DaedTech

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What Drives Waterfall Projects?

To start off the week, I have a satirical post about projects developed using the waterfall ‘methodology.’ (To understand the quotes, please see my post on why I don’t think waterfall is actually a methodology at all). I figured that since groups that use agile approaches and industry best practices have a whole set of xDD acronyms, such as TDD, BDD, and DDD, waterfall deserved a few of its own. So keep in mind that while this post is intended to be funny, I think there is a bit of relevant commentary to it.

Steinbeck-Driven Development (SDD)

For those of you who’ve never had the pleasure to read John Steinbeck’s “Of Mice and Men,” any SDD practitioner will tell you that it’s a heartwarming tale of two friends who overcome all odds during the Great Depression, making it cross-country to California to start a rabbit petting zoo. And it’s that outlook on life that they bring to the team when it comes to setting deadlines, tracking milestones, and general planning.

scan0003

Relentlessly optimistic, the SDD project manager reacts to a missed milestone by reporting to his superiors that everything is a-OK because the team will just make it up by the time they hit the next one. When the next milestone is missed by an even wider margin, same logic applies. Like a shopping addict or degenerate gambler blithely saying, “you gotta spend money to make money,” this project manager will continue to assume on-time delivery right up until the final deadline passes with no end in site. When that happens, it’s no big deal–they just need a week to tie up a few loose ends. When that week is up, it’ll just be one more week to tie up a few loose ends. When that week expires, they face reality. No, just kidding. It’ll just be one more week to tie up a few loose ends. After enough time goes by, members of the team humor him with indulgent baby talk when he says this: “sure it will, man, sure it will. In a week, everything will be great, this will all be behind us, and we’ll celebrate with steaks and lobster at the finest restaurant in town.”

Spoiler alert. At the end of Steinbeck’s novel, the idyllic rabbit farm exists only in the mind of one of the friends, shortly before he’s shot in the back of the head by the other, in an act that is part merciful euthanasia and part self-preservation. The corporate equivalent of this is what eventually happens to our project manager. Every week he insists that everything will be fine and that they’re pretty close to the promised land until someone puts the project out of its misery.

Shooting-Star-Driven Development (SSDD)

Steinbeck-Driven Development is not for everyone. It requires a healthy ability to live in deluded fantasy land (or, in the case of the novel, to be a half-wit). SSDD project managers are not the relentless optimists that their SDD counterparts are. In fact, they’re often pretty maudlin, having arrived at a PM post on a project that everyone knows is headed for failure and basically running out the clock until company bankruptcy or retirement or termination or something. These are the equivalents of gamblers that have exhausted their money and credit and are playing at the penny tables in the hopes that their last few bucks will take them on an unprecedented win streak. Or, perhaps more aptly, they’re like a lonely old toy-maker, sitting in his woodshop, hoping for a toy to come to life and keep them company.

This PM and his project are doomed to failure, so he rarely bothers with status meetings, creates a bare minimum of power points, and rarely ever talks about milestones. Even his Gantt charts have a maximum of three nested dependencies. It’s clear to all that he’s phoning it in. He knows it’s unlikely, but he pins his slim hope to a shooting star: maybe one of his developers will turn out to be the mythical 100x developer that single-handedly writes the customer information portal in the amount of time that someone, while struggling to keep a straight face, estimated it would take to do.

As projects go along and fall further and further behind schedule and the odds of a shooting star developer become more and more remote, the SSDD project manager increasingly withdraws. Eventually, he just kind of fades away. If Geppetto were a real life guy, carving puppets and asking stars to make them real children, he’d likely have punched out in an 19th century sanitarium. There are no happy endings on SSDD projects–just lifeless, wooden developers and missed deadlines.

Fear-Driven Development (FDD)

There is no great mystery to FDD projects. The fate of the business is in your hands, developers. Sorry if that’s a lot of pressure, but really, it’s in your hands.

The most important part of a FDD project is to make it clear that there will be consequences–dire consequences–to the business if the software isn’t delivered by such and such date. And, of course, dire consequences for the business are pretty darned likely to affect the software group. So, now that everyone knows what’s at stake, it’s time to go out and get that complex, multi-tiered, poorly-defined application built in the next month. Or else.

Unlike most waterfall projects, FDD enters the death march phase pretty much right from the start of coding. (Other waterfall projects typically only start the death march phase once the testing phase is cancelled and the inevitability of missing the deadline is clear.) The developers immediately enter a primal state of working fourteen hours per day because their very livelihoods hang in the balance. And, of course, fear definitely has the effect of getting them to work faster and harder than they otherwise would, but it also has the side effect of making the quality lower. Depending on the nature of the FDD project and the tolerance level of the customers for shoddy or non-functional software, this may be acceptable. But if it isn’t, time for more fear. Consequences become more dire, days become longer, and weekends are dedicated to the cause.

The weak have nervous breakdowns and quit, so only the strong survive to quit after the project ends.

Passive-Aggressive-Driven Development (PADD)

One of the most fun parts of waterfall development is the the estimation from ignorance that takes place during either the requirements or design days. This is where someone looks at a series of Visio diagrams and says, “I think this project will take 17,388.12 man-hours in the low risk scenario and 18,221.48 in the high-risk scenario.” The reason I describe this as fun is because it’s sort of like that game you play where everyone guesses the number of gumballs in a giant jar of gumballs and whoever is closest without going over wins a prize. For anything that’s liable to take longer than a week, estimation in a waterfall context is a ludicrous activity that basically amounts to making things up and trying to keep a straight face as you convince yourself and others that you did something besides picking a random number.

Well, I broke this task up into 3,422 tasks and estimated each of those, so if they each take four hours, and everything goes smoothly when we try to put them all together with an estimate for integration of… ha! Just kidding! My guess is 10,528 hours–ten because I was thinking that it’d have to be five digits, the fve because it’s been that many days that we’ve been looking at these Gantt charts and sequence diagrams, and twenty-eight because that was my number in junior high football. And you can’t bid one hour over me because I’m last to guess!

But PADD PMs suck all of the fun out of this style of estimation by pressuring the hours guessers (software developers) into retracting and claiming less time. But they don’t do it by showing anger–the aggression is indirect. When the developer says that task 1,024, writing the batch file import routine, will take approximately five hours, the PADD PM says, “Oh, wow. Must be pretty complicated. Jeez, I just assumed that a senior level developer could bang that out in no more than two. My bad.” Shamed, the developer retracts: “No, no–you’re right. I figured the EDI would be more complicated than it was, so I just realized that my estimate is actually two hours.”

Repeated in aggregate, the PADD PM is some kind of spectacular black belt/level 20/guru/whatever metric is used to measure PM productivity, because he just reduced the time to market by 60% before a single line of code was ever written. Amazing! Of course, talk at the beginning of the project is cheap. The real measure of waterfall project success is figuring out who to blame and getting others to absorb the cost when the project gets way behind schedule. And this is where the PADD master really shines.

To his bosses, he says, “man, I guess I just had too much faith in our guys–I mean, I know you hire the best.” To the developers, he says, “boy, your estimates seemed pretty reasonable to me, so I would have assumed that everything would be going on time if you were just putting in the hours and elbow grease… weird.” To the end-users/stakeholders, he says, “it’s strange, all of our other stakeholders who get us all of the requirements clearly and on time get their software on time–I wonder what happened here.”

There’s plenty of blame to go around, and PADD PMs make sure everyone partakes equally and is equally dissatisfied with the project.

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Write Once, Confuse Everywhere

Not too long ago, someone asked me to take a look at a relatively simple application designed with the notion of having some future flexibility in mind. I poked around a bit to see what was where and found a reasonably simple and straightforward application. Like any, it had its warts, but there were no serious surprises–no whiplash-inducing double-takes or WTFs. One thing that I did notice, however, was that there were a bunch of classes that inherited from GUI components and had no implementations at all. So instead of using a TextBox, you might use a “DoNothingTextBox” with class definition DoNothingTextBox : TextBox and no implementation. (It was not actually called “DoNothingTextBox”–that’s just for illustration purposes.)

ConfusedI puzzled over the purpose of these things for a while until I inspected a few more and saw one with some code in it. I saw the purpose then immediately: hooks for future functionality. So if, for example, it were later decided at some point that all TextBoxes should disallow typing of non-alphanumeric characters, the behavior could be implemented in one place and work everywhere.

On the one hand, this does seem like a clever bit of future-proofing. If experience tells you that a common need will be to make every instance of X do Y, then it stands to reason you should make it easy and minimally invasive to touch every X. On the other hand, you’re quite possibly running afoul of YAGNI and definitely running afoul of the Open/Closed Principle by creating classes that you may never use with the specific intention of modifying them later. Also to consider is that this creates a weird flipping of what’s commonly expected with inheritance; rather than creating a derived class to extend existing functionality when needed, you speculatively create an ancestor for that purpose.

Is this a problem? Well, let’s think about how we would actually achieve this “change everything.” With the normal pattern of abstracting common functionality into a base class for reuse, the mechanism for the reuse is derived classes deferring to parent’s centralized implementation. For instance:

public class Bird
{
public virtual void Reproduce()
{
Console.Write("I laid an egg!");
}
}

public class Ostrich : Bird
{
public override void Reproduce()
{
base.Reproduce();
Console.Write("... and it was extremely large as far as bird eggs go.");
}
}

public class Parrot : Bird
{

}

Notice that since all birds reproduce by laying eggs, that functionality has been abstracted into a base class where it can be used everywhere and need not be duplicated. If necessary, it can be extended as in the case of Ostrich, or even overridden (which Ostrich could do by omitting the base class call), but the default is what Parrot does: simply use the common Reproduce() method. The bird classes have a default behavior that they can extend or opt out of, assuming that the base class is defined and established at the time that another bird class extends it.

Aha! This is an interesting distinction. The most common scenario for inheritance schemes is one where (1) the base class is defined first or (2) some duplicated piece of functionality across inheritors is moved up into a base class because it’s identical. In either case, the common functionality predates the inheritance relationship. Birds lay eggs, and part of deciding to be a bird (in the sense of writing a class that derives from Bird) is that default egg-laying behavior.

But let’s go back to our speculative text boxes. What does that look like?


public class DoNothingTextBox : TextBox
{

}

Now let’s say that time goes by and the developers all diligently stick to the architectural ‘pattern’ of using DoNothingTextBox everywhere. Life is good. But one day, some project management stakeholder tells one of the developers more on the UI side of things that all of the text boxes in the application should be green. The developer ponders that for a bit and then says, “I know!”

public class DoNothingTextBox : TextBox
{
public DoNothingTextBox() : base()
{
BackColor = Color.Green;
}
}

“Done and done.” He builds, observes that all text boxes are now green, checks in his changes, and takes off for the day to celebrate a job well done. Meanwhile, a handful of other developers on the team are updating to the latest version of the code to get an unrelated change they need. Each of them pulls in the latest, develops for a bit, launches the app to check out their changes, and, “what the… why is this text box green–how did I manage that?” Their troubleshooting progression probably starts with rolling back various changes. Then it winds its way into the version history of CSS files and styling mechanisms; stumbles into looking at the ASP markup and functionality of the various collaborators and controls on the web control/page; and, only after a great deal of frustration, cursing, and hair-tearing, winds up in the dusty, old, forgotten, formerly-empty DoNothing class.

I submit that the problem here is a subtle but profound one. As I’ve mentioned before, inheritance, by its nature, extends and sometimes modifies existing functionality. But this framework for building out and expanding software relies upon the fact that base classes are inherently more fixed and stable than child inheritors and that the relationship between child classes and base classes is well-defined and fixed at the time of inheritance/extension. To put it more concretely, OO developers will intuitively understand a how to use a “base” bird that lays eggs–they won’t intuitively understand how to use a “base” bird that does nothing and then later, spontaneously turns every bird on earth green. Changes to a base class are violent and confusing when they alter the behavior of inheritors while leaving the inheritors untouched.

So I’d encourage you to be extremely careful with using speculative inheritance structures. The instinct to create designs where potential sweeping changes can be implemented easily is an excellent one, but not all responses to that instinct are equally beneficial. Making a one line code change is certainly quick and creates a minimum of code upheaval for the moment, but once all of the time, effort, and hacking around during troubleshooting by other developers is factored in, the return isn’t quite so good anymore. Preserve that instinct, but channel it into better design decisions. It’s just as important to consider how broadly confusing or unintuitive a change will be as it is to consider how many lines of code it takes and how many files need to be touched.

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Hilarious Conditional Bloopers!

For this Friday, I thought I’d do something a little more lighthearted and, in the tradition of bad television (or Robot Chicken’s satire thereof) post some programming bloopers. These are actual things that I’ve personally seen in source code as opposed to some kind of specific sampling of CodeSOD from the Daily WTF. Doing this series of posts about Boolean algebra made me think conditional logic fails I’ve seen both recently and long in the past.

For each one, I’ve tried my best to give it a catchy name, an explanation of the problem, an example of what it translates to in simple English (i.e. why it doesn’t “read like well written prose”), and what it ought to look like. So, without further ado, here are the bloopers:

The Ingrown Branch

private int _numberOfMilkCartons;
private bool _amIOutOfMilk;

public void FigureOutWhatToDo()
{
    if(_numberOfMilkCartons != 12)
        _numberOfMilkCartons = 12;
}

I call this The Ingrown Branch because of what it does. It introduces a conditional — a fork in the road, if you will — and it winds up in the same spot no matter which branch you take. In conversational English, this says “if the number of milk cartons is not 12, make it 12”. While this doesn’t sound ridiculous in the same way that others here will, consider what’s being done. If x is equal to 12, well, then do nothing because x is equal to 12. Otherwise, if it’s not equal to 12, set it to 12. What would be a simpler way to do this?

private int _numberOfMilkCartons;
private bool _amIOutOfMilk;

public void FigureOutWhatToDo()
{
    _numberOfMilkCartons = 12;
}

The Tautology

private bool _amIOutOfMilk;

public void FigureOutWhatToDo()
{
    if(_amIOutOfMilk || !_amIOutOfMilk)
        GoToTheStore();
}

In conversational English, a tautology is something that is vacuously true or redundant. In logic, this is something that is always true, ipso facto, such as “A or NOT(A)”, for instance. In terms of conversational English, this is like saying “If I’m out of milk or if I’m not out of milk, I’m going to go buy some milk.” Why not drop the spurious conditionals and get to the point:

public void FigureOutWhatToDo()
{
    GoToTheStore();
}

The Contradiction

private bool _amIOutOfMilk;

public void FigureOutWhatToDo()
{
    if(_amIOutOfMilk == !_amIOutOfMilk)
        GoToTheStore();
}

The opposite of a tautology, a contradiction is something that is vacuously false, such as primitive type not being equal to itself. With instances like this and the tautology, I usually see more complex incarnations that are harder to spot or else I give the benefit of the doubt and assume that manipulation of a more complex conditional occurred in the past and the thing was accidentally left in this condition. But this doesn’t alter the fact that I have seen code like this and that, in plain English, this would translate to “If I’m both completely out of milk and I have some milk, I’m going to buy milk.” It’s mind-bending nonsense that would best be described as:

//Yep, nothing at all

The Double Negative

private bool _amINotOutOfMilk;

public void FigureOutWhatToDo()
{
    if(!_amINotOutOfMilk)
        GoToTheStore();
}

I realize that this may be largely a product of speaking English as a first language, since double (and more) negatives are acceptable in some other languages. But you have to look at code like this and think, did anyone read this to themselves? “If I it’s false that I’m not out of milk, I will go to the store.” Wat? Okay, so not out of milk means that you have it, so if it’s false that you’re not out of milk, it’s false that you have it, and you are out of milk… aha! Why didn’t you just say so:

public void FigureOutWhatToDo()
{
    if(_amIOutOfMilk)
        GoToTheStore();
}

Ifception

public void FigureOutWhatToDo()
{
    if(_amIOutOfMilk)
        if(_amIOutOfEggs)
            if(_amIOutOfBeer)
                GoToTheStore();
}

An if within an if within an if… (credit to Dan Martin for this term). This is another mind-bending way of writing things that is rather jarring to the reader of the code, like saying “If I’m out of milk if I’m out of eggs if I’m out of beer, then I’m going to the store.” Dude, wat? Oh, you mean “If you’re out of milk AND you’re out of eggs AND you’re out of beer, then you’re going to the store? Well, nice to see what your breakfast priorities are, but at least that doesn’t read like the mumblings of a lunatic.”

The Robot

public void FigureOutWhatToDo()
{
    if(_amIOutOfMilk == true)
        GoToTheStore();
}

Perhaps this is a little nitpicky, but this explicit formation of Boolean conditionals bothers me. “If it equals true that I am out of milk, I will go to the store” sounds like some robot helper from the Jetsons or one of those shows that features a preposterous token “genius” whose intelligence is conveyed by having him speak like some robot helper from the Jetsons. Why not “If I’m out of milk, I will go to the store?”

public void FigureOutWhatToDo()
{
    if(_amIOutOfMilk)
        GoToTheStore();
}

The Yoda

private Milk _theMilk;

public void FigureOutWhatToDo()
{
    if(null == _theMilk)
        GoToTheStore();
}

If program in C you do, sense this makes and a clever trick to avoid assignment instead of comparison errors this is. If program in C you don’t, annoying and indicative that you’re not adopting the thinking of the language you’re working this is. When you speak English and try to sound like a native speaker, you don’t say “If missing is the milk, go to the store”. You say “If the milk is missing, go to the store.”

public void FigureOutWhatToDo()
{
    if(_theMilk == null)
        GoToTheStore();
}

The Existential No-Op

public void FigureOutWhatToDo()
{
    if(_amIOutOfMilk)
    {
        //GoToTheStore();
    }
}

Or, see variations where the comment is replaced by “return;” or some other similar thing. This is a conditional where, true or false, you do nothing. It sort of makes you question the very nature of (its) existence. This is like me saying to you “If I’m out of milk…” When you wait patiently for a moment and say “yes…?” I then say “nothing — that was all.” What should this be replaced with? How about just deleting the whole bit of nonsense?

Growing Pains

public void FigureOutWhatToDo()
{
    if(_amIOutOfMilk && _amIOutOfEggs && _amIOutOfBeer && _amIOutOfCheese && _amIOutOfChips && _amIOutOfMilk)
        GoToTheStore();
}

See what’s going on here? This conditional is growing so unwieldy that you forget by the end of it that you already mentioned being out of milk again. “If I’m out of milk, eggs, beer and milk, I’m going to the store.” “You said milk twice.” “I like milk.” How about dividing it up a bit and saying “If I am out of staples and I’m out of snacks, then I’m going to the store.”

public void FigureOutWhatToDo()
{
    if(AmIOutOfStaples() && AmIOutOfSnacks())
        GoToTheStore();
}

private bool AmIOutOfSnacks()
{
    return _amIOutOfBeer && _amIOutOfChips;
}

private bool AmIOutOfStaples()
{
    return _amIOutOfMilk && _amIOutOfEggs && _amIOutOfCheese;
}

The Mad Scoper

public void FigureOutWhatToDo()
{
    if(((AmIOutOfStaples())) && (AmIOutOfSnacks()))
        GoToTheStore();
}

I think we’ve all seen one of these — someone on the team or in the group has a few too many cups of coffee and really goes to town on the old 9 and 0 keys. This is probably done to make sure that order of operations is being followed when you don’t understand the order of operations. Conversational equivalent? “If I am out of staples, and I mean staples and not whatever is coming next until I’m ready to talk about that and now I’m ready so I’m going to talk about that and that is snacks and not staples we’re not talking about staples anymore we’re talking about snacks which if I’m out of I’m also not going to the store, okay done.” Let’s dial it back to the last solution:

public void FigureOutWhatToDo()
{
    if(AmIOutOfStaples() && AmIOutOfSnacks())
        GoToTheStore();
}

The Fly Swallower (aka The Train Wreck)

public class OldWoman
{
    public Horse _horse = new Horse();

    public object WhatDidYouSwallow()
    {
        if (_horse != null && _horse.Cow != null && _horse.Cow.Hog != null && _horse.Cow.Hog.Dog != null &&
            _horse.Cow.Hog.Dog.Cat != null && _horse.Cow.Hog.Dog.Cat.Bird != null &&
            _horse.Cow.Hog.Dog.Cat.Bird.Spider != null &&
                _horse.Cow.Hog.Dog.Cat.Bird.Spider.Fly != null)
            return _horse.Cow.Hog.Dog.Cat.Bird.Spider.Fly;

        return null;
    }
}

This is formally known as design with violations of the Law of Demeter, but it’s easier just to think of it as a train wreck. But the name I’m giving it comes from a nursery rhyme, which is how this starts to sound in conversational English. “There was an old lady who if she swallowed a horse who if it swallowed a cow who if it swallowed a hog who if it swallowed a dog…” How should this sound? There’s no easy fix. You need a different object model.

And with that, I’ll conclude my fun Friday post. This is meant to be light-hearted and in jest, but I’d say there’s definitely a good bit of truth here. You may not agree entirely with my assessment, but I think we’d all be well served to do the occasional double check to make sure we’re not leaving conditional bloopers in the code for others to read, triggering pointing and laughter. If you have other names for these or other conditional bloopers to mention (or you think I’m completely off base with one of these) please feel free to chime in.

By the way, if you liked this post and you're new here, check out this page as a good place to start for more content that you might enjoy.

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The Myth of Quick Copy-And-Paste Programming

Quick and Dirty?

“We’re really busy right now–just copy that customer form and do a few find and replaces. I know it’s not a great approach, but we don’t have time to build the new form from scratch.”

Ever heard that one? Ever said it? Once, twice, dozens, or hundreds of times?

This has the conversational ring of, “I know I shouldn’t eat that brownie, but it’s okay. I’m planning to start exercising one of these days.” The subtext of the message is a willingness to settle–to trade self esteem for immediate gratification with the disclaimer “the outcome just isn’t important enough to me to do the hard thing.”

If that sounds harsh to you when put in the context of programming instead of diet and exercise, there’s a reason: you’re used to fooling yourself into believing that copy-and-paste programming sacrifices good design to save time. But the reality is that the “time savings” is a voluntary self-delusion and that it’s really trading good design for being able to “program” mindlessly for a few minutes or hours. Considered in this light, it’s actually pretty similar to gorging yourself on chocolate while thinking that you’ll exercise later when you can afford that gym membership and whatnot: “I’ll space out and fantasize about my upcoming vacation now while I’m programming and clean up the mess when I come back, refreshed.”

Hey, Wait a Minute

I know what you’re thinking. You’re probably indignant right now because you’re thinking of a time that you copied a 50,000 line file and you changed only two things in it.

Re-typing all 50,000 lines would have taken days, and you got the work done in minutes. The same number of minutes, in fact, that you’d have spent parameterizing those two differences and updating clients to call the new method, thus achieving good design and efficiency. Okay, so bad example.

Wait, Now I’ve Got It

Now, you’re thinking about the time that you copied that 50,000 line file and there were about 300 differences–no way you could easily have parameterized all of that. Only a copy, paste, and a bunch of find and replace could do the trick there.

After that, you were up and running in about an hour. And everything worked.

Oh, except for that one place where the text was a little different. You missed that one, but you found it after ten minutes of debugging.

Oh, and except for five more of those at ten or fifteen minutes a pop.

Oh, and then there was that twenty minutes you spent after the architect pointed out that a bunch of methods needed to be renamed because they made no sense named what they were in the new class. Then you were truly done.

Except, oh, crap, runtime binding was failing with that other module since you changed those method names to please the stupid architect. That was a doozy because no one noticed it until QA a week later, and then you spent a whole day debugging it and another day fixing it.

Oh, and then there was a crazy deadlock issue writing to the log file that some beta customer found three months later. As it turns out, you completely forgot that if the new and old code file methods executed in just the right interleaving, wackiness might ensue. Ugh, that took a week to reproduce and then another two weeks to figure out.

Okay, okay, so maybe that was a bad example of the copy-and-paste time savings.

Okay, Those Don’t Count

But you’re still mad at me. Maybe those weren’t the best examples, but all the other times you do it are good examples.

You’re getting things done and cranking out code. You’re doing things that get you 80% of the way there and making it so that you only have to do 20% of the work, rather than doing all 100% from scratch. Every time you copy and paste, you save 80% of the manpower (minus, of course, the time spent changing the parts of the 80% that turned out not to be part of the 80% after all).

The important point is that as long as you discount all of the things you miss while copying and pasting and all of the defects you introduce while doing it and all of the crushing technical debt you accrue while doing it and all of the downstream time fixing errors in several places, you’re saving a lot of time. I mean, it’s the same as how that brownie you were eating is actually pretty low in calories if you don’t count the flour, sugar, chocolate, butter, nuts, and oil.

Come to think of it, you’re practically losing weight by eating it.

We Love What We Have

Hmm…apparently, it’s easy to view an activity as a net positive when you make it a point to ignore any negatives. And it’s also understandable.

My flippant tone here is more for effect than it is meant to be a scathing indictment of people for cutting corners. There’s a bit of human psychology known as the Endowment Effect that explains a lot of this tendency. We have a cognitive bias to favor what we already have over what’s new, hypothetical, or in the possession of others.

Humans are loss averse (we feel the pain of a loss of an item more than we experience pleasure at acquiring the item, on average), and this leads to a situation in which we place higher economic value on things that we have than things that we don’t have. You may buy a tchotchke on vacation from a vendor for $10 and wouldn’t have paid a dollar more, yet when someone comes along and offers you $12 or $20 or even $30 for it, you suddenly get possessive and don’t want to part with it. This is the Endowment Effect in action.

We Love Our Copy Paste Code

What does this have to do with copying and pasting code? Well, if you substitute time/effort as your currency, there will be an innate cognitive bias toward adapting work that you’ve already done as opposed to creating some theoretical new implementation. In other words, you’re going to say, “This thing I already have is a source of more efficiency than whatever else someone might do.”

This means that, assuming each would take equal time and that time is the primary motivator, you’re going to favor doing something with what you already have over implementing something new from scratch (in spite of how much we all love greenfield coding). Unfortunately, it’s both easy and common to conflate the Endowment Effect’s cognitive bias toward reuse with the sloppy practice of copy and paste.

At the point of having decided to adapt existing code to the new situation, things can break one of two ways. You can achieve this reuse by abstracting and factoring common logic, or you can achieve it by copy and paste.

Once you’ve already decided on reuse versus blaze a new trail, the efficiency-as-currency version of the Endowment Effect has already played out in your mind–you’ve already, for better or for worse, opted to re-appropriate existing work. Now you’re just deciding between doing the favorable-but-hard thing or the sloppy-and-easy thing. This is why I said it’s more like opting to stuff your face with brownies for promises of later exercise than it is to save time at the expense of good design.

Copy Paste Programming as Empty Calories

Think about it. Copy and paste is satisfying the way those empty calories are satisfying. Doing busy-work looks a lot like doing mentally taxing work and is often valued similarly in suboptimally incentivized environments.

So, to copy and paste or not to copy and paste is often a matter of, “Do I want to listen to talk radio and space out while getting work done, or do I want to concentrate and bang my head against hard problems?” And if you do a real, honest self-evaluation, I’m pretty sure you’ll come to the same conclusion.

Copying and pasting is the reality television of programming–completely devoid of meaningful substance in favor of predictable, mindless repetition.

Quick and Dirty is Just Dirty

In the end, you make two decisions when you go the copy-and-paste route. You decide to adapt what you’ve got rather than invent something new, and that’s where the substance of the time/planning/efficiency decision takes place. And once you’ve made the (perfectly fine) decision to use what you’ve got, the next decision is whether to work (factor into a common location) or tune out and malinger (copy and paste).

And in the end, they’re going to be a wash for time. The up front time saved by not thinking through the design is going to be washed out by the time wasted on the defects that coding without thinking introduces, and you’re going to be left with extra technical debt even after the wash for a net time negative.

So, in the context of “quick and dirty,” the decision of whether new or reused is more efficient (“quick”) is in reality separated from and orthogonal to the decision of factor versus copy and paste (“dirty”). Next time someone tells you they’re going with the “quick and dirty” solution of copy and paste, tell them, “You’re not opting for quick and dirty–you’re just quickly opting for dirty.”

By the way, if you liked this post and you're new here, check out this page as a good place to start for more content that you might enjoy.

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Static and New Are Like Inline

C++ Inline

Reaching back into my C++ days, a concept exists called “inline”. “Suggesting inline” is a concept where you tell the C++ compiler that you want to dispense with function call overhead and slam the code in question right into the code stream of the caller. (It’s a matter of suggesting because the compiler might ignore this request during its optimization such as if you decide to rip a hole in space-time by suggesting inline on a recursive method). So, for instance:


inline int multiply(int x, int y)
{
     return x*y;
}

int main(int argc, char** argv)
{
     int product = multiply(2,5);
}

is effectively transformed into:

int main(int argc, char** argv)
{
     int product = 2*5;
}

This is conceptually similar to the concept of macros in C/C++. The idea is simple — you may have some block of code that you want to abstract out for reuse or readability, but you’d prefer the performance to mimick what would happen if you just wrote the code right in the method in question. You want to have your cake and to eat it too. Understandable — I mean, who doesn’t and what’s the point of having cake if you can’t eat it?

In the .NET world of managed languages, we don’t have this concept. It wouldn’t make any sense anyway as our builds generate byte code, which is processor-agnostic. The actual object code is going to be a matter between the runtime and the OS. So we don’t see the option for inline in the sense of runtime performance.

Metrics in OOP

One of the metrics in OOP that I think is a generally fair one is lines of code as a liability. If you have a 20-100 line class then life is good, but as you start creeping toward 300 lines it starts to smell. If it’s over 500 lines, kill it with fire (or, break it up into reasonable classes). The reason for this is a nod toward the Single Responsibility Principle and the concept of code smell. There’s nothing inherently wrong with large classes, per se, but they’re almost always an indication that a bunch of responsibilities are all knotted together in one tightly coupled mess. The same goes for methods on a smaller scale and with smaller scope of responsibility.

So, your personal preferences (and mine) about class/method size notwithstanding, it bears mentioning that smaller and more focused is generally considered better. The result of this is that it’s fairly common to evaluate class and method sizes with fellow developers and see people getting antsy as sizes get larger. On the flip side, it’s common to see people feel good when they keep class sizes small and to feel particularly good when they slay some hulking 5000 line beast and see it divided up into 20 more reasonably sized classes.

Another fairly common metric that I like is the number of parameters passed to a method. Like lines of code and large method/class, parameters trend toward code smell. No parameters is great, one is fine, two is a little noisy, and three is pushing it. More than that and you’ve written a method I want nothing to do with. I think a lot of people feel this way in terms of code they write and almost everyone feels this way when they’re a client (if a method has a bunch of parameters, good luck figuring out how to use it). This is true not only because it’s hard to keep all of the parameters straight but also because a method that needs a whole bunch of things to do its job is likely doing too large a job or too many jobs.

We like our methods/classes small and our parameter lists short.

Static and New: Gaming the System

One way to accomplish these goals is to ensure that your scopes are well defined, factored, and focused. But, if you don’t feel like doing that, you can cheat. If, for instance, you come across a constructor that takes 5 dependency parameters, the best thing to do would be to rework the object graph to have a more cohesive class that needed fewer dependencies. But, if time is short, you can just kick the pile of debris under the bed by having the constructor reach out into the static universe and pull its dependencies from the ether. Now your class has the cologne of a blissfully simple constructor hiding its dependnecy smell, thanks to some static or singleton access. The same thing can be applied with the “new” keyword. If you don’t want to rip holes in the fabric of your object graph with static state and functionality, you can always instantiate your own dependencies to keep that constructor looking slim (this would be identical in concept to having a stateless static factory method).

This trick also applies to cutting down lines of code. If you have a gigantic class, you could always port out some of its state and behavior out into a static class with static state or to an instance class spun up by the beast in question. In either case, lines of code goes down and arguments to public APIs stays the same.

Inline Revisited

Consider the following code:

public class Foo
{
    public int GetTotal(int n)
    {
        int total = 0;
        for (int index = 0; index < n; index++)
        {
            total += index;
        }
        return total;
    }
}

Let’s say that we thought that GetTotal method looked way too long and we wanted to shorten it by kicking parts of it under the bed when company came by to look at the class. What about this:

public class Foo
{
    public int GetTotal(int n)
    {
        return Utils.RunningSum(n);   
    }
}

This is fewer lines of code, to be sure. We’ve created a static Utils class that handles the dirty work of getting the running sum of all numbers up to and including a given number and we’ve delegated the work to this class. Not bad — we’ve eliminated 5 lines of code from both Foo and GetTotal(). And RunningSum is stateless, so there’s no worry about the kind of weird behavior and dependencies that you get from static state. This is a good thing, right?

Well, no, not really. I’d argue that this is fool’s gold in terms of our metrics. In a very real conceptual sense, Foo has no fewer lines of code than it initially did. Sure, from the perspective of organizing code it does — I’ve separated the concern of RunningSum from Foo’s GetTotal and we might make an argument that this factoring is a good thing (it’d be more interesting in a less trivial example). But from the perspective of coupling in the object graph, I’ve done exactly nothing.

When you call GetTotal(n), all of the same code is going to be executed in either case. All of the same branching will occur, all of the same logic will guide that branching, and all of the same local variables will be declared. From a dependency perspective as expressed in source code, you might as well inline Utils.RunningSum() into GetTotal(). To put this another way, you might as well conclude that Foo and GetTotal() are just as many lines of code as they ever were.

And that’s my larger point here. When your code invokes a static method or instantiates an object, client code calling your stuff has no choice in the matter. If I’m calling Foo’s GetTotal() method, it doesn’t make any difference to me if you call Utils.RunningSum() or just do the work yourself. It’s not as though I have any say in the matter. It’s not as though I can specify a strategy for computing the sum myself.

Now, by contrast, consider this:

public interface IComputeTotals
{
    int RunningSum(int n);
}

public class Foo
{
    public int GetTotal(int n, IComputeTotals computer)
    {
        return computer.RunningSum(n);
    }
}

Here I have a method that allows me to specify a number and a strategy for totals computing and it returns the computed total. Is this like inline? No, of course not — as the client, I have a lot of control here. Foo isn’t inlining anything because it needs me to specify the strategy.

But what about encapsulation? With the code in the method or abstracted to a hidden collaborator (static or new) the details of computation are hidden from me as the client whereas here they may not be (depending on where/how I got ahold of an instance that implements that interface). To that I say that it’s admittedly a tradeoff. This latter implementation is providing a seam and giving more options to client code whereas the former implementation is hiding more but leaving client code with fewer options. Assuming that any static methods involved are stateless/functional, that’s really the main consideration here – how much to cover up/hide and how much to expose.

I certainly have a preference for inversion of control and an aversion to static implementations both because of my desire for decoupled flexibility and my preference for TDD. But your mileage may vary. All I’d ask of anyone is to make informed decisions with eyes wide open. Metrics/smells like those about parameters and class/method size don’t exist in a vacuum. “Fixing” your 5000 line class by creating a static class and delegating 4800 lines of work to it behind the scenes is not reducing the size of that class in any meaningful sense, and it’s not addressing the bad smell the class creates; you’re just spraying perfume on it and hoping no one notices. The real problem isn’t simply that 5000 lines of code exist in one source file but rather that 5000 lines exist with no way to pry the dependencies apart and swap in alternate functionality.

So when you’re coding and bearing in mind certain heuristics and metrics, think of using static method calls and instantiating collaborators as what they really are — cosmetic ways to move code out of a method. The fact that the code moves to another location doesn’t automatically make it any more flexible, easier to maintain or less smelly. It’s providing additional seams and flexibility that has the effect you’re looking for.