Advice to a novice programmer
Katara is taking a Data Structures course this year. The most recent
assignment gave her a lot of trouble, partly because it was silly and
made no sense, but also because she does not yet know an effective
process for writing programs, and the course does not attempt to teach
her. On the day the last assignment was due I helped her fix the
remaining bugs and get it submitted. This is the memo I wrote to her
to memorialize the important process issues that I thought of
while we were working on it.
You lost a lot of time and energy dealing with issues like: Using
vim ; copying files back and forth with scp; losing the network
connection; the college shared machine is slow and yucky.
It's important to remove as much friction as possible from your
basic process. Otherwise it's like trying to cook with dull knives
and rusty pots, except worse because it interrupts your train of
thought. You can't do good work with bad tools.
When you start the next project, start it in VScode in the
beginning. And maybe set aside an hour or two before you start in
earnest, just to go through the VSCode tutorial and familiarize
yourself with its basic features, without trying to do that at the
same time you are actually thinking about your homework. This will
pay off quickly.
It's tempting to cut corners when writing code. For example:
It's tempting to use the first variable or function name you
think of instead of taking a moment to think of a suggestive
one. You had three classes in your project, all with very
similar names. You might imagine that this doesn't matter, you
can remember which is which. But remembering imposes a tiny
cost every time you do it. These tiny costs seem
insignificant. But they compound.
It's tempting to use a short, abbreviated variable or method
name instead of a longer more recognizable one because it's
quicker to type. Any piece of code is read more often than it
is written, so that is optimizing in the wrong place. You need
to optimize for quick and easy reading, at the cost of slower
and more careful writing, not the other way around.
It's tempting to write a long complicated expression instead of
two or three shorter ones where the intermediate results are
stored in variables. But then every time you look at the long
expression you have to pause for a moment to remember what is
going on.
It's tempting to repeat the same code over and over instead of
taking the time to hide it behind an interface. For example
your project was full of array[d-1900] all over. This minus-1900
thing should have been hidden inside one of the classes (I
forget which). Any code outside that had to communicate with
this class should have done so with full year numbers
like 1926. That way, when you're not in that one class, you can
ignore and forget about the issue entirely. Similarly, if code
outside a class is doing the same thing in more than once place,
it often means that the class needs another method that does
that one thing. You add that method, and then the code outside
can just call the method when it needs to do the thing. You
advance the program by extending the number of operations it can
perform without your thinking of them.
If something is messy, it is tempting to imagine that it doesn't
matter. It does matter. Those costs are small but compound.
Invest in cleaning it up messy code, because if you don't the
code will get worse and worse until the mess is a serious
impediment. This is like what happens when you are cooking if
you don't clean up as you go. At first it's only a tiny
hindrance, but if you don't do it constantly you find yourself
working in a mess, making mistakes, and losing and breaking
things.
Debugging is methodical. Always have clear in your mind what
question you are trying to answer, and what your plan is for
investigating that question. The process looks like this:
I don't like that it is printing out 0 instead of 1. Why is it
doing that? Is the printing wrong, or is the printing correct but
the data is wrong?
I should go into the function that does the printing, and print
out the data in the simplest way possible, to see if it is
correct. (If it's already printing out the data in the simplest
way possible, the problem must be in the data.)
(Supposing that the it's the data that is bad) Where did the bad
data come from? If it came from some other function, what
function was it? Did that function make up the wrong data from
scratch, or did it get it from somewhere else?
If the function got the data from somewhere else, did it pass it
along unchanged or did it modify the data? If it modified the
data, was the data correct when the function got it, or was it
already wrong?
The goal here is to point the Finger of Blame: What part of the
code is really responsible for the problem? First you accuse the
code that actually prints the wrong result. Then that code says
“Nuh uh, it was like that when I got it, go blame that other guy
that gave it to me.” Eventually you find the smoking gun.
Novice programmers often imagine that they can figure out what is
wrong from looking at the final output and intuiting the solution
Sherlock Holmes style. This is mistaken. Nobody can do
this. Debugging is an engineering discipline: You come up with a
hypothesis, then test the hypothesis. Then you do it again.
Ask Dad for assistance when appropriate. I promise not to do
anything that would violate the honor code.
Something we discussed that I forgot to include in the memo that we
discussed is: After you fix something significant, or add significant
new functionality, make a checkpoint copy of the entire source code.
This can be as simple as simply copying it all into separate folder.
That way, when you are fixing the next thing, if you mess up and
break everything, it's easy to get back to a known-good state. The
computer is really clumsy to use for many tasks, but it's just great
at keeping track of information, so exploit that when you can.
I think CS curricula should have a class that focuses specifically on
these issues, on the matter of how do you actually write software?
But they never do.
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