Showing posts with label C#. Show all posts
Showing posts with label C#. Show all posts

Sunday, 30 October 2011

Once more into the breach, dear colleagues, once more…

…or How I Learned to Stop Worrying and Love Serving Aboard Kobayashi Maru; a history lesson.

Once again, I've had an interesting couple of months. Between modern Singapore's regular effect on my health, some insane work and the opportunity to get even more insane work if my two best references weren't indefinitely unavailable (but hey, Thailand is usually lovely this time of year…or anytime, actually).

Ahem.

I am rediscovering a love for developing in Ruby after losing touch with it some ten years ago. In the Ruby 1.5 days, things like class variables and the hook system were either new and shiny, or had finally been thrashed into something both usable and beautiful. If programming was what you did to earn a living, then programming in Ruby was something that you thanked $DEITY for every day because, after all, how many people in this world get to use beautiful tools that make you measurably better at your craft while blowing your mind on a regular basis, and get paid for the privilege?

The Fall

Then Ruby on Rails came along, with the clueless-business-media hype and cult of personality built around G-d Himself, or at least the three-initial version of same as anointed by said media, and Things Changed:

New acquaintance: So what do you do for a living?

Me: I write computer software, mostly using Ruby, or when I have to, Delphi or C++.

N.A.: Oh, you're a Ruby on Rails programmer.

So I left Ruby behind. Delphi lasted for a while, until its competitor's lock on the default system combined with some spectacularly bad corporate timing to relegate it to an "oh yeah, I heard of that once" niche. And then came this gawky new kid called PHP.

PHP wasn't exactly "new" when I first got into it; version 3.x had been out for some time, and the in-beta version 4 had class-based object-oriented programming. It was more primitive than an 1898 Duryea automobile to a Porsche driver, but you could see that the basic principles were at least in sight. And so, as the dot-com bubble was starting to really inflate, I jumped into PHP with a vengeance. It wasn't a product of one of the existing tech-industry corporate titans and it wasn't tied to a single operating system or Web server (though it did seem to work best with the then-early Linux OS and Apache server).

The great thing about PHP is that just about anybody can poke at it for a while, and at the end have something that (seems to) work. The pathologically execrable thing about PHP is that the barrier to entry is microscopically low, lower even than for Visual Basic 6 back in the day. And so, the inevitable result was (and is) that you have literally hundreds of thousands, if not millions, who get jobs by saying "Yeah, I know PHP; I've done (this little site) and (that steaming mess with a lot of Flashy bling on it)." In reality, there are thousands, at most, of good PHP developers out there, with a few more thousands actively working at improving their craft.

Purgatory

So PHP 4 had a crappy object model that anybody could poke at or ignore at will. PHP 5, from mid-2004, started to get its head on straight with respect to both OOP and what it really took to do PHP well, but lots of damage had already been done. Innumerable client projects had either failed or become incredible maintenance/performance nightmares due to the shoddy code that PHP, and the community that grew up around it, encouraged mediocre/inexperienced/inattentive developers to write.

And then, in mid-2009, PHP 5.3 came into the world, and it was a glorious golden statue with legs of brown, wet mud. Many of us who wanted to see PHP evolve into a "properly" object-oriented language, along the path that it had been following, found much to rejoice in. Support for closures. Better internationalisation support. Far better garbage collection. A rearrangement and winnowing of the extension and application repository system that was the closest thing PHP has to Python's eggs or Ruby's gems.

PHP 5.3 also introduced what had to have been the most-requested new feature for years: namespaces. Namespaces are one solution to the problem of allowing the development team to organise collections and hierarchies of classes to both make them easier to work with conceptually, and of mitigating possible naming conflicts (class Foo in namespace Bar is "obviously" distinct from class Foo in namespace Barney.)

However, this is also where the legs of the "golden statue" were transformed into wet mud: the way in which the PHP namespace features work is so semantically and visually jarring, with so many inconsistencies visible to both the experienced pre-5.3 PHP developer and the experienced developer of object-oriented software in other languages, that it quickly became a laughingstock and a millstone. A necessary millstone, but one of which many writers of both code and prose waxed eloquent in their righteous, intricately-justified derision.

A New Hope

And this eventually served as a wake-up call to a number of those who view PHP as just another tool in their toolkit, as opposed to either a cash cow to be milked or a semi-religious icon to be polished and cared for in the precise fashion that the High Priests of Zend decree, or, those who simply never learned enough to care. Seven to ten years is a long time to spend in any one language for an experienced developer, and quite a number of highly-visible PHP community stalwarts have been publicly participating in and contributing to other communities: various JVM languages like Groovy, Scala and Clojure; Objective-C; C#; and Ruby.

A few short months ago, I had urgent need to re-immerse myself in Ruby, learn modern Rails, and make myself ready in all respects to participate in Ruby on Rails projects at a senior or leading level. This gave rise to a series of fortunate events, to paraphrase Lemony Snicket. I discovered that Ruby 1.9 is now a very advanced, mature language with solid experience-based best practices that are sensible and self-consistent. I discovered that Rails 3.1 is an incredibly productive way to get a Web site or application up and running, and that the ways in which it encourages you to code and think do not have the same propensity to inflict mortal wounds as, say, the overly-trusting PHP journeyman developer. Rails itself has grown to be a much larger community that no longer revolves around a single individual, or even a small group of individuals, as that it did seven years ago or as too many other languages do now. And, importantly, many of the things that make Rails great would not be practical, or even possible, were it built on and in any other language than Ruby

Above all, Ruby gives hope to those few, mindful of Knuth's saying that "programming is a literary act", understand that computer programs are written to be read and modified by humans, with computer execution almost a secondary concern over the life of a project. If you care about thinking creatively, if you enjoy having your mind regularly blown in ways that challenge you to actively and continuously improve your mastery of the craft of software development, you are going to love Ruby, and Rails.

An Evangelist Repurposed

And so, to any who are pondering a new Web project, who see how overwhelming the mindshare of PHP is and how obviously negligent (even to non-technical eyes) is far too much PHP code and, by extension, those who made such code available, I would ask you to strongly consider Ruby, and Rails, even if your team has little or no experience in them.

After all, quality and intelligence should, in any world worth living in, be major competitive advantages — or, rather, by rights, their lack must needs be mortal.

Sunday, 15 August 2010

Where Do We "Go" From Here? D2 Or Not D2, That the Question Is

Unless you've been working in an organization whose mission is to supply C++ language tools (and perhaps particularly if you have, come to think of it), you can't help but have noticed that a lot of people who value productive use of time over esoteric language theory have come to the conclusion that the C++ language is hopelessly broken.

Sure, you can do anything in C++... or at least in C++ as specified. How you do it in any particular C++ implementation varies. That's a large part of the justification for libraries like the (excellent) Boost; to tame the wilderness and present a reasonable set of tools that will (almost certainly) work with any (serious) C++ compiler in the wild.

But, as several language professionals have pointed out, very, very few (if any) people know all there is to know about C++; teams using C++ for projects agree (explicitly or otherwise) on what features will and won't be used. Sometimes, as in the case of many FLOSS projects, this is because compiler support has historically been inconsistent across platforms; more generally, it's to keep the codebase within the reasonable capabilities of whatever teammates poke at it over the life of the project.

I've been using C++ for 20+ years now, and I still learn something — and find I've forgotten something — about C++ on every project I embark on. Talking with other, often very senior, developers indicates that this is by no means an isolated experience. Thus, the quest for other language(s) that can be used in all or most of the numerous areas in which C++ code has been written.

If you're on Windows or the Mac, and happy to stay here, this doesn't much affect you beyond "there but for the grace of $DEITY go I." Microsoft folks have C#, designed by Anders Hejlsberg, who previously had designed and led development of the sublime Delphi language. C# essentially takes much of the object model from Delphi, does its best to avoid the various land mines encountered by Java and particularly C++ while remaining quite learnable and conceptually familiar to refugees from those languages.

On the Mac, Objective-C is the language of choice, providing commendably clean, understandable object-oriented wrapping around the nearly-universal C language (which is still fully usable). Objective-C is the reason most Mac-and-other-platform developers cite for their high productivity writing Mac code, along with the excellent Mac OS X system libraries. Objective-C is supported on other platforms, but the community of users on non-Apple or -NeXT systems is relatively small.

Google created the Go language and first made it public in late 2009. The initial design was led by Robert Griesemer, Rob Pike and Ken Thompson. Pike and Thompson are (or should be) very well-known to C and Unix developers; they led the pioneers. Robert Griesemer, currently with Google (obviously), was apparently previously best known in the Oracle data-warehousing community, but a quick search turns up a few interesting-sounding language-related hits prior to Go.

Go is described as "simple, fast, concurrent, safe, fun, " and open source. It doesn't try to be all possible things to all possible users; it has a relatively small, conceptually achievable mission, and leaves everything else to either The Future™ or some to-be-promulgated extension system.

Go is small, young, has a corporate sponsor acting as benevolent dictator with an increasingly active community around the language and, if it doesn't fall into the pits of internal dissension or corporate abandonment (as, say OpenSolaris has), looks set to keep that community happily coding away for some years to come. Given a choice for a greenfield project between C and Go, I can see many possibilities where I'd choose Go. I can see far fewer similar instances where I'd choose C++ over either Go or D.

D is another, rather different, successor language to C++ (which, as the name states, considers itself an improved or "incremented C."). Where Go is starting small and building out as a community effort, D was designed by Walter Bright, another C language luminary. He created the first native compiler for C++ (i.e., the first compiler not producing intermediate C code to be compiled "again"). Unlike Go, D's reference implementation is a revenue-generating commercial product. Unlike Go, D has an extremely rich language and set of core libraries; one can argue that these features make it closer to C++ than to the other languages discussed here. Yet it is that richness, combined with understanding of the (two major competing) leading implementations, that makes D attractive for C++ and Java refugees; they can implement the types of programs as before in a language that is cleaner, better-defined and more understandable than C++ can ever be.

D2, or the second major specification of the D language, appears to have wider community acceptance than D1 did, and we confidently expect multiple solid implementations (including GCC and hopefully LLVM)... if the larger community gets its house in order. I wrote a comment on Leandro Lucarella's blog where I said that "Go could be the kick in the pants that the D people need to finally get their thumb out and start doing things "right" (from an outside-Digital Mars perspective)."

Competition is generally a Good Thing™ for the customers/users of the competing ideas or products. It's arguably had a spotty record in the personal-computing industry (85%+ market share is not a healthy sign), but the successor-to-C++ competition looks to be entering a new and more active phase... from which we can all hope to benefit.

Wednesday, 27 May 2009

News Flash: Microsoft Reinvents Eiffel, 18 Years On

One of the major influences on the middle third of my career thus far was Bertrand Meyer's Eiffel programming language and its concept of design by contract. With such tools, for the first time (at least as far as I was aware), entire classes of software defects could be reliably detected at run time (dynamic checking) and/or at compile time (static checking). I worked on a couple of significant project teams in the mid- to late '90s that used Eiffel quite successfully. Further, it impacted my working style in other languages; for several years, I had a reputation on C and C++ projects for putting far more assert statements than was considered usual by my colleagues. More importantly, it made me start thinking in a different way about how to create working code. Later, as I became aware of automated testing, continuous integration and what is now called agile development, they were all logical extensions of the principles I had already adopted.

This all happened over a period of 15 or so years, in a field where anyone with more than 2 or 3 years' experience is considered "senior". But for me, and most other serious practitioners who I knew and worked with, two to three years was really just about as long as it took to answer more questions than we raised. That, in most crafts, is considered one of the signs of becoming a journeyman rather than a wet-behind-the-ears apprentice.

Then, a few hours ago, I was reading a blog entry by one David R. Heffelfinger which mentioned a project at Microsoft DevLabs called "SmallBasic". Another project that the same organization developed is called "Code Contracts"; there's a nice little set of tools (which will be built into the upcoming Visual Studio 2010 product), and a nice introductory video. Watch the video (you'll need Silverlight to view it), and then do some research on Eiffel and design-by-contract and so on, and it's very difficult not to see the similarities.

So, on the one hand, I'm glad that .NET developers will finally be getting support for 20-year-old concepts (by the time significant numbers of developers use VS 2010 and .NET 4.0). Anything that helps improve the developer and user experiences on Windows (or, in fact, any platform) is by definition a Good Thing™.

On the other hand, I see more evidence of Microsoft's historical Not Invented Here mentality; beating the drum for "new and wonderful ideas for Windows development" that developers on other platforms have been using effectively for some time. While the Code Contracts project indirectly credits Eiffel — the FAQ page links to Spec# at Microsoft Research, which lists Eiffel as one of its influences — it would have been nice to see acknowledgement and explanation of precursor techniques be made more explicitly. Failure to do so merely reinforces the wisdom of Santayana as applied to software: "Those who cannot remember the past are condemned to repeat it", as well as "Fanaticism consists in redoubling your efforts when you have forgotten your aim." This last is something that we who wish to improve our craft would do well to remember.

What do you all think?