Introduction
A collection of conventions or guidelines used when developing the source code for a computer program is known as programming style. Following a specific programming style is frequently stated to make it easier for programmers to read and understand source code that adheres to the style and avoid introducing errors. Coding style guides are an integral aspect of professional coding.
A programming tool is any software program or utility that aids software developers or programmers in designing, editing, debugging, maintaining, and/or performing any programming or development-specific activity.
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Programming Style
The technique applied in writing the source code for a computer program is known as programming style. The majority of programming styles are created to aid programmers in swiftly reading and comprehending the code and avoiding errors. (Older programming approaches also prioritized screen space conservation.) A good coding style can overcome a first programming language's numerous flaws, but a lousy style can undermine an exceptional language's aim.
The purpose of a good programming style is to write code that is easy to understand, clear, and elegant. The coding standards or code conventions of a firm or other computing organization, as well as the preferences of the actual programmer, may influence the programming style utilized in a given program.
There are some general rules and guidelines that are to be followed. These are described as below:
Clarity and Simplicity of Expression
The programs should be created so that the program's objectives are transparent.
In order to create programs that are easy to read and maintain, efficient and effective indentation is required.
The code should be well-commented so that it is easy to understand. The code is made more understandable by adding comments to the statements. Inline comments examine the subroutine's operation, or essential components of the algorithm should be applied frequently.
Naming Conventions
In a program, one must name the module, processes, variables, and other elements. It's important to avoid using cryptic and non-representative naming styles.
For example:
Instead of writing area_of_circle = pi * radius_of_circle * radius_of_circle we can write area = pi * r * r
We can use a naming convention where the constants are named in all capitalized letters(CONSTANT), the local variables are small letters(local_variables), and the global variables and functions are written using camelCase convention(globalVariables).
Control Constructions
As much as practicable, single entrance and single exit constructs should be used.
Information Hiding
Wherever possible, the data structures' safe information should be hidden from the rest of the system. Information hiding can reduce module coupling and make the system easier to manage.
Information hiding concerns make non-essential aspects of functions and code in a program inaccessible to other software components. A software developer uses information hiding in software design and coding to hide redundant details from the rest of the program.
Nesting
A program's static and dynamic behaviour is substantially harmed by the deep nesting of loops and conditions. Deep nesting makes it harder to grasp the program logic; thus, it's best to avoid it.
User-defined Data Types
Use of user-defined data types such as enum, class, structure, and union should be done extensively. These data types make it simple to write and understand program code.
Data elements of the same or different types are stored in user-defined data types. This allows the programmer additional flexibility in storing different data kinds in a single variable, depending on their needs and requirements.
These data types can be reused across multiple definitions once specified, saving time in the development process.
Module Size
Each module should be the same size. The module's size should not be excessively large or small. It is often not functionally coherent if the module size is too large. Unnecessary overheads result from a module size that is too small.
Module Interface
A module having a complicated interface should be scrutinized carefully.
Side-effects
When a module is called, it may have the unintended consequence of changing the program's state. If at all feasible, such adverse effects should be avoided.
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