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Exploring Different Types of Programming

Not all programming is the same. In fact, programming can be split into quite different categories depending on what type of program you're writing or what type of hardware you're writing for. Different types of programming, let's call them programming styles, have different constraints and require different environments and design trade-offs for programmers to work effectively in that style.

Programmers working in different styles will care deeply about entirely different aspects of programming. That's why you often see programmers vehemently debating the merits of opposing programming methods without ever reaching agreement. From each of their perspectives, their way is right. The defining difference in the argument is actually one of context.

To get a general overview of the different programming styles out there, and to get a better sense of what other programmers are concerned about with their code, let's look at the various programming styles. Some of these styles I know quite well because they are my day job, some of them I'm learning, some of them I've dabbled in, and some of them I know only from what I've heard. I'll try to be careful in what I say about those styles that I don't know too much about. There may be other styles that I haven't thought of, but these should be the main ones.

Embedded Programming


The main programming style I've been doing for the last few years is embedded programming. In this style, you are programming for a particular microprocessor or closely related family of microprocessors. The software you write is called 'firmware' and it will be programmed directly into flash on the processor or an external flash chip connected to the processor. Normally, this firmware is not changed very often, if at all, during the life of the product in which it resides. It's firm, not soft, hence the name.

Even within embedded programming, the differences in constraints from one programmer to another can be quite large, depending on whether the programmer is programming for a beefy quad-core GHz ARM processor or a meager 8-bit micro-controller. In most cases, the processor is chosen to have just enough horsepower to do the job it's meant to do, or more likely, slightly less power than the job requires, and the programmer has to make up the difference with crafty coding skills. Low power is a common consideration when choosing an embedded processor, and much of firmware design involves figuring out how often, how long, and how deeply you can put the processor to sleep.

Embedded processors have a number of communication interfaces and peripherals, and the embedded programmer must become well versed in bit-banging registers in the processor to configure these peripherals to interface with the outside world through attached sensors, storage devices, network interfaces, and user interfaces. Programs are mainly interrupt driven with real-time deadlines to meet. An RTOS (Real-Time Operating System) will provide mechanisms for defining interrupt service routines, tasks to run when interrupts aren't being handled, events and message queues for communicating between interrupts and tasks, and locks and semaphores for synchronization.

Programming environments are most often proprietary and provided by the microprocessor vendor. All of the ones I've used have been Eclipse based, and they provide a debugging interface with a hardware emulator that you connect to the processor to provide the normal debugging features of breaking into and stepping through code, reading and writing to memory, and giving access to the processor's registers. They also usually display peripheral register values in a decoded, human-readable way, show various characteristics of the RTOS state, and allow some level of profiling of running code. Non-proprietary IDEs are available as well, but they tend to be expensive.

In general, embedded programming happens very close to the metal, and you have to exert fine control over the resources available in the processor. Programming is usually done in C or C++, although Lua, JavaScript, and Python are starting to make inroads. It's as close to classic programming as you can get, with all of the considerations of limited memory spaces, special hardware instructions, and printing characters through a UART terminal included.

Systems Programming


Systems programming is the design and implementation of software that interfaces between hardware and other types of software, otherwise known as operating systems. Windows, Linux, iOS, Android, and the RTOS that an embedded programmer uses are all examples of operating systems. Systems programming is similar to embedded programming in many ways because the programmer needs intimate knowledge of the hardware, but whereas an embedded program normally targets a specific microprocessor, an operating system will run on a wider variety of hardware and include drivers for many, many more peripherals.

Operating systems provide the basic services that other programs use, like disk and file management, virtual memory, preemptive multitasking, device drivers, and application loading to name a few. The systems programmer has to worry about designing algorithms that will have high performance on a wide variety of hardware, writing drivers that work with an incredible variety of peripherals, and making sure that programs can play nice together without stepping on each others toes or bringing down the operating system altogether. Security and reliability are constant concerns of the systems programmer.

Most systems programming will involve at least some C and more likely a lot of C. The core of the operating system, referred to as the kernel, is normally written in C. C++ and Java are also commonly used outside of the kernel. The development environment is as varied as the programmer that's doing systems programming, but there are often a lot of specialized tools written specifically to support developers working on an operating system. Systems programming requires strong knowledge of algorithms and data structures, a meticulous eye for detail, and an ability to think about software running at the low level of the hardware-software interface.

Language and Compiler Design


Designing languages and writing compilers and interpreters is similar to systems programming in that programming languages are an interface between hardware and the software programs that run on that hardware. When the language runs on a virtual machine (VM) it even further blurs the line between language design and systems programming because the VM provides many of the same services as an OS. A programming language is not an OS, though. It's a lower level construct than an OS, and while an OS provides abstractions for various hardware features and peripherals of the processor, programming languages provide abstractions for the machine instructions and computational model of the processor.

Like embedded programmers and systems programmers, compiler writers are concerned with low-level performance, but they are concerned with performance in at least three languages—the host language that they're writing the compiler in, the source language that is being compiled, and the target language that the compiler outputs. After all, the compiler's basic function is to translate from a source programming language that other programmers write in to a target language that either the VM or the processor uses. Most compilers are written in C, although some are written in other languages. Rubinius is a Ruby interpreter written in Ruby, for example.

Compiler writers need to know the deep, dark corners of these languages to make the host and target code as fast as possible and to cover all of the things that any programmer could possibly do in the source language. Programmers want fast compile times, good interpreter performance, and the best runtime performance they can get, so compiler writers need to be well-versed in all of the low-level optimizations they can do to squeeze every last bit of performance out of their code, both the code the compiler runs on and the code it produces. On top of that, the code for the source language has to be interpreted correctly in all cases, even cases that most programmers will never think to exercise. Compiler writers need to think about and deal with complicated edge cases that result from interactions between seemingly simple language features that would make anyone's head hurt. I can't even begin to imagine how hard it must be to write a compiler for the more complicated languages (I'm looking at you, C++).

Application Development


The field of application development is as wide and varied as embedded programming. It ranges from the creation of simple utility apps like Notepad or a calculator to huge, complex apps like Adobe Photoshop or Firefox. The bigger an app gets, the more its development looks like systems programming, but at its core, an app provides a user interface and features to help the user do something useful with the computer. A computer with only an OS doesn't do anything meaningful. It's the applications that give the user the power to create and consume in all of the ways we've come to depend on.

For the most part, performance doesn't matter as much in application development. Normally an application has huge amounts of memory, storage, and processor performance to work with, and it's normally waiting for user input—a slow process compared with the high performance of the underlying hardware. More computationally or I/O intensive parts of an app may need to be optimized for performance, but the code should be profiled for hot spots and bottlenecks before blindly trying to improve slow operations. It's easy to get fooled into optimizing parts of the app that don't need it and ignoring the parts that are actually causing poor performance. However, in most cases the application programmer can get by with writing clean, clear code in a straightforward way and letting the compiler, OS, and hardware take care of making the app fast.

The application programmer has enough to worry about with making the app as easy to use and useful as possible. Choosing the right features, organizing the app so that it makes sense to most users, and creating an awesome user experience is insanely hard to get right. Users are fickle and demanding (not on purpose as they have their own lives and stuff they want to get done), and striking the right balance of features in any application is a constant struggle.

The environments for application development are generally quite good. Debugging features are much better than those for embedded programming, and IDEs like Visual Studio and Xcode make building a GUI and setting up the boilerplate code for an application much faster than it used to be. Application development can be done in almost any language, but native applications are most commonly written in C#, Java, Objective-C, and, to a lesser extent these days, C++.

Mobile Development


I'm not convinced that mobile development is much different than application development, except that it's done on a different platform than the target platform of the app. That gives mobile development some characteristics of embedded development because you need to connect to the system that the code is running on to debug it. Mobile development tools include a simulator to run the code on the host platform so that more debugging information is available while you're getting the app up and running. Otherwise, mobile development is very similar to application development in most respects.

Web Development


Web development is similar to application development in that the programmer is concerned with making a great user experience and producing a product that meets the needs of the majority of users for a given set of tasks. Also like application development, as a web application gets larger and more complex, development starts to look more and more like systems programming. The server infrastructure and services provided through APIs become the overarching concern as a web application grows and attracts more users.

Web development is different from application development in that network and database interfaces are a prerequisite for web development. A native application may have these things, especially the bigger applications, but a web application without them would be meaningless. The client and the server are linked, but undeniably separated, and the server needs to manage connections to hundreds, thousands, or even millions of clients whereas most native applications deal with a handful of users at most.

Web developers work in a wide variety of environments and languages. Text editors like Vim, Emacs, and Sublime are commonly used, but full-fledged IDEs like Eclipse, NetBeans, Visual Studio, or anything from JetBrains are also popular. To avoid reinventing a bunch of wheels in web programming, you'll use some kind of web framework, and there are numerous options in any language you choose. The most well known frameworks are (in no particular order) Ruby on Rails for Ruby, Django for Python, ASP.NET MVC for C#, Grails for Java, Laravel and Symphony2 for PHP, and AngularJS and Ember.js for JavaScript. Tools for web development are evolving quickly, and debugging requires a wide variety of skills from classic print statements and reading logs to modern site monitoring and testing with tools provided by various companies in the cloud.

Game Programming


I don't know much about game programming, since I've never made any serious video games, but I'll give this description my best shot. Game programming has elements of application development because of the game's user interface, systems programming because a game will normally have its own memory and storage management, and embedded programming because the game code needs to be as close to the hardware as possible and has real-time deadlines. The video game programmer is a slave to the frame clock, and everything that needs to be done for a particular frame—user input, computer AI, physics calculations, 3D model calculations, and graphics redrawing—needs to be done before the next frame gets drawn on the screen. That sequence needs to happen at least 60 times per second to make a smooth user experience.

Game programming may have more similarities with the next style, scientific computing, than anything else. The graphics programming is especially computationally intensive, and the graphics card is a massively parallel processor that's designed specifically for doing complex vector calculations. The most common game programming languages are chosen for their raw speed and closeness to the physical hardware that they're running on. That means C, C++, and assembly for most video games. Tools and environments are mostly custom and proprietary because they need to be so specialized for the type of development they're used for.

Scientific Computing


Surprisingly, scientific computing is most similar to game programming in that it is defined by massively parallel computation. While games model a fictional universe, the goal of scientific computing is to model a real-world system with enough accuracy to explore new truths about the system being modeled. Some examples of scientific computing include weather simulations, galaxy formation, fluid dynamics, and chemical reactions. Strong mathematics and algorithm knowledge is a definite requirement for scientific computing, and parallel programming is obviously common both when programming on a graphics card with CUDA and on a server cluster.

I'm hesitant to say that any of these programming styles is more complex or requires more skill than any of the others. Each style has its own set of issues, things that are challenging, and things that are interesting. They each overlap in interesting ways with other styles. Exceptional programmers populate every one of these programming categories, and what differentiates the programming styles is not how hard they are, but the types of problems that need to be overcome to create awesome software.

Creativity and Hard Work Are Both Necessary for Problem Solving

As programmers, as engineers, we solve problems all the time. It's a significantly large part of what we do. How do we solve problems efficiently and effectively? It requires a balanced mix of creativity and hard work. Both are hard to achieve, and a good combination of the two is even harder. Creativity requires getting yourself in a mood where you can let your thoughts run free and play with ideas, and hard work requires a mood where you can knuckle down and produce results. These moods are in constant conflict, and you can be at your most productive when you manage the two moods well.

I was going to make this post about how creativity is not what most people think. Instead of being driven by flashes of insight, I was going to argue that it was driven mainly by hard work. While I still think that's true in a sense, and I'll get into that more later, after looking at my notes and links to references on the subject, I believe creativity is a combination of insight and hard work in the form of intense thinking. Both things require time and space to accomplish, and both are required to creatively solve problems.

How to be Creative


I recently found this excellent talk by John Cleese on how to be creative. Much of his talk is based on the work of Dr. Donald W MacKinnon, and although I haven't read the book, I thoroughly enjoyed the talk by John Cleese. The gist of the talk is that there's no defined way to be creative, as that's somewhat of an oxymoron, but there are ways to enable creativity, and that is what Cleese focuses his talk on.

He starts off with an explanation of what creativity is, and it's not a personality trait, but a way of operating:
...the most creative had simply acquired a facility for getting themselves into a particular mood - a way of operating - which allowed their natural creativity to function. 
That mood is playfulness. They would play with ideas without any immediate practical purpose, but purely for the enjoyment of doing so. Cleese goes on to explain the two modes of operation that he labels the open and closed modes. Creativity requires an open mode of operation, but completion of the idea requires a closed mode of operation. To be most efficient, we must be able to readily switch between the open and closed modes.

The ability to get into the open mode requires five elements:
  1. Space free from distraction
  2. Time also free from distraction
  3. Time playing with uncertainty before deciding
  4. Confidence that silly thoughts may still be fruitful
  5. Humor to keep the mind playful and exploratory
Once you achieve this setup, Cleese recommends about an hour and a half to play (with ideas)—a half hour to let your mind calm down and an hour of creative work. I realized that this time frame mirrors my own flow for blog posts pretty closely. Every post is a problem that I need to solve, and when I sit down at night to work on a post, I'll spend about a half an hour collecting my thoughts, looking through my notes, and considering what I want to write and how to write about it. Sometimes I have to wrangle my thoughts into submission because my mind wanders around, not wanting to focus on the task at hand. Then I'll have an hour or so of good productive time where I can write down thoughts and play with ideas in a pretty good state of flow. I'll reach a point sometime after the two hour mark where I start to tire out and my productivity slows down. I thought it had more to do with getting tired before going to bed, but it might be as much a factor of having worked creatively for an hour or two and I'm simply tired of being creative.

You probably noticed there was not one, but two time elements in the list. The second time element is surprising, and Cleese had a great justification for it:
One of my Monty Python colleagues who seemed to be more talented than I was never produced scripts as original as mine. And I watched for some time and then I began to see why. If he was faced with a problem and saw a solution he was inclined to take it even if he knew it was not very original.  Whereas if I was in the same situation, while I was sorely tempted to take the easy way out, and finish by 5 o’clock, I just couldn’t. I’d sit there with the problem for another hour and a quarter and by sticking at it, would in the end, almost always come up with something more original. It was that simple.
My work was more creative than his simply because I was prepared to stick with the problem longer. So imagine my excitement when I found this was exactly what MacKinnon found in his research. He discovered the most creative professionals always played with the problem for much longer before they tried to resolve it. Because they were prepared to tolerate that slight discomfort, as anxiety, that we all experience when we haven’t solved it.

I find this type of thing happening frequently when I'm trying to solve program design problems. I'll come to a workable solution fairly quickly most of the time, but if I pocket that solution for later and think about the problem a while longer, I can usually come up with a more elegant solution.

Humor may seem out of place in solving problems, but Cleese strongly held that creativity is closely related to humor - it is a way of connecting two separate ideas that results in something new and interesting. In the case of humor, it's funny, and in the case of creativity, it's useful for solving a problem. He certainly opposed the idea that humor and serious business should be separated:
There is a confusion between serious and solemn. Solemnity…I don’t know what it’s for. What is the point of it? The two most beautiful memorial services I’ve ever attended both had a lot of humor. And it somehow freed us all and made the services inspiring and cathartic. But solemnity serves pomposity. And the self important always know at some level of their consciousness that their egotism is going to be punctured by humor, and that’s why they see it as a threat. And so dishonestly pretend that their deficiencies makes their views more substantial, when it only makes them feel bigger…ptttttth.
Humor is an essential part of spontaneity, an essential part of playfulness, an essential part of the creativity we need to solve problems no matter how serious they may be.
Solemnity should have no place in the creative process. It kills our confidence in being able to play with ideas freely and distracts us from thinking fully about the problem by limiting thought to the safest, most acceptable paths. Humor is definitely more productive. My coworkers and I joke around a lot at work, and we get a tremendous amount of creative work done. On the other hand, I've never heard someone claim that their workplace is serious and they do especially creative work. More likely seriousness is accompanied with words like deliberate, careful, and protocol. Oh, and if a company tells you that they work hard, but they know how to have fun once in a while, that's a big warning sign.

Hard Work is Still Necessary


Creativity alone is not enough, and while creativity does involve hard work, coming up with a great idea to solve a problem is not the end of the task. Now comes the extra hard work of implementing the idea, resolving all of the details that you hadn't thought of before, and actually finishing solving the problem. Scott Berkun has written extensively on this topic, and it's some of his better writing. In his post on The Secrets of Innovation Secrets, he reminds us of how much work is involved in innovation:
If there’s any secret to be derived from Steve Jobs, Jeff Bezos, or any of the dozens of people who often have the name innovator next to their names, is the diversity of talents they had to posses, or acquire, to overcome the wide range of challenges in converting their ideas into successful businesses.
These people didn't succeed because of flashes of insight that just happened to them, and they didn't succeed by coming up with a great idea and selling it. The ideas themselves would have been nothing if it wasn't for their superb execution. (The importance of execution is one reason why patent trolls are so destructive to innovation—they haven't done any of the hard work of implementing an idea, but they want to get paid royalties simply for patenting an idea with no intention of doing the hard work themselves.)

Even the flash of insight that leads to an idea is the result of a lot of hard work. If it wasn't for all of the studying, researching, and experimenting that came before the actual moment of clarity, the idea may not have materialized at all. Scott Berkun again has some clear reasoning on why epiphanies are more of a process than an event:
One way to think about the experience of epiphany is that it’s the moment when all of the pieces fall into place. But this does not require that the last piece has any particular significance (the last piece might be the hardest, but it doesn’t have to be). Whichever piece of the puzzle is sorted out last becomes the epiphany piece and brings the satisfying epiphany experience. However the last piece isn’t necessarily more magical than the others, and has no magic without its connection to the other pieces.
I have this experience all the time when I'm trying to solve problems (which is also pretty much all of the time). I'll be mulling over a problem for hours, days, or weeks, struggling to find a workable solution, and then the answer hits me all of a sudden, usually while I'm laying down to go to sleep. I call it Bedtime Debugging because that's when it normally happens to me, but other people have it happen when they're taking a shower or brushing their teeth. It feels like a sudden eureka moment, but it would never have happened if I hadn't spent all of that time thinking about the problem, researching options, and studying the code I'm working on. The final connection that made everything make sense may have happened in a moment, but bringing all of the other pieces of the puzzle together so that that moment could happen took much more time.

Preparing for Epiphanies


I spend huge amounts of time reading and learning. I never know when I'll need to use a particular piece of knowledge, and the more of it that I have at my disposal, the better. Constantly exercising my mind and learning new things also keeps my thinking process flexible so that I can connect ideas from different fields and think about problems in new and different ways.

Our culture tends to romanticize the eureka moment while ignoring all of the hard work that's involved in the process because the eureka moment is so much more exciting than the work that came before it and must follow it. For one of innumerable examples, Cal Newport, an assistant professor of computer science at Georgetown University, contrasts the theatrical impression of Stephen Hawking's discovery of Hawking Radiation in The Theory of Everything with the reality:
In a pivotal scene in the Stephen Hawking biopic, The Theory of Everything, the physicist is staring into the embers of a dying fire when he has an epiphany: black holes emit heat!
The next scene shows Hawking triumphantly announcing his result to a stunned audience — and just like that, his insight vaults him into the ranks of scientific stardom.…
In reality, Hawking had encountered a theory by two Russian physicists that argued rotating black holes should emit energy until they slowed to a stationary configuration.
Hawking, who at the time was a promising young scientist who had not yet made his mark, was intrigued, but also skeptical.
So he decided to look deeper.
In the (many) months that followed, Hawking trained his preternatural analytical skill to investigate the validity of the Russians’ claims. This task required any number of minor breakthroughs, all orbiting the need to somehow reconcile (in a targeted way) both quantum theory and relativity.
The reality of Hawking's discovery is a clear example of the hard work involved in solving big problems. He needed to have a lot of knowledge about multiple complex fields of physics and develop new advances in those fields over a long stretch of time to make progress towards his goal of answering a question he had about a theory he had come across. Creativity was absolutely involved in this process, but the eureka moment is a vanishingly small part of the story. These instances of major breakthroughs and discoveries through hard work are the norm, rather than the exception. After all, if these moments were as simple and easy as they are portrayed, they would be much more common than they actually are. We can't all just sit staring into a campfire or reading under a tree and expect all of the answers to hit us in the head.

In a way, creativity is only a small part of succeeding in solving a big problem, such as producing a great product, creating a market around it, and building a business from it. The idea of what product to make is a drop in the bucket compared to the colossal amount of work involved in this process. Yet creativity is also an integral part of the entire process. Every step of the way there are little problems to be solved and details to be resolved, and doing this creatively is incredibly important. Creativity and hard work are intimately woven together in the process of solving big problems.

Losing History

What will we remember about the present day 30, 40, 50 years from now? What will future generations know about what goes on in everyday life today? It's hard to say what will be remembered and what will be forgotten, but I wonder how much history we're losing today.

Think about what you do on a daily basis, what kinds of things make up the hours of your day. It probably involves a lot of computer usage at home and at work, driving a car or maybe riding a bus, some forms of entertainment, and hopefully socializing with acquaintances and loved ones. We eat food either prepackaged or prepared at home, we worry about paying the bills, and we sleep restfully or fitfully for some number of hours, probably not enough. The specifics vary widely, but that generally sums up life for most people. (Note: life is dramatically different for different people all over the world throughout history, so assume I'm talking about a group of people with similar lifestyles when I refer to what life is like for people.)

Of course, the details are where things get interesting. What has changed about those details in the last 30 years? Probably quite a lot, especially when it comes to computers and the Internet, but for the most part day-to-day life 30 years ago wasn't too far removed from what it is today. Most people that were alive then have a fairly good memory of what it was like (although I was alive then, and I'm starting to have a hard time remembering what life was like before the Internet). How about 60 years ago? That's getting tougher. Less people alive today were around back then, and memories are fuzzier. How about 100 years ago? 200 years ago? Living memories of those times are all but non-existent. We have to turn to written works to get an idea of what those times were like.

Romanticizing History


I'm thinking about all of this partly because of a Stratechery.com article I read last week by Ben Thompson. I was discussing the loss of history with my wife, about how we've probably lost a lot of information about what daily life was really like in any given time period even if we have some amount of writing about that time. Then I read Airbnb and the Internet Revolution, and I'm thinking about it more. The entire article is an excellent analysis of Airbnb's relationship with trust, but the section on The Industrial Revolution was kicked off my thoughts on losing history again. In this section, Thompson is critiquing Airbnb founder and CEO Brian Chesky's post about Airbnb's new branding and mission statement:
I thought it fascinating that Chesky invoked the Industrial Revolution in his post:
We used to take belonging for granted. Cities used to be villages. Everyone knew each other, and everyone knew they had a place to call home. But after the mechanization and Industrial Revolution of the last century, those feelings of trust and belonging were displaced by mass-produced and impersonal travel experiences. We also stopped trusting each other. And in doing so, we lost something essential about what it means to be a community.
Chesky’s focus is on travel, but in reality no one actually did so. Nearly everyone lived on subsistence farming, more often than not working land owned by someone else; said landowners, along with the church, exercised nearly complete control, with the occasional merchant facilitating a bare minimum of trade primarily to the benefit of the ruling class. The Industrial Revolution — and the accompanying agricultural one — completely flipped this arrangement on its head. Thanks to the efficiencies afforded by technologies like the loom and mechanical power people were able to specialize and trade the outcomes of their labor for a much fuller and richer life experience than what they had previously.

I get that I’m putting an awfully neat bow on what was 150 years of wrenching change. After all, I just basically described soul-destroying — and often body-debilitating — work in 18th century sweatshops as “specialization”; it’s a bit like Uber’s insistence on calling its drivers “entrepreneurs.” And yet, when you consider how structurally the old taxi medallion system resembled the landowner-peasant relationship of old, why is everyone so eager to declare that the new boss is worse than the old boss?
What's so fascinating about these dueling perspectives is that Chesky's perspective is a romanticized view of what life was like in agrarian society. He's asking us to imagine a life with modern day political and economic constructs, but with what we all imagine the social structures to be like in that day and age, namely everyone knowing everyone else in a tight-knit community. That lifestyle never actually existed. Thompson tries to relate a more accurate picture of agrarian society, and in the process romanticizes what life was like during the Industrial Revolution. He acknowledges the trick he was pulling, and in so doing reminds us of how easy it is to hold false historical perspectives because we are evaluating history through the lens of modern experience.

Written History


It takes a lot of effort and study to imagine what life used to be like ages ago. I remember in high school being taught multiple times to not think of historical events or novels in the context of the present day. The politics, economics, and culture were all different in the past than now, and the farther back you go, the more things were different. It takes knowledge of the entire historical context to appreciate the importance of books like To Kill a Mockingbird or Grapes of Wrath. These books certainly add to our knowledge of the time periods they were written in, but they are also better understood when we augment them with more knowledge of those time periods.

Historians have a fairly good understanding of recent history—meaning the last couple hundred years—because of the large volume of written works they have available to study. As we go farther back in time, resources get more and more sparse, and the resources we have get harder and harder to interpret. It's much harder to understand what life was really like in the middle ages from works like Le Morte d'Arthur and The Canterbury Tales or what it was like in Ancient Greece from The Iliad and The Odyssey. It becomes difficult to separate what is faithful to reality at the time and what is fantasy. Adding to the reduced amount of writing is the bias in who wrote. Hundreds of years ago, the land-owning elite had both the ability and means to write while the peasantry did not, so we get an overwhelmingly biased perspective of the past. Without enough information to determine what's fact and what's fiction, and a serious lack of common people writing about their day-to-day lives, it becomes far too easy to romanticize history in a way that's not entirely accurate.

We romanticize history in other ways as well. Most movies and TV shows give a biased or distorted view of what the past was like. The more popular the movie, the more likely it's exaggerating the truth or playing to a fantastic legend, like the Ancient Greek tales. After all, myth and legend makes for a much more interesting movie than real life does. It's quite rare to see a movie that's actually historically accurate, and our perception of reality becomes distorted by all of the fiction. Not intentionally, of course, and I love a good action movie about Spartans as much as anybody, but the distortions take hold all the same.

Our memories also do funny things to our perception of the past, this time a more recent and individual past. Almost everyone who had a decent childhood looks back on that time with rose-tinted glasses. I know my grandparents did, my parents do, and now I'm starting to as well. I look back on my childhood as an easier time when life was simpler and more worry-free. Of course this is not really true. Take any decade in the last hundred years and you can find all kinds of scary stuff to worry about.

The real difference is that I was a kid, and a kid's brain has natural defense mechanisms against worrying about the world outside of its immediate surroundings and needs. I was completely oblivious to the things my parents worried about when I was growing up, and they happily ignored what their parents worried about. I didn't worry about world politics or the economy; I mostly worried about doing homework, playing sports and video games, and eating as much pizza and junk food as I could. The brain also tends to forget the tedious day-to-day stuff, and even most of the negative aspects of the past, while remembering the good stuff. That gives us an especially biased view about our own past and the good old days.

Creating History


Considering the woefully incomplete picture we have of history and the biased views we have about our own past, I wonder how we will remember today. With the Internet we have more data and information being written, generated, and uploaded for the public record than ever before, but that may not mean we have a more accurate record of what life is really like today.

We may have more data available, but the sheer volume of data could be a barrier to a real understanding of today's reality for future generations. If the vast majority of information we have is tweets about shopping and pictures of food and cats, what will future generations think about us? Even though the volume of data we have is going up exponentially, the quality and meaningfulness of that data may be going down at a similar rate.

Reducing the friction required to post something in public view certainly increases the number of people posting and the frequency of posts, but it also means we are inundated with much more trivial posts. When people used to have to sit down and write out a letter with a quill and a bottle of ink, much more care was put into what was written down. But diaries and letters written on paper have fallen to the wayside. Now that you can snap a picture of that burrito you're having for lunch with the smart phone in your pocket and post it to facebook in seconds for all of your friends to see, that's what we get.

An astonishing amount of the Internet is also transient. Tweets disappear, links rot, and hard drives crash. The older something is on the Internet, the harder it is to find and the more likely it's gone forever. Projects like The Wayback Machine are trying to save some if it, but it's like trying to save some of Niagra Falls in a swimming pool. Future historians may not have as much valuable information about this age as we think they will.

The truth about the life of a peasant or trader or farmer from ancient times up to the post-war period has quite possibly been lost to history, and the farther back we look, the more likely we don't know the real story. That may be true of what goes on in everyday life today, but for the opposite reason—too much information instead of too little. These are not revolutionary ideas, nor probably are any of the ideas I write about. They're not newly discovered epiphanies, merely me trying to organize my thoughts and hopefully learn in the process. Therefore, there's no grand theory here about how society is collapsing because of our loss of history, no sharp conclusion about how we can save ourselves by doing better at generating and preserving knowledge, just a general awareness of the fact that much of life won't be remembered and what is remembered may not actually be how it happened or why. It's something to keep in mind the next time someone tells you how things used to be better in a simpler time, especially if that person is trying to sell you something. It may be worth asking, "How do you know what life was like then?"

Leaf Mileage Update with 14 Months of Data

It's time for my bi-yearly update on my Nissan Leaf experience. I'm on my second Leaf, having owned a 2012 Leaf SL for two and a half years before trading it in for a 2013 Leaf S. I've written extensively about both Leafs already, so I won't repeat myself too much here. Check out the EV tag for all the gory details. Suffice it to say, I love the Leaf, and after having driven an EV for three and a half years, I can't imagine going back to an ICE car. The Leaf is fun, torque-y, quiet, and oh-so comfortable to drive.

On Range and Battery Degradation


The one major issue with the Leaf is the capacity of the battery, coupled with how long it takes to charge it back up. It has a range of about 85-100 miles on a full charge in the summer, depending on driving conditions, so I'm limited to the city and the immediately surrounding area unless I do careful planning and have a lot of time. Those stars have not yet aligned, but I do enjoy zipping around Madison and coming back home to charge up in my garage. It's the essence of convenience. We have a Prius for the longer and far less frequent trips we need to take beyond a 40 mile radius of our house.

Because EVs are still a new and interesting technology, I keep records of my driving and charging so I can plot things like the change in range over temperature, battery efficiency, and estimated battery degradation over time. To read about the methodology I use, take a look at the two-year update of my 2012 Leaf or the first report of my 2013 Leaf. Basically, I track driving temperature, battery state-of-charge (SOC), mileage, and kWh consumed at the wall outlet. I always trickle charge off of a 110V outlet through a P4460 Kill-A-Watt power meter so I know exactly how much electricity I've used to charge the car.

Since the main question to answer about the Leaf is what kind of range it gets, I use my data to estimate the range I could get on every charge. I scale up the miles I drove to what it would be if I charged the battery to 100% and drove the car until the battery died. This is assuming the SOC is linear over the entire range, even though that doesn't seem to be exactly true. In my experience a 1% change in SOC will take you farther when the battery is mostly discharged than when it is mostly charged, but I don't have a good way to account for this so I assume it's linear. Then I plot these estimated ranges against the average temperature for each discharge cycle, and I get the following plot for 14 months worth of data:


This plot is interactive, so you can hover on points to get details and zoom in by selecting an area with the mouse. Clearly, the range has a significant dependence on temperature, with a range as low as 42 miles at sub-zero temperatures and as high as 110 miles in perfect summer weather. I very rarely use the air conditioner or heater, so range would be reduced from this data if climate control was used on especially hot or cold days. In fact, the outlier at 86°F and 78 miles of range was a day when I drove the family 53 miles with the air conditioner running to keep them comfortable. It was also a trip that was about half freeway driving at 65 mph, which further reduced the range. (For a great set of charts on the Leaf's range dependence on driving speed, check out the range charts at MyNissanLeaf.com.)

I split the data between the first 8 months and the last 6 months so we can see how the range has changed over time. Trend lines are shown for both sets of data, and the few outliers—one in 2014H2 and two in 2015H1—were ignored when calculating the trend lines. The two lines are practically indistinguishable at the warm end of the temperature range, and those points are further apart in time, taking place in the summer in 2014 and the beginning of summer in 2015. The 2014H2 range at the low temperatures is actually lower than the 2015H1 range even though the points at that end of the graph happened closer in time and the lower range points happened earlier, likely because it was slightly colder at the end of 2014 than at the beginning of 2015. Overall, it appears that the battery has had a negligible amount of degradation in the past 14 months.

I do what I can to keep my battery as healthy as possible, since a healthy battery will have a longer range over a longer period of time. To take care of the battery, I generally follow these guidelines:
  • Charge to 80%.
  • Do not charge if SOC is at 80% or above.
  • Avoid hitting the low battery warning at 17%, the very low battery warning at 8%, and turtle mode at the end of charge.
  • No DC Quick Charging.
  • Reduce the number of charging cycles by not charging every night.
  • Store the battery at a lower SOC, if possible, by not charging every night and delaying a charge if I know I'm not driving the next day.
  • Limit the depth of discharge (DOD) by charging before a trip that would take the SOC below 20%.
Limiting the number of charging cycles and limiting the DOD are in direct conflict, so it's a balancing act. I'm not sure what the best trade-off is between charging cycles and DOD, but I tend to err on the side of shallower DOD. My average DOD over the last 14 months has been 51%, meaning I normally drive until around 30% SOC and then charge up to 80%. I've gone as deep as 71% and as shallow as 17%. The following histogram shows the distribution of DOD cycles that my Leaf has had:

Leaf DOD Distribution Chart

On Energy Efficiency


That leaves the Leaf's energy efficiency left to look at. I measure the energy used at the wall outlet as well as keep a record of the on-board energy efficiency meter for each month of driving, so I can plot those over time. I can also calculate the charging efficiency from these two energy efficiency numbers, and all three series are plotted in the next chart:

Leaf Energy Efficiency bar graph

You can see that all three efficiencies got worse during the cold months of winter and have now recovered with the Leaf's efficiency meter reporting well over 5 miles/kWh as the weather has warmed up. I even set a new monthly record of 5.5 miles/kWh this month, as measured by the Leaf or 4.5 miles/kWh from the Kill-A-Watt meter at the wall. Charging efficiency for trickle charging is also up over 80% with the warmer weather. I'm not sure what the oscillating behavior of the charging efficiency was about last year, but it seems to have gone away for now. It possibly has to do with the coarseness of the Leaf's efficiency values.

I'm getting fairly good efficiency numbers with the type of commute that I have through the city of Madison, and so far I've used 1,740 kWh of electricity to drive 6,644 miles. Since I pay $0.18 per kWh, that's $313.20 total, or $0.047 per mile that I pay to charge my car. That's the equivalent of paying $1.41 per gallon of gas for a 30mpg car or $0.94 per gallon for a 20mpg car to drive the same distance. That's pretty nice even with the higher than national average price I pay for electricity (to support wind power).

Future EVs


The Leaf has been a great first EV experience for me, and I'm excited to see what the future holds for electric cars. So far the Nissan Leaf, Chevy Volt, and Tesla Model S have been the only practical EVs widely available, and they each serve different markets. The Leaf, being a pure EV with limited range, is a city commuter car. The Volt, with its gas generator, is the PHEV for people that need a full-range vehicle. The Model S is the EV for those lucky individuals that have $100k+ to burn on a car. Now the BMW i3 has entered the ring as well, and it's a combination of the other three cars—the electric range of the Leaf, the gas generator of the Volt, and some of the luxury of the Model S at a little higher price than the Leaf or the Volt.

These EVs have made some significant advances over the past four years, and soon it looks like there will be some bigger leaps forward. Rumors are surfacing that Nissan will increase battery capacity in the Leaf 25% for the 2016 model year, and double it for the 2017 model year. Chevy is getting ready to release the all-electric Bolt with a 200 mile range, and they're increasing the battery capacity of the Volt as well. Tesla is getting close to releasing the Model X SUV, and the mass-market Model 3 with a 200-mile range and a $35k base price will follow, hopefully in 2018. The next couple years are going to be interesting for EVs with at least three affordable cars becoming available with a 200-mile driving range. Hopefully other manufacturers will get in the game, too, and we'll have even more options to choose from. That kind of range could be a game-changer for EVs. I can't wait.

Tech Book Face Off: Database Design for Mere Mortals Vs. Seven Databases in Seven Weeks

In my quest to fill in some of the holes in my software development knowledge, I picked up a couple books on databases to read through. I somehow made it this far without studying anything in depth about databases, and up until now, when I needed to interact with a database I searched for what I needed at the moment and muddled my way through.

When I want to learn about a topic, I like to go through at least two books to get different perspectives and hopefully get a broader and more thorough understanding of the topic. This time I was not disappointed, and I picked two dramatically different books that worked quite well together to cover the vast subject of databases. Database Design for Mere Mortals is a book about how to design a database in a simple, straightforward way. Seven Databases in Seven Weeks: A Guide to Modern Databases and the NoSQL Movement is exactly what it sounds like, a book that runs through the features, advantages, and disadvantages of seven different modern databases to give you an overview of what's currently available and what these databases are capable of. Let's take a closer look at what each of these books has to offer.

Database Design for Mere Mortals front coverVS.Seven Databases in Seven Weeks front cover

Database Design for Mere Mortals


Databases are the foundation of many types of software applications, and I wanted to get a working understanding of how to design a database well. Michael Hernandez does an excellent job in this book laying out a process for designing a database with good data integrity and consistency, two important goals when designing a database. His writing style is direct, clear, and pleasant, and I found this book surprisingly easy to read considering it's covering a topic that threatens to be utterly dry and boring.

The book is split into three parts: an overview of relational database design, the details of the design process, and some other database design issues. The first part covers the history of database models, what a relational database is, the design objectives for a database design process, and the terminology of relational databases. The relational database that we know and love was conceived all the way back in 1970 in more or less it's current form with tables, fields, and relationships. Like with so many of the computer innovations of the 60s and 70s, we are standing on the shoulders of giants today with relational databases.

The second part of the book contains the majority of the content and lays out the details of the database design process. The process starts with defining the goals and objectives of the database and analyzing the current database that's in use, if there is one. This step, as well as most of the other steps in the process, involves numerous interviews with various stakeholders of the database, and example interviews are spread throughout this part of the book. The process continues with establishing the table structure of the database, defining the different types of keys for the tables, writing field specifications, designing table relationships, establishing business rules, defining views to represent database queries, and reviewing data integrity.

The third part of the book wraps up with some bad design practices to watch out for and advice for when you might think about bending or breaking the rules of good database design. Throughout the book, Hernandez focuses on the relational database and doesn't even bring up other modern database models, like the models covered in Seven Databases in Seven Weeks, but the process he lays out could be adapted to other types of databases fairly easily.

Early in the book Hernandez takes a decidedly database-centric view of application design by assuming the database is the starting point of an application, and the data structure should be established first with the rest of the application being built up around it. It's worth noting that this is but one way to design an application, and it normally results in an application with a data-centric feel to it. Another way to design an application is to start with the user interface (UI) and user experience (UX) and design the database to work with the application structure that results. Such an application will have a much more user-centric look and feel. Both approaches have their own benefits and issues, and of course a real project will likely be a hybrid of these two extremes because the design of the database and user interface is not going to be a serial process.

As for the database design process itself, I was surprised at how similar it is to good software design. Much of good database design boils down to eliminating duplication in the database, choosing descriptive names for everything in the database, and making the database flexible enough to change easily. Good software design will follow these same principles. Most of the book felt very familiar except that the terminology referred to databases instead of programming languages.

The reason that duplication in a database is a bad thing is that if the same field is replicated in multiple tables, then the data for those fields needs to be constantly kept in sync. It becomes much more likely that the data will be updated in one place and not the other, causing data integrity problems. The process of eliminating duplication is referred to as normalizing the database, but using Hernandez' design methodology, duplication is never allowed into the database, so normalization shouldn't be necessary. The equivalent principle in software design is the DRY principle, and it is usually achieved through refactoring.

Naming is one of the hardest problems in software design, and it seems from this book, the same is true of database design. At least half of the book is about how to name various database structures, and many times naming a table or field will provide clues as to how it should be changed to make the design better. One place where naming can reveal design issues is when a table has a multi-part field. A multi-part field is a field with values that have more than one distinct subject. The canonical example is an address field that contains full addresses as string values. An address consists of a street name, city, state, and zip code. A better design would have separate fields for each of these parts of the address.

While the advice on naming was generally good, and I learned quite a lot about subtle naming issues in database design, some of the advice struck me as odd. Hernandez recommends using an abbreviated form of the table name as a prefix to disambiguate field names that would otherwise be the same across tables, like when there are address fields for employees, customers, and suppliers in their respective tables. He advises having names like "EmpAddress," "CustAddress," and "SuppAddress." Later he abbreviates things like "Classes" to "Cls" and "Student" to "Std," which makes even less sense to me. I would think this practice would add confusion, and adds mental effort by having to do the translation in your head every time you use these abbreviated fields. I've come to appreciate the advantages of not abbreviating names in programming, and the cost of a little extra typing is not terribly significant. I would prefer the unabbreviated names for clarity.

Another issue I had with this design process was how much it seemed like a Big Up-Front Design (BUFD) process. The entire database design is decided in the beginning through meetings and interviews, and Hernandez recommends everything be documented in paper folders. And I mean everything:
Once you’ve identified which web pages you need to review, take a screenshot of each page. Copy the screenshots into a word processing document, print the document, and then store the document in a folder for later use.
It seemed quite rigid and optimistic to me with how much requirements can change during a development project. Maybe there's something about database design that requires this type of BUFD, but I can see why programmers can get frustrated with the database team if this is how they have to operate. I wonder if there's a way to make the design process more flexible and (dare I say) agile without sacrificing data integrity and consistency in the database design.
Despite these misgivings, Database Design for Mere Mortals was an excellent introduction to database design overall. Hernandez' approach was simple, straightforward, and methodical, and he did a great job of laying out a process that should be accessible to most people. In his own words, database design isn't hard:
I’ve always believed that you shouldn’t have to be a rocket scientist in order to design a database properly. It should be a relatively straightforward task that can be performed by anyone possessing a good amount of common sense. As long as you follow a good database design method, you should be able to design a sound and reliable database structure.
I always thought that to be true, from what little I knew about databases, and it's good to have the confirmation from an expert. I definitely recommend this book to anyone looking for a good way to design a database effectively. Maybe you can even find a way to make it more adaptable to change.

Seven Databases in Seven Weeks


I've been wanting to read one of these Seven X in Seven Weeks books for a while now, and this is the first one I was able to get to. It was excellent. I'm amazed by how much Eric Redmond and Jim Wilson were able to fit into 350 pages, and it's entirely coherent while being an immensely enjoyable read. They do actually cover seven databases in reasonable detail in this book, dedicating roughly 45 pages to each database.

It's an interesting exercise to think about. If you had to cover a database in 45 pages, what would you include? What would you leave out? I think the authors struck the perfect balance. They decided not to cover installation of any of the databases, nor did they explain much about the programming languages that they used to interface with the databases (and they used an impressive number of languages: Ruby, Java, JavaScript, Groovy, and Gremlin). You were either expected to know it or be able to figure it out on your own. That was fine with me because they covered a ton of stuff in the short amount of space available to each database, and their explanations were crisp, brisk, and understandable.

The basic format of the book is one chapter per database, and each chapter is split into three sections representing three days of study. The first day covers the basic API and main features of the database. The second day goes through the more advanced features of the database that make it unique and interesting. The third day does something more involved using a large data set to populate the database and showing what kinds of structures and queries are best suited to that particular database. The end of each day includes some homework exercises to guide the reader in learning more about how each database works.

I thought this format worked extremely well, although the "seven weeks" in the title makes it seem like it would take longer to get through the book than it actually does. Since each chapter consists of three days, you could finish everything in three weeks if you did something everyday. Each day's work is also short enough that it is conceivable that you could squeeze seven databases into seven days instead of weeks, but you wouldn't be able to do anything else other than eat, sleep, and study to do it, so probably not realistic.

At any rate it's a great way to learn something significant about seven databases in a short amount of time. You'll learn their strengths and weaknesses and how to interface with them through code as well as the provided command line or HTTP interface. If you were looking for a new database to use on a project, this book would give you all the right information to figure out which database would work best as well as get you started on using it for your project.

I've come this far without even mentioning what the seven databases are, so I'll stop raving about the book and briefly describe each database that the authors cover.

PostgreSQL
PostgreSQL is a traditional relational database that has proven itself many times over on large software projects. As a relational database, the basic structure of the data it stores is in the form of tables that are made up of fields that describe characteristics of the data and rows that hold the values of those characteristics for specific entries in a table. Tables can be linked together with uniquely-identified primary keys, and queries can filter and sort the table data and use keys to find linked data in very flexible ways.

PostgreSQL has the advantages of being fast and having great driver support in most programming languages. It's a mature, reliable database with decades of development behind it, and being a relational database, most developers will be familiar with how it stores data and how to query it. As for weaknesses, it does suffer from scalability issues if you need to partition it onto multiple servers. Most relational databases don't handle partitioning nearly as easily as other types of databases. Also, if your data doesn't fit well into a rigid schema structure or mostly contains large blobs of data, PostgreSQL probably isn't the right database for your data.

Riak
Riak is a distributed key-value store, which means it's built from the ground up to run on multiple servers, and it stores and retrieves data using unique keys for each piece of data. The data can be anything from plain text to video clips, and the keys can be automatically generated or manually assigned. Data can be further divided into buckets to separate key-value pairs in a logical way. The interface to Riak is HTTP requests, and all the normal CRUD (Create, Read, Update, and Delete) operations are done through a slick REST interface using URLs so it's easy to interact with Riak through any programming language's HTTP library.

Because Riak is distributed, it cannot be fully consistent, available, and partition tolerant at the same time. This type of trade-off pops up in all kinds of places. In project management you can't optimize fully for time, cost, and features. In programming you can't optimize code fully for performance, readability, and development time. You have to pick two of the three options. Riak steps around this problem by allowing you to pick two options for each request to the server. One write to the database could be consistent and available, and the next write could be available and partition tolerant instead. That's cool.

HBase
The authors' description introduction to HBase is pretty good: 
Apache HBase is made for big jobs, like a nail gun. You would never use HBase to catalog your corporate sales list, just like you’d never use a nail gun to build a dollhouse. If your data is not measured by many gigabytes, you probably need a smaller tool.
It's a column-oriented database similar to Google's BigTable database, and it's designed to be fault tolerant and highly scalable. The structure of the database is a set of tables with each table containing rows that are kept sorted by the row key. The rows are divided into column families, and each column family in a row can have it's own set of columns. The same column family in two different rows can contain different columns. Every change to a row will create a new version of the row, so the database provides revision control for free.

Being a highly scalable database, HBase's major weakness is that it's not for small data sets. Like the quote says, if you're not dealing in huge amounts of data, HBase is going to be overkill.

MongoDB
MongoDB is a document database. Instead of storing data in tables, columns, and rows or key-value pairs, it stores data in documents. A document is a JSON string that contains an _id field and any number of other fields with a name and a corresponding value. That value can be a string, a number, an array, or even another hash, which is what the base document is. There is no defined schema, so each document can be completely different than the others, although in practice such an ad hoc database would be unusable. The application is responsible for maintaining the data structure that it requires.

MongoDB is another scalable database designed for storing massive amounts of data and running on large clusters of machines. It has more flexible querying capabilities than Riak or HBase, but you can easily shoot yourself in the foot with its lack of schemas. The application's data model has to be well defined, or else the database can quickly become a humongous mess.

CouchDB
CouchDB is a document database like MongoDB, and it has a REST interface like Riak. It was designed to be simple and flexible, and it can run on almost anything—from large data centers to your smart phone. It never deletes data stored to it. When you update a document, it creates a new version of it so you get revision control for free, and this mechanism is also the way CouchDB ensures data consistency in a distributed system.

Neo4j
Neo4j is an entirely different type of database, as the authors describe:
Neo4j is a new type of NoSQL datastore called a graph database. As the name implies, it stores data as a graph (in the mathematical sense). It’s known for being “whiteboard friendly,” meaning if you can draw a design as boxes and lines on a whiteboard, you can store it in Neo4j. Neo4j focuses more on the relationships between values than on the commonalities among sets of values (such as collections of documents or tables of rows). In this way, it can store highly variable data in a natural and straightforward way.
It would be perfect for storing a family tree or, as explored in the book, actor connections in movies so that you could query for actors six degrees from Kevin Bacon. It's an interesting departure from most other databases, and it's great for researching certain kinds of data problems.

Redis
Redis is another key-value store like Riak, but its defining characteristic is its speed. Redis is fast, and if it's configured to be a purely in-memory store, it's blazing fast. It's more like a cache than a database when set up this way, and normally it is backed by one or more other databases. Redis is used to speed up access to other databases more so than storing data itself. It also has a very fully-featured command line interface with over 120 commands that make it easy to use and integrate into a larger system.


These summaries give you an inkling of what's covered in Seven Databases in Seven Weeks, but I can't begin to do any of these databases justice in this short space. The authors even claim that they only scratch the surface, although I would say they do a phenomenal job of it. It was quite an entertaining read, and I finished it with a much better understanding of the wide variety of databases out there and what their strengths and weaknesses are. The appendix even includes a great comparison table of the different features and capabilities of the seven databases, a great reference to come back to later. I highly recommend this book for anyone who needs to find a new database to solve a gnarly problem or who is curious about the different kinds of databases available beyond the ubiquitous relational database.

A Crash Course in Databases


I set out to learn some useful things about databases, and with these two books, I definitely accomplished that. Database Design for Mere Mortals gave me a good understanding of the issues involved in designing for a relational database and how to solve common database problems. The design process should be fairly easily adaptable to other types of databases as well, and it gives a clear picture of where things can go wrong that will come in handy when you're designing for a schema-less database. Seven Databases in Seven Weeks exposed me to a wide variety of databases in a great hands-on way that was incredibly engaging. I'm looking forward to reading more of the Seven X in Seven Weeks series, and I hope they're all as good as this one.

Between the two books, I learned a ton of stuff about databases, but not everything, of course. There wasn't much coverage of relational algebra or the implementation of some of the fundamental features of databases, like indexing or storage management. I'll have to find a different book for those topics, but these two books were excellent in what they covered. They complement each other well with almost no overlap in material, and together they're a great crash course in databases.

Avoid Analysis Paralysis by Experimenting

Have you ever been stuck on a problem, not because you didn't have any ideas for how to solve it, but because you had too many? It's a common situation to fall into in software engineering because any given problem will have a multitude of solutions, and each of them boil down to writing and changing the right code, a process that can be quite quick and has a tight feedback loop. It's a much faster process than designing complex hardware systems, like integrated circuits or automobiles, and the turn-around time on an idea can often be measured in minutes to days instead of months to years. Often the programmer is faced with numerous potentially promising solutions at once. With so many choices and fast implementation times, a good way to get out of the analysis paralysis rut is to roll up your sleeves and start experimenting.

Software is flexible and malleable in a way that hardware is not. Software is more like writing or movies or music in that it can be bent, stretched, molded, and rearranged on a whim, so trying out ideas should be the default method of attacking small- to medium-sized problems. Obviously, attacking large problems in software by constantly tearing up and replacing the basic architecture of the code base will inevitably lead to disaster. Those decisions require more forethought and design, but for the day-to-day problems we all have to deal with, experimentation is a great way to discover what works best and keep moving forward.

If you find yourself in a discussion or meeting, debating the best course of action on a development problem, and you start to realize that the combined time of everyone in the room is approaching the time it would take to implement at least two of the options, it's probably better to start spinning up some experiments to prove out a winner instead of continuing to hash out arguments that have no clear answer.

One reason why we may resist experimenting in favor of discussions is that we have a mental block for changing working code in an unfinished project. Even though version control makes it easy to try out ideas and roll them back, it can still become harder and harder to make changes to a project as it matures. The project builds up inertia, and starts to resist change. Scott Berkun has a nice article about how ideas can become too precious, and they start to take on a life of their own:
Being precious means you’re behaving as if the draft, the sketch, the idea you’re working on is the most important thing in the history of the universe. It means you’ve lost perspective and can’t see the work objectively anymore. When you treat a work in progress too preciously, you trade your talents for fears. You become conservative, suppressing the courage required to make the tough choices that will resolve the work's problems and let you finish.
In the case of a software project the precious ideas are the accumulated work on the project that exists in the current state of the code base. To make progress, we have to push against the inertia of the code base and force improvements through experimentation. To push things in a new direction, branch the code and start experimenting with options until one emerges as a clear winner. If there is no clear winner, then you can still pick something from the implemented options and run with it, and you haven't wasted time debating options that didn't have much differentiation anyway.

When you're experimenting, don't be afraid to throw stuff away. It can feel like you're writing a lot of code that will never get used, but the code is not the important part. You're not throwing away work, you're gaining knowledge. The superfluous code is just a byproduct of gaining that knowledge. Over time the knowledge will accumulate and mature into wisdom. You'll be able to make better decisions, sidestep more pitfalls, and create viable solutions faster with the buildup of knowledge from regularly experimenting.

Experimentation turns out to be a useful way to make progress in many fields, some not so obvious. Take mathematics for example. My early impression of advanced mathematics was along the lines of mathematicians standing in front of blackboards, pondering proofs until they had an epiphany, and then writing down the proof in a burst of genius. The reality is quite different. Mathematics does involve plenty of thinking, of course, but it also involves plenty of experimenting with ideas. Often a hard problem must be broken up into pieces or changed into an easier problem to solve first. Lemmas, propositions, and minor theorems need to be built up to help in proving a major theorem, and a lot of the work of mathematics is building these tools to create the final product. If experimentation can work for such an abstract field as mathematics, it can certainly work for software development.

To get better at experimenting, it's important to get comfortable with spinning up an experiment quickly. The faster you can get a programming experiment started, the less friction there will be when you need to run an experiment to make a decision. I'm reminded of when I used to throw pottery (not literally picking up pots and throwing them, but making ceramic pots on a potter's wheel). When throwing pots, the first thing you have to do is center the clay on the wheel so that when the wheel spins at high speeds, the clay doesn't wobble at all. If the clay isn't centered properly, the pot won't stay symmetrical and may very well tear itself apart before you finish it. Much of learning to throw involves learning how to center, and once you can do it well and do it quickly, you can make more and better pots. You can run a lot more throwing experiments with your wheel time, and you more quickly discover what works and doesn't for making beautiful pottery.

The analog in programming is to get good at writing the necessary startup code to get to a basic working program as fast as possible. If you do web development, practice bringing up a new website and connecting it to a database. If you do embedded development, practice starting a new embedded application with tasks, interrupts, and communication interfaces that you use regularly. If you do mobile development, practice creating a new app and hooking up a basic GUI. Normally, you only do these things once at the beginning of a project, so the process isn't always fresh in your mind. If you practice it, then you can do it quickly and run more experiments with new code without having to tear up an existing architecture to do it.

Finally, experimenting with problems in code and trying out solutions will uncover issues that you would have never thought of otherwise. Sometimes a solution will fit right into the existing code base, much better than you thought it would, and can even make the code it interacts with simpler and more elegant. Other times it will require major transformations of other algorithms, data structures, and interfaces that you may not have thought through when the solution was an image in your mind's eye. Experimentation provides useful feedback on those things that you may have missed, and when you experiment with real code, you'll often find that you didn't need the complex, high-performance solution that you thought you did.

The ability to experiment is a useful tool to have in your programmer's toolbox. The results of an experiment are much more convincing than vague arguments when deciding among a set of options. Don't worry about writing code that may be thrown away because the useful work is the knowledge that's gained, and that knowledge can be reused to solve similar problems in the future. Instead, worry about getting faster at running experiments by practicing how to bring up new applications quickly in your environment. Then you can get the definitive answers you need to make progress.

Exploring the Tension in Software Abstractions

Ever since we started making tools as a species, we've been dealing with abstractions. We've been adding layer upon layer of abstraction to every form of work imaginable since those first hand-made chisels and knives long ago. With every layer of abstraction that we add, we can do the same amount of work with less effort or more work with the same amount of effort. Those layers of abstraction don't come for free, though. They add complexity. Especially within software engineering, where we have fine control over abstractions and can add many layers of abstraction even within one program, a tension exists between the abstractions we create and the complexity that results. We have to make intelligent choices with those abstractions while being aware of the trade-offs.

Movement and Computation


To get an idea of how we use abstractions to increase the efficiency of doing work, we can look at something physical that we've abstracted over time, like movement. How we get from point A to point B has had a huge impact on the development of civilization, and we've been abstracting how we get around for ages. We started out on our own two feet, but once we figured out how to train other animals to let us ride them, we could move faster with less effort and carry more stuff with us. That abstraction didn't come for free, though. We had to invest time training horses, donkeys, and camels, caring for our animals to keep them alive and healthy, and making equipment like saddles, bridles, and stables to improve the animals' usefulness. The additional work we had to do to support the abstraction of using animals for movement was worth the effort, and we could move around much better and get much more done than what we gave up in time spent caring for horses.

Another abstraction we layered on top of horse riding was attachments: buggies, wagons, and carriages. We could attach essentially a platform on wheels (with many variations of platform) to one or more horses so that we could carry much more stuff for much longer distances in more relative comfort than we could on horseback alone. This abstraction added more work to build, maintain, and repair the wagons, but it was still a big win in efficiency.

From here we could look at all kinds of other abstractions like bicycles, trains, airplanes, and rockets. Every abstraction of movement has its own advantages, trade-offs, and applications, but the one we'll look at is the automobile. It has replaced the horse with horsepower in the form of an engine (or most recently an electric motor) and combined that with the wagon for transporting people and stuff. We have spent massive amounts of time and energy designing, manufacturing, and supporting this abstraction, and we've made great gains in efficiency and convenience because of it.

Anyone who owns a car knows that cars need to be maintained. Periodically, the oil and filters need to be changed, the brakes need to be replaced, and various components need to be inspected for wear. Most of the time you don't need to know much about how the car works. You just need to know how to drive it to get around, but every once in a while the abstraction leaks. The car breaks down, and if you don't know enough about the abstraction to go under the hood and fix it, you might have to hoof it without the actual abstraction of a horse. Although, you likely have a modern abstraction of communication to help you line up a tow truck, a mechanic, and a ride to where you need to go.

Now compare the abstractions of movement we've developed with abstractions of computation. They have a lot in common. Computation has gone through its own series of abstractions, from teams of human "computers" that did calculations by hand to huge computing machines that read punch cards and used vacuum tubes for logic to the modern day computer with billions of transistors, terabytes of storage, and teraFLOPS of performance (at least). A modern software program is also built on many layers of abstraction, from a high-level programming language expression at the top to the silicon bandgap at the bottom.

Like transportation abstractions, our computation abstractions require huge amounts of design, manufacturing, and support effort. We have to maintain and repair our computers, and all of the abstractions that make them up can leak from time to time. They also allow us to do huge amounts of work with orders of magnitude less effort than we could do without them. Computers enable us to do all kinds of things that would be impossible without them, like measure the creation of previously undiscovered particles.

Layers of abstraction exist within a software program as well. Every class and function provides an abstraction of the computation that's done within it, and there are some trade-offs to consider when deciding when and where to add these abstractions. Software is quite flexible, and it's relatively easy to add or remove layers of abstraction to hide or expose more of a computation in a given function. That ability to finely layer abstractions for little cost changes the analysis a bit from the big abstractions of automobiles or microprocessors. In software design we are constantly doing small cost-benefit analyses, and that adds another dimension to the choices we make when writing code.

Queues and Logs


The trade-offs involved when choosing where to add abstractions to a program create a tension in the design of the program. There is a constant pull at every level of the design between hiding implementation details so that they can be ignored and showing those details so that they can be reasoned about in the context of where they are used. To explore this tension, let's look at an example.

Let's assume we're designing a logging feature for an embedded system. The embedded system could be anything, but let's say it's a robot. We want to keep track of vital information about the state of the robot while it's running, and be able to read back that state if something goes wrong to get clues about where the program messed up.

We don't have infinite space for this log, especially because it's an embedded system, so a circular queue would be a good data structure to use. We can add new log entries to the front of the queue and read them from the tail of the queue. Once the queue gets full, it will start overwriting the oldest entries at the tail of the queue with the newest entries that are being written to the head. Here is a basic implementation of a queue written in C:
/*
 * Queue.h
 */

#ifndef SOURCES_QUEUE_H_
#define SOURCES_QUEUE_H_

#include <stdint.h>

typedef uint8_t * QUEUE_ELEM_PTR;

typedef struct QUEUE {
  QUEUE_ELEM_PTR base;
  QUEUE_ELEM_PTR head;
  QUEUE_ELEM_PTR tail;
  uint32_t elem_size;
  uint32_t elem_count;
  uint32_t q_size;
} QUEUE, *QUEUE_PTR;

void Queue_init(QUEUE_PTR p_q, QUEUE_ELEM_PTR p_q_base,
                uint32_t elem_size, uint32_t q_size);
void Queue_enqueue(QUEUE_PTR p_q, QUEUE_ELEM_PTR p_new_elem);
int32_t Queue_dequeue(QUEUE_PTR p_q, QUEUE_ELEM_PTR p_elem);

#endif /* SOURCES_QUEUE_H_ */
/*
 * Queue.c
 */

#include <string.h>
#include "queue.h"

void Queue_advance_ptr(QUEUE_PTR p_q, QUEUE_ELEM_PTR *p) {
  (*p) += p_q->elem_size;
  if (*p >= p_q->base + p_q->q_size) {
    (*p) = p_q->base;
  }
}

void Queue_init(QUEUE_PTR p_q, QUEUE_ELEM_PTR p_q_base, 
                uint32_t elem_size, uint32_t q_size) {
  p_q->base = p_q_base;
  p_q->head = p_q_base;
  p_q->tail = p_q_base;

  p_q->elem_size = elem_size;
  p_q->elem_count = 0;
  p_q->q_size = q_size;
}

void Queue_enqueue(QUEUE_PTR p_q, QUEUE_ELEM_PTR p_new_elem) {
  QUEUE_ELEM_PTR p_write = p_q->head;

  Queue_advance_ptr(p_q, &p_q->head);

  // Advance the tail if the head has caught it.
  if (p_q->head == p_q->tail) {
    Queue_advance_ptr(p_q, &p_q->tail);
    p_q->elem_count--;
  }

  // Now add event in the old location.
  memcpy(p_write, p_new_elem, p_q->elem_size);

  p_q->elem_count++;
}

int32_t Queue_dequeue(QUEUE_PTR p_q, QUEUE_ELEM_PTR p_elem) {
  if (p_q->tail == p_q->head) {
    return -1;
  } else {
    memcpy(p_elem, p_q->tail, p_q->elem_size);
    Queue_advance_ptr(p_q, &p_q->tail);
    p_q->elem_count--;
    return p_q->elem_count;
  }
}
This queue implementation is an abstraction, and we can already see some tension between it and the code that would use it. For instance, the QUEUE structure contains an element size and a queue size that are set by the caller, and the Queue_init routine doesn't check to make sure that the queue size is a multiple of the element size. It's the caller's responsibility. If this were a data structure that would be part of a library, maybe it would be appropriate to do the check for the caller. Then we would have to define an error code and make sure the caller checked the error code if there was a risk of misaligned elements. Since this is for an embedded project where all of the source code would be available to the developer and the number of developers that will be using the code is relatively small, it might be okay to forgo the check. There's no clear answer, and that creates tension.

Some other trade-offs that were made were that the queue doesn't allocate any memory—the caller is responsible for that, too—and the queue enforces that the head and tail only point to the same element if there are no elements in the queue. That means the queue can never be truly full. It will always advance the tail and remove an element if the head catches the tail.

With this queue, we could fairly easily create a log structure that uses the queue as an abstraction and offloads some of the complexity of logging so that we don't have to think about all of the details at once. It's clear that putting the code for handling the queue in one place is better than having it spread throughout the logging code, and it allows us to leverage the abstraction to get more work done, much like using a car to run errands.

The queue's functions also adhere to the Single Responsibility Principle (SRP), with each function doing one thing. The one possible exception is the Queue_dequeue function, which returns the number of elements left in the queue. It's a slight deviation from SRP, but it's very convenient when looping through the queue to know when the last element was just dequeued. Again, we see that there's tension about what the best design choice is.

What if there's a crash?


It's all well and good that we have logging to a circular buffer for our robot, but what if the code crashes and reboots? What if the robot starts running amok and we have to hit the shutdown switch? The queue only resides in memory, so in most failure cases, it's likely to be lost before we could read it. To make the log more permanent, we want to write it to non-volatile memory. Most embedded processors have internal flash, so we could use that flash or attach an external flash memory to store the log. Two problems still remain with this solution, our queue implementation doesn't know anything about writing and erasing flash or about initializing memory that may have some valid elements in it already.

Let's start with the problem of initializing the head and tail pointers for memory that might already have values in it. Erased flash memory always has a value of 0xFF (hexadecimal notation), so we can use that value to figure out where the head and the tail of the queue are. Starting from the base of the queue, (or anywhere within the queue, really) the tail will be the first non-erased element after an erased element, and the head will be the first erased element after a non-erased element. We can add this code to the Queue_init routine like so:
bool Queue_element_is_blank(QUEUE_PTR p_q, QUEUE_ELEM_PTR p) {
  QUEUE_ELEM_PTR p_end = p + p_q->elem_size;
  for (; *p == 0xff && p < p_end; p++) ;
  return (p == p_end);
}

void Queue_init(QUEUE_PTR p_q, QUEUE_ELEM_PTR p_q_base,
                    uint32_t elem_size, uint32_t q_size) {
  p_q->base = p_q_base;
  p_q->head = p_q_base;
  p_q->tail = p_q_base;

  p_q->elem_size = elem_size;
  p_q->elem_count = 0;
  p_q->q_size = q_size;

  /*
   * head = 1st blank entry after a non-blank entry
   * tail = 1st non-blank entry after a blank entry
   */
  bool was_blank = true;
  for(QUEUE_ELEM_PTR p_elem = p_q->base;
      p_elem < p_q->base + p_q->q_size;
      p_elem += p_q->elem_size) {
    if (!Queue_element_is_blank(p_elem)) {
      if( was_blank ) {
        p_q->tail = p_elem;
      }

      p_q->elem_count++;

      was_blank = false;
    } else {
      if (!was_blank) {
        p_q->head = p_elem;
      }
      was_blank = true;
    }
  }
}
Adding this code to Queue_init shows another form of tension in writing functions. The two parts of the function, assigning values to the structure and finding the head and tail, could have been pulled out into their own functions and called from Queue_init. That would make Queue_init simpler because it would only be two function calls, and it would be much easier to understand at a glance. It may also be harder to introduce bugs because each step of the initialization process is isolated in its own function. Plus, a developer that only wanted to check how the structure is initialized or to look at the head-and-tail finding algorithm could focus on that piece of the code because it's in its own function.

On the other hand, keeping all of the initialization steps together at the same level of abstraction has its own advantages. It may be more complex, but not substantially so. The whole function is only about 30 lines of code. Having all of the code in one place makes it easier to see the entire behavior of the code at once. We don't have to jump back and forth between three different functions to see everything that it's doing. Seeing all of the details at once, as long as it's not too many, can make it easier to change the function, if needed, and see bugs that might be hidden between layers of abstraction. It's a difficult design choice, and every case will have its own conditions that tilt the balance one way or the other. In this case, it's probably best to keep all of the details together.

For the case of writing and erasing the flash in the Queue_enqueue function, things are a little different. The queue doesn't really need to know how to write and erase the flash, so those operations can be separate functions that are called when needed. However, the queue does need to know a little about the structure of the flash because normally flash memory locations can only be erased a block at a time, with a block being a range of addresses. To keep track of the tail, the queue will have to know the block size and advance the tail by that much whenever it erases a block. The new Queue_enqueue code looks like this:
int32_t Queue_enqueue(QUEUE_PTR p_q, QUEUE_ELEM_PTR p_new_elem) {
  QUEUE_ELEM_PTR p_write = p_q->head;

  Queue_advance_ptr(p_q, &p_q->head);

  // check if we need to erase things
  QUEUE_ELEM_PTR next_block = (p_q->head + FLASH_BLOCK_SIZE);
  bool tail_in_block = p_q->head <= p_q->tail && p_q->tail < next_block;
  bool erase = !Queue_element_is_blank(p_q, p_q->head);

  if (erase) {
    Flash_erase((uint32_t)p_q->head);
    if( tail_in_block ) {
      //need to move the tail to the next block
      p_q->tail = next_block - p_q->elem_size;
      Queue_advance_ptr(p_q, &p_q->tail);
    }

    uint32_t events_per_block = FLASH_BLOCK_SIZE/p_q->elem_size;
    p_q->elem_count -= events_per_block;
  }

  // now add element in the old location
  uint32_t ret = Flash_Write((uint32_t)p_write, p_q->elem_size, p_new_elem);

  if (ret) {
    p_q->head = p_write;
  } else {
    p_q->elem_count++;
  }

  return ret;
}
The function now returns an error code if the flash could not be written for some reason, and the FLASH_BLOCK_SIZE constant would be defined in the code for the flash. It would be nice if the queue didn't need to know about the flash because that's a different level of abstraction, and it's better to keep the entire function at the same level of abstraction. However, the head and tail management is bound up with the flash structure now, and it would probably add more complications and be more confusing if we tried to separate them. The other alternative, moving some of the head and tail management into the Flash_erase code, is even worse because the flash will most likely be used to store other things as well and mixing code for the queue into it would pollute the flash code.

In the end the compromise taken here isn't too bad because the function is still relatively short and understandable. Because it's an embedded system, not a general library, the implementation is already tied more closely with the hardware it's running on, and these kinds of compromises are made for the sake of code size and efficiency. A log in a different type of system would warrant a different choice, but then again, it may have a hard drive instead of flash, in which case the implementation would be totally different. Code should be designed for the context in which it is used.

This code is now a good starting point for implementing a logging function for our robot. The abstractions strike a good balance, and the benefits of using the queue with flash support likely outweigh the cost of understanding and maintaining it. It may not be as big of a jump as moving from a horse and buggy to a car, but programming is full of abstraction opportunities, and every well-designed abstraction helps get a little more work done for a little less effort.

Not Too Tight, Not Too Loose


We deal with abstractions all the time, and building abstractions on top of abstractions is how we make progress with technology. In software development it is especially apparent that abstractions are everywhere. The layers of abstraction within a program are thin, and they have a definite tension at the boundaries. Making the abstractions tighter can hide unnecessary details and improve code decoupling while making them looser can expose more interactions and improve code awareness. Good design balances the tension between those two concerns.