Comments in source code [closed] - c++

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How to keep the source code well documented/commented? Is there a tool to generate a skeleton for comments on the Unix platform for C++?
In general, how many lines of comments is recommended for a file with around 100 lines of code?

Generally, it's best to let the code itself explain what it does, whereas the comments are there to describe why it's like that. There is no number to stick to. If your 100 lines speak for themselves, don't comment at all or just provide a summary at the beginning. If there is some knowledge involved that's beyond what the code does, explain it in a comment.
If you're code is too complicated to explain itself, then that may be a reason to refactor.
This way, when you change the implementation you don't need to change the comments as well, as your comments do not duplicate the code. Since the reasons for the design seldom change it's safe to document them in comments for clarity.

Personally I think skeleton comments are a horrible, horrible idea. I understand that sometimes it's nice to save couple of keystrokes and perhaps get argument signatures in comment... but resulting n+1 empty useless comments (when editor has added boilerplates and coder has left them as is) are just more irritating.
I do think comments are needed, at any rate -- if only code one writes is too trivial to ned explanation, chances are code in question is useless (i.e. could have been automated and needn't be hand-written). I tend to comment my code reasonably well because I have learnt that usually I need it myself first. That others can use them is just an added bonus.

In general, how many lines of comments is recommended for a file with around 100 lines of code?
Enough to make your intent clear and to explain any unfamiliar idioms used. There's no rule of thumb, because no two 100 lines of code are the same.
For example, in C#, a property can be given setters and getters like this:
public int ID { get; set; }
Now I hadn't even seen any C# until I joined StackOverflow two weeks ago, but that needs no comment even for me. Commenting that with
// accessor and setter for ID property
would just be noise. Similarly,
for( int i = m ; i < n; ++i) { // "loop from m to n" is a pointless comment
char* p = getP() ; // set p to getP, pure noise.
if( p ) // if p does not eqaul null, pure noise
int a &= 0x3; // a is bitwise or'd with 0x303, pure noise
// mask off all but two least significant bits,
//less noisy but still bad
// get remainder of a / 4, finally a useful comment
Again, any competent coder can read the code to see what it's doing. Any coder with basic experience knows that if( p ) is a common idiom for if( p != 0), which doesn't need explaining. But no one can read your intent unless you comment it.
Comment what you're trying to do, your reason for doing it, not what the code is plainly doing.
On edit: you'll note that after 11 days, no one has commented on intentional error in one of my example comments. That just underscores that that comment is pure noise.

I think this question has a lot of good relevant answers for a similar question: Self-documenting code
As for tools for creating comments, it depends on the editor you're using and the platform. Visual studio automatically creates space for comments, at least it does for C# sometimes. There are also tools that use comments to generate documentation. As for lines counts, I think that's irrelevant. Be as concise and clear as possible.

I think a good guideline is to comment every class and method with a general description of what each is for, especially if you are using an HTML documentation generation tool. Other than that, I try to keep comments to a minimum - only comment code that could potentially be confusing, or require interpretation of intent. Try to write your code in a way that doesn't require comments.
I don't think there is really a metric that you can apply to comments/lines of code, it just depends on the code.

My personal ideal is to write enough commentary so that reading just the comments explains how and why a function is intended to be used. How it works, should usually come out from well chosen variable names and clear implementation.
One way to achieve that, at least on the comment side, is to use a tool such as Doxygen from the beginning. Start coding each new function by writing the comment describing what it is for and how it should be used.
Get Doxygen configured well, have document generation included as a build step, and read the resulting documentation.
The only comment template that might be helpful would be one that sketches in the barest beginning of the Doxygen comment block, but even that might be too much. You want the generated documentation to explain what is important without cluttering it with worthless placeholder text that will never get rewritten.

This is a subject which can be taken to extremes (like many things these days). Enforcing a strong policy sometimes can risk devaluing the exercise (i.e. comments for comment's sake) most of the time, IMHO.
Sometimes an overreaching policy makes sense (e.g. "all public functions must have comment blocks") with exceptions - why bother for generated code?
Commenting should come naturally - should compliment readble code alongside meaningful variable, property and function names (etc).
I don't think there is a useful or accurate measurement of X comments per Y lines of code. You will likely get a good sense of balance through peer reviews (e.g. "this code here should have a comment explaining it's purpose").
I'm not sure about auto-comment tools for C/C++ but the .Net equivalent would have to be GhostDoc. Again, these tools only help define a comment structure - meaning still needs to be added by a developer, or someone who has to interpret the point of the code or design.

Commenting code is essential if your auto generating your documentation (we use doxygen). Otherwise it's best to keep it to a minimum.
We use a skeleton for every method in the .cpp file.
//**************************************************************************************************
//
/// #brief
/// #details
/// #param
/// #return
/// #sa
//
//**************************************************************************************************
but this is purely due to our documentation needs

The rules I try to follow:
write code that is auto-documented: nice and clear variable names,
resist the temptation of clever hacks, etc. This advice depends a
lot on the programming language you use: it is is much easier to
follow with Python than with C.
comment at the beginning to guide the reader so that they know
immediately what they are to expect.
comment what is not obvious from the code. If you had trouble
writing a piece of code, it may mean it desserves a comment.
the API of a library is a special case: it requires
documentation (and to put it in the code is often a good idea,
especially with tools like Doxygen). Just do
not confuse this documentation intended for users with the one
which will be useful for the maintainers of the library.
comment what cannot be in the code, such as policy requirments that
explain why things are the way they are.
comment background information such a the reference to a scientific
article which describes the clever algorithm you use, or the RFC
standardizing the network protocol you implement.
comment the hacks! Everyone is sometimes forced to use hacks or
workarounds but be nice for the future maintainer, comment it. Read
"Technical debt".
And don't comment the rest. Quantitative rules like "20 % of the lines
must be comments" are plainly stupid and clearly intended only for
PHBs.

I'm not aware of any tool but I feel it's always good to have some comments in the code if it is to be maintained by someone else in the future. At least, it's good to have header blocks for classes and methods detailing what the class is meant for and what the method does. But yes, it is good to keep the comments as minimal as possible.

I prefer to use comments to explain
what a class\function is intended to do,
what it is not supposed to do,
any assumptions I make that the users of the class\function should adhere to.
For the users of vi editor the following plug-in is very helpful. We can define templates for class comments, function comments etc.
csupport plug in

There are no good rules in terms of comment/code ratios. It totally depends on the complexity of your code.
I do follow one (and only one) rule with respect to comments (I like to stay flexible).
The code show how things are done, the comments show what is done.
Some code doesn't need comments at all, due to it's obviousness: this can often be achieved by use of good variable names. Mostly, I'll comment a function then comment major blocks withing the function.
I consider this bad:
// Process list by running through the whole list,
// processing each node within the list.
//
void processList (tNode *s) {
while (s != NULL) { // Run until reached end of list.
processNode (s); // Process the node.
s = s->nxt; // Move to next node.
}
}
since all you're doing there is writing the code thrice. I would prefer something like:
// Process list (or rest of list if you pass a non-start node).
//
void processList (tNode *currentNode) {
// Run through the list, processing each node.
while (currentNode != NULL) {
processNode (currentNode);
currentNode = currentNode->nextNode;
}
}

You guys may argue about but i realy believe in it:
Usually , You don't have to write comments. Simply as that. The code has to be written in such way that is explain itself , if it doesn't explain itself and you have to write comments , then something is wrong.
There are however some exceptional cases:
You have to write something that is VERY cryptic to gain performence. So here you may need to write some explanation.
You provide a library to some other group/company , It is better you document its API.
There are too many novice programemers in your organization.

I wouldn't be so rude to say that comments are excuse for badly programmed code like some people above, nor to say you don't need them.
It also depends on your editor and how do you like to see your code in it, and how would you like others to do that.
For instance, I like to create regions in C#. Regions are named collapsable areas of code, in some way commented code containers. That way, when I look at the editor, I actually look at pseudo code.
#region Connect to the database
// ....
#endregion
#region Prepare tables
#region Cache tables ...
#endregion
#region Fix column names ...
#endregion
#endregion
This kind of code is more readable then anything else I know but ofcourse, it needs editor supporing custom folding with names. (like Visual Studio editor, VIM... ). Somebody will say that you can achieve the similar if you put regions into procedures but first, you can't always do that, second, you have to jump to the procedure to see its code. If you simply set hotkies to open/collapse the region you can quickly see the code in it while scrolling and reading text and generally quickly move over the hierarchy of regions.
About line comments, it would be good to write code that autodocuments itself, but unfortunatelly, this can't be said in generall. This ofcourse depends on projects, its domain and its complexity.
As a last note, I fully suggest in-code documentation via portable and language indepent tool, like for instance NaturalDocs that can be made to work with any language around with natural syntax that doesn't include XML or any kind of special formating (hence the name) plus it doesn't need to be installed more then once.
And if there is a guy that don't like comments, he can always remove them using some simple tool. I even integrated such tool in my editor and comments are gone via simple menu click. So, comments can't harm the code in any way that can't be fixed very fast.

I say that generally comments are a bad smell. But inline code documentation is great. I've elaborated more on the subject over at robowiki.net:
Why Comments are Bad

I concur with everyone about self-documenting code. And I also agree about the need for special comments when it comes to documentation generation. A short comment at the top of each method/class is useful, especially if your IDE can use it for tooltips in code completion (like Visual Studio).
Another reason for comments that I don't see mentioned here is in type-unsafe languages like JavaScript or PHP. You can specify data types that way, although hungarian notation can help there as well (one of the rare cases for using it properly, I think).
Also, tools like PHPLint can use some special type-related comments to check your code for type-safety.

There are no metrics you can sensibly use for comments. You should never say x lines of code must have y comments, because then you will end up with silly useless comments that simply restate code, and these will degrade the quality of your code.
100 lines of code should have as few comments as possible.
Personally, having used them in the past, I'd not use things like doxygen to document internal code to the extent of every function and every parameter needing tagged descriptions because with well factored code you have many functions and with good names, most often these tagged descriptions don't say any more than the parameter name itself.

My opinion - comments in source code is evil. Code should be self documented. Developers usually forget about reading and updating them.
As sad Martin Fowler: "if you need comment for lines block - just make new function" (this not quote - this phrase as I remember it).
It will be better to keep separated documentation for utility modules, basic principles of your project, organization of libraries, some algorithms and design ideas.
Almost forget: I was used code comments once. It was MFC/COM - project and I leave links from MSDN howto articles near non-trivial solutions/workarounds.
100 lines of source code - should be understandable if not - it should be separated or reorganized on few functions - which will be more understandable.
Is there a tool to generate a skeleton
for comments on the Unix platform for
C++?
Vim have plugins for inserting doxygen comments template, if you really need this.

Source code should always be documented where needed. People have argued for what and what not to document. However I wanted to attribute with one more note.
Let's say I have implemented a method that return a/b
So as the programmer I am a great citizen, and I will hint the user what to expect.
/**
* Will return 0 if b is 0, to prevent the world from exploding.
*/
float divide(float a, float b) {
if (b == 0) return 0;
return a/b;
}
I know, this is pretty obvious that nobody would ever create such a method. But this can be reflected to other issues, where users of an API can't figure out what a function expects.

Related

Do very long methods always need refactoring?

I face a situation where we have many very long methods, 1000 lines or more.
To give you some more detail, we have a list of incoming high level commands, and each generates results in a longer (sometime huge) list of lower level commands. There's a factory creating an instance of a class for each incoming command. Each class has a process method, where all the lower level commands are generated added in sequence. As I said, these sequences of commands and their parameters cause quite often the process methods to reach thousands of lines.
There are a lot of repetitions. Many command patterns are shared between different commands, but the code is repeated over and over. That leads me to think refactoring would be a very good idea.
On the contrary, the specs we have come exactly in the same form as the current code. Very long list of commands for each incoming one. When I've tried some refactoring, I've started to feel uncomfortable with the specs. I miss the obvious analogy between the specs and code, and lose time digging into newly created common classes.
Then here the question: in general, do you think such very long methods would always need refactoring, or in a similar case it would be acceptable?
(unfortunately refactoring the specs is not an option)
edit:
I have removed every reference to "generate" cause it was actually confusing. It's not auto generated code.
class InCmd001 {
OutMsg process ( InMsg& inMsg ) {
OutMsg outMsg = OutMsg::Create();
OutCmd001 outCmd001 = OutCmd001::Create();
outCmd001.SetA( param.getA() );
outCmd001.SetB( inMsg.getB() );
outMsg.addCmd( outCmd001 );
OutCmd016 outCmd016 = OutCmd016::Create();
outCmd016.SetF( param.getF() );
outMsg.addCmd( outCmd016 );
OutCmd007 outCmd007 = OutCmd007::Create();
outCmd007.SetR( inMsg.getR() );
outMsg.addCmd( outCmd007 );
// ......
return outMsg;
}
}
here the example of one incoming command class (manually written in pseudo c++)
Code never needs refactoring. The code either works, or it doesn't. And if it works, the code doesn't need anything.
The need for refactoring comes from you, the programmer. The person reading, writing, maintaining and extending the code.
If you have trouble understanding the code, it needs to be refactored. If you would be more productive by cleaning up and refactoring the code, it needs to be refactored.
In general, I'd say it's a good idea for your own sake to refactor 1000+ line functions. But you're not doing it because the code needs it. You're doing it because that makes it easier for you to understand the code, test its correctness, and add new functionality.
On the other hand, if the code is automatically generated by another tool, you'll never need to read it or edit it. So what'd be the point in refactoring it?
I understand exactly where you're coming from, and can see exactly why you've structured your code the way it is, but it needs to change.
The uncertainty you feel when you attempt to refactor can be ameliorated by writing unit tests. If you've tests specific to each spec, then the code for each spec can be refactored until you're blue in the face, and you can have confidence in it.
A second option, is it possible to automatically generate your code from a data structure?
If you've a core suite of classes that do the donkey work and edge cases, you can auto-generate the repetitive 1000 line methods as often as you wish.
However, there are exceptions to every rule.
If the methods are a literal interpretation of the spec (very little additional logic), and the specs change infrequently, and the "common" portions (i.e. bits that happen to be the same right now) of the specs change at different times, and you're not going to be asked to get a 10x performance gain out of the code anytime soon, then (and only then) . . . you may be better off with what you have.
. . . but on the whole, refactor.
Yes, always. 1000 lines is at least 10x longer than any function should ever be, and I'm tempted to say 100x, except that when dealing with input parsing and validation it can become natural to write functions with 20 or so lines.
Edit: Just re-read your question and I'm not clear on one point - are you talking about machine generated code that no-one has to touch? In which case I would leave things as they are.
Refectoring is not the same as writing from scratch. While you should never write code like this, before you refactor it, you need to consider the costs of refactoring in terms of time spent, the associated risks in terms of breaking code that already works, and the net benefits in terms of future time saved. Refactor only if the net benefits outweigh the associated costs and risks.
Sometimes wrapping and rewriting can be a safer and more cost effective solution, even if it appears expensive at first glance.
Long methods need refactoring if they are maintained (and thus need to be understood) by humans.
As a rule of thumb, code for humans first. I don't agree with the common idea that functions need to be short. I think what you need to aim at is when a human reads your code they grok it quickly.
To this effect it's a good idea to simplify things as much as possible--but not more than that. It's a good idea to delegate roughly one task for each function. There is no rule as for what "roughly one task" means: you'll have to use your own judgement for that. But do recognize that a function split into too many other functions itself reduces readability. Think about the human being who reads your function for the first time: they would have to follow one function call after another, constantly context-switching and maintaining a stack in their mind. This is a task for machines, not for humans.
Find the balance.
Here, you see how important naming things is. You will see it is not that easy to choose names for variables and functions, it takes time, but on the other hand it can save a lot of confusion on the human reader's side. Again, find the balance between saving your time and the time of the friendly humans who will follow you.
As for repetition, it's a bad idea. It's something that needs to be fixed, just like a memory leak. It's a ticking bomb.
As others have said before me, changing code can be expensive. You need to do the thinking as for whether it will pay off to spend all this time and effort, facing the risks of change, for a better code. You will possibly lose lots of time and make yourself one headache after another now, in order to possibly save lots of time and headache later.
Take a look at the related question How many lines of code is too many?. There are quite a few tidbits of wisdom throughout the answers there.
To repost a quote (although I'll attempt to comment on it a little more here)... A while back, I read this passage from Ovid's journal:
I recently wrote some code for
Class::Sniff which would detect "long
methods" and report them as a code
smell. I even wrote a blog post about
how I did this (quelle surprise, eh?).
That's when Ben Tilly asked an
embarrassingly obvious question: how
do I know that long methods are a code
smell?
I threw out the usual justifications,
but he wouldn't let up. He wanted
information and he cited the excellent
book Code Complete as a
counter-argument. I got down my copy
of this book and started reading "How
Long Should A Routine Be" (page 175,
second edition). The author, Steve
McConnell, argues that routines should
not be longer than 200 lines. Holy
crud! That's waaaaaay to long. If a
routine is longer than about 20 or 30
lines, I reckon it's time to break it
up.
Regrettably, McConnell has the cheek
to cite six separate studies, all of
which found that longer routines were
not only not correlated with a greater
defect rate, but were also often
cheaper to develop and easier to
comprehend. As a result, the latest
version of Class::Sniff on github now
documents that longer routines may not
be a code smell after all. Ben was
right. I was wrong.
(The rest of the post, on TDD, is worth reading as well.)
Coming from the "shorter methods are better" camp, this gave me a lot to think about.
Previously my large methods were generally limited to "I need inlining here, and the compiler is being uncooperative", or "for one reason or another the giant switch block really does run faster than the dispatch table", or "this stuff is only called exactly in sequence and I really really don't want function call overhead here". All relatively rare cases.
In your situation, though, I'd have a large bias toward not touching things: refactoring carries some inherent risk, and it may currently outweigh the reward. (Disclaimer: I'm slightly paranoid; I'm usually the guy who ends up fixing the crashes.)
Consider spending your efforts on tests, asserts, or documentation that can strengthen the existing code and tilt the risk/reward scale before any attempt to refactor: invariant checks, bound function analysis, and pre/postcondition tests; any other useful concepts from DBC; maybe even a parallel implementation in another language (maybe something message oriented like Erlang would give you a better perspective, given your code sample) or even some sort of formal logical representation of the spec you're trying to follow if you have some time to burn.
Any of these kinds of efforts generally have a few results, even if you don't get to refactor the code: you learn something, you increase your (and your organization's) understanding of and ability to use the code and specifications, you might find a few holes that really do need to be filled now, and you become more confident in your ability to make a change with less chance of disastrous consequences.
As you gain a better understanding of the problem domain, you may find that there are different ways to refactor you hadn't thought of previously.
This isn't to say "thou shalt have a full-coverage test suite, and DBC asserts, and a formal logical spec". It's just that you are in a typically imperfect situation, and diversifying a bit -- looking for novel ways to approach the problems you find (maintainability? fuzzy spec? ease of learning the system?) -- may give you a small bit of forward progress and some increased confidence, after which you can take larger steps.
So think less from the "too many lines is a problem" perspective and more from the "this might be a code smell, what problems is it going to cause for us, and is there anything easy and/or rewarding we can do about it?"
Leaving it cooking on the backburner for a bit -- coming back and revisiting it as time and coincidence allows (e.g. "I'm working near the code today, maybe I'll wander over and see if I can't document the assumptions a bit better...") may produce good results. Then again, getting royally ticked off and deciding something must be done about the situation is also effective.
Have I managed to be wishy-washy enough here? My point, I think, is that the code smells, the patterns/antipatterns, the best practices, etc -- they're there to serve you. Experiment to get used to them, and then take what makes sense for your current situation, and leave the rest.
I think you first need to "refactor" the specs. If there are repetitions in the spec it also will become easier to read, if it makes use of some "basic building blocks".
Edit: As long as you cannot refactor the specs, I wouldn't change the code.
Coding style guides are all made for easier code maintenance, but in your special case the ease of maintenance is achieved by following the spec.
Some people here asked if the code is generated. In my opinion it does not matter: If the code follows the spec "line by line" it makes no difference if the code is generated or hand-written.
1000 thousand lines of code is nothing. We have functions that are 6 to 12 thousand lines long. Of course those functions are so big, that literally things get lost in there, and no tool can help us even look at high level abstractions of them. the code is now unfortunately incomprehensible.
My opinion of functions that are that big, is that they were not written by brilliant programmers but by incompetent hacks who shouldn't be left anywhere near a computer - but should be fired and left flipping burgers at McDonald's. Such code wreaks havok by leaving behind features that cannot be added to or improved upon. (too bad for the customer). The code is so brittle that it cannot be modified by anyone - even the original authors.
And yes, those methods should be refactored, or thrown away.
Do you ever have to read or maintain the generated code?
If yes, then I'd think some refactoring might be in order.
If no, then the higher-level language is really the language you're working with -- the C++ is just an intermediate representation on the way to the compiler -- and refactoring might not be necessary.
Looks to me that you've implemented a separate language within your application - have you considered going that way?
It has been my understanding that it's recommended that any method over 100 lines of code be refactored.
I think some rules may be a little different in his era when code is most commonly viewed in an IDE. If the code does not contain exploitable repetition, such that there are 1,000 lines which are going to be referenced once each, and which share a significant number of variables in a clear fashion, dividing the code into 100-line routines each of which is called once may not be that much of an improvement over having a well-formatted 1,000-line module which includes #region tags or the equivalent to allow outline-style viewing.
My philosophy is that certain layouts of code generally imply certain things. To my mind, when a piece of code is placed into its own routine, that suggests that the code will be usable in more than one context (exception: callback handlers and the like in languages which don't support anonymous methods). If code segment #1 leaves an object in an obscure state which is only usable by code segment #2, and code segment #2 is only usable on a data object which is left in the state created by #1, then absent some compelling reason to put the segments in different routines, they should appear in the same routine. If a program puts objects through a chain of obscure states extending for many hundreds of lines of code, it might be good to rework the design of the code to subdivide the operation into smaller pieces which have more "natural" pre- and post- conditions, but absent some compelling reason to do so, I would not favor splitting up the code without changing the design.
For further reading, I highly recommend the long, insightful, entertaining, and sometimes bitter discussion of this topic over on the Portland Pattern Repository.
I've seen cases where it is not the case (for example, creating an Excel spreadsheet in .Net often requires a lot of line of code for the formating of the sheet), but most of the time, the best thing would be to indeed refactor it.
I personally try to make a function small enough so it all appears on my screen (without affecting the readability of course).
1000 lines? Definitely they need to be refactored. Also not that, for example, default maximum number of executable statements is 30 in Checkstyle, well-known coding standard checker.
If you refactor, when you refactor, add some comments to explain what the heck it's doing.
If it had comments, it would be much less likely a candidate for refactoring, because it would already be easier to read and follow for someone starting from scratch.
Then here the question: in general, do
you think such very long methods would
always need refactoring,
if you ask in general, we will say Yes .
or in a
similar case it would be acceptable?
(unfortunately refactoring the specs
is not an option)
Sometimes are acceptable, but is very unusual, I will give you a pair of examples:
There are some 8 bit microcontrollers called Microchip PIC, that have only a fixed 8 level stack, so you can't nest more than 8 calls, then care must be taken to avoid "stack overflow", so in this special case having many small function (nested) is not the best way to go.
Other example is when doing optimization of code (at very low level) so you have to take account the jump and context saving cost. Use it with care.
EDIT:
Even in generated code, you could need to refactorize the way its generated, for example for memory saving, energy saving, generate human readable, beauty, who knows, etc..
There has been very good general advise, here a practical recommendation for your sample:
common patterns can be isolated in plain feeder methods:
void AddSimpleTransform(OutMsg & msg, InMsg const & inMsg,
int rotateBy, int foldBy, int gonkBy = 0)
{
// create & add up to three messages
}
You might even improve that by making this a member of OutMsg, and using a fluent interface, such that you can write
OutMsg msg;
msg.AddSimpleTransform(inMsg, 12, 17)
.Staple("print")
.AddArtificialRust(0.02);
which can be an additional improvement under circumstances.

Doxygen, too heavy to maintain? [closed]

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I am currently starting using doxygen to document my source code. I have notice that the syntax is very heavy, every time I modify the source code, I also need to change the comment and I really have the impression to pass too much time modifying the comment for every change I make in the source code.
Do you have some tips to document my source code efficiently ?
Does some editor (or plugin for existing editor) for doxygen to do the following exist?
automatically track unsynchronized code/comment and warn the programmer about it.
automatically add doxygen comment format (template with parameter name in it for example) in the source code (template) for every new item
PS: I am working on a C/C++ project.
Is it the Doxygen syntax you find difficult? Or is it the fact that you have to comment all of the functions now.
If it's the former, there may be a different tool that fits your coding style better. Keep in mind that Doxygen supports multiple commenting styles, so experiment until you find one you like.
If it's the latter, then tough it out. As a good programming practice, every public-facing function should have a comment header that explains:
What the function does
The parameters
The return codes
Any major warnings/limitations about the function.
This is true regardless of the documentation tool you use.
My big tip: Avoid the temptation to comment too much. Describe what you need, and no more. Doxygen gives you lots of tags, but you don't have to use them all.
You don't always need a #brief and a detailed description.
You don't need to put the function name in the comments.
You don't need to comment the function prototype AND implementation.
You don't need the file name at the top of every file.
You don't need a version history in the comments. (You're using a version control tool, right?)
You don't need a "last modified date" or similar.
As for your question: Doxygen has some configuration options to trigger warnings when the comments don't match the code. You can integrate this into your build process, and scan the Doxygen output for any warnings. This is the best way I have found to catch deviations in the code vs comments.
I feel you get back what you put into comments, 5 minutes commenting a class well will in 3 months time when the class needs to be changed by someone else other than the original author (indeed sometimes by the original author) will take much less time to get to grips with.
I second the documentation support mentioned by David, in eclipse when you refactor parameter names it will rename the parameter in your docs section for example. I am not sure I would want it doing anything else automatically to be honest.
"every time I modify the source code, I also need to change the comment" Could be you're documenting too much. You should only have to change the documentation of a function if the change to it requires you to change every caller in some way (or if not actually change, at least check to make sure they weren't relying on obsolete behaviour), of if you're introducing new functionality that a new caller will rely on. So in theory it shouldn't be a massive overhead. Small changes, like optimizations and bugfixes within the function, usually don't need documenting.
There is seriously something wrong about the way you use comments, or how you develop.
Doxygen comments are used for external/internal documentation on interfaces. If your interfaces change extremely fast, then you should probably sit down and think about the architecture layout first.
If you are using doxygen to document the internal flow of functions, then you should maybe rethink this approach (and even then, these comments shouldn't change that much). When you have a function that calculates some value then a comment /// Calculating xy using the abc algorithm is definitely something that shouldn't change each day.
It really depends on how much information you put in your documentation.
My functions generally smaller now due to unit testing and thus the documentation is correspondingly small. Also when documenting the class itself I always have a small snippet of code to show how the class is supposed to use. I find those are the hardest to maintain but worth it so you don't get juniors bugging you asking how they use the class.
Tips:
Only document your public interfaces.
Only do minimal documentation about what the function does.
Try to use an editor that has support (most do) or has a plugin.
You'll be glad when you come to edit your code in 6 months time...
Judge yourself if the below style fits your needs. It is C-affine tho, but maybe you can draw enough from it for your ends.
///\file
/// Brief description goes here
bool /// #retval 0 This is somewhat inconsistent. \n Doxygen allows several retval-descriptions but
/// #retval 1 will not do so for parameters. (see below)
PLL_start(
unsigned char busywait, ///< 0: Comment parameters w/o repeating them anywhere. If you delete this param, the
/// comment will go also. \n
/// 1: Unluckily, to structure the input ranges, one has to use formatting commands like \\n \n
/// 2-32767: whatever
int param) ///< 0: crash \n
/// 1: boom \n
/// 2: bang!
{
/**
* Here goes the long explanation. If this changes frequently, you have other more grave problems than
* documentation. NO DOCUMENTATION OF PARAMETERS OR RETURN VALUES HERE! REDUNDANCY IS VICIOUS!
* - Explain in list form.
* - It really helps the maintainer to grok the code faster.
*
*#attention Explain misuses which aren't caught at runtime.
*
*#pre Context:
* - This function expects only a small stack ...
* - The call is either blocking or non-blocking. No access to global data.
*
*#post The Foobar Interrupt is enabled. Used system resources:
* - FOO registers
* - BAR interrupts
*/
/**#post This is another postcondition. */
}
Use non-documenting comment for new features and early stages of your code. When you find your code is ready to publish, you may update docs. Also avoid repetition of argument or function names.
Use Doxygen's strengths - it will generate class and method descriptions without you adding comments (just not by default - set EXTRACT_ALL=YES).
I don't document every parameter because I think their names should do that for them (*).
I am against the auto-documenting plugins most people recommend because they create generic comments you will then have to maintain.
I want comments to be meaningful - if I see a comment it stands out and I will pay attention.
(*) the exception is when interfaces in public code are very stable and some people will benefit from additional explanations, even then I try to avoid documenting.
Not exactly what you're searching but this Vim plugin can generate Doxygen stub on top of your definitions. It work pretty well.
In my professional software experience, every time a source file is modified, a comment must be entered describing the change. These change comments are usually not in the Doxygen comment areas (unless changes are made to an interface).
I highly suggest you make commenting your code a habit. Not only is this good for when other people have to maintain or assist you with your code, but it helps when you have abandon a source file for a while (such as when management tells you to switch projects). I have found that writing comments as I code helps me understand the algorithms better.
In addition to Doxygen I think you should take a look at Code Rocket.
It actually documents what's happening "inside" your methods by trawling through the actual code and comments they contain - therefore not just limiting itself to the function comment headers, which can get out of date with what the function contents actually are.
It will automatically provide you with flowchart and pseudocode visualizations of your method contents as a form of documentation.

How to manage special cases and heuristics

I often have code based on a specific well defined algorithm. This gets well commented and seems proper. For most data sets, the algorithm works great.
But then the edge cases, the special cases, the heuristics get added to solve particular problems with particular sets of data. As number of special cases grow, the comments get more and more hazy. I fear going back and looking at this code in a year or so and trying to remember why each particular special case or heuristic was added.
I sometimes wish there was a way to embed or link graphics in the source code, so I could say effectively, "in the graph of this data set, this particular feature here was causing the routine to trigger incorrectly, so that's why this piece of code was added".
What are some best-practices to handle situations like this?
Special cases seem to be always required to handle these unusual/edge cases. How can they be managed to keep the code relatively readable and understandable?
Consider an example dealing with feature recognition from photos (not exactly what I'm working on, but the analogy seems apt). When I find a particular picture for which the general algorithm fails and a special case is needed, I record as best I can that information in a comment, (or as someone suggested below, a descriptive function name). But what is often missing is a permanent link to the particular data file that exhibits the behavior in question. While my comment should describe the issue, and would probably say "see file foo.jp for an example of this behavior", this file is never in the source tree, and can easily get lost.
In cases like this, do people add data files to the source tree for reference?
Martin Fowler said in his refactoring book that when you feel the need to add a comment to your code, first see if you can encapsulate that code into a method and give the method a name that would replace the comment.
so as an abstract you could create a method named.
private bool ConditionXAndYHaveOccurred(object param)
{
// code to check for conditions x and y
return result;
}
private object ApplySolutionForEdgeCaseWhenXAndYHappen(object param)
{
//modify param to solve for edge case
return param;
}
Then you can write code like
if(ConditionXAndYHaveOccurred(myObject))
{
myObject = ApplySolutionForEdgeCaseWhenXAndYHappen(myObject);
}
Not a hard and fast concrete example, but it would help with readability in a year or two.
Unit testing can help here. Having tests that actually simulate the special cases can often serve as documentation on why the code does what it does. This can often be better then just describing the issue in a comment.
Not that this replaces moving the special case handling to their own functions and decent comments...
If you have a knowledge base or a wiki for the project, you could add the graph in it, linking to it in the method as per Matthew's Fowler quote and also in the source control commit message for the edge case change.
//See description at KB#2312
private object SolveXAndYEdgeCase(object param)
{
//modify param to solve for edge case
return param;
}
Commit Message: Solution for X and Y edge case, see description at KB#2312
It is more work, but a way to document cases more thoroughly than mere test cases or comments could. Even though one might argue that test cases should be documentation enough, you might not want store the whole failing data set in it, for instance.
Remember, vague problems lead to vague solutions.
I'm not usually an advocate of test driven development and similar styles that stress tests too much, but this seems to be a perfect case where a bunch of unit test can help a lot. And not even in the first place to catch bugs from later changes, but simply to document all the special cases that need to be addressed.
A few good unit test with comments in them are in itself the best description of the special cases. And the commenting of the code itself gets easier too. One can simply point to some unit tests that illustrate the problem that is being solved at that point in the code.
About the
I sometimes wish there was a way to embed or link graphics in the source code,
so I could say effectively, "in the graph of this data set, this particular
feature here was causing the routine to trigger incorrectly, so that's why this piece of
code was added".
part:
If the "graphic" that you want to embed is a graph, and if you use Doxygen, you can embed dot commands in your comment to generate a graph in the documentation:
/**
If we have a subgraph looking like this:
\dot
digraph g{
A->B;
A->C;
B->C;
}
\enddot
the usual method does not work well and we use this heuristic instead.
*/
Don Knuth invented literate programming to make it easy for your program documentation to include plots, graphs, charts, mathematical equations, and whatever else you need to make it understood. A literate program is a great way to explain why something is the way it is and how it got that way over time. There are many, many literate-programming tools; the "noweb" tool is one of the simplest and is shipped with some Linux distributions.
Without knowing the specific nature of your problem is not easy to give an answer, but in my own experience, handling of special cases on hard code must be avoided. Haven't you thought about implementing a rules engine or something like that for handling special cases outside your main processing algorithm?
It sounds like you need more thorough documentation than just code comments. That way someone could look up the function in question in the documentation and be presented with an example picture that requires a special case.

C/C++ Header file documentation [closed]

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What do you think is best practice when creating public header files in C++?
Should header files contain no, brief or massive documentation? I've seen everything from almost no documentation (relying on some external documentation) to large specifications of invariants, valid parameters, return values etc. I'm not sure exactly what I prefer, large documentation is nice since you've always access to it from your editor, on the other hand a header file with very brief documentation can often show a complete interface on one or two pages of text giving a much better overview of what's possible to do with a class.
Let's say I go with something like brief or massive documentation. I want something similar to javadoc where I document return values, parameters etc. What's the best convention for that in c++? As far as I can remember doxygen does good stuff with java doc-style documentation, but are there any other conventions and tools for this I should be aware of before going for javadoc style documentation?
Usually I put documentation for the interface (parameters, return value, what the function does) in the interface file (.h), and the documentation for the implementation (how the function does) in the implementation file (.c, .cpp, .m).
I write an overview of the class just before its declaration, so the reader has immediate basic information.
The tool I use is Doxygen.
I would definetely have some documentation in the header files themselves. It greatly improves debugging to have the information next to the code, and not in separate documents. As a rule of thumb, I would document the API (return values, argument, state changes, etc) next to the code, and high-level architectural overviews in separate documents (to give a broader view of how everything is put together; it's hard to place this together with the code, since it usually references several classes at once).
Doxygen is fine from my experience.
I believe Doxygen is the most common platform for generating documentation, and as far as I know, it's more or less able to cover JavaDoc-notation (not limited to of course). I've used doxygen for C, with OK results, I do think it's more suitable for C++ though. You might want to look into robodoc as well, although I think Occam's Razor will tell you to rather go for Doxygen.
Regarding how much documentation, I've never been a documentation-fan myself, but whether I like it or not, having more documentation always beats having no documentation. I'd put the API-documentation in the header file, and the implementation documentation in the implementation (stands to reason, doesn't it?). :) That way, IDEs have the chance to pick it up and show it during autocompletion (Eclipse does this for JavaDocs, for example, perhaps also for doxygen?), which shouldn't be underestimated. JavaDoc has this additional quirk that it uses the first sentence (i.e. up to the first full stop) as a brief description, don't know if Doxygen does this though, but if so, it should be taken into consideration when writing the documentation.
Having a lot of documentation runs the risk of being out of date, however, keeping the documentation close to the code will give people a chance to keep it up to date, so you should definately keep it in the source/header files. What shouldn't be forgotten though is the production of documentation. Yes, some people will use the documentation directly (through the IDE or whatever, or just reading the header file), but some people prefer other ways, so you should probably consider putting your (regularly updated) API documentation online, all nice and browsable, as well as perhaps producing man-files if you're targeting *nix-based developers.
That's my two cents.
Put enough into the code that it can stand alone. Nearly every project I've been in where the documentation was separate, it got out of date or wasn't done, partly that if it's a separate document it becomes a separate task, partly as management didn't allow for it as a task in budgetting. Documenting inline as part of the flow works much better in my experience.
Write the documentation in a form which most editors recognise is a block; for C++ this seems to be /* rather than //. That way you can fold it and just see the declarations.
Maybe you would be interested in gtk-doc. It can be "a bit awkward to setup and use" but you can get a nice API documentation from source code, looking like this:
String Utility Functions

Guidelines to improve your code

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What guidelines do you follow to improve the general quality of your code? Many people have rules about how to write C++ code that (supposedly) make it harder to make mistakes. I've seen people insist that every if statement is followed by a brace block ({...}).
I'm interested in what guidelines other people follow, and the reasons behind them. I'm also interested in guidelines that you think are rubbish, but are commonly held. Can anyone suggest a few?
To get the ball rolling, I'll mention a few to start with:
Always use braces after every if / else statement (mentioned above). The rationale behind this is that it's not always easy to tell if a single statement is actually one statement, or a preprocessor macro that expands to more than one statement, so this code would break:
// top of file:
#define statement doSomething(); doSomethingElse
// in implementation:
if (somecondition)
doSomething();
but if you use braces then it will work as expected.
Use preprocessor macros for conditional compilation ONLY. preprocessor macros can cause all sorts of hell, since they don't allow C++ scoping rules. I've run aground many times due to preprocessor macros with common names in header files. If you're not careful you can cause all sorts of havoc!
Now over to you.
A few of my personal favorites:
Strive to write code that is const correct. You will enlist the compiler to help weed out easy to fix but sometimes painful bugs. Your code will also tell a story of what you had in mind at the time you wrote it -- valuable for newcomers or maintainers once you're gone.
Get out of the memory management business. Learn to use smart pointers: std::auto_ptr, std::tr1::shared_ptr (or boost::shared_ptr) and boost::scoped_ptr. Learn the differences between them and when to use one vs. another.
You're probably going to be using the Standard Template Library. Read the Josuttis book. Don't just stop after the first few chapters on containers thinking that you know the STL. Push through to the good stuff: algorithms and function objects.
Delete unnecessary code.
That is all.
Use and enforce a common coding style and guidelines. Rationale: Every developer on the team or in the firm is able to read the code without distractions that may occur due to different brace styles or similar.
Regularly do a full rebuild of your entire source base (i.e. do daily builds or builds after each checkin) and report any errors! Rationale: The source is almost always in a usable state, and problems are detected shortly after they are "implemented", where problem solving is cheap.
Turn on all the warnings you can stand in your compiler (gcc: -Wall is a good start but doesn't include everything so check the docs), and make them errors so you have to fix them (gcc: -Werror).
Google's style guide, mentioned in one of these answers, is pretty solid. There's some pointless stuff in it, but it's more good than bad.
Sutter and Alexandrescu wrote a decent book on this subject, called C++ Coding Standards.
Here's some general tips from lil' ole me:
Your indentation and bracketing style are both wrong. So are everyone else's. So follow the project's standards for this. Swallow your pride and setup your editor so that everything is as consistent as possible with the rest of the codebase. It's really really annoying having to read code that's indented inconsistently. That said, bracketing and indenting have nothing whatsoever to do with "improving your code." It's more about improving your ability to work with others.
Comment well. This is extremely subjective, but in general it's always good to write comments about why code works the way it does, rather than explaining what it does. Of course for complex code it's also good for programmers who may not be familiar with the algorithm or code to have an idea of what it's doing as well. Links to descriptions of the algorithms employed are very welcome.
Express logic in as straightforward a manner as possible. Ironically suggestions like "put constants on the left side of comparisons" have gone wrong here, I think. They're very popular, but for English speakers, they often break the logical flow of the program to those reading. If you can't trust yourself (or your compiler) to write equality compares correctly, then by all means use tricks like this. But you're sacrificing clarity when you do it. Also falling under this category are things like ... "Does my logic have 3 levels of indentation? Could it be simpler?" and rolling similar code into functions. Maybe even splitting up functions. It takes experience to write code that elegantly expresses the underlying logic, but it's worth working at it.
Those were pretty general. For specific tips I can't do a much better job than Sutter and Alexandrescu.
In if statements put the constant on the left i.e.
if( 12 == var )
not
if( var == 12 )
Beacause if you miss typing a '=' then it becomes assignment. In the top version the compiler says this isn't possible, in the latter it runs and the if is always true.
I use braces for if's whenever they are not on the same line.
if( a == b ) something();
if( b == d )
{
bigLongStringOfStuffThatWontFitOnASingleLineNeatly();
}
Open and close braces always get their own lines. But that is of course personal convention.
Only comment when it's only necessary to explain what the code is doing, where reading the code couldn't tell you the same.
Don't comment out code that you aren't using any more. If you want to recover old code, use your source control system. Commenting out code just makes things look messy, and makes your comments that actually are important fade into the background mess of commented code.
Use consistent formatting.
When working on legacy code employ the existing style of formatting, esp. brace style.
Get a copy of Scott Meyer's book Effective C++
Get a copy of Steve MConnell's book Code Complete.
There is also a nice C++ Style Guide used internally by Google, which includes most of the rules mentioned here.
Start to write a lot of comments -- but use that as an opportunity to refactor the code so that it's self explanatory.
ie:
for(int i=0; i<=arr.length; i++) {
arr[i].conf() //confirm that every username doesn't contain invalid characters
}
Should've been something more like
for(int i=0; i<=activeusers.length; i++) {
activeusers[i].UsernameStripInvalidChars()
}
Use tabs for indentations, but align data with spaces
This means people can decide how much to indent by changing the tab size, but also that things stay aligned (eg you might want all the '=' in a vertical line when assign values to a struct)
Allways use constants or inline functions instead of macros where posible
Never use 'using' in header files, because everything that includes that heafer will also be affected, even if the person includeing your header doesn't want all of std (for example) in their global namespace.
If something is longer than about 80 columes, break it up into multiple lines eg
if(SomeVeryLongVaribleName != LongFunction(AnotherVarible, AString) &&
BigVaribleIsValid(SomeVeryLongVaribleName))
{
DoSomething();
}
Only overload operators to make them do what the user expects, eg overloading the + and - operators for a 2dVector is fine
Always comment your code, even if its just to say what the next block is doing (eg "delete all textures that are not needed for this level"). Someone may need to work with it later, posibly after you have left and they don't want to find 1000's of lines of code with no comments to indicate whats doing what.
setup coding convention and make everyone involved follow the convention (you wouldn't want reading code that require you to figure out where is the next statement/expression because it is not indented properly)
constantly refactoring your code (get a copy of Refactoring, by Martin Fowler, pros and cons are detailed in the book)
write loosely coupled code (avoid writing comment by writing self-explanatory code, loosely coupled code tends to be easier to manage/adapt to change)
if possible, unit test your code (or if you are macho enough, TDD.)
release early, release often
avoid premature optimization (profiling helps in optimizing)
In a similar vein you might find some useful suggestions here: How do you make wrong code look wrong? What patterns do you use to avoid semantic errors?
Where you can, use pre-increment instead of post-increment.
I use PC-Lint on my C++ projects and especially like how it references existing publications such as the MISRA guidelines or Scott Meyers' "Effective C++" and "More Effective C++". Even if you are planning on writing very detailed justifications for each rule your static analysis tool checks, it is a good idea to point to established publications that your user trusts.
Here is the most important piece of advice I was given by a C++ guru, and it helped me in a few critical occasions to find bugs in my code:
Use const methods when a method is not supposed to modify the object.
Use const references and pointers in parameters when the object is not supposed to modify the object.
With these 2 rules, the compiler will tell you for free where in your code the logic is flawed!
Also, for some good techniques you might follow Google's blog "Testing on the Toilet".
Look at it six months later
make sure you indent properly
Hmm - I probably should have been a bit more specific.
I'm not so much looking for advice for myself - I'm writing a static code analysis tool (the current commercial offerings just aren't good enough for what I want), and I'm looking for ideas for plugins to highlight possible errors in the code.
Several people have mentioned things like const correctness and using smart pointers - that's the kind of think I can check for. Checking for indentation and commenting is a bit harder to do (from a programming point of view anyway).
Smart pointers have a nice way of indicating ownership very clearly. If you're a class or a function:
if you get a raw pointer, you don't own anything. You're allowed to use the pointee, courtesy of your caller, who guarantees that the pointee will stay alive longer than you.
if you get a weak_ptr, you don't own the pointee, and on top of that the pointee can disappear at any time.
if you get a shared_ptr, you own the object along with others, so you don't need to worry. Less stress, but also less control.
if you get an auto_ptr, you are the sole owner of the object. It's yours, you're the king. You have the power to destroy that object, or give it to someone else (thereby losing ownership).
I find the case for auto_ptr particularly strong: in a design, if I see an auto_ptr, I immediately know that that object is going to "wander" from one part of the system to the other.
This is at least the logic I use on my pet project. I'm not sure how many variations there can be on the topic, but until now this ruleset has served me well.