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Are You Proud of Your Code?

An anonymous reader writes "I am downright embarrassed by the quality of my code. It is buggy, slow, fragile, and a nightmare to maintain. Do you feel the same way? If so, then what is holding you back from realizing your full potential? More importantly, what if anything are you planning to do about it? I enjoy programming and have from a young age (cut my teeth on BASIC on an Apple IIe). I have worked for companies large and small in a variety of languages and platforms. Sadly the one constant in my career is that I am assigned to projects that drift, seemingly aimlessly, from inception to a point where the client runs out of funding. Have any developers here successfully lobbied their company to stop or cut back on 'cowboy coding' and adopt best practices? Has anyone convinced their superiors that the customer isn't always right and saying no once in awhile is the best course of action?"

18 of 682 comments (clear)

  1. Something to note about other people's opinions by suso · · Score: 5, Insightful

    One thing to keep in mind when determining the quality of your code is that other people will most likely criticize the quality of your code. Usually saying that it sucks, when usually its just the person having their own way of doing things. I don't know why this is, I think its just human nature.

    I've seen time and time again programmers taking over for other programmers' code and saying that the previous person's code sucks. Its like a right of passage or something.

    1. Re:Something to note about other people's opinions by JustinKSU · · Score: 5, Insightful

      Codes is an expression of the programmer's though process. Everyone thinks in a different way. Invariably the last person's code will seem to suck because you have to think differently to understand it. Patterns were developed to create a common ground where people can think about problems in a similar way. Regardless of how pointless and off track a project might be you still should be able to design reusable concise code if you follow the right kind of patterns.

    2. Re:Something to note about other people's opinions by Chatsubo · · Score: 5, Insightful

      A lot of the time you find that, while someone is still employed, they do a good job of hiding their mistakes and covering up. It's when they leave that things start to go downhill because now suddenly, someone has to go read and understand their code. Then you realise it's a patchwork of quick fixes and bad design, and decide nice clean rewrite is in order.

      At this point you try to justify the change to management, who will "schedule it for sometime next year", since this is not causing them any pain, only you get that priviledge. From that point on, you're stuck with someone else's bugs forever.

      Now you're upset and become very vocal about the problems you now have to deal with.

      There is a difference between "different" code that works, and bad code that routinely causes problems.

      Usually the cracks show about a week or two after the guy leaves. And by cracks, I mean serious, client affecting shit.

      --
      > no, yes, maybe (tagging beta)
    3. Re:Something to note about other people's opinions by computational+super · · Score: 5, Insightful

      But your code, of course, draws gasps of admiration and awe from all who look upon it.

      Come on. When was the last time you had anything good to say about anybody else's code? Ever? All programmers say all other programmers are incompetent. And typically, management believes us.

      --
      Proud neuron in the Slashdot hivemind since 2002.
    4. Re:Something to note about other people's opinions by Mr2cents · · Score: 5, Insightful

      I think part of the problem is that programmers lack the courage to just think. I recently had a programming problem that I thought two weeks about. That's go to work, think, write down some key ideas, pitfalls, things to do etc. on a piece of paper and go home. After these two weeks I had three A4 papers with some text scribbled on it. Then I spent one week coding, and when I finally tested it it worked from the second time (one small bug found).

      In my experience, not everybody dares to work this way. It is a bit embarrassing if your boss enters your office and you're just leaning back in your chair, day after day. But on the other hand, if they wanted someone who would always seem busy, they hired the wrong person; they should have gone for a typist. Thinking is an important part of a programmer's job.

      A second advice would be to keep abstractions as simple as possible. Think "What do I need and what API do I need to do that?". If you can get away with an API with only an init function and a "worker" function, then be my guest! K.I.S.S. is very important. Again, to make things as simple as possible requires a lot of thinking.

      And while you are thinking it helps to have enough experience to have a "mental compiler". I can write and test code in my head so to speak. But that is something you only get after many, many years of intensive programming.

      --
      "It's too bad that stupidity isn't painful." - Anton LaVey
    5. Re:Something to note about other people's opinions by SilentBob0727 · · Score: 5, Insightful

      Over-commented code (the kind where there's 2-3 lines of comments for every one line of code -- not every closing brace needs a reminder that we're exiting a code block, thanks!) is pretty awful too. I've met people of the agile variety who insist that well-written code needs no documentation: that if you carve your code up into small, tight, appropriately named classes and methods it becomes obvious what your code does and your code becomes "self-documenting", and I've met people who won't even look at code unless every single line is commented telling them precisely what it does, so "int i = a + 2;" has to have a comment above it saying "// create a signed 32-bit integer variable, i, and assign it two more than the value of a".

      The former is wrong because while it's great that we now know what each little piece of your code does, it's still a challenge to see the forest for the trees in all but the most trivial cases (it also means that after several refactors you end up with a whole lot of miniature orphaned functions littering up your code that are never called and that do nothing but that everyone's afraid of deleting). A good method name doesn't tell the reader why the method is there or what its intended usage is. The latter is wrong as well, because suddenly naturally flowing code is broken up to the point where comments become a distraction and make the code harder to read (incidentally, this is why I started using justified end-of-line comments... it helps with the distraction).

      You should always comment your classes (or your data structures if you're using a non-object-oriented language) -- state the reason they exist, what requirement they fulfill, their role in the application, and any caveats to using them. Comment your constants, class and instance variables if it's not bleedingly obvious from the class description what purpose they serve.

      Comment your public methods! Your public methods are essentially the exposed API into your code, so if you want your successor reusing code you wrote rather than writing his own that does the exact same thing, it had better be absolutely clear how it is to be used. At a minimum, this should include what the method is there to do, a detailed description of each parameter to the function, and any constraints on the parameters, side effects of invoking the method (Does it write to any files? Set any external variables? Allocate or free any memory?), the range of values that can be returned, a description of any special return values, and any exceptions that can be raised when calling the function. Comment your private methods as well, though with your private methods you may be justified in just explaining why the method is there.

      And for the love of God, don't comment your private variable accessors unless they get or set in an unusual manner. And you don't have to comment constructors that just assign parameters to instance variables.

      Finally, while those agile guys are right in that your code really should have a natural flow and speak for itself, you should still comment your runtime code. Longer functions should be divided up into "paragraphs" with comments stating what's about to happen and how the current state contributes to the overall goal of the function. If your functions have extremely clean divisions of functionality, consider breaking them up into smaller private functions unless you're concerned with every last ounce of performance and can't afford the 10-20 cpu cycles necessary to do a function call (or declare the methods as inline). If you're doing something in a manner that's unorthodox or not immediately readable or that will make someone reading your code go, "what the hell?", either rewrite it (=D) or comment it to justify why you feel it was necessary to do it that way.

      Automated unit tests can also be a good supplement to well-documented code, as they give natural examples of code usage and can serve as tutorials for people trying to learn your code. Often this displays intent a lot better than comments can, since doing is often more effective than saying.

      I find people are more concerned with whether code is commented "enough". I think it's better to be concerned not with the amount, but the quality of comments.

      --
      Life would be easier if I had the source code.
    6. Re:Something to note about other people's opinions by SilentBob0727 · · Score: 5, Insightful

      This is a false analogy. Human language is symmetric in that it is designed to be produced and consumed by a human. Programming languages, on the other hand, are asymmetric in that regard. As such, reading a computer program requires a certain amount of aptitude that's better suited to a computer -- for example, tracking the entire program state at any given time. Granted, you only have to track the state that's relevant to the current context, but recursively switching contexts (see function call, go look up function, finish reading function, go back to function call, keep reading previous function) is something a computer does well and a human doesn't do well.

      Also, humans tend to read left-to-right, top-to-bottom. Any worthwhile program is filled with loops, branches, conditionals, calls, recursion, etc. As the program size grows, it becomes very difficult to sit down with the uncommented code and just read it, and actually take away the general gist of what was just read. To do so requires several sessions of hard concentration and focus, and time to reflect on and digest how it all works together. Well-structured, well-written code can only go so far.

      Comments, in many cases, make up for that lack of aptitude. It's not restating, it's clarifying what the code does so as to make it less likely for the reader to get lost and help speed up the learning curve.

      --
      Life would be easier if I had the source code.
    7. Re:Something to note about other people's opinions by Anonymous Coward · · Score: 5, Insightful


      But I'm saying that well written code does not need clarification.

      Here's some well-written code:

                      int nIMin = m_nIMax;
                      int nIMax = m_nIMin;
                      int nJMin = m_nJMax;
                      int nJMax = m_nJMin;


      So is it a bug? I can hear you protest now that you'd need to see it in context to know. But if I add a single short comment:


                      int nIMin = m_nIMax; // initialize to opposite ends of range
                      int nIMax = m_nIMin;
                      int nJMin = m_nJMax;
                      int nJMax = m_nJMin;


      you know that my intent was to initialize max with min and min with max.

      There is no way to express this in the code itself, and this kind of situation crops up all the time in well-written code of even moderate complexity. People with limited imaginations, who lack the capacity to see that their code could be read in many different ways, are generally unable to grasp this point, even when presented with multiple examples. Sad, really.

  2. Same here by polar+red · · Score: 4, Insightful

    the problem is... the client doesn't always know what he wants, and the continuous changing of the specs (and hence of the code) make it a mess. It gets worse when near release some 'minor' changes have to be included and a lot of code has to be written in a very short time. There's a big difference between the theory of the 'waterfall-model'(and it's derivatives) and reality.

    --
    Yes, I'm left. You have a problem with that?
  3. You have to communicate by MosesJones · · Score: 4, Insightful


    Getting good IT practices is about establishing a business professionalism in IT that is respected. This means that you have to explain to the business what "good" looks like, you have to understand the business drivers so you can put your challenges into that context and you have to talk to the business in terms it understands.

    All too often IT folks bitch and moan about coding, testing, requirements, design time or whatever and how its all the fault of the business. This is victim mentality IT, the way to change it is to actually work out what "good" would be for the business and then work with them to deliver it.

    This means the most important coding skill in successful IT departments is the ability to communicate.

    --
    An Eye for an Eye will make the whole world blind - Gandhi
  4. The virtue of constraint, and other musings... by Max+Romantschuk · · Score: 5, Insightful

    I seem to find that trying to code more slowly than I could helps a lot. I'm not the most efficient coder there is, but I tend to produce less bugs and have more time to make better design decisions when I slow myself down.

    I've had several jobs where I've found that although management never seems to approve of a slower process in itself, they do begin to see the values once they notice that my code tends to be less buggy than that of my peer programmers.

    As for turning around bad practices... That's always hard. Culture is a tricky thing. But it helps to use analogies, lots of analogies! System grown too large with too many kludges? Compare to building a skyscraper on the foundations of a cottage. Management wants to speed up a project by senselessly adding more people? Compare to: "One woman can make one baby in nine months. Two women can make two babies in nine months, but two women can't make one baby in four and a half months..."

    Be creative, be thorough, and be proud of your work. Always try to make the next iteration better, but also remember that sometime meeting the deadline is all that counts.

    My two cents, I guess...

    --
    .: Max Romantschuk :: http://max.romantschuk.fi/
  5. Be proud of the work, not the code by PIPBoy3000 · · Score: 4, Insightful

    I have a lot of applications that are elegant enough. It may not have perfect validation for every field and not all the GUI bells and whistles, but it does what it's supposed to. I know my share of developers that spend a ton of time making their code elegant and beautiful. In one case, the developer spent so much time making their N-tier application with huge numbers of tables that were normalized to the bajillionth degree that they were finally let go. The goal is to meet the need, not to fulfill some inner desire to create art with lines of code.

  6. Code is communication by Dystopian+Rebel · · Score: 4, Insightful

    After a long time in the software industry, I came to realize that Code Is Communication.

    By far the largest part of the lifespan of any code is Maintenance. Code has to be intelligible. Not just through commenting, but in every construct and usage.

    Think about effective communication. The effort to be clear will improve what you are doing. It will also make your mistakes evident so you can correct them.

    --
    Rich And Stupid is not so bad as Working For Rich And Stupid.
  7. Takes a group to judge an individual by eebra82 · · Score: 4, Insightful

    Gather around me kids, for I am sitting here in my 18th century rocker to tell you a story about a programmer.. A good programmer..

    I used to work for a small-sized IT business; a popular community that housed some 130,000 members. It began with the loss of a fellow employee who had basically coded 99% of everything on the site. To that date, everything had worked fine. We had some issues every now and then, but a backup system helped us from getting hammered if anything bad happened.

    We never worried too much about him leaving because, for starters, I had some experience with the code/system. In addition, the now departed programmer had left a comprehensive list of features and explanations of his system that would help any programmer (that would replace him) to get around any tricky problems that would/could occur.

    Unfortunately, I won't go into what type of business this was, but let's just say that it's not typical programming skills. When I began looking for his replacement, I realized how hard it was to get someone with adequate skills and all the knowhow that was required besides the actual programming. As we were on a tight budget, it was important for us to find that one guy who didn't expect a zillion dollar salary. Typically, that would be someone who shares our interests, a recent graduate who knows his ways around programming.

    Eventually I found one guy who claimed to be all that we wanted. After a month, it turned out that the guy was more and more frustrated over how things worked at the company. He disliked about everything about the code and spent most of the time cursing. At this point, I started to believe that our entire code sucked.

    Roughly a month later, we decided to rebuild "everything" so that he could have his ways around the code. Since we only had one programmer, I had to comply because it was an important role in the company. My limited coding skills provided no extra help in evaluating our current code, so I trusted this guy since he seemed to be very thorough and experienced. Also, I was promised it would take no longer than one month to do all this.

    What a fool I was. If it ain't broken, don't fix it. I should have known, but a company on a tight budget and no one else with good programming skills forced us into this move. Turns out, our super experienced programmer needed not one month, but two, three, four, five, six and seven months to complete his task. By then, he had reprogrammed almost everything and merged some of it with the old code. We waited for the relaunch of our software with great anticipation. Three! Two! One! Go! Oh crap, everything f*cked up.

    Following the launch of our new software, we had months and months of trial and error problems. Members were complaining and nothing went in the right direction. Eventually, we were essentially bankrupt and had to let the superb programmer go. The guy who had left us with a huge mess.

    When I read this Slashdot story, I had a smile on my face because I learned that a programmer can only know that his code is perfect by the response of many other programmers who can view his code (i.e. open source). Some programmers seem to think their code is perfect and that occurring bugs are caused by impossible-to-foresee problems. The point of my story is that if you truly want to know if you are a good programmer, you must let a lot of programmers decide that for you. Unless your name starts with J and ends with ohn Carmack, of course.

  8. after 8 years of professional coding... by w4rl5ck · · Score: 4, Insightful

    I came to the conclusion that you are the only person who is ultimately responsible for the state of the code you write is YOU. Nothing else, no one else.

    Project deadlines, crazy customers, chief engineers, thunderstorms, even a Tsumani. It's just you.

    Reason:

    if you write buggy code, whatever the reason may be, it falls back to you. You will have to fix it, you will be MADE responsible for it. EVERY time. No one asks WHY you did it.

    And you don't like it yourself, which is a bad thing. One should LOVE his work, not hate it.

    If you force yourself to push everything else into a state that enables YOU to write good/nice/beautiful code, you will gain something. If not, you will suffer. That's about it. It has nothing to do with other people, with companies, with unemployment.

    So, get up, and write that good code. Whatever it takes.

    Good luck :)

  9. The normal response of an inexperienced programmer by petes_PoV · · Score: 4, Insightful
    .. is to criticise the code they inherit.

    All this means is they have a fixed idea of how it should be done and cannot bear to see it done any other way. Frequently (as you found to your cost) the final product is the result of trial-and-error techniques. It's very likely the original programmer thought of and tried the way it should be done, then found the flaws in this approach and adopted methods that produced the results.

    It's equally likely that some of the ugly code in any implementation is to get around bugs in the development system, programs it interfaces with or even the O.S. itself. The inexperienced programmer only sees the ugliness of the end result, they assume that the original programmer was dumb/lazy/old-fashioned (because that's what they see in themselves?) and in their arrogance assume that there's nothing worth keeping and only a complete re-write will meet their high standards. If only this was Usually none of the "experience" is documented - only a description of what a module does, not why that method was chosen.

    Of course the BIG mistake is to only have one programmer. What happens when they take a break or leave? Everything stops.

    --
    politicians are like babies' nappies: they should both be changed regularly and for the same reasons
  10. Re:More Design by Foolicious · · Score: 4, Insightful

    Often times you can avoid a lot of this headache by spending more time in design.

    Theoretically speaking, yes. Practically speaking, no. In fact, no no no no no no no. I've found that more time in the design phase means less time in the actually-doing-stuff and fighting-about-scope-creep and why-have-we-only-1-day-for-testing-and-bug-fixes? and you-didn't-ask-for-that-yes-I-did-no-you-didn't-yes-I-did-then-show-me-where-it-is-in-the-requirements phases.

    You're 100% right that better design usually allows for better code; however, when you're in the real world where your actual work is interrupted every 2 or 3 hours by "status" meetings or calls from a "project manager" or some kind of "business analyst" or whatever asking if something is done, and your clients only care about it working just then and there so they can meet THEIR client's deadline (so they can then meet THEIR clients' deadlines and so and so forth), well, then you just get the project done, knowing full well that your questionable code is screwing yourself or someone like you over in the future.

    You really have no choice. Principles, aside from the deeply held moral ones, don't carry much weight, especially if you work at a larger company. Calling for standards is all good and well -- until my fat, white (sometimes pimply) butt is on the line. Then I just get it done. I'd rather I get another paycheck than piss clients off and have 10 meetings (cutting into even more of my time) talking about how to implement coding standards that will, for all intents and purposes, never actually be implemented, even after we've decided to implement them!

    --
    Please don't use "umm" or "err" or "erm".
  11. Actually... by RingDev · · Score: 4, Insightful

    One of my coworkers told me the other day he loved my new authentication and credentials system I used for the Data Access Layer. So much so that he snagged it and used it in another system that had similar authentication requirements.

    Now, I've written a lot of bad code in my life, and I'd like to think a lot of good code to. I've seen beautiful code before. New attack vectors and amazing ways to approach problems I never would have though of. And each time I see those nuggets of perfection, I snag them. They get added to my pile of code samples for later use. Either in a straight copy or as a foundation of an idea that gets recoded, depending on license requirements.

    Bad code is easy enough to deal with, bad design however... that will kill a project. Bad code can be hot fixed, cleaned up, or straight up replaced. But bad design will require new work from the ground up, getting the users and management to come back to the white board, verifying the requirements... If the system is not designed to meet the needs of the users, a memory leak won't be an issue because no one will ever use the software.

    -Rick

    --
    "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs