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Software Accountability Made Real?

An Anonymous Reader writes "In a recent presentation and post, Kent Beck (eXtreme Programming, Embrace Change) highlights Open Quality Dashboards as a means to make software development accountable. Many different approaches attempt to reduce the number of issues creeping in all along the development process. Whether a shop abides by the rules of up-front UML design or test-driven development, or a methodology somewhere in between, the ongoing burst of popularity for tools enabling continuous integration and frequent releases shows the need for unit testing to appear earlier in the development process. In this context, quality dashboards could well establish a credible benchmark for software accountability."

10 of 49 comments (clear)

  1. We do this internally already. by Dr.+Bent · · Score: 4, Informative

    At my company, most of our products are built daily (at a minimum) and the metrics are published to an internal website. Things like ugly code, unit test failures, bad JavaDoc, poor test coverage, and findbugs problems are visible to everyone in the company.

    This makes it a lot easier for developers to do the right thing (and fix these problems). Nothing like a big red bar to motivate you!

  2. Wha? by superpulpsicle · · Score: 3, Insightful

    Software development accountable what?! How about making Management accountable. The developers are not the ones screaming for new features every release with these ridiculous time lines. The decision makers are accountable. Aka executives.

    1. Re:Wha? by neiras · · Score: 5, Interesting

      That's EXACTLY it. At our shop, we got sick of being blamed for "taking too long on projects" - so we got together, got up to speed on Personal Software Process and Team Software Process, and started a development lifecycle and process improvement team.

      There are a number of interesting benefits to this. The best one so far is that we maintain a 'responsibility trace' right from individual stakeholders in Management, to each requirement, to each design element... we can actually tell who in management has a stake in a particuliar _block of code_.

      The other neat thing is, the execs can make changes all they want. We really don't care. Because we're on a fixed 3-week development cycle (all the way through the cycle each 3 weeks, culminating in a release) we can either say "sure, we'll do that in the next build" or "scratch the current cycle and we'll do that now". In the latter case, we only lose a maximum of 3 weeks work. Not bad at all, and if management complains, well, we can show them WHY we lost 3 weeks. They shut up pretty quick.

      Unfortunately, convincing management that the paperwork we end up doing to improve and maintain our process is a Good Thing, is difficult. If we aren't coding, we must not be working, right? Wrong. Now we have nice graphs showing number of defects in our software falling through the floor, time spent fixing defects falling through the floor, developer productivity skyrocketing... It's fantastic.

      Bottom line: Management in some places doesn't WANT responsibility. They want to hand down directives from above, and we are the magical little gnomes who make their projects at 1/4 their salary, if we're lucky. If they go sour on a gnome for whatever reason, they want to be able to fire with impunity. Process is the way to make them eat their own crap whether they like it or not. They WILL end up liking it, and you get your life back.

  3. Rise of software liability by G4from128k · · Score: 4, Interesting

    The Wallstreet Journal has a page B1 article (free via this link?) on buyers trying to hold software providers liable for flaws, damages, bugs, etc. It seems the old EULA disclaimer is not going to hack it anymore. Buyers argue that each software patch is equivalent to a product recall and that vendors should help pay for the cost of patches (AT&T says it sends $1 million per month on patching).

    If General Motors can be held liable for damages caused by a defective car part, some argue that software makers should be held liable for damages arising from buggy code.

    --
    Two wrongs don't make a right, but three lefts do.
  4. The most important thing is common sense by FullMetalAlchemist · · Score: 3, Interesting

    The most important thing is common sense; depending on your team, different methodology is needed.

    The most important aspect of development for my team today is requirements reuse, sound silly but works great. By following this simple methodology we have made errors nonexistant; it beats unit testing by a mile in efficiency, plus it matches the results.

    Most other teams fail with this approach though, and hard. It simply comes down to what the team is made of, mine love it.

  5. What I don't like about XP by The+Slashdolt · · Score: 4, Insightful

    Managers tend to think that gathering proper input, leading to proper requirements, is "hard". But doing this upfront work is required to properly analyze/design/estimate a programming effort. Along comes XP/Agile whatever you want to call it. They say, you don't need everything up front, you can change things as we go, we're "agile". This is what managers want. Every month along the project the requirements change, the design changes, we adapt, this is great. The part they keep leaving out is the fact that change is not any cheaper. With any method you pick, as everyone knows, the later in the project you make changes the more they cost. They always leave off that part.

    I can't recall where, but I remember reading the quote somewhere, "you can't refactor an elephant into a cheetah". I don't think many managers truly understand that...

    To me XP/Agile is just an excuse that allows marketing and management to not have to do their job.

    --
    mp3's are only for those with bad memories
    1. Re:What I don't like about XP by chromatic · · Score: 3, Insightful
      With any method you pick, as everyone knows, the later in the project you make changes the more they cost. They always leave off that part.

      The fundamental premise of XP is that there are ways to reduce those costs dramatically. A secondary premise is that exposing the costs of those changes at the point of change gives stakeholders more information to evaluate the necessity of those changes.

    2. Re:What I don't like about XP by The+Slashdolt · · Score: 3, Insightful

      Your comment is doing exactly what I complained about above...

      ...there are ways to reduce those costs dramatically.

      I don't doubt there are ways to reduce those costs dramatically. But reducing those costs increases costs in other places. Change is not free. You aren't reducing overall costs, you're just moving them around. You can simplify your design, make it completely decoupled and resilient to change. But, again, this is not free. These decisions have costs. Especially in terms of technologies, performance, etc, etc. XP offloads up front work onto developers later in the project. They don't tell you that the entire project will cost more and take longer, they leave that part off. Management only see, "As requirements change, your software changes". Your comment is an example of how XP fools management into thinking that reducing costs in one area do not impact costs in other areas.

      --
      mp3's are only for those with bad memories
    3. Re:What I don't like about XP by chromatic · · Score: 3, Insightful
      ...those costs are also much greater than the cost of doing the up-front analysis.

      Only as far as the business requirements do not change after the analysis or the initial analysis anticipates changes in business requirements accurately.

      That's possible, but I've never seen it happen.

      Incremental requirements analysis coupled tightly to incremental development leads to hodgepodge systems unless the developers are really given free rein to refactor on a whim.

      Indeed; that's exactly what XP suggests!

      In a situation where I had complete, sufficient, and accurate specifications up front, I'd still use most of XP: frequent iterations, customer prioritization, test-driven development, and heavy refactoring. I haven't seen anything else reduce my bug counts or improve my code's maintainability and efficacy as dramatically.

  6. Really Make It Real by 4of12 · · Score: 4, Insightful

    These are all good ideas, the unit testing, the automated frequent testing, etc.

    Having experience a few crashes of bleeding edge versions of evolution and firefox with the automated calling back to the developers about the crash symptoms got me to thinking that having actual use (and abuse) be automatically incorporated into test suites might really abet the development of less crash prone code.

    Despite the capability of automated testing to test many more features than can be done by hand, new applications have so much context and so many options that we need to test for what the users are actually doing with the application. Not just what we think they're doing, what we hope they're doing, but what they're really doing.

    The most important bugs would be the ones that happen to the greatest number of people the most times.

    Harvesting application interactions and sending them back to the test suite has a lot of value, but it's up to the developers to do this in ways that are sensitive to the user's need for privacy, too.

    --
    "Provided by the management for your protection."