Apparently me spending half a day reading code is no big deal but cleaning it up is a waste of time.
Shrug.
I find this is particularly common mistake by junior programmers (not saying this applies to you), presumably because they aren't used to reading other people's code. Frustratingly, this is often coupled with an attitude that missing out large chunks of existing user functionality is acceptable if it makes the code a bit simpler.
Of course, sometimes rewrites/refactors really are an improvement. Sometimes code really is fragile and confusing, either because of who wrote it or because it has had many small changes tacked on in the easiest places. Or perhaps the last person that understood that code has left the company, so it's OK that you find the code clearer only because you just wrote it! But in any case, it is fair to ask for real justification for a rewrite.
You can say it disrupts others understanding of shitty old code, frankly I don't care. Code is not immutable and maintaining status quo helps nobody except the old guard stay relevant.
> Of course, sometimes rewrites/refactors really are an improvement
If that's what you were talking about in the first place, fair enough and my apologies.
Those perfect one line fixes are great but they approach their limits and eventually need to be refactored. This is natural and should not be frowned upon. Likewise you can't just refactor all the time, one line fixes are faster and less costly in all sorts of ways. The key is to pick and choose when to use each strategy.
I think we're too often looking for simple rules. There are none. Just a bunch of guidelines.
I'll try to give an example I hope is realistic:
One of the heaviest things an application can get is a complete theme system. Suppose you don't have one. It's not a requirement.
Adding a theme system when there is none is months of work and might impact basically every line of code that displays anything.
So you're not doing it. Now for some exceptional system there is just one case where somewhere you are displaying something under an external widget that doesn't meet its size constraints or whatever - long story short your text is invisible, you want to inverse the font to get it working. You don't have any code like that.
Do you think it is OK to add it to the easiest possible place: in this case perhaps you add an optional argument called "need_to_invert_color" (this awkward phrasing tells you it's a hack) to a single function, default it as false, comment it as: //invert the color of the font. This is needed where an external graphing widget with a black background leaks onto our canvas due to not respecting our pixel boundaries, so that our text displays over it.
And then where you call comment the same thing, that //currently a bug in the widget code makes the widget leak xyz pixels below its bottom border. As a temporary fix we introduce an argument need_to_invert_color into our display function. As of this writing 3 Jan 2019 we are just using it from here. The correct fix would be for the widget to stop leaking instead, and when that is done white text is unnecessary - and we might not notice. So we start by testing whether the area we will be overlaid over is indeed the wrong color.
ETC. In other words a quick hack for a corner case, that doesn't fix the underlying bug (workaround) and even as a hack makes use of something that doesn't exist (a theme system), instead adding and documenting a half-assed thing tacked on.
When exactly is the right time can be hard to figure out. Especially because, if enough hacks have accumulated that code really does need a reshuffle, then the job of refactoring is harder, which actually increases the temptation to put it off. But I wouldn't make a big sweeping change just because of one small hack that's a bit ugly.
This was my thinking on a lot of projects. But you know what? That rewrite never became necessary!
So not only did I not start with the "right" architecture - I didn't end with it either!
That's what "many small hacks in the easiest of places" reminded me of and I wondered if you in fact do approve of it. It has always seemed fine for me. Just no problem at all. But with documentation right there and the worse the hack, the clearer the documentation right there explaining and justifying it, up to and including "I don't know why this works but this system call makes the next line succeed, whereas removing it causes the next line to fail sometimes - this is tested in testxzy." Obviously a hack, a terrible hack if you don't know why it works. And a project can end up with a lot of these.
You refactor it.
Now one person understands the system.
Now it takes 2 hours.
I’ll take that.
Sometimes you gotta sit down and bite the bullet and read and ask questions.
I think Google partially does this in order to keep its engineers happy, as you are more happy when you develop something from the ground-up compared to just maintaining something already built. By going down this route those engineers are kept in a “happy state” so there’s less risk of them flying off to other pastures, where they could potentially build the next product that could “kill” Google. Sort of invisible golden hand-cuffs, if you will. I personally find it tremendously wasteful at a societal level but I can see the value of this strategy for Google as a company.
I mean, I guess the duplicate code/class is now coupled to the two places that use it, but I have a hard time seeing how that is worse than two duplicate instances of the code.
Two pieces of code in different parts of the codebase are very similar. They have nothing to do with each other - even semantically. But the code is very similar. So someone thinks this is code duplication and creates a function/class/whatever that both pieces of code can use. Repeat all over the place.
Then one day, one of those two places needs custom behavior. I can either change that function/class and create complexity (have to now support two use cases). Or I can stop using that function/class in that place and go back to the old solution. Sometimes, this is quite a lot of work as aggressive "DRY" leads to a fair amount of coupling - there could be a few layers of DRY'd code there to untangle.
I put "DRY" in quotes because none of this really is DRY. DRY originally was about requirements - not code. No requirement should show up in multiple places in the code base. In this example, even though the code was almost identical in both places, there was little else common. They dealt with different requirements, for completely different reasons. They should never have been refactored to use a common function/class.
These days people keep talking about over-use of DRY, but they're really complaining about overabstraction of disparate code - not the DRY in the requirements sense.
It takes a fair amount of work to design a good class where one can easily apply the open-closed principle. And one should where it's needed. But tying together two completely unrelated parts of your code base with such a class just because the two pieces of code are almost identical is the wrong approach. Then going ahead and designing it for the open-closed principle merely adds complexity.
Sometimes this is beneficial. Sometimes it isn't.
My point is — more often than not — conventional wisdom is that DRY is always preferable, whereas the reality is not that simple.