# Documentation…

As developers we get often asked to write more, better and earlier documentation.

While it is very important and useful, to have the right documentation when needed and more often than not we are lacking important documentation, it is also important to avoid writing too much documentation.

This applies to all levels of documentation, including comments in the code (javadoc, scaladoc, rubydoc, perldoc,… as well as inline comments), design documentation, Wiki/Confluence, external documents.

Some projects measure the quantity of documentation, for example. Or the coverage of javadoc. And people start writing automatically generated or trivial comments on getters and setters. While there can be a comment documenting the attribute placed with the getter instead of the attribute itself, this is usually a bad idea, because it just clutters the code with no gain at all. Commenting should be limited to the non-obvious. And code should be written in such a way, that there is not more non-obvious than necessary. So code that is readable and understandable with few comments is actually a better goal.

For APIs we might want some more documentation. But we should keep it as close to the code as possible and use tools like swagger or scripts to create API-documentation from the code or code and documentation from the API-specification. This has a better chance of staying up to date, while hand maintained documentation always tends to get outdated over the time.

It is good to describe the overall working of the system. But details should be looked up in the code, where that is a viable option.

It is important to describe, how to get started. And even better, if getting started is easy because of automation, scripts or tools that do it in a few, relatively easy steps. This is a goal that everybody seems to have, but nobody seems to succeed with.

It is important to describe, how certain problems are solved in the team or have been solved, in terms of how it should be done to conform with other solutions or how it can successfully done. Guidelines are probably a good idea. Even better, if they can reference as much as possible well established guidelines published in the internet and just describe the exceptions or details about which the public guidelines do not make a decision, but that should be done coherently within the project.

And the business side of the software should of course be described also in documentation.

The agile manifesto recommends: „Working software over comprehensive documentation“.
But this should not stop us from writing documentation that really helps us.

# Tips and Tricks: Typing Unicode

I found this on netzwolf.info:

You can enter arbitrary Unicode characters (more precisely code points) in X11 on Linux, if you know their Hex-Code:

• Press Shift-Ctrl (keep them pressed)
• Press also the letter u
• Release the Ctrl-Key
• Release the u-key
• Keep the Shift-key pressed
• Enter the Hex-Code of the Code point with the number of hex digits needed
• Release the shift key

Let’s try with the Cyrillic Alphabet, more precisely with its Unicode Block:

• Ѐ U+0400
• Ё U+0401
• Ђ U+0402
• Љ U+0409
• А U+0410
• Б U+0411
• В U+0412
• Г U+0413
• Д U+0414

Not very fast, but it works quite well for a few characters. Just open the table in one window and use this key sequence in another one.

For frequently used characters it is a good idea to remap the keyboard with xmodmap.

# Orthodox Christmas 2018/2019

Orthodox Christmas in some countries, for example in Ukraine is on 7th of January.
So to all readers, who have Christmas on 7th of January:

С Рождеством! — Hyvää Joulua! — καλά Χριστούγεννα! — Buon Natale! — Prettige Kerstdagen! — З Рiздвом Христовим! — Merry Christmas! — Срећан Божић! — God Jul! — ¡Feliz Navidad! — ميلاد مجيد — クリスマスおめでとう ; メリークリスマス — Natale hilare! — Joyeux Noël! — God Jul! — Frohe Weihnachten! — Crăciun fericit! — Feliĉan Kristnaskon!

I created the message and the random ordering using Perl and the Schwartzian transform:

#!/usr/bin/perl
use Math::Random::Secure qw(irand);
my @list = ( "Prettige Kerstdagen!",
"God Jul!",
"Crăciun fericit!",
"クリスマスおめでとう ; メリークリスマス",
"God Jul!",
"Hyvää Joulua!",
"ميلاد مجيد",
"Срећан Божић!",
"καλά Χριστούγεννα!",
"З Рiздвом Христовим!",
"Natale hilare!",
"Buon Natale!",
"Joyeux Noël!",
"Frohe Weihnachten!",
"С Рождеством!",
"Merry Christmas!",
my @shuffled = map{ $_->[0] } sort {$a->[1] <=> $b->[1]} map { [$_, irand() ] }
@list;
print join(" — ", @shuffled);

# How to draw lines, circles and other curves

These ideas were developed more than 30 years without knowing that they were already known at that time…

Today the graphics cards can easily do things like this in very little time. And today’s CPUs are of course really good at multiplying. So this has lost a lot of its immediate relevance, but it is a fun topic and why not have some fun…

Let us assume we have a two dimensional coordinate system and a visible area that goes from to and to . Coordinates are discrete.

In this world we can easily measure an angle against a (directed) line parallel to the -axis, for example up to an accuracy of :

• < \alpha < \frac{\pi}{2}(=90^\circ)x = 0 \land y > 0\implies \alpha = \frac{\pi}{2}x < 0 \land y > 0 \land |x| < |y|\implies \frac{\pi}{2}

So let us assume we have a curve that is described by a polynomial function in two variables and , like this:

We have to apply some math to understand that the curve behaves nicely in the sense that it does not behave to chaotic in scales that are below our accuracy, that it is connected etc. We might possibly scale and move it a bit by substituting something like for and for .

For example we may think of

• line:
• circle:
• eclipse:

We can assume our drawing is done with something like a king of chess. We need to find a starting point that is accurately on the curve or at least as accurately as possible. You could use knights or other chess figures or even fictive chess figures..

Now we have a starting point which lies ideally exactly on the curve. We have a deviation from the curve, which is . So we have . Than we move to and with . Often only two or three combinations of need to be considered. When calculating from for the different variants, it shows that for calculating the difference becomes a polynomial with lower degree, because the highest terms cancel out. So drawing a line between two points or a circle with a given radius around a given point or an ellipse or a parabola or a hyperbola can be drawn without any multiplications… And powers of -th powers of can always be calculated with additions and subtractions only from the previous -values, by using successive differences:

These become constant for , just as the th derivatives, so by using this triangle, successive powers can be calculated with some preparational work using just additions.
It was quite natural to program these in assembly language, even in 8-bit assembly languages that are primitive by today’s standards. And it was possible to draw such figures reasonably fast with only one MHz (yes, not GHz).

We don’t need this stuff any more. Usually the graphics card is much better than anything we can with reasonable effort program. Usually the performance is sufficient when we just program in high level languages and use standard libraries.

But occasionally situations occur where we need to think about how to get the performance we need:
Make it work,
make it right,
make it fast,
but don’t stop after the first of those.

It is important that we choose our steps wisely and use adequate methods to solve our problem. Please understand this article as a fun issue about how we could write software some decades ago, but also as an inspiration to actually look into bits and bytes when it is really helping to get the necessary performance without defeating the maintainability of the software.