## brian w. kernighan, p.j. plauger ### mcgraw-hill, new york, 1978
keep in mind that much of this is based on fortran programming
this book is definitely dated, and some of those recommendations are highly time-sensitive (e.g. “reading input until EOF
or marker). it also moves from aesthetics (first couple of chapters on expressions and control flows) towards higher-level heuristics (input/output and general comments).
still, it is interesting for its laying out the standard, and dispelling myths about efficiency (not machine-based, but human-based)
“after years of producting write-only
code, students, teachers and professionals are realizing the benefit of readable
code”
the second edition includes a whole new chapter on structure: is structure on the aesthetics side or on the poetics side? is it a bridge between both? (cf. structured programming)
the constant interplay of reading and writing
the assumption here is that “the principles of style […] are applicable in all languages, even in assembly
a direct correlation is made with The Elements of Style, by W. Strunk and E.B. White (look up!)
write clearly - don’t be too clever
example of the identity matrix
you can write it in a clever way, but then it’s not actually readable and not even be as fast!. one of the first differences is writing a comment. “It is more important to make the code unmistakable than to display virtuosity”, because a “too clever program may not say what you thought it said”.
real programs are like prose—they often violate simultaneously a number of rules of good practice.
the size of a program only reflects a need for improvement
there is style that is language-independent and style that is language-dependent
also, a clear code doesn’t prevent it from being wrong, so cleanliness is necessary but not sufficient. as a corollary, a correct code doesn’t guarantee that it is right
chap.3 announces the relationship between clean control-flow and clean data structure
say what you mean, simply and directly
difference between what the program does and what the program should do (difference between human understanding and machine understanding)
BROAD QUESTION what else could one be trying to do other than getting the job done?
“Particular modes of expression often arise out of attempts to write ‘efficient’ code” (in the 1970s, this criteria for efficiency means knowing the compiler) > cf. notes.md#materiality
avoid temporary variables (?? -disagree, since temp var allow for better understanding of the operations? there is a limit/balance. also the reason they give for that is that it might thwart the compiler)
let the machine do the dirty work > this is the root of DRY; but also this is followed at the conclusion of the chapter by “don’t build all of your own tools”, which means that the process of tool building is also one that is integral to writing code) > in chap.4, it phrases it in terms of placing the burden on the compiler rather than the programmer.
which is then logically followed by replace repetitive expressions by calls to a common function
in naming, parenthesize to avoid ambiguity, make variable names pronounceable, be consistent (discussed further in chap. 8)
statements should be understood in relative isolation: what are the criteria for such isolation? (again, cf. goodman?)
avoid unnecessary branches, and don’t use conditional branches as a substitute for a logical expression »> LINEARITY IS KEY
(“a null ELSE
serves no purpose whatosever”)
the “telephone test”: if someone can understand your code while read aloud on the telephone, then it’s clear enough ORALITY AS UNIQUE TO HUMANS (cf. Ong)
code aesthetics is also about taking into account that programs evolve
use indenting to delimit groups of statements (statement grouping)
he is very happy about being able to group instructions under an if-statement
(in PL/I it’s DO; END;
), and the fact that Fortran doesn’t have that is considered a major failiing
“ELSE
serving no purpose” implies that clarity is distinguishability. UNIQUENESS
use if/else to emphasize that only ONE of multiple actions is being done (decision-making a.k.a never use a THEN
immediately after an IF
, since it immediately increases the output complexity. and then once that decision is made, follow it as closely as possible with the associated action)
make loops explicit with WHILE
make your programs read from top to bottom (be human)
write first in an easy to understand language (PSEUDO-CODE) then write it in whatever language you have to use
“choosing a better data structure is often an art, which we cannot teach” > the process is to repeat through program designs until computation becomes as easy as possible
clarity > optimizagtion, and regularity > irregularities (does that mean that no beautiful program should have irregularities?)
DON’T STOP WITH YOUR FIRST DRAFT
modularize, use subroutines, which implies that any big enough program should be written and tested in small pieces
“optimizing too early in the life of a program can kill its chances for growth”
it must be possible to describe the function as simply as possible, then minimize external relationships, and make those relationships as explicit. aka find the best way to make something explicit
make the coupling between modules visible
each module should do ONE thing well (UNIX)
each module should HIDE something; the hiding means compartmentalizing, abstracting, encapsulating, etc. (terms that didn’t exist when the book was written because OOP was still in its infancy (smalltalk
is developed in 1972, 2 years before the book))
the authors advocate that program structure is related to the output generated, which then concludes into let the data structure the program.
the very first lesson is “never trust any data”; which implies that all programs should be self-sufficient. the input data that they get should be some sort of self-fulfilled prophecy (the data i describe is the data i get)
aka test input for validity and plausibility, such that bad input is caught and recovered early, and that the input doesn’t violate the limits of the program
output (just like the rest of things that programmers have control over), should be self-explanatory
some things that might appear like they are inherent to a domain (“garbage in, garbage out”), can actually be sometimes attributed to particular practices in this domain (not sanitizing input)
they talk about the act of sanitizing input, but the how to sanitize input implies the “mnemonics” (aka the correct naming of variables)
this section deals more specifically with practices: - initializa variables - don’t stop at one bug - know thy audience (e.g. for an electrical engineering program, should the voltage be V (for most people) or E (for engineers)?) - use debugging compilers (not reinventing the wheel applies to metatools) - avoid multiple exists from loops (aka limit the branching + not repeating yourself)
labels should be used often as long as they do not imply a jump in the flow of the program
programming defensively is the assumption of the worst, and the repair of that worst.
“efficiency” is the reduction of overall cost, not just sub-costs writing readable code is actually human-efficient » be humble
another suggestion which is actually a strategy is: - make it right before you make it clear - make it clear before you make it faster
and then: keep it simple to make it faster, so there they make a distinction between clear and simple, even though they often overlap. (clear is what it does and simple is how it does it?)
if you’re going to make efficiency changes, make sure that those changes are actually based on measurements (i.e. profilers), such that you know WHAT you’re aiming to do, and you can then focus on the HOW.
the best documentation for a computer program is a clean structure (it helps if it is well formatted, mnemonics, labels, comments): because CODE DOES WHAT IT IS (galloway)
“whenever there exists multiple representations of a program, the chance for discrepancy exists” (understanding is about mental representations)
documentation: what each program is supposed to do, how it is used, how it interacts with other programs, and on what principles is it based (thanks, pseudo-code. as pseudo code gets included in the source code as comments, it looses it’s pseudo-ness and becomes source code)
reference to weinberg’s The Psychology of Computer Programming, about a detail on layout, but interesting that there is a connection between style and psychology
make sure comments and code agree
don’t just echo the code with comments—make every comment count (repeat of DRY lol)
don’t comment bad code - rewrite it
formatting is facilitating understanding: even though a piece of code might be properly formatted, it might not be easily understood. understanding comes first and then formatting as sugar. again, control flow and expressions are first and foremost.
“one excuse for writing an unintelligible program is that it is a private matter”. code is, more often than not, social
in the end, style is an attitude
review of the book: kilobaud magazine
the real problem is to have a program do what it is intended to do