Determine time added working in code because of a legacy application? - legacy-code

How would you go about determining how much time was added due to working in legacy code as opposed to tested code for cost analysis if we really don't have a benchmark of working in non-legacy code to compare it too.

It's really hard to say how much time you could save if the code was maintainable. What you try to compare here is "how much would it cost to develop the same code again?" versus "how much does it cost to fix the remaining issues?" If you argue this way, you usually lose: The cost of developing something from scratch is usually much higher than the maintenance cost.
Why? Because maintenance cost can be spread over a long time while the other cost has to be paid in advance. So even if maintenance costs five times as much, it won't feel that way. On top of that, your new code would need to mature until it is as stable as what you have now. Also, you're rarely in the position to make that argument. Your boss already has decided that everything stays the way it is, so you'd have to convince him of the big change, first.
In order to make old crap maintainable, I usually start to add tests as I fix bugs. This allows me to make the code more and more maintainable while also spreading the cost. It makes maintenance a bit more expensive but in this case, you can always argue that you're trying to do a proper job.

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Reuse vs. maintainability and ease of testing

Everyone likes to talk about reusability. Where I work, whenever some new idea is being tossed around or tested out, the question of reusability always comes up. "We want to maximize our investment in this, let's make it reusable." "Reusability will bring higher quality with less work." And so on and so on.
What I've found is that when a reusable component or idea is introduced, everyone is immediately afraid of it and writes it off as a bad idea. Once applications become dependent on it, they say, it won't be maintainable, and any changes will result in the need to do regression testing on everything that uses it. People here point to one component in particular that has been around a long time and has a whole lot of dependents and grouse that it's become impossible to change becuase we don't know what the changes will break.
My responses to this complaint are:
It's good that change to a component
that has many dependents is slow,
because it forces the designers to
really think through the changes.
Time should be taken to get the
component right in the first place. Corrollary: If you're finding the need to change it all the time, it was never very reusable to begin with, was it?
Software development is hard and requires work. So does testing. You just gotta do it.
Unfortunately, what people hear in these responses are "slow," "time" and "effort."
I would love if there was a magic "make this reusable" switch I could flip on things I build so as to win brownie points from management, but things don't work that way. Making something reusable takes time and effort and you're still not guaranteed to get it right.
How do you deal with the request for "reusability" when delivering on it seems to bring nothing but complaints?
Reusability is only worthwhile if something will actually be reused. Make sure you have some practical reuse cases before you write something reusable.
Even if a reusable library is 10x harder to maintain than an ad-hoc version of itself, you're still saving on maintenance overall if the reusable library is used in place of ad-hoc versions in 10 different places.
Reusability is to make code reusable in term of similar behavior or "IS_A" relationship. If you just want to reuse code block by seeing them using again and again but they have no similar characteristic, you should better leave them alone to be loosely coupling. By that, we can have more flexibility to modify later.
One thing that we often do is to use versions and avoid the constant retesting. Just because there is a new version of common code doesn't mean everything has to use the new version right away. When something is getting updated for other reasons, update to the new version of the common code.

How to motivate team to work on legacy products

We are a team working on legacy code which is pretty old and written in languages of initial programming days. As the team members are trained in latest technology and are now put to work on legacy code, they are not happy. How to motivate them to work in legacy code also?
Send your team to meet users and watch them use software. They should find out what are most critical problems users have with that software.
Getting to know users makes work more real - your team will know that adding new functionality or eliminating some bugs will help some real person. That should motivate programmers to get boring job done.
Only cash can not make the developers happy. You should provide them good environment so that they can pay attention to their work.
Another thing is no technology is bad OR legacy OR older. Thing is if your company needs to maintain it, then you must keep it going. But keep all standards for designing, coding, testing, code review, interactive sessions etc..
Also you can motivate them to convert your legacy code to some new platform for better performance and maintainability. Every company does that even once i think, because they want to compete with other market products.
Also provide them some cool sessions for other technologies which are used in your company but they don't know or use. Let them be deeply in the things, give them proper time and support for problem solving. Main goal is to deliver on time with less rework and bugs.
Provide some rewards towards their work and keep them happy about their work.
thanks.
i really like "Send your team to meet users and watch them using software"
If i have to motivate my team, I will really ask my developer to visit the use and find out how much user is happy with the product.
I will really like to take challenge on how we can make it more better then what exist.
Do you have some scope for retiring the legacy code in the foreseeable future? If so, "we only need to keep this going until..." might sweeten the pill.
Are the team members experienced in the languages/environments which the legacy code is written in? If not, it might be simple reluctance to do something that they don't know how to operate. Possibly scheduling in some time for them to gain at least a passing familiarity might be in order; provided it's not too much of a paradigm shift from latest technology, it shouldn't be all that hard?
Are the team members only allowed to work on the legacy code team or can their time be split between different projects? I don't think anyone is going to be happy about spending a 40 hour week on FORTRAN debugging. But if you have to spend a few hours on the legacy code knowing that you can take breaks during the day to work on something you actually enjoy it's a little less painful.
And I'll reiterate what was said before about making sure the team members have time to learn and gain experience with the old technologies before throwing them in there. Try to make the training enjoyable too. Our legacy code training was set up as a competition to see who could come up with the fastest/shortest/most complete/etc solution to interesting problems rather than having to look exclusively at the code we were to be working on. Really, that could be applied to the team's plan even if you don't have time set aside for training. Add a little competition to the task at hand or allow a little bit of time for challenging and competitive side projects.
How are they getting rewarded for working on these legacy products? Do you know what motivates them? Some people may prefer timely recognition and praise while others may expect cash or understanding that this isn't necessarily what they signed up for when they initially took the job. I'd be tempted to suggest having 1:1 meetings to see what would they like that would make them happier. Is it more money? More flexibility in time off? Training in the legacy technologies? Affirmation that they are doing good work on these ancient systems, as the initial programming days makes me think of mainframes and other really old tools that one may wonder, "How much longer will this run really?"
Cash isn't the answer. Free food, soft drinks, whatever, that only goes so far at alleviating the drudgery of legacy code work. What about trying to change their perspective?
"Anyone can do good work with modern code that has a nice IDE with refactoring built in, a ton of resources just one Google search away, but we proud few, we band of brothers, we are good enough to do this with ancient procedural languages. We'll tame this awful mess of code and do it with one hand behind our backs and create processes and tools to make sure the next poor bastards won't have it so bad."
I would say the simplest way to attract the most positive emotion from developers to legacy coding would be to make the old new in some way.
Have a session or two to identify what it is that the legacy code does, and then get an idea of what it would take to do it anew on a new architecture. The "new architecture" part is key, because 9/10 times, it's the architecture that is dreaded (spaghetti code, pre-standard conventions, etc...).
If you can't get your re-write estimates approved, then at least work out a plan to get your refactoring of legacy code into the daily maintenance. At the very least your developers will feel as though they are working towards something, and something new at that, instead of just monkey-wrenching the old decay that no one wants to even remember.
Just my 2ยข.
You can for example try to do fancy things on the testing side. Try out mocking frameworks etc.
Try also emphasize that handling legacy code is a good experience if you want to become a solid programmer, since every technology becomes eventually legacy.
Extra cash? :) Don't know anything else...
Even if it's new technologies legacy code it's not always a pleasure to work on such code, so on "initial technologies"... i guess the only motivating thing is to discover how programming was these days...
The amount of Time required in spending motivating the team and learning the legacy code and fixing it half heartedly can easily be used to build the same stuff in new platform , given the amount of resources , IDEs , expertise , frameworks etc available for free, the Good news you have the system in place you just need to meet the same behavior in new platform unlike we have to build something new for some product whose behavior and user experience we dont know .

I'm rewriting my code around 10 times before finishing. Is this wrong?

When i start writing something complex, I find that restart the writing like 10 times before I end up with what I want, often discarding hundreds of lines of code.
Am I doing something wrong, or do others have workflows like this?
EDIT: Right now, I'm working on a modular compiler. The last project I was working on was a server in java. Before that it was some concurrency stuff.
I do a fair bit of planning, and I never start coding before I've got interfaces for everything.
Given that, is it normal to just wipe the slate clean repeatedly?
Discarding many lines of code is usually a positive aspect of refactoring. That's great. But starting over ten times means that you probably haven't analyzed your problem and solution. It's fine to backtrack and sometimes to start over but not that often. You should lay out your code in such a way that when you backtrack and refactor, you keep most of what you created because it will exist in nicely isolated and logical chunks. (Using vague language since language of choice wasn't specified.)
From author's comment:
Usually I restart because I get
confused by all the stuff going on in
my code.
Study your craft and make good use of design patterns and other best programming philosophies to lend your code a well-defined structure... something you'll recognize months and even days down the road.
If you're starting something complex, a little planning before you start writing would seem to be a good idea.
Design first.
Perfectly normal. No matter how much I plan ahead, I very often have an "Aha!" moment once the hands hit the keyboard.
Just as often it's a "What the heck was I thinking?" moment.
It's all good. You're making better code.
All the suggestions here are valid, however, remember that there's a moment in a programs lifetime that is "good enough". It's easy to fall into a trap of never ending refactoring, just because you see that "yes, this could be done better!". Well, face the truth -- unless your program has just a few lines, there's ALWAYS a way to do it better.
I believe there are happy programmers out there that don't suffer from that, but at least I need to keep reminding myself that there's a line that's called "good enough".
And it's especially true if you're writing code for someone else -- nobody will note that you did something "nicer", all that counts is "does it work well?".
Also, a VERY GOOD practice is at least to get it to WORK before rewriting. Then you can always fall back to a working previous solution.
(since 12 years I'm constantly rewriting a game I'm writing, and I'm nowhere near the end...)
On a complex problem, this is common. If you aren't totally stabbing in the dark, it really helps to sketch out our ideas first, but then again you're just moving the 'retries' from code to paper.
If it helps you get to a good solution, how can it be wrong?
It depends on how well I know the problem space. If it is familiar territory, then I'd be worried if it took 10 iterations. If it is unfamiliar territory, then it might take as many as 10 iterations, but at least some of them would be reduced to prototype - or an attempt at a prototype - before being discarded.
If you are learning something with each iteration then there probably isnt a problem. Deadlines and pesky things like that might make your life a little more difficult. :)
When I am working on a new problem I like to pseudocode it out in comments in the actual function handler, as part of generating the stub for my TDD. Then add the code in to each step I had in the comments of the function body.
It helps me to keep focused on what the problem that I am solving is, and not get lost in the details to early.
The single biggest change you can do to help yourself would be to plan your code first. On paper.
Your plan doesn't have to be super in-depth (although sometimes that's good too). Just sketch out a rough idea of what you want your program to do. Jot down the key functionality points. "I want it to do this, this and this".
Once you have that, sketch out a rough design. Classes, methods, functions, objects. Give it a little form. Do a rough allocation of functionality to various portions of your design.
Depending on the nature of the project, I might take a rough design such as that and turn it into a much more detailed design. If it's a small project, maybe not. But no matter the projected complexity, time spent designing will reward you with better code, and less time spent coding. If you have obvious mistakes that require you to refactor large portions of your program, they should be apparent in your initial design and you can adjust it. You won't have wasted hundreds of lines of code on an obvious mistake.
Compilers are very complex applications, and you can't write an optimizing compiler from start to finish in one pass - no matter how much thought you put into it at first. Usually you attempt to get something to work correctly from start to finish and then go back to modularizing it and adding new features like optimizations. This process means lots of refactoring and replacing whole sections outright. This is also part of the learning processes - as no one can know everything and remember it!
(I'm also working on a .NET compiler as part of the MOSA project - www.mosa-projet.org.)
solve your problem on paper . . . dont be in such a rush to type.
There are two situations. (1) I've been able to confidently plan ahead and isolated my abstractions. (2) I haven't.
For (1), an effective technique is to put in dummy versions of certain classes or functions just to drive the rest of the code. (or conversely, to write said classes and functions and drive them with a test script.) This allows you to tackle only part of the complexity in each pass.
As much as everyone says people should plan in advance, it often doesn't work that way, resulting in situation (2). Here, be careful to manage what you are trying to accomplish in one iteration of code. As soon as you find your brain unable to juggle all the things you are doing, scale back your ambition for what you want to achieve before the next compile-and-test. Allow your code to be flawed but easy-to-write on the first pass, and then develop it through refactoring. This improves efficiency over repeatedly wiping the slate clean.
For example, one way I used to get into messes was by sniffing out common code and refactoring into subroutines too early, before I really knew the shape of the code. I've since started allowing myself to duplicate code on the first pass, and then going back and factoring it into subroutines later. It has helped tremendously.
It's called refactoring buddy and it's good, you just need to limit it so you won't end up wasting all your time refactoring code you have and is working instead of writing new code.
Some of the reasons why one must refactor are:
Enhancing performance.
Organizing code.
You need to write your code in a different way to get something to work.
To do something in a different way because it saves a lot of work (i.e.: Using MXML instead of ActionScript).
You used the wrong name for a variable.
Consider learning some framework in whatever language you're using (or in any language for that matter).
I think that learning frameworks made my code a million times better. By learning the frameworks (and more importantly how they work) I learned not just design patterns, but how to implement them realistically.
Consider looking at rails, cakephp, or django (assuming you're in a scripting language; I don't know any desktop language frameworks. Sorry!). Then see how their pieces fit together.

Is Micro Code Generation Considered Harmful?

I recently wrote a small tool to generate a class for each tier I hand write for the boring "forms over data" work where I spend almost 90% of my time (depressing I know) ... more on this as the economy improves ;)
My question is this - will using this tool instead of hand typing all this code from day to day actually hurt me as a developer? I feel like I will always be making changes to this tool and thus I "should" stay on top of the patterns used/ choices made/ etc... but some small part of me feels like I might lose my edge ... am I wrong?
If the tool can spit the code out without thought, then it probably saves you lots of thoughtless typing.
Writing the tool in the first place requires thinking, so I'd guess you'd be more "on the edge" maintaining and writing the tool.
That's good! Of course writing a tool to do all the job for you is impossible and wrong.
But automating repeatable tasks is always good - and sometimes writing specific types of code is repeatable.
It is even encouraged in the "Pragmatic Programmer" book.
Make sure that in the source control you have checked in a code generator and not its output (unless you have to modify the code later by hand)!
You are most definitely not wrong. I use code generators anywhere I can - I currently use CodeSmith to create my DAO's by looking at the database.
What edge are you afraid of losing? In my mind going to code generation is actually giving you an edge.
Larry Wall (of Perl fame) describes the three cardinal virtues of programming as Laziness, Impatience, and Hubris.
Congratulations! You have shown good laziness, in that you have identified some work you can pass off to an automated process and done so. (Bad laziness leads to cutting corners, procrastination, and generally postponing rather than eliminating work.) If you can successfully palm off some work onto another program, you are spending less time on annoying triviality and more on accomplishing things and learning.
Generate what you can. Code generation is one of the best tools I've picked up over the last 2 or 3 years. Typing the same code over and over (or copy and pasting it) is prone to error.
Spending less time doing something by having something/someone else do it, and more time researching better ways to do it will generally lead to doing it in a better way.
This doesn't have to just apply to programming....
Your code generator (at least in principle - I haven't looked at it myself) is The Right Thing, at least as far as it goes.
The next step would be to see whether you can, instead of generating all this redundant code, create a base class whose functionality matches the generated code and then derive your application code from it. Using inheritance rather than generation will allow you to benefit from improvements without needing to re-run the generator on all your projects. Perhaps more importantly, if you customize the generated code, the customizations would be lost if you re-run the generator, but customizations in a derived class will be preserved when the base class is changed.
No. Why do you think IDE's are so popular. Imagine if all the people who use Visual Studio had to programmatically create the GUI's without help from the IDE, it'd be terrible. I would be willing to bet most people who use VisualStudio won't know how to manualy create the forms they're creating in the IDE. But there's nothing wrong with that.
I believe in code generation wherever possible to remove the rote tasks of programming. You will not lose your edge, you will probably become a better programmer because you will spend more time working on the important and interesting stuff.
BTW, your tool sounds interesting. Have you released it anywhere?
Code generation is fine as long as you understand what you are generating. Physicists use calculators because they understand the formulas they are automating and realize that their precious time is better spent on important tasks.
Code generation is one of those invaluable DO:s that The Pragmatic Programmer advocates. I truly recommend that book. Here's a Pragmatic Programmer quick ref.
Its almost hypocritical not to code generate. Here we are automating all of these tasks that were traditionally done by hand... and yet many of us still hand crank all of our code, even if it can be easily generated.
My only experience with code generation is the macros of Common Lisp. They are used all the time. Everything that automats repetitive tasks is beneficial; that is what programming is about.
Read the story of Mac.
Imagine that each time you made a change to the tool and regenerated your code, that you made that design change by hand on all of your modules.
Since I've started generating code and gotten up to speed, I've found that I rarely get bugs in the generated code.
I find that writing code gen does help me learn the nuances of good architecture. You start seeing common patterns as opposed to a narrow view of your design. That said, don't use code gen as a substitute for good object-oriented code, and don't love your code gen so much you ignore new technologies. For example, if you're in .NET and are writing code-gen for data access, you'd better have a good excuse for not using Linq to SQL or NHibernate. Similarly, Dynamic Data can help in many forms-on-data scenarios. So, my advice: spike new stuff and code gen as needed.
My 2cents on code gen is that it is also critical for use in refactoring. I have found that partial classes and a good file comparison utility (Araxis or BeyondCompare) are essential.
Keep your generated code in one file and the custom Tweaks you made for that class in another file.
This practice will allow you to make those comprehensive framework changes implemented quickly and will also help you move to a new paradigm while easily being able to save your custom logic.
CodeSmith FTW!
While build servers are great to make sure all your code compiles, it doesn't address the differences in signatures with your stored procs or the like. If you routinely run the code gen you can more easily identify when those changes occur. A unit test will tell you the SP is wrong, code gen will tell you how to make it right.

How important is it to write functional specs? [closed]

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I've never written functional specs, I prefer to jump into the code and design things as I go. So far its worked fine, but for a recent personal project I'm writing out some specs which describe all the features of the product, and how it should 'work' without going into details of how it will be implemented, and I'm finding it very valuable.
What are your thoughts, do you write specs or do you just start coding and plan as you go, and which practice is better?
If you're driving from your home to the nearest grocery store, you probably don't need a map. But...
If you're driving to a place you've never been before in another state, you probably do.
If you're driving around at random for the fun of driving, you probably don't need a map. But...
If you're trying to get somewhere in the most effective fashion (minimize distance, minimize time, make three specific stops along the way, etc.) you probably do.
If you're driving by yourself and can take as long as you like, stopping any time you see something interesting or to reconsider your destination or route, you may not need a map. But...
If you're driving as part of a convoy, and all need to make food and overnight lodging stops together, and need to arrive together, you probably do.
If you think I'm not talking about programming, you probably don't need a functional spec, story cards, narrative, CRCs, etc. But...
If you think I am, you might want to consider at least one of the above.
;-)
For someone who "jumps into the code" and "design[s] as they go", I would say writing anything including a functional spec is better than your current methods. A great deal of time and effort can be saved if you take the time to think it through and design it before you even start.
Requirements help define what you need to make.
Design helps define what you are planning on making.
User Documentation defines what you did make.
You'll find that most places will have some variation of these three documents. The functional spec can be lumped into the design document.
I'd recommend reading Rapid Development if you're not convinced. You truely can get work done faster if you take more time to plan and design.
Jumping "straight to code" for large software projects would almost surely lead to failure (as immediatley starting posing bricks to build a bridge would).
The guys at 37 Signals would say that is better to write a short document on paper than writing a complex spec. I'd say that this could be true for mocking up quickly new websites (where the design and the idea could lead better than a rigid schema), but not always acceptable in other real life situations.
Just think of the (legal, even) importance a spec document signed by your customer can have.
The morale probably is: be flexible, and plan with functional or technical specs as much as you need, according to your project's scenario.
For one-off hacks and small utilities, don't bother.
But if you're writing a serious, large application, and have demanding customers and has to run for a long time, it's a MUST. Read Joel's great articles on the subject - they're a good start.
I do it both ways, but I've learned something from Test Driven Development...
If you go into coding with a roadmap you will get to the end of the trip a helluva lot faster than you will if you just start walking down the road without having any idea of how it is going to fork in the middle.
You don't have to write down every detail of what every function is going to do, but define you basics so that way you know what you should get done to make everything work well together.
All that being said, I needed to write a series of exception handlers yesterday and I just dove right in without trying to architect it out at all. Maybe I should reread my own advice ;)
What a lot of people don't want to admit or realize is that software development is an engineering discipline. A lot can be learned as to how they approach things. Mapping out what your going to do in an application isn't necessarily vital on small projects as it is normally easier to quickly go back and fix your mistakes. You don't see how much time is wasted compared to writing down what the system is going to do first.
In reality in large projects its almost necessary to have road map of how the system works and what it does. Call it a Functional Spec if you will, but normally you have to have something that can show you why step b follows step a. We all think we can think it up on the fly (I am definitely guilty of this too), but in reality it causes us problems. Think back and ask yourself how many times you encountered something and said to yourself "Man I wish I would have thought of that earlier?" Or someone else see's what you've done, and showed you that you could have take 3 steps to accomplish a task where you took 10.
Putting it down on paper really forces you to think about what your going to do. Once it's on paper it's not a nebulous thought anymore and then you can look at it and evaluate if what you were thinking really makes sense. Changing a one page document is easier than changing 5000 lines of code.
If you are working in an XP (or similar) environment, you'll use stories to guide development along with lots of unit and hallway useability testing (I've drunk the Kool-Aid, I guess).
However, there is one area where a spec is absolutely required: when coordinating with an external team. I had a project with a large insurance company where we needed to have an agreement on certain program behaviors, some aspects of database design and a number of file layouts. Without the spec, I was wide open to a creative interpretation of what we had promised. These were good people - I trusted them and liked working with them. But still, without that spec it would have been a death march. With the spec, I could always point out where they had deviated from the agreed-to layout or where they were asking for additional custom work ($$!). If working with a semi-antagonistic relationship, the spec can save you from even worse: a lawsuit.
Oh yes, and I agree with Kieveli: "jumping right to code" is almost never a good idea.
I would say it totally "depends" on the type of problem. I tend to ask myself am I writing it for the sake of it or for the layers above you. I also had debated this and my personal experience says, you should since it keeps the project on track with the expectations (rather than going off course).
I like to decompose any non trivial problems loosely on paper first, rather than jumping in to code, for a number of reasons;
The stuff i write on paper doesn't have to compile or make any sense to a computer
I can work at arbitrary levels of abstraction on paper
I can add pictures and diagrams really easily
I can think through and debug a concept very quickly
If the problem I'm dealing with is likely to involve either a significant amount of time, or a number of other people, I'll write it up as an outline functional spec. If I'm being paid by someone else to develop the software, and there is any potential for ambiguity, I will add enough extra detail to remove this ambiguity. I also like to use this documentation as a starting point for developing automated test cases, once the software has been written.
Put another way, I write enough of a functional specification to properly understand the software I am writing myself, and to resolve any possibile ambiguities for anyone else involved.
I rarely feel the need for a functional spec. OTOH I always have the user responsible for the feature a phone call away, so I can always query them for functional requirements as I go.
To me a functional spec is more of a political tool than technical. I guess once you have a spec you can always blame the spec if you later discover problems with the implementation. But who to blame is really of no interest to me, the problem will still be there even if you find a scapegoat, better then to revisit the implementation and try to do it right.
It's virtually impossible to write a good spec, because you really don't know enough of either the problem or the tools or future changes in the environment to do it right.
Thus I think it's much more important to adapt an agile approach to development and dedicate enough resources and time to revisit and refactor as you go.
It's important not to write them: There's Nothing Functional about a Functional Spec