'Mozilla' category

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Reviews redux

"Whoa, Billy reviewed a one-meg patch to the hairiest part of the codebase in just two hours!" [*]

It's pretty easy to identify what's wrong with that sentence. The speed of a review is not an achievement. Billy could have literally just checked the, "yes, I reviewed it" button without looking at the patch.

... but an empty review looks pretty bad, especially as the size of the patch grows. So maybe Billy padded it out by identifying two hours worth of style nits and asking for a few comments here and there. In any case, the code quality is no more assured after the review than before it.

Conventional wisdom is that it's economically prudent to do good code reviews: finding defects early incurs the lowest cost, review has a 'peer pressure' based motivation towards quality improvement, and review creates knowledge redundancy that mitigates the bus effect. In research literature on code review, effectiveness is typically measured as "defects found per KLoC". [†] However, this dimension ignores the element of "time per review": I'm going to argue that time to give a good review varies in the complexity and size of the modifications.

Now, one can argue that, if Billy does anything more than ignorantly checking the little "I've reviewed this" box, he has the potential to add value. After all, code isn't going to be defect-free when it comes out of review, so we're just talking about a difference in degree. If we assume that truly obscure or systematic bugs won't jump out from a diff, what additional value is Billy really providing by taking a long time?

This is where it gets tricky. I think the reason that folks can have trouble deciding how long reviews should take is that we don't know what a review really entails. When I request that somebody review my patch, what will they try to suss out? What kind of code quality (in terms of functional correctness and safety) is actually being assured at the component level, across all reviewed code?

If you can't say that your reviews ensure some generally understood level of code quality (i.e. certain issues have definitively been considered), it's hard to say that you're using reviews as an effective tool.

Aside: even with clear expectations for the code review process, each party has to exercise some discipline and avoid the temptation to lean on the other party. For mental framing purposes, it's a defect-finding game in which you're adversaries: the developer wants to post a patch with as few defects as possible and the reviewer wants to find as many defects as they possibly can within a reasonable window of time.

A few best practices

From the research I've read on code review, these are two simple things that are supposed to increase defect-finding effectiveness:

Scan, then dig.

Do a preliminary pass to get the gist of how it's structured and what it's doing. Note down anything that looks fishy at a glance. Once you finish your scan, then do another pass that digs into all the corner cases you can think of and inspects each line thoroughly.

Keep checklists.

One checklist for self-reviews and one checklist for reviews of everybody else's stuff. I've seen it recommended that you scan through the code once for every checklist item to do a truly thorough review.

The self-review checklist is important because you tend to repeat the same mistakes until you've learned them cold. When you make a defect and it gets caught, figure out where it fits into your list and make a mental and/or physical note of the example, or add it as a new category.

Having a communal checklist can also be helpful for identifying group pain points. "Everybody screws up GC-rooting JSString-derived chars sometimes," is easily codified in a communal checklist document that the whole team can reference. In addition, this document helps newcomers avoid potential pitfalls and points out areas of the code that could generally be more usable / less error prone.

Here's another nice summary of more effective practices.

I'm personally of the opinion that, if you find something that you think is defective, you try to write a test to demonstrate it. The beneficial outcomes of this are:

  • You end up with a test that can be added to the suite, even if no defect is found.

  • You gain a greater system-level understanding of how to trigger behaviors in the questionable area, giving you an even better understanding of the context for the patch you're reviewing.

  • If it was unclear to you while reading the patch, you know it requires clarification, either via more expressive code or an appropriate comment.

I think in an ideal situation there are also linter tools in place to avoid style nits altogether: aside from nits masquerading as legitimate review comments, automatically enforced stylistic consistency is nice.

Footnotes

[*]

Just in case you were wondering, Billy is not an actual person. I think I started using Billy as my hypothetical example person's name after I saw this fairly amusing video.

[†]

In the literature almost every substantive comment is grouped under the term "defect". This includes things like design decisions and suggested factorings. In the same sense that finding a behavioral error early has benefit, finding these issues early helps improve the overall quality of the product going forward.

Too smart, doesn't get quite so many things done?

We care about our craft. We're totally smart and get things done. No question.

But "smart and gets things done" has to have some kind of spectrum associated with it, right? There's at least a "smart" dimension and a "gets things done" dimension.

An easy question to ask is, "Am I overthinking?" (This is especially easy to ask if you're overthinking.)

We often quibble about how to get things done better [*] in terms of practicalities, but it often feels like people who ignore the long tail of practicalities achieve greatness with the least effort.

If you had to pick one, would it be better to over-think or to over-do?

(My advice: don't think about it too much.)

Footnotes

[*]

In some asymptotic sense of better.

What if MoCo were hit by a bus?

I went to my first Hybrid Factory event with some of my teammates this past evening, which was kind of like a mini-workshop. The event was titled, "How to effectively work as a Tech Lead," given by Derek Parham.

One of the main topics was delegation: the audience interaction portion of the event asked us to consider how we would approach delegating all of our current tasks to other people on our teams.

During this exercise sstangl brought up something profound: rather than other Mozilla Corporation-employed teammates, how much of our current task load could we delegate to the community members outside of Mozilla Corporation (AKA MoCo)? These are the people who voluntarily devote their time and effort towards advancing the Mozilla project.

Of course, the talk also covered the classic "bus test," which asks, "If [person X] were hit by a bus, how would we continue to function?" It wasn't a big leap to my asking, "If all of MoCo were hit by a bus, how well situated is the community to carry our outstanding tasks and projects?"

Like all fun hypotheticals, it's far fetched and a bit apocalyptic, but it forces you to think about your team's work and coordination methods in a very different light.

I suppose a related, follow-up question is: if the Mozilla organization is designed to empower a worldwide community, but we couldn't survive a MoCo bus scenario, then are we managing the project in a sustainable way?

Maybe people who oversee the project as a whole (and those who are more familiar with the philosophy behind our governance) have a definitive answer. In any case, it's interesting food for thought.

Collaboration and concentration

Latest in the, "People problems are hard, I'm glad I just program computers," set of thought processes. If you have thought-provoking anecdotal data points, your comments are welcome!

There's a confounding and contentious dynamic in programming between collaboration and concentration. This goes beyond just individual and team efficiency — it's also about finding a balance that lets you enjoy and grow your craft.

There are certainly times that you want to hunker down in an LCD-monitor-adorned sensory deprivation chamber and do some badass debugging, find all the corner cases in that nasty algorithm, or suss out all the invariants in a complicated system.

But, on the other hand, there are certainly times that you need to write code during a flurry of peer interaction. If you're ramping up on a new system, the thirty seconds it takes you to ask another human being a question and receive a solid, well-informed answer usually trumps the hours you'd spend reaching the "same" conclusion. With less certainty. Oh, and you actually missed the trap everybody else already knows about, so you actually figured it out wrong.

The extent of the dichotomy is clearly not limited to these examples. It's easy to think of times you've had to pepper somebody with questions as well as times you wanted to hole up in a cave to get some code done. For my systems programming experience I'd hazard a guess that it's around an 80/20 split between concentration and collaboration.

So, it's interesting to ponder: if you were building a team, how would you structure the work space or work activities to enable collaboration when it was necessary, but enable concentration in the common case?

I suppose it's doubly difficult because you also want your team to feel empowered — capable of seeking out collaborative help when they need it in order to get things done and make progress, but also empowered to cordon themselves off and have at it.

I can pretty easily find research that involves hospital workers in the early 1990s, but I have to imagine that a team of brilliant systems programmers is a different beast altogether.

Contributing to SpiderMonkey

My latest experiment is "slide casting" — here's Contributing to SpiderMonkey (a slidecast that's less than four minutes long):

Links

Transcript

Contributing to SpiderMonkey

This is a short presentation about contributing to Mozilla's SpiderMonkey JavaScript engine.

Business

As a guy who writes code, there are a few basic things I ask before I jump into any project:

  • Will I learn?

  • Do the people rock?

  • Will it ship?

  • Does it matter?

I guarantee that you'll learn from working on SpiderMonkey. It's an important language implementation created by some of the most brilliant and approachable coders I've ever had the privilege of working with.

We ship like clockwork. When a patch gets submitted to trunk, it's in the Firefox release 18 weeks later.

Hack: this technology could fall into the right hands [image]

And when it comes to finding meaning in your work, Mozilla makes life easy.

In my opinion, the Mozilla mission is technological utopianism at its finest. If you believe in using your technological superpowers to help people, Mozilla is for you.

Wrench

If you know how to write and debug C++ code, you have the skills to hack SpiderMonkey. We don't go crazy with the C++, so C coders should also feel pretty confident. The only tools required are the ones necessary to build Firefox.

SpiderMonkey is a language implementation, but don't let that get to you. Once you get your hands dirty (say, by fixing a few minor bugs) you'll realize that language VMs are no different from the other systems-level programs that you know and love.

See

The Mozilla project coordinates effort through Bugzilla. Every bit of work that we intend to do on the engine is tracked as a bug under the "JavaScript Engine" component at bugzilla.mozilla.org.

The JS team tries to tag good first bugs. If you see a good first bug that interests you, feel free to go in and make a comment stating your interest.

If you'd like to ease into development a little more, you can check out the latest ECMAScript specification and use that to create tests for our test suite. This is a great way to ensure SpiderMonkey engine quality and cross-browser compatibility.

Do

In typical open-source style, once you've found something that interests you, hack away!

And feel free to sample from the buffet: every bug that you work on teaches you about a different aspect of the engine.

You may also stumble onto a part of the engine that you'd like to specialize in — we loving having domain experts hacking on our code as well!

Code

Once you've made a working improvement to the engine, make sure you get your work in! Add your changes as an attachment to an existing bug, or create a new bug in the JavaScript Engine component.

When you improve the engine, you can get your name added to about:credits, in a product that ships to something like half a billion users, which I think is pretty cool.

Lots of great details and walkthroughs are available on the "New to SpiderMonkey" wiki page.

Barrel (#coding, #jsapi)

Friendly people hang around in these IRC channels at irc.mozilla.org. #coding is for general questions, whereas #jsapi is for JS engine internals discussion. You can easily install ChatZilla as a Firefox add-on to get on IRC.

If you've had bad experiences with IRC in the past, fear not!@ I know, from personal experience, that the IRC moderators in these channels have a zero-tolerance policy for disrespectful behavior. We love (and are) our community.

On my back

I haven't provided any kind of engine internals overview, but I think this may be just enough information to get you intrepid hackers going.

I may find time to do more screencasts in the future, but don't wait on me. (I'm new to this whole medium and prefer to write code. ;-) In the meantime, there's a screencast intro on hacking the SpiderMonkey shell available on my blog.

Around

The beauty of software, especially open source, is that you can mess around without taking any risks and by satisfying very few dependencies (i.e. a computer and the ability to install open source software).

Like the slogan says, with you hacking on Mozilla, the technology may have feallen into the right hands.

So, I hope that you'll consider hacking with us!

Note

Please excuse my use of the colloqualism, "as a guy who writes code." On a second listen I realize it may be poorly placed, because I'm using my own criteria as an example of an arbitrary person who might be considering contributing to the Mozilla project — no gender implication for contributors was at all intended!

More fortunately, this note is a great opportunity for me to plug WoMoz, Mozilla's project to promote women's involvement in open source and encourage contributions. You can find members on #womoz on irc.mozilla.org.

Thoughts on the idea of "slidecasts"

Just to get this established up front: I'm super rusty at presenting any kind of material. Also, I've never tried to record a presentation on the same computer that I was reading notes off of. (Case in point: you can hear the clicking of a keypress when I change slides.)

Despite all this hedging, I'm not sure about slidecasts as a medium. I sometimes fumble when I ad-lib, so I effectively had to write out a whole script for these slides. That's why it sounds like I'm reading off of a piece of paper.

Screencasts (as opposed to slidecasts) are different because you're walking through a sequence of on-screen editing actions that are inherently difficult to put into words. It's also a lot of fun to see how somebody else uses their development environment.

Slidecasts harness the poignant messaging of slides, but lose the body language of recorded audience presentations, which is clearly an important component. Turning the slidecast script into words would have been simple, and potentially more accessible to people who don't have the time to watch video content at all.

...or maybe it's humanizing? I'm not sure. Perhaps I have to add more soaring rhetoric and fancy slides to make spoken word worthwhile.

Clearly, more experimentation is needed!