21 votes

Reflections on past lessons regarding code quality.

Preface

Over the last couple of years, I've had the opportunity to learn from the mistakes of my predecessors and put those lessons into practice. Among those lessons, three have stood out to me in particular:

  1. Consistency is king.
  2. Try not to be too clever for your own good.
  3. Good code takes time.

I know that there are a lot of new and aspiring programmers here (and I'm admittedly far from being a guru myself), so I thought it would be good to touch on these three lessons, what they mean, and why they're so important.


Consistency is King

This is something that I had drilled into my head over nearly two years working on the code base at my previous job. Not by my fellow programmers (who did not exist), nor by my boss, but by the code itself.

Consistency can mean a number of things, but there are two primary points that matter:

  1. Syntactic consistency.
  2. Architectural consistency.

Syntactic consistency concerns standards in what your code looks like. For example, the choice between snake_case or camelCase or PascalCase for naming; function parameter order; or even something as benign as what kind of indentation and how much of it you use.

Architectural consistency concerns standards in how you structure your code. Making sure that you either use public class properties or getter and setter methods; using multiple booleans or using bitmasks; using or not using objects for encapsulating data to be passed around; validating data within the primary object or relegating that responsibility to a validator class; and other seemingly minor decisions about how you handle certain behavior make a big difference.

The code base I maintained had no such consistency. You could never remember whether the method you needed to call was named using snake_case or camelCase and had to perform several searches just to find it. Worse still, some methods defined to handle Ajax calls were prefixed with ajax while many weren't. Argument ordering seemed to be determined by a coin flip, and indentation seemed to vary between 2-space, 3-space, 4-space, and even 5-space indentation depending on what mood my predecessor was in at the time. You often could not tell where a function's body began and where it ended. Writing code was an exercise both in problem solving and in deciphering ancient religious texts.

Architecturally it was no better. There was no standardization in how data was validated or sanitized, how class members were accessed or modified, how functionality was inherited, whether the functionality was encapsulated in an object method or in a function, or which objects were responsible for which behavior.

That lack of consistency makes introducing or modifying a small feature, a task which should ordinarily be a breeze, an engineering feat of its own. Often you end up implementing that feature, after dancing around the tangled mess of spaghetti, only to find that the functionality that you implemented already existed somewhere else in the code base but was hiding out in a deep, dark corner that you never even knew was there until you had to fix some other broken feature months later and happened to stumble across it.

Consistency means predictability, and predictability means discoverability and, more importantly, easier changes and higher confidence in those changes.


Cleverness is a Fallacy

In any given project, it can be tempting to do something that saves you extra lines of code, or saves on CPU cycles, or just looks awesome and does something nobody would have thought of before. As human beings and especially as craftsmen, we like to leave our mark and take pride in breaking the status quo by taking a novel and interesting approach to a problem. It can make us feel fulfilled in our work, that we've done something unique, a trademark of sorts.

The problem with that is that it directly conflicts with the aforementioned consistency and predictability. What ends up being an engineering wonder to you ends up being an engineering nightmare to someone else. While you're enjoying the houses you build with wall studs arranged in the shape of a spider's web, the home remodelers who come along later aren't even sure if they can change part of the structure without causing the entire wall to collapse, and they're not even sure which walls are load-bearing and which aren't, so they're basically playing Jenga while blindfolded.

The code base I maintained had a few such gems, with what looked like load-bearing walls but were actually made of papier-mâché and were only decorative in nature, and the occasional spider's web wall studs. One spider's web comes to mind in particular. It's been a while since I've worked on that piece of code, so I can't recall what exactly it did, but two query-constructing pieces of logic had overlapping query structure with the difference being the operators and data. Rather than being smart and allowing those two constructs to be different, however, my predecessor decided to be clever and the query construction was abstracted into a separate method so that the same general query structure could be used in other places (note: it never was, and was only ever used in those two instances). It was abstracted so that all original context was lost and no comments existed to explain any of it. On top of that, the method was being called from the most critical piece of the system which, unfortunately, was already a convoluted mess and desperately required a rewrite and thus required me to understand what the hell that method was even doing (incidentally, I fell in love with whiteboards as a result).

When you feel like you're being clever, you should always stop what you're doing and make sure that what you're doing isn't actually a really terrible idea. Cleverness doesn't exist. Knowledge and intelligence do. Write intelligent code, not clever code.


Good Code Takes Time

Bad code more often than not is the result of impatience. We don't like to plan out the solution before we get to writing code. We like to use variables like x and temp in order to quickly achieve functional correctness of our code because stopping to think about how to name them is just additional overhead getting in the way. We don't like to scrap our bad work if we can salvage it in some way instead, because then we have to start from scratch and that's daunting. We continually work against ourselves and gradually increase our mental overhead because we try to decrease our mental overhead. As a result we find ourselves too exhausted by the end of our initial implementations to concern ourselves with fixing obvious problems. Obviously bad but functional code is preferable because we just want the task to be done and over with.

The more you get exposed to bad code and the more you try to avoid pushing that hell onto yourself and your successors, the more you realize that you need to spend less time coding and more time researching and planning. Whereas you may have been spending upwards of 50% of your time coding previously, suddenly you find yourself spending as little as 10% of your time writing any code at all.

Professionals from just about any field can tell you that you can either do something right or you can do it twice. You might recognize this most easily in the age-old piece of woodworking wisdom, "measure twice, cut once". The same is true of code, and doing something right means planning how to do it right in the first place before you've even started on the job.


Putting into Practice

I've been fortunate over the last couple of months to be able to start on a brand new project and architect it in a way that I see fit. Changes which would ordinarily take days or weeks in the old code base now take me half a day at most, and a matter of minutes at best. I remember where to find a piece of code that I need because I'm consistent and predictable about where I place things; I don't struggle to tell where something begins and where it ends because I'm consistent about structure; I don't continually hate myself when I need to make changes to my code because I don't do anything wildly out of the ordinary; and most importantly, I take my time to figure out what it is that I need to do and how I want to do it before I've written a single line of code.

When I needed to add a web portal interface for uploading a media asset to associate with a database object, the initial implementation took me a week, due to the need for planning, adding the interface, and supporting and debugging the asset management. When I needed to extended that interface to allow for uploading the same kinds of assets for a completely different object type, it took me only half an hour, with most of that time being dedicated toward updating a Vue.js component to accept configuration via props rather than working for only the single hard-coded object type. If I need to add a case for any additional object type, it will take me only five minutes.

That initial week of work for the web interface provided me with cost savings that would not have been feasible otherwise, and that initial week of work would have taken as many as three weeks had I not structured the API to be as consistent as it is now. Every initial lag in implementation is offset heavily by the long-term cost savings of writing good code.


Technical Debt

Technical debt is the cost of your code over time. The messier and worse your code gets, the more it costs you to try to change, and those costs only build up. Even good code can accumulate technical debt if the needs for your software have changed and its current architecture isn't compatible with those changes.

No project is without technical debt. Even my own code, that I've been painstakingly working on for the last couple of months, has technical debt. Odds are a programmer far more experienced than I am will come along and want to scrap everything I've done, and will do a far better job rewriting it.

That's okay, though. In fact, a certain amount of technical debt is good. If we try to never write any bad code whatsoever, then we could never possibly get to writing any code at all, because there are far too many unknowns for a new project.

What's important is knowing when to pay down on that technical debt, which could mean anything from paying it up front (i.e. through planning ahead of time) to paying it down when it starts to get too expensive (e.g. refactoring a complicated section of code when changes become sufficiently difficult). That's not something you can learn through a StackOverflow post or a college lecture, and certainly not from some unknown stranger on some relatively unknown website in a long, informal blog-like post.


Final Thoughts

I'm far from being a great programmer. There's a lot that I don't know and I still have quite a bit to learn. I love programming, though, and more than that I enjoy sharing the lessons I've learned with others. Especially the ones that I wish I'd learned back in college.

Please feel free to share your own experiences, learned lessons, and (if you have it) feedback here. I'd love to read up on some other thoughts on this subject!

10 comments

  1. [6]
    jsx
    Link
    Awesome post with some excellent points! If I may attempt tying some of them together, code quality to me comes down to four things in a very specific order of priority: Correctness (If it doesn't...

    Awesome post with some excellent points! If I may attempt tying some of them together, code quality to me comes down to four things in a very specific order of priority:

    1. Correctness (If it doesn't behave as expected, it's pretty worthless.)
    2. Maintainable (This includes a lot of what OP mentioned about readability & code clarity. Very rarely does a dev work alone, and even then the code must be maintainable to themselves and their future frame of mind.)
    3. Reusable (This means simplicity where possible, and clear I/O for components/libs/utils in order to favour composition, prevent errors leaking out past their scope, and simplify testing)
    4. Performance (This comes last, because over-optimizing for performance will inevitably mean compromises to maintainability and reusability.)
    9 votes
    1. Emerald_Knight
      Link Parent
      I like that you focused on separating maintainability and reusability and applied the appropriate prioritization. Often the two end up being conflated, as with the example I'd mentioned about a...

      I like that you focused on separating maintainability and reusability and applied the appropriate prioritization. Often the two end up being conflated, as with the example I'd mentioned about a query constructing method--reusable, but far from maintainable!

      4 votes
    2. [4]
      cos
      Link Parent
      What's your justification for prioritizing maintainability and reusability over performance? I feel that correctness and performance go hand-in-hand with regard to the experience of the finished...

      What's your justification for prioritizing maintainability and reusability over performance? I feel that correctness and performance go hand-in-hand with regard to the experience of the finished product.

      1 vote
      1. [2]
        Emerald_Knight
        Link Parent
        I'm not @jsx, but please note the "over-optimizing" piece. There's a definite difference between ensuring that your code is performant enough to be usable, and trying to squeeze out a few more CPU...

        I'm not @jsx, but please note the "over-optimizing" piece. There's a definite difference between ensuring that your code is performant enough to be usable, and trying to squeeze out a few more CPU cycles unnecessarily. Also, there's the oft-repeated bit of programming wisdom, "premature optimization is the root of all evil".

        In general, though, it's often more important for your code to be easy to maintain than it is to make a slight bump in performance. If you're not careful, then an optimization you put in place could end up resulting in your code being difficult or even impossible to modify later.

        It's like tying a knot that's so secure that you find that you're unable to untie it later, forcing you to just cut the entire thing off. If the rope that knot was attached to was securing more than just the one thing you needed to move, then you'll find yourself needing to tie an entirely different knot, or even replacing the rope itself.

        Optimizing is fine. Over-optimizing isn't. It's a difficult and fine line to tread, so as a general guideline, prioritize maintainability and reusability if you want to be safe.

        4 votes
        1. jsx
          Link Parent
          You nailed it with this line. I was initially thinking of framing my original comment into a watered down mantra of: Correct Readable Fast Pick two. But I think there's a lot of nuance that would...

          In general, though, it's often more important for your code to be easy to maintain than it is to make a slight bump in performance.

          You nailed it with this line. I was initially thinking of framing my original comment into a watered down mantra of:

          • Correct
          • Readable
          • Fast

          Pick two.

          But I think there's a lot of nuance that would obviously be lost. Like most things, good code quality is a balancing act.

          2 votes
      2. spit-evil-olive-tips
        Link Parent
        Computers are fucking fast. There are specialized domains that need to squeeze every ounce of performance out of the hardware, but the majority of code is "fast enough" on modern hardware, even if...

        Computers are fucking fast. There are specialized domains that need to squeeze every ounce of performance out of the hardware, but the majority of code is "fast enough" on modern hardware, even if it could be made faster by optimization.

        I suspect it follows a 90/9/1 distribution - 90% of code will be fast enough without trying particularly hard, 9% will need modest optimization, and then 1% needs to be screaming fast, often because it's the bottleneck for the 90%. eg if you're writing a random node.js webapp, you're in the 90% but the V8 runtime underpinning node is in the 1%.

        If you're working on 1% code, you generally know it up front and are aware of the black magic and chicken sacrifices required. It's much harder to know if you're in the 90% or 9%, so play the odds, assume it's the 90%, and if it turns out you're in the 9% then as long as you have maintainable code you'll be fine.

        4 votes
  2. [2]
    barnesjon
    Link
    Excellent post. In many cases, software engineers must also compete with the ideals of the organization they work for. I've often found that code quality can be problematic because other team...

    Excellent post. In many cases, software engineers must also compete with the ideals of the organization they work for. I've often found that code quality can be problematic because other team members and/or leadership do not value it. It's very difficult for a single engineer to maintain code quality when there are 3 - 5 engineers contributing who are not trying to maintain code quality.

    3 votes
    1. Emerald_Knight
      Link Parent
      In my case, I haven't been working with other programmers, apart from a few interns, so my only experiences have been managing code quality on my own, maintaining legacy code (trying to avoid...

      In my case, I haven't been working with other programmers, apart from a few interns, so my only experiences have been managing code quality on my own, maintaining legacy code (trying to avoid introducing excessive, new technical debt) and starting on this new project (allowing me to manage the technical debt from the beginning).

      I imagine it would be frustrating being on a team with others who don't care about code quality. It definitely helps to have a lead who enforces it.

      2 votes
  3. [2]
    ProofTechnique
    Link
    One thing you didn't mention that I think a lot of teams (and solo devs) end up regretting: documentation! Keep a public (or organization-public) dev journal. Keep a team wiki. Write literate...

    One thing you didn't mention that I think a lot of teams (and solo devs) end up regretting: documentation!

    Keep a public (or organization-public) dev journal. Keep a team wiki. Write literate programs. Write soft documentation as well as technical documentation. If you've got an opening for one, hire a dedicated technical writer and use them. Write for an audience with the minimum possible knowledge. Do you have to explain your entire tech stack/infrastructure to be able to explain a feature you implemented? Do it. Document it once, then reference it everywhere else. Keep things up to date. Version your docs.

    All in all, I spend about twice as long (or more) documenting the code I write and the infrastructure I use as I do actually writing it/building it. I want my bus factor as high as I can make it so I can finish a project and hand it off to any junior (or, ideally, anyone) and have a reasonable expectation that they can at least keep the thing running, if not improve it.

    Oh, and get in people's faces when they don't document their work. Name and shame.

    2 votes
    1. Emerald_Knight
      Link Parent
      Good documentation is essential. I'm not really a fan of documenting functions or methods myself beyond having comments in my code just because it's far too easy to forget to update something and...

      Good documentation is essential.

      I'm not really a fan of documenting functions or methods myself beyond having comments in my code just because it's far too easy to forget to update something and end up with documentation that diverges from your code, but documenting important stuff like environment setup, deployment procedures, tech stack, server addresses, API endpoints, and other high-level details can make a significant impact on productivity and onboarding time.

      2 votes