The Code Is The Design
danielread writes "In 1992 C++ Journal published an essay by Jack W. Reeves called 'What Is Software Design?' Many credit this essay as being the first published instance of assertions such as 'programming is not about building software; programming is about designing software' and 'it is cheaper and simpler to just build the design and test it than to do anything else'. developer.* Magazine has republished this groundbreaking essay, plus two previously unpublished essays, under the title Code as Design: Three Essays by Jack W. Reeves."
Here we go.
The UML monkeys are gonna have a fit!
developer.* Magazine has republished this groundbreaking essay, plus two previously unpublished essays, under the title Code as Design: Three Essays by Jack W. Reeves."
I'm supposed to be impressed by this? Ten years to republish an article? What a rag. Why, here on Slashdot, you barely have to wait te--
[sound of post getting modded into oblivion]
It's cheaper and simpler for the initial programmer. After that, we have to spend time (and therefore money) decoding the original code, recognizing idiosyncracies, and retrofitting to work with other code. Even if it's the same programmer, a couple of years later. C++ is more "self documenting" than most languages, when coded properly. And it certainly seemed like the remedy to C, back in 1992 when that screed was written, and C++ was just beginning to be adopted by mainstream programmers. But there's no substitute for writing the requirements, feature definitions, scopes and dependencies first, then the comments in the code blocks, then the code, and tar'ing those docs with the source code. The initial hump is steeper, but the total area under the work curve, over the product lifecycle, is much less.
--
make install -not war
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Courtesy IOCCC:http://www0.us.ioccc.org/2004/gavare.c
An Indian-American Hindu committed to non-violent thought/speech/action alarmed by the global explosion of radical Islam
Hey, it was hard to write, it should be hard to read!
Whenever I bring stuff like this up to the powers that be, their response is basically just, "Shut-up and code." Then conversations like this take place between employees:
Dilbert: I'd quit and become an entrepreneur, but I don't know how they handle such huge risks.
Wally: Denial, probably.
Alice: We got bought by our arch-rival this morning. Their CEO says he plans to be as "humane" as possible.
Dilbert: He sounds nice.
Wally: Maybe we'll get bonuses.
A programmer is a machine for converting coffee into code.
There are many styles to writing code, but I think that if you are verbose with the naming of your variables, as opposed to naming your variables with unintelligible abbreviations, then that goes a long way to long term code maintenance.
Well written code should read like a book and only need commenting for blocks of code which are not completely obvious as to what their intent happens to be (for example some hack you write up to get around a bug in a library you are using at the time).
One of the most annoying things is the fact I choose not to use an IDE, so developer documentation inserted into the code to describe a function or class or whatever just clutters up the reading of the actual code.
Furthermore, most of the developer documentation of your typical programmer is such that all it describes is the arguments a function takes and what is supposed to be returned, while doing nothing to explain the purpose of the function and why it might be used. In other words, most of the time documentation is useless and just gets in the way because it doesn't relate to anything which makes sense (for humans to understand something new, usually you need to relate it to something they already understand).
So as a general rule of thumb, if you can read the code out loud (or in your head) and you don't constantly have to stop to analyze the code to see what the context of some variable happens to be at any given time, then you are doing a good job. If on the other hand your code cannot be read out loud (because of inaudible variable names), then the odds are some other programmer is going to have to review every other line of your code just to try and make sense of it all.
An ex-employee of mine who I didn't audit very well, spent a ton of time documenting his code in some of the most anally-retentive ways. However, his code just never had any flow. To date, I have had to scrap much of what he worked on because his code was not maintainable.
So in essence, if you have poorly written code, then all the documentation in the world won't do much because poorly written code makes your design inflexible and hard to work with, while well-written code that you can read like a book usually is simple enough that you can mold it into something more useful later on.
So I agree that the code is the design and the design is the code. You can come up with the most elaborate UML diagram known to man, but if the code has no flow to it, and a whole lot of hacks are needed to implement a rigid design structure, then the design overall in the end is going to suck.
If you are going to do documentation, keep your modules small and do it once you are pretty certain the modules won't be changing much from that point on. If you are uncertain, then it is probably best to just ignore the documentation process until things are more set in stone.
It's always seemed to me that design and coding are more than a bit like buiding a house and using carpentry tools. The world's best carpenter won't build much of a house unless someone's done the design (even if it's just one more 3-bedroom ranch he's built many times before -- that design is imprinted in his memory.)
But, you can't live in a design, so both skills are needed.
In the end, people who stand around and argue that good carpenters don't need designs, or vice versa, miss their completion date and lose the customer.
-- Slashdot: When Public Access TV Says "No"
Unknown host pong.
man did anyone actually read the damn article?
He's not saying you don't do traditional software design work, or document. He's saying that if you compare the work that a software engineer does, it is equivlant to the design phase of normal engineering, not the manufacturing phase. That the program you deliver, is in essence, a completed "design" not a manufactured "product".
When you roll out and install this "design" in the target environment, this is the step which equates to normal manufacturing.
It's actually pretty insightful.