| .. SPDX-License-Identifier: GPL-2.0 |
| |
| bcachefs coding style |
| ===================== |
| |
| Good development is like gardening, and codebases are our gardens. Tend to them |
| every day; look for little things that are out of place or in need of tidying. |
| A little weeding here and there goes a long way; don't wait until things have |
| spiraled out of control. |
| |
| Things don't always have to be perfect - nitpicking often does more harm than |
| good. But appreciate beauty when you see it - and let people know. |
| |
| The code that you are afraid to touch is the code most in need of refactoring. |
| |
| A little organizing here and there goes a long way. |
| |
| Put real thought into how you organize things. |
| |
| Good code is readable code, where the structure is simple and leaves nowhere |
| for bugs to hide. |
| |
| Assertions are one of our most important tools for writing reliable code. If in |
| the course of writing a patchset you encounter a condition that shouldn't |
| happen (and will have unpredictable or undefined behaviour if it does), or |
| you're not sure if it can happen and not sure how to handle it yet - make it a |
| BUG_ON(). Don't leave undefined or unspecified behavior lurking in the codebase. |
| |
| By the time you finish the patchset, you should understand better which |
| assertions need to be handled and turned into checks with error paths, and |
| which should be logically impossible. Leave the BUG_ON()s in for the ones which |
| are logically impossible. (Or, make them debug mode assertions if they're |
| expensive - but don't turn everything into a debug mode assertion, so that |
| we're not stuck debugging undefined behaviour should it turn out that you were |
| wrong). |
| |
| Assertions are documentation that can't go out of date. Good assertions are |
| wonderful. |
| |
| Good assertions drastically and dramatically reduce the amount of testing |
| required to shake out bugs. |
| |
| Good assertions are based on state, not logic. To write good assertions, you |
| have to think about what the invariants on your state are. |
| |
| Good invariants and assertions will hold everywhere in your codebase. This |
| means that you can run them in only a few places in the checked in version, but |
| should you need to debug something that caused the assertion to fail, you can |
| quickly shotgun them everywhere to find the codepath that broke the invariant. |
| |
| A good assertion checks something that the compiler could check for us, and |
| elide - if we were working in a language with embedded correctness proofs that |
| the compiler could check. This is something that exists today, but it'll likely |
| still be a few decades before it comes to systems programming languages. But we |
| can still incorporate that kind of thinking into our code and document the |
| invariants with runtime checks - much like the way people working in |
| dynamically typed languages may add type annotations, gradually making their |
| code statically typed. |
| |
| Looking for ways to make your assertions simpler - and higher level - will |
| often nudge you towards making the entire system simpler and more robust. |
| |
| Good code is code where you can poke around and see what it's doing - |
| introspection. We can't debug anything if we can't see what's going on. |
| |
| Whenever we're debugging, and the solution isn't immediately obvious, if the |
| issue is that we don't know where the issue is because we can't see what's |
| going on - fix that first. |
| |
| We have the tools to make anything visible at runtime, efficiently - RCU and |
| percpu data structures among them. Don't let things stay hidden. |
| |
| The most important tool for introspection is the humble pretty printer - in |
| bcachefs, this means `*_to_text()` functions, which output to printbufs. |
| |
| Pretty printers are wonderful, because they compose and you can use them |
| everywhere. Having functions to print whatever object you're working with will |
| make your error messages much easier to write (therefore they will actually |
| exist) and much more informative. And they can be used from sysfs/debugfs, as |
| well as tracepoints. |
| |
| Runtime info and debugging tools should come with clear descriptions and |
| labels, and good structure - we don't want files with a list of bare integers, |
| like in procfs. Part of the job of the debugging tools is to educate users and |
| new developers as to how the system works. |
| |
| Error messages should, whenever possible, tell you everything you need to debug |
| the issue. It's worth putting effort into them. |
| |
| Tracepoints shouldn't be the first thing you reach for. They're an important |
| tool, but always look for more immediate ways to make things visible. When we |
| have to rely on tracing, we have to know which tracepoints we're looking for, |
| and then we have to run the troublesome workload, and then we have to sift |
| through logs. This is a lot of steps to go through when a user is hitting |
| something, and if it's intermittent it may not even be possible. |
| |
| The humble counter is an incredibly useful tool. They're cheap and simple to |
| use, and many complicated internal operations with lots of things that can |
| behave weirdly (anything involving memory reclaim, for example) become |
| shockingly easy to debug once you have counters on every distinct codepath. |
| |
| Persistent counters are even better. |
| |
| When debugging, try to get the most out of every bug you come across; don't |
| rush to fix the initial issue. Look for things that will make related bugs |
| easier the next time around - introspection, new assertions, better error |
| messages, new debug tools, and do those first. Look for ways to make the system |
| better behaved; often one bug will uncover several other bugs through |
| downstream effects. |
| |
| Fix all that first, and then the original bug last - even if that means keeping |
| a user waiting. They'll thank you in the long run, and when they understand |
| what you're doing you'll be amazed at how patient they're happy to be. Users |
| like to help - otherwise they wouldn't be reporting the bug in the first place. |
| |
| Talk to your users. Don't isolate yourself. |
| |
| Users notice all sorts of interesting things, and by just talking to them and |
| interacting with them you can benefit from their experience. |
| |
| Spend time doing support and helpdesk stuff. Don't just write code - code isn't |
| finished until it's being used trouble free. |
| |
| This will also motivate you to make your debugging tools as good as possible, |
| and perhaps even your documentation, too. Like anything else in life, the more |
| time you spend at it the better you'll get, and you the developer are the |
| person most able to improve the tools to make debugging quick and easy. |
| |
| Be wary of how you take on and commit to big projects. Don't let development |
| become product-manager focused. Often time an idea is a good one but needs to |
| wait for its proper time - but you won't know if it's the proper time for an |
| idea until you start writing code. |
| |
| Expect to throw a lot of things away, or leave them half finished for later. |
| Nobody writes all perfect code that all gets shipped, and you'll be much more |
| productive in the long run if you notice this early and shift to something |
| else. The experience gained and lessons learned will be valuable for all the |
| other work you do. |
| |
| But don't be afraid to tackle projects that require significant rework of |
| existing code. Sometimes these can be the best projects, because they can lead |
| us to make existing code more general, more flexible, more multipurpose and |
| perhaps more robust. Just don't hesitate to abandon the idea if it looks like |
| it's going to make a mess of things. |
| |
| Complicated features can often be done as a series of refactorings, with the |
| final change that actually implements the feature as a quite small patch at the |
| end. It's wonderful when this happens, especially when those refactorings are |
| things that improve the codebase in their own right. When that happens there's |
| much less risk of wasted effort if the feature you were going for doesn't work |
| out. |
| |
| Always strive to work incrementally. Always strive to turn the big projects |
| into little bite sized projects that can prove their own merits. |
| |
| Instead of always tackling those big projects, look for little things that |
| will be useful, and make the big projects easier. |
| |
| The question of what's likely to be useful is where junior developers most |
| often go astray - doing something because it seems like it'll be useful often |
| leads to overengineering. Knowing what's useful comes from many years of |
| experience, or talking with people who have that experience - or from simply |
| reading lots of code and looking for common patterns and issues. Don't be |
| afraid to throw things away and do something simpler. |
| |
| Talk about your ideas with your fellow developers; often times the best things |
| come from relaxed conversations where people aren't afraid to say "what if?". |
| |
| Don't neglect your tools. |
| |
| The most important tools (besides the compiler and our text editor) are the |
| tools we use for testing. The shortest possible edit/test/debug cycle is |
| essential for working productively. We learn, gain experience, and discover the |
| errors in our thinking by running our code and seeing what happens. If your |
| time is being wasted because your tools are bad or too slow - don't accept it, |
| fix it. |
| |
| Put effort into your documentation, commit messages, and code comments - but |
| don't go overboard. A good commit message is wonderful - but if the information |
| was important enough to go in a commit message, ask yourself if it would be |
| even better as a code comment. |
| |
| A good code comment is wonderful, but even better is the comment that didn't |
| need to exist because the code was so straightforward as to be obvious; |
| organized into small clean and tidy modules, with clear and descriptive names |
| for functions and variable, where every line of code has a clear purpose. |