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Advanced Programing practices

Advanced Programing practices. Code quality. Introduction. All software must expose some qualities. These necessary qualities are different from one software to another. Many of these qualities are not directly related to the code itself.

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Advanced Programing practices

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  1. Advanced Programing practices Code quality Joey Paquet, 2006-2014

  2. Introduction • All software must expose some qualities. • These necessary qualities are different from one software to another. • Many of these qualities are not directly related to the code itself. • Though in the end, they are all indirectly related to the code. • The code itself has some qualities that are not necessarily externally visible. Joey Paquet, 2006-2014

  3. Software qualities • Reliability • Modifiability • Maintainability • Understandability • Adaptability • Reusability • Efficiency • Portability • Traceability of artifacts • Fault tolerance • Backward-compatibility • Cost-effectiveness • High-performance • Good documentation • Well-defined interfaces • User-friendliness • Rapid development • Readability • Ease of learning • Ease of remembering • Ease of use • Increased productivity • Low-cost • Flexibility • Security • Robustness Joey Paquet, 2006-2014

  4. Cross-related qualities • Some qualities are cross-related (positively or negatively): • Functionality vs. Usability • Cost vs. Robustness • Efficiency vs. Portability • Rapid development vs. Functionality • Cost vs. Reusability • Backward Compatibility vs. Readability • Coupling vs. Maintainability • etc • Increasing some qualities may decrease or increase other qualities. Joey Paquet, 2006-2014

  5. Quality vs. cost • Achieving quality inevitably implies cost. • You want to avoid increasing cost to increase unnecessary qualities. • Cost investment towards a certain quality should be proportional to the importance of this quality, i.e. justification is necessary. • Thus, determining the right qualities is a primordial activity. • Some simple practices can be used to increase quality with minimal cost. Joey Paquet, 2006-2014

  6. Code qualities • Reliability • Modifiability • Maintainability • Adaptability • Reusability • Efficiency • Portability • Traceability • Fault tolerance • Backward-compatibility • Robustness • Cohesion • Coupling • Modularity • Information hiding • Encapsulation • Readability • Understandability • Low redundancy Joey Paquet, 2006-2014

  7. Code qualities Joey Paquet, 2006-2014

  8. Code qualities • Modularity • A good design usually consists of a collection of well-defined, discrete components or modules. • There are various ways of organizing the modules (software architecture). • The important thing is to avoid a jumble of classes connected in complicated and non-intuitive ways. • There are several levels of abstraction in modularity. • Modularity does not necessarily lead to good cohesion and coupling. Joey Paquet, 2006-2014

  9. Code qualities • Cohesion • A module is cohesive, or has high cohesion, if its internal parts are closely related towards the achievement of a clear purpose. • Every sub-component is working towards this goal. • Similar concept as for “team cohesion”. • A simple test of cohesion is to try to describe the module concisely. • A complex module description or complex interface is often an indication of poor cohesion. Joey Paquet, 2006-2014

  10. Code qualities • Cohesion (continued…) • Coincidental: • Parts are unrelated to one another. • Logical: • Logically related functions or data elements are placed in the same component, e.g. all “input” features are put in the same component, either from files, or from the network. • Temporal: • Functions that are executed in sequence in the same process are put in a component, e.g. system initialization procedures. • Procedural: • Functions that sequentially aim at the production of a result are put in the same component, e.g. capture the data, validate data, create a record, and save the record. Joey Paquet, 2006-2014

  11. Code qualities • Cohesion (continued…) • Communicational: • Functions are associated because they operate on or produce the same data set, e.g. book inventory is used for both accounting and managing orders. • Sequential: • The output from one part of a component is input to the next part, e.g. compilers. • Functional: • Every processing element is essential to the performance of a single functionality, and all essential elements are contained in one component. • A functionally cohesive component not only performs the functionality for which it is designed, but also performs only that functionality and nothing else. • It is thus more likely that changing this particular functionality will affect only one component. Joey Paquet, 2006-2014

  12. Code qualities • Coupling • Two modules are coupled if they depend on each other in any way. • Unlike cohesion, less coupling is better. • As with cohesion, there are various degrees of coupling. • “coupling refers to the strength of a connection between two components. Coupling is a complement to cohesion. Cohesion describes how strongly the internal content of a component are related to each other. Coupling describes how strongly a component is related to other components. The goal is to create components with internal integrity (i.e. strong cohesion) and small, direct, visible, and flexible relations to other components (i.e. loose coupling).” [Constantine 1975, McConnell 1993] • Example: façade pattern • Precept: “no two dots in a call” Joey Paquet, 2006-2014

  13. Code qualities • Coupling (continued…) • Content : • One component actually modifies the behavior of another, e.g. one component modifies an internal data item in another component, or a component branches into the middle of another component. • Common : • Data accessible from a central store in more than one component, e.g. global variables. It can be difficult to determine which component is responsible for having set a variable to a particular value. • Control : • One component passes parameters to control the execution of another component, e.g. setting a “flag”. Sometimes acceptable, but should minimize the amount of controlling information that must be passed from one component to another and to localize control to a fixed and recognizable set of parameters forming a well-defined interface. Joey Paquet, 2006-2014

  14. Code qualities • Coupling (continued…) • Stamp : • A data structure is used to pass information from one component to another, and the whole data structure is passed. Bad if some or most of the data is not used. • Data : • A restriction of stamp coupling, where data is passed to the called component, but where only the necessary information is passed. Ideally, all information is passed as separate parameters, even though they come from the same data structure. • Uncoupled : • No interconnections at all. Possible? Joey Paquet, 2006-2014

  15. Code qualities • Testability • Testability tends to improve many other qualities, as tests permit to measure and monitor quality. • Testability lies in reproducibility of testing at minimal cost (e.g. using a testing framework as JUnit). • Testability requires clear and simple specifications (requirements, interface specifications). • Complicated code is harder to test. Low testability is often a sign of deficient code qualities (modularity, coupling, readability). Joey Paquet, 2006-2014

  16. Code qualities • Reduced redundancy • Redundancy is an indication of poor design. • Writing tests can often help detect redundancy. The necessity of similar test on different components is an indication. • Sometimes its is quicker to code by redundancy. To fix redundancy, use refactoring. • Construction of complex objects is often a source of redundancy. Use “encapsulating construction” to avoid it, e.g. through builder or factory patterns. Joey Paquet, 2006-2014

  17. Code qualities • Encapsulation/Information hiding • Highly related to cohesion and coupling, but sufficiently important to be separated from them: • High coupling and low information hiding are often related • High information hiding prevents coupling to be introduced • If designers do not follow the principles of information hiding, the system will contain possible dependencies that will make understandability and maintenance a nightmare. For example, if a data member is public, it may or may not be used externally. If it is not, declaring it private makes it clear and eliminates the possibility. • Note that information hiding can be overridden by privacy leaks, most notably through passing and returning references to objects. • An important quality to be increased through refactoring operations. Joey Paquet, 2006-2014

  18. Code qualities • Readability/Understandability • Readable code is more understandable. • Readability can be improved by: • Consistent use of coding standards and naming convention. • Simple, usable and up to date documentation (e.g. using Javadoc). • Understandability is also influenced by cohesion and coupling. • They both have a great influence on maintainability, and productivity in general, especially in change-prone projects such as when using XP or other incremental software development model. Joey Paquet, 2006-2014

  19. Code qualities • Fault tolerance • A good design/code should be tolerant of both external and internal errors. • It is important but straightforward to protect the system against most external errors. The key step is to validate all inputs to the system carefully, so that the system rejects inappropriate data and processes only “good” data. • Even after validation, internal errors may still cause the system to fail. Dividing by zero or computing the square root of a negative number causes most processes to raise a signal. If the signal is not handled and processed correctly, the system may crash. • How to fault tolerance: • Write tests first. • Component/system duplication. • Write fault-detection-enabled mutators. • Use exception handling to report and handle errors and prevent crashing. Joey Paquet, 2006-2014

  20. Code qualities • Simplicity • Always choose the simplest design when a choice comes in (if both designs meet the requirements/specifications). • Designer should try to remove all unnecessary complexity from the system (can be done retroactively through refactoring). • Simplification is hard and requires experience. • Examples: • A design diagram is hard to read if it contains many crossing lines. If you redraw it to reduce the number of intersections, you will understand it better and may be able to simplify it. • A large number of links to a class may indicate low cohesion or high coupling. Increasing cohesion and reducing coupling will tend to simplify a design. • Don't worry about efficiency during design. Very often, efficiency is not a primary concern. If not, it is not justified to invest effort in increasing it. Joey Paquet, 2006-2014

  21. Practices to achieve quality code Joey Paquet, 2006-2014

  22. Code quality: practices • Write tests first • Testing after the code has been produced introduces a bias : test cases are written according to the code. • Writing test cases before the code forces you to think in advance of what the software is supposed to do and determine how it reacts to normal situations, and to abnormal situations. Then it becomes easier to write the code, and it is less likely that you will have to change the code to adapt it to a situation you did not expect. • In other words, the tests help to develop the “code specifications”. Joey Paquet, 2006-2014

  23. Code quality: practices • Write tests first (continued…) • Related to: • Interface specifications • “Designing by interfaces” [Gamma et al.] • “Design by contract” [Meyer] • Test-driven development [Beck] • Refactoring • Increases maintainability, understandability of the code. • Some find that this is counterproductive. • However, when used in combination with a testing framework (e.g. JUnit), it justifies the cost investment by having proper testing in place as the code is being developed and later changed. Joey Paquet, 2006-2014

  24. Code quality: practices • Encapsulate by convention, reveal by need • In a famous paper written in 1972, David Parnas set out the principles of information hiding: “The developer of a software component must be provided with all the information necessary to carry out the given responsibilities assigned to the component, and should be provided with no other information.” • This principle is very general and can be applied at all abstraction levels and in most software development activities. Joey Paquet, 2006-2014

  25. Code quality: practices • Encapsulate by convention, reveal by need (continued…) • According to [Shalloway, Bain], there are several types of encapsulation: • Data encapsulation: Hiding data members of a class using private data members and providing accessors and/or mutators. • Implementation encapsulation: Do not let a client object know the implementation details of a method. Use clear and minimal interfaces that do not use “control coupling”. • Type encapsulation: Hiding the type of objects being used, e.g. factory and abstract factory patterns, abstract classes and polymorphism. • Construction encapsulation: Hiding how objects are being constructed, e.g. singleton pattern, builder pattern, factory pattern. • Design encapsulation: The internal parts of a component are hidden. A limited interface is provided, e.g. using a façade pattern. Joey Paquet, 2006-2014

  26. Code quality: practices • Avoid redundancy • Redundant code is often introduced when a new requirement emerges that is a slight variation of an existing one for which there is already an implemented solution. • Quick solution: Copy the code, make a slight change to it to accommodate for differences. • Problem: It is then likely that if one is changed, the other also needs to be changed, and that “dependency” is not necessarily apparent. • Better solution: Use the same objects/procedure/design and make it provide a solution to both requirements, using if/switch or #ifdef to make the code behave differently in different situations. Joey Paquet, 2006-2014

  27. Code quality: practices • Don’t do more than you need • Similar to XP’s “simple design”. However, “simplicity” is subjective. • Determine what needs to be done, do it, and don’t invest in unnecessary complexity. • Don’t overdo this. It does not mean “don’t try to foresee”, or “software architecture is not important”. Think ahead, but not too much, and don’t invent features that are not expressed needs. • Saves time by developing only necessary code/structure. • Allows you to concentrate on what is really important now. • All code that you write “for later” has to be maintained, documented, etc. before it is actually used. It is also likely that the system changes introduced in the mean time will invalidate this code/solution. Joey Paquet, 2006-2014

  28. Code quality: practices • Treat conceptually similar things the same way • Related to • “Find what varies and encapsulate it” e.g. strategy pattern, etc [Gamma et al.] • “Information hiding” [Parnas] • Abstract classes, interfaces, polymorphism. • If a client object is using several different objects/services that conceptually do the same thing, all should be exposed to it in the same manner, i.e. using the same interface. • That might mean to introduce unnecessary interface elements to simpler components to match the complexity of more complex ones. • Leads to adaptable code: • One can add more of such similar services, as they are all using the same interface. • Client objects can use these new services with minimal changes, e.g. using different parameter values on calling a method. Joey Paquet, 2006-2014

  29. Code quality: practices • Favor composition over class inheritance • If you need to vary behavior, don’t achieve it by creating a subclass. • Rather, create a separate “behavioral class” hierarchy and use composition to link this behavior to the original class. • Positive effects: • Encapsulates common behavioral classes, increases maintainability. • Permits better reuse through a common interface. • Related to many design patterns, e.g. strategy, adapter, decorator. Joey Paquet, 2006-2014

  30. Code quality: practices • Design to interfaces • Upon writing any component or class, first design its interface, i.e. determine what information, behavior (or services) it needs to expose to the exterior. • Class level: determine what is public and private. • Component level: determine what services are necessary to be exposed, use patterns like a façade to expose necessary services, and enforce that only the façade is used to access this component. • Related to : • “design by contract” [Meyer] • UML responsibilities • CRC cards [Cunningham] Joey Paquet, 2006-2014

  31. Code quality: practices • Separate use from construction • Two important topics in designing software: • How instances will be used (i.e. its public interface). • How the instances are created (i.e. constructor design). • In the case of complex classes, construction can be a complex operation, e.g. when • A class is composed of other classes (i.e. has members that are themselves complex classes). • These members can take different forms depending on the context of use. • As much as possible, the complexity of construction, as well as the variation factors should be hidden from the outside. • For example, builder pattern, factory pattern. Joey Paquet, 2006-2014

  32. Code quality: practices • Refactor code as needed • “Refactoring is the process of changing a software system in such a way that it does not alter the external behavior of the code yet it improves its internal structure.” [Fowler] • Examples: • Extract a method that needs to be generalized. • Move a method. • Rename a method. • Use polymorphism or templates to generalize common code. • Create and reorganize packages. • The more changes are likely, the more refactoring is important: • Changing software often creates messy code. • Better designed/understandable code makes changes easier to apply. Joey Paquet, 2006-2014

  33. Code quality: practices • Prototyping • If you are not sure whether a solution will actually work, it may be a good idea to prototype it. • Same if you have different alternatives and it is not clear which one is most appropriate. • Prototyping means implementing the design in a “quick and dirty” way, in order to get feedback. • Development effort of the prototype should be highly focused on getting proper feedback. • Be very careful if you reuse the prototype code in the operational version. Joey Paquet, 2006-2014

  34. References • Steve McConnell. Software Project Survival Guide (Developer Best Practice). Microsoft Press, 1997. ISBN-13: 978-1572316218 • Larry Constantine. Structured Design: Fundamentals of a Discipline of Computer Program and Systems Design. Yourdon Press, 1979. ISBN-13: 978-0138544713 • Bertrand Meyer. Design by Contract, in Advances in Object-Oriented Software Engineering, eds. D. Mandrioli and B. Meyer , Prentice Hall, 1991, pp. 1-50. • Kent Beck. Test-Driven Development: By Example. Addison-Wesley Professional, 2002. ISBN-13: 978-0321146533 • David Parnas. On the Criteria To Be Used in Decomposing Systems into Modules. Communications of the ACM 15 (12): 1053–58. 1972. doi:10.1145/361598.361623 • Alan Shalloway, Scott Bain, Ken Pugh, Amir Kolsky. Essential Skills for the Agile Developer: A Guide to Better Programming and Design. Addison-Wesley Professional, 2011. ISBN-13: 978-0321543738 • Shalloway, Bain, Net Objectives. Code qualities and coding practices. Joey Paquet, 2006-2014

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