What Makes Software Development So Hard?
lizzyben writes to mention that CIO Insight is running a short piece that takes a look at why the rocky culture of software development continues to exist despite all of the missed deadlines, blown budgets, and broken promises. From the article: "I was not really looking or thinking about big software projects. I was just coming out of my experiences at Salon, where we built a content management system in 2000, which was painful. I was one of the people in charge of it, and when the dust cleared, I thought, I don't really know that much about software development. Other people must have figured it out better than I have; I must go and learn. So I started reading, and talking to people, and realized it's a big subject and an unsolved problem. And the bigger the project, the harder the problem."
What Makes Software Development So Hard?
Why is conducting an orchestra so hard?
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Software is complicated, and obviously the larger the project, the more peices need to fit together, etc. I think a lot of it though has to do with the team involved - both the developers and management. It seems to me, there are lots of "developers" around who really have no business writing software. And even more self-proclaimed architects who really have no clue.
Writing the code from a good design is easy. It is creating a good accurate design, capturing all the requirements accurately and ensuring the end user's expectations are correct.
Viagara, Cialis, red bull, two brazilian hookers and a swiss midget.
I think the invisible hand of the market has its middle finger extended
--A wise old fart named SC0RN
Anyone can write a book. But, writing a book that's *GOOD* and that people will want to read is an entirely different matter.
Computer software is no different.
Good software takes time to develop. There is sometimes a tendancy to set unrealistic goals and when they aren't met the people in charge feel let down.
In related news, humans still can't seem to bridges with any reliable schedule or budget. Despite the fact that bridges have been built probably since the dawn of man, and we've been building suspension bridges for at least 500 years.
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First, the people who make the technology decisions often don't have the required technical know-how, and have a terrible tendency not to listen to people who do. OTOH, the people who have the technical know-how have absolutely no idea how to write a business case. Thus, there's usually a disconnect between the people who understand the business requirements, and the people who understand the technical requirements. Vendor loyalty has been known to be a sticky issue as a result.
Second, there's always a problem getting a bunch of talented, egotistical (ok, so not all software developers have ego problems...) quirky, eccentric and generally difficult people to work toward a common goal. The common analogy to being a successful director/manager of a software project is to that of "herding cats". My experience has been that business types don't react well to the often-emotional developer types, hearing the emotional outburst, but ignoring the content of it. Developers would do well to learn some more social skills, and director/manager types would do well to listen better.
mandelbr0t
"Please describe the scientific nature of the 'whammy'" - Agent Scully
practical application isn't so. Requirements change, clients see something and want something different. You work a month on something and find out it isn't working anywhere close to the way it should. Tasks are more complex then people thought at first, the list goes on. It is a complex thing with infinite ways to do things. It isn't any easy process.
I find most of the issues that arise on projects are not so much that the developers are incompetent, but that no one sets realistic, or are not allowed to set realistic expectations. How many times does the business change the specs? How many times are the developers given more time to allow for the changes?
The last project I worked on had a hard deadline. We were in the UAT phase when the business decided it wanted a change. A big one. Despite the fact that we were mere days from production, we were expected to make the changes, test them, and still meet the schedule. IT managements take was as usual. The business pays the bills so the business gets what it wants.
Until IT management can stand up to the business side, software development will always suffer.
The opinions expressed here are not mine, but those of these dang voices in my head.
The reason it's hard is because we are doing the impossible, at least if you had asked someone 50, 20, or in some cases even 10 years ago. Solving previously impossible problems requires quite a bit of innovation and novel thinking. But, it's better than it was decades ago, even if it is difficult. What we need to remind people is that even with fast computers, the problems are still difficult to solve.
Also, automating tasks that we used to perform ourselves is also difficult. It's one thing to walk and chew gum, but another thing entirely to precisely describe the mechanics of doing so. (One is very easy, the other requires creating precise models of how things work, a very hard problem).
What Makes Software Development So Hard?
Simple. The current state of technology in regards to human imagination makes it many times easier to think up of good ideas or improvements for computer software than it takes to create or implement them. Thus the requirements for developers are often made by the ones with the ideas with no idea of the costs (in terms of time or money) involved in making those ideas a reality.
Joe Sacks says "Gee, it would be a great idea of our flight tracking program also tracked fuel usage and recommended fuel loads to minimize weight on subsequent flights". See? It only took Joe all of about three minutes to think that up. He figures that a reasonable amount of time to implement this idea is one or two days. After all, those "computer guys" are pretty smart and can "do anything".
Two days later Joe receives a report that the "project" is over budget (needed to check with the FAA on this one, that cost money) and overdue.
Sure, you could just say that these problems need good project management. But seriously the problem is that these "problems" are not considered worthy of project management. It only took Joe three minutes to think the idea up...why should he hire a project manager for *THAT*. It's not like he's building a new hangar.
First the wag: The idea that the interveiwee states early on, that software development is not introspective, is horse-hockey. We think about it all the time. We invent new, clever ways to diagram software, capture requirements, interview users, validate functionality and come with all sorts of certifications. More than, say accounting, we are process focused people. Maybe our processes suck, but we spend a lot of time, energy, certification exams, etc, on those processes.
Tip of my hat: He does mention starting small and iterating. I think that's the best way to build software.
Leave the gun, take the cannoli -- Clemenza, The Godfather
Spoken like someone who hasn't ever been involved in the development of a large software project.
Large projects bring problems with them that aren't noticeable on small projects. The working set of my project is around 10 gigs, most of which is code and text files. The tree changes quite frequently, and syncing to that tree is painful.
What makes it more painful is when the tree is broken. So we had to develop tools to help ensure that the tree isn't broken, and that we have a way to tell what the last known good submission was.
There's performance issues related to the source repository, because no matter what repository you're using, they all have issues when you have 200 people working in the same place at the same time. (This is true of virtually any database application).
I currently have no clever signature witicism to add here.
What makes software development so difficult for me in my particular case:
1. Requirements are not clearly defined
2. Requirements that are defined change constantly
3. No existing documentation on the system I work with
4. Outdated technology (Not a big issue, but many things are just easier to do with newer software)
5. The sales department sells features that do not exist, promise a date, and do not consult IT at all about the feasibility or time estimates
4 out of the 5 things I have listed above have to do with bad information / lack of communication.
Love sees no species.
The first reason is the complexity of the systems. There are essentially extremely many interacting parts that cause all sorts of emergent phenomena. This is a field that we don't really know how to handle very well - good quantitative models of complex systems simply don't exist. We need more study of systems theory and chaos theory to build some form of predictive models on which in turn can base planning.
The second problem is a sort of 'freedom of thought' culture that sees coding as the vaguely mathematical expression of ideas. As there are a huge number of degrees of freedom most attempts to regulate it in practice have been abandoned. So instead of just the problem of describing a mathematical problem, you throw individual human preferences, thinking and biases into the equation.
Of course it can't continue that way forever and we need to move to a meta level of coding. We do have well-constructed systems, such as the software on-board an airplane - but they are laughably primitive (because you have to account for all possible states the software can get in to). And we have advanced software, but it is laughably unreliable.
Still, there is reason to be hopeful. We're not inventing the wheel every time any more (just the horse carriage and so on). Modern programming systems have extensive class libraries that are on average a more stable foundation than making a custom implementation from scratch every time.
Ultimately however we need to know how to handle complex systems and how to enforce convergence/stability to systems where the huge number of possible combination of states can be analyzed. And sad as it is, if we want it to be reliable, the liberal individual approach to coding has to be abandoned in favour of a much more strict industrial way of thinking. Right now we have handcraft and we need industrial precision, standardization and quality.
I would be out of a job ;)
When you ask a carpenter "are you done ?", almost anyone can verify the answer just by looking at it.
When you ask a programmer "are you done ?", it is difficult to verify the answer.
There are so many ways to accomplish a goal in software that you need a number of very expensive controls in place to validate the result. Very few managers know how to do it and very few C*O's are willing to spend the money to put in place even the minimal control measures even though I can say in every case where ther were good controls put in place the benefits far outweighed the costs.
This leads to a plethora of problems that I won't repeat here but I know too well.
Eventually everything breaks down when the C*O's start making technical decisions that they are not qualified to make and it's all downhill from there.
There's a whole industry of dev tools out there trying to convince management that SilverBullet will make your software come out on time, or make your crappy programmers more productive. I don't think so.
What we really need is to promote the concept of the CodeSmith like a balcksmish, silversmith or whatever, coding is a skilled artisan occupation. Instead of trying to keep good coders coding, most organisations try promoting them and making them managers. Eventually you're left with just the dregs coding.
Engineering is the art of compromise.
When you've contracted an engineer to design a bridge, and you want to make several large-scale changes to that bridge, the engineer will come back and say "If you want these changes done, this is how long it will take. If I don't have that much time, I can't make the changes".
In fact, I'd go a step further; software developers tend to say "This is how long it will take to make the change, and this is how long it will take for me to hack something together." Bridge engineers don't say things like that. They don't put that "hack something unsafe together" option out there on the table, and neither should we.
I think one of the biggest problems in our industry is accountability. The engineer would never put the unsafe option on the table, because the engineer knows he'll loose his license and go to prison if the bridge collapses. With software, on the other hand, we just expect our customers to deal with the fact that it fails, and we behave accordingly - and unprofessionally.
The answer to this question isn't complicated. Software development is hard because it requires that the developers impose an artificial abstraction on the real world -- a real world that could be conceptualized in an infinite number of ways.
Once you decide on some particular conceptualization, you make certain assumptions about what is and isn't possible. This is the root cause of most if not all of developers' headaches. Despite our best intentions, we find that our carefully engineered abstraction does not capture everything about the real world relevant to the given task (either because we got it wrong the first time, or because the task itself has changed).
This, in fact, is a deep problem in computation in general -- a huge obstacle in artificial intelligence, for example. We need an algorithm that can pick out the salient aspects of a problem and ignore the irrelevant ones. Until the day that we have this (and that day may never come) the hard part of software development will remain an art form based on intuition and creativity.
I see more projects go bad because of poor communication and lack of architectural efforts than anything else.
A sufficiently detailed question needs no answer. Likewise, with software development (and really most computer systems development), everyone wants to rush out and start coding as fast as possible...but if they'd made sure there were no assumptions, defined their problem specifically, and spent way more time than they wanted to developing an architecture, the coding afterwards would just be data entry for the most part.
But...people tend to be averse to taking the up-front costs of not only gathering their requirements, but also -understanding them- and making them -fit together-. Frameworks and Architectures tend to be poorly developed and understood ahead of time. Features are developed in isolation from each other. Test cases need to be developed at every step to keep people in agreement and to make find issues early. If your project isn't working in a manner where every new addition to it can't be tested as it's written, you're doing something wrong.
Requirements need to be reviewed and revised and reviewed and revised constantly with all staekholders against those test cases.
But...maybe I'm off base.
We promise according to our hopes; we perform according to our fears.
Managers -- down to mid-level -- need to have dates, so the programmer gives the earliest possible date. The software goes out buggy, untested. More pressure on the programmer and management doesn't trust programmer estimates anymore.
Solution? None, with the current business model.
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Software is still a Science and not an Engineering practice.
As long as the design can also be the implementor and estimates based on actual analysis are optional, Software will NEVER be an engineering study.
These aren't changing quickly for what I believe are a few reasons:
IEEE has not created a Professional Engineer - Software and noone really wants them to.
Companies don't like to be told they have to hire something that sounds expensive to build something they cannot see.
Companies will NEVER open their software to outside inspection the way construction companies must open their buildings because of the concept (flawed, I think) of Intellectual Property.
If a company had to have their software inspected by a Software P.E. before using it in production or selling it to end users - If Software P.E.'s had to adhere to standards which included concrete estimates and testing - If companies were not allowed to use anyone they could find that has seen a computer to write their software... commercial software development would be much further ahead.
Do I believe any of this should happen? No. Why? Because I want it to continue to fail. I do not believe software development should be put on a pedestal or only performed by "experts". I believe shoot from the hip software projects allow open source software projects to exist and to succeed in the market.
Open source works without accurate estimates because the contributors can flock to good projects and don't have to adhere to a labour budget. Company employees can't get wind of the cool software project and leave the crappy one's - corporate structure and budget's won't let them.
I don't believe companies with more than 120-150 people are stable - once they breach this range empire building occurs and massive uncontrollable monsters result. If a company truly needs more than 150 people it should split into two and partner on the project at hand. I believe this is a human condition - humans work best in tribes where they can personally know all of the members.
All of this might be completely and utterly wrong. But it's my hypothesis.
You are checking your backups, aren't you?
Software design and development is more akin to an architect designing a building rather than the more common analogy of building the building once it's designed. Except that software developers are often burdened with requirements that any architect who valued his license would reject. For example, management often dictates which parts are to be used (ie. "We're going to use MS SQL Server as the database engine."). What architect would design a skyscraper after having been ordered by the client to use pine 2x4s instead of steel beams, or design a 1-story residential house under the requirement that he use titanium box beams instead of 2x4s? And then there's what the article notes at the top of page 3: software requirements change right up to the day of release. When an architect goes to design a building, the requirements are fixed before he starts. Square footage, height, number of floors, number of people each floor has to accomodate, number of elevators, number of toilets needed on each floor, how high the ceiling of the lobby floor will be, all that's fixed in stone before any design work begins. Sometimes that requires back-and-forth between the client and the architect to get everything clear, but it all happens before major design work begins. No architect's going to design the foundations of a building until he knows exactly (or at least very very closely) how much mass is going to have to sit on those foundations and how much horizontal shear they're going to have to handle. If the client can't decide what he wants, the architect just goes "Fine, call me when you decide what you want.". And even when this kind of analysis is done, software requirements change constantly after design's started. See above, no architect's going to accept the client changing the number of floors or the square footage of floors without also agreeing to a complete redesign to accomodate the changes with all the delays and additional costs that requires. If the client didn't like it, the architect would just hand the client the work to date and tell him to have a nice day. And no there wouldn't be any refund of money, the architect's held up his part of the deal as best the client will let him.
And then there's another parallel: architecture is only half engineering, the other half is art. Every building is different, and it's accepted that the architect's going to have to have time to come up with the parts that aren't off-the-shelf standard. There isn't a single standard floor-plan for a single-family 3-bedroom house, there aren't any rules that can be mechanically applied to create a floor-plan, and it's accepted that the process of creating a floor-plan is more creative than anything else and people without the knack for it just aren't going to be very good at it. And that on the next single-family 3-bedroom house much of that work's going to have to be done over again because the new client doesn't want the same thing the previous client wanted.
... of all the hot babes running around the offices in miniskirts giving massages that make it tricky to type. That, and the martinis that keep spilling in the keyboard. Combine that with the constant parties, sailing trips, ski trips, etc and it's a wonder anything gets done.
.com bubble anymore? Glad I left software.
What's that you say? It's not the
I believe that these days there is a gap between the kinds of concepts that you learn in computer science, which are mathematical things, and the everyday social problems that people are trying to solve with computers. It was summed up nicely a few years ago in a criticism of open-source software someone on the internet -- someone was complaining that the developers of GNUcash were dealing with memory leaks. I think they were using c or c++, and the complainer was saying they should migrate to java or python or something. If you're trying to make a computer program to solve problems, it's a waste of time to be solving computer problems. You should be solving the pre-existing human problem.
Every tool has its own problems. One problem is accounting, or keeping track of money. With pen and paper, you can run out of ink or paper. Humans aren't good at adding numbers in their heads. With computers, you can completely erase all of your work with a few clicks of the mouse or keyboard. So there are ways that problems inherent in the tool can emerge, which take energy and attention away from solving the pre-existing problem.
Currently with computers we are trying to abstract problems such as banking and business into simple logic puzzles. I think that's too much of a simplification. I think we need to create a virtual world full of basic human-percieved concepts, such as time, weather, humans, animals, etc. and create programs by manipulating those basic ideas and objects.
An example is an ontological system like OpenCyc. An ontological system holds hundreds of thousands of logical assertions like "Animals eat Food" and "Paris is the Capital of France". Basically, an ontology system has some basic common sense. From all of these assertions, it can make logical conclusions. So, if well tell Cyc that Duke is a Dog, it can conclude that Duke has a tail and eats food. If we tell it that Duke lives in Paris, it knows that Duke lives in France.
Now imagine, instead of dealing with animals and where they live, it has a bunch of assertions about generally accepting accounting principles. One day, you might be able to just sit down and talk with an ontological system via email or IM, and say, "We got a check from client A for $575, another check for $440." and then the computer balances the books with all the other accounting principles it 'knows'.
Current programs seems to be exclusively a digital re-creation of paper-based forms and filing cabinets. It's a sheet of paper with a bunch of field:value pairs, and reports are the resulting logical operations you can do with all of that data. This is *basically* the relational database. I think we are hitting the limit of the field:value model of reality. I think there are other models, such as virtual realities like online worlds, knowledge systems like opencyc, etc.
Programmers are working exclusively at too low of a level. Yes, of course, we will always need to teach and understand basic boolean logic and computer science terms, but we need to start working at higher-level, human friendly concepts.
Computers are useless. They can only give you answers.
-- Pablo Picasso
BLOAT - Look at J2EE and COM.
.NET (posted a year after .NET was released), Must have experience in Java, J2EE, J2ME, J2SE, JAX, JNI, JWD, JQV, WWJD, SOA, SOL, SQL, SPL, APL, OBE, CBE, ... (see point one) and AN EXPERT IN ALL THE ABOVE.
EGO - Noone will admit they don't know what they want, noone will admit that what they wrote thet were learning while they were coding it, etc.
GENERAL CLUELESSNESS: Figure out what you want and build it. In that order. "If I don't write down clear specifications I can't be held accountable if they're wrong" is the manager's mantra.
MAGIC BULLET THEORY: Technology X will solve all our problems! And our neighbour's problems (see first point)
HR ISSUES: Must have 10 years experience in
Corollary to the above: don't hire someone with a clue who architects well and can translate the design into whatever language you want (or tell you why "object oriented" and "EJB" don't co-exist) find someone who either guesses the exact answer to your clever pointer question you thought was a cool hack, or find someone with tons of certifications and ultrageekery in the language du jour (the GOLDEN HAMMER antipattern)
--- Jump!! Fire!! Bullet time!! - Lego version of the Matrix
Home builders have architectural plans. Machinist have blueprints. Electronic equipment builders have schematics.
Software engineers are stuck trying to figure out the incoherent ramblings of marketing/sales/business analysts/corporate executives/users and a host of others who have no means to specify what they are asking for.
Software specifications are uniformly deplorable.
Exactly. Anybody who thinks it's easy to complete a large software project without problems has obviously never worked on real software. Secondly, anybody who asks why it's so hard to develop good software has never worked on a large software project. You can say a lot of stuff about following processes, and doing testing, but until you're working on a large project, with lots of different developers, with time and money constraints, you don't know what you're talking about.
Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
What makes software so hard? The enormous complexity of the software constructions.
Why is it so complex? Because it's so EASY to build it.
Example: Pre-computers, the moment-to-moment computations necessary to run an automobile engine were performed by mechanical devices, mainly the distributor and carburator. Every term in every computation was manufactured as a number of physical components, several of which are moving parts.
For instance: The RPM input to the spark advance was computed by two weights on pivots, with springs and stops, rotating a sleeve on a shaft. The shaft was driven by the camshft through a gear and the sleeve carried the cam driving the contact points or (in an electronic ignition) the starwheel that passed the sensor coil. Adding this computation (compared to no RMP spark advance) added five moving and four stationary parts, to be assembeled, and a test stand the volume of an office cube to test the result, and allow a worker to adjust the constants by bending the spring supports with a screwdiver.
In software this computation can be done by PART of ONE line of code. (In real engine controls it's actually done by more - mainly so the computation can be more complex and thus better approximate ideal running conditions.)
Software changed the game completely: When adding a piece of a compuation requires a moment of thought, a minute with a text editor, and issuing a compile command (plus whatever testing is necessary to convince yourself you got it right), rather than months of an engineer's and draftsman's time, manufacuture of dies, lab work to check the result, repeat through three layers of departments (to prove it can be done, to prove it can be done reliably, and to prove it can be manufactured affordablly), the amount of work and time to implement one bit of complexity reduced drastically.
The result was that the amount of complexity that can be afforded rose in proportion. Given that the proportion was hysterically large, the amount of complexity handled by each person became enormous.
Unfortunately, programming is NOT formulaic. Portions are - and as they are identified they are rendered into algorithms and software is written to perform them. The result is that the part people work on is ALWAYS the part that is "fuzzy" and difficult to formalize.
Programming consists of rendering a set of requirements into a correct specification for meeting the requirements. (The reset is automated.) This is not an easy task - and it gets more difficult with increasing complexity of function. Unfortunately, methodologies for performing it have remained in a catch-up game: The better the tools, the more complexity a worker can handle. The more he can handle, the more he is assigned.
To quote McClary's Third Law of Computer Technology: Software complexity expands to exceed the capability of any software development methodology.
Bantam Dominique roosters crow a four-note song. Once you've heard it as "Happy BIRTHday" you can't NOT hear it that way
The Bay Bridge is an interesing parallel -- the delays have been caused by unclear and shifting requirements (which are focussed on the aesthetics). These changing requirements have led to delays and cost overruns.
The real "Libtards" are the Libertarians!
- Testable means that each and every module can be tested independently, which normally implies no side-effects (not an absolute demand, though). I always write a test section for each module and make the tests cover as many parts of the code as possible (hopefully all sections of the code, but for slightly complex modules this may be infeasible or even impossible).
By sticking to these rules and by documenting the code thoroughly, coding does not have to be too difficult. These rules/principles, I know, are part of some of the major design methodologies, but you do not have to make it more fancy than this to make it work. The above principles are very hard to retrofit into existing (legacy?) code that was not built this way, but extensions could still be made in a modular way that, if not to the letter, then in principle, adheres to the rules.In that case, you have essentially proven that you have no experience with large software projects. Even if everybody is qualified for the job they are hired to do, and are enthusiastic about the project, and doing the things they are supposed to do, things just don't work out right at first try. Or second try. Or third try. Or... you get the picture. And then, when that problem's finally done with, you have 7 new ones, where at least 3 of them are total show stoppers.
It's of course easy to start pointing fingers at people. That guy is an idiot. The management has no idea what we are doing. Writing documentation is killing my productivity. I had to rewrite this assholes code since he didn't follow my favourite bracing style. And so on... The point is, the guy you call an idiot probably knows three hundred times more than you about fluid dynamics, which is what all the project is about. Management isn't supposed to know what you are doing, they are supposed to handle budgets, equipment, hiring, firing, etc. And the last two are kind of obvious...
Software development is hard, because it's not a solved problem. You don't build software the same way you build buildings. There are no rigid rules to follow, no best practices that can be universally agreed upon. The purpose of each new software project is to solve (a) problem(s) that has never been solved before. And because of that, there are great uncertainties involved. You can guesstimate a lot of parameters, but eventually, some of the unknowns are going to bite you in the ass. (As Rumsfeld said: There are known knowns...)
Not exactly an easy person to work with, are you?
But while stereotypes persist that programmers have no people skills, you forget that many business people don't either.
Just ask yourself: how many effective, people-oriented bosses have I ever had? If your answer is "not many", you're not alone.
I've been software engineering for over a decade. These are a few observations I'd like to share with managers:
--- "We've always been at war with Eastasia."
Of all the Renaissance painters that ever painted, only a few became forever famous.
I think this might be taking the art side a little far.
With a painting, the surface appearance is the end product. If it looks good, it is good.
This is distinctly not the case with software. Not only does the application (or whatever) have to look good on casual inspection, but have to be built to work well, including under conditions that might not have been thought of in the beginning.
I think architecture as a metaphor for software development is actually pretty good; architects have to combine artistic judgment and technical skill in order to produce a building that's both aesthetically appealing -- true works of art, in some cases -- but also structurally sound, designed according to accepted standards and principles. It's not enough, in most cases, to just have either one. Nobody wants an ugly building (well, most people don't), and nobody wants a building that's just a facade without substance.
Software "architecture" is where house-building was a few hundred years ago. When you wanted a house built, you just went and got a few people that you thought would be good at building houses, or had good reputations for building them, and told them what you wanted. They might or might not have any formal training, and the only 'standards' were what they knew from past experience would probably work.
I suspect that in a century or two, software will be not unlike house-building is today. While every house today is different, depending on the owner's requirements, there are a set of well-understood and basically accepted standards for putting them together. That doesn't mean that some builders aren't better than others, or that some don't cut corners, or that there's not room for artistry and physical beauty in the final product, but just that in theory, they all meet minimum standards for structural integrity and other key factors. In time, I think software design will probably follow. Every piece of custom software will be different, because they each solve different problems, but getting to that solution will involve a combination of creativity and the application of existing standards, built up from the accepted body of knowledge of what works and what doesn't.
"Ladies and gentlemen, my killbot features Lotus Notes and a machine gun. It is the finest available."
> Wish somebody had told that to the first guy who coded ls. Three screens worth of switches is NOT doing "one thing well".
;-). The real use of ls is in scripts in combination with other `small' programs.
You are wrong. ls does _one_ thing very well: it lists files; and it does a very good job at that IMO. The switches are not to increase the information stream, but are meant to decrease it (your milage may vary). The formatting is an important part (for compatibility) but the function is still to list files.
Although the options act visually as formatting, they are, in fact, filters. They filter the information in a very well defined way (well, most do
FTA:
The idea is that if we're going to turn the creation of software into a true science, we need to first have principles. We need to know the fundamentals and formulas by which software behaves. What are the laws and principles we can count on in creating it?
I think Knuth has been working on that.
But in general, the reason software is hard is that the problem domain is hard. You can't solve anything without understanding the problem. This is why hiring code monkeys causes so many problems. THey may make nice GUIs and know how to build a web based wizard 'out of the box', but end up knowing nothing about the problem at hand.
Other observations:
1) He gets it write when he talks about things always changing. Part of the reason projects like Vista get delayed is that they take so long is that the requirements change. If you can't do it in 6-9 months, don't do it.
2) Nice to see him reference Brooks.
3) Another nice qoute:
The only real reason that a team gets together and writes a new piece of software is that they want to do something new, something another product doesn't do, whether it's to add a feature, or to be compatible in a different way with another system.
For years now I have said: "Software development is R&D". If the software has been built then use it. If you must do scratch development, then understand that it will be open ended; and all attempts to schedule, budget and predict will fail. It is *not* an industrial process, though we tend to treat it as such.
4) My observation is that much of 'Software Development' is actually social. You are working with users, managers, investors and programmers and trying to get everyone to agree on something. It gets political *fast*. So a good SD team must not only bee good at learning new problems domains and coding up solutions, but also must be good at human relationsships. And the closer the development team is to the end user, the easier this is.
putting the 'B' in LGBTQ+
...that software development needs to have a team of programmers who are talented and competent, and a project leader who knows his people and can effectively lead and manage both the team and the project... and a corporate culture which doesn't treat its people distrustfully like a bunch of indentured servants, then they can write good software and get it done in reasonable amount of time. Getting and retaining a team of very good talented and experienced programmers is very difficult and expensive however since most development firms are cheapskates and not only do not pay enough, but treat their people like dirt, binding them under all kinds of bullshit NDA and non-compete contracts, poor work environment with noisy cubicles or "bullpen" office areas, not empowering them with latest technology workstations and tools, etc. The software development company that teats its programmers golden is the rare exception... the exact opposite "sweatshop" like I described above is generally the norm, as I've seen it in my 20+ years in the biz, hence you usually get kids right out of school as entry-level positions doing the bulk of the development. The best cream of the crop programmers have mostly all quit programming years ago and now are all sitting in management positions and programming no longer.
A good orchestra conductor who is in front of a bunch of rank beginner inexperienced musicians will not be able to make very good sounding music. You get what you pay for.
Herding cats is hard because you are using the wrong management technique. You herd cattle (and sheep and goats and pigs etc.), you do *not* herd cats. Cats, you put them in the general area of the mice and let them do what they are good at. Micromanagement of cats is a losing proposition.
putting the 'B' in LGBTQ+
Software development is now incredibly *EASY*. I mean we have tools such as C#, VB, .Net, Java, Perl, PHP, Python, COM, CORBA, SQL, J2EE, IIS, APACHE, XML, XSLT, HTML, XHTML, SOAP, XML-RPC, JBOSS, ZOPE, CSS, AJAX, Javascript, XQuery, XPath, UML, Patterns, SCRUMM, WMF, CardSpace, Passport, Windows, Linux, OS-X, WME, Direct-X, OpenGL, SDL, Eclipse, SVG....I mean, all this stuff software development still cant be "hard" now can it?
I've been thinking about this for a while, and my answer will probably rustle a few feathers will all the developers in the crowd. I know I don't like the answer since I am a developer as well, but I believe it is correct.
The simple fact is that too much of the software development is left to the peons, ie. the developers. The skillset of the developers are totally random, as is the style, their expertise, etc. It introduces too much variability to the software development process.
Look at civil engineering projects. They are able to create buildings, bridges, roads, etc, and for the most part are much better understood than software development projects. But the peons, ie. the construction workers, do not dictate anything. There is one way of bolting steel together, one way of mixing concrete, etc. The only person who has any say is the chief architect.
However, in software, a lot of the design decisions are left to the developer.
In order to introduce predictability to the software development cycle, unfortunately, all variability must be removed. Developers must not have the freedom to code whichever way they want to, but have a simple, standardized way of accomplishing similar tasks throughout the codebase. This completely removes creativity and enhances predictability and leave all creatvity to the chief architect for the project.
Obviously, I don't like this answer because it's the creativity portion of programing that I enjoy the most, but I think it is for the most part correct. With the people I work with, their skill levels vary from good to horrible. Software development requires a certain level of skill sets that most people don't have and too many people who shouldn't be coders are coders. These are the people that introduce bugs, etc.
It makes one wonder why the Linux mascot is a Penguin?
Indeed - it should have been this - it so appropos in so many ways.
The Worse is Better design philosophy, idiocy, selfishness and greed are factors leading to the difficulty of software design.
I think part of the problem is training. Too often programmers are taught "How to use a computer to do X" (and often " ... in language Y") instead of "How to do X". The focus is on the tool(s). If we taught carpentry similarly, and the Saw was the primary tool, the training would be "How do cut siding with a Saw", "Building Frameworks with a saw", "driving nails with a saw", "Roofing with saws!", etc.
Computer science seems to focus on the computer. Engineering more often focuses on problem solving and/or design, with a emphasis on the type of engineering the department specializes in. I think it would be interesting to see if there's a difference in projects where the primary degree is Computer Engineering vs Computer Science vs Electrical Engineering. Also, many of CompSci departments seem to have cut way back on math and other subjects that focus on abstract thinking. I don't want to condemn all CompSci departments of course, but having taught and helped in curriculum development in Comp Sci, I'm not completely blowing smoke here -- one has to put up a fight to keep broader courses in the curriculum
However, even if that's completely off base, and I'll allow it could be, there's also the fact that people tend to severly underestimate the difficulty of designing a system. We'll happily decide to do something in software we'd never consider doing in hardware. Why? Does the system design get easier when the construction material is completely insubstantial and there's essentially no intermediate level at which parts of the design can be simulated or tested? If a system is to be implemented in electronics, there's a lot of science that can be applied at various levels (differential equations, boolean algebra, component simulators, etc). If it's going to be in software, we don't need that, the programmer can do it all in her head!
We know hardware design is difficult. For some reason, we think software design is easy.
(I'm sorry, perhaps I'd best take my medication...)
I have no idea, but according to his blog, he can't adjust his alarm clock. So, my guess is he's in management somehow.
( http://www.makesitgood.net/ )