It's a major pet peeve of mine.
Trial and error?
Well have fun with that :p
If you don’t have enough time, write down whatever pieces you understood, and write down what parts “seem to work, but you don’t understand“ to help make progress towards better documentation.
If you put the documentation as comments into the file, this can make copy&pasting working examples into a reasonably solid process.
You know, a makefile is documentation. That's why you should probably never copy one (except for a single line here or there). There's space for commenting a few stuff, but your target names and variables should explain most of what is going there.
Anyway, the article and most people here seem to be talking about those autotools generated files. Or hand-built ones that look the same way. But either way, it's a bad solution caused by forcing a problem to be solved by a tool that wasn't aimed at solving it. We have some older languages without the concept of a "project" that need a lot of hand-holding for compiling, but despite make being intentionally created for that hand-holding, it's clearly not the best tool for that one task.
Example is build system and CI configuration. We absolutely need these but devs don't think they should be expected to deal with them day to day. CI is perceived as a system that should be "set and forget", like yeah we need it but really I have to learn all this just to build the app? Devs expect it to "just work" and if there are complexities then another team (AKA my role) deals with that. As a result, any time devs interact with the system, there's a high motivation to copy from the last working setup and move on with their day to the "real" work.
The best solution I see is meet the devs halfway. Provide them with tooling that is appropriate simple/complex for the task, provide documentation, minimise belief in "magic". Tools like Make kinda fail here because they are too complex and black-box-like.
- They're often slow
- They're often proprietary
- They're often dealing with secrets which limits who can work on them
- You generally can't run them locally
So the feedback cycle for working on them is incredibly long. And working on them is therefore a massive pain.
I recognize that this is such a disincentive for me taking the initiative to fiddle with and learn about anything like this
GitLab CI gives you local runners. You can completely self-host CI.
For example, running tests locally exactly the same way as in the runner - sometimes I have to open a debugger in the middle of a test to see what exactly went wrong. Our tests run in gitlab in a particular docker image, and I've been adding a "make test" that runs the same tests in the same image locally, with additional flags to have full interactivity so the debugger works if needed.
However, as of v16 there is no more exec https://gitlab.com/gitlab-org/gitlab/-/issues/385235 which I guess is good and bad. Good in that it not longer sets improper expectations that it could have plausibly done anything, and bad in that now it joins GitHub Actions[1] in not having any _local_ test strategy aside from "boot up gitlab/gitlab-ce && echo good luck"
1: yes, I'm acutely aware of the 3(?) implementations/forks of nektos/act that claim to do GHA but, again, readme is not software and I can tell you with the utmost certainty they do not do as advertised
If it wasn't black box like, why do people keep blindly copying tests which check things which haven't been relevant for decades and in any case would require a ton of manual effort to actually use for something?
If a Dev can run some/all of the "cicd" stuff locally, they can see, control, and understand it. It helps tremendously to have a sense of ownership and calm, vs "cicd is something else, la la la".
(This doesn't always work. We had a team of two devs, who had thin-wrapper CICD, who pretended it was an alien process and refused to touch it. Weird.)
The solution is to not use tools used by large corporations because they are used by large corporations. My unpopular opinion is that CI/CD is not needed in most places where it’s used. Figure out how to do your builds and deploys with the absolute fewest moving pieces even if it involves some extra steps. Then carefully consider the cost of streamlining any part of it. Buying into a large system just to do a simple thing is often times not worth it in the long run.
If you really do need CI/CD you will know because you will have a pain point. If that system is causing your developers pain, it isn’t the right fit.
It's a very microsoft feeling pile of crap
That won’t solve any problem that LaTeX macros solve. Boilerplate in LaTeX has 2 purposes.
The first is to factor frequently-used complex notations. To do this in Markdown you’d need to bolt on a macro preprocessor on top of Markdown.
The second one is to fine-tune typography and layout details (tables are a big offender). This is something that simply cannot be done in Markdown. A table is a table and if you don’t like the style (which is most of the time inadequate) then there is no solution.
On the other hand, there are cases where (beneficial/desired) verbosity prompts copy-paste and tweaking - not due to complexity but from some form of scale or size of the input.
In many cases this is a sign of something that should be dynamic data (put it in a db instead of conf) but that's not always the case and worth the tradeoff in the moment.
But they were definitely brighter than I when it came to such problem sets. I suppose we need both sorts of engineer to make great things
\usepackage{myessay}
I suspect the real reason this effect exists is because there's copy-pasting is the best way to solve the problem, due to a varying mix of: there being no way of managing the dependencies, needing to avoid (unmanaged) dependencies (i.e. vendoring is the same, only we have a tool managing it), the file (or its contents) needing to exist there specifically (e.g. the various CI locations) and no real agreement on what template/templating tool to use (and a template is just as likely to include useless junk). Copy-pasting is viewed as a one-time cost, and the thing copy-pasted isn't expected to change all that much.
and copying something that not only you do not understand, but you were not the one that made it in the first place, and you never understood it !
But, point taken - I've seen so much code copy-pasta'd from the web, there will be like a bunch of dead stuff in it that's actually not used. A good practice here is to keep deleting stuff until you break it, then put whatever that was back... And delete as much as possible - certainly everything you're not using at the moment.
The repository is personal, and contains info on tools that are publicly available.
I keep organisation specific knowledge in a similar but separate repo, which I discard when my tenure with a client or employer ends.
On a more practical note, what structure, formats and tools do you use that enable you to feed it to an LLM?
As for LLMs. I have a couple of python scripts that concatenate files in the repo into a context that I pass to Google's Gemini API or Google AI studio, mostly the latter. It can get expensive in some situations. I don't usually load the whole repository. And I keep the chat context around so I can keep asking question around the same topic.
Or boring: some systems require boilerplate with no added value. It's normal to copy & paste from previous works.
Makefiles are a good example. Every makefile author must write their own functionally identical "clean" target. Shouldn't there be an implicit default?
C is not immune, either. How many bits of interesting information do you spot in the following excerpt?
#include <stdio.h>
int main(int argc, char **argv)
{
printf("Hello\n");
return 0;
}
The printf alone is the real payload, the rest conveys no information. (Suggestion for compiler authors: since the programs that include stdio.h outnumber those that don't, wouldn't it be saner for a compiler to automatically do it for us, and accept a flag to not do it in those rare cases where we want to deviate?)no
I don't think that is true. There is a lot of embedded systems C out there, plus there are a lot of files in most projects, and include is per file not per project. The project might use stdio in a few files, and not use it in many others.
What are you talking about? Every line is important.
#include <stdio.h>
This means you need IO in your program. C is a general purpose language , it shouldn't include that unless asked for. You could claim it should include stuff by default, but that would go completely against what C stands for. Code shouldn't have to depend on knowing which flags you need to use to compile successfully (at least not in general like this). int main(int argc, char** argv)
Every program requires a main function. Scripting languages pretend they don't, but they just wrap all top-level code in one. Having that be explicit, again, is important for a low level language like C. By the way, the C standard lets you declare it in a simplified manner: int main(void)
Let's ignore the braces as you could just place them on the same line. printf("Hello\n");
You could just use `puts` here, but apart from that, yeah that's the main payload, cool. return 0;
The C standard actually makes this line optional. Funny but I guess it addresses your complaint that "common stuff" perhaps should not be spelled out all the time?So, here is the actual minimalist Hello world:
#include <stdio.h>
int main(void) {
puts("Hello world\n");
}
I probably used the wrong words: "conveys no information" was meant as "is less meaningful than the printf". Just like switching on the PC every morning is essential, but if you ask me what my job's about, I wouldn't mention it.
In the same vein, I'm convinced that the printf is the part that expresses the goal of the program. The rest, the #include, the main(), even with the optimizations that you suggested, is just boilerplate, the part that is usually copied and pasted, not because it's not useful and not because it's too difficult to get right, as the original article claims, but because it's boring.
At some point you have to give the system something to go on, and the part where it starts deleting files seems like a good one where not to guess.
It's plenty implicit in other places. You can for example, without a Makefile even, just do `make foo` and it will do its best to figure out how to do that. If there's a foo.c you'll get a `foo` executable from that with the default settings.
Same with frameworks (Angular, Spring Boot, ...). The tools even come with templates to generate new boilerplate for people who don't have existing ones somewhere.
Now AI does a great job of getting you 90-100% of the way there.
Given that distribution, I’d guess that well over 50% of Makefiles are just random chunks of copied and pasted code that kinda work. If they’re lifted from something that already works, job done—next ticket.
I’m not blaming the tools themselves. Makefiles are well-known and not too verbose for smaller projects. They can be a bad choice for a 10,000-file monster—though I’ve seen some cleanly written Makefiles even for huge projects. Personally, it wouldn’t be my first choice. That said, I like Makefiles and have been using them on and off for at least 30 years.
Who likely wouldn't have a job if it weren't for LLMs.
Small nuance: I think people often don’t know because they don’t have the time to figure it out. There are only so many battles you can fight during a day. For example if I’m a C++ programmer working on a ticket, how many layers of the stack should I know? For example, should I know how the CPU registers are called? And what should an AI researcher working always in Jupyter know? I completely encourage anyone to learn as much about the tools and stack as possible, but there is only so much time.
And everybody will clap and will listen to me, and I will get promoted.
...Get real, dude. Your comments come across a bit tone-deaf. I am glad you are in a privileged position but you seem to have fell for the filter bubble effect and are unaware to how most programmers out there have to work if they want to pay the bills.
For everything else, there's MasterCard.
RE: unfixably broken, well, not necessarily in concept but de facto you are sadly correct. Most people resist even the provably good changes.
...the very definition of brokenness :D Not much of a (good) choice there...
Not everyone has a position where they have the autonomy to spend a lot of effort on paying down technical debt, but some people do, and almost every programmer has a little.
I think it's important to keep in view both your personal incentive system (which your boss may be lying to you about) and the interests of the company.
No. I'll let my body wither and get spent before my spirit breaks. I refuse to just "accept" things. There's always something you can do.
BTW is that not what HN usually preaches? "Change your job to a better one" and all that generic motivational drivel [that's severely disconnected from reality]? Not throwing shade at you here in particular, just being a bit snarky for a minute. :)
RE: your final point, I lost the desire to keep view of both my personal and my company's incentive systems. Most "incentive systems" are basically "fall in line or GTFO".
Before you ask, I am working super hard to change my bubble and get a bit closer to yours. To say it's not easy would be so understated so as to compare the description of a lightning hit on you and you enduring the said lightning hit. But as said above, I am never giving up.
But... it's extremely difficult, man. Locality and your own marketing matter a lot, and when you have been focused on technical skills all your life and marketing is as foreign to you as are the musical notes of an alien civilization... it's difficult.
Steam engines used to be very inefficient, in part because the underlying thermodynamic principles were not understood, but also because learning to build safe ones (largely a question of metallurgy) took a long time. Does that mean that designing them before those principles were known was "not engineering"? That seems like obvious nonsense to me.
People quit building coal burning power plants in North America at the same time they quit burning nuclear power plants for the same reason. The power density difference between gas turbines and steam turbines is enough that the capital cost difference is huge. It would be hard to afford steam turbines if the heat was free.
Granted people have been building pulverized coal burning power plants in places like China where they'd have to run efficient power plants on super-expensive LNG. They thought in the 1970s it might be cheaper to gasify coal and burn it in a gas turbine but it's one of those technologies that "just doesn't work".
Nuclear isn't going to be affordable unless they can perfect something like
https://www.powermag.com/what-are-supercritical-co2-power-cy...
If you count the cost of the steam turbine plus the steam generators plus the civil works to enclose those, nuclear just can't be competitive.
However, there are also some errors.
In 02022 24% of total US electrical power generation capacity was combined-cycle gas turbines (CCGT), https://www.eia.gov/todayinenergy/detail.php?id=54539 which run the exhaust from a gas turbine through a boiler to run a steam turbine, thus increasing the efficiency by 50–60%. So in fact a lot of gas turbines are installed together with a comparable-capacity steam turbine, even today.
Syngas is not a technology that "just doesn't work". It's been in wide use for over two centuries, though its use declined precipitously in the 20th century with the advent of those natural-gas pipeline networks. The efficiency of the process has improved by an order of magnitude since the old gasworks you see the ruins of in many industrial cities. As you say, though, that isn't enough to make IGCC plants economically competitive.
The thing that makes steam engines economically uncompetitive today is renewable energy. Specifically, the precipitous drop in the price of solar power plants, especially PV modules, which are down to €0.10 per peak watt except in the US, about 15% of their cost ten years ago. This combines with rapidly dropping prices for batteries and for power electronics to undercut even the capex of thermal power generation rather badly, even (as you say) if the heat was free, whereas typically the fuel is actually about half the cost. I don't really understand what the prospects are for dramatically cheaper steam turbines, but given that the technology is over a century old, it seems likely that its cost will continue to improve only slowly.
If the steam engine was invented after those discoveries about steel, I would certainly hope it would be factored into the design (and perhaps used to make those early steam engines less prone to exploding).
If you never worked with them, you should count yourself lucky.
Specifically for the examples at hand:
- at 20%, you will be able to write a Makefile from scratch within the first day of picking up the manual, rather than two or three weeks if you only invest 1%.
- if you don't know what the CPU registers are, the debugger won't be able to tell you why your C++ program dumped core, which will typically enable you to resolve the ticket in a few minutes (because most segfaults are stupid problems that are easy to fix when you see what the problem is, though the memorable ones are much hairier.) Without knowing how to use the disassembly in the debugger, you're often stuck debugging by printf or even binary search, incrementally tweaking the program until it stops crashing, incurring a dog-slow C++ build after every tweak. As often as not, a fix thus empirically derived will merely conceal the symptom of the bug, so you end up fixing it two or three times, taking several hours each time.
Sometimes the source-level debugger works well enough that you can just print out C++-level variable values, but often it doesn't, especially in release builds. And for performance regression tickets, reading disassembly is even more valuable.
(In C#, managed C++, or Python, the story is of course different. Until the Python interpreter is segfaulting.)
How long does it take to learn enough assembly to use the debugger effectively on C and C++ programs? Tens of hours, I think, not hundreds. At 20% you get there after a few dozen day-long debugging sessions, maybe a month or two. At 1% you may take years.
What's disturbing is how many programmers never get there. What's wrong with them? I don't understand it.
Perhaps in learning more shell scripting I have a breakthrough and realise I can do lots of things I couldn't before and overnight can do 10% more, but again it's not obvious in advance that this will happen.
- invest more of your time in learning more about the things you are currently finding useful than in things that sound like they could potentially be useful
- invest more of your time in learning skills that have been useful for a long time (C, Make) than in skills of more recent vintage (MobX, Kubernetes), because of the Lindy Effect
- invest more of your time in skills that are broadly applicable (algorithms, software design, Python, JavaScript) rather than narrowly applicable (PARI/GP, Interactive Brokers)
- invest your time in learning to use free software (FreeCAD, Godot, Postgres) rather than proprietary software (SolidWorks, Unity, Oracle), because sooner or later you will lose access to the proprietary stuff.
- be willing to try things that may not turn out to be useful, and give them up if they don't
- spend some time every day thinking about what you've been doing. Pull up a level and put it in perspective
This algorithm makes you learn the things you'll need quite well without having to understand and/or predict the future.
The other thing that’s worth learning is that if you can find tools that everybody uses regularly, but nobody understands, then try to understand those, you can bring enormous value to your team/org.
I mean, it's sort of ok if you read somewhere how to use it and you use it in the same way, but I, for one, always check the docs and more often even the implementation to see what I can expect.
That seems like a weird way to think about this. I mean, sure, there's no time today to learn make to complete your C++ ticket or whatever. But yesterday? Last month? Last job?
Basically, I think this matches the upthread contention perfectly. If you're a working C++ programmer who's failed to learn the Normal Stable of Related Tools (make, bash, python, yada yada) across a ~decade of education and experience, you probably never will. You're in that 50% of developers who can't start stuff from scratch. It's not a problem of time, but of curiosity.
That seems like a weird way to think about this. Of course there was no time in the past to learn this stuff, if you still haven't learned it by the present moment. And even if there were, trying to figure out whether there perhaps was some free time in the past is largely pointless, as opposed to trying to schedule things in the future: you can't change the past anyhow, but the future is somewhat more malleable.
Or the whole chain of work culture is bad and people do not have adequate down time or brain juice to pursue these. Additionally, how many do you want to learn? I have dealt with Makefile, then recently someone decided to introduce taskfile and then someone else wanted to use build.please and someone tried to rewrite a lot of CI pipelines using python because shell scripting is too arcane, while someone decided that CI were super slow and must be hosted on premises using their favorite system(was it now drone or whatever I forgot). Eventually, things become so many and chaotic, your brain learns to copy-paste what works and hope for the best as the tool you have spent time learning will be replaced in few months.
And... again, I have to say that that kind of statement is absolutely of a piece with the analysis upthread. Someone who demands a "work culture" that provides "down time" or "brain juice" to learn to write a makefile... just isn't going to learn to write a makefile.
I mean, I didn't learn make during "downtime". I learned it by hacking on stuff for fun. And honed the skills later on after having written some really terrible build integration for my first/second/whatever job: a task I ended up doing because I had already learned make.
It all feeds back. Skills are the components you use to make a career, it doesn't work if you expect to get the skills like compensation.
Not the parent, bit I usually start with a two line makefile and add new commands/variables/rules when necessary.
Make is - at its core - a tool for expressing and running short shell-scripts ("recipes", in Make parlance) with optional dependency relationships between each other.
Why would I want to spread out my build logic across a bunch of shell scripts that I have to stitch together, when Make is a nicely integrated solution to this exact problem?
This is primarily aimed at a “task runner” replacement rather than a “compilation with automatic file timestamp comparison replacement”
Others I stumbled across: Taskfile Mage XcFile
None of them have tempted me enough to move away from a set of bash scripts or scripts written in the language of my repo (yet).
Where I am now, it’s easily over 50%, and most of the real developers have already left.
PS: The fakes aren’t always juniors. Sometimes you have junior folks who are actually really good—they just haven’t had time yet to discover what they don’t know. It’s often absolutely clear that certain juniors will be very good just from a small contribution.
That applies for doctors, contractors, developers, taxi drivers, just about anything and everything. Those felt percentages had been consistent across 5 countries, 3 continents and 1/2 a century of life
PS: results are corrected for seniority. Even in the apprentice level I could tell who was in each category.
Typically, upper management wants smooth, steady output. But the better your people are, the bumpier that output gets—and those “one-percenters” can produce some pretty extreme spikes. If you think of it like a graph, the area under the curve (the total productivity) can be way bigger for a spiky output than for a flat, low-level one. So even if those spikes look messy, they often deliver a ton of long-term value.
In my opinion, it is a mistake almost always when you see in a Makefile an individual rule for making a single file.
Normally, there should be only generic building rules that should be used for building any file of a given type.
A Makefile should almost never contain lists of source files or of their dependencies. It should contain only a list with the directories where the source files are located.
Make should search the source directories, find the source files, classify them by type, create their dependency lists and invoke appropriate building rules. At least with GNU make, this is very simple and described in its user manual.
If you write a Makefile like this, it does not matter whether a project has 1 file or 10,000 files, the effort in creating or modifying the Makefile is equally negligible. Moreover, there is no need to update the Makefile whenever source files are created, renamed, moved or deleted.
While this is true, for much larger projects, that have lived for a long time, you will have many parts, all with slight differences. For example, over time the language flavour of the day comes and goes. Structure changes in new code. Often different subtrees are there for different platforms or environments.
The Linux kernel is a good, maybe extreme, but clear example. There are hundreds of Makefiles.
Then the Makefiles that build a target file, e.g. executable or library, include the appropriate platform-specific Makefile, to get all the platform-specific definitions.
Most of my work is directed towards embedded computers with various architectures and operating systems, so multi-platform projects are the norm, not the exception.
A Makefile contains 3 kinds of lines: definitions, rules and targets (typical targets may be "all", "release", "debug", "clean" and so on).
I prefer to keep these in separate files. If you parametrize your rules and targets with enough Make variables to allow their customization for any environment and project, you must almost never touch the Makefiles with rules and targets. For each platform/environment, you write a file with appropriate definitions, like the names of the tools and their command-line options.
The simplest way to build a complex project is to build it in a directory with a subdirectory for each file that must be created. In the parent directory you put a Makefile that is the same for all projects, which just invokes all the Makefiles from the subdirectories that it finds below, passing any CLI options.
In the subdirectory for each generated file, you just put a minimal Makefile, with only a few lines, which includes the Makefiles with generic rules and targets and the Makefile with platform-specific definitions, adding the only information that is special for the generated file, i.e. what kind of file it is, e.g. executable, static library, dynamic library etc., a list of directories where to search for source files, the strings that should be passed to compilers for their include directory list and their preprocessor definition list, and optionally and infrequently you may override some Make definitions, e.g. for providing some special tool options, e.g. when you generate from a single source multiple object files.
Why write hacks in build tools when you wouldn’t do in your app code.
We build tool code with the same quality as the app code. That’s why most tooling we use are written in typescript: type safety, code reuse…
This is largely due to the use of groovy. When the Kotlin DSL is used instead, it can usually be introspected by (eg) IntelliJ. Otherwise, it’s pretty opaque.
configure<SourceSetContainer> {
named("main") {
java.srcDir("src/core/java")
}
}
Unless you know this, there's zero way you will come up with this by typing `configure` and using just auto-completion. Might as well use Groovy and a String for the name of the thing you're configuring. Good tooling would be able to auto-complete from there whether it's Groovy or Kotlin (or Java etc).Also, groovy allows modification of private instance variables which leads to … un-fun situations. I converted tens of thousands of lines of groovy to Kotlin. A lot of those lines were automated. Too many were not automatable for myriad reasons.
As far as the magic in Kotlin, I can easily click through all keywords and jump to the implementation in IJ. Groovy (at the time and in the project I was in) was utterly hopeless in this regard.
We recycle known good stuff to avoid getting bogged down and introducing fresh flaws.
The admonition to know what we're doing and act deliberately applies to so much in life, but flies in the face of Milton Friedman's point in "I, Pencil" => https://youtu.be/67tHtpac5ws?si=yhheE1Y5ELfjWXs-
But as I understand it and I am not an accountant (IANAA?), for non-ZBB budgets last years budget is usually used as a starting point and increases are justified.
"Here's why I need more money to do the same things as last year, plus more money if you want me to do anything extra".
I'd be curious what our man Le Cost Cutter Elon Musk does for budgeting?
(e.g. in that they were designed with different goals in mind, so the former is likely to have stopped at the point where it was general enough, to save you time, but not too specific to create footguns).
Bonus points if your template explicitly has fail patterns that prevent your code from silently failing.
It's no big deal to me to write a small Makefile from scratch. My editor (Emacs) even knows to always use tabs when I hit TAB in a Makefile, removing the confusion of whether I inserted tabs (correct) or spaces (horribly incorrect) on the lines with the commands to build a particular target.
That's literally the basis of all software. There is no need to invent "a Makefile effect/syndrome"
Yes that's an indication that a code sharing mechanism is needed but not implemented. Copying pasting solves that. You don't expect people to rewrite http client for every project which interacts with APIs, so you?
It seems that in many cases, adapting copy pasted code has some benefits over importing and adjusting some library code. https://ui.shadcn.com/ is an example of going the copy paste direction. It seems to me this is preferable when tweaking the exact behaviour is more important than keeping up to date with upstream or adhering to an exact standard. If you customize the behaviour a lot the extra abstraction layer only gets in the way.
This insight might be a bit mundane. But I remember myself bending over backwards a bit too much trying to reuse when copy pasting is fine.
At issue however are niche skills. We are dealing with the long tail of a distribution and heuristics which work most of the time might not - the author mentions e.g. security. The way I look at this is risk i.e. security, bus factor, disruptions due to software moving from state "works and is not understood" to "broken and is not understood" and last but not least ability to predict behavior of this niche technology when it is going to be pushed into an larger project.
TBH I think copilot has made this even worse, as we are blindly accepting chucks of code into our code bases.
[0] https://andrew.grahamyooll.com/blog/copy-pasta-driven-develo...
At one point I simply gave up; you can never build the muscle memory and it becomes a cryptic arcane knowledge you have to relearn from scratch every time you need it. So I moved to simpler tools.
The loss of deep work is not the good programmers' fault. It's the fault of the business people.
I cannot think of a single tool which is complex enough but does not show the makefile effect
— Broccoli Man <https://www.youtube.com/watch?v=3t6L-FlfeaI>
clear
gcc some options -o foo && ./foo
* C++ requires some discipline to not explode build times, but it can be done if you dont go nuts with templates and standard headers.
As someone who teaches and sees college-level students ask chatgpt what's 1 + 1, I disagree that it has anything to do with complexity or annoyance.
Humans be humans; that's mostly it.
In the old days, I had a .fvwm2rc config file that I got from my boss in the university computing center. I had no idea how it worked! And neither did he -- he got it from a professor when he was in university.
How many Makefiles are there that just Wrap npm, pip, or some other tool like that? A Makefile is supposed to be the build system, not trigger it.
It’s used for the same reason we write shell scripts
Only worse since it also uses $ for its variables leading to "thing:\n\t env FRED=$$HOME/thing some-command -p $$AWS_PROFILE $(OTHER_THING) -d $$(date +%s)" level of squinting
So for those using it as a task runner from the 60s, without dependency tracking, now it's just laziness over a shell script that has "dependencies" in an imperative and shellcheck-able way
CFLAGS = -std=gnu99 -Wall
all: foo
clean:
$(RM) foo *.o
foo: foo_main.o foolib.o
$(CC) $(CFLAGS) $(LDFLAGS) $^ -o $@
(Except with tabs, which HN doesn't allow.)I haven't tested what I just typed above, but I'm reasonably sure that if I biffed it in a way that makes it nonfunctional, it will be obvious how to correct the problem.
I mean, not that you can't do better than that (I'm pretty sure anyone experienced can see some problems!), or that there aren't tricky and annoying tradeoffs, but it just doesn't seem like a big activation barrier the way people sometimes make it out to be?
Maybe those people just need to spend an afternoon once in their life working through a basic make tutorial? Maybe not the first time they work on a project using make, but, maybe, after the fifth or sixth project when they realize that this somewhat primitive inference engine is going to be something they interact with daily for years? At some point you're getting into "lead a horse to water" or "teach a man to fish" territory. There's a limit to how much you can empower someone who's sabotaging themself.
There's a slightly less minimal example in https://www.gnu.org/software/make/manual/html_node/Simple-Ma... with a full explanation. You can read it in a few minutes, but of course you have to experiment to actually learn it. The whole GNU Make 4.4.1 manual in PDF form is only 229 pages, so you can read it after dinner one night, or on your commute on the train over the course of a few days. And then you'll know the complete rules of the game.
BSD make is ... viable I guess, but only really worth it if you're already in the ecosystem - and even then I can't guarantee you won't hit one of its silly limitations.
I disagree about the autotools ones, I find them very sane although autotools itself can die in a rotting dumpster out back. And take m4 with it.
For me typical examples are Terraform configurations with their abstracted configuration syntax, which just mimicks some other configuration (e.g. AWS) and executes it in an environment where I don't necessarily have access to. Of course I'm not going to run endless experiments by reading documentation, assembling my own config and running it in painful slow CI pipelines until it works. I'll rather copy it from another project where it works and then go back to work on things that are actually relevant and specific for the business.
I’m with the author here 100%. Stop inventing new syntaxes and formats for things that don’t need it. It’s not clever, it’s a PITA when it doesn’t work as expected at 3:30 on a Friday.
I could see it with say CLI tools though. Like if I need to reference my notes for a CLI command then that may well indicate a failure in tool design.
>repeatedly copy a known-good solution and accrete changes over time.
Alternative phrasing would be that it evolves. Arguably there is a positive trajectory there
Sometimes it's better to duplicate code rather than make a special routine to do it.
Sometimes it's not only easier to copy/paste, but it is better than adding a level of abstraction
These types of tools there isn't much you do differently they don't give you much in the way of abstractions its just a list of actions which are very similar between projects. Since you typically with them are working in declarations rather than the usual programming primitives it often fundamentally falls down to "does my project need this build feature or not?".
The reason this happens is because Makefiles (or CI/CD pipelines / linters config, bash scripts) are more or less "complete language" on their own, that are not worth learning when you can do ... exactly what the author says (copy/pasting/modifying until it works) 99% of the time.
But LLMs in general know the language so if you ask "write a minimal Makefile that does this" or even "please simplify the Makefile that i copy/pasted/modified", my experience is that they do that very well actually.
I interpret it in a bit of different way.
Makefile is relatively simple and unopinionated like a brick. Also makefile defines/reflects project’s structure.
From simple blocks one can build any shape one want. Total freedom.
Problem is, make doesn’t impose best practice and doesn’t steer you clear of common pitfalls of project structuring and building and publishing.
One example for illustration: Out of source builds is rather good idea, but not imposed by make.
So makefile is not enough, one needs all the life-lessons of using make, so inherited makefiles are better than written from scratch.
* using out-of-source builds is a good idea
* using fully automatic dependencies is a good idea
* never committing generated files is a good idea (avoid hysteresis)
It is fundamentally very difficult to get all three of these at once; automatic dependencies often require generating files ahead of time, but generating files often involves needing to know the dependencies or at least their paths ahead of time.
These days the trend seems to be to commit "generated-in-place" files, which avoids some of the historical problems with the last (at the cost of introducing others). I don't claim this is optimal.
The advantage is that one can go in and modify any aspect of build process easily, provided one takes care to remove cruft so that the Makefile does not become huge. This is very important for embedded projects. For me, the advantages have surpassed the drawbacks (which I admit are quite a few).
You could, in theory, abstract much of this common functionality away in a library (whether for Make or any other software), however properly encapsulating the functionality is additional work, and Make does not have great built-in support for modularization.
In this sense I would not say Make is overly complex but rather the opposite, too simple. Imagine how it would be if in C global variables were visible across translation units. So, in a way, the "Makefile effect" is in part due to the nature of the problem being solved and part due to limitations in Make.
In the end it is no different from any code that's suffered from 10 years of tuning and it can get ugly. Maybe Make is even somewhat worse in this respect, but then again it does not need to be changed often.
Reminds me of the early internet. Auras of class, cred, erudition, intelligence, mystery, imagination. Thank you.
There is an implicit assumption that the code written espouses best-practices, but that is far from the truth.
I look at how we defined nan and it turns out that nan is a singleton that was initialized in a DLL somewhere. My variable was being initialized before the singleton nan was initialized. I asked around, and someone with access to the previous version control system (we migrated to git in 2016) discovered that this was part of the original commit to that VCS back sometime in 2003-2006 or something. We think that was probably from before our C++ compiler was updated to support C++98 and `numeric_limits` was added.
So of course I moved this over so that accessing our special nan singleton is just a static constexpr call to `std::numeric_limits<double>::quiet_NaN()`. But our special nan singleton is used all over the place in our codebase. So of course I have to check to see nobody's doing something weird with it.
Of course they are.
There are about a hundred lines of code that boil down to `if (foo == special_nan_singleton) { /* ...handle nan / }` which of course...isn't how nan works. This is a no-op and the compiler just straight up compiles it out of binary. This happens a lot*. Including fundamental infrastructure, like the special JSON serializer somebody reinvented.
The issue of course is the islanders did not understand the science behind planes, Wallis talkies, guns, etc.
Likewise, cargo cult devs see what is possible, but do not understand first principles, so they mimic what they see their high priests of technology doing, hoping they can copy their success.
Hence the practice of copying, pasting, trying, fiddling, googling, tugging, pulling and tweaking hoping that this time it will be just right enough to kind of work. Badly, and only with certain data on a Tuesday evening.
> The Makefile effect resembles other phenomena, like cargo culting, normalization of deviance, “write-only language,” &c. I’ll argue in this post that it’s a little different from each of these, insofar as it’s not inherently ineffective or bad and concerns the outcome of specific designs.
What OP is describing isn't like this because the thing being copied—the code—actually is effectual in its own right. You can test it and decide whether it works or not.
The distinction matters because the symptoms of what OP calls the Makefile effect are different than the symptoms of cargo culting, so treating them as the same thing will make diagnosis harder. With cargo culting you're wasting time doing things that actually don't work out of superstition. With the Makefile effect things will work, provably so, but the code will become gradually harder and harder to maintain as vestigial bits get copied.
Where people copy the giant boilerplate projects for React, K8, Terraform, etc. and go from there. Those boilerplates are ideal for mid to large scale projects. And it's likely you'll need them someday. But in the early stages of development it's going to impart a lot of architecture decisions that really aren't necessary.
Something to consider for anyone else building tools — boilerplate has costs!
So when the inevitable tweak or change is made it's made in the easiest, cheapest way - which is usually copying an existing example, which itself was copied from somewhere else.
I see exactly the same in other teams repositories. Easiest path taken to patch what already exists as the cost/benefit just isn't perceived to be there to worth prioritising.
> only worked within a broader context that is now missing
> because the thing being copied—the code—actually is effectual in its own right.
I don't understand how the second disproves the former.In fact, a cargo cult works because there's the appearance of a casual linkage. It appears things work. But as we know with code, just because it compiles and runs doesn't mean "it works". It's not a binary thing. Personal I find that belief is at the root of a lot of cargo cult development. Where many programmers glue things together say "it works" because they passed some test cases but in reality code shouldn't be a Lovecraftian monster made of spaghetti and duct tape. Just because your wooden plane glides doesn't mean it's AC an actual plane
But...it doesn't? That's the whole definitional point of it. If action A _does_ lead to outcome B, then "if we do A, then B will happen" is not a cargo cult perspective, it's just fact.
Your definition is extremely unlikely to ever be practiced, because those developers would be fired for never getting anything working, and so it's not really a helpful one imo.
* Incorporating TDD because it's a "best practice".
* Using Kubernetes because Google does it.
* Moving onto AWS because it's what all the cool companies are doing.
The key thing that makes cargo cult development a cargo cult is that it's practices and rituals adopted without any concrete theory for what a bit is supposed to do for you in your context. You're just doing it because you've seen it done before.
This is different than small scale copypasta where people know exactly what they're trying to accomplish but don't take the time in any given instance to slow down and re-analyze why this bit of code looks the way that it does. They know that it works, and that's enough in that moment.
If we're going to go back to the original analogies that started it all, what you're describing as cargo cult would be more similar to islanders using machinery that was left behind without knowing how it works or how to maintain it. They don't strictly need to know that in order to gain actual concrete value from the machinery, but it would be better in the long term if they knew how to maintain it.
> For actual cargo cults, yes.
I'd say it is true for both. There's evidence that the actions cause the events. They correlate. It's why people start doing the actions in the first place. The exact reasoning you use, if it didn't "work" (appear to work) then the cult dies off pretty fast (and they do). Rationally irrational. It's good to be aware of because with high complexity systems it is easy to fall into these types of issues. Where you are doing A and you _believe_ are causing B, but there is no real relation.Neither is ideal - but, the latter is much less harmful IMO.
This is what I meant by cargo cults working. Where there is a _belief_ in a causal connection where there is none. The Melanesia really did believe there was a causal connection between their actions would cause cargo to return. It's not just about appearance. It is about not understanding the actual causal chain and misinterpreting the causal variables.
Measurement is HARD. It is very common that if you do A then B will happen YET A is not the cause of B. Here's a trivial example: a mouse presses a button and it gets fed. In reality, the mouse presses a button and a human feeds the mouse. It is not the button. It may even be impossible for the mouse to know this. But if the human leaves, the mouse can press the button all they want and they will not get fed. I hope you can see how this can happen in far more complex ways. As the chain of events gets longer and more complex you an probably see why it is actually a really common issue. Because you have literal evidence that your actions are causal while they are not.
But if your wooden plane can somehow make it to Europe, collect cargo, and bring it back to your island, what you're doing is definitely not cargo culting.
It might not be actual engineering, maybe you don't understand aerodynamics or how the engine works, and maybe the plane falls apart when it hits the runway on the return flight, but if you got the cargo back you are doing something very different from cargo culting.
That's why copypasta doesn't count as cargo culting. It accomplishes the same task once copied as it did before. It may do so less reliably and less legibly, but it does do what it used to do in its original context.
>> Just because your wooden plane glides doesn't mean it's AC an actual plane
> But if your wooden plane can somehow make it to Europe, collect cargo, and bring it back to your island
Sure, but these are categorically different and not related to my point. > That's why copypasta doesn't count as cargo culting.
Let me quote wiki[0] The term cargo cult programmer may apply when anyone inexperienced with the problem at hand copies some program code from one place to another with little understanding of how it works or whether it is required.
Cargo cult programming can also refer to the practice of applying a design pattern or coding style blindly without understanding the reasons behind that design principle. Some examples are adding unnecessary comments to self-explanatory code, overzealous adherence to the conventions of a programming paradigm, or adding deletion code for objects that garbage collection automatically collects.
Even in the example it gives the code will "work." You can collect garbage when the language already does that, you'll get performance hits, but your code won't break.It "it doesn't _work_" disqualifies something from not being cargo cult programming, then there would be no cargo cult programming. Who is shipping code that doesn't compile or hits runtime errors with any form of execution? You couldn't do that for very long.
Let's take an airplane example. Say you want to copy Boeing[1]. You notice that every 747 has a coffee maker on it. So you also make a coffee maker. After all, it is connected to the electrical system and the engines. Every time you take out the coffee maker the airplane fails. So you just put in a coffee maker.
A cargo cult exists BECAUSE _something_ is "working". BECAUSE they have evidence. But it is about misunderstanding the causality. See also Feynman's "Cargo Cult Science"[2]. As dumb as people are, there's always a reason people do things. It is usually not a good reason and it is often a bad reason, but there is a reason. Even people will explain you "causal" explanations for things like astrology.
[0] https://en.wikipedia.org/wiki/Cargo_cult_programming
[1] Well in the past you might have wanted to lol
[2] https://calteches.library.caltech.edu/51/2/CargoCult.pdf
> not only what you think is right about it: other causes that could possibly explain your results
His explanation explicitly acknowledges the experiment works. In fact, even the math to explain the experiment "works". But it is wrong. Related is Von Neuman's Elephant. Where Freeman Dyson had evidence that a theory explained an experiment, yet it was in fact wrong. Evidence isn't sufficient to determine causality.> A style of (incompetent) programming dominated by ritual inclusion of code or program structures that serve no real purpose. A cargo cult programmer will usually explain the extra code as a way of working around some bug encountered in the past, but usually neither the bug nor the reason the code apparently avoided the bug was ever fully understood (compare {shotgun debugging}, {voodoo programming}).
This is categorically different than the kinds of copypasta that TFA is talking about, and it's different in that the copypasta in TFA does serve a purpose.
There's a world of difference between copying something whose implementation you don't understand but whose function you do understand versus copying something which you vaguely associate with a particular outcome.
> does serve a purpose.
I think this is where we're butting heads, because I think this is an ambiguous term.Tools that fall into this category are usually ops-y things with enormous complexity but are not "core" to the problem I'm solving, like CI/CD, k8s, Docker, etc. For Make specifically, I usually just avoid it at this point b/c I find it hard to avoid the context switch.
It has nothing to do with miraculous incantations--I know the tradeoff I'm making. But it still runs the risk of turning into the Makefile Effect.
This has spawned a cottage industry of right-sizing tooling, which does what a dev team could and should have done to begin with: profiling their code to see resource requirements.
At this point, I feel like continuing to make things easier is detrimental. I certainly don’t think devs need to know how to administer K8s, but I do firmly believe one should know how to profile one’s code, and to make reasonable decisions based on that effort.
And of course every one of those tools has to have their own special language/syntax that makes sense nowhere else (think of all the tools beyond make, like autotools, etc)
I don't care about make. I don't care learning about make beyond what's needed for my job
Sure, it's a great tool, but I literally have 10 other things that deserve more of my attention than having my makefile work as needed
So yeah I'll copy/paste and be done with it
This is mentioned in footnote 1. Concretely, I don’t think this is exactly the same thing as cargo culting, because cargo culting implies a lack of understanding. It’s possible to understand a system well and still largely subsist on copy-pasting, because that’s what the system’s innate complexity incentivizes. That was the underlying point of the post.
https://utcc.utoronto.ca/~cks/space/blog/programming/Frequen...
there is nothing that makes makefiles inherently more or less susceptible to this. if it's more common, it's because people don't want to take the time doing more solid engineering and clean design for something like a ci/cd config or a makefile, being viewed as ancillary or less important. and so they often don't want to learn the language, so monkey-see-monkey-do.
as sibling comments state, this is better called cargo cult or maybe copy-pasta. and i've seen it with any language c, c++, python, scripts, config files, anything. i even see it in chat gpt answers because it's regurgitating someone else copy pasta.
if it's a problem, it's a problem of discipline.
Also no matter how complicated and subtle you think your makefile is, true experts will tell you it's wrong and you instead copy their apparently over-engineered, hard to understand makefile
not unique at all to makefiles, probably not even in the top ten [things] that "true" experts like to "help" with
> if it's a problem, it's a problem of discipline.
With this
> Also note: the title is “be aware,” not “beware.” The Makefile effect is not inherently bad!
However, despite the fact that I used to use LaTeX very much, I always copy-pasted from a template. It is even worse with beamer presentations and TikZ pictures where I would copy-paste from a previous presentation or picture rather than a template.
For TikZ I am pretty sure that the tool is inherently complex and I just haven't spent enough time to learn it properly.
For LaTeX I have certainly spent enough time on learning it so I wonder whether it might be something different.
In my opinion it could very well be a matter of “(in)sane defaults”. Good tools should come with good defaults. However, LaTeX is not a good tool wrt. this metric, because basically all my documents start something like
~~~ \documentclass[paper=a4, DIV9, 12pt, abstracton, headings=normal, captions=tableheading]{scrartcl} \usepackage[T1]{fontenc} \usepackage[utf8]{inputenc} \usepackage[english,german,ngerman]{babel} \usepackage[english,german]{fancyref} % ... \usepackage{microtype} \usepackage{hyperref} ~~~
Most of this is to get some basic non-ASCII support that is needed for my native tongue or enable some sane defaults (A4 paper, microtype...) which in a modern tool like e.g. pandoc/markdown may not be needed...
Hence the purpose of copy-pasing the stuff around is often to get good defaults which a better tool might give you right out of the box (then without copy/paste).
For LaTeX I also copy-paste a whole lot from older files, but I don't feel bad because (a) I wrote these files before, (b) I know exactly what each line is doing, (c) I understand why each line is needed in the new doc.
I wrote a relatively large amount of TikZ code earlier in my life (basically used it as a substitute for Illustrator) and for this library in particular, I think it just has so much syntax to remember that I cannot keep it all in my brain for ever. So I gladly copy from my old TikZ code.
* all packages needed for my language (fontenc, babel, local typography package) * typical graphicx/fancyhdr/hyperref/geometry packages that are almost always needed * a set of useful symbol and name definitions for my field
If you are not writing math or pure text in English only LaTeX is batteries not included.
Another example is jq. I use it occasionally, and ChatGPT handles the syntax pretty well. For me, learning it properly just isn’t worth the time or effort.
Here's an example of a (similar) prompt I used recently: "Write me a makefile that executes a script inside a docker container. I want the script to be someprefix-<target-script> that calls /app/<target-script>.sh inside the container."
I don't have to care about Makefile syntax anymore for the most part.
I don’t know how to deal with that mentality. I don’t mind showing someone how I came to an answer, but I also expect them to remember that for the next time, and do some searching of their own.
The author's overall point is fine (specifically, that one should consider developer cut-and-paste behavior as an indicator of unnecessary complexity in a tool). However, when discussing the designer's perspective, I think the author should have taken a broader view of complexity.
Much of the complexity in Makefiles stems from their generality; essentially, the set of problems to which a Makefile can be a solution. Substantively reducing this complexity necessarily means eliminating some of those use cases. In the case of make, this is clearly possible. Make as a Unix tool has been around for a looong time, and one can look at the early versions for an idea of how simple it could be.
But the rub is, simplifying make doesn't necessarily reduce complexity. Once armed with a simpler, but more limited make, developers are now tasked not only with knowing the easier Makefile syntax, but also knowing when make isn't an appropriate solution, and when and how to use whatever tool exists to fill the gap. Compounding this is the fact documentation and shared knowledge regarding which tool is appropriate for which problem is much harder to come by than documentation for the tool itself. This can easily lead to the tool choice equivalent of developer cut-and-paste behavior: "so-and-so uses build tool X so I must use it too", "if your doing (general description of problem) the only build tool you ever need is Y", "I used Z before, so I'm just going to make it work again".
Essentially you can think of make as one "verb" in a sprawling and uncoordinated domain-specific language that targets building things. Developers need some level of proficiency across this language to succeed at their work. But trading complexity that must be mastered in one tool for complexity that must be mastered across tools can very easily increase overall complexity and promote its own kind of "Makefile Effect", just at a different level.
EDIT: Some might prefer the term "Cargo Culting" rather than "Makefile Effect" here. I suggest they are the same behavior just in different contexts.
I think it's convention over configuration. Makefile can do anything, so every project is different and needs different configurations, and everything must be configured. Which means that when I use a tool like that, it's sooo many decisions to make, that I just copy something that I know works.
If instead it was some sane defaults, it would be pretty apparent where it deviates. And instead of thinking of hundred things and which to choose, I either don't think about them, or think "do I have a reason to configure this instead of using defaults?"
The cookbook orientation mentioned above in turn leads to a culture that underemphasizes the importance of learning and understanding the tools that one is using, and of having thorough documentation that facilitates that. Or maybe the direction of causation is the other way around. In any case, I see the problem more in too little time being spent in creating comprehensive and up-to-date documentation on tooling (and designing the tooling to be amenable to that in the first place), and in too little resources being allocated to teaching and learning the necessary tooling.
I need those things once at project setup. I copy-paste and change a bit.
Why copy-paste? It's a proven strategy with a high success rate despite little effort behind it.
I also don't want to learn templating for every little DSL I need to write one file per project with.
But if you love doing it "the right way", you're welcome to do that work for me.
– John Gall (1975) Systemantics: How Systems Really Work and How They Fail
They usually pick up warts added for some special case, and that's a sign that there will be infinitely many more.
There's a fine line between "applying experience" and "designing a whole new system around one pet peeve". But it's a crucial distinction.
But hey, now we have npm, so who cares anymore? :-)
Disrespect is simply to belittle and look down upon. I don't see many situations where such an attitude leads to progress.
I've heard the programming language Swift followed this philosophy during development, though I've never written any Swift code to know how well it worked out.
foo.o : foo.c
$(CC) $(CFLAGS) -o $@ $<
The "$@" is the output (or target, think of @ as a bullseye on a target), and the "$<" is the input (think redirection). The only other commonly used variable is "$^": foo : foo.o util.o other.o
$(CC) $(LDFLAGS) -o $@ $^ $(LDLIBS)
In this case, "$^" means "all inputs".I don't think the author understands the point of "CI/CD systems". And I don't really blame them, because workload orchestration systems have been abused and marketed to the point where we call them CI/CD systems instead. Sure, if you think the point of CI/CD is to just provide a unified build and deploy it somewhere, you can write that in whatever language you like, and not need to know a bunch of YAML-fu.
But the whole point of workload orchestration systems is to configure the flow of workloads between machines as they inherently execute on different machines. The status quo is to debug over the network because, fundamentally, different machines will be connected by a network and the workload orchestration system is figuring out which machine to put it on.
If you think you can just run your CI/CD on a single server without networking or virtualization, I have some very large, parallelized testing suites to show you.
Nowadays you can get a single server with 256 cores and several terabytes of memory. I would be interested to learn what kind of testing suites have actual needs beyond that.
Without virtualization though is definitely no problem. The whole docker/k8s/whatever shtick is mainly because devs think it's more fun to invent new things than to learn how to use old ones properly. At least as long as you're running your own code on your own hardware, there is not a single thing solved by virtualization that wouldn't be solved equally well (or better) with traditional tools like environment modules and Slurm.
> At least as long as you're running your own code on your own hardware
Assuming you keep a consistent env/OS across all nodes you will want to run said code. Which can be difficult, even just between two users on a single node.
Not to mention the fact that a lot of (most?) code needs to (A) interoperate with other people's code and (B) at least sometimes run on other hardware.
In the broader sense: yes this effect is very real. You can fall to it or you can exploit it. How I exploit it: write a bit of code (or copy/paste it from somewhere). Use it in a project. Refine as needed. When starting the next project, copy that bit of code in. Modify for the second project. See if changes can be backported to the original project. Once both are running and are in sync, extract the bit of code and make it into a library. Sometimes this takes more projects to distill the thing into what a library should be. In the best case, open source the library so others can use it.
make clean makes lots of sense but is not even strictly necessary. In the world where all it does is find all the *.o files and deletes them it’s not a bad thing at all.
That's sort essential to serving its purpose, after all.
I haven't yet run into a scenario where there was a clean task that couldn't be accomplished by using flags to git clean, usually -dfx[0]. If someone has an example of something complex enough to require a separate target in the build system, I'm all ears.
[0] git is my Makefile effect program. I do not know it well, and have not invested the time to learn it. This says something about me, got, or both.
If there is a Makefile with a clean target, usually the first thing I do when I start is make it an alias for `git clean -X`.
Usually, you want to keep your untracked files (they are usually experiments, debugging hooks, or whatever).
All I can think of are things like periodically copying them to another folder, or give them a different ownership needed for edit/delete, etc.
Unless there's some kind of .gitpreserve feature...
CC=clang
MODULES=gtk+-3.0 json-glib-1.0
CFLAGS=-Wall -pedantic --std=gnu17 `pkg-config --cflags $(MODULES)`
LDLIBS=`pkg-config --libs $(MODULES)`
HEADERS=*.h
EXE=app
ALL: $(EXE)
$(EXE): application.o jsonstuff.o otherstuff.o
application.o: application.c $(HEADERS)
jsonstuff.o: jsonstuff.c $(HEADERS)
otherstuff.o: otherstuff.c $(HEADERS)
clean:
rm -f $(EXE) *.o
This isn't perfect as it causes a full project rebuild whenever a header is updated, but I've found it's easier to do this than to try to track header usage in files. Also, failing to rebuild something when a header updates is a quick way to drive yourself crazy in C, it's better to be conservative. It's easy enough that you can write it from memory in a minute or two and pretty flexible. There are no unit tests, no downloading and building of external resources, or anything fancy like that. Just basic make. It does parallelize if you pass -j to make.They also are utterly unable to handle many modern tools whose inputs and/or outputs are entire directories or whose output names are not knowable in advance of running the tool.
I love make. I have put it to good use in spite of its shortcomings and know all the workarounds for them, and the workarounds for the workarounds, and the workarounds for those workarounds. Making a correct Makefile when you end up with tools that don’t perfectly fit into its expectations escalates rapidly in difficulty and complexity.
Part of the low-code/no-code story is that conventional programming requires programmers to not just decide what has to be done but in what order to put those things. (This is connected with parallelism because if tasks are done in a particular order you can't do more than one at a time.)
An Excel spreadsheet is different from a FORTRAN program, for instance, because you can write a bunch of formulas and Excel updates the results automatically without you sequencing things.
https://en.wikipedia.org/wiki/Topological_sorting
is an easy approach to finding a valid order to do tasks in. It's used frequently in build systems but rarely in other software so it contributes to build systems seeming to be from another planet
---
I work in Java a lot and I used to hate Maven, because, if you look at Maven as "an XML vocabulary" you're going to frequently find "you can't get from here" and looking for answers in Stack Overflow is going to dig you in deeper.
The right way to think about Maven is that, like (part of) Spring, it is a system for writing XML files that configure a group of Java objects. Seen that way, writing a Maven plugin should be a second resort; the moment you're scratching your head wondering if it's possible to do something, you should (1) make sure you can't "go with the flow" and follow conventions, then (2) write a Maven plugin.
The thing is, a Maven plugin is just an ordinary Maven class. You're a Java programmer, you know how to do things in Java. All the skills you use everyday apply, you're no longer in a weird, mysterious and limited environment. That's part of the "makefile program"; you probably build your code (edit files in Java, C, whatever) 1000s of times for every time you change something about your build system. On a team you can be very productive if you know the main language but have no idea about how the build works (if the build the works.)
When you try this though you often run into political problems. In most places, for instance, only a few people on the team have the authority to create new maven projects (a plug-in is a class defined it's own project.) Maybe that makes sense because you don't want them breeding like rabbits, but a lot generally most systems are badly partitioned as it is, and I think many programmers wouldn't want to have the fight it would take to create a new project.
People are accustomed to builds being SNAFU and FUBAR.
When I first saw Maven I was baffled that, as a remote working on a system that had about 20 programmers and about 20 projects I couldn't build the system successfully at all. The build worked maybe 70% of the time at the office and people didn't seem to worry about it. I could live with that because they were building large complex systems that they were always throwing away and I was building simpler spike prototypes that worked.
I worked at a number of places where builds were unreliable in ways that seemed quantitative rather than qualitative, eventually I realized the problem was really simple, if you were using snapshot builds and a lot of people were working on a project and you didn't have any transaction control you would often get a set of snapshots that were not compatible with each other.
Most teams don't take builds seriously enough. I've found it rare to meet an engineering manager who can answer the question "how long does the build take?" and fantasize of going to a job interview, asking that question, and if I don't get an answer, standing up and walking out.
For many projects I've worked on I've built "meta-build systems" where the assumption is that have 12 maven projects and 4 npm projects or something like that (aren't most of us using mixed languages in the React age? why isn't this treated as a first-class problem), and such a system can be smart about what gets built and what gets doesn't, what is running out of snapshots and what can have a fixed version, etc. Merges in changes from develop automatically, and if seven steps are required that take a total of 15 minutes I ought to be able to think about something else entirely for 15 minutes and hear a "beep" when it's done.
Trouble is we don't take builds seriously enough: it's a technical problem and it's a political problem and we often don't face the technical problems because of the political problems.
This footnote actually made me think about IDEs and the JS toolchain even more than makefiles.
If I'm writing a small project (say, 10 code files) surely an IDE where most people only know how to use 4 of the 1000 buttons is overkill, and I'd use a makefile.
Similarly surely 10 code files with 10 config dotfiles to set up a JS environment and tooling for dependencies, versioning, linting, transpiling, etc is overkill too.
- Basic javac/gcc/swiftc/whatever commands are simple, even if they can scale up through every niche via configuration options.
- Basic makefiles are simple, even if they can scale up to something like the xnu makefile tree (the most complex make system I've encountered).
- Let's not talk about JS.
I'm hesitant to use the word "lazy" to describe people who do what the author is describing - not just because I sometimes do it myself but because I believe that laziness is a derivative observation of time constraint, executive function exhaustion, and other factors. It also reminds me of the classic "I'm going to learn X, which handles/wraps Y, so that I can avoid learning Y", which is generally a bad pattern of motivation.
At its core this feels like a failure to understand (or failure of others to teach) fundamentals / first principles of the tools being used.
Anyway, the GNU make manual is a good read for anyone that needs to edit a makefile or design a project build. So is “recursive make considered harmful”.