Best practices for programming

Best practices for programming

Good programming

  • You don’t want to just learn programming
  • You want to learn how to program well
  • What is good code, then?
    • Let’s go through some alarming examples
    • $\Rightarrow$ learn what ISN’T good code

why make code good when bad code do job

  • “I’ll just hack this together quickly and move on”
    • A dangerous sentiment that will cost sweat, tears and person-hours
    • Every time I’ve thought this, I’ve either
      • a) had to eventually code it better
      • b) lost significant amount of time for deciphering later what the hell have I written
  • You always code for someone else
    • 1 - The compiler
    • 2 - Your teammates
    • 3 - You in the future
      • I can’t stress this enough:
      • You in the future is a different person that you in the now.

The importance of whitespace

  • The empty space & linebreaks have a huge impact on code readability
  • Alarming example:
          if (controller.MoveDirection != Vector3.zero)
          {
              controller.Move(controller.targetDirection, speed);
                  transform.rotation = Quaternion.LookRotation(controller.targetDirection);
          }
    
          if (!controller.isGrounded()) {
                  state=State.InAir;
              }
    
    
    
    
      if (jumpBuffer > 0)
      {Jump();}
    

  • Functionally, this is the same code, but much easier to read:
    if (controller.MoveDirection != Vector3.zero)
    {
        controller.Move(controller.targetDirection, KoiranNopeus);
        transform.rotation = Quaternion.LookRotation(controller.targetDirection);
    }

    if (!controller.isGrounded())
    {
        state = State.InAir;
    }

    if (jumpBuffer > 0)
    {
        Jump();
    }

In a nutshell…

  • Indent only when introducing a new logical block (if, for loop, etc…)
  • Choose which style you use (spacebar / tab, how many spaces wide…)
    • …and stick to it
  • Use one empty line if you need to separate two blocks of code if needed
  • Make lines breathe: a = b + c;, not a=b+c;
  • Choose how you like to line { braces:
    if (true) {
      ...
    }
    

    or

    if (true)
    {
      ...
    }
    

Line width

  • If your lines are getting too wide (over ~120 characters), split the code to multiple lines
  • As the lines get shorter, the code gets more readable
  • If you just do one thing per line, it’s much easier to follow along
  • Example: refactor
    if (controller.MoveDirection != Vector3.zero && !controller.isGrounded() && jumpBuffer > 0)
    

    to

    if (controller.MoveDirection != Vector3.zero
      && !controller.isGrounded()
      && jumpBuffer > 0)
    

But we can go further

  • Do not try to minimize code size
  • Rather try to maximize debuggability
  • This can usually happen by introducing “redundant” variables. Consider
    if (controller.MoveDirection != Vector3.zero
      && !controller.isGrounded()
      && jumpBuffer > 0)
    
  • vs.
    const bool notMoving = controller.MoveDirection != Vector3.zero;
    const bool onAir = !controller.isGrounded();
    const bool canJump = jumpBuffer > 0;
    
    if (notMoving && onAir && canJump)
    

Commenting just enough

  • It can be difficult to decide what’s the correct amount of commenting
  • Comments should explain what the code does
  • …if and only if the code does not already explain that!
      // set player state to grounded when player touches the ground
      if (collider.tag == "Ground")
      {
        const state = State.Grounded;
      }
    
  • The comment above provides almost zero new information

Commenting with function calls

  • In some cases, a better way to explain the code is to wrap it into a small helper function
     // give a random rotation between 0 and 180
     const rotation = Quaternion.Euler(0, Random.Range(0, 180), 0);
    
  • Instead, what about this:
      public static Quaternion RandomRotationRange(float angle1, float angle2)
      {
          return Quaternion.Euler(0, Random.Range(angle1, angle2), 0);
      }
    

    a) it gives the same information you wanted to give b) it’s now more reusable c) it hides the implementation, so when we read the code, we can focus on the WHAT instead of the HOW

Naming variables

  • Wikipedia: Naming convention
  • “There are two hard things in computer science: cache invalidation, naming things, and off-by-one errors.”
  • For real, naming is one of the hardest tasks in programming.
  • It’s all about communicating enough, but not too much
  • First rule: Explain what the variable stores!
    • a) a = b * c;
      • I have no idea what this line is really doing
    • b) weeklyPay = hoursWorked * hourlyPayRate;
      • That’s more like it!

  • How would you name a variable that stores what is the probability for player’s attack to land?
    • pAttack, attackLandProbability, player1HitPercentage
      • None of these are exceptionally good
    • Good variable names are always case-specific:
      • Sometimes you can go too descriptive…
        • playerAttackToLandProbabilityAsPercentage
      • However! It’s much more usual to go not descriptive enough
        • pAtk
      • The golden route is somewhere in the middle!

Get rid of magic numbers!

  • Consider this:
    rotationsPerDay = rotationsPerSecond * 60 * 60 * 24;
    
  • Vs. this:
    secondsPerDay = 60 * 60 * 24;
    rotationsPerDay = rotationsPerSecond * secondsPerDay;
    
  • This might seem like stating the obvious, but we usually want to do this!
    • What may seem obvious to you, might not be to the reader of the code
    • …which will be you one day

Write what you mean

  • This concerns not only variable naming, but also how to generally use statements
  • Do not leave anything implied - write what you mean explicitly
  • Let’s have an innocious yet dangerous example:
    • Consider a player character that has two states, Jump and Idle.
    • We could play the animations as thus:
      if (state == PlayerState.Jump)
      {
        JumpAnimation.Play();
      } else {
        IdleAnimation.Play();
      }
      
    • However! What if the player gets a Swim state in the future?
    • Now the else block has to be refactored!
    • What if this implicit idea of “else equals idle” is present in multiple places?

  • State your intent!
      if (state == PlayerState.Jump)
      {
        JumpAnimation.Play();
      }
      else if (state == PlayerState.Idle)
      {
        IdleAnimation.Play();
      }
    

Dangers of overgeneralization

  • Sometimes you might think it’s smart to account for possible future use cases
  • This leads to unnecessary complexity: you have code that is there just IN CASE
  • The problem is, you usually can’t know beforehand what use cases are actually needed
    • Actually, it’s downright impossible to predict what structure is optimal for your use case
    • After you have created the structure, you know what kind of structure you should have written
  • Write code that solves the problem you have, not some problem you might possibly have in the future!

Be cohesive!

  • If you write one variable in a certain way, be sure to use that style for other variables as well
  • Alarming example:
      int spr_smallhop = 993,
      bool drwOnAbove = true;
      int[] shinypals = [ 1, 4, 2 ];
    
    • three different variables, three different casings
      • snake_case
      • camelCase
      • flatcase

Bad structure

  • When do you have bad structure in your code?
  • Cases of code smell:
    • When changing one thing in code, you have to change something completely unrelated to make it work.
    • When writing/reading code, you have to jump between code files constantly.
    • You need to reread lines of code again and again to understand what’s going on
    • Everything breaks if the code isn’t used in a very specific manner
  • Wikipedia: Anti-pattern
  • Wikipedia: Code smell

How does bad structure happen?

  • No one wants to deliberately write bad code
    • The “I’ll just hack this quickly” mentality can sometimes be to blame
    • also, the lack of concern for readability
  • …but more often, bad structure happens over a longer period of time
    • First, you code a feature X
    • You extend the code with a feature Y
    • then accommodate for a use case Z
    • Then you notice X isn’t really needed any more
    • Too late, structure bad!
  • Sometimes the only way to fix this is to refactor the whole structure from scratch
    • Very often the only way to know how you should have done it is to do it wrong first!

Some principles for better structure

But beware!

  • Even following the principles shown can lead to bad code
  • An experienced programmer can decide for themselves, when they should use them
  • For example, creating two almost identical functions than creating a single function that covers two almost identical cases might sometimes result in much easier-to-read code
    • It’s yours to decide when that “sometimes” holds true

Conclusions

What makes code good?

  • Good code is…
    • readable
    • pretty
    • self-consistent
    • self-explanatory
    • well-contained
    • reusable (to some extent)

Extra: Linters

  • “You can use linters to format code automatically
  • Here’s a guide to C# formatting with ESLint, a popular linter

Reading