Wednesday, 18 November 2015
Recommended Reading
These are the best books I have read so far that I think every software developer should read. Every one of them has really helped me to understand and improve the way I work.
Tuesday, 17 November 2015
Git Aliases
Git Aliases
You can add extra git commands in the command line to make your life easier using git aliasif you type git config --global -e you will be able to edit these.
they should go inside the [alias] section (add one if it's not there)
Basic Commands
These commands are just simple aliases for anything that I use a lot, mainly because I have to type less to use them.
s = status
See the status of the repositoryc = commit
Commit changes to the local repositorycm = commit -m
Commit with a messageExample:
git cm "Updated some code stuff"
aa = add -A
Stages all the changes in the workspace.co = checkout
Checkout a branch or commit.Example:
git co master
Viewing History
lga = log --graph --oneline --all --decorate
Shows the history for the repository in a nice way.
lgab = log --graph --oneline --decorate
Shows the history for the current branch in a nice way.Pushing & Pulling
plr = pull --rebase
pull but rebase instead of merge, find this useful when working on a branch that have others working in it to avoid merge commits. Makes the history much cleaner. See the internet for arguments about this.
pushup = "!git push --set-upstream origin \"$(git rev-parse --abbrev-ref HEAD)\""
Push a local branch to the origin remote, does what it says on the tin. Use this lots when working within a feature branch/pull request workflow.Stash & Reset
Most of these I found on Phil Haacks blogwip = !git add -A && git commit -m 'WIP'
Work in progress commit, commits anything to the current branch so it can be reverted later. Useful if you need to change what you are working on. You could use git stash but I prefer having a proper commit.
load = reset HEAD~1 --mixed
Used to undo the commit that was done with the wip command and put the changes in the working directory.wipe = !git add -A && git commit -qm 'WIPE SAVEPOINT' && git reset HEAD~1 --hard
Really like this one, use it instead of "git reset --hard" to clear the current working directory. Much better because it still commits the changes before wiping so they will remain in your local repository until they are garbage collected.References
http://stackoverflow.com/questions/804115/when-do-you-use-git-rebase-instead-of-git-mergehttp://haacked.com/archive/2014/07/28/github-flow-aliases/
Tuesday, 10 November 2015
Running a Release Retrospective
We just shipped the first release of a project that I have been working on out to customers and it was decided it would be a good time to run a release retrospective with all of the teams involved.
This was shorter than hoped but it worked well to help frame the period we were talking about.
Read out the prime directive and explained that the meeting is supposed to be a positive thing looking at what we can do better and improve on rather than blame.
The discussion was very interesting though some of the topics were very developer focused, it was suggested that we should have a developer only meeting first next time to avoid bringing the other team members to boredom.
The hardest part of these things always seems the be actually getting something practical out of as many items as possible. To try to help we assigned owners to each item and I will try to chase the owners to make sure progress is made over the coming weeks.
While this is probably not the best way to judge the release it was interesting to see the information that came in. In future I would suggest maybe using a more simple system (Well, OK, Poor) or something along those lines.
Format of the session
3 hours in the afternoon with roughly 30 people attending.Introduction
Some senior managers came in and just say a few words to kick off the meeting in a positive way. Sometimes retrospectives can turn quite negative so this helped make the point that the release was a success and we are there to look for improvements in the coming versions.Discussion of outcomes
Discussion of the expected outcomes of the meeting, this was a list of different items with actions we are going to take and owners for those actions. The items were:
- Recommendations (What we did well)
- Knowledge (What we learnt)
- Mysteries (Things that need investigation)
- WTF's (Things that we can improve on)
Next time I would rename recommendations to something else as they came out as recommended things we can do better rather that things we did well that we recommend we keep doing and pass on.
Energizer
We tried energizer for this meeting as described in parts of a retrospective. After some reading we decided to try the Candy Love Energizer (whats better to get people talking than chocolate?).
This worked well and got everyone being talkative, would really recommend this energizer (think its a bit more interesting as most people haven't done it before).
Story of the project
This was a brief presentation with some key dates and statistics of the project, to help focus people on what we were going to be discussing the following breakout section.This was shorter than hoped but it worked well to help frame the period we were talking about.
Retrospective Prime Directive
"Regardless of what we discover, we understand and truly believe that everyone did the best job they could, given what they knew at the time, their skills and abilities, the resources available, and the situation at hand."Read out the prime directive and explained that the meeting is supposed to be a positive thing looking at what we can do better and improve on rather than blame.
Breakout
We broke up in to 4 teams each with flip board paper and pens with each team to focus on a different area. Each team should identify Recommendations, Knowledge, Mysteries and WTF's with possible actions.Quality & QA
Looking at our quality management & testing
Process
This is essentially the story of a story, from customer to shipped.
Planning & Release
Looking at how the project was planned and released.
Work & Environment
How the teams interact and work together, inside and outside of the team. as well as generally at working within the company & skill sharing.
Discussion
Each team presents their findings and we discuss as a whole group the proposed actions.The discussion was very interesting though some of the topics were very developer focused, it was suggested that we should have a developer only meeting first next time to avoid bringing the other team members to boredom.
Actions & Owners
Review the actions and assign owners.The hardest part of these things always seems the be actually getting something practical out of as many items as possible. To try to help we assigned owners to each item and I will try to chase the owners to make sure progress is made over the coming weeks.
Release Success
Each person gets a piece of paper and writes a 1-10 on it to say how well they thought it went. This provides an anonymous way to gather information on how well everyone who worked on the release believes it has gone.While this is probably not the best way to judge the release it was interesting to see the information that came in. In future I would suggest maybe using a more simple system (Well, OK, Poor) or something along those lines.
Conclusion
The session went pretty well most of the feedback was very positive. We identified several points and actions that we will be looking at over the period of the next release.
I would highly recommend playing around with the different subjects to suit the number of people you have joining in and areas you want to cover. Hopefully when we do another release retrospective we can try another set and compare the results.
http://blog.crisp.se/2013/01/22/henrikkniberg/how-to-run-a-big-retrospectives
http://joakimsunden.com/2013/01/running-big-retrospectives-at-spotify/
http://www.retrospectives.com/pages/retroPrimeDirective.html
https://www.thoughtworks.com/insights/blog/7-step-agenda-effective-retrospective
I would highly recommend playing around with the different subjects to suit the number of people you have joining in and areas you want to cover. Hopefully when we do another release retrospective we can try another set and compare the results.
References
http://www.funretrospectives.com/candy-love/http://blog.crisp.se/2013/01/22/henrikkniberg/how-to-run-a-big-retrospectives
http://joakimsunden.com/2013/01/running-big-retrospectives-at-spotify/
http://www.retrospectives.com/pages/retroPrimeDirective.html
https://www.thoughtworks.com/insights/blog/7-step-agenda-effective-retrospective
Tuesday, 4 August 2015
Protocol Buffers & Lists
Introduction
For this example I will be using the following example .proto and looking at serializing large repeated data sets in C#.
.proto
Serialization Code
Deserialization Code
Comparison
For a list of over 7k items Json.net serializes about 10ms slower on my machine, not quite what I expected from what is supposed to be a super fast binary serializer. Upon further reading it appears Protocol Buffers are not designed to handle large data sets, but this can be worked around by serializing the items individually.
Fix
To fix this we will serialize each item induvidually but add them all to the same stream with the length of the item added before each item.
Fixed Serialize
Fixed Deserialize
This updated code resulted in a significant difference (160ms -> 25ms) between JSON.Net and Protocol Buffers.
References
https://developers.google.com/protocol-buffers/
https://developers.google.com/protocol-buffers/docs/techniques#large-data
https://github.com/google/protobuf
For this example I will be using the following example .proto and looking at serializing large repeated data sets in C#.
.proto
syntax = "proto2";
package pcdf;
message Boiler
{
required string BoilerId = 1;
required int32 TableNumber = 2;
required string TableName = 3;
required string BoilerData = 4;
required string BrandName = 5;
required string Qualifier = 6;
required string ModelName = 7;
}
message AllBoilers
{
repeated Boiler Boiler = 1;
}
Serialization Code
var listBuilder = new AllBoilers.Builder();
for (var i = 0; i < 7000; i++)
{
var builder = new Boiler.Builder
{
BoilerId = "ID",
TableNumber = 2,
TableName = "Name",
BoilerData = "Data",
BrandName = "Brand",
ModelName = "Model",
Qualifier = "Qualifier"
};
listBuilder.AddBoiler(builder);
}
var list = listBuilder.Build();
var bytes = list.ToByteArray();
var fileStream = new FileStream(OUTPUT_FILE, FileMode.Create);
fileStream.Write(bytes, 0, bytes.Length);
For the actual tests real test data was used.Deserialization Code
var fileStream = new FileStream(OUTPUT_FILE, FileMode.Open);
var boilers = new AllBoilers.Builder();
boilers.MergeFrom(fileStream);
Comparison
For a list of over 7k items Json.net serializes about 10ms slower on my machine, not quite what I expected from what is supposed to be a super fast binary serializer. Upon further reading it appears Protocol Buffers are not designed to handle large data sets, but this can be worked around by serializing the items individually.
Fix
To fix this we will serialize each item induvidually but add them all to the same stream with the length of the item added before each item.
Fixed Serialize
var fileStream = new FileStream(OUTPUT_FILE, FileMode.Create);
for (var i = 0; i < 7000; i++)
{
var builder = new Boiler.Builder
{
BoilerId = "ID",
TableNumber = 2,
TableName = "Name",
BoilerData = "Data",
BrandName = "Brand",
ModelName = "Model",
Qualifier = "Qualifier"
};
var bytes = builder.Build().ToByteArray();
var intBytes = BitConverter.GetBytes(bytes.Length);
fileStream.Write(intBytes, 0, intBytes.Length);
fileStream.Write(bytes, 0, bytes.Length);
}
Fixed Deserialize
var fileStream = new FileStream(OUTPUT_FILE, FileMode.Open);
var list = new List<Boiler>();
int size;
while ((size = GetSize(fileStream)) != -1)
{
var bytes = new byte[size];
fileStream.Read(bytes, 0, bytes.Length);
var boiler = new Boiler.Builder();
boiler.MergeFrom(bytes);
list.Add(boiler.Build());
}
This updated code resulted in a significant difference (160ms -> 25ms) between JSON.Net and Protocol Buffers.
References
https://developers.google.com/protocol-buffers/
https://developers.google.com/protocol-buffers/docs/techniques#large-data
https://github.com/google/protobuf
Protocol Buffers in C#
Installation
Protocol Buffers can be installed via Nuget,
Tools
As well as installing the protocol buffers library this will also download the tools required to compile .proto files and generate C# files from them. The tools will be located where the nuget package was installed to.
.proto
A .proto file will be required to generate the required files for usage. This example .proto defines a message called TestMessage with 3 properties. The package is used like a namespace and will also be used to generate the namespace of the classes in C#.
Protoc
To compile a .proto file locate protoc.exe in the tools dir and run it with the following parameters.
ProtoGen
The next step is to generate the .cs files that will contain the generated code that can be used to create and serialize the data.
Serialization
Deserialization
Other Methods
message.ToJson() & message.ToXml()
These can be used to visualize the message in other formats.
message.WriteTo(Stream stream)
This is used to write the bytes to a stream.
References
https://developers.google.com/protocol-buffers/
https://developers.google.com/protocol-buffers/docs/reference/proto2-spec
https://github.com/google/protobuf
Protocol Buffers can be installed via Nuget,
PM> Install-Package Google.ProtocolBuffers
Or search for Protocol Buffers, there is also a Protocol buffers lite package that is smaller and does not use relection (better for some lighter platforms like mono). Note: an option must be set in the .proto file to compile the proto for use with the lite package.Tools
As well as installing the protocol buffers library this will also download the tools required to compile .proto files and generate C# files from them. The tools will be located where the nuget package was installed to.
.proto
A .proto file will be required to generate the required files for usage. This example .proto defines a message called TestMessage with 3 properties. The package is used like a namespace and will also be used to generate the namespace of the classes in C#.
syntax = "proto2";
package test_proto;
message TestMessage
{
required int32 Id = 1;
required string Name = 2;
optional string Details = 3;
}
For more information on defining a .proto file see the protocol buffer v2 spec.Protoc
To compile a .proto file locate protoc.exe in the tools dir and run it with the following parameters.
protoc -oitem test.proto
where item is the name of the output file and test.proto the name of the .proto file. This outputs a compiled version of the .proto file.ProtoGen
The next step is to generate the .cs files that will contain the generated code that can be used to create and serialize the data.
.\ProtoGen.exe item
This should generate a .cs file containing everything you need to read/write to the protocol buffers.Serialization
var builder = new TestMessage.Builder();
builder.Id = 2;
builder.Name = "Test";
builder.Details = "Some Detials";
var message = builder.Build();
var bytes = message.ToByteArray();
You must create a builder as messages are immutable (Each message generates and internal Builder class), a message can be turned back in to a builder easily wit the ToBuilder() method.Deserialization
var builder = new TestMessage.Builder();
builder.MergeFrom(bytes);
var message = builder.Build();
You could just read the data from the builder if you wish.Other Methods
message.ToJson() & message.ToXml()
These can be used to visualize the message in other formats.
message.WriteTo(Stream stream)
This is used to write the bytes to a stream.
References
https://developers.google.com/protocol-buffers/
https://developers.google.com/protocol-buffers/docs/reference/proto2-spec
https://github.com/google/protobuf
Protocol Buffers
Protocol Buffers are a language-neutral, platform-neutral extensible mechanism for serializing structured data (official site).
In short protocol buffers are googles in house binary serialization format, designed to serialize small messages fast and with a small data size.
Where to use them
Protocol buffers are great when you need fast serialization and a small payload (where efficiency/speed is important). They are not so good when data formats are likely to change as this will mean you need to discard and recreate schemas and drop backwards compatibility or have multiple schemas for different versions.
Pros
Proto Format
Protocol Buffer messages are first defined in a .proto file using the proto language. This can then be used to generate data access objects for your language of choice.
Proto3
The current version is proto2, but Proto3 is current in alpha and being developed (Source code on GitHub) The update will include a new version of the .proto syntax.
Binary vs Text Serialization
References
https://developers.google.com/protocol-buffers/
https://github.com/google/protobuf
https://developers.google.com/protocol-buffers/docs/reference/proto2-spec
In short protocol buffers are googles in house binary serialization format, designed to serialize small messages fast and with a small data size.
Where to use them
Protocol buffers are great when you need fast serialization and a small payload (where efficiency/speed is important). They are not so good when data formats are likely to change as this will mean you need to discard and recreate schemas and drop backwards compatibility or have multiple schemas for different versions.
Pros
- Fast
- Small Payload
- Many cross platform implementations (c++, Java, C#, python, JS)
- Generators a provided to generate data access classes
Cons
- Schema Enforced (Need to define .proto file)
- More complicated API than some other serializers
Proto Format
Protocol Buffer messages are first defined in a .proto file using the proto language. This can then be used to generate data access objects for your language of choice.
message Boiler
{
required string BoilerId = 1;
required int32 TableNumber = 2;
required string TableName = 3;
required string BoilerData = 4;
required string BrandName = 5;
required string Qualifier = 6;
required string ModelName = 7;
}
Fields are described with options (required, optional, repeated, etc..) followed by Type (int32, int64, string), field name then = and an Id number that must be unique. For more information read the v2 spec.Proto3
The current version is proto2, but Proto3 is current in alpha and being developed (Source code on GitHub) The update will include a new version of the .proto syntax.
Binary vs Text Serialization
{
"Id": "21",
"Name": "Test User",
"address": {
"streetAddress": "Test Street",
"city": "Birmingham"
}
}
Some formats serialize to text (JSON, XML, etc..) this can be really useful if you need to quickly view and edit the documents without special tooling. Binary serializations will require a tool that can read the document before you can begin to read and manipulate the data. Binary serializations will normally be smaller and more efficient though.References
https://developers.google.com/protocol-buffers/
https://github.com/google/protobuf
https://developers.google.com/protocol-buffers/docs/reference/proto2-spec
Tuesday, 23 June 2015
Encapsulation
Encapsulation
Encapsulate - "To enclose or be enclosed in or as if in a capsule". [the free dictionary]
In software
Encapsulate - "To enclose or be enclosed in or as if in a capsule". [the free dictionary]
In software
Encapsulation is the practice of having classes/objects not
expose their data but expose methods to act upon the data. It also relates to
how we choose to put methods and data into classes (Putting data with the relevant methods that use it).
There are many ways we can choose to decompose systems into
objects but encapsulation is an effective way of making systems easier to
understand and maintain. By restricting access to data we can change the
internals of a class/module without requiring changes in the code that uses
that class/module.
Example
Example
I have a class “Person”
public class Person
{
public string FirstName { get; set; }
public string LastName { get; set; }
}
Now take the following method:
public string FullName(Person person)
{
return person.FirstName + person.LastName;
}
If this method is not in the Person class the class must
expose the firstname and lastname data for this method to work. So any other piece
of code then has access to firstname and lastname and can use it. This means
that if at a later point you decide to store the person’s name as just a
fullname string you must change code that is outside of the person class. If this
method is part of the person class you only have to update the person class and
as long as its public interface is well designed and not affected by the change
you should not have to change any other classes.
Design
Design
By carefully thinking about how we compose our classes we
can hide the details (implementation) from the outside world, this can be a
massive advantage when maintaining large systems as we can completely rewrite
the internals of a class and have it not affect the rest of the system. When
classes are encapsulated well it can lead to a better conceptual model (set of
classes that represent the system), and often a better set of abstractions
making the system easier to code against.
How to achieve
You can use Getters and Setters to make it easier to encapsulate data, in .net an auto property can achieve this quickly. This will let you change the data later and still use the same property. Generally I would prefer using methods to act upon a class though.
Put methods in the same class as the data they are operating on, this should help achieve cohesion and make modification easier later.
Avoid
Classes exposing their data and their internal workings, this can even include the way you design your methods. Sometimes you can encapsulate how the object works by avoiding sharing of implementation details. For example return amount of fuel as a percentage left rather than gallons.
Having your method access and change data within another object (see if you can move the method to within the other object, where hopefully it will make more sense)
Put methods in the same class as the data they are operating on, this should help achieve cohesion and make modification easier later.
Avoid
Classes exposing their data and their internal workings, this can even include the way you design your methods. Sometimes you can encapsulate how the object works by avoiding sharing of implementation details. For example return amount of fuel as a percentage left rather than gallons.
Having your method access and change data within another object (see if you can move the method to within the other object, where hopefully it will make more sense)
Scope
Spend time thinking about anything that is not private, is there a way you could increase encapsulation by reducing the amount of data shared. Is your publicly accessible interface clean and free of clues as to how the object is implemented.
Also be wary of protected members, it can seem natural for inherited objects to have access to data but this can lead to problems refactoring later. Loose coupling between inheritance trees is hard to achieve but important to consider.
Also be wary of protected members, it can seem natural for inherited objects to have access to data but this can lead to problems refactoring later. Loose coupling between inheritance trees is hard to achieve but important to consider.
Benefits of
encapsulation
- Increase cohesion (Relation of data/methods within a class, high cohesion is good!)
- Decrease coupling (High coupling of classes can make them hard to reuse, replace and test)
- Better separation of concerns (when classes are highly cohesive a class is more likely to only focus upon itself)
- Easier to reuse (A loosely coupled class will be easier to reuse in other places)
- Easer to make changes (Only changes to the public interface require changes in other places)
- Reduces complexity (By only requiring you to think about one class at a time)
Disadvantages of
encapsulation
- Can require more code (Boiler plate, getters/setters etc.)
Inheritance and
encapsulation
Inheritance can be seen to be breaking encapsulation as you
are exposing the workings of the class to the class that is sub classing. Over
use of inheritance where it is not required will often lead to the breaking of
encapsulation. So we should favor composition (Containing another object) over
inheritance as a mechanism for code reuse.
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