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Programming/Software Engineering The Practice of Programming With the same insight and authority that made their book The Unix Programming Environment a classic, Brian Kernighan and Rob Pike have written The Practice o f Programming to help make individual programmers more effective and productive. The practice of programming is more than just writing code. Programmers must also assess tradeoffs, choose among design alternatives, debug and test, improve performance, and maintain software written by themselves and others. At the same time, they must be concerned with issues like compatibility, robustness, and reliability, while meeting specifications. The Practice o f Programming covers all these topics, and more. This book is full of practical advice and real-world examples in C, C++, lava, and a variety of special-purpose languages. It includes chapters on: debugging: finding bugs quickly and methodically testing: guaranteeing that software works correctly and reliably performance: making programs faster and more compact portability: ensuring that programs run everywhere without change design: balancing goals and constraints to decide which algorithms and data structures are best interfaces: using abstraction and information hiding to control the interactions between components style: writing code that works well and is a pleasure to read notation: choosing languages and tools that let the machine do more of the work Kernighan and Pike have distilled years of experience writing programs, teaching, and working with other programmers to create this book. Anyone who writes software will profit from the principles and guidance in The Practice o f Programming. Brian W. Kernighan and Rob Pike work in the Computing Science Research Center at Bell Laboratories, Lucent Technologies. Brian Kernighan is Consulting Editor for Addison-Wesley's Professional Computing Series and the author, with Dennis Ritchie, of The C Programming Language. Rob Pike was a lead architect and implementer of the Plan 9 and Inferno operating systems. His research focuses on software that makes it easier for people to write software Cover art by Renee French QText printed on recycled paper h ADDISON-WESLEY Addison-Wesley is an imprint of Addison Wesley Longman, Inc.
The Practice of Programming
Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and Addison Wesley Longman, Inc. was aware of a trademark claim. the designations have been printed in initial capital letters or all capital letters. The authors and publisher have taken care in preparation of this book, but make no expressed or implied warranty of any kind and assume no responsibility for errors or omissions. No liability is assumed for incidental or consequential damages in connection with or arising out of the use of the information or programs contained herein, The publisher offers discounts of this book when ordered in quantity for special sales. For more information, please contact: Computer and Engineering Publishing Group Addison Wesley Longman, Inc. One Jacob Way Reading, Massachusetts 01 867 This book was typeset (gri~l~l)icltI)Ilqnlt~nff authors. -nip) in Times and Lucida Sans Typewriter by the Library of Congress Cataloging-in-Publication Data Kernighan, Brian W. The practice of programming 1 Brian W. Kernighan, Rob Pike. p. cm. -- (Addison-Wesley professional computing series) Includes bibliographical references. ISBN 0-201 -6 1586-X 1. Computer programming. I. Pike, Rob. 11. Title. 111. Series. QA76.6 .K48 1999 005.1--dc2 1 99-10131 CIP Copyright O 1999 by Lucent Technologies. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted. in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior written permission of the publisher. Printed in the United States of America. Published simultaneously in Canada. Text printed on recycled and acid-free paper. ISBN 0-201-61586-X 2 3 4 5 6 7 CRS 02010099 2nd Printing May 1999
Contents Preface Chapter 1: Style 1.1 Names 1.2 Expressions and Statements 1.3 Consistency and Idioms 1.4 Function Macros 1.5 Magic Numbers 1.6 Comments 1.7 Why Bother? Chapter 2: Algorithms and Data Structures 2.1 Searching 2.2 Sorting 2.3 Libraries 2.4 A Java Quicksort 2.5 0-Notation 2.6 Growing Arrays 2.7 Lists 2.8 Trees 2.9 Hash Tables 2.10 Summary Chapter 3: Design and Implementation 3.1 The Markov Chain Algorithm 3.2 Data Structure Alternatives 3.3 Building the Data Suucture in C 3.4 Generating Output
3.5 Java 3.6 C++ 3.7 AwkandPerl 3.8 Performance 3.9 Lessons Chapter 4: Interfaces 4.1 Comma-Separated Values 4.2 A Prototype Library 4.3 A Library for Others 4.4 A C++ Implementation 4.5 Interface Principles 4.6 Resource Management 4.7 Abort, Retry. Fail? 4.8 User Interfaces Chapter 5: Debugging 5.1 Debuggers 5.2 Good Clues, Easy Bugs 5.3 No Clues, Hard Bugs 5.4 Last Resorts 5.5 Non-reproducible Bugs 5.6 Debugging Tools 5.7 Other People's Bugs 5.8 Summary Chapter 6: Testing 6.1 Test as You Write the Code 6.2 Systematic Testing 6.3 Test Automation 6.4 Test Scaffolds 6.5 Stress Tests 6.6 Tips for Testing 6.7 Who Does the Testing? 6.8 Testing the Markov Program 6.9 Summary Chapter 7: Performance 7.1 A Bottleneck 7.2 Timing and Profiling 7.3 Strategies for Speed 7.4 Tuning the Code 7.5 Space Efficiency
7.6 Estimation 7.7 Summary Chapter 8: Portability 8.1 Language 8.2 Headers and Libraries 8.3 Program Organization 8.4 Isolation 8.5 Data Exchange 8.6 Byte Order 8.7 Portability and Upgrade 8.8 Internationalization 8.9 Summary Chapter 9: Notation 9.1 Formatting Data 9.2 Regular Expressions 9.3 Programmable Tools 9.4 Interpreters, Compilers, and Virtual Machines 9.5 Programs that Write Programs 9.6 Using Macros to Generate Code 9.7 Compiling on the Fly Epilogue Appendix: Collected Rules Index
Preface Have you ever ... wasted a lot of time coding the wrong algorithm? used a data structure that was much too complicated? tested a program but missed an obvious problem? spent a day looking for a bug you should have found in five minutes? needed to make a program run three times faster and use less memory? struggled to move a program from a workstation to a PC or vice versa? tried to make a modest change in someone else's program? rewritten a program because you couldn't understand it? Was it fun? These things happen to programmers all the time. But dealing with such problems is often harder than it should be because topics like testing, debugging, portability, performance, design alternatives, and style-the practice of programming-are not usually the focus of computer science or programming courses. Most programmers learn them haphazardly as their experience grows, and a few never learn them at all. In a world of enormous and intricate interfaces, constantly changing tools and lan- guages and systems, and relentless pressure for more of everything, one can lose sight of the basic principles-simplicity, clarity, generality-that form the bedrock of good software. One can also overlook the value of tools and notations that mechanize some of software creation and thus enlist the computer in its own programming. Our approach in this book is based on these underlying, interrelated principles, which apply at all levels of computing. These include simpliciry, which keeps pro- grams short and manageable; clariry, which makes sure they are easy to understand, for people as well as machines; generality, which means they work well in a broad range of situations and adapt well as new situations arise; and automation, which lets the machine do the work for us, freeing us from mundane tasks. By looking at com- puter programming in a variety of languages, from algorithms and data structures through design, debugging, testing, and performance improvement, we can illustrate
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