Using Redundancies to Find Errors
gsbarnes writes "Two Stanford researchers (Dawson Engler and Yichen Xie) have written a paper (pdf) showing that seemingly harmless redundant code is frequently a sign of not so harmless errors. Examples of redundant code: assigning a variable to itself, or dead code (code that is never reached). Some of their examples are obvious errors, some of them subtle. All are taken from a version of the Linux kernel (presumably they have already reported the bugs they found). Two interesting lessons: Apparently harmless mistakes often indicate serious troubles, so run lint and pay attention to its output. Also, in addition to its obvious practical uses, Linux provides a huge open codebase useful for researchers investigating questions about software engineering."
Unfortunately, this paper doesn't really offer any practical advice. Is is probably a little useful to very good, or great programmers. However, for new or moderately good programmers, it probably won't be very useful. It is certainly interesting in the academic sense, but I always want to see more practical advice. (I suppose that good practical advice flows down from good theoretical advice.)
What are some of the best ways to learn to avoid problems? I know that experience is useful. Trial and error is good, mentoring is good, education is good. What else can you think of? What books are useful?
Also, I wonder about usability problems. In other words, this article mainly hits on the problems of "hidden" code, not the interface. I'd like to see more about how programmers stuff interfaces with more and more useless crap, and how to avoid it. (Part of the answer is usability testing and gathering useful requirements, of course.) What do you think about this? How can we attack errors of omission and commission in interfaces?
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Writing repetitive code only once offers the same benefits as using Cascading Style Sheets for your webpages. If there is a serious error, you only have to track it down in the one place where it exists versus every single place you re-wrote the code. Also, it makes adding features much simpler as well. I'm an old school procedural programmer that is making the rocky transition to OOP programming. THIS is where it starts coming together...
C. Griffin
"Can I keep his head for a souvenir?" --Max from Sam 'N Max Freelance Police
"Dead" or unreachable code is almost always caused by patches or fixes to an existing codebase and it's always good to detect and get rid of it because it may point to other problems in the application (in my experience), or is simply dead wood that should be removed.
I enforced a policy of eliminating all Lint info messages on a 1.5 million line, from scratch project. And, I do mean from scratch. we wrote our own operating system, ANSI c Library, and drivers and ran it on hardware that we designed and produced. In the first 2 years of deployment, only five bugs were reported. Lint was only part of the reason, but it was a total part.
It's not, keep the code squeaky clean because cleanliness is next to godliness, it's keep the code clean so it's easy to read. Keep it clean because it's a discipline that will pay off when it's time to spot/fix the real errors in the code.
I've seen this (they were fired the next month): // and now to boost my LOC/Day performance...
Was the manager asking for lines of code/day fired too?
Ugh, counting LOC sucks. I find my most productive days are the ones i REMOVE lines of code, not add them. If i get a loop running tighter and faster, if i remove stuff that i could do better another way... that's what i'm paid to do.
I got a sig so you would remember me.
Here's an example they cite from the Linux kernel:That last line assigns a variable to itself. Do you think that's what the programmer intended? Of course not. It's a bug. But no one caught it. If not for their program, maybe it would never have been caught.
You think this research is useless? Do you always write bug-free code? Maybe you should run this program on your own code and see what happens.
Like more aphorisms, you can argue this, but my point is this - every line of code in a program is a potential bug. Every line of code requires a bit more grey matter to process, making your code just that much more difficult to understand, debug, and maintain.
So I ruthlessly remove dead code. Often, I'll see big blocks like this:
#ifdef old_way_that_doesnt_work_well
blah;
blah;
blah;
#endif
And I will summarily remove them. "But they were there for archival purposes - to show what was going on" some will say. Bullshit! If you want to say what didn't work, describe it in a comment. As for preserving the code itself - that is what CVS is for!
By stripping the code down to the minimum number of lines, it compiles faster, it checks out of and in to CVS faster, and it is easier to understand and maintain.
I will often see the following in C++ code:
void foo_bar(int unused1, int unused2)
{
unused1 = unused1;
unused2 = unused2;
}
And I will recode it thus:
void foo_bar(int , int )
{
}
That silences the "unused variable" warning, and makes it DAMN clear in the prototype that the function will never use those parameters. (True, you cannot do this in C.)
Code should be a lean, mean state machine - no excess fat. (NOTE - this does NOT me remove error checking, #assert's, good debugging code, or exception handlers).
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