Rewrite or repair? - refactoring

I'm sure you have all been there, you take on a project where there is a creaky old code base which is barely fit for purpose and you have to make the decision to either re-write it from scratch or repair what already exists.
Conventional wisdom tends to suggest that you should never attempt a re-write from scratch as the risk of failure is very high. So what did you do when faced with this problem, how did you make the decision and how did it turn out?

It really depends on how bad it is.
If it's a small system, and you fully understand it, then a rewrite is not crazy.
On the other hand, if it's a giant legacy monster with ten million lines of undocumented mystery code, then you're really going to have a hard time with a full rewrite.
Points to consider:
If it looks good to the user, they
won't care what kind of spaghetti
mess it is for you. On the other
hand, if it's bad for them too, then
it's easier to get agreement (and
patience).
If you do rewrite, try to do it one
part at a time. A messy,
disorganized codebase may make this
difficult (i.e, replacing just one
part requires a rewrite of large
icebergs of dependency code), but if
possible, this makes it a lot easier
to gradually do the rewrite and get
feedback from users along the way.
I would really hesitate to take on a giant rewrite project for a large system without being able to release the new edition one part at a time.

Just clean up the code a little bit every time you work with it. If there isn't one already, setup a unit testing framework. All new code should get tests written. Any old code you fix as a result of bugs, try to slide in tests too.
As the cleanups progress, you'll be able to sweep more and more of the nasty code into encapsulated bins. Then you can pick those off one by one in the future.
A tool like javadoc or doxygen, if not already in use, can also help improve code documentation and comprehensibility.
The arguments against a complete rewrite a pretty strong. Those tons of "little bugs" and behaviors that were coded in over the time frame of the original project will sneak right back in again.

See Joel Spolsky's essay Things You Should Never Do. In summary, when you rewrite you lose all the lessons you learned to make your current code work the way it needs to work.
See also: Big Ball of Mud

It is rare for a re-write of anything complex to succeed. It's tempting, but a low percentage strategy.
Get legacy code under unit tests and refactor it, and/or completely replace small portions of it incrementally when opportune.

Refactor unless it is very bad indeed.
Joel has a lot to say on this...
At the very least, rewrite the code with the old code in front of you and don't just start over from scratch. The old code may be terrible, but it is the way it is for a reason and if you ignore it you'll end up seeing the same bugs that were probably fixed years ago in the old code.

One reason for rewriting at one of my previous jobs was an inability to find developers with enough experience to work on the original code base.
The decision was made to first clean up the underlying database structure, then rewrite in something that would make it easier to find full-time employees and/or contractors.
I haven't heard yet how it worked out :)
I think people have a tendency to go for rewrites because it seems more fun on the surface.
We get to rebuild from scratch!
We'll do it right this time!
etc.

There is a new book coming out, Brownfield Application Development in .NET by Baley and Belcham. The first chapter is free, and talks about these issues from a mostly platform agnostic perspective.

Repair, or more importantly, refactor. Both because Joel said so and also because, if it's your code, you've probably learned a ton more stuff since you touched this code last. If you wrote it in .NET 1.1, you can upgrade it to 3.5 SP1. You get to go in and purge all the old commented out code. You're 100x better as a developer now than when you first wrote this code.
The one exception I think is when the code uses really antiquated technologies - in which case you might be better served by writing a new version. If you're looking at some VB6 app with 10,000 lines of code with an Access database backend obviously set up by someone who didn't know much about how databases work (which could very well be you eight years ago) then you can probably pull off a quicker, C#/SQL-based solution in a fraction of the time and code.

It's not so black and white... it really depends on a lot of factors (the more important being "what does the person paying you want you to do")
Where I work we re-wrote a development framework, and on the other hand, we keep modifying some old systems that cannot be migrated (because of the client's technology and time restrictions). In this case, we try to mantain the coding style and sometimes you have to implement a lot of workarounds because of the way it was built

Depending on your situation, you might have another option: in-license third-party code.
I've consulted at a couple of companies where that would be the sensible choice, although seemingly "throwing away IP" can be a big barrier for management. At my current company, we seriously considered the viable option of using third-party code to replace our core framework, but that idea was ultimately rejected more for business reasons than technical reasons.
To directly answer your question, we finally chose to rewrite the legacy framework - a decision we didn't take lightly! 14 months on, we don't regret this choice at all. Just considering the time spent fixing bugs, our new framework has nearly paid for itself. On the negative side, it is not quite feature-complete yet so we are in the unenviable position of maintaining two separate frameworks in parallel until we can port the last of our "front-end" applications.

I highly recommend reading "Working Effectively with Legacy Code" by Michael Feathers. It's coaching advice on how to refactor your code so that it is unit testable.

Related

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.

Improving really bad systems

How would you begin improving on a really bad system?
Let me explain what I mean before you recommend creating unit tests and refactoring. I could use those techniques but that would be pointless in this case.
Actually the system is so broken it doesn't do what it needs to do.
For example the system should count how many messages it sends. It mostly works but in some cases it "forgets" to increase the value of the message counter. The problem is that so many other modules with their own workarounds build upon this counter that if I correct the counter the system as a whole would become worse than it is currently. The solution could be to modify all the modules and remove their own corrections, but with 150+ modules that would require so much coordination that I can not afford it.
Even worse, there are some problems that has workarounds not in the system itself, but in people's head. For example the system can not represent more than four related messages in one message group. Some services would require five messages grouped together. The accounting department knows about this limitation and every time they count the messages for these services, they count the message groups and multiply it by 5/4 to get the correct number of the messages. There is absolutely no documentation about these deviations and nobody knows how many such things are present in the system now.
So how would you begin working on improving this system? What strategy would you follow?
A few additional things: I'm a one-men-army working on this so it is not an acceptable answer to hire enough men and redesign/refactor the system. And in a few weeks or months I really should show some visible progression so it is not an option either to do the refactoring myself in a couple of years.
Some technical details: the system is written in Java and PHP but I don't think that really matters. There are two databases behind it, an Oracle and a PostgreSQL one. Besides the flaws mentioned before the code itself is smells too, it is really badly written and documented.
Additional info:
The counter issue is not a synchronization problem. The counter++ statements are added to some modules, and are not added to some other modules. A quick and dirty fix is to add them where they are missing. The long solution is to make it kind of an aspect for the modules that need it, making impossible to forget it later. I have no problems with fixing things like this, but if I would make this change I would break over 10 other modules.
Update:
I accepted Greg D's answer. Even if I like Adam Bellaire's more, it wouldn't help me to know what would be ideal to know. Thanks all for the answers.
Put out the fires. If there are any issues of critical priority, whatever they are, you've got to handle them first. Hack it in if you must, with a smelly codebase it's ok. You know you'll improve it going forward. This is your sales technique targeted at whomever you're reporting to.
Pick some low-hanging fruit. I assume you're relatively new to this particular software and that you were re-tasked to deal with it. Find some apparently easy problems in a related subsystem of the code that shouldn't take more than a day or two to resolve apiece, and fix them. This may involve refactoring, or it may not. The goal is to familiarize yourself with the system and with the style of the original author. You may not get really lucky (One of the two incompetents who worked on my system before me always post-fixed his comments with four punctuation marks instead of one, which made it very easy to distinguish who wrote the particular segment of code.), but you'll develop insight into the author's weaknesses so you know what to look out for. Extensive, tight coupling with global state vs poor understanding of language tools, for example.
Set a big goal. If your experience parallels mine, you'll find yourself in a particular bit of spaghetti code more and more often as you perform the prior step. This is the first knot you need to untangle. With the experience you've gained understanding the component and knowledge about what the original author likely did wrong (and thus, what you need to watch out for), you can start envisioning a better model for this subset of the system. Don't worry if you still have to maintain some messy interfaces to maintain functionality, just take it one step at a time.
Lather, rinse, repeat! :)
Given time, consider adding unit tests for your new model one level underneath your interfaces with the rest of the system. Don't engrave the bad interfaces in code via tests that use them, you'll be changing them in a future iteration.
Addressing the particular issues you mention:
When you run into a situation that users are working around manually, talk with the users about changing it. Verify that they'll accept the change if you provide it before sinking the time into it. If they don't want the change, your job is to maintain the broken behavior.
When you run into a buggy component that multiple other components have worked around, I espouse a parallel component technique. Create a counter that works how the existing one should work. Provide a similar (or, if practical, identical) interface and slide the new component into the codebase. When you touch external components that work around the broken one, try to replace the old component with the new one. Similar interfaces ease porting of the code, and the old component is still around if the new one fails. Don't remove the old component until you can.
What is being asked of you right now? Are you being asked to implement functionality, or fix bugs? Do they even know what they want you to do?
If you don't have the manpower, time, or resources to "fix" the system as a whole, then all you can do is bail water. You're saying you should be able to make some "visible progress" in a few months' time. Well, with the system being as bad as you described, you may actually make the system worse. Under pressure to do something noticeable, you'll simply add code, and make the sysem even more convoluted.
You need to refactor, eventually. There is no way around it. If you can find a way to refactor that is visible to your end users, that would be ideal, even if it takes 6-9 months or a year instead of "a few months." But if you can't, then you have a choice to make:
Refactor, and risk being viewed as "not accomplishing anything" despite your efforts
Don't refactor, accomplish "visible" goals, and make the system more convoluted and more difficult to refactor one day. (Maybe after you find a better job, and hope the next developer to come along can never find out where you live.)
Which one is most beneficial to you personally depends on your company's culture. Will they one day decide to hire more developers, or replace this system completely with some other product?
Conversely, if your efforts to "fix things" actually break other things, will they be understanding about the monstrosity you're being asked to tackle single-handedly?
No easy answers here, sorry. You have to evaluate based on your unique, individual situation.
This is a whole book that will basically say unit test and refactor, but with more practical advice on how to do it
http://ecx.images-amazon.com/images/I/51RCXGPXQ8L._SL500_AA240_.jpg
http://www.amazon.com/Working-Effectively-Legacy-Robert-Martin/dp/0131177052
You open the directory that contains this system with Windows Explorer. Then, press Ctrl-A, and then Shift-Delete. That sounds like an improvement in your case.
Seriously though: that counter sounds like it's got thread-safety issues. I'd put a lock around the increasing functions.
And regarding the rest of the system, you can't do the impossible so try to do the possible. You need to attack your system from two fronts. Take care of the more visibly problematic issues first, so you can show progress. At the same time, you should deal with the more infrastructural problems, so that you have a chance at actually fixing this thing some day.
Good luck, and may the source be with you.
Pick one area that would be of medium difficulty to refactor. Create a skeleton of the original code with only the method signatures of the existing ones; maybe use an Interface even. Then start hacking away. You can even point the "new" methods to the old ones until you get to them.
Then, testing, testing, testing. Since there aren't any unit tests, maybe just use good old fashioned Voice-Activated-Unit Tests (people)? Or write your own tests as you go.
Document your progress as you go in some kind of repository, including frustrations and questions, so that when the next poor schmuck who gets this project won't be where you are :).
Once you get the first part done, move on to the next. The key is to build on top of incremental progress, that's why you shouldn't start with the hardest part first; it'll be too easy to get demoralized.
Joel has a couple of articles on rewriting/refactoring:
http://www.joelonsoftware.com/articles/fog0000000069.html
http://www.joelonsoftware.com/articles/fog0000000348.html
I've been working with a legacy system with the same characteristics for almost three years now, and there are no shortcuts that I'm aware of.
What bothers me most with our legacy system is that I'm not allowed to fix some bugs, since many other functions could break if I fixed them. This calls for ugly workarounds or creating new versions of old functions. Calls to the old functions can then be replaced with the new one at a time (while testing).
I'm not sure what the goal of your task is, but I strongly advise you to touch as little of the code as possible. Only do what you need to do.
You may want to get as much as possible documented by interviewing people. This is a huge task, since you don't know which questions to ask, and people will have forgotten a lot of details.
Other than that: make sure you're getting paid and enough moral support. There will be weeping and gnashing of teeth...
Well you need to start somewhere, and it sounds like there are bugs that need fixing. I would work through those bugs, making quick win refactorings, and writing any unit tests possible along the way. I would also use a tool like SourceMonitor to identify some of the most 'complex' parts of code in the system and see if I could simplify their design in any way. Ultimately, you just have to accept that it will be a slow process, and make small steps towards a better system.
I would try to pick a part of the system that could be extracted and rewritten in isolation fairly quickly. Even if it doesn't do much, you could show progress pretty quickly, and you don't have the problem of interfacing with the legacy code directly.
Hopefully, if you could pick off a few such tasks, they will see you making visible progress, and you could put forward an argument for hiring more people to rewrite the bigger modules. When parts of the system rely on broken behaviour, you don't have much choice but to separate before you fix anything.
Hopefully, you could gradually build a team capable of rewriting the whole lot.
All of this would have to go hand in hand with some decent training, otherwise people's old habits will stick, and your work will get the blame when things don't work as expected.
Good luck!
Deprecate everything that currently exists that has problems, and write new ones that work correctly. Document as much as you can about what will change and put big red flashing signs all over the place pointing to this documentation.
By doing it that way, you can keep your existing bugs (the ones that are being compensated for somewhere else) around without slowing down your progress towards getting an actual working system.

When is it good (if ever) to scrap production code and start over? [closed]

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Closed 10 years ago.
I was asked to do a code review and report on the feasibility of adding a new feature to one of our new products, one that I haven't personally worked on until now. I know it's easy to nitpick someone else's code, but I'd say it's in bad shape (while trying to be as objective as possible). Some highlights from my code review:
Abuse of threads: QueueUserWorkItem and threads in general are used a lot, and Thread-pool delegates have uninformative names such as PoolStart and PoolStart2. There is also a lack of proper synchronization between threads, in particular accessing UI objects on threads other than the UI thread.
Magic numbers and magic strings: Some Const's and Enum's are defined in the code, but much of the code relies on literal values.
Global variables: Many variables are declared global and may or may not be initialized depending on what code paths get followed and what order things occur in. This gets very confusing when the code is also jumping around between threads.
Compiler warnings: The main solution file contains 500+ warnings, and the total number is unknown to me. I got a warning from Visual Studio that it couldn't display any more warnings.
Half-finished classes: The code was worked on and added to here and there, and I think this led to people forgetting what they had done before, so there are a few seemingly half-finished classes and empty stubs.
Not Invented Here: The product duplicates functionality that already exists in common libraries used by other products, such as data access helpers, error logging helpers, and user interface helpers.
Separation of concerns: I think someone was holding the book upside down when they read about the typical "UI -> business layer -> data access layer" 3-tier architecture. In this codebase, the UI layer directly accesses the database, because the business layer is partially implemented but mostly ignored due to not being fleshed out fully enough, and the data access layer controls the UI layer. Most of the low-level database and network methods operate on a global reference to the main form, and directly show, hide, and modify the form. Where the rather thin business layer is actually used, it also tends to control the UI directly. Most of this lower-level code also uses MessageBox.Show to display error messages when an exception occurs, and most swallow the original exception. This of course makes it a bit more complicated to start writing units tests to verify the functionality of the program before attempting to refactor it.
I'm just scratching the surface here, but my question is simple enough: Would it make more sense to take the time to refactor the existing codebase, focusing on one issue at a time, or would you consider rewriting the entire thing from scratch?
EDIT: To clarify a bit, we do have the original requirements for the project, which is why starting over could be an option. Another way to phrase my question is: Can code ever reach a point where the cost of maintaining it would become greater than the cost of dumping it and starting over?
Without any offense intended, the decision to rewrite a codebase from scratch is a common, and serious management mistake newbie software developers make.
There are many disadvantages to be wary of.
Rewrites stop new features from being developed cold for months/years. Few, if any companies can afford to stand-still for this long.
Most development schedules are difficult to nail. This rewrite will be no exception. Amplify the previous point by, now, a delay in development.
Bugs that were fixed in the existing codebase through painful experience will be re-introduced. Joel Spolsky has more examples in this article.
Danger of falling victim to the Second-system effect -- in summary, ``People who have designed something only once before try to do all the things they "didn't get to do last time", loading the project up with all the things they put off while making version one, even if most of them should be put off in version two as well.''
Once this expensive, burdensome rewrite is completed, the very next team to inherit the new codebase is likely to use the same excuses for doing another rewrite. Programmers hate learning someone else's code. No one writes perfect code because perfection is so subjective. Find me any real-world application and I can give you a damning indictment and rationale for doing a from-scratch rewrite.
Whether you ultimately rewrite from scratch or not, beginning a refactoring phase now is a good way to both really sit down and understand the problem so that the rewrite will go more smoothly if truly called for, as well as giving the existing codebase an honest look to really see if a rewrite's needed.
To actually scrap and start over?
When the current code doesn't do what you would like it to do, and would be cost prohibitive to change.
I'm sure someone will now link Joel's article about Netscape throwing their code away and how it's oh-so-terrible and a huge mistake. I don't want to talk about it in detail, but if you do link that article, before you do so, consider this: the IE engine, the engine that allowed MS to release IE 4, 5, 5.5, and 6 in quick succession, the IE engine that totally destroyed Netscape... it was new. Trident was a new engine after they threw away the IE 3 engine because it didn't provide a suitable basis for their future development work. MS did that which Joel says you must never do, and it is because MS did so that they had a browser that allowed them to completely eclipse Netscape. So please... just meditate on that thought for a moment before you link Joel and say "oh you should never do it, it's a terrible idea".
A rule of thumb I've found useful is that if given a code base, if I have to re-write more than 25% of the code to make it work or modify it based upon new requirements, you may as well re-write it from scratch.
The reasoning is that you can only patch a body of code so far; beyond a certain point, it's quicker to do over.
There's an underlying assumption that you have a mechanism (such as thorough unit and/or system tests) that will tell you whether your re-written version is functionally equivalent (where it needs to be) as the original.
If it requires more time to read and understand the code (if that is even possible)
than it would to rewrite the entire application, I say scrap it and start over.
Be very carefull with this:
Are you sure you aren't just being lazy and not bothering to read the code
Are you being arrogant about the great code you will write compared to the rubbish anyone else produced.
Remember tested-working code is worth a lot more than imaginary yet-to-be-written code
In the words of our estemed host and overlord, Joel - things you should never do,
it's not always wrong to abandon working code - but you have to be sure about the reason.
I saw an application re-architected within 2 years of its introduction into production, and others rewritten in different technologies (one was C++ - now Java). Both efforts were were not, to my mind, successful.
I prefer a more evolutionary approach to bad software. If you can "componentize" your old app such that you can introduce your new requirements and interface with the old code, you can ease yourself into the new environment without having to "sell" the zero-value (from a biz perspective) investment in rewriting.
Suggested approach - write unit tests for the functionality with which you wish to interface to 1) ensure the code behaves as you expect and 2) provide a safety net for any refactoring that you may wish to do on the old base.
Bad code is the norm. I think IT gets a bad rap from business for favoring rewrites/rearchitecting/etc. They pay the money and "trust" us (as an industry) to deliver solid, extensible code. Sadly, business pressures frequently result in shortcuts that make the code unmaintainable. Sometimes it's bad programmers... sometimes bad situations.
To answer your rephrased question... can code maintenance costs ever exceed rewriting costs... the answer is clearly yes. I don't see anything in your examples, however, that lead me to believe this is your case. I think those issues can be addressed with tests and refactoring.
In terms of business value, I would think it's extremely rare that a real case can be made for a rewrite due solely to the internal state of the code. If the product's customer-facing and is currently live and bringing in money (i.e. is not a mothballed or unreleased product), then consider that:
You already have customers using it. They're familiar with it, and might have built some of their own assets around it. (Other systems that interface to it; products based on it; processes they'd have to change; staff they'd maybe have to retrain). All of this costs the customer money.
Re-writing it might cost less in the long term than making difficult changes and fixes. But you can't quantify that yet, unless your app is no more complex than Hello World. And a re-write means a re-test and a redeploy, and probably an upgrade path for your customers.
Who says the re-write will be any better? Can you honestly say your firm is writing sparkly code now? Have the practices that turned the original code to spaghetti been corrected? (Even if the main culprit was a single developer, where were his peers and management, ensuring quality through reviews, testing, etc.?)
In terms of technical reasons, I'd suggest it could be time for a major rewrite if the original has some technical dependencies that have become problematic. e.g. a third party dependency that's now out of support, etc.
In general though, I think the most sensible move is to refactor piece by piece (very small pieces if it's really that bad), and improve the internal architecture incrementally rather than in one big drop.
Two threads of thought on this one: Do you have the original requirements? Do you have confidence that the original requirements are accurate? What about test plans or unit tests? If you have those things in place it might be easier.
Putting on my customer hat, does the system work or is it unstable? If you've got something that's unstable you've got an argument to change; otherwise you're best of refactoring it bit by bit.
I think the line in the sand is when basic maintenance is taking 25% - 50% longer than it should. There comes a time when maintaining legacy code becomes too costly. A number of factors contribute to the final decision. Time and cost being the most important factors I think.
If there are clean interfaces and you can cleanly delineate module boundaries, then it might be worth refactoring it module by module or layer by layer in order to allow you to migrate existing customers forward into cleaner more stable codebases, and over time, after you've refactored every module, you will have rewritten everything.
But, based on the codereview, doesn't sound like there would be any clean boundaries.
I wonder if the people who vote for scrapping and starting over have ever successfully refactored a large project, or at least seen a large project in poor condition that they think could use a refactoring?
If anything, I err on the opposite side: I've seen 4 large projects that were a mess, that I advocated refactoring as opposed to rewriting. On a couple, there was barely a single line of original code that remained, and major interfaces changed in significant ways, but the process never involved the entire project failing to function as well as it originally did, for any more than a week. (And top-of-trunk was never broken).
Perhaps a project exists that is so severely broken that to attempt to refactor it would be doomed to failure, or perhaps one of the previous projects I refactored would have been better served by a "clean re-write", but I'm not sure I'd know how to recognize it.
I agree with Martin. You really need to weigh the effort that will be involved in writing the app from scratch against the current state of the app and how many people use it, do they like it, etc. Often we may want to completely start from scratch, but the cost far outweighs the benefit. I come across bits of ugly looking code all the time, but I soon realize that some of these 'ugly' areas are really bug fixes and make the program work correctly.
I would try to consider the architecture of the system and see whether it is possible to scrap and rewrite specific well defined components without starting everything from scratch.
What would usually happen is that you can either do that (and then sell that to the customer/management), or that you find out that the code is such a horrible and tangled mess that you become even more convinced that you need a rewrite and have more convincing arguments for it (including: "if we engineer it right, we would never need to scrap the whole thing and do a third rewrite).
Slow maintenance would eventually cause that architectural drift that would make a rewrite more expensive later.
Scrap old code early and often. When in doubt, throw it out. The hard part is convincing non-technical folks of the cost-to-maintain.
So long as the value derived appears to be greater than the cost to operate and maintain, there's still positive value flowing from the software. The question surrounding a rewrite this: "will we get even more value from a rewrite?" Or alternatively "How much more value will we get from a rewrite?" How many person-hours of maintenance will you save?
Remember, the rewrite investment is once only. The return on the rewrite investment lasts forever. Forever.
Focus the value question down to specific issues. You listed a bunch of them above. Stick with that.
"Will we get more value by reducing cost through
dropping the junk that we don't use
but still have to wade through?"
"Will we get more value from dropping the junk that's unreliable and breaks?"
"Will we get more value if we understand it -- not by documenting, but by replacing with something we built as a team?"
Do you homework. You'll have to confront the following show-stoppers.
These will originate somewhere in your executive foodchain from someone who'll respond as follows:
"Is it broken?" And when you say "It's not crashed as such," They'll say "It's not broke - don't fix it."
"You've done the code analysis, you understand it, you no longer need to fix it."
What's your answer to them?
That's only the first hurdle. Here's the worst possible situation. This doesn't always happen, but it does happen with alarming frequency.
Someone in your executive foodchain will have this thought:
"A rewrite doesn't create enough value. Rather than simply rewrite, let's expand it." The justification is that by creating enough value, users are more likely to buy in to the rewrite.
A project where scope is expanded -- artificially -- to add value is usually doomed.
Instead, do the smallest rewrite you can to replace the darn thing. Then expand to fit real needs and add value.
You can only give a definite yes to rewriting in case if you know completely how your application works (and by completely I mean it, not just having a general idea of how it should work) and you know more or less exactly how to make it better. Any other cases and it's a shot in the dark, it depends on too much things. Perhaps gradual refactoring would be safer if it is possible.
If possible, I typically would prefer to rewrite smaller portions of the code over time when I need to refactor a baseline. There are typically many smaller issues such as magic number, poor commenting, etc. that tend to make the code look worse than it actually is. So, unless the baseline is just awful, keep the code and just make improvements at the same time you are maintaining the code.
If refactoring requires a lot of work, I recommend laying out a small re-design plan/todo list that gives you a list of things to work on in order so that you can bring the baseline to a better state. Starting from scratch is always a risky move and you are not guaranteed that the code will be better when you are finished. Using this technique, you will always have a working system that improves over time.
Code with excessively high cyclomatic complexity (like over 100 in a large number of modules) is a good clue. Also, how many bugs does it have / KLOC? How critical are the bugs? How often are bugs introduced when bug fixes are made. If your answer is a lot (I cant remember norms right now), then a rewrite is warranted.
As early as possible. Whenever you get a premonition that your code is slowly turning into an ugly beast that is very likely to consume your soul and give you headaches, and you know the problem is in the underlying structure of the code (so any fix would be a hack, e.g. introduce a global variable), then it's time to start over.
For some reasons people don't like throwing away precious code, but if you feel your better off starting over, you are probably right. Trust your instinct and remember that it wasn't a waste of time, it taught you one more way of NOT approaching the problem. You could (should) always use a version control system so your baby is never really lost.
I do not have any experience with using metrics for this myself, but the
article
"Software Maintainability Metrics Models in Practice" discusses
more or less the same question asked here for two case studies they did.
It starts with the following editor's note:
In the past, when a maintainer
received new code to maintain, the
rule-of-thumb was "If you have to
change more than 40 percent of someone
else's code, you throw it out and
start over." The Maintainability Index
[MI] addressed here gives a much more
quantifiable method to determine when
to "throw it out and start over." This
work was sponsored by the U.S. Air
Force Information Warfare Center and
the U.S. Department of Energy [DOE],
Idaho Field Office, DOE Contract No.
DE-AC07-94ID13223.)
I think the rule was...
The first version is always a throw away
So, if you learned your lesson(s), or his/her lessons, then you can go ahead and write it fresh now that you understand your problem domain better.
Not that there aren't parts that can/should be kept. Tested code is the most valuable code, so if it isn't deficient in any real way other than style, no reason to toss it all out.
When is it good (if ever) to scrap production code and start over?
Never had to do this, but logic would dictate (to me, anyway) that once you pass the inflection point where you're spending more time reworking and fixing bugs in the existing code base than you are adding new functionality, it's time to trash the old stuff and get a fresh start.
If it requires more time to read and understand the code (if that is even possible) than it would to rewrite the entire application, I say scrap it and start over.
I have never completely thrown out code. Even when going from a foxpro system to a c# system.
If the old system worked then why just throw it out?
I have come across a few really bad system. Threads being used where not needed. Horrible inheritance and abuse of interfaces.
It is best to understand what the old code is doing and why it is doing it. Then change it so that it is not confusing.
Of course if the old code doesn't work. I mean can't even compile. Then you might be justified in just starting over. But how often does that actually happen?
Yes, it totally can happen. I've seen money be saved by doing it.
This is not a tech decision, it's a business decision. Code rewrites are long term gains, while "if it ain't totally broke..." is a short term gain. If you are in a first year startup that is focused on getting a product out the door, the answer is usually to just live with it. If you're in an established company, or the errors with the current systems are causing more workload, therefor more company money.. then they might go for it.
Present the problem as best as you can to your GM, use dollar values where you can. "I don't like dealing with it" means nothing. "It'll take twice the time to do everything until this is fixed" means a lot.
I think there are a number of issues here that depend largely on where you are at.
Is the software working well from a customer perspective? (If yes be very careful about changes). I would think there would be little point re-witting unless you were expanding the feature set if the system was working. And are you planning to expand the features and customer base of the software? If so then you have much more reason to change.
As much as anything just trying to understand some else's code even if well written can be difficult, when badly written I would imagine almost impossible. What you describe sounds like something that would be very difficult to expand.
I would take into consideration if the application does what it is intended to do, is required for you to ever make modifications, and are you confident that the app has been thoroughly tested in all scenarios that it will be used in.
Do not invest the time if the app does not need alterations. However, if it doesn't function as you need and you need to control the hours and time invested to make corrections, scrap it and re-write to the standards that your team can support. There's nothing worse than terrible code that you have to support / decipher but still have to live with. Remember, Murphy's Law says it will 10 at night when you'll have to make things work, and that is never productive.
Production code always has some value. The only case where I would truly throw it all out and start again is if we determine the intellectual property is irrevocably contaminated. For example if someone brought large amounts of code from a previous employer, or a large percentage of the code was ripped from a GPLd codebase.
I'm going to post this book every time I see a discussion on Refactoring. Everyone should read "Working Effectively with Legacy Code" by Michael Feathers. I found it to be an excellent book - if nothing else, it's a fun read, and motivational.
When the code has reached a point that is not maintainable or extensible anymore. Is full of short-term hacky fixes. It has lots of coupling. It has long (100+lines) methods. It has database access in the UI. It generates a lot of random, impossible to debug errors.
Bottom line: When maintaining it is more expensive (i.e. takes longer) than rewriting it.
I used to believe in just re-write from scratch, but it is wrong.
http://www.joelonsoftware.com/articles/fog0000000069.html
Changed my mind.
What I would suggested is figuring out a way to properly refactor the code. Keep all existing functionality and test as you go. We have all seen horrible code bases, but it is important to keep the knowledge over time you application has.

At what point does refactoring become not worth it?

Say you have a program that currently functions the way it is supposed to. The application has very poor code behind it, eats up a lot of memory, is unscalable and would take major rewriting to implement any changes in functionality.
At what point does refactoring become less logical then a total rebuild?
Joel wrote a nice essay about this very topic:
Things You Should Never Do, Part 1
The key lesson I got from this is that although the old code is horrible, hurts your eyes and your aesthetic sense, there's a pretty good chance that a lot of that code is patching undocumented errors and problems. Ie., it has a lot of domain knowledge embedded in it and it will be difficult or impossible for you to replicate it. You'll constantly be hitting against bugs-of-omission.
A book I found immensely useful is Working Effectively With Legacy Code by Michael C. Feathers. It offers strategies and methods for approaching even truly ugly legacy code.
One benefit of refactoring over rebuilding is that IF you can do refactoring step by step, i.e. in increments, you can test the increments in the context of the whole system, making development and debugging faster.
Old and deployed code, even when ugly and slow, has the benefit of having been tested thoroughly, and this benefit is lost if you start from scratch.
An incremental refactoring approach also has helps to ensure that there is always a product available which can be shipped (and it's improving constantly).
There is a nice article on the web about how Netscape 6 was written from scratch and it was business-wise a bad idea.
Robert L. Glass suggests that
Modification of reused code is particularly error-prone. If more than 20 to 25 percent of a component is to be revised, it is more efficient and effective to write it from scratch.
Well, the simplest answer is if it will take longer to refactor than it will to rebuild, then you should just rebuild.
If it's a personal project then you might want to rebuild it anyway as you will probably learn more from building from scratch than you would from refactoring, and that's one big objective of personal projects.
However, in a professional time-limited environment, you should always go with whatever costs the company the least amount of money (for the same payoff) in the long run, which means choosing whichever takes less time.
Of course, it can be a little more complicated than that. If other people can be working on features while the refactoring is being done, then that might be a better choice over having everyone wait for a completely new version to be built. In that case rebuilding might take less time than just the refactoring would have taken, but you need to take the entire project and all contributors of the project in to account.
When you spend more time refactoring than actually writing code.
At the point where the software doesn't do what it's supposed to do. Refactoring (changing the code without changing the functionality) makes sense if and only if the functionality is "as intended".
If you can afford the time to completely rebuild the app, don't need to improve functionality incrementally, and don't wish to retain any of the existing code then rewriting is certainly a viable alternative. You can, on the other hand, use refactoring to do an incremental rewrite by slowly replacing the existing functions with equivalent functions that are better written and more efficient.
If the application is very small, then you can rewrite it from scratch. If the application is big, never do it. Rewrite it progressively, one step at a time validating you didn't break anything.
The application is the specification. If your rewrite it from scratch you will most likely run into a lots of insidious bugs because "no one knew that the call to this function was supposed to return 3 in that very specific case" (undocumented behaviour...).
It's always more fun to rewrite from scratch so your brain might trick you into thinking it's the right choice. Be careful, it's most likely not.
I've worked with such applications in the past. The best approach I've found is a gradual one: When you are working on the code, find things that are done multiple times, group them together in functions. Keep a notebook (you know, a real one, with paper, and a pencil or pen) so that you can mark your progress. Use that in combination with your VCS, not instead of it. The notebook can be used to provide an overview of the new functions you've created as part of the refactoring, and the VCS of course fills in the blanks for the details.
Over time, you will have consolidated a lot of code into more appropriate places. Code duplication during this period of time is going to be next to impossible, so just do it as best as you can until you've reached a point where you can really start the refactoring process, auditing the entire code base and working on it as a whole.
If you've not enough time for that process (which will take a very long time), then rewriting from scratch using a test-first approach is probably better.
One option would be to write unit tests to cover the existing application and then start to refactor it bit by bit, using the unit tests to make sure everything works as before.
In an ideal world you'd already have unit tests for the program, but given your comments about the quality of the app I'm guessing you don't...
No document, no original writer, no test case, and a bunch of remaining bugs.
Uncle Bob weighs in with the following:
When is a redesign the right strategy?
I’m glad you asked that question. Here’s the answer. Never.
Look, you made the mess, now clean it up.
I’ve not had much luck with small incremental changes when the code I inherit is really bad. In theory the small incremental approach sounds good, but in practice all it ends up with is a better, but still poorly designed application that everyone thinks is now YOUR design. When things break, people no longer think it is because of the previous code, it now becomes YOUR fault. So, I would not use the word redesign, refactor or anything else that implies to a manager type that you are changing things to your way unless I was really going to do it my way. Otherwise, even though you may have fixed dozens of problems, any problems that still existed (but weren’t discovered) are now going to be attributed to your rework. And be assured that if the code is bad then your fixes will uncover a lot more bugs that were simply ignored before because the code was so bad to begin with.
If you truly know how to develop software systems then I would do a redesign of the whole system. If you don’t TRULY know how to design GOOD software then I’d say stick with the small incremental changes as you may otherwise end up with a code base that is just as bad as the original.
One mistake that is often made when redesigning is that people ignore the original code base. However, redesign does not have to mean totally ignore the old code. The old code still had to do what your new code has to do, so in many cases the steps you need are already in the old code. Copy and Paste then tweak works wonders when redesigning systems. I have found that in many cases, redesigning and rewriting an application and stealing snippets from the original code is far quicker and much more reliable than small incremental changes.

Refactor Mercilessly or Build One To Throw Away?

Where a new system concept or new technology is used, one has to build a
system to throw away, for even the best planning is not so omniscient as
to get it right the first time. Hence plan to throw one away; you will, anyhow.
-- Fred Brooks, The Mythical Man-Month [Emphasis mine]
Build one to throw away. That's what they told me. Then they told me that we're all agile now, so we should Refactor Mercilessly. What gives?
Is it always better to refactor my way out of trouble? If not, can anyone suggest a rule-of-thumb to help me decide when to stick with it, and when to give up and start over?
If you're doing test-driven development, you can refactor your way out of almost any trouble. I've changed major design decisions without much trouble, and rescued decade-old codebases.
The only exception is when you've discovered that your architecture is completely wrong from beginning to end. For example, if you wrote your app using threads, but you discovered that you wanted a bunch of asynchronous state machines. At that point, go ahead and throw away the first draft.
Throw away early, refactor later
Throwing away is OK for small systems, but if the size of the system is huge, you simply do not have the resources to do so.
You could, however, create a small pilot project that implements only the very essential features of the actual project. After some trial and error and learning and throwing away stuff, you end up with a solid core and a better understanding for the actual project. Then you let the size of the project grow, by adding all the features needed. But once you get there, no way you can throw away the core. Only refactoring.
If you're merciless enough, the end result of refactoring will be pretty close to what you'd have gotten if you rebuilt from scratch, but you won't have been stuck with a non-working system during the process.
One of the central points of The Mythical Man Month was that the hard part of software development is figuring out what to say, not how to say it.
The way I've interpreted this recently is that the most value you get out of the first draft is the requirements you've gathered and preserved in the form of tests. If you're careful not to test things that aren't actually requirements of the system, you can refactor your way out of any mess.
So long as you don't code yourself into a trap where you have to start throwing out tests, you are OK to throw out as much code as you want without losing a significant amount of real work.
My general advice here is to refactor an existing system away from its bad designs to a system with better designs. This maintains the system and allows it to be deployed at all times. If you start from scratch it may be a while before you can deploy, or never.
If you are talking about just writing some brand new code where there is no existing system, then quite often its a good idea to write a little bit of code, however you want, then throw that away since it was never deployed and start again (using TDD).
There comes a point where refactoring is a waste of time. You just have to start again from scratch. If you keep your design fairly flexible, and you recognise that you don't know everything just yet, you won't have to throw anything away. A class might become redundant, of course, but you wont throw away a whole system.
Having a flexible design is necessary to be able to refactor properly. Having no design or a rigid design means you WILL end up throwing something away - either because you cannot refactor, or because the constant refactoring degrades the maintainability of your code base. Few humans are meticulous and disciplined enough to be able to complete a long sequence of minor refactorings to maintain integrity. Unless you have an all-star team, this degradation will happen!
TL;DR: You can refactor your way out of most trouble. Occasionally, though, you won't be able to refactor past some design elements. When that happens, it is time to start again - although hopefully you can re-use some of the components you have in place.
Different situations require different approaches. Personally I perfer refactoring to a better design whenever possible. Refactoring leads to less bugs than a rewrite.
But, even if you plan to throw one away, its still a good idea to write a bunch of acceptance tests to make sure your 2nd version is on the right track. Then you can migrate towards the next version piece by piece while ensuring your functionality isnt changing from the user's perspective. Sounds a bit like refactoring, just a little sloppier I guess.
When talking about Agile, you could do both, but in a general way, you will do spikes (prototypes) only to try specific issues, learn about them and be able to do better estimates. Throw away when you are doing a simple spike and refactoring when you are really coding the application.
Kind Regards
I'll prototype when I'm trying to work out a new problem or functionality. After than, I'll rebuild it based on what I learned. Actually, that sounds a lot like refactoring... what? Maybe it's the same thing? Hmmm...
I think that throwing one away is sometimes the best way to go, but it can hurt. One thing that I've found that works well is to throw one away, but choose your technology well.
For example, I've written a large codebase in Ruby on Rails, and over the past 2-3 years, RoR has advanced a lot. I also made some decisions in architecture that needed to be fixed. So, I'm throwing one away, and building a new one from scratch. However, I'm still able to use 70-80% or so of my old code as I'm still writing in Ruby and Rails.
The major factor that has helped with that is that Rails forces you to write well structured code with separation of business logic and presentation layers. I didn't get it perfect the first time around, but since everything is fairly well separated and DRY, porting the code to Rails v2.1, re-architecting the problem areas, and re-writing some "problem" features has been a fairly pain free experience.
So, by choosing a great technology from the start, I've been able to throw one away, but still take with me 70-80% of the old stuff that still works.
In a later essay in The Mythical Man Month, Brooks warns that he's found that if you do indeed plan to throw 1 away, you'll end up throwing 2 away!
I personally saw this happen in real life; we assigned a version 1 of the project as a quick throw-away to a mediocre programmer, because "we plan to throw it away later -- we will anyhow." We ended up having to rewrite it for version 2, but that one got thrown away too. I never saw version 3 - the company went out of business.
I think when Brooks says "plan to throw one away, you will anyway" it's more like the statement "the number of bugs remaining to be found is 'n+1'." That is, it's a ha-ha-only-serious statement about Murphy's law, rather than practical advice. The lessons to take away from it is that prototypes are valuable, good writing is rewriting, and don't be afraid to abandon something that isn't working.
However, it has to come down to a judgement call because as Joel Spolsky has talked about in several essays, the option to throw away and start over is tempting because code is easier to write than to read, and more fun to write than to maintain, so your natural inclination will always be to start over even when that isn't really the best thing to do.
I think that your version control system plays a large role here. If you run a distributed version control system with easy branching (git, mercurial, these days), then you'll be able to prototype easier, and refactor easier, all while still having a valid working copy. Anything else requires so much more discipline.
As a development manager in this organisation, I'm "not allowed" to write production code.
I (ab)use that rule to knock out quick, dirty proof-of-concept code that addresses one or other sticking point, then I check it in to source control and point a "proper" dev at it and say "Here's how it's done, now do it properly."
That's as close as we get to "one to throw away" here, and it's probably taken me a couple of hours max to knock together. Spending time putting in things like error handling, boundary-checking and all the other bits that make good code would be a waste of time for this sort of work, yet it means that the guys who are getting paid to write production code can spend their time writing production code and don't have excuses like "it's only a prototype" when it comes to code-review time.
Building one to throw away is too often used as an excuse for not doing the job properly. That means that you don't actually encounter enough of the issues in the process to learn enough to make it a good use of anyone's time. And doing it properly, only to throw it away, is even more wasteful.
As several people have previously said, the most important feature in any software is that it ships. With that in mind, I'd build "one to get people to pay me for" any day, and my mercilessness in terms of refactoring is to allow only enough of it to get a product that works and can be reasonably maintained.
It is easy to build one to throw away on any configuration management system that supports the concept of a branch. If you are introducing a radical design change into an existing system that is in the field and is the source of your paycheck; you darn well better branch; prototype; and throw it away if it doesn't work.
Refactoring a large legacy cash cow system often leads to plain old fashioned hacking. Refactoring just sounds a lot better than hacking I guess.

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