The difficult part usually isn't the restructuring itself, but understanding what the program is supposed to be doing in the first place. Fortunately, deleting code is one of the best ways to learn about what it's doing. You need some good tooling to do this safely, though.
In my experience this is one of the most offending things in large code bases. I've worked on code that does what it's supposed to do, but you can't see that it's doing it because the solution to the initial problem statement is completely diluted in a mess of factories, abstract classes, gigantic class hierarchies, delegates, and so many other abused patterns.
In some cases the extreme level of abstraction can be justified by the need to have a system that's extensible in many different places. But more often that's not it, it's really just patterns being overly used and abused. You can rewrite the code to be much clearer with less than half the original size and have no negative impact from it.
I mean, anecdotes. I find it funny that in a profession allegedly heavily influenced by science, we keep trading anecdotes(in my experience, "more often than not", etc) instead of having any hard data, tests and experiments to compare.
Rewriting code that works and doesn't need new features is pure waste.
I think it helps to separate essential complexity, due to the nature of the problem you’re trying to solve, from accidental complexity, which comes from other sources. In an ideal world, you’d represent the essential complexity as clearly and flexibly as possible, and minimise the amount of accidental complexity you put on top.
That accidental complexity can come from lots of different sources: tools that aren’t a perfect fit for what you’re trying to do, a design that isn’t as clean as it could be, an unfortunate choice of data structures of algorithms… I suspect it probably is fair to say that a lot of accidental complexity that goes into real world programs could have been avoided if, for example, more appropriate tools had been used or better design decisions had been made during development.
That doesn't fit into either of your categories really but it's where so much of the actual complexity comes from.
This is why mathematical proofs of software correctness are impossible in practice. A small 100-200 LOC program takes a qualified mathematician weeks to create a proof of correctness. No particular step of a program is complex, but it combines a lot of these simple steps.
Sometimes it certainly is high, but why inherently? Surely it depends on the particular problem you are interested in solving?
This is why mathematical proofs of software correctness are impossible in practice. A small 100-200 LOC program takes a qualified mathematician weeks to create a proof of correctness.
As someone who actually does formally prove things about algorithms significantly larger than that from to time, I believe you’re exaggerating here.
See the CompCert C compiler[1] for an example of using formal proofs in real world programming at a much larger scale.
No particular step of a program is complex, but it combines a lot of these simple steps.
And this leads to the “secret” of being able to construct proofs for realistic programs in useful amounts of time, in my experience: you have to be able to decompose the fundamental problem into manageable parts, prove some properties of interest for those parts, and then be able to compose the things you’ve proved separately in order to prove useful things about the overall system. We do this all the time with some properties in strong, static type systems, for example.
Even the simplest "real world" programs do things like: communication with a database, string manipulation, calling library functions which can fail.
> As someone who actually does formally prove things about algorithms significantly larger than that from to time, I believe you’re exaggerating here.
I wrote a master's thesis that touched the subject and it's what I put in an introduction as an illustration of the field's difficulty (I believe it was not taken from air ;). I don't know the field now but ca. 10 years ago program's proofs were mainly refinements of high level axioms to executable code so there was no separate "proof" step of a finished program, but still the added complexity of proving the refinement steps was huge.
Sure, but these things are exactly what I’m talking about with accidental complexity. You’re talking here about databases and strings and library functions, not about whatever real world problem you’re ultimately trying to solve. Complexity that comes from the tools you use or how you use them is exactly what I’m arguing we should ideally minimise when programming, but we often don’t for various reasons.
add x y = x + y
using the proposed Agile programming model. However, the giant elephant in the room seemed to be that all of those tests the presenter was talking about, and any aspects of the overall design of the production code that exist only to support those tests, are themselves what he terms accidental complication. By his own argument, it seems we should never write tests!This is why I prefer to talk about minimising accidental complexity rather than eliminating it. Essential complexity is logic you can’t avoid. It’s fundamental to the problem you’re solving, and any correct and complete solution must take it into account. Accidental complexity is logic that in principle you can avoid. However, sometimes you don’t want to: diagnostics and test suites bring practical benefits other than directly solving the original problem, and we will usually accept some extra complexity in return for the value they add. Similarly, using a tried and tested tool, albeit one designed to solve a more general problem, may be more attractive than implementing a completely custom solution to our specific problem from scratch, even though again it might introduce extra complexity in some respects.
I don’t really mind whether we break down accidental complexity into finer divisions. There are lots of sources of accidental complexity. There are lots of potential benefits we might receive in return for accepting some degree of accidental complexity. My original point was just that some complexity is avoidable and often it is possible to simplify real world code by eliminating some of that accidental complexity, even if we choose to accept it to a degree for other reasons.
This has always struck me as the really challenging, problematic part about correctness proofs. I've no formal training in this area (sadly), but how does one go about being able to just compose your proof components? Often as not, that seems like a pipe dream - http://queue.acm.org/detail.cfm?id=2889274
I've done many years of programming and wrote some bigger programs from scratch by myself. Almost always the actual code is far more complicated than one would assume it should be. And it's not because it's of low quality. It happens that writing something nontrivial that works in the real world requires all the details, checks and abstractions it contains.
If you were in school recently, maybe you were lead to think that programming is an extension of math, where everything is pure, simple and provable. But it isn't - programming is much messier.