23 October 2006

⛩️Edward Yourdon - Collected Quotes

"There is nothing in the programming field more despicable than an undocumented program." (Edward Yourdon, "Techniques of program structure and design", 1975)

"By pulling together all of the decisions affecting the choice of modules and interrelationships in a system, we necessarily affect the way in which other decisions are organized and resolved. Thus, some issues which have traditionally been approached in a certain way during the earliest phase of a project may have to be dealt with in an entirely different manner at a much later stage once the designer graduates to a structured design approach." (Edward Yourdon & Larry L Constantine, "Structured Design: Fundamentals of a discipline of computer program and systems design", 1978)

"Elements (lines of code) in a coincidentally-cohesive module have no relationship. Typically occurs as the result of modularizing existing code, to separate out redundant code." (Edward Yourdon & Larry L Constantine, "Structured Design: Fundamentals of a discipline of computer program and systems design", 1978)

"One of the critical success factors for any method and its application is its ability to facilitate communication, avoiding information  overload. So for larger models, the question is how to guide the reader into different parts of the model." (Peter Coad & Edward Yourdon, "Object-Oriented Analysis" 2nd Ed., 1991)

"[Object-oriented analysis is] the challenge of understanding the problem domain and then the system's responsibilities in that light." (Edward Yourdon, "Object-Oriented Design", 1991) 

"To us, analysis is the study of a problem domain, leading to a specification of externally observable behavior; a complete, consistent, and feasible statement of what is needed; a coverage of both functional and quantified operational characteristics (e. g. reliability, availability, performance)." (Edward Yourdon, Object-oriented design, 1991)

"All projects are behind schedule - it's just a question of when you discover that fact and how the project team will respond to the discovery. So you might as well plan for it: Create an extreme artificial crisis in the early days of the project and observe what happens." (Edward Yourdon, "Death March", 1997)

"System dynamics is a method for studying the world around us. Unlike other scientists, who study the world by breaking it up into smaller and smaller pieces, system dynamicists look at things as a whole. The central concept to system dynamics is understanding how all the objects in a system interact with one another. A system can be anything from a steam engine, to a bank account, to a basketball team. The objects and people in a system interact through 'feedback' loops, where a change in one variable affects other variables over time, which in turn affects the original variable, and so on." (Edward Yourdon, "Death March", 1997)

21 October 2006

⛩️Laurent Bossavit - Collected Quotes

"A lot of research in software engineering strikes me as hopelessly naive in one of two ways. Most of it fails entirely to account for the social and belief aspects altogether. It looks at its object of inquiry as if it was entirely material and inert; as if 'software' was some kind of naturally occurring substance, the properties of which can be revealed in the equivalent of a test tube." (Laurent Bossavit, "The Leprechauns of Software Engineering", 2015)

"As practitioners, it is both in our interest and within our responsibility to pay attention to research. This includes not just the findings of such research, but also its processes and its institutions. Read research papers; find out what’s happening in that world and why it’s not more relevant to your work; weigh in; make your voice heard." (Laurent Bossavit, "The Leprechauns of Software Engineering", 2015)

"As software professionals, we should be interested in knowing at least the basics of our own history, for just the same reasons that as citizens we are expected to know about our national history and about world history: so that we will be able to make informed decisions and know who to trust, who to listen to; so that we are not deceived by lies. Untrue histories generally have an agenda - 'someone trying to sell you something', as the saying goes." (Laurent Bossavit, "The Leprechauns of Software Engineering", 2015)

"But 'average cost to fix one defect' is a stupid metric […] It makes bad projects look good, and good projects look bad. How? By failing to divide the costs of fixing into two categories: fixed costs of detecting and fixing defects - costs which are the same no matter how buggy or how good the product is - and variable costs, those which you pay for each defect." (Laurent Bossavit, "The Leprechauns of Software Engineering", 2015)

"But if you want to count defects, you first have to decide what (literally) counts as one. We have a hard time even agreeing among a single team on what counts as a defect - in fact I’m pretty sure my own thinking has changed over the years, so I’m not even agreeing with myself." (Laurent Bossavit, "The Leprechauns of Software Engineering", 2015)

"But we have now reached the most pressing problem in software engineering: low standards for research publications. Most of what passes for 'research' in the discipline is ridiculously careless with respect to examining the 'terms of inquiry'." (Laurent Bossavit, "The Leprechauns of Software Engineering", 2015)

"Creating mockups to communicate is not intrinsically a bad idea. But, as we are subject to confirmation bias, there’s always a risk that we will stop at our first design attempt and become reluctant to ask if there are better ways to achieve the same goals. Making these first ideas very detailed; putting them into a document; and especially blessing that document with the label 'requirements' are all moves which make further revision less likely, and put us more at risk from confirmation bias." (Laurent Bossavit, "The Leprechauns of Software Engineering", 2015)

"Debugging is known as an open-ended sort of activity, and even seasoned programmers expect variable completion times when  faced with this type of task."  (Laurent Bossavit, "The Leprechauns of Software Engineering", 2015)

"I do not dispute that there are large variations in reported measurements of programmer productivity; however, close examination of the evidence suggests that this observed variability originates in vague definitions of the term, in unreliable instruments of measurement, or in uncontrolled environmental factors, much more than it does in the intrinsic capabilities of programmers at comparable levels of training and experience." (Laurent Bossavit, "The Leprechauns of Software Engineering", 2015)

"If a picture is worth a thousand words, a false picture is a thousand times more serious than one careless word." (Laurent Bossavit, "The Leprechauns of Software Engineering", 2015)

"Often, the hard work in research isn’t in performing the experiment and collecting data (that tends to be grunt work, in fact, in most disciplines). The hard work consists of designing the experiment that will rule out the most alternative explanations for what you see happening (or think you see happening)." (Laurent Bossavit, "The Leprechauns of Software Engineering", 2015)

"Science journalism is a fine and important thing, but it has a well-known failure mode: sensationalism, where the lure of an attention-grabbing headline causes writers to toss caution to the wind and radically misrepresent a claim." (Laurent Bossavit, "The Leprechauns of Software Engineering", 2015)

"Software development […] needs to be studied with tools that borrow as much from the social and cognitive sciences as they do from the mathematical theories of computation." (Laurent Bossavit, "The Leprechauns of Software Engineering", 2015)

"Software engineering is a social process, not a naturally occurring one- it therefore has the property that what we believe about software engineering has causal impacts on what is real about software engineering." (Laurent Bossavit, "The Leprechauns of Software Engineering", 2015)

"The problem is that we cannot infer variations in individual productivity from data collected at the team level: we do not have an adequate theory of how a team’s productivity results from the aggregation of individual abilities, and in particular we cannot assume that a team’s output is a linear sum of individual 'productivities'." (Laurent Bossavit, "The Leprechauns of Software Engineering", 2015)

"The problem, as we know, is that projects are very different from each other: there are big projects and large projects, there are projects with lots of defects and projects with… even greater numbers of defects. How do we make these comparable with each other?" (Laurent Bossavit, "The Leprechauns of Software Engineering", 2015)

"The wonderful thing about over-precise statistics is that they are the easiest to expose as being Leprechauns, as you can trace their spread from one dubious source to another." (Laurent Bossavit, "The Leprechauns of Software Engineering", 2015)

"We cannot leave this enterprise to academia: that system’s inertia is too great. I believe that many of us will have to become scientists, and study software development even as we practice it." (Laurent Bossavit, "The Leprechauns of Software Engineering", 2015)

"When looking at a graph or chart, purported to be backed by empirical data, remember to ask: what specific measurement does each of the points I’m looking at represent? If the picture is a curve, and it has many more data points than were actually measured, ask: was the method for interpolating the missing points actually valid?" (Laurent Bossavit, "The Leprechauns of Software Engineering", 2015)

20 October 2006

⛩️C Anthony R Hoare - Collected Quotes

"The most important property of a program is whether it accomplishes the intention of its user." (C Anthony R Hoare, Communications of the ACM, 1969)

"A deterministic process may be defined in terms of a mathematical function from its input channels to its output channels. Each channel is identified with the indefinitely extensible sequence of messages which pass along it. Such functions are defined in the usual way by recursion on the structure of the input sequences, except that the case of an empty input sequence is not considered." (C Anthony R Hoare, "Communicating Sequential Processes", 1985)

"A process is defined by describing the whole range of its potential behaviour. Frequently, there will be a choice between several different actions [...]. On each such occasion, the choice of which event will actually occur can be controlled by the environment within which the process evolves. [...] . Fortunately, the environment of a process itself may be described as a process, with its behaviour defined by familiar notations. This permits investigation of the behaviour of a complete system composed from the process together with its environment, acting and interacting with each other as they evolve concurrently. The complete system should also be regarded as a process, whose range of behaviour is definable in terms of the behaviour of its component processes; and the system may in turn be placed within a yet wider environment. In fact, it is best to forget the distinction between processes, environments, and systems; they are all of them just processes whose behaviour may be prescribed, described, recorded and analysed in a simple and homogeneous fashion." (C Anthony R Hoare, "Communicating Sequential Processes", 1985)

"In constructing a mathematical model of a physical system, it is a good strategy to define the basic concepts in terms of attributes that can be directly or indirectly observed or measured." (C Anthony R Hoare, "Communicating Sequential Processes", 1985)

"In the design of a product, the designer has a responsibility to ensure that it will satisfy its specification; this responsibility may be discharged by the reasoning methods of the relevant branches of mathematics, for example, geometry or the differential and integral calculus." (C Anthony R Hoare, "Communicating Sequential Processes", 1985)

"Recognition of the idea that a programming language should have a precise mathematical meaning or semantics dates from the early 1960s. The mathematics provides a secure, unambiguous, precise and stable specification of the language to serve as an agreed interface between its users and its implementors. Furthermore, it gives the only reliable grounds for a claim that different implementations are implementations of the same language. So mathematical semantics are as essential to the objective of language standardisation as measurement and counting are to the standardisation of nuts and bolts." (C Anthony R Hoare, "Communicating Sequential Processes", 1985)

"Recursion permits the definition of a single process as the solution of a single equation. The technique is easily generalised to the solution of sets of simultaneous equations in more than one unknown. For this to work properly, all the right-hand sides must be guarded, and each unknown process must appear exactly once on the left-hand side of one of the equations." (C Anthony R Hoare, "Communicating Sequential Processes", 1985)

"There are two ways of constructing a software design. One way is to make it so simple that there are obviously no deficiencies. And the other way is to make it so complicated that there are no obvious deficiencies. It demands the same skill, devotion, insight, and even inspiration as the discovery of the simple physical laws which underlie the complex phenomena of nature." (C Anthony R Hoare, [lecture] 1987)

"The real value of tests is not that they detect bugs in the code, but that they detect inadequacies in the methods, concentration, and skills of those who design and produce the code." (C Anthony R Hoare, "How Did Software Get So Reliable Without Proof?", Lecture Notes in Computer Science Vol. 1051, 1996)

"Professional practice in a mature engineering discipline is based on relevant scientific theories, usually expressed in the language of mathematics. A mathematical theory of programming aims to provide a similar basis for specification, design and implementation of computer programs."  (C Anthony R Hoare, "Unified Theories of Programming", 1998)

"Programming languages on the whole are very much more complicated than they used to be: object orientation, inheritance, and other features are still not really being thought through from the point of view of a coherent and scientifically well-based discipline or a theory of correctness. My original postulate, which I have been pursuing as a scientist all my life, is that one uses the criteria of correctness as a means of converging on a decent programming language design - one which doesn’t set traps for its users, and ones in which the different components of the program correspond clearly to different components of its specification, so you can reason compositionally about it. [...] The tools, including the compiler, have to be based on some theory of what it means to write a correct program." (C Anthony R Hoare, [interview] 2002)

19 October 2006

⛩️Joseph Weizenbaum - Collected Quotes

"A higher-level formal language is an abstract machine." (Joseph Weizenbaum, "Computer power and human reason: From judgment to calculation", 1976)

"A theory is, of course, not merely any grammatically correct text that uses a set of terms somehow symbolically related to reality. It is a systematic aggregate of statements of laws. Its content, its very value as theory, lies at least as much in the structure of the interconnections that relate its laws to one another, as in the laws themselves." (Joseph Weizenbaum, "Computer power and human reason: From judgment to calculation" , 1976)

"Computers make possible an entirely new relationship between theories and models. I have already said that theories are texts. Texts are written in a language. Computer languages are languages too, and theories may be written in them. Indeed, for the present purpose we need not restrict our attention to machine languages or even to the kinds of 'higher-level' languages we have discussed. We may include all languages, specifically also natural languages, that computers may be able to interpret. The point is precisely that computers do interpret texts given to them, in other words, that texts determine computers' behavior. Theories written in the form of computer programs are ordinary theories as seen from one point of view." (Joseph Weizenbaum, "Computer power and human reason: From judgment to calculation" , 1976)

"Machines, when they operate properly, are not merely law abiding; they are embodiments of law. To say that a specific machine is 'operating properly' is to assert that it is an embodiment of a law we know and wish to apply. We expect an ordinary desk calculator, for example, to be an embodiment of the laws of arithmetic we all know." (Joseph Weizenbaum, "Computer power and human reason: From judgment to calculation" , 1976)

"Man is not a machine, [...] although man most certainly processes information, he does not necessarily process it in the way computers do. Computers and men are not species of the same genus. [...] No other organism, and certainly no computer, can be made to confront genuine human problems in human terms. [...] However much intelligence computers may attain, now or in the future, theirs must always be an intelligence alien to genuine human problems and concerns." (Joesph Weizenbaum, Computer Power and Human Reason: From Judgment to Calculation, 1976)

"Programming systems can, of course, be built without plan and without knowledge, let alone understanding, of the deep structural issues involved, just as houses, cities, systems of dams, and national economic policies can be similarly hacked together. As a system so constructed begins to get large, however, it also becomes increasingly unstable. When one of its subfunctions fails in an unanticipated way, it may be patched until the manifest trouble disappears. But since there is no general theory of the whole system, the system itself can be only a more or less chaotic aggregate of subsystems whose influence on one another's behavior is discoverable only piecemeal and by experiment. The hacker spends part of his time at the console piling new subsystems onto the structure he has already built - he calls them 'new features' - and the rest of his time in attempts to account for the way in which substructures already in place misbehave. That is what he and the computer converse about." (Joseph Weizenbaum, "Computer power and human reason: From judgment to calculation" , 1976)

"The aim of the model is of course not to reproduce reality in all its complexity. It is rather to capture in a vivid, often formal, way what is essential to understanding some aspect of its structure or behavior." (Joseph Weizenbaum, "Computer power and human reason: From judgment to calculation" , 1976)

"The computer programmer is a creator of universes for which he alone is the lawgiver. No playwright, no stage director, no emperor, however powerful, has ever exercised such absolute authority to arrange a stage or field of battle and to command such unswervingly dutiful actors or troops." (Joseph Weizenbaum, "Computer power and human reason: From judgment to calculation" , 1976)

"The connection between a model and a theory is that a model satisfies a theory; that is, a model obeys those laws of behavior that a corresponding theory explicitly states or which may be derived from it. [...] Computers make possible an entirely new relationship between theories and models. [...] A theory written in the form of a computer program is [...] both a theory and, when placed on a computer and run, a model to which the theory applies." (Joseph Weizenbaum, "Computer power and human reason: From judgment to calculation" , 1976)

"There is a distinction between physically embodied machines, whose ultimate function is to transduce energy or deliver power, and abstract machines. i.e., machines that exist only as ideas. The laws which the former embody must be a subset of the laws that govern the real world. The laws that govern the behavior of abstract machines are not necessarily so constrained. One may, for example, design an abstract machine whose internal signals are propagated among its components at speeds greater than the speed of light, in clear violation of physical law. The fact that such a machine cannot actually be built does not prohibit the exploration of its behavior." (Joseph Weizenbaum, "Computer power and human reason: From judgment to calculation" , 1976)

18 October 2006

⛩️Ian Sommerville - Collected Quotes

"A feasibility study is a short, focused study that should take place early in the RE process. It should answer three key questions: a) does the system contribute to the overall objectives of the organization? b) can the system be implemented within schedule and budget using current technology? and c) can the system be integrated with other systems that are used? If the answer to any of these questions is no, you should probably not go ahead with the project." (Ian Sommerville, "Software Engineering" 9th Ed., 2011)

"A model is an abstraction of the system being studied rather than an alternative representation of that system. Ideally, a representation of a system should maintain all the information about the entity being represented. An abstraction deliberately simplifies and picks out the most salient characteristics." (Ian Sommerville, "Software Engineering" 9th Ed., 2011)

"Agile approaches to software development consider design and implementation to be the central activities in the software process. They incorporate other activities, such as requirements elicitation and testing, into design and implementation. By contrast, a plan-driven approach to software engineering identifies separate stages in the software process with outputs associated with each stage." (Ian Sommerville, "Software Engineering" 9th Ed., 2011)

"Agile methods universally rely on an incremental approach to software specification, development, and delivery. They are best suited to application development where the system requirements usually change rapidly during the development process. They are intended to deliver working software quickly to customers, who can then propose new and changed requirements to be included in later iterations of the system. They aim to cut down on process bureaucracy by avoiding work that has dubious long-term value and eliminating documentation that will probably never be used." (Ian Sommerville, "Software Engineering" 9th Ed., 2011)

"Computer science is concerned with the theories and methods that underlie computers and software systems, whereas software engineering is concerned with the practical problems of producing software. Some knowledge of computer science is essential for software engineers in the same way that some knowledge of physics is essential for electrical engineers. Computer science theory, however, is often most applicable to relatively small programs. Elegant theories of computer science cannot always be applied to large, complex problems that require a software solution." (Ian Sommerville, "Software Engineering" 9th Ed., 2011)

"Design patterns are high-level abstractions that document successful design solutions. They are fundamental to design reuse in object-oriented development." (Ian Sommerville, "Software Engineering" 9th Ed., 2011)

"In general, software engineers adopt a systematic and organized approach to their work, as this is often the most effective way to produce high-quality software. However, engineering is all about selecting the most appropriate method for a set of circumstances so a more creative, less formal approach to development may be effective in some circumstances. Less formal development is particularly appropriate for the development of web-based systems, which requires a blend of software and graphical design skills." (Ian Sommerville, "Software Engineering" 9th Ed., 2011)

"Models are used during the requirements engineering process to help derive the requirements for a system, during the design process to describe the system to engineers implementing the system and after implementation to document the system’s structure and operation." (Ian Sommerville, "Software Engineering" 9th Ed., 2011)

"Most designers think of design patterns as a way of supporting object-oriented design. Patterns often rely on object characteristics such as inheritance and polymorphism to provide generality. However, the general principle of encapsulating experience in a pattern is one that is equally applicable to all software design approaches." (Ian Sommerville, "Software Engineering" 9th Ed., 2011)

"Programming is a personal activity and there is no general process that is usually followed. Some programmers start with components that they understand, develop these, and then move on to less-understood components. Others take the opposite approach, leaving familiar components till last because they know how to develop them. Some developers like to define data early in the process then use this to drive the program development; others leave data unspecified for as long as possible." (Ian Sommerville, "Software Engineering" 9th Ed., 2011)

"Software systems do not exist in isolation. They are used in a social and organizational context and software system requirements may be derived or constrained by that context. Satisfying these social and organizational requirements is often critical for the success of the system. One reason why many software systems are delivered but never used is that their requirements do not take proper account of how the social and organizational context affects the practical operation of the system."(Ian Sommerville, "Software Engineering" 9th Ed., 2011)

"System engineering is concerned with all aspects of the development and evolution of complex systems where software plays a major role. System engineering is therefore concerned with hardware development, policy and process design and system deployment, as well as software engineering. System engineers are involved in specifying the system, defining its overall architecture, and then integrating the different parts to create the finished system. They are less concerned with the engineering of the system components (hardware, software, etc.)." (Ian Sommerville, "Software Engineering" 9th Ed., 2011)

17 October 2006

⛩️Stephen J Mellor - Collected Quotes

"When partitioning a domain, we divide the information model so that the clusters remain intact. [...] Each section of the information model then becomes a separate subsystem. Note that when the information model is partitioned into subsystems, each object is assigned to exactly one subsystem." (Stephen J Mellor, "Object-Oriented Systems Analysis: Modeling the World In Data", 1988) 

"While a small domain (consisting of fifty or fewer objects) can generally be analyzed as a unit, large domains must be partitioned to make the analysis a manageable task. To make such a partitioning, we take advantage of the fact that objects on an information model tend to fall into clusters: groups of objects that are interconnected with one another by many relationships. By contrast, relatively few relationships connect objects in different clusters." (Stephen J Mellor, "Object-Oriented Systems Analysis: Modeling the World In Data", 1988)

"Executable UML is at the next higher layer of abstraction, abstracting away both specific programming languages and decisions about the organization of the software so that a specification built in Executable UML can be deployed in various software environments without change." (Stephen J Mellor, "Executable UML: A Foundation for Model-Driven Architecture", 2002)

"Executable UML is designed to produce a comprehensive and comprehensible model of a solution without making decisions about the organization of the software implementation. It is a highly abstract thinking tool to aid in the formalization of knowledge, a way of thinking about and describing the concepts that make up an abstract solution to a client problem." (Stephen J Mellor, "Executable UML: A Foundation for Model-Driven Architecture", 2002)

"In the bad old days before MDA, (conceptual) models served only to facilitate communication between customers and developers and act as blueprints for construction. Nowadays, MDA establishes the infrastructure for defining and executing transformations between models of various kinds." (Stephen J Mellor, "Executable UML: A Foundation for Model-Driven Architecture", 2002)

"We build models to increase productivity, under the justified assumption that it's cheaper to manipulate the model than the real thing. Models then enable cheaper exploration and reasoning about some universe of discourse. One important application of models is to understand a real, abstract, or hypothetical problem domain that a computer system will reflect. This is done by abstraction, classification, and generalization of subject-matter entities into an appropriate set of classes and their behavior." (Stephen J Mellor, "Executable UML: A Foundation for Model-Driven Architecture", 2002)

"What's the point of having metamodels, and why should you care? Because models must be stated in a way that yields a common understanding among all involved parties, we need a way to specify exactly what a model means. Metamodels allow you to do just that: They specify the concepts of the language you're using to specify a model." (Stephen J Mellor, "MDA Distilled. Principles of Model-Driven Architecture", 2003)

⛩️John Zachman - Collected Quotes

"[Enterprise Architecture is] the set of descriptive representations (i. e., models) that are relevant for describing an Enterprise such that it can be produced to management's requirements (quality) and maintained over the period of its useful life." (John Zachman, 1987)

"The increased scope of design and levels of complexity of information systems implementations are forcing the use of some logical construct (or architecture) for defining and controlling the interfaces and the integration of all of the components of the system." (John Zachman, "A Framework for Information Systems Architecture", IBM Systems Journal 26, 1987) 

"[...] to keep the business from disintegrating, the concept of information systems architecture is becoming less of an option and more of a necessity." (John Zachman, "A Framework for Information Systems Architecture", IBM Systems Journal 26, 1987) 

"We are having difficulties communicating with one another about information systems architecture, because a set of architectural representations exists, instead of a single architecture. One is not right and another wrong. The architectures are different. They are additive and complementary. There are reasons for electing to expend the resources for developing each architectural representation. And there are risks associated with not developing any one of the architectural representations." (John Zachman, "A Framework for Information Systems Architecture", IBM Systems Journal 26, 1987) 

"With increasing size and complexity of the implementations of information systems, it is necessary to use some logical construct (or architecture) for defining and controlling the interfaces and the integration of all of the components of the system." (John Zachman, "A Framework for Information Systems Architecture", IBM Systems Journal 26, 1987) 

"Most programming tools and techniques focus on one aspect or a few related aspects of a system. The details of the aspect they select are shown in utmost clarity, but other details may be obscured or forgotten." (John Zachman, "Extending and Formalizing the Framework for Information Systems Architecture", 1992)

"When the rate of change increases to the point that real time required to assimilate change exceeds the time in with change must be manifest, the enterprise is going to find itself in deep yogurt." (John Zachman, 1994)

"Issues of quality, timeliness and change are the conditions that are forcing us to face up to the issues of enterprise architecture. The precedent of all the older disciplines known today establishes the concept of architecture as central to the ability to produce quality and timely results and to manage change in complex products. Architecture is the cornerstone for containing enterprise frustration and leveraging technology innovations to fulfill the expectations of a viable and dynamic Information Age enterprise." (John Zachman, "Enterprise Architecture: The Issue of The Century", 1997)

"Architecture is the set of descriptive representations that are required in order to create an object. If you can’t describe it, you can’t create it. Also, if you ever want to change the object you created, Architecture constitutes the baseline for changing the object once it is created; that is, it is the baseline for changing the object IF you retain the descriptive representations used in its creation and IF you ensure that the descriptive representations are always maintained consistent with the instantiation." (John Zachman, "Architecture Is Architecture Is Architecture", [Ed. Leon A Kappelman, "The Sim Guide To Enterprise Architecture"] 2009)

"What Architecture is, is not arbitrary and it is not negotiable. Architecture is the total set of intersections between the Abstractions and the Perspectives that constitute the set of relevant descriptive representations for any object to be created." (John Zachman, "Architecture Is Architecture Is Architecture", [Ed. Leon A Kappelman, "The Sim Guide To Enterprise Architecture"] 2009)

"It is not adequate merely to produce running code. In the long term, enterprise value lies in the models themselves. They have intrinsic value in their own right, as they constitute the baseline for managing change." (John Zachman)

⛩️Barry W Boehm - Collected Quotes

"Economic principles underlie the overall structure of the software lifecycle, and its primary refinements of prototyping, incremental development, and advancemanship. The primary economic driver of the life-cycle structure is the significantly increasing cost of making a software change or fixing a software problem, as a function of the phase in which the change or fix is made." (Barry Boehm, "Software Engineering Economics", 1981)

"If we look at the discipline of software engineering, we see that the microeconomics branch of economics deals more with the types of decisions we need to make as software engineers or managers." (Barry Boehm, "Software Engineering Economics", 1981)

"Poor management can increase software costs more rapidly than any other factor. Particularly on large projects, each of the following mismanagement actions has often been responsible for doubling software development costs." (Barry Boehm, "Software Engineering Economics", 1981)

"Software Engineering Economics is an invaluable guide to determining software costs, applying the fundamental concepts of microeconomics to software engineering, and utilizing economic analysis in software engineering decision making." Barry Boehm, "Software Engineering Economics", 1981)

"Throughout the software life cycle, there are many decision situations involving limited resources in which software engineering economics techniques provide useful assistance." (Barry Boehm, "Software Engineering Economics", 1984)

"An important feature of the spiral model, as with most other models, is that each cycle is completed by a review involving the primary people or organizations concerned with the product. This review covers all products developed during the previous cycle, including the plans for the next cycle and the resources required to carry them out. The review's major objective is to ensure that all concerned parties are mutually committed to the approach for the next phase." (Barry Boehm, "A spiral model of software development and enhancement", IEEE, 1988)

"The major distinguishing feature of the spiral model is that it creates a risk-driven approach to the software process rather than a primarily document-driven or code-driven process. It incorporates many of the strengths of other models and resolves many of their difficulties." (Barry Boehm, "A spiral model of software development and enhancement", IEEE, 1988)

"The primary functions of a software process model are to determine the order of the stages involved in software development and evolution and to establish the transition criteria for progressing from one Stage to the next. These include completion criteria for the current stage plus choice criteria and entrance criteria for the next stage. Thus, a process model addresses the following software project questions: (1) What shall we do next? (2) How long shall we continue to do it?" (Barry Boehm, "A spiral model of software development and enhancement", IEEE, 1988)

"If a project has not achieved a system architecture, including its rationale, the project should not proceed to full-scale system development. Specifying the architecture as a deliverable enables its use throughout the development and maintenance process." (Barry Boehm, 1995)

"Success in all types of organization depends increasingly on the development of customized software solutions, yet more than half of software projects now in the works will exceed both their schedules and their budgets by more than 50%." (Barry Boehm, "Software Cost Estimation with Cocomo II", 2000)

"Agile development methodologies promise higher customer satisfaction, lower defect rates, faster development times and a solution to rapidly changing requirements. Plan-driven approaches promise predictability, stability, and high assurance. However, both approaches have shortcomings that, if left unaddressed, can lead to project failure. The challenge is to balance the two approaches to take advantage of their strengths and compensate for their weaknesses." (Barry Boehm & Richard Turner, "Observations on balancing discipline and agility", Agile Development Conference, 2003)

16 October 2006

⛩️Erich Gamma - Collected Quotes

"Design patterns are not about designs such as linked lists and hash tables that can be encoded in classes and reused as is. Nor are they complex, domain-specific designs for an entire application or subsystem. The design patterns [...] are descriptions of communicating objects and classes that are customized to solve a general design problem in a particular context." (Erich Gamma et al, "Design Patterns: Elements of Reusable Object-Oriented Software", 1994)

"Design patterns help you define interfaces by identifying their key elements and the kinds of data that get sent across an interface. A design pattern might also tell you what not to put in the interface. [...] Design patterns also specify relationships between interfaces. In particular, they often require some classes to have similar interfaces, or they place constraints on the interfaces of some classes." (Erich Gamma et al, "Design Patterns: Elements of Reusable Object-Oriented Software", 1994)

"Design patterns make it easier to reuse successful designs and architectures. Expressing proven techniques as design patterns makes them more accessible to developers of new systems. Design patterns help you choose design alternatives that make a system reusable and avoid alternatives that compromise reusability. Design patterns can even improve the documentation and maintenance of existing systems by furnishing an explicit specification of class and object interactions and their underlying intent. Put simply, design patterns help a designer get a design 'right' faster." (Erich Gamma et al, "Design Patterns: Elements of Reusable Object-Oriented Software", 1994)

"Design patterns should not be applied indiscriminately. Often they achieve flexibility and variability by introducing additional levels of indirection, and that can complicate a design and/or cost you some performance. A design pattern should only be applied when the flexibility it affords is actually needed." (Erich Gamma et al, "Design Patterns: Elements of Reusable Object-Oriented Software", 1994)

"The choice of programming language is important because it influences one's point of view." (Erich Gamma et al, "Design Patterns: Elements of Reusable Object-Oriented Software", 1994)

⛩️Alistair Cockburn - Collected Quotes

"A methodology is the conventions that your group agrees to. 'The conventions your group agrees to' is a social construction." (Alistair Cockburn, "Agile Software Development", 2001)

"A well-functioning team of adequate people will complete a project almost regardless of the process or technology they are asked to use (although the process and technology may help or hinder them along the way)." (Alistair Cockburn, "Agile Software Development", 2001)

"The thing that makes software design difficult is that we must express thoughts about a problem and a solution we typically do not understand fully, using a language that does not contain many of our accustomed features of expression, to a system that is unforgiving of mistakes." (Alistair Cockburn)

"Software development is a (resource-limited) cooperative game of invention and communication. The primary goal of the game is to deliver useful, working software. The secondary goal, the residue of the game, is to set up for the next game. The next game may be to alter or replace the system or to create a neighboring system." (Alistair Cockburn, "Agile Software Development: The Cooperative Game" 2nd Ed., 2006)

"[…] Software development is a cooperative game, in which the participants help each other in reaching the end of the game - the delivery of software […]" (Alistair Cockburn, "Agile Software Development: The Cooperative Game" 2nd Ed., 2006)

"Heart of Agile is a meme. Heart of Agile is four words stripped down to nothing. It contains only four words – collaborate, deliver, reflect, improve." (Alistair Cockburn, [interview] 2017)


⛩️Bill Gates - Collected Quotes

"The finest pieces of software are those where one individual has a complete sense of exactly how the program works. To have that, you have to really love the program and concentrate on keeping it simple, to an incredible degree." (Bill Gates , [interview], 1986)

"Developments on the Internet over the next several years will set the course of our industry for a long time to come." (Bill Gates, "Internet Tidal Wave", [Microsoft internal memo], 1995)

"Software is a great combination between artistry and engineering." (Bill Gates, "Bill Gates Speaks: Insight from the World's Greatest Entrepreneur", 1998)

"A bad strategy will fail no matter how good your information is and lame execution will stymie a good strategy. If you do enough things poorly, you will go out of business." (Bill Gates, "Business @ the Speed of Thought: Succeeding in the Digital Economy", 2009)

"Bringing together the right information with the right people will dramatically improve a company's ability to develop and act on strategic business opportunities." (Bill Gates,  "Business @ the Speed of Thought: Succeeding in the Digital Economy", 2009) 

"Teams should be able to act with the same unity of purpose and focus as a well-motivated individual." (Bill Gates, "Business @ the Speed of Thought: Succeeding in the Digital Economy", 2009)

"The most meaningful way to differentiate your company from your competitors, the best way to put distance between you and the crowd is to do an outstanding job with information. How you gather, manage and use information will determine whether you win or lose." (Bill Gates, "Business @ the Speed of Thought: Succeeding in the Digital Economy", 2009)

"[...] the rules for running a strong business and creating value haven’t changed. For one thing, there’s an essential human factor in every business endeavor. It doesn’t matter if you have a perfect product, production plan and marketing pitch; you’ll still need the right people to lead and implement those plans. That is a lesson you learn quickly in business [...]" (Bill Gates, "Bill Gates’ Favorite Business Book", Wall Street Journal Online, 2014)

"The first rule of any technology used in a business is that automation applied to an efficient operation will magnify the efficiency. The second is that automation applied to an inefficient operation will magnify the inefficiency." (Bill Gates)

15 October 2006

⛩️Morgan Evans - Collected Quotes

"A heuristic is a mental shortcut for easing the cognitive load of making decisions. Heuristics help us to make decisions in our day-to-day lives, but they can also lead us to wrong decisions or illogical conclusions. As engineering managers, an understanding of the most common heuristics can help us to avoid unconscious biases in our decision processes and recognize them in the behaviors and actions of others." (Morgan Evans, "Engineering Manager's Handbook", 2023)

"An effort estimate is not complete without including its assumptions. Estimate assumptions include any and all underlying factors the estimate relies upon. Assumptions are especially important in more rigid estimation environments, but they are a good practice even where expectations are more flexible. Explicitly listing all assumptions helps to remove ambiguity and avoid misunderstandings during project delivery." (Morgan Evans, "Engineering Manager's Handbook", 2023)

"Beliefs must be reflected in actions to become a part of your leadership style. Your actions develop and strengthen the abilities that support your leadership style. Practicing your beliefs cements them into skills and resources." (Morgan Evans, "Engineering Manager's Handbook", 2023)

"Engineering managers have a responsibility to optimize their teams. They improve engineering workflows and reduce dependencies and repetitive tasks. Self-sustaining teams minimize dependencies that hinder them in their efforts to achieve their objectives. Scalable teams minimize software delivery steps and eliminate bottlenecks. The mechanisms to achieve this may include the use of tools, conventions, documentation, processes, or abstract things such as values and principles. Any action that produces a tangible improvement in the speed, reliability, or robustness of your team’s work is worth your consideration." (Morgan Evans, "Engineering Manager's Handbook", 2023)

"Engineers love to solve problems and build systems. Most engineers would gladly build a system to solve just about any problem. It is the engineering manager’s job to make sure that the team is using its time wisely and building the right system." (Morgan Evans, "Engineering Manager's Handbook", 2023)

"Great engineering managers find ways to give work meaning and make that meaning broadly understood. They align the realities of the engineering work they are tasked with to the aspirations and beliefs of their team members. [...] For your engineers, translating the why in a way they can understand and accept is a powerful tool for alignment and guiding decisions in the direction you want. [...] Translating outside of your team and upward to leadership (managing up) is oftentimes the most impactful translation of all." (Morgan Evans, "Engineering Manager's Handbook", 2023)

"[...] high-accountability teams are characterized by having members that are willing and able to resolve issues within the team. They take responsibility for their own actions and hold each other accountable. They take ownership of resolving disputes and feel empowered to do so without intervention from others. They learn quickly by identifying issues and solutions together, adopting better patterns over time. They are able to work without delay because they don’t need anyone else to resolve problems. Their managers are able to work more strategically without being bogged down by day-to-day conflict resolution." (Morgan Evans, "Engineering Manager's Handbook", 2023)

"In a workplace setting, accountability is the willingness to take responsibility for one’s actions and their outcomes. Accountable team members take ownership of their work, admit their mistakes, and are willing to hold each other accountable as peers." (Morgan Evans, "Engineering Manager's Handbook", 2023)

"In addition to knowing what to do, good engineering management entails knowing what not to do. The wrong actions on our part as managers can damage the trust placed in us by our teams. We might learn the hard way through painful failures, but occasionally, we are lucky enough to learn these lessons from the experiences of others. " (Morgan Evans, "Engineering Manager's Handbook", 2023)

"Low-accountability teams can be recognized based on their tendency to shift blame, avoid addressing issues within the team, and escalate most problems to their manager. In low-accountability teams, it is difficult to determine the root of problems, failures are met with apathy, and managers have to spend much of their time settling disputes and addressing performance. Members of low-accountability teams believe it is not their role to resolve disputes and instead shift that responsibility up to the manager, waiting for further direction. These teams fall into conflict and avoidance deadlocks, unable to move quickly because they cannot resolve issues within the team."

"Software architecture is the process and product of creating technical systems designs. Architecture may include a specification of resources, patterns, conventions, and communication protocols, among other details." (Morgan Evans, "Engineering Manager's Handbook", 2023)

"Systems architecture is the portion of any project over which the engineering team has the most control. This design is usually less of a collaboration between different functions and more clearly in the domain of engineers. As such, engineering managers have a high responsibility to own this process and its decisions. To produce the best decisions possible, you must have the right decision-building blocks: complete information to work from and a structured methodology to guide you." (Morgan Evans, "Engineering Manager's Handbook", 2023)

"Plans allow us to think through objectives beforehand in the hope of being prepared for delivery. Plans are useful when they preempt conflict, direct efforts in harmony, and align expectations. Plans are not useful when they waste valuable build time or provide a false sense of security, for example, by missing unknown unknowns." (Morgan Evans, "Engineering Manager's Handbook", 2023)

13 October 2006

⛩️Boris Beizer - Collected Quotes

"A design remedy that prevents bugs is always preferable to a test method that discovers them." (Boris Beizer, "Software Testing Techniques", 1990)

"A test that reveals a bug has succeeded, not failed." (Boris Beizer, "Software Testing Techniques", 1990)

"Extra features were once considered desirable. We now recognize that 'free' features are rarely free. Any increase in generality that does not contribute to reliability, modularity, maintainability, and robustness should be suspected." (Boris Beizer, "Software Testing Techniques", 1990)

"More than the act of testing, the act of designing tests is one of the best bug preventers known. The thinking that must be done to create a useful test can discover and eliminate bugs before they are coded - indeed, test-design thinking can discover and eliminate bugs at every stage in the creation of software, from conception to specification, to design, coding and the rest."  (Boris Beizer, "Software Testing Techniques", 1990)

"Programmers are responsible for software quality - quality in their own work, quality in the products that incorporate their work, and quality at the interfaces between components. Quality has never been and will never be tested in. The responsibility is both moral and professional." (Boris Beizer, "Software Testing Techniques", 1990)

"Testing proves a programmer’s failure. Debugging is the programmer’s vindication." (Boris Beizer, "Software Testing Techniques", 1990)

"First law: The pesticide paradox. Every method you use to prevent or find bugs leaves a residue of subtler bugs against which those methods are ineffective."  (Boris Beizer, "Software Testing Techniques", 1990)

"Second law: The complexity barrier. Software complexity (and therefore that of bugs) grows to the limits of our ability to manage that complexity." (Boris Beizer, "Software Testing Techniques", 1990)

"Software never was perfect and won't get perfect. But is that a license to create garbage? The missing ingredient is our reluctance to quantify quality." (Boris Beizer, "Software Testing Techniques", 1990)

"Third law: Code migrates to data. Because of this law there is increasing awareness that bugs in code are only half the battle and that data problems should be given equal attention."  (Boris Beizer, "Software Testing Techniques", 1990)

"The most common kind of coding bug, and often considered the least harmful, are documentation bugs (i.e., erroneous comments). Although many documentation bugs are simple spelling errors or the result of poor writing, many are actual errors - that is, misleading or erroneous comments. We can no longer afford to discount such bugs, because their consequences are as great as 'true' coding errors. Today programming labor is dominated by maintenance. This will increase as software becomes even longer-lived. Documentation bugs lead to incorrect maintenance actions and therefore cause the insertion of other bugs." (Boris Beizer, "Software Testing Techniques", 1990)

12 October 2006

⛩️Diego Rasskin-Gutman - Colected Quotes

"A chess hypothesis is basically the equivalent to drawing up a strategic plan. Experimentation in chess is equivalent to the moves that are found to carry out each plan. Throughout the history of chess, both the plans (the hypotheses) as well as the moves (the experiments) have been evolving (thanks to results from the practice of the game and from analyses), and this knowledge is the patrimony of professional players." (Diego Rasskin-Gutman, "Chess Metaphors: Artificial Intelligence and the Human Mind", 2009)

"An algorithm refers to a successive and finite procedure by which it is possible to solve a certain problem. Algorithms are the operational base for most computer programs. They consist of a series of instructions that, thanks to programmers’ prior knowledge about the essential characteristics of a problem that must be solved, allow a step-by-step path to the solution." (Diego Rasskin-Gutman, "Chess Metaphors: Artificial Intelligence and the Human Mind", 2009)

"Any scientific hypothesis springs from knowledge that was previously generated by observations of facts in the real world. In addition, hypotheses produce predictions that need to be tested. For some, scientific definitions are limited to natural phenomena (although this definition would require mathematics to stop being a science since it deals with ideal objects)." (Diego Rasskin-Gutman, "Chess Metaphors: Artificial Intelligence and the Human Mind", 2009)

"The brain and its cognitive mental processes are the biological foundation for creating metaphors about the world and oneself. Artificial intelligence, human beings’ attempt to transcend their biology, tries to enter into these scenarios to learn how they function. But there is another metaphor of the world that has its own particular landscapes, inhabitants, and laws. The brain provides the organic structure that is necessary for generating the mind, which in turn is considered a process that results from brain activity." (Diego Rasskin-Gutman, "Chess Metaphors: Artificial Intelligence and the Human Mind", 2009)

"The problem of identifying the subset of good moves is much more complicated than simply counting the total number of possibilities and falls completely into the domain of strategy and tactics of chess as a game." (Diego Rasskin-Gutman, "Chess Metaphors: Artificial Intelligence and the Human Mind", 2009)

"Generally, these programs fall within the techniques of reinforcement learning and the majority use an algorithm of temporal difference learning. In essence, this computer learning paradigm approximates the future state of the system as a function of the present state. To reach that future state, it uses a neural network that changes the weight of its parameters as it learns." (Diego Rasskin-Gutman, "Chess Metaphors: Artificial Intelligence and the Human Mind", 2009)

"The simplest basic architecture of an artificial neural network is composed of three layers of neurons - input, output, and intermediary (historically called perceptron). When the input layer is stimulated, each node responds in a particular way by sending information to the intermediary level nodes, which in turn distribute it to the output layer nodes and thereby generate a response. The key to artificial neural networks is in the ways that the nodes are connected and how each node reacts to the stimuli coming from the nodes it is connected to. Just as with the architecture of the brain, the nodes allow information to pass only if a specific stimulus threshold is passed. This threshold is governed by a mathematical equation that can take different forms. The response depends on the sum of the stimuli coming from the input node connections and is 'all or nothing'." (Diego Rasskin-Gutman, "Chess Metaphors: Artificial Intelligence and the Human Mind", 2009)

"Vision is a capacity to understand a position and to generate solid strategic plans." (Diego Rasskin-Gutman, "Chess Metaphors: Artificial Intelligence and the Human Mind", 2009)

11 October 2006

⛩️Jake Knapp - Collected Quotes

"Because of the short timeline, it’s tempting to jump into prototyping as soon as you’ve selected your winning ideas. But if you start prototyping without a plan, you’ll get bogged down by small, unanswered questions. Pieces won’t fit together, and your prototype could fall apart." (Jake Knapp et al, "Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days", 2016)

"But perhaps the biggest problem is that the longer you spend working on something - whether it’s a prototype or a real product - the more attached you’ll become, and the less likely you’ll be to take negative test results to heart. After one day, you’re receptive to feedback. After three months, you’re committed." (Jake Knapp et al, "Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days", 2016)

"No problem is too large for a sprint. Yes, this statement sounds absurd, but there are two big reasons why it’s true. First, the sprint forces your team to focus on the most pressing questions. Second, the sprint allows you to learn from just the surface of a finished product." (Jake Knapp et al, "Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days", 2016)

"Sometimes, the best way to broaden your search is to look inside your own organization. Great solutions often come along at the wrong time, and the sprint can be a perfect opportunity to rejuvenate them. Also look for ideas that are in progress but unfinished - and even old ideas that have been abandoned." (Jake Knapp et al, "Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days", 2016)

"Sometimes when people work together in groups, they start to worry about consensus and try to make decisions that everybody will approve - mostly out of good nature and a desire for group cohesion, and perhaps in part because democracy feels good. Well, democracy is a fine system for governing nations, but it has no place in your sprint." (Jake Knapp et al, "Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days", 2016)

"Sometimes you can’t fit everything in. Remember that the sprint is great for testing risky solutions that might have a huge payoff. So you’ll have to reverse the way you would normally prioritize. If a small fix is so good and low-risk that you’re already planning to build it next week, then seeing it in a prototype won’t teach you much. Skip those easy wins in favor of big, bold bets." (Jake Knapp et al, "Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days", 2016)

"The prototype is meant to answer questions, so keep it focused. You don’t need a fully functional product - you just need a real-looking façade to which customers can react." (Jake Knapp et al, "Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days", 2016)

"There are only six working hours in the typical sprint day. Longer hours don’t equal better results. By getting the right people together, structuring the activities, and eliminating distraction, we’ve found that it’s possible to make rapid progress while working a reasonable schedule." (Jake Knapp et al, "Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days", 2016)

"When a big problem comes along, like the challenge you selected for your sprint, it’s natural to want to solve it right away. The clock is ticking, the team is amped up, and solutions start popping into everyone’s mind. But if you don’t first slow down, share what you know, and prioritize, you could end up wasting time and effort on the wrong part of the problem." (Jake Knapp et al, "Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days", 2016)

"You can prototype anything. Prototypes are disposable. Build just enough to learn, but not more. The prototype must appear real." (Jake Knapp et al, "Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days", 2016)

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Koeln, NRW, Germany
IT Professional with more than 24 years experience in IT in the area of full life-cycle of Web/Desktop/Database Applications Development, Software Engineering, Consultancy, Data Management, Data Quality, Data Migrations, Reporting, ERP implementations & support, Team/Project/IT Management, etc.