Most effective way of dealing with open problems in programming - language-agnostic

I program in C++. Sometimes there are 1000 ways to do something, and depending on the inspiration/energy, etc of the moment, I can take "the right one" or not, and spend 10 minutes or three days to solve a problem or find a solution or do a task for the boss.
When you are programming, how do you deal with this "open" situations? Use your intuition? Prefer to plan a lot before?
Thanks a lot

from all possible solutions choose one that is easily testable.
implement a test
implement the code.
Repeat until I have the functionality I need to actually solve the problem.
Now check if the code is clean enough. Most of the time it won't. In that case, refactor until it is clean.
Clean enough means: Either considerably cleaner then the average piece of code in the project, or as clean as I am able to write it. Whatever is reached earlier.
Ok I have to admit, this is atleast how I try to write my code.
Choosing the solution by testability as a side effect prefers the well designed solutions.

Try to maximize the amount of work not done.
For an open problem I just produce a minimum code which reflects my currently known information.
This does not mean that I produce low quality code. If I don't care about the quality of the code, I will make my life unnecessary hard for future changes, which will happen, when it is an open problem. If new information is dropping in I try to incorporate them into already existing code. Also the design/architecture will be then aligned to the currently known information.

I would:
Write a unit test that checks off the expected solution to the problem
Implement the first algorithm that comes to mind
Refactor and repeat
This works especially well for a problem you are attacking for the first time. If you are worried your boss will say "stop" after point 2, just do a few iterations before you talk to him/her...

Make it run; make it right; make it simple.
Or to elaborate:
Build the simplest thing that might possibly relate to a solution.
Refine it so it meets requirements. Design and accumulate unit tests; when all the tests run, your project is done.
No, wait! It's not done until the code is so simple that it obviously has no faults. If the code is so complex that it has no obvious faults, you're not being true to your craft.

I usually try to find a well known pattern to apply to a particular problem. If I can't find one, or one close enough to derive my solution, then I do what I believe is best and fully document what I'm doing.
Then, six months later, I refactor it to apply a better pattern someone else has used in a similar situation.
Then, twelve months later, I refactor out the whole goddamn thing and replace it with five lines of code.

Testability is great thing to have.
Another thing I pay lots of attention is readability.
I'm usually going to support that code, so it better be shortest, cleanest way, including minimum of non-task-related entities.
In spirit of DDD, this would mean an almost natural-language description of your task translated into programming language.

Hmmm, i prefer not to answer as plain-text but .Net Code-Segment ;)
I think its easy for C++ Dev to understand the following:
SolutionRefining()
{
result= Requirements.Brianstorming(Current_Experience_Knowledge);
if(!result.Equals("Its Time To Design and Code"))//Assuming analysis is already done!
{
do
{
this.TakeRest_Break_HaveFun();//Multi-Processes OS ;)
result = QuickResearchSession(searchEngine Google, softwareCommunity StackOverflow, inHouseGuru Anonymous);
}
while(!result.Equals("Its Time To Design and Code"));
}
else
{
while(Testing().MajorBugs >= 1 && !Coding().Finished)
Develop().Review_UnitTesting().Commit();//artificial .NET! Don't try it in VS 2010.
SubmitProject().GetMoney().GetLaid();
WakeUp().GoToWork().BeReadyForNewFeaturesAttack();
}
MeanWhile (!Solution.Equals("Standard & Best Practice")) //MeanWhile can be found in .NET Framework 11.7301 Beta RC.45
{
//this method shall always invoked during the developer journey in the Software Life Cycle.
Study("Design Patterns").Understand().UnderstandMore().Apply();
UpdateTheToolKit();
SearchFor("Standard & Best Practice").Consume();
}
finally("Write your own A-Z framework").GetRetired();
}

Related

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.

How to convince your fellow developer to write short methods?

Long methods are evil on several grounds:
They're hard to understand
They're hard to change
They're hard to reuse
They're hard to test
They have low cohesion
They may have high coupling
They tend to be overly complex
How to convince your fellow developer to write short methods? (weapons are forbidden =)
question from agiledeveloper
Ask them to write unit tests for the methods.
That depends on your definitions of "short" and "long".
When I hear someone say "write short methods", I immediately react badly because I've encountered too much spaghetti written by people who think the ideal method is two lines long: One line to do the tiniest possible unit of work followed by one line to call another method. (You say long methods are evil because "they're hard to understand"? Try walking into a project where every trivial action generates a call stack 50 methods deep and trying to figure out which of those 50 layers is the one you need to change...)
On the other hand, if, by "short", you mean "self-contained and limited to a single conceptual function", then I'm all for it. But remember that this can't be measured simply by lines of code.
And, as tydok pointed out, you catch more flies with honey than vinegar. Try telling them why your way is good instead of why their way is bad. If you can do this without making any overt comparisons or references to them or their practices (unless they specifically ask how your ideas would relate to something they're doing), it'll work even better.
You made a list of drawbacks. Try to make a list of what you'll gain by using short methods. Concrete examples. Then try to convince him again.
I read this quote from somewhere:
Write your code as if the person who has to maintain it is a violent psycho, who knows where you live.
In my experience the best way to convince a peer in these cases is by example. Just find opportunities to show them your code and discuss with them the benefits of short functions vs. long functions. Eventually they'll realize what's better spontaneously, without the need to make them feel "bad" programmers.
Code Reviews!
I suggest you try and get some code reviews going. This way you could have a little workshop on best practices and whatever formatting your company adhers to. This adds the context that short methods is a way to make code more readable and easier to understand and also compliant with the SRP.
If you've tried to explain good design and people just aren't getting it, or are just refusing to get it, then stop trying. It's not worth the effort. All you'll get is a bad rep for yourself. Some people are just hopeless.
Basically what it comes down to is that some programmers just aren't cut out for development. They can understand code that's already written, but they can't create it on their own.
These folks should be steered toward a support role, but they shouldn't be allowed to work on anything new. Support is a good place to see lots of different code, so maybe after a few years they'll come to see the benefits of good design.
I do like the idea of Code Reviews that someone else suggested. These sloppy programmers should not only have their own code reviewed, they should sit in on reviews of good code as well. That will give them a chance to see what good code is. Possibly they've just never seen good code.
To expand upon rvanider's answer, performing the cyclomatic complexity analysis on the code did wonders to get attention to the large method issue; getting people to change was still in the works when I left (too much momentum towards big methods).
The tipping point was when we started linking the cyclomatic complexity to the bug database. A CC of over 20 that wasn't a factory was guaranteed to have several entries in the bug database and oftentimes those bugs had a "bloodline" (fix to Bug A caused Bug B; fix to Bug B caused Bug C; etc). We actually had three CC's over 100 (max of 275) and those methods accounted for 40% of the cases in our bug database -- "you know, maybe that 5000 line function isn't such a good idea..."
It was more evident in the project I led when I started there. The goal was to keep CC as low as possible (97% were under 10) and the end result was a product that I basically stopped supporting because the 20 bugs I had weren't worth fixing.
Bug-free software isn't going to happen because of short methods (and this may be an argument you'll have to address) but the bug fixes are very quick and are often free of side-effects when you are working with short, concise methods.
Though writing unit tests would probably cure them of long methods, your company probably doesn't use unit tests. Rhetoric only goes so far and rarely works on developers who are stuck in their ways; show them numbers about how those methods are creating more work and buggy software.
Finding the right blend between function length and simplicity can be complex. Try to apply a metric such as Cyclomatic Complexity to demonstrate the difficulty in maintaining the code in its present form. Nothing beats a non-personal measurement that is based on testing factors such as branch and decision counts.
Not sure where this great quote comes from, but:
"Debugging is twice as hard as writing the code in the first place. Therefore, if you write the code as cleverly as possible, you are, by definition, not smart enough to debug it"
Force him to read Code Complete by Steve McConnell. Say that every good developer has to read this.
Get him drunk? :-)
The serious point to this answer is the question, "why do I consistently write short functions, and hate myself when I don't?"
The reason is that I have difficulty understanding complex code, be that long functions, things that maintain and manipulate a lot of state, or that sort of thing. I noticed many years ago that there are a fair number of people out there that are significantly better at dealing with this sort of complexity than I am. Ironically enough, it's probably because of that that I tend to be a better programmer than many of them: my own limitations force me to confront and clean up that sort of code.
I'm sorry I can't really provide a real answer here, but perhaps this can provide some insight to help lead us to an answer.
Force them to read the book "Clean Code", there are many others but this one is new, good and an easy read.
Asking them to write Unit tests for the complex code is a good avenue to take. This person needs to see for himself what that debt that complexity brings when performing maintenance or analysis.
The question I always ask my team is: "It's 11 pm and you have to read this code - can you? Do you understand under pressure? Can you, over the phone, no remote login, lead them to the section where they can fix an error?" If the answer is no, the follow up is "Can you isolate some of the complexity?"
If you get an argument in return, it's a lost cause. Throw something then.
I would give them 100 lines of code all under 1 method and then another 100 lines of code divided up between several methods and ask them to write down an explanation of what each does.
Time how long it takes to write both paragraphs and then show them the result.
...Make sure to pick code that will take twice or three times as long to understand if it were all under one method - Main() -
Nothing is better than learning by example.
short or long are terms that can be interpreted differently. For one short is a 2 line method while some else will think that method with no more than 100 lines of code are pretty short.
I think it would be better to state that a single method should not do more than one thing at the same time, meaning it should only have one responsibility.
Maybe you could let your fellow developers read something about how to practice the SOLID principles.
I'd normally show them older projects which have well written methods. I would then step through these methods while explaining the reasons behind why we developed them that way.
Hopefully when looking at the bigger picture, they would understand the reasons behind this.
ps. Also, this exercise could be used in conjuction as a mini knowledge transfer on older projects.
Show him how much easier it is to test short methods. Prove that writing short methods will make it easier and faster for him to write the tests for his methods (he is testing these methods, right?)
Bring it up when you are reviewing his code. "This method is rather long, complicated, and seems to be doing four distinct things. Extract method here, here, and here."
Long methods usually mean that the object model is flawed, i.e. one class has too many responsibilities. Chances are that you don't want just more functions, each one shorter, in the same class, but those responsibilies properly assigned to different classes.
No use teaching a pig to sing. It wastes your time and annoys the pig.
Just outshine someone.
When it comes time to fix a bug in the 5000 line routine, then you'll have a ten-line routine and a 4990-line routine. Do this slowly, and nobody notices a sudden change except that things start working better and slowly the big ball of mud evaporates.
You might want to tell them that he might have a really good memory, but you don't. Some people are able to handle much longer methods than others. If you both have to be able to maintain the code, it can only be done if the methods are smaller.
Only do this if he doesn't have a superiority complex
[edit]
why is this collecting negative scores?
You could start refactoring every single method they wrote into multiple methods, even when they're currently working on them. Assign extra time to your schedule for "refactoring other's methods to make the code maintanable". Do it like you think it should be done, and - here comes the educational part - when they complain, tell them you wouldn't have to refactor the methods if they would have made it right the first time. This way, your boss learns that you have to correct other's lazyness, and your co-workers learn that they should make it different.
That's at least some theory.

How to keep my code simple? [closed]

Closed. This question needs to be more focused. It is not currently accepting answers.
Closed 4 years ago.
Locked. This question and its answers are locked because the question is off-topic but has historical significance. It is not currently accepting new answers or interactions.
--EDIT--
I believe this is a valid question that may have multiple answers (as defined here). This is NOT a discussion nor a poll. Furthermore, this question is evidently NOT argumentative as none of the respondents so far seem to argue with each other.
--ORIGINAL TEXT--
Amazing! I do software for about 15 years now and I still have no idea what I'm doing :)
Seriously, I still struggle with the basics:
overengineering vs. YAGNI
cutting corners in order to meet the deadline vs. pushing back on the business
risky innovations vs. tedious good old stuff
enjoying the freedom of working alone vs. the power of the team
But the worst of all is code complexity. My code tends to get evil. It even bites myself after a few weeks. I put tremendous effort in keeping it simple, readable, maintainable, elegant, beautiful, cohesive, loosely coupled, based on nice straightforward abstractions. But all this effort goes down the drain!
Don't get me wrong, my code is pretty good by most people's standards. I mean it's flexible, more or less unit-testable, and does what it needs to do. However, it is far from simple.
Every change requires substantial refactoring. If another person opened my code with the intent of adding a feature he would HAVE to do something stupid. There's no way he'd be able to do it RIGHT, even if he was a GENIUS, even if he was my own CLONE unfamiliar with the codebase. Why, why for God's sake does this happen? Isn't there some methodology, some technology, some meditation technique, anything at all?!
How to keep my code simple?
As #neodymium points out in a zenly fashion, don't let your algorithms drive the code. To exemplify what that actually means consider the following griefing contraption in C# that you've written a week ago:
public void DoArray(string[] strArr) {
string s = null;
for(int i = 0; i < strArr.Length; i++)
{
if(strArr[i].Equals("Needle"))
s = strArr[i];
}
if(s != null)
Console.WriteLine("I've found " + s);
}
It may take a while to find out what you've written just by looking at your code. But in the end you remember that this method looks for a "Needle" in the string array. You marvel at how ingenious your algorithm is but fret over the fact that it took you a minute or two to realize what it was doing.
Don't start making things clear by commenting!
Your first instinct may be to write comments to help your working fellows out, BUT STOP RIGHT THERE! Comments are nothing but an apology. Instead lets make ourselves clear in code… crystal clear.
In order to do that, try to think as if you've never seen your own code before. Force it by saying things to yourself like: "what is this" and "why is that". And then we'll start to refactor the thing. First simple refactor that we can do is to rename the method into something more fitting. How about:
public void FindNeedle(string[] strArr) { … }
What more can we do? We could:
Rename strArr to something more appropriate, like haystack.
Change the return type to a bool and change the method so it'll return when the needle has been found.
Move the Console.WriteLine(…) part of the method outside the context of this method so the calling code can do it instead like this: if ( FindNeedle(myArray) ) WriteFoundNeedle();
Use foreach instead of for.
The code may end up as following (your milage may vary):
public bool HasNeedle(string[] haystack) {
foreach(string straw in haystack)
{
if(straw.Equals("Needle"))
return true;
}
return false;
}
// Is called by the following:
if ( HasNeedle(strArr) )
{
Console.WriteLine("I've found the needle!");
}
Refactor in small steps
Lots of things can be done in order to make your code more clear, understandable and readable and this is achieved by refactoring your code. Do your refactorings in as small steps as possible. Like moving or encapsulating logic and naming them to something much more logical and readable. Something as simple as a long and convoluted if-statement:
if ( strArr[pos - 1].Equals("do") && strArr[pos + 1].Equals("then") )
… can be refactored into something simpler by moving the logic-statement into its own method:
if ( CurrentIsSurroundedByDoThen(strArr, pos) )
There are lots of ways to refactor. I suggest you read up some of them, Martin Fowler has written a book about it but there is also an on-line catalog available with code samples and/or class diagrams. Choosing what refactoring you should do or not has to be decided under the assumption that it will make your code more maintainable than before.
In addendum
Remember keep your refactorings simple and do it with SOLID principles in mind.
Also if you start out your project by writing unit tests the right way then refactoring becomes something much more natural. The more you refactor, the clearer your code will become.
I feel your pain, buddy. The struggle for simplicity in complex systems is the struggle of software engineering. If you've nailed it, you're probably not working on hard enough engineering problems. And hard doesn't always mean complex, it may be "implement x by tomorrow to keep the sky from falling."
Towards simplicity ... TDD mentioned thoroughly, agree totally. TDD is a trick to keep code focussed on what it needs to do and no more. Re-factor frequently mentioned. Totally agree.
On simplicity vs complexity and working alone ... don't work alone on shipping code. Get code reviews every check in, and encourage code reviewers to rake you over the coals. That will keep you on track to make the right compromises and balances. Talk to someone about your code at least once a day. Rotate reviewers. My work is more lucid and just better with a teammate. Don't care how green they are. Actually, the greener the better to ensure clear code.
On working alone ... Working alone has its place in R&D, not shipped code. At best, lone cowboy projects make cool stuff that is terrible pain to maintain. Work done alone always needs a month or or two to re implement and re-factor into code maintainable by mortals and fix a few huge oversights. It's really really painful if that month or two hits you after you shipped the cowboy code.
Edit: On the detail side, I've found various books on Domain Drive Design extremely helpful in providing ways to create super clear code. DDD not applicable to every problem though.
If you do find the answer to the balance between simplicity and over-engineering ... well, I wouldn't even know what to do then. I suppose I'd get bored and find another line of work.
How do I keep my code simple?
Use code to implement the proper algorithms.
Don't let your algorithms write the code.
For me, Test Driven Development makes all the difference. When I write code without a test justifying it, I think of way too many scenarios, worry if the code will work, write tons of extra stuff to make sure that it will work, etc.
When I do TDD, the code comes out very simple because the tests made me write the right code, I wasn't as defensive, and yet I'm confident that it meets all the requirements because the tests pass.
Another thing which I find helps is to inspect the code of open source projects. Many of them have code which is easy for others to understand and modify, so it gives good insight into how to achieve that. One of my favorites in the that regard is JMock.
One of the simpler ones and my favourite is to introduce explaining variables.
This:
if ( (platform.toUpperCase().indexOf("MAC") > -1) &&
(browser.toUpperCase().indexOf("IE") > -1) &&
wasInitialized() && resize > 0 )
{
// do something
}
Becomes:
final boolean isMacOs = platform.toUpperCase().indexOf("MAC") > -1;
final boolean isIEBrowser = browser.toUpperCase().indexOf("IE") > -1;
final boolean wasResized = resize > 0;
if (isMacOs && isIEBrowser && wasInitialized() && wasResized)
{
// do something
}
Refactor often.
This is the only reliable way I have found to make my code simple. Sometimes you can't think your way out of complexity without starting to work on the code first.
More or less unit testable means that it isn't unit testable. :)
If you can't easily write a test, without jumping through a lot of hoops or setup work, then that would seem to be a problem, IMO, and should require refactoring.
I try to follow three principles:
Make it work
Make it right
Make it fast.
The first is just to get it working, mostly unit testable. :)
Then I refactor and improve the unit tests, complete them. This is the next step you should go to, as it sounds like you may be ignoring this concept. Also, try to remove any hard-coded values to make it more flexible. Put them in xml files, database or as constants in some common file.
Then, I profile and optimize the bottlenecks.
You may want to look at xetreme programming (XP) and understand the concept of implementing only the features that are needed, not trying to implement what you think is needed. It should simplify the code.
I usually code with this quote in mind.
Occam's razor The simplest (explanation|solution) is usually the best one.
I'd suggest you post some of your code and ask for criticism and comments. You can learn a lot from other people. Try it :)
When you are considering if to add or to remove something, ask yourself if it belongs to the 20% of effort that delivers the 80% of the difference.
If it doesn't or you are in doubt, remove it. If what's removed is that important, it will become obvious soon.
Keeping telling yourself "do it simple" also helps. Go for simple and forget about correction, and correction will come and KISS you.
I think that is a common problem. We all try to create elegant code and clean code, and sometimes we end up doing quick and dirty because we are under pressure and time and budgets are not infinite.
I try to follow DRY and KISS. "Don't Repeat Yourself" and "Keep It Simple Stupid". I also follow the "one thing" rule. A method, class, namespace, should only ever do one thing.
To be honest, I've tried doing a project from the test driven development point-of-view, and I found it really hard to get in that mind set, of you Red, Green, Refactor, but it really helped break old habits.
I've been a victim of tight coupling and had to rip things out into their own components, it was brutal and broke the application, but you can get caught up.
This is really a vague question, I agree, community wiki!
p.s. I don't believe something is more or less, it is either is, or it isn't
off the top my head: Build time into your schedule to refactor. Make refactoring part of the requirements to ship, not just an after-thought.
This would be based on wanting to deliver a product that is more maintainable, re-usable, and so future developers on it don't freak out and have to hack.
I really think the answer is making refactoring a bigger part of your life, and being disciplined about it. (I need to this as well! Similar problems...I think most of us are in this boat.)
Only add things that are needed - don't future proof - only react to real problems
You could try running complexity metrics frequently, decide what your upper limit is on complexity, and refactor when you exceed that limit. Complexity metrics are objective. They give you a way of quantifying how complex your software is and a way of measuring progress. Maybe you're beating yourself up over code that's pretty good. Or maybe code you think is simple scores high on a complexity metric.
I know that these metrics are crude. What really matters is the subjective psychological experience of complexity, not the McCabe complexity number, and the latter is a crude approximation to the former. On the other hand, I've found these metrics very useful.
On the KISS theme:
1) Don't feel that you must fix all the tiny little bugs/features in your core code. Sometimes it is better to just leave them documented, and let the guy calling your code worry about how to work around them. (There may be a good chance he will never trigger that particular bug anyway, so any checks would have been a waste of processing.) This keeps your code small, fast and simple. If you want to make a foolproof-but-bloated version, code it separately from (on top of) the library code...
2) Don't let that other guy change your code! He can call your code, or he can extend your code, so if it is already doing its job, does he really need to change the core? Don't let him turn your SimpleAndSpeedySearchPage into a SuperAdvancedSearchPageWithCowbell, make him build the SuperAdvancedSearchPageWithCowbell by extending or calling your code.
If your team-mate does start adding stuff all over your neat little library, do the refactoring yourself. Pull your good code out to a superclass, and leave him just with his code calling yours.
Summary: Once your code is doing its basic job, stop working on it, and make it read-only! If you want to add "advanced features" and "bugfixes specific to your application", add them somewhere else. 100 simple classes are better than 10 bloated classes.
Several things that come to mind:
Try to plan ahead your implementation strategy - possibly on paper or discussing with a peer, before you dive into the implementation. It's likely that there are already a library functions available to handle parts of your problem.
Write down the pseudo code that outlines the steps of your implementation.
Try implementing the methods so that each method has a single purpose, or ties together other methods. It should be possible to see at a glance what any method is supposed to do. This is where TDD can help you to focus on small methods that are easier to test. Smaller methods also have specific names, so the name already tells you a lot. Also, some simple complexity metrics, as the one from this question can help you determine if your methods try to do too much.
Don't stop when your implementation is working - try to refactor until it's as simple an maintainable as possible. Always ask yourself, if someone else would be reading this, would they understand it?

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Should I prepare my code for possible/predicted future changes so that it's easier to make these changes even if I don't really know if these changes will be required anytime?
I am likely to get lynched for my opinion on this, but here I go.
While I have had this hammered into me over years of reading idealistic articles and sitting through far too many seminars and lectures categorically stating the nirvana like benefits of this, I too had similar questions in my mind. This line of thought can lead to massive over-engineering of the code, adding many man hours or more to design, development and testing estimates, increasing cost and overheads, when in reality this is not often the case. How many times have you actually reused your code or a library. If it is going to be used in many places, through numerous projects, then yes you should.
However, most of the time this is not the case. You will often find it more economical (in time and money) to only refactor your code for reuse and configurability when you actually know that you are going to use it again. The rest of the time the real benefits are lost.
This is not, I repeat NOT, an excuse to write sloppy, poorly designed, poorly documented code. This should be a fundamental that is so wholly ingrained in you that you could not break it, but writing a class for reuse is a waste most of the time as it will never get reused.
There are obvious exceptions to this. If you are writing third party libraries then obviously this is not the case and reuse and expansion should be key to your design. Certain other types of code should be obvious for reuse (Logging, Configuration etc.)
I asked a similar question here Code Reusability: Is it worth it It might help.
Within reason and certainly if its not much effort.
I don't think you can always apply this, as it can make you over-engineer everything and then it takes too long and you don't make much money. Consider how likely the client is to implement something, how much extra it will take to prepare for it now and how much time it will save later.
If it requires a lot of work, but makes sense to save money, you could raise it with the client.
I seem to be in disagreement with a lot of people here, who say always - but I've seen a lot of things where effort has been put into make future features easy to implement ... but they've never been implemented. If a client hasn't paid for the time spent making the feature easy to implement, that's money straight off your bottom line.
Edit: I think its relevant to point out that I'm coming from an agency environment. If you are working on code for yourself, you can probably predict future development with a greater level of certainty, and so its probably feasible to do this in more cases.
yagni.
http://en.wikipedia.org/wiki/YAGNI (*inserted by friendly editor :-) *)
fix the bugs in that horrenous code you're writing today.
refactor when the time comes.
If you work in a refactoring-friendly lanuguage I'd say NO. (In other languages I'm not sure)
You should make your code as loosley coupled as possible and keep things as simple as possible. Stay specific and dont generalize to unknown use cases.
This will make your code base prepared for the things the future will bring.
(And frankly, most anticipations of the future tend to be sufficiently off-mark not to warrant coding for it today)
Edit: It also depends on what you're doing. Designing apis for external users is not the same as developing a web app for your company
Yes -- by doing less.
You won't know what the future requirements for your code. The best preparation for the future is not to implement anything that's not needed right away, and have good unit-test coverage everything you do implement.
Scalability in your code is one thing you should always consider.
The more time you spent today in catering for scalable solutions, the less time you will spend in the future when actually expanding
Predicted or very likely changes - yes, generally it's good to have them in mind.
"Take anything that might ever happen in the universe into account" - no. You don't know what could happen, trying to cover for everything unknown is just over engineering.
Remember that most of you code will be changed/refactored. If you know that you will have to change your code within the next week, prepare it. But don't start making everything exchangeable and modular by default. Just because "maybe in the future" you shouldn't create a framework, if three lines of code do the job for now.
But think twice, if the system behind makes refactoring difficult (databases).
One thing I learned in my mere year of coding for the company I work for, everything you do, no matter how perfect you think it is will come back haunting you for an update or needs to be altered because client X suddenly decided not to like it.
Now I am making my code highly customizable so when that day comes to do some adjustments, it would be ready in no time and I can continue with my work.
In a word, yes.
In a few more words, you should always make your code as readable as possible, include comments, and always assume that at some time in the future, you will be called upon, or someone else will be, to modify the code.
If that someone in the future comes across a block of code, uncommented, unformatted, with no indication of what it does or should do, then they will curse you forever :)
No, never. Write good code that is easy to reuse/refactor but preparing for half thought out enhancements is, imo, the brother of premature optimisation; you'll likely end up doing things you don't need or that push you down a certain (possibly non-optimal) design path at a future date. As mfx says, do the minimum required now and unit test everything; it makes extending code a doddle.
In two words: yes, always.
What you describe is part and parcel of being a good developer.
See On Writing Maintainable Code
The obvious answer is YES. But the more important question is how!
Orthogonality, Reversibility, Flexible architecture, Decoupling, and Metaprogramming are some of the keywords that address this problem. Check out chapters 2 and 5 of "The Pragmatic Programmer"
I find it is generally a better strategy to design a "change-accommodating" architecture than trying to specify specific changes that might (or might not) happen. It is a good exercise, though, to ask "What may change in the future?", and then resist the temptation to prematurely implement potentially unnecessary features, but rather have such possibilities in mind when creating the application architecture.
I find that there is a parallel here to something I heard on test-driven development recently. The person talking about it had observed that while at first it could be a little annoying to always write unit tests and think about how your code can be written to be testable, it turned out that at some point it just begins to come naturally to write test friendly code.
The point is that if you always write with modifiability in mind, you might end up doing it more or less by reflex, thereby making the overhead of writing the extra code very small. If you can reach a state where high quality, extendable code is what comes naturally to you, I think that would definately be worth the initial cost. I do still believe, though, that you must to it in moderation and that sometimes it's just not the right thing to do for a given customer.
Two simple principles to follow:
KISS
Always avoid dependencies
Thats a good start
Yes, but only by writing maintainable, easily refactored code.
You should definitely NOT try to guess what might be required in the future. Such efforts are not only pointless and time-wasting for your current targets, but are more often than not counterproductive when any future changes become apparent.
This is really important. It needs to be done well, but takes experience.
If I count up the number of edits (via "diff") after implementing a typical requirements change, numbers like 10-50 are common.
If I make a mistake on any of them, I've inserted a bug.
So personally, I always try to design to keep that number down.
I also try to leave instructions in the code for how to make anticipated changes. If I'm maintaining code, I really appreciate it if the prior author also did this.
To balance the effort with the
benefits is the skill of design.
Not all our code needs to be flexible. Some things will not be changing.
No wasted effort. Finding the right parts to devote our attention to.
Tricky.
Yes, always think of where your code may need to evolve in the future. In the current project I am working on there are thousands of files and every single one of them has atleast one revision to it. Even leaving aside bug fixes plenty of those revisions are to make way for additional software features.
I wouldn't change my could to prepare for an unknown future feature.
But I would refactor to get the best solution to the current problem.
You can't design against an unknown (future), and as other people have said, trying to build a flexible design can easily lead to overengineering, so I think that the best pragmatic approach is think in terms of avoiding things that you know will make it harder for you to maintain your code in future. Every time that you make a design decision, just ask yourself whether you are making it harder to change things in future, and if so, what you are going to do to limit the problem.
Obvious things that will always cause problems:
Scattered configuration information - you need to be able to check and change this stuff easily
Untested code - you need tests to make changes with confidence
Mingling of storage and output concerns with the core logic - you will switch database instances and output formats, if only for testing
Complex architecture - you need to have a clear mental model of the system
Arrangements that require manual intervention or updates to keep them running

How do you stop interim solutions from lasting forever?

Say there are two possible solutions to a problem: the first is quick but hacky; the second is preferable but would take longer to implement. You need to solve the problem fast, so you decide to get the hack in place as quickly as you can, planning to start work on the better solution afterwards. The trouble is, as soon as the problem is alleviated, it plummets down the to-do list. You're still planning to put in the better solution at some point, but it's hard to justify implementing it right now. Suddenly you find you've spent five years using the less-than-perfect solution, cursing it the while.
Does this sound familiar? I know it's happened more than once where I work. One colleague describes deliberately making a bad GUI so that it wouldn't be accidentally adopted long-term. Do you have a better strategy?
Write a test case which the hack fails.
If you can't write a test which the hack fails, then either there's nothing wrong with the hack after all, or else your test framework is inadequate. If the former, run away quick before you waste your life on needless optimisation. If the latter, seek another approach (either to flagging hacks, or to testing...)
Strategy 1 (almost never selected): Don't implement the kluge. Don't even let people know it's a possibility. Just do it the right way the first time. Like I said, this one is almost never selected, due to time constraints.
Strategy 2 (dishonest): Lie and Cheat. Tell management that there are bugs in the hack, and they could cause major problems later on. Unfortunately, most of the time, the managers just say to wait until the bugs become a problem, then fix the bugs.
Strategy 2a: Same as strategy 2, except there really are bugs. Same problem, though.
Strategy 3 (and my personal favorite): Design the solution whenever you can, and do it well enough that an intern or code-monkey could do it. It's easier to justify spending the small amount of code-monkey money than to justify your own salary, so it might just get done.
Strategy 4: Wait for a rewrite. Keep waiting. Sooner or later (probably later), someone is going to have to rewrite the thing. Might as well do it right then.
Here is a great related article on technical debt.
Basically, it is an analogy of debt with all the technical decisions you make. There is good debt and bad debt... and you have to pick the debt that is going to achieve the goals you want with the least long term cost.
The worst kind of debt is small little accumulating shortcuts that are analogous to credit card debt... each one doesn't hurt, but pretty soon you are in the poor house.
This is a major issue when doing deadline driven work. I find that adding very detailed comments about why this way was chosen and some hints at how it should be coded help. This way people looking at the code see it and keep it fresh.
Another option that will work is add a bug.feature in your tracking framework (you do have one, right?) detailing the rework. That way it is visible and may force the issue at some point.
The only time you can ever justify fixing these things (because they're not really broken, just ugly) is when you have another feature or bug fix that touches the same section of code, and you might as well re-write it.
You have to do the math on what a developer's time costs. If software requirements are being met, and the only thing wrong is that the code is embarrasing under the hood, it's not really worth fixing.
Whole companies can go out of business because over-zealous engineers insist on a re-architecture every year or so when they get antsy.
If it's bug-free and meets requirements, it's done. Ship it. Move on.
[Edit]
Of course I'm not advocating that everything be hacked in all the time. You have to design and write code carefully in the normal course of the development process. But when you do end up with hacks that just had to be done quickly, you have to do a cost-benefit analysis on whether or not it's worth it to clean up the code. If over the lifetime of the application you will spend more time coding around a messy hack than you would have fixing it, then of course fix it. But if not, it's way too expensive and risky to re-code a working, bug-free application just because looking at the source makes you ill.
YOU DON'T DO INTERIM SOLUTIONS.
Sometimes I think programmers just need to be told this.
Sorry about that, but seriously--a hacky solution is worthless and even on the first iteration can take longer than doing a portion of the solution correctly.
Please stop leaving me your crap code to maintain. Just ALWAYS CODE IT RIGHT. No matter how long it takes and who yells at you.
When you are sitting there twiddling your thumbs after delivering early while everyone else is debugging their stupid hacks, you'll thank me.
Even if you don't think you are a great programmer, always strive to do the best you can, never take shortcuts--it doesn't cost you ANY time to do it right. I can justify this statement if you don't believe me.
Suddenly you find you've spent five years using the less-than-perfect solution, cursing it the while.
If you're cursing it, why is it at the bottom of the TODO list?
If it's not affecting you, why are you cursing it?
If it is affecting you, then it's a problem that needs to be fixed NOW.
I make sure that I'm vocal about the priority of the long term fix ESPECIALLY after the short term fix has gone in.I detail the reasons why it's a hack and not a good long term solution and use those to get the stakeholders (managers, clients, etc) to understand why it needs to be fixed Depending on the case, I may even inject a bit of worst case scenario fear in there. "If this safely line snaps, the whole bridge could collapse!"I take responsibility for coming up with a long term solution and make sure that it gets deployed
It is a hard call. I have done hacks personally cause, sometimes you HAVE to get that product out the door and into the customers hands. However, the way that I take care of it is to just do it.
Tell the project lead or your boss, or the customer: There are some spots that need to be cleaned up, and coded better. I need a week to do it, and it is going to cost less to do it now, then it will be to do it 6 months from now, when we need to implement an extension onto the subsystem.
Usually problems like this arise from bad communication with management or the customer. If the solution works for the customer then they see no reason to ask for it to be changed. So they need to be told about the tradeoffs you made beforehand so they can plan extra time to fix the problems after you've implemented the quick solution.
How to solve it depends a bit on why it's a bad solution. If your solution is bad because it's hard to change or maintain then the first time you have to do maintenance and have a bit more time then that is the right time to upgrade to a better solution. In this case it helps if you tell the customer or your boss that you took a shortcut in the first place. That way they know that they can't expect a fast solution next time around. Cripling the UI can be a good way to make sure the customer comes back to get stuff fixed.
If the solution is bad because it's risky or unstable then you really need to talk to the person doing the planning and have some time planned in to fix the problem asap.
Good luck. In my experience this is almost impossible to achieve.
Once you go down the slippery slope of implementing a hack because you are under pressure then you might as well get used to living with it for all time. There is almost NEVER enough time to re-work something that already works, no matter how badly it is implemented internally. What makes you think you will magically have more time "at some later date" to fix the hack?
The only exception I can think of to this rule is if the hack completely prevents you from implementing another piece of functionality that is needed by a customer. Then you have no choice but to do the re-work.
I try to build the hacky solution so that it can be migrated to the longterm way as painlessly as possible. Say you got a guy who is building a database in SQL Server cuz that's his strongest DB, but your corporate standard is Oracle. Build the db with as few non-transferable features (like Bit datatypes) as possible. In this example, it's not hard to avoid bit types, but it makes transitioning later an easier process.
Educate whoever is in charge of making the final decision why the hacky way of doing things is bad in the long-run.
Describe the problem in terms they can relate to.
Include a graph of cost, productivity, and revenue curves.
Teach them about technical debt.
Regularly refactor if you're pushed forward.
Never call it "refactoring" or "going back and cleaning up" in front of non-technical people. Instead, call it "adapting" the system to handle "new features".
Basically, people who don't understand software don't get the concept of revisiting things that already work. The way they look at it, developers are like mechanics who want to keep taking apart and reassembling the entire car every time someone wants to add a feature, which sounds insane to them.
It helps to make analogies to everyday things. Explain to them how when you made the interim solution, you made choices that suited building it quickly, as opposed to being stable, maintainable, etc. It's like choosing to build with wood instead of steel because wood is easier to cut, and thus, you could build the interim solution quicker. The wood, however, simply can not support the foundation of a 20-story building.
We use Java and Hudson for continuous integration. 'Interim solutions' must be commented with:
// TODO: Better solution required.
Every time Hudson runs a build it provides a report of each TODO item so that we have an up to date, highly visible record of any outstanding items that need improved.
Great question. This bothers me a lot, too - and most of the time I'm the sole person responsible for prioritizing issues in my own projects (yep, small business).
I found out that the problem that needs to be fixed is usually just a subset of the problem. IOW, the customer that needs an urgent fix does not need the whole problem to be solved, just a part of it - smaller or larger. That sometimes enables me to create a workaround that is not solution to the complete problem but just to the customer's subset and that allows me to leave the bigger issue open in the issue tracker.
That may of course not apply at all to your work environment :(
This reminds me of the story of "CTool". In the beginning CTool was put forward by one of our devs, I'll call him Don, as one possible way to solve the problem we were having. Being an earnest hard-working type, Don plugged away and delivered a working prototype. You know where I am going with this. Overnight, CTool became a part of the company work flow with an entire department depending on it. By the second or third day, bitter complaints started streaming in about CTool's shortcomings. Users questioned Don's competence, commitment and IQ. Don's protests that this was never supposed to be a production app fell on deaf ears. This went on for years. Finally, someone got around to re-writing the app, well after Don had departed. By this time, so much loathing had become attached to the name CTool that naming it CTool version 2 was out of the question. There was even a formal funeral for CTool, somewhat reminiscent of the copier (or was it a printer?) execution scene in Office Space.
Some might say Don deserved the slings and arrows for not making it go right to fix CTool. My only point is that saying you should never hack out a solution is probably unjustifiable in the Real World. But if you are the one to do it, tread cautiously.
Get it in writing (an email). So when it becomes a problem later management doesn't "forget" that it was supposed to be temporary.
Make it visible to the users. The more visible it is the less likely people are going to forget to go back and do it the right way when the crisis is over.
Negotiate before the temp solution is in place for a project, resources, and time lines to get the real fix in. Work for the real solution should probably begin as soon as the temp solution is finished.
You file a second very descriptive bug against your own "fix" and put a to-do comment right in the affected areas that says, "This area needs a lot of work. See defect #555" (use the right number of course). People who say "don't put in a hack" don't seem to understand the question. Assume you have a system that needs to be up and running now, your non-hack solution is 8 days of work, your hack is 38 minutes of work, the hack is there to buy you time to do the work and not lose money while you're doing it.
Now you still have to get your customer or management agree to schedule the N*100 minutes of time required to do the real fix in addition to the N minutes needed now to fix it. If you must refuse to implement the hack until you get such agreement, then maybe that's what you have to do, but I've worked with some understanding people in that regard.
The real price of introducing a quick-fix is that when someone else needs to introduce a 2nd quick fix, they will introduce it based on your own quick-fix. So, the longer a quick-fix is in place, the more entrenched it will become. Quite often, a hack takes only a little bit longer than doing things right, until you encounter a 2nd hack which builds on the first.
So, obviously it is (or seems to be) sometimes necessary to introduce a quick fix.
One possible solution, assuming your version control supports it, is to introduce a fork from the source whenever you make such a hack. If people are encouraged to avoid coding new features within these special "get it done" forks, then it will eventually be more work to integrate the new features with the fork than it will be to get rid of the hack. More likely, though, the "good" fork will get discarded. And if you are far enough away from release that making such a fork will not be practical (because it is not worth doing the dual integration mentioned above), then you probably shouldn't even be using a hack anyways.
A very idealistic approach.
A more realistic solution is to keep your program segmented into as many orthogonal components as possible and to occasionally do a complete rewrite of some of the components.
A better question is why the hacky solution is bad. If it is bad because it reduces flexibility, ignore it until you need flexibility. If it is bad because it impacts the programs behavior, ignore it and eventually it will become a bug fix and WILL be addressed. If it is bad because it looks ugly, ignore it, as long as the hack is localized.
Some solutions I've seen in the past:
Mark it with a comment HACK in the code (or similar scheme such as XXX)
Have an automatic report run and emailed weekly to those that care which counts how many times the HACK comments appear
Add a new entry in your bug tracking system with the line number and description of the right solution (so the knowledge gained from the research before writing the hack isn't lost)
write a test case that demonstrates how the hack fails (if possible) and check it into the appropriate test suite (i.e. so that it throws errors that someone will eventually want to cleanup)
once the hack is installed and the pressure is off, immediately start on the right solution
This is an excellent question. One thing I've noticed as I get more experience: hacks buy you a very short amount of time, and often cost you a huge amount more. Closely related is the 'quick fix' that solves what you think is the problem -- only to find when it blows up that that it wasn't the problem at all.
Setting aside the debate about whether you should do it, let's assume that you have to do it. The trick now is to do it in a way that minimizes long range affects, it easily ripped out later, and makes itself a nuisance so you remember to fix it.
The nuisance part is easy: make it issue a warning every time you execute the kludge.
The ripped out part can be easy: I like to do this be putting the kludge behind a subroutine name. That makes it easier to update since you compartmentalize the code. When you get your permanent solution, you're subroutine can either implement it or be a no-op. Sometimes a subclass can work nicely for this too. Don't let other people depend on whatever your quick fix is, though. It's difficult to recommend any particular technique without seeing the situation.
Minimizing long range effects should be easy if the rest of the code is nice. Always go through the published interface, and so on.
Try to make the cost of the hack clear to the business folks. Then they can make an informed decision either way.
You could intentionally write it in way that is overly restrictive and singe purposed and would require a re-write to be modified.
We had to do this once - make a short term demo version that we knew we did not want to keep. The customer wanted it on a winTel box, so we developed the prototype in SGI/XWindows. (We were fluent in both, so it wasn't a problem).
Confession:
I have used '#define private public' in C++ in order to read data from some other code layer. It went in as a hack but works well and fixing it has never become a priority. It is now 3 years later...
One of the main reasons hacks do not get removed is the risk that one introduces new bugs while fixing the hack. (Especially when dealing with pre-TDD code bases.)
My answer is a bit different from the others. My experience is that the following practices help you stay agile and move from hackey first iteration/alpha solutions to beta/production ready:
Test Driven Development
Small units of refactoring
Continous Integration
Good Configuration management
Agile database techniques/database refactoring
And it should go without saying you have to have stakeholder support to do any of these correctly. But with these products in place you have the right tools and processes to quickly change a product in major ways with confidence. Sometimes your ability to change is your ability to manage the risk of the changes and from the development perspective these tools/techniques give you surer footing.