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Search - "existing code base"
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At one of my former jobs, I had a four-day-week. I remember once being called on my free Friday by an agitated colleague of mine arguing that I crashed the entire application on the staging environment and I shall fix it that very day.
I refused. It was my free day after all and I had made plans. Yet I told him: OK, I take a look at it in Sunday and see what all the fuzz is all about. Because I honestly could fathom what big issue I could have caused.
On that Sunday, I realized that the feature I implemented worked as expected. And it took me two minutes to realize the problem: It was a minor thing, as it so often is: If the user was not logged in, instead of a user object, null got passed somewhere and boom -- 500 error screen. Some older feature broke due to some of my changes and I never noticed it as while I was developing I was always in a logged in state and I never bothered to test that feature as I assumed it working. Only my boss was not logged in when testing on the stage environment, and so he ran into it.
So what really pushed my buttons was:
It was not a bug. It was a regression.
Why is that distinction important?
My boss tried to guilt me into admitting that I did not deliver quality software. Yet he was the one explicitly forbidding me to write tests for that software. Well, this is what you get then! You pay in the long run by strange bugs, hotfixes, and annoyed developers. I salute you! :/
Yet I did not fix the bug right away. I could have. It would have just taken me just another two minutes again. Yet for once, instead of doing it quickly, I did it right: I, albeit unfamiliar with writing tests, searched for a way to write a test for that case. It came not easy for me as I was not accustomed to writing tests, and the solution I came up with a functional test not that ideal, as it required certain content to be in the database. But in the end, it worked good enough: I had a failing test. And then I made it pass again. That made the whole ordeal worthwhile to me. (Also the realization that that very Sunday, alone in that office, was one of the most productive since a long while really made me reflect my job choice.)
At the following Monday I just entered the office for the stand-up to declare that I fixed the regression and that I won't take responsibility for that crash on the staging environment. If you don't let me write test, don't expect me to test the entire application again and again. I don't want to ensure that the existing software doesn't break. That's what tests are for. Don't try to blame me for not having tests on critical infrastructure. And that's all I did on Monday. I have a policy to not do long hours, and when I do due to an "emergency", I will get my free time back another day. And so I went home that Monday right after the stand-up.
Do I even need to spell it out that I made a requirement for my next job to have a culture that requires testing? I did, and never looked back and I grew a lot as a developer.
I have familiarized myself with both the wonderful world of unit and acceptance testing. And deploying suddenly becomes cheap and easy. Sure, there sometimes are problems. But almost always they are related to infrastructure and not the underlying code base. (And yeah, sometimes you have randomly failing tests, but that's for another rant.)9 -
The riskiest dev choice...
How about "The riskiest thing you've done as a dev"? I have a great entry for that. and I suppose it was my choice to build the feature afterall.
I was working on an instance of a small MMO at a game company I worked for. The MMO boasted multiple servers, each of them a vastly different take on the base game. We could use, extend, or outright replace anything we wanted to, leading to everything from Zelda to pokemon to an RP haven to a top-down futuristic counterstrike. The server in this particular instance was a fantasy RPG, and I was building it a new leveling and experience system with most of the trimmings. (Talents, feats/perks, etc. were in a future update.)
A bit of background, first: the game's dev setup did not have the now-standard dev/staging/prod servers; everything ran on prod, devs worked on prod, players connected and played on prod, etc. Worse yet, there was no backup system implemented -- or not really. The CTO was really the only person with sufficient access. The techy CEO did as well, but he rarely dealt with anything technical except server hardware, occasionally. And usually just to troll/punish us devs (as in "Oops ! I pulled the cat5 ! ;)"). Neither of them were the most reliable of people, either. The CTO would occasionally remote in and make backups of each server -- we assumed whenever he happened to think of it -- and would also occasionally do it when asked, but it could take him a week, sometimes even up to a month to get around to it. So the backups were only really useful for retreiving lost code and assets, not so much for player data.
The lack of reliable backups and the lack of proper testing grounds (among the plethora of other issues at the company) made for an absolutely terrible dev setup, but that's just how it was, and that's what we dealt with. We were game devs, afterall. Terrible or not, we got to make games! What more could you ask for!? It was amazing and terrible and wonderful and the worst thing ever, all at the same time. (and no, I'm not sharing the company name, but it isn't EA or Nexon, surprisingly 😅)
Anyway, back to the story! My new leveling system also needed to migrate players' existing data, so... you can see where this is going.
I did as much testing and inspection of my code as I could, copied it from a personal dev script to the server's xp system, ... and debated if I really wanted to click [Apply]. Every time I considered it, I went back to check another part or do yet more testing. I ended up taking like 40 minutes to finally click it.
And when I did... that was the scariest button press of my life. And the scariest three seconds' wait afterwards. That one click could have ruined every single player's account, permanently lost us players ...
After applying it, I immediately checked my character to see if she was broken, checked the account data for corruption or botched flags, checked for broken interactions with the other systems....
Everything ended up working out perfectly, and the players loved all of the new features. They had no idea what went into building them, and certainly had no idea of what went into applying them, or what could have gone wrong -- which is probably a good thing.
Looking back, that entire environment was so fragile, it's a wonder things didn't go horribly wrong all the time. Really, they almost never did. Apocalypses did happen, but were exceedingly rare, and were ususally fixed quickly. I guess we were all super careful simply because everything was so fragile? or the decent devs were, at least. We never trusted the lessers with access 😅 at least on the main servers where it mattered. Some of the smaller servers... well, we never really cared about those.
But I'm honestly more surprised to realize I've never had nightmares of that button click. It was certainly terrifying enough.
But yay! Complete system overhaul and migration of stored and realtime player data! on prod! With no issues! And lots of happy players! Woooooo!
Thinking back on it makes me happy 😊rant deploying straight to prod prod prod prod dev server? dev on prod you chicken migration on prod wk149 git? who's a git? you're a git! scariest deploy ever game development1 -
Any coding challenge that doesn’t start with modifying an existing code base ignores what 95% of software engineering is.2
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I've optimised so many things in my time I can't remember most of them.
Most recently, something had to be the equivalent off `"literal" LIKE column` with a million rows to compare. It would take around a second average each literal to lookup for a service that needs to be high load and low latency. This isn't an easy case to optimise, many people would consider it impossible.
It took my a couple of hours to reverse engineer the data and implement a few hundred line implementation that would look it up in 1ms average with the worst possible case being very rare and not too distant from this.
In another case there was a lookup of arbitrary time spans that most people would not bother to cache because the input parameters are too short lived and variable to make a difference. I replaced the 50000+ line application acting as a middle man between the application and database with 500 lines of code that did the look up faster and was able to implement a reasonable caching strategy. This dropped resource consumption by a minimum of factor of ten at least. Misses were cheaper and it was able to cache most cases. It also involved modifying the client library in C to stop it unnecessarily wrapping primitives in objects to the high level language which was causing it to consume excessive amounts of memory when processing huge data streams.
Another system would download a huge data set for every point of sale constantly, then parse and apply it. It had to reflect changes quickly but would download the whole dataset each time containing hundreds of thousands of rows. I whipped up a system so that a single server (barring redundancy) would download it in a loop, parse it using C which was much faster than the traditional interpreted language, then use a custom data differential format, TCP data streaming protocol, binary serialisation and LZMA compression to pipe it down to points of sale. This protocol also used versioning for catchup and differential combination for additional reduction in size. It went from being 30 seconds to a few minutes behind to using able to keep up to with in a second of changes. It was also using so much bandwidth that it would reach the limit on ADSL connections then get throttled. I looked at the traffic stats after and it dropped from dozens of terabytes a month to around a gigabyte or so a month for several hundred machines. The drop in the graphs you'd think all the machines had been turned off as that's what it looked like. It could now happily run over GPRS or 56K.
I was working on a project with a lot of data and noticed these huge tables and horrible queries. The tables were all the results of queries. Someone wrote terrible SQL then to optimise it ran it in the background with all possible variable values then store the results of joins and aggregates into new tables. On top of those tables they wrote more SQL. I wrote some new queries and query generation that wiped out thousands of lines of code immediately and operated on the original tables taking things down from 30GB and rapidly climbing to a couple GB.
Another time a piece of mathematics had to generate all possible permutations and the existing solution was factorial. I worked out how to optimise it to run n*n which believe it or not made the world of difference. Went from hardly handling anything to handling anything thrown at it. It was nice trying to get people to "freeze the system now".
I build my own frontend systems (admittedly rushed) that do what angular/react/vue aim for but with higher (maximum) performance including an in memory data base to back the UI that had layered event driven indexes and could handle referential integrity (overlay on the database only revealing items with valid integrity) or reordering and reposition events very rapidly using a custom AVL tree. You could layer indexes over it (data inheritance) that could be partial and dynamic.
So many times have I optimised things on automatic just cleaning up code normally. Hundreds, thousands of optimisations. It's what makes my clock tick.4 -
Okay so I have been a consumer of devRant for a while now but never posted anything. This is my first.
So yesterday I modified an existing method(some very minor changes!!). Today after coming to the office I see that I have comments from Sonarqube stating
"Reduce cognitive complexity from ** to 15.
I get that it is a good measure to maintain readability but this refactoring is not part of my change at all and any mishap can break the whole code base!!!.
My code even won't build because of this company restriction that there should not be any issues from Sonarqube.
I really want to bash my head against the wall right now.10 -
If this isn't the worst thing.
I was asked to develop a WordPress plugin as an intern developer and I've been on it since last week. I got stuck when i finally had the loops running but couldn't find a way to format the output without overwriting the existing values on each iteration.
For the last one week I've been showing the progress on my code to the CTO and this is how it has been.
Me: Hello. Everything is coming along fine, I have most of the functions running properly, do you mind looking into the algorithm?
CTO: Oh not at all, let's see what you got. Omg great code for an intern. I think you should add a new variable there and maybe clean up that function over there because it's deprecated now and yeah HaHa, Great work.
Me: Thanks xD I'll have it finished latest next week.
CTO: Oh great. I can't wait to see what you'd have by next week so we can install it on our WordPress.
*Next finally week comes and I'm done with the code.
Me: Hello, I'm done with the entire code! Want to take a look? The plugin works just exactly as described.
*CTO takes a look
CTO: Omg?
Me: Omg?
CTO: This is completely bad programming practice, so you are running 4 nested loops that all send queries to our data base and make changes to data. This would have a very drastic effect on the server considering the traffic we get.
Me: But you saw this exact code last week and said it was okay, I only changed some CSS since the last time.
CTO: Omg, we can't accept this, you have to develop it again from the scratch without using those loops and queries.
Me: What? Okay, fine. Any hints?
CTO: Yes.
Me: What?
CTO: Just start. That's the greatest hint I could ever give. And also, always have a plan before you begin.
Me: Yeah, thanks for those. It's the first time I'm hearing them and they would totally be applicable to building this thing.2 -
i was hired to join a team of old devs (40+) in an unnamed European country "yay goodbye 3rd world it's time to enjoy the quality of life" assist with enhancing already existing software and creating new solutions.
prior to my arrival most things were slow and super buggy, looking at the code base it shouldn't be a surprise, amateur hour everyone, logic implemented that is not needed, comment driven development, last time code review was done back in 1996. lots of anti patterns.
i swear there is a for loop that does nothing but it loops through a 100+ elements list, trunk based development with tfs since git is "not really needed"
test projects are not there.
>enter me an educated fool, with genuine passion for the craft and somehow a decent amount of knowledge.
>spent the last year fixing stuff educating people on principles and qualities.
> countless hours of training and explaining. team is showing cooperation, a new requirement comes in to develop with react.
> tear my ass creating reusable shit and self explanatory code with proper naming etc using git with feature branching, monday is first deployment day.
> today a colleague was working on an item submit a pull request and self approve it
> look at the code..... WTF the dumb fuck copied and pasted the whole code from different kendo components but somehow managed to refractor the name to test component, commented out all the code that he didn't use did the api call directly from the component, has 2 useeffects that depends on the a fucking text box changes for no reason, no redux implementation, the acceptance criteria is not achieved, and it doesn't work it just look right.
> first world country shit cannot scold, cannot complain, lead by example.
>asked him why you did this, the response was yeah probably i shouldn't have done that, i really didn't understand anything in the training but didn't want to waste time!!!!
> rest of the team created a different styled disaster with different flavors they don't even name their shit the same way.
fellow developers I'm stuck in a spaceship with a bunch of imposters, seriously i never cried in my entire life now I'm teary and on the verge of a break down.
talk with management "improving needs time" and offers me to join a yoga session to release the stress as if reaching nirvana would deliver shit on monday.
i really don't know what do is this a rant, is this a cry for help, I'm not sure, any advice is welcomed.7 -
i am a weak developer, i dont know that much of what im doing, unexpected things come up, i dont like time estimates (estimating time is harder than complexity estimates), some school of thoughts dont like estimates https://youtube.com/watch/...
my manager posed a thought exercise to me, imagine im a contractor (im not, clearly not skilled enough to be) , contractors can estimate how much time precisely a task will take to do their work, get jobs, etc
is it possible to learn this power? how does one git so gud, walk in learn how existing code base works, change, edit , build on top of it, ideally doing quality work8 -
Have you ever committed to an impossible deadline simply because your client would have been completely FUCKED if you didn't?
this would have been remotely doable if the existing code base that was handed over was just mildly reasonable. But how could this shit ever have worked the first time?!
Gilfoyle would just have said no. Why can't I be more like Gilfoyle >.<2 -
Just realized I don't have a code style. In python at least I stick to what flake8 tells me, but with C++ I change my style every project I work with to adapt to their existing code base, and then I keep that style untill the next project.
Current project is an ns-3 module, and their code style is quite horrible but I'm already making it a part of me.1 -
v0.0005a (alpha)
- class support added to lua thanks to yonaba.
- rkUIs class created
- new panel class
- added drawing code for panel
- fixed bug where some sides of the UI's border were failing to drawing (line rendering quark)
v0.0014a (alpha) 11.30.2023 (~2 hours)
- successfully retrieving basic data from save folder, load text into lua from files
- added 'props' property to Entity class
- added a props table to control what gets serialized and what doesn't
- added a save() base method for instances (has to be overridden to be useful beyond the basics)
- moved the lume.serialize() call into the :save() method on the base entity class itself
- serialized and successfully saved an entities property table.
- fixed deserializion bugs involving wrong indexes (savedata[1] not savedata[2])
- moved deserialization from temp code, into line loading loop itself (assuming each item is on one line)
- deser'd test data, and init()'d new player Entity using the freshly-loaded data, and displayed the entity sprite
All in all not a bad session. Understanding filing handling and how to interact with the directory system was the biggest hurdle I was worried about for building my tools.
Next steps will be defining some basic UI elements (with overridable draw code), and then loading and initializing the UI from lua or json.
New projects can be set as subfolders folders in appdata, using 'Setidentity("appname/projectname") to keep things clean.
I'm not even dreading writing basic syntax highlighting!
Idea is to dogfood the whole process. UI is in-engine rendered just like you might see with godot, unity, or gamemaker, that way I have maximum flexibility to style it the way I want. I'm familiar enough with constructing from polygons, on top of stenciling, on top of nine-slicing, on top of existing tweening and special effects, that I can achieve exactly what I want.
Idea is to build a really well managed asset pipeline. Stencyl, as 'crappy' as it appeared, and 'for education' was a master class in how to do things the correct way, it was just horribly bloated while doing it.
Logical tilesets that you import, can rearrange through drag-n-drop, assign custom tile shapes to, physics materials, collisions groups, name, add tag data to, all in one editor? Yes please.
Every other 2D editor is basic-bitch, has you importing images, and at most generates different scales and does the slicing for you.
Code editor? Everything behavior was in a component, with custom fields. All your code goes into a list of events, which you can toggle on and off with a proper toggle button, so you can explicitly experiment, instead of commenting shit out (yes git is better, but we're talking solo amateurs here, they're not gonna be using git out the gate unless they already know what they're doing).
Components all have an image assignable to identify them, along with a description field, and they're arranged in a 2d grid for easy browsing, copying, modifying.
The physics shape editor, the animation editor, the map editor, all of it was so bare bones and yet had things others didn't.
I want that, except without the historic ties to flash, without the overhead of java, and with sexier fucking in-engine rendering of the UI and support for modding and in-engine custom tools.
Not really doing it for anyone except myself, and doubt I'll get very far, but since I dropped looking for easy solutions, I've just been powering through all the areas I don't understand and doing the work.
I rediscovered my love of programming after 3-4 years of learning to hate it, and things are looking up.2 -
Trial and error.
Taking an existing code base and playing with it to see what does what. Eventually learning enough to create basic programs. Eventually I wanted to make more complicated things so started reading documentation. -
Found some particularly nasty global state problems in an existing code base and fixed them. Now I can legitly add this to my resume:
"Prevented a Global Apocalypse" -
I have started a freelance full-stack project with some existing code-base and it was horrible. They only have API endpoints for fetching whole data. No limit, No sort, No filter. They are doing all this shit on the front end. They are even aggregating data on the front end. Seriously who the fuck does that? On top of that the guy who has coded it was a senior developer. I am wondering now, did he write that kind of code purposefully or this kind of shitty devs actually exists?2
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Half of the courses we had in our college were about electronics. Except Microprocessors and Transistors, it's not relevant.
We even had chemistry and engineering drawing. So we essentially wasted more than half of our time.
Besides languages, weren't taught anything about real world software development.
Nothing about how to work with an existing code base, version control, design patterns, system design, creating a website, debugging, functional programming, scalability, reliability.
The industry should be involved in setting the syllabus and also contributing part time teachers.3 -
Any good books/reads when it comes to analyzing existing code bases/tracing?
I recently started a job with a decade old C code base with no documentation that requires me to break apart and modularize and I’m kind of losing my mind. There’s no comments nor properly variable names...1 -
I didn't think that it could be worse than in the companies I've been previously working at (last one was good btw)!but the current company has a code base for a website made in grails with an angular app and no existing developer knows how this site works - and there isn't a single comment in the code either. There isn't any other form of documentation either D:
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So when I started at my current company, I was the second developer in the company. My job is to handle the embedded development side of our product. The existing code base? Made in fucking China. All of the comments were in Chinese too. They had implemented Huffman compression incorrectly and AES CBC encryption incorrectly as well. It was seriously some of the worst code I've ever seen. I remember one gem I found:
Int header = *(*int) "MGIK";
😫1 -
It sucks when you are unable to work on any new features in forever and mainly spend time updating the existing code base, doing visual designs & documenting the application.
Let me please work on a new feature that the clients will use instead of meaningless busy work2 -
I had written a feature that stored some data for all methods in a code base. And it worked in 99.9% of all cases, but for some projects, somehow there were errors in the logs that I couldn't understand.
After hours of debugging, it turned out that I inserted the method objects into a map, and the (existing) base class for these objects used the character offsets for the method's start & end in the hashCode() implementation. This meant that in the (extremely rare) case of two methods in two files with the exact same start and end offsets, inserting them into a map would overwrite the previous value.
Once uncovered, this bug was trivial to fix ;)