31 March 2011

Philosophy of Code

Programming in a business environment requires creating a product or service that is intended to produce a higher profit than cost. However, I believe that few programmers understand this or think about it on a daily basis. At the end of the day, we must be working towards making a profit.

I'll be the first to tell you that I'm not a business major. I'm not an economist. I love programming and was best friends with a keyboard in the third grade. I can write code like the dickens but I'm no Wizard of Business. However, throughout the past year working on Clone Wars Adventures I've had time (while my code is compiling) and inclination to reflect on the nature of programming in a business environment.

I've basically come to the conclusion that programming is a balance of three distinct yet intertwined facets: Developer Efficiency, Code Correctness and Performance. I call this the Philosophy of Code:

Performance - How quickly the code executes.
Developer Efficiency - How quickly developers are able to complete tasks.
Code Correctness - Adherence to best practices (avoiding global memory, avoiding macros, namespaces, templates, etc.).

These three aspects are not necessarily mutually exclusive. Every programming task that we work on has some balance of the above. However, when evaluating this philosophy from a business perspective, I've come to believe that the most important element of the triad is Developer Efficiency. Developing a Philosophy of Code that puts emphasis on Developer Efficiency will allow your programmers (and incidentally your entire development team) to work faster and smarter. It can also require less code to be written and fewer bugs.

Mutual Exclusivity
In some cases, an Efficiency-based Philosophy of Code will compromise the Performance and Code Correctness aspects. For instance, EverQuest II has a console-variable system. With one line of code in an implementation file I can add a semi-constant: a named value that can be changed by typing a slash-command into the chat window:
CV_FLOAT(max_radius, 30.0);
Presto. This is like saying float max_radius = 30.0; but I can also change it in real-time by typing "/max_radius 25" into the chat window. This typically is frowned upon from Code Correctness aspects for a few reasons:
  • It uses macros
  • It uses global memory
  • It causes code to execute before main()
If your Philosophy of Code leans towards Code Correctness, doing it the Right Way™ would entail at least:
  • Creating a manager object as a member of your application manager class
  • Writing explicit code to register a member of your class with the manager object
  • Writing explicit code to unregister that member when your class instance is destroyed
  • A lot more than one line of code
Leaning towards Code Correctness over Developer Efficiency in this case would require that your programmers spend more time writing code and compiling (since members are typically declared in header files) to accomplish a very simple task.

Compile Times
In some cases, Code Correctness philosophies can institute policies that work to the detriment of Developer Efficiency:
  • Extensive use of templates
  • Excessive class declarations
  • Lack of forward declarations
Excessive templatization typically means that header files are included in more places and more code is written in header files. When header files are changed, they require more of the code to be rebuilt. More code written in header files can also contribute to longer link times.

Time spent compiling and linking can't necessarily be taken at face value. As programmers wait for a rebuild they tend to do something else which probably takes longer than the rebuild. The shorter the rebuild time, the more likely the programmer is going to stay focused. From a Developer Efficiency perspective, it's in your best interest to keep compile times as low as possible.

Code Bloat
The less code that is required to perform a task, the more efficiently a developer can implement said code. I'll give another practical example from EverQuest II. I've previously mentioned a bit about how the designer data system works. Every server-side data file uses the same data format. As such, no special code is required to load each type of file. Weapons, quests, characters, everything is all defined by the same generic data description language. To load data from any data file uses a simple interface:
DataObject* pObject = DataLoader::Load("weapons/sword_of_awesomesauce");
if (pObject->IsA("Weapon"))
{
String name = pObject->GetField("Name").AsString();
}
Due to data object inheritance, pObject may actually be a Sword, but inherits from Weapon. The server's object model is further generified so that instantiating any object requires just providing the type:
Item* pItem = ObjectFactory::Spawn(Item::Type, "weapons/sword_of_awesomesauce");
if (pItem && pItem->IsA(Weapon::Type))
{
// Successfully spawned and is actually a Weapon.
}
In other words, there is very little code that needs to be written to add a new game object type.

Conclusion
Programmers should consider their Philosophy of Code. I believe that focusing on Developer Efficiency in a business setting makes the most sense given the deadlines, the complexity of the tasks at hand, and the goal to make a profit.

23 March 2011

Debugging information cannot be found? No Problem!

In my last post, I discussed the frustrations of Visual Studio 2005 (and later versions) not being able to locate debugging information, even though it was present and fully usable by other tools.

I believe I have discovered a workaround that works nearly all the time: Remote Debugging.

It turns out that running the Remote Debugging Monitor on the same machine and setting up the project to use Remote Debugging seems to work around whatever issue Visual Studio is experiencing.

Remote Debugging is really useful if another machine is experiencing a problem that you can't reproduce locally. The Remote Debugging Monitor is primarily intended to run on a different machine than Visual Studio, but can also run on the same machine.

Here is how to set up Remote Debugging:
  1. Generally, the machine running the Remote Debugging Monitor will need the files. These are found under the Visual Studio install location: C:\Program Files (x86)\Microsoft Visual Studio 8\Common7\IDE\Remote Debugger\x86 (for 32-bit) or C:\Program Files\Microsoft Visual Studio 8\Common7\IDE\Remote Debugger\x64 (for 64-bit).
  2. Copy the files from the above directory to the machine that will run the Remote Debugging Monitor (skip if you are running the Monitor locally).
  3. To start the Remote Debugging Monitor, run msvsmon.exe. If you are running locally, there should be shortcuts in the start menu:
  4. Configure the options if necessary. Take note of 'Server name'.

  5. Configure your project to do Remote Debugging. Change the 'Debugger to launch' to 'Remote Windows Debugger'. The 'Remote Server Name' must match the 'Server name' configured above if using Windows Authentication. If you are running the Monitor on a remote machine, the Remote Command and Working Directory will be paths on the remote machine.
When you Start Debugging, Step Into or Step Over to start debugging the application, Visual Studio will now connect to the Remote Debugging Monitor. You should be able to verify this by looking at the Remote Debugging Monitor and seeing how many connections it has.

So far this appears (for me at least) to be a successful work around to the 'Debugging information for 'X.exe' cannot be found or does not match. No symbols loaded.' error message. There have only been about two times in the past month where a problem occurred. In those cases, a restart of Visual Studio (and killing mspdbsrv.exe) fixed it.

Please let me know if this worked for you!