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src/content/posts/managing-tech-assets-common-lib-or-not/index.md
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title: Managing Tech Assets - Is a Common Library a Good Idea? No | ||
published: 2024-07-17 | ||
description: 'Managing Tech Assets - Is a Common Library a Good Idea? No' | ||
image: './cover.PNG' | ||
tags: ["Management", "Technologies"] | ||
category: 'Management' | ||
draft: false | ||
--- | ||
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A Story - A Person Created a Common Library and Then... | ||
------------------------------------------------------- | ||
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"Embarrassingly I introduced a "common" library, named as such, in a team environment a couple of decades back. | ||
I didn't really understand the dynamics back then of what could happen in a loosely-coordinated team setting in just a | ||
matter of months. | ||
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When I introduced it I thought I made it clear and also documented that it's for things we'd all agree we find useful on | ||
a daily basis, that it's intended to be a minimalist library, and that the library should depend on nothing else besides | ||
the standard library so that it's as easy to deploy as possible in new projects. My thinking at the time was that it was | ||
our own little extension to the standard library for things that, in our particular domain, we found useful on a daily | ||
basis. | ||
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And it started off well enough. We started off with a math library (`common/math*`) of routines which we all used on a | ||
daily basis, since we were working on computer graphics which was often heavy on the linear algebra. And since we were | ||
often interoping with C code, we agreed on some useful utility functions like find_index which, unlike std::find in C++, | ||
would return an index to an element found in a sequence instead of an iterator which mimicked how our C functions worked | ||
-- things of this sort -- a little bit eclectic but minimalist and widely used enough to remain familiar and practical | ||
to everyone, and instant familiarity is an extremely important criteria as I see it in trying to make anything that is | ||
"common" or "standard" since if it truly is "common", it should have that familiar quality about it as a result of its | ||
wide adoption and daily usage. | ||
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But over time the design intentions of the library slipped out of my fingers as people started to add things they used | ||
personally that they merely thought might be of use to someone else, only to find no one else using it. And later | ||
someone started adding functions that depended on OpenGL for common GL-related routines. Further on we adopted Qt and | ||
people started adding code that depended on Qt, so already the common library was dependent on two external libraries. | ||
At some point someone added common shader routines which was dependent on our application-specific shader library, and | ||
at that point you couldn't even deploy it in a new project without bringing in Qt, OGL, and our application-specific | ||
shader library and writing a non-trivial build script for your project. So it turned into this eclectic, interdependent | ||
mess. Later on people even added GUI-dependent code to it. | ||
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But I've also found by debating what should and shouldn't go into this library that what is considered "common" can | ||
easily turn into a very subjective idea if you don't set a very hard line rule that what's "common" is what everyone | ||
tends to find useful on a daily basis. Any loosening of the standards and it quickly degrades from things everyone finds | ||
useful on a daily basis to something a single developer finds useful that might have the possibility of being beneficial | ||
to someone else, and at that point the library degrades into an eclectic mess really fast. | ||
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But furthermore when you reach that point, some developers can start adding things for the simple reason that they don't | ||
like the programming language. They might not like the syntax of a for loop or a function call, at which point the | ||
library is starting to get filled with things that's just fighting the fundamental syntax of the language, replacing a | ||
couple of lines of straightforward code which isn't really duplicating any logic down to a single terse line of exotic | ||
code only familiar to the developer who introduced such a shorthand. Then such a developer might start adding more | ||
functionality to the common library implemented using such shorthands, at which point significant sections of the common | ||
library become interwoven with these exotic shorthands which might seem beautiful and intuitive to the developer who | ||
introduced it but ugly and foreign and hard to understand for everyone else. And at that point I think you know that any | ||
hope of making something truly "common" is lost, since "common" and "unfamiliar" are polar opposite ideas. | ||
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So there's all kinds of cans of worms there, at least in a loosely-coordinated team environment, with a library with | ||
ambitions as broad and as generalized as just "commonly-used stuff". And while the underlying problem might have been | ||
the loose coordination above all else, at least multiple libraries intended to serve a more singular purpose, like a | ||
library intended to provide math routines and nothing else, probably wouldn't degrade as significantly in terms of its | ||
design purity and dependencies as a "common" library. So in retrospect I think it would be much better to err on the | ||
side of libraries which have much more clear design intentions. I've also found over the years that narrow in purpose | ||
and narrow in applicability are radically different ideas. Often the most widely applicable things are the narrowest and | ||
most singular in purpose, since you can then say, "aha, this is exactly what I need", as opposed to wading through an | ||
eclectic library of disparate functionality trying to see if it has something you need. | ||
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Also I'm admittedly at least a little bit impractical and care maybe a bit too much about aesthetics, but the way I tend | ||
to perceive my idea of a library's quality (and maybe even "beauty") is judged more by its weakest link than its | ||
strongest, in a similar way that if you presented me the most appetitizing food in the world but, on the same plate, put | ||
something rotting on there that smells really bad, I tend to want to reject the entire plate. And if you're like me in | ||
that regard and make something that invites all sorts of additions as something called "common", you might find yourself | ||
looking at that analogical plate with something rotting on the side. So likewise I think it's good if a library is | ||
organized and named and documented in a way such that it doesn't invite more and more and more additions over time. And | ||
that can even apply to your personal creations, since I've certainly created some rotten stuff here and there, and it | ||
"taints" a lot less if it's not being added to the biggest plate. Separating things out into small, very singular | ||
libraries has a tendency to better decouple code as well, if only by the sheer virtue that it becomes far less | ||
convenient to start coupling everything. | ||
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:::tip | ||
Code deduplication has been hammered into me over the years but I feel like I should try it this time around. | ||
::: | ||
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What I might suggest in your case is to start to take it easy on code deduplication. I'm not saying to copy and paste | ||
big snippets of poorly-tested, error-prone code around or anything of this sort, or duplicating huge amounts of | ||
non-trivial code that has a decent probability of requiring changes in the future. | ||
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But especially if you are of the mindset to create a "common" library, for which I assume your desire is to create | ||
something widely-applicable, highly reusable, and perhaps ideally something you find just as useful today as you do a | ||
decade from now, then sometimes you might even need or want some duplication to achieve this elusive quality. Because | ||
the duplication might actually serve as a decoupling mechanism. It's like if you want to separate a video player from an | ||
MP3 player, then you at least have to duplicate some things like batteries and hard drives. They can't share these | ||
things or else they're indivisibly coupled and cannot be used independently of each other, and at that point people | ||
might not be interested in the device anymore if all they want to do is play MP3s. But some time after you split these | ||
two devices apart, you might find that the MP3 player can benefit from a different battery design or smaller hard drive | ||
than the video player, at which point you're no longer duplicating anything; what initially started out as duplication | ||
to allow this interdependent device to split into two separate, independent devices might later turn out to yield | ||
designs and implementations that are no longer redundant at all. | ||
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It's worth considering things from the perspective of the one using a library. Would you actually want to use a library | ||
that minimizes code duplication? Chances are that you won't because one that does will naturally depend on other | ||
libraries. And those other libraries might depend on other libraries to avoid duplicating their code, and so on, until | ||
you might need to import/link 50 different libraries to just to get some basic functionality like loading and playing an | ||
audio file, and that becomes very unwieldy. Meanwhile if such an audio library deliberately chose to duplicate some | ||
things here and there to achieve its independence, it becomes so much easier to use in new projects, and chances are | ||
that it won't need to be updated nearly as often since it won't need to change as a result of one its dependent external | ||
libraries changing which might be trying to fulfill a much more generalized purpose than what the audio library needs. | ||
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So sometimes it's worth deliberately choosing to duplicate a little bit (consciously, never out of laziness -- actually | ||
out of diligence) in order to decouple a library and make it independent because, through that independence, it achieves | ||
a wider range of practical applicability and even stability (no more afferent couplings). If you want to design the most | ||
reusable libraries possible that will last you from one project to the next and over the years, then on top of narrowing | ||
its scope to the minimum, I would actually suggest considering duplicating a little bit here. And naturally write unit | ||
tests and make sure it's really thoroughly tested and reliable at what it's doing. This is only for the libraries that | ||
you really want to take the time to generalize to a point that goes far beyond a single project." |