The Most Important Code Isn't Code
zachholman.com
zachholman.com
In recent software development efforts I have run, I have put for the rule that "All comments are bugs". Comments get separated from the code, make statements about obsolete activities, and often mislead the reader, and even sometimes the author.
In place of comments, write code that is as self-explanatory as possible.
I refer to Martin Fowler's "Refactoring" as a way of trying to increase my authority in the matter.
However, I do back off from this extreme position and put comments on individual methods. Sometimes. What helps is using longer method/function/attribute/variable names than pg or tptacek would.
I think the TomDoc example is particularly poorly chosen for the author's thesis, as, more often than not, one is likely to just do "text * num_duplications" inline, no? So why is this even a separate method? Certainly not to save lines of code.
As noted in other comments to this submission, the real value of comments is the why of doing something unusual, not what.
And who was it that said that the Ruby community should spend more time on documentation rather than tools for documentation? A case in point is the doc for EventMachine. This is an insanely useful tool, yet every time I look for the answer to a question about how it operates, the auto-generated documentation leaves me disappointed.
If you are going to spend time on documentation, there is the place to spend it. Make your code readable in its own right.
What helps is using longer method/function/attribute/variable names
Sounds great, so why don't all good programmers do that? This is a deeper question than it seems. Over time, I've come to mostly prefer short names. The reason is that longer names add lexical noise to the code; they distort its structure and thus drown out other important information. The lexical is only one of several semantic channels and there are tradeoffs between them: you can't optimize clarity via verbosity. After a certain point (rather quickly, in fact) inflating the code detracts from clarity overall. It's easy to miss this because one often is making X more readable by giving it longer names or spelling its logic out in detail. The trouble is that other things than X have now become more obscure. The question is, what maximizes the clarity of the program as a whole?
I'm pretty sure my code would evoke howls from the "all code must be immediately readable [to me]" brigade. I used to feel the same way, but now I don't. It leads to sacrificing deeper comprehensibility (of the entire program) for superficial readability (line-by-line). Maximizing the overall clarity of a system is closely tied to distilling its parts, and the connections between them, to their minima. Code inflation inhibits this.
The demand for immediate readability comes from a belief that all code should reveal its secrets immediately. That would be great, except it's impossible. There's a fundamental complexity tradeoff at work. If you opt for verbose readability, you end up with code that is line-clear (I know this function is saving a record to a database or whatever) but system-incoherent (why the hell is it going to the database here?)
Talented programmers who care about readability but have a superficial view of what that is end up producing systems with far too much code. They accrete code, which may be impeccably pseudo-readable, when what they ought to be doing is distilling it. Such code is like the old joke about the person lost in a hot air balloon who calls down and says "where am I?", but the guy they're talking to is a technical person who answers, "you're in a balloon twenty feet above the ground".
Programs that are built for global intelligibility usually have much less code, but not necessarily the sort you can scroll to and immediately grok. You have to work to begin to understand the program, but once you absorb its conventions understanding proceeds much more rapidly. Latency is worse this way, but bandwidth is orders of magnitude better. The reader I feel responsible to is the one who is willing to put in this work. After all, they're going to have to do it anyway to get anywhere nontrivial.
On the other hand, methods are modules, giving syntactic and compiler-supported semantic separation - and you can do things like return early.
I can't tell which is better.
Some people claim that short is better, but it always comes across as a bit rabidly dogmatic, because... well... it's without evidence. There is so much of that in comp sci: design patterns, functional programming, editor and language choice. Most people giving opinions don't even mention what type of task that advice is relevant for, nor give their experience that supports their choice. (It's easy to argue for a choice - smart people unfortunately can argue convincingly for anything.)
I tend to use separate methods only if they are reusable (otherwise it's a waste of time making them reusable). I often think of better ways of doing things, so I don't like to invest too much in what I have now. I'm mostly writing prototype code for new kinds of products, not "production code", not for clients, and no one sees it but me. Much code I've seen that it made of many methods and classes looks horribly over-engineered to me, especially when the problem itself is actually very simple if you approach it in the right way.
I'd love to hear gruseom's opinion tho.
I went through a couple years of working in the OO short method style. Recently an old client called me back to help modify some code I'd done for them in 2004, so I went down for an afternoon to help them out. I was really embarrassed. It was obvious to me that I had strung things together in endless chains of delegation (tiny classes and short methods) not because that was simple but because it, at the time, was my belief about programming. I got that belief from other programmers I admired.
The truth is that this is how most of us work all the time. I don't mean short methods; I mean picking a style based on our beliefs -- mostly for emotional reasons -- and then seeing the entire programming world through that filter. To be able to just see the problem is difficult when you're operating from one of these positions. Much (most?) of what we do in software development is add extrinsic complexity, which is bad when the problems themselves are hard to begin with.
My experience is that your moment of "the problem itself is actually very simple if you approach it in the right way" does eventually come, if you make getting there a high priority. But it's challenging. Most of the time we don't even know what our assumptions and beliefs are, let alone have the flexibility to adapt them to the problem. It's usually the other way around: we adapt the problem to our beliefs because they determine how we even see the problem in the first place.
With longer methods, it becomes more strenuous to say that it obviously has no errors.
And in It seems that having many small methods trades one complexity for another. is not a fair representation, as the implied relationship is not linear.
Yes, it's true that the compiled-supported semantic modularity of methods helps here: e.g. it can't access other methods' local variables, you can see what goes in and what goes out. But, in a long method, you can manually enforce the same modularity on sequential parts (you can even use local variables scoped by {} to borrow some compiler support). But, yes, point taken.
Can you elaborate on the relationship not being linear? I think you mean that the many parts of a long method can interact (if the coder doesn't enforce this manually).
There was some "non-linearity": the interaction between parts increases (roughly) with the square of the number of parts: 4 parts have 16 directed interactions. Combinatorial explosion is a more accurate measure. If you can separate the parts into modules, that interact with only the caller, then the complexity increases linearly (but if many methods need to interact, then it's as if you wrapped all the cables up in one tie, and forced them all to go through the "main" method - not actually an improvement. However, it's rare for everything to interact with everything, and even then, it may be clearer to codify it somehow).
I also wanted to say that while proving correctness is important, the organization that is best for proving is not always the same organization that is best for human clarity (sometimes they are). It depends on what your goal is. Proving absolute correctness is not important for most programs (all software has bugs; bugfixes are common) - to sacrifice human clarity for correctness is usually not the optimal trade-off.
I disagree. The proper comparison is not between one long function and one short one (that's a no-brainer), it's between a long function and a corresponding set of short functions plus all their interactions. Posing the comparison correctly makes the complexity tradeoff look very different. I'm not saying it's obvious, but the prima facie bias goes the other way.
There's a shortcut for answering this kind of question that may not be infallible but is very useful: program length. Things that make a program longer tend to increase its complexity. One should hesitate to argue that something which inflates code size is making a program simpler. But that is what the short-methods-OO school does routinely.
I don't see why one can't take overall program size as the basic measure of total complexity.
Edit: from another comment in this thread I gather that you tend to see interactions between functions as less complicated than code inside functions. Boy, do we look at this differently! If a function can do a single meaningful thing in isolation, of course I'd factor it out (that's almost another no-brainer). Those are what PG calls "utilities" in his Lisp books. They're meant for random access. But when functions start to interact with too many other functions in ways that affect application logic, my complexity Geiger counter goes crazy. I'd much rather have those interactions isolated in one place, where nobody else can get random access to them and introduce even more dependencies. As befits a truly different world-view, I'm puzzled as to how you can even hold yours.* It seems like a simple matter of combinatorics.
* Doesn't stop the discussion from being delightful though. Just to be clear.
Optimizing for length is only one criteria - optimizing for clarity is more important (strange observation: in writing, redundancy enhances communication); optimizing for flexibility/change is another. I like the idea of just expressing your current understanding, very simply - not weighed with suspect prophecies. Change it as your understanding improves; as you reuse it. Brooks observed that having a spec and different implementations leads to a more robust spec; and there's an idea of not generalizing code until after you're implemented it three times, for different purposes. This is the opposite of architecture astronautics - being grounded in actual instances of concrete experience.
So, I give up a simple, single theory of how to code, and I'm lost - which is perhaps an accurate appraisal of our current understanding of programming. Only the actual details of a problem guide you.
From what you said elsewhere, I think the simple key is to keep focusing on the problem, not the program. My old supervisor said I was over-concerned with theory. "Look at the data!" he admonished me.
By the way, the reason the above language effect doesn't get discussed is that when we compare languages we're almost always talking about already-existing code (look at how you can write X in Haskell or whatever). This leaves out the most important factor, which is how the language affects the creation of X in the first place.
Then in CLOS, you have generic methods that don't belong to a class, which is really a third view quite independent of the other two ways of looking at OO. And you get multiple inheritance without any confusion. And taking a look at those suckers, they are generally not very long at all. I have a bunch that are zero lines outside of the defgeneric part.
So short methods are also very evident in PGs code. While slightly longer, they are the equivalent of the four-line smalltalk method, and brutally simple. Arc takes this to the next level. Kind of like writing Lisp without vowels.
It's been a while since I've read any of PG's code, so the following may be off-base, but I don't think he has any heritage in the OO-short-method school. In his books, at least, he's usually looking for functions that work like language constructs. The hallmark of such constructs is that they can be composed orthogonally. This is not at all true of the long delegation chains favored by classic OO.
As for brutal simplicity - a thousand times yes! But what we're discussing is how do you get it. More precisely, how do you get it at the only level that counts: the whole-program level. Otherwise you're just shifting complexity around, and probably thereby increasing it.
Edit: Two addenda. (1) I'm surprised to see PG's code come up in the discussion the way it did, because his writings were probably the thing that cured me of OO, or at least convinced me to check myself into detox. (2) I just had the scary thought that someone might read this discussion and think that I'm arguing against short functions in favor of long ones. God no. I'm arguing in favor of short programs against longer programs that have many more function definitions and interactions. Somebody assure me that was clear.
Uncle Bob's book Clean Code demonstrates very small methods in C#, and it does go in the direction of looking for language constructs. It is just harder to get there in a non-lisp language.
Regarding OO in general, I am a former proponent of OO--in fact taught (delivered might be a more accurate description) the Rational Unified approach several times, brought OO thinking to several business units. Reading PG and getting heavily into Lisp took me away from that.
I think we disagree slightly on "whole program complexity" and the increasing complexity of shifting it around.
What do you think of short methods?
I'm skeptical of them. I think it's a mistake to try to make functions short for the sake of making them short. It's a mistake because adding a new function also adds complexity (i.e. more code, plus opacity between the calling and called) - not a lot, but greater than zero - so introducing a function is not cost-free and its benefit needs to be greater than its cost. I found that once I started asking functions to justify themselves this way, I began creating fewer functions and the overall complexity of my code went down.
Factoring code into functions is one of the best tools we have, of course, but people commonly make the mistake of applying it mechanically. A function should exist when the program itself wants that concept, not because you had a block of code that was too big or some duplication and you wanted to rearrange the pieces. The way to address those symptoms is not by adding more code but by thinking until you see how you were looking at the problem wrongly. Then the new concepts, and finally the new functions, appear by themselves.
You only have so many conceptual cards to play and must play them sparingly if you don't want your program to succumb to runaway complexity. A good function is a logical construct that makes sense in the meaning of the program the way a good word makes sense and adds a unique meaning to a language, something you can't quite say as well any other way.
When all you're doing is shifting pieces around, you're missing the most important thing about functions, which is this conceptual payload. After you do that for a while, your program stops evolving as an expression of the problem being solved, because you've built it out of primitives that refer only to the internals of the program rather than to concepts drawn from the problem space.
Side note. I'm writing at such length here and in the GP because these questions are on my mind all the time. I've been working on a hard problem for over two years now in an utterly immersed way, the kind where you dream about it every night, where time itself begins to blur. Our approach has been to evolve the program many times until it converges on a solution. The only way to do this is if the program doesn't grow as you evolve it. How do you build a system such that you're constantly adding new information and behavior to it, and yet the overall code doesn't grow? We've had to figure this out just to stay alive.
One more thing about function length - Steve McConnell cites studies that suggest that short functions aren't easier to understand. IIRC the sweet spot was between 50 and 100 lines, depending of course on the language. I've posted references to this on HN before. One should be careful about believing these studies because the empirical literature on software development is so poor. But it's at least interesting that such experimental evidence as exists runs counter to the "OO short methods" school.
Wow, nicely said.
You also remind me of the problem of removing "accidental duplication", or overfitting: this is when you factor out common code, but it turns out later that it's not really common - lots of minor and sometimes major distinctions occur as you implement more of the problem. It was only by accident that the code happened to be the identical at that stage of development. The theory constructed (the factoring out) gave too much weight to limited information (an early stage of the program), overfitting to that specific information. Generalizing from two instances is almost as bad generalizing from one. In your terms, it models the program not the problem.
It's so refreshing to hear similar thoughts to mine. :)
As I was writing this code, I was thinking about Uncle Bob's extremist viewpoint on short methods in Clean Code, and I tried it out. In the end, I inlined all the methods that had only a single caller, except for the handle_message family. I think the code came out exceptionally clear and simple, but Uncle Bob would not be happy with it.
My thought is that short methods make your code more flexible — that is, you can compose the pieces of it in more ways, so the next bit of code you write without modifying the existing code can be shorter — at the cost of comprehensibility and verifiability. It's no surprise that this value came out of the Smalltalk camp, because Smalltalk (and OO in general, but especially Smalltalk) is optimized for flexibility at the expense of verifiability.
When you factor out a method, you're making the code you pulled it out of easier to read — except when the reader needed to know the details of what you pulled out. But you're making the code you pulled out harder to read, because the reader no longer knows that it's called in only one place, what the state of the system is when it's called, what the values of its arguments are, and what its results are used for.
There was once a school of thought that it's easier to read a piece of code if it's laid out to visually show the tree structure of its loops and conditionals, and if it uses loops and conditionals instead of gotos. I think this is not the only virtue that code can possess that helps its readability, but it is a real virtue. Factoring out more methods reduces this virtue, so it needs to be repaid by some other virtue, which I think is what you're saying.
I have several different heuristics for when it's good to factor out methods or functions, but I think they aren't good enough, because I always end up with some functions that are kind of a mess.
In reading over the comments I've written, a majority of them document the various methods of working around bugs on third party components we can't fix. Ah, the joys of working with proprietary, non-source libraries.
I don't think I'd need an 11 line comment to tell me what this definition did:
def duplicate_text( text, num_duplications )
text * num_duplications
end
In fact, I might prefer NO comment, because comments can become out of date and misleading, whereas the code always tells the truth.Documentation is important, its just how its done today that bothers me. I have been reading the book "Computational Semantics with Functional Programming" and it has been quite intriguing. I would highly recommend it.
"If you don’t have an absolute clarity in the code you’re pushing, it rears its head by way of bugs, confused coworkers, and slow code."
That's the single most confusing function name I've seen in a while.
def duplicate_text(text, count):
"""humbledrone, you effing moron, just inline
the effing astericks"""
assert False> Perform an n-fold frobulation. > @param n the number of times to frobulate > @param x the x-coordinate of the center of frobulation > @param y the y-coordinate of the center of frobulation > @param z the z-coordinate of the center of frobulation
could be "Frobulate n times around the center (x,y,z)." (From http://stackoverflow.com/questions/499890/what-is-your-perso... )
So the example would go "Return text concatenated count times." I'd try rewriting the longer example from a diff message in the OP, except it didn't fit in its own snippet!
A wordy style makes writing and maintaining comments feel like a chore; feeling like a chore, it gets done less. People start finding reasons comments are bad, and taking them for the whole story.
So sure, we all know its great to document. The challenge is figuring out how to get it done. Given that we're all in a hurry, mean well but think we'll get back to it.
It feels like you're doing something when you paste in all those blank comment blocks. But soon you don't even see them, since first off they're usually blank, and second when debugging you're looking for the code not the comments, since if it all worked like its commented then there'd be no bugs.
Unless it is no longer supposed to work how it was originally written and commented. Software lives and evolves over time. All too often comments go stale. When the Big Bug Day comes, many hours will be wasted on such legacy comments.
Edit: or maybe not, I can't see mention of it on tomdoc.org. However the format lends itself to that.
For contrast, the D language allows inline tests.
Also, whenever we made a change, we put a comment (at the top of the class, function, method or whatever is changed), also timestamped, with a reference to the change request ticket (or equivalent), and a summary of the change.
Old comments were deleted if necessary (you could always look them up with a diff on the source control)
Said ticket also had a reference to the code file :) so you had 100% traceability.
The downside being of course it was all very bureaucratic, but there were legal requirements to fill and it was a sensitive, finance sector company. That setup probably wouldn't work for a fast-paced startup :)
The other case is API docs for libraries and frameworks meant for external consumption.
Programmers take code seriously. Most don't take comments seriously, even when they believe they ought to. You might say they're bad programmers, but I don't think it's that simple. I think the attention goes straight to code for a reason.
Braces (in relevant langauges, like C and Java) are even better, because they tighten scoping and avoid unintentional variable re-use.
Commenting what code does -- is either 1) pointless or 2) indicative you should rewrite your explanation-requiring code in a more straightforward fashion.
[1] http://www.amazon.com/Clean-Code-Handbook-Software-Craftsman...
In your example something like textByRepeatingText(text, times)
It might fits your thinking, but it certainly doesn't mine. Documentation is the common language (hopefully).
Let's assume the supposed best-case: every single method and class is commented using a language-specific documentation system (I'm thinking of EDoc for Erlang, Javadoc for Java, etc). Who cares? Congratulations: I now know how all your functions work. But what is the system architecture? How do object instances of the different classes hang together to support the functional specifications? What is the sequence of events for various successful and failed transactions?
I suppose what I'm complaining about is the rationale that code commenting can necessarily substitute a solid set of functional specification and design documents. Then again, noone here made this suggestion, so maybe I'm just whining into a black hole. The only open-source project that comes to mind when I think of an astoundingly high quality of documentation is SQLite in the form of "Inside SQLite (2007)" (O'Reilly); unfortunately it's not free.
The project can grow both in terms of code size and the number of people engaged. Each drives up the importance of documentation.
Especially if one uses the incremental iteration paradigm, the commit history together with the code diff IS the documentation of one's code in it's most fundamental way, that is when I changed something, why, what I was ( thinking that I was ) doing etc.
In case that one has to maintain existing code, of course, the whole history is not available but still, refactoring committed similarly documents the evolution of the code in a similar way.
Both are important of course. ;)
unless multiplex('Tom', 4) == 'TomTomTomTom'
raise TestError( 'multiplex() failed' )
end
Not only does that test communicate the exact same thing as the documentation comment, it is guaranteed to be correct and not out-of-date (assuming it's run as part of a test suite), whereas the comment can easily be wrong. multiplex('Tom', 4) == 'TomTomTomTom'
I'd argue that's a failure of the api designer that no amount of documentation is going to make up for.Examples are good, testing is good, executable, testable documentation is doubly good, and predictable, intuitive api interfaces are invaluable; everything else is a liability that is going to go stale.
(I agree with all you said except the last clause.)
multiplex('Tom', 0)
or multiplex(null, 2)
?Also, I would have called it something different.
However, over the years, I've learned that many things that are obvious to me are not, in fact, true. So, what are the arguments for any other possible behavior?
In any case, documenting edge conditions helps in code maintenance.
I've deleted my post and have decided to argue my point in another fashion. Please enlighten me to the meaning foo(), here is the documentation:
tests = [
#Format: [InputA, InputB, InputC, InputD, Output1, Output2]
[1, 2, 3, 4, 12, -7 ],
[2, 3, 4, 5, 27, -14],
[3, 4, 5, 6, 48, -23],
[4, 5, 6, 7, 75, -34],
[5, 6, 7, 8, 108, -47],
[6, 7, 8, 9, 147, -62],
]
for a, b, c, d, o1, o2 in tests:
failUnlessEqual((o1, o2), foo(a, b, c, d))
Can you tell me what foo() does please? Its a ridiculously simple function. I work with tests like this quite often. It doesn't confuse me though, I like to put comments in my code and even the test code, but you don't need those.edit: You did kind of prove my point by asking for documentation outside of the test. If this "documentation" test isn't enough to find out whats really going on in my 1-line function, what makes you think a test and the best-chosen names in the world would give you any insight to a 2-line function?
Your words, not mine.
Yes, a poorly written test for a horribly named function with impenetrable argument names make for a shitty experience for the api user, but is that really insightful? Hopelessly meaningless method names with impenetrable arguments would be just as shitty to use if they came with a page-and-a-half of prose.
And if the hypothetical idiot who wrote your hypothetical test-as-documentation is the same idiot who would instead by providing some other form of written documentation, why would you expect it to be any more clear?
slope, yintercept = calculateLine(x1, y2, x2, y2)
You wouldn't be using the test as documentation at all. Those names are so goddamn good you don't even need documentation. You would just be using the interface, and basic maths knowledge. (Note: it doesn't actually do that, I just thought of that as something that fits the argument/output count)> slope, yintercept = calculateLine(x1, y2, x2, y2)
It is, in fact, a place where a test would be quite helpful. A test might have prevented the typo for the second argument to calculateLine().
If the compiler didn't puke on it in the definition, or if that was the line in the test it would just be a bug in the test. Of course that all depends on the time honored development tradition of running a hastily written online comment in production. As far as the assumption I'm knocking tests for their utility at testing, I'm not, I'm knocking their utility as documentation.
Except you're not doing that, either. You're knocking the utility of a poorly-written tests-as-documentation test versus the utility of some hypothetically better written documentation.
But if your developers are going to write such uninformative tests-as-documentation, there's no reason to believe their documentation-as-documentation would be any better, so all you're really doing is making the uncontroversial assertion that poorly written documentation sucks.
Making the more relevant and informative comparison of well-written documentation-as-documentation to well-written tests-as-documentation, the tests-as-documentation have the inescapable bonus of being incapable of falling out of sync with the code.
In my, and a lot of other people's, experience, textual documentation tends to become an outdated liability almost as soon as it is written.
I've heard the idea before and dismissed it, but it's surprising now how often I will go back and check that journal for why I did something.
I already try to write informative git log entries, but the journal really lends itself to long form exposition.