Wednesday, January 03, 2018

Nerd Food: The Refactoring Quagmire

Nerd Food: The Refactoring Quagmire

The latest Dogen sprint turned out to be a really long and tortuous one, which is all the more perplexing given the long list of hard sprints that preceded it. Clearly, the slope of the curve is steepening unrelentingly. Experience teaches that whenever you find yourself wandering over such terrains, it is time to stop and gather your thoughts; more likely than not, you are going the wrong way - fast.

Thus, for Dogen, this a post of reflection. To the casual reader - if nothing else - it will hopefully serve as a cautionary tale.

Not Even Wrong

If you are one of the lucky few internauts who avidly follows our release notes, you may recall that the previous sprint had produced a moment of enlightenment where we finally understood yarn as the core of Dogen. At the time, it felt like one of those rare eureka moments, and "the one last great change to the architecture"; afterwards, all would be light. "Famous last words", you may have said then and, of course, if you did, you were right. But given the historical context, the optimism wasn't entirely unjustified. To understand why, we need to quickly recap how the architecture has evolved over time.

Dogen started out divided into three very distinct parts: the frontends (Dia, JSON), the middle-end (yarn) and the backends (C++, C#). The "pipeline" metaphor guided our design because we saw Dogen very much like a compiler, with its frontend, middle-end and backend stages. This was very handy as it meant we could test all stages of the pipeline in isolation. Composition was done by orchestrating frontend, middle-end and backends, at a higher level. This architecture had very good properties when it came to testability and debuggability: we'd start by running the entire pipeline and locating the problem; then, one could easily isolate the issue to a specific component either by looking at the log file, or by dumping the inputs and outputs of the different stages and sifting through them. As a result, bug reproduction was very straightforward since we just needed to record the inputs and create the test at the right level. Whilst the names of the models and their responsibilities changed over time, the overall pipeline architecture remained so since the very early days of Dogen.

In parallel to this, a second trend had emerged over the last ten sprints or so: we moved more and more functionality from the frontends and backends to the middle-end. The key objective here was DRY: we soon found a lot of commonalities between frontends, driving us to create a simple frontend intermediate format so that the work was carried out only once. Not long after, we discovered that backends suffered from precisely the same malaise, so the same cure begun to be applied there too. So far so good, as we were following Roberts and Johnson's sage advice:

People develop abstractions by generalizing from concrete examples. Every attempt to determine the correct abstractions on paper without actually developing a running system is doomed to failure. No one is that smart. A framework is a reusable design, so you develop it by looking at the things it is supposed to be a design of. The more examples you look at, the more general your framework will be.

The literature was with us and the wind was on our sails: the concrete code in the frontends and backends was slowly cleaned up, made general and moved across to the middle-end. As this process took hold, the middle-end grew and grew in size and responsibilities, just as everybody else shed them. Before long, we ended up with one big model, a couple medium-sized models and lots of very small models: "modelets", we named them. These were models with very little responsibility other than gluing together one or two things. The overhead of maintaining a physical component (e.g. static or dynamic library) for the sake of one or two classes seemed a tad too high.

As we begun to extrapolate the trend somewhat, a vision suddenly appeared: why not centralise everything in the middle-end? That is:

  • place all meta-models and transforms in one single central location, together with their orchestration; call it the "core model";
  • orchestration becomes either helper code or a transform in its own right;
  • within this "core model", provide interfaces that backends and frontends implement, injecting them dynamically;
  • make these new interfaces appear as transform chains themselves (mostly).

In this elegant and clean brave new world, we would no longer have "ends" as such but something more akin to "plugins", dynamically glued into the "middle-end" via the magic of dependency injection; the "middle-end" itself would no longer be a "middle" but the center of everything. Backends and frontends had to merely implement the interfaces supplied by the core and the system would just magically sort itself out. The idea seemed amazing and we quickly moved to implementation.

Alas, in our haste to jump into the fray, we had forgotten to heed Mencken:

[T]here is always a well-known solution to every human problem — neat, plausible, and wrong.

The Strange Loop

One of the biggest downsides of working alone and in your spare time is the lack of feedback from other developers. And it's not even just that other developers will teach you lots of new things. No, most often than not, they'll simply drag you away from the echo chambers and tunnels of self-reinforcement you carefully craft and curate for yourself. You are your own intellectual jailer.

In the cold light of day, any developer will tell you that creating cycles is not a good idea, and should not be done without a great deal of thought. Yet, we managed to create "circular" dependencies between all components of the system by centralising all responsibilities into yarn. Now, you may say that these are not "canonically circular" - and this is probably why the problem was not picked up in the first place - because yarn provides interfaces for other models to implement. Well, Lakos is very helpful here in explaining what is going on: our logical design had no cycles - because yarn does not explicitly call any frontends or backends - but the physical design did have them. And these came at a cost.

For starters, it screwed up reasonability. Even though frontends and backends still had their own models, the net result was that we jumbled up all of the elements of the pipeline into a single model, making it really hard to tell what's what. Explaining the system to a new developer now required saying things such as "ah, don't worry about that part for now, it belongs to the middle-end, but here we are dealing only with the backends" - a clear code smell. Once a property of the architecture, reasonability now had to be conveyed in lossy natural language. Testability and debuggability got screwed up too because now everything went through one single central model; if you needed to test a frontend fix you still required building the backends and middle-end and initialise them too. Our pursuit of clarity muddied up the waters.

To make matters worse, an even more pertinent question arose: just when exactly should you stop refactoring? In my two decades of professional development, I had never encountered this problem. In the real world, you are fortunate if you get a tiny amount of time allocated to refactoring - most of the time you need to somehow sneak it in into some overall estimate and hope no one notices. Like sharks, Project Managers (PM) are bred to smell refactoring efforts from a mile a way and know how to trim estimates down to the bone. Even when you are in a greenfield project or just lucky enough to have an enlightened PM who will bat for you, you still need to contend with the realities of corporate development: you need to ship, now. No one gets away with endless refactoring. No one, that is, other than the Free and Open Source Software Developer.

Like many a spare time project, Dogen is my test bed of ideas around coding and coding processes; a general sandbox to have fun outside of work. As such - and very much by design - the traditional feedback loops that exist in the real world need not apply. I wanted to see what would happen if you coded without any constraints and, in the end, what I found out was that if you do not self-impose some kind of halting machinery, you will refactor on forever. In practice, physics still apply, so your project will eventually die out because its energy will dissipate across the many refactoring fronts and entropy will, as always, triumph. But if you really want to keep it at bay, at least for a little while, you need to preserve energy by having one single, consistent vision - "wrong" as it may be according to some metric or other. For, as Voltaire said and we often forget, "le mieux est l'ennemi du bien".

The trouble is that refactoring is made up of a set of engineering trade-offs, and when you optimise for one thing you'll inevitably make something else worse. So, first and foremost, you need to make sure you understand what your trade-offs are, and prioritise accordingly. Secondly, looking for a global minima in such a gigantic multidimensional space is impossible, so you need to make do with local minima. But how do you known you reach a "good enough" point in that space? You need some kind of conceptual cost function.

Descending the Gradient

So it was that we started by defining the key dimensions across which we were trying to optimise. This can be phrased slightly differently: given what we now know about the domain and its implementation, what are the most important characteristics of an idealised physical and logical design?

After some thinking, the final answer was deceptively simple:

  • the entities of the logical design (models, namespaces, classes, methods and the like) should reflect what one reads in the literature of Model Driven Engineering (MDE). That is, a person competent on the field should find a code base that talks his or her language.
  • logical and physical design should promote reasonability and isolation, and thus orchestration should be performed via composition rather than by circular physical dependencies.

For now, these are the two fundamental pillars guiding the Dogen architecture; any engineering trade-offs to be made must ensure these dimensions take precedence. In other words, we can only optimise away any "modelets" if they do not impact negatively either of these two dimensions. If they do, then we must discard this refactoring option. More generally, it is now possible to "cost" all refactoring activity - a conceptual refactoring gradient descent if you'd like; it either brings us closer to the local minima or further away. It gave us a sieve with which to filter the product and sprint backlogs.

To cut a rather long story short, we ended up with a "final" - ha, ha - set of changes to the architecture to get us closer to the local minima:

  • move away from sewing terms: from the beginning we had used terms such as knitter, yarn and so forth. These were… colourful, but did not add any value and detracted us from the first dimension. This was a painful decision but clearly required if one is to comply to point one above: we need to replace all sewing terms with domain specific vocabulary.
  • reorganise the models into a pipeline: however, instead of simply going back to the "modelets" of the past, we need to have a deep think as to what responsibilities belong at what stage of the pipeline. Perhaps the "modelets" were warning us of design failures.

Conclusion

Its never a great feeling when you end a long and arduous sprint only to figure out you were going in the wrong direction in design space. In fact, it is rather frustrating. We have many stories in the product backlog which are really exciting and which will add real value to the end users - well, at this point, just us really but hey - yet we seemed to be lost in some kind of refactoring ground hog day, with no end in sight. However, the main point of Dogen is to teach, and learn we undoubtedly did.

As with anything in the physical world, nothing in software engineering exists in splendid perfection like some kind of platonic solid. Perfection belongs to the realm of maths. In engineering, something can only be described as "fit for purpose", and to do so requires to first determine best we can what that purpose might be. So, before you wonder into a refactoring quagmire of your own making, be sure to have a very firm idea of what your trade-offs are.

Created: 2018-01-03 Wed 15:55

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