What does a good programmer's code look like? [closed] - coding-style

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I am a hobbyist programmer (started with VBA to make excel quicker) and have been working with VB.NET / C#.NET and am trying to learn ADO.NET.
A facet of programming that has always frustrated me is what does 'good' look like? I am not a professional so have little to compare against. What makes a better programmer?
Is it:
They have a better understanding of
all the objects / classes / methods
in a given language?
Their programs are more efficient?
The design of their programs are much
better in terms of better
documentation, good choice of names
for functions etc.?
Put another way, if I were to look at the code of a professional programmer, what is the first thing that I would notice about their code relative to mine? For example, I read books like 'Professional ASP.NET' by Wrox press. Are the code examples in that book 'world class'? Is that the pinnacle? Would any top-gun programmer look at that code and think it was good code?

The list below is not comprehensive, but these are the things that I thought of in considering your question.
Good code is well-organized. Data and operations in classes fit together. There aren't extraneous dependencies between classes. It does not look like "spaghetti."
Good code comments explain why things are done not what is done. The code itself explains what is done. The need for comments should be minimal.
Good code uses meaningful naming conventions for all but the most transient of objects. the name of something is informative about when and how to use the object.
Good code is well-tested. Tests serve as an executable specification of the code and examples of its use.
Good code is not "clever". It does things in straightforward, obvious ways.
Good code is developed in small, easy to read units of computation. These units are reused throughout the code.
I haven't read it yet, but the book I'm planning to read on this topic is Clean Code by Robert C. Martin.

The first thing you'd notice is that their code follows a consistent coding-style. They always write their structure blocks the same, indent religiously and comment where appropriate.
The second things you'd notice is that their code is segmented into small methods / functions spanning no more than a couple dozen lines at the most. They also use self describing method names and generally their code is very readable.
The third thing you'd notice, after you messed around with the code a little is that the logic is easy to follow, easy to modify - and therefore easily maintainable.
After that, you'll need some knowledge and experience in software design techniques to understand the specific choices they took constructing their code architecture.
Regarding books, I haven't seen many books where the code could be considered "world-class". In books they try mostly to present simple examples, which might be relevant to solving very simple problems but aren't reflective of more complex situations.

Quoting Fowler, summizing readability:
Any fool can write code that a computer can understand.
Good programmers write code that humans can understand.
'nough said.

Personally, I'll have to quote "The Zen of Python" by Tim Peters. It tells Python programmers what their code should look like, but I find that it applies to basically all code.
Beautiful is better than ugly. Explicit is better than
implicit. Simple is better than complex. Complex is better
than complicated. Flat is better than nested. Sparse is
better than dense. Readability counts. Special cases
aren't special enough to break the rules. Although practicality
beats purity. Errors should never pass silently. Unless
explicitly silenced. In the face of ambiguity, refuse the
temptation to guess. There should be one-- and preferably only
one --obvious way to do it. Although that way may not be obvious
at first unless you're Dutch. Now is better than never.
Although never is often better than right now. If the
implementation is hard to explain, it's a bad idea. If the
implementation is easy to explain, it may be a good idea.
Namespaces are one honking great idea -- let's do more of those!

Code is poetry.
Start from this point of logic and you can derive many of the desirable qualities of code. Most importantly, observe that code is read far more than it is written, hence write code for the reader. Rewrite, rename, edit, and refactor for the reader.
A follow on corollary:
The reader will be you at time n from the code creation date. The payoff of writing code for the reader is a monotonically increasing function of n. A reader looking at your code for the first time is indicated by n == infinity.
In other words, the larger the gap of time from when you wrote the code to when you revisit the code, the more you will appreciate your efforts to write for the reader. Also, anyone you hand your code off to will gain great benefit from code written with the reader as the foremost consideration.
A second corollary:
Code written without consideration for the reader can be unnecessarily difficult to understand or use. When the consideration for the reader drops below a certain threshold, the reader derives less value from the code than the value gained by rewriting the code. When this occurs the previous code is thrown away and, tragically, much work is repeated during the rewrite.
A third corollary:
Corollary two has been known to repeat itself multiple times in a vicious cycle of poorly documented code followed by forced rewrites.

I've been programming for 28 years and I find this a tough question to answer. To me good code is a complete package. The code is cleanly written, with meaningful variable and method names. It has well placed comments that comment the intent of the code and doesn't just regurgitate the code you can already read. The code does what it is supposed to in an efficient manner, without wasting resources. It also has to be written with an eye towards maintainability.
The bottom line though is that it means different things to different people. What I might label as good code someone else might hate. Good code will have some common traits which I think I've identified above.
The best thing you can do is expose yourself to code. Look at other people's code. Open Source projects are a good source for that. You will find good code and bad code. The more you look at it, the better you will recognize what you determine to be good code and bad code.
Ultimately you will be your own judge. When you find styles and techniques you like adopt them, over time you will come up with your own style and that will change over time. There is no person on here that can wave a wand and say what is good and that anything else is bad.

Read the book Code Complete. This explains a lot of ideas about how to structure code and the the reasons for doing so. Reading it should short-circuit your time to aquiring the experience necessary to tell good from bad.
http://www.amazon.com/Code-Complete-Practical-Handbook-Construction/dp/0735619670/ref=pd_bbs_sr_1?ie=UTF8&s=books&qid=1229267173&sr=8-1

Having been programming for nearly 10 years now myself and having worked with others I can say without bias that there is no difference between a good programmer and an average programmers code
All programmers at a competent level:
Comment Correctly
Structure Efficiently
Document Cleanly
I once overheard a co-worker say "I've always been very logical and rational minded. I think that's why I enjoy developing"
That in my opinion, is the mind of an average programmer. One who sees the world in terms of rules and logic and ultimately obeys those rules when designing and writing a program.
The expert programmer, understands the rules, but also their context. This ultimately leads to them coming up with new ideas and implementations, the mark of an expert programmer. Programming is ultimately an art form.

Succinctly put, a good programmer's code can be read and understood.
In my opinion, a good programmer's code is language-agnostic; well-written code can be read and understood in a short amount of time with minimal thinking, regardless of the programming language used. Whether the code is in Java, Python, C++ or Haskell, well-written code is understandable by people who don't even program in that particular language.
Some characteristics of code that is easy to read are, methods that are well-named, absence of "tricks" and convoluted "optimization", classes are well-designed, to name a few. As others have mentioned, coding style is consistent, succinct and straight-forward.
For example, the other day, I was taking a look at the code for TinyMCE to answer one of the questions on Stack Overflow. It is written in JavaScript, a language that I've hardly used. Yet, because of the coding style and the comments that are included, along with the structuring of the code itself, it was fairly understandable, and I was able to navigate through the code in a few minutes.
One book that was quite an eye-opener for me in the regard of reading good programmer's code is Beautiful Code. It has many articles written by authors of various programming projects in various programming languages. Yet, when I read it, I could understand what the author was writing in his code despite the fact that I've never even programmed in that particular language.
Perhaps what we should keep in mind is that programming is also about communication, not only to the computer but to people, so good programmer's code is almost like a well-written book, which can communicate to the reader about the ideas it wants to convey.

Easy to read
easy to write
easy to maintain
everything else is filigree

Good code should be easily understood.
It should be well commented.
Difficult parts should be even better commented.

Good code is readable. You'd have no trouble understanding what the code is doing on the first read through of code written by a good professional programmer.

Rather then repeat everyone else's great suggestions, I will instead suggest that you read the book Code Complete by Steve McConnell
Essentially it is a book packed full of programming best practices for both functionality and style.

[Purely subjective answer]
For me, good code is a form of art, just like a painting. I might go further and say that it's actually a drawing that includes characters, colors, "form" or "structure" of code, and with all this being so readable/performant. The combination of readability, structure (i.e. columns, indentation, even variable names of the same length!), color (class names, variable names, comments, etc.) all make what I like to see as a "beautiful" picture that can make me either very proud or very detestful of my own code.
(As said before, very subjective answer. Sorry for my English.)

I second the recommendation of Bob Martin's "Clean Code".
"Beautiful Code" was highly acclaimed a couple of years ago.
Any of McConnell's books are worth reading.
Perhaps "The Pragmatic Programmer" would be helpful, too.
%

Just wanted to add my 2 cents... comments in your code -- and your code itself, generally -- should say what your code does, now how it does it. Once you have the concept of 'client' code, which is code that calls other code (simplest example is code that calls a method), you should always be most worried about making your code comprehensible from the "client's" perspective. As your code grows, you'll see that this is... uh, good.
A lot of the other stuff about good code is about the mental leaps that you'll make (definitely, if you pay attention)... 99% of them have to do with doing a bit more work now to spare you a ton of work later, and reusability. And also with doing things right: I almost always want to run the other way rather than using regular expressions, but every time I get into them, I see why everybody uses them in every single language I work in (they're abstruse, but work and probably couldn't be better).
Regarding whether to look at books, I would say definitely not in my experience. Look at APIs and frameworks and code conventions and other people's code and use your own instincts, and try to understand why stuff is the way it is and what the implications of things are. The thing that code in books almost never does is plan for the unplanned, which is what error checking is all about. This only pays off when somebody sends you an email and says, "I got error 321" instead of "hey, the app is broke, yo."
Good code is written with the future in mind, both from the programmer's perspective and the user's perspective.

This is answered pretty well in Fowler's book, "Refactoring", It's the absence of all the "smells" he describes throughout the book.

I haven't seen 'Professional ASP.NET', but I'd be surprised if it's better than OK. See this question for some books with really good code. (It varies, of course, but the accepted answer there is hard to beat.)

This seems to be (should be) a FAQ. There is an ACM article about beautiful code recently. There seems to be a lot of emphasis on easy to read/understand. I'd qualifier this with "easy to read/understand by domain experts". Really good programmers tend to use the best algorithms (instead of naive easy to understand O(n^2) algorithms) for any given problems, which could be hard to follow, if you're not familiar with the algorithm, even if the good programmer gives a reference to the algorithm.
Nobody is perfect including good programmers but their code tend to strive for:
Correctness and efficiency with proven algorithms (instead of naive and adhoc hacks)
Clarity (comment for intent with reference to non-trivial algorithms)
Completeness to cover the basics (coding convention, versioning, documentation, unit tests etc.)
Succinctness (DRY)
Robustness (resilient to arbitrary input and disruption of change requests)

i second the recommendation for uncle bob's "clean code". but you may wish to take a look at http://www.amazon.com/Implementation-Patterns-Addison-Wesley-Signature-Kent/dp/0321413091 as i think this deals with your specific question a bit better. good code should leap off the page and tell you what it does/how it works.

Jeff Atwood wrote a nice article about how coders are Typists first reference:
http://www.codinghorror.com/blog/archives/001188.html
When being a typist you always need to be elegant in your work, having strucutre and proper "grammar" is highly important. Now converting this to "programming"-typing would catch the same outcome.
Structure
Comments
Regions
I'm a software engineere which means during my education i've come across many different languages but my programming always "feel" the same, as my writing does on fekberg.wordpress.com, i have a "special" way for typing.
Now programming different applications and in different languages, such as Java, C#, Assembler, C++,C i've come to the "standard" of writing that i like.
I see everything as "boxes" or regions and each region has it's explaining commenting. A region might be "class Person" and inside this Region i have a couple of methods for properties, which i may call "Access Methods" or such and each property and region has it's own explaining commenting.
This is highly important, i always see my code that i do, as "being a part of an api", when creating an API structure and elegance is VERY important.
Think about this. Also read my paper on Communication issues when adapting outsourcing which explains in rough, how bad code can conflict, Enterpret as you like: http://fekberg.wordpress.com/2008/12/14/communication-issues-when-adapting-outsourcing/

Good code is easy to understand, easy to maintain, and easy to add to. Ideally, it is also as efficient as possible without sacrificing other indicators.

Great code to me is something that is simple to grasp yet sophisticated. The things that make you go, "wow, of course, why didn't I think of it that way?". Really good code is not hard to understand, it simply solves the problem at hand in a straight-forward way (or a recursive way, if that is even simpler).

Good code is where you know what the method does from the name. Bad code is where you have to work out what the code does, to make sense of the name.
Good code is where if you read it, you can understand what it's doing in not much more time than it takes to read it. Bad code is where you end up looking at it for ages trying to work out wtf it does.
Good code has things named in such a way as to make trivial comments unnecessary.
Good code tends to be short.
Good code can be reused to do what it does anywhere else, since it doesn't rely on stuff that is really unrelated to its purpose.
Good code is usually a set of simple tools to do simple jobs (put together in well organised ways to do more sophisticated jobs). Bad code tends to be huge multi-purpose tools that are easy to break and difficult to use.

Code is a reflection of a programmer's skills and mindset. Good programmers always have an eye on the future - how the code will function when requirements or circumstances are not exactly what they are today. How scalabale it will be? How convenient it will be when I am not the one maintaining this code? How reusable the code will be, so that someone else doing similar stuff can reuse the code and not write it again. What when someone else is trying to understand the code that I have written.
When a programmer has that mindset, all the other stuff falls in place nicely.
Note: A code base is worked on by many programmers over time and typically there is not a specific designation of code base to a programmer. Hence good code is a reflection of all the company's standards and quality of their workforce.

(I use "he" below because this is the person that I aspire to be, sometimes with success).
I believe that the core of a good programmer's philosophy is that he is always thinking "I am coding for myself in the future when I will have forgotten all about this task, why I was working on it, what were the risks and even how this code was supposed to work."
As such, his code has to:
Work (it doesn't matter how fast code gets to the wrong answer. There's no partial credit in the real world).
Explain how he knows that this code works. This is a combination of documentation (javadoc is my tool of choice), exception handling and test code. In a very real sense, I believe that, line for line, test code is more valuable than functional code if for no other reason than it explains "this code works, this is how it should be used, and this is why I should get paid."
Be maintained. Dead code is a nightmare. Legacy code maintenance is a chore but it has to be done (and remember, it's "legacy" the moment that it leaves your desk).
On the other hand, I believe that the good programmer should never do these things:
Obsess over formatting. There are plenty of IDEs, editors and pretty-printers that can format code to exactly the standard or personal preference that you feel is appropriate. I use Netbeans, I set up the format options once and hit alt-shift-F every now and then. Decide how you want the code to look, set up your environment and let the tool do the grunt work.
Obsess over naming conventions at the expense of human communication. If a naming convention is leading you down the road of naming your classes "IElephantProviderSupportAbstractManagerSupport" rather than "Zookeeper", change the standard before you make it harder for the next person.
Forget that he works as a team with actual human beings.
Forget that the primary source of coding errors is sitting at his keyboard right now. If there's a mistake or an error, he should look to himself first.
Forget that what goes around comes around. Any work that he does now to make his code more accessible to future readers will almost certainly benefit him directly (because who's going to be the first person asked to look at his code? He is).

It works
It has unit tests that prove that it works
The rest is icing...

The best code has a certain elegance that you recognise as soon as you see it.
It looks crafted, with care and attention to detail. It's obviously produced with someone with skill and has an art about it - you could say it looks sculpted and polished, rather than rough and ready.
It's consistent and reads easily.
It's split into small, highly cohesive functions each of which do one thing and do it well.
It's minimally coupled, meaning that dependencies are few and strictly controlled,
usually by...
Functions and classes have dependencies on abstractions rather than implementations.

Ironically the better the programmer the less indispensable he/she becomes because the code produced is better maintainable by anyone (as stated by general consent by Eran Galperin).
My experience tells the opposite is also true. The worse the programmer the more difficult to maintain his/her code is, so more indispensable he/she becomes, since no other soul can understand the riddles produced.

I have a good example :
Read GWT (google web tookit) Source code, you will see that every fool understand it (some english books are harder to read than this code).

Related

What human learning techniques can be applied to improve code layout?

Is it possible to use the results of studies made into human learning in order to identify how code might be laid out to improve comprehension?
Code layout wars almost always end up defending consistency and the prevailing style, but could there be ways of laying out code that are provably better than others?
What is Code Layout to you?
On one hand there are these evil things called coding conventions, which place everyone in a corset. I loathe these and I believe we're far behind schedule to eliminate them. We can parse code and I do not understand, why our IDEs still display code based on the very textual format it is stored in. What's so hard in allowing each user set up his layout prefences and the IDE displays all source code accordingly? Most IDEs offer some kind of auto-format option, yet you often cannot customize how it works.
However, a far more interesting approach is whether our current point of view on source code is suitable for learning at all. Projects like Code Bubbles are pioneering a new way there. And then of course, we have model-based approaches which are often more accessible from a learner's point of view.
I'm afraid there is no definite answer to this question. In fact, if you can write down a detailed answer for it, don't forget to claim a PhD for it ;)
Could there be ways of laying out code that are provably better than others?
Yes. This problem was studied extensively in the 1980s. You could read all about it :-)
A good university library should have Human Factors and Typography for More Readable Programs by Ronald M. Baecker and Aaron Marcus, published by Addison-Wesley in 1990.
I think this comes down to personal preference. I prefer to have very little shorthand in my codes, I think it's the best way for me to comprehend what's going on inside my codes without having to remember which order shorthand works in, maybe my memory is bad.
Possibly it would be a good idea to use such studies say on a class of students learning to make codes the same way, but everyone develops their own way of coding after time. There are already "provably better ways" as laid out by the best practice suggestions for each language.
Interesting question.
The biggest problem for me with understanding code is not code layout (however code should be formatted consistently) but following execution order. In complex OO source code it is hard to see the complete code involved in execution.
I think that IDE functions can help a lot for code understanding. For me (as a java developer) tools like the Call Hierarchy view in Eclipse and Mylyn are very useful.
An interesting (new) way of understanding code is shown in the Code Bubbles Project.
I expect more steps in these directions in the future.
I think teaching programming may have given me some skill in this area, because to get ideas across to students you have to keep things small, simple, and introducing only one concept at a time.
However, as one of my colleagues used to say to his students:
Teaching is my job.
Learning is yours.
As that applies to programming, I think it is the programmer's responsibility to write the code so as to educate others as to what he/she is trying to accomplish, but there is no code that will be clear to readers who do not put in effort.

The "Should be easy for a junior developer to understand" argument [closed]

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Does anyone actually think this is a good reason to "Dumb down" your code?
When a manager asks you to make your code simple (in terms of technology skills required to understand it) at the cost of more verbose cluttered code what should you do?
I highly disagree. Junior developers will end up being Senior developers. How? By encountering advanced topics that aren't taught in school.
My code base now makes heavy use of Inversion of Control containers. I would never revert my code to the old way because a junior developer had issues groking IoC. Instead I would take them out for a beer after work and discuss it. The more the junior dev learns the less hand holding needs to be done.
Here's a blog post discussing this very topic.
If you're constantly dumbing down your code or designs, it's a pretty good way to make sure your junior developers stay dumb. Challenge them and use it as a mentoring opportunity. Of course, some will never learn, but you've got bigger problems at that point.
It's not just pointy-haired bosses either. As a senior dev, it's often difficult to resist the urge to mommy junior developers. "Oh I'll just do this part because it's way too hard for them", or it'll take them too long, or they'll get way off in the weeds.
And finally, make sure you strike a balance between idiomatic code that uses the full power of a language vs idiomatic code that abuses that power. There's no reason you need to override the || operator just to run its args in two separate threads. At least dumb the code down a little for your older, dumber, future self.
Well, I think it's reasonable to avoid using "clever" language constructs unless they really, really make the code better - at which point if a junior developer sees it, hopefully they'd ask rather than just being flumoxed.
Here's an alternative way of phrasing it though: "Write your code so that it's easy enough to understand that if you get called at 3am and asked to fix a bug in it, you can still understand it."
Seriously, make it as easy to understand as possible. That doesn't mean a comment every other line - it means a comment where the purpose of a piece of code isn't obvious, and only then where the preferred choice of "well make it obvious then" doesn't work.
There's a difference between puzzle code and complex code.
I've found that the single biggest issue is that there is a big difference between "easy to understand by reading" versus "well-factored", and that the two goals are often in direct tension with one another. In well-factored code, there is a lot more jumping around between classes and a lot of virtual dispatch, so the path through the code is very non-linear.
Yes readability and being able to easily understand code is a big part of maintainability in my opinion.
Well if you intend to maintain your code forever, never change jobs, never feel the urge to work on something new, and can assure everyone you will never be hit by a truck, then sure there is no need to dumb down that puzzle code.
No. In the past, I've learned a lot from seeing the tricks of more experienced developers. I'd much rather have had the opportunity to learn something new from them than have had them dumb things down for me.
Its a balancing act...
If any 3 people on your team can 'read' your code and know what its doing... no need to change. However if you're the only person who can understand your code (no matter how rad/clever you think it is).. maybe you should take it down a few notches.
Another guideline to help would be to 'Try the simplest thing that works.' All the latest buzz words are nice to know however what it is even more important is having the skill to spot where you could get by without using them. You don't need to spray paint your code with IOC or Frameworks or Design Patterns...
The manager's side of this argument is sorely missed in this thread :) (and for the record.. I'm not one). His/Her major concern being he doesn't want a dark area of code that no one else dares to venture into.. so if you can convince your boss that a few other people on the team can make an arbitrary fix (or better yet.. show an actual bug fixed by someone else) - the mgr should let you off the hook. Disagreeing with your boss is another art :).. but you can talk things out usually.
You dont have to go all the way backward to Lowest Common Denominator.. strike a balance.
Your goal should not be for your code to be easy to understand for a junior developer. Instead, it should be easy to understand for a maintainence programmer.
This means:
Local "complexity" is okay, when needed. If they see the complex code they'll know they need to dig deeper.
Hidden complexity is bad. If you can't see that changing a piece of code will have subtle side effects then maintaining the code will be a nightmare.
New technologies that are visible are also okay, when not taken to extremes.
This is because those that maintain code rarely have the same overall understanding of the system. Or the time to develop it.
I disagree with the manager: What needs to be simple is the code, not the technology used to write it.
I would, however, impose a closely related requirement:
The internal documentation states clearly what technologies are needed to understand this code, and it gives references to places where those technologies can be learned.
For example, even as a senior developer, I find all matrix codes baffling. But if somebody gives me a reference to the right part of Numerical Recipes, I can puzzle out the details.
Yes. It's a very valid reason to take it down a notch. The reality is that a very, very large number of developers (as in most) are at the junior level.
As far as what you should do... Say "Yes Sir" or "Yes Ma'am" and do it. There is only one boss in that relationship.
UPDATE:
As some people seem to think that having a jr dev learning advanced topics while wading through obfuscated code I want to throw one more thing in here.
When ANY developer (jr or otherwise) runs into code they don’t understand, their first approach is to refactor it into something that is understandable. This is called the “Wow that code is crap I must rewrite it!” syndrome. I’m willing to bet everyone on this board has experienced it. So, as a business owner, do I want to pay for code to be developed each time a new person comes by or do I want to pay for new features to be added?
Guess which person I’m going to keep around longer.
If you dumb down your code, you're going to be stuck working with dummy junior programmers who will never be familiar with advanced coding techniques. If there's any verbose code that's trying to express an inherently complex procedure that you wrote, the aforementioned junior developer probably wouldn't be able to see the forest for the trees anyways. And they'd probably screw up if they had to express a complex concept if all they knew were basic primitive constructs whereas if they knew how to express what they meant tersely and elegantly, the code has a better chance of being correct.
Scott Muc said:
"I've found that the single biggest issue is that there is a big difference between "easy to understand by reading" versus "well-factored", and that the two goals are often in direct tension with one another. In well-factored code, there is a lot more jumping around between classes and a lot of virtual dispatch, so the path through the code is very non-linear."
Quoted for truth, and I think this is one of the biggest problems with C++ code in general. If you're the one that wrote the code, it's pretty easy to come up with a very complicated set of stuff that is well factored, makes lots of sense if you already know it, works well, and generally resembles a diamond crystal, etc. but which, from the perspective of someone who's trying to figure out how you got there and why things are the way they are and how things work, and how one might make changes that fit into the existing system and satisfy new requirements, is almost completely opaque and impenetrable.
How does this kind of situation help maintainability? That situation is one of my main beefs with C++ programmers. Far better to have a mess of plain C code which can be hacked upon than a diamond crystal of inpenetrably super-factored code which nearly nobody can figure out how to sensibly modify without smashing the crystalline structure.
One way to "dumb down" code that I actually think is an excellent practice is to use longer variable names and longer function names. Naming variables and functions to make their purpose easily understandable is a significant engineering task, IMHO, and takes extra effort on the part of the original author of the code. Damian Conway has some excellent examples in "Perl Best Practices". Some examples include: Prefer "final_total" to "sum"; prefer "previous_appointment" to "previous_elem", prefer "next_client" to "next_elem". Prefer "sales_records" to "data". Etc. He also pushes for using grammatical templates (Noun-adjective) and staying consistent. Don't use max_displacement one place and then use VelocityMax in another. Index variables need real names too:
sales_record[i] vs sales_record[cancelled_transaction_number]
I frequently "refactor" my code at the end of a development cycle by finding new names for all my functions and variables. In a modern editor it's trivial to change them all, and it's only at the end that I really figure out what I used them for. "Dumbing down" code this way isn't classic C, but it's easier for me when I come back months later asking WTF did I do?
It depends on the code. Is this something being shipped in your flagship product that requires use of the features your manager wants you to remove for performance reasons? If the answer is yes I would try to have your manager let you keep the code and just write up a document explaining in detail the section of code that is hard to understand. If it's an internal app that needs to be maintained by lots of different people and the complex features can be removed with out negatively affecting the program remove them and pick more important battles to fight.
You should just remind your boss that you can build rocket ships or chicken coops, and he will have to pay you the same for either one. Do what they say but generally an environment like that lends itself to people looking for a new environment.
The old quote is appropriate here:
Make everything as simple as possible,
but not simpler.
I've known developers who wrote highly obfuscated code that they felt was advanced but which the rest of the team felt was unreadable and unmaintainable. Part of this involved overuse of advanced language features (in C, the ternary operator and the comma operator) and writing in an obscure personal idiom (for example, replacing ptr->item with (*ptr).item everywhere) that no-one else would ever be able to maintain. The author was trying to outsmart the optimizer (which to be fair, was far from good).
Note: I'm not suggesting that "x = (p == NULL) ? "default" : p->value;" is complicated, but when someone uses ternary operators that span many lines, are nested, and make heavy use of the comma operator, code quickly becomes unreadable.
In this sort of case, "dumbing down" the code would have been a good idea. The problem was not advanced algorithms nor advanced language features, but overuse and inappropriate use of advanced language features, and an obscure personal idiom.
However, in the case you are asking about, where the manager's changes make the code more difficult to read and maintain, I agree with you and the others who have responded. I just wanted to point out the alternative that no-one else has mentioned.
I suggest keeping the code in a "Geeky-level" and comment it well so that the juniors can understand the intention behind the code and simultaneously learn a better way (or a right way) to code, so we have the best of both he worlds.
I think it is the manager's way of politely telling you that your code is too obfuscated/complex/jumbled/puzzle code...whatever you want to call it. Sometimes we get so involved writing our codes that we forget that someone else will have to come along and read it later.
I learned it the hard way and, in retrospect, find that it was the better way. Let the cycle repeat itself.
I agree 100% with the argument. With one major addition: Train your junior developers until they understand your code ;-)
I'm talking about using "unusual" technologies. In this case it's JQuery.
This issue came up when I was writing a wizard control for user registration.
The navigation menu needed to be customised and the current step in the wizard had to have a different css class in the menu. This meant I needed to get access to the currently selected step when generating the menu. My solution was to output the current step index in a hidden html field which could then be read by JQuery in order to customise the css.
I thought that this was much nicer and cleaner than using the databinding syntax in ASP.NET which doesn't have compile-time checking and messes up the layout of the html.
The databinding solutions is "standard" while the JQuery one is "unusual" which means that it's less likely to be understood by a junior.
I'm trying more and more these days to provide the required data for the UI rather than hack it into the UI with databinding which is why I added the hidden field with the current step index.
It is simply impossible to make progress or to innovate in any industry without doing things that others don't understand. Innovation is necessarily blasphemous. Why? Because if you're doing things that make sense to everyone else around you, the odds are you're not the first one doing it. ;)
That being said, there is a significant difference between doing something that is difficult to understand simply because it's a new or complicated problem versus doing something that's difficult to understand because you're trying to show off or you think confusing people will somehow gain you job security (which I've never seen work, but I've heard of people trying).
Should you make things easy to understand? Yes absolutely, as much as humanly possible. However a program that works and does its job well is the higher priority.
The manager's complaint should never be "don't do this because our junior guys don't understand it" -- it should only ever be "do x instead of y whenever feasible because x is easier to read / understand". This also assumes that x and y are equivalent (accept the same input and produce the same result).
I can't stand when managers do that... I've had three different managers bawl me out for using perfectly normal code the way it was designed to work, not because I was doing anything complicated, but rather only because they felt like it was too much effort for the other guys on our team to go RTFM on the language we were using. As a management strategy, that's totally backwards. It's like being the Holy Roman Catholic church and insisting that the laymen are too dumb to be trusted with literacy.
If you want to know really how ridiculous some of these managers get, try this: I had one manager bawl me out for declaring a variable as a type of "boolean" because he didn't feel the other programmers could handle it. Actually when I asked why, his answer was "because we don't do that here", which is a non-answer, but I interpreted it to mean "dumb it down". They were also berating me for that and similar practices as though it should be obvious that good programming habits were actually "bad" and that I should already know why even though they had never expressed a preferred programming style (either formally or informally). Needless to say, it was a bad job.
Make sure you can understand what it does 6 months down the road.
When in doubt, COMMENT your code. That's what comments are for.

How often do you use pseudocode in the real world?

Back in college, only the use of pseudo code was evangelized more than OOP in my curriculum. Just like commenting (and other preached 'best practices'), I found that in crunch time psuedocode was often neglected. So my question is...who actually uses it a lot of the time? Or do you only use it when an algorithm is really hard to conceptualize entirely in your head? I'm interested in responses from everyone: wet-behind-the-ears junior developers to grizzled vets who were around back in the punch card days.
As for me personally, I mostly only use it for the difficult stuff.
I use it all the time. Any time I have to explain a design decision, I'll use it. Talking to non-technical staff, I'll use it. It has application not only for programming, but for explaining how anything is done.
Working with a team on multiple platforms (Java front-end with a COBOL backend, in this case) it's much easier to explain how a bit of code works using pseudocode than it is to show real code.
During design stage, pseudocode is especially useful because it helps you see the solution and whether or not it's feasible. I've seen some designs that looked very elegant, only to try to implement them and realize I couldn't even generate pseudocode. Turned out, the designer had never tried thinking about a theoretical implementation. Had he tried to write up some pseudocode representing his solution, I never would have had to waste 2 weeks trying to figure out why I couldn't get it to work.
I use pseudocode when away from a computer and only have paper and pen. It doesn't make much sense to worry about syntax for code that won't compile (can't compile paper).
I almost always use it nowadays when creating any non-trivial routines. I create the pseudo code as comments, and continue to expand it until I get to the point that I can just write the equivalent code below it. I have found this significantly speeds up development, reduces the "just write code" syndrome that often requires rewrites for things that weren't originally considered as it forces you to think through the entire process before writing actual code, and serves as good base for code documentation after it is written.
I and the other developers on my team use it all the time. In emails, whiteboard, or just in confersation. Psuedocode is tought to help you think the way you need to, to be able to program. If you really unstand psuedocode you can catch on to almost any programming language because the main difference between them all is syntax.
If I'm working out something complex, I use it a lot, but I use it as comments. For instance, I'll stub out the procedure, and put in each step I think I need to do. As I then write the code, I'll leave the comments: it says what I was trying to do.
procedure GetTextFromValidIndex (input int indexValue, output string textValue)
// initialize
// check to see if indexValue is within the acceptable range
// get min, max from db
// if indexValuenot between min and max
// then return with an error
// find corresponding text in db based on indexValue
// return textValue
return "Not Written";
end procedure;
I've never, not even once, needed to write the pseudocode of a program before writing it.
However, occasionally I've had to write pseudocode after writing code, which usually happens when I'm trying to describe the high-level implementation of a program to get someone up to speed with new code in a short amount of time. And by "high-level implementation", I mean one line of pseudocode describes 50 or so lines of C#, for example:
Core dumps a bunch of XML files to a folder and runs the process.exe
executable with a few commandline parameters.
The process.exe reads each file
Each file is read line by line
Unique words are pulled out of the file stored in a database
File is deleted when its finished processing
That kind of pseudocode is good enough to describe roughly 1000 lines of code, and good enough to accurately inform a newbie what the program is actually doing.
On many occasions when I don't know how to solve a problem, I actually find myself drawing my modules on a whiteboard in very high level terms to get a clear picture of how their interacting, drawing a prototype of a database schema, drawing a datastructure (especially trees, graphs, arrays, etc) to get a good handle on how to traverse and process it, etc.
I use it when explaining concepts. It helps to trim out the unnecessary bits of language so that examples only have the details pertinent to the question being asked.
I use it a fair amount on StackOverflow.
I don't use pseudocode as it is taught in school, and haven't in a very long time.
I do use english descriptions of algorithms when the logic is complex enough to warrant it; they're called "comments". ;-)
when explaining things to others, or working things out on paper, i use diagrams as much as possible - the simpler the better
Steve McConnel's Code Complete, in its chapter 9, "The Pseudocode Programming Process" proposes an interesting approach: when writing a function longer than a few lines, use simple pseudocode (in the form of comments) to outline what the function/procedure needs to do before writing the actual code that does it. The pseudocode comments can then become actual comments in the body of the function.
I tend to use this for any function that does more than what can be quickly understood by looking at a screenful (max) of code. It works specially well if you are already used to separate your function body in code "paragraphs" - units of semantically related code separated by a blank line. Then the "pseudocode comments" work like "headers" to these paragraphs.
PS: Some people may argue that "you shouldn't comment what, but why, and only when it's not trivial to understand for a reader who knows the language in question better then you". I generally agree with this, but I do make an exception for the PPP. The criteria for the presence and form of a comment shouldn't be set in stone, but ultimately governed by wise, well-thought application of common sense anyway. If you find yourself refusing to try out a slight bent to a subjective "rule" just for the sake of it, you might need to step back and realize if you're not facing it critically enough.
Mostly use it for nutting out really complex code, or when explaining code to either other developers or non developers who understand the system.
I also flow diagrams or uml type diagrams when trying to do above also...
I generally use it when developing multiple if else statements that are nested which can be confusing.
This way I don't need to go back and document it since its already been done.
Fairly rarely, although I often document a method before writing the body of it.
However, If I'm helping another developer with how to approach a problem, I'll often write an email with a pseudocode solution.
I don't use pseudocode at all.
I'm more comfortable with the syntax of C style languages than I am with Pseudocode.
What I do do quite frequently for design purposes is essentially a functional decomposition style of coding.
public void doBigJob( params )
{
doTask1( params);
doTask2( params);
doTask3( params);
}
private void doTask1( params)
{
doSubTask1_1(params);
...
}
Which, in an ideal world, would eventually turn into working code as methods become more and more trivial. However, in real life, there is a heck of a lot of refactoring and rethinking of design.
We find this works well enough, as rarely do we come across an algorithm that is both: Incredibly complex and hard to code and not better solved using UML or other modelling technique.
I never use or used it.
I always try to prototype in a real language when I need to do something complex, usually writting unit tests first to figure out what the code needs to do.

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.

How do you tell someone they're writing bad code? [closed]

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I've been working with a small group of people on a coding project for fun. It's an organized and fairly cohesive group. The people I work with all have various skill sets related to programming, but some of them use older or outright wrong methods, such as excessive global variables, poor naming conventions, and other things. While things work, the implementation is poor. What's a good way to politely ask or introduce them to use better methodology, without it coming across as questioning (or insulting) their experience and/or education?
Introduce questions to make them realise that what they are doing is wrong. For example, ask these sort of questions:
Why did you decide to make that a global variable?
Why did you give it that name?
That's interesting. I usually do mine this way because [Insert reason why you are better]
Does that way work? I usually [Insert how you would make them look silly]
I think the ideal way of going about this is subtly asking them why they code a certain way. You may find that they believe that there are benefits to other methods. Unless I knew the reason for their coding style was due to misinformation I would never judge my way as better without good reason. The best way to go about this is to just ask them why they chose that way; be sure to sound interested in their reasoning, because that is what you need to attack, not their ability.
A coding standard will definitely help, but if it were the answer to every software project then we'd all be sipping cocktails on our private islands in paradise. In reality, we're all prone to problems and software projects still have a low success rate. I think the problem would mostly stem from individual ability rather than a problem with convention, which is why I'd suggest working through the problems as a group when a problem rears its ugly head.
Most importantly, do NOT immediately assume that your way is better. In reality, it probably is, but we're dealing with another person's opinion and to them there is only one solution. Never say that your way is the better way of doing it unless you want them to see you as a smug loser.
Start doing code reviews or pair programming.
If the team won't go for those, try weekly design reviews. Each week, meet for an hour and talk about a peice of code. If people seem defensive, pick old code that no one is emotionally attached to any more, at least at the beginning.
As #JesperE: said, focus on the code, not the coder.
When you see something you think should be different, but others don't see it the same way, then start by asking questions that lead to the deficiencies, instead of pointing them out. For example:
Globals: Do you think we'll ever want to have more than one of these? Do you think we will want to control access to this?
Mutable state: Do you think we'll want to manipulate this from another thread?
I also find it helpful to focus on my limitations, which can help people relax. For example:
long functions: My brain isn't big enough to hold all of this at once. How can we make smaller pieces that I can handle?
bad names: I get confused easily enough when reading clear code; when names are misleading, there's no hope for me.
Ultimately, the goal is not for you to teach your team how to code better. It's to establish a culture of learning in your team. Where each person looks to the others for help in becoming a better programmer.
Introduce the idea of a code standard. The most important thing about a code standard is that it proposes the idea of consistency in the code base (ideally, all of the code should look like it was written by one person in one sitting) which will lead to more understandable and maintainable code.
You have to explain why your way is better.
Explain why a function is better than cutting & pasting.
Explain why an array is better than $foo1, $foo2, $foo3.
Explain why global variables are dangerous, and that local variables will make life easier.
Simply whipping out a coding standard and saying "do this" is worthless because it doesn't explain to the programmer why it's a good thing.
First, I'd be careful not to judge too quickly. It's easy to dismiss some code as bad, when there might be good reasons why it's so (eg: working with legacy code with weird conventions). But let's assume for the moment that they're really bad.
You could suggest establishing a coding standard, based on the team's input. But you really need to take their opinions into account then, not just impose your vision of what good code should be.
Another option is to bring technical books into the office (Code Complete, Effective C++, the Pragmatic Programmer...) and offer to lend it to others ("Hey, I'm finished with this, anyone would like to borrow it?")
If possible, make sure they understand that you're critizising their code, not them personally.
Suggest a better alternative in a non-confrontational way.
"Hey, I think this way will work too. What do you guys think?" [Gesture to obviously better code on your screen]
Have code reviews, and start by reviewing YOUR code.
It will put people at ease with the whole code review process because you are beginning the process by reviewing your own code instead of theirs. Starting off with your code will also give them good examples of how to do things.
They may think your style stinks too. Get the team together to discuss a consistent set of coding style guidelines. Agree to something. Whether that fits your style isn't the issue, settling on any style as long as it's consistent is what matters.
By example. Show them the right way.
Take it slow. Don't thrash them for every little mistake right off the bat, just start with things that really matter.
The code standard idea is a good one.
But consider not saying anything, especially since it is for fun, with, presumably, people you are friends with. It's just code...
There's some really good advice in Gerry Weinberg's book "The Psychology of Computer Programming" - his whole notion of "egoless programming" is all about how to help people accept criticism of their code as distinct from criticism of themselves.
Bad naming practices: Always inexcusable.
And yes, do no always assume that your way is better... It can be difficult, but objectivity must be maintained.
I've had an experience with a coder that had such horrible naming of functions, the code was worse than unreadable. The functions lied about what they did, the code was nonsensical. And they were protective/resistant to having someone else change their code. when confronted very politely, they admitted it was poorly named, but wanted to retain their ownership of the code and would go back and fix it up "at a later date."
This is in the past now, but how do you deal with a situation where they error is ACKNOWLEDGED, but then protected? This went on for a long time and I had no idea how to break through that barrier.
Global variables: I myself am not THAT fond of global variables, but I know a few otherwise excellent programmers that like them A LOT. So much so that I've come to believe they are not actually all that bad in many situations, as they allow for clarity, ease of debugging. (please don't flame/downvote me :) ) It comes down to, I've seen a lot of very good, effective, bug free code that used global variables (not put in by me!) and great deal of buggy, impossible to read/maintain/fix code that meticulously used proper patterns. Maybe there IS a place (though shrinking perhaps) for global variables? I'm considering rethinking my position based on evidence.
Start a wiki on your network using some wiki software.
Start a category on your site called "best practices" or "coding standards" or something.
Point everyone to it. Allow for feedback.
When you do releases of the software, have the person whose job it is to put code into the build push back on developers, pointing them to the Wiki pages on it.
I've done this in my organization and it took several months for people to really get into the hang of using the Wiki but now it's this indispensable resource.
If you have even a loose standard of coding, being able to point to that, or indicating that you can't follow the code because it's not the correct format may be worthwhile.
If you don't have a coding format, now would be a good time to get one in place. Something like the answers to this question may be helpful: https://stackoverflow.com/questions/4121/team-coding-styles
I always go with the line 'This is what I would do'. I don't try and lecture them and tell them their code is rubbish but just give an alternative viewpoint that can hopefully show them something that is obviously a bit neater.
Have the person(s) in question prepare a presentation to the rest of the group on the code for a representative module they have written, and let the Q&A take care of it (trust me, it will, and if it's a good group, it shouldn't even get ugly).
I do love code, and never had any course in my live about anything related to informatics I started very bad and started to learn from examples, but what I always remember and kept in my mind since I read the "Gang Of Four" book was:
"Everyone can write code that is understood by a machine, but not all can write code that is understood by a human being"
with this in mind, there is a lot to be done in the code ;)
I can't emphasize patience enough. I've seen this exact sort of thing completely backfire mostly because someone wanted the changes to happen NOW. Quite a few environments need the benefits of evolution, not revolution. And by forcing change today, it can make for a very unhappy environment for all.
Buy-in is key. And your approach needs to take into account the environment you are in.
It sounds like you're in an environment that has a lot of "individuality" to it. So... I wouldn't suggest a set of coding standards. It will come across that you want to take this "fun" project and turn it into a highly structured work project (oh great, what's next... functional documents?). Instead, as someone else said, you'll have to deal with it to a certain extent.
Stay patient and work toward educating others in your direction. Start with the edges (points where your code interacts with others) and when interacting with their code try to take it as an opportunity to discuss the interface they've created and ask them if it would be okay with them if it was changed (by you or them). And fully explain why you want the change ("it will help deal with changing subsystem attributes better" or whatever). Don't nit-pick and try to change everything you see as being wrong. Once you interact with others on the edge, they should start to see how it would benefit them at the core of their code (and if you get enough momentum, go deeper and truly start to discuss modern techniques and the benefits of coding standards). If they still don't see it... maybe you'll need to deal with that within yourself (especially on a "fun" project).
Patience. Evolution, not revolution.
Good luck.
I don a toga and open a can of socratic method.
The Socratic Method named after the Classical Greek philosopher Socrates, is a form of philosophical inquiry in which the questioner explores the implications of others' positions, to stimulate rational thinking and illuminate ideas. This dialectical method often involves an oppositional discussion in which the defense of one point of view is pitted against another; one participant may lead another to contradict himself in some way, strengthening the inquirer's own point.
A lot of the answers here relate to code formatting which these days is not particularly relevant, as most IDEs will reformat your code in the style you choose. What really matters is how the code works, and the poster is right to look at global variables, copy & paste code, and my pet peeve, naming conventions. There is such a thing as bad code and it has little to do with format.
The good part is that most of it is bad for a very good reason, and these reasons are generally quantifiable and explainable. So, in a non-confrontational way, explain the reasons. In many cases, you can even give the writer scenarios where the problems become obvious.
I'm not the lead developer on my project and therefore can't impose coding standards but I have found that bad code usually causes an issue sooner rather than later, and when it does i'm there with a cleaner idea or solution.
By not interjecting at the time and taking a more natural approach i've gained more trust with the lead and he often turns to me for ideas and includes me on the architectural design and deployment strategy used for the project.
People writing bad code is just a symptom of ignorance (which is different from being dumb). Here's some tips for dealing with those people.
Peoples own experience leaves a stronger impression than something you will say.
Some people are not passionate about the code they produce and will not listen to anything you say
Paired Programming can help share ideas but switch who's driving or they'll just be checking email on their phone
Don't drown them with too much, I've found even Continuous Integration needed to be explained a few times to some older devs
Get them excited again and they will want to learn. It could be something as simple as programming robots for a day
TRUST YOUR TEAM, coding standards and tools that check them at build time are often never read or annoying.
Remove Code Ownership, on some projects you will see code silos or ant hills where people say thats my code and you can't change it, this is very bad and you can use paired programming to remove this.
Instead of having them write code, have them maintain their code.
Until they have to maintain their steaming pile of spaghetti, they will never understand how bad they are at coding.
Nobody likes to listen someone saying their work sucks, but any sane person would welcome mentoring and ways of avoiding unnecessary work.
One school of teaching even says that you should not point out mistakes, but focus what is done right. For instance, instead of pointing out incomprehensible code as bad, you should point out where their code is particularly easy to read. In the first case you are priming others to think and act like crappy programmers. In the later case you are priming for thinking like a skilled professional.
I have a similar senario with the guys i work with.. They dont have the exposure to coding as much as i do but they are still usefull at coding.
Rather than me letting the do what they want and go back and edit the whole thing. I usually just sit them down and show them two ways of doing things. Thier way and My way, From this we discuss the pro's and cons of each method and therefore come to a better understanding and a better conclusion on how should we go about programming.
Here is the really suprizing part. Sometimes they will come up with questions that even i dont have answers to, and after research we all get a better concept of methodology and structure.
Discuss.
Show them Why
Don't even think you are always right.. Sometimes even they will teach you something new.
Thats what i would do if i was you :D
Probably a bit late after the effect, but that's where an agreed coding standard is a good thing.
I frankly believe that someone's code is better when it's easier to change, debug, navigate, understand, configure, test and publish (whew).
That said I think it is impossible to tell someone his/her code is bad without having a first go at having him / her explaining what it does or how is anyone supposed to enhance it afterwards (like, creating new funcionality or debugging it).
Only then their mind snaps and anyone will be able to see that:
Global variables value changes are almost always untrackable
Huge functions are hard to read and understand
Patterns make your code easier to enhance (as long as you obay to their rules)
( etc...)
Perhaps a session of pair programming should do the trick.
As for enforcing coding standards - it helps but they are too far away from really defining what is good code.
You probably want to focus on the impact of the bad code, rather than what might be dismissed as just your subjective opinion of whether it's good or bad style.
Privately inquire about some of the "bad" code segments with an eye toward the possibility that it is actually reasonable code, (no matter how predisposed you may be), or that there are perhaps extenuating circumstances. If you are still convinced that the code is just plain bad -- and that the source actually is this person -- just go away. One of several things may happen: 1) the person notices and takes some corrective action, 2) the person does nothing (is oblivious, or doesn't care as much as you do).
If #2 happens, or #1 does not result in sufficient improvement from your point of view, AND it is hurting the project, and/or impinging on you enough, then it may be time to start a campaign to establish/enforce standards within the team. That requires management buy-in, but is most effective when instigated from grass roots.
Good luck with that. I feel your pain brother.

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