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Book Review of “The practice of programming” (Ⅳ)

2015-12-13 22:32 405 查看
The practice of programming

Chapter 4 Interfaces


A good programmer should always be good at designing. The essence of design is to balance competing goals and constraints. When we do programming, we need to design a friendly, portable and flexible interface.

Among the issues to be worked out in a design are:

  interfaces, information hiding, resource management, error handling

These factors are not separated, but combined.

So, how to do a good designer? On the other word, how to handle the issues above perfectly?

The first step is to construct a general frame, leaving out the details. Then we need to test it by thinking of every possible situation, and improve it. By the way, it is essential for our frame to work in changeable environments. In this circumstance, we need specifications to constraint our work. Generally speaking, specifications had better be worked out in advance.

To prosper an interface must be well suited for its task-simple, general, regular,predictable, robust-and it must adapt gracefully as its users and its implementation change.

Hide implementation details

Avoid global variables

Don't reach behind the user's back

Do the same thing the same way everywhere

About Resource Management:

Initializationma

Maintaining state

Sharing and copying

Cleaning up (Free a resource in the same layer that allocated it)

To avoid problems, it is necessary to write code that is reentrant, which means that it works regardless of the number of simultaneous executions.

The text of error messages, prompts, and dialog boxes should state the form of valid input.



Charpter 5 Debugging



Good Clues

Look for familiar patterns

Examine the most recent change

Don't make the same mistake twice

Debug it now, not later

Get a stack trace

Read before typing

Explain your code to someone else

No Clues

Make the bug reproducible

Divide and conquer

Study the numerology of failures

Display output to localize your search

Write self-checking code

Write a logfile

Draw a picture

Use tools

Keep records

Last Resorts
This may be the time to use a good debugger to step through the program.

Non-reproducible Bugs

Check whether all variables have been initialized

If the bug changes behavior or even disappears when debugging code is added, it may be a memory allocation error



Chapter 6 Testing



Test as You Write the Code

Test code at its boundaries

Test pre- and post-conditions

Use assertions

Program defensively

Check error returns

Systematic Testing

Test incrementally

Test simple parts first

Know what output to expect

Verify conservation properties

Compare independent implementations

Measure test coverage

Test Automation

Automate regression testing

Create self-contained tests

Test Scaffolds

Stress Tests

Tips for Testing

Programs should check array bounds (if the language doesn't do it for them), but the checking code might not be tested if the array sizes are large compared to typical input.

Make the hash function return a constant, so every elemen1 gets installed in the same hash bucket.

Write a version of your storage allocator that intentionally fails early, to test your code for recovering from out-of-memory errors.

Before you ship your code. disable testing limitations that will affect performance.

Initialize arrays and variables with some distinctive value, rather than the usual default of zero; then if you access out of bounds or pick up an uninitialized variable, you are more likely to notice it.

Vary your test cases

Provide ways to make the amount and type of output controllable when a program is run; extra output can help during testing.

Test on multiple machines, compilers, and operating systems.



Chapter 7 Performance


Before changing a program to make it faster, be certain that it really is too slow, and use timing tools and profilers to discover where the time is going.

In any case, times have changed, and both main memory and secondary storage are amazingly cheap. Thus the first approach to optimizing space should be the same as to improving speed: don't bother.

When you're trying to improve the speed or space consumption of a program, it's a good idea to make up some benchmark tests and problems so you can estimate and keep track of performance for yourself.



Chapter 8 Portability


Our message is this: try to write software that works within the intersection of the various standards, interfaces and environments it must accommodate. Don't fix every portability problem by adding special code; instead, adapt the software to work within the new constraints. Use abstraction and encapsulation to restrict and control unavoidable non-portable code. By staying within the intersection of constraints and by localizing system dependencies, your code will become cleaner and more general as it is ported.

Language

Stick to the standard

Program in the mainstream

Be ware of language trouble spots......

Headers and Libraries

Use standard libraries

Program Organization

Use only features available everywhere

Avoid conditional compilation

Isolation

Localize system dependencies in separate files

Hide system dependencies behind interfaces

Data Exchange

Use text for data exch

Byte Order

Use a fmed byte order for data exchange

Portability and Upgrade

Change the name ifyou change the specification

Maintain compatibility with existing programs and data

Internationalization



Chapter 9 Notation



Regular Expressions

   The best-known regular expression tool is the program grep.

   Unfortunately, not every system comes with grep or an equivalent. Some systems include a regular expression    library, usually called regex or regexp, that you can use to write a version of grep. If neither option is available,    it's easy to implement a modest subset of the full regular expression language.

Programs that Write Programs

Using Macros to Generate Code

Compiling on the Fly



Summary


The book generally introduces how to program practically, including the following topics:

Style

Algorithms and Data Structures

Design and Implementation

Interfaces

Debugging

Testing

Performance

Portability

Notation

It emphasizes the practical problems we may meet in the programming. I think the most important thing is also practice, and learn by doing. Before we do, we need a general structure, a plan, a standard to help us better maintain, transmit a program. When we do, we need a good style, algorithms, and interfaces. When we finished, or half-finished, we need test, debug to improve it.

Some details need more studying because of my narrow knowledge. I'll look back this book from time to time.

That's all.

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