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Their departments are semi-autonomous. Their quality kind of depends on the department, but in general they follow the same basic practices, some just better than others. When they do it well, they are really good. They do regression, stress testing, they instrument for code coverage. They have bug counts and charts of counts and goals on the hallways outside of developers quarters. They really do put an emphasis on it. It's why I am so not happy with their windows updates. They can do better. Something happened since I left.
Real programmers use butterflies
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Quote: Something happened since I left You left, obviously!
- I would love to change the world, but they won’t give me the source code.
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I thought that would have improved things.
Real programmers use butterflies
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honey the codewitch wrote: There are functions used in oleaut32.dll routinely that I swear nobody at microsoft actually knows how they work, or maybe even how to call them properly anymore. COM is probably one of the best understood technologies at Microsoft. Many of the old COM/OLE guys are still around. Although Don Box[^] left two months ago.
The only API that I know of that might have been lost is the DirectUI code. When the team was dissolved apparently some of the source code disappeared. There was like 1 guy in building 88 with some DirectUI header files last I heard.
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LOL
oleaut32.dll has a few functions for mangling typelibs that nobody uses anymore, but I had to emulate at one point. I never finished that part because nobody at MS could tell me what they did. I even contacted people involved in the Windows OS team when I was on it.
Real programmers use butterflies
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Hmmmm,
honey the codewitch wrote: I even contacted people involved in the Windows OS team I am pretty sure that the mangling is controlled by the interface definition language[^] so you probably should have asked someone on the compiler team instead.
There use to be some non-public MIDL reserved keywords on our internal build tools. I'm not sure if that's still a thing.
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The IDL facilities use the typelib facilities i'm talking about. The compiler team did not create oleaut32.dll
Real programmers use butterflies
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honey the codewitch wrote: The IDL facilities use the typelib facilities i'm talking about. The compiler team did not create oleaut32.dll No, we are in a grey area here... oleaut32 has it's origins in VB5. I believe it was distributed with the VB5/VB6 runtime prior to Windows XP SP1.
What time frame are you referring to? Was this back when you worked at the company?
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It was old by the time I was working on the Windows team in about 2001.
oleaut32 is a system DLL - i could have sworn it predated VB5 because of OLE automation which predates it, but my memory isn't so reliable these days.
oleaut32.dll provides system implementations of things like IDispatch and ITypeLib. It's basically the guts that make Automation work inside of what is now known as ActiveX** but prior to that was simply called OLE (object linking and embedding)
** I'm simplifying a little bit. OLE and ActiveX both exist, and ActiveX was sort of intended as OLE pared down for web downloads at first but then it became the de facto way to develop new components.
Real programmers use butterflies
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Mircea Neacsu wrote: someone like Raymond Chen
I remember some Microsoft blog video some years ago, and cant remember if was talking to him, that essential majority of the .net documentation (at least 2005 - 2015 maybe) was passed through this one person, hence provided great consistency across the documentation.
As to Frostbite, I wonder how much gaming industry project to project rehire cycle has an impact, and the get it out the door.
If you have somthing like World of Warcraft, where new players coming in over the years, then fixing "old" parts are relevant to user support.
Also go read Object-oriented programming is dead. Wait, really? posted in articles the other day, might be relevant to how people thought they needed to program the system over the years vs reality of programming it.
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Working on several generations of the same project for 25 years almost I see that there is no straightforward solution for this.
Setting up code standard does not help, code review does not help...
There is no way to 'clean' an old and complex code but to rewrite it from ground up - it will probably cost more in time than the original investment combined over years and will left you with a buggy code to test from zero...
"The only place where Success comes before Work is in the dictionary." Vidal Sassoon, 1928 - 2012
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Yes.. I suspect it is unavoidable...
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Super Lloyd wrote: How does one push back against the growing complexity?
In your situation, I don't think you can push back. I don't think you want to push back. The code base is mature, and tested many, many times. You can't change it from the ground up, if that is what you are thinking; not for Frostbite, I would think.
I think your best bet is to maintain existing code without refactoring too much, and adding new code in a proper, well organized and scalable fashion, the best you can.
Remember, any code you maintain, that has been tested and is working in Production, and you refactor or change it, you have now added potential bugs to it. The less you refactor or change of existing code, the better.
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This is very wise and I second all of it.
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Super Lloyd wrote: the parts I am working on are very messy...
Free tip : If I were you, I'd be very careful with such statements on the internet about your current job, especially since you mentioned your employer's name and even the projects you are working on.
Be unspecific, Loungers know where you work
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Excellent point.
But in reality, I don't think details (like the actual company name) have to be known. If something's been evolving for 20 years and being worked on by a large team...yeah, us developers will all automatically assume it's grown to become downright nasty.
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Large codebases inevitably get convoluted, over decades, especially if requirements evolve a lot, as they might do in a game editor. I would discuss the complexity within the team. Maybe you can identify a module that is suitable for refactoring, and suggest something. If your team responds with a shrug then that is an answer too.
And, I wouldnt worry too much about your boss givning you a hard time for mentioning names. Who wants to work in a place where paranoia is necessary anyway?
"If we don't change direction, we'll end up where we're going"
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I would join with my esteemed colleague, Rage, in cautioning you about public disclosure of opinions and information about an identified company where you work;
1) this could be perceived as unauthorized disclosure of privileged private information.
2) because you are a newcomer to a large company, and to working on a complex code-base developed over years, the things you say could be interpreted by others at the company as grandstanding, as presumptuous, as carping.
3) given you acknowledge you are at a beginner/journeyman level understanding of the code-base, have you earned the credibility to make such comments ?
Speaking as a friend, I strongly encourage you to consider the risks of such disclosure.
If you were laid-off for cause ... unauthorized disclosure ... imagine how that might damage your future employability.
«The mind is not a vessel to be filled but a fire to be kindled» Plutarch
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Best resolved as follows:
1 - Ctl-A
2 - DEL
Ravings en masse^ |
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"The difference between genius and stupidity is that genius has its limits." - Albert Einstein | "If you are searching for perfection in others, then you seek disappointment. If you seek perfection in yourself, then you will find failure." - Balboos HaGadol Mar 2010 |
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It sounds like no one had a good idea how to structure this code cleanly, so it has gotten out of hand. There is undoubtedly a fair bit of inherent complexity in it, made much worse by artificial complexity.
As a newcomer to the team, you probably lack the influence to change things, especially the culture that produced this. Focus on gaining the respect of your colleagues and understanding as much of the existing code as possible. Not so much on how it works, but what it does. Think about how you would refactor or even rewrite some or all of it. If a crisis eventually occurs, you will then be ready to propose a path forward. Hardly any of your colleagues--quite possibly none--will have thought about this. If you present a cogent redesign, it will likely get adopted, and you will have the opportunity to clean up the mess if that's the kind of thing that appeals to you.
In the meantime, there's the question of how long you're willing to work on convoluted code, waiting for a crisis, before it becomes so painful that you need to transfer to another group. In a large company, it is often possible to find an internal transfer, and you may be able to look at other groups' code to determine if their grass is greener.
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Super Lloyd wrote: Now.. it might seems inevitable on large project with large team... But, at the risk of being blind folded by fanboyism, I think Microsoft.NET API code looks quite neat and simple. And this is a large project API too, 20 years in the making! By a large corporation!
First thing that came to mind is "[EA Game Name] [Year++]".
That's how it works, right? They keep going back to the same codebase, someone adds something to make it bigger/uglier, and they release a new version in the established franchise...
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The only time I've ever had much success with that sort of thing (and I'm guessing this isn't an option here) is by sitting everybody down, writing a detailed specification for what it's *supposed* to do, then redesigning the whole thing from scratch - properly - and rewriting it. In the long term, this will actually save time, in that from that moment on, half the development effort won't be spent refactoring old code... but it's a tough job to sell something like that - tough in proportion to the size of the existing codebase, that is.
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The only thing I can suggest (aside from manual review) is static analysis/linters.
I use clang-tidy (which is mostly a linter, with lots of useful checks) and clang static analysis.
Depending on what buildsystem you use, these can be really easy to setup. I use CMake, and have a ‘static analysis’ build that takes longer to compile, but I only build that when I’m ready to make a commit, building a debug without analysis build normally. I know that modern Visual Studio (2019, I think?) makes it simple to use clang-tidy too, as do other IDEs (QtCreator, Clion).
Java, Basic, who cares - it's all a bunch of tree-hugging hippy cr*p
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