Clean Code message

It is usually a bad idea to pass a flag as an argument to a function, especially when that flag simply selects the format of the output [G15].

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I ran a code coverage analysis on the ComparisonCompactor using these tests. The code is 100 percent covered. Every line of code, every if statement and for loop, is executed by the tests. This gives me a high degree of confidence that the code works and a high degree of respect for the craftsmanship of the authors.

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Of course bad code can be cleaned up. But it’s very expensive. As code rots, the modules insinuate themselves into each other, creating lots of hidden and tangled dependencies. Finding and breaking old dependencies is a long and arduous task. On the other hand, keeping code clean is relatively easy. If you made a mess in a module in the morning, it is easy to clean it up in the afternoon. Better yet, if you made a mess five minutes ago, it’s very easy to clean it up right now.

So the solution is to continuously keep your code as clean and simple as it can be. Never let the rot get started.

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It is not enough for code to work. Code that works is often badly broken. Programmers who satisfy themselves with merely working code are behaving unprofessionally. They may fear that they don’t have time to improve the structure and design of their code, but I disagree. Nothing has a more profound and long-term degrading effect upon a development project than bad code. Bad schedules can be redone, bad requirements can be redefined. Bad team dynamics can be repaired. But bad code rots and ferments, becoming an inexorable weight that drags the team down. Time and time again I have seen teams grind to a crawl because, in their haste, they created a malignant morass of code that forever thereafter dominated their destiny.

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Much of good software design is simply about partitioning—creating appropriate places to put different kinds of code. This separation of concerns makes the code much simpler to understand and maintain.

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Putting things in so you can take them out again is pretty common in refactoring. The smallness of the steps and the need to keep the tests running means that you move things around a lot. Refactoring is a lot like solving a Rubik’s cube. There are lots of little steps required to achieve a large goal. Each step enables the next.

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On Incrementalism

One of the best ways to ruin a program is to make massive changes to its structure in the name of improvement. Some programs never recover from such “improvements.” The problem is that it’s very hard to get the program working the same way it worked before the “improvement.”

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Bugs in threaded code might exhibit their symptoms once in a thousand, or a million, executions.

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Threaded code causes things to fail that “simply cannot fail.”

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Dining Philosophers

Imagine a number of philosophers sitting around a circular table. A fork is placed to the left of each philosopher. There is a big bowl of spaghetti in the center of the table. The philosophers spend their time thinking unless they get hungry. Once hungry, they pick up the forks on either side of them and eat. A philosopher cannot eat unless he is holding two forks. If the philosopher to his right or left is already using one of the forks he needs, he must wait until that philosopher finishes eating and puts the forks back down. Once a philosopher eats, he puts both his forks back down on the table and waits until he is hungry again.

Replace philosophers with threads and forks with resources and this problem is similar to many enterprise applications in which processes compete for resources. Unless carefully designed, systems that compete in this way can experience deadlock, livelock, throughput, and efficiency degradation.

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Concurrency is a decoupling strategy. It helps us decouple what gets done from when it gets done. In single-threaded applications what and when are so strongly coupled that the state of the entire application can often be determined by looking at the stack backtrace.

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Our goal is to keep our overall system small while we are also keeping our functions and classes small. Remember, however, that this rule is the lowest priority of the four rules of Simple Design. So, although it’s important to keep class and function count low, it’s more important to have tests, eliminate duplication, and express yourself.

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High class and method counts are sometimes the result of pointless dogmatism. Consider, for example, a coding standard that insists on creating an interface for each and every class. Or consider developers who insist that fields and behavior must always be separated into data classes and behavior classes. Such dogma should be resisted and a more pragmatic approach adopted.

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[...] the most important way to be expressive is to try. All too often we get our code working and then move on to the next problem without giving sufficient thought to making that code easy for the next person to read. Remember, the most likely next person to read the code will be you.

So take a little pride in your workmanship. Spend a little time with each of your functions and classes. Choose better names, split large functions into smaller functions, and generally just take care of what you’ve created. Care is a precious resource.

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A primary goal of tests is to act as documentation by example.

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You can also express yourself by using standard nomenclature. Design patterns, for example, are largely about communication and expressiveness. By using the standard pattern names, such as COMMAND or VISITOR, in the names of the classes that implement those patterns, you can succinctly describe your design to other developers.

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Most of us have had the experience of working on convoluted code. Many of us have produced some convoluted code ourselves. It’s easy to write code that we understand, because at the time we write it we’re deep in an understanding of the problem we’re trying to solve. Other maintainers of the code aren’t going to have so deep an understanding.

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Understanding how to achieve reuse in the small is essential to achieving reuse in the large.

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During this refactoring step, we can apply anything from the entire body of knowledge about good software design. We can increase cohesion, decrease coupling, separate concerns, modularize system concerns, shrink our functions and classes, choose better names, and so on. This is also where we apply the final three rules of simple design: Eliminate duplication, ensure expressiveness, and minimize the number of classes and methods.

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Remarkably, following a simple and obvious rule that says we need to have tests and run them continuously impacts our system’s adherence to the primary OO goals of low coupling and high cohesion. Writing tests leads to better designs.

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Tight coupling makes it difficult to write tests. So, similarly, the more tests we write, the more we use principles like DIP and tools like dependency injection, interfaces, and abstraction to minimize coupling. Our designs improve even more.

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Fortunately, making our systems testable pushes us toward a design where our classes are small and single purpose. It’s just easier to test classes that conform to the SRP. The more tests we write, the more we’ll continue to push toward things that are simpler to test. So making sure our system is fully testable helps us create better designs.

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A system that is comprehensively tested and passes all of its tests all of the time is a testable system.

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According to Kent, a design is “simple” if it follows these rules:

• Runs all the tests
• Contains no duplication
• Expresses the intent of the programmer
• Minimizes the number of classes and methods

The rules are given in order of importance.

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Whether you are designing systems or individual modules, never forget to use the simplest thing that can possibly work.

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Standards make it easier to reuse ideas and components, recruit people with relevant experience, encapsulate good ideas, and wire components together. However, the process of creating standards can sometimes take too long for industry to wait, and some standards lose touch with the real needs of the adopters they are intended to serve.

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We often forget that it is also best to postpone decisions until the last possible moment. This isn’t lazy or irresponsible; it lets us make informed choices with the best possible information. A premature decision is a decision made with suboptimal knowledge.

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Even well-designed APIs can be overkill when they aren’t really needed. A good API should largely disappear from view most of the time, so the team expends the majority of its creative efforts focused on the user stories being implemented.

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[...] BDUF (Big Design Up Front) is even harmful because it inhibits adapting to change, due to the psychological resistance to discarding prior effort and because of the way architecture choices influence subsequent thinking about the design.

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Software systems are unique compared to physical systems. Their architectures can grow incrementally, if we maintain the proper separation of concerns.

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It is a myth that we can get systems “right the first time.” Instead, we should implement only today’s stories, then refactor and expand the system to implement new stories tomorrow. This is the essence of iterative and incremental agility. Test-driven development, refactoring, and the clean code they produce make this work at the code level.

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A powerful mechanism for separating construction from use is Dependency Injection (DI), the application of Inversion of Control (IoC) to dependency management.3 Inversion of Control moves secondary responsibilities from an object to other objects that are dedicated to the purpose, thereby supporting the Single Responsibility Principle. In the context of dependency management, an object should not take responsibility for instantiating dependencies itself. Instead, it should pass this responsibility to another “authoritative” mechanism, thereby inverting the control.

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Software systems should separate the startup process, when the application objects are constructed and the dependencies are “wired” together, from the runtime logic that takes over after startup.

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The lack of coupling means that the elements of our system are better isolated from each other and from change. This isolation makes it easier to understand each element of the system.

By minimizing coupling in this way, our classes adhere to another class design principle known as the Dependency Inversion Principle (DIP). In essence, the DIP says that our classes should depend upon abstractions, not on concrete details.

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In an ideal system, we incorporate new features by extending the system, not by making modifications to existing code.

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Private method behavior that applies only to a small subset of a class can be a useful heuristic for spotting potential areas for improvement.

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When classes lose cohesion, split them!

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In general it is neither advisable nor possible to create such maximally cohesive classes; on the other hand, we would like cohesion to be high. When cohesion is high, it means that the methods and variables of the class are co-dependent and hang together as a logical whole.

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Classes should have a small number of instance variables. Each of the methods of a class should manipulate one or more of those variables. In general the more variables a method manipulates the more cohesive that method is to its class. A class in which each variable is used by each method is maximally cohesive.

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At the same time, many developers fear that a large number of small, single-purpose classes makes it more difficult to understand the bigger picture. They are concerned that they must navigate from class to class in order to figure out how a larger piece of work gets accomplished.

However, a system with many small classes has no more moving parts than a system with a few large classes. There is just as much to learn in the system with a few large classes. So the question is: Do you want your tools organized into toolboxes with many small drawers each containing well-defined and well-labeled components? Or do you want a few drawers that you just toss everything into?

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The Single Responsibility Principle (SRP) states that a class or module should have one, and only one, reason to change. This principle gives us both a definition of responsibility, and a guidelines for class size. Classes should have one responsibility—one reason to change.

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We should also be able to write a brief description of the class in about 25 words, without using the words “if,” “and,” “or,” or “but.”

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The name of a class should describe what responsibilities it fulfills. In fact, naming is probably the first way of helping determine class size. If we cannot derive a concise name for a class, then it’s likely too large. The more ambiguous the class name, the more likely it has too many responsibilities.

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With functions we measured size by counting physical lines. With classes we use a different measure. We count responsibilities.

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Following the standard Java convention, a class should begin with a list of variables. Public static constants, if any, should come first. Then private static variables, followed by private instance variables. There is seldom a good reason to have a public variable.

Public functions should follow the list of variables. We like to put the private utilities called by a public function right after the public function itself. This follows the stepdown rule and helps the program read like a newspaper article.

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F.I.R.S.T.

Clean tests follow five other rules that form the above acronym:

Fast: Tests should be fast. They should run quickly. When tests run slow, you won’t want to run them frequently.

[...]

Independent: Tests should not depend on each other. One test should not set up the conditions for the next test.

[...]

Repeatable: Tests should be repeatable in any environment.

[...]

Self-Validating: The tests should have a boolean output. Either they pass or fail.

[...]

Timely: The tests need to be written in a timely fashion. Unit tests should be written just before the production code that makes them pass.

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Perhaps a better rule is that we want to test a single concept in each test function.

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I think the single assert rule is a good guideline.7 I usually try to create a domain-specific testing language that supports it, as in Listing 9-5. But I am not afraid to put more than one assert in a test. I think the best thing we can say is that the number of asserts in a test ought to be minimized.

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Unfortunately, splitting the tests as shown results in a lot of duplicate code.

We can eliminate the duplication by using the TEMPLATE METHOD6 pattern and putting the given/when parts in the base class, and the then parts in different derivatives. Or we could create a completely separate test class and put the given and when parts in the @Before function, and the when parts in each @Test function. But this seems like too much mechanism for such a minor issue. In the end, I prefer the multiple asserts in Listing 9-2.

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[...] I have changed the names of the functions to use the common given-when-then5 convention. This makes the tests even easier to read.

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There are things that you might never do in a production environment that are perfectly fine in a test environment. Usually they involve issues of memory or CPU efficiency. But they never involve issues of cleanliness.

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The BUILD-OPERATE-CHECK2 pattern is made obvious by the structure of these tests. Each of the tests is clearly split into three parts. The first part builds up the test data, the second part operates on that test data, and the third part checks that the operation yielded the expected results.

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What makes a clean test? Three things. Readability, readability, and readability. Readability is perhaps even more important in unit tests than it is in production code. What makes tests readable? The same thing that makes all code readable: clarity, simplicity, and density of expression. In a test you want to say a lot with as few expressions as possible.

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No matter how flexible your architecture is, no matter how nicely partitioned your design, without tests you will be reluctant to make changes because of the fear that you will introduce undetected bugs.

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Test code is just as important as production code. It is not a second-class citizen. It requires thought, design, and care. It must be kept as clean as production code.

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[...] without a test suite they lost the ability to make sure that changes to their code base worked as expected. Without a test suite they could not ensure that changes to one part of their system did not break other parts of their system. So their defect rate began to rise. As the number of unintended defects rose, they started to fear making changes. They stopped cleaning their production code because they feared the changes would do more harm than good. Their production code began to rot. In the end they were left with no tests, tangled and bug-riddled production code, frustrated customers, and the feeling that their testing effort had failed them.

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[...] having dirty tests is equivalent to, if not worse than, having no tests. The problem is that tests must change as the production code evolves. The dirtier the tests, the harder they are to change.

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It’s better to depend on something you control than on something you don’t control, lest it end up controlling you.

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Interesting things happen at boundaries. Change is one of those things. Good software designs accommodate change without huge investments and rework. When we use code that is out of our control, special care must be taken to protect our investment and make sure future change is not too costly.

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The learning tests end up costing nothing. We had to learn the API anyway, and writing those tests was an easy and isolated way to get that knowledge. The learning tests were precise experiments that helped increase our understanding.

Not only are learning tests free, they have a positive return on investment. When there are new releases of the third-party package, we run the learning tests to see whether there are behavioral differences.

Learning tests verify that the third-party packages we are using work the way we expect them to. Once integrated, there are no guarantees that the third-party code will stay compatible with our needs. The original authors will have pressures to change their code to meet new needs of their own. They will fix bugs and add new capabilities. With each release comes new risk. If the third-party package changes in some way incompatible with our tests, we will find out right away.

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Returning null from methods is bad, but passing null into methods is worse.

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If you are calling a null-returning method from a third-party API, consider wrapping that method with a method that either throws an exception or returns a special case object.

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If you are tempted to return null from a method, consider throwing an exception or returning a SPECIAL CASE object instead.

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When we return null, we are essentially creating work for ourselves and foisting problems upon our callers. All it takes is one missing null check to send an application spinning out of control.

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This is called the SPECIAL CASE PATTERN [Fowler]. You create a class or configure an object so that it handles a special case for you. When you do, the client code doesn’t have to deal with exceptional behavior. That behavior is encapsulated in the special case object.

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There is a well-known heuristic called the Law of Demeter2 that says a module should not know about the innards of the objects it manipulates. As we saw in the last section, objects hide their data and expose operations. This means that an object should not expose its internal structure through accessors because to do so is to expose, rather than to hide, its internal structure.

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Mature programmers know that the idea that everything is an object is a myth. Sometimes you really do want simple data structures with procedures operating on them.

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Procedural code makes it hard to add new data structures because all the functions must change. OO code makes it hard to add new functions because all the classes must change.

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Procedural code (code using data structures) makes it easy to add new functions without changing the existing data structures. OO code, on the other hand, makes it easy to add new classes without changing existing functions.

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Objects hide their data behind abstractions and expose functions that operate on that data. Data structure expose their data and have no meaningful functions. Go back and read that again. Notice the complimentary nature of the two definitions. They are virtual opposites.

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There is a reason that we keep our variables private. We don’t want anyone else to depend on them. We want to keep the freedom to change their type or implementation on a whim or an impulse. Why, then, do so many programmers automatically add getters and setters to their objects, exposing their private variables as if they were public?

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If one function calls another, they should be vertically close, and the caller should be above the callee, if at all possible.

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We would like a source file to be like a newspaper article. The name should be simple but explanatory. The name, by itself, should be sufficient to tell us whether we are in the right module or not. The topmost parts of the source file should provide the high-level concepts and algorithms. Detail should increase as we move downward, until at the end we find the lowest level functions and details in the source file.

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Your style and discipline survives, even though your code does not.

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The functionality that you create today has a good chance of changing in the next release, but the readability of your code will have a profound effect on all the changes that will ever be made.

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Code formatting is about communication, and communication is the professional developer’s first order of business.

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The purpose of a comment is to explain code that does not explain itself. It is a pity when a comment needs its own explanation.

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It is just plain silly to have a rule that says that every function must have a javadoc, or every variable must have a comment. Comments like this just clutter up the code, propagate lies, and lend to general confusion and disorganization.

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Any comment that forces you to look in another module for the meaning of that comment has failed to communicate to you and is not worth the bits it consumes.

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In many cases it’s simply a matter of creating a function that says the same thing as the comment you want to write.

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Inaccurate comments are far worse than no comments at all.

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Why am I so down on comments? Because they lie. Not always, and not intentionally, but too often. The older a comment is, and the farther away it is from the code it describes, the more likely it is to be just plain wrong. The reason is simple. Programmers can’t realistically maintain them.

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The proper use of comments is to compensate for our failure to express ourself in code. Note that I used the word failure. I meant it. Comments are always failures. We must have them because we cannot always figure out how to express ourselves without them, but their use is not a cause for celebration.

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“Don’t comment bad code—rewrite it.”

—Brian W. Kernighan and P. J. Plaugher

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Functions should do one thing. Error handing is one thing. Thus, a function that handles errors should do nothing else. This implies (as in the example above) that if the keyword try exists in a function, it should be the very first word in the function and that there should be nothing after the catch/finally blocks.

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Try/catch blocks are ugly in their own right. They confuse the structure of the code and mix error processing with normal processing. So it is better to extract the bodies of the try and catch blocks out into functions of their own.

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Functions should either do something or answer something, but not both.

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In general output arguments should be avoided. If your function must change the state of something, have it change the state of its owning object.

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Anything that forces you to check the function signature is equivalent to a double-take. It’s a cognitive break and should be avoided.

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Temporal couplings are confusing, especially when hidden as a side effect. If you must have a temporal coupling, you should make it clear in the name of the function. In this case we might rename the function checkPasswordAndInitializeSession, though that certainly violates “Do one thing.

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Choosing good names for a function can go a long way toward explaining the intent of the function and the order and intent of the arguments. In the case of a monad, the function and argument should form a very nice verb/noun pair. For example, write(name) is very evocative. Whatever this “name” thing is, it is being “written.” An even better name might be writeField(name), which tells us that the “name” thing is a “field.”

This last is an example of the keyword form of a function name. Using this form we encode the names of the arguments into the function name. For example, assertEquals might be better written as assertExpectedEqualsActual(expected, actual). This strongly mitigates the problem of having to remember the ordering of the arguments.

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When a function seems to need more than two or three arguments, it is likely that some of those arguments ought to be wrapped into a class of their own. Consider, for example, the difference between the two following declarations:

   Circle makeCircle(double x, double y, double radius);
   Circle makeCircle(Point center, double radius);

Reducing the number of arguments by creating objects out of them may seem like cheating, but it’s not. When groups of variables are passed together, the way x and y are in the example above, they are likely part of a concept that deserves a name of its own.

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Functions that take three arguments are significantly harder to understand than dyads. The issues of ordering, pausing, and ignoring are more than doubled. I suggest you think very carefully before creating a triad.

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There are times, of course, where two arguments are appropriate. For example, Point p = new Point(0,0); is perfectly reasonable. Cartesian points naturally take two arguments. Indeed, we’d be very surprised to see new Point(0). However, the two arguments in this case are ordered components of a single value! Whereas output-Stream and name have neither a natural cohesion, nor a natural ordering.

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Flag arguments are ugly. Passing a boolean into a function is a truly terrible practice. It immediately complicates the signature of the method, loudly proclaiming that this function does more than one thing. It does one thing if the flag is true and another if the flag is false!

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The ideal number of arguments for a function is zero (niladic). Next comes one (monadic), followed closely by two (dyadic). Three arguments (triadic) should be avoided where possible. More than three (polyadic) requires very special justification—and then shouldn’t be used anyway.

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It is not at all uncommon that hunting for a good name results in a favorable restructuring of the code.

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Don’t be afraid to spend time choosing a name. Indeed, you should try several different names and read the code with each in place.

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Consider Listing 3-4. It shows just one of the operations that might depend on the type of employee.

Listing 3-4 Payroll.java
   public Money calculatePay(Employee e)
   throws InvalidEmployeeType {
       switch (e.type) {
         case COMMISSIONED:
           return calculateCommissionedPay(e);
         case HOURLY:
           return calculateHourlyPay(e);
         case SALARIED:
           return calculateSalariedPay(e);
         default:
           throw new InvalidEmployeeType(e.type);
       }
     }

There are several problems with this function. First, it’s large, and when new employee types are added, it will grow. Second, it very clearly does more than one thing. Third, it violates the Single Responsibility Principle (SRP) because there is more than one reason for it to change. Fourth, it violates the Open Closed Principle (OCP) because it must change whenever new types are added. But possibly the worst problem with this function is that there are an unlimited number of other functions that will have the same structure. For example we could have

   isPayday(Employee e, Date date),

or

   deliverPay(Employee e, Money pay),

or a host of others. All of which would have the same deleterious structure.

The solution to this problem (see Listing 3-5) is to bury the switch statement in the basement of an ABSTRACT FACTORY and never let anyone see it. The factory will use the switch statement to create appropriate instances of the derivatives of Employee, and the various functions, such as calculatePay, isPayday, and deliverPay, will be dispatched polymorphically through the Employee interface.

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Making the code read like a top-down set of TO paragraphs is an effective technique for keeping the abstraction level consistent.

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[...] functions should not be large enough to hold nested structures. Therefore, the indent level of a function should not be greater than one or two.

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[...] the blocks within if statements, else statements, while statements, and so on should be one line long. Probably that line should be a function call. Not only does this keep the enclosing function small, but it also adds documentary value because the function called within the block can have a nicely descriptive name.

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Remember that the people who read your code will be programmers. So go ahead and use computer science (CS) terms, algorithm names, pattern names, math terms, and so forth. It is not wise to draw every name from the problem domain because we don’t want our coworkers to have to run back and forth to the customer asking what every name means when they already know the concept by a different name.

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Avoid using the same word for two purposes. Using the same term for two different ideas is essentially a pun.

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Pick one word for one abstract concept and stick with it. For instance, it’s confusing to have fetch, retrieve, and get as equivalent methods of different classes.

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Say what you mean. Mean what you say.

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Classes and objects should have noun or noun phrase names like Customer, WikiPage, Account, and AddressParser. Avoid words like Manager, Processor, Data, or Info in the name of a class. A class name should not be a verb.

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The length of a name should correspond to the size of its scope [N5]. If a variable or constant might be seen or used in multiple places in a body of code, it is imperative to give it a search-friendly name.

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Distinguish names in such a way that the reader knows what the differences offer.

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If names must be different, then they should also mean something different.

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The name of a variable, function, or class, should answer all the big questions. It should tell you why it exists, what it does, and how it is used.

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The Boy Scouts of America have a simple rule that we can apply to our profession.

Leave the campground cleaner than you found it.

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[...] the ratio of time spent reading vs. writing is well over 10:1. We are constantly reading old code as part of the effort to write new code.
Because this ratio is so high, we want the reading of code to be easy, even if it makes the writing harder. Of course there’s no way to write code without reading it, so making it easy to read actually makes it easier to write.

Ekleyen: Ekin Öcalan

Ward expects that when you read clean code you won’t be surprised at all.

Ekleyen: Ekin Öcalan

You know you are working on clean code when each routine you read turns out to be pretty much what you expected. You can call it beautiful code when the code also makes it look like the language was made for the problem.

Ekleyen: Ekin Öcalan

Bad code tries to do too much, it has muddled intent and ambiguity of purpose. Clean code is focused. Each function, each class, each module exposes a single-minded attitude that remains entirely undistracted, and unpolluted, by the surrounding details.

Ekleyen: Ekin Öcalan

[...] what if you were a doctor and had a patient who demanded that you stop all the silly hand-washing in preparation for surgery because it was taking too much time?2 Clearly the patient is the boss; and yet the doctor should absolutely refuse to comply. Why? Because the doctor knows more than the patient about the risks of disease and infection. It would be unprofessional (never mind criminal) for the doctor to comply with the patient.

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[...] LeBlanc’s law: Later equals never.

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Remember that code is really the language in which we ultimately express the requirements.

Ekleyen: Ekin Öcalan

One might argue that a book about code is somehow behind the times—that code is no longer the issue; that we should be concerned about models and requirements instead. Indeed some have suggested that we are close to the end of code. That soon all code will be generated instead of written. That programmers simply won’t be needed because business people will generate programs from specifications.

Nonsense! We will never be rid of code, because code represents the details of the requirements. At some level those details cannot be ignored or abstracted; they have to be specified. And specifying requirements in such detail that a machine can execute them is programming. Such a specification is code.

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The French poet Paul Valery advises us that a poem is never done and bears continual rework, and to stop working on it is abandonment. Such preoccupation with detail is common to all endeavors of excellence.

Ekleyen: Ekin Öcalan

Yet even in the auto industry, the bulk of the work lies not in manufacturing but in maintenance—or its avoidance. In software, 80% or more of what we do is quaintly called “maintenance”: the act of repair.

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[...] the smallest bit of sloppy construction, of the door that does not close tightly or the slightly crooked tile on the floor, or even the messy desk, completely dispels the charm of the larger whole. That is what clean code is about.

Ekleyen: Ekin Öcalan