 'for' loops.
In all other circumstances I guess the problem area was difficult which made the code look difficult.
I found this line in our codebase today and thought it was a nice example of sneaky obfuscation:
if (MULTICLICK_ENABLED.equals(propService.getProperty(PropertyNames.MULTICLICK_ENABLED))) {} else {
return false;
}
Just making sure I read the whole line. NO SKIMREADING.
When working on a GWT project, I would reach parts of GWT-compiled obfuscated JS code which wasn't mine.
Now good luck debugging real obfuscated code.
I can't remember the full code, but a single part of it remains burned into my memory as something I spend hours trying to understand:
do{
$tmp = shift unless shift;
$tmp;
}while($tmp);
I couldn't understand it at first, it looks so useless, then I printed out #_ for a list of arguments, a series of alternating boolean and function names, the code was used in conjunction with a library detection module that changed behaviour if a function was broken, but the code was so badly documented and made of things like that which made no sense without a complete understanding of the full code I gave up and rewrote the whole thing.
UPDATE from DVK:
And, lest someone claims this was because Perl is unreadable as opposed to coder being a golf master instead of good software developer, here's the same code in a slightly less obfuscated form (the really correct code wouldn't even HAVE alternating sub names and booleans in the first place :)
# This subroutine take a list of alternating true/false flags
# and subroutine names; and executes the named subroutines for which flag is true.
# I am also weird, otherwise I'd have simply have passed list of subroutines to execute :)
my #flags_and_sub_names_list = #_;
while ( #flags_and_sub_names_list ) {
my $flag = shift #flags_and_sub_names_list;
my $subName = shift #flags_and_sub_names_list;
next unless $flag && $subName;
&{ $subName }; # Call the named subroutine
}
I've had a case of a 300lines function performing input sanitization which missed a certain corner case. It was parsing certain situations manually using IndexOf and Substring plus a lot of inlined variables and constants (looks like the original coder didn't know anything about good practices), and no comment was provided. Throwing it away wasn't feasible due to time constraints and the fact that I didn't have the specification required so rewriting it would've meant understanding the original, but after understanding it fixing it was just quicker. I also added lots of comments, so whoever shall come after me won't feel the same pain taking a look at it...
The Perl statement:
select((select(s),$|=1)[0])
which, at the suggestion of the original author (Randal Schwartz himself, who said he disliked it but nothing else was available at the time), was replaced with something a little more understandable:
IO::Handle->autoflush
Beyond that one-liner, some of the Java JDBC libraries from IBM are obfuscated and all variables and functions are either combinations of the letter 'l' and '1' or single/double characters - very hard to track anything down until you get them all renamed. Needed to do this to track down why they worked fine in IBM's JRE but not Sun's.
If you're talking about HLL codes, once I was updating project written by a chinese and all comments were chinese (stored in ansii) and it was a horror to understand some code fragments, if you're talking about low level code there were MANY of them (obfuscated, mutated, vm-ed...).
I once had to reverse engineer a Java 1.1 framework that:
Extended event-driven SAX parser classes for every class, even those that didn't parse XML (the overridden methods were simply invoked ad hoc by other code)
Custom runtime exceptions were thrown in lieu of method invocations wherever possible. As a result, most of the business logic landed in a nested series of catch blocks.
If I had to guess, it was probably someone's "smart" idea that method invocations were expensive in Java 1.1, so throwing exceptions for non-exceptional flow control was somehow considered an optimization.
Went through about three bottles of eye drops.
I once found a time bomb that had been intentionally obfuscated.
When I had finally decoded what it was doing I mentioned it to the manager who said they knew about the time bomb but had left it in place because it was so ineffective and was interwoven with other code.
The time bomb was (presumably) supposed to go off after a certain date.
Instead, it had a bug in it so it only activated if someone was working after lunchtime on Dec 31st.
It had taken three years for that circumstance to occur since the guy who wrote the time bomb left the company.

Is it possible to write good and understandable code without any comments?

Can any one suggest what is the best way to write good code that is understandable without a single line of comments?
I once had a professor when I was in college tell me that any good code should never need any comments.
Her approach was a combination of very precise logic split out into small functions with very descriptive method/property/variable names. The majority of what she presented was, in fact, extremely readable with no comments. I try to do the same with everything I write...
Read Code Complete, 2nd Edition cover to cover. Perhaps twice.
To give some specifics:
Making code readable
Eliminating code repetition
Doing design/architecture before you write code
I like to 'humanise' code, so instead of:
if (starColour.red > 200 && starColour.blue > 200 && starColour.green > 200){
doSomething();
}
I'll do this:
bool starIsBright;
starIsBright = (starColour.red > 200 && starColour.blue > 200 && starColour.green > 200);
if(starIsBright){
doSomething();
}
In some cases - yes, but in many cases no. The Yes part is already answered by others - keep it simple, write it nicely, give it readable names, etc. The No part goes to when the problem you solve in code is not a code problem at all but rather domain specific problem or business logic problem. I've got no problem reading lousy code even if it doesn't have comments. It's annoying, but doable. But it's practically impossible to read some code without understanding why is it like this and what is it trying to solve. So things like :
if (starColour.red > 200 && starColour.blue > 200 && starColour.green > 200){
doSomething();
}
look nice, but could be quite meaningless in the context of what the program is actually doing. I'd rather have it like this:
// we do this according to the requirement #xxxx blah-blah..
if (starColour.red > 200 && starColour.blue > 200 && starColour.green > 200){
doSomething();
}
Well written code might eliminate the need for comments to explain what you're doing, but you'll still want comments to explain the why.
If you really want to then you would need to be very detailed in your variable names and methods names.
But in my opinion, there is no good way to do this. Comments serve a serious purpose in coding, even if you are the only one coding you still sometimes need to be reminded what part of the code you're looking at.
Yes, you can write code that doesn't need comments to describe what it does, but that may not be enough.
Just because a function is very clear in explaining what it does, does not, by itself, tell you why it is doing what it does.
As in everything, moderation is a good idea. Write code that is explanatory, and write comments that explain why it is there or what assumptions are being made.
I think that the concept of Fluent Interfaces is really a good example of this.
var bob = DB.GetCustomers().FromCountry("USA").WithName("Bob")
Clean Code by Robert C. Martin contains everything you need to write clean, understandable code.
Use descriptive variable names and descriptive method names. Use whitespace.
Make your code read like normal conversation.
Contrast the use of Matchers in Junit:
assertThat(x, is(3));
assertThat(x, is(not(4)));
assertThat(responseString, either(containsString("color")).or(containsString("colour")));
assertThat(myList, hasItem("3"));
with the traditional style of assertEquals:
assertEquals(3, x);
When I look at the assertEquals statement, it is not clear which parameter is "expected" and which is "actual".
When I look at assertThat(x, is(3)) I can read that in English as "Assert that x is 3" which is very clear to me.
Another key to writing self-documenting code is to wrap any bit of logic that is not clear in a method call with a clear name.
if( (x < 3 || x > 17) && (y < 8 || y > 15) )
becomes
if( xAndYAreValid( x, y ) ) // or similar...
I'm not sure writing code that is so expressive that you don't need comments is necessarily a great goal. Seems to me like another form of overoptimization. If I were on your team, I'd be pleased to see clear, concise code with just enough comments.
In most cases, yes, you can write code that is clear enough that comments become unnecessary noise.
The biggest problem with comments is there is no way to check their accuracy. I tend to agree with Uncle Bob Martin in chapter 4 of his book, Clean Code:
The proper use of comments is to compensate for our failure to express ourself in
code. Note that I used the word failure. I meant it. Comments are always failures. We must
have them because we cannot always figure out how to express ourselves without them,
but their use is not a cause for celebration.
So when you find yourself in a position where you need to write a comment, think it
through and see whether there isn’t some way to turn the tables and express yourself in
code. Every time you express yourself in code, you should pat yourself on the back. Every
time you write a comment, you should grimace and feel the failure of your ability of
expression.
Most comments are either needless redundancy, outright fallacy or a crutch used to explain poorly written code. I say most because there are certain scenarios where the lack of expressiveness lies with the language rather than the programmer.
For instance the copyright and license information typically found at the beginning of a source file. As far as I'm aware no known construct exists for this in any of the popular languages. Since a simple one or two line comment suffices, its unlikely that such a construct will be added.
The original need for most comments has been replaced over time by better technology or practices. Using a change journal or commenting out code has been supplanted with source control systems. Explanatory comments in long functions can be mitigated by simply writing shorter functions. etc.
You usually can turn your comment into a function name something like:
if (starColourIsGreaterThanThreshold(){
doSomething();
}
....
private boolean starColourIsGreaterThanThreshold() {
return starColour.red > THRESHOLD &&
starColour.blue > THRESHOLD &&
starColour.green > THRESHOLD
}
I think comments should express the why, perhaps the what, but as much as possible the code should define the how (the behavior).
Someone should be able to read the code and understand what it does (the how) from the code. What may not be obvious is why you would want such behavior and what this behavior contributes to the overall requirements.
The need to comment should give you pause, though. Maybe how you are doing it is too complicated and the need to write a comment shows that.
There is a third alternative to documenting code - logging. A method that is well peppered with logging statements can do a lot to explain the why, can touch on the what and may give you a more useful artifact than well named methods and variables regarding the behavior.
If you want to code entirely without comments and still have your code be followable, then you'll have to write a larger number of shorter methods. Methods will have to have descriptive names. Variables will also have to have descriptive names. One common method of doing this is to give variables the name of nouns and to give methods the names of verbal phrases. For example:
account.updateBalance();
child.givePacifier();
int count = question.getAnswerCount();
Use enums liberally. With an enum, you can replace most booleans and integral constants. For example:
public void dumpStackPretty(boolean allThreads) {
....
}
public void someMethod() {
dumpStackPretty(true);
}
vs
public enum WhichThreads { All, NonDaemon, None; }
public void dumpStackPretty(WhichThreads whichThreads) {
....
}
public void someMethod() {
dumpStackPretty(WhichThreads.All);
}
Descriptive names is your obvious first bet.
Secondly make sure each method does one thing and only one thing. If you have a public method that needs to do many things, split it up into several private methods and call those from the public method, in a way that makes the logic obvious.
Some time ago I had to create a method that calculated the correlation of two time series.
To calculate the correlation you also need the mean and standard deviation. So I had two private methods (well actually in this case they were public as they could be used for other purposes (but assuming they couldn't then they would be private)) for calculating A) the mean, B) the standard deviation.
This sort of splitting up of function into the smallest part that makes sense is probably the most important thing to make a code readable.
How do you decide where to break up methods. My way is, if the name is obvious e.g. getAddressFromPage it is the right size. If you have several contenders you are probably trying to do too much, if you can't think of a name that makes sense you method may not "do" enough - although the latter is much less likely.
I don't really think comments are a good idea in most cases. Comments don't get checked by the compiler so they so often are misleading or wrong as the code changes over time. Instead, I prefer self documenting, concise methods that don't need comments. It can be done, and I have been doing it this way for years.
Writing code without comments takes practice and discipline, but I find that the discipline pays off as the code evolves.
It may not be comments, but, to help someone better understand what it going on you may need some diagrams explaining how the program should work, as, if a person knows the big picture then it is easier to understand code.
But, if you are doing something complex then you may need some comments, for example, in a very math intensive program.
The other place I find comments useful and important, is to ensure that someone doesn't replace code with something that looks like it should work, but won't. In that case I leave the bad code in, and comment it out, with an explanation as to why it shouldn't be used.
So, it is possible to write code without comments, but only if you are limited in what types of applications you are writing, unless you can explain why a decision was made, somewhere, and not call it a comment.
For example, a random generator can be written many ways. If you pick a particular implementation it may be necessary to explain why you picked that particular generator, as the period may be sufficiently long for current requirements, but later the requirements may change and your generator may not be sufficient.
I believe it's possible, if you consider the fact that not everybody likes the same style. So in order to minimize comments, knowing your "readers" is the most important thing.
In "information systems" kind-of software, try using declarative sentence, try to approximate the code line to a line in english, and avoid "mathematical programming" (with the i,j and k for index, and the one-liners-to-do-a-lot) at all costs.
I think code can be self-documenting to a large degree, and I think it's crucial, but reading even well-written code can be like looking at cells of the human body with a microscope. It sometimes takes comments to really explain the big picture of how pieces of the system fit together, especially if it solves a really complex and difficult problem.
Think about special data structures. If all that computer scientists had ever published about data structures were well-written code, few would really understand the relative benefit of one data structure over another -- because Big-O runtime of any given operation is sometimes just not obvious from reading the code. That's where the math and amortized analysis presented in articles come in.

What is your personal approach/take on commenting?

Duplicate
What are your hard rules about commenting?
A Developer I work with had some things to say about commenting that were interesting to me (see below). What is your personal approach/take on commenting?
"I don't add comments to code unless
its a simple heading or there's a
platform-bug or a necessary
work-around that isn't obvious. Code
can change and comments may become
misleading. Code should be
self-documenting in its use of
descriptive names and its logical
organization - and its solutions
should be the cleanest/simplest way
to perform a given task. If a
programmer can't tell what a program
does by only reading the code, then
he's not ready to alter it.
Commenting tends to be a crutch for
writing something complex or
non-obvious - my goal is to always
write clean and simple code."
"I think there a few camps when it
comes to commenting, the
enterprisey-type who think they're
writing an API and some grand
code-library that will be used for
generations to come, the
craftsman-like programmer that thinks
code says what it does clearer than a
comment could, and novices that write
verbose/unclear code so as to need to
leave notes to themselves as to why
they did something."
There's a tragic flaw with the "self-documenting code" theory. Yes, reading the code will tell you exactly what it is doing. However, the code is incapable of telling you what it's supposed to be doing.
I think it's safe to say that all bugs are caused when code is not doing what it's supposed to be doing :). So if we add some key comments to provide maintainers with enough information to know what a piece of code is supposed to be doing, then we have given them the ability to fix a whole lot of bugs.
That leaves us with the question of how many comments to put in. If you put in too many comments, things become tedious to maintain and the comments will inevitably be out of date with the code. If you put in too few, then they're not particularly useful.
I've found regular comments to be most useful in the following places:
1) A brief description at the top of a .h or .cpp file for a class explaining the purpose of the class. This helps give maintainers a quick overview without having to sift through all of the code.
2) A comment block before the implementation of a non-trivial function explaining the purpose of it and detailing its expected inputs, potential outputs, and any oddities to expect when calling the function. This saves future maintainers from having to decipher entire functions to figure these things out.
Other than that, I tend to comment anything that might appear confusing or odd to someone. For example: "This array is 1 based instead of 0 based because of blah blah".
Well written, well placed comments are invaluable. Bad comments are often worse than no comments. To me, lack of any comments at all indicates laziness and/or arrogance on the part of the author of the code. No matter how obvious it is to you what the code is doing or how fantastic your code is, it's a challenging task to come into a body of code cold and figure out what the heck is going on. Well done comments can make a world of difference getting someone up to speed on existing code.
I've always liked Refactoring's take on commenting:
The reason we mention comments here is that comments often are used as a deodorant. It's surprising how often you look at thickly commented code and notice that the comments are there because the code is bad.
Comments lead us to bad code that has all the rotten whiffs we've discussed in the rest of this chapter. Our first action is to remove the bad smells by refactoring. When we're finished, we often find that the comments are superfluous.
As controversial as that is, it's rings true for the code I've read. To be fair, Fowler isn't saying to never comment, but to think about the state of your code before you do.
You need documentation (in some form; not always comments) for a local understanding of the code. Code by itself tells you what it does, if you read all of it and can keep it all in mind. (More on this below.) Comments are best for informal or semiformal documentation.
Many people say comments are a code smell, replaceable by refactoring, better naming, and tests. While this is true of bad comments (which are legion), it's easy to jump to concluding it's always so, and hallelujah, no more comments. This puts all the burden of local documentation -- too much of it, I think -- on naming and tests.
Document the contract of each function and, for each type of object, what it represents and any constraints on a valid representation (technically, the abstraction function and representation invariant). Use executable, testable documentation where practical (doctests, unit tests, assertions), but also write short comments giving the gist where helpful. (Where tests take the form of examples, they're incomplete; where they're complete, precise contracts, they can be as much work to grok as the code itself.) Write top-level comments for each module and each project; these can explain conventions that keep all your other comments (and code) short. (This supports naming-as-documentation: with conventions established, and a place we can expect to find subtleties noted, we can be confident more often that the names tell all we need to know.) Longer, stylized, irritatingly redundant Javadocs have their uses, but helped generate the backlash.
(For instance, this:
Perform an n-fold frobulation.
#param n the number of times to frobulate
#param x the x-coordinate of the center of frobulation
#param y the y-coordinate of the center of frobulation
#param z the z-coordinate of the center of frobulation
could be like "Frobulate n times around the center (x,y,z)." Comments don't have to be a chore to read and write.)
I don't always do as I say here; it depends on how much I value the code and who I expect to read it. But learning how to write this way made me a better programmer even when cutting corners.
Back on the claim that we document for the sake of local understanding: what does this function do?
def is_even(n): return is_odd(n-1)
Tests if an integer is even? If is_odd() tests if an integer is odd, then yes, that works. Suppose we had this:
def is_odd(n): return is_even(n-1)
The same reasoning says this is_odd() tests if an integer is odd. Put them together, of course, and neither works, even though each works if the other does. Change it a bit and we'd have code that does work, but only for natural numbers, while still locally looking like it works for integers. In microcosm that's what understanding a codebase is like: tracing dependencies around in circles to try to reverse-engineer assumptions the author could have explained in a line or two if they'd bothered. I hate the expense of spirit thoughtless coders have put me to this way over the past couple of decades: oh, this method looks like it has the side effect of farbuttling the warpcore... always? Well, if odd crobuncles desaturate, at least; do they? Better check all the crobuncle-handling code... which will pose its own challenges to understanding. Good documentation cuts this O(n) pointer-chasing down to O(1): e.g. knowing a function's contract and the contracts of the things it explicitly uses, the function's code should make sense with no further knowledge of the system. (Here, contracts saying is_even() and is_odd() work on natural numbers would tell us that both functions need to test for n==0.)
My only real rule is that comments should explain why code is there, not what it is doing or how it is doing it. Those things can change, and if they do the comments have to be maintained. The purpose the code exists in the first place shouldn't change.
the purpose of comments is to explain the context - the reason for the code; this, the programmer cannot know from mere code inspection. For example:
strangeSingleton.MoveLeft(1.06);
badlyNamedGroup.Ignite();
who knows what the heck this is for? but with a simple comment, all is revealed:
//when under attack, sidestep and retaliate with rocket bundles
strangeSingleton.MoveLeft(1.06);
badlyNamedGroup.Ignite();
seriously, comments are for the why, not the how, unless the how is unintuitive.
While I agree that code should be self-readable, I still see a lot of value in adding extensive comment blocks for explaining design decisions. For example "I did xyz instead of the common practice of abc because of this caveot ..." with a URL to a bug report or something.
I try to look at it as: If I'm dead and gone and someone straight out of college has to fix a bug here, what are they going to need to know?
In general I see comments used to explain poorly written code. Most code can be written in a way that would make comments redundant. Having said that I find myself leaving comments in code where the semantics aren't intuitive, such as calling into an API that has strange or unexpected behavior etc...
I also generally subscribe to the self-documenting code idea, so I think your developer friend gives good advice, and I won't repeat that, but there are definitely many situations where comments are necessary.
A lot of times I think it boils down to how close the implementation is to the types of ordinary or easy abstractions that code-readers in the future are going to be comfortable with or more generally to what degree the code tells the entire story. This will result in more or fewer comments depending on the type of programming language and project.
So, for example if you were using some kind of C-style pointer arithmetic in an unsafe C# code block, you shouldn't expect C# programmers to easily switch from C# code reading (which is probably typically more declarative or at least less about lower-level pointer manipulation) to be able to understand what your unsafe code is doing.
Another example is when you need to do some work deriving or researching an algorithm or equation or something that is not going to end up in your code but will be necessary to understand if anyone needs to modify your code significantly. You should document this somewhere and having at least a reference directly in the relevant code section will help a lot.
I don't think it matters how many or how few comments your code contains. If your code contains comments, they have to maintained, just like the rest of your code.
EDIT: That sounded a bit pompous, but I think that too many people forget that even the names of the variables, or the structures we use in the code, are all simply "tags" - they only have meaning to us, because our brains see a string of characters such as customerNumber and understand that it is a customer number. And while it's true that comments lack any "enforcement" by the compiler, they aren't so far removed. They are meant to convey meaning to another person, a human programmer that is reading the text of the program.
If the code is not clear without comments, first make the code a clearer statement of intent, then only add comments as needed.
Comments have their place, but primarily for cases where the code is unavoidably subtle or complex (inherent complexity is due to the nature of the problem being solved, not due to laziness or muddled thinking on the part of the programmer).
Requiring comments and "measuring productivity" in lines-of-code can lead to junk such as:
/*****
*
* Increase the value of variable i,
* but only up to the value of variable j.
*
*****/
if (i < j) {
++i;
} else {
i = j;
}
rather than the succinct (and clear to the appropriately-skilled programmer):
i = Math.min(j, i + 1);
YMMV
The vast majority of my commnets are at the class-level and method-level, and I like to describe the higher-level view instead of just args/return value. I'm especially careful to describe any "non-linearities" in the function (limits, corner cases, etc) that could trip up the unwary.
Typically I don't comment inside a method, except to mark "FIXME" items, or very occasionally some sort of "here be monsters" gotcha that I just can't seem to clean up, but I work very hard to avoid those. As Fowler says in Refactoring, comments tend to indicate smally code.
Comments are part of code, just like functions, variables and everything else - and if changing the related functionality the comment must also be updated (just like function calls need changing if function arguments change).
In general, when programming you should do things once in one place only.
Therefore, if what code does is explained by clear naming, no comment is needed - and this is of course always the goal - it's the cleanest and simplest way.
However, if further explanation is needed, I will add a comment, prefixed with INFO, NOTE, and similar...
An INFO: comment is for general information if someone is unfamiliar with this area.
A NOTE: comment is to alert of a potential oddity, such as a strange business rule / implementation.
If I specifically don't want people touching code, I might add a WARNING: or similar prefix.
What I don't use, and am specifically opposed to, are changelog-style comments - whether inline or at the head of the file - these comments belong in the version control software, not the sourcecode!
I prefer to use "Hansel and Gretel" type comments; little notes in the code as to why I'm doing it this way, or why some other way isn't appropriate. The next person to visit this code will probably need this info, and more often than not, that person will be me.
As a contractor I know that some people maintaining my code will be unfamiliar with the advanced features of ADO.Net I am using. Where appropriate, I add a brief comment about the intent of my code and a URL to an MSDN page that explains in more detail.
I remember learning C# and reading other people's code I was often frustrated by questions like, "which of the 9 meanings of the colon character does this one mean?" If you don't know the name of the feature, how do you look it up?! (Side note: This would be a good IDE feature: I select an operator or other token in the code, right click then shows me it's language part and feature name. C# needs this, VB less so.)
As for the "I don't comment my code because it is so clear and clean" crowd, I find sometimes they overestimate how clear their very clever code is. The thought that a complex algorithm is self-explanatory to someone other than the author is wishful thinking.
And I like #17 of 26's comment (empahsis added):
... reading the code will tell you exactly
what it is doing. However, the code is
incapable of telling you what it's
supposed to be doing.
I very very rarely comment. MY theory is if you have to comment it's because you're not doing things the best way possible. Like a "work around" is the only thing I would comment. Because they often don't make sense but there is a reason you are doing it so you need to explain.
Comments are a symptom of sub-par code IMO. I'm a firm believer in self documenting code. Most of my work can be easily translated, even by a layman, because of descriptive variable names, simple form, and accurate and many methods (IOW not having methods that do 5 different things).
Comments are part of a programmers toolbox and can be used and abused alike. It's not up to you, that other programmer, or anyone really to tell you that one tool is bad overall. There are places and times for everything, including comments.
I agree with most of what's been said here though, that code should be written so clear that it is self-descriptive and thus comments aren't needed, but sometimes that conflicts with the best/optimal implementation, although that could probably be solved with an appropriately named method.
I agree with the self-documenting code theory, if I can't tell what a peice of code is doing simply by reading it then it probably needs refactoring, however there are some exceptions to this, I'll add a comment if:
I'm doing something that you don't
normally see
There are major side effects or implementation details that aren't obvious, or won't be next year
I need to remember to implement
something although I prefer an
exception in these cases.
If I'm forced to go do something else and I'm having good ideas, or a difficult time with the code, then I'll add sufficient comments to tmporarily preserve my mental state
Most of the time I find that the best comment is the function or method name I am currently coding in. All other comments (except for the reasons your friend mentioned - I agree with them) feel superfluous.
So in this instance commenting feels like overkill:
/*
* this function adds two integers
*/
int add(int x, int y)
{
// add x to y and return it
return x + y;
}
because the code is self-describing. There is no need to comment this kind of thing as the name of the function clearly indicates what it does and the return statement is pretty clear as well. You would be surprised how clear your code becomes when you break it down into tiny functions like this.
When programming in C, I'll use multi-line comments in header files to describe the API, eg parameters and return value of functions, configuration macros etc...
In source files, I'll stick to single-line comments which explain the purpose of non-self-evident pieces of code or to sub-section a function which can't be refactored to smaller ones in a sane way. Here's an example of my style of commenting in source files.
If you ever need more than a few lines of comments to explain what a given piece of code does, you should seriously consider if what you're doing can't be done in a better way...
I write comments that describe the purpose of a function or method and the results it returns in adequate detail. I don't write many inline code comments because I believe my function and variable naming to be adequate to understand what is going on.
I develop on a lot of legacy PHP systems that are absolutely terribly written. I wish the original developer would have left some type of comments in the code to describe what was going on in those systems. If you're going to write indecipherable or bad code that someone else will read eventually, you should comment it.
Also, if I am doing something a particular way that doesn't look right at first glance, but I know it is because the code in question is a workaround for a platform or something like that, then I'll comment with a WARNING comment.
Sometimes code does exactly what it needs to do, but is kind of complicated and wouldn't be immediately obvious the first time someone else looked at it. In this case, I'll add a short inline comment describing what the code is intended to do.
I also try to give methods and classes documentation headers, which is good for intellisense and auto-generated documentation. I actually have a bad habit of leaving 90% of my methods and classes undocumented. You don't have time to document things when you're in the middle of coding and everything is changing constantly. Then when you're done you don't feel like going back and finding all the new stuff and documenting it. It's probably good to go back every month or so and just write a bunch of documentation.
Here's my view (based on several years of doctoral research):
There's a huge difference between commenting functions (sort of a black box use, like JavaDocs), and commenting actual code for someone who will read the code ("internal commenting").
Most "well written" code shouldn't require much "internal commenting" because if it performs a lot then it should be broken into enough function calls. The functionality for each of these calls is then captured in the function name and in the function comments.
Now, function comments are indeed the problem, and in some ways your friend is right, that for most code there is no economical incentive for complete specifications the way that popular APIs are documented. The important thing here is to identify what are the "directives": directives are those information pieces that directly affect clients, and require some direct action (and are often unexpected). For example, X must be invoked before Y, don't call this from outside a UI thread, be aware that this has a certain side effect, etc. These are the things that are really important to capture.
Since most people never read full function documentations, and skim what they do read, you can actually increase the chances of awareness by capturing only the directives rather than the whole description.
I comment as much as needed - then, as much as I will need it a year later.
We add comments which provide the API reference documentation for all public classes / methods / properties / etc... This is well worth the effort because XML Documentation in C# has the nice effect of providing IntelliSense to users of these public APIs. .NET 4.0's code contracts will enable us to improve further on this practice.
As a general rule, we do not document internal implementations as we write code unless we are doing something non-obvious. The theory is that while we are writing new implementations, things are changing and comments are more likely than not to be wrong when the dust settles.
When we go back in to work on an existing piece of code, we add comments when we realize that it's taking some thought to figure out what in the heck is going on. This way, we wind up with comments where they are more likely to be correct (because the code is more stable) and where they are more likely to be useful (if I'm coming back to a piece of code today, it seems more likely that I might come back to it again tomorrow).
My approach:
Comments bridge the gap between context / real world and code. Therefore, each and every single line is commented, in correct English language.
I DO reject code that doesn't observe this rule in the strictest possible sense.
Usage of well formatted XML - comments is self-evident.
Sloppy commenting means sloppy code!
Here's how I wrote code:
if (hotel.isFull()) {
print("We're fully booked");
} else {
Guest guest = promptGuest();
hotel.checkIn(guest);
}
here's a few comments that I might write for that code:
// if hotel is full, refuse checkin, otherwise
// prompt the user for the guest info, and check in the guest.
If your code reads like a prose, there is no sense in writing comments that simply repeats what the code reads since the mental processing needed for reading the code and the comments would be almost equal; and if you read the comments first, you will still need to read the code as well.
On the other hand, there are situations where it is impossible or extremely difficult to make the code looks like a prose; that's where comment could patch in.

Don't repeat yourself vs Internationalisation

A while back I was reading the W3C article on 'Re-using Strings in Scripted Content', which contains some useful advice on internationalisation, but which strikes me as at odds iwth the DRY (Don't Repeat Yourself) principle of eliminating repetitive code.
To take their example, we might have some code like this...
print "The printer is ";
if (printer.working) {
print "on.\n";
} else {
print "off.\n";
}
print "The stapler is ";
if (stapler.working) {
print "on.\n";
} else {
print "off.\n";
}
My instinct would be to eliminate the repetition roughly as follows...
report-state(printer, "printer");
report-state(stapler, "stapler");
function report-state(name, object) {
print "The "+name+" is ";
if (object.working) {
print "on\n";
} else {
print "off\n";
}
}
...but doing so would cause a difficulty in the code if we needed to localise it to Spanish because the word for 'on' is apparently different in those two cases.
So, I guess my question is, how have other developers approached balancing the DRY principle with internationalisation of their code?
Part of me wants to argue that internationalisation is one of those extreme programming “you arent gonna need it” situations. On the flip side however, refactoring with the DRY principle in mind is supposed to balance this by making it easy to implement functionality as it’s required, not harder as it does here.
I'd try to keep complete sentences in the language resource. As you said you might need different words in different contexts. But a bigger problem is that the order of sentences might be different in different languages. So building up strings from words can cause problems.
Just store
The printer is on
The printer is off
The stapler is on
The stapler is off
in the language resource for every language. The repetition here is less of a maintenance headache than trying to figure out where all the single words are going to pop up in your application.
100% agree with Mendelt.
It is not only a maintenance problem, but can also be a linguistic one.
In all Latin languages the gender, number, and case of the subject affect other elements.
Example for Romanian
The printer is on: Imprimanta este pornită // feminine
The printer is off: Imprimanta este oprită
The stapler is on: Perforatorul este pornit // masculine
The stapler is off: Perforatorul este oprit
Also see http://www.mihai-nita.net/article.php?artID=20060430a
I agree with Mendelt Siebenga when he says you should keep entire sentences or phrases in your language resource files. Differences in grammar will always prevent you from doing single word replacement across languages. This will still lead to less repetitive code than your first example because you only need to check the object type and its state, then print the appropriate message from the language resource.
We try not to create message strings by program manipulation because the loc. team can't see them.
The loc. team actually prefer separate but nearly duplicate messages.
However they will accept parameterized messages.
E.g., "The %(appliance)% is %(on_or_off)%."
The parameters can break down but at least it's more obvious to the loc team when it will work and when it won't.
I suppose it depends on the level of language quality that you are aiming to achieve.
By trying to minimise repetition of code that deals with these real language strings, you are just exposing yourself to a whole other layer of logic in the syntaxes and structures of different languages. There would be a massive amount of work involved in producing code which still retains the original structure of the language whilst minimising repetition.
You'd have to decide which was a more suitable approach to a particular problem; Code that repeats itself, or code that tries to be a Jack of all Trades and accomodates for countless rules of language (no doubt a maintenance nightmare).
Of course, you can strike a middle-ground and minimise your code repitition but give up satisfactory grammatical eloquence. Take the example of Ultima Online - when it was localised, a string that previously read "A pile of 329 gold coins" became something like "A pile of gold coins: 329". Not great, but a fairly reasonable solution that lends itself easily to localisation.
I would suggest using a CMS rather than hardcoding in your textual values to cover localisation.

Resources