How to Keep Your Code From Destroying You
An anonymous reader writes "IBM DeveloperWorks has a few quick tips on how to write maintainable code that won't leech your most valuable resource — time. These six tips on how to write maintainable code are guaranteed to save you time and frustration: one minute spent writing comments can save you an hour of anguish. Bad code gets written all the time. But it doesn't have to be that way. Its time to ask yourself if its time for you to convert to the clean code religion."
Damn, that game looks sweet. Anyone know what it is?
-- www.globaltics.net
Political discussion for a new world
That has to be the worst written article on cleaning up your code I've ever read.
This looks like it was written for (and BY) freshmen CS majors.
Comment your code smartly? No shit?
Use #defines everywhere? Honestly, I find that having a config file (or DB table) is a lot better, as I can change global variables without even a recompile...
I'm not saying its BAD advice, its just advice that anyone in the real world already knows.
How about something new?
1.) Use test driven development
2.) Write complete unit tests, including bad input
3.) If any piece of code is complex enough to require a comment, make it its own function and comment the function. I believe the only thing that REQUIRES comments are classes and methods. Not pieces of code...
I code go on, but I'm not a writer...
And neither is the author of that pile of trash...
Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
C, C++, and Perl are not "safe" in this sense. Python is. Not sure about other common languages.
"Not an actor, but he plays one on TV."
The article is suited for beginning programmers, I guess. Here is the summary of the tips.
1. Comment smartly.
2. Name your constants ("use #defines").
3. Descriptive variable names, but not too long.
4. Handle errors.
5. Avoid premature optimization.
6. Clarity is better than cleverness.
The author may not be a beginning programmer, but it appears that he might be a beginning writer on programming.
"One minute spent writing comments can save you an hour of anguish."
However, what's the probability that the savings actually goes to *you* and not a coworker competing with you for a promotion, or someone who replaced you in a later year? If you work in an office with 100 staff, let's say 1%. So expected savings to you is EV = 1% x 60 minutes = 0.6 minute, less than the minute it takes to write the comment. (Even assuming the payoff is correct, and then helping competing coworkers doesn't do any damage to you.)
This is what I consider to be the "tragedy of the commons" for software engineering jobs. When I was a programmer, the people who did the least documentation were the fastest, and often the only folks who could approach certain parts of code, and so held in the highest esteem by the executives. Now I only write code for my own projects.
We know where leadership by an anti-intellectual "strongman" who scapegoats minorities and likes boisterous rallies goes
I thought I'd make two comments on things that I think he got a bit wrong.
Tip 2: Don't use #define. Avoid it as best as you can. Use const int. That's what it's for. It will be typechecked by the compiler, it's much harder to produce bizarre errors, and 99% of the time it's better.
const int NUM_ALIENS_TO_KILL_TO_END_WAVE = 20;
Tip 4: Warning messages don't work. Don't bother with them. Use assert() - if it triggers, your program will crash with a useful error message. Now that's an incentive to make things work!
In my current project, out of 25,000 lines of code, I have almost 1100 asserts. And the first number counts whitespace. Any bugs I have get found and squashed pretty much instantly.
Breaking Into the Industry - A development log about starting a game studio.
Not that I don't use them a lot myself, but I thought that in C++ you were supposed to try to avoid the use of macros altogether, and in particular were supposed to use consts for, well, defining constants.
I.e. not
#define PIXEL_WIDTH_OF_PLAY_AREA 800
#define PIXEL_HEIGHT_OF_PLAY_AREA 600
but
const int PIXEL_WIDTH_OF_PLAY_AREA=800;
const int PIXEL_HEIGHT_OF_PLAY_AREA=600;
"How to Do Nothing," kids activities, back in print!
Wow. That was a big waste of time. All of this stuff is obvious and everyone knows it. Why did anyone write all of this?
Actually, it's not necessarily a bad thing for your code to destroy you. Just make sure you don't dereference any old pointers to you afterwards.
People who are just starting their careers as programmers are allowed to read articles too. Just because something is aimed at a population less experienced than you doesn't mean that it's crap!
I'm not sure if it really called for a Slashdot entry, but I've been on a few projects with new coders where a quick read of something like this on their parts would have saved everyone a lot of grief.
I am trying to maintain code written by a senior designer (logic code). This developer did not believe these rules. It is hell. This is not redundant.
It has functions...
Best Slashdot Co
Relying on the environment to do all cleanup leads to bad code.
Every time you create something, destroy it afterwards.
Assume every action will fail and handle it appropriately.
I have seen 'developers' assume everything will be taken care of, then when the software gets into the users system their usage patterns make it explode.
Simple management needn't make a development time longer or harder and allows you to migrate things to other applications/systems with ease.
liqbase
To keep my code from destroying me, I shouldn't #define MAX_ALIENS_ON_SCREEN_AT_ONCE to equal 100. That's way too many aliens to survive.
Advice on good comments--great--but really, it's just obvious. Anyone that doesn't get how to comment well doesn't want to comment well. And the above quote made me want to wring his neck. If you don't know the difference between those two operators, you should stick to VB.
<xml><I><am><so><damn>Web 2.0</damn></so></am></I></xml>
Maybe it was the note at the top of the article that says, "Level: Introductory."
Maybe it was the author's comment at the end that said, "At this point, you may be thinking, 'Wow. That was a big waste of time. All of this stuff is obvious and everyone knows it. Why did anyone write all of this?' I hope this is what you're thinking. Then you're already smart. Good for you."
But somewhere along the course of reading the article, I got the impression that he wasn't writing it for professional developers (at least, smart ones), but for people relatively new to programming.
But then, maybe I'm just stating the obvious, Cap'n...
I wonder what mushrooms he were on when he came up with that coding style... (yes, this is the actual indentation he used):
Void change_score(short num_points)
{
if (num_points < 0)
{
// maybe some error message
return;
}
score += num_points;
if (num_points > 0)
make_sparkles_on_score();
}
except friday.. I want to go home. I'll clean it up on monday.
-- 'The' Lord and Master Bitman On High, Master Of All
... if your C code requires you to know the difference between i++ and ++i, it is too complicated
It's not a matter of knowing the difference, it's a matter of the code depending on the difference. If you need to increment beforehand, do it on the previous line. Afterward, do it on the next line. Expressions are like sex: they're better without side-effects.
If other reasons we do lack, we swear no one will die when we attack
Not to nitpick, but it's not "by Microsoft". It's published by Microsoft, but written by Steve McConnell of Construx.
Quit jabbering on the phone while driving. You are not that important.
I agree, but could all those hours of puzzling actually improve your ability to understand poorly written code? I've been using comments sparsely for years and have spent much time fustrated. But I've found that I can 'See the Code' like on the Matrix and bend spoons and shit.
"Debugging is twice as hard as writing the code in the first place. Therefore, if you write the code as cleverly as possible, you are, by definition, not smart enough to debug it." - Brian W. Kernighan
"The Devil does not know a lot because He's the Devil, He knows a lot because he's old." -- unknown
Somewhere along the course of reading the article, I also got the impression that he wasn't a professional developer himself (at least, a smart one).
Well, there are a lot of "programmers" that I work with that don't actually have degrees in computer science. Heck, some of them don't have degrees at all and certainly haven't attended "Intro to Programming". I forwarded the article around to several folks here as a "hint, hint".
Have you ever considered piracy? You'd make a wonderful Dread Pirate Roberts.
Rule #1 of Systems Programming: Never check for an error you don't know how to handle.
."
But, if you simply MUST, then:
Rule #2: If you have to blow up, arrange it to be in someone else's code.
That way, when you're (say) deep in your file system update locking and you realize that something's gone truly plonkered, you stealthily return something that causes X Windows to blow chunks long after you've returned.
"It's the file system."
"No, it's not. It's the bloody clipping code in X. Remember when release 10.5.08A came out? It's just gotten worse from that. Did I ever tell you about the time that 9.02 was released? Let me just say, you're lucky, man . .
Rule #3: When necessary, distract, distract, distract. Everything is on the table, and "Look, the Goodyear Blimp!" [points excitedly] is just for starters...
Good systems programmers know these tricks, and all the others you haven't learned about yet, which is why they're curmudgeons with level 70 pallies and tier-2 gear and you're shovelling Java and XML around trying to make a rent check.
Cheers!
Any sufficiently advanced technology is insufficiently documented.
I think all Slashdot readers should read that article. After all it tells you how to write good _comments_.
I wish he'd included a link to the Wikipedia article on Hungarian notation and specifically referenced "Apps Hungarian". Hungarian notation is essentially a cheap way to create programmer-enforced "types". When these are truly new types ("dirty string", "null-terminated string", etc.) not known to the compiler/interpreter, it might be reasonable; this is "Apps Hungarian". However, prefixing an unsigned int with "ul" (i.e., "Systems Hungarian") is silly; your compiler should warn you/error out if you're trying to do something inappropriate with it, since it knows what an unsigned int is. Hungarian notation will be a useful thing until it's as easy to define new types in common programming languages as it is in, say, Haskell, but it should be used judiciously.
True enough, but this misses my point. The question is: What happens when a programmer fails to properly handle errors?
This happens all the time, either because the programmer is not sufficiently competent, or simply misses a check, or because the program in question is a prototype that got pushed into production without being reworked.
Having the language produce useful error messages by default does not preclude an other strategy regarding error handling, resource deallocation, etc. It wouldn't necessarily even need to be done via exceptions. It just needs to change the default strategy from fail-silently to fail-safe, which is what you really want if you care at all about reliability and correctness.
"Not an actor, but he plays one on TV."
As the person who actually wrote the article in question, I'd like to thank you for your comments and respond with a few of my own.
* To those who think it is all so obvious that I shouldn't have written about it:
No. You are wrong. Just wrong. Good programming practices do not just appear in peoples' heads as if by magic.
It's an introductory article. It's sold as an introductory article. And I am far more interested in being Right than I am scared of being Obvious.
* To those who have problems with suggesting using #define instead of const int
Meh. Yeah, you're probably right. But the important thing here is the CONCEPT of having your constants being defined in one central, easy to find place. Once a person has that down, he or she can define them however is desired.
* To those who accuse me of being a (gasp) inexperienced programming writer.
Yeah. So what? I never said I wasn't. I'm a game author. I've written over a dozen games. They all made money. That doesn't mean I am mister programming advice god.
But one, if you have a problem with it, yell at IBM, not me. They're the ones who had me write the piece.
Two. This is kind of ad hominem. Who cares how experienced I am or am not? I'm still right.
* I didn't read the article, but I'll say bad things about you because it means I'm awesome.
R0ck 0n d00d. First post!
* I liked the article. It might tell beginning programmers something actually useful.
If anyone says this, thanks in advance.
- Jeff Vogel
Spiderweb Software
Fantasy RPGs for Mac and Windows.
http://www.spiderwebsoftware.com
That's a bit harsh. Apart from writing comments that are a maintenance liability, using C++ macros when constants would be better, mentioning the use of Hungarian notation that is a liability without mentioning the use that can actually be useful, advocating silent failure in the case of failed preconditions, misquoting Knuth and, to add insult to injury, citing a Wikipedia article in support when that article is currently tagged as having dubious citations (I know; I put the tag there a few weeks ago), failing to understand that games development is one of the few areas where early optimisation is basically a fact of life for some genres, and arguing that you shouldn't rely on programmers knowing basic language facilities like the pre- and post-increment operators in the C family, what was wrong with it? :-)
I am, of course, being facetious. As the author himself points out at the end, much of this stuff isn't obvious to newbies, and it's better if someone tells them earlier rather than later, so kudos to him for taking the time to write it up. I do wish people volunteering such material would get some peer review if they can, though, because the only thing worse for inquisitive newbies than no information is bad information.
If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
A brief defense from the person who wrote the article.
:-)
The indenting in the selected code was not mine. It got screwed up somewhere between my machine and being posted on their site. I'll drop them a not and ask them to fix it.
No, I am not insane.
- Jeff Vogel
Spiderweb Software
Fantasy RPGs for Mac and Windows.
http://www.spiderwebsoftware.com
Very little apart from failing to respect scope and not encoding any type information?
If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
Refactoring code to make things as clear and obvious as possible is, of course, a good idea. But it is no substitute for actually stating your intentions in the form of comments or contracts. A maintainer coming to search for a bug in code that is clear but uncommented can only discern what the code actually does as opposed to what it was intended to do. Thus if the bug is a result of a gap between intended functionality and what got implemented (as happens often enough to matter) it makes things a lot harder to track down. If you an state clearly and simply what a block of code is intended to do, do it -- it gives a maintainerr something to verify against.
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