If you could delete half your house and re-build it at zero cost, it might be more valuable to just go for the first attempt and learn from it rather than trying to do everything in theory up front.
If you find yourself working on a "monstrosity" maybe you haven't seen the signs soon enough that you need to take a step back and refactor. But in my experience, at least starting on the problem with a POC gives you so much more high quality information that even if you have to scrap and re-write part way in, you're going to reach such a better result than if you try to map the whole thing out first without actually having tried to solve the problem.
I have made similar avoidable mistakes of not thinking it through enough, could have saved me a lot of rewriting, which was pretty expensive
Again to the house analogy, if you could just build 3 vestibules to see how they fit with just a little typing, that would be far and away preferable to committing to everything on paper before hand.
Example:
Dendrite[0] was going to be a Rewrite of Synapse (which was a prototype which ended up going into production). The rewrite started more than 5 years ago, had lots of development breaks and it still is nowhere complete or close to replace a existing Synapse instance (which even today is ... Well ... suboptimal software).
The current plans are to support and use both servers long term, because Synapse is already too widespread.
I wouldn't call that cheap.
Isn't your example proof of the benefit of pragmatic coding? Synapse is actually serving users right now. Dendrite sounds like a "better design" which is stuck in purgatory.
https://matrix.org/blog/2020/10/08/dendrite-is-entering-beta
You don't see all the perfectly designed codebases that never went anywhere.
We only talk about legacy code because it's the one that pays the bills.
My definition of "good-quality" code is pretty much exactly "how difficult would this codebase be for a new engineer to understand and modify safely."
Often the worst code comes from prolific people. There’s just so much if it. And if you touch it you will break it at least 1% of the time, so you have to pick your battles when you are trying to keep the ratio under control.
For everyone else this is tautological. Good code can continue to be good code.
People who only have green field projects as their context are very frustrating in conversations like this. They make suggestions like, well, don’t fuck up in the first place. I don’t know what your history is but that’s the feeling I’m getting.
I could assume you're throwing shade on "prolific programmers" out of some sense of insecurity, but it wouldn't be fair to generalize about strangers on the internet ;)
I just punch up at condescending people. Every discipline has a bunch of armchair people who don’t understand the problem who think “get more exercise” is the response to depressed people or people with chronic fatigue, “eat fewer calories” is the answer to weight issues or diabetes, or “write it right the first time” is a useful response to people trying to solve real world problems.
Kindly let the grownups talk and keep your flash card answers to yourself.
Well one of us is certainly being condescending ;)
And did you really answer twice to the same comment? My goodness I must have really struck a nerve.
Code has a lot of really great properties which make it easy to modify in provably safe ways if you know what you're doing.
Which isn't to say that rewriting can't be cheap, but some intentional design (or at least diligent maintenance and refactoring) must have gone into the system to support that style of development. At which point you're back to targeting "quality," even if it's no longer a focus of on the smaller scale.
If the amount of time that it takes to rewrite something is trivial (a week or less) then you aren't working on something all that big/complicated.
If you're writing a function implementation without thinking about design, well you might be right.
Maybe some people have very small projects compared to what I work on? Or maybe they are talking about the design of a single small component?
I inherited a codebase that needed some refactoring because it was written “to just get it shipped”. If completely fell apart with more users and has taken me a year to get it where it needs to be.
As you need to add functionality, you can opportunistically find ways to improve the codebase toward a better/more maintainable structure.
I have several large codebases I work on which probably get totally rewritten every 18 months or 2 years, however incrementally.
If you have a working project and you think you need to throw it all out and start from scratch probably it's worth a second thought.
The second elephant in the room is job security. People who write baroque code are hard to fire. Nobody wants to invest energy in understanding their private little Bedlam.
It is also notoriously difficult to get the design of concurrency primitives correct without thinking things through.
I have no idea why there is a large (or at least vocal) community of developers whose dogma seems to be that thinking things through is a waste of time (though maybe it is just an overreaction to the equally dogmatic clean coders and similar prescriptivists.)
My point is more that coding itself is an excellent tool for probing for solutions. In many cases I think "software design" is over valued, and time spent prototyping is often more valuable than time spent thinking though the problem if you want to arrive at a high quality answer.
The hard part is done, but basically we had to switch the engine while the car was running so to speak. In order to switch this out you need to start writing the correct data shape, then switch everything over to reading that shape. When people work strict 9 to 5s this will take you forever especially when managing a large amount of volume, which requires you to be extremely risk-averse and slow.
If I have to rewrite a bit of my code then them’s the breaks. But I work on a team, sometimes a big team. I don’t have “a house” I have a construction crew that is building many houses and will go on building them. If they’re doing it wrong then I have not only the problem in front of me but five copies elsewhere. And I can’t fix problems N times faster than they are made. And I can’t always sell them on the better technique, even when there are demonstrable problems with theirs.
And of course I don't mean that you should check in code which is a mess. But from the time you start a feature to the time you open a PR, you can go through several iterations of messy code before arriving at a solution which is fit to share with your colleagues.
In a couple of notable cases, that didn’t stop until I removed the last copy. My theory is that certain people were cutting and pasting code from one of the three surviving copies.
I look forward to that day when atoms are commanded like bits!
Top down and bottom up architecture have their places. Being extreme in favor of one side is usually bad, as almost anything in life.
There is no incrementel rewrite between different stack/heap handling as those are an absolutely central parts of the design, which are pretty much impossible to try to encapsulate, as opposed to the 34th API endpoint. So what it means is that certain domains have much higher essential complexity and at that point the average encapsulation given by OOP/language tools are not sufficient to contain these parts, complexity will triumph and the whole program has to be viewed as one unified whole. Concurrent applications are a similar can of worms.
I have applied incremental design to concurrent applications and a compiler + stack VM project that runs in embedded environments. You don't go in blind. You do need domain experience and broad strokes knowledge of the conventions. You make some major architectural decisions up front but these don't involve much planning or design. Contrary to your point about CRUD apps, API design is harder to achieve incrementally since it is an interface and requires cross-team (sometimes cross-organizational) iteration. It's still possible, but your organization needs to be equipped for incremental/agile work.
But it's interesting you mentioned compilers - I'm in the process of writing one, and I very much used an incremental approach.
The first pass I essentially wrote a parser and a component which walked the AST and produced output. At a certain point it was clear that local knowledge of the AST wasn't sufficient to capture non-local details about the program which were required to produce the correct output. I got away for a short time with dirty tricks, but eventually transitioned to a new design: I kept the lexer and parser, and implemented a data driven IR in the style of an ECS system to be built up before emitting output.
So I threw out the initial output component, but I learned a ton by starting with an end-to-end compiler, however incomplete. If I hadn't taken that step, and tried first to plan the perfect IR on paper, I am certain I would have reached an inferior result.
edit: and even the IR and compiler middleware is loosely coupled. The IR is essentially a set of flat data tables, each of which is built independently by walking the AST. And the compiler is implemented in a series of independent passes: i.e. one pass to build the IR, one pass to derive type information etc. so it's very much grown into a series of independent components, each of which could be independently rewritten without affecting the others very much.
A bit of thinking about design and architecture can save you a lot of time. Start with the wrong data structures and maybe you'll have to patch a lot of thing or just redesign everything from scratch.
Be an architecture astronaut and you may never release whatever you're suppose to develop.
It's all about trade-offs.
100% One of my favorite techniques is "Super Pseudo Code" ! Why SUPER ?
Lol cause the "pseudo code" I write can barley be called "code at all" - It is usually just a text-file with a bunch of loosey-goosey-function-calls and parameters.
You know just to get a "feel" for how different entities(classes,struct,tables or libs - pick your poison) will interact and what might be needed. We not talking any UML-Diagrams here - really just text-files and functions/entities
This also works super-well for any multi-step-processes.
The more code your design decision will affect, the more up-front planning it deserves.
You can't loosely couple around questions like these most of the time, at last not without excessive abstraction.
For "how do I structure this reasonably isolated 0-1kLOC component", I agree, easy to fix later if needed.
And like for example if you want to change web frameworks, that's something you can do incrementally. If you're talking about front-end, just find a way to encapsulate your old code behind a clean interface and start implementing new components in the new framework. If you're talking about back-end, then you can just implement new endpoints in a new language if you want even, and gradually migrate things over when you have to modify them.
and also the reuse of the term architecture.. don't put beams at random and see if it works, plan in advance and calculate. They probably had these realizations thousands of years ago, it's a generic economy principle.
I forgot what the saying is but solution unfold themselves when you thought about the problem long enough.
Oh and lastly, Grothendieck said he wasn't in the business of solving problems, but expressing them.
For a project we had to write a program that differentiates mathematical equations.
I dove in and just started writing code. Eventually, I realized that I had made a design error and that my code was much more complicated and cumbersome than it needed to be and I was getting stuck due to the complexity of the monstrosity I created.
Unfortunately I figured this fundamental design flaw the night before we had to hand the assignment in and there was no way I could rewrite everything from scratch. I had to push through and put lipstick on this pig as best I could.
In the end, I had spent way more time working on this project than my friends who had spent time upfront designing their programs instead of just jumping in.
This has taught me the lesson to always first try and think things through and come up with some kind of initial design, instead of just jumping in and writing code blindly. Yes you can always refactor, but some early design mistakes can cost you a lot of time, and perhaps make refactoring unfeasible compared to a complete rewrite.
As they say "measure twice, cut once".