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Under-Engineering
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Under-engineering is far more common than over-engineering We under-engineer when we produce poorly designed software This may occur for several reasons
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We don't have time, don't make time, or aren't given time to refactor We aren't knowledgeable about good software design We're expected to quickly add new features to existing systems We're made to work on too many projects at once
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Over time, under-engineered software becomes an expensive, difficult-to-maintain or unmaintainable mess Brian Foote and Joseph Yoder, who authored a pattern language called Big Ball of Mud, describe such software like this:
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Data structures may be haphazardly constructed, or even next to non-existent Everything talks to everything else Every shred of important state data may be global Where state information is compartmentalized, it may be passed promiscuously about though Byzantine back channels that circumvent the system's original structure Variable and function names might be uninformative, or even misleading Functions themselves may make extensive use of global variables, as well as long lists of poorly defined parameters The functions themselves are lengthy and convoluted, and perform several unrelated tasks Code is duplicated The flow of control is hard to understand, and difficult to follow The programmer's intent is next to impossible to discern The code is simply unreadable, and borders on indecipherable The code exhibits the unmistakable signs of patch after patch at the hands of multiple maintainers, each of whom barely understood the consequences of what he or she was doing [Foote and Yoder 661] ,
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While systems you've worked on may not be so gruesome, it's likely you've done some under-engineering I know I have There's simply an overwhelming urge to get code working quickly, and it's often coupled with powerful forces that impede our ability to improve the design of our existing code In some cases, we consciously don't improve our code because we know (or think we know) it won't have a long shelf life Other times, we're compelled to not improve our code because well-meaning managers explain that our organization will be more competitive and successful if we "don't fix what ain't broke" Continuous under-engineering leads to the "fast, slow, slower" rhythm of software development, which goes something like this 1 2 3 You quickly deliver release 10 of a system with junky code You deliver release 20 of the system, and the junky code slows you down As you attempt to deliver future releases, you go slower and slower as the junky code multiplies, until people lose faith in the system, the programmers, and even the process that got everyone into this position Somewhere during or after release 40, you realize you can't win You begin exploring the option of a total rewrite
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This kind of experience is far too common in our industry It's costly and it makes organizations far less competitive than they could be Fortunately, there is a better way
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Test-Driven Development and Continuous Refactoring
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Test-driven development [Beck, TDD] and continuous refactoring, two of the many excellent XP practices, have dramatically improved the way I build software I've found that these two practices have helped me and the organizations I've worked for spend less time over-engineering and under-engineering and more time creating high-quality, function-rich code, produced on time Test-driven development (TDD) and continuous refactoring enable the efficient evolution of working code by turning programming into a dialogue
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Ask: You ask a question of a system by writing a test Respond: You respond to the question by writing code to pass the test Refine: You refine your response by consolidating ideas, weeding out inessentials, and clarifying ambiguities Repeat: You keep the dialogue going by asking the next question
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This rhythm of programming put my head into a totally new place By using TDD, instead of spending lots of time thinking about a design that would work for every nuance of a system, I now spend seconds or minutes making a primitive piece of behavior work correctly before refactoring and evolving it to the next necessary level of sophistication Kent Beck's mantra of TDD and continuous refactoring is "red, green, refactor" The colors refer to what you see when you write and run a test in a unit-testing tool (like JUnit) The process goes like this 1 Red: You create a test that expresses what you expect your code to do The test fails (turns red) because you haven't created code to make the test pass Green: You program whatever is expedient to make the test pass (turn green) You don't pain yourself to come up with a duplication-free, simple, clear design at this point You'll drive towards such a design later, when your test is passing and you can comfortably experiment with better designs Refactor: You improve the design of the code that passed the test
Simple as this sounds, TDD and continuous refactoring turn the world of programming upside down The inexperienced programmer may think, "Write a test for code that doesn't exist Write code that passes a test yet needs immediate refactoring Is this a wasteful, haphazard approach to software development or what " Actually, it's just the opposite TDD and continuous refactoring provide a lean, iterative, and disciplined style of programming that maximizes focus, relaxation, and productivity "Rapid unhurriedness" is how Martin Fowler describes it [as quoted in Beck, TDD], while Ward Cunningham explains that it's more about continuous analysis and design than it is about testing Learning the right rhythm of TDD and continuous refactoring requires practice Tony Mobley, a programmer I know, described this style of development as a paradigm shift as great, if not greater, than moving from structured programming to object-oriented programming However long it takes you to get used to this style of development, once you do, you'll find that producing production code any other way feels odd, uncomfortable, even unprofessional Many of us who program using TDD and continuous refactoring find that it helps us: