Category Archives: Week-15

Code “Smells” – They Stink!

This post will discuss more bad practices when coding that focus less on design patterns (post about anti-patterns here: https://kathleenmlaw.com/2018/12/03/some-software-development-anti-patterns/) but more so on problems in source code that may cause a bigger problem in the program, called code smells (reference found here: https://sourcemaking.com/refactoring/smells).

The most common code smells can be grouped into several categories. I have included 3 examples of each code smell that can arise, though there are other

  • Bloaters – code (like classes or methods) that grows so large that it is difficult to work with
    • Long methods – methods longer than 10 lines are probably too long
    • Primitive obsession – use of lots of primitives in code rather than creating smaller objects, or many different constants
    • Long parameter list – more than 3 or 4 parameters used when calling a method
  • Object-orientation abusers – code that incorrectly implements object-oriented concepts
    • Switch statements – switch statement has many cases, or conditional has multiple “if” branches in a row
    • Temporary field – only have a value when needed by objects in the program, and are otherwise empty
    • Alternative classes with different interfaces – two classes with the same function but only differ in method names
  • Change preventers – code that, when changed in one spot, requires change in other parts of the code as well
    • Divergent change – changing many methods that are unrelated when making change to a class
    • Shotgun surgery – when making any changes to code, the developer has to make many other modifications to different classes
    • Parallel inheritance hierarchies – when creating subclasses, the developer has to create subclasses for other classes at the same time
  • Dispensables – unnecessary code that would increase readability when removed from the program
    • Comments – when code is full of comments that it is difficult to even read the program
    • Lazy class – a class that doesn’t really have much function in the overall program
    • Data class – a class that only has fields and accessor/mutator methods and serves as a data collector for other classes to use
  • Coupling – code that contributes to coupling (where one section of code may depend heavily on another section, and changes in the former results in forced changes in the latter)
    • Feature envy – when a method accesses data of another object more than its own
    • Inappropriate intimacy – when one class uses internal fields of another class
    • Message chains – when one method calls another, which calls another….

 

I have absolutely made several of these mistakes in my programs, so I’ll be sure to keep a look-out when coding in the future.

 

From the blog CS@Worcester – Hi, I'm Kat. by Kat Law and used with permission of the author. All other rights reserved by the author.

What are Mutations, and How Do They Help Testing?

When I thought of the word “mutation,” I tend to think of it with negative connotation as something that changes internal structure and can potentially cause problems with the structure later on. However, in software testing, mutations have a positive function. This post will go over how mutation testing works, and some advantages and disadvantages of using it. My reference can be found here: https://www.guru99.com/mutation-testing.html. When going over mutation testing during lecture, I found the subject very interesting, and this website provided great further information about it.

Mutation testing takes a program and changes around various statements (introducing faults) in the source code, so that when running unit testing or other testing suites on the program, the tests written for the original program should fail, if they had already passed before. So, when the mutant program fails the test case, then the mutation is “killed.” If the mutant program still passes the test case, then the mutant “survives,” and the tests should be written differently so that they not only pass the code that is originally written, but they also fail other possible scenarios, whether or not those other scenarios were explicitly written in the program.

There are many different kinds of mutations that can be created and used, and they fall under 3 categories: operand replacement operators (which replaces operands in an expression with another operand or with a constant value, like changing x > y to x > 5), expression modification operators (which modifies an operator in an expression, like changing x > y to x <= y), and statement modification operators (which modifies the logic of the program by changing or deleting different statements, like removing an “else” branch of an if-else conditional).

This method of testing provides several advantages. It can uncover missing test cases that weren’t already included in the test suite. It also points out the different places in source code which may be vulnerable to error. It looks beyond simply statement and branch coverage to find any faults which may be overlooked. This enhances the quality of software testing taking place on the program.

However, there are still some disadvantages of using this testing strategy. Because there are many places in source code where these mutations may take place, it would be tedious to manually insert the faults, and automation is a necessity. Time may also become an issue, because each mutation requires a run through the test suite. Finally, this method would not be appropriate for black-box testing, as it involves directly examining the source code.

From the blog CS@Worcester – Hi, I&#039;m Kat. by Kat Law and used with permission of the author. All other rights reserved by the author.

Holiday Season Quality Assurance

https://testingpodcast.com/

This week, I listened to PerfBytes Black Friday, Hour 4 at the link provided above. This podcast is centered around the business practices of major retailers and how that reflects on the work of IT departments. Especially right after thanksgiving, retail companies see a huge spike in consumer activity with black Friday and the holiday season, which results in a big strain on eCommerce.

They begin a practical assessment of retail websites by scoring the load times and response requests over time. They discovered that some retailers don’t put enough resources into their websites. Olight is a manufacturer of flashlights whose website scored a D, which is unacceptable from a consumer standpoint especially around black friday and the holiday season. For comparison, they also scored a competing website, Maglight, which performed the same or worse in all areas.

Clearly, these shopping websites were not up to par with the expected performance and don’t seem to have an interest in upgrading. Major online sellers like Amazon and Home Depot also sell these products but with a much more marketable look and feel to their web pages. This test proves that these manufacturers should invest more in their website and might make more revenue by selling directly rather than paying a margin to the dominating online retailers. The need for quality assurance exists, but there also exists a trend from not well known companies like Olight and Maglight to let bigger shopping websites carry the majority of their sales for them at a cost. In this way, it may seem not worth the effort of upgrading a website.

Next the hosts go over ways to better communicate performance engineering between multiple departments especially around high traffic times of the year. Typically, the conversation starts with cost estimates going by a specific plan for that year. The priority for business leaders higher up the corporate chain is to cut costs as much as possible, however, cutting the IT departments budget results in drastic sales consequences. The best way to cause change in the industry and prevent these risks is to better communicate cost.

From the blog CS@Worcester – CS Mikes Way by CSmikesway and used with permission of the author. All other rights reserved by the author.

It’s Not Just Usability

This week I read a post of Joel Spolsky, the CEO of Stack Overflow. This post talks about designing social interface which is the next level of software design issues, after you’ve got the UI right, designing the social interface. Software in the 1980s, when usability was invented, was all about computer-human interaction. A lot of software still is. But the Internet requires a new kind of software: software that’s about human-human interaction such as discussion groups, social networking and online classifieds. It’s all software that mediates between people, not between the human and the computer.

When you’re writing software that mediates between people, after you get the usability right, you have to get the social interface right. The social interface is more important because the best UI software would fail with an awkward social interface. More, let’s look at an example of successful social interface. Many humans are less inhibited when they’re typing than when they are speaking face-to-face. Teenagers are less shy with cellphone text messages, they’re more likely to ask each other out on dates. That genre of software was so successful socially that it’s radically improving millions of people’s love lives (or at least their social calendars). Even though text messaging has a ghastly user interface (just being a little bit improved recently), it became extremely popular with the kids. The joke of it is that there’s a much better user interface built into every cellphone for human to human communication: this clever thing called “phone calls.” It is so simple that to dial a number, and after that everything you say can be heard by the other person, and vice versa. However, many people choose the way that you break your thumbs typing huge strings of numbers just to say “damn you’re hot.” Clearly, it more awkward to say this than texting!

In designing social interface, you have to look at sociology and anthropology. In societies, there are freeloaders, scammers, and other miscreants. In social software, there will be people who try to abuse the software for their own profit at the expense of the rest of the society. Whereas the goal of user interface design is to help the user succeed, the goal of social interface design is to help the society succeed, even if sometimes it means one user has to fail.

Social interface has rapidly grown and developed together with social networking. Software companies hire people trained as anthropologists and ethnographers to work on social interface design. Instead of building usability labs, they’ll go out into the field or online space and write ethnography.

Article: https://www.joelonsoftware.com/2004/09/06/its-not-just-usability/

From the blog CS@Worcester – ThanhTruong by ttruong9 and used with permission of the author. All other rights reserved by the author.

Design Patterns: Proxy

Earlier this semester in my Software Design class, we had an assignment where we were to choose to write a report on either the Proxy, Facade, or Decorator design patterns (or any combination of the three, for extra credit). I had chosen the Decorator pattern, and due to the amount of assignments I had due I never went back to examine Proxy or Facade. So I’m here to do just that with the assistance of Sourcemaking’s article on it, starting with Proxy.

The Proxy is a structural design pattern that adds a wrapper to an object so that the object itself doesn’t suffer from excess complexity. There are actually a large number of reasons where this is useful. Sometimes objects get excessively resource heavy, and you don’t want to instantiate them unless absolutely necessary. Sometimes you’d just like an extra layer of protection from the access of an object for the sake of security or for general ease of use. Consider getter and setter methods for an example — you don’t want open access to the data within your object, so you make the data private (hidden from outside access) and you instead create public methods for retrieving and change the data of the private variables. In a way, getter and setter methods are mini proxies. Of course, the difference is that proxies are meant to be entire objects in themselves.

For a real-world example I’ll reference Sourcemaking’s article. In order to make a payment, someone would use the funds that they have in their bank account. Instead of needing to add methods such as “makePayment()” to their account and increasing the Account’s complexity, it is possible instead to pay with a check which can indirectly access the funds of the account. In this example, the check is the proxy to the Account class. Here’s a UML-like diagram:

Taken from Sourcemaking.com

The Proxy design pattern serves many purposes and is perhaps one of the easiest design patterns (in my opinion, of course) to understand and use. It’s very similar to Decorator in structure (which I did a project on earlier this semester) but its’ implementation is slightly different. Decorators are used to add new functionality to an object, whereas the Proxy is designed to encapsulate existing functionality into another, “adjacent” object.

From the blog CS@Worcester – James Blash by jwblash and used with permission of the author. All other rights reserved by the author.

Testing Gone Wrong

In his post Six Things That Go Wrong With Discussions About Testing, James Bach lists six different things that can often go wrong when testers are discussing testings. His six reasons can be summarized as testers misunderstanding the purposes of testing and not following the proper procedure when it comes to testing.

Your goal when testing is to discover any vulnerabilities in your program, but also to find strengths and things your program is doing well. This covers James’ first two points. When it comes to testing, quality is much more important than quantity. It is better to have a more complete coverage of your program and all its branches than to have a bunch of tests doing the same thing and missing different parts of your program. This is why it is important to think of tests as events instead. What is important is what your test is testing and how it goes about that, and it shouldn’t be thought of as some ‘Generic X Test.’

Often times people get carried away with automated testing and rely too much on it. While it is good to use automated testing, developers have strength far beyond that, and should use automated tests as tools to better accomplish effective testing, not as automated workers that do your work for you. Thinking of automated tests in this way also distracts from the purpose of testing, and makes it easier to forget why you should run certain tests in the first place.

James’ last point is probably his most important one. Testing isn’t just some set task that can be navigated a certain way every time. What I’ve learned this year is that testing is about thinking critically about a program and the way it COULD act, and design your tests according to those parameters. Consider where things can go wrong, and try to test the strength of weak parts of your code. But most importantly, be ready to learn, as every program has a different set of tests with a different strategy that is most effective for testing. Testing is a dynamic thing, and testers must be dynamic people.

From the blog CS@Worcester – Let&#039;s Get TechNICKal by technickal4 and used with permission of the author. All other rights reserved by the author.

Back to Front

In his post Back-end Development vs Front-end Development, Mikke Goes explains the differences between back-end and front-end development. He also goes into detail about the places where they intersect. Mikke also speaks briefly on combining both areas of development into what is known as full-stack development.

Back-end development concerns itself with the storage and manipulation of data. For example, when you log into your email, your browsers sends a request to the server to return all the information concerning your account, such as your settings and inbox. The mechanisms behind the storage and transferring of this information is the back-end. Back-end development concerns itself with the parts of a program you don’t usually see, but does a lot of work behind the scenes.

Front-end development finds its responsibilities mostly in the visual aspects of your program or application. All the buttons, text, and input fields on a web page are designed by front-end developers. This gives the users ways to interact with all the information stored in the back-end, creating an interface that bridges the gap between the client and the server. Both the functionality and appearance of web pages can fall under the duties of a front-end developer.

Full-stack development puts it all together. This is an understandably powerful position to operate in, as working on both the front- and back-end together ensures that they will be designed with each-other in mind and written properly and effectively. In CS-343 this semester, we have to work on a project where we are effectively full-stack developers. It is challenging to have to work on both at the same time, but I think working on one helps your understanding of what needs to go on the other end to tie everything together.

Front-end and back-end development are both important concepts. A web application isn’t going to exist without one or the other, and both are ultimately just as important to the end result as each-other. The differences are apparent, which is why it makes sense some people make a living doing one or the other. Ultimately, Mikee makes a good point that understanding both types is a boon to learning how to develop web applications.

From the blog CS@Worcester – Let&#039;s Get TechNICKal by technickal4 and used with permission of the author. All other rights reserved by the author.

An Introduction to Code Reviews

In my Software Quality Assurance & Testing class, we recently did a group-based code review of a simple Sir Tommy Solitaire program that my professor wrote a few years ago. It was a really fun and interesting group activity that I enjoyed quite a bit, so I decided to look more into common Code Review practices to get a better understanding of how to conduct them in a better way. This article written by Trisha Gee I found on DZone.com was a great resource for learning more about them.

First and foremost, the most important thing to remember when conducting code reviews is that your job is to view the code within the parameters of the project you’re working on. For example, if your company uses Checkstyle and prefers Google Java Conventions vs Sun Code Conventions, then the team must keep that in mind when reviewing code. All reviews must be viewed through a lens that corresponds with the vision of the project at hand.

When you’re actually conducting the review, what are the easiest things to look for? The article from DZone mentioned these four topics:

  • Formatting: Things line curly braces, spacing, line breaks. 
  • Style: Is the code laid out in a logical way (variable declarations near their usage, etc.)
  • Naming: Are naming conventions upheld throughout the program? Are they descriptive enough?
  • Test Coverage: Are there tests that cover the code and what it interacts with?

However, there are plenty of tools that exist to mitigate the potential errors which come from these easily spotted issues. Humans aren’t so great at noticing minute details — something that machines are perfect for. Formatting tools like Checkstyle that I referred to earlier will usually ensure that formatting standards are upheld, and tools like JaCoCo can assist test coverage (we’ve used both of these in class and it’s remarkable how helpful they are).

Really, the job of the reviewer is to focus more on the design choices and quality of the code. Not only should the code run, but it should be readable, maintainable, it should be written with good design principles in mind. Are any parts reused, are design patterns used in elegant ways or do they needlessly increase complexity?

I haven’t quite yet read through all of Clean Code by “Uncle Bob”, but from what I know it seems like many of the principles in that book are ones that should be deeply considered when conducting a code review. I think anyone looking for further elaboration on the topic of Code Reviews should read both the article I found on DZone (and other DZone material, frankly), and Clean Code — it’s as popular as it is for a reason.

From the blog CS@Worcester – James Blash by jwblash and used with permission of the author. All other rights reserved by the author.

Apprenticeship Patterns: Create Feedback Loops

From the blog CS@Worcester – BenLag&#039;s Blog by benlagblog and used with permission of the author. All other rights reserved by the author.

Apprenticeship Pattern – Retreat into Competence

This pattern is all about taking a step back, a deep breath, and fighting through the struggles you might be having. The authors talk about the roller coaster ride that an apprenticeship can become. They include advice about what to do when you feel like you aren’t making any progress and how to fix the situation. Essentially, I think the authors wrote this pattern for people struggling to learn new technologies. It can be scary to jump into a project that you had never been familiar with before and  the authors provide a confidence booster to help you bounceback. The authors say to set a time limit for yourself to go back and practice the things you already know and are comfortable with, once that time limit is up, go back and try to work through the new problems you might be having. Build up your confidence and keep the forward momentum going.

I didn’t find this pattern to be as immediately useful as some of the other patterns, however I chose this pattern because this situation can happen to anyone. I am sure that it can be very easy to become overwhelmed with a project that you are not entirely comfortable with. However, I don’t necessarily agree with retreating, even if it is only for a short time. I find that being resilient and stubborn can help you fight through your issues, spending consecutive time working on something can help you break through the obstacles that you didn’t think you could. I don’t really understand the actions the authors say to take:

“Pick something self-contained that you know really well and reimplement it. For instance, Ade likes to implement caching algorithms because they can range from the trivial to the highly complex. They also allow opportunities to reinforce his intuition about design and algorithmic complexity.”

For example, it is great that he likes to implement caching algorithms but what does that have to do with the project he is working on, assuming that it has nothing to do with caching? Going back and doing something you’ve done many times can certainly help build confidence but I also think it might be too much of a distraction to try and be productive. Overall, I think not giving up is the most important part of succeeding. If you need a break you could ask someone (like a mentor) to help you learn the process.

From the blog CS@Worcester – Rookey Mistake by Shane Rookey and used with permission of the author. All other rights reserved by the author.