Intuitive Bug-less Software?
Starlover writes "In the latest java.sun.com feature at Sun's Java site, Victoria Livschitz takes on some ideas of Jaron Lanier on how to make software less buggy. She makes a couple of interesting points. First, making software more 'intuitive' for developers will reduce bugs. Second, software should more closely simulate the real world, so we should be expanding the pure object-oriented paradigm to allow for a richer set of basic abstractions -- like processes and conditions. The simple division of structures into hierarchies and collections in software too simple for our needs according to Livschitz. She offers a set of ideas explaining how to get 'there' from here. Comments?"
Is bug spray.
I found it to be fairly interesting but is it just me or were there a few too many shameless plugs for Java in her "interview"?
So long as you allow developers to do such things as basic arithmetic and variable assignment, you're gonna have to deal with buggy code written by self-recursive sphincter-spelunkers.
Obliteracy: Words with explosions
First, making software more 'intuitive' for developers will reduce bugs
Feels right.
I would love to use a C/C++/Java-like language that utilizes pure objects, versus the mish-mashy hybrid typing that exists in most languages that I've used. To me, Livschitz's observation about how programmers work in metaphors, while mathematicians work in pure syntax, is very true: I breeze through all my programming and software engineering classes, but struggle mightily with math courses (save boolean algebra, but I digress).
I, for one, would like software writing to resemble (really resemble) building structures with Legos.
"software should more closely simulate the real world"
Because the real world doesn't have bugs, right? Our company doesn't have project management software yet - but we're working on it. Personally, I don't think it's worth it until we fix the real world project management issues that this software is supposed to help with. Maybe that's not quite the point, but it raised my eyebrows. (Which I'm thinking about shaving off.)
Someone please explain to me why anyone listens to this guy. I've read his essays; they're pedantic and hand-wavey. The term "Virtual Reality pioneer" should be enough to disqualify him from serious discourse.
Somebody, please point me to something significant he's done so I'll know whether or not I should pay attention to him because, from everything I've seen so far, I shouldn't.
Anyone who loves or hates any language, platform, or manufacturer, doesn't know what they're talking about.
Writing bugless code is not a good idea, in my opinion, think about it: Debugging is the art of removing bugs, therefore programming is the art of adding bugs.
Writing bugless code would throw the universe upside down and could possibly mean the end of the world!
Moderation Guideline: +3 Funny.
I'd say that with buzz-speak like that, she's going to make some CIO very happy someday.
Better yet, let's move to a system of logic where there is one state for each possible answer. This woman is asking if we're fundamentally making improper assumptions about programming, and that's why we're making crap programs. My proposed machine would fix that, because it has an output state for every possible answer. All that would be required is to select the desired output answer, then map it back to the input state. Bingo! We've now got the right question to ask.
(Or in other non-silly words, adding more states to a computer logical system doesn't make it more useful).
If tits were wings it'd be flying around.
This type of stuff is not a problem for me to worry about anymore. It's India's. Direct me to the nearest auto-mechanic school please. It's time to learn how to fix problems that can put money in my pocket.
It might be me, but I've seen more bugs created because of assumptions made about abstractions, or because someone was used to a pre-made abstraction and didn't learn how things actually worked.
Want to make better software? How about actually scheduling enough QA time to test it? When development time runs over schedule, push the damned ship date back!
She misuses the term functional programming. I'm assuming she meant imperative languages. A lot of the problems could be solved with true functional languages (Haskell, OCaml, etc) but the learning curve is too high. Especially when you can get a team of second rate VB coders for the price of one haskell coder (if you can find one) But really, do you want working code now? Or perfect code in 10 years? That's where the problem is. Time.
It is called ternary computing, as opposed to binary computing.
There is a ton of information out there on this, and this is in no way a new idea. (Google it, lotsa reading for ya)
Currently, the only way to utilize this is to process ternary logic in software, as at this point there is no ternary circuitry in general use.
For this to actually be useful we would need a platform that can execute ternary code natively.
Lots of work has been done in this area too (not only with ternary, but with multi-state transistors with more than 3 states as well)
For those of us not at the bleeding edge of research in these areas though, we'll just have to wait until there is hardware to support this kind of thing, and then likely some tools to start with.
No Comment.
I find it enlightening that this article does not include the word "test" once. Rather than spending a lot of time hoping that the purest use of OO technology or some other fancy boondoggle is going to make software better actually writing tests that describe the expected behaviour of the program is a damn fine way to make sure that it actually works.
:-)
Picking just one program from my experience, POPFile: intially we had no test suite, it quickly became apparent that the entire project was unmanageable without one and I stopped all development to write from scratch a test suite for 100% of the code (currently stands around 98% code coverage). It's particularly apparent when you don't have all day to spend fixing bugs because the project is "in your spare time" that it's vital to have fully automatic testing. You simply don't have time to waste fixing bugs (of course if you are being paid for it then you do
If you want to be really extreme then write the tests first and then write the program that stops the tests from breaking.
John.
The first is the intense pressure to get the product to market. This is especially true for custom code, written specifically for one client. They want it fast and cheap and in order to satisfy this desire, code invariably gets released/installed before it's ready. Then the "month of hell" starts as the client starts complaining about bugs, "bugs" and other problems and we bend over backwards to get it right.
As a ISV, we have no choice but to do it this way. If we don't quote the project with this in mind, the client will hire somebody else with a better "can-do attitude".
The second big reason software is buggy is because all the underlying tools (e.g. code bases, code objects, .dlls, etc.) are buggy as hell. I spend more time working around inherent bugs than I do debugging my own code.
Most programmers are perfectly capable of making their own code solid, given enough time.
I've made up my mind and now I've got to lie in it.
To produce bugless software we need to start with software designs that are provably correct and then produce code that is provably in line with the design. Using more objects that more closely model the "real world" is an invitation to producing larger number of bugs as the ambiguity of the real world infects the design and implementation of the program.
Well, the trick to "anticipating everything a person will do that will inadvertantly blow up your application" is to keep it as simple as possible, specifically by restricting how the user interacts with the app. If the user can only press one of 3 buttons or put a fixed number of characters into a text box, it's not impossible to code for every possibility. In theory, you could build a complex application from lots of very simple (and easy to test and write) parts interacting in a well-defined manner.
In practice, this almost never happens. Most developers are willing to trade perfect code that'll take four months for mostly-perfect code that will be ready for the deadline.
To sum it all up, a properly designed and written program should never choke on user input. If it doesn't, that means you cut corners somewhere. Don't blame it on the user.
Karma: Contrapositive
So she wants to make software more intuitive and wants to make it more like the real world.
:-)
Perhaps she should make up her mind.
The main problem with ternary computing is that it can be directly mapped onto binary computing. So it doesn't change the set of problems we can attack with computing, it just changes the way. But the conversation between binary and ternary logic can be done automatically.
I know of no class of problems in computer science that can be better addressed by ternary computing than by binary computing. There may be some of them out there. But in general ternary computing doesn't change enough to have an impact.
avoiding the obvious while promising the impossible
this is an exercise in wish-fulfillment, in suspending disbelief
writing software with less bugs by making things more intuitive and less hierarchical?
i mean, that's funny!
we're talking about telling machines what to do, that is what software writing is
writing software is an extremely hierarchical exercise, the art is giving people want they want
intellectual property law is philosophically incoherent. it is your moral duty to ignore it or sabotage it
...it also seemed like she misstated Java's approach as a "sandbag architecture" as opposed to a "sandbox architecture". I keep trying to visualize programmers writing more and more Java code to stave off the inevitable surge of bugs....
Lately democracy seems to be based on the skybox, the Happy Meal box, the X-box, and the idiot box.
"....especially because I've always thought that the principles of fuzzy logic should be exploited far more widely in software engineering. Still, my quest for the answer to Jaron's question seems to yield ideas orthogonal to his own. "
I fear people that talk like this. It makes me wonder if they go home at night and plug themselves into something.....
"The constant security-related problems associated with Microsoft's products are due to its fundamental platform architecture. Java technology, in contrast, enjoys exceptional immunity to viruses because of its sandbag architecture."
I think she means sandbox architecture
mp3's are only for those with bad memories
"and more closely simulate and resemble the real world". Hey, I know! How about a COmmon Business-Oriented Language? We could call it COBOL perhaps.
"I am Heisenborg. You will probably be assimilated"
No really... does anyone care about Jaron Lanier?
I'd put his contributions to technology right up there with Esther Dyson's.
He's another person who calls himself a "visionary" because the specifics of technological development are far beyond his capacity.
He is, always was, and always will be, a non-player.
------ The best brain training is now totally free : )
Most of my apps have been moving to a "State Machine" based workflow.. Each item of work or task sits in front of you, and only gives you the necessary choices to move it along... Once the engine is in place, you end up doing these simple "OK, lets build the code to show them enough info to make a choice".. and the idea translates well to automated processes, just pop the next item from the queue and work on it.
meh
A lot of the article is common sense. But I have been perturbed by the ease with which a lot of people seen to claim that OO is the end all and be all of everything.
:)
Even on simple project I have sometimes found myself designing to fit into Java's OO and not to fit the problem. Its really a language issue when it comes down to it. I am most comfortable in C, so I start writing a Java app and can feel myself being pulled into squeezing round objects into square holes. You have to then step back and realize whats happening before you go to far. I think this is the main source of "design bugs' from myself either ignoring the strengths of a system (not taking advantage of Java's OO) or trying to squeezing a design that is comfortable without billions of objects into some vast OO system, in effect falling into the weakest parts of a language.
Its probably very similar to the ways people screw up a second spoken language, mis-conjugating verbs and whatnot -using the style they are already most familiar with.
So with that its such ridiculusly common sense to say we need an all incompasing uber-language that is completely intuitive, I jsut would like to see someone do it rather than go on about it.
Why not experiment with added every feature to Java that you feel it lacks to see if you can achieve that? because then you end up with perl
Seriously programming languages aren't that way by and large because they have to be designed to fight whatever problems exist that they are created to take care of. It a bit foolish to say we need a language that is perfect for everything, instead you look at what your problems are and develope a language to fight those. Invariably you end up with failings in other areas and the incremental process continues.
I think the current tools exist to produce code that is way less buggy. For instance much of the industrial code I have seen written in Java poorly uses the OO capabilities of Java, and this in itself causes more bugs and maintainability problems. It seems fairly rare that the existent OO languages and tools are well used at least at the application developer level. So I think the problem is really more with the abililty of developers to use proper and well implemented OO methodology. It also seems as though the design process is flawed in that class designs etc., are often done with a priori with insufficient in depth understanding of the process that is being modelled, this is usually because management insist upon having an immutable design before development starts and often before the problem and proceeses the code is being written for is sufficiently understood. Bottom line is you can hand anyone a scapel, but it doesn't make them a surgeon. Skilled developers with a good understanding of the underlying process they are coding for will produce better qualilty and maintainable code. Because it is developer skill that is the issue, not tools the current race-to-the bottom to off shore all devepment to the lowest bidder and lowest developer skill will inherently produce less maintainable, buggier code. The solution to less buggy code is to use skilled programmers wha really understand and can use the available OO techniques (ie NOT offshore, NOT H1-B etc.). I think it also helps if the developers have some understanding of the field for which they code ie medical, financial etc. When you go with the lowest bidder, you get what you pay for /rant)
MM
Well.. some interesting ideas in there mainly flawed.
.Net ae eliminating may of those issues.
1) The concept that software should 'feel' right to the developer. First of all this cannot be formalized in any sense of the word. Secondly even if it could be it is focused on the wrong target, it should feel right to the end user/problem domain experts. More about this in point 2.
2) Software tools should model the real world. Well.. duh. Any time you build software you are modeling a small part of the real world. THe next question is: what part of the real world. The reason that OOP has not progressed farther is that the real world is so complex that you can only build some generic general purpose tools and then have a programmer use those tools to solve a particular subset. So the programmer must first know what the problem domain is and what the tool set is capable of.
3) Programmers should be average. Absolutely not. In order to model the real world a good programmer must be able to retrain in an entire new problem domain in a few months. This is what is missing in may cases, most people do not have that level of flexibility, motivation or intelligence and it is difficult to measure or train this skill.
4) Programmers shouldn't have to know math. Wrong again. Programming IS math. And with out a basic understanding of math a programmer really does not understand what is going on. This is like saying engineers shouldn't need to know physics.
5) The term 'bug' is used very loosely. There are at least 3 levels of bugs out there:
a) Requirements/conceptual bugs. If the requirements are wrong based on misunderstanding you can write great software that is still crap because it does not solve the correct problem. This can only be solved by being a problem domain expert, or relying heavily on experts (a good programmer is humble and realize that this reliance must exist).
b) Design flaws. Such as using the wrong search, bad interface, poor secuirty models. This is where education and experience come in.
c) Implementation bugs, such as fence post errors and referencing null pointer. THis can be largely automated. Jave, Perl and
In short, a bad simplistic article which will probably cause more harm than good.
putting the 'B' in LGBTQ+
I ask because I'm currently looking into dependent type systems, which aren't currently practical. However, their claim to fame is that the type system is much more expressive; it is possible to define types like "date" or "mp3" in them, and ensure that wrong data cannot be supplied to functions. As I play though, I get the feeling that if the type system is too powerful, people will just create bugs in types, and we'll not improve by as much as we could do.
I appear to have a blog. Odd.
1. WTF does that mean? It's all just buzzwords. Woohoo. Another buzzword engineer. Just what the world needs.
2. Making programmers program in an OO paradigm doesn't stop bugs. So why should "expanding the pure object-oriented paradigm" do anything productive?
Having watched many people struggle with physics, chemistry, and biology courses, I'm not sure that the real world is all that inituitive. Even in the non-scientific informal world, many people have incorrect intuitive models for how things work. For example, many people think that increasing the setting on the thermostat will make the room warm up faster (vs. warming at a constant rate, but reaching a higher temperature eventually). And my wife still thinks that turning off the TV will disrupt the functioning of the VCR.
Another problem is that the real world is both analog and approximate, while the digital world calls for hard-edged distinctions. In the real world, close-enough is good enough for many physical activities (driving inside the white lines, parking near a destination, cooking food long enough). In contrast, if I am moving or removing files from a file system, I need an algorithm that clearly distinguishes between those in the selection set and those outside it.
I like the idea of intuitive programming, but suspect that computers are grounded in logic and that logic is not an intuitive concept.
Two wrongs don't make a right, but three lefts do.
After many debates and fights over paradigms and languages, it appears that everyone simply thinks differently. The variety is endless. There is no universal model that fits everyone's mind well.
As far as "modeling the real world", my domain tends to deal with intellectual property and "concepts" rather than physical things. Thus, there often is no real world to directly emulate. Thus, the Simula-67 approach, which gave birth to OOP, does not extrapolate very well.
Plus, the real world is often limiting. Many of the existing manual processes have stuff in place to work around real-world limitations that a computer version would not need. It is sometimes said that if automation always tried to model the real world, airplanes would have wings that flap instead of propellers and jets. (Do jets model farting birds?)
For one, it is now possible to search, sort, filter, and group things easily by multiple criteria with computers. Real-world things tend to lack this ability because they can only be in one place at a time (at least above the atomic level). Physical models tend to try to find the One Right Way to group or position rather than take full advantage of virtual, ad-hoc abstractions and grouping offered by databases and indexing systems.
Table-ized A.I.
- I accept that humans are fallible, and as long as software is produced by humans, or by anything humans create to produce software for them, the software will have bugs.
:)
- I accept that there is no magic bullet to programming, no simple, easy way to create bug-free software.
- I will not add unrelated features to programs that do something else. A program should concentrate on one thing and one thing only. If I want a program to do something unrelated, I will write a different program.
- I will design the structure of the program, and freeze its feature set, before I begin coding. Once coding has begun, new features will not be added to the design. Only when the program is finished will I think about adding new features to the next version. Anyone who demands new features be added after coding has begun will be savagely beaten.
- A program is only finished when the time and effort it would take to squash the remaining obscure bugs exceeds the value of adding new features... by a factor of at least two.
- If I find that the design of my program creates significant problems down the line, I will not kludge something into place. I will redesign the program.
- I will document everything thoroughly, including the function and intent of all data structures.
- I will wish for a pony, as that will be about as useful as wishing that people would follow the above rules.
"Destroy science and religion. Science would re-emerge exactly the same; but not religion." - Penn Jillette, paraphrased
That brings up a very good point: why limit yourself to using one tool for every kind of software development? Just as assembly, C, Perl, and even VB have their uses in programming, industry, and science, there exist programming environments where it'd be useful to deal only with abstractions.
To wit: many of my peers in CS came into CS because they wanted to program--boy, were they in for a rude awakening! It's true: there will always be a need for Lego-builders, but I think that it's useful to have languages specifically targeted toward "Lego builders," and others specifically targeted at "builders who use Legos."
Smalltalk and Ruby have been recommended to me already; perhaps one of those is more along the lines of a language that's more targeted at builders-who-use-Legos?
A form of ternary logic is used to establish whether two lines/arcs intersect in some GIS implementations. This was introduced several decades ago. Usually its called Fuzzy Tolerance. So actually, ternary logic is useful and in use.
Many of the problems with the currently popular software design antipatterns like MVC are that they throw out all of the advantages of true Object Orientation in their zeal to re-invent the 1970's style data processing in OO languages. The NakedObjects folks have an approach that makes it much easier to code in a truely object oriented fashion. This results in more natural, behaviourly complete, objects that are easier to understand, test and refactor. Although this doesn't solve all of the problems that Livschitz mentions, it definitely mitigates the common problems that developers who use OO languages experience and reduces bugs for some of the same reasons that Livschitz cites because it solves the same problems.
Signatures are a waste of bandwi (buffering...)
I was thinking about the same axact thing the other day. It's 2004, where are our common primatives?
.Net. Finally any language an interface to any other language's compiled objects. So we're getting closer.
// special state
glibc is 'it' but it still gets updates, bug fixes, etc. It is not used on every platform. Yet it gets recreated over and over again.
Then I thought about
But I think the biggest problem is the lack of software engineering from flow-charting. As mentioned, flowcharts allow us to map out or learn the most complicated software.
I think we can accomplish all she describes inside an OOP language, be it Java or C++ or Python. The master-slave relationship is easily done. The cooler thing that I would like to see more of is the state.
Rather than a process starting off in main(), and ini code run in constructors, each process and object need to have a state associated with it. This state is actually a stack, and not a variable.
my_process {
resister state handler 'begin' as 'init'
resiter state hander 'end' as 'exit'
state change to begin
}
init() {
do_something();
register handler condition (x=1, y=1, z=1) as 'all_are_one'
}
all_are_one() {
state change to 'in_special_case'
do_something_else();
pop state
if (exit_condidtion) exit()
}
exit(){
while (state_stack.length) pop state
}
What I'm tring to do is model the logical process with the execution of code, but in an asyncrounous manner. Sort of like a message pump, but its been extended to take process stages and custom events.
Slashdot's rate-of-post filter: Preventing you from posting too many great ideas at once.
I recently got management to launche a campaign to reduce the number of warnings caused by this sort of idiocy (we get about 5000 from a full rebuild). What do I find now? "#pragma nowarn", etc... give me strength!
That's very perceptive of you Mr Stapleton and rather unexpected in a G Major
I have tried to learn Perl, and I simply do not like it as a programmer. (I do not like it, which is why I choose not to use it, but that doesn't mean that it doesn't work others... if you like it, then great. I don't want to start a flame war)
As a programmer, I prefer C/C++ because things are pretty explicit, ie. you need to define your variables explicitly before you use them, and there is no guessing involved.
However, with Perl, there are so many things that if they aren't present, they are assumed. It is very "hacky" and makes it very hard to read. When things are assumed, to me as a programmer, it just means it creates uncertainty, and this inevitably leads to bugs.
The same goes with most scripting languages, like PHP. I use PHP because it is very easy to use, but it also suffers from similar bugs (ie. being able to use variables before explicitly declaring them, etc).
Like I said, if you love Perl, that's great, and a good Perl programmer will know all this, and will probably make very few bugs, just like a good C programmer will make very few bugs in their code. My point is that for the lesser Perl programmers, it is very easy to write code that is simply horrible.
Why is it so difficult, if not impossible, to write bug-free programs that contain more than 20 to 30 million lines of code?
Maybe because the programs contain 20 to 30 million lines of code.
Look, I understand that a lot of people are yearning for the good old days when software was less buggy. You know what? I suppose that if your entire application consists of something like 4000 assembly code instructions, you might just be able to make the program bug-free.
But it's not 1983 anymore and programs are on the order of millions of lines of code. Of course it's not feasible to go over the entire program manually and root out every single bug. The stuff I work with every day is considered extremely small and yet it depends on all sorts of external libraries, each of which may have dependencies, etc. It all adds up to amazingly large amounts of code. But, it requires large amounts of code to do extremely complicated things. Is this a surprise to her or something? I don't think there's any "paradigm shift" in the field of programming that's going to change the fact that:
* Doing complicated things requires lots of code.
* The more code you write, the higher the chance of bugs.
I reiterate: duh...
What bothers me about statements like this, is that no one is suggesting that perhaps our estimation and budgeting methods are off.
What if someone scheduled one week and allocate $100 for design and construction of a skyscraper, and when the engineers failed to deliver, who should be blamed? The engineers?!
...richie - It is a good day to code.
As for cost, given the high rate of failure in the current system and the astronomical costs of bugs in current software products, I don't think that cost considerations support your argument.
Further, virtually every software text in existence states that more time spent in design reduces defects and yet very few projects spend sufficient time in the design state. Proper design is currently the path not chosen, so its costs are unknown. One cannot reasonably argue that an unknown cost is higher than a known cost prior to the unknown cost being known.
Lastly, your request for a proof exemplifies my point. You cannot offer such a proof and that is why Apache has to be patched. If Apache had been properly designed and constructed from the beginning, the only updates to Apache would be for new features. The cost of all the bugfixing that has gone into Apache over the years was unnecessary.
Unfortunately, computer science is still in its relative infancy. It is currently more akin to a skilled trade than a science. Also, our system of education (at least in the US) is geared toward producing artisans of computers rather than computer scientists. One hopes that this will continue to change over time.
Letter To Iran
I don't believe I've advocated anything in my posts...I was continuing a thought process.
Actually, the very fact that we live in a binary world kinda makes your post redundant, we ended up here for a reason. However, does that mean we are not allowed to think outside of this paradigm? Can we not discuss things like this? Or shall we stay confined to our little box at all times?
No Comment.
I have been a software developer for more than 15 years. Currently employed as a Senior Software Engineer.
I've only come across one way to write code that is close to bug-free: Test-Driven Development (TDD.)
In TDD, you never write a line of code unless there is a unit test in place to check the results.
I have seen very complex systems get built from scratch with virtually no bugs when TDD is followed.
There are lots of online resources about TDD. It is one of the foundations of XP (Extreme Programming.)
- A lot of time is spent trying to get the syntax right. By moving software development away from pure-text writing and towards a more humane form (like dragging widgets together), the head could be freed up so that we don't have to think about adding ; at every line end and focus more on the problem.
- The form of source code (text) today doesn't reflect the complexity of the problem behind it. Surely there are tools that overcome some of these problems, but since they still work on the basis of a text document, they are error prone and won't free our heads. A good example for this is CVS: it compares *lines*, but it should compare the syntax - so it sees differences where there are none.
I feel that programming is held back in the era of the "command line" while all other fields have long moved to some sort of GUI.
I've got a list of dozens of ways to improve programming and making it humane without changing the syntax/language... does anybody know if there is research / finished products in this field? What have others already tried out?
Thank you for any suggestions!
There are some controversial claims being made in that article:
The preventive measures attempt to ensure that bugs are not possible in the first place. A lot of progress has been made in the last twenty years along these lines. Such programming practices as strong typing that allows compile-time assignment safety checking, garbage collectors that automatically manage memory, and exception mechanisms that trap and propagate errors in traceable and recoverable matter do make programming safer.
Fans of "dynamic" languages will surely balk. There is no evidence that strong/static typing makes programmers more productive or reduces total errors. Static/strong typing is not a free lunch: it adds more formality to the code, making it larger, and more code often means more bugs, partly due to slowing the reading of code. ("Static" typing and "strong" typing are generally different concepts, but tend to go hand-in-hand in practice.) There are also nifty things that can be done with dynamic evaluation that are hard or code-intensive to emulate with compiled languages. Often the same Java program rewritten in Python is 1/3 the size.
However, it is sometimes said that the best programmers are best with dynamic languages and mediocre-ones best with strong/static typing.
Further, some feel Java's error handling mechanisms are unnecessarily complex and "glorified goto's" or "glorified IF statements".
In regard to recovery, I can't think of a recent technological breakthrough. Polymorphism and inheritance help developers write new classes without affecting the rest of the program.
It appears to be a trade-off. Polymorphism and inheritance assume a certain "shape" to future changes. If the future fits those change patterns, then change effort and scope is smaller. However, many feel that such change patterns are artificial or limited to certain domains. For example, adding new operations to multiple "subtypes" often requires more "visit points" under polymorphism. It would be a single new function in a procedural version, and other code need not be touched. It is the classic "verb changes" versus "noun changes" fight that always breaks out when OO and procedural fans meet and fight over code being more "change friendly".
Object-oriented programming allowed developers to create industrial software that is far more complex than what functional programming allowed.
I think she means "procedural", not "functional". But there is no evidence that either is the case. There is no evidence that well-done procedural (usually with a RDBMS) systems are more buggy or costly than OO. Management satisfaction surveys by Ed Yourdon put them pretty much even.
Table-ized A.I.
She's the real story here. I think I'm in love.
In all matters of opinion, our adversaries are insane. -Oscar Wilde
There is a language like that. In fact, both C++ and Java borrowed several ideas from it. It's called Smalltalk. :) In Smalltalk, everything is an object. Objects talk to each other via methods. Smalltalk has a limited form of closures, can handle exceptions, and has double-dispatch.
As languages go, it's pretty awesome. It was well ahead of its time, anyways. Ruby (as another poster mentioned) also does some of this.
Smalltalk and Ruby are great if you're just working with components and assembling them lego style, sure. But what'd be really nice is to use a language that can do both high level coding and systems programming. Someone else thought of it. Brad Cox came up with Objective-C, which NeXT later expanded upon.
Apple is using Objective-C with the old OpenStep library as their primary development environment for awhile now. It's very nice, supports a lot of full features, has explicit memory management that is very flexible but also circumventable and tunable (using reference counting, but people have made mark-and-sweep extensions, both are not implicit like java though).
Objective-C supports late binding, weak typing, strong typing, static typing and dynamic typing, all in the same program. It can directly use C, so if you know C you're already 3/4 of the way there. The message syntax is slightly odd, but works out. Unfortunately, Objective-C doesn't have closures. David Stes developed a meta-compiler that turns Objective-C with closures into regular C (called the Portable Object Compiler) which might get you some distance if your work demands them.
ObjC can either use C-style functions, smalltalk style message passing, or a hybrid of both. It's a very interesting language. Apple added C++ extensions, so now in most cases you can even use C++ code (however C++ classes are not quite ObjC classes, and there are some caveats).
If you're looking for a language that splits the difference between Ruby/Python and C/C++, Objective-C might be your best bet. It's pretty hard to find an easy-to-use language that also provides a lot of performance.
Slashdot. It's Not For Common Sense
Oh my! In going beyond Object Oriented Programming, she has managed to re-invent constructs that OOP was meant to replace. Subroutines, and even lowly "if" statements have a place in programming. And what's more, they need to be constructs even more heavyweight than objects. Sun really is trying to sell hardware! I can't wait for the next advanced programming abstraction of registers and gates. I'm sure there will be a market for distributed, clustered, logic servers, and several competing (standard) XML schemas for ANDsm OSs, XORs, NOTs, and MAYBENOTs. I can't wait for version 1.5, where goto jumps will be implemented via Inversion of Control in an Aspect Oriented Framework! Seriously, what bugs
Because of human nature and because of the extreme complexity of the ideas we attempt to encapsulate in non-trivial software, buglessness is not an achievable goal, regardless of the methodology of the day. The interviewee seems to think that there is some magic bullet waiting (in new tools or methodologies I guess). This shows a fundamental rift between her and reality, and makes her opinions fundamentally suspect.
The goal in any real software project is to meet customer's (and I use that in the broadest sense) expectations adequately. What is adequate? That depends on the software. A user of a word processor for instance is likely to not mind a handful of UI bugs or an occasional crash. A sales organization is going to expect 24/7 performance from their Sales Automation Software.
The canny programmer (or programming group) should aim herself to produce software that is "good enough" for the target audience, with, perhaps, a little extra for safety's sake (and programmer pride).
Of course their are real differences among the tools and methodologies used in getting the most "enough" per programmer hour. Among the one's I've come to believe are:
1. Use the most obvious implementation of any module unless performance requirements prohibit.
2. Have regular code-reviews, preferably before every check-in. I've been amazed at how this simple policy reduces the initial bug load of code. Having to explain one's code to another programmer has a very salutary effect on code quality.
3. Hire a small number of first class programmers rather than a larger number of lesser programmers. In my experience 10% of the programmers tend to do 90% of the useful work in large software projects.
4. Try to get the technical staff doing as much programming as possible. Don't bog them down with micromanagement, frequent meetings, complex coding conventions, arbitrary documentation rules, and anything else that slows them down.
5. Test, test, test!
I think that the author makes some very good points about the high-level problems of OOP and I think the same also applies to AOP (aspect oriented programming). Both approaches force you to take a design that consists of many different, well understood paradigms and then force it into a language that supports only one or two of them. AOP gets people excited because it means you have two paradigms to work with instead of one. This is great, but it misses the point. We should be putting a whole set of different design paradigms into the next generation of languages not just (last language)+1 of them.
I think part of the reason that this broader problem is not fully realized is that you don't run into it until you have to update existing code with essentially new features and even then hindsight is 20/20. It shows up there because you have to now take the constrained language, look at it in terms of the many design paradigms you started with, add a new one, and then squish it all back in again. The result of this process may be very close to what you had before (this is when it's easy) or may be very different(this is often when we see a group scrap it all). Unfortunately it's all to easy to just say "well if I'd implemented it THIS way then the change would have been small" which ends up being almost as helpful as realizing you should have played the OTHER lottery number.
The other reason I think we don't see any movement in this direction is that, much as with functional programming before it, once you have spent the last 5,10,50 years thinking of everything in terms of OOP it is very hard to see where it's letting you down.
Since strings are immutable, it's actually creating a new string based on the content of strings a and b. So is actually .
A lot of bloat just for plus sign. eh? The first thing you learn when tuning Java is to avoid using that + sign at all costs. It's only there for learners.
Hey freaks: now you're ju
Eckel's Design Principle #1: Don't be astonishing.
I find True, False or Maybe to be fairly astonishing. Does maybe mean quit? Does it mean give me more options? Does it mean the same as True or False (it would if my wife coded it, oh!)?
All the third option gives us is more questions. Which defeats Echel's sixth principle: Simplicity before generality.
Hey freaks: now you're ju
Even the tech gurus on Star Trek can reprogram most computer problems in minutes, or at the outside, in a day or two. This would appear to be functional programming, as mentioned earlier in the article. I've never heard Jordi complain about referencing a null pointer anywhere.
In short, the answer is Star Trek. Sun, Microsoft, IBM, and the rest just needs to get off their asses and deliver whatever programming language was used on the Enterprise! Damn the bureaucrats, damn them all!
I couldn't stop thinking of existing theories and/or implementations of her ideas...
Modeling processes out of the OO paradigm (opposite to what Design patterns started to sacralize for example) is precisly the subjet of so-called business rules. But BR people are close to relationnal model of data, that is too quickly assimilated with SQL DBMS(*), so OO oriented people don't buy it (see the almighty impedance mismatch).
Data-structures other than trees and collections are already genericaly implementable in any modern OO language. See Eiffel for example which can perfectly do that for 15 years (parametric classes, with full type safety). May be the java generics will help to build highly reusable data structure... I doubt that, anchored type is missing (ie the possibility to declare the type of a variable as equal to another type, nearly mandatory when dealing with inheritance of generics).
Tom.
(*) I warmly recommend the writings of Chris Date and Fabian Pascal to really see how the relationnal model of data is different from SQL databases...see DBDebunk for references.
There is truly no such thing as bugless software. No matter how well or how stupid proof a program is coded, a user will find some way to do something to it which was not intended. If they keep this up, eventually it will cause something to go wrong in your program.
Even if, by some miracle, all programs were immune to user errors, there are infinitly many hardware/OS/software combinations that some conflict with code will eventually surface. IMO, this ideal of bugless code is just that, an ideal.
Physics makes the world go 'round.
"software should more closely simulate the real world"
From the article: "It's not the prevention of bugs but the recovery -- the ability to gracefully exterminate them -- that counts."
While the need to gracefully recover your design from bugs (bugs come from design, or lack of, not code) is laudable. The proper technique is to design without bugs in the first place. Assuming that you're actually meeting the business requirements or functional specifications, there is a straightforward method to flattening bugs before they become fruitfully overripe and multiply.
Once you have obtained the proper requirements (your goals), and after you've properly atomized it to its smallest component parts, you need to model those parts. Once you've modeled those parts, you need to test the model. This works in single process design, but it really shines in concurrency where anyone can truly screw up.
Get a good book on design. Then get a good book on modelling, mechanically analyzing, and testing those designed processes before commiting to code.
= 9J =
If you can't determine if an arbirary program halts on arbirary input then you can't tell if that program has a bug.
If want a language without bugs, you have to use a language that does not interesting problems.
Anyone can call themselves a programmer, or even a software engineer. Someone who graduates from a BCS program is required[1] to do zero practical work in the field before they get their degree - which is the height of their qualifications.
Engineers may graduate, but they require at least a few years of work before they can be licensed. Lawyers have to pass tests beyond those based in the fantasy world of academia. Medical doctors require years of on the job training under close supervision before they are turned loose. All of these professions are self-governed and discipline their members if - nay, when - one of them screws up. Potentially they can loose their license.
The IT world has no such professional designation. The IT world has no such self-governing body. Given companies/individuals in the IT world can consistently produce almost criminally negligent code, and provided they bid low, will survive.
MDs, PEngs (and even lawyers) can always refuse to do something if it is clearly dangerous, unsafe, or illegal. Their clients cant really go anywhere else to get that task done as all professionals will be bound by the same rules.
Even trades: plumbers, carpenters, electricians, pipe fitters..... have some non-academic certification process. Most, beyond a (say) two year school program have to have years of apprentice work before they can be qualified. They are required by law to build things to some safety standard, building code, electrical code, fire code....
Anyone can call themselves a programmer.
The closest thing that the IT world has is various certs from for-profit companies. But they are generally for variations on systems administration, rather then programming. While, so far as I know, they cant be revoked for cause, they do all expire after some finite time.
What the IT world needs is the equivalent of a PEng professional 'grade' designation for, ie 4 year BCS level of schooled people. And also a trades grade designation for 2 year community collage types. Implicitly from there you get higher quality product, because the people designing the product (PEng grade types), and the people implementing it (trade grade type) have higher obligations then just to the customer. They would have professional responsibilities, violation of which could cause them to loose their respective licenses. This would solve most of the bugs caused by cutting corners to save on cost, releasing before its done, etc. By no means all, but a lot.
[1] yes, some schools have Co-Op programs. But I know of none that are requirements.The article doesn't seem to address all of the different types of bugs, nor how to best address them. Anyone care to add to or refine this list?
1. Algorithmic bugs - you have a function with well-defined input and output, and it does the wrong thing (may include giving the wrong answer, looping forever, leaking memory, or taking too long to return). Can be avoided with a combination of code review, unit tests, and correctness proofs when possible.
2. Interface bugs - this includes validating input, both from the user and over the network or other ways in which your program gets input data. These bugs include buffer overruns, GUI bugs caused by an unanticipated sequence of clicks, etc. These bugs are mostly found by testing, but sometimes also with automatic code checkers or memory debuggers that highlight potential problems.
3. Bugs in the operating system or in sublibraries - any large project depends on large volumes of operating system code and usually lots of other libraries. These systems almost certainly have bugs or at the very least undocumented or inconsistent behavior. The only way to avoid this is to validate all OS responses and do lots of testing.
4. Cross-platform bugs - a program could work perfectly on one system, but not on another. Best way to address this is to abstract all of the parts of your program that are specific to the environment, but mostly this just requires lots of testing and porting.
5. Complexity bugs - bugs that start to appear when a program or part of a program gets too complicated, such that changing any one piece causes so many unintended side-effects that it becomes impossible to keep track of them. This is one of the few areas where good object-oriented design will probably help.
6. Poor specifications - these are not even necessarily bugs, just cases where a program doesn't behave as expected because the specifications were wrong or ambiguous. The way to avoid this is to make sure that the specifications are always clear. Resolve any potential ambiguities in the specs before finishing the code.
My overall feeling is that there are so many different types of bugs in a real-world programming project, and any one technique (like object-oriented design) only helps address one type of bug.
is to _test_ your code.
...against the business requirements.
True. It's always going to be some sort of combination of 'need it yesterday', 'soon', 'works pretty good', or 'handles fatal exceptions exceptionally well'.
This is not a dream, not a dream...we are transmitting from the year 1-9-9-9.
OO has one paradigm which is make everything objects. This is absurd.
If you look through the Java libraries there are numerous examples where things are stretched to make them objects. You see the same thing in Java applications.
Example: colors. Is a color an object or an attribute of a point on a surface? Apart from anything else Java having colors as objects means you have to create millions of objects or build a color object cache if you have large numbers of colors.
Example: bignum. A number is a stage in a computation not an object. Again, tons of garbage and impossibly slow code.
I agree with the lady that we need extra concepts but I disagree that we need a fixed set of concepts hard wired into the language. We need a powerful enough language where you can add concepts that you need.
Just as OO was added to Lisp without changing the base language, so can other concepts. Try that in Java.
Java is better than the original 3GLs like Fortran 58 and COBOL 60 but not by an order of magnitude.
Programming is littered with complexities for there not to be bugs. You have to define something just right and not misspell anything or put something just "so" or there is a bug. I know there is a reason for all these things. But in the future I see Computer Aided Programming (CAP). The processing power of the PC will be used so that the computer will know what you are programming while you are programming it. The Artificial Intelligence will make suggestions and even write some of the code for you. The AI will keep you from making disasterous mistakes by analyzing every bit of recent code in comparison with all past code looking for conflicts. He will even suggest that you put something just "so" or not do it. The AI in essence will be your companion, debugging as you go. This will produce huge programming projects with no bugs whatsoever.
Slightly OT: ... or rather, just ACCEPTING unknowns and their repercussion in logic. Say, If I withhold a fact in an argument but claim to be "right," he will say there is just NO way of winning the argument --and then I produce the "new evidence." He sometimes recoils thinking his logic models cannot be blown away by my (normal logic + hidden evidence).
This is indeed hitting the nail on the head. My father and I have lots of disagreement on the issue of "common sense." I am very smart and he is so too, but tends to fall behind when it comes to explaining
Whenever he says that I should know something because it's intuitive, I bring up example after example of why he's mistaken to expect all logical conclusions to be == to his. We saw a lady in a TV contest who had to see words hidden behind her husband and make him guess the , through signs and gestures she made for him. She stumbled upon "otorrino," (this TV show is in spanish) which is short for otolaringologyst, and said that she didn't know the word. Well, I won't get into more complex translation details. Suffice to say that she didn't know what it was and had to skip to the next thing. My father was outraged:
I asked my dad why he rationalizes which concepts she SHOULD know rather than why she just DIDN'T know what he's 100% sure she already grasps. Moreover, he's always too shocked to see through his own failure at accepting that common sense doesn't exist, and instead trying to verbally fix something that is has proven false before his own eyes. But some people think they already know what is and isn't IMPOSSIBLE.
I can list three other languages besides english and spanish that I can understand, so I speak 5 languages, right? No. This is an example of misinformation and generalization: If she says she speaks 7, it doesn't mean her job has made her command them all --even if you 'knew' as many languages as the Pope and had to work in New York City's linguistic melting pot, you will never exert more than 3 language roles in your official capacity, and your "other 4 languages" will be pet languages, specially if you're only 35. But sometimes dad waves off my facts as crazy talk of today's young and naive offspring. Too bad. Sometimes he's surprised at how lucky I am when my "wrong logic" can get him so many nice surprises when his ways should be the only solution to my "poor common sense." You can tell I deal with control freak parents eh?
"Wireless : LAN
This slashdot discussion about software engineering is one the best I've ever read. It should be almost mantatory for students of computing to study. Lot's of posters have raised very significant points about why it seems impossible to write bugless software.
Let me add my 2 cents: the problem is that computer programs represent the 'how' instead of 'what'. In other words, a program is a series of commands that describes how things are done, instead of describing what is to be done. A direct consequence of this is that they are allowed manipulate state in a manner that makes complexity skyrocket.
What did object orientation really do for humans ? it forced them to reduce management of state...it minimized the domain that a certain set of operations can address. Before OO, there was structured programming: people were not disciplined (or good) enough to define domains that are 100% indepentent of each other...there was a high degree of interdepentencies between various parts of a program. As the application got larger, the complexity reached a state that it was unmanagable.
All todays tools are about reducing state management. For example, garbage collection is there to reduce memory management: memory is at a specific state at each given point in time, and in manual memory management systems, the handling of this state is left to the programmer.
But there is no real progress in the computing field! both OO, garbage collection, aspect oriented programming and all other conventional programming techniques are about reducing management of state; in other words, they help answer the 'how' question, but not the 'what' question.
Here is an example of 'how' vs 'what': a form that takes input and stores in a database. The 'what' is that 'we need to input the person's first name, last name, e-mail address, user name and password'. The 'how' is that 'we need a textbox there, a label there, a combobox there, a database connection, etc'. If we simply answered 'what' instead of 'how', there would be no bug!!! instead, by directly manipulating the state, we introduce state dependencies that are the cause of bugs.
Functional programming languages claim to have solved this problem, but they are not widely used, because their syntax is weird for the average programmer (their designers want to keep it as close to mathematics as ever), they are interpreted, etc. The average person that wants to program does not have a clue, the society goes away from mathematics day by day, so functional languages are not used.
The posted article of course sidesteps all these issues and keeps mumbling about 'intuitive programming' without actually giving any hint towards a solution.
First of all, homes are build from standard components. Lots of standard components. If software development, if you want a linked list, you have, at most, a handful of choices. When building a home, if you want a nail, you have dozens or hundreds of choices. There are roofing nails, framing nails, finish nails, decking nails, galvanized nails, nails with ribs, nails with spiral grooves and all available in a variety of sizes.
The point is, if you need a nail, you can walk into home depot and get *exactly* the nail that you want. In software, you have to make do with what's available.
You could argue that one can create whatever custom list behavior is needed from the building blocks available. That's true. You can also make whatever nail you want from steal wire. But we don't do that because it's error prone and you might not get exactly the right kind of nail necessary for the job. It's better to get one off the shelf because you can be pretty sure that someone has thought of all the issues related to the problem it's designed to solve and taken care of them.
Next, look at who builds a home and compare it to who builds software. If we build houses the way we build software, you'd bring 150 people to the job site and say "you there, do the framing; you over there, you're on plumbing; you two in the back have electrical work. After all, builders are builders, right? Of course not. There are specialized skills involved in each step and you need the expertise to do them. You wouldn't want your plumber doing the roof work any more than you'd want an excavator doing the plumbing. To build a complex system, you need lots of people with very specific skills.
Standards and interfaces. So how is it that you can walk into Sears and buy a blender that interfaces so perfectly with the electricity in your house? Because there are standards, of course. The standards specify the voltage and frequency on the line, the exact shape of the plug that you use, how long the cord should be, what sort of insulation it has and probably a lot of other stuff. Software systems need the same sort of standardized interfaces for their basic properties. We've started this with things like constructors, destructors and I/O operators.
Basically, I see software development as a very young science. As the standards evolve, the quality and reliability will grow also.
As with many (all?) other skills, I think two things probably dominate developer ability:
Please note the key distinction there: one of these factors relates to a developer's potential, the other to what he can actually achieve in reality.
To determine a good strategy for building a team of developers, you then have to consider the relative work rates of developers of different abilities, and the nature of the work. For example, most code is developed from relatively straightforward design and programming tasks, but often you have small areas that require much more skill to design and implement effectively. These areas require a more able developer/team, but OTOH we also know that such people can be anything up to 10x as productive as a "typical" developer on the more mundane work. Of course, employing such people also costs rather more.
So what does this suggest about our choice of programming language? Well, if your development task is going to require any complex design or implementation work, you're going to need a sufficient number of top end people to do it, and you're going to need suitably powerful and flexible tools to help them.
For the remainder of the work, highly skilled developers will still be happy using those powerful, flexible tools, but they may be in short supply, and chances are most of your team will be more average in ability, and thus more average in their ability to avoid mistakes. Thus you may need a tool that reduces the possibility or impact of those mistakes, even at the expense of some power and flexibility (which those developers will rarely if ever use anyway).
Strangely enough, this has always been one of the reasons I've liked C++ as a practical, real-world language. While it has plenty of theoretical flaws, it does combine both raw power and flexibility with a decent set of abstraction tools to keep routine development away from the most dangerous areas. You can have your top developers write subsystems using all the cunning tricks they need, but keep everyone else using only clearly defined interfaces. Given a little basic training (sadly a lacking commodity in the C++ programming world, but not beyond any competent manager to arrange -- this is the second factor above) the vast majority of "typical" developers can avoid the really dangerous programming practices, and take advantage of the neat stuff the top guys made for them. When those top guys have finished developing really neat stuff, they can just become super-efficient people doing the mundane stuff using the same tool.
Bottom line: for most real world projects, you need to judge a language by both what it's capable of when used by a really good guy and how well it looks after Joe Developer. If one language isn't enough to do both and your project needs them, maybe you need more than one language and some good glue, but that's a whole different topic. :-)
If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
Bad code arise when the requirements change and the code needs to be updated to these.
Bad code arise when the beautiful algorithm needs to deal with real-world constraints.
Bad code arise when the program grows over a certain size and too many modules depend on each other (this is often not avoidable).
Bad code arise for many reasons -- premature optimizations is not a problem I face often (in my 15 years of programming), and I have worked with a lot of bad code, much of it my own, which did not start out to suck, but most successful projects will grow to a complexity that affect the code badly.
Try to work with some "hard" problems and I bet your code will not look intuitive, like an arithmetic encoder, C++ parser, GIF decoder or a HTML parser which is compatible with the HTML on the net (as the users expect it to be!).
I think in the end the lower-level techniques of such a system prove more useful to a programmer. At the very least they have had a higher rate of succesful adoption. Most modern programming languages use Lisp's ideas of uniform object referencing and automatic memory management, and stuff like quasiquoting pre-processors has started popping up for other languages in the past couple of years. Concepts a little higher-level, like AOP and refactoring, go a very long way toward the intelligent programmer's apprentice. Of course, if nothing else all this stuff makes making programming apprentices much easier - just try to imagine building one to deal with C's pointer referencing!
In the great CONS chain of life, you can either be the CAR or be in the CDR.
I agree with you completely that bad code often arises through innocent intentions. I disagree, however, that it's often not avoidable. It's almost always avoidable: if you wrote the same code from scratch, knowing what you know after writing it the first time, you would produce a much better result.
The problem is just that complete rewrites are very expensive, and most development teams/managers are too stubborn to do minor rewrites when they should, preferring to add hacks or workarounds instead of maintaining a relatively clean design. Sooner or later, that usually results in the need for a much more expensive major rewrite instead.
If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
Nearly all software and engineering problems I see are due to unnecessary complexity. The more complex the system, the more prone it is to error, and the more difficult it is to fix. Since we cannot easily *prove* large programs correct, the best we can do is try to intuit our way through the program's structure and flow to spot problems and try to ensure correctness. So making code as understandable and simple as possible is the best way to reduce flaws, since the human brain is the last line of defense/validation as to the program's correctness.
I've been a developer on a major Microsoft product for 5 years. The source for this application is very large and it requires a team of roughly 30 developers to work on it for each release. Even when you become an expert on one area, you still know nothing about other areas, because there's just so much code.
There are areas of our code that are considered very touchy. They are expensive areas to work in because they are difficult to understand, are architected poorly, and break in unexpected ways nearly every time someone makes a change. This is directly due to the code not being as intuitive or as simple as it should be.
There are other areas of our code that are very readable, smartly commented, and intuitively architected. These areas are pretty inexpensive to work in, and they tend not to have many bugs. These areas do some very complex work, and are sometimes optimized in ways that don't make a lot of sense at first glance, but because the code is commented and architected cleanly, it is still quite understandable even to a newcomer.
When people start building houses of cards just because they can, instead of it actually being necessary to get the job done, that's when you end up with a mess on your hands. I've seen plenty of code (not at my job, but on my own time) written by "kiddies" who had just discovered recursive functions, and they do their damndest to try to tackle everything using recursion. I've seen the same thing with people who have just discovered C++ classes -- everything is over-encapsulated as a class, just because they think classes are cool, rather than using classes to aid in organizing things in any sane fashion.
Moderator hint: a comment is neither "Flamebait" nor "Troll" if it is true.