Goals of refactoring? [closed] - refactoring

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Closed 10 years ago.
What are the goals of refactoring code? Is it only to enhance the code structure? Is it to pave the way for future changes?

Understandability
More straightforward and well organized (factored) code is easier to understand.
Correctness
It's easier to identify defects by inspection in code that's easier to understand. Overly complex, poorly structured, Rube Goldberg style code is much more difficult to inspect for defects. Additionally, well componentized code with high coherency of components and loose coupling between components is vastly easier to put under test. Moreover, smaller, well-formed bits under test makes for less overlap in code coverage between test cases which makes for faster and more trustworthy tests (which becomes a self-reinforcing cycle driving toward better and better tests). As well, more straightforward code tends to be more predictable and reliable.
Ease of Maintenance and Evolution
Well-factored, high quality, easy to understand common components are easier to use, extend, and maintain. Many changes to the system are now easier to make because they have smaller impact and it's more obvious how to make the appropriate changes.
Refactoring code does have merit on its own just in terms of code quality and correctness issues, but where refactoring pays off the most is in maintenance and evolution of the design of the software. Often a good tactic when adding new features to old, poorly factored code is to refactor the target code then add the new feature. This often will take less development effort than trying to add the new feature without refactoring and it's a handy way to improve the quality of the code base without undertaking a lot of "pie in the sky" hypothetical advantage refactoring / redesign work that's hard to justify to management.

Refactoring is used to pay your Technical Debt.

To eliminate/reduce the "Code Smells"
Easier for any developer to understand the code
To make it maintainable.
To increase cohesion and to reduce coupling"

On a very basic level the goal is to improve the code, making it more readable, less coupled, decreasing error rates, and so on.
On another level refactoring came about as an alternative to BigUpfrontDesign. Also when used in contexts such as Extreme Programming refactoring is a duty. You pay mortgage on your technical depts every day, every hour. Together with principles as Collective Code Ownership it also makes each individual responsible for refactoring code anywhere, not just the code written (or co-written) by oneself.

I don't usually refactor code just to reduce code smells, or make it 'nicer'/more maintainable. I do refactor, when I need to fix bug, and I want to leave code in better shape than it was before. Other reason is when I want to add functionality, and it would be hard to do without refactoring. Third reason is to make code more testable. Sometimes I refactor to learn the code which I don't understand :-)

Code refactoring is a necessity of observing the fact that change is inevitable. It's principal goal is to enhance the current code or design in order to make it amenable and congruent with new functional or non-functional requirements or to make it more tolerant to change.
Examples of scenarios where refactoring may be necessary:
Introduction of a new business rule that requires the current design to be abstracted to a new level;
Recognition of the fact that the current design could be modified in order to better observe the SOLID principals of object-oriented design;
When code testability needs to be increased---this relates to 2 above.

Goals of refactoring?
Passtime?
Seriously, I do it to:
avoid code duplication when I see it (following DRY principle)
simplify the code (remove unnecessary ad-hoc complexities, see KISS)
remove old/stale/deprecated code (cleaning waste, once the old code is replaced)
eliminate side effects
generalize and reuse existing code

reducing complexity of individual functions - makes testing easier
eliminating repeated code - reduces opportunities for mistakes

Refactoring can have multiples incentives:
improve code readability
simplify code structure
improve maintainability
improve extensibility
The reason to start refactoring usually depends on the problems you ran into.
If you extend your software and stumble across bugs and you can't find the origin of the bugs, then you might start refactoring to simplify the code structure in order to make it easier for developers to track down bugs.
Sometimes bugs come from a function/class/... that was used not like it was intended. This indicates that the code was not easy to understand or badly documented.
Now, if you improve the documentation, the readability of the code and the structure of the code you will also yield a better maintainability...

Of course, when you are sure that you will never ever have to touch a piece of code again, there's no need to refactor that code.
But most of the time, you will have to touch it again because you will have to add features, fix bugs or optimize it.
So, yes of course it is to pave the way for future changes. Code always changes.

To reduce the cost of change.

Generally speaking, I'd only refactor production code to reuse it or when modifications are required.
For example, I needed to update a function for performance reasons, but there wasn't an easy test interface, so I refactored it into a separate module which could be unit-tested more easily, then made the changes so I could re-run the tests and show that it worked as before.
Refactoring code which does not need to be changed is a recipe for disaster; it's guaranteed to introduce bugs.

Organization.

To me: Performance.

In short... To de-stinkify the code.

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What is the moral of this? [closed]

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One great personality said once:
"Debugging is twice as hard as writing the code in the first place. Therefore, if you write the code as cleverly as possible, you are, by definition, not smart enough to debug it."
Is it true? What do you think the moral of this?
Well, not sure I complitely agree with this. In my case, it's not always true. It's true that sometimes debugging is very hard because of all the thrown exceptions, multiple errors that you might get. It's true that in some cases you need to do a lot more of research to solve your errors while debugging, than you need to do to write your code.
Additionally, I would always suggest to anyone to write the code carefully, read it multiple times to be sure that you have not made any obvious mistakes, then debug it. And if you do it that way, it is definitely less probable that it will be hard for you to debug the code!
It feels like a kind of parable. Parables often show the world as seen from one particular perspective and do not necessarily reflect the truth (which is a relative notion anyway :). But parables do make you wonder – and that’s how they are helpful.
This case is no exception. Debugging is not always hard. But debugging is an extremely unproductive way of spending your working time. It’s one of the slowest, most complicated, and most expensive ways to find bugs. A much better approach is to prevent bugs rather than fight them. Debugging should be seen as the last resort, when a bug has still somehow made it into your code despite all the lines of defense you built up. And if you do resort to debugging, make sure you focus on applying practices that help detect bugs at the earliest stages rather than honing your skill of using the debugger (though it may be useful too).
Such practices of bug prevention or early detection include the following:
Keeping to the coding style. Companies normally have coding standards – these just should be kept up to date and allow for inclusion of new practices. This is especially important when the language you are writing in is rapidly developing. Google C++ Style Guide is an example of what a good coding standard should look like.
Pair programming. With two people working on the code, bugs are easier and quicker to notice. This approach does work, but it’s, first, expensive and, second, not comfortable to everyone. So I wouldn’t recommend it as a universal practice. But it does help keep most of the bugs away when writing new code.
Code review. In addition to bug fixing, code reviews allow developers to share knowledge with each other and discuss high-level issues. It’s an important and necessary practice. You just have to figure out how much time your team can productively spend on code reviews to keep the balance between quality and time consumption. Code reviews are thoroughly explained in Steve McConnell’s "Code Complete".
Testing newly written code with unit tests. The more advanced version of this practice is called Test-driven development (TDD). Tests written along with the code to be tested help you almost immediately find and fix a lot of bugs. The practice of writing unit tests has one interesting side effect: since your classes and functions have to be tested, they tend to become simpler and less tightly coupled, which adds to the overall quality and readability of your code.
Static code analysis. It’s automated code review, so to speak, with the review being done by a software tool rather than a human programmer. On the one hand, software tools aren’t good at detecting high-level bugs in algorithms; on the other hand, they are excellent at detecting typos not easily noticeable to the human eye (examples: 1, 2, 3).
Such approaches as dynamic code analysis, regression testing, and others, should also be used. But these, unlike the previous practices, I consider the second line of defense.
So, "What is the moral of this?"
I think the moral is that it’s a very bad sign if you have to use the debugger to find bugs often. It means your whole development process wasn’t organized correctly in the first place. It can be improved by adopting the practices of early bug detection discussed above.

How much duplicated code do you tolerate? [closed]

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Closed 10 years ago.
In a recent code review I spotted a few lines of duplicated logic in a class (less than 15 lines). When I suggested that the author refactor the code, he argued that the code is simpler to understand that way. After reading the code again, I have to agree extracting the duplicated logic would hurt readability a little.
I know DRY is guideline, not an absolute rule. But in general, are you willing to hurt readability in the name of DRY?
Refactoring: Improving the Design of Existing Code
The Rule of Three
The first time you do something, you
just do it. The second time you do
something similar, you wince at the duplication, but you do the duplicate
thing anyway. The third time you do something similar, you refactor.
Three strikes and you refactor.
Coders at Work
Seibel: So for each of these XII calls you're writing an
implementation.
Did you ever find that you were accumulating lots of
bits of very similar code?
Zawinski: Oh, yeah, definitely. Usually by the second or third time
you've cut and pasted
that piece of code it's like, alright, time to stop
cutting and pasting and put it in a
subroutine.
I tolerate none. I may end up having some due to time constraints or whatnot. But I still haven't found a case where duplicated code is really warranted.
Saying that it'll hurt readability only suggests that you are bad at picking names :-)
Personally, I prefer keeping code understandable, first and foremost.
DRY is about easing the maintenance in code. Making your code less understandable in order to remove repeated code hurts the maintainability more, in many cases, than having some repeated lines of code.
That being said, I do agree that DRY is a good goal to follow, when practical.
If the code in question has a clear business or technology-support purpose P, you should generally refactor it. Otherwise you'll have the classic problem with cloned code: eventually you'll discover a need to modify code supporting P, and you won't find all the clones that implement it.
Some folks suggest 3 or more copies is the threshold for refactoring. I believe that if you have two, you should do so; finding the other clone(s) [or even knowing they might exist] in a big system is hard, whether you have two or three or more.
Now this answer is provided in the context of not having any tools for finding the clones. If you can reliably find clones, then the original reason to refactor (avoiding maintenance errors) is less persausive (the utility of having a named abstraction is still real). What you really want is a way to find and track clones; abstracting them is one way to ensure you can "find" them (by making finding trivial).
A tool that can find clones reliably can at least prevent you from making failure-to-update-clone maintenance errors. One such tool (I'm the author) is the CloneDR. CloneDR finds clones using the targeted langauge structure as guidance, and thus finds clones regardless of whitespace layout, changes in comments, renamed variables, etc. (It is implemented for a number a languages including C, C++, Java, C#, COBOL and PHP). CloneDR will find clones across large systems, without being given any guidance. Detected clones are shown, as well as the antiunifier, which is essentially the abstraction you might have written instead. Versions of it (for COBOL) now integrate with Eclipse, and show you when you are editing inside a clone in a buffer, as well as where the other clones are, so that you may inspect/revise the others while you are there. (One thing you might do is refactor them :).
I used to think cloning was just outright wrong, but people do it because they don't know how the clone will vary from the original and so the final abstraction isn't clear at the moment the cloning act is occurring. Now I believe that cloning is good, if you can track the clones and you attempt to refactor after the abstraction becomes clear.
As soon as you repeat anything you're creating multiple places to have make edits if you find that you've made a mistake, need to extend it, edit, delete or any other of the dozens of other reasons you might come up against that force a change.
In most languages, extracting a block to a suitably named method can rarely hurt your readability.
It is your code, with your standards, but my basic answer to your "how much?" is none ...
you didn't say what language but in most IDEs it is a simple Refactor -> Extract Method. How much easier is that, and a single method with some arguments is much more maintainable than 2 blocks of duplicate code.
Very difficult to say in abstract. But my own belief is that even one line of duplicated code should be made into a function. Of course, I don't always achieve this high standard myself.
Refactoring can be difficult, and this depends on the language. All languages have limitations, and sometimes a refactored version of duplicated logic can be linguistically more complex than the repeated code.
Often duplications of code LOGIC occur when two objects, with different base classes, have similarities in the way they operate. For example 2 GUI components that both display values, but don't implement a common interface for accessing that value. Refactoring this kind of system either requires methods taking more generic objects than needed, followed by typechecking and casting, or else the class hierarchy needs to be rethought & restructured.
This situation is different than if the code was exactly duplicated. I would not necessarily create a new interface class if I only intended it to be used twice, and both times within the same function.
The point of DRY is maintainability. If code is harder to understand it's harder to maintain, so if refactoring hurts readability you may actually be failing to meet DRY's goal. For less than 15 lines of code, I'd be inclined to agree with your classmate.
In general, no. Not for readability anyway. There is always some way to refactor the duplicated code into an intention revealing common method that reads like a book, IMO.
If you want to make an argument for violating DRY in order to avoid introducing dependencies, that might carry more weight, and you can get Ayende's opinionated opinion along with code to illustrate the point here.
Unless your dev is actually Ayende though I would hold tight to DRY and get the readability through intention revealing methods.
BH
I accept NO duplicate code. If something is used in more than one place, it will be part of the framework or at least a utility library.
The best line of code is a line of code not written.
It really depends on many factors, how much the code is used, readability, etc. In this case, if there is just one copy of the code and it is easier to read this way then maybe it is fine. But if you need to use the same code in a third place I would seriously consider refactoring it into a common function.
Readability is one of the most important things code can have, and I'm unwilling to compromise on it. Duplicated code is a bad smell, not a mortal sin.
That being said, there are issues here.
If this code is supposed to be the same, rather than is coincidentally the same, there's a maintainability risk. I'd have comments in each place pointing to the other, and if it needed to be in a third place I'd refactor it out. (I actually do have code like this, in two different programs that don't share appropriate code files, so comments in each program point to the other.)
You haven't said if the lines make a coherent whole, performing some function you can easily describe. If they do, refactor them out. This is unlikely to be the case, since you agree that the code is more readable embedded in two places. However, you could look for a larger or smaller similarity, and perhaps factor out a function to simplify the code. Just because a dozen lines of code are repeated doesn't mean a function should consist of that dozen lines and no more.

When Refactoring a project to improve maintainability, what are some of the things to target?

I've got a project (about 80K LOC) that I'm working on, and I've got nearly a full month of luxury refactoring and feature adding time prior to release so long as I'm careful not to break anything. With that being said, what can I do to improve maintainability. Please not there was no unit testing in place with this project and I'm not really PLANNING to add unit tests to this, however if it is the common consensus I will take it under consideration.
What are the key things I should look for and consider revising or refactoring to improve software maintainability and quality?
Edit: It's been made clear to me I need unit testing. This is not something I've ever really done, what are some good resources for a developer new to unit testing (preferably via VS2008's unit testing framework)?
Please not there was no unit testing in place with this project and I'm not really PLANNING to add unit tests to this, however if it is the common consensus I will take it under consideration.
Frankly, if your goal is to improve maintainability, there is no substitution for unit testing.
This would be step one. The problem is, without unit testing, there's no way to know if you "break" something during the refactoring process.
Unit tests provides a layer of safety around your refactoring. It's difficult to feel comfortable refactoring, especially doing large-scale refactoring, if you have no way to verify that your refactoring isn't going to change behavior.
You can do some minor refactoring - small renames to improve understanding, etc, but any large-scale refactoring, or any design-style refactoring to improve long term maintainability should come after designing and writing tests that help you protect yourself.
The key thing to consider is why you want to refactor your code. Answer that question, and you'll have half your answer already.
You mention wanting to improve maintainability, which is a very common reason for refactoring. Given that as a goal, here are some things that I would specifically target:
1) Remove duplicate code. Most programmers try to avoid this anyway, but large projects (especially projects with large teams) tend to accumulate it anyway. This is an easy target for refactoring.
2) Make simplicity your goal. Is each function/method/class clearly defined? Can you look at it and know very well exactly what it's doing? If not, it's a good target for a refactor. Good examples are modules that do lots of things (or have lots of side effects). Consider breaking them into smaller modules of logically grouped functionality.
3) Variable/class/function names. Are they clear? They don't necessarily need to be long, but they should make it very clear to you (or whomever is maintaining the code) exactly what the variable is for or what the function does. If there are some that are unclear, consider renaming them.
4) Do you have code that's never getting called? It could be worth leaving if you think you'll use it later. Otherwise, it's just a red herring for any maintainers. It's worth considering getting rid of it.
5) Performance enhancements. You may or may not have the time for full up algorithmic rewrites (the best performance enhancement). However, this is a good time to check for simple things. As a C++ example, are you passing classes as const references or by value? The former is much more efficient when you can get away with it (which is 95% of the time).
Good luck on your refactoring!
[Edit] Also, I second everybody below with a recommendation that you write unit tests before refactoring to ensure that your code remains correct.
Even though you said no unit tests I am going to plug them anyways. Wrap complicated logic up in tests before refactoring them.
Jrud's answer of code smells is good.
Also, study up on the S.O.L.I.D. principals.
I would look at the wiki article on Code Smells on this site, its a great place to start!
Having a project well covered with solid tests (both unit-tests, using mocking &c to run blazingly fast so you can run them all the time, AND integration-tests to be run more rarely that actually interface with real databases, etc, etc) is the key to maintainability: the single most important thing you can do to make a project easily maintainable for whatever purpose (features, bug removal, performance, porting, etc, etc). A strong test suite gives you confidence in the correctness of any further specific change you may want to try down the road, plus, code refactored to be well-testable (highly modular, dependency injection, etc, etc) intrinsically also becomes more flexible and maintainable.
I highly recommend Feathers' Working Effectively With Legacy Code (both the PDF I'm pointing to, and the book by the same title and author) for a thorough and highly practical guide to how best to proceed in such situations.
Find places which are likely to change in future and make it more flexible maybe.

Why do we refactor? [closed]

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

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We have all heard of premature optimization, but what do you think about premature refactoring? Is there any such thing in your opinion? Here is what I am getting at.
First off, reading Martin Fowler's seminal work "Refactoring" quite literally changed my life in regards to programming.
One thing that I have noticed, however, is that if I start refactoring a class or framework too quickly, I sometimes find myself coded into a corner so-to-speak. Now, I suspect that the issue is not really refactoring per se, but maybe premature/poor design decisions/assumptions.
What are your thoughts, insights and/or opinions on this issue? Do you have any advice or common anti-patterns related to this issue?
EDIT:
From reading your answers and reflecting on this issue more, I think I have come to the realization that my problem in this case is really an issue of "premature design" and not necessarily "premature refactoring". I have been guilty of assuming a design and refactoring in that direction to early in the coding process. A little patience on my part to maintain a level of design agnosticism and focus on refactoring towards clean code would keep me from heading down these design rabbit trails.
I actually think the opposite.
The earlier you start thinking about whether or not your design needs refactoring, the better. Refactor constantly, so it's never a large issue.
I've also found that the more I refactor early on, the better I've gotten about writing code more cleanly up front. I tend to create fewer large methods, and have fewer problems.
However, if you find yourself "refactoring" yourself into a corner, I'd expect that is more a matter of lack of initial design or lack of planning for the scope of use of a class. Try writing out how you want to use the class or framework before you start writing the code - it may help you avoid that issue. This is also I think one advantage to test driven design - it helps you force yourself to look at using your object before it's written.
Remember, refactoring technically should NEVER lock you into a corner - it's about reworking the internals without changing how a class is used. If your trapping yourself by refactoring, it means your initial design was flawed.
Chances are you'll find that, over time, this issue gets better and better. Your class and framework design will probably end up more flexible.
We have all heard of Premature Optimization, but what do you thing about Premature Refactoring? Is there any such thing in your opinion?
Yes, there is. Refactoring is a way of paying down technical debt that has accrued over the life of your development process. However, the mere accrual of technical debt is not necessarily a bad thing.
To see why, imagine that you are writing tax-return analysis software for the IRS. Suddenly, new regulations are introduced at the last minute which break several of your original assumptions. Although you designed well, your domain model has fundamentally shifted from under your feet in at least one important place. It's April 14th, and the project must go live tomorrow, come hell or high water. What do you do?
If you implement a nuts-and-bolts solution at the cost of some moderate technical debt, your system will become more rigid and less able to withstand another round of these changes. But the site can go live and proceed onward, and there will be no risk of delivering late; you're confident you can make the required changes.
On the other hand, if you take the time to refactor the solution so that it now supports the new design in more sophisticated and flexible way, you'll have no trouble adapting to future changes. But you run the risk of your company's flagship product running up against the clock; you're not sure if the redesign will take longer than today.
In this case, the first option is the better choice. Assuming you have little previous technical debt, it's worth it to take your lumps now and pay it down later. This is, of course, a business decision, and not a design one.
I think it is possible to refactor too early.
At the nuts and bolts end of design is the code itself. This final stage of the design comes in to existence as you code, it will at times be flawed, and you'll see that as the code evolves. If you refactor too early it makes it harder to change the flawed design.
For example, it's much easier to delete a single long function when you realise it's rubbish or going in the wrong direction than it is to delete a nice well-formed function and the functions it uses and the functions they use, etc., whilst ensuring you're not breaking something else that was part of the refactor.
It could be said that perhaps you should have spent more time designing, but a key element in an agile process is that coding is part of the design process and in most cases, having put some reasonable effort into design, it's better to just get on with it.
Edit In response to comments:-
Design isn't done until you've written code. We can't solve all problems in pre-coding design, the whole point behind Agile is that coding is problem solving. If the non-code design solved all problems up-front before coding there would be no need to re factor, we would simply convert the design to well factored code in one step.
Anyone remember the late 1980s and early 1990s structured design methods, the ones where you got all the problems solved in clever diagrams before you wrote a line of code?
Premature refactoring is refactoring without unit-tests. You are at that point simply not ready for a refactoring. First get some unit-tests and then start thinking about refactoring. Otherwise you will (might) hurt the project more than help.
I am a strong believer in constant refactoring. There is no reason to wait until some specific time to start refactoring.
Anytime you see something that should be done better, Refactor.
Just keep this in my mind. I know a developer (a pure genius) who refactors so much (he is so smart he can always find a better way) he never finishes a project.
I think any "1.0" project is susceptible to this kind of ... let's call it "iterative design". If you don't have a clear spec before you start designing you're objects, you'll likely think of many designs and approaches to problems.
So, I think overcoming this specific problem is to clearly design things before you start writing code.
There are a couple of promising solutions to this type of problem, depending on the situation.
If the problem is that you decide something can be optimized in a certain way and you extract a method or something and realize that because of that decision, you are forced to code everything else in a convoluted way, the problem is probably that you didn't think far enough in the design process. If there had been a well written and planned spec, you would have known about this problem ahead of time (unless you didn't read the spec, but that's another issue :) )
Depending on the situation, rapid prototyping can also address this problem, since you'll have a better idea of these implementation details when you start working on the real thing.
The reason why premature optimization is bad is that optimization usually leads to a worse design. Unlike refactoring, which leads to a better and cleaner design, if done thoughtful and right. What I learned to be useful for me to analyze the usefulness of a refactoring was first looking at our UML diagram to visualize the change and then writing the code-doc (e.g Javadoc) for the class first and adding stubs ahead of any real code. Of course experience help a lot with that, if in doubt, ask your favorite architect ;)

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