What's the most effective workflow between people who develop algorithms and developers? - algorithm

We are developing software with pattern recognition in video. We have 7 mathematicians who are creating algorithms. Plus we have 2 developers that maintain / develop the application with these algorithms. The problem is that mathematicians are using different development tools to create algorithm like Matlab, C, C++. Also because they are not developers the don't give much concerns for memory management or multi-threading. This one of the reason why the app. has a lot of bugs.
If in your company you have similar situation, how do you deal with it? What's the best tools you can recommend to create algorithms? What communication supposed to be between mathematicians and developers? What's in your opinion the most effective to work with high-level tools?

I am not sure whether you devs are rewriting the mathematician's stuff or if you just have to interface to it so I am not sure if my answer is of any use.
However: I work together with a bunch of phd candidates and postdocs on a machine learning library and am a student myself. In that process, I came to translate a lot of algorithms from python/numpy to C++/blas.
This process can be quite tedious - especially with numerical and stochastic algorithms, it is hard to find bugs.
So here is what I did: Get some sample inputs and calculate the results with the python code. Generate unit tests out of these for C++ and then start coding them in C++.
Checking concrete sample inputs with the outputs is essential in this setting.

I agree with Makach.
Let the guys who are creating the algorithms use the tools that they are most familiar with. Because there are two separate (and equally important) tasks to work on in this project. First, there is the creating of an efficient, elegant and appropriate mathematically sound algorithm, then there is the twistedly difficult task of translating it into CPU-speak. The mathimaticians should focus on their first task, and to make it easier for them, allow them to use the toosl they are comfortable with. In terms of man hours, it is a much more efficient use of their time to write MATLAB code, than it would be to have them learn a new programming language.
Your task is to unearth the (presumably) brilliant mathematics that are buried within the gibberish code.
That part is just a perspective on the problem at hand. Here's the actual answer.
Communication, mutual respect, and teaching/learning.
Communication & Mutual Respect
You must communicate with them often. Work closely with them and ask them questions whenever you come across something you're not sure of. This is much easier when there is mutual respect, which means that if you spend all your time criticizing their coding abilities, then they will be forced to spend all their time criticizing your math abilities. Instead, try quick learning-sessions. ("Lunch & Learn" is a fairly common tactic)
Teaching/Learning
The first and most important piece of wisdom to impart to them is commenting. Have them comment the crap out of their code. Tell them that the comments are much more important than the code quality, and that as long as their comments are right, they can leave the rest up to you guys. Because they can. They don't need to have their code look beautiful, for be the fastest, they just need it to make sense to you guys.
To continue this mutual learning scenario, if you notice some very simple very common mistakes they are making, (nothing NEARLY as complicated as multithreading) just give them a quick heads up. "That way works (or doesn't) but here's a way to do it that is a little different but it will make your lives much much easier." Encourage them to reciprocate by trying to notice which nuances or parts of their algorithms which you and your team are having difficulty with and teach a little tutorial about it.
Once you guys get the communication flowing, you'll find it easier and easier to shape their coding style to what is best for your team, and they will also find it easier to understand why you don't see it the same way they do.
Also, as mentioned by Kekoav, make sure they provide a few fully loaded test cases.
That means for something like
A -> B -> C -> D -> Solution
They would provide you all the values for A, then what it looks like at B, then what it looks like at C and so on. So that you can be certain that not only is it correct at the end, but it's also correct at every step of the way. Try to have them provide examples that are regular, and also a few of them that are unusual, so that you can be certain your code covers edge cases.

I'd recommend the devs spend a few hours getting used to Matlab, especially the Matlab debugger. If their background is CS then they'll already be familiar with vectors and matrices theoretically if not practically. Other than the matrix being the default data structure, Matlab is C-like and easy enough to interpret for translation into another language.

I have been working with a physics professor lately, and have a little experience with this(although admittedly I'm no expert).
I have had to translate a lot of Matlab code into another language. It has been difficult because a lot of(most) of the operations are absent, including when it comes to precision, and working with matrices and vectors. A good math library needs to be found, or created to fit your needs.
The best way that I have found is to do the following:
Get the algorithm to work correctly in the new language.
Create some tests to verify that the algorithm is producing desired output. Have your mathematicians verify that your converted solution in fact works, and that you have covered all bases with your tests.
Then after it is working, and you can trust your tests, optimize the algorithm to be good coding style, have good design and performance characteristics. Use your regression tests to make sure you aren't breaking anything.
I normally start with a verbatim copy of their algorithms into the other language, and then work from there, regardless of if I do a lot of tests.
It is important to get a working copy first, in case the performance is really not an issue and you need to move on to other things and can come back later to make it faster.

This is your job. How you deal with this is what identifies you as a system developer.
Communicate with your colleagues. Draw and explain, have meetings, agree upon and set standards requirements, follow your plans and talk to your project manager. Make sure that your relevant colleagues are joining up on meetings. Have 1-1 talks etc etc
You cannot blame it on the mathematicians for developers creating bugs. It's their job to worry about implementation, not the mathematicians.

Related

How to draw a tiger with just 3 lines?

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

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

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

Minimum CompSci Knowledge Needed for Writing Desktop Apps

Having been a hobbyist programmer for 3 years (mainly Python and C) and never having written an application longer than 500 lines of code, I find myself faced with two choices :
(1) Learn the essentials of data structures and algorithm design so I can become a l33t computer scientist.
(2) Learn Qt, which would help me build projects I have been itching to build for a long time.
For learning (1), everyone seems to recommend reading CLRS. Unfortunately, reading CLRS would take me at least an year of study (or more, I'm not Peter Krumins). I also understand that to accomplish any moderately complex task using (2), I will need to understand at least the fundamentals of (1), which brings me to my question : assuming I use C++ as the programming language of choice, which parts of CLRS would give me sufficient knowledge of algorithms and data structures to work on large projects using (2)?
In other words, I need a list of theoretical CompSci topics absolutely essential for everyday application programming tasks. Also, I want to use CLRS as a handy reference, so I don't want to skip any material critical to understanding the later sections of the book.
Don't get me wrong here. Discrete math and the theoretical underpinnings of CompSci have been on my "TODO: URGENT" list for about 6 months now, but I just don't have enough time owing to college work. After a long time, I have 15 days off to do whatever the hell I like, and I want to spend these 15 days building applications I really want to build rather than sitting at my desk, pen and paper in hand, trying to write down the solution to a textbook problem.
(BTW, a less-math-more-code resource on algorithms will be highly appreciated. I'm just out of high school and my math is not at the level it should be.)
Thanks :)
This could be considered heresy, but the vast majority of application code does not require much understanding of algorithms and data structures. Most languages provide libraries which contain collection classes, searching and sorting algorithms, etc. You generally don't need to understand the theory behind how these work, just use them!
However, if you've never written anything longer than 500 lines, then there are a lot of things you DO need to learn, such as how to write your application's code so that it's flexible, maintainable, etc.
For a less-math, more code resource on algorithms than CLRS, check out Algorithms in a Nutshell. If you're going to be writing desktop applications, I don't consider CLRS to be required reading. If you're using C++ I think Sedgewick is a more appropriate choice.
Try some online comp sci courses. Berkeley has some, as does MIT. Software engineering radio is a great podcast also.
See these questions as well:
What are some good computer science resources for a blind programmer?
https://stackoverflow.com/questions/360542/plumber-programmers-vs-computer-scientists#360554
Heed the wisdom of Don and just do it. Can you define the features that you want your application to have? Can you break those features down into smaller tasks? Can you organize the code produced by those tasks into a coherent structure?
Of course you can. Identify any 'risky' areas (areas that you do not understand, e.g. something that requires more math than you know, or special algorithms you would have to research) and either find another solution, prototype a solution, or come back to SO and ask specific questions.
Moving from 500 loc to a real (eve if small) application it's not that easy.
As Don was pointing out, you'll need to learn a lot of things about code (flexibility, reuse, etc), you need to learn some very basic of configuration management as well (visual source safe, svn?)
But the main issue is that you need a way to don't be overwhelmed by your functiononalities/code pair. That it's not easy. What I can suggest you is to put in place something to 'automatically' test your code (even in a very basic way) via some regression tests. Otherwise it's going to be hard.
As you can see I think it's no related at all to data structure, algorithms or whatever.
Good luck and let us know
I must say that sitting down with a dry old textbook and reading it through is not the way to learn how to do anything effectively, even if you are making notes. Doing it is the best way to learn, using the textbooks as a reference. Indeed, using sites like this as a reference.
As for data structures - learn which one is good for whatever situation you envision: Sets (sorted and unsorted), Lists (ArrayList, LinkedList), Maps (HashMap, TreeMap). Complexity of doing basic operations - adding, removing, searching, sorting, etc. That will help you to select an appropriate library data structure to use in your application.
And also make sure you're reasonably warm with MVC - i.e., ensure your model is separate from your view (the QT front-end) as best as possible. Best would be to have the model and algorithms working on their own, and then put the GUI on top. Or a unit test on top. Etc...
Good luck!
It's like saying you want to move to France, so should you learn french from a book, and what are the essential words - or should you just go to France and find out which words you need to know from experience and from copying the locals.
Writing code is part of learning computer science. I was writing code long before I'd even heard of the term, and lots of people were writing code before the term was invented.
Besides, you say you're itching to write certain applications. That can't be taught, so just go ahead and do it. Some things you only learn by doing.
(The theoretical foundations will just give you a deeper understanding of what you wind up doing anyway, which will mainly be copying other people's approaches. The only caveat is that in some cases the theoretical stuff will tell you what's futile to attempt - e.g. if one of your itches is to solve an NP complete problem, you probably won't succeed :-)
I would say the practical aspects of coding are more important. In particular, source control is vital if you don't use that already. I like bzr as an easy to set up and use system, though GUI support isn't as mature as it could be.
I'd then move on to one or both of the classics about the craft of coding, namely
The Pragmatic Programmer
Code Complete 2
You could also check out the list of recommended books on Stack Overflow.

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

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

What are the biggest time wasters for learning programming? [closed]

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I've had several false starts in the past with teaching myself how to program. I've worked through several books (mostly C and Python), and end up just learning the syntax without feeling as though I could sit down and actually write a program for myself. When I try to look through the source trees of a project on Codeplex or Sourceforge, I never seem to know where to start reading the code -- the dependencies seem to go in all directions.
I feel as though I'm not learning programming the way it's done "on the street," so I figured I'd take a different approach to asking how a newbie should learn how to code. If you had to learn programming all over again, what are the things you wouldn't do? What did you spend time doing that you now know wasted you weeks or months?
Where I see beginners wasting weeks or months is typing at the keyboard. The computer is very responsive and will cheerfully chew up hours of your time in the edit-compile-run cycle. If you are learning you will save many hours if
You plan out your design on paper before you approach a computer. It doesn't matter what design method you pick or if you have never heard of a design method. Just write down a plan while your brain is fully engaged and not distracted by the computer.
When code will not compile or will not produce the right answer, if you can't fix it in five minutes, walk away from the computer. Go think about what's happening. Print out your code and scribble on it until you believe it's right.
These are just devices for helping to implement the simple but difficult old advice to think before you code.
When I was learning, I solved countless problems on the 15-minute walk from the computing center to my home. Sadly, with modern PCs we don't get that 15 minutes :-) If you can learn to take it anyway, you will become a better programmer, faster.
I certainly wouldn't start by looking at "real" software projects. Like you say, it's too hard to know where to start. That's largely because large projects are more about their large-scale design than about the individual algorithms or about program flow; for one thing, you're probably looking at a complex GUI application with multi-threading, etc. There isn't really anywhere to "start" looking at the code.
The best way to learn programming is to have a problem you want (need) to solve, and then going about solving it. But most importantly, WRITE CODE. When you read programming books, do ALL the exercises. Make sure you did them right. There's no substitute for writing code. No substitute for screwing up and then fixing it.
Stack Over F.. wait no, heh.
The biggest time-sinks for me are generally in respect to "finding the best answer." I often find that I will run into a problem that I know how to solve but feel that there is a better solution and go on the hunt for it. It is only hours/days later that I come to my senses and realize that I have 7 instances of Firefox, each containing at least 5 tabs sprawled out across 46" of monitor space that I realize that I've been caught in the black hole that is the pursuit of endless knowledge.
My advice to you, and myself for that matter, is to become comfortable with notion of refractoring. Essentially what this means (incase you are are not familiar with the term) is you come up with a solution for a problem and go with it, even if there is quite likely a better way of doing it. Once you have finished the problem, or even the program, you can then revisit your methodology, study it, and figure out where you can make changes to improve it.
This concept has always been hard for me to follow. In college I preferred to to write a paper once, print, and turn it in. Writing code can be thought of very similarly to writing a paper. Simply putting the pen to the pad and pushing out whats on your mind may work - but when you look back over it with a fresh pair of eyes you will, without question, see something you will wish you had done differently.
I just noticed you talked about reading through source trees of other people's projects. Reading other people's code is a wonderful idea, but you must read more selectively. A lot of open-source code is hard to read and not stuff you should emulate anyway. So avoid reading any code that hasn't been recommended by a programmer you respect.
Hint: Jon Bentley, Brian Kernighan, Rob Pike, and P. J. Plauger, who are all programmers I respect, have published a lot of code worth reading. In books.
The only way to learn how to program is to write more code. Reading books is great, but writing / fixing code is the best way to learn. You can't learn anything without doing.
You might also want to look at this book, How to Design Programs, for more of a perspective on design than details of syntax.
The only thing that I did that wasted weeks or months was worry about whether or not my designs were the best way to implement a particular solution. I know now that this is known as "premature optimization" and we all suffer from it to one degree or another. The right way to learn programming is to solve a problem, measure your solution to make sure it performs good enough, then move on to the next problem. After some time you'll have a pile of problems you've solved, but more importantly, you'll know a programming language.
There is excellent advice here, in other posts. Here are my thoughts:
1) Learn to type, the reasons are explained in this article by Steve Yegge. It will help more than you can imagine.
2) Reading code is generally considered a hard task. So, it is better to get an open source project, compile it, and start changing it and learn that way, rather than reading and trying to understand.
I can understand the situation you're in. Reading through books, even many will not make you programmer. What you need to do is START PROGRAMMING.
Actually programming is a lot like swimming in my opinion, even if you know only a little syntax and even lesser amount of coding techniques, start coding anyway. Make a small application, a home inventory, an expense catalog, a datesheet, a cd cataloger, anything you fancy.
The idea is to get into the nitty-gritties of it. Once you start programming you'll run into real-world problems and your problem solving skills will develop as you combat them. That's how you become a better programmer everyday.
So get into the thick of it, and swim right through... That's how you'll make it.
Good luck
I think this question will have wildly different answers for different people.
For myself, I tried C++ at one point (I was about ten and had already been programming for a while), with a click-and-drag UI builder. I think this was a mistake, and I should have gone straight to C and pointers and such. Because I'm just that kind of person.
In your case, it sounds like you want to be led down the right path by someone and feel a bit timid about jumping in and doing something by yourself. (You've read several books and now you're asking what not to do.)
I'll tell you how I learned: by doing plenty of fun, relatively short projects, steadily growing in difficulty. I began with QBasic (which I think is still a great learning tool) and it was there where I developed most of my programming skills. They have of course been expanded and refined since that time but I was already capable of good design back in those days.
The sorts of projects you could take on depend on your interests; if you're mathematically inclined you might want to try a prime number generator or projecting 3D points onto the screen; if you're interested in game design then you could try cloning pong (easy) or minesweeper (harder); or if you're more of a hacker you might want to make a simple chat program or file encryption software.
Work on these projects on your own, and don't worry about whether you're doing things the "right" way. As long as you get it to work, you've learned many things. Some time after you've completed a project you may want to revisit it and try to do it better, or just see how other people have done that sort of thing.
Given the way you seem to want to be led along, perhaps you should find yourself a mentor.
Do not learn how to use pointers and how to manually manage memory. You mentioned C, and I spent plenty of time trying to fix bugs that were caused by mixing *x and &x. This is evil...
Find some problem to solve, write or draw a sketch of an algorithm solving the problem, then try to write it. Either use Python (which is much more friendly for beginners) or use C with statically allocated memory only. And use books/tutorials. They offer multiple excercises with solutions, so you can compare yours with them and see other approaches.
Once you'll feel that you can actually write something simple, see some book/tutorial for Object Oriented Design. It's not the best the world has to offer, but it might turn out to be intuitive. If not, check the functional programming (like LISP, Scheme or Haskell languages), or programming in logic (like Prolog). Maybe those will suit you better.
Also - find some mate. A person you can talk to about coding, code maintenance and design. Such person is worth even more than a book.
To all C fans: The C language is great, really. It allows memory usage optimization to the extent impossible in high-level languages as Python or Ruby. The compiled code is also very fast, and is the only choice for RTOS, or modern 3D games engine. But this is not a good entry point for a beginner, that's what I believe.
Oh, and good luck to you! And don't be ashamed to ask! If you don't ask, the answer is much harder to find.
Assuming you have decent math skills try http://projecteuler.net/ It presents a series of problems to solve of increasing dificulty that should be solvible by writing short programs. This should give you experience in solving specific problems with out getting lost in the details of open source projects.
After basic language syntax, you need to learn design. Which is hard. This book may help.
I think you should stop thinking you've wasted time so far-- instead I think you're education is just incomplete, and you've taken a step you're not really ready for. It sounds like the books you've read are useful, you're learning the intricacies of the language. It sounds like you're just not accustomed to the tools you'd use then to package that code together so it runs.
Some books cover that focus on topics like language syntax, design patterns, algorithms and data structures will never mention the tools you need to actual apply that information. These books are great but if its all you've touched I think it would explain your situation.
What development environment are you using? If you're developing for windows you really should be proficient with creating projects, adding code, running and debugging in Visual Studio. You can download Visual Studio Express for free from Microsoft.
I recommend looking for tutorial like books that actually step you through the UI of development environment you are using. Look for actual screenshots with dropdown menus. Look at what the tutorials walk you through, and if its something you don't know how to do consider buying that book. Preferably it will have code you can copy'n'paste in, not code you write yourself.
I personally don't like these books as I can anticipate how to do new things in VS based on how I'd do other things. But if you're training is incomplete from a tools-usage perspective this could move you in the right direction.
It is probably harder to find these types of tutorial books for Python or C development. There is an overabundance of them for .Net development though.
As someone who has only been working as a programmer for 6 months, I might not be the best person to help you get going, but since it wasn't that long ago when I knew next to nothing, its quite fresh in my mind.
When I started my current job programming wasn't going to be part of my job description but when the opportunity came up to do some programming on the side, I couldn't pass it up.
I spent about 1 month doing tutorials on About.com's Delphi section. As much as people diss about.com, Zarko Gajic's tutorials were simple to understand and easy to follow. Once I had a basic knack of the language and the IDE, I jumped straight into a project exporting accounting data for a program called "Adept". Took me a while but I got there...
The biggest help for me was taking on a personal project. I developed an IRC bot in Java for a crappy 2D game called Soldat. I learnt a lot by planning out and coding my own project.
Now I'm pretty comfortable with Delphi Pascal, SQL, C# and Java. I think, once you get the hang of one OOP language, you can learn the syntax of another language, and it gets a lot easier to catch on.
Perhaps start with a small existing project, and find some thing within it that handles some core part of what it does - then with a debugger, step through it and follow what it's doing from the point where you ask it to do that thing for you.
This helps you in a number of ways. You start to better grasp all of the various things that are touched by the code as it attempts to complete its request. Also, you learn invaluable debugging techniques which it seems like far too many developers lack - while you can often eventually discover what is wrong either with repeated printf() (or equivalent) calls, if you can debug you can solve issues an order of magnitude faster.
I have found that conceptually, a great mental model for understanding programming in the abstract is a pattern of data flow. When a user manipulates data, how is it altered by a program for digestion and storage? How is it transformed to re-present to the user in a form that makes sense to them? Fundamentally code is about transformation of data, and all code can be broken down into constructs of various sizes whose purpose is to alter data in one way or another, bugs forming around the mismatch between what the programmer was expecting from the data, how high level libraries the coder is using treat the data, and how the data actually arrives. Following code with a debugger helps you fully understand this transformation in action by observing changes as they occur.
Standard answer is to make something; picking an easy language to do it in is good, but not essential. It's more the working out stuff in your own head, fixing it because it won't work, that really teaches you. For me, this always happens when I try my eternal dream projects (games) which I never finish but always learn from.
I think the thing I would avoid is learning a language in isolated snippets that don't really hang together but just teach various facets of a particular language. As others have said, the really hard and important thing is to learn design. I think the best way to do this is through a tutorial that walks you through creating an actual application, teaching design along the way. That way you can learn why certain decisions are made and learn how to accomplish what's needed to implement the design choices.
For example, I found Agile Web Development with Rails to be a really easy way to learn Ruby on Rails, much better than simply reading a Ruby manual or even poking my way around scattered web tutorials.
Another thing that I would avoid is developing code in isolation, that is, not having people look at it as I go along. Getting feedback from a mentor will help keep you on the right track with respect to the choices you are making and the correct use of language idioms.
Find a problem in your life or something you do that you just feel could be more efficient and write a small solution to it. It might just be a single script but you will gain much more confidence in your abilities when you start to see useful results of your work. You will also be more motivated to finish it as you are interested in using the solution. Start simple and small and then gradually move up to bigger projects.
And as your working on a small project, focus on building everything with quality. I think this is lost on some programmers who feel that their software is more impressive if it contains a ton of features but usually those features aren't well done or usable. If you focus on building quality solutions to real problems you'll be a fantastic programmer.
Good luck!
Work on projects/problems that you already know how to solve partially
You should read Mike clark's article : How I Learned Ruby. Essentially, he used the test framework for Ruby to exercise different elemnents of the languages.
I used this technique to learn python and it was very, very helpful. Not only did i learn the language, but I was very proficient in the test framework for Python at the end of the excercise. Once you have the basics you can start reading code and then working on building some larger project.

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