Clojure indentation problems in team with different IDEs - clojure

I am using emacs + slime for clojure development. Recently we got a new team member and he does not like emacs, so he installed intellij with la clojure plugin.
Both emacs and intellij allow to automatically re-indent big blocks of code, entire functions and even modules.
This leads to a very annoying problem. If he makes a small change (few lines) and then reindents entire file, then obviously recording it into dvcs (we use darcs) will produce big patch with hundreds rows changed. That makes code review impossible. How do i know which 3 out of hundreds committed lines really changed ?
So now we have collaboration problem. I wonder if there are other clojure teams who use different IDEs. How do you reconcile these problems ?
The options i see are:
Enforce the use of one IDE (emacs). This will solve the problem, but i do not like such an authoritative approach.
Somehow setup both environments to indent identically (not sure if its possible)
Agree to always indent in one IDE. This is cumbersome and prone to errors.

You could try asking him to respect the rest of the team and not automatically reformat everybody's code.
You might also write an external program to do the indenting, and then hook that into your source code system as a pre-commit step. That way it wouldn't matter what editor was used, it would become consistent. I suppose this is a variation on option #2.
Good luck.

If someone chooses to use a different IDE, it's their responsibility to configure it to be a good member of the team. If they don't know how to do so, they probably don't have much of a reason to use it over any other IDE.
However, the configuration options for indentation are located in: Preferences > Code Style

Number 2): One team, one coding standard.

If you can generate a diff from the patch that ignores whitespace changes then your specific problem would go away. +1 for a consistent coding style within the team though.

Related

How to approach debugging a huge not so familiar code base?

Seldom during working on large scale projects, suddenly you are moved on to a project which is already in maintainance phase.You end up with having a huge code C/C++ code base on your hands, with not much doccumentation about the design.The last person who could give you some knowledge transfer about the code has left the company already and to add to your horrors there is not enough time to get acquainted with the code and develop an understanding of the overall module/s.In this scenario when you are expected to fix bugs(core dumps,functionality,performance problems etc) on the module/s what is the approach that you will take?
So the question is:
What are your usual steps for debugging a not so familiar C/C++ code base when trying to fix a bug?
EDIT: Enviornment is Linux, but code is ported on Windows too so suggestions for both will be helpful.
If possible, step through it from main() to the problematic area, and follow the execution path. Along the way you'll get a good idea of how the different parts play together.
It could also be helpful to use a static code analysis tool, like CppDepends or even Doxygen, to figure out the relations between modules and be able to view them graphically.
Use a pen and paper, or images/graphs/charts in general, to figure out which parts belong where and draw some arrows and so on.
This helps you build and see the image that will then be refined in your mind as you become more comfortable with it.
I used a similar approach attacking a hellish system that had 10 singletons all #including each other. I had to redraw it a few times in order to fit everything, but seeing it in front of you helps.
It might also be useful to use Graphviz when constructing dependency graphs. That way you only have to list everything (in a text file) and then the tool will draw the (often unsightly) picture. (This is what I did for the #include dependencies in above syste,)
As others have already suggested, writing unit-tests is a great way to get into the codebase. There are a number of advantages to this approach:
It allows you to test your
assumptions about how the code
works. Adding a passing test proves
that your assumptions about that
small piece of code that you are
testing are correct. The more
passing tests you write, the better
you understand the code.
A failing unit test that reproduces
the bug you want to fix will pass
when you fix the bug and you know
that you have succeeded.
The unit tests that you write act as
documentation for the future.
The unit tests you write act as
regression tests as more bugs are
fixed.
Of course adding unit tests to legacy code is not always an easy task. Happily, a gentleman by the name of Michael Feathers has written an excellent book on the subject, which includes some great 'recipes' on adding tests to code bases without unit tests.
Some pointers:
Debug from the part which seems more
relevant to the workflow.
Use debug
strings
Get appropriate .pdb and attach the
core dump in debuggers like Windbg
or debugdiag to analyze it.
Get a person's help in your
organization who is good at
debugging. Even if he is new to your
codebase, he could be very helpful.
I had prior experience. They would
give you valuable pointers.
Per Assaf Lavie's advice, you could use static code analyzers.
The most important thing: as you
explore and debug, document
everything as you progress. At least
the person succeeding you would
suffer less.
Three things i don't see yet:
write some unit tests which use the libraries/interfaces. demonstrate/verify your understanding of them and promote their maintainability.
sometimes it is nice to create an special assertion macro to check that the other engineer's assumptions are in line with yours. you could:
not commit their uses
commit their uses, converting them to 'real' assertions after a given period
commit their uses, allowing another engineer (more familiar with the project) to dispose or promote them to real assertions
refactoring can also help. code that is difficult to read is an indication.
The first step should be try to read the code. Try to see the code where the bug is. Follow the code from main to that point ans try to see what could be wrong. Read the comments from the code(if any). Normally the function names are useful. Understand what each function does.
Once you get some idea of the code then you can start debugging the code. Put breakpoints where you don't understand the code or where you think the error can be. Start following the code line by line. Debugging is like sex. Initially painful, but slowly you start to enjoy it.
cscope + ctags are available on both Linux and Windows (via Cygwin). If you give them a chance, these tools will become indispensable to you. Although, IDEs like Visual Studio also do an excellent job with code browsing facilities as well.
In a situation like yours, because of time constraints, you are driven by symptoms. I mean that you don't have time to reconstruct the big picture / design / architecture. So you focus on the symptoms and work outwards, and each time reconstruct as much of the big picture as you need for that particular problem. But do not make "local" decisions in a hurry. Have the patience to see as much of the big picture as needed to make a good quality decision. And don't get caught in the band-aid syndrome i.e. put any old fix in that will work. It is your job to preserve the underlying architecture / design (if there is one, and to whatever extent that you can discover it).
It will be a struggle at first, as your mind "hunts" excessively. But soon the main themes in the design / architecture will emerge, and all of it will start to make sense. Think, by not thinking, grasshoppa :)
You have to have a fully reliable IDE which has a lot of debbugging tools (breakpoints, watches, and the like). The best way to familiarize yourself with a huge code is to play around with it and see how data is passed from one method to another. Also, you can reverse engineer the code so could see the relationship of the classes. :D Good Luck!
For me, there is only one way to get to know a process - Interaction. Identify the interfaces of the process/system. Then identify the input/output relationship (these steps maybe not linear). Once you do that, you can start tinkering at the code with a fair amount of confidence because you know what it is "supposed to do" then it's just a matter of finding out "how it is actually being done". For me though, getting to know the interface (Not necessarily the user interface) of the system is the key. To put it bluntly - Never touch the code first!!!
Not sure about C/C++, but coming from Java and C#, unit testing will help. In Java there's JUnit and TestNG libraries for unit testing, in C# there's NUnit and mstest. Not sure about C/C++.
Read the book 'Refactoring: Improving the Design of Existing Code' by Martin Fowler, Kent Beck, et al. Will be quite a few tips in there I'm sure that will help, and give you some guidance to improving the code.
One tip: if it aint broke, don't fix it. Don't bother trying to fix some library or really complicated function if it works. Focus on parts where there's bugs.
Write a unit test to reproduce the scenario where the code should work. The test will fail at first. Fix the code until the unit test passes successfully. Repeat :)
Once a majority of your code, the important bits that are too complex to manually debug and fix, is under automated unit tests, you'll have a safety harness of regression tests that'll make you feel more confident at changing the existing code base.
while (!codeUnderstood)
{
Breakpoints();
Run();
StepInto();
if(needed)
{
StepOver();
}
}
I don't try to get an overview of the whole system as suggested by many here. If there is something which needs fixing I learn the smallest part of the code I can to fix the bug. The next time there is an issue I'm a little more familiar and a little less daunted and I learn a little more. Eventually I'm able to support the whole shebang.
If management suggests I do a major change to something I'm not familiar with I make sure they understand the time scales and if things a really messy suggest a rewrite.
Usually the program in question will produce some kind of output ( log, console printout, dialog box ).
Find the closest place to your
problem in the program output
Search through the code base and look for the text in that output
Start putting your own printouts, nothing fancy, just printf( "Calling xxx\n" );, so you can pinpoint exactly to the point where the problem starts.
Once you pinpointed the problem spot, put a breakpoint
When you hit the breakpoint, print a stacktrace
Now you can see what players you have and start the analysis of how you've got to the wrong place.
Hopefully the names of the methods on the call stack are more meaningful than a, b and c ( seen this ), and there is some sort of comments, method documentation more meaningful than calling a ( seen this many times ).
If the source is poorly documented, don't be afraid to leave your comments once you have figured out what's going on. If program design permits it create a unit test for the problem you've fixed.
Thanks for the nice answers, quite a number of points to take up. I have worked on such situation a number of times and here is the usual procedure i follow:
Check the crash log or trace log. Check relevant trace if just a simple developer mistake if cannot evaluate in one go, then move on to 2.
Reproduce the bug! This is the most important thing to do. Some bugs are rare to occur and if you get to reproduce the bug nothing like it. It means you have a better % of cracking it.
If you cant reproduce a bug, find a alternative use case, situation where in you can actually reproduce the bug. Being able to actually debug a scenario is much more useful than just the crash log.
Head to version control! Check if the same buggy behavior exists on previous few SW versions. If NOT..Voila! You can find between what two versions the bug got introduced and You can easily get the code difference of the two versions and target the relevant area.(Sometimes it is not the newly added code which has the bug but it exposes some old leftovers.Well, We atleast have a start I would say!)
Enable the debug traces. Run the use case of the bug, check if you can find some additional information useful for investigation.
Get hold of the relevant code area through the trace log. Check out there for some code introducing the bug.
Put some breakpoints in the relevant code. Study the flow. Check the data flows.Lookout for pointers(usual culprits). Repeat till you get a hold of the flow.
If you have a SW version which does not reproduce the bug, compare what is different in the flows. Ask yourself, Whats the difference?
Still no Luck!- Arghh...My tricks have exhausted..Need to head the old way. Understand the code..and understand the code and understand it till you know what is happening in the code when that particular use case is being executed.
With newly developed understanding try debugging the code and sure the solution is around the corner.
Most important - Document the understanding you have developed about the module/s. Even small knitty gritty things. It is sure going to help you or someone just like you, someday..sometime!
You can try GNU cFlow tool (http://www.gnu.org/software/cflow/).
It will give you graph, charting control flow within program.

Updating a codebase to meet standards

If you've got a codebase which is a bit messy in respect to coding standards - a mix of different conventions from different people - is it reasonable to give one person the task of going through every file and bringing it up to meet standards?
As well as being tremendously dull, you're going to get a mass of changes in SVN (or whatever) which can make comparing versions harder. Is it sensible to set someone on the whole codebase, or is it considered stupid to touch a file only to make it meet standards? Should files be left alone until some 'real' change is needed, and then updated?
Tagged as C++ since I think different languages have different automated tools for this.
Should files be left alone until some 'real' change is needed, and then updated?
This is what I would do.
Even if it's primarily text layout changes, doing it by a manual process on a large scale risks breaking code that was working.
Treat it as a refactor and do it locally whenever code has to be touched for some other reason. Add tests if they're missing to improve your chances of not breaking the code.
If your code is already well covered by tests, you might get away with something global, but I still wouldn't advocate it.
I also think this is pretty much language-agnostic.
It also depends on what kind of changes you are planning to make in order to bring it up to your coding standard. Everyone's definition of coding standard is different.
More specifically:
Can your proposed changes be made to the project with 100% guarantee that the entire project will work identically the same as before? For example, changes that only affect comments, line breaks and whitespaces should be fine.
If you do not have 100% guarantee, then there is a risk that should not be taken unless it can be balanced with a benefit. For example, is there a need to gain a deeper understanding of the current code base in order to continue its development, or fix its bugs? Is the jumble of coding conventions preventing these initiatives? If so, evaluate the costs and benefits and decide whether a makeover is justified.
If you need to understand the current code base, here is a technique: tracing.
Make a copy of the code base. Note that tracing involves adding code, so it should not be performed on the production copy.
In the new copy, insert many fprintf (trace) statements into any functions considered critical. It may be possible to automate this.
Run the project with various inputs and collect those tracing results. This will help everyone understand the current project's design.
Another technique for understanding the current code base is to document the dependencies in the project.
Some kinds of dependencies (interface dependency, C++ include dependency, C++ typedef / identifier dependency) can be extracted by automated tools.
Run-time dependency can only be extracted through tracing, or by profiling tools.
I was thinking it's a task you might give a work-experience kid or put out onto RentaCoder
This depends mainly on the codebase's size.
I've seen three trainees given the task to go through a 2MLoC codebase (several thousand source files) in order to insert one new line into the standard disclaimer at the top of all the source files (with the line's content depending on the file's name and path). It took them several days. One of the three used most of that time to write a script that would do it and later only fixed the files where the script had failed to insert the line correctly, the other two just ploughed through the files. (The one who wrote the script later got a job at that company.)
The job of manually adapting all those files in that codebase to certain coding standards would probably have to be measured in man-years.
OTOH, if it's just a few dozen files, it's certainly doable.
Your codebase is very likely somewhere in between, so your best bet might be to set a "work-experience kid" to find out whether there's a tool that can do this to your satisfaction and, if so, make it work.
Should files be left alone until some 'real' change is needed, and then updated?
I'd strongly advice against this. If you do this, you will have "real" changes intermingled with whatever reformatting took place, making it nigh impossible to see the "real" changes in the diff.
You can address the formatting aspect of coding style fairly easily. There are a number of tools that can auto-format your code. I recommend hooking one of these up to your version control tool's "check in" feature. This way, people can use whatever format they want while editing their code, but when it gets checked in, it's reformatted to the official style.
In general, I think it's best if you can do the big change all at once. In the past, we've done the following:
1. have a time dedicated to the reformatting when most people aren't working (e.g. at night or on the weekend
2. have a person check out as many files as possible at that time, reformat them, and check them in again
With a reformatting-only revision, you don't have to figure out what has changed in addition to the formatting.

Is it possible for programmer to analyze unknown code fast?

I got a task related to ANCIENT C++ project which hasn't any documentation, comments at all and all code/variables is written in foreign language. Do I have a chance to analyze this code in a 1 working day and make a design/UML to create new features? I have been sitting around for 3 hours already and I feel so frustrated... Maybe somebody also had same problem? Any advice?
BR,
I suspect the biggest issue may be the fact that it's in a foreign language. You can use various static code analysis tools to try and understand what's going on, but if everything is presented in an unfamiliar language then that's still no use. Your first step (I believe) is to find someone who can speak this language and get them to translate as you go...
1) Use Doxygen , You can configure doxygen to extract the code structure from undocumented source files.
2) Use source Insight, Source Insight is an advanced code editor and browser with built-in analysis for C/C++, C#, and Java programs
Short answer, no - you probably don't have a chance to understand the code in one day. Reading/maintaining code is one of the hardest things to do, especially when it's lacking documentation. The fact that the code is in a foreign language (!) makes it even harder.
Sounds like you are on a very restricted (unrealistic) time-budget, but Working With Legacy Software is a good book if you're working with legacy systems. If you are planning to keep adding new features to the legacy system it's your responsibility to make your management aware of the scope of the operation. Or at least try.
Under this time constraint (1 day) it may or may not be doable depending on the size of the project - if its a few hundred lines of code then for sure. If its a serious project with several tens of thousands code lines, then likely no.
The first thing you need to know is what is this program supposed to do at all. If you have no idea what it does and how it does it, then analyzing the code will give you the answer but it will be a long and frustrating task. So my first suggestion would be to get yourself familiar with the outer workings of the software - what does it supposed to do and generally how it is supposed to do it. If you are doing it as part as your work then you should be able to get someone to walk you through using the program - even if its UI is in a foreign language (which I hope it doesn't, even if the code is written by a foreign language speaker).
Once you know what the software is attempting to do, then it should be fairly straight forward (even if lengthy and daunting) to rewrite all the comments in your own language for you to understand. I suggest doing so in a bottoms-up approach: its easier to understand the small and trivial things a program does, then to understand the top-level logic - and a lot of trivial things in order make up the logic of the software.
Only once you understand - to a large degree, anyway - the inner workings of the program you may write its functional spec and work on features.
Non-free way on Windows:
You can use CppDepend. This application is able to parse your visual project or your source files. It gives you a lot of information like dependency trees. You can try the trial (Maybe it will be enough for what you have to do).
Free way multi-platform:
You can use doxygen with a special configuration (extract code structure from undocumented code) and analyze the result.
I was quite happy with a tool called Understand (15-day eval license available) for this kind of task. However, I agree with Guss that the time you'll need depends a lot on the size of the code, and one day is probably just enough for a small program.
cscope & ctags are a must when I do my own code, and even more when looking to other's code.
You may also try this ::
http://www.sgvsarc.com/product_crystalflow.htm

What is the most common way of understanding a very large C++ application? [closed]

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When having a new C++ project passed along to you, what is the standard way of stepping through it and becoming acquainted with the entire codebase? Do you just start at the top file and start reading through all x-hundred files? Do you use a tool to generate information for you? If so, which tool?
I use change requests/bug reports to guide my learning of some new project. It never makes a lot of sense to me to try and consume the entirety of something all at once. A change order or bug report gives me guidance to focus on this one tendril of the system, tracing it's activity through the code.
After a reasonable amount of these, I can get a good understanding of the fundamentals of the project.
Here's my general process:
Start by understanding what the application does, and how its used. (I see way too many developers completely skip this critical step.)
Search for any developer documentation related to the project. (However, realize this will nearly always be wrong and out of date - it just will have helpful clues.)
Try to figure out the logic in the organization. How is the main architecture defined? What large scale patterns are used? (ie: MVC, MVP, IoC, etc)
Try to figure out the main classes related to the "large" objects in the project. This helps for the point above.
Slowly start refactoring and cleaning up as you try to maintain the project.
Usually, that will get me at least somewhat up to speed. However, usually I end up given a project like this because something has to be fixed or enhanced, and timing isn't always realistic, in which case I often just have to jump in and pray.
Start working on it, perhaps by
adding a small feature.
Step through application startup in the debugger.
You could try running it through doxygen to at last give a browsable set of documentation - but basically the only way is a debugger, some trace/std::cerr messages and a lot of coffee.
The suggestion to write test cases is the basis of Working-Effectively-Legacy-code and the point of the cppunit test library. If you can take this approach depends on your team and your setup - if you are the new junior you can't really rewrite the app to support testing.
Try writing unit tests for the various classes.
There is one tool I know about that may help you, it's currently in beta called CppDepend that will help you understand the relation between the classes and the projects in the solution.
Other than that you can try to understand the code by reading it:
Start with the header (.h/.hpp) files, reading them would help understand the "interfaces" between the classes
If the solution has several project try to understand the responsibility of each project.
Find someone who is familiar with the project that could give you and overview, 5 min with the right person can save you an hour with the debugger
Understanding how the code is used is usually very helpful.
If this is a library, look at client code and unit tests. If there aren't any unit tests, write some.
If this is an application, understand how it works - in detail. Again read & write unit tests.
Essentially, it's all about the interfaces. Understand the the interfaces and you'll go a long way towards understanding how the code works. By interface, I mean, the API if it's a library, the UI if it's a graphical application, the content of the inbound & outbound messages if it's a server.
Firstly how large is large?
I don't think you can answer this without knowing the other half of the scenario. What is the requirement for changing the code?
Are you just supporting/fixing it when it goes wrong? Developing new functionality? Porting the code to a new platform? Upgrading the code for a new C++ compiler?
Depending on what your requirement is I would start in different ways.
Here's how I approach the problem
Start by fixing easy bugs. Do extreme dilligance on these bugs and use the debugger heavily to find the problem
Code review every change that goes into the system. On an unbelievably large system, pick a smaller subset and review all of these changes
And most importantly: Ask a lot of questions!
Things to do:
Look at what the sales brochure tells you it does, set the scope of your expectations
Install it, what options do you have in the installer, read the quick start/install guide
Find out what it does, does it even execute, do you have multiple executables
Is there a developer setup guide/wiki, pointers to VCS
Get the code and make your build environment work, document SDKs, build tools you need if it isn't already
Look at the build process, project dependancies, is there a build machine/CI service
Look at generated doc output (if there is any!)
Find an interesting piece of the solution and see how it works, what are the entry points/ how does it work/look for main classes and interfaces
Replicate bugs, stop at interesting features in the program to get an overview and work down to tracing code.
Start to fix things, but ensure you are fixing things by having appropriate unit tests to show that it is broken now and when it will be fixed.
I have been incorporating source codes from some mid-sized projects. The most important lesson I learn from this process is before going into the source codes, you must be sure what part of the source codes interest you most. You should then go into that piece by grepping logging/warning messages or looking at class/function names. In understanding the source codes, you should run it in a debugger or insert your own warning messages. In all, you should focus on things you are interested in. The last thing you want is to read all the source codes.
Try generating a documentation using Doxygen or something similar if it wasn't done already.
Walk through the API and see if there is something that is unclear to you and look at the code, if you still don't get it ask a developer who already worked on it before.
Always examine whatever you have to work on first.
Take a look at whatever UML documents you've got, if you don't have any:
Smack the developer/s who worked on it. It's a shame they didn't do something as basic as UML class diagrams.
Try to generate them from the code. They will not be accurate but the they will give you a head start.
If there is something specific that you don't understand or think is wrong, ask the team who developed it. They will probably know better.
Fixing bugs works just fine for any project, not just c++ one.
Browse around in the file hierarchy with Total Commander, try getting an overview of the structure. Try identify where the main header files are located. Also find the file where the main() function is located.
Ask a person who is already familiar with the codebase to outline the basic concepts that were used during development.
He doesn't need to explain every detail, but should give you a rough idea of how the software works and how the individual modules are connected with each other.
Additionally, what I've found useful in the past was to first setup a working development environment before starting to think about the code.
Read the documentation. If possible, speak with the former maintainer. Then, check out the code bases from the first commit and the first release from the VCS and spend some time looking at them. Don't go for full understanding yet, just skim and understand which are the major components and what they do. Then read the change logs and the release notes for each of the major releases. Then start breaking everything and see what breaks what. Do some bug fixes. Review the test suite and understand which component each test is focused on. Add some tests. Step through the code in a debugger. Repeat.
As already said, grab doxygen and build HTML documentation for source code.
If code is well-designed, you'll easily see a nice class hierarchy, clear call graphs and many other things that otherwise would take ages to uncover. When certain parts behavior appears unclear, look at the unit tests or write your own.
However, if the structure appears to be flat, or messy, or both together, you may find yourself in some sort of trouble.
I'm not sure there is a standard way. There are some for-pay tools that will do C++ class diagrams/call graphs and provide some kind of code-level view. doxygen is a good free one. My low-tech approach is to find the top-level file and start to sort through what it provides and how...taking notes if needed.
In C++, the most common problem is that a lot of energy and time is wasted on low level tasks, such as "memory management".
Things that are no - brainers in managed languages are a pain to do in C++.

Is changing a variable name throughout your entire codebase just asking for disaster?

Let’s say that you decide to change the name of Stack Overflow to Frack Overflow.
Now, in your code you already have dozens of objects and variables and selectors with some variation of the name "Stack". You want them to now be replaced with "Frack".
So my question is, would you opt to run your entire codebase through a regular expression filter and change all of these names? Or would you let them be?
I would use the "rename" feature of a good IDE to do it for me.
It depends, really.
In a language like C++, you can get away with this because the compiler will let you know right away if something would break. However, other less-picky languages will allow you to refer to variables which don't exist, and the worst that happens is a slap on the wrist in the form of an exception being thrown for a null reference.
I was working on a flex project once where the codebase was a real mess, and we decided to go through the code and beautify it a bit to meet the Adobe AS3 coding standards. Since I was new to the project, I didn't realize that the variable names in some classes actually referred to persistent objects which hibernate (running the java webapp for the backend server) was using to create mappings. So renaming these variables caused the entire flex frontend to misbehave, even when we did it with the "correct" refactoring tools in our IDE.
But really, I'd say to check your OCD at the door and make your changes a little at a time. Any time you change dozens of files in a large project, you risk destabilizing it, and in this case, the benefit derived from such a risk doesn't pay off.
I'd first ask myself the question why? It is a risk/reward judgement at the end of the day which only you can make.
I would be very reluctant to do it for stylistic reasons, but for class re-factoring it may be legitimate.
Well, not necessarily a disaster, but it certainly can cause some trouble on large code bases. That's why I hate hungarian notation: it makes you change all of your variable names if you happen to change its type.
If there are objects, members and fields in your solution with names that reference a certain customer implementation, I would work hard to re-factor these to use more generic names instead, and I would let Resharper do the re-naming, not some generic text-search-and-replace tool.
Just use a refactoring tool like Resharper by JetBrains or CodeRush and Refactor! by DevExpress. They change all references of a variable in your entire codebase automatically and can do much more.
I believe Refactor! is even included in the VB version of Visual Studio. I use Resharper and I refuse to develop without it.
If I were using a source code version control system (like svn, git, bazar, mercurial etc) I would not be afraid to refactor my code.
Use some kind of "find replace all" or refactoring of some IDE, compile (if it is not a dynamic language) and run your tests (if any).
If something goes horribly wrong, you can always revert your code using the source control system.
Renaming is perhaps the most common refactoring. It is rather encouraged to refactor your code as you go, as this gives you the flexibility of not having to make permanent decisions about names, code placement, etc. as you are first writing your application. If you are not familiar with the idea, I would suggest you start with the Wikipedia page and then dive into Martin Fowler's site.
However, if you need to write your own regex to rename things, then imho you could use some better tools. Don't waste your time reinventing the wheel -- and then fixing whatever your new wheel broke by accident. If you have the option, use an existing tool (IDE or whatever) to do the dirty work.
Even if you have "dozens" of things to rename, I think you're better off finding them one by one manually, and then using an automatic Rename to fix all instances throughout your code.
You need good justification for doing it, I think. When I make changes that have a large number of potential side effects across a large codebase, which happens from time to time, I usually look for a way to make the compiler fail on spots I've missed. And, if possible, I tend to do it in stages so as to minimize the break.
I wouldn't rename just for the sake of renaming, though.