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My dad is a retired DoD engineer who worked extensively with Ada. Sent him this link, and this was his response: Yeah, I liked Ada because it was very readable
by ellyagg 12y ago
My dad is a retired DoD engineer who worked extensively with Ada. Sent him this link, and this was his response:
Yeah, I liked Ada because it was very readable, and decomposition into smaller units was easy. I always liked the package concept.
Our compilations weren't all that slow. Maybe an hour or so for 500,000 lines of code. It was always best to compile units individually, not to build everything and compile all at one time. It could take days to get through compile-time errors that way. A lot were due to mismatching data types.
Once we tried to upgrade to a new version of the compiler, but couldn't get it to work with our legacy code. We had the vendor send us an engineer from Phoenix, and he could never get it to work, so we gave up and kept using the old compiler.
I hear Ada is still popular in Europe. There were a lot of useful improvements in Ada95 that eliminated some of the clunky features.
On large systems like ours we had subdivided the code into many separate functional units. Each unit consisted of a directory of multiple packages that all worked to perform a certain function. Each FCI directory would usually contain an interface spec and code for interfacing to any other FCI that needed to share data with it. There were a couple of ways to share data. One way was to send an FCI a message that we were putting data into shared memory, and then the other would grab the data. Another way was to just send a message containing the actual data. This worked ok for small amounts of data. I think to communicate with external devices at the lowest level we were calling c code.
Software engineering in a large project is actually more fun than in a small group I think. There's more activity and hustle and bustle. Also it does force a certain amount of discipline that one would rarely do on an individual basis. Some of the code reviews could be brutal. Or it least so it seemed.
Testing was always a challenge on the real hardware because it always involved multiple computer systems networked together sometimes with wireless devices, and it could be a challenge just to get them all stable and talking together, let alone getting your own code working. When we went to a test facility for a week or two to test we always kept our fingers crossed. Usually nothing would work for the first two or three days and then on Thursday and Friday the problems started to go away and were magically solved, and we could go home successful. It was always very nerve wracking because of course there was a whole management schedule that depended on it.
Of course the boring part was writing software requirements documents, software design documents, test procedures and the like. We weren't supposed to design while coding, and weren't supposed to write any code until our design was complete. But a lot of times we didn't know how to design it, so we would write code in advance and call it prototyping. But if we reused our prototype code we could get huge code counts during the code phase, because we had already written that during the design phase and charged it to design.
Since we got assessed partly by the amount of code we could write in a given time, sometimes you would find people, who instead of writing a subroutine would just duplicate the same code multiple times. It increased their code count. It really didn't pay to write really tight, highly efficient code because of the development time constraints. However, then during testing you might have to go back and fix it to perform better.
- acomjean 12y ago> I think to communicate with external devices at the lowest level we were calling c code. As someone who spent a few years maintaining the ada ->c code wrappers, our team would use I would say he's correct. We used ada wrappers to make the system calls to c to do networking and unix ipc. While ADA can call c directly, we had to support HPUX and SUN so sometimes we had to write c code and call that (#IFDEF HPUX). This was a pain. The package system was very good, especially at dividing work among a large team (30+ programmers). We had a lot of fake external hardware simulators we used to test our code against. This worked well as long as our simulators worked like the actual external hardware. It did with some frustrating exceptions of course discovered during the final test. Dealing with time is a pain in all languages (UTC vs GPS) I think sidereal time thrown in for fun. I remember some of those procedures (design->code->integrate,formal test->ship) that DOD projects had. We counted SLOC (Lines Of Code), but thankfully our reviews never were based on them. Code reviews could be useful or just frustrating. I suspected somepeople were just difficult so they wouldn't be invited to as many of them Interesting to hear others perspectives on it.