adventures in making stuff with Daniel Higginbotham

A Philosophy of Programming, Rough Sketch

05 January 2012

Below is a first attempt at describing an integrated approach to programming. My hope is that it'll give programmers some tools to reason about their current practices and generate ideas on new practices to implement.

The unifying idea is that our work is governed by cognitive processes and that we can better understand our work by understanding those processes. There is a wealth of information available on such topics as memory, attention, focus, and emotion, and I believe that it will be fruitful to relate such information directly to the processes involved in programming.

Put another way, understanding our hardware will help us understand the behavior of our software.

There are a lot of gaps. My hope is that I'll get a lot of feedback that will help me fill in those gaps.

The Processes

There are three main processes involved in programming:

  1. Learning
  2. Problem Solving
  3. Social interaction

This article only addresses learning. Future articles will address the other two topics.

Learning

We constantly need to learn: existing codebases, new libraries, the problem domain, the application environment.

Learning consists of relating new information to existing knowledge.

Memory

Ease of learning is in part determined by short term memory. To learn, it is necessary to hold multiple mental objects in short term memory in order to compare them to each other and discover the relationships between them.

Not all mental objects are created equal. Some take up more "space" than others. Familiar objects take up less space than unfamiliar objects. For example, the following list is relatively easy to hold in memory:

  • bed
  • cup
  • light

The following list is harder to hold in memory:

  • clorp
  • farg
  • dwesh

Short term memory also has a temporal limitation (obviously). We should avoid creating the need to hold objects in memory for longer than our brains are designed for. We've all experienced the strain produced by having to navigate back and forth among multiple files in order to figure something out. More on this later.

Naming

The nature of memory explains why it is necessary to name things well in code. The explanation is two-fold (using method names as an example):

  • Without proper naming, it is more likely to be necessary to derive the behavior of a method from its constituent parts. This requires loading more items into your short-term memory, possibly resulting in your forgetting why you were looking at the method in the first place. The result is that learning time is increased.
  • Indescript names also take up more "space" in short term memory, making it more difficult to understand how a method relates to the larger system.

Examples needed.

Metaphor

Metaphor is at the heart of programming: stacks, queues, pipes, memory, objects, domain models. These are all metaphors. Metaphor is at the heart of our craft.

We also use the term "abstraction", but I think "metaphor" is better when it comes to naming, as it more directly denotes that we are relating new concepts to existing concepts. But the distinction really doesn't matter.

Good metaphors allow us to hold more information-dense items in memory. They provide more "hooks" which allow for easier retrieval from long-term memory.

Other "metaphors":

  • Visual form of code. Indentiation stands for hierarchy.
  • Code colorization. Color stands for syntax.
  • Programming style. Shared programming style allows people to derive meaning from the structure of the code.

All of these examples of metaphor reduce the number of mental objects we need to retain in short-term memory, thus making learning easier. You can easily confirm that it's much easier to hold "stack" in memory than it is to hold "a last in, first out abstract data type and linear data structure."

Visual Aids

Visual aids are information-dense. Our visual brains are pretty awesome at processing visual aids. My little treatise on visual design: Clean Up Your Mess.

Documentation

API documentation is not enough. People who use your code have the following questions, among others:

  • What is the purpose of the system?
  • What are the subsystems, and what are their purposes?
  • How do the parts interact?
  • How do I extend it?

It's not reasonable to expect someone to answer these questions by reading code and API documentation. Because there are so many pieces involved, it is very difficult for someone to a) determine which pieces are relevant and b) hold the relevant pieces in mind long enough to deduce the answer to his question. Such a process often involves navigating multiple files, constantly having to refresh our memories by looking at the same pieces of code over and over.

It's possible to answer questions like the ones listed above using the process I listed above, but it's not optimal. Good documentation condenses the information, making it understandable without producing so much cognitive load.

Examples of good documentation:

  • nanoc. It was very easy to learn how to use nanoc because the documentation is excellent. If I had to learn how to use it by reading the code, I wouldn't have bothered. If I had to learn solely by going through examples, it would still have been very difficult. Instead, the documentation provides a mixture of prose and examples which made learning the system very easy.
  • Whoops. Well, maybe I'm being a little vain and/or delusional here, but I think my documentation for Whoops is above-average. There's still a good amount that I could cover, though.

Also see my article on documentation

Learning Skills

Describe What You Don't Know

Being able to concretely determine what it is you need to know is of great value. Learn to quickly transform the emotion of confusion into a concrete statement of what you need to learn.

Ask About it Directly

Often, when seeking help, we ask the wrong question. Need examples.

Confirm Your Knowledge

State and restate what you think you know to someone else who can tell you whether you're wrong. Often, we make a lot of unconscious assumptions when trying to learn, and this process will help you uncover those assumptions.

To explore

  • How does emotional state affect learning?
  • How is emotion related to certrainty?
  • What is the relationship between testing, memory, and learning?
  • How can teams support learning?
  • Find concrete examples of codebases which support learning
  • How information navigation is related to learning, e.g. including a table of contents in documentation

Further Reading

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