Sunday, January 04, 2009

Good Advice From Google, part 1

I have not had much experience with Test-Driven Development yet, as it's very difficult to insert a methodology from the grassroots, especially one that does not necessarily have the buy-in of all your team, but I like the general tenets of TDD, much like I do those of XP and the more encompassing Agile Development movement.

So here are some tidbits of good advice from Google.  I especially like the points about not using "new" except in factory classes, and "ask for, don't look for".  I'm less sure about the diss of Singletons - I understand the general point, but can see reasons for them in fact.  I'm wondering if this is one of those philosophical points, like Platonic vs Aristotelean views.





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Saturday, January 03, 2009

Codebase - Asset or Liability?

We've all had occasion to provide a size of the codebase we're working on for a project, whether for management, or for our own resume, and there is a natural tendency to make the KLOC large - it sounds more impressive to work on or manage a large codebase then a smaller; a project that has lots of code sounds more solid, more reliable.

But there is one school of thought that holds a large codebase as a liability - it is harder to shift it; it has more inertia.  And there is some merit to this; a large codebase means that there is greater chance for errors (statistically, at the very least), a greater chance for unwanted coupling, and more places where code has been unwittingly duplicated.  So it behooves developers to minimize code, as described here.  On the other hand, less code doing the same stuff means you've got denser code, and you are at risk of being clever.  Clever code is bad because it obscures its intent, and the next developer to support the code may not be as smart as we are (or like to think we are).

So this means we've got tension between making the code simple, and making it small.  The low-hanging fruit of this is reducing redundancy - it's not hard to understand that all I/O is being done through your library functions, for instance.  The next best step is to use standard libraries where possible - they have the benefit of being available elsewhere, so your next set of developers are likely to have used them before.  A third strategy is good naming - if reading the name does not give you the right idea of what the code does, it will confuse someone later on.

Beyond these steps, you are faced with needing to consider the density of the language you use.  The current trends are towards more "advanced" languages like Python and Ruby, which cover much of the ground C/C++ do, but with less cruft, and with nice things like built-in data structures that are easy to use.



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Monday, December 29, 2008

Conspiracy Theory

I had a really devious thought the other night.  It's totally hypothetical, but it fits so well into the conspiracy theory mindset that I had to put it out for kicks.

The rise of outsourcing/offshoring in IT around 2000 caused great concern in the developer population, because we saw our livelihood disappearing.  About 2004, a number of reports surfaced that claimed that IT/Software jobs would return, due to 2 things - the rise of the local job demand in the offshoring nations, and the retirement en masse of the large number of Baby Boomer developers, enjoying their retirement money, bouyed by the growing housing market.  This would drastically cut the number of working developers, forcing the companies that employ them to raise salaries again, like in the dot-com boom.

This year, the housing market collapsed, taking out a large segment of the stock value.  This destroyed the value of a majority of the retirement accounts of all these soon-to-retire developers, making them more likely to stay in the workforce, keeping the numbers high, and salaries low.

The greatly wealthy were not hard hit by this collapse; after all, losing 75% of 4 billion (the amount George Lucas was worth)  still leaves you with 1 billion. [Note - I don't think George was in on it, he's just a well-known individual]

But having your 401k drop from $1M to $250K means you will probably have to keep working, and your best work is that which you've been doing for the past 30 years.

It will be interesting to see how this plays out.


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Friday, December 19, 2008

Letting Your Developers Excel

As every developer knows, it's hard to soar with the eagles when you're surrounded by turkeys.  And by turkeys I don't mean your cow-orkers, but your environment.

As 37signals, and Jeff Atwood describe, a workplace that doesn't trust you, or won't provide necessary equipment won't let you achieve your best.

Now, it's hard to make your bosses extend more trust to you, but you can gain some of the same effects by skunkworking your situation - firewall your development environment from management; extend your estimates a little; frame the dialog with management in your terms - ask what they want as the end result, not how they want it done.

Budgets make technology stuff harder, but use Jeff's numbers to show how quickly your purchases will pay for themselves - show your compile times, the time spent switching workspaces instead of having 2 monitors, and show how the better equipment will help them.




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Wednesday, December 17, 2008

Burnout

I'm suffering a bad case of burnout.  Work has been a lot of conflicting bug fixes, nearly one hundred arbitrary deadlines, every release getting patch branches, and it's gotten me down.  The work is too simple and too rushed to be satisfying.  The matrix management has all the managers giving me "top priority" tasks, each wanting their own to be really top priority.  Other development teams are trying to obsolete portions of our product.  Customers are pushing their systems past all reasonable limits because our marketing dept did not push back.

In short, I'm sitting in the middle of a big helping of Life Sucks right now.

My hope is that the holidays will get me some much-needed sleep and downtime, and I will start up out of the pit.




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Monday, December 15, 2008

No Comment!

Comments - a contentious subject

Every developer has horror stories of the monster codebase without comments, or worse yet, the one with misleading comments.

And last July I saw this - Jeff Atwood advocating coding without comments.  When I see these sorts of articles, I wonder how many multi-developer. multi-process systems the authors have worked on.  While I agree that it's hard to work on code with bad comments, if the code has seen several developers, the comments may be all that exists to explain why things are being done.

Jeff's example is relatively trite - code that implements math functions is almost by definition clear in intent.  If you have a function that implements business logic for a niche industry that will not have a clear meaning to a new developer, or a seasoned one that has been away from the code.  And that's the reason comments are necessary - no matter how good the other documentation may be, the developers will be in the code first, so that's where you need to have the most info useful to programmers.

So when you are coding, add comments that explain the logic behind the code.  Most of it might be doable with correctly-named function names, and variables, but some things are not so easily explained and need a paragraph or two to get that across.

Not this:

a++; // increment a

But this:

a++;  // the hardware uses 1-based numbering




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Sunday, December 14, 2008

Passion - Do You Have It? And For What?

 When you have passion for your work, it hardly seems like work - you want to solve the problems in front of you.  You get a kick from constructing the solution in code.

The dark side of passion is that it often get used as a club to convince you to work long hours under bad conditions because doing otherwise is "unprofessional" - if you are professional, you are supposed to love the work.

Bull.  You are professional if you hate being made to ship unfinished product just because someone in Sales needed a bigger bonus this quarter, so they pulled in a deadline.  You hate working overtime to fix bugs that made it to the field because of those rushed releases.

Over on Creating Passionate Users (apparently defunct) is a post about this topic, and although it is written more for game developers, it rings true.  Passion should not be getting you to do things you don't like; it should be getting you to do things you love. 

So look around at your job, and see if you can find the passionate developers - and you will find they are not the ones who don't care about working overtime, just to be seen as "team players" - they're the ones who prefer to make their code better so that they rarely need to work overtime.








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