Changing one developers _working code_ after they’ve invested a significant amount of time into without discussing it with the team first it is to basically heap on a number of unwritten requirements and also decide that the schedule allows for addressing them. If removing repetitive code is a requirement then the team needs to be informed that code will be reviewed for repetition, and introduced to various techniques for spotting and removing repetitive code. The schedule also needs to be adjusted to allow for this additional work.
And if the rewritten code is so superior than perhaps there needs to be a discussion about whether there should even be a team, or whether the other people should be let go and all work assigned to the developer who can do the work “properly” the first time. After all, what’s the point in having one developer’s work constantly rewritten by another?
I had an experience this year where I was working with another developer. This guy would legit walk behind me rewriting everything I did. To put this into perspective, I've been doing this work for over 20 years this guy came out of a bootcamp last year.
But it wasn't even that this guy was rewriting things, it's that he was constantly breaking things as a result. Imagine every fucking day you come in and something's broken that was working last week and you're like "wut?!? that was working, what happened?!".
This was a contract with a guy I'd been doing work with for years. The other developer was from another country and was one of his first employees. The straw for me was when he rewrote my small testing framework. I spent about a day trying to standup a unit testing library in the framework they were using and finally decided it would be quicker to just write a simple testing mechanism + runner, which took me a few hours to do. I come in the next week, and this guy had taken that idea, and then just rewrote the entire thing.
I called the owner up and just straight up told him he's paid me to do nothing. Literally every single line of code I've written has been rewritten by this guy, only in a shitty, buggy manner. That was 2 months in, and at that point I had tried talking to the guy about it and I was done.
Fast forward to today and that system STILL isn't working. It would've taken me 4 weeks at MOST to build and stabilize. We're coming up close to a year now. I'm still good friends with the owner so I ran cloc over the codebase. It went from 3k LoC to 21k LoC. The owner finally admitted to me that he's going to be paying for employing that developer for a very long time.
So while I understand the sentiment about not 'owning' code and would have agreed with it before this experience, the trust issue with respect to rewriting is waaaaay bigger than that.
I told the owner that this developer should never have been let near a code base with any ability to make decisions on their own. They needed years of mentorship. I literally disagree with every single decision they make. It's mystifying. It's almost like the guy always asks me my opinion and then does the complete opposite, only that's not the case.
Let it go, it isn't worth it. At the end of the day, I'd say this is your problem to work on. You didn't step back, slow down, forget about the code, and mentor the other developer well enough when you were there. That is kind of exactly what the OP is saying in his post.
(Side note: I've been you many many times and it only hurt me in my career. I actively work against it now and things have been much better.)
We should simply not continue this conversation because we fundamentally disagree. I don't get out of bed for "I don't care".
This other developer has put this new business at risk of closing. Maybe you don't care, but someone somewhere does.
I've only seen that once in my career. One developer rewriting existing code constantly, to such an extreme degree it's unfathomable.
He rewrote large amount of scripts (often overnight). Other developers would wake up the next day or continue the project next week, only to find a swath of issue reported by users and the project is gone (rewritten and moved). Did that for while, destroying the work of many people across a number of teams, making enemies and leaving a trail of projects ablaze. Didn't manage to get him fired (organizations rarely fire people) so over time other developers simply stopped working (what's the point when it will be undone the next day) or left.
At first, I thought this was the normal junior mistake. Reading code is quite hard, so one reflex of junior developers is rewrite existing code to make it "prettier" or "better", of course it's just a path to understanding the code because they understand what they just rewrote after the fact. One aspect of learning real world software developer is to stop the urge of constantly rewriting like that.
But that was not it for this developer, he went on and on never learning. Trying to mentor lead nowhere, his stubbornness and deeply ingrained vision was stronger than the will of any lead or manager. Worst challenges were, he fundamentally disagreed on almost all objectives, required features and design decisions, he simply had a different vision and ideals deep down that there is nothing you can do to reason about. He was ultimately unmentorable and unmanageable.
this reminds me of Steve Yegge. He did a post on the difference between employed developers and entrepreneurs, and how they're completely different creatures.
You've allowed yourself to become a pet and you've given up the ability to care about your work for food and you think it's a moral failing in others who have not.
You're to be pitied.
My supposition is not about caring about the quality of work at all. You totally missed the point. It is about being upset about things and not dealing with it in the right manner.
If this developer is breaking the company, then it is your job (while you were there) to mentor the developer. It isn't about the code at all, it is about the culture of the company to tolerate the behavior that the developer is exhibiting.
What you describe as a problem, is such a general common problem in this industry that as a more senior person, you should have been able to help define better.
Once you have the policy in place, it is much easier to go to the CEO and say... "hey, we've put these policies in place, everyone agreed to them, i've tried to mentor the developer and nothing is working. i don't think this person is beneficial for the business."
Until you do that, it is he/she/they said and the likely non-technical ceo has no understanding of what good/bad code practices are.
I'm also a contractor, been one for ages now. I only take a 'real job' when I'm a founder. I've got perspective on both sides though.
In reality I walked away from the work, told the owner in no uncertain terms that he needs to get rid of the other developer and I refused to be responsible for the quality of the work. Fast forward to today, I'll be putting a new system in place later this week to replace the old because the owner finally called me back desperate after 6+ months of this system not working when the initial estimate was for 4 weeks.
See, the great thing about it is that I do good work. I insist on it. I've been doing good work for this guy on and off for 6+ years. I still do good work. This guy knows this. And I guarantee you, the next time I call him up and tell him one of the developers doing work for him isn't worth the time, he'll listen. Because in all the years I've done good work for him, I've only said this to him once, and time showed me to be 100% correct. Because, as it turns out, despite the fact that I don't shit sparkles, I do try to work with people until it's obvious they're not worth the effort.
Did I mention I still don't shit sparkles?
I don’t think that you „fundamentally disagree“, but that you have different understandings on when the time has come to quit caring. And given the limited amount of things we can care about during our lifetime I find it certainly helpful to reevaluate from time to time what I decide to care about.
I agree that your coworkers behavior is harmful to a team’s productivity and I would seek the conversation to resolve the disagreement in a professional manner. But if there is no path of a resolution, I would escalate the problem, stop caring and get on with my life, because there is nothing more I could’ve done.
meanwhile, the rest of humanity understands why we're ok with being labelled intolerant due to "intolerance of intolerance is itself intolerance".
How much time they invested is irrelevant. There are lots of times where someone is wrestling with something for so long they just want to get it done and don't want to look at it anymore. Many times it's trivial for someone fresh to tidy it up
> If removing repetitive code is a requirement then the team needs to be informed that code will be reviewed for repetition
This focus on "requirements" is only really trotted out when someone doesn't like someone changing their code and is looking for a defense. In reality, coding is super subjective, there are dozens of aesthetic judgement calls everyone has to make. Saying something "wasn't a requirement" basically means "fuck off I don't like you touching my code".
There's no way to codify concrete requirements for handling every possible way code can be improved. If devs are throwing requirements at each other, that's a culture problem, not a spec problem
That is a central point to gp's argument though. The amount of time does matter, because it affects the schedule and hence triggers management decisions.
> ... aesthetic judgement calls everyone has to make. Saying something "wasn't a requirement" basically means "fuck off I don't like you touching my code".
If you believe that then you really shouldn't be tidying up other people's code. Why are you making people unhappy over something that you think is an aesthetic judgement call? Let them be happy.
If the change can’t be codified, then it calls into question why the change needs to happen at all.
Assuming that there is some improvement that can be justified, then explain it to the team, and have the team start reviewing for it.
By not going through the process of explaining the improvement to the team, it signals that the team can’t be trusted to learn and improve code on their own. Again, if that’s the case, a conversation needs to happen about whether there should be a team at all.
Working on a software project as a large team is like growing a garden, not building a house. Just because someone planted a hedge doesn’t mean it can’t be improved by pruning it.
No, there are lots of things that are difficult to codify but are very valuable. If you look at law and policy you'll find plenty of examples. This is akin to saying "If I can't formalize it mathematically, it doesn't exist" which is obviously false
Additionally, there's the category of things which are maybe in principle codifiable as requirements, but are tedious to specify. I would definitely put aesthetic judgements about code in this bucket. It's much simpler if you say something like "and the developers will use their best judgement on how to write clean maintainable code" and be done with it
Things like this are never requirements, at least in the conventional sense of 'things the stakeholders ask for the software to do'. Nor should they be: it's our job as professionals to know how to do our work. I don't want a PM or sales rep worrying about the Liskov substitution principle (unless I'm working for code climate or something): it's a waste of their time.
Code cleanliness should make future changes easier. Of course, some 'cleaning' expeditions do the opposite, so there should still be code review etc.
"Don't be too attached to your code" means trying to review improvements to the code you just wrote objectively. Can you accept changes with good grace?
But you can't get to the point where you have a smooth-working team if you have philosophical differences about what improvement looks like! If one person's improvement is another person's regression then those difference need to be worked out and some kind of synthesis agreed to. This can take a lot of time, but it's necessary work to get to that ideal.
On the other hand, a lot of work gets done by teams that are not smooth-running teams that are in philosophical agreement. It may even be a good thing to have a diversity of opinion and avoid group-think? You have to be able to accept some messiness though.
If he was in charge of writing the next piece of functionality for that code, it would be poor teamwork to completely refactor it without discussing the reasons for the design, but at least it would have been within his area of responsibility.
This is also the reason why I like having code review. The review would have been a good place to raise his concerns. They could have had their eventual conversion earlier, before feelings were hurt or wasted efforts were made. It would even help in the opposite case, where the author's code was legitimately poor and the reviewer had good suggestions.
It's not a panacea, but I find code review helpful. In my experience, review was the time when a lot of knowledge-sharing occurred. Some might feel that only senior developers should review, but as a junior I learned a lot about why the author made the choices they did. I learned how people expected the code to change, about language features or pitfalls, etc., and it helped me grow as a developer.
This could have been solved with a "why did you do things this way", and maybe you would have learned a bit about the thought process behind it, or maybe you would have gotten "yeah this could probably be better, go ahead and clean it up".
In a lot of cases, I definitely get the latter, but I always ask first, because if they had a reason to do things a certain way, they probably don't want someone stomping on a feature they're actively working on.
The time they spent developing the solution is a sunk cost. The only thing that should matter is whether the afternoon rewriting it is the most productive use of your time.
Also, rewriting something is far easier than writing it from scratch. Just because you can rewrite it quickly doesn't mean the original developer didn't save you a bunch of time by letting you see a workable first pass.
People tend to have an aversion to code they didn't write in general, and actually reading and understanding existing code tends to be a rare skill.
> Also, rewriting something is far easier than writing it from scratch.
Given the amount of times I see companies rewrite their product with half the features missing and more bugs than before, I'm not sure I agree with that.
Or, what it might be telling you is the second person wouldn't have been able to clean it up in an evening without the first person having already spent a week or two on it. The second person was building on the first. Just because it was (hypothetically) less lines of code doesn't mean it could have been written without starting with the more lines of code and refactoring; it often takes more time/steps to get to fewer lines of code.
But don't get me wrong, I'm in favor of colleagues discussing code, not just changing each other's code without discussing it.
As the OP says "A healthy engineering team is constantly building trust." Sometimes you already have enough trust and shared understanding to not need a discussion, other times a discussion is good.
That's the biggest reason why you should always, always discuss those changes with your coworkers first instead of going cowboy on it.
1) happens all the time. 2) happens some of the time 3). happens as often as 2.
This also assumes that everything is actually testable, sometimes you write unclean code because the underlying framework or module you're working with has an entirely separate issue that you have to work around. Which again, might not show up because your work around code sidesteps the underlying issues.
This all boils down to the fact that you should just talk to the developer and see what they had in mind rather than assuming that you're right and they're wrong by rewriting it yourself.
Having a sense of ownership for what you write can lead to higher quality systems where people are willing to stand up and fight for what they believe is higher quality.
BUT this importantly depends on the ability to compromise, admit being wrong, and change based on new information from the people who have a sense of ownership over their parts of the codebase. Like you said.
Good engineers promote good ideas and general approaches to code base structure. They don’t give a shit if people go in and make changes as long as they don’t compromise the whole architecture.
Generally, lone wolves worsen the team dynamics, because they reduce team cohesion.
In an ideal world, sure, but I've worked with enough people varying from professional-but-proud[1] to emotional-maturity-of-a-child to understand that this _shouldn't_ be prioritized, on grounds of feasibility. You may as well say "we don't need reasonable workdays, we need to teach employees to jettison their biological need for sleep".
I don't think it's _impossible_ to get people to be fully detached from their code, but I think that it's only possible in fairly narrow situations (perhaps in a small, tight-knit, talented team culture). Trying to get it to work in a general context is usually much more effort (and lower chance of success) than meeting it halfway with tweaks to communication style and process.
[1] To be fair, I'm quite sure I've slipped into this mode on occasion myself
If the team works in branches and uses PRs this is a non-issue, because stakeholders will have a chance to react.
It would be an issue if I went to work one morning to find a system I wrote rewritten without my having a chance to look at the change proposal. If your team allows/encourages this kind of behavior then I don't want to work there.
> Better ask for forgiveness than permission.
Not in this case; you are likely to piss people off, especially if there is a consequence you have overlooked.
It makes me less responsible for outcome and helpless. It makes it much harder to prove I know what I am doing. Since you modify things however you please despite me not agreeing, I am not the one at fault for maintenance issues. It also means that keeping conventions requires constant negotiation and frankly, if I would enjoy people trying to dominate me or me dominate them I would become manager.
And yes, it should not be about that, but it is about that with a lot of guys.
Although, if the change is essential or it requires more pair of eyes, I'll just make a PR(MR) and let the people review it.
It's a bit like that analogy about giving a man a fish vs a fishing rod.
Can people _reaaally_ detach themselves from the code they write? After all, programming is a somewhat creative profession. I can't imagine painters and writers detaching themselves from their work. I wonder how doctors and surgeons cope with this. Their work directly affects human lives and I can imagine a mistake weighing down heavily on them. However, I'd like to imagine that my doctor doesn't "detach" himself/herself from their work.
> I don't want to ask of permission for an improvement
If I check in working code that passed a code review, and someone else just decides to overwrite it with their version of aesthetically pleasing code (i.e not a bugfix) without so much as shooting an email in my direction, I would be outright offended. Any changes other than a critical bugfix/performance improvement can wait until you get a chance to speak with the original dev - this is common courtesy, not bureaucratic red tape.
Get over it. It is not your code (assuming you are working for a company). If some other developer wants to waste time making changes that don’t do anything, that’s between them and their manager.
Would you be “outright offended” if your code got changed after you left?
I agree with this, but it goes both ways. The codebase belongs to the team, not any individual developer. Making changes for the sole purpose of making the team's code correspond to your personal preferences is the opposite of professional detachment.
edit: I should remind for context, I have no problem with the rewrite, but I have one with the team being handed over-abstracted code; I found that this happens mostly with more junior profiles, the same that don't stay around for long.
The issue remains that "improvements" and "good code" are too a large extent subjective. And the issue with doing a major refactor of code someone else wrote just days before on your own without consulting the original author or the team late at night as is described in the article (and doing it repeatedly) is showing poor social skills at best and being actively dangerous at worst.
Here are some reasons that you should consult the team and or the original author before doing a large scale refactor of recent code:
* Start off with the principle of charity and assume that the person who wrote that code and the people who reviewed it aren't complete idiots and you aren't some kind of savant who is able to see something they didn't while working on it for a much longer period of time.
* Since that person has been working on it for days they might have a perfectly valid reason for writing the code the way they did. One example is that they are working with the stakeholder and this is the first of a series of changes to deliver specific functionality and the code is the way it is because it facilitates those upcoming changes that might only be days away.
* If you have a habit of doing this and your changes getting reverted "ask forgiveness than permission" as you said, the team will begin to lose trust in you and it is bad for team morale. Consulting people before you make a huge change to their recent code makes them feel part of the process as opposed to something that is being done around them with them as spectators. On any team where that happens with any degree of frequency is not going to be a happy team in the long run. And managers will prioritize a happy team with high morale as opposed to a "rockstar refactorer" on the team who is impacting morale regardless of whether their refactorings are error free or not.
* It is fundamentally against the spirit of collaboration. When someone releases some new code there is a degree of inherent collaboration in there, it might involve multiple developers, stakeholders, implied functionality that was not part of the original story and at the very least the code reviewer. You unilaterally making a change without even taking 10 mins of your time to discuss it with them is impolite at best and wasting company resources at worst if your "improvement" ends up being reverted and all that work and time could have been saved had you bothered to have a 10 min convo before starting.
I'm against the idea that people should be attached to "their" code (that is: the code they wrote). Now I also understand that humans that humans, but the priority should be to make them evolve toward more detachment from their work and acceptance that what they design "can" (actually will) be imperfect, rather than avoiding upsetting them even when it would not be justified to be upset. Plus one essential purpose of source control is to be able to make changes, and revert them if they were "wrong"; or for any other purpose. Maybe propose a patch instead of committing directly, but that's really a cultural matter about how projects are organized.
I don't want to ask of permission for an improvement. If there is a need to have formal authorization of maintainers responsible for parts of the code, they setup just that. Otherwise, I'm certainly going to improve "your" code, in some rare cases without even telling you (that's not a goal in itself to do it behind your back, obviously, and I also value collaboration -- but that should not be a problem). The question that remains is: is it really an improvement. If you are not sure, then maybe don't commit. If you are, do it (following your local rules), and if it ends up being a mistake, yes, it will be reverted, and so what?
You should not take issue of your work being reverted (for good reasons), like other people should not take issue of "their" code being modified. Better ask for forgiveness than permission.
> For example, we later needed many special cases and behaviors for different handles on different shapes. My abstraction would have to become several times more convoluted to afford that, whereas with the original “messy” version such changes stayed easy as cake.
Then re-expand the code later.