How to design and write a game efficiently? - language-agnostic

I'm writing a very simple Java Game. Let me describe it briefly:
There are 4 players in a Map.
The map is a two-dimensional matrix with a value called "height"
The height between 2 nodes is the cost of that edge.
Use Dijkstra algorithm to help player navigate from a source to a destination.
Four players take turn to make a move. The total move is 8( left top, top, right top.... )
If they meets, fight for gold value, otherwise move to their target.
As they move, their strength decrease by the height difference between two nodes.
... etc
....
The problem that I'm encountering is that the source code is getting longer and complex day by day. And I think I'm using a wrong approach somehow, I feel so tired because of constantly changing the implementation. Here is my approach:
Write out all requirements.
Create all the object that I need with all getter and setter.
Create a static class to test the logic
Create unit test while putting the logic together
Add some more code, then change to code to fit the test
Write a big method that run, then break it down into smaller methods, then write unit test again.
If everything work fine, add more requirements, add more code
Then things are getting complicated because the more code I added, the complexity increases. No longer have time to write unit test because create a test case now requires too much work
Re-design, then change the implementation, go to step 1 again.
I'm come from a C++ background, and I'm only comfortable with writing 'static' libraries such as: stack, queue, link-listed, tree... Game is really a big challenging to me, especially I have to use Java. I understand the core programming is the same, so picking up Java was not really that bad. However, the time of looking up Java's API is not little. Further, the game logic is really hard to write. When this object moves, other object got affected..., so creating test for a method depends on many other methods...etc.
I really need an advice. Could anyone share some experience of how to write a game to me? I only have two weeks left for this assignment. I'm currently have 45 classes now, I feel so lost because the more I wrote the more it gets complex :( !
Best regards,
Chan Nguyen

First start thinking like a java programmer. Think as every thing in your game as an object, like the board, think about the properties and methods it has, its interfaces, how it interacts with the other objects.
If you need help getting started here is a great tutorial that guides you step by step to do a simple java game, this might put you in the right frame of mind to start programming your own. I strongly recommend you to follow the tutorial.http://www.cokeandcode.com/asteroidstutorial and to use the libraries that they used for developing the interfaz there.

I view game code architects with respect: games are complex systems with emergent properties at runtime, unusually intense interaction requirements (UI, controls) which makes a lot of OOP theory questionable value. It can be difficult to reuse game code. And, a lot of upfront planning work is wasted time.
Most game coders I know, beginning or veteran, succeed with a "just do it" iterative process. e.g.
1) write a minimal prototype. get a very basic system working, using the simplest, most obvious architecture you can think of. (my guy can run around the screen). 5 or 10 objects max.
2) add functionality (points, rules, traps, NPC behaviours, etc) and playtest, over and over. This hack on hack can makes for poorly structured code, but most coders can make it work.
3) rewrite. Programmers grit their teeth at some of the hacking they had to do in (2), and will want to throw it all out and rewrite. Resist this urge until the game is testable (as in, plyaers can sometimes enjoy it, somewhat), or a new feature would require rewriting. Then, rewrite pretty much EVERYTHING from scratch. This goes WAY faster than you'd expect, and results in solid, well-structured code.
Game coders do test, but comprehensive testing of ALL code is rare. two reasons: emergence and culture. Games have emergent properties at runtime ("yeah, but the points COULD go negative when the NPC is killed when ...."). Since games are usually for entertainment purposes, there is a culture of fast-and-loose testing. Games aren't as important as, say, missile control code.
I expect others with more coding experience answer this. (I have written a fair bit of code but I tend toward quick and dirty script type coding style - I know lots of coders who are way better than me.)

Related

When is it time to refactor code?

On on hand:
1. You never get time to do it.
2. "Context switching" is mentally expensive (difficult to leave what you're doing in the middle of it).
3. It usually isn't an easy task.
4. There's always the fear you'll break something that's now working.
On the other:
1. Using that code is error-prone.
2. Over time you might realize that if you had refactored the code the first time you saw it, that would have saved you time on the long run.
So my question is - Practically - When do you decide it's time to refactor your code?
Thanks.
A couple of observations:
On on hand:
1. You never got time to do it.
If you treat re-factoring as something separate from coding (instead of an intrinsic part of coding decently), and if you can't manage time, then yeah, you'll never have time for it.
"Context switching" is mentally expensive (difficult to leave what you're doing in the middle of it).
See previous point above. Refactoring is an active component of good coding practices. If you separate the two as if they were two different tasks, then 1) your coding practices need improvement/maturing, and 2) you will engage in severe context switching if your code is in a severe need of refactoring (again, code quality.)
It's usually isn't an easy task.
Only if the code you produce is not amenable to refactoring. That is, code that is hard to refactor exhibits one or more of the following (list is not universally inclusive):
High cyclomatic complexity,
No single responsibility per class (or procedure),
High coupling and/or poor low cohesion (aka poor LCOM metrics),
poor structure
Not following the SOLID principles.
No adherence to the Law of Demeter when appropriate.
Excessive adherence to the Law of Demeter when inappropriate.
Programming against implementations instead of interfaces.
There's always the fear you'll break something that's now working.
Testing? Verification? Analysis? Any of these before being checked into source control (and certainly before being delivered to the users)?
On the other:
1. Using that code is error-prone.
Only if it has never tested/verified and/or if there is no clear understanding of the conditions and usage patterns under which the potentially error-prone code operates acceptably.
Over time you might realize that if you would have refactored the code the
first time you saw it - That would have save you time on the long run.
That realization should not occur over time. Good engineering and work ethics calls for that realization to occur when the artifact (being hardware or software) is in the making.
So my question is - Practically - When do you decide it's time to refactor your code?
Practically, when I'm coding; I detect an area that needs improvement (or something that needs correction after a change on requirements or expectations); and I get an opportunity to improve it without sacrificing a deadline. If I cannot re-factor at that moment, I simply document the perceived defect and create a workable, realistic plan to revisit the artifact for refactoring.
In real life, there will be moments that we'll code some ugly kludge just to get things running, or because we are drained and tired or whatever. It's reality. Our job is to make sure that those incidents do not pile up and remain unattended. And the key to this is to refactor as you code, keep the code simple and with a good, simple and elegant structure. And by "elegant" I don't mean "smart-ass" or esoteric, but that displays what is typically considered readable, simple, composable attributes (and mathematical attributes when they apply practically.)
Good code lends itself to refactoring; it displays good metrics; its structure resembles both computer science function composition and mathematical function composition; it has a clear responsibility; it makes its invariants, pre and post-conditions evident; and so on and so on.
Hope it helps.
One of the most common mistakes i see is people associating the word "Refactor" with "Big Change".
Refactoring code does not always have to be big. Even small changes such as changing a bool to a proper enum, or renaming a method to be closer to the actual function vs. the intent is refactoring your code. With the exception of the end of a milestone, I try to make at least a very small refactoring every single time I check in. And you'd be amazed at how quickly this makes a visible difference in the code.
Bigger changes do take bigger planning though. I try and schedule about 1/2 a day every two weeks during a normal development cycle to tackle a bigger refactoring change. This is enough time to make a substantial improvement to the code base. If the refactoring fails 1/2 a day is not that much of a loss. And it's rarely a total loss because even the failed refactoring will teach you something about your code.
Whenever it smells, I refactor. I may not make it perfect now, but I can at least make a small step towards a better state. And those small changes do add up over time...
If I am in the middle of something when I notice the smell, and fixing it isn't trivial (or I am just before release), I may make a (mental or paper) note to return to it once I am finished with the primary task.
Practice makes one better :-) But if I don't see a solution to a problem, I put it aside and let it brew for a while, discuss it with coworkers, or even post it on SO ;-)
If I don't have unit tests and the fix isn't trivial, I start with the tests. If the tests aren't trivial either, I apply point 2.
I start to refactor as soon as I find I am repeating my self. DRY principles ftw.
Also, if methods/functions get too long, to the point where they look unwieldy, or their purpose is being obscured by the length of the function, I break it into private subfunctions that explain what is really going on.
Lastly, if everything's up and running, and the code is dog-slow, I start to look at refactoring for the sake of performance.
When implementing a new feature I often notice that the task would be much simpler if the code I'm working on was structured in a different way. In this case I usually step back, try to do the refactoring first, and only after this is done I continue implementing the new feature.
I also have a habit to track all potential improvements that come to my mind either in notes or the bug tracker. The ideas bake there for some time, some of them don't feel so compelling anymore, and the reasonable ones are implemented during a day which I dedicate to smaller tasks.
Refactor code when it needs to be refactored. Some symptoms I look for:
duplicate code in similar objects.
duplicate code in within methods of one object.
anytime the requirements have changed twice or more.
anytime somebody says "we will clean that up later".
any time I read through code and shake my head thinking "what goofball did this" (even when the goofball in question is me)
In general, less design and/or less clear requirements means more oppurtunities for refactoring.
This might sound like a joke, but really, I only refactor when things "get messy". When a simple task starts taking more time and usual, when I have to twist my mind around to remember what function is doing what and such. Also, if the code starts running slow and it's not because I'm running in a development enviroment (a lot of variable outputs and such) if I can't optimise it, I refactor the code. As you said, it's worthed on the long run.
Still, I allways make sure I have enough time to think things through before I start so I don't get in this sittuation.
Cheers!
I usually refactor when one of the following is true:
I have nothing better to do and waiting for the next project to come to my inbox
The additions/changes I'm making to the code cannot work unless, or would be better if, I refactor
I am aesthetically displeased with the way the code is laid out
Martin Fowler in his book if the same name suggests you do it the third time you're in a block of code to make another change. First time in the block, you happen to notice you should refactor, but don't have time. Second time back...same thing. Third time back-now refactor.
Also, I read the developers of a current release of smalltalk (squeak.org, I think) say they go through a couple weeks of intense coding...then they step back and look at what can be refactored.
Personally I have to resist the impulse to refactor as I code or I get 'paralyzed'.

How do you refactor a large messy codebase?

I have a big mess of code. Admittedly, I wrote it myself - a year ago. It's not well commented but it's not very complicated either, so I can understand it -- just not well enough to know where to start as far as refactoring it.
I violated every rule that I have read about over the past year. There are classes with multiple responsibilities, there are indirect accesses (I forget the term - something like foo.bar.doSomething()), and like I said it is not well commented. On top of that, it's the beginnings of a game, so the graphics is coupled with the data, or the places where I tried to decouple graphics and data, I made the data public in order for the graphics to be able to access the data it needs...
It's a huge mess! Where do I start? How would you start on something like this?
My current approach is to take variables and switch them to private and then refactor the pieces that break, but that doesn't seem to be enough. Please suggest other strategies for wading through this mess and turning it into something clean so that I can continue where I left off!
Update two days later: I have been drawing out UML-like diagrams of my classes, and catching some of the "Low Hanging Fruit" along the way. I've even found some bits of code that were the beginnings of new features, but as I'm trying to slim everything down, I've been able to delete those bits and make the project feel cleaner. I'm probably going to refactor as much as possible before rigging my test cases (but only the things that are 100% certain not to impact the functionality, of course!), so that I won't have to refactor test cases as I change functionality. (do you think I'm doing it right or would it, in your opinion, be easier for me to suck it up and write the tests first?)
Please vote for the best answer so that I can mark it fairly! Feel free to add your own answer to the bunch as well, there's still room for you! I'll give it another day or so and then probably mark the highest-voted answer as accepted.
Thanks to everyone who has responded so far!
June 25, 2010: I discovered a blog post which directly answers this question from someone who seems to have a pretty good grasp of programming: (or maybe not, if you read his article :) )
To that end, I do four things when I
need to refactor code:
Determine what the purpose of the code was
Draw UML and action diagrams of the classes involved
Shop around for the right design patterns
Determine clearer names for the current classes and methods
Pick yourself up a copy of Martin Fowler's Refactoring. It has some good advice on ways to break down your refactoring problem. About 75% of the book is little cookbook-style refactoring steps you can do. It also advocates automated unit tests that you can run after each step to prove your code still works.
As for a place to start, I would sit down and draw out a high-level architecture of your program. You don't have to get fancy with detailed UML models, but some basic UML is not a bad idea. You need a big picture idea of how the major pieces fit together so you can visually see where your decoupling is going to happen. Just a page or two of some basic block diagrams will help with the overwhelming feeling you have right now.
Without some sort of high level spec or design, you just risk getting lost again and ending up with another unmaintainable mess.
If you need to start from scratch, remember that you never truly start from scratch. You have some code and the knowledge you gained from your first time. But sometimes it does help to start with a blank project and pull things in as you go, rather than put out fires in a messy code base. Just remember not to completely throw out the old, use it for its good parts and pull them in as you go.
What was most important for me on different occasions were unit tests: I took a few days to write tests for the old code and then I was free to refactor with confidence. How exactly is a different question, but having the tests made it possible for me to make real, substantial changes to the code.
I'll second everyone's recommendations for Fowler's Refactoring, but in your specific case you may want to look at Michael Feathers' Working Effectively with Legacy Code, which is really perfect for your situation.
Feathers talks about Characterization Tests, which are unit tests not to assert known behaviour of the system but to explore and define the existing (unclear) behaviour -- in the case where you've written your own legacy code, and fixing it yourself, this may not be so important, but if your design is sloppy then it's quite possible there are parts of the code that work by 'magic' and their behaviour isn't clear, even to you -- in that case, characterization tests will help.
One great part of the book is the discussion about finding (or creating) seams in your codebase -- seams are natural 'fault lines', if you like, where you can break into the existing system to start testing it, and pulling it towards a better design. Hard to explain but well worth a read.
There's a brief paper where Feathers fleshes out some of the concepts from the book, but it really is well worth hunting down the whole thing. It's one of my favourites.
Just an additional refactoring that is more important than you think: Name things correctly!
This goes for any variable name and method name. If the name does not accurately reflect what the thing is used for, then rename it to something more accurate. This might require several iterations. If you cannot find a short, and entirely accurate name, then that item does too much and you have an excellent candidate for a code snippet that needs to be split. The names also clearly indicate where the cuts are to be made.
Also, document your stuff. Whenever the answer to WHY? is not clearly conveyed by the answer to HOW? (being the code) you will need to add some documentation. Capturing design decisions is probably the most important task as it is very hard to do in code.
You could always start from "scratch". That doesn't mean scrap it and start from nothing, but try to rethink high-level things from the beginning, since you seem to have learned a lot since the last time you worked on it.
Start from a higher level, and as you build the scaffolding of your new and improved structure, take all the code you can reuse, which will probably be more than you think if you're willing to read through it and make some small changes.
When you're making the changes, be sure to be strict with yourself about following all the good practices you now know, because you will really thank yourself later.
It can be surprisingly refreshing to properly re-make program to do exactly what it did before, only more "cleanly". ;)
As others have mentioned as well, unit-tests are your best friend! They help you ensure that your refactoring works, and if you're starting from "scratch", it's the perfect time to write them.
You're in a much better position than many people facing this problem in that you understand what the code is supposed to do.
Taking variables out of a shared scope, as you're doing, is a great start, in that you're partitioning responsibilities. Ultimately you want each class to express a single responsibility. A few other things you might look at:
Easy targets for refactoring are code that's duplicated in lots of places and long methods.
If you're managing application state through statically initialized singletons or worse, a global state that everything is talking to, consider moving it to a managed initialization system (i.e. a dependency injection framework like spring or guice) or at least make sure that the initialization isn't entangled with the rest of the code.
Centralize and standardize how you're accessing outside resources, especially if you've got things like file locations or urls hardcoded.
Buy an IDE that has good refactoring support. I think IntelliJ is the best, but Eclipse has it now, too.
The unit test idea is key as well. You will want to have a suite of large, overall transactions that will give you the overall behavior of the code.
Once you have those, start creating unit tests for classes and smaller packages. Write the tests to demonstrate proper behavior, make your changes, and re-run the tests to demonstrate that you haven't broken everything.
Track code coverage as you go. You'll want to work it up to 70% or better. For the classes you change, you'll want those to be 70% or better before you make your changes.
Build up that safety net over time and you'll be able to refactor with some confidence.
very slowly :D
No seriously... take it one step at a time. For instance, refactor something only if it affects or helps you write the current bug/feature that you are working on right now and do no more than that. And before you refactor make darn sure that you have some kind of automated test in place that gets run on each build that will actually test what you are writing/refactoring. Even if you don't have unit tests, it is never too late to start adding them for all new and modified code that is being written. Over time, your code base will get better in small increments daily or weekly instead of worse - all without you making monumental heaps of changes.
In my personal opinion and experience, it's not worth it to just refactor a (legacy) codebase en masse for the sake of refactoring. In those cases, it's best to just start from scratch and do it right all over again (and very rarely are you afforded the opportunity to do such a thing). Hence, just refactoring incremental is the way to go.
For Java code, my favorite first step is to run Findbugs and then remove all the dead stores, un-used fields, unreachable catch blocks, unused private methods and likely bugs.
Next I run CPD to look for evidence of cut-copy-paste code.
It isn't unusual to be able to reduce the code base by 5% by doing this. It also saves you from refactoring code that is never used.
I think you should use Eclipse as a IDE because it is having many plugins and free of cost.You should now follow the MVC pattern and yes must write test cases using JUnit.Eclipse also have plugin for JUnit and it is providing code refactoring facility too so that will reduce your some work.And always remember that writing a code is not important the main thing is to write clean code.So now give comments everywhere so that not only you but any other person read the code then while reading the code he must feel that he is reading an essay.
Refactor the low-hanging fruit. Nibble away at the easy bits, and as you do that, the harder bits will begin to be a little easier. When there aren't any bits left to refactor, you're done.
The refactorings you'll probably find most useful are Rename Method (and even more trivial Renamings like Field, Variable, and Parameter), Extract Method, and Extract Class. For each refactoring you perform, write the necessary unit tests to make the refactoring safe, and run the entire suite of unit tests after each refactoring. It's tempting - and, let's be honest, pretty safe - to rely on the automated refactorings of your IDE, without the tests - but it's good practice and will be good to have the tests into the future as you add functionality to your project.
You might want to look at Martin Fowler's book Refactoring. This is the book that popularized the term and technique (my thought when taking his course: "I've been doing a lot of this all along, I didn't know it had a name"). A quote from the link:
Refactoring is a controlled technique
for improving the design of an
existing code base. Its essence is
applying a series of small
behavior-preserving transformations,
each of which "too small to be worth
doing". However the cumulative effect
of each of these transformations is
quite significant. By doing them in
small steps you reduce the risk of
introducing errors. You also avoid
having the system broken while you are
carrying out the restructuring - which
allows you to gradually refactor a
system over an extended period of
time.
As others have pointed out, unit tests will allow you to refactor with confidence. And start by reducing code duplication. The book will give you lots of other insights.
Here is a catalog of refactorings.
The correct definition of messy code, is code that hard to maintain and change.
To use more mathematical definition, you can check your code by code metrics tools.
This way, you will keep the code that already good enough, and find very fast, the wrong code.
My experience say, that is very powerful way to improve the quality of your code. (if your tool can show you the result on each build or on realtime)
Throw it away, build it new.

What's the best way to become familiar with a large codebase? [closed]

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Joining an existing team with a large codebase already in place can be daunting. What's the best approach;
Broad; try to get a general overview of how everything links together, from the code
Narrow; focus on small sections of code at a time, understanding how they work fully
Pick a feature to develop and learn as you go along
Try to gain insight from class diagrams and uml, if available (and up to date)
Something else entirely?
I'm working on what is currently an approx 20k line C++ app & library (Edit: small in the grand scheme of things!). In industry I imagine you'd get an introduction by an experienced programmer. However if this is not the case, what can you do to start adding value as quickly as possible?
--
Summary of answers:
Step through code in debug mode to see how it works
Pair up with someone more familiar with the code base than you, taking turns to be the person coding and the person watching/discussing. Rotate partners amongst team members so knowledge gets spread around.
Write unit tests. Start with an assertion of how you think code will work. If it turns out as you expected, you've probably understood the code. If not, you've got a puzzle to solve and or an enquiry to make. (Thanks Donal, this is a great answer)
Go through existing unit tests for functional code, in a similar fashion to above
Read UML, Doxygen generated class diagrams and other documentation to get a broad feel of the code.
Make small edits or bug fixes, then gradually build up
Keep notes, and don't jump in and start developing; it's more valuable to spend time understanding than to generate messy or inappropriate code.
this post is a partial duplicate of the-best-way-to-familiarize-yourself-with-an-inherited-codebase
Start with some small task if possible, debug the code around your problem.
Stepping through code in debug mode is the easiest way to learn how something works.
Another option is to write tests for the features you're interested in. Setting up the test harness is a good way of establishing what dependencies the system has and where its state resides. Each test starts with an assertion about the way you think the system should work. If it turns out to work that way, you've achieved something and you've got some working sample code to reproduce it. If it doesn't work that way, you've got a puzzle to solve and a line of enquiry to follow.
One thing that I usually suggest to people that has not yet been mentioned is that it is important to become a competent user of the existing code base before you can be a developer. When new developers come into our large software project, I suggest that they spend time becoming expert users before diving in trying to work on the code.
Maybe that's obvious, but I have seen a lot of people try to jump into the code too quickly because they are eager to start making progress.
This is quite dependent on what sort of learner and what sort of programmer you are, but:
Broad first - you need an idea of scope and size. This might include skimming docs/uml if they're good. If it's a long term project and you're going to need a full understanding of everything, I might actually read the docs properly. Again, if they're good.
Narrow - pick something manageable and try to understand it. Get a "taste" for the code.
Pick a feature - possibly a different one to the one you just looked at if you're feeling confident, and start making some small changes.
Iterate - assess how well things have gone and see if you could benefit from repeating an early step in more depth.
Pairing with strict rotation.
If possible, while going through the documentation/codebase, try to employ pairing with strict rotation. Meaning, two of you sit together for a fixed period of time (say, a 2 hour session), then you switch pairs, one person will continue working on that task while the other moves to another task with another partner.
In pairs you'll both pick up a piece of knowledge, which can then be fed to other members of the team when the rotation occurs. What's good about this also, is that when a new pair is brought together, the one who worked on the task (in this case, investigating the code) can then summarise and explain the concepts in a more easily understood way. As time progresses everyone should be at a similar level of understanding, and hopefully avoid the "Oh, only John knows that bit of the code" syndrome.
From what I can tell about your scenario, you have a good number for this (3 pairs), however, if you're distributed, or not working to the same timescale, it's unlikely to be possible.
I would suggest running Doxygen on it to get an up-to-date class diagram, then going broad-in for a while. This gives you a quickie big picture that you can use as you get up close and dirty with the code.
I agree that it depends entirely on what type of learner you are. Having said that, I've been at two companies which had very large code-bases to begin with. Typically, I work like this:
If possible, before looking at any of the functional code, I go through unit tests that are already written. These can generally help out quite a lot. If they aren't available, then I do the following.
First, I largely ignore implementation and look only at header files, or just the class interfaces. I try to get an idea of what the purpose of each class is. Second, I go one level deep into the implementation starting with what seems to be the area of most importance. This is hard to gauge, so occasionally I just start at the top and work my way down in the file list. I call this breadth-first learning. After this initial step, I generally go depth-wise through the rest of the code. The initial breadth-first look helps to solidify/fix any ideas I got from the interface level, and then the depth-wise look shows me the patterns that have been used to implement the system, as well as the different design ideas. By depth-first, I mean you basically step through the program using the debugger, stepping into each function to see how it works, and so on. This obviously isn't possible with really large systems, but 20k LOC is not that many. :)
Work with another programmer who is more familiar with the system to develop a new feature or to fix a bug. This is the method that I've seen work out the best.
I think you need to tie this to a particular task. When you have time on your hands, go for whichever approach you are in the mood for.
When you have something that needs to get done, give yourself a narrow focus and get it done.
Get the team to put you on bug fixing for two weeks (if you have two weeks). They'll be happy to get someone to take responsibility for that, and by the end of the period you will have spent so much time problem-solving with the library that you'll probably know it pretty well.
If it has unit tests (I'm betting it doesn't). Start small and make sure the unit tests don't fail. If you stare at the entire codebase at once your eyes will glaze over and you will feel overwhelmed.
If there are no unit tests, you need to focus on the feature that you want. Run the app and look at the results of things that your feature should affect. Then start looking through the code trying to figure out how the app creates the things you want to change. Finally change it and check that the results come out the way you want.
You mentioned it is an app and a library. First change the app and stick to using the library as a user. Then after you learn the library it will be easier to change.
From a top down approach, the app probably has a main loop or a main gui that controls all the action. It is worth understanding the main control flow of the application. It is worth reading the code to give yourself a broad overview of the main flow of the app. If it is a GUI app, creating a paper that shows which screens there are and how to get from one screen to another. If it is a command line app, how the processing is done.
Even in companies it is not unusual to have this approach. Often no one fully understands how an application works. And people don't have time to show you around. They prefer specific questions about specific things so you have to dig in and experiment on your own. Then once you get your specific question you can try to isolate the source of knowledge for that piece of the application and ask it.
Start by understanding the 'problem domain' (is it a payroll system? inventory? real time control or whatever). If you don't understand the jargon the users use, you'll never understand the code.
Then look at the object model; there might already be a diagram or you might have to reverse engineer one (either manually or using a tool as suggested by Doug). At this stage you could also investigate the database (if any), if should follow the object model but it may not, and that's important to know.
Have a look at the change history or bug database, if there's an area that comes up a lot, look into that bit first. This doesn't mean that it's badly written, but that it's the bit everyone uses.
Lastly, keep some notes (I prefer a wiki).
The existing guys can use it to sanity check your assumptions and help you out.
You will need to refer back to it later.
The next new guy on the team will really thank you.
I had a similar situation. I'd say you go like this:
If its a database driven application, start from the database and try to make sense of each table, its fields and then its relation to the other tables.
Once fine with the underlying store, move up to the ORM layer. Those table must have some kind of representation in code.
Once done with that then move on to how and where from these objects are coming from. Interface? what interface? Any validations? What preprocessing takes place on them before they go to the datastore?
This would familiarize you better with the system. Remember that trying to write or understand unit tests is only possible when you know very well what is being tested and why it needs to be tested in only that way.
And in case of a large application that is not driven towards databases, I'd recommend an other approach:
What the main goal of the system?
What are the major components of the system then to solve this problem?
What interactions each of the component has among them? Make a graph that depicts component dependencies. Ask someone already working on it. These componentns must be exchanging something among each other so try to figure out those as well (like IO might be returning File object back to GUI and like)
Once comfortable to this, dive into component that is least dependent among others. Now study how that component is further divided into classes and how they interact wtih each other. This way you've got a hang of a single component in total
Move to the next least dependent component
To the very end, move to the core component that typically would have dependencies on many of the other components which you've already tackled
While looking at the core component, you might be referring back to the components you examined earlier, so dont worry keep working hard!
For the first strategy:
Take the example of this stackoverflow site for instance. Examine the datastore, what is being stored, how being stored, what representations those items have in the code, how an where those are presented on the UI. Where from do they come and what processing takes place on them once they're going back to the datastore.
For the second one
Take the example of a word processor for example. What components are there? IO, UI, Page and like. How these are interacting with each other? Move along as you learn further.
Be relaxed. Written code is someone's mindset, froze logic and thinking style and it would take time to read that mind.
First, if you have team members available who have experience with the code you should arrange for them to do an overview of the code with you. Each team member should provide you with information on their area of expertise. It is usually valuable to get multiple people explaining things, because some will be better at explaining than others and some will have a better understanding than others.
Then, you need to start reading the code for a while without any pressure (a couple of days or a week if your boss will provide that). It often helps to compile/build the project yourself and be able to run the project in debug mode so you can step through the code. Then, start getting your feet wet, fixing small bugs and making small enhancements. You will hopefully soon be ready for a medium-sized project, and later, a big project. Continue to lean on your team-mates as you go - often you can find one in particular who is willing to mentor you.
Don't be too hard on yourself if you struggle - that's normal. It can take a long time, maybe years, to understand a large code base. Actually, it's often the case that even after years there are still some parts of the code that are still a bit scary and opaque. When you get downtime between projects you can dig in to those areas and you'll often find that after a few tries you can figure even those parts out.
Good luck!
You may want to consider looking at source code reverse engineering tools. There are two tools that I know of:
SWAG Kit (Linux only) link
Bauhaus academic commercial
Both tools offer similar feature sets that include static analysis that produces graphs of the relations between modules in the software.
This mostly consists of call graphs and type/class decencies. Viewing this information should give you a good picture of how the parts of the code relate to one another. Using this information, you can dig into the actual source for the parts that you are most interested in and that you need to understand/modify first.
I find that just jumping in to code can be a a bit overwhelming. Try to read as much documentation on the design as possible. This will hopefully explain the purpose and structure of each component. Its best if an existing developer can take you through it but that isn't always possible.
Once you are comfortable with the high level structure of the code, try to fix a bug or two. this will help you get to grips with the actual code.
I like all the answers that say you should use a tool like Doxygen to get a class diagram, and first try to understand the big picture. I totally agree with this.
That said, this largely depends on how well factored the code is to begin with. If its a gigantic mess, it's going to be hard to learn. If its clean, and organized properly, it shouldn't be that bad.
See this answer on how to use test coverage tools to locate the code for a feature of interest, without knowing anything about where that feature is, or how it is spread across many modules.
(shameless marketing ahead)
You should check out nWire. It is an Eclipse plugin for navigating and visualizing large codebases. Many of our customers use it to break-in new developers by printing out visualizations of the major flows.

Ratio of real code to supporting code

I'm finding only about 30% of my code actually solves problems, the rest is taken up by logging, tests, parameter checking, exceptions, error handling and so on. Do you find that in your code, and is there an IDE/Editor that allows you to hide code that's not interesting?
OTOH are there languages which make the support code more manageable and smaller in size?
Edit - I think we're all aware of the difference between business logic and other code. I'm not saying that the logging etc is not important. The things is, when I'm coding I'm either implementing business logic, or I'm making sure things don't break. For me that's two different ways of thinking, do others develop like that, and is there an IDE that supports that way of developing?
Supporting code is just as important as the "real code". The quality of your product is determined as much by supporting code as anything else.
Consider an automobile. In terms of just getting from point A to point B, that requires nothing more than a go-cart: a frame, a seat, an engine, a few tires. But modern cars have a lot more than just the basics. Highly efficient engines using electronic engine timing. Automatic transmissions. Bucket seats. Heating and A/C. Rack and pinion steering. Power brakes. Anti-lock brakes. Quiet, comfortable cabins protected from the weather. Air bags. Crumple zones and other advanced safety features. Etc. Etc.
Details and execution are important, even in software. If you find that your "supporting code" tends to look more like kludges and hacks, then it's time to rethink your fundamental approach. But ultimately the fit and finish determines quality of the end product as much as anything else.
Edit: The questions you should ask yourself:
Is your "supporting code":
An umbrella duct taped to a pole or a metal and glass cabin frame?
A piece of pipe tied to the front of the car or an energy absorbing bumper integrated into a crumple zone?
A grappling hook on a rope tied to the frame or 4-wheel anti-lock power brakes?
A pair of goggles and a thick coat or a windshield and a heating system?
Answers to these questions will probably affect how much you care about your "supporting code".
Edit: Response to Dave Turvey's comment:
I'd encourage rereading the original question, one of the examples of "support code" listed is "error handling". Consider this for a moment. Imagine it in the context of, say, an automobile, a microwave oven, or even an operating system. Should error handling be relegated to second class citizenship because it serves a "support" function in some abstract sense? In an automobile the safety features are part of the fundamental design of the vehicle and comprise a substantial part of the value of the car. The safety features and "error handling" of a microwave oven (indeed, of the microwave oven's embedded software as well) are an important part of its value as well. A microwave oven that was improperly shielded could cook food just fine, under the right circumstances, but it would pose a hazard to the operator.
The implicit featureset of every tool (software or otherwise) includes this list:
Robustness
Usability
Performance
Everything anyone has ever built or used has had these features. Failure to understand this will translate to failure to execute well on these features which will make for a poor quality product of low value and low commercial interest. There is no such thing as "support code", there is only a misunderstanding of the nature of what it means for a feature to be complete. A "feature" that works in the abstract only under laboratory conditions is an experiment, not a part of a product.
The idea of pure, pristine features floating on a bog of dirty, ugly support code is the wrong image of software development. Instead, think of elegant, superbly-integrated machinery that is well-built, intuitive to use, and powerful.
The supporting code is important, but you want not to be distracted by it when you don't want to. There are two technologies that can help.
A language with first-class functions will help you modularize your code so that logging, timing, and so on can be implemented once and then combined with many other modules. It will also help you write unit tests. Some good ways to learn the techniques are to read the paper Why Functional Programming Matters and to learn about the QuickCheck tool. (No, I am not a shill for John Hughes, but he does do wonderful work.)
If you cannot use a programming language with powerful capabilities for modularization and reuse, or if you don't want to, Don Knuth's Literate Programming technique will help you organize your code so that you can split up parts the way you want and pay attention only to what you want, when you want. The Noweb literate-programming tool supports any language that can be written in ASCII, and also combinations of those languages.
If my IDE could hide "not interesting code" I would definitely turn the feature off. You wouldn't want that happening, I bet :)
There are certainly languages that minimise the amount of supporting code, but I don't think you could switch from Java to lets say JavaScript simply because in JavaScript you wouldn't have to declare every exception... I think it's quite necessary to have your supporting code where it is.
Oh, and you could have your program formally specified and mathematically proven, then you wouldn't need to support your code too much ;D
The real code you are referring to is usually called "Business Logic".
In a good unit testing system, your unit tests should be in their own classes (and probably their own assemblies) so that shouldn't be an issue.
The rest is language based for the most part. The more advanced a language, the better it's ability to avoid writing support code to some degree. Also, a well-targetted development system can help you avoid writing a lot of code (Visual Basic's screen builder, Ruby on Rails, ...) but these abstractions can break down and cause you to write just as much code as anything else if you use it to develop targets outside it's intended types of apps. (VB & Ruby don't help all that much if you're calculating prime numbers)
Beyond the language/platform, you have refactoring--the art of eliminating all the supporting code that you can (as well as redundancies in your business logic) to keep your code-base clean and small.
When practicing advanced refactoring, you'll probably end up writing tools for yourself.
Sometimes abstracting data out of your code and into a structured file of some sort can eliminate huge piles of support code and move the rest into "Business logic" because now parsing that data and setting it up is part of the "business" your program does.
This is a good trade-off because this type of business logic tends to be more readable and easier to factor. The other advantage of this kind of abstraction is that all your "Configuration" is now done in data which tends to make it somebody elses' problem.
As an example of this type of tooling: Rails itself! It takes a lot of the boilerplate of web development and factors it out of the code and into libraries driven by data and simplistic code (Ruby blurs the line between code and data--their data files actually loop back to being specified in Ruby code!)
It's like you want to take a trip to the top of Pike's Peak. You can take the Winnebago, you can take your SUV, or a motorcycle, or ride up on your bike.
Some ways are a more or less expensive, faster, etc. Sometimes you end up taking along a lot of stuff the isn't there strictly for accomplishing vertical progress; it's nice to have a beer in the cooler. But it pays to remember that you're responsible for everything that goes with you to the top.
Aspect Oriented Programming partly addresses this. It allows you to inject code into existing source/bytecode. This way you can make a task such as logging appear in its own module instead of woven into the business logic.
Work expands to fill it's container. This really sounds like an economics question. (ie. optimizing your outputs- features for users and features for the developer) with expensive inputs (time spent writing features, time spent writing plumbing code.)
You have to include user visible features or you don't have a viable product or job. Once that is done partly done, your remaining budget of time will be split between activities with a visible return on effort and an invisible (but positive!) return on effort, like exception logging, memory management, etc.
What ever language makes it cheaper to implement features will probably increase your features/to plumbing code ratio. Likewise, whatever language makes it cheaper to implement plumbing code will probably increase the feature to plumbing code because you'll have freed up more time to write features.
Like all optimization problems you'd have 2 effects-- the increase in the size of the support code (because say, you're using cheap code generation) and the increase in the size of feature related code (because you have more time left over to write features), so the final ratio might be hard to predict.
I do not begrudge the 90% of my code that is data access plumbing, because it is all testable, code generated and very cheap, compared to the 10% of handwritten of domain specific code.
I don't try to make all routines foolproof, only those exposed to the outside world.
http://en.wikipedia.org/wiki/Folding_editor
Higher and more dynamic languages are usually less verbose. Weak typing also saves a lot of code. Of course there are trade-offs.
I use the #region directive in Visual Studio to collapse blocks of code that are not the primary focus, e.g. unit tests. With log4net logging statements are only ever one line. I haven't found any approaches to reduce the parameter checking code although it sounds like C# 4 has some kind of contract framework that will help there.
I have some coworkers who once, while being chewed out by a client for an overdue and bug-ridden project, bragged to the customer that they had written 5 times as much test code as operational code.
The client was not happy, and by "not happy" I mean their skin turned green, they grew to 5 times their normal size, and their clothes popped off.
You could just make a static class in a utilities assembly that checks your parameters and things. For instance in the Spring Framework (which is where I got the idea) it has an Assert class and it makes it really fast to make sure that string params aren't empty or that object params aren't null. It cleans up validation code and reduces duplicate code which is a win win.

The best way to familiarize yourself with an inherited codebase

Stacker Nobody asked about the most shocking thing new programmers find as they enter the field.
Very high on the list, is the impact of inheriting a codebase with which one must rapidly become acquainted. It can be quite a shock to suddenly find yourself charged with maintaining N lines of code that has been clobbered together for who knows how long, and to have a short time in which to start contributing to it.
How do you efficiently absorb all this new data? What eases this transition? Is the only real solution to have already contributed to enough open-source projects that the shock wears off?
This also applies to veteran programmers. What techniques do you use to ease the transition into a new codebase?
I added the Community-Building tag to this because I'd also like to hear some war-stories about these transitions. Feel free to share how you handled a particularly stressful learning curve.
Pencil & Notebook ( don't get distracted trying to create a unrequested solution)
Make notes as you go and take an hour every monday to read thru and arrange the notes from previous weeks
with large codebases first impressions can be deceiving and issues tend to rearrange themselves rapidly while you are familiarizing yourself.
Remember the issues from your last work environment aren't necessarily valid or germane in your new environment. Beware of preconceived notions.
The notes/observations you make will help you learn quickly what questions to ask and of whom.
Hopefully you've been gathering the names of all the official (and unofficial) stakeholders.
One of the best ways to familiarize yourself with inherited code is to get your hands dirty. Start with fixing a few simple bugs and work your way into more complex ones. That will warm you up to the code better than trying to systematically review the code.
If there's a requirements or functional specification document (which is hopefully up-to-date), you must read it.
If there's a high-level or detailed design document (which is hopefully up-to-date), you probably should read it.
Another good way is to arrange a "transfer of information" session with the people who are familiar with the code, where they provide a presentation of the high level design and also do a walk-through of important/tricky parts of the code.
Write unit tests. You'll find the warts quicker, and you'll be more confident when the time comes to change the code.
Try to understand the business logic behind the code. Once you know why the code was written in the first place and what it is supposed to do, you can start reading through it, or as someone said, prolly fixing a few bugs here and there
My steps would be:
1.) Setup a source insight( or any good source code browser you use) workspace/project with all the source, header files, in the code base. Browsly at a higher level from the top most function(main) to lowermost function. During this code browsing, keep making notes on a paper/or a word document tracing the flow of the function calls. Do not get into function implementation nitti-gritties in this step, keep that for a later iterations. In this step keep track of what arguments are passed on to functions, return values, how the arguments that are passed to functions are initialized how the value of those arguments set modified, how the return values are used ?
2.) After one iteration of step 1.) after which you have some level of code and data structures used in the code base, setup a MSVC (or any other relevant compiler project according to the programming language of the code base), compile the code, execute with a valid test case, and single step through the code again from main till the last level of function. In between the function calls keep moting the values of variables passed, returned, various code paths taken, various code paths avoided, etc.
3.) Keep repeating 1.) and 2.) in iteratively till you are comfortable up to a point that you can change some code/add some code/find a bug in exisitng code/fix the bug!
-AD
I don't know about this being "the best way", but something I did at a recent job was to write a code spider/parser (in Ruby) that went through and built a call tree (and a reverse call tree) which I could later query. This was slightly non-trivial because we had PHP which called Perl which called SQL functions/procedures. Any other code-crawling tools would help in a similar fashion (i.e. javadoc, rdoc, perldoc, Doxygen etc.).
Reading any unit tests or specs can be quite enlightening.
Documenting things helps (either for yourself, or for other teammates, current and future). Read any existing documentation.
Of course, don't underestimate the power of simply asking a fellow teammate (or your boss!) questions. Early on, I asked as often as necessary "do we have a function/script/foo that does X?"
Go over the core libraries and read the function declarations. If it's C/C++, this means only the headers. Document whatever you don't understand.
The last time I did this, one of the comments I inserted was "This class is never used".
Do try to understand the code by fixing bugs in it. Do correct or maintain documentation. Don't modify comments in the code itself, that risks introducing new bugs.
In our line of work, generally speaking we do no changes to production code without good reason. This includes cosmetic changes; even these can introduce bugs.
No matter how disgusting a section of code seems, don't be tempted to rewrite it unless you have a bugfix or other change to do. If you spot a bug (or possible bug) when reading the code trying to learn it, record the bug for later triage, but don't attempt to fix it.
Another Procedure...
After reading Andy Hunt's "Pragmatic Thinking and Learning - Refactor Your Wetware" (which doesn't address this directly), I picked up a few tips that may be worth mentioning:
Observe Behavior:
If there's a UI, all the better. Use the app and get a mental map of relationships (e.g. links, modals, etc). Look at HTTP request if it helps, but don't put too much emphasis on it -- you just want a light, friendly acquaintance with app.
Acknowledge the Folder Structure:
Once again, this is light. Just see what belongs where, and hope that the structure is semantic enough -- you can always get some top-level information from here.
Analyze Call-Stacks, Top-Down:
Go through and list on paper or some other medium, but try not to type it -- this gets different parts of your brain engaged (build it out of Legos if you have to) -- function-calls, Objects, and variables that are closest to top-level first. Look at constants and modules, make sure you don't dive into fine-grained features if you can help it.
MindMap It!:
Maybe the most important step. Create a very rough draft mapping of your current understanding of the code. Make sure you run through the mindmap quickly. This allows an even spread of different parts of your brain to (mostly R-Mode) to have a say in the map.
Create clouds, boxes, etc. Wherever you initially think they should go on the paper. Feel free to denote boxes with syntactic symbols (e.g. 'F'-Function, 'f'-closure, 'C'-Constant, 'V'-Global Var, 'v'-low-level var, etc). Use arrows: Incoming array for arguments, Outgoing for returns, or what comes more naturally to you.
Start drawing connections to denote relationships. Its ok if it looks messy - this is a first draft.
Make a quick rough revision. Its its too hard to read, do another quick organization of it, but don't do more than one revision.
Open the Debugger:
Validate or invalidate any notions you had after the mapping. Track variables, arguments, returns, etc.
Track HTTP requests etc to get an idea of where the data is coming from. Look at the headers themselves but don't dive into the details of the request body.
MindMap Again!:
Now you should have a decent idea of most of the top-level functionality.
Create a new MindMap that has anything you missed in the first one. You can take more time with this one and even add some relatively small details -- but don't be afraid of what previous notions they may conflict with.
Compare this map with your last one and eliminate any question you had before, jot down new questions, and jot down conflicting perspectives.
Revise this map if its too hazy. Revise as much as you want, but keep revisions to a minimum.
Pretend Its Not Code:
If you can put it into mechanical terms, do so. The most important part of this is to come up with a metaphor for the app's behavior and/or smaller parts of the code. Think of ridiculous things, seriously. If it was an animal, a monster, a star, a robot. What kind would it be. If it was in Star Trek, what would they use it for. Think of many things to weigh it against.
Synthesis over Analysis:
Now you want to see not 'what' but 'how'. Any low-level parts that through you for a loop could be taken out and put into a sterile environment (you control its inputs). What sort of outputs are you getting. Is the system more complex than you originally thought? Simpler? Does it need improvements?
Contribute Something, Dude!:
Write a test, fix a bug, comment it, abstract it. You should have enough ability to start making minor contributions and FAILING IS OK :)! Note on any changes you made in commits, chat, email. If you did something dastardly, you guys can catch it before it goes to production -- if something is wrong, its a great way to get a teammate to clear things up for you. Usually listening to a teammate talk will clear a lot up that made your MindMaps clash.
In a nutshell, the most important thing to do is use a top-down fashion of getting as many different parts of your brain engaged as possible. It may even help to close your laptop and face your seat out the window if possible. Studies have shown that enforcing a deadline creates a "Pressure Hangover" for ~2.5 days after the deadline, which is why deadlines are often best to have on a Friday. So, BE RELAXED, THERE'S NO TIMECRUNCH, AND NOW PROVIDE YOURSELF WITH AN ENVIRONMENT THAT'S SAFE TO FAIL IN. Most of this can be fairly rushed through until you get down to details. Make sure that you don't bypass understanding of high-level topics.
Hope this helps you as well :)
All really good answers here. Just wanted to add few more things:
One can pair architectural understanding with flash cards and re-visiting those can solidify understanding. I find questions such as "Which part of code does X functionality ?", where X could be a useful functionality in your code base.
I also like to open a buffer in emacs and start re-writing some parts of the code base that I want to familiarize myself with and add my own comments etc.
One thing vi and emacs users can do is use tags. Tags are contained in a file ( usually called TAGS ). You generate one or more tags files by a command ( etags for emacs vtags for vi ). Then we you edit source code and you see a confusing function or variable you load the tags file and it will take you to where the function is declared ( not perfect by good enough ). I've actually written some macros that let you navigate source using Alt-cursor,
sort of like popd and pushd in many flavors of UNIX.
BubbaT
The first thing I do before going down into code is to use the application (as several different users, if necessary) to understand all the functionalities and see how they connect (how information flows inside the application).
After that I examine the framework in which the application was built, so that I can make a direct relationship between all the interfaces I have just seen with some View or UI code.
Then I look at the database and any database commands handling layer (if applicable), to understand how that information (which users manipulate) is stored and how it goes to and comes from the application
Finally, after learning where data comes from and how it is displayed I look at the business logic layer to see how data gets transformed.
I believe every application architecture can de divided like this and knowning the overall function (a who is who in your application) might be beneficial before really debugging it or adding new stuff - that is, if you have enough time to do so.
And yes, it also helps a lot to talk with someone who developed the current version of the software. However, if he/she is going to leave the company soon, keep a note on his/her wish list (what they wanted to do for the project but were unable to because of budget contraints).
create documentation for each thing you figured out from the codebase.
find out how it works by exprimentation - changing a few lines here and there and see what happens.
use geany as it speeds up the searching of commonly used variables and functions in the program and adds it to autocomplete.
find out if you can contact the orignal developers of the code base, through facebook or through googling for them.
find out the original purpose of the code and see if the code still fits that purpose or should be rewritten from scratch, in fulfillment of the intended purpose.
find out what frameworks did the code use, what editors did they use to produce the code.
the easiest way to deduce how a code works is by actually replicating how a certain part would have been done by you and rechecking the code if there is such a part.
it's reverse engineering - figuring out something by just trying to reengineer the solution.
most computer programmers have experience in coding, and there are certain patterns that you could look up if that's present in the code.
there are two types of code, object oriented and structurally oriented.
if you know how to do both, you're good to go, but if you aren't familiar with one or the other, you'd have to relearn how to program in that fashion to understand why it was coded that way.
in objected oriented code, you can easily create diagrams documenting the behaviors and methods of each object class.
if it's structurally oriented, meaning by function, create a functions list documenting what each function does and where it appears in the code..
i haven't done either of the above myself, as i'm a web developer it is relatively easy to figure out starting from index.php to the rest of the other pages how something works.
goodluck.