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Troubleshooting Professional Magazine

 
April, 2013
Troubleshooting the Untroubleshootable
Copyright (C) 2013 by Steve Litt. All rights reserved. Materials from guest authors copyrighted by them and licensed for perpetual use to Troubleshooting Professional Magazine. All rights reserved to the copyright holder, except for items specifically marked otherwise (certain free software source code, GNU/GPL, etc.). All material herein provided "As-Is". User assumes all risk and responsibility for any outcome.


Steve Litt is the author of the Universal Troubleshooting Process Courseware,
which can be presented either by Steve or by your own trainers.

He is also the author of Troubleshooting Techniques of the Successful Technologist,
Rapid Learning: Secret Weapon of the Successful Technologist, and Samba Unleashed.

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It's not how much you know, it's how you organize your knowledge. -- Steve Litt

CONTENTS

Editor's Desk

By Steve Litt
A Linux reinstallation required reinstallation of Nullmailer, the software I use to email out some of my eBooks. Reinstalling and reconfiguring this type of utility is usually an annoyance, but no big deal. Nullmailer is different. It's a black box. Take a look at these common Nullmailer error messages:
What program? What config? What trigger file?

The simple addition of a filename to each of these error messages would have made troubleshooting into a mere annoyance. But without them, it's a confusing search through a minimally documented system. Of course, you can always use a debugger or put diagnostic prints in the source code and recompile, right? Don't count on it. Nullmailer is written in Volleyball Code (described later in this magazine).

Nullmailer continues a long tradition of technology: Untroubleshootable Systems. When I fixed audio gear, how well I remember receivers in which you needed to take your solder iron and burn a hole in the plastic chassis to disassemble enough to take measurements. There was that cassette deck with so many springs that you needed ten hands to reassemble it. One car audio manufacturer thought it was a clever idea to have no removable plate exposing the (often worn maintenance part) main belt, so replacing the main belt required complete disassembly and reassembly of the entire unit. Have you ever seen those 1960's and 1970's electronic designs with undocumented circuits encased in epoxy? Untroubleshootable systems are as old as technology itself.

And of course it's not just audio gear. Removing and reinstalling spark plugs to inspect them for oil or carbon is an excellent, and formerly quick, diagnostic test. But not on many modern cars. Oh, you can do it, but you're going to need some pretty interesting tools, sometimes quite a bit of disassembly, and in at least a few cases you might need to lift the engine. As a matter of fact, this century's cars require a large tray of specialized tools to do any meaningful diagnosis.

Let's talk about software. Is it just me, or does Windows 8 have its information gathering tools scattered all over the place? And, on all operating systems, how often do we run into programs that either abort silently, or hang forever?

A lot of manufacturers, including makers of software, build modularly and make sure the user or troubleshooter has good access to diagnostic test points. But some don't, and as a Troubleshooter, you still have to fix them. This issue of Troubleshooting Professional Magazine tells you how.

So kick back, relax, and enjoy this issue of Troubleshooting Professional. Learn the tools and techniques enabling you to troubleshoot systems even when their makers didn't care about troubleshooting. See examples highlighting how I tamed the Nullmailer black box. And remember, if you're a Troubleshooter, this is your magazine. Enjoy!
Steve Litt is the author of "Troubleshooting Techniques of the Successful Technologist".  Steve can be reached at Steve Litt's email address.

Troubleshooting the Black Box: An Overview

By Steve Litt
I've said it over and over again. The Universal Troubleshooting Process is optimized for systems with:
Black boxes fail the second criteria. So what do you do? Do you forgo the Universal Troubleshooting Process in favor of more expensive processes like Root Cause Analysis, the Method of Kepner and Tregoe, or Speculation, Guesswork and Prayer? Not if you want to retain your credibility. Instead, make sure to get the following ducks in line:
As a matter of terminology, a Mental Model is just a block diagram of the system, with boxes representing components, and lines representing interactions between the components.
Steve Litt is the author of the Universal Troubleshooting Process courseware.   Steve can be reached at Steve Litt's email address.

Create a Mental Model of the System

By Steve Litt
A Mental Model is just a block diagram of the system, with boxes representing components, and lines representing interactions between the components. The following graphic is my Mental Model for the Nullmailer system:
Nullmailer Mental Model

Like the preceding sentence said, the boxes (and curved figures containing writing) are components, while the lines are interactions between the components. So, for instance, you could go into var/nullmailer/queue and inspect outgoing messages, and you could also alter those messages to see if that changes the symptom. There are also ways you could inject messages directly into libexec/nullmailer/smtp, eliminating a whole bunch of processes from the mix. I'm not going to explain this example Mental Model in detail: If you're interesting in learning more about Nullmailer, see these two web pages:
Do you see how the Mental Model clarifies the design of the system and suggests which diagnostic tests rule out what sections? It's Troubleshooting 101, taught in every class I teach and every book I write.

What's not so elementary is how to create the Mental Model. Here's a list of some of the tools I used to create the Nullmailer Mental Model:
It took me about ten hours to assemble this Mental Model. Not a trivial task.

STEVE: WHY DID YOU BOTHER?

About now you're probably asking yourself why I spent ten hours just making a Mental Model of Nullmailer. Here is the logical derivation of why I spent that ten hours:
  1. My business absolutely requires a program (like Nullmailer) to submit email to my ISP's SMTP server.
  2. The several alternatives to Nullmailer that I tried were even worse, more black boxy, almost as badly documented, and I couldn't get them to work at all.
  3. It would have been impossible to troubleshoot Nullmailer without a Mental Model.

The "Steve: Why did you bother" breakout above illustrates an important point: If you have a choice, don't troubleshoot black boxes. If you have your own repair shop, turn away irreparable equipment as long as this doesn't violate a commitment to the manufacturer or your own warranty. If you own have a Mom and Pop business installing and configuring software and removing viruses, consider refusing work involving one-off undocumented programs. But all too often, you're not in a position to refuse difficult and even unprofitable work -- it might be as simple as your boss tells you to do it, doesn't listen to your arguments against trying to fix it, and you need your job too much to press it further. In such cases, you need a Mental Model of the equipment under repair.

Adding a Narrative to Your Mental Model

Creating a Mental Model of a black box system takes a lot of time and effort. Upon completion of your Mental Model, you'll know many things that can't possibly explicitly spelled out on the Mental Model. That doesn't stop you from troubleshooting, because all the material you learned is fresh in your mind, and your Mental Model serves as a reminder.

But what if six months from now you need to troubleshoot that same system? Would all that knowledge still be at your fingertips? Or would you need to do a lot of refreshing? And what if somebody else needed to do the troubleshooting? Would your Mental Model diagram be everything necessary for them to understand the system? Almost certainly not.

So, if you anticipate anybody ever having to troubleshoot this system again, it's time well spent to add a narrative to your diagram. To see how I added a narrative to my Nullmailer Mental Model diagram, see http://www.troubleshooters.com/linux/nullmailer/landmines.htm#_nullmailer_mental_model.

Steve Litt is the author of the Recession Relief Package. You can email Steve here.

Gather or create tools to view system state and parameters

By Steve Litt

Your Mental Model shows which interaction states rule out what, but they don't necessarily give you the tools to measure at an interaction, or to set a state or inject a signal at that interaction. Often you need tools to do those things. The good news is, now that you have a Mental Model, you can envison what these tools should look like, and either procure them or make them.

For each line on your Mental Model, ask yourself the following two questions:

  1. How can I view the value or state of this interaction?
  2. How can I change the value or state of this interaction?

For instance, to look at the availability of a socket at a port, you can use nmap with suitable arguments. To both change the port's state and read from it, you can use telnet to the proper port. While asking these questions and thinking about tools, use your imagination. Typically, there will be all sorts of innovative ways to do these things. The more experience you get with tools, the more innovative you'll find yourself getting.

The best tools are often computer programs, either easy scripts, or if you can make them, actual computer programs, subroutines or objects. For systems where one program spawns (execs or forks) another program, a handy tool that comes up over and over again is a stub program. A stub program reveals the arguments passed to it, reads a number from the keyboard, and returns that number as an exit code. If the spawned program runs without a keyboard, you'll need to comment out the read from keyboard and hard code the exit code. Occasionally you'll need a stub program that prints not only its command line args, but also the environment variables exported to it, or even text that comes in through STDIN. The following code is the shellscript I used to obtain command line args, environment variables and passed in STDIN:

#!/bin/bash
echo ============= BEGIN $0 ===================
progname=$0
let argno=0
let argc=$#
echo Stdin content follows:
perl -n  -e 'print $_'
echo
echo
Environment vars follow:
env
echo
echo
echo Args follow, there are $argc args:
echo Arg0 is $0
while test $argno -lt $argc; do
        echo Arg$argno is \>$1\<
        let argno+=1
        shift
done
#echo -n Type in return value: 0 to 99:
#read rtrn
let rtrn=1
echo =============  END  $progname ===================
exit $rtrn

Note that the ability to type in the return code was commented out because this program couldn't accept keyboard input due to the fact that text was redirected into it. What I did with this program was, in effect, replace Nullmailer's smtp executable with this shellscript, to see exactly what the smtp executable is working with.

Here are some categories of software oriented tools:

Barriers to view are often physical. That's when things like coathangers, mirrors, lights, and their more sophisticated commercial brethren save the day. Who hasn't marveled at fiber mounted micro-cameras to see inside of walls or other inaccessible places, or infraread detectors to yield a temperature readout of a point, without touching that point?

Sometimes you need to see inside electronics. Oscilloscopes, network testers, and even simple digital multimeters give you a clear view.

To summarize, look at your Mental Model, and ask yourself these two questions:

  1. How can I view the value or state of this interaction?
  2. How can I change the value or state of this interaction?

Answer that question by making or procuring software tools, electronic tools, or tools to peer into or get into physically tight spaces.

Steve Litt is the author of Twenty Eight Tales of Troubleshooting.  You can email Steve here.

Design Predefined Diagnostics

By Steve Litt

Used right, predefined diagnostic (often called "scripts" at tech support organizations) are the greatest brainpower savers ever invented. Used wrong, they're the greatest source of frustration ever forced upon a user. Scripts get a bad name because so many corner cutting organizations use them incorrectly: Specifically, these cheapskate organizations try (and usually fail spectacularly) to use them to swap clerks for technologists, and then, in response to their frequent failure to identify the root cause, escalate the user yet again, so the user yet again must be placed on hold, and the user must yet again tell his entire symptom description to another clerk (but this time a manager-clerk) unlikely to have either the tech-chops or the troubleshooting mindset necessary to solve the problem.

Forget all that, because you are going to use predefined diagnostics the right way: As a brainpower save to get you as far as you can get, as simply as you can get there, before going offroad and using the Universal Troubleshooting Process to get all the way to the root cause.

In my experience, the best predefined diagnostics to use for complex systems are diagnostic ladders, which rule things out big chunks sequentially. Diagnostic ladders are easier to design and easier to use than typical flowchart type predefined diagnostics. They usually start with the easiest tests, or sometimes they start with the most fundimental components. They often start by ruling out components needed by, but not a part of, the system under repair. For instance, whether you're repairing a problem with Samba, NFS, web access, SSH, socket based software, or a firewall, you usually do ping commands pretty early in the troubleshoot, because if you have no network connectivity, nothing else matters, and anything else would be a waste of time. Additionally, ping is quick, cheap and easy. You can often do ten ping commands in five minutes, ruling out 90% of the system in that five minutes. That's time well spent.

Of all the diagnostic ladders, the best one I ever saw was the Samba project's old standby, DIAGNOSIS.txt, which is currently available as an HTML file in your Samba docs directory. Using DIAGNOSIS.txt, a Samba ignorant technology can get 90% of the way to the solution in a matter of minutes, without breaking a mental sweat. That's repairability at its best! Better yet, it's fairly easy to automate DIAGNOSIS.txt into a shellscript that writes a log file, but that's beyond the scope of this document.

Here's the diagnostic ladder I created to troubleshoot Nullmailer. Samba's diagnostic ladder makes the difficult easy. Because Nullmailer is much more black-boxy than Samba, my Nullmailer diagnostic ladder merely makes the impossible possible, and could cut hours off your time to repair on a Nullmailer problem.

Diagnostic ladders are always great, but when you're troubleshooting something you haven't touched in six months, they're priceless. But not as priceless as being able to hand over everything but the last mile to the user, so that your first conversation with the user after his describing the symptom is his diagnostic ladder results.

Steve Litt teaches courses on troubleshooting. You can email Steve here.

Volleyball Code

By Steve Litt

Nullmailer's code is well written. Variable names are well chosen, indentation is revealing, files and methods are short. The code is consistent and data-centric. There are few comments, but it's good code that's fairly readable, at least at the subroutine level. And yet, unless you're lucky enough to find an exact error message in the source code using grep, finding where to put diagnostic code will be a major undertaking.

The reason is that, like so many OOP programs before it, Nullmailer is written in Volleyball Code. Objects bounce around, acquiring this property here, that property there, to the point that finding where something gets set is an excruciating trace. And all too often, in its journey from object to object to object, a data piece loses its revealing name and becomes something non-obvious. The two really bad programs I ever wrote -- version 2 of a timesheet collector I wrote for a client (my first ever OOP program), and version 1 of my free software UMENU EMDL parser, were both volleyball code, and with both, six months later I was scared to death to touch them. In both cases I rewrote them. In my opinion, in five or ten years, when OOP for OOP's sake has finally been discredited and OOP has become a tool rather than a way of life, Volleyball Code will rank right up there with Spaghetti Code as "bad stuff programmers used to do".

As an example, with Nullmailer, I wanted to find a place in the the source for the smtp executable where I could intercept the password, open a file by that password's name, and get the real password from that file, thus avoiding the "password on ps ax" security problem. The trouble was, after an hour of trying, I couldn't find an intersection between cli_options or options and argv. That intersection would have shown where to insert my (hack) conversion from filename to password. There was just too much bouncing around between objects, methods and files to quickly determine that.

I'm sure there are people who could give you tips on making sense of Volleyball Code (probably people who write Volleyball Code for a living), but my advice is limited. If the developer incorporated comments, use them. If the developer used informative variable names, use them. You might try to make a diagram of how all the objects in the program interact, although for a true Volleyball Code program, this diagram can end up being more confusing than the as-built flowchart of a Fortran program quick-coded by a 1972 Spaghetti Specialist.

Ultimately, your best ally in figuring out volleyball code is running the program in a debugger. You can view the contents of data pieces, and when they change. You can force a change in any data piece, and view the results, to figure out if you're even on the right track. It will take hours, but that's better than days, and after some experimentation time in the debugger, you might start to understand and even appreciate the code.

If, for some reason, you can't run the program in a debugger, then you're knocked back to repeated diagnostic prints, data item forces, and maybe your own home-brew logging facility, complete with recompilation and runs. Hours and hours and hours of brain-draining frustration. All I can say is, make a shellscript for the edit/make/run loop to save time and brainpower, and do your best.

Don't feel too badly. I'm probably going to need to use these techniques in order to know where to insert my modification to Nullmailer in order that my email password doesn't get passed to the smtp executable, visible to anyone who can do a ps command or look in the /proc tree.

Be Part of the Solution

When you write code, be sure to remember all the hassle you've encountered with the Volleyball Code of others, and be nice to those who need to look at or modify your code. When you code OOP, may I suggest that you view an object as either an entity or a gathering of data, both with attached functions (methods)?  May I suggest that if an entity or data group doesn't immediately hit you as "this should be a class", you go procedural with it? May I suggest that if you find yourself seeking an excuse or justification for making something a class, you do it procedurally? May I suggest that if a class represents a data group, you set as many of its properties as possible in the constructor, remaining ones in one or two well named methods, called early in the program, and every later use of the object is just a read? May I suggest that if any class elements are files, whether handles, streams, programs to spawn, or any other kind of file, their corresponding filenames be included to facilitate complete error messages?

If, during program design, it seems like a good idea to make a class implementing an object whose lot in life is to bounce between other objects, collecting and delivering data, may I implore you to think twice about that design, and if you go ahead with it, document it well, name the object well, and please, for self-documentation's sake, pass it as an argument, don't make it a global variable?

And obviously, when you code, whether OOP or not, round up the usual suspects of good code. Use comments where comments are needed. Name your variables descriptively and precisely so they add to the documentation. So instead of using two parallel variables for slightly different facets of the same thing, as shown below:

long_args[MAXARGS];
short_args[MAXARGS];

It's better and more self-documenting to group like things probably iterated over with the same subscript variable, as follows:

typedef struct {
char *long_args[MAXARGS];
char *short_args[MAXARGS];
} ARGS;
ARGS args;

So in the preceding, the third long arg would be args.long_args[2].

Or, perhaps this is more to your liking:

typedef struct {
char *longg;
char *shortt;
} ARGS[MAXARGS];
ARGS args;

In the preceding, the third long arg would be args[2].longg.  If I were to do the preceding, personally I'd make it even more self-documenting, like this:

typedef struct {
char *longg;
char *shortt;
} ARGPAIR;
typedef ARGPAIR ARGS[MAXARGS];
ARGS args;

With the preceding you can conveniently do this:

ARGPAIR mypair = args[2];

Here's something else: How about arranging things so any time a stream is in scope, so are its filename and its usage (read or write). That way it's trivial to make every error message name the file it failed to open for input or output. If Nullmailer had done this, it would have been three times easier to debug. The following is a tiny example program, implementing this idea, for academic simplicity using assert for some of the error handling, and assuming mode can be only "r" or "w".

#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <assert.h>

typedef struct{
    const char * path;
    const char * mode;
    FILE * f;
} FILEINFO;

FILEINFO * MakeFileinfo(const char * path, const char * mode){
    FILEINFO * fi = malloc(sizeof(FILEINFO));
    assert(fi != NULL);
    fi->path = path;
    fi->mode = mode;
    fi->f = fopen(fi->path, fi->mode);
    if(!fi->f){
        fprintf(stderr, "Could not open file >%s< for %s, aborting.\n",
                fi->path,
                 (fi->mode[0] == 'r' ? (char *)"read" : (char *)"write"));
        return NULL;
    }
    return(fi);
}

void ZapFileinfo(FILEINFO *fi){
    fclose(fi->f);
    free(fi);
}

#define MAXLEN 10000
int main(){
    char * line;
    char * buf = malloc((MAXLEN + 1) * sizeof(char));
    assert(buf != NULL);

    FILEINFO *fi_in = MakeFileinfo("/etc/fstab", "r");
    assert(fi_in != NULL);

    while((line = fgets(buf, MAXLEN, fi_in->f)) != NULL){
        buf[MAXLEN] = '\0';
        printf("%s", line);
    }
    ZapFileinfo(fi_in);

    FILEINFO *fi_out = MakeFileinfo("/root/junk.jnk", "w");
    assert(fi_out != NULL);
    return 0;
}

Obviously the preceding was crude because its objective was to demonstrate the concept of packaging the filename with the stream, but I think it makes the point. Reading fi_in.f isn't much harder than reading, let's say, infname. And any time you pass file operations as an argument to a function, pass the whole of fi_in so that the function has access to the filename and mode. fi_in could also be a member of a struct, or in C++, a class.

And if this had been coded in C++ instead of C, so much the better, because MakeFileinfo() and ZapFileinfo() would have been incorporated into class FILEINFO, now called Make() and Zap().

On another topic, I'm a big fan of "has-a" relationships: Nesting of classes, structs or whatever. Instead of having all sorts of little objects bouncing from hand to hand, I'm much more in favor of having a grand container grouping all data for a given purpose, starting with config info. As necessary, the grand container can contain (has-a) sub-containers, which themselves can contain sub-containers...

One more thing: If your program's source code has a tendency to "bounce around", for gosh sakes, document it. Why are you organizing and interacting your classes the way you do? Put it in English, hopefully with a diagram. Think of it as bragging. In Nullmailer's case, the source code isn't haphazard. Nullmailer's only real design flaw is failure to ennunciate filenames in error messages, and failure to implent a usage() function accessable by the --help option. Yes, Nullmailer's code is tight, consistent and designed. The only problem that the design is difficult (at least for me) to figure out. So why not spend a half a day documenting it and drawing a diagram?

All OOP All the Time?

Let me ask you a question. Is the guy who does only OOP any less of a one trick pony than the guy who never does OOP? I contend that the guy using OOP when the problem at hand suggests another paradigm is the one most likely to write Volleyball Code.

Some problem domains suggest or even demand OOP. Ever since the mid 1990's, we've all known the way you make a GUI window is to use the required Window class as a ancestor (inheritance -- is-a) and put your own code into it. Entities like a person or a family all but beg to be objects. In my opinion, you'd need to be nuts not to have the program's configuration data in an object, probably containing several sub-objects (has-a).

But many problem domains cry out for procedural programming. Perhaps you need to perform six consecutive processes on something. You just cascade those six processes (functions) in your code and you're done. Oh yeah, sure, you could consider them six actors each doing his process, or you could consider it one actor grabbing a new input and then performing each of six methods on it, but those uses of OOP are sooooo contrived. Consider a file conversion, maybe  with a merge. This is basically procedural code, perhaps throwing in an object to retain totals and perform break logic, and if complex formatting is required, perhaps an object to do the formatting. But the high level algorithm is the same as it's been since the dawn of time:

And don't think you can necessarily use an object to store the whole thing in RAM -- the input file might be a hundred gigabytes. Programming the top level logic of a file conversion using OOP just complexifies what would have been simple. And very likely results in Volleyball Code.

In my opinion, there's nothing wrong with mixing objects and procedural code. Doing so is often the most readable.

In the 1990's, OOP was the holy grail: the answer to reuse, readability, simplicity, fast programming, and probably a cure for Montazuma's Revenge too. We all spoke glowingly of Smalltalk, and every program sported an object whose sole purpose in life was to serve as a main routine. Languages like Java even enforced such a run-the-whole-thing object. OOP was the new thing, the best thing, and the slightest deviation from OOP was blasphemy.

Now, in the 10's, it's not so simple anymore, is it. Other programming paradigms take mindshare. Functional programming (as old as Lisp), lambda calculus, callback routines, and lots more. Even that 1970's-80's staple, procedural coding, is enjoying an uptick in credibility. In 2013, no-OOP C is still the most used language (http://www.hackdigital.com/top-used-computer-languages-in-it-industry/), which, thanks to structs and callbacks, can do a heck of a lot of OOP like stuff. When you need OOP like stuff, that is.

Bottom line: OOP is good when it's the best way to do it. Volleyball Code is always bad.

Steve Litt is the author of the Universal Troubleshooting Process courseware.   Steve can be reached at Steve Litt's email address.

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