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Summary: How to type good code? Good code can be defined as easy to read, easy to understand, easy to debug, easy to change, and most importantly, has few defects. Obviously, it takes a lot of time to type good code, but this makes sense in the long run because you can spend less time and energy maintaining and reusing your code. This is a summary from an experienced programmer with 30 years of software experience.
Why do you knock out a good code?
Good code can be defined as easy to read, easy to understand, easy to debug, easy to change, and most importantly, has few defects. Obviously, it takes a lot of time to type good code, but this makes sense in the long run, because you can spend less time and energy maintaining and reusing your code.
In fact, we can equate good code with reusable code, which is also one of the important principles mentioned below. The code may only fulfill a specific function for a short-term goal in the programming work, but if no one (including yourself) is willing to reuse your code, the code can be said to be insufficient and defective in some way. Either it's too complex, or it's too specific, or it's very likely to break under different circumstances, or other programmers may not trust your code.
No matter your experience level, if you consistently apply the following tips to your code (including your experiments or prototypes), you will have good code at your fingertips.
Function is the single most important abstract form in the programmer's library. The more opportunities there are for reuse, the less code you have to write, and the more reliable that code is. Small functions that follow the single responsibility principle are more likely to be reused.
The implicit shared state between functions should be minimized, whether it is a file scope variable or a member field of an object, which is conducive to explicit Pass the desired value as a parameter. When it is clear that a function achieves the desired result, the code becomes easier to understand and reuse.
One conclusion can be drawn from this, you should prefer static stateless variables to member variables of objects.
Ideal side effects (such as printing to the console, logging, changing global state, file system operations, etc.) should be placed in separate modules rather than scattered across throughout the code. Functional side effects often violate the single responsibility principle.
If the state of an object is set once in its constructor and not changed again, debugging becomes much easier because once constructed correctly Just stay valid. This is one of the easiest ways to reduce the complexity of your software project.
Functions that accept interfaces (or template parameters or concepts in C++) are more reusable than functions that operate on classes.
Decompose software projects into smaller modules (such as libraries and applications) to achieve modular reuse. Some key principles for modules are:
Minimize dependencies
Every project should have a single well-defined functionality
Don’t repeat
You should strive to keep your projects small and clear.
In object-oriented programming, inheritance, especially virtual functions, is often a Achilles heel in terms of reusability. I've rarely had success using libraries that override classes.
I'm not a big fan of test-driven development, but when you start writing test code, there are a lot of guidelines that naturally follow when writing tests. It also helps expose errors early. Avoid writing useless tests, good coding means that more advanced tests (for example, integration tests or functional tests in unit tests) are more effective in showing defects.
I can't tell you how long it will take before you see a better version of std::vector or std::string, but it's almost always Waste of time and energy. Except for the obvious fact that you are introducing bugs into a new place. (See Tip 10) Other programmers are less likely to reuse your code than code that is widely understood, supported, and tested.
The most important point is that every programmer should follow: "The best code is the code that isn't written" (The best code is code that never needs to be copied). The more code you have, the more defects there will be, and the harder it will be to find and fix bugs.
Before writing a line of code, ask yourself, is there a tool, function or library that already does what you need? Do you really need to implement this function yourself instead of calling another already existing function?
Summary
Programming is like an art form or a sport. Only through continuous practice and continuous learning from others can you continuously improve the quality of your code, which will help you become more efficient. programmer.
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