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diff --git a/Documentation/filesystems/bcachefs/CodingStyle.rst b/Documentation/filesystems/bcachefs/CodingStyle.rst deleted file mode 100644 index b29562a6bf55..000000000000 --- a/Documentation/filesystems/bcachefs/CodingStyle.rst +++ /dev/null @@ -1,186 +0,0 @@ -.. SPDX-License-Identifier: GPL-2.0 - -bcachefs coding style -===================== - -Good development is like gardening, and codebases are our gardens. Tend to them -every day; look for little things that are out of place or in need of tidying. -A little weeding here and there goes a long way; don't wait until things have -spiraled out of control. - -Things don't always have to be perfect - nitpicking often does more harm than -good. But appreciate beauty when you see it - and let people know. - -The code that you are afraid to touch is the code most in need of refactoring. - -A little organizing here and there goes a long way. - -Put real thought into how you organize things. - -Good code is readable code, where the structure is simple and leaves nowhere -for bugs to hide. - -Assertions are one of our most important tools for writing reliable code. If in -the course of writing a patchset you encounter a condition that shouldn't -happen (and will have unpredictable or undefined behaviour if it does), or -you're not sure if it can happen and not sure how to handle it yet - make it a -BUG_ON(). Don't leave undefined or unspecified behavior lurking in the codebase. - -By the time you finish the patchset, you should understand better which -assertions need to be handled and turned into checks with error paths, and -which should be logically impossible. Leave the BUG_ON()s in for the ones which -are logically impossible. (Or, make them debug mode assertions if they're -expensive - but don't turn everything into a debug mode assertion, so that -we're not stuck debugging undefined behaviour should it turn out that you were -wrong). - -Assertions are documentation that can't go out of date. Good assertions are -wonderful. - -Good assertions drastically and dramatically reduce the amount of testing -required to shake out bugs. - -Good assertions are based on state, not logic. To write good assertions, you -have to think about what the invariants on your state are. - -Good invariants and assertions will hold everywhere in your codebase. This -means that you can run them in only a few places in the checked in version, but -should you need to debug something that caused the assertion to fail, you can -quickly shotgun them everywhere to find the codepath that broke the invariant. - -A good assertion checks something that the compiler could check for us, and -elide - if we were working in a language with embedded correctness proofs that -the compiler could check. This is something that exists today, but it'll likely -still be a few decades before it comes to systems programming languages. But we -can still incorporate that kind of thinking into our code and document the -invariants with runtime checks - much like the way people working in -dynamically typed languages may add type annotations, gradually making their -code statically typed. - -Looking for ways to make your assertions simpler - and higher level - will -often nudge you towards making the entire system simpler and more robust. - -Good code is code where you can poke around and see what it's doing - -introspection. We can't debug anything if we can't see what's going on. - -Whenever we're debugging, and the solution isn't immediately obvious, if the -issue is that we don't know where the issue is because we can't see what's -going on - fix that first. - -We have the tools to make anything visible at runtime, efficiently - RCU and -percpu data structures among them. Don't let things stay hidden. - -The most important tool for introspection is the humble pretty printer - in -bcachefs, this means `*_to_text()` functions, which output to printbufs. - -Pretty printers are wonderful, because they compose and you can use them -everywhere. Having functions to print whatever object you're working with will -make your error messages much easier to write (therefore they will actually -exist) and much more informative. And they can be used from sysfs/debugfs, as -well as tracepoints. - -Runtime info and debugging tools should come with clear descriptions and -labels, and good structure - we don't want files with a list of bare integers, -like in procfs. Part of the job of the debugging tools is to educate users and -new developers as to how the system works. - -Error messages should, whenever possible, tell you everything you need to debug -the issue. It's worth putting effort into them. - -Tracepoints shouldn't be the first thing you reach for. They're an important -tool, but always look for more immediate ways to make things visible. When we -have to rely on tracing, we have to know which tracepoints we're looking for, -and then we have to run the troublesome workload, and then we have to sift -through logs. This is a lot of steps to go through when a user is hitting -something, and if it's intermittent it may not even be possible. - -The humble counter is an incredibly useful tool. They're cheap and simple to -use, and many complicated internal operations with lots of things that can -behave weirdly (anything involving memory reclaim, for example) become -shockingly easy to debug once you have counters on every distinct codepath. - -Persistent counters are even better. - -When debugging, try to get the most out of every bug you come across; don't -rush to fix the initial issue. Look for things that will make related bugs -easier the next time around - introspection, new assertions, better error -messages, new debug tools, and do those first. Look for ways to make the system -better behaved; often one bug will uncover several other bugs through -downstream effects. - -Fix all that first, and then the original bug last - even if that means keeping -a user waiting. They'll thank you in the long run, and when they understand -what you're doing you'll be amazed at how patient they're happy to be. Users -like to help - otherwise they wouldn't be reporting the bug in the first place. - -Talk to your users. Don't isolate yourself. - -Users notice all sorts of interesting things, and by just talking to them and -interacting with them you can benefit from their experience. - -Spend time doing support and helpdesk stuff. Don't just write code - code isn't -finished until it's being used trouble free. - -This will also motivate you to make your debugging tools as good as possible, -and perhaps even your documentation, too. Like anything else in life, the more -time you spend at it the better you'll get, and you the developer are the -person most able to improve the tools to make debugging quick and easy. - -Be wary of how you take on and commit to big projects. Don't let development -become product-manager focused. Often time an idea is a good one but needs to -wait for its proper time - but you won't know if it's the proper time for an -idea until you start writing code. - -Expect to throw a lot of things away, or leave them half finished for later. -Nobody writes all perfect code that all gets shipped, and you'll be much more -productive in the long run if you notice this early and shift to something -else. The experience gained and lessons learned will be valuable for all the -other work you do. - -But don't be afraid to tackle projects that require significant rework of -existing code. Sometimes these can be the best projects, because they can lead -us to make existing code more general, more flexible, more multipurpose and -perhaps more robust. Just don't hesitate to abandon the idea if it looks like -it's going to make a mess of things. - -Complicated features can often be done as a series of refactorings, with the -final change that actually implements the feature as a quite small patch at the -end. It's wonderful when this happens, especially when those refactorings are -things that improve the codebase in their own right. When that happens there's -much less risk of wasted effort if the feature you were going for doesn't work -out. - -Always strive to work incrementally. Always strive to turn the big projects -into little bite sized projects that can prove their own merits. - -Instead of always tackling those big projects, look for little things that -will be useful, and make the big projects easier. - -The question of what's likely to be useful is where junior developers most -often go astray - doing something because it seems like it'll be useful often -leads to overengineering. Knowing what's useful comes from many years of -experience, or talking with people who have that experience - or from simply -reading lots of code and looking for common patterns and issues. Don't be -afraid to throw things away and do something simpler. - -Talk about your ideas with your fellow developers; often times the best things -come from relaxed conversations where people aren't afraid to say "what if?". - -Don't neglect your tools. - -The most important tools (besides the compiler and our text editor) are the -tools we use for testing. The shortest possible edit/test/debug cycle is -essential for working productively. We learn, gain experience, and discover the -errors in our thinking by running our code and seeing what happens. If your -time is being wasted because your tools are bad or too slow - don't accept it, -fix it. - -Put effort into your documentation, commit messages, and code comments - but -don't go overboard. A good commit message is wonderful - but if the information -was important enough to go in a commit message, ask yourself if it would be -even better as a code comment. - -A good code comment is wonderful, but even better is the comment that didn't -need to exist because the code was so straightforward as to be obvious; -organized into small clean and tidy modules, with clear and descriptive names -for functions and variables, where every line of code has a clear purpose. |