Steinar H. Gunderson

Wed, 26 Oct 2016 - Why does software development take so long?

Nageru 1.4.0 is out (and on its way through the Debian upload process right now), so now you can do live video mixing with multichannel audio to your heart's content. I've already blogged about most of the interesting new features, so instead, I'm trying to answer a question: What took so long?

To be clear, I'm not saying 1.4.0 took more time than I really anticipated (on the contrary, I pretty much understood the scope from the beginning, and there was a reason why I didn't go for building this stuff into 1.0.0); but if you just look at the changelog from the outside, it's not immediately obvious why “multichannel audio support” should take the better part of three months of develoment. What I'm going to say is of course going to be obvious to most software developers, but not everyone is one, and perhaps my experiences will be illuminating.

Let's first look at some obvious things that isn't the case: First of all, development is not primarily limited by typing speed. There are about 9,000 lines of new code in 1.4.0 (depending a bit on how you count), and if it was just about typing them in, I would be done in a day or two. On a good keyboard, I can type plain text at more than 800 characters per minute—but you hardly ever write code for even a single minute at that speed. Just as when writing a novel, most time is spent thinking, not typing.

I also didn't spend a lot of time backtracking; most code I wrote actually ended up in the finished product as opposed to being thrown away. (I'm not as lucky in all of my projects.) It's pretty common to do so if you're in an exploratory phase, but in this case, I had a pretty good idea of what I wanted to do right from the start, and that plan seemed to work. This wasn't a difficult project per se; it just needed to be done (which, in a sense, just increases the mystery).

However, even if this isn't at the forefront of science in any way (most code in the world is pretty pedestrian, after all), there's still a lot of decisions to make, on several levels of abstraction. And a lot of those decisions depend on information gathering beforehand. Let's take a look at an example from late in the development cycle, namely support for using MIDI controllers instead of the mouse to control the various widgets.

I've kept a pretty meticulous TODO list; it's just a text file on my laptop, but it serves the purpose of a ghetto bugtracker. For 1.4.0, it contains 83 work items (a single-digit number is not ticked off, mostly because I decided not to do those things), which corresponds roughly 1:2 to the number of commits. So let's have a look at what the ~20 MIDI controller items went into.

First of all, to allow MIDI controllers to influence the UI, we need a way of getting to it. Since Nageru is single-platform on Linux, ALSA is the obvious choice (if not, I'd probably have to look for a library to put in-between), but seemingly, ALSA has two interfaces (raw MIDI and sequencer). Which one do you want? It sounds like raw MIDI is what we want, but actually, it's the sequencer interface (it does more of the MIDI parsing for you, and generally is friendlier).

The first question is where to start picking events from. I went the simplest path and just said I wanted all events—anything else would necessitate a UI, a command-line flag, figuring out if we wanted to distinguish between different devices with the same name (and not all devices potentially even have names), and so on. But how do you enumerate devices? (Relatively simple, thankfully.) What do you do if the user inserts a new one while Nageru is running? (Turns out there's a special device you can subscribe to that will tell you about new devices.) What if you get an error on subscription? (Just print a warning and ignore it; it's legitimate not to have access to all devices on the system. By the way, for PCM devices, all of these answers are different.)

So now we have a sequencer device, how do we get events from it? Can we do it in the main loop? Turns out it probably doesn't integrate too well with Qt, but it's easy enough to put it in a thread. The class dealing with the MIDI handling now needs locking; what mutex granularity do we want? (Experience will tell you that you nearly always just want one mutex. Two mutexes give you all sorts of headaches with ordering them, and nearly never gives any gain.) ALSA expects us to poll() a given set of descriptors for data, but on shutdown, how do you break out of that poll to tell the thread to go away? (The simplest way on Linux is using an eventfd.)

There's a quirk where if you get two or more MIDI messages right after each other and only read one, poll() won't trigger to alert you there are more left. Did you know that? (I didn't. I also can't find it documented. Perhaps it's a bug?) It took me some looking into sample code to find it. Oh, and ALSA uses POSIX error codes to signal errors (like “nothing more is available”), but it doesn't use errno.

OK, so you have events (like “controller 3 was set to value 47”); what do you do about them? The meaning of the controller numbers is different from device to device, and there's no open format for describing them. So I had to make a format describing the mapping; I used protobuf (I have lots of experience with it) to make a simple text-based format, but it's obviously a nightmare to set up 50+ controllers by hand in a text file, so I had to make an UI for this. My initial thought was making a grid of spinners (similar to how the input mapping dialog already worked), but then I realized that there isn't an easy way to make headlines in Qt's grid. (You can substitute a label widget for a single cell, but not for an entire row. Who knew?) So after some searching, I found out that it would be better to have a tree view (Qt Creator does this), and then you can treat that more-or-less as a table for the rows that should be editable.

Of course, guessing controller numbers is impossible even in an editor, so I wanted it to respond to MIDI events. This means the editor needs to take over the role as MIDI receiver from the main UI. How you do that in a thread-safe way? (Reuse the existing mutex; you don't generally want to use atomics for complicated things.) Thinking about it, shouldn't the MIDI mapper just support multiple receivers at a time? (Doubtful; you don't want your random controller fiddling during setup to actually influence the audio on a running stream. And would you use the old or the new mapping?)

And do you really need to set up every single controller for each bus, given that the mapping is pretty much guaranteed to be similar for them? Making a “guess bus” button doesn't seem too difficult, where if you have one correctly set up controller on the bus, it can guess from a neighboring bus (assuming a static offset). But what if there's conflicting information? OK; then you should disable the button. So now the enable/disable status of that button depends on which cell in your grid has the focus; how do you get at those events? (Install an event filter, or subclass the spinner.) And so on, and so on, and so on.

You could argue that most of these questions go away with experience; if you're an expert in a given API, you can answer most of these questions in a minute or two even if you haven't heard the exact question before. But you can't expect even experienced developers to be an expert in all possible libraries; if you know everything there is to know about Qt, ALSA, x264, ffmpeg, OpenGL, VA-API, libusb, microhttpd and Lua (in addition to C++11, of course), I'm sure you'd be a great fit for Nageru, but I'd wager that pretty few developers fit that bill. I've written C++ for almost 20 years now (almost ten of them professionally), and that experience certainly helps boosting productivity, but I can't say I expect a 10x reduction in my own development time at any point.

You could also argue, of course, that spending so much time on the editor is wasted, since most users will only ever see it once. But here's the point; it's not actually a lot of time. The only reason why it seems like so much is that I bothered to write two paragraphs about it; it's not a particular pain point, it just adds to the total. Also, the first impression matters a lot—if the user can't get the editor to work, they also can't get the MIDI controller to work, and is likely to just go do something else.

A common misconception is that just switching languages or using libraries will help you a lot. (Witness the never-ending stream of software that advertises “written in Foo” or “uses Bar” as if it were a feature.) For the former, note that nothing I've said so far is specific to my choice of language (C++), and I've certainly avoided a bunch of battles by making that specific choice over, say, Python. For the latter, note that most of these problems are actually related to library use—libraries are great, and they solve a bunch of problems I'm really glad I didn't have to worry about (how should each button look?), but they still give their own interaction problems. And even when you're a master of your chosen programming environment, things still take time, because you have all those decisions to make on top of your libraries.

Of course, there are cases where libraries really solve your entire problem and your code gets reduced to 100 trivial lines, but that's really only when you're solving a problem that's been solved a million times before. Congrats on making that blog in Rails; I'm sure you're advancing the world. (To make things worse, usually this breaks down when you want to stray ever so slightly from what was intended by the library or framework author. What seems like a perfect match can suddenly become a development trap where you spend more of your time trying to become an expert in working around the given library than actually doing any development.)

The entire thing reminds me of the famous essay No Silver Bullet by Fred Brooks, but perhaps even more so, this quote from John Carmack's .plan has struck with me (incidentally about mobile game development in 2006, but the basic story still rings true):

To some degree this is already the case on high end BREW phones today. I have a pretty clear idea what a maxed out software renderer would look like for that class of phones, and it wouldn't be the PlayStation-esq 3D graphics that seems to be the standard direction. When I was doing the graphics engine upgrades for BREW, I started along those lines, but after putting in a couple days at it I realized that I just couldn't afford to spend the time to finish the work. "A clear vision" doesn't mean I can necessarily implement it in a very small integral number of days.

In a sense, programming is all about what your program should do in the first place. The “how” question is just the “what”, moved down the chain of abstractions until it ends up where a computer can understand it, and at that point, the three words “multichannel audio support” have become those 9,000 lines that describe in perfect detail what's going on.

[09:29] | | Why does software development take so long?

Steinar H. Gunderson <sgunderson@bigfoot.com>