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Alan Cox on Writing Better Software

Andy Gimblett writes "Alan Cox recently gave a talk in which he discussed some current and emerging techniques for producing higher quality software. Some of these will be familiar to Slashdot readers, such as validation tools, type checking, etc, but others seem heavily influenced by his recent MBA. In particular, he has a lot to say about Quality Assurance in the software world, and the kinds of things we should be doing (and some people are doing) to make better software. Story and lots of quotes at Ping Wales, and video at IT Wales."

6 of 391 comments (clear)

  1. Good code... by TrollBridge · · Score: 5, Insightful

    ...isn't just for end-users! If you anticipate that others will be working on future versions/releases of your software, good commenting can make the job SOOOOO much easier for the next codemonkey.

    I'd say commenting is doubly important in OSS projects, as it involves many sets of eyes trying to comprehend what you coded.

    --
    There's a Mercedes gap too. I want one and can't afford one, but it's not government's job to do anything about it.
  2. Re:Unit testing? by bloggins02 · · Score: 5, Insightful

    Unit testing is essential, but it's not a panacea. In particular, beware of two pitfalls:

    1) "The unit tests passed, so it works." This assumption is flawed on several levels. First, and most fundamentally, even if all unit tests pass, there is still the issue of whether your software works as a whole. Software often has "emergent logic" and UI scenarios that are difficult or impossible to test (after all, that's not what unit testing is for, but some people seem to think it is).

    Second, just because a test passes, doesn't always mean the API works. This is especially important if you didn't write the tests yourself. Just because a unit test CLAIMS it tests X, doesn't mean it does. Is the test complete? Any false positives? Is the test just a skeleton that was intended to be implemented later but never was? I've had all these bite me in the past.

    2) "That particular test has NEVER passed, so there's something wrong with the test. We just ignore it now." Bzzzt! Wrong! There's a REASON it never passed. It's either not implemented properly, just a stub that fails waiting for someone to write an implementation, or maybe you just think the feature it tests actually works. Look closer. The test might be trying to tell you something.

    If you are careful with unit tests, they can be very rewarding and useful (especially for regression testing, where they are invaluable), but put too much confidence in them or depend on them to do the kind of overall testing they were never designed to do, and you will fail long before your first test does.

  3. Re:Unit testing? by Unkle · · Score: 5, Insightful
    But that's really the reason it's not done all that often. Developers think that the unit test will be a waste of time. The problem is, nobody codes perfectly. Finding a bug during unit testing is much better than finding it in design validation testing. Indeed, on many projects I have worked on, issues that could have been found with adequate unit testing were not found until after release.

    Unfortunately, when schedules get tight, it's things like unit testing (and testing in general) that get cut. The more emphasis we get on the importance of QA the better our industry will be.

    --
    Against stupidity, the gods themselves contend in vain.
  4. Write the tests *first* by wowbagger · · Score: 5, Insightful
    More importantly, write the tests FIRST. Then write the code, updating the tests for anything that is identified during the coding.

    This has several important benefits:
    1. You have to DEFINE what the module is to do so that you can write the tests. Granted, the first pass for the "tests" may simply return "failed" until something is written for the module, but at least you will have a chance to think about what you should be testing.
    2. You actually DO write the tests, rather than blowing them off. If your manager says "Why aren't you working on $blarg?" you can say "I *am* working on $blarg" since the first step is writing the tests.
    3. As you get funtionality working (as demonstrated by the tests passing) you can quickly determine if a later addition to the code breaks the working feature - and fix it while the change is still fresh in your mind (and hopefully BEFORE you commit your changes to the mainline code path (you ARE using a source code control system, aren't you?))
    4. You can automate the testing of the system.

  5. Good practices by vinukr · · Score: 5, Insightful

    These are some things i guess is necessary for good software
    1) Reviews at all stages.(Reqs/design/dev)
    2) While at development, u sure must know whats the most efficient way to code a design (which libraries are more suitable etc)
    3) Unit testing and Integration testing (when the project is huge)

    Some practices that managers can really use to take the pressure off the team
    1) Try giving buffers to the team (seriously, it works)
    2) Proper Code management (Lotsa rework and pressure come due to lack of this)
    3) Proper tracking and status updates to the customers

  6. Re:Quality by penglust · · Score: 5, Insightful

    Been there, done that. I could not agree more. But I have had a number of good managers in the past. Did a stint as manager myself at one time. I backed off because, like you, I just plain like to be productive and I think like an engineer. This may it difficult to deal with those above me.

    My direct manager right now is acutally one of the best I have seen. The other 3 or 4 layers above are lost and clueless most of the time. Their buzz word at the moment is ISO 9000.

    I think your comments bring up another issue. F**k up move up is often not just a saying. I have made friends and lost friends in the past for my opinions but if one of my fellow programmers is just plain incompetent, lazy, or an ass hole then they need to go. I don;t encorage moving them to get them out of my hair. I have done this before and somehow I always ended up having to deal with them again.

    There is also the type that are just biding their engineering time till they can become a manager. I have generally found these guys to be less than worthless. They are usually garanteed to make the worst managers.

    These are the criteria I usually find good in a manager and tried to use as one:

    1. Have a good broad software background. If working at the kernel level (including driver) have a basic understanding of hardware

    2. Understand how software impacts the potential customers and their needs. Books have been written on this, most of them wrong.

    3. Know your employees and their stengths and weaknesses. Use this to build a team that can and will perform.

    4. Trust the team but keep track of everything anyways.

    5. Process is a must but it should be pretty lightweight. Make it enforcable and do not waiver in ensuring the necessary pieces occur.

    6. Insulate your engineers from most of the stuff above. Not all, just most of it. Usually controlling the flow will suffice (often this involves rumor squashing).

    OK enough for now.