What is a good maintainability index using Visual Studio 2008 code analysis? - visual-studio

My company recently purchased TFS and I have started looking into the code analysis tools to help drive up code quality and noticed a good looking metric "maintainability index". Is anyone using this metric for code reviews/checkins/etc? If so, what is an acceptable index for developers to work toward?

The maintainability index is not as much a fixed value you look at, it's more of an indication that code is hard to understand, test and/or debug. I usually try to keep high-level code (basically anything except for the real plumbing code) above 80, where 90+ would be good. It adds a competitive element to programming as maintainable as possible to me.
The code analysis tool really shines in the area of dependencies and the number of branches within a method though. More branches mean harder testing, which makes it more error-prone. Dependencies, same thing.
In other people's code, I use the maintainability index to spot possible bad parts in the code, so I know where to review it. Also, methods/classes with a high number of lines are an indication of poor code to me (unless it can't be avoided, again, the plumbing works).
In the end, I think it mainly depends on how often your code will change. Code that's expected to change a lot has to score higher in maintainability than your typical 'write once' code.

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How to go about a large refactoring project? [closed]

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I am about to start planning a major refactoring of our codebase, and I would like to get some opinions and answers to some questions (I have seen quite a few discussions on similar topics, such as https://stackoverflow.com/questions/108141/how-do-i-work-effectively-with-very-messy-legacy-code, Strategy for large scale refactoring, but I have some specific questions (at the bottom):
We develop a complex application. There are some 25 developers working the codebase. Total man years put into the product to date are roughly 150.
The current codebase is a single project, built with ant. The high level goal of the project I'm embarking on is to modularize the codebase into its various infrastructures and applicative components.
There is currently no good separation between the various logical components, so it's clear that any modularization effort will need to include some API definitions and serious untangling to enable the separation.
Quality standards are low - there are almost no tests, and definitely no tests running as part of the build process.
Another very important point is that this project needs to take place in parallel to active product development and versions being shipped to customers.
Goals of project:
allow reuse of components across different projects
separate application from infrastructure, and allow them to evolve independently
improve testability (by creating APIs)
simplify developers' dev env (less code checked out and compiled)
My thoughts and questions:
What are your thoughts regarding the project's goals? Anything you would change?
do you have experience with such projects? What would some recommendations?
I'm very concerned with the lack of tests - hence lack of control for me to know that the refactoring process is not breaking anything as i go. This is a catch 22, because one of the goals of this project is to make our code more testable...
I was very influenced by Michael Feathers' Working Effectively With Legacy Code . According to it, a bottom up approach is the way to solve my problem - don't jump head first into the codebase and try to fix it, but rather start small by adding unit tests around new code for several months, and see how the code (and team) become much better, to an extent where abstractions will emerge, APIs will surface, etc, and essentially - the modularization will start happening by itself.
Does anyone have experience with such a direction?
As seen in many other questions on this topic - the main problem here is managerial disbelief. "how is testing class by class (and spending a lot of time doing so) gonna bring us to a stable system? It's a nice theory which doesn't work in real life". Any tips on selling this?
Well I guess it's better now than later but you've definitely got a task ahead of you. I was once in a team of three responsible for a refactoring a product of similar size. It was procedural code but I'll describe some of the issues we had that will similarly apply.
We started at the bottom and started easing into it by picking functions that should have been highly reusable but weren't. We'd write a bunch of unit tests on the existing code (none existed at all!), but before long, we faced our first big problem--the existing code had bugs that had been laying dormant.
Do we fix them? If we do, then we've gone beyond a refactoring. So we'd log an issue with the existing code hoping to get a fixed and freshly tested code base, but of course management decided there were more important priorities than fixing bugs that had never surfaced. Understandable.
So we thought we'd try fixing the bugs in our new code. Then we discovered that these bugs in the original code made other code work, so really were 'conceptual bugs' rather than 'functional bugs'. Well maybe. There were occasional intermittent spasms in the original software that had never been tracked down.
So then we changed tack and decided to keep the bugs in place, as a true refactoring should do. It's easy to unintentionally introduce bugs, it's far harder to do it intentionally!
The next problem was that the code was in such as mess that the initial unit tests we wrote had to substantially change to cater for the refactoring. In other words, two moving targets. Not good. Just writing the tests was taking ages and lost us belief in the worthiness of the project. It really was something you just wanted to walk away from.
We found in the end we really had to tone down the extent of the refactoring if we were going to finish this millennium, which meant the codebase we dreamed of wouldn't be achieved. We declared that the most feasible solution was just to clean and trim the code and at least make it conceptually easier to understand for future developers to modify.
The reduced benefits of the limited refactoring was deemed not worth the effort by management, and given that similar reliability issues were being found in the hardware platform (embedded project), the company decided it was their chance to renew the entire product, with the software written from scratch, new language, objects. It was only the extensive system test specs in place from the original product that meant this had a chance.
Clearly the absence of tests is going to make people nervous when you attempt to refactor the code. Where will anybody get any faith that your refactoring doesn't break the application? Most of the answers you'll get, I think, will be "this is gonna be very hard and not very successful", and this is largely because you are facing a huge manual task and no faith in the answer.
There are only two ways out.
Build a bunch of tests. Unfortunately, this will cost a lot of time and most managers don't see any value; after all, you've gotten along without them so far. Pointing back to the faith question won't help; you're still using a lot of time before anything useful happens. If they do let you build tests, you'll have the problem of evolving the tests as you refactor; they may not change functionality one bit, but as you build new APIs the tests will have to change to match the new APIs. That's additional work beyond refactoring the code base.
Automate the refactoring process. If you apply trustworthy automated transformations, you can argue (often unsuccessfully) that the refactored code preserves the original system function. The way to beat the unsucessful argument is to write those tests (see first method) and apply the refactoring process to the application and the tests; as the application changes structures, the tests have to change too. But they are just application code from the point of view of automated machinery.
Not a lot of people do the latter; where do you get the tools that can do such things?
In fact, such tools exist. They are called program transformation tools and are used to carry out massive transformations on code.
Think of these as tools for literally refactoring in the large; because of scale,
they tend not to be interactive.
It does take effort to configure them for the task at hand; you have to write custom rules to accomplish your custom desired result. You likely can't do this in a week, but this is a lot less work than manually modifying a large system. And you should consider that you have 150 man-years invested in the existing software; it took that long to make the mess. It seems reasonable that "some" effort small in comparison should be OK.
I only know of 3 such tools that have a chance of working on real code: TXL, Stratego/XT, and our tool, the DMS Software Reengineering Toolkit. The first two are academic products (although TXL has been used for commercial activities in the past); DMS is commercial.
DMS has been used for a wide variety of large-scale software anaysis and massive transformation tasks. One task was automated translation between languages for the B-2 Stealth Bomber. Another, much closer to your refactoring problem, was automated architecting of a large-scale component-based system C++ for componentts, from a legacy proprietary RTOS with its idiosyncratic rules about how components are organized, to CORBA/RT in which the component APIs had to be changed from ad hoc structures to CORBA-style facet and receptacle interfaces as well as using CORBA/RT services in place of the legacy RTOS services. (These tasks were both done with 1-2 man-years of actual effort, by pretty smart and DMS-savvy guys).
There's still the test-construction problem (Both of these examples above had great system tests already).. Here I'm going to go out on a limb. I believe there is hope in getting such tools to automate test generation by instrumenting running code to collect function input-output results. We've built all kinds of instrumentation for source code (obviously you have to compile it after instrumentation) and think we know how to do this. YMMV.
There is something you do which is considerably less ambitious: identify the reusable parts of the code, by finding out what has been reused in the code. Most software systems contain a lot of cloned code (our experience is 10-20% [and I'm surprised by the PHP report of smaller numbers in another answer; I suspect they are using a weak clone detector). Cloned code is a hint of a missing abstraction in the application software. If you can find the clones and see how they vary, you can pretty easily see how to abstract them into functions (or whatever) to make them explicit and reusable.
Salion Inc. did clone detection and abstraction. The paper doesn't explore the abstraction activity; what Salion actually did was a periodic review of the detected clones, and manual remediation of the egregrious ones or those that made sense into (often library) methods. The net result was the code base actually shrank in size and the programmers became more effective because they had better ("more reusable") libraries.
They used our CloneDR, a tool for finding clones by using the program syntax as a guide. CloneDR finds exact clones and near misses (replacement of identifiers or statements) and provides a specific list of clone locatons and clone paramerizations, regardless of layout and comments. You can see clone reports for a number of languages at the link. (I'm the originator and author of CloneDR among my many hats).
Regarding the "small clone percentage" for the PHP project discussed in another answer: I don't know what was being used for a clone detector. The only clone detector focused on PHP that I know is PHPCPD, which IMHO is a terrible clone detector; it only finds exact clones if I understand the claimed implementation. See the PHP example at our site for comparative purposes.
This is exactly what we've been doing for web2project for the past couple years.. we forked from an existing system (dotproject) that had terrible metrics like high cyclomatic complexity (low: 17, avg: 27, high: 195M), lots of duplicate code (8% of overall code), and zero tests.
Since the split, we've reduced duplicate code (2.1% overall), reduced the total code (200kloc to 155kloc), added nearly 500 unit tests, and improved cyclomatic complexity (low: 1, avg: 11, high: 145M). Yes, we still have a ways to go.
Our strategy is detailed in my slides here:
http://caseysoftware.com/blog/phpbenelux-2011-recap - Project Triage & Recovery; and here:
http://www.phparch.com/2010/11/codeworks-2010-slides/ - Unit Testing Strategies; and in various posts like this one:
http://caseysoftware.com/blog/technical-debt-doesn039t-disappear
And just to warn you.. it's not fun at first. It can be fun and satisfying once your metrics start improving but that takes a while.
Good luck.

Why do we refactor? [closed]

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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!

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

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

What is statistical debugging?

What is statistical debugging? I haven't found a clear, concise explanation yet, but the term certainly sounds impressive.
Is it just a research topic, or is it being used somewhere, for actual development? In other words: Will it help me find bugs in my program?
I created statistical debugging, along with various wonderful collaborators across the years. I wish I'd noticed your question months ago! But if you are still curious, perhaps this late answer will be better than nothing.
At a very high level, statistical debugging is the idea of using statistical models of program success/failure to track down bugs. These statistical models expose relationships between specific program behaviors and eventual success or failure of a run. For example, suppose you notice that there's a particular branch in the program that sometimes goes left, sometimes right. And you also notice that runs where the branch goes left are fine, but runs where the branch goes right are 75% more likely to crash. So there's a statistical correlation here which may be worth investigating more closely. Statistical debugging formalizes and automates that process of finding program (mis)behaviors that correlate with failure, thereby guiding developers to the root causes of bugs.
Getting back to your original question:
Is it just a research topic, or is it being used somewhere, for actual development?
It is mostly a research topic, but it is out there in the "real" world in two ways:
The public deployment of the Cooperative Bug Isolation Project hunts for bugs in various Open Source programs running under Fedora Linux. You can download pre-instrumented packages and every time you use them you're feeding us data to help us find bugs.
Microsoft has released Holmes, an implementation of statistical debugging for .NET. It's nicely integrated into Visual Studio and should be a very easy way for you to use statistical debugging to help find your own bugs in your own code. I've worked closely with Microsoft Research on Holmes, and these are good smart people who know how to put out high-quality tools.
One warning to keep in mind: statistical debugging needs ample raw data to build good statistical models. In CBI's public deployment, that raw data comes from real end users. With Holmes, I think Microsoft assumes that the raw data will come from in-house automated unit tests and manual tests. What won't work is code with no runs at all, or with only failing runs but no successful counterexamples. Statistical debugging works off of the contrast between good and bad runs, so you need to feed it both. If you want bug-hunting tools without runs, then you'll need some sort of static analysis. I do research on that too, but that's not statistical debugging. :-)
I hope this helped and was not too long. I'm happy to answer any follow-up questions. Happy bug-hunting!
that's when you ship software saying "well, it probably works..."
;-)
EDIT: it's a research topic where machine learning and statistical clustering are used to try to find patterns in programs that are good predictors of bugs, to identify where more bugs are likely to hide.
It sounds like statistical sampling. When you buy a product, there's a good chance that not every single product coming off the "assembly line" has been checked for quality.
Statistical sampling calls for checking a certain percentage of products to almost ensure they're all problem-free. It minimizes the effort at the risk of some problems sneaking through and is absolutely necessary where the testing process is a destructive one - if you carry out destructive testing on 100% of your production line, that's not going to leave much for distribution :-)
To be honest, unless you're checking every single execution path and every single possible input value, you're already doing this in your testing. The amount of effort required to test everything for any but the most simplistic systems is not worth it. The extra cost would make your product a non-compete item.
Note that statistical sampling doesn't just involve testing every 100th unit. There are ways to target the sampling to improve the chance of catching problems. For example, if historical data suggests most errors are introduced at a specific phase, target that phase. If one of your developers is more problematic than others, check his stuff more closely.
From what I can see from a cursory glance at some research papers, statistical debugging is just that - targeting areas based on past history of problems.
I know we already do this for our software. Since any bugs that get fixed have to pass unit and system tests that replicate the problem (and our TDD says these tests should be written before trying to fix the bug), those tests are automatically added to the regression test suite so that those areas that cause more problems naturally are tested more often in the future.

Debugging is a bad smell - how to persuade them?

I've been working on a project that can't be described as 'small' anymore (40+ months), with a team that can't be defined as 'small' anymore (~30 people). We've been using Agile/Scrum (1) practices all along, and a healthy dose of TDD.
I'm not sure if I picked this up from Agile or TDD, more likely a combination of the two, but I'm now clearly in the camp of people that looks at debugging as a bad smell. By 'debugging' I'm not referring to the more abstract concept of figuring out what might be wrong with the system, but the specific activity of running the system in Debug mode, stepping through the code to figure out details that are otherwise inscrutable.
Since I'm fairly convinced, this question is not about whether debugging is a bad smell or not. Rather, I'd like to know how I can persuade my team-mates about this.
People that believe debugging mode is the 'standard' mode tend to write code that can be understood only by debugging through it, which leads to a lot of time wasted since every time you work an item on top of code developed by someone else, you get to first spend a considerable amount of time debugging it (and, since there's no bug involved.. the term is becoming increasingly ridiculous) - and then silos happen. So I'd love to convince a few of my team-mates that avoiding debug mode is a Good Thing (2). Since they are used to live in Debug mode, however, they don't seem to see the problem; to them, spending hours debugging someone else code before they even start doing anything related to their new item is the norm; they don't see anything wrong with it. Plus, as they spend time 'figuring it out' they know eventually the developer that worked that area will become available and the item will be passed on to them (leading to yet another silo).
Help me come up with a plan to turn them from the Dark Side !
Thanks in advance.
(1) Also referred to as SCRUM (all caps). Capitalization arguments aside, I think an asterisk after the term must be used since - unsurprisingly - our organization 'tweaked' the Agile and Scrum process to fit the perceived needs of all stakeholders involved. So, in all honesty, I won't pretend this has been 100% according to theory, but that's beside the point of my question.
(2) Yes, there will always be times when we'll have to get in debug mode, I'm not trying to absolutely avoid it, just.. trying to minimize the number of times we have to dive into it.
If you want to persuade your coworkers that your programming practices are better, first demonstrate by your productiveness that you are more effective than they are, at least for some tasks. Then they'll believe you when you explain how you get so much done.
It's also sometimes easier to focus on something concrete. Do your coworkers even talk in terms of "code smell"? Perhaps you could focus on specifics like "When the ABC module fails, it takes forever to debug it; it's much faster to use technique XYZ. Here, let me demonstrate." Then afterwards you can mention your basic principle, which is yeah the debugger is a useful tool, but there's usually other more useful ones.
This is a cross-post, because the first time around it was more of an aside on someone else's answer to a different question. To this question it's a direct answer.
Debugging degrades the quality code of
the code we produce because it allows
us to get away with a lower level of
preparation and less mental
discipline. I learnt this from an
accidental controlled experiment in
early 2000, which I now relate:
I took on a contract as a Delphi
coder, and the first task assigned was
to write a template engine
conceptually similar to a reporting
engine - using Java, a language with
which I was unfamiliar.
Bizarrely, the employer was quite
happy to pay me contract rates to
spend months becoming proficient with
a new language, but wouldn't pay for
books or debuggers. I was told to
download the compiler and learn using
online resources (Java Trails were
pretty good).
The golden rule of arts and sciences
is that whoever has the gold makes the
rules, so I proceeded as instructed. I
got my editor macros rigged up so I
could launch the Java compiler on the
current edit buffer with a single
keystroke, I found syntax-colouring
definitions for my editor and I used
regexes to parse the compiler output
and put my cursor on the reported
location of compile errors. When the
dust settled, I had a little IDE with
everything but a debugger.
To trace my code I used the good old
fashioned technique of inserting
writes to the console that logged
position in the code and the state of
any variables I cared to inspect. It
was crude, it was time-consuming, it
had to be pulled out once the code
worked and it sometimes had confusing
side-effects (eg forcing
initialisation earlier than it might
otherwise have occurred resulting in
code that only works while the trace
is present).
Under these conditions my class
methods got shorter and more and more
sharply defined, until typically they
did exactly one very well defined
operation. They also tended to be
specifically designed for easy
testing, with simple and completely
deterministic output so I could test
them independently.
The long and the short of it is that
when debugging is more painful than
designing, the path of least
resistance is better design.
What turned this from an observation
to a certainty was the success of the
project. Suddenly there was budget and
I had a "proper" IDE with an
integrated debugger. Over the course
of the next two weeks I noticed a
reversion to prior habits, with
"sketch" code made to work by
iterative refinement in the debugger.
Having noticed this I recreated some
earlier work using a debugger in place
of thoughtful design. Interestingly,
taking away the debugger slowed
development only slightly, and the
finished code was vastly better
quality particularly from a
maintenance perspective.
Don't get me wrong: there is a place
for debuggers. Personally, I think
that place is in the hands of the team
leader, to be brought out in times of
dire need to figure out a mystery, and
then taken away again before people
lose their discipline.
People won't want to ask for it
because that would be an admission of
weakness in front of their peers, and
the act of explaining the need and the
surrounding context may well induce
peer insights that solve the problem -
or even better designs free from the
problem.
So, FOR, I not only agree with your position, I have real data from a controlled experiment to support it. It is, however, a rather small sample. More elaborate tests are required before my conclusions are supportable.
Why don't you take what I've said to your team and suggest trials. You have more data than they do (I just gave it to you) and in order to have a credible basis for disagreeing with you they basically have to test the idea, and the only way to do that is to give your idea a go.
You should be ready for it to all fall apart, though, because the whole thing is predicated on the assumption that the developers have the talent and experience to rise to the challenge of stronger design in the absence of step-through debugging.
Step-through debugging was created to make debugging easier. The direct effect of lowering the bar is that people with less talent can participate - if you build a tool that even jackasses can use, you will get jackasses using it -- a lot of them, if the newly accessible activity is well-remunerated.
This causes an exodus of people with talent because they generally use that talent to do rare and precious things in order to be well paid without working too hard, and the market doesn't want to pay for excellence because it cannot distinguish talent well enough to know when paying for it is justified.
Another thought: more recent work with problems on production servers, where it was impossible to install a debugger, has shown the importance of having a codebase for which maintenance doesn't depend on the availability of a debugger. Code that's grown in the absence of debuggers is much less hassle. Choose not to use them when you can change your mind, and then when you can't change your mind it won't be so awful.
Since I'm fairly convinced, this question is not about whether debugging is a bad smell or not.
Well, your local Church might be more appropriate place for your question then.
That aside, convince them by arguments. You might want to reconsider your fundamentalist stance, however, because this is the very opposite of persuasive. One thing you might want to do is drop the term “debugging” in your whole discussion and replace it by “stepping through the code” or the likes, emphasizing that you oppose the uninformend guesswork/patchwork practice of probing that you condemn rather than an informed reflection about the code.
(I would still disagree with you, but that's besides the point since you didn't want a discussion.)
I think the real problem here is
People that believe debugging mode is
the 'standard' mode tend to write code
that can be understood only by
stepping through it
This, if true, should be self evidently wrong and there should be no need to discuss it. If it's not evident it's because they don't see how the badly written code could be improved. Show them, do code reviews where you show how that code could be refactored in a way that is clear without stepping through it.
Code stepping will automatically diminish once better code is written, it just doesn't work the other way around. People will still write bad code and if they avoid stepping through it that will only lead to more wasted time (damn I wish I could step through this spaghetti mess), not to better code.
There is something wrong here, but it's hard to put my finger on it. Perhaps the real issue is that the code has other smells that make it difficult to readily understand. I agree that with TDD one ought to use the debugger less rather than more, since you'll be developing the code in small increments. But, if you can't look at the code and understand it, perhaps it's because the design is too coupled -- there are too many interrelated classes required to make things work.
If the code really needs to be so complex that observation won't suffice, then maybe you need to invest in some good commenting, explaining what is happening -- though I would prefer to see things refactored to the point where comments are not needed. My suspicion is that the debugger may be a symptom rather than the problem.
I know that for me, switching from traditional, code-first development to test-first development has resulted in less time spent debugging...and it's not something I miss. Typically I'll only involve the debugger when its not obvious why the code I just wrote to pass a test, didn't.
This is going to sound like the argument you said you don't want to have, but I think if you want to convince your teammates, you're going to have to make a stronger case. I don't understand your objection. I frequently step through code I'm trying to understand with the debugger. It's a great way to see what's going on. You have not established your claim that people who use the debugger in this way tend to write code which is otherwise difficult to understand. The only convincing way to do so would be through some kind of case/control study which tried to measure and compare the readability of code written by people with varying approaches to the debugger. And you have not even told a plausible story explaining why you think using a tool to understand code execution tends to lead to sloppier code construction. For me it's a complete non sequitur.
A "plan" to convince them of the advantage of another approach is by establishing metrics linked to the number of time you debug the same function for different bugs.
By analysis the trend of that metric, you may convince them that non-regression tests are more useful to spend time writing, and will help them to debug more efficiently.
That way, you do not write completely off the "debug" habit, but you convince them of establishing a solid set of test, allowing them to focus on really useful debug session, if needed.
Should you consider this course of action (metrics), you should know its implementation involves the all hierarchy (stakeholder, project manager, architect, developers). They all need to be implicated in those metrics in order to act on them.
Regarding developers, you could try to suggest:
some new ways of closing a bug case (close it only with the test scenario played to reproduce that bug, meaning they need an independent test in order to, if needed, launch their debug session)
a clear relationship between those metrics and their evaluation by the management (it would be a bad practice to debug over and over the same function)
a larger involvement in architectural decisions: sometimes, knowing some functional or applicative features rather than just classes and code can incite a developer to think more in term of black-box test rather than white-box (which can more easily lead to debug session)
a participation into "operational architecture" process (where you need to deploy your app, and make full front-to-back integration test). Again, a larger picture of the all system can help a developer to get more interested in features rather than 'lines of code'
I think a better phrasing of this question would be "Is non-TDD a code smell?" TDD seems to lead to less time spent in the debugger due to more time spent writing/failing/passing tests. Without TDD, you are more likely to spend time in the debugger to diagnose errors.
At least within Visual Studio, using the debugger is not that painful, so the challenge for you would be to explain to your teammates how TDD would make their development more enjoyable, productive and successful. Just avoiding the debugger is probably not reason enough for a team to switch their development methodology.
Right on roadwarrior.
debugging isn't the problem, it's poorly commented and or documented code and bad archetecture. I work on a smaller team but when a bug does surface, I do step through the code. frequently it's a very small job because the app is well planned out and the doc's on the code are clear.
That said lets get to my point. Want the team to not debug... comment, comment comment. Nothing beats down the urge to debug faster. Sure they'll still do it, but they'll be more likely to step over well documented code.
Oh and though it should go without saying, I'll do it anyway. don't have bugs in your code. :)
I agree with those above who expressed the relative irrelevance of this "debugger issue."
IMO, the 2 most important goals of a developer are:
1) Make the software do what it's supposed to do.
2) Write the code so that a maintenance developer 2 years down the road enjoys the experience of changing existing or adding new features.
Before you make a plan, you should decide how important this change is to you. Although I agree that debugging is a smell, it is also a very well accepted and ingrained practice for developers, so convincing them that they should stop doing it won't be easy or quick - and for good reasons. How much energy do you want to put into this topic?
Second, why do you want to persuade them in the first place? If your motivation is to help them, is it really their top priority problem? When you help people in ways they want to be helped, change becomes easy.
Once you have decided that you want to go on with your change initiative, you need to take into account that different people are convinced by different things. Some people will already be convinced by trying something new and exciting. Some will be convinced by numbers (metrics). Some by getting told about it while eating their favorite type of cookie (seriously!), some by hearing about it from their favorite guru. Some by reading about it in a magazine. Some by seeing that "everyone else is doing it, too". Etc. pp.
There is an insightful interview with Linda Rising on this topic at InfoQ: http://www.infoq.com/interviews/Linda-Rising-Fearless-Change. She can say it much better than me. The book is quite good, too.
Whatever you do, don't press too much, but also don't give up. Change can happen - especially if you take resistance as a resource -, and sometimes it happens at unexpected times, so always keep a sense of wonder.
#FOR : You have a second problem too, here it is :
sadly it doesn't seem the devs are interested in being more productive (they get paid the same anyway)
How do you intend to make them want to be more productive when there is nothing (visible) for them to gain?
Designing software by debugging is a good practice.
The number of environments supporting this way of developing is very small: the best known is Smalltalk. In Smalltalk, you can write a test describing your objects protocol without the methods being implemented. Running this test will then trigger the debugger, and you can add the method to the right class in the debugger, and can continue stepping through the code until all functionality is implemented and the test is green.
This needs a compiler to be available at run-time, and first-class invocations. It offers a very short feedback cycle, and is one of the primary reasons for Smalltalks' productivity

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