TweetFollow Us on Twitter

Dumb bugs
Volume 9
Number 11
Column TagsState of the Industry

Glenn’s Philosophy on Programming

Tricks to avoid wasting time on “dumb” bugs

By G. Weinreb, Somerville, Massachusetts

The most important thing in software development is that the programmer must love their code. If the programmer does not love his code, coding becomes a chore as opposed to a joy, causing code quality, coding productivity, and the programmer's mental state to degrade. In order for a programmer to love their code, ALL of the following must be true:

• The code must be well organized with specific functionality localized to one area, as opposed to appearing multiple times.

• ALL routines must be extremely well tested.

• ALL routines must be extremely well documented.

• Many routines must contain defensive code, especially the low level ones.

• The programmer must have a decent machine with which to develop.

• The programmer must have a decent development environment and a decent understanding of how to use it.

• The programmer must have a good debugger. Working with complex black boxes, into which you cannot peer, is a hell that I would not wish upon even the fiercest of competitors.

The fundamental principle behind programming is that each issue must be localized to one area (e.g. one function); and that this one area do it's job extremely well (i.e. employ defensive code, include outstanding documentation, and be extremely well tested). And then all the other routines are to rely on ONE to implement the specific functionality. If similar functionality is copied and implemented in different places, then the programmer has less time to make each copy solid. Unsolid (non defensive, non documented, non tested) code leads to the following scenario:

A programmer is programming one function that calls another, and finds that the called one is not working well. So the programmer stops what he/she is doing and goes to fix the lower level routine. Now, if it is undocumented, the programmer needs to read each line, figure out what it's doing, and then document it - which can take more time than coding the thing from scratch. Therefore, undocumented code is in a sense disposable - you use it once and then throw it away and get another (like a Kleenex) when you need to change it. So the poor programmer documents the routine, tests it and makes it solid. But then we find that many other routines call this function, and our making it solid has changed it a little, causing it to not work for some of it's other callers. Subsequently, the programmer must fight to make it work in all cases - which requires coding in other areas - which can lead to new frontiers. And much time goes by while the poor programmer has accomplished very little on the original routine. And subsequently, they find it very hard to love their code.

So,

• Code MUST be well documented, which includes:

+ function headers for all functions

+ descriptive headers for each file

+ descriptions of passed arguments

+ documentation in the code which describes what it does and how it does it

• Code must be thoroughly tested because the devil is in the details and the details are what will bite you. Subsequently, you've got to DIG, DIG, DIG to uncover those subtle little problems. And the key to this is to have the confidence that they exist, else you will not dig for them - SO ASSUME THEY EXIST AND DIG, DIG, DIG.

• Code MUST be defensive in order to get ahead of the bugs. Defensive coding entails looking for problems and showing an alert if one is found. Several examples:

a) Arguments passed to low level routines (i.e. the one's called by many other routines) are checked if doing development. A global variable, 'gDevelopment', is set TRUE when doing development, and at any time, the user can press an Option key to toggle the state of 'gDevelopment' TRUE/FALSE. 'gDevelopment' is typically used in the following way:

/* 1 */

void SetUserItem (
 DialogPtr dialog, //ptr to dialog box
 short itemNr,   //item's DITL #
 ProcPtr doDraw) //procedure pointer for                       
 //user  DITL item
{
 if (gDevelopment)  {// if doing develop...
 if (IfPtrIsNullOrBadYell ((Ptr) dialog, 1))                   return;
 // test for null or bad ptr
 if (IfDitlNrIsBadYell (itemNr, TRUE)) return;           // test for 
bad ditl #
 if (IfPtrIsNullOrBadYell ((Ptr) doDraw, 1))
 return;// test for null or bad ptr
 }
 body .....
 body .....
}

Subsequently, if there is trouble, the programmer knows about the problem before it causes harm. And bugs can cause harm in a manner which is not obvious and/or a manner which does not lead the programmer to the bad code (e.g. a bug in area A destroys memory in area B, which crashes 100 mouse clicks latter). Defensive coding is like being at the window with a shotgun when the burglar climbs in - "Hey, what the hell do you think you're doing?". Programmers must get ahead of bugs, not behind, in order to love their code.

Someone playing devil's advocate might say, "Doesn't it take time to install defensive code and doesn't it slow your program?". It does take some time to implement, yet not much since it involves mindless cut/copy/paste of similar existing code fragments. The time for the processor to check for 'gDevelopment' TRUE is less than a microsecond (for perspective, HLock() costs 121µs on a Mac IIcx). Subsequently, adding "if (gDevelopment)" increases execution time by only a tiny amount. Freeing the programmer from fighting bugs will give him/her more time to optimize code - which will save orders of magnitude more execution time.

b) One can use macros to add defensive coding to toolbox routines. e.g.

/* 2 */

 #define HLock_(h) \
 \
 if (gDevelopment) { \
 if (CheckHandle((Handle) h, TRUE, TRUE))    \
 HLock((Handle) h);\
 } \
 else if (h){    \
 HLock((Handle) h);\
 }

This simple little macro has saved my life on a number of occasions.

c) We will define the phrase "memory problem" as code which writes to memory where it should not, and possibly causes trouble in an unrelated area and/or in an intermittent way - both of which are infamous to programmers. In the case of a "memory problem", one must have a strategy for dealing with it (other than fumbling around and saying, "Gee's, this really IS a tough one."). One technique is to use a global, 'gShakeLikeHell', which is toggled TRUE/FALSE by pressing an Option key (it is always set to FALSE when you first launch the application), and a macro defined as follows:

/* 3 */

#define SHAKELIKEHELLIFSHAKING\
 \
 if (gShakeLikeHell) \
 ShakeLikeHellifShaking();

ShakeLikeHellifShaking() compacts the heap, creates handles, disposes of handles, and tests existing data structures. If you have an intermittent or nebulous bug, the best response is to install the SHAKELIKEHELLIFSHAKING macro throughout your code under development, run the application, and press the Option key to turn it on. Chances are you will crash, or see the problem sooner (i.e. closer to the bad code). Ideally you would like to isolate the problem area between 2 SHAKELIKEHELLIFSHAKING macros (which is a mechanism which identifies if the problem does or does not originate from a specified range of code). After installing the macro, you can leave it in your code - it cost less than a microsecond. [Except for the time spent in the ShakeLikeHellifShaking routine. - Tech. Ed]. Installing this macro may seem silly, yet I can attest it has worked beautifully on many occasions - encouraging me to love my code.

 
AAPL
$568.59
Apple Inc.
-1.97
GOOG
$602.54
Google Inc.
-6.92
MSFT
$29.06
Microsoft Corpora
-0.06
MacNews Search:
Community Search:
view counter

view counter
view counter
view counter
dockXtender
view counter
view counter
view counter
view counter
view counter

Boomlings Review
Boomlings Review By Lisa Caplan on May 24th, 2012 Our Rating: :: FUN FREEBIEUniversal App - Designed for iPhone and iPad Boomlings is a traditional matching puzzle game, with some explosive twists   | Read more »
Dave vs Cave Review
Dave vs Cave Review By Jason Wadsworth on May 24th, 2012 Our Rating: :: WATCH FOR FALLING ROCKSUniversal App - Designed for iPhone and iPad Kid falls down hole, kid gets trapped in cave, kid fights evil rock monsters to escape.   Developer: Origame64 | Read more »
Python Pocket Power: Python Bytes 3 – Mo...
Python fans are certain to welcome the best bits from the penultimate season of the BBC sketch comedy in a new iPhone app: Python Bytes 3 – Monty Python Series 3. If you have a flair for the obvious, you’ll correctly assume this is third in a series of apps that feature the best skits from the cult-classic, Monty Python’s Flying Circus. | Read more »
Slingshot Racing Review
Slingshot Racing Review By Carter Dotson on May 24th, 2012 Our Rating: :: SWING ME AROUNDUniversal App - Designed for iPhone and iPad Slingshot Racing is a racing game where players must race around the courses by grappling and swinging around the slippery courses.   | Read more »
Go to the Cannes Film Festival with The...
For the movie industry the Cannes Film Festival is one of the most important events in which to preview films and watch the stars. The 65th annual festival is happening in France right now, but if you weren’t able to secure an invite or make the journey, hope is not lost. Film buffs and star gazers can keep tabs on the festival with The Hoolywood... | Read more »
David Haye’s Knockout Review
David Haye’s Knockout Review By Jennifer Allen on May 24th, 2012 Our Rating: :: PUNCHING FUNUniversal App - Designed for iPhone and iPad A simple yet satisfying cartoon-style boxing game.   | Read more »
WhosHere Updates, Adds Video Chat for Fr...
A mobile social discovery app, WhosHere, updated yesterday, adding free video chat to the universal iOS build. The app allows users connect with an new emphasis on keeping random hook-ups safe(ish). The developers say “the biggest problem in meeting people online today [is] knowing that the person you are speaking to is exactly who they say they... | Read more »
Are You Smarter Than A 5th Grader? &...
Are You Smarter Than A 5th Grader? & Friends Free Review By Jennifer Allen on May 24th, 2012 Our Rating: :: LACKINGUniversal App - Designed for iPhone and iPad An underwhelming use of a great franchise.   | Read more »
Fruit Ninja Gets New Update With Powerup...
Fruit Ninja is about to get its biggest update yet to celebrate its second anniversary on Thursday, May 24th. The key new element in the game appears to be that players will now be able to earn an in-game currency, called starfruit, that can be used to buy new powerups from new characters Gutsu and Truffles, introduced in the new trailer produced... | Read more »
Fotor – CameraBag Review
Fotor – CameraBag Review By Jennifer Allen on May 23rd, 2012 Our Rating: :: PLENTIFULiPhone App - Designed for the iPhone, compatible with the iPad A photography app that wants to be able to do everything that could ever be asked of it.   | Read more »
All contents are Copyright 1984-2010 by Xplain Corporation. All rights reserved. Theme designed by Icreon.