One thing to keep in mind is that software projects are not only complex because of the way developers write code, they are also complex because of the way these developers are given what to implement.
In a typical project, be that agile or traditional, understanding the customer (e.g. taking business requirements and mapping them to technical ones) and continuously adapting to the changes in requirements adds more overhead than development alone takes. This is then made worse by the general inability to write robust code and catching errors through testing.
Using functional programming you are closer to writing more robust code and depending less on testing. You are also closer to enabling your team to work more effectively: on one hand because code is easier to read and maintain, and on another because it's easier and quicker to write and adapt. Nevertheless, you still need to solve how to tame working with people who speak different languages about what you should implement and how. This is where DSLs can be of immense help: e.g. connecting business folks and technical ones.
Thank you for your statement about DSLs - they empower us in such surprising ways!
I have to concede that agile is useful for capturing and reacting to changing requirements. But with sufficient refactoring, these should not increase the complexity of the project's artifacts overall. As a feature is displaced, all the dead code should be scrubbed out as if it never existed in the first place. However, I must then concede that no company I've participated in has used that level of refactoring. On my personal projects, which use a more ideal development process, I do always have that level of refactoring. But then, I am usually my only customer. So, I have to pose a few questions -
1) Should we expect teams working on commercial projects to use that level of refactoring, or at least make it a goal to pursue where possible?
2) If we don't clean up our messes, at least the big ones, will we fall back into the trap of combinatorial complexity?
3) Should we explicitly discuss, track (as in issue tracking), and finally act upon these threats to implementation simplicity as they arise?
These seem like very pressing questions to me. Here's a power point presentation I wrote up while trying to grapple with these larger, methodological issues - Agile Craftsmanship
Naturally, 1) yes, 2) yes, 3) yes. But I don't see ordinary mortals do this (some can, but most won't) and in the longer term I would expect a shift towards synthesized code from high level specifications (say, in DSLs) instead of people writing code in universal languages.
Cheers to that, man :) Could you expand on what you mean by 'synthesized' code, tho? I'm not familiar with that terminology.
I mean generating ordinary programming language code.
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The software crisis is, in concrete terms, a complexity crisis. Using standard techniques, there is a quadratic increase in the complexity of code per additional software feature. Once a piece of software accumulates n features, it is no longer able to be extended further without highly severe pain and cost. The standard techniques I talk about are imperative and mutation-based programming.
(Please note the graph commentary in this post are experiential - I have no hard data).
Objects have turned out not to be an exception to this crisis. They are themselves premised on imperative programming and mutation. Even though their implementation complexity is hidden via encapsulation, much complexity still leaks through because of sequential dependencies inherent in externally-observable state changes. After decades of the best effort, refactoring, and design techniques, object-oriented software always (at least from my observation) leads to monolithic software, the only variance being in degree. Though some low-level OO code is reusable in libraries, most of the higher-level stuff is exposed as monolithic 'frameworks'.
Some answer that we can make objects work with better development methodologies like agile, XP, et al. But these only address the change curve - that is changing out one feature for another. It does not seem to adequately address the cost of additional features as that is in the orthogonal realm of complexity - Simple made Easy
So the motivation here is to get the 'complexity curve' under control. Once we do that, we solve a general crisis that our projects face.
The first tool we have in are arsenal is stateless (AKA mutation-free) programming. By eliminating the use of mutation in our software in the general case (a little here and there is fine so long as it doesn't leak all over the rest of the app), we can get real modularization of complexity that, unlike encapsulation, doesn't silently leak out all over. While this is a great and powerful tool, it only gets us down to about n log n complexity per feature. I want software development to have linear complexity. So we should go further.
DSLs are the next tool we have, and is a great one for apps like games and simulations. When we have a non-trivial set of features to implement, it is often best to first build a language to describe those features. This way, that set of features can be implemented in linear time (and maintained with linear resources) for the given subset of features. Additionally, feature implementation leveraging the DSLs can be delegated out to less expert programmers such as the typical game designer.
With these two tools alone, we get the complexity curve down to linear growth over features. Instead of building beastly and fragile frameworks, we can build small and dependable libraries and domain languages. Once we have some knowledge of functional and declarative programming, and throw in powerful type and / or contract systems, software implementation becomes comparatively straight-forward. On top of that add convenient access to lazy evaluation for algorithms as we need it, life for the software developer actually becomes much less burdened.
A free advantage of stateless programming is that it gets the complexity curve of parallel programming down as well.
Once we have a general tool for DSLs, we can build a language to describes simulation objects in a purely declarative way, thus subsuming OOP in the general case. This goes back to the AML and DOL technology that I'm currently working on as specified in this post - AML and DOL