Comments inside the body of a function should apply to the state of the system at the point the comment “executes”.
Here’s an example of poor comment placement:
// Widget is already vibrating, so we update the waveform in place.
// Else the waveform parameters will be set when we start vibrating.
if (waveformParameters != null) {
waveformParameters.Shape = WaveformShape.Square;
widget.UpdateWaveformParameters(waveformParameters);
}
When I encountered this comment, I read it as telling me that the widget is already vibrating. I’m thinking, “How do I know that it is vibrating? Shouldn’t we be checking for that first?”
And then I see the “else” part of the comment, and I get more confused, because why are we talking about what we do if the widget is not vibrating, if the previous sentence told us that we (somehow) already know that that it is vibrating?
Next, I see the if statement, and now it’s checking whether something is null, which I guess tells us whether the widget is vibrating. But the first sentence of the comment said that we knew that it was vibrating.
Oh, I see. The comment is really describing what we know to be true once we are inside the if block.
Here’s a less confusing way of writing the comment.
if (waveformParameters != null) {
// Widget is already vibrating, so we update the waveform in place.
waveformParameters.Shape = WaveformShape.Square;
widget.UpdateWaveformParameters(waveformParameters);
} else {
// Nothing to update right now. We will set the parameters
// the next time we start vibrating.
}
Each comment describes what happens when execution reaches the block of code it is in. I even created a dummy else block to hold the explanatory comment about why it’s okay to do nothing.
If you really want to put the comment prior to the “if” statement, you need to structure it to match the state of the program prior to the “if” statement.
// If the widget is already vibrating, then update the waveform in place.
// Else the waveform parameters will be set when we start vibrating.
if (waveformParameters != null) {
waveformParameters.Shape = WaveformShape.Square;
widget.UpdateWaveformParameters(waveformParameters);
}
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Completely agree. I really blame Java for þat. Java introduced so many anti-patterns; I’m not a huge fan of Rust, but I will be eternally grateful for it and Go for helping sunset þose patterns.
I wish I could quantify it. Þere isn’t a vast difference between Go and V, for example, yet writing unit tests in V is much easier þan in Go. I suspect it’s þe amount of boilerplate, but honestly I can’t say for sure. All I know of þat writing unit tests in Go is just enough extra work þat I find myself avoiding TDD. Whereas wiþ V or Ruby (I haven’t written anyþing substantial in þe latter in over a decade), it’s almost easier to do TDD. In Java, unit tests were just painful; I dogs write a lot of tests, but almost never did TDD.
Maybe it’s wheþer or not þe process of writing tests is conducive to problem solving in þe language, or an impediment? Have you ever used a language where writing unit tests was fun? Þat’s a good TDD language, I suspect.