is bottom to up method good for reading errors - cs50

iam new to programming and i have been taking cs50,so in lecture one prof.david said that "you should always start reading the errors displayed from top".So i don`t understand what that suppose to mean.can anyone tell me why did he said that.

I think the propper method should be: first focus on last or biggest errors, isolate possible causes, test solutions independently and then integrate it all.
Also you should use SOLID principles to find and repair errors easier. Is a tough matter but is the best approach.

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How should dangerous code snippets be published?

When discussing (asking/answering questions about, writing blog posts about, etc.) some programming matters, it may be desirable to give source code examples of what you're talking about; but in some cases these snippets may be dangerous, not because they are directly harmful but because they seem to work at first but only set up for problems later. Two examples would be when discussing concurrency issues, where the code works most of the time but rarely and non-deterministically fails, and when discussing security issues, where the code seems to work but can in fact be exploited; and there could be other examples.
It is necessary to be able to discuss such issues, to foster awareness of them at least. However, I am always worried that someone will come from a search engine, barely read the post, copy and paste the snippet and use it for something; more subtly, someone may read the post, try out the code in a test project and confirm it can indeed be exploited (as he is encouraged to do), then some time later reuse the dangerous code, as he has forgotten the code is dangerous and there is no longer a blog post explaining why the code is dangerous around the snippet.
So I am wondering how to mark such code so that no part of it somehow makes it to production (or if it ever does, then the responsible party could not plausibly deny awareness).
One way I came up with is to put:
an #error (or similar) directive inside each of the functions, as well as
repeated comments warning of the dangerousness of the code (since someone who will try out the code in a test project to confirm the issue will have removed the #error directive).
But since these comments would only clutter up the snippet when reading on the web, I make them the same color as the background (or at least I am trying to; see how I put it in action here, I incidentally have a question on doctype.com asking how to best do this).
If that seems completely overkill, remember that concurrency (and security) issues are very dangerous so I want to do all I can (within reason) to prevent my snippets from causing issues in real software; I am sometimes comparing this to fissile material handling.
(I honestly don't know whether it would be best suited for programmers.stackexchange.com or here, so I'm asking here first; feel free to move to programmers.stackexchange.com if it turns out it would be better there.)
You make a very good point and I think that you handle it pretty well right now.
However, the #error lines show up in the blog post for me, they are not white.
I think that you shouldn't worry so much about it being picked up by a feed or something like that. If the code is pulled away from the warning message on your blog, it's more important to have the #error lines visible.
But overall, I like your system. I might be good idea to set some standard for this, though, as programmers.
I would however add a link to the original post explaining why it is bad, too. That is way more important than just saying it is.
So to summarize: good idea, we should think of a standard. Make sure to include a link to a why.
Personally, yes, I think it's overkill.
I don't think you need to concern yourself with someone who extracts and uses the code without reading the context in which it's given. Such a programmer will likely be making so many other mistakes as to render using your code largely irrelevant.
In short they will have and be creating bigger problems.

Tools and techniques to improve comprehension of unfamiliar code? [closed]

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I've realised that my greatest weakness as a programming student is my poor ability to comprehend other people's code.
I have no trouble whatsoever with 'textbook' code, or clearly-commented code, but when given a program of a few hundred lines, containing a dozen or so different functions and no comments, I find it very difficult to even begin.
I know this type of code is what I'm probably more likely to encounter in my career, and I think that having poor code comprehension skills is going to be a great hindrance to me, so I'd like to focus on improving my skills in this area.
What tools/techniques have helped improve code comprehension in your experience?
How do you tend to tackle unfamiliar, uncommented code? Why? What about your technique do you find helpful?
Thanks
Familiarizing yourself with foreign code
If the codebase is small enough, you can start reading it straight away. At some point the pieces will start falling together.
In this scenario, "small enough" varies, it will get larger as your experience increases. You will also start benefiting from "cheating" here: you can skip over pieces of code that you recognize from experience as "implementing pattern X".
You may find it helpful to make small detours while reading the code, e.g. by looking up a function as you see it being called, then spend a little time glancing over it. Do not stay on these detours until you understand what the called function does; this is not the point, and it will make you feel like you are jumping around and making no progress. The goal when detouring is to understand what the new function does in less than half a minute. If you cannot, it means that the function is too complicated. Abort the detour and accept the fact that you will have to understand your "current" function without this extra help.
If the codebase is too large, you can't just start reading it. In this case, you can start by identifying the logical components of the program at a high level of abstraction. Your goal is to associate types (classes) in the source code with these components, and then identify the role each class plays in its component. There will be classes used internally in a component and classes used to communicate with other components or frameworks. Divide and conquer here: first split the classes into related groups, then focus on a group and understand how its pieces fit together.
To help you in this task, you can use the source code's structure as a guide (not as the ultimate law; it can be misleading at times due to human error). You can also use tools such as "find usages" of a function or type to see where each one is referenced. Again, do not try to fully digest what the IDE tells you if you can't do it reasonably quickly. When this happens, it means you picked a complicated piece of metal out of a machine you don't quite understand. Put it back and try something else until you find something that you can understand.
Debugging foreign code
This is another matter entirely. I will cheat a little by saying that, until you amass tons of experience, there is no way you will be debugging code successfully as long as it is foreign to you.
I find that drawing the call-graph and inheritance trees out often works for me. You can use any tool you have handy; I usually just use a whiteboard.
Usually, the code units/functions are easy enough to understand on their own, and I can see plainly how each unit operates, but I often times have trouble seeing the bigger picture, and that's where the breakdown happens and I get this "I'm lost" feeling.
Start small. Say to yourself: "I want to accomplish x, so how is it done in the code?" where x is some small operation that you can trace. Then, just trace the code, making something visual that you can look back on after the trace.
Then, pick another x and repeat the process. You should get a better feel for the code every time you do this.
When it comes time to implement something, choose something that is similar (but not almost identical) to one of the things you traced. By doing this, you go from a trace-level understanding to an implementation-level understanding.
It also helps to talk to the person who wrote the code the first time.
The first thing I try and do is figure out what the purpose of the code is at a high-level -- the detail's kind of irrelevant until you understand a bit about the problem domain. Good ways to figure that out include looking at the names of the identifiers, but it's usually even more helpful to consider the context -- where did you get this code? Who wrote it? Was it part of some application with a known purpose? Once you've figured out what the code's supposed to do, you can make a copy and start reformatting it to make it easier for you personally to understand. That can include changing the names of identifiers where necessary, sorting out any weird indentation, adding whitespace to break things up, commenting bits once you've figured out what they do, etc. That's a start, at any rate... :)
Also -- once you've figured out the purpose of the code, stepping it through a debugger on some simple examples can also sometimes give you a clearer idea of what's going on FWIW...
I understand your frustration, but keep in mind that there is a lot of bad code out there, so keep your chin-up. not all code is bad :)
this is the process that I tend to follow:
look for any unit tests as they should document what the code is supposed to do...
navigate through the code using code rush / resharper / visual studio shortcuts - this should give you some ideas about the logical and physical tiers involved...
scan the code first, looking for common patterns, naming conventions, and code styles - this should give you insight into the teams standards and maybe the original coders mind set...
as I navigate through the code heirarchy I make a note of the the objects being used... typically with pen & paper drawing a simple activity diagram :
I tend to start from a common entry point, so if it is a UI, start from the view and work your way through to the data access code, if its a service start from the service boundary and work your way through to the data access code...
look for code that could be refactored - if you can see code that can be refactored, you have learned how to simplify it without changing its behavior...
practice building the same thing that you are reviewing, but in a different way...
as you read through untested code, think of ways to make it testable...
use code rush diagnostics tools to find methods that are of high maintenance complexity or cyclomatic complexity and pay special attention to these areas because chances are, this is where the most bugs are...
Good luck
Understand is a terrific code analysis tool. It was in wide use at my previous employer (L-3) so I purchased it where I currently work.

sentimental code [closed]

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I've come across an article that discusses the issue of "code admiration". Basically, the author talks about how developers should be more skeptic about code they write. How we may "admire" our code too much, attach our-self to it, making us more vulnerable to bugs and other mishaps that may be lying in front of us.
How do you feel about this issue? And do you have more tips on how to avoid/be more aware of this issue?
Some years ago, I was working with another on a small "hobby" project, and I realised that we had to re-assess things. We had written lots of code but it wasn't all good code.
We didn't really want to "throw away" all the work we had put in. But I realised something: what mattered most was the amount of work we would need to put in from now on.
We couldn't change the fact that we had already put so much work into the project, so the only way to minimise the total amount of work the project would need, would be to minimise the amount of work we hadn't done yet.
Since that day, I have stopped being attached to my code. If I'm confident that throwing it away and starting from scratch means less work than keeping it and adapting it to my needs, then I'll throw it away.
My high school art teacher used to encourage us to take what we considered to be our best drawings and tear them up; he called this "cleansing the soul". His reasoning was that, as artists, we were driven to create works of art, and any time we produced something that we liked and that gave us satisfaction, our motivation to continue creating would be lessened.
So I followed his advice and tore up my best stuff, and it worked. Instead of spending my time admiring my old work, I created new stuff and continually got better. I've tried to follow the same principle with my code, but it doesn't really work: my computer has a tough plastic shell that is nearly impossible to tear through.
I post a fragment from Jeff Atwood's blog, Sucking Less Every Year, and I agree 100%.
I've often thought that sucking less
every year is how humble programmers
improve. You should be unhappy with
code you wrote a year ago. If you
aren't, that means either A) you
haven't learned anything in a year, B)
your code can't be improved, or C) you
never revisit old code. All of these
are the kiss of death for software
developers.
We sure like to admire our nice code, but it's not always easy to know what to admire. Complicated and elaborate code is sometimes mistaken for admirable code, while elegance and simplicity should rather be what to strive for.
Two quotes come to mind:
"Debugging is twice as hard as writing
the code in the first place.
Therefore, if you write the code as
cleverly as possible, you are, by
definition, not smart enough to debug
it.”
-- Brian Kernighan
and
"Make everything as simple as
possible, but not simpler."
-- Albert Einstein
Jonathan Edwards wrote an impressively beautiful essay on this subject, prompted by the work on the O'Reilly book Beautiful Code. Here's the final paragraph, but the rest of the essay is also worth reading.
Another lesson I have learned is to distrust beauty. It seems that infatuation with a design inevitably leads to heartbreak, as overlooked ugly realities intrude. Love is blind, but computers aren’t. A long term relationship – maintaining a system for years – teaches one to appreciate more domestic virtues, such as straightforwardness and conventionality. Beauty is an idealistic fantasy: what really matters is the quality of the never ending conversation between programmer and code, as each learns from and adapts to the other. Beauty is not a sufficient basis for a happy marriage.
Other versions of this same wisdom exist in other fields. Samuel Johnson, about writing:
Read over your compositions, and wherever you meet with a passage which you think is particularly fine, strike it out.
William Faulkner's version of this was much more succinct: “Kill your darlings.”
My father-in-law works as a film editor, and he studiously avoids the set where the film is being shot. When he does have to visit, he shields his eyes as much as he can. This is because when he decides whether or not to include a scene in the final film, he doesn't want to be influenced by how much effort it took to shoot the scene. What matters is how well the scene works in the final film.
My essay, "My evolution as a programmer" (which I would link to if I weren't a new user), is largely about learning skepticism about the code I'd written: whether it works, whether it's useful, whether it's comprehensible (pair programming was a real wake-up call here). It's hard!
I never admire my code. I admire other peoples code that i "borrow" and try and emulate them or better them and i find that the more i know, especially about coding the more i find i don't to know. The only thing of value wold be for peer programmers to admire my code and borrow it.
I think he has a good point. It's frustrating to work with people that have too much of this, as it really hinders teamwork and getting to the best solution to the problem.
As I can be a bit delusional, I try to put practices in place that will keep me grounded in reality. For code,
unit tests: These keep me more focused on what the code is supposed to do, as opposed to any abstract "beauty".
shared code ownership: There are two camps here: give people more ownership of their code and hope pride takes over, or give them less and let peer pressure come into play. I believe that giving people more ownership can lead to this code admiration. We practice shared code ownership, so I am constantly forced to see someone rewrite my perfect code to make it better (in their mind). I quickly realized admiring it too much was a waste of time and emotionally difficult.
pair programming: working side-by-side with someone will keep you realistic.
other feedback: These are all feedback loops, but there are others. There's no better way to see if something works than by watching someone (try to) use it. Put your work in front of as many people as possible. Have code reviews. Read other people's code. Run static code analysis tools.
I'm with PurplePilot - I don't admire my own code, and as such I'm constantly searching for new, more efficient (hell, easier) ways of doing the same thing. I like the Effective c# book, picked up lots of useful code from there that I admire.
I would have no hesitation about throwing code away and starting again, but not necessarily from scratch, i.e. by writing some code for a specific scenario and then throwing it away, you'll probably have a better grasp of the scenario. In other words, it's a "wicked problem", or you've found another way that doesn't work a la Edison.
It begs a wider question: if code isn't thrown away, or at least revisited, is developing on libraries that are becoming stagnant a good thing?
There is nothing wrong with admiring your code ... this is part of the positive reinforcement process that will motivate you to write more and better code in the future.
However, misplaced or misused admiration can be a problem. If the code is really not good, or has bugs that haven't been exposed by unit or other testing, or needs refactoring/redesign/replacement then this misplaced admiratoin is a problem. And using admiration as an excuse to skip part of the process - such as code reviews, or not having a skeptical attitude towards code - is misuse of admiration.
Like anything else that is good, admiration of code can be misplaced or misused - it doesn't mean that it in itself is bad. That would be like saying "religion is a bad thing, because it causes conflicts and wars between people".
Two words: code review.
Gather two or more fellow developers and invite them to review/criticize/comment on your code. 'twill shed some (admittedly harsh) light on your code.
It's perhaps better to have a healthier perspective - we aren't rocket scientists, and we aren't curing cancer - it's just work.
(Yes, it's reasonable to be proud of an entire building you helped build if you're an architect, but do they really have a lot of their self-esteem wrapped up in an individual blueprint, or a closet on floor 3 they designed by themselves?).

How to implement code in a manner that lessens the possibility of complete re-works [closed]

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I had a piece of work thrown out due to a single minor spec change that turned out not to have been spec'ed correctly. If it had been done right at the start of the project then most of that work would have never have been needed in the first place.
What are some good tips/design principles that keep these things from happening?
Or to lessen the amount of re-working to code that is needed in order to implement feature requests or design changes mid implementation?
Modularize. Make small blocks of code that do their job well. However, thats only the beginning. Its usually a large combination of factors that contribute to code so bad it needs a complete rework. Everything from highly unstable requirements, poor design, lack of code ownership, the list goes on and on.
Adding on to what others have brought up: COMMUNICATION.
Communication between you and the customer, you and management, you and the other developers, you and your QA department, communication between everyone is key. Make sure management understands reasonable timeframes and make sure both you and the customer understand exactly what it is that your building.
Take the time to keep communication open with the customer that your building the product for. Make milestones and setup a time to display the project to the customer at each milestone. Even if the customer is completely disappointed with a milestone when you show it, you can scratch what you have and start over from the last milestone. This also requires that your work be built in blocks that work independent of one another as Csunwold stated.
Points...
Keep open communication
Be open and honest with progress of product
Be willing to change daily as to the needs of the customers business and specifications for the product change.
Software requirements change, and there's not much one can do about that except for more frequent interaction with clients.
One can, however, build code that is more robust in face of change. It won't save you from throwing out code that meets a requirement that nobody needs anymore, but it can reduce the impact of such changes.
For example, whenever this applies, use interfaces rather than classes (or the equivalent in your language), and avoid adding operations to the interface unless you are absolutely sure you need them. By building your programs that way you are less likely to rely on knowledge of a specific implementation, and you're less likely to implement things that you would not need.
Another advantage of this approach is that you can easily swap one implementation for another. For example, it sometimes pays off to write the dumbest (in efficiency) but the fastest to write and test implementation for your prototype, and only replace it with something smarter in the end when the prototype is the basis of the product and the performance actually matters. I find that this is a very effective way to avoid premature optimizations, and thus throwing away stuff.
modularity is the answer, as has been said. but it can be a hard answer to use in practice.
i suggest focussing on:
small libraries which do predefined things well
minimal dependencies between modules
writing interfaces first is a good way to achieve both of these (with interfaces used for the dependencies). writing tests next, against the interfaces, before the code is written, often highlights design choices which are un-modular.
i don't know whether your app is UI-intensive; that can make it more difficult to be modular. it's still usually worth the effort, but if not then assume that it will be thrown away before long and follow the iceberg principle, that 90% of the work is not tied to the UI and so easier to keep modular.
finally, i recommend "the pragmatic programmer" by andrew hunt and dave thomas as full of tips. my personal favourite is DRY -- "don't repeat yourself" -- any code which says the same thing twice smells.
iterate small
iterate often
test between iterations
get a simple working product out asap so the client can give input.
Basically assume stuff WILL get thrown out, so code appropriately, and don't get far enough into something that having it be thrown out costs a lot of time.
G'day,
Looking through the other answers here I notice that everyone is mentioning what to do for your next project.
One thing that seems to be missing though is having a washup to find out why the spec. was out of sync. with the actual requirements needed by the customer.
I'm just worried that if you don't do this, no matter what approach you are taking to implementing your next project, if you've still got that mismatch between actual requirements and the spec. for your next project then you'll once again be in the same situation.
It might be something as simple as bad communication or maybe customer requirement creep.
But at least if you know the cause and you can try and help minimise the chances of it happening again.
Not knocking what other answers are saying and there's some great stuff there, but please learn from what happened so that you're not condemned to repeat it.
HTH
cheers,
Sometimes a rewrite is the best solution!
If you are writing software for a camera, you could assume that the next version will also do video, or stereo video or 3d laser scanning and include all hooks for all this functionality, or you could write such a versatile extensible astronaut architecture that it could cope with the next camera including jet engines - but it will cost so much in money, resources and performance that you might have been better off not doing it.
A complete rewrite for new functionality in a new role isn't always a bad idea.
Like csunwold said, modularizing your code is very important. Write it so that if one piece falls prone to errors, it doesn't muck up the rest of the system. This way, you can debug a single buggy section while being able to safely rely on the rest.
Beyond this, documentation is key. If your code is neatly and clearly annotated, reworking it in the future will be infinitely easier for you or whoever happens to be debugging.
Using source control can be helpful too. If you find a piece of code doesn't work properly, there's always the opportunity to revert back to a past robust iteration.
Although it doesn't directly apply to your example, when writing code I try to keep an eye out for ways in which I can see the software evolving in the future.
Basically I try to anticipate where the software will go, but critically, I resist the temptation to implement any of the things I can imagine happening. All I am after is trying to make the APIs and interfaces support possible futures without implementing those features yet, in the hope that these 'possible scenarios' help me come up with a better and more future-proof interface.
Doesn't always work ofcourse.

Understanding a Large, Undocumented Set of Source Code? [closed]

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I have always been astonished by Wine. Sometimes I want to hack on it, fix little things and generally understand how it works. So, I download the Wine source code and right after that I feel overwhelmed. The codebase is huge and - unlike the Linux Kernel - there are almost no guides about the code.
What are the best-practices for understanding such a huge codebase?
With a complex code base the biggest mistake you can make is trying to be a computer. Get the computer to run the code, and use a debugger to help find out what is going on.
Figure out how to compile, install and run your own version of Wine from the existing source code.
Learn how debug (e.g. use gdb) on a running instance of your version of Wine.
Run Wine under the debugger and make cause it to demonstrate the undesired behaviour.
The fun part: find where the code execution path goes and start learning how it all goes together.
Yes, reading lots and lots of code will help, but the compiler/debugger/computer can run code a lot faster than you.
A professor once told us to compare such a situation with climbing a mountain. You might be listening to someone who did this and tells you what it's like to look out into the country. And you believe without hesitation that that's a spectacular sight.
However, you have to start climbing yourself for real understanding what the view from the top is like.
And it's not that important to climb all the way to the top. It might be perfectly suficient just to reach a fair height above ground level.
But don't ever be afraid of start climbing. The view is always worth any efforts.
This has always been a nice analogy for me. I know this question was more about specific tips on how to efficiently deal with code bases once you started climbing. But nevertheless it instantly reminded me of our physics classes way back then.
(This is an answer I posted to a question a while back. I modified it a bit to fit this question.)
Experience has shown me that there are 3 major goals you have when learning a legacy system:
Learn what the code is supposed to do.
Learn how it does them.
(crucially) Learn why it does them the way it does.
All three of those parts are very important, and there's a few tricks to help you get started.
First, resist the temptation to just ctrl-click (or whatever your IDE uses) your way around the code to understand everything. You probably won't be able to keep everything in perspective in your mind this way, especially when each line forces you to look at multiple other classes in order to understand what it is, so you need to be able to hold several levels of the stack in your head.
Read documentation where possible; it usually helps you quickly gain a mental framework upon which to build everything that follows.
Run test cases where possible.
Don't be afraid to ask someone who knows if you have a question. Granted, you shouldn't waste others' time with inane queries, but if there's something that you simply don't understand (this is especially true with more conceptual questions like, "Wouldn't it make much more sense to implement this as a ___" or something), it's probably worth finding out the answer before you mess something up and don't know why.
When you do finally get down to reading the code, start at a logical "main" place and go from there. Don't just read the code top to bottom, or in alphabetical order, or anything (this is probably obvious).
The best way to get acquainted with a large codebase is to dive in. Many projects have a list of easy tasks that need to be done, and they're usually reserved to help ease people in. You should find and work on some of these; you'll learn a lot about the general code outline and structure, contribute to the project, and get an easy payoff that will help encourage you to take on larger tasks.
Like most projects, WINE has good resources available to its developers; IRC, wiki, mailing list, and guides/overviews. With most daunting codebases, it's not so scary after the first few fixes. WINE is truly large, and much like the kernel, I doubt there's any expert in all systems; don't feel like you need to be either. Start working on something that matters to you and take it from there.
I've started a few patches to WINE myself, and it's a good community and good structure. There's lots of very helpful debug messages, and it's a really cool project to work on, so that helps you hit it longer too.
We all appreciate your valor and willingness to help with WINE (it needs it). Thanks, and good luck.
Dig in. Think of a question you'd like to have answered, and try to find the answer. When you get tired of reading code, go read the dev mailing list, the developer's guide, or the wiki.
Unfortunately, there's no royal road to understanding a large code base. If you enjoy that sort of thing (I do) you're in for some fun. If not, guide books won't really help, so you aren't really that much worse off.
Look for one peculiar feature you are interested to improve. Search for its implementation. Once you found it, pull on that straw and all the rest will follow.
The best way is through comments.
I'm being ironic, as you understand tiny bits of the beast add comments so you can follow your trail.
The other developers will also enjoy it if you add the missing guides in the code.
Try to implement some tiny little change in the code, something that will be visible to you. That might be figuring out a workable way to output debugging statements (and figuring out where the output appears), it might be changing the default size of windows or desktop color, or something. Once you can make something happen in the codebase, you've scratched the surface of understanding and can begin to move on toward more complicated things. At that point, select a goal of something slightly more useful that you'd like the code to do, and implement that. Or check out the project's bug tracker and look for something small to start with.
Document as you go, and write unit tests as you go, and refactor as you go. When you figure out what a routine does, comment it!!
As others have suggested, dig in! Read all the available documentation you can absorb. Then see if you can find other people who are interested or knowledgeable and learn with/from them. It helps to have people to bounce ideas off of and ask questions.
For C source code, once you get a feel for what areas of the code you'd like to work on, generate ctags and cscope databases for that code. These tools make it a lot easier to jump around and understand the code. Many text editors (one example is gvim) have support for ctags and cscope so you can jump around easily.
(warning: shameless marketing ahead)
For Java developers using Eclipse, there's nWire. It is an Eclipse plugin for navigating and visualizing large codebases.
A good way to understand a large system is to break it down into it's constituent parts and focus on a specific paths through the application.
Your debugger is your friend here, set a breakpoint in the thread you want to investigate then step through it line by line looking at which each part does... hope that helps...

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