Have we made things too easy?

One of the old mantras for API design is “Make doing the right thing easy and the wrong thing hard”. This, of course, applies to much broader topics as well, such as software development or UX.

For software development specifically, are we maybe making “doing the wrong thing” too easy as well? Here are a two examples:

Web Requests

In the old times, requesting data from a web server required first setting up the request, sending it, and then getting the result back to your application either via polling or callbacks. Dave Mark once adequately called this solving the “waiting problem”. It was cumbersome, to say the least. It was clear that making such a request was something to be avoided. You did it when you had to, but you avoided setting up too many different kinds of requests implictly.

Nowadays, with the advent anonymous functions/lambdas in most mainstream programming languages, continuations became the new way handle these things: do_request(...).then(result -> ...) This already made this a lot easier. And even better, now we have some form of coroutines in many languages were you can just do result = await do_request(...). It even looks almost like a normal function call.

With this, programmers can just do requests one after the other. Need one thing from a server? Do one request. Need ten things from a server? Do ten requests. Of course, this is horribly wasteful: each request will incur the full overhead of http/https and a server roundtrip. In the old times, doing the request was painful, so you automatically looked for ways to avoid doing more, and bundle your asks into one request, argueable leading to a better program.

Dependencies

Before nice package-managers where a thing, handling dependencies was a huge pain. You would have to manually get, unpack, configure and install the dependency for each developer and/or consumer system. As a consequence, libraries were big and often duplicated foundational things. But it also caused developers carefully grooming their library selections.

Now with package managers, libraries have started to become small. Duplication within libraries certainly seems to have decreased, and the average library size has decreased. But this also caused developers to be much less cautious when adopting a dependency, with package managers handling thousands of dependencies that no one developer can possibly have a full understanding of. And this then leads to things like the leftpad disaster.

Better or worse?

I am pretty sure that both having nice abstractions to deal with asynchronicity and package managers are good things. But if they make certain things too easy, how can we deal with that? The only thing I can currently think of is figuratively sticking warning-labels on these things during review time, but because those things are now so easy and subtle, it is also easy to miss them.

Are there other examples were we maybe made the wrong thing too easy? Do you have any ideas how to deal with this problem?

Grails Domain update optimisation

As many readers may know we are developing and maintaining some Grails applications for more than 10 years now. One of the main selling points of Grails is its domain model and object-relational-mapper (ORM) called GORM.

In general ORMs are useful for easy and convenient development at the cost of a bit of performance and flexibility. One of the best features of GORM is the availability of several flexible APIs for use-cases where dynamic finders are not enough. Let us look at a real-world example.

The performance problem

In one part of our application we have personal messages that are marked as read after viewing. For some users there can be quite a lot messages so we implemented a “mark all as read”-feature. The naive implementation looks like this:

def markAllAsRead() {
    def user = securityService.loggedInUser
    def messages = Messages.findAllByUserAndTimelineEntry.findAllByAuthorAndRead(user, false)
    messages.each { message ->
        message.read = true
        message.save()
    }
    Messages.withSession { session -> session.flush()}
 }

While this is both correct and simple it only works well for a limited amount of messages per user. Performance will degrade because all the domain objects are loaded into domain objects, then modified and save one-by-one to the session. Finally the session is persisted to the database. In our use case this could take several seconds which is much too long for a good user experience.

DetachedCriteria to the rescue

GORM offers a much better solution for such use-cases that does not sacrifice expressiveness. Instead it offers a succinct API called “Where Queries” that creates DetachedCriteria and offers batch-updates.

def markAllAsRead() {
    def user = securityService.loggedInUser
    def messages = Messages.where {
        read == false
        addressee == user
    }
    messages.updateAll(read: true)
}

This implementation takes only a few milliseconds to execute with the same dataset as above which is de facto native SQL performance.

Conclusion

Before cursing GORM for bad performance one should have a deeper look at the alternative querying APIs like Where Queries, Criteria, DetachedCriteria, SQL Projections and Restrictions to enhance your ORM toolbox. Compared to dynamic finders and GORM-methods on domain objects they offer better composability and performance without resorting to HQL or plain SQL.

The Optional Wildcast

This blog post presents a particular programming technique that I happen to use more often in recent months. It doesn’t state that this technique is superior or more feasible than others. It’s just a story about a different solution to an old programming problem.

Let’s program a class hierarchy for animals, in particular for mammals and birds. You probably know where this leads up to, but let’s start with a common solution.

Both mammals and birds behave like animals, so they are subclasses of it. Birds have the additional behaviour of laying eggs for reproduction. We indicate this feature by implementing the Egglaying interface.

Mammals feed their offsprings by giving them milk. There are two mammals in our system, a cow and the platypus. The cow behaves like the typical mammal and gives a lot of milk. The platypus also feeds their young with milk, but only after they hatched from their egg. Yes, the platypus is a rare exception in that it is both a mammal and egglaying. We indicate this odd fact by implementing the Egglaying interface, too.

If our code wants to access the additional methods of the Egglaying interface, it has to check if the given object implements it and then upcasts it. I call this type of cast “wildcast” because they seem to appear out of nowhere when reading the code and seemingly don’t lead up or down the typical type hierarchy. Why would a mammal lay eggs?

One of my approaches that I happen to use more often recently is to indicate the existence of real wildcast with a Optional return type. In theory, you can wildcast from anywhere to anyplace you want. But only some of these jumps have a purpose in the domain. And an explicit casting method is a good way to highlight this purpose:

public abstract class Mammal {
	public Optional<Egglaying> asEgglaying() {
		return Optional.empty();
	}
}

The “asEgglaying()” method might return an Egglaying object, or it might not. As you can see, on default, it returns only an empty Optional. This means that no cow, horse, cat or dog has to think about laying eggs, they just aren’t into it by default.

public class Platypus extends Mammal implements Egglaying {
	@Override
	public Optional<Egglaying> asEgglaying() {
		return Optional.of(this);
	}
}

The platypus is another story. It is the exception to the rule and knows it. The code “Optional.of(this)” is typical for this coding technique.

A client that iterates over a collection of mammals can now incorporate the special case with more grace:

for (Mammal each : List.of(mammals())) {
	each.lactate();
	each.asEgglaying().ifPresent(Egglaying::breed);
}

Compare this code with a more classic approach using a wildcast:

for (Mammal each : List.of(mammals())) {
	each.lactate();
	if (each instanceof Egglaying) {
		((Egglaying) each).breed();
	}
}

My biggest grief with the classic approach is that the instanceof is necessary for the functionality, but not guided by the domain model. It comes as a surprise and has no connection to the Mammal type. In the Optional wildcast version, you can look up the callers of “asEgglaying()” and see all the special code that is written for the small number of mammals that lay eggs. In the classic approach, you need to search for conditional upcasts or separate between code for birds and special mammal code when looking up the callers.

In my real-world projects, this “optional wildcast” style facilitates domain discovery by code completion and seems to lead me to more segregated type systems. These impressions are personal and probably biased, so I would like to hear from your experiences or at least opinions in the comments.

Unit-Testing Deep-Equality in C#

In the suite of redux-style applications we are building in C#, we are making extensive use of value-types, which implies that a value compares as equal exactly if all of its contents are equal also known as “deep equality”, as opposed to “reference equality” or “shallow equality”. Both of those imply deep equality, but the other way around is not true. The same object is of course equal to itself, not matter how deep you look. And an object that references the same data as another object also has equal content. But a simple object that contains different lists with equal content will be unequal under shallow comparison, but equal under deep comparison.

Though init-only records already provide a per-member comparison as Equals be default, this fails for collection types such as ImmutableList<> that, against all intuition but in accordance to , only provide reference-equality. For us, this means that we have to override Equals for any value type that contains a collection. And this is were the trouble starts. Once Equals is overridden, it’s extremely easy to forget to also adapt Equals when adding a new property. Since our redux-style machinery relies on a proper “unequal”, this would manifest in the application as a sporadically missing UI update.

So we devised a testing strategy for those types, using a little bit of reflection:

  1. Create a sample instance of the value type with no member retaining its default value
  2. Test, by going over all properties and comparing to the same property in a default instance, if indeed all members in the sample are non-default
  3. For each property, run Equals the sample instance to a modified sample instance with that property set to the value from a default instance.

If step 2 fails, it means there’s a member that’s still at its default value in the sample instance, e.g. the test wasn’t updated after a new property was added. If step 3 fails, the sample was updated, but the new property is not considered in Equals – and it can even tell which property is missing.

The same problems of course arise with GetHashCode, but are usually less severe. Forgetting to add a property just makes collisions more likely. It can be tested much in the same way, but can potentially lead to false positives: collisions can occur even if all properties are correctly considered in the function. In that case, however, the sample can usually be altered to remove the collision – and it is really unlikely. In fact, we never had a false positive.

How comments get you through a code review

Code comments are a big point of discussion in software development. How and where to use comments. Or should you comment at all? Is the code not enough documentation if it is just written well enough? Here I would like to share my own experience with comments.

In the last months I had some code reviews where colleagues looked over my merge requests and gave me feedback. And it happened again and again that they asked questions why I do this or why I decided to go this way.
Often the decisions had a specific reason, for example because it was a customer requirement, a special case that had to be covered or the technology stack had to be kept small.

That is all metadata that would be tedious and time-consuming for reviewers to gather. And at some point, it is no longer a reviewer, it is a software developer 20 years from now who has to maintain the code and can not ask you questions any more . The same applies if you yourself adjust the code again some time later and can not remember your thoughts months ago. This often happens faster than you think. To highlight how fast details disappear here is a current example: This week I set up a new laptop because the old one had a hardware failure. I did all the steps only half a year ago. But without documentation, I would not have been able to reconstruct everything. And where the documentation was missing or incomplete, I had to invest effort to rediscover the required steps.

Example

Here is an example of such a comment. In the code I want to compare if the mixer volume has changed after the user has made changes in the setup dialog.

var setup = await repository.LoadSetup(token);

var volumeOld = setup.Mixers.Contents.Select(mixer=>mixer.Volume).ToList();

setup = Setup.App.RunAsDialog(setup, configuration);

var volumeNew = setup.Mixers.Contents.Select(mixer=>mixer.Volume).ToList();
if (volumeNew == volumeOld)
{
     break;
}
            
ResizeToMixerVolume(setup, volumeOld);

Why do I save the volume in an additional variable instead of just writing the setup into a new variable in the third line? That would be much easier and more elegant. I change this quickly – and the program is broken.

This little comment would have prevented that and everyone would have understood why this way was chosen at the moment.

// We need to copy the volumes, because the original setup is partially mutated by the Setup App.
var volumeOld = setup.Mixers.Contents.Select(mixer=>mixer.Volume).ToList();

If you annotate such prominent places, where a lot of brain work has gone into, you make the code more comprehensible to everyone, including yourself. This way, a reviewer can understand the code without questions and the code becomes more maintainable in the long run.



Simple abstractions are good abstractions

I think that a lot of accidental complexity in software is produced by not picking the simplest abstraction for the job. Let me lead with an example: Consider this code from a code generator that generates C++ code:

std::ostringstream extra_properties;
if (!attribute.unit.empty())
{
  extra_properties << fmt::format("\n      properties.set_unit(\"{0}\");", attribute.unit);
}
if (!attribute.min_value.empty())
{
  extra_properties << fmt::format("\n      properties.set_min_value(\"{0}\");", attribute.min_value);
}
if (!attribute.max_value.empty())
{
  extra_properties << fmt::format("\n      properties.set_max_value(\"{0}\");", attribute.max_value);
}

It has a lot of ugly duplication: basically everything but the method names and values. So, how do we get rid of the duplication? Just a couple of years ago, I would probably have used a function for that:

void property_snippet(std::ostringstream& str, std::string const& method_name, std::string const& value)
{
  if (value.empty())
    return;
  str << fmt::format("\n      properties.{0}(\"{1}\");", method_name, value);
}

And then turn the call site code into:

property_snippet(extra_properties, "set_unit", attribute.unit);
property_snippet(extra_properties, "set_min_value", attribute.min_value);
property_snippet(extra_properties, "set_max_value", attribute.max_value);

Back then, I would have said that this is a definite improvement, but nowadays I am not so sure anymore. The call-site is a lot more concise, but we still have about half its code duplicated: the first half of each line. The additional function adds lots of complexity that is not necesarily offset by the gain at the call-site: the declaration with all the parameters. And the code gets separated, which is only really good if the function does a little bit more than this one.

This variant can, however, be made simpler with lambdas that capture extra_properties instead of passing it each time. While that is a better solution, I would argue that function objects and capturing are not necessarily simple either, so this only makes second place.

Nowdays, my first go-to abstraction is an in-place list and a loop:

std::tuple<char const*, std::string> methods_and_values[] = {
  {"set_unit", attribute.unit},
  {"set_min_value", attribute.min_value},
  {"set_max_value", attribute.max_value},
};

for (auto [method_name, value] : methods_and_values)
{
  if (value.empty())
    continue;
  extra_properties << fmt::format("\n      properties.{0}(\"{1}\");", method_name, value);
}

For me, this has the added benefit that is clearly separates the ‘inert’ data part of the code and the ‘active’ transformation. While this example is C++, this works in almost languages that I know of, even such arcane beasts as Xbase++.

A Purpose of Domain-Driven-English-German-Language-Mumbo-Jumbo

Disclaimer: Due to it’s nature, this blog article needs to make some use of the German language. This is part of its essence and could not be avoided, sorry to all international readers.

Since its conception in 2003, the expression “Domain-Driven Design” might have been tossed around a bit, together with all the other XYZ-Driven Designs that are out there. As usual with such terms, I only try to gather the core points of these ideas; I do not like sticking to any such concept with religious fervor or otherwise dogmatic understanding. Moreover, these concepts are usually not of the type “you either use them or you don’t”, but you have some control over the degree in which you employ them, depending on your requirements as a whole.

This is why in a new project, I might implement a handful of ideas and see where it goes, always prepared to call it a day and toss any rule out when it endangers my progress. On the other hand, if I only follow principles that instantly convince me, I risk missing out on some practice that just is unusual, but not bad in itself.

Domain-Driven Design, in my understanding, aims at aligning the architectural details of your code base with the domain model, i.e. the technical peculiarities of your (customer’s) specific use case. Which doesn’t sound hard or bad per se, but as usual, takes some practice to shed some light on.

Enter the idea of using German words in your code. For variables, methods, classes, and such stuff – even with Umlauts and the Eszett (“ß”). If one is not used to that, such code might instantly induce some sort of digestive sickness or at least that’s what it has done to me, because of it’s sheer look, i.e.

// just some example to look at

var sortedZuordnungen = szenario.SortedZeitplanForArbeitsplatz(arbeitsplatz.Id)
.ToList();
var gesperrteHalbtage = sperrungen.Where(s => s.AufArbeitsplatz(arbeitsplatz.Id)).Select(s => s.Halbtag);

var nächsteZuordnung = sortedZuordnungen.FirstOrDefault();
Halbtag tryStart = Constants.HeuteVormittag;

while (nächsteZuordnung != default)
{
    tryStart.CreateListFromHere(anzahlHalbtage, gesperrteHalbtage);
    nächsteZuordnung = FindNächsteZuordnung();
}

(replace “German” with any other language your customer might use; if you’re living in a completely English-speaking environment, this article should be of limited insight for you. Sorry again.)

Now code like this – at first – what is this!? That’s not proper! It looks like the sound of some older German politician who never really bothered learning the English language, with some crazy dialect and whatnot!

The advantage behind this concept becomes especially apparent when dealing with a lot of very generic terms. E.g. the word “component” might just mean a button on your UI, or it might mean something very specific for your customer – or even worse, you might mean something very specific for your customer, but in reality, he would never refer to that entity with that word, so… you’re left with a chance of awkward bewilderment in every single meeting with the guy.

So, despite it’s weird look – this is one of the concepts that I haven’t tossed out the window yet. The key point is the overall reduction of friction in your thoughts. In communicating with various languages, one always has to do some minor translations in your head. These can be faulty or misleading either way – the nature of the language itself is secondary.

What works for me, is

  • Pure code fabrications that are close to the programming language get English names like usual
  • Things that a customer might talk about in German should get a German name
  • German and English can be mixed in a single word without any shame
  • Thus, words can be long, but you have an IDE who can help with that
  • German compound words get the correct German capitalization, i.e. the equivalent of “componentNumber” would be “komponentennummer”, not “komponentenNummer”
  • The linking of two German parts happens with the correct grammatical standards, i.e. a “workPlace” becomes an “arbeitsplatz” with the “s” inbetween (Fugen-s).

For some reason, this by now resulted in quite an uninterrupted workflow for me. The last two rules were an interesting finding because I noticed that without them, I really made a noticeable pause in my thinking process whenever I thought about these entities. This pause is now gone.

E.g. by now, the cognitive load of talking about a “KomponentenController” – something that is a Controller from a software engineering point of view and dealing with components from a domain point of view, appears easier for me than having to talk about a “ComponentController” with the extra translation of Component and Komponente. Mind you, there are enough words that do not sound that similar in our two languages.

I will not use this concept in every single project I might start from now. I.e. for hobby projects (where I’m my own customer), I would still prefer the 100%-English-language solution. But depending on your project, this is worth a try, and I’m positively amazed on how well that can work.

Always apply the Principle Of Least Astonishment to yourself, too

Great principles have the property that while they can be stated in a concise form, they have far-reaching consequences one can fully appreciate after many years of encountering them.

One of these things is what is known as the Principle of Least Astonishment / Principle of Least Surprise (see here or here). As stated there, in a context of user interface design, its upshot is “Never surprise the user!”. Within that context, it is easily understandable as straightforward for everyone that has ever used any piece of software and notices that never once was he glad that the piece didn’t work as suggested. Or did you ever feel that way?

Surprise is a tool for willful suspension, for entertainment, a tool of unnecessary complication; exact what you do not want in the things that are supposed to make your job easy.

Now we can all agree about that, and go home. Right? But of course, there’s a large difference between grasping a concept in its most superficial manifestation, and its evasive, underlying sense.

Consider any software project that cannot be simplified to a mere single-purpose-module with a clear progression, i.e. what would rather be a script. Consider any software that is not just a script. You might have a backend component with loads of requirements, you have some database, some caching functionality, then you want a new frontend in some fancy fresh web technology, and there’s going to be some conflict of interests in your developer team.

There will be some rather smart ways of accomplishing something and there will be rather nonsmart ways. How do you know which will be which? So there, follow your principle: Never surprise anyone. Not only your end user. Do not surprise any other team member with something “clever”. In most situations,

  1. it’s probably not clever at all
  2. the team member being fooled by you is yourself

Collaboration is a good tool to let that conflict naturally arise. I mean the good kind of conflict, not the mistrust, denial of competency, “Ctrl+A and Delete everything you ever wrote!”-kind of conflict. Just the one where someone would tell you “hm. that behaviour is… astonishing.”

But you don’t have a team member in every small project you do. So just remember to admit the factor of surprise in every thing you leave behind. Do not think “as of right now, I understand this thing, ergo this is not of any surprise to anyone, ever”. Think, “when I leave this code for two months and return, will there be anything… of surprise?”

This principle has many manifestations. As one of Jakob Nielsen’s usability heuristics, it’s called “Recognition rather than Recall”. In a more universal way of improving human performance and clarity, it’s called “Reduce Cognitive Load”. It has a wide range of applicability from user interfaces to state management, database structures, or general software architecture. I like the focus of “Surprise”, because it should be rather easy for you to admit feeling surprised, even by your own doing.

My favorite C++20 feature

As I evolved my programming style away from mutating long-lived “big” objects and structures and towards are more functional and data-oriented style based mainly on pure functions, I also find myself needing a lot more structs. These naturally occur as return types for functions with ‘richer’ output if you do not want to use std::tuple or other ad-hoc types everywhere. If you see a program as a sequence of data-transformations, I guess the structs are the immediate representations encoded in the type system.

Let my first clarify what I mean by structs, as opposed to what the language says: A type that has all public data members, obeys the rule of zero, and is valid in any configuration. A typical struct v3 { float x{},y{},z{};}; 3d vector is a struct, std::vector is not.

These types are great. You can copy them around, use them with structured binding, they correctly propagate constness, and they are a great fit to pass them through layers of functions calls. And, when used as function parameters, they are great for evolving your program over time, because you can just change the single struct, as opposed to every function call that uses this parameter combination. Or you can easily batch, or otherwise ‘delay’, calls by recording the function parameters. Just throw the parameters into a container and execute the code later.

And with C++20, they got even better, because now you can use them with my favorite new feature: designated initializers, which allows you to use the member names at the initialization site and use RAII. E.g., for a struct that symbolizes an http request: struct http_request { http_method method; std::string url; std::vector<header_entry> headers; }; You can now initialize it like this:

auto request = http_request{
  .method = http_method::get,
  .uri = "localhost:7634",
  .headers = { { .name = "Authorization", .value = "Bearer TOKEN" } },
};

You can even use this directly as a parameter without repeating the type name, de facto giving your named parameters for a pair of extra curlys:

run_request({
    .method = http_method::get,
    .uri = "localhost:7634",
    .headers = { { .name = "Authorization", .value = "Bearer TOKEN" } },
});

You can, of course, combine this named-parameter style-struct with other function parameters in your API, but like with lambdas, I think they are most readable as the last parameter. Hence, also like with lambdas, you probably never want to have more than one at each call-site. I’m very happy with this new feature and it’s already making the code using my APIs a lot more readable.

Mutable States can change inside your Browser console log

So we know, that web development must be one of the fastest-changing ecospheres humankind has ever seen (not to say, JavaScript frameworks and their best practices definitely mutate similar in frequency and deadliness as Coronaviruses). While these new developments can also come with great joy and many opportunities, this means that once in a while, we need to take care of older projects which were written in a completely different mindset.

It’s somehow trivial: Even when your infrastructure is prone to constant shifts, any Software Developer holding at least some reputation should strive to write their code as long-living and maintainable as originally intended. Or longer.

But once in a while you run into legacy code that you first have to dissect in order to understand their working. And for JS, this usually means inserting console.log() statements at various places and to trace them during execution (yeah, I know, there’s a plenitude of articles telling you to stop that, but let’s just stay at the most basic level here).

Especially in an architecture with distributed, possibly asynchronous events (which helps in reducing coupling, see e.g. Mediator and Publish-Subscribe patterns), this can help your bugtracing. But there’s a catch. One which took me some time to actually understand as quite the villain.

It does not make any sense to me, but for some reason, at least Chrome and Firefox in their current implementation save some effort when using console.log() for object entities. As in, they seem to just hold a reference for lazy evaluation. It can then be that you look upwards at your log, maybe even need to scroll there, look at some value and then not realize that you are looking at the current state, not the state at time of logging!

Maybe that was clear to you. Maybe it never occured to you because you always cared about using your state immutably. But in case you are developing on some legacy code and don’t know about what your predecessor did everywhere, you might not be prepared.

You can visualize that difference easily by yourself. Consider that short JS script:

var trustfulObject = {number: 0};
var deceptiveObject = {number: 0};

// let's just increase these numbers once each second
setInterval(() => {
    console.log("let's see...", trustfulObject, deceptiveObject);
    trustfulObject = {number: trustfulObject.number + 1};
    deceptiveObject.number = deceptiveObject.number + 1;
}, 1000);

Let that code run for a while and then open your Browser console. Scroll upwards a bit and click on some of the objects. You will find that the trustfulObject is always enumerated as supposed (at the time of logging), while the deceptiveObject will always show the number at the time of clicking. That surely surprised me.

In case you are still wondering why: The trustfulObject is freshly created each step and then reassigned to your reference variable. It seems the Browser has no other choice than logging the old (correct) state, because the reference is lost afterwards. The deceptiveObject holds the same reference during the whole runtime, which somehow makes it look more efficient to the Browser to just not evaluate anything until you want to know the value.

And then, it lies to you. ¯\_(ツ)_/¯

Two notes:

  1. If you really have to deal with legacy code of a given size where you cannot easily change that behaviour, you can log your object using JSON.stringify, i.e. console.log("let's see…", trustfulObject, JSON.stringify(deceptiveObject)); avoids that lazy evaluation.
  2. Note: Not to be confused, the JS “const” keyword does exactly the opposite of creating an immutable object. It creates an immutable reference, i.e. you can only manipulate their content afterwards. Exactly what you not want.

Of course, in modern times you probably wouldn’t write vanilla JS, and e.g. using React useState definitely reduces that issue. But still. If you don’t want to use React & Co. everywhere, then… pay attention.