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Defining Useful Coding Practices?

markmcb writes "A NASA engineer recently wrote about his disappointment that despite having well-documented coding practices, 'clever' solutions still made the code he has to maintain hard to follow. This got me thinking about the overhead spent at my own company regarding our code. We too have best practices that are documented, but most seem to focus on the basics, e.g., comments, modularity, etc. While those things are good, they don't directly ensure that quality, maintainable code is written. As the author points out, an elegant one-liner coupled with a comment from a few revisions ago makes for a good headache. I'm curious what experience others have had with this, and if you've seen manageable practices that ultimately offer a lot of value to the next programmer down the line who will have to maintain the code."

8 of 477 comments (clear)

  1. Simple... by Anonymous Coward · · Score: 5, Insightful

    Simple, clever doesn't pay the bills, reliable and maintainable do. It's a cost benefit analysis: if that clever one-liner saves many man-hours of work, then probably a good idea. If it saves you two or three lines of code and all of an addition 45 seconds, probably not worth the blow to maintainability and readability. It's always a tradeoff...just have to decide which is more important in any given context, and at most companies, reliability and maintainability is king compared to a slight runtime increase or 45 seconds/3 lines shaved off.

  2. Keep it simple by yog · · Score: 5, Insightful

    the op has it mostly right. There's little value in fancy show-off code that may earn a programmer some machismo points from like-minded colleagues but results in maintenance headaches down the line.

    Elegance is often misused to mean terse, clever code, but that is really far from what elegance ought to mean.

    I define good, elegant code to be code that is clear, well commented, self-explanatory, and easy to modify.

    I'm dealing right now with some "object-oriented" Perl programs that are nearly comment-free. Sure, eventually it'll start to look familiar and I'll know where to go to fix stuff, but it pisses me off at the programmer.

    I don't want people cursing and mocking my name after I've left a position, so I always strive to make my code as obvious as possible, at the cost of some high falutin' fanciness that just bogs people down and keeps a company from getting its business done efficiently.

    To me, the highest compliment is when a newbie says "I just read your {Java|Perl|C++|SQL} program and I was surprised at how easy it was to understand. I just wanted to thank you for that."

    --
    it's = "it is"; its = possessive. E.g., it's flapping its wings.
    1. Re:Keep it simple by UnknownSoldier · · Score: 5, Insightful

      > well commented,

      Many programmers don't understand that concept:

      * Code tells you 'how'
      * Comments tell you 'why'

      I have found this to be _especially_ important for bug-fixes. Very important to document why things were done a certain way to minimize implicit side effects.

  3. author seems somewhat confused and inexperienced by bcrowell · · Score: 5, Informative

    The author of TFA seems somewhat confused and inexperienced.

    1. "Most of the variables in CRAP are one or two letters long. Originally, this was due to the memory constraints involved when programmers first designed and built the system." This is not particularly plausible. C is a compiled language, so using long variable names has no effect on the amount of memory used at run-time. It would also have been more or less a non-issue in terms of RAM used at compile-time. C only dates back to 1972, and didn't start to get popular until ca. 1980. By that time, using long variable names would have had a pretty negligible effect on RAM used by the compiler in proportion to total available RAM. And in any case, if compiles are taking too long, you just break up your files into smaller parts.
    2. He uses this code "for(ss = s->ss; ss; ss = ss->ss);" as an example of bad code: "For those of you that are interested, the line traverses a linked-list of sources and sub-sources to process the values inside. But it took a good deal of research to figure that out, because there were no comments and the variable names, well, suck." Well, I read that and said to myself, "It's traversing a linked list." I think what's really going on here is that the author is probably a programmer who learned to program relatively recently with C++ and Java (he says in TFA that those are the languages he's used to), and he's used to doing things with big OOP libraries. The culture he's been inculcated in is one in which you never have to understand how a linked list is actually implemented, because you just use a library for it. To anyone who's actually implemented a linked list in a language that uses pointers, it is fairly obvious what this code does. It shouldn't take "a good deal of research" to figure it out.
  4. Teams by jlowery · · Score: 5, Insightful

    I've worked with teams a large percentage of (supposedly) hotshot programmers, and on teams with a similar percentage of mediocre talent. In my experience, it is the team with the so-so developers that deliver the more maintainable code. Why? I think it's because they know their limitations and are not afraid to "talk out the process" of writing code. They ask for feedback and opinion.

    What that leads to is a collaborative development process, where everyone has some idea of what the other is doing. And in these environments, for some reason, people take ownership and responsibility for their code, end-to-end.

    Contrast that with the hotshot teams: they know too much to ask for help, resent questioning of their implementation, mess around in other peoples domain "because they know better", and engage in heated arguments over trivial or religious matters. And in the final analysis, the lack of cooperation leads to disfunctional interfaces between components, idiosyncratic code, and incomplete functionality or low-quality performance.

    Whereas the so-so teams learn to collaborate to get things done, the hotshot teams rely on heroics: they take on too much, show exaggerated progress by declaring their code complete even though it fails edge cases, and then spend outrageous overtime fixing 'bugs' (or worse, they're too important to work on bugs, they do features, so the lesser mortals on the team get to clean up after them). Because bug fixing doesn't get scheduled up front, the schedule slides and more work hours are demanded to catch up (with decreasing effect).

    To my mind, the MAIN criteria for arriving at a maintainable codebase is OWNERSHIP, OPENNESS, and COLLABORATION. A collaborative team can do more in 40 hours than a heroic team can do in 60. They just don't look so impressive.

    --
    If you post it, they will read.
  5. Re:Literate Programming by lophophore · · Score: 5, Insightful

    Many years ago, a very smart man explained to me that my customer is not the compiler. My customer is the next poor slob who has to work on the source code. Software maintenance is a fact of life. Someday, somebody is going to need to read and understand what is in your code.

    Ignore maintainability at your peril. If people on my team ignore maintainability, they become unemployed.

    Do you even know who Donald Knuth is? I'll take his advice over yours, any day.

    --
    there are 3 kinds of people:
    * those who can count
    * those who can't
  6. Re:author seems somewhat confused and inexperience by hey · · Score: 5, Insightful

    You make some good points but

    for(ss = s->ss; ss; ss = ss->ss)

    could be better written

    for(p = s->next; p; p = p->next)

  7. Re:Soem of the complaints aren't valid by lukas84 · · Score: 5, Funny

    There are better ways to give advice than insulting the person while you do it.

    But giving advice without insults is called consulting and costs money.