Showing posts with label Capers Jones. Show all posts
Showing posts with label Capers Jones. Show all posts

Thursday, October 11, 2012

Bad Things Happen to Good Code

We need to understand what happens to code over time and why, and what a healthy, long-lived code base looks like. What architectural decisions have the most lasting impact, and what decisions made early will make the most difference over the life of a system.

Forces of Compromise

Most of the discussion around technical debt assumes that code degrades over time because of sloppiness and lazy coding practices and poor management decisions, by programmers who don’t know or don’t care about what they are doing or who are forced to take short-cuts under pressure. But it’s not that simple. Code is subject to all kinds of pressures and design compromises, big and small, in the real world.

Performance optimization trade-offs can force you to bend the design and code in ways that were never expected. Dealing with operational dependencies and platform quirks and run-time edge cases also adds complexity. Then there are regulatory requirements – things that don’t fit the design and don’t necessarily make sense but you have to do anyways. And customization: customer-specific interfaces and options and custom workflow variants and custom rules and custom reporting, all to make someone important happy.

Integration with other systems and API lock-in and especially maintaining backwards compatibility with previous versions can all make for ugly code. Michael Feathers, who I think is doing the most interesting and valuable work today in understanding what happens to code and what should happen to code over time, has found that code around APIs and other hard boundaries becomes especially messy – because some interfaces are so hard to change, this forces programmers to do extra work (and workarounds) behind the scenes.

All of these forces contribute to making a system more complex, harder to understand, harder to change and harder to test over time – and harder to love.

Iterative Development is Erosive

In Technical Debt, Process and Culture, Feathers explains that “generalized entropy in software systems” is inevitable, the result of constant and normal wear and tear in an organization. As more people work on the same code, the design will naturally deteriorate as each person interprets the design in their own way and makes their own decisions on how to do something. What’s interesting is that the people working with this code can’t see how much of the design has been lost because their familiarity with the code makes it appear to be simpler and clearer than it really is. It’s only when somebody new joins the team that it becomes apparent how bad things have become.

Feathers also suggests that highly iterative development accelerates entropy, and that code which is written iteratively is qualitatively different than code in systems where the team spent more time in upfront design. Iterative development and maintenance tend to bias towards the existing structure of the system, meaning that more compromises will end up being made.

Iterative design and development involves making a lot of small mistakes, detours and false starts as you work towards the right solution. Testing out new ideas in production through A/B split testing amplifies this effect, creating more options and complexity. As you work this way some of the mistakes and decisions that you make won’t get unmade – you either don’t notice them, or it’s not worth the cost. So you end up with dead abstractions and dead ends, design ideas that aren't meaningful any more or are harder to work with than they should be. Some of this will be caught and corrected later in the course of refactoring, but the rest of it becomes too pervasive and expensive to justify ripping out.

Dealing with Software Sprawl

Software, at least software that gets used, gets bigger and more complicated over time – it has to, as you add more features and interfaces and deal with more exceptions and alternatives and respond to changing laws and regulations. Capers Jones analysis shows that the size of the code base for a system under maintenance will increase between 5-10% per year. Our own experience bears this out - the code base for our systems has doubled in size in the last 5 years.

As the code gets bigger it also gets more complex – code complexity tends to increase an average of between 1% and 3% per year. Some of this is real, essential complexity – not something that you can wish your way out of. But the rest is due to how changes and fixes are done.

Feathers has confirmed by mining code check-in history (Discovering Startling Things from your Version Control System) that most systems have a common shape or “power curve”. Most code is changed only infrequently or not at all, but the small percentage of methods and classes in the system that are changed a lot tend to get bigger and more complex over time. This is because it is

easier to add code to an existing method than to add a new method and easier to add another method to an existing class than to add a new class.
The key to keeping a code base healthy is disciplined refactoring of this code, taking the time to come up with new and better abstractions, and preventing the code from festering and becoming malignant.

There is also one decision upfront that has a critical impact on the future health of a code base. Capers Jones has found that the most important factor in how well a system ages is, not surprisingly, how complex the design was in the beginning:

The rate of entropy increase, or the increase in cyclomatic complexity, seems to be proportional to the starting value. Applications that are high in complexity when released will experience much faster rates or entropy or structural decay than applications put into production with low complexity levels. The Economics of Software Quality
Systems that were poorly designed only get worse – but Jones has found that systems that were well-designed can actually get better over time.

Wednesday, August 24, 2011

Bugs and Numbers: How many bugs do you have in your code?

If you follow Zero Bug Tolerance of course you’re not supposed to have any bugs to fix after the code is done. But let’s get real. Is there any way to know how many bugs you're missing and will have to fix later, and how many bugs you might already have in your code? Are there any industry measures of code quality that you can use as a starting point?

For questions like these, the first place I look is one of the books by Capers Jones: arguably the leading expert in all things to do with software development metrics. There’s Applied Software Measurement, or Estimating Software Costs, or Software Engineering Best Practices: Lessons from Successful Projects in the Top Companies. These books offer different views into a fascinating set of data that Capers Jones has collected over decades from thousands of different projects. It’s easy to spend hours getting lost in this data set, and reading through and questioning the findings that he draws from it.

So what can we learn from Capers Jones about bugs and defect potentials and defect density rates? A lot, actually.

On average 85% of bugs introduced in design and development are caught before the code is released (this is the average in the US as of 2009). His research shows that this defect removal rate has stayed roughly the same over 20 years, which is disappointing given the advances in tools and methods over that time.

We introduce 5 bugs per Function Point (Capers Jones is awfully fond of measuring everything by Function Points, which are an abstract way of measuring code size), depending on the type of system being built. Web systems are a bit lower surprisingly, at 4 bugs per Function Point; other internal business systems are 5, military systems average around 7. Using backfiring (a crude technique to convert function points back into LOC measures) you can equivalence 1 Function Point to about 50-55 lines of Java code.

For the sake of simplicity, let’s use 1 Function Point = 50 LOC, and keep in mind that all of these numbers are really rough, and that using backfiring techniques to translate Function Points to source code statements introduces a probability of error, but it’s a lot easier than trying to think in Function Points. And all I want here is a rough indicator of how much trouble a team might be in.

If 85% of bugs are hopefully found and fixed before the code is released, this leaves 0.75 bugs per Function Point unfound (and obviously unfixed) in the code when it gets to production. Which means that for a small application of 1,000 Function Points (50,000 or so lines of Java code), you could expect around 750 defects at release .

And this is only accounting for the bugs that you don’t already know about: a lot of code is released with a list of known bugs that the development team hasn’t had a chance to fix, or doesn’t think is worth fixing, or doesn’t know how to fix. And, this is just your code: it doesn’t account for bugs in the technology stack that the application depends on: the frameworks and application platform, database and messaging middleware, and any open source libraries or COTS that you take advantage of.

Of these 750+ bugs around 25% will be severity 1 show stoppers – real production problems that cause something significant to break.

Ouch – no wonder most teams will spend a lot of time on support and fixing bugs after releasing a big system. Of course, if you’re building and releasing software incrementally, you’ll find and fix more of these bugs as you go along, but you’ll still be fixing a lot of bugs in production.

Remember that these are rough averages. And remember (especially the other guys out there), we can’t all be above average, no matter how much we would like to be. For risk management purposes, it might be best to stick with averages, or even consider yourself below the bar.

Also keep in mind that defect potentials increase with the size of the system – big apps have more bugs on average. Not only is there a higher potential to write buggy code in bigger systems, but as the code base gets bigger and more complex it’s also harder to find and fix bugs. So big systems get released with even more bugs, and really big apps with a lot more bugs.

All of this gets worse in maintenance

In maintenance, the average defect potential for making changes is higher than in development, about 6 bugs per Function Point instead of 5. And the chance of finding and fixing mistakes in your changes is lower (83%). This is all because it’s harder to work with legacy code that you didn’t write and don’t understand all that well. So you should expect to release 1.08 bugs per Function Point when changing code in maintenance, instead of 0.75 bugs per Function Point.

And maintenance teams still have to deal with the latent bugs in the system, some of which may hide in the code for years, or forever. This includes heisenbugs and ghosts and weird timing issues and concurrency problems that disappear when you try to debug them. On average, 50% of residual latent defects are found each calendar year. The more people using your code, the faster that these bugs will be found.

Of course, once you find these bugs, you still have to fix them. The average maintenance programmer can be expected to fix around 10 bugs per month – and maybe implement some small enhancements too. That's not a great return on investment.

Then there’s the problem of bug re-injections, or regressions – when a programmer breaks something accidentally as a side-effect of making a fix. On average, programmers fixing a bug will introduce a new bug 7% of the time – and this can run as high as 20% for complex, poorly-structured code. Trying to fix these bad fixes is even worse – programmers trying to fix these mistakes have a 15% chance of still messing up the fix, and a 30% chance of introducing yet another bug as a side effect! It's better to roll-back the fix and start again.

Unfortunately, all of this gets worse over time. Unless you are doing a perfect job of refactoring and continuously simplifying the code, you can expect code complexity to increase an average of between 1% and 3% per year. And most systems get bigger over time, as you add more features and copy-and-paste code (of course you don't do that): the code base for a system under maintenance increases between 5-10% per year. As the code gets bigger and more complex, the chance for more bugs also increases each year.

But what if we’re not average? What if we’re best in class?

What if you are doing an almost perfect job, if you are truly best in class? Capers Jones finds that best in class teams create half as many bugs as average teams (2.5 or fewer defects per Function Point instead of 5), and they find and fix 95% or more of these bugs before the code is released. That sounds impressive - it means only 0.125 bugs per Function Point. But for a 50,000 LOC system, that’s still somewhere around 125 bugs on delivery.

And as for zero bugs? In his analysis of 13,000 projects over a period of more than 40 years, there were 2 projects with no defects reported within a year of release. So you can aspire to it. But don’t depend on it.
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