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Clean Code vs. A Philosophy Of Software Design

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Re: Clean Code vs. A Philosophy Of Software Design

#41
post #14

john ousterhout's book is the only book on how to write software that has any actual evidence behind it. i highly recommend it as the only book to read on how to write code. and uncle bob, well, best to avoid his stuff as much as possible. clean code takes away about 5 years from every dev's life as they think they need to read it to become an intermediate developer and one they realize that is not the way, can they…

That book really poisons the mind. Even if there's some good things to learn in there, it's stashed among a lot of advice that is either plain bad or needs asterisks. But there aren't really any asterisks and instead it presents what look like rules that you shouldn't be breaking if you want to be a good programmer. When I first read the book I'd already been programming for 10 years, but I was in my first job out of…

1. newbie follows the rules because he is told to

2. master follows the rules because he understands them

3. guru breaks the rules because they don't apply

Re: Clean Code vs. A Philosophy Of Software Design

#42
post #15

There is an important case for comments that neither of them touched on. Sometimes you are dealing with bugs or counterintuitive processes beyond your control. For example, I am writing some driver software for a USB device right now. It is so easy to get the device into a bad state, even when staying within the documented protocol. Every time I implement a workaround, or figure out exactly how the device expects a m…

While I am not a Uncle Bob-style "no comments"er I do love a ridiculous method name. I pay very close attention to that method and the context in which it is called because, well, it must be doing something very weird to deserve a name length like that.

That’s exactly why you should save that length only for a method that’s indeed doing something weird. If every method is long, the codebase turns into noise. (IOW I agree)

Re: Clean Code vs. A Philosophy Of Software Design

#43
post #4

It's striking to me how out of touch Martin seems to be with the realities of software engineering in this transcript. Stylistic refactors that induce performance regressions, extremely long and tortured method names for three-line methods, near-total animus towards comments ... regardless of who is right/wrong about what, those takes seem like sophomoric extremism at its worst, not reasoned pragmatism that can be ap…

> sheer rigidity

That looks more like a communication style difference than anything else. Uncle Bob's talks and writing are prescriptive -- which is a style literally beaten into me back when I was in grade school, since it's implied just from the fact that it's you doing the speaking that you're only describing your opinions and that any additional hedging language weakens your position further than you actually intend.

If you listen to him in interviews and other contexts where he's explicitly asked about dogmatism as a whole or on this or that concept, he's very open to pragmatism and rarely needs much convincing in the face of even halfway decent examples.

> animus toward comments

Speaking as someone happy to drop mini-novels into the tricky parts of my code, I'll pick on this animus as directionally correct advice (so long as the engineer employing that advice is open to pragmatism).

For a recent $WORK example, I was writing some parsing code and had a `populate` method to generate an object/struct/POCO/POJO/dataclass/whatever-it-is-in-your-language, and as it grew in length I started writing some comments describing the sections, which for simplicity's sake we'll just say were "populate at just this level" and "recurse."

If you take that animus toward comments literally, you'll simply look at those comments and say they have to be removed. I try to be pragmatic, and I took it as an opportunity to check if there was some way to make the code more self-evident. As luck would have it, simply breaking that initial section into a `populate_no_recurse` method created exactly the documentation I was looking for and also wound up being helpful as a meaningful name for an action I actually wanted to perform in a few places.

That particular pattern (breaking a long method into a sequence of named intermediate parts) has failure modes, especially in the hot path in poorly optimized runtimes (C#, Java, ..., Python, ...), and definitely in future readability if employed indiscriminately, but I have more than enough experience to be confident it was a good choice here. The presence in my mind of some of Uncle Bob's directionally correct advice coloured how I thought about my partial solution and made it better.

> other animus

- Stylistic refactors that induce performance regressions can be worth it. As humans, we're pre-disposed to risk avoidance, so let's look at an opposite action with an opposite effect: How often are you willing to slow down feature velocity AND make the code harder to maintain just to squeeze out some performance (for a concrete example, suppose there's some operation with space/time/bandwidth tradeoffs which imply you should have a nasty recursive cte in your database to compute something like popcount on billion-bit-masks, or even better just rewrite that portion of the storage layer)? My job is 80% making shit faster and 10% teaching other people how to make shit faster, but there are only so many hours in the day. I absolutely still trade performance for code velocity and stability from time to time, and for all of those fledgeling startups with - The "tortured method names" problem is the one I'm most on the fence about. Certainly you shouldn't torture a long name out of the ether if it doesn't fit well enough to actually give you the benefits of long names (knowing what it does from its name, searchability), but what about long names which do fit? For large enough codebases I think long names are still worth the other costs. It's invaluable to be able to go from some buggy HTML on some specific Android device straight to the one line in a billion creating the bug, especially after a couple hiring/firing sessions and not having anybody left who knows exactly how that subsystem works. I think that cutover point is pretty high though. In the 100k-1M lines range there just aren't enough similar concepts for searchability to benefit much from truly unique names, so the only real benefit is knowing what a thing does just from its name. The cost for long names is in information density, and when it's clear from context (and probably a comment or three) I'm fine writing a numeric routine with single-letter variable names, since to do otherwise would risk masking the real logic and preventing the pattern-recognition part of your brain from being able to help with matters. HOWEVER, names which properly tell you what a thing does are still helpful (the difference between calling `.resetRetainingCapacity()` and `.reset()` -- the latter you still have to check the source to see if it's the method you want, slowing down development if you're not intimately familiar with that data structure). I still handle this piece of advice on a case-by-case basis, and I won't necessarily agree with my past self from yesterday.

> "Uncle Bob devotees" vs "Uncle Bob"

This is maybe the core of your complaint? I _have_ met a lot of people who like his advice and aren't very pragmatic with it. Most IME are early-career and just trying to figure out how to go from "I can code" to "I can code well," and can therefore be coached if you have well-reasoned counter-examples. Most of the rest IME like Uncle Bob's advice but don't code much, and so their opinions are about as valuable as any other uninformed opinion, and I'm not sure I'd waste too much time lamenting that misinformation. For the rest of the rest? I don't have a large enough sample I've interacted with to be very helpful, but unrelenting dogmatism is pretty bad, and people like that certainly exist.

Re: Clean Code vs. A Philosophy Of Software Design

#44
post #37

I've enjoyed both books but Uncle Bob is something you grow out of. He was a bit of a cult figure at the time. Trying to actually follow the guidelines in Clean Code taught me a lot about "over-decomposition" and, ultimately, how not to write code. It reminds me it's possible to take aesthetics so far the results become ugly. Fussing over a proliferation of small functions that do only one thing is a kind of madness.…

> If you want to write good code, read good code.

As a junior in the field working at a small company, I often rely on this community for guidance, and this seems the most sound advice on this thread.

Re: Clean Code vs. A Philosophy Of Software Design

#45
post #4

It's striking to me how out of touch Martin seems to be with the realities of software engineering in this transcript. Stylistic refactors that induce performance regressions, extremely long and tortured method names for three-line methods, near-total animus towards comments ... regardless of who is right/wrong about what, those takes seem like sophomoric extremism at its worst, not reasoned pragmatism that can be ap…

> It's striking to me how out of touch Martin seems to be with the realities of software engineering in this transcript

It was always like that. And Fowler the same thing with his criticism of anemic domain model. But software-engineering is no exceptions to having a mass of people believing someone without thinking by themselves.

Re: Clean Code vs. A Philosophy Of Software Design

#47

I strongly recommend "A Philosophy of Software Design". It basically boils down to measuring the quality of an abstraction by the ratio of the complexity it contains vs the complexity of the interface. Or at least, that's the rule of thumb I came away with, and it's incredible how far that heuristic takes you. I'm constantly thinking about my software design in these terms now, and it's hugely helpful. I didn't feel…

Implicitly, IIRC, the optimal ratio is 5-20:1. Your interface must cover 5-20 cases for it have value. Any fewer, the additional abstraction is unneeded complexity. Any more, and your abstraction is likely too broad to be useful/understandable. The example he gives specifically was considering the number of subclasses in a hierarchy.

It’s like a secret unlock code for domain modeling. Or deciding how long functions should be (5-20 lines, with exceptions).

I agree, hugely usual principle.

Re: Clean Code vs. A Philosophy Of Software Design

#48

Uncle Bob's insistence that functions should be 2-4 lines long is baffling to me. I don't understand how he can be taken seriously. Is there a single application in the entire world with substantial functionality that conforms to this rule?

There are. A lot of Java code bases look like this. It is all as bad as you imagine. Functionality is spread out all of the place so it is very difficult to reason about how it all hangs together.

Add in Go and C++ code bases to that as well.

Re: Clean Code vs. A Philosophy Of Software Design

#49
post #37

I've enjoyed both books but Uncle Bob is something you grow out of. He was a bit of a cult figure at the time. Trying to actually follow the guidelines in Clean Code taught me a lot about "over-decomposition" and, ultimately, how not to write code. It reminds me it's possible to take aesthetics so far the results become ugly. Fussing over a proliferation of small functions that do only one thing is a kind of madness.…

> If you want to write good code, read good code. As a junior in the field working at a small company, I often rely on this community for guidance, and this seems the most sound advice on this thread.

You need to know what is good code. Opinions may vary a lot between programmers, even senior ones. The Clean Code cult would tell you to find good code there but that is the most poisonous programming book I have read.

Re: Clean Code vs. A Philosophy Of Software Design

#50

Uncle Bob's insistence that functions should be 2-4 lines long is baffling to me. I don't understand how he can be taken seriously. Is there a single application in the entire world with substantial functionality that conforms to this rule?

This is something that's easier to read than it is to understand. A lot of languages force you to do quite a lot in a function and becoming blind to bloat is way to easy to do. (C++/Go/Java/etc yep).

He did an example in the article of:

void concurrentOperation() { lock() criticalSection(); unlock() }

So if you subsitute criticalSection with a lot of operations, such as open file, read lines, find something, close file. I think you have a better representation of an over bloated function.

Scala has the langauge support to show what this could look like.

What you're doing in that method is starting a critical section, doing something, and then ending a critical section. It's a good suggestion to break that with:

def criticalSection(f: () => Unit) { lock() f() unlock() }

How you have a single method that does one thing and is easy to understand. Also it's reusable.

The original code would be used as:

criticalSection { _ => doSomething() }

That replacement is now longer dependent on locking. Locking is layered in.

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