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Software Craftsmanship

kaisyain writes "When I was a kid we moved into an old Victorian house. From the street the house looked impressive and fascinating. When you got up close, however, you noticed the paint was peeling, the widow sashes were rotted away, doors couldn't open or close because they didn't hang true, and at some point someone had cheaply redone the kitchen in a style that was very much not Victorian. Pete McBreen's Software Craftsmanship reminds me of that house." Read on to see if you agree with kaisyain's withering review. Software Craftsmanship: The New Imperative author Pete McBreen pages 192 publisher Addison-Wesley rating 2/10 reviewer Justus Pendleton ISBN 0201733862 summary A good start with a terrible finish that answers few of the questions it raises.

The back of the book claims that it will present an alternative method of software development, "a craft model that focuses on the people involved in commercial software development." McBreen offers his "software craftsmanship" model up as an alternative to the mainstream "software engineering" model that dominates much of the literature. It is a position that I am personally sympathetic too, so you'd think I'd be favorably disposed toward the book. Instead I found myself angry at the author for his strawman arguments, illogical conclusions, unfounded assertions, and irrelevant asides.

The book starts off well enough. McBreen points out that, historically, software engineering literature and theory have been dominated by huge projects from the military and government and small, complex, esoteric projects from academia. Neither of those extremes reflect the reality of developing applications for most developers today. McBreen offers up a method of working patterned on craftsmen of old, with a basic breakdown of master craftsman, journeyman, and apprentice.

All of this sounds well and good, but how about some details for what this means in practice?

First we have to wade through some arguments against licensing the profession. (Although craftsmen of old did that all the time, maybe he doesn't want us to extend the metaphor too far.) And then we have to read about how to be a good user. (The back of the book says it is written for programmers, so why do I need a section titled "Stop Choosing Developers Based on the Lowest Bidder"?)

As you're reading chapters like "Becoming a Software Craftsman", "Learning from Software Engineering", and "Design for Testing and Maintenance" you slowly begin to notice that none of this has anything to do with software engineering per se. After all, what is software engineering? McBreen gives a definition on page 7 taken from the IEEE:

Software engineering is the application of a systematic, disciplined, quantifiable approach to the development, operation, and maintenance of software; that is, the application of engineering to software.

He promptly forgets about this definition in his zeal to set up strawmen for his software craftsmanship model to knock over. "The software engineering view states that COBOL is a dead language with no future." "Unlike software engineering, software craftsmanship takes a long-term view of things." "A key difference between software craftsmanship and software engineering is the emphasis that craftsmanship puts on learning and coaching." "Software engineering, therefore, has to deal with the problem of developing software where incremental development and evolutionary delivery are not feasible strategies." He suggests that journeymen review the work of apprentices and that master craftsmen then review the reviewed work: "Although the software engineering paradigm might consider this type of secondary review to be a waste of time, it is an essential part of practicing any craft." "You cannot do software engineering on a low budget...software engineering projects take a lot of time...software engineering denigrates anecdotal evidence."

Where does he get this stuff from? Did I read that right, he thinks formal software engineering would complain about too many code reviews? I must have missed that issue of IEEE Software.

He seems to think software craftsmanship is somehow vastly different from this thing he keeps calling "software engineering" but anyone even vaguely familiar with software engineering literature will have a hard time spotting any actual differences. On page 113 he seems to be against "code walkthroughs" although I fail to see how they are any different from "A master craftsman...[inspects] everything that the journeymen and apprentices create." On page 124 he rails against software engineering's use of "best practices." He doesn't seem to understand that "best practices" are nothing more than anecdotal evidence and an attempt to gather and disseminate information of "master craftsmen."

This symptom is worst in the concluding section, "What to do on Monday", which is intended to be a set of things you can do to end your slavish attachment to software engineering and start out on the path of software craftsmanship. What revolutionary things does he advocate that software engineering must clearly be diametrically opposed to? He suggests we carefully evaluate the portfolio of interview candidates; pay talented staff extremely well, perhaps even more than managers; we should design for testing and maintenance; pay more attention to usability over glitter on user interfaces; create a learning environment to encourage perpetual learning.

What does any of that have to do with software engineering vis a vis software craftsmanship? Is there some reason I can't pay my developers extremely well and still have a systematic, disciplined process?

McBreen's entire premise is flawed because he doesn't seem to understand what software engineering is. His argument seems to be with a specific process, not with software engineering itself. He offers some useful advice but none of it is earthshaking and none of it is really an alternative to "software engineering." Indeed, none of what he talks about is especially new, either. It is basically the same "surgical team" model that Fred Brooks described decades ago, something he alludes to but never outright acknowledges and explores.

McBreen makes a lot of smaller missteps along the way that damage his credibility but they are really too many to enumerate. At the end of the book, you not only don't have any clear idea of what makes software craftsmanship different from a well-run software engineering shop, you also have no clear idea why you spent $29.99 on a 180 page book softcover book.

Interested readers can purchase Software Craftsmanship from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.

76 of 306 comments (clear)

  1. who did it? by greenalbatros · · Score: 4, Funny


    When you got up close, however, you noticed the paint was peeling, the widow sashes were rotted away, doors couldn't open or close because they didn't hang true, and at some point someone had cheaply redone the kitchen in a style that was very much not Victorian


    Bejaysus! did Microsoft build your house?

    --
    this sig steers like a cow. and i can prove it
    1. Re:who did it? by mcgroarty · · Score: 4, Funny
      Bejaysus! did Microsoft build your house?

      I'd think he would've said something about the toll booth in the driveway...

    2. Re:who did it? by Bazzargh · · Score: 3, Funny

      It's not your house, its Microsoft's house. You're just renting it. And no, you can't remove the flock wallpaper.

  2. I'll call programming a 'craft' by krog · · Score: 2, Interesting

    when programmers unionize.

  3. What he says by The+Terrorists · · Score: 5, Insightful
    can be said about any craft or art pursued by human beings. The real question is, why will this book sell? Because coders, like other craftspeople, will take a schematic quick way to solve the problem over the tediousness and attention to detail and painstaking slow work that any quality craft requires.

    This is also why stuff like Extreme Programming and other strategies become popular. There are many ways to quality - all of them are task specific and slow. There is no magic pill.

    1. Re:What he says by WankersRevenge · · Score: 4, Insightful

      First off, I'm not a software guy - I'm a camera guy. Programming is just a hobby of mine. But just perusing your comments stirred some thoughts - - -

      Did you ever see the Seven Samura (stay with me here) - in it, as they were recruiting warriors, one of the interviewees asked "What's in it for me?" to which the leader responded, "No glory. No pay. And three meals a day". The interviewee laughed and said he would take it.

      Another Samuri joined the group only for the love of the craft.

      If coding is tedious and you don't like building your application in painstakingly slow fashion, then maybe you should find a craft which better addresses your passion, or at least try and be patient with yourself as you grow. Each project, in my humble belief, should allow you to grow as a craftsmen until you reach that nebulous peak of perfection.

      We're all going to die and the apps you pump out - in the grand scheme of things - will be ultimately forgotten. So don't you think it would be better to leave something beautiful behind in the world, if only to fulfill you? (and by doing so, fulfilling the people you love)

      You're right that there is no magic pill because truthfully, you don't need it.

      Just my thoughts. I'll step off the soap box now.

    2. Re:What he says by ReconRich · · Score: 5, Insightful

      Because coders, like other craftspeople, will take a schematic quick way to solve the problem over the tediousness and attention to detail and painstaking slow work that any quality craft requires.

      Coders almost ALWAYS take the quickest way (on commercial projects) Why ? Because coders are evaluated on the basis of what they get done, and how quickly. Bug counts are hardly ever relevant; in a world where delivery schedules are the ALL IMPORTANT factor, a craftsman is a LIABILITY. Assuming he doesn't get fired for not meeting the same schedule as guys who throw something together as quickly as possible and then forget about it, His wonderfully crafted, nearly bug-free, easy to use application will fail miserably, because a dozen or so crappy applications beat him to market. Face it folks, the software buying world rewards those who
      1. Are first to market
      2. Control the market.

      Craft helps neither first, or control. Hence, the people who fund software development DON'T CARE about it.

      On the other hand, Open Source and Free Software do not have this kind of profit-maximizing strategy, hence these observations do not apply.

      -- Rich

      --
      Free your mind and your Ass will follow -- George Clinton
    3. Re:What he says by UncleFluffy · · Score: 2, Insightful

      Another Samuri joined the group only for the love of the craft.

      Too right. I'd rather hire one person who loves what they do than five monkeys who regard it as "just a job".

      --

      What would Lemmy do?

    4. Re:What he says by jvkjvk · · Score: 2, Insightful

      I find that the problem is that you generally will have a hard time finding someone (read: a company) to pay you to build "your application in painstakingly slow fashion".

      You might write bullet-proof code, but if you finish after the product ship date announced by Marketing, you will be out of a job.

      The same goes for work-for-hire. If you come in with an proposal for 6 months, and quite a few other people come in with proposals for 2-3 months, do you really think that they are going to pick you because you craft beautiful software?

    5. Re:What he says by TimeZone · · Score: 2, Insightful
      We're all going to die and the apps you pump out - in the grand scheme of things - will be ultimately forgotten. So don't you think it would be better to leave something beautiful behind in the world, if only to fulfill you? (and by doing so, fulfilling the people you love)
      There's something to be said for finding a job you like and are good at and can contribute to society through, but I don't think that jobs necessarily are how you should make your mark on the world. Perhaps, I'm old-fashioned, but I think that's what families (and propagation of genetic material) are for.
    6. Re:What he says by Shaleh · · Score: 3, Interesting

      my experience in corporate America is that the bit bangers APPEAR to be more productive but are actually less or even counter productive. If programmer A takes 2 hours to code a crap solution and 3 days to fix it versus the craftsman who take 2 days to do it once and do it right, programmer A looks good initially but becomes a liability.

      A friend of mine is definately the tortoise, slow as it goes, programmer type. Some of the younger hackers mock him. But if you look at the total output he comes out on top because he spends far less time debugging. Managers need to understand that simple output is an invalid measure and look more at the whole process. This is especially valid in places that do a devel cycle followed by a cleanup cycle. The friend I referenced earlier often spends the cleanup phase of projects helping the bit bangers out because he has nothing else to do.

    7. Re:What he says by pVoid · · Score: 4, Insightful
      While I respect your attempt at entering this playing field, I think it is a bit out of your league.

      IMHO, the major problem about software in the past decade has been people's association of "oh, I can compile a C file" with "I'm a software developer". To me, anyone who hasn't gone through the final 5% of a massive project, the crunch before the deadlines that usually ends up being a death march for many, has no clue as to what is *really* involved in software engineering.

      Think of it this way, any family man or woman can cook a decent meal. My parents always cooked very well actually... That doesn't make them chefs.

      Anyone can cut down a tree in their back yard. That doesn't make you a lumberjack. In fact, after having seen what lumberjacks do and go through, I'm just amazed at how they still do those things.

      In the grand scheme of things, nothing counts. Not the bus driver, not the stock broker on wall street, not the lawyer, not even the judge who overrules a court order... and no, not the apps [we] pump out either. It doesn't change the fact that there is definitely an art and technique involved in it.

      I agree with some things you say, and I really am not answering to you in particular. Yes, there is no magic pill, and yes this guy sucks for trying to reinvent the wheel, *yet again*.

    8. Re:What he says by Anonymous Coward · · Score: 3, Interesting

      If coding is tedious and you don't like building your application in painstakingly slow fashion, then maybe you should find a craft which better addresses your passion, or at least try and be patient with yourself as you grow. Each project, in my humble belief, should allow you to grow as a craftsmen until you reach that nebulous peak of perfection.

      As a programmer by day, I'd love to take my take my time and perfect my work, but we have these silly little things called budgets, deliverable dates, constantly changing requirements, and way too many incompetent coworkers.
      Programming is not like building stuff in the real world. There are only so many 'features' people will ask for in a picnic table, but for a piece of software its virtually infinite. There is no perfection because no-one can agree on what perfection is for any significant application.

    9. Re:What he says by Dixie_Flatline · · Score: 2, Interesting

      I'd like to respectfully disagree. There are some software houses out there that care about quality as opposed to timely release. Frankly, most game companies with AAA titles are like that. Game release dates are pushed back all the time. It's because attention to detail in a good, high quality game is generally important to a shop like BioWare or Blizzard or Epic.

      So, the software buying market also often rewards those who work the hardest and make the best games. Usually. There have been a lot of good games that have failed and a lot of bad games that have done much better than they deserved. But the good games usually have the same meticulous attention to detail. Don't dump on coders that work for commercial companies. A lot of us try to do a good job. :)

    10. Re:What he says by gid-goo · · Score: 2, Funny

      I call bullshit on this. I work for and have worked for game companies. Producing AAA titles. For consoles and PC. Game companies are some of the best examples of what NOT to do in software development. Project management is non-existent, any kind of thought towards software architecture doesn't exist, rewriting every possible goddamn wheel they can is par for the course. Blizzard is the exception! Neverwinter Nights was a buggy piece of shit. All of the Bioware games have had significant crash problems in fact. Epic? WTF? Are you high? Unreal2 sucks. Not to mention the source code. Anyone who has bought the engine can tell you, its terrible. Not 3d Studio terrible, but not good. Blizzard is the only thing you got right there. They're big winners (for real).

      Most game companies are concerned with getting shit out the door. If your entire company depends on 1 title being released every 2 or 3 years and selling like crazy you want to release. Plus after 2 or 3 years no one cares. Especially, since most games end up in some inane death march due to the aforementioned lack of project management or any sane person with a clue as to how software design should take place.

      Note to all, if you want some beautiful examples of how a software project can totally be fucked up by lack of coders turned managers without any clue what their doing, look at the game industry.

    11. Re:What he says by Anonymous Coward · · Score: 2, Insightful

      Apparently, I'm a freak among freaks. When I write a program, I go out of my way to make it modular and readable. Sure, I sometimes take twice as long to write a single program as others, but most of the time my "time to production" is less than 1/2 of others.

      Why? Because I can easily test each component. If the component doesn't work, I can rip it out and plug a new one in that does.

      In other words, "Keep it simple, stupid."

      Ah, who am I kidding. The toughest thing in programming is simplifing the task. If you can figure out how to reliably break the task into simple, managable, testable, easy-to-understand chunks, you've got the problem solved. If not, you will end up with spaghetti-code before production.

    12. Re:What he says by Dixie_Flatline · · Score: 2, Insightful

      Yeesh, that's pretty harsh.

      Neverwinter Nights, I felt, was actually pretty good. It's a big effin' engine. It just won an award at GDC for excellence in programming. A group of our PEERS decided that the job that we did was quite good, and I agree. As for these 'significant crash problems' I don't know what you're talking about. I played BGII all the way through 5 or 6 times, and don't remember having an exceptional number of crashes. I don't really remember it crashing at all, actually.

      Unreal 2 is a fine game, if you ask me. I played that all the way through a couple times, and it never crashed. The game worked as I expected it to. I'm really not at all sure what you're talking about.

      As for project management and software architecture, I can assure you that we've got a metric assload of it. There may be better managed projects in the world, but I've found the management on my project quite exemplary.

      Note to all: I'm not sure where this guy works or has worked, but I'm not entirely certain I believe ANY of his story.

    13. Re:What he says by throbbingbrain.com · · Score: 4, Insightful
      To me, anyone who hasn't gone through the final 5% of a massive project, the crunch before the deadlines that usually ends up being a death march for many, has no clue as to what is *really* involved in software engineering.

      A well engineered project won't have a deathmarch or crunch at the final 5%.
    14. Re:What he says by pVoid · · Score: 2, Insightful
      Not true.

      It is a 'well known fact' (whatever that means) that the last 10% of a project takes 90% of the effort.

      We all know it's not a fact, it's just humour to a certain extent, but the point is that tying up a project and delivering something complete is something very far from someone doodling a raytracer together over the weekend.

      What makes software good isn't the ability to make the core of the functionality work somewhat. It's the ability to make the whole work seemlesly. You know it just as well as I, if you are a software engineer, that in those last 5% the 'boys' get distinguished from the 'men'.

      PS. this is not a troll or flame. I'm seriously saying what I think.

    15. Re:What he says by gid-goo · · Score: 2, Interesting

      Sweet, I'm not super interested in putting out there where I work as I'm kind of disgruntled as you might read from my email.

      As far as problems with Neverwinter Nights and Baldurs Gate. I got a little carried away, sorry. Didn't mean to harsh on your mellow. I played BG and BG2 and had a fair number of crashes. They were good roleplaying games. They weren't great software. BG1 had patches that invalidated old save files, crap like that. But I was overly harsh. Put it down to a crap ass morning due to general incompetence in the software engineering field here at ye olde game studio

      As far as unreal2? The sheer monotony of the level design, ugh. It's pretty, yes, but boring as shit. I don't think Unreal (which was fun as hell)or Unreal 2 are bad as far as crashing and bugs go. I've just heard (and seen) the engine code that licensees get isn't so hot.

      That being said, I stand by my comments on software engineering in the game industry. Hell, at GDC when the software engineering shit comes round, everyone is hot in the pants about windows debugging hooks! WTF? Unit testing, all of the crap, no interest. But debugging hooks, hell everyone is all over that. I don't know your project. I'm assuming you work at Bioware, I have no direct experience with anyone who works there. I can say that most studios I've been involved with aren't real pinnacles of solid engineering. And while game programmers think they're the bomb, they're usually a bit behind the curve. This is IMNSHO. :)

    16. Re:What he says by RetsamYthgimla · · Score: 3, Insightful

      This will change eventually, or at least it should. When people hire contractors to come in and fix their house, they don't always go for the lowest bidder who will finish faster.

      If you want your walls painted, do you hire the guy who costs $500 and takes two days, or the guy who costs $300 and takes one day.

      The first guy guarantees that he will use a coat of primer, two coats of paint, and that he will fix any defects, though there probably will be very few if any.

      The second guy guarantees that there will be paint on the wall.

      Yeah, there's cheap bastards out there that will go with the second guy, but most people would go for the first one.

      But in this society, people don't care about the quality of technology. They don't want two coats of paint; they don't want the right color and right finish; they don't even care if there's a coat of primer. They just want paint on the wall. That's one of the many, many reasons that the dot-coms failed. And at some point, people are going to have to start caring. I hope, anyway.

    17. Re:What he says by kfg · · Score: 4, Informative

      My family used to employ two carpenters. One was the gung ho type, always rushing around, cutting up boards, hammering, always on the go *doing* something. He was also relatively cheap.

      The other guy was the typical old New England carpenter. Rarely spoke, and then in as few words as possible. He moved painfully slowly, almost like he was drugged. It seemed like he never did *anything*. If you walked in on him unexpected 19 times out of 20 you'd find him chewing on a pencil and staring out in to space.

      He also cost twice as much as the other guy, so we were paying twice as much an hour to "get less work out of him."

      Well, come the end of a project guess who turned out the most "product" for the least money?

      Yep, the old slow guy. Think twice cut once works.

      What's more, the stuff "Old guy" did is still standing strong 35 years later, and still drawing comment about the beautiful craftsmanship in our house.

      Mr. "Works a lot"'s stuff has all had to be torn out and redone, in more modern, and thus more expensive, dollars.

      I used to be head mechanic in the largest bicycle shop in New York State's Captial district. The boss would look at new bikes I put together and whistle, declaring, "I should charge every customer $10 for your assembly jobs."

      Then he'd go out and hire some hack (literally, a cab driver) to throw bikes together for $5 each. Then he'd sell the bike, and with an impatient customer waiting ask me to "prep it."

      Any bike I built didn't need "preping." If I put it on the floor it was ready for Lance Armstrong to get on and ride out the door.

      These cabbie built bikes I had to take apart and reassemble, a job that took three times longer than had I been assembling them out of the box, while a customer stood tapping his toes. And the boss had to pay my high hourly to do this.

      At one point I went to him and said, "Look, how about letting me assemble all of the bikes and you charge ten bucks *less* for them. You'll save money."

      He never did get it.

      I don't work there anymore.

      For the most part, and I realize there are exceptions, being a craftsman means being selfemployed.

      It's a rare boss who really pays you for the value you bring to the company. What they really want is people who make "the fur fly," even if all that does is make a bloody mess.

      KFG

    18. Re:What he says by marhar · · Score: 2, Interesting
      Another Samuri joined the group only for the love of the craft.

      Yeah, and this is the guy who ends up dead... :-(

  4. Huh? by sulli · · Score: 5, Funny
    Instead I found myself angry at the author for his strawman arguments, illogical conclusions, unfounded assertions, and irrelevant asides.

    Don't read slashdot much, eh?

    --

    sulli
    RTFJ.
  5. Read Pragmatic Programmer by bokmann · · Score: 5, Informative

    I have read this book.

    While I liked it, and found it a nice framework in which to hang many thoughts on, I would recommend 'the Pragmatic Programmer' by Andy Hunt and Dave Thomas over this book. McBreen actually quotes that book so often in this one that I often wondered, "so, what was the point of this book then?"

    1. Re:Read Pragmatic Programmer by bokmann · · Score: 2, Informative

      Oh! I should also recommend "After the Gold Rush", for arguments on the opposite end of this spectrum. This is also a fantastic book that helped me form my own conclusions.

      That book is currently out of print, but the author has a website with the contents of the upcoming second edition.

      http://www.stevemcconnell.com/gr2.htm

    2. Re:Read Pragmatic Programmer by cybermace5 · · Score: 5, Funny

      I would recommend 'the Pragmatic Programmer' by Andy Hunt and Dave Thomas over this book.

      Such a multi-talented man Dave was. I still prefer Wendy's over any other fast-food restaurant. So the 'Pragmatic Programmer' has an extra-spicy approach to coding?

      *ducks*

      --
      ...
  6. Well then by Anonymous Coward · · Score: 2, Interesting

    What books WOULD you recommend, if this one sucks rocks?

  7. Hammer != Compiler by viper21 · · Score: 3, Interesting

    We can buy trashed houses and fix them up to our hearts content... will these new Software Craftsmen also be open source advocates?

    It would be pretty hard to repair the shoddy 'windows' on our 'house' if they are all licensed by Microsoft.

    -S

  8. Meta-Programming books suck by graveyhead · · Score: 4, Informative

    There is only one book that preaches a methodology that I have found useful (and I have read several), and it is more of a programmers cookbook than a strict methodology. Design Patterns from Gamma, Helm, Johnson and Vlissides. It gives you exactly what you need as a programmer: the ability to communicate volumes of information about your system to me with a few key words. For example, if you tell me that your logging system is a Singleton object, I immediately understand its' place in your system and how to use it.

    --
    std::disclaimer<std::legalese> sig=new std::disclaimer; sig->dump(); delete sig;
    1. Re:Meta-Programming books suck by thanuk · · Score: 2, Insightful

      For example, if you tell me that your logging system is a Singleton object, I immediately understand its' place in your system and how to use it. All from the knowledge that there's exactly one instance? That's impressive

    2. Re:Meta-Programming books suck by Dhericean · · Score: 2, Informative
      I'm not sure if it counts as preaching a methodology (or just giving lots of good advice) but the book that I still find useful (and reread every year or two) is "Writing Solid Code" by Steve Maguire.

      Even though it is written by an ex-MS programmer and from MS Press it is a very good book. Maguire worked for them before they tried to take over the world. His "Debugging the Development Process" is a bit more preachy and less useful (but still a good read).

      --

      Gamma Testing - Where testing is extended to the full user community (AKA Shipping the Program)
    3. Re:Meta-Programming books suck by CrazyLegs · · Score: 3, Interesting

      Patterns are way too overused for my tastes. They speak to structures and themes rather than methodology. As well, they are not too useful in framing up a users requirements. Rather, they present a design lingua franca for programmers. So, while they are interesting to think about, patterns (to me) are much more of a rear-window view of design.

      --

      CrazyLegs

      "Pork!!" said the Fish, and we all laughed.

    4. Re:Meta-Programming books suck by David+Kennedy · · Score: 4, Insightful

      _Design Patterns_ is not a methodology book. Say it with me, "Design Patterns is NOT a methodology book."

  9. Re:personal attacks by TopShelf · · Score: 3, Insightful

    Quite the contrary - there isn't a single personal attack in the review. The content of the book and its assertions are pretty much torn apart, but there isn't any slam directly on the author...

    --
    Stop by my site where I write about ERP systems & more
  10. From recent experience by phorm · · Score: 5, Insightful

    I've seen a lot of apps - especially web-based ones - that look great and are coded like crap. The problem with somewhat simpler languages, especially scripting languages, is that the ease of learning the basics often leads to some very undereducated programmers.
    I don't consider myself a "professional" Perl programmer, though I've had several years experience, but even I can see when a large system is made up of a lot of little shyte.
    Another thing one might notice in particular, is on group-programmer projects. The interface coding might be very nice, and then when one goes the the back-end modules that query mySQL DB's, etc... it's obvious that it was a different and less experienced programmer.

    When I start seeing things like:
    $stuff[1], $stuff[2]
    $blah
    etc
    it scares me. If code isn't going to be commented, at the very least the variables can be intuitively named so as to make sense, and using arrays of hard-to-determine crap for no reason is just bad (at the least, use named hashes, or just normal vars).

    1. Re:From recent experience by Zordak · · Score: 5, Funny
      Actually, bad variables are great job security. Right now, I'm working on a utility that will take your finished code and replace all of your good, intuitive variable names with "varXXXXXXXX" and remove all of the comments. It saves a password-protected "undo" state, so that as long as you are on the project, the code is maintainable. As soon as you get canned for somebody cheaper, Mr. No Experience goes crying to mommy.

      Version 2.0 will replace all of your comments with your phone number and an increased salary demand.

      --

      Today's Sesame Street was brought to you by the number e.
    2. Re:From recent experience by Anonymous+DWord · · Score: 4, Funny

      How To Write Unmaintainable Code never gets old.

      10) Åccented Letters: Use accented characters on variable names. E.g.
      typedef struct { int i; } ínt;
      where the second ínt's í is actually i-acute. With only a simple text editor, it's nearly impossible to distinguish the slant of the accent mark.


      and:

      15) Names From Other Languages: Use foreign language dictionaries as a source for variable names. For example, use the German punkt for point. Maintenance coders, without your firm grasp of German, will enjoy the multicultural experience of deciphering the meaning.

      --
      "If he thinks he can hide and run from the United States and our allies, he's sorely mistaken." Bush on bin Laden
    3. Re:From recent experience by Khomar · · Score: 2, Funny

      I have seen something much like this. I was going through some directories of a previous employee whose code I was inheriting, and I came across a directory filled with SQL scripts. They were all named:

      z.sql
      zz.sql
      zzz.sql
      zzzz.sql
      zzzzz.sql
      ...
      all the way to zzzzzzzzzzzzzzzz.sql. I kid you not!
      --

      I believe in de-evolution. God made the world perfect, man fell, and its been going downhill ever since!

  11. Re:lameness detected by mugnyte · · Score: 2, Insightful

    you must be trolling. you only want good reviews? get over the "any press is good press" phobia.

  12. That's why they call it "Review" by NickFusion · · Score: 2, Insightful

    and not "Advertisment."

    --
    What were you expecting?
  13. Must be a freshman... by flynt · · Score: 3, Funny

    It sounds like whoever wrote this review just got done with Philosphy 100 at the local community college and is eager to show off his/her stunning analytical abilities by bringing up every single fallacy mentioned in the class. It probably gave him or her a sense of accomplishment or something.

    1. Re:Must be a freshman... by machinegestalt · · Score: 3, Funny

      Ad hominem! bad! :D

  14. Another article by McBreen by Target+Drone · · Score: 4, Interesting
    For a little humor people should also check out his article on How to Crash and Burn your Java project

    Also, it may be hard to believe but having worked with Pete on the project that was "Crashed and burned" I can testify to the fact that the article is in fact non-fiction.

    1. Re:Another article by McBreen by Fnkmaster · · Score: 4, Interesting
      Yup, you're pretty much on the money. If the goal is transparent scalability, maybe you should first focus on making a system that is efficient (i.e. you don't need twenty computers in a cluster to run it), and reliable (with EJBs there are often so many extra things to break that they end up being less reliable). There are better O/R mapping tools out there, some of which are even free (Castor). The last project I worked on basically ended up eliminating entity beans and using almost exclusively stateless session beans. At which point we realized we were pretty much using no features of the EJB container exception transactionality at function call boundaries. Not that this is so hard that you need all that complexity to address it - a much simpler framework could provide declarative transactionality.


      Of course, we couldn't eliminate EJBs entirely, because our customers really wanted it to run with the Weblogic 6 licenses they had bought (woe befalls he who tries to explain that if you are going to use EJBs, you might as well use JBoss since it's a ton faster and generally more reliable than Weblogic, and pretty well supported through their online forum). But then again the customers wanted to know they could call Weblogic with a problem - of course, Weblogic would never really be able to help them anyway (I know, I've tried their "support").


      Yup, basically I would never use EJBs in pretty much any project I can think of again, since they just don't solve enough problems to be worth the pain and hassle. What they DO provide, and the reason people use them, is an application "blueprint" for teams without a decent architect to solve their structural problems. It's just possibly the worst such model imaginable, and it's truly sad that this model has caught on. If you want a framework for a truly distributed, reliable, scalable framework, Jini and, say, JavaSpaces provided MUCH more interesting options, but had no corporate acceptance. If you had REAL problems that require a distributed framework, this was the way to go, since EJBs have absolutely no awareness of the location remoteness features they provide built in (resulting in a potential mess of RMI shit in all but very, very simple systems). Which, in short, is why everyone ends up scrapping entity beans.


      Ugh. Thanks for reminding me why the enterprise software business sucks so much. :)

  15. Software Engineering is different in Purpose by etcshadow · · Score: 4, Interesting

    Contrary to what the author of this review is saying, I really do think that software engineering is different from software craftsmanship. Although you can take many of the things said about software engineering and come up with an application of them similar to an application you could come up with for software craftsmanship, but in practice you wouldn't. This is because the underlying philosophies are very different, and they exist for different purposes. The philosophies/purposes break down like this:

    Software Engineering: make the development of software a controllable business process.

    Software Craftsmanship: make the best software.

    The basic notion of software engineering is to create a *process* which is so perfect that no personal weaknesses in your programmers can hurt the company. A subtle side effect of this is that it also tends to prevent any extremely great individual contribution from having a large impact. That is, the goal is to make all of your coders cogs in a machine. The business owners and managers would much rather have this setup because it makes it easier for them to sleep at night.

    --
    :Wq
    Not an editor command: Wq
    1. Re:Software Engineering is different in Purpose by pmz · · Score: 2, Insightful

      The basic notion of software engineering is to create a *process* which is so perfect that no personal weaknesses in your programmers can hurt the company.

      This is a very dangerous notion, and I disagree with it.

      Engineering is about creating technology. It's unfortunate that most "Software Engineers" are clueless doe-eyed grads or uneducated bureaucrats, but that is a symptom of the overall immaturity of the industry. It's unfortunate that the overall credibility and quality in the software industry is so poor that people impose soul-less processes to eliminate risk.

      Look at engineering firms like the Skunk Works or early NASA, who produced tremendous technology in an almost absurd amount of time. With the cogs-in-a-wheel method, these organizations would still be making paper airplanes and the sound barrier would be a finger in the ear!

      Even with RUP, Extreme this-and-that, CMM, whatever, nothing can replace individual talent in an engineering project, and absolutely nothing can completely remove the risk associated with these talented individuals.

    2. Re:Software Engineering is different in Purpose by renehollan · · Score: 3, Interesting
      As with many things, the software "engineering" vs. craftmanship dichotomy is not completely black and white.

      Whereas engineering is about reproducable, and measurable processes that can be constrained within certain bounds, craftmanship is about being able to build things that serve a purpose.

      To some degree a craftsman will delve into a standard repetoire of tricks and techniques to get a job done, reflecting the "engineering" aspect of the job. However, what makes a craft interesting is that no two assignments are alike, and the job-specific problems, and how they are solved separate the master from the novice, not mere knowledge of a larger repetoire of canned solutions to known problems.

      Because programming is such a young discipline (as opposed, say, to building buildings, bridges, or even airplanes), there is a log of original craftmanship involved in most projects. When a design pattern is found to be useful, it is catalogued, communicated, and often finds generic implementation in some piece of code, or higher-level programming language -- application-specific languages, or languages "tuned" to be particularly useful for certain applications reflect "software engineering": we've solved this problem, this is the general approach, and here are the parameters within which this solution works. A design pattern, implemented, becomes a "rough in" of a piece of code.

      What this means, of course, is that the repeatable stuff becomes engineered, leaving only the "finish work" to be crafted. Leading edge programmers pushing the envelope of what the "finish work" is are thus craftspersons, and commensurate with the original work they do, notoriously unable to provide time, complexity, and labour estimates: when the job is done, they will know how long it will take.

      This, of course is frustrating to traditional management teams. For software is not like a house. The interesting stuff, and the stuff that sells as the next "killer app" is precisely the stuff that no one has yet produced, reducing it to a low-margin commodity, instead of the "hot" program it is. And this stuff is not engineered -- it is crafted.

      Software patents and copyrights ensure artificially high value for what would otherwise be commodity software, restricting its proliferation until it is ubiquitous, and commensurately high salaries for "assembly-line software engineers". Without them, the high-margin areas would be those of the leading edge, crafted code -- protected by copyright and patent for a short duration, perhaps, to encourage progression of the art, and recoupment of development efforts.

      Interestingly, some 95% of all code is not engineereed according to a simple blueprint, but custom-crafted, Microsoft Office sales duely noted. Even if you can buy all the pipe and fittings you need, a plumber to cut things to proper lengths is handy. If all commodity software were free, there would be plenty of employment for software craftspersons (on this, I agree with RMS). Software engineers, in the guise of assembly-line coders, would be relegated to the ranks to apprentice, or "do it yourselfer". Perhaps when this happens, true software engineering, that is the polishing of a custom crafted design into a generic cookie-cutter component, understandable and consumable by the apprentice, will properly refer to the master software craftsperson.

      --
      You could've hired me.
  16. Re:lameness detected by stock · · Score: 2, Funny
    woho, the author of the book is doing moderation too? :)

    Robert

  17. Interesting Software Engineering publication by CorporatePunk · · Score: 4, Informative

    Bruce Weide of the Computer Science Department of the Ohio State University has been working for several years on a way to introduce software engineering principles to first year computer science students. It's an interesting read (albeit one that was forced on me for my classes) and is available for download here in pdf format.

  18. Comparing programming to "real world" endeavours by binaryDigit · · Score: 5, Interesting

    I always find it amusing to read about people who try to compare programming (or software engineering, or whatever) to things such as house building, or even more general like "master craftsman", apprentice, etc. One of the biggest problems facing developers today is the overwhelming complexity of the software being created and the environments they are being created in and the pressures of getting said software done in a particular timeframe.

    If one MUST use some real world analogy, then imagine wanting to build a dresser. You come up with the requirements, must have four drawers, have certain dimensions, be made with a certain type of wood and be stained to look a particular way. So you start buying lumber. But wait, no one carries just the right type of lumber you want, so you run out and cut your own tree down and make the lumber yourself. You decide to dove tail the drawers, but the dove tail rig you have doesn't quite fit, so you kinda work around it and get "good enough" dove tails. Uh oh, you never checked with your wife on those dimensions, she wants something 6 inches wider, gotta take those drawers apart and make wider ones, do you cut more trees down, or do you patch an add on to the existing pieces? That last one put you behind schedule, so now you don't have time to actually check your work completely as you go and your carpenter friend Bob has a baseball game to go to, so he can't help with that tricky scroll work you need to do, guess you'll just go online and just copy what someone else has done. etc, etc.

    Not to mention that few software projects have such simple requirements. This dresser has to actuall fold the clothes for you, let you know how many socks are present, pick your wardrobe for the day AND it has to look pretty, interface nicely (dooh, made those knobs too small to grab), etc, etc.

    And lets not forget one of the biggest project killers, you decide to build this dresser with four of your friends, each doing a different part. And dang it if those drawer openings are too small. And the trim around the edges are 1/4" smaller than the trim used for the mirror, and those pilot holes are 3/8" but your using 5/16" screws.

    You get the picture. Nothing like this happens in the real world, software is a completely different beast and to contrain it by using realworld analogies might push a few books, but it's not making software engineering or the software being produced any better.

  19. What I tell my group by jackjumper · · Score: 5, Insightful

    I run a small software group writing control code for semiconductor processing equipment. I read a lot of literature and what works for my group is:

    - code reviews on every check-in
    - lots of refactoring
    - incremental releases
    - constant testing
    - individual 'craftsmanship'

    So what do I tell my group? I tell them "any piece of code you write you should be proud to show at a job interview."

    And I lead by example.

    1. Re:What I tell my group by Dalcius · · Score: 2, Interesting

      I applaud your way of doing things; if I were in charge, I'd say the same thing, to a point (programs that are used rarely don't need to be perfect, IMO). However, given my experience with other programmers who take the "Go go go go go, done. Next?" approach to their assignments, I find that work gets done quickly, gets out the door and gets good money in relatively short time. Whether the expense of paying people like me (I'm a Software Analyst, I fix software problems [lots of code surfing]) is worth it in the end, I don't know, but I do stay quite busy.

      Managers, deadlines, revenue, program flexibility... how are these affected by your way of doing things? What has been your experience with this?

      --
      ~Dalcius
      Rome wasn't burnt in a day.
  20. No big surprise here by fw3 · · Score: 5, Interesting
    1. That McBreen is a co-author of 'Questioning extreme programming'

    2. That the /. review(sic) is incomplete, biased and (imo) less useful than the reviews on Amazon/BN.

    His credentials seem ok, the excerpts looked interesting and relevant and I think his approach is a viable one (which is not to say it's the only or best one for any given circumstance).

    Modern software engineering(sic) doesn't seem equal to the challenge that many (cough-MS) organizations developing software emphasize absolutely as many features as can be crammed into the deployment space, with reliability criteria seemingly like "if it's not so unstable that the customer will ask for his money back, we ship it".

    Ok that's the current market and goodness knows people keep buying and writing bloated, buggy software is by no means limited to commercial/priprietary, it's become all too common in free/oss projects also. (See my related views about that).

    The mantra that seems to drive the market is "More features". Personally I beleive the best programs result from the alternate view: "The best program is the smallest program that fits the need".

    So wherever the statement "If buildings were constructed the way software is constructed, the first ant to come along would destroy civilization overnight" remains true, I think the applicability of "software engineering" is (nil).

    --
    Linux is Linux, if One need clarify their dist: <Dist>/GNU Linux
    bsds are of course just BSD
  21. Don't like the term "Craft" by tfriedlich · · Score: 2, Insightful

    Come on, it's more of an art. What's better than constructing an elegantly written piece of code. Granted, most programs are closer to a "Cathy" comic strip than a Piccasso, yet there is something so nice about the occasionally beautifally crafted script.

  22. Look. by Boss,+Pointy+Haired · · Score: 4, Interesting

    There is no magic bullet or even way of thinking that is overnight going to make IT projects run on time and on budget.

    Software Engineering has a substantial creative component to it that is far more akin to music or art than to other forms of engineering.

    And just like music or art;

    * a few of us are REALLY GOOD

    * some of can perform the programming equivalent of playing "Three Blind Mice" on the piano

    * and some of us SUCK.

    Trouble is, in the IT industry, as opposed to other creative industries, there is little salary difference between the three.

  23. Save your money... by C+A+S+S+I+E+L · · Score: 3, Funny

    ...and buy a copy of the "Extreme Craftsmanship" book that is sure to come out next year.

  24. The house that love built by scotay · · Score: 3, Insightful

    We took to calling our ERP software that we we're responsible for supporting and customizing "The house that love built." It had a long history of many owners and installed base in critical production environments. Despite the desire to burn it to the foundation to fix it, we were limited by time and money. We had plenty of ugly interfaces that put the toilet next to the refrigerator, load-bearing posters, and if we ran out of floorboard, we weren't above painting the dirt.

    I sometimes wish we were working on an old house, as our house was flying down the street at the speed limit, and no one was willing to stop to make the required repairs.

    How much can craftsman programmers learn when their walkthroughs are confined to the sample home (development environment)? They rarely go near a lived-in home (production environment) and may have never talked to an actual homeowner (customer) in their entire career.

  25. Widow sashes? by pnot · · Score: 2, Funny

    When you got up close, however, you noticed the paint was peeling, the widow sashes were rotted away,

    If my house were full of bereaved women wearing decomposing ribbons, I wouldn't be worrying about the peeling paint...

  26. Re:personal attacks by sbeitzel · · Score: 2, Insightful

    I dunno, that didn't look like a personal attack to me. Sure, one could interpret it that way, but think about it: all the reviewer has to go on is the material. If the material asserts that software engineering is X and then later on the material presents software engineering as z, theta, and epsilon, each of which is !X, then the only conclusion one can come to is that the material does not present a consistent description of software engineering and the author of the material either doesn't know, or changed his mind several times and didn't edit well.

    --
    Oh, go on, check out my job.
  27. Craftsman/Journeyman/Apprentice not always great by Karl+Cocknozzle · · Score: 2, Insightful

    This may seem slightly off-topic, but bear with me, and the relevance will become clear...

    My family owns a home-improvement business (I don't work there now, but did summers during college) and often deal with builders who work on the principle described by the author.

    On more than a few occasions when I worked there, I would go to hang rain gutters (on new homes) and find all sorts of messes: Corners not square, roofing materials cut way too short or way too long, roof vent holes that have had shingles nailed over them, and even more idiotic and egregious mistakes than this--All of them perpetrated by either apprentices under supervision, journeymen or mastercrafstmen. Usually, it was the result of a project that was behind schedule and needing to cut corners to catch up.

    My point? It doesn't matter what "Quality Assurance" system you have in place if you set unrealistic goals and/or hire the cheapest labor you can get your hands on.

    --
    Who did what now?
  28. forget the review by sbwoodside · · Score: 2, Interesting

    I haven't read the review and I'm not going to. The idea that software is a craft is right on. Managing a successful software project is much more about getting the right people on the job and trusting them to write good code, than it is about engineering practises. Software is invisible to anyone but the active coder. That's the whole point of good APIs -- they are very small, understandable interfaces to the invisible code.

    Since the code can't be seen, then it can't be engineered. I suspect that software will remain a craft until code visualization tools progress to the point where I can look at a visualization of someone else's code and understand it in a general sense almost immediately.

    simon

  29. My notes of Software Craftsmanship by Anonymous Coward · · Score: 5, Interesting
    I enjoyed this book, even if I didn't agree with everything that Pete had to say.

    Notes of interest:

    • Master programmers (craftsmen) should be paid more than many programmers.
    • Treat software as capital assets - it costs money to replace.
    • "Single vendor and new languages are always risky". Avoid "bleeding edge" technology (anything that is new to the team) (p. 148). Exercise caution when using it. More time is needed to evaluate and get familiar with new technology. More QA time is also necessary.
    • The ideal learning time is Tuesday or Wednesday -- it allows people time to try out new ideas (before they forget them over the weekend). Do tutorials and seminars according to the team's needs -- Just In Time.
    • "Craftsmanship diverges from engineering in that it emphasizes personal responsibility and decentralization" -- p. 179
    • "Talent matters more than the process that is used". How do people get "talent"? They pay the price to learn, and should always be learning.
    • There are no one-size-fits-all software development methodologies or processes -- p. 22
    • Java is considered "high-risk" (p. 160) -- only use it for application lifetimes of five years of less. (Wow, this is quite a claim).
    • Asserts that small teams of master craftsmen are more effective than large teams.

    - JWR

  30. Re:Comparing programming to "real world" endeavour by (H)elix1 · · Score: 4, Insightful

    Nothing like this happens in the real world, software is a completely different beast and to contrain it by using realworld analogies might push a few books, but it's not making software engineering or the software being produced any better.

    This type of thing happens in the real world ALL THE TIME. Talk to anyone who has had a home built for them. Critical people or equipment doesn't show up on time, structure is far more fluid than people ever suspect, and what was presented to the customer via blueprints and models still may not be what they were expecting.

    Engineering is knowing when to say good enough. A component performs as specified in the requirements. That is, if they say they need a hinge that will hold an aluminum door they don't build it out of titanium. For cranking out code, this is really an art. XP touches on this (and goes to far IMHO) about focusing on the task at hand rather than building large frameworks, object models, etc. There is a balance there, but for most construction these days the spec is 'good enough'.

    Craftsmanship is taking the time to make sure every stud in the house is square. This is not an engineering requirement - the requirement is to support the wall. This is about polish and taking extra time to 'do things correctly'. It takes time, usually is not budgeted, and is a godsend to the folks having to maintain it down the road. These things also tend to live far beyond everyone's expectations. Think of some of the deep space probes landing on asteroids - craftsmanship. The mars lander comes to mind when you mentioned bolts.

    Craftsmanship is also about using the right tool for the job. As I learned some basic carpentry skills, my grandfather would comment 'Any power tool used improperly can be a sander'. This applies to the real world as well as software. Let him that has not done an ugly hack throw the first stone - but duct tape and bailing wire are staples of engineering jokes because they are about getting the job done, but not in an elegant manner.

    When I build stuff for others, solid engineering is enough. For my personal projects, I expect craftsmanship.

    Course, I have not seen the book, so I may be way off track here...

  31. Why no salary difference -- Re:Look. by Jack+William+Bell · · Score: 2, Interesting

    Your breakdown into three programmer types is nothing new. It is widely documented that out of a group of ten programmers two will be as productive as the other eight put together. So why aren't these 'star performers' treated (and paid) like the stars they are?

    One reason is because the people making the money descisions are under the illusion that software is not a create industry. They think it is 'Engineering' in the sense that anyone who can add the numbers can do it. But if that was true than we would already have self-programming computers. Seen one recently? When was the last time you actually used a '4GL' in a real-world scenario? Not a good example maybe; that doesn't really qualify as self-programming anyway. More like 'canned programming'.

    Nonetheless, take a close look at those people who are 'really good' programmers. In my experience you will often find they are also musicians or skilled at some other creative endeavor in a much higher percentage than the average public. This tells me that one of the things it takes to be a top programmer is the same thing it takes to be a great guitar player -- innate talent. Either you have it or you don't. And if you don't have 'it' no amount of schooling will make you more than adequate.

    But that leads to the second reason why you don't see the salary difference: Good programmers are often not seen as team players. They tend to be 'Prima Donnas'. They get angry when people don't listen to them as they go against the political grain in an attempt to do something the 'right' way. In other words they usually just aren't as likeable as the 'other eight'. And the fact that events usually prove the star programmer was right all along only leads to more friction.

    The third reason for the salary difference is just plain silly: Performance reviews. I have yet to see a supervisor who was comfortable giving a star performer a star review; something on which a significant salary raise might be predicated. But without the good review the raise doesn't happen.

    This might be because the supervisor is acting on personal feelings "She is good, but she has been difficult to work with this year." It might be because the supervisor feels uncomfortable giving extreme reviews in either direction. It might be because the supervisor fears that the star performer will be promoted away (or worse, over them) if it were clear how good they are. And I am sure a hundred other reasons as well.

    I certainly know how hard it is to show up with a good attitude every day knowing that only the quality of your code is the difference between you and Joe Schmuck, who can't program his way out of a paper bag. But even more than the money I just want them to start LISTENING TO ME! I can't tell you how many times I have been hired as an expensive consultant, given them my professional opinion and then watched them do it the wrong way anyway. Over and over. Always smacking into the very same brick walls I warned them about.

    So, if you are a supervisor for programmers I hope you take this rant to heart. You might also want to take my handy test: 'You might be a PHB if . . .'

    --
    - -
    Are you an SF Fan? Are you a Tru-Fan?
    1. Re:Why no salary difference -- Re:Look. by kisrael · · Score: 2, Funny

      Reviewer: "Where do you see yourself in 5 years time?"

      Reviewee: "Your boss."

      Reviewer: "Right, ok that will be all."


      If you're smart, you'd say "still reporting directly to you...but you're the president of the company". That way, you shouw you're politically smart and not just ambitious.

      --
      SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
  32. New programming paradigms... by crazyphilman · · Score: 4, Insightful

    ...are like $#@holes. Everyone has one, and they all stink. So I agree with this critique.

    I'd like to add my two cents, so here it is:

    Every year or so, some wingnut comes out with a "brand new paradigm" of software development, which is supposed to totally shake up all established practices and change the world overnight. And, it's all hogwash, but inexperienced programmers and the wannabes who take the six-month-special course in a back alley in NYC hoping to make it big in "Computers" all jump on the bandwagon and make life miserable for the rest of us. I've been programming in one language or another since 1991 (although I've been using computers since 1983 or 4); I started studying it formally in 1995, and I've been working full time as a programmer since 1998. And, in all that time I have never seen anything come out that does a better job than plain, old software engineering.

    You know what I think?

    I think that in this age of "bigger, better, faster, more" people who can't make a name for themselves by building/doing something USEFUL try instead to become "visionaries". So they pull some weird new way of programming out of their asses, serve it up to us like it's filet mignon, and sell books about how to change everything you're doing yet again. This constant change prevents companies from building stable software. How can you work all the bugs out of anything, when every five minutes you're changing all your processes? As if the huge amount of turnover, outsourcing, and downsizing doesn't make long-term software development hard enough.

    The worst thing is, managers assigned to IT teams frequently don't know enough about software engineering to understand the difference between one paradigm and the next. So they end up running willy-nilly from one to another, changing boats midstream in a doomed, Frogger-like attempt to not get sunk in the next layoff. Any new book that catches the manager's eye mesmerizes him.

    Heaven help the gullible manager who ends up with an aggressive little ivy-league grad that wants to make a name for himself. Then the manager's gonna be led by the nose. After all, what does a manager respect more than pedigree? It doesn't matter that the kid's balls haven't even dropped yet, that he has no experience on any real project, that the closest he's come to load balancing is two PCs in his dorm room, serving static web pages to one user who keeps hitting "refresh"...

    GOD.

    When, oh when, will people learn?

    We've already figured out how to manage software projects. We've understood what works and what doesn't for at least a couple of decades. The field is fairly well researched, so there is plenty of material available about software engineering, and all you have to do is go look it up. There's NO NEED to keep trying to change the process.

    Feh. Snort.

    --
    Farewell! It's been a fine buncha years!
    1. Re:New programming paradigms... by crazyphilman · · Score: 2, Interesting

      "Ah! Permit me to retort!" (Now, if only I had the Samuel Jackson look down pat, it would be perfect).

      Yes, I am a curmudgeon. And, I am very jaded, from working with some of the very ding-bats I complained about. But, you're off the mark on some of your points, and I'd like to mention why I think this is true.

      First of all, TRUE software engineering works just fine. That is, if you have a team which is committed to the basic principles involved, i.e. design your solution first, unit test everything, use a rational testing process, document everything well... You will likely end up with a solid project. The PROBLEM is, hardly ANYONE actually follows the principles of software engineering!!!

      Companies care only about the bottom line, ok? Even Microsoft has come right out and said that fixing all the bugs in a given piece of software doesn't really matter, because most of the phone calls they receive aren't about bugs, but desired features (I'm not sure if I buy their reasoning, but some MS flack said it recently). If you pay attention to most of the things people are writing on the web about their programming practices, and if you read the articles that are being posted to programming-related magazines, AND you read between the lines a little, You'll see that they're not talking about software engineering, they're talking about hacking things together with small teams (what do you think XP is all about?).

      I can't speak for everyone, but in the time I spent in private companies, this seemed to be what was going on:

      1. Some manager comes up with a new Thing (tm) that they want to add to a piece of software, or maybe a new Thing (tm) that is its own tool.

      2. Some developer or small group of developers is handed a "sort of" spec to follow and told "go for it, I need it by XXX".

      3. The developers basically just go ahead and hack it together, figuring they'll document everything later, when they're done. Since companies are trying to penny-pinch these days, half or more of the developers are likely to be contractors, and it's likely that many will have no advanced training in computer science (hence my comment about six-month wonders).

      4. After some short period of time, the Thing (tm) is presented to management. It works, because the developers have figured out a small set of test data which ought to work okay for the demo. Everyone is happy, there's lots of back-slapping, etc.

      5. So, now, the managers who were at the meeting all start scheming to put their names on the project. So each one comes up with some hair-brained Thingy (tm) which they can insist the programmers include.

      6. The programmers bitch about it, but they can't win, so they graft in a half-dozen Thingys (tm) and they get the project to work. Sort of. There's another demo, and more back-slapping. There may be sushi, but only for the managers. The programmers are given a dry bagel, a packet of imitation cream cheese, and a plastic knife. They go back to their cubicles and play hockey with the bagel, use the cream cheese to glue up a poster, and put the knife in their desk drawer for later.

      7. Ok, now the managers are pissed because all the other managers had the same idea and everyone has their own Thingy (tm). So a round of backstabbing begins, with managers claiming that their Thingy (tm) is better than the other Thingy (tm) and that this or that Thingy (tm) should be left out because it's "not robust enough yet". This goes on for a few days, until a new list of approved and disapproved Thingy's (tm) gets sent back to the original project manager, who is now no longer the project manager but rather a gofer for the higher manager who's "taken a leadership role" in the project to puff up his resume.

      8. The programmers all try to kill themselves with the plastic knives, then give up and read Slashdot for two hours while they stew about the situation. Eventually they simmer down and a round of grafting and featurectomies takes place. The programmers work late, curse th

      --
      Farewell! It's been a fine buncha years!
    2. Re:New programming paradigms... by GlassHeart · · Score: 2, Interesting
      your example of Linux being 30,000,000 lines of code is bad

      You're probably right. I found that on a web site, but now I'm not so sure if it meant the kernel or an entire distro.

      You're stuck on the idea that one person can only understand 1,000 lines of code. Where the heck did you get that figure?

      The mental picture I'd like to convey is the author emerging from the project, completely convinced that there are zero bugs. Any other expert who has not seen the code can read it (taking weeks or months as necessary), and also emerge completely convinced that there are zero bugs. Zero. This level is trivial for a "hello world" program, and possible for bigger programs, but unattainable past a certain size today. The 1 or 5 KLOC I was tossing around is this magic size, where something akin to a mathematical proof is still humanly possible.

      OOP, Components, and so on were all invented to solve exactly this problem.

      But nothing has delivered on the promise.

      Don't get me wrong. The movement from spaghetti to structured significantly reduced the number of bugs in large systems, and probably from structured to OOP as well. However, the inherent complexity introduced could not be completely solved. Each object you define hid details, but also introduced risks, because the interactions between modules are still defined in fallible (and often plain vague) ways. The tough bugs in structured or OOP systems today are typically subtle interaction bugs, where one module does something just slightly unexpected by another.

      I don't think you're actually disagreeing with my original point that we're not exactly at the end of the evolution of software engineering practice.

      Eventually, you CAN probably work all the bugs out, but you have to have more patience than you'll find in private industry.

      You are attributing bugs to economics, which may very well be true. However, absent proof I am doubting that it's possible at all to achieve zero bugs past the "magic size". Note that while open source software (which do not have the commercial pressures) are shown by some to have fewer bugs, it's not zero.

      Look at the space industry. The Space Shuttle flight control, IIRC, is really two pieces of software developed to identical specs, voting in real time to decide what to do. IOW, NASA decided to pay two groups (not cheaply, either), rather than pay one group double. That indicates that they don't think even twice the money will achieve the safety afforded by an independent reimplementation.

      I respect your view of the future; you seem very optimistic about it.

      Here you are completely mistaken. Software engineering is creative and challenging today. The future I foresee is essentially blue collar, involving assembly more than creation. It's a step forward for the science, but I'm not sure practitioners will have as much fun. I'm personally not looking forward to that. :)

  33. not realistic by GunFodder · · Score: 4, Insightful

    If all programming tasks were as exciting as defending a small village from rapacious bandits then I'm sure you would have no trouble finding brilliant programmers. Unfortunately a lot of software is not very exciting. I find it unlikely that there is a single programmer out there that writes commission accounting systems for fun.

    As a hobbyist you have the opportunity to pick and choose your projects. A working programmer often has to solve business problems that aren't unique or exciting.

    1. Re:not realistic by Khomar · · Score: 4, Insightful

      A working programmer often has to solve business problems that aren't unique or exciting.

      Quite true. However, speaking as a programmer, I have found that even in mundane tasks I get enjoyment out of perfecting my craft. I look to make my processes just a little faster or more robust, even when doing something that I have done before (if I cannot use or do not have access to a library). I also find that the creation of new libraries is frequently needed which also allows me to perfect my ability to design and develop useful libraries.

      I have worked on many projects both interesting and not, but that does not mean that enjoyment cannot be found in even the mundane things. If nothing else, I find enjoyment in the ability to pump out a simple program very swiftly without errors. There is always room for improvement.

      The key, of course, to any job is to learn to enjoy what you do, even when this task is difficult. About the only time I have had morale problems with work related to people I had to work with (or insane MFC libraries... but I digress). The work of developing itself remains a joy to me.

      --

      I believe in de-evolution. God made the world perfect, man fell, and its been going downhill ever since!

  34. Re:Comparing programming to "real world" endeavour by (H)elix1 · · Score: 3, Insightful

    The point I was trying to make (and apparently unsuccessfully) was that the basic foundations of software engineering are quite different than those in the real world.

    I know... I'm just going through the process right now and the real world seems as horked up as some of the ugly software projects I've worked on. Call me cynical, but I've got friends in differing areas of engineering - aerospace, mechanical, electrical, genetic - and all of them have nightmare stories of projects that were loosely defined, under funded, impossible deadlines, etc. I'm not saying software engineering sucks less or more - just that these same problems woefully apply to others fields as well.

    God help me, I was right there saying amen until you said this does not happen in the real world. I could be exceptionally unlucky, however.... (grin)

  35. Design Patterns suck by alispguru · · Score: 3, Interesting

    (the subject is flamebait and overstated, but it did get you to read this, didn't it?)

    According to Peter Norvig and Greg Sullivan, most of the patterns in the Gang of Four book are there to show users of common OO languages the canonical ways of getting around design flaws in those languages.

    Norvig says 16 of 24 patterns either vanish completely or are significantly easier to implement in a dynamic OO language like CLOS or Dylan; Sullivan implements a tiny OO language in Scheme and uses it to implement all 24 patterns, with similar results.

    Go read the papers before modding me down, huh?

    --

    To a Lisp hacker, XML is S-expressions in drag.
  36. Personal Responsibility by under_score · · Score: 2, Interesting

    I have read Software Craftsmanship. I have also read extensively in the general field of software development methodologies, software engineering, and project management. On thing that this book does, that is very rarely dealt with is the personal responsibility that one has as a software developer. Most methodologies are designed, in essense, around the idea of minimizing the human impact on the bottom line. Software Craftsmanship deals with this question to a superlative degree.

    One thing that I found lacking is the issue of why exactly craftsmanship is a better model than software engineering. There is some discussion of this, and although I agree with the conclusion, it was not very well supported. My feeling is that engineering works for physical structures where humans intuitively understand the rules and the use of the structure follows the same rules as the creation of the structure, but in software, you make up the rules themselves and the rules are different for the process of creation and the actual use of the software!

    Another two books which deal with the question of personal responsibility are Extreme Programming Explained by Kent Beck and Agile Software Development by Alistair Cockburn. If you are interested, I have compiled a list of resources for people interested in creating software.

  37. self absorbed in his craftsman analogy by tungwaiyip · · Score: 2, Interesting

    I certainly agree that a small team of talented developers are more productive than horde of average programmer. What I'm looking for in his book is some hard research on why this works better, some real world cases and some partical advice on how to make this work better. I find little of these in this book. Instead the author is just self absorbed in his craftsman analogy. The main theme: a bunch of apprentices would work with a craftsman to create quality product that the craftsman would personally sign off. That's a way too simplistic idea to improve software development by putting people in the apprentice-journeymen-craftsman role.

    Big regret to have spent money and time on this book.

  38. If any house was comparable to software . . . by Ardias · · Score: 2, Interesting

    ... it would be the Winchester Mystery House in San Jose. It has stairs that just dead end, doors that go nowhere, and unfinished rooms. This crazy old lady uses her vast amounts of money to pay carpenters to build a house for her. So, they turned a 6 room country farmhouse into a weird, rambling mansion. That old farmhouse is still in there at the center of the mansion, surrounded by hundreds of useless rooms so you could barely recognize which rooms were original.

    The carpenters had their pet projects, and some of the carpenters were obviously still in the apprentice phase. If the old lady didn't like how something turned out, she would just fire the carpenter on the spot, and hire somebody else. No wonder lots of those special projects never got finished. There was no architect, just low skill carpenters banging on nails.

    I have actually worked on a software project like this. It was thoroughly unmaintainable, with much of written be people who did not understand basic software design principles. A manager fired some guy just because the software crashed when the manager used it. So, the manager had to hire somebody else to replace him. No wonder there was so much unfinished work in that software.

    No design documents, no unit tests, no overall design, no modularity, and nothing was easily reused. There was no architect, just coders banging on keyboards. The core parts of the software have been rewritten so many times, and added onto so many times that you would never recognize the original code.

    I am glad I don't work there anymore. It was a nightmare job for reasons besides the code.