Complication for the win

“How can we make our programs simpler?”
I don’t want to make them simpler. I want to them make them complicated instead of complex.

Simplicity is not the goal.

Simpler implies they do less, they hold less rich domain knowledge. I want them to do a lot, to take work and thinking away from the user. Yet I still want them to be understandable by my team.

Like, say I’ve been to the grocery store and I’m stocking up on a lot of stuff. There’s a lot of stuff to bring in from the car.

How can I make this task simpler? Easy. Buy less stuff.

But I don’t want to buy less stuff. I’m gonna carry all this in. It feels like the simplest thing is to make one trip, load it all up in my arms. Head for the house and… shoot. Maybe I can kick the front door until someone opens it.

What seems “simple” might be the most complex.

Carrying all the groceries at once is a complex task. Every item I’m already carrying affects how I pick up the next one. Every extra pound feels significant, since I’m already encumbered. Every step is careful. And then I get to the kitchen and try to put it all down and crack the laundry detergent just came down hard on a carton of eggs.

Now that I’m older and wiser and have studied this phenomenon in software, I don’t try this anymore. I carry a few items in, then carry a few items in, etc etc until all the groceries are in the kitchen. This is more complicated because there are way more trips. It is less complex because each independent trip is simple.

Oodles of simple tasks are collectively complicated, but not complex.

I can carry two bags and a laundry detergent. One bag and the giant package of TP, easy. I can open the door for myself. I can put them safely on the counter.

I can take the detergent straight to the basement; every task doesn’t have to be the same as long as each one is simple.

As a bonus, my partner might start putting groceries away while I’m still carrying. The kids might join in and grab a few bags. When I’m carrying the whole mass they couldn’t grab one from me, because that would destabilize it all. But they can grab some from the car. Many simple tasks can be shared; one complex one cannot.

I’ll take complication over complexity any day.

In programs, it is tempting to see something as simpler if it has smaller parts. If one Order class has all the behaviors we need for an Order, that’s sounds simple. Then all those behaviors get intertwined and the Order class needs to change for many reasons and yet it’s scary to change because there are so many things we might break!

If we have a frobozz.purchasing.Order class that has behavior for building the order, and a frobozz.fulfillment.Order class with behavior around shipping the order, and a frobozz.billing.Order class with behavior around getting paid — gah! Three classes for one thing? Too complicated!

Yes, complicated. But far less complex.

Complication grows linearly, complexity… ugh.

twelve piles of groceries
twelve trips might be twelve times as complicated

Complicatedness can be measured (sort of) by a count of parts. Complicated systems can be broken down, broken down and each part understood alone, although that may take a lot of work because there are so many of them.

TP balanced on cases of beer held by arms barnacled in plastic bags — each part is leaning on another, interdependent.

Complexity is different. It exists in the interdependence between parts, which stops you from safely changing any of them independently. A complex system can only be broken down so far; you have to consider much of it in one lump. The most complex part determines the complexity of the system. It’s a maximum, not a sum.

Don’t be afraid of programs with a lot of parts. As long as those parts are independent — they communicate only with data, for instance, not interdependent database calls — then it doesn’t matter how many they are. Complication is not our enemy.

Aiming for “simplicity” by reducing complication leads us further into the morass.

Complexity bites us. Embrace complication, and keep your eggs safe.

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