Why is so much software so bloated?

Posted 17 Dec 2000 at 21:23 UTC by Fefe Share This

To me, it is sickening to see how software gets slower faster than hardware gets faster. And nobody appears to have any feeling of guilt about it. People are happy to use bloat technologies, noone knows how to write lean and fast software any more. Why is that so?

I don't even have to point at Mozilla, GNOME or KDE, everyone who tested those knows how excruciatingly bloated those are. Holy wars abound which one is less bug-ridden and cause less crashes. Sometimes, I wish back the times where people had to work with a few kilobytes of RAM. Back then, software bloat simply caused applications not to work. Today, we have workarounds like good virtual memory systems where unused bloat is not loaded from disk, but that just solves the symptom, not the problem.

Why is today's software quality so bad? Why do users accept software when using it is like wading through a tar pit? And if someone sets out to write a new piece of software, the first thing they do is reuse bloat-ridden monster components from others. "Hey, they bloat is not coming from me", I hear them say. People even get away with calling something like gtkhtml or galeon "light-weight". Aren't they seeing the megs upon megs of Xlib, Xt and Gtk bloat those apps are carring around? I don't get it.

Does anyone have an idea why this is so and what to do about it? The humble beginnings of my attempt to fix the situation can be found at /proj/diet libc and /proj/embedded utils. I am not convinced this will help anyone but me, though. People are actually spending money to get even more bloat on their new hard disks they bought because the old one couldn't hold the old bloat. The typical Linux distribution today eats much more disk space than the typical Windows installation. Sigh.


Get over it., posted 17 Dec 2000 at 22:10 UTC by egnor » (Journeyer)

You're on some kind of holy crusade. Why? Consider the tradeoffs:

  1. Developer time packing more features into less space. (Make sure to include the cost of ongoing maintenance.)
  2. User convenience from having more features available.
  3. User time spent waiting for slow software.
  4. User cost and hassle upgrading hardware.

You would trade off #1 and #2 in exchange for #3 and #4. Other people make different choices. This isn't a black and white issue. The way to resolve these tradeoffs is exactly the way we're resolving them now, by offering a spectrum of choices and letting the user community at large "vote with their feet". Are you saying there aren't enough choices? (I disagree.) Are you saying developers aren't responding to the way users are "voting"? (Again, I disagree.)

Personally, I find Mozilla too slow, so I don't use it. (The Mozilla team is hardly unconcerned with performance; reducing bloat is their primary objective now.) Netscape 4 is "fast enough" for me. If I wanted something that was even faster and had even fewer features, I could use "links". The spectrum is fully populated.

(Oh, you want software that's fully functional *and* fast *and* small *and* available right now? I see.)

You apparently prefer software that's faster but less featureful, and that's your choice to make. For example, you choose to remove I18N from "diet libc". International users would probably make a different choice. Are you complaining that users at large prefer a different tradeoff?

Arguably, the time of skilled developers is one of the scarcest resources in computing right now. Hardware is cheap, software is often free, but developers to work on that software are few and far between. In that context, bloat makes sense. If a good VM can save the programmer a few hours shaving a few bytes off every last data structure in their program, that's a few hours that can be spent on something more productive.

Your argument seems to hinge on esthetics. That's great for stirring up flamewars, but it's not an argument anyone can resolve. Get pragmatic. Yeah, I had an 8-bit computer once, too. It's a different world now.

Tradeoffs, posted 18 Dec 2000 at 03:48 UTC by hp » (Master)

AOL to egnor. Absolutely. There are tradeoffs involved; and developer time is usually the thing in shortest supply, so you can't trade it off for other benefits. When I look at code written by big anti-bloat advocates, I usually see code that no one but the author can work on, that takes forever to get the bugs out of, and is just in general painful to maintain and fragile to use. And that's why you don't see those people writing huge complex software systems such as a desktop. Because this approach to code does not scale up.

The bottlenecks for software today are almost always developer time and bugs. Both of those are greatly reduced by programming at a higher level. As long as software is fast enough to be nicely usable, end users do not care what top has to say. Nor should they care.

I'm sure as soon as someone writes a significant, full-featured end user desktop with the low-level coding style of a C library, and it is robust and unbuggy, then everyone will be impressed and users will flock to it. But, it hasn't happened yet. And there are good reasons why it hasn't.

A Kindred Spirit!, posted 18 Dec 2000 at 03:52 UTC by goingware » (Master)

You would probably get a kick out of the thread I started on Slashdot with my post Programmers Make Computers Slower Year by Year in the article Netscape 6 vs. 4.7.x. (The discussion has been archived so I can't link to my original post or the following thread, but use your browser's Find command to look for the subject or my slashdot username "goingware").

The comparison review that was the subject of the article found that the latest netscape was a lot bigger and slower than, not just Netscape 4.7.x, but the Mozilla from which the latest Netscape was based.

Even while our friends at Intel, Motorola and IBM do the most amazing things to speed up computer hardware (and don't forget our friends at Adaptec with the blazing 29160 SCSI Ultra160 Host Bus Adapter), programmers consistently work harder year after year to steal from the end user the gains that they might otherwise have from purchasing new hardware.

This leads to the ridiculous situation that an old computer runs slower and slower as new software is loaded on it, until you finally have to buy a new one just to run at all.

It's not just that you have the perception that your computer of old is running slower than the new computers because it was less zippy when you bought it, but because the regressive performance dehancements of operating systems and bloated applications really do make your computers run slower...

There is no excuse for this. New features should not come at the expense of performance, and each new release of both operating systems and applications should be both faster and take up less space, not more. If substantial new features have been added then there may be cause for a little more code size but certainly not what we see in practice, such as what was listed in the Netscape 6 review.

My post was quite controversial and a lot of people thought that it was meant as a troll - it was moderated down several times as such - but I meant it in all seriousness and I've been going around saying this widely on the net and in person (advocating for lean code within companies) for years (and it was moderated up several times as well).

Fast performance and small code size should always be a design objective in any software project.

moderation in all things, posted 18 Dec 2000 at 04:25 UTC by mkc » (Journeyer)

A professor, whose name I forget, said something like

Automation is a way to do a task almost correctly, but faster and cheaper.
Maybe bloat is a way to make software almost as usable, but with more features. :-)

I think you make some good points, and I think that people (non-software people in particular) tend to underestimate the costs of bloat. In the end, though, the our job is to weigh the various competing factors and strike a good balance. Personally, I try to write lean code and fight hard against unneeded features, but remember: as simple as reasonable and no simpler. (to misquote that what's-his-name :-)

P.S. No one really runs static binaries anymore, though. A null, dynamically linked program is under 3KB.

Well-Implemented Clean Code Can Be Lean, posted 18 Dec 2000 at 05:26 UTC by goingware » (Master)

It's often said that it is preferable to have bloated code than obscure, tightly written code that no one but the author can maintain.

But I assert that the very most beautifully architected code is both lean, fast, and easily maintainable. People who write obfuscated code other than to win contests just aren't very good programmers, whether or not their code runs fast.

I think what is important is to design in your leanness at the architectural level, and code with efficiency in your consciousness, but not in minute detail.

For one thing, I think there is not enough use made of libraries in most modern software.

Libraries should be used both at the system level and within a development organization, not just to save code space and development time, but to provide a focal point for optimization. If you code your application to a library (whether the library be a class library, traditional subroutine library, or C++ generic programming template library), improvements made to the library steadily improve all applications, either when they are recompiled (for templates), relinked (for static libs), or the libraries recompiled and redistributed independentely of the apps (for shared libraries).

Also if multiple, independent application developers are making use of libraries they will tend towards more general architecture and get more eyes on them than the code internal to a single application will.

An important principle here, whether in libraries or user (application) code is the Extreme Programming practice called Refactor Mercilessly.

Simply put, this is recognizing when common code is repeated in two different places and putting it in a single place by making a subroutine out of it. Sometimes it is well to refactor at a higher level by breaking a large monolithic class into several smaller ones, usually through composition but sometimes through inheritance too.

What I'd like to suggest to anyone who's written a software product is that you don't stop at getting all the features implemented and working correctly, but examine your code globally to determine how it could be written better. Consider that when you ship a bug-fix release you spend as much time refactoring your program as actually fixing bugs - you're likely to find that your refactoring fixes a lot of problems for you as well, as was my experience with refactoring some code that interfaced with an XML library in a recent project.

And one last note about libraries - when you're writing a new application, it is very valuable to try to isolate parts of the program into self-contained modules and to package these modules into libraries which are built separately from your application. What you want is to write a lot of modules which do not depend on any other modules other than the standard libraries, or at the next level, on any modules but other modules in the same library.

This kind of thing is discussed in John Lakos' book Large Scale Software Design. It depends not just on how your code calls subroutines in other modules (which will force those modules to be linked in) but also how they include header files from other modules (this forces other modules to be provided for compilation - you have to be concerned about the physical design of your source code.)

If you're writing a closed-source app, this will make your program easier to debug and test when you consider it entirely by itself. If you write more than one application, you can rapidly build a reusable technology base for use within your company - of code that is tested and reusable. And if you're writing Free Software, you can provide the source to the library for others to consider, and they can either use your library as-is, or combine it with their own libraries, and we'll all be better off for it.

Bjarne Stroustrup discusses the importance of libraries in his chapters on software design in part IV of The C++ Programming Language. (Table of Contents) As I recall the first of the design chapters (chapter 23) would be good reading for anyone coding in any language, and the next would be pretty reasonable for anyone using any object-oriented language.

Basically what Stroustrup says is that when you are considering how to implement a program, you should:

  • Find existing code that will suit your purpose
  • Modify existing code slightly so that the new code suits your purpose
  • To the extent you can't find reusable code, write new reusable code that meets your needs
  • Only when it is not possible to use or write reusable code do you write code specific to the task at hand

Stroustrup observes (and so do I) that this is not the way things are commonly done in most software development organizations. This is a management problem - programmers are rewarded for the new code they write, rather than the money they save their organization by avoiding having to write code at all, and programmers themselves are typically more interested in writing code that visibly does something that you can demonstrate to any user rather than writing utility libraries where your face may not show up in lights for having written it.

Now, we all know that the whole point of Free Software is to enable us to have the source code to modify and customize to our own needs. But actually most free software does not serve this end very well at all; at the best you can make small modifications to an application to make a special version of it, or to port it to a new platform, but can you lift out big chunks of the source code wholesale and retarget it to an entirely unforseen purpose?

Yes, there are free software libraries - look at what's provided with GTK+ and the Gnome libraries for example, and the ZooLib cross-platform application framework which I contributed to bringing to open source release - but most of the source code written in application form is not really reusable outside of the application itself.

You could, but this can only be done easily if the original author architected and implemented well to make the classes or subroutines reusable in themselves without requiring the application as a whole.

The shining exception to this really, is GTK+. As I understand it this was originally written to be an application framework for use by one program, the GIMP, but it was architected in such a way that it can be used outside of the original program, and is cross-platform besides as evidenced by GTK+ for BeOS, GTK+ for MacOS and wxWindows/GTK.

Cleverer than I am, posted 18 Dec 2000 at 13:25 UTC by dan » (Master)

To the extent you can't find reusable code, write new reusable code that meets your needs

If you can write new reusable code and see it actually reused often enough for the extra development time to pay off, you're a better programmer than I am. Probably a practising clairvoyant, too.

"Reusable" code shouldn't be considered reusable until it's been reused. What happened to "plan to throw one away"?

Rambled Hypothesis, posted 18 Dec 2000 at 22:35 UTC by nymia » (Master)

Here are some of my hypothesis why I think software is so huge and complicated:

  • Languages were used to create frameworks that isolate the environment, rather than extending it.
  • Inability of a language to extend itself dynamically at the syntax and semantics level.
  • Lack of stack-based objects capable of lexing and parsing textual data.
  • Languages were used independently or singularly without regard to the machine and operating system.
  • Runaway abstraction.
  • Uncontrolled coupling.
  • Low-tech library management.

Though I have no proofs to back them up. I'll just leave them as-is for now.

That's my two cents. Thanks.

Writing reusable code is not so hard, posted 19 Dec 2000 at 03:02 UTC by goingware » (Master)

dan,

If you can write new reusable code and see it actually reused often enough for the extra development time to pay off, you're a better programmer than I am. Probably a practising clairvoyant, too.

It's really not so difficult to write code that is at least moderately useful. The main thing is that you have to be aware of some basic principles and to actually be conscious while you're working and to actually try.

It helps to try over some period of time and in fact I've been writing little homemade libraries everywhere I've worked since Working Software in 1990 - and I admit the libraries I wrote back then were pretty cheesy compared to what I do now, and what I do now pale in comparison to what Andy Green spent about the same time in creating ZooLib. It is partially somethin you must learn from experience, but what I'm saying is that it's worth trying and you can get rewarding results immediately.

Yes, it is very difficult to design a really well-designed library that is well-architected enough to serve a diverse range of purposes and is also implemented well enough so that it is interrupt-safe and does not leak resources or cause deadlocks (if your language supports exceptions and your program is threaded). For a discussion of the difficulty of writing exception-safe templates, there's a good chapter in More C++ Gems edited by Robert C. Martin. (The review I linked to isn't all that positive but I found the book very worthwhile myself, particularly the chapter on Large Scale Software Design by John Lakos, who also wrote a book on the same subject).

A problem with templates in particular, which are always meant to be reusable, is that while the template itself might not throw an exception, you have no way of knowing whether a function in a type that it's instantiated with will throw. You have the same problem using callbacks from libraries.

But I digress. Writing reusable code at the simplest level is often a matter of ensuring that a single subroutine can run on its own without having to link in the whole rest of the program. Scan through the source of your favorite program and find a single subroutine that looks like it will serve a useful purpose. Now link that routine's source file into a new program and try calling it. How hard is it to get the subroutine to compile and link - do you need just that one source file from the original program or hundreds of them?

There's a couple of simple principles. One is to parameterize things in such a way that a given routine will be of more general purpose. This might make it a little less efficient than a hard-coded specialty function but may increase overall efficiency because you will need fewer functions overall in your program and by making better use of both the cache and virtual memory your program will load and execute faster.

It's hard to think of a really good example, but consider this cheezy one:

long AddFour( long toWhat )
{
 	return toWhat + 4;
}

long AddFive( long toWhat ) { return toWhat + 5; }

Now those two functions look really lame sitting right next to each other but in a big program they may be independently written at widely separated source files, perhaps by different people who were unaware of each other's work. It's not as stupid as you might think to have such a function as things like this get used for stuff like accessors into packed data blocks like SCSI scanner commands.

But later someone takes a global look at the code and refactors it into the obvious single function:

long AddOffset( long toWhat, long offset )
{
	return toWhat + offset;
}

Cheezy examples aside, this first general principle in reusability is, rather than hardcoding a function to serve one's single immediate need, think about how it can be parameterized to serve several user's needs. What's most important is that you must consider this at the time the function (or class) is originally designed as it is hard to go back and restructure code to take out specialization and interdependence.

Don't get hung up on it, just have an awareness of it, most of us have some sense of what constitutes good code and this kind of reusability should be part of that sense.

The next is to avoid hardcoding types that are likely to only be used in one program into the parameters or local variables of a function (or member variables of a class). One really good way to do this is to make good choices about what should be in base vs. concrete derived classes and always refer to base classes when you can.

This usually means, in a language like C++, that you cannot hold an object by value when you possess one but instead must use a pointer or reference (other languages don't have a choice). In C++ if you hold the value of a base class and copy or initialize it from a derived class, you'll "slice" off the derived class personality - not just the member variables but the virtual functions. Thus one gotcha is that you must make the right choices about how you store your data - I've been slowly working on an article to address this called Pointers, References and Values.

Another good idea is to avoid having a library routine make subroutine calls into specific named functions that are not part of the same library. What you want to do is have a layering of your source code structure where the lowest layers depend only on the standard library, then the next layers depend only on the next layer down, and so on, with the functions at the top having the most dependence (all the way down) but are the fewest in number.

One way to do this in a normal C subroutine that needs to call another function is to pass in a pointer to a function as a parameter. That way the client code can determine what code is called by the library routine. This is used to great effect by the standard C library routine qsort(), which quicksorts an array based on a comparison function. It's simple enough to hardcode a quicksort for an integer array, or a float array, but to quicksort anything you have to pass in a pointer to a comparison function. It makes it a little harder to use the function but it saves you having to rewrite it all the time. You could even make this more general and have pointers to functions to access the elements by index and swap them, and then you can sort any data structure, not just an array.

In object oriented programming this is handled again by using base classes and calling their member functions. If you pass in a derived class you can override a member function and change its behaviour to whatever you desire (only if they're virtual in C++). But if you pass in a class that is pretty hardwired to be of use only to the one given application, then your routine is not likely to be reusable.

There's more to it but I think if you simply maintain an awareness of these simple practices and try to do them from time to time you'll save time in the long run in writing your programs. You'll also find it easier to design and implement your programs as you'll be concentrating on whatever is abstractly essential to the problem at hand when you're writing a function.

I have a friend who codes pretty much the exact opposite of what I've suggested here. Every function is hardwired to serve one purpose and one purpose only. If he has a need that is similar to, but different from a previously coded function, he copies and pastes the original source to a new location and modifies it until it suits that new, particular need.

It happens that this same guy took all the headers for one large commercial product and copied and pasted them into about three humongous header files "so they'd be all in one place and it'd be easy to find the definitions for things". No accident that when I ported his product to a new platform I broke his headers up into many little headers, often with only one struct declaration or prototype per header file, because the big headers had portable and platform-specific code all mixed up.

This guy's code is a nightmare to maintain. I think he shows genius in what he's managed to get running - he's got a lot of shipping products to his credit - but what pain he subjects himself to because he won't go to a little extra trouble to structure his code with good style. A lot of the work I've done for him has been to do the kinds of things I describe above to his work, parameterization and such.

Exceptions, templates and re-use, posted 19 Dec 2000 at 03:47 UTC by Omnifarious » (Journeyer)

goingware
A problem with templates in particular, which are always meant to be reusable, is that while the template itself might not throw an exception, you have no way of knowing whether a function in a type that it's instantiated with will throw. You have the same problem using callbacks from libraries.

I solved a similar problem when I wrote a Visitor framework for a class library of mine. One problem with a Visitor is that it may need to stop suddenly and return immediately when it encounters a problem, or discovers it's done and wants to not visit anything else for efficiency reasons. I solved the by having a placeholder exception the Visitor could throw. I made all the functions involved in implementing the Visitor specify this placeholder exception in their throw clause.

I would imagine a similar thing could be implemented for a template library. Perhaps a single placeholder exception for the entire library. The main problem this causes is that things that use the library need to be adapted to throw this new exception instead of what they threw before.

Another thing you could do is have a standard exception that was thrown by the template library whenever it caught in exception in a catch (...) clause. I can't remember if you can do this or not, but it might be possible to make the new exception contain the original exception. If not, at least the new exception provides a way to catch the error without it turning into an uncaught exception.

I don't have C++ Gems, so maybe these techniques were discussed there.

re: Exceptions, templates and reuse, posted 19 Dec 2000 at 06:03 UTC by goingware » (Master)

Omnifarous, I think what you propose is a good idea - that is, have all the routines in a library catch all exceptions from functions they call and throw only standardized exceptions that are declared in a throws clause.

I'm not entirely sure why, but More C++ Gems would seem to discourage this kind of thing, though. In that article on template exception safety, it states that one of the design principles is that libraries should not impose error handling policies, and so what they guarantee is that if an exception is thrown within a library, it won't be caught at all (or will be rethrown), it's just that there will be no resource leaks and all of the objects will remain in an error-free state (can your member functions throw exceptions anywhere with the classes remaining useful and not cause bugs?)

I can see the point of libraries not imposing policies to some extent, for example some libraries display error message alerts and this makes them pretty useless for automated processing or makes localization difficult, and sometimes makes the program unusable if you get cascading error alerts in really badly designed error handling. But I don't personally see anything wrong with catching an exception and handling it in some graceful way - maybe one of the features of the library is that you can be sure it throws no exceptions at all, for use by code that doesn't want to handle exceptions, or to make exception handling less complicated.

Using throws in C++ is tricky because you have to be really sure you do catch all the exceptions that might be thrown inside you, or else your program will terminate. This is really a drag because lots of legacy code was written before exceptions were provided in C++ but is used in code with exceptions; also it's generally the case that lots of C++ programmers aren't real careful about exceptions - I'm just beginning to get a grasp of them.

The one thing I really do like about Java is that exceptions were designed in from the beginning and functions must either catch all checked exceptions from functions they call, or declare that they throw them. You can't have the case where a function neither catches an exception nor declares it, and it makes it much easier to keep things consistent.

In C++ the situation really is a mess in general so about the best you can do is use catch(...) and just deal with it in some generic (and probably not very helpful) way.

Yes, you can include an exception as a member variable of another exception. I've done this. An exception is just an object that is a class instance like any other - the magic is happening to the object that is actually being thrown, which is behind the scenes in the C++ runtime.

There's a couple of gotchas. When a C++ exception is thrown, it is destroyed "by value" - that is, you want to say "throw foo()" rather than say "throw new foo" because in the second place the pointer won't be passed to delete.

In general you want to catch a C++ exception by reference so you get any derived class behaviour without slicing. But if you keep it as a member variable in an exception you throw on again, you want to copy it by value rather than keeping a reference to the original because the original will be destroyed once you throw again. Since you use the copy constructor of the type you're declared to catch, you'll slice off any derived class behavior and member variables if the object that was actually thrown was a derived class - you have no way of knowing that in general.

The only way around that is to have exceptions with a clone() method in their base class and then you can clone the real derivced class, but then this limits the kind of exceptions you can do this with.

This is less of a problem in Java because you prevent the exception from being garbage collected by keeping a reference to it. Another win for Java I suppose.

When we say "exceptions", we mean two different animals - there is the behaviour of the exception, which is an abnormal return, unwinding the stack until you find an exception handler, and then there is the data item of the exception itself. I think it is really useful to explore exceptions as data objects.

For example, they can have member variables. Commonly this is used for little more than storing an error code or an error message string or a reference to another data object that caused the exception. But they can be arbitrarily complex data structures - can you think of a way it would be useful to throw the root of a binary tree? (I can't offhand, but just to stimulate your imagination)

Exceptions don't have to be created right when they are thrown. You could make them up ahead of time and store them in a pool and pick them out and throw them. You could store an array with one each of every different type of exception your program might throw and when it comes time to throw something, use a random index into this array and throw what you find there, just to be weird.

Those two might not be very realistic examples but I have used exceptions as data items to very good effect, to simulate the behaviour of throwing exceptions between threads in a Java program.

In this case I wrote a communications program in which the low-level reads and writes were handled by separate threads processing a queue. The clients to these processes were running in another thread, so for example communication wouldn't block the UI. When communication completed a function would be called in the client object, much like an event handler in AWT or Swing.

In normal processing, a write would result in an event that simply reported success, while a read would report success and include a vector with the bytes that were read in.

If an exception was thrown during the read or write (this could be caused by a timeout, protocol error, or data being passed into the communications processor that was in the wrong format, as well as any kind of exception caused by normal Java functions), the exception would be caught and then an error event handler would be called, with the exception itself being passed as a parameter.

I figured, hey, all the information you know about the error is in the exception, why not report the error by providing the exception as data?

This worked really well, because the class with the event handlers would generally be able to deal with policy decisions like what to do in the event of a timeout, one just had to handle the case that exceptions can't be thrown outside of a thread - they can't, but they can be caught and passed to another thread.

Well this has maybe strayed a little off the original topic.

I generally prefer working in C++, but there are some things that I think Java has definitely done better, exceptions being primary among them.

Nope, new reusable software is still hard, posted 19 Dec 2000 at 13:57 UTC by dan » (Master)

goingware:

Hey, you're not the only person who can write to provoke a reaction :-)

I thought I'd get a response like that. I know that. I still think you're understating the amount of work involved in design, coding for all anticipated requirements, testing, and documenting the API to the point that anybody else (or yourself, six months later) can come along and use it. My criterion for "reusable" is that somebody else can save time by using it. How much of the stuff in, say, CPAN, does that actually hold for?

If what you meant was "software which may some day become the basis for reusable code", then I agree. If what you meant was "software which I have already written three variations on and can see how to usefully abstract" then again I agree. But writing new "reusable" code without knowing several situations in which it will be used is just like launching a company without any idea who the customers will be. It's possible, but it's not a risk-minimising strategy.

Incidentally, if you want to see how well-acquainted Lisp programmers are with abstracting and parametrizing their programs, run don't walk to the nearest copy of "On Lisp" by Paul Graham, and read chapter 16 (and, to be honest, most of the rest of the book too). If you thought that passing function pointers to qsort was a neat idea, this stuff will make your head spin.

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