20 December 2007

🏗️Software Engineering: Simplicity (Just the Quotes)

"Choosing a better data structure is often an art, which we cannot teach. Often you must write a preliminary draft of the code before you can determine what changes in the data structure will help simplify control. [...] Choose a data representation that makes the program simple." (Brian W Kernighan & Phillip J Plauger, "The Elements of Programming Style", 1974)

"Recursion represents no saving of time or storage. Somewhere in the computer must be maintained a list of all the places a recursive routine is called, so the program can eventually find its way back. But the storage for that list is shared among many different uses. More important, it is managed automatically; many of the burdens of storage management and control flow are placed on the compiler, not on the programmer. And since bookkeeping details are hidden, the program can be much easier to understand. Learning to think recursively takes some effort, but it is repaid with smaller and simpler programs." (Brian W Kernighan & Phillip J Plauger, "The Elements of Programming Style", 1974)

"How do we convince people that in programming simplicity and clarity - in short: what mathematicians call 'elegance' - are not a dispensable luxury, but a crucial matter that decides between success and failure?" (Edsger W Dijkstra, "'Why Is Software So Expensive?' An Explanation to the Hardware Designer", [EWD648] 1982) 

"Simplicity does not precede complexity, but follows it." (Alan Perlis, "Epigrams on Programming", 1982)

"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)

"Almost all quality improvement comes via simplification of design, manufacturing, layout, processes and procedures." (Tom Peters, "Thriving on Chaos", 1987)

"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." (Charles A R Hoare, [lecture] 1987)

"Rule 4. Fancy algorithms are buggier than simple ones, and they're much harder to implement. Use simple algorithms as well as simple data structures." (Rob Pike, "Notes on Programming in C" , 1989) 

"A database management system is a collection of interrelated files and a set of programs that allow users to access and modify these files. A major purpose of a database system is to provide users with an abstract view of the data. That is, the system hides certain details of how the data is stored and maintained. However, in order for the system to be usable, data must be retrieved efficiently. This concern has lead to the design of complex data structures for the representation of data in the database. Since many database systems users are not computer-trained, the complexity is hidden from them through several levels of abstraction in order to simplify their interaction with the system." (Henry F. Korth & Abraham Silberschatz, "Database System Concepts" 2nd Ed., 1991)

"Every software system needs to have a simple yet powerful organizational philosophy" (think of it as the software equivalent of a sound bite that describes the system's architecture). [A] step in [the] development process is to articulate this architectural framework, so that we might have a stable foundation upon which to evolve the system's function points." (Grady Booch, "Object-Oriented Design: with Applications", 1991)

"Encapsulation says that, not only are you allowed to take a simpler view of a complex concept, you are not allowed to look at any of the details of the complex concept. What you see is what you get - it's all you get!" (Steve C McConnell," Code Complete: A Practical Handbook of Software Construction", 1993)

"Inheritance is the idea that one class is a specialization of another class. The purpose of inheritance is to create simpler code by defining a base class that specifies common elements of two or more derived classes. The common elements can be routine interfaces, implementations, data members, or data types. Inheritance helps avoid the need to repeat code and data in multiple locations by centralizing it within a base class. When you decide to use inheritance, you have to make several decisions: For each member routine, will the routine be visible to derived classes? Will it have a default implementation? Will the default implementation be overridable? For each data member" (including variables, named constants, enumerations, and so on), will the data member be visible to derived classes?" (Steve C McConnell," Code Complete: A Practical Handbook of Software Construction", 1993)

"A dictionary definition of the word 'complex' is: 'consisting of interconnected or interwoven parts' [...] Loosely speaking, the complexity of a system is the amount of information needed in order to describe it. The complexity depends on the level of detail required in the description. A more formal definition can be understood in a simple way. If we have a system that could have many possible states, but we would like to specify which state it is actually in, then the number of binary digits" (bits) we need to specify this particular state is related to the number of states that are possible." (Yaneer Bar-Yamm, "Dynamics of Complexity", 1997)

"Do build perfectly for today. Do the simple thing that solves today's problem, but do it well. Keep the code of high quality, just perfect for today's needs." (Ron Jeffries, "Extreme Programming Installed", 2001)

"Extreme Programming is a discipline of software development with values of simplicity, communication, feedback and courage. We focus on the roles of customer, manager, and programmer and accord key rights and responsibilities to those in those roles." (Ron Jeffries, "Extreme Programming Installed", 2001)

"The values of XP are simplicity, communication, feedback, and courage. [...] Use simple design and programming practices, and simple methods of planning, tracking, and reporting. Test your program and your practices, using feedback to decide how to steer the project. Working together in this way gives the team courage."" (Ron Jeffries, "Extreme Programming Installed", 2001)

"Unit tests can be tedious to write, but they save you time in the future" (by catching bugs after changes). Less obviously, but just as important, is that they can save you time now: tests focus your design and implementation on simplicity, they support refactoring, and they validate features as you develop." (Ron Jeffries, "Extreme Programming Installed, 2001)

"We all strive for simple and clear design, don't we? Of course we do. But in XP, we take it to extremes. At every moment in time, we want  the system to be as simple as possible. That means that we want no  additional functions that aren't used, no structures or algorithms that  are more complex than the current need would dictate." (Ron Jeffries, "Extreme Programming Installed", 2001)

"All OO languages show some tendency to suck programmers into the trap of excessive layering. Object frameworks and object browsers are not a substitute for good design or documentation, but they often get treated as one. Too many layers destroy transparency: It becomes too difficult to see down through them and mentally model what the code is actually doing. The Rules of Simplicity, Clarity, and Transparency get violated wholesale, and the result is code full of obscure bugs and continuing maintenance problems." (Eric S Raymond, "The Art of Unix Programming", 2003)

"Extreme Programming recognizes the importance of design decisions, but it strongly resists upfront design. Instead, it puts an admirable effort into communication and improving the project's ability to change course rapidly. With that ability to react, developers can use the 'simplest thing that could work' at any stage of a project and then continuously refactor, making many small design improvements, ultimately arriving at a design that fits the customer's true needs." (Eric Evans, "Domain-Driven Design: Tackling complexity in the heart of software", 2003)

"To create software that is valuably involved in users' activities, a development team must bring to bear a body of knowledge related to those activities. The breadth of knowledge required can be daunting. The volume and complexity of information can be overwhelming. Models are tools for grappling with this overload. A model is a selectively simplified and consciously structured form of knowledge. An appropriate model makes sense of information and focuses it on a problem." (Eric Evans, "Domain-Driven Design: Tackling complexity in the heart of software", 2003)

"Modularity, an approach that separates a large system into simpler parts that are individually designed and operated, incorrectly assumes that complex system behavior can essentially be reduced to the sum of its parts. A planned decomposition of a system into modules works well for systems that are not too complex. [...] However, as systems become more complex, this approach forces engineers to devote increasing attention to designing the interfaces between parts, eventually causing the process to break down." (Yaneer Bar-Yam, "Making Things Work: Solving Complex Problems in a Complex World", 2004)

"Simplicity is achieved in two general ways: minimizing the amount of essential complexity that anyone's brain has to deal with at any one time, and keeping accidental complexity from proliferating needlessly." (Steve C McConnell, "Code Complete: A Practical Handbook of Software Construction" 2nd Ed., 2004)

"A commitment to simplicity of design means addressing the essence of design - the abstractions on which software is built - explicitly and up front. Abstractions are articulated, explained, reviewed and examined deeply, in isolation from the details of the implementation. This doesn't imply a waterfall process, in which all design and specification precedes all coding. But developers who have experienced the benefits of this separation of concerns are reluctant to rush to code, because they know that an hour spent on designing abstractions can save days of refactoring." (Daniel Jackson, "Software Abstractions", 2006)

"An abstraction is not a module, or an interface, class, or method; it is a structure, pure and simple - an idea reduced to its essential form. Since the same idea can be reduced to different forms, abstractions are always, in a sense, inventions, even if the ideas they reduce existed before in the world outside the software. The best abstractions, however, capture their underlying ideas so naturally and convincingly that they seem more like discoveries." (Daniel Jackson, "Software Abstractions", 2006)

"As a noun, design is the named" (although sometimes unnamable) structure or behavior of a system whose presence resolves or contributes to the resolution of a force or forces on that system. A design thus represents one point in a potential decision space. A design may be singular" (representing a leaf decision) or it may be collective" (representing a set of other decisions). As a verb, design is the activity of making such decisions. Given a large set of forces, a relatively malleable set of materials, and a large landscape upon which to play, the resulting decision space may be large and complex. As such, there is a science associated with design" (empirical analysis can point us to optimal regions or exact points in this design space) as well as an art" (within the degrees of freedom that range beyond an empirical decision; there are opportunities for elegance, beauty, simplicity, novelty, and cleverness). All architecture is design but not all design is architecture. Architecture represents the significant design decisions that shape a system, where significant is measured by cost of change." (Grady Booch, "On design", 2006)

"Developing fewer features allows you to conserve development resources and spend more time refining those features that users really need. Fewer features mean fewer things to confuse users, less risk of user errors, less description and documentation, and therefore simpler Help content. Removing any one feature automatically increases the usability of the remaining ones." (Jakob Nielsen, "Prioritizing Web Usability", 2006)

"Software is built on abstractions. Pick the right ones, and programming will flow naturally from design; modules will have small and simple interfaces; and new functionality will more likely fit in without extensive reorganization [...] Pick the wrong ones, and programming will be a series of nasty surprises: interfaces will become baroque and clumsy as they are forced to accommodate unanticipated interactions, and even the simplest of changes will be hard to make." (Daniel Jackson, "Software Abstractions", 2006)

"Software is different; it has no core. It is onionlike, a thing of layers, each built painstakingly and precariously on the previous one, each counting on the one below not to move or change too much. Software builders like to talk about laying bricks; skeptics see a house of cards. Either way, there's a steady accumulation going on. New layers pile on old. Programmers call these accretions 'layers of abstraction', because each time a new one is added, something complex and specific is being translated into something simpler and more general." (Scott Rosenberg, "Dreaming in Code", 2007)

"Users may be annoyed by bugs, and software developers may be disappointed by their inability to perfect their work, and managers may be frustrated by the unreliability of their plans. But in the end, none of that matters as much as the simple fact that software does not work the way we think, and until it does, it is not worth trying to perfect." (Scott Rosenberg, "Dreaming in Code", 2007))

"Whether you are designing systems or individual modules, never forget to use the simplest thing that can possibly work." (Robert C Martin, "Clean Code: A Handbook of Agile Software Craftsmanship", 2008)

"You should choose a set of simple rules that govern the format of your code, and then you should consistently apply those rules. If you are working on a team, then the team should agree to a single set of formatting rules and all members should comply." (Robert C Martin, "Clean Code: A Handbook of Agile Software Craftsmanship", 2008)

"The basic idea behind all of these techniques is to simplify problem solving by concentrating on its essentials. Consolidate and simplify the objectives. Focus on the things with the highest impact, things that determine other things. Put to one side minor issues likely to be resolved by the resolution of major ones. Discard the nonessentials. Model" (abstract) the system at as high a level as possible, then progressively reduce the level of abstraction. In short: Simplify!" (Mark W Maier, "The Art Systems of Architecting" 3rd Ed., 2009)

"[…] beautiful code is simple code. Each individual part is kept simple with simple responsibilities and simple relationships with the other parts of the system. This is the way we can keep our systems maintainable over time, with clean, simple, testable code, ensuring a high speed of development throughout the lifetime of the system. Beauty is born of and found in simplicity." (Jørn Ølmheim [in Kevlin Henney’s "97 Things Every Programmer Should Know", 2010])

"Programming is something some people do - some of the time. And the hard part - the thinking - is the least visible and least appreciated by the uninitiated. […] The persistent vision that software development can be simplified by removing programming is, to the programmer who understands what is involved, obviously naïve. But the mental process that leads to this mistake is part of human nature, and programmers are just as prone to making it as everyone else." (Alan Griffiths, [in Kevlin Henney’s "97 Things Every Programmer Should Know", 2010])

"Releasing software should be easy. It should be easy because you have tested every single part of the release process hundreds of times before. It should be as simple as pressing a button. The repeatability and reliability derive from two principles: automate almost everything, and keep everything you need to build, deploy, test, and release your application in version control." (David Farley & Jez Humble, "Continuous Delivery: Reliable Software Releases through Build, Test, and Deployment Automation", 2010)

"So, when should you think about automating a process? The simplest answer is, 'When you have to do it a second time.' The third time you do something, it should be done using an automated process. This fine-grained incremental approach rapidly creates a system for automating the repeated parts of your development, build, test, and deployment process." (David Farley & Jez Humble, "Continuous Delivery: Reliable Software Releases through Build, Test, and Deployment Automation", 2010)

"[...] heuristics are simple, efficient rules - either hard-wired in our brains or learned - that kick in especially when we're facing problems with incomplete information." (David DiSalvo, "What Makes Your Brain Happy and Why You Should Do the Opposite", 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)

"Heuristics are simplified rules of thumb that make things simple and easy to implement. But their main advantage is that the user knows that they are not perfect, just expedient, and is therefore less fooled by their powers. They become dangerous when we forget that." (Nassim N Taleb, "Antifragile: Things that gain from disorder", 2012)

"I think there is a profound and enduring beauty in simplicity; in clarity, in efficiency. True simplicity is derived from so much more than just the absence of clutter and ornamentation. It's about bringing order to complexity." (Jonathan Ive, 2013)

"The principle of abstraction advocates the simplification of entities through reduction and generalization: reduction is by elimination of unnecessary details and generalization is by identification and specification of common and important characteristics." (Girish Suryanarayana et al, "Refactoring for Software Design Smells: Managing Technical Debt", 2015)

"When software is done right, it requires a fraction of the human resources to create and maintain. Changes are simple and rapid. Defects are few and far between. Effort is minimized, and functionality and flexibility are maximized." (Robert C Martin, "Clean Architecture: A Craftsman's Guide to Software Structure and Design", 2017)

"Engineering is an art of simplification, and the rules - when and how to simplify - are a matter of experience and intuition." (Olle I Elgerd)

"A problem thoroughly understood is always fairly simple." (Charles Kettering)

19 December 2007

🏗️Software Engineering: Improvement (Just the Quotes)

"[...] no program is ever perfect; there is always room for improvement. Of course, it is foolish to polish a program beyond the point of diminishing returns, but most programmers do too little revision; they are satisfied too early. Don't stop with your first draft." (Brian W Kernighan & Phillip J Plauger, "The Elements of Programming Style", 1974)

"I will contend that conceptual integrity is the most important consideration in system design. It is better to have a system omit certain anomalous features and improvements, but to reflect one set of design ideas, than to have one that contains many good but independent and uncoordinated ideas." (Fred P Brooks, "The Mythical Man-Month: Essays", 1975)

"Almost all quality improvement comes via simplification of design, manufacturing, layout, processes and procedures." (Tom Peters, "Thriving on Chaos", 1987)

"Cutting costs without improvements in quality is futile." (W Edwards Deming, Forbes, 1988)

"Object-oriented programming increases the value of these metrics by managing this complexity. The most effective tool available for dealing with complexity is abstraction. Many types of abstraction can be used, but encapsulation is the main form of abstraction by which complexity is managed in object-oriented programming. Programming in an object-oriented language, however, does not ensure that the complexity of an application will be well encapsulated. Applying good programming techniques can improve encapsulation, but the full benefit of object-oriented programming can be realized only if encapsulation is a recognized goal of the design process." (Rebecca Wirfs-Brock," Object-Oriented Design: A responsibility-driven approach", 1989)

"Testing by itself does not improve software quality. Test results are an indicator of quality, but in and of themselves, they don't improve it. Trying to improve software quality by increasing the amount of testing is like trying to lose weight by weighing yourself more often. What you eat before you step onto the scale determines how much you will weigh, and the software development techniques you use determine how many errors testing will find. If you want to lose weight, don't buy a new scale; change your diet. If you want to improve your software, don't test more; develop better." (Steve C McConnell, "Code Complete: A Practical Handbook of Software Construction", 1993)

"Users can work with analysts and object designers to formulate and tune system requirements. People from business, analytical and object design disciplines can come together, learn from each other and generate meaningful descriptions of systems that are to be built. Each participant and each project has slightly different concerns and needs. Practical application of use cases can go a long way to improve our ability to deliver just what the customer ordered." (Rebecca Wirfs-Brock, Designing scenarios: Making the case for a use case framework", 1993)

"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)

"The XP philosophy is to start where you are now and move towards the ideal. From where you are now, could you improve a little bit?" (Kent Beck, "Extreme Programming Explained: Embrace Change", 1999)

"Treating your users as co-developers is your least-hassle route to rapid code improvement and effective debugging." (Eric S Raymond, "The Cathedral & the Bazaar: Musings on Linux and Open Source by an Accidental Revolutionary", 1999)

"Refactoring is the process of changing a software system in such a way that it does not alter the external behavior of the code yet improves its internal structure. It is a disciplined way to clean up code that minimizes the chances of introducing bugs. In essence when you refactor you are improving the design of the code after it has been written." (Martin Fowler et al, "Refactoring: Improving the Design of Existing Code", 2002)

"Extreme Programming recognizes the importance of design decisions, but it strongly resists upfront design. Instead, it puts an admirable effort into communication and improving the project:s ability to change course rapidly. With that ability to react, developers can use the 'simplest thing that could worl' at any stage of a project and then continuously refactor, making many small design improvements, ultimately arriving at a design that fits the customer's true needs." (Eric Evans, "Domain-Driven Design: Tackling complexity in the heart of software", 2003)

"In fact, XP works best for developers with a sharp design sense. The XP process assumes that you can improve a design by refactoring, and that you will do this often and rapidly. But past design choices make refactoring itself either easier or harder. The XP process attempts to increase team communication, but model and design choices clarify or confuse communication." (Eric Evans, "Domain-Driven Design: Tackling complexity in the heart of software", 2003)

"It is not enough for code to work. Code that works is often badly broken. Programmers who satisfy themselves with merely working code are behaving unprofessionally. They may fear that they don't have time to improve the structure and design of their code, but I disagree. Nothing has a more profound and long-term degrading effect upon a development project than bad code." (Robert C Martin, "Clean Code: A Handbook of Agile Software Craftsmanship", 2008)

"Data migration is not just about moving data from one place to another; it should be focused on: realizing all the benefits promised by the new system when you entertained the concept of new software in the first place; creating the improved enterprise performance that was the driver for the project; importing the best, the most appropriate and the cleanest data you can so that you enhance business intelligence; maintaining all your regulatory, legal and governance compliance criteria; staying securely in control of the project." (John Morris, "Practical Data Migration", 2009)

"Prototyping at work is giving form to an idea, allowing us to learn from it, evaluate it against others, and improve upon it." (Tim Brown, "Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation", 2009)

"Implementing new systems provides organizations with unique opportunities not only to improve their technologies, but to redefine and improve key business processes. Ultimately, for organizations to consider these new systems successes, the post-legacy environment must ensure that business processes, client end users, and systems work together." (Phil Simon, "Why New Systems Fail: An Insider's Guide to Successful IT Projects", 2010)

"The deployment pipeline has its foundations in the process of continuous integration and is in essence the principle of continuous integration taken to its logical conclusion. The aim of the deployment pipeline is threefold. First, it makes every part of the process of building, deploying, testing, and releasing software visible to everybody involved, aiding collaboration. Second, it improves feedback so that problems are identified, and so resolved, as early in the process as possible. Finally, it enables teams to deploy and release any version of their software to any environment at will through a fully automated process." (David Farley & Jez Humble, "Continuous Delivery: Reliable Software Releases through Build, Test, and Deployment Automation", 2010)

"You do deliberate practice to improve your ability to perform a task. It’s about skill and technique. Deliberate practice means repetition. It means performing the task with the aim of increasing your mastery of one or more aspects of the task. It means repeating the repetition. Slowly, over and over again, until you achieve your desired level of mastery. You do deliberate practice to master the task, not to complete the task." (Jon Jagger, [in Kevlin Henney’s "97 Things Every Programmer Should Know", 2010])

"In essence, Continuous Integration is about reducing risk by providing faster feedback. First and foremost, it is designed to help identify and fix integration and regression issues faster, resulting in smoother, quicker delivery, and fewer bugs. By providing better visibility for both technical and non-technical team members on the state of the project, Continuous Integration can open and facilitate communication channels between team members and encourage collaborative problem solving and process improvement. And, by automating the deployment process, Continuous Integration helps you get your software into the hands of the testers and the end users faster, more reliably, and with less effort." (John F Smart, "Jenkins: The Definitive Guide", 2011)

"DevOps is a mix of patterns intended to improve collaboration between development and operations. DevOps addresses shared goals and incentives as well as shared processes and tools. Because of the natural conflicts among different groups, shared goals and incentives may not always be achievable. However, they should at least be aligned with one another." (Michael Hüttermann et al, "DevOps for Developers", 2013)

"DevOps is essentially about gaining fast feedback and decreasing the risk of releases through a holistic approach that is meaningful for both development and operations. One major step for achieving this approach is to improve the flow of features from their inception to availability. This process can be refined to the point that it becomes important to reduce batch size" (the size of one package of changes or the amount of work that is done before the new version is shipped) without changing capacity or demand." (Michael Hüttermann et al, "DevOps for Developers", 2013)

"No methodology can guarantee success. But a good methodology can provide a feedback loop for continual improvement and learning." (Ash Maurya, "Scaling Lean: Mastering the Key Metrics for Startup Growth", 2016)

"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)

"A model or conceptual model is a schematic or representation that describes how something works. We create and adapt models all the time without realizing it. Over time, as you gain more information about a problem domain, your model will improve to better match reality." (James Padolsey, "Clean Code in JavaScript", 2020)

"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)

"When program developers are not territorial about their code and encourage others to look for bugs and potential improvements, progress speeds up dramatically." (Gerald Weinberg)

18 December 2007

🏗️Software Engineering: Experience (Just the Quotes)

"Design problems - generating or discovering alternatives - are complex largely because they involve two spaces, an action space and a state space, that generally have completely different structures. To find a design requires mapping the former of these on the latter. For many, if not most, design problems in the real world systematic algorithms are not known that guarantee solutions with reasonable amounts of computing effort. Design uses a wide range of heuristic devices - like means-end analysis, satisficing, and the other procedures that have been outlined - that have been found by experience to enhance the efficiency of search. Much remains to be learned about the nature and effectiveness of these devices." (Herbert A Simon, "The Logic of Heuristic Decision Making", [in "The Logic of Decision and Action"], 1966)

"The process of preparing programs for a digital computer is especially attractive, not only because it can economically and scientifically rewarding, but also because it can be an aesthetic experience much like composing poetry or music." (Donald E Knuth, "The Art of Computer Programming: Fundamental algorithms", 1968)

"A problem with this 'waterfall' approach is that there will then be no user interface to test with real users until this last possible moment, since the 'intermediate work products' do not explicitly separate out the user interface in a prototype with which users can interact. Experience also shows that it is not possible to involve the users in the design process by showing them abstract specifications documents, since they will not understand them nearly as well as concrete prototypes." (Jakob Nielsen, "Usability Engineering", 1993)

"Users often do not know what is good for them. [... ] Users have a very hard time predicting how they will interact with potential future systems with which they have no experience. [...] Furthermore, users will often have divergent opinions when asked about details of user interface design." (Jakob Nielsen, "Usability Engineering", 1993)

"Heuristic (it is of Greek origin) means discovery. Heuristic methods are based on experience, rational ideas, and rules of thumb. Heuristics are based more on common sense than on mathematics. Heuristics are useful, for example, when the optimal solution needs an exhaustive search that is not realistic in terms of time. In principle, a heuristic does not guarantee the best solution, but a heuristic solution can provide a tremendous shortcut in cost and time." (Nikola K Kasabov, "Foundations of Neural Networks, Fuzzy Systems, and Knowledge Engineering", 1996)

"The woes of software engineering are not due to lack of tools or proper management, but largely due to lack of sufficient technical competence. A good designer must rely on experience; on precise, logical thinking; and on pedantic exactness. No magic will do. In light of all this, it is particularly sad that, in many informatics curricula, programming in the large is badly neglected. Design has become a non-topic." (Niklaus Wirth, [interview in Software Development] 1997)

"Our experience with designing and analyzing large and complex software-intensive systems has led us to recognize the role of business and organization in the design of the system and in its ultimate success or failure. Systems are built to satisfy an organization's requirements" (or assumed requirements in the case of shrink-wrapped products). These requirements dictate the system's performance, availability, security, compatibility with other systems, and the ability to accommodate change over its lifetime. The desire to satisfy these goals with software that has the requisite properties influences the design choices made by a software architect." (Len Bass et al, "Software Architecture in Practice", 1998)

"As the least conscious layer of the user experience, the conceptual model has the paradoxical quality of also having the most impact on usability. If an appropriate conceptual model is faithfully represented throughout the interface, after users recognize and internalize the model, they will have a fundamental understanding of what the application does and how to operate it." (Bob Baxley, "Making the Web Work: Designing Effective Web Applications", 2002)

"A commitment to simplicity of design means addressing the essence of design - the abstractions on which software is built - explicitly and up front. Abstractions are articulated, explained, reviewed and examined deeply, in isolation from the details of the implementation. This doesn't imply a waterfall process, in which all design and specification precedes all coding. But developers who have experienced the benefits of this separation of concerns are reluctant to rush to code, because they know that an hour spent on designing abstractions can save days of refactoring." (Daniel Jackson, "Software Abstractions", 2006)

"The picture of digital progress that so many ardent boosters paint ignores the painful record of actual programmers' epic struggles to bend brittle code into functional shape. That record is of one disaster after another, marking the field's historical time line like craters. Anyone contemplating the start of a big software development project today has to contend with this unfathomably discouraging burden of experience. It mocks any newcomer with ambitious plans, as if to say, What makes you think you're any different?" (Scott Rosenberg, "Dreaming in Code", 2007)

"Standards make it easier to reuse ideas and components, recruit people with relevant experience, encapsulate good ideas, and wire components together. However, the process of creating standards can sometimes take too long for industry to wait, and some standards lose touch with the real needs of the adopters they are intended to serve." (Robert C Martin, "Clean Code: A Handbook of Agile Software Craftsmanship", 2008)

"Anti-patterns are the dark side of patterns - common mistakes we fall into repeatedly. Sometimes they seem to be good solutions that experience has demonstrated don���t work in practice. On other occasions, we know that they're not a good idea, but we fall into them anyway." (Paul Butcher, "Debug It! Find, Repair, and Prevent Bugs in Your Code", 2009)

"Design has the power to enrich our lives by engaging our emotions through image, form, texture, color, sound, and smell. The intrinsically human-centered nature of design thinking points to the next step: we can use our empathy and understanding of people to design experiences that create opportunities for active engagement and participation." (Tim Brown, "Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation", 2009)

"Less apparent is that qualitatively different problem-solving techniques are required at high levels of complexity than at low ones. Purely analytical techniques, powerful for the lower levels, can be overwhelmed at the higher ones. At higher levels, architecting methods, experience-based heuristics, abstraction, and integrated modeling must be called into play."" (Mark W Maier, "The Art Systems of Architecting" 3rd Ed., 2009)

"Don’t be afraid of your code. Who cares if something gets temporarily broken while you move things around? A paralyzing fear of change is what got your project into this state to begin with. Investing the time to refactor will pay for itself several times over the lifecycle of your project. An added benefit is that your team’s experience dealing with the sick system makes you all experts in knowing how it should work. Apply this knowledge rather than resent it. Working on a system you hate is not how anybody should have to spend his time." (Mike Lewis, [in Kevlin Henney’s "97 Things Every Programmer Should Know", 2010])

"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)

"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)

"Data from the customer interactions is the lifeblood for any organisation to view, understand and optimise the customer experience both remotely and on the front line! In the same way that customer experience experts understand that it's the little things that count, it's the small data that can make all the difference." (Alan Pennington, "The Customer Experience Book", 2016)

"A heuristic is a strategy we derive from previous experience with a similar problem." (Darius Foroux, "Think Straight", 2017)

"Expert knowledge is a term covering various types of knowledge that can help define or disambiguate causal relations between two or more variables. Depending on the context, expert knowledge might refer to knowledge from randomized controlled trials, laws of physics, a broad scope of experiences in a given area, and more." (Aleksander Molak, "Causal Inference and Discovery in Python", 2023)

"Engineering is an art of simplification, and the rules - when and how to simplify - are a matter of experience and intuition." (Olle I Elgerd)

"The broader one's understanding of the human experience, the better design we will have." (Steve Jobs)

"A great discovery solves a great problem but there is a grain of discovery in the solution of any problem. Your problem may be modest; but if it challenges your curiosity and brings into play your inventive faculties, and if you solve it by your own means, you may experience the tension and enjoy the triumph of discovery." (George Polya) 

17 December 2007

🏗️Software Engineering: Requirements Specification (Just the Quotes)

"A clean design is more easily modified as requirements change or as more is learned about what parts of the code consume significant amounts of execution time. A 'clever' design that fails to work or to run fast enough can often be salvaged only at great cost. Efficiency does not have to be sacrificed in the interest of writing readable code - rather, writing readable code is often the only way to ensure efficient programs that are also easy to maintain and modify." (Brian W Kernighan & Phillip J Plauger, "The Elements of Programming Style", 1974)

"A good top-down design avoids bugs in several ways. First, the clarity of structure and representation makes the precise statement of requirements and functions of the modules easier. Second, the partitioning and independence of modules avoids system bugs. Third, the suppression of detail makes flaws in the structure more apparent. Fourth, the design can be tested at each of its refinement steps, so testing can start earlier and focus on the proper level of detail at each step." (Fred P Brooks, "The Mythical Man-Month: Essays", 1975)

"Far be it from me to suggest that all changes in customer objectives and requirements must, can, or should be incorporated in the design. Clearly a threshold has to be established, and it must get higher and higher as development proceeds, or no product ever appears." (Fred P Brooks, "The Mythical Man-Month: Essays", 1975)

"The beginning of wisdom for a programmer is to recognize the difference between getting his program to work and getting it right. A program which does not work is undoubtedly wrong; but a program which does work is not necessarily right. It may still be wrong because it is hard to understand; or because it is hard to maintain as the problem requirements change; or because its structure is different from the structure of the problem; or because we cannot be sure that it does indeed work." (Michael A Jackson, "Principles of Program Design", 1975)

"The hardest single part of building a software system is deciding precisely what to build." (Frederick P. Brooks, "The Mythical Man-Month", 1975) 

"[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 hardest part of the software task is arriving at a complete and consistent specification, and much of the essence of building a program is in fact the debugging of the specification." (Frederick P Brooks, "No Silver Bullet", 1987)

"In programming, it’s often the buts in the specification that kill you." (Boris Beizer, "Software Testing Techniques", 1990)

"Object-oriented analysis is a method of analysis that examines requirements from the perspective of the classes and objects found in the vocabulary of the problem domain."(Grady Booch, "Object-oriented design: With Applications", 1991)

"The source code is often the only accurate description of the software. On many projects, the only documentation available to programmers is the code itself. Requirements specifications and design documents can go out of date, but the source code is always up to date. Consequently, it's imperative that the code be of the highest possible quality." (Steve C McConnell," Code Complete: A Practical Handbook of Software Construction", 1993) 

"Users can work with analysts and object designers to formulate and tune system requirements. People from business, analytical and object design disciplines can come together, learn from each other and generate meaningful descriptions of systems that are to be built. Each participant and each project has slightly different concerns and needs. Practical application of use cases can go a long way to improve our ability to deliver just what the customer ordered. (Rebecca Wirfs-Brock, "Designing scenarios: Making the case for a use case framework", 1993)

"Our experience with designing and analyzing large and complex software-intensive systems has led us to recognize the role of business and organization in the design of the system and in its ultimate success or failure. Systems are built to satisfy an organization's requirements (or assumed requirements in the case of shrink-wrapped products). These requirements dictate the system's performance, availability, security, compatibility with other systems, and the ability to accommodate change over its lifetime. The desire to satisfy these goals with software that has the requisite properties influences the design choices made by a software architect." (Len Bass et al, "Software Architecture in Practice", 1998)

"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)

"The aim of architectural design is to prepare overall specifications, derived from the needs and desires of the user, for subsequent design and construction stages. The first task for the architect in each design project is thus to determine what the real needs and desires of the user are […]" (George J Klir & Doug Elias, "Architecture of Systems Problem Solving" 2nd Ed, 2003)

"The software architecture of a system or a family of systems has one of the most significant impacts on the quality of an organization's enterprise architecture. While the design of software systems concentrates on satisfying the functional requirements for a system, the design of the software architecture for systems concentrates on the nonfunctional or quality requirements for systems. These quality requirements are concerns at the enterprise level. The better an organization specifies and characterizes the software architecture for its systems, the better it can characterize and manage its enterprise architecture. By explicitly defining the systems software architectures, an organization will be better able to reflect the priorities and trade-offs that are important to the organization in the software that it builds." (James McGovern et al, "A Practical Guide to Enterprise Architecture", 2004)

"Enterprise architecture is the organizing logic for business processes and IT infrastructure reflecting the integration and standardization requirements of a company's operation model. […] The key to effective enterprise architecture is to identify the processes, data, technology, and customer interfaces that take the operating model from vision to reality." (Jeanne W Ross et al, "Enterprise architecture as strategy: creating a foundation for business", 2006)

"The role of conceptual modelling in information systems development during all these decades is seen as an approach for capturing fuzzy, ill-defined, informal 'real-world' descriptions and user requirements, and then transforming them to formal, in some sense complete, and consistent conceptual specifications." (Janis A Burbenko jr., "From Information Algebra to Enterprise Modelling and Ontologies", Conceptual Modelling in Information Systems Engineering, 2007)

"Writing the spec, a document that lays out copiously detailed instructions for the programmer, is a necessary step in any software building enterprise where the ultimate user of the product is not the same person as the programmer. The spec translates requirements - the set of goals or desires the software developer’s customers lay out - into detailed marching orders for the programmer to follow." (Scott Rosenberg, "Dreaming in Code", 2007)

"If the discipline of requirements specification has taught us anything, it is that well-specified requirements are as formal as code and can act as executable tests of that code!"  (Robert C Martin, "Clean Code: A Handbook of Agile Software Craftsmanship", 2008)

"Nothing has a more profound and long-term degrading effect upon a development project than bad code. Bad schedules can be redone, bad requirements can be redefined. Bad team dynamics can be repaired. But bad code rots and ferments, becoming an inexorable weight that drags the team down." (Robert C Martin, "Clean Code: A Handbook of Agile Software Craftsmanship", 2008)

"A good system design is based on a sound conceptual model (architecture). A system design that has no conceptual structure and little logic to its organization is ultimately going to be unsuccessful. Good architecture will address all the requirements of the system at the right level of abstraction." (Vasudeva Varma, "Software Architecture: A Case Based Approach", 2009)

"Design is the bridging activity between gathering and implementation of software requirements that satisfies the required needs. […] The fundamental goal of design is to reduce the number of dependencies between modules, thus reducing the complexity of the system. This is also known as coupling; lesser the coupling the better is the design. On the other hand, higher the binding between elements within a module (known as cohesion) the better is the design." (Vasudeva Varma, "Software Architecture: A Case Based Approach", 2009)

"Taking a systems approach means paying close attention to results, the reasons we build a system. Architecture must be grounded in the client’s/user’s/customer’s purpose. Architecture is not just about the structure of components. One of the essential distinguishing features of architectural design versus other sorts of engineering design is the degree to which architectural design embraces results from the perspective of the client/user/customer. The architect does not assume some particular problem formulation, as 'requirements' is fixed. The architect engages in joint exploration, ideally directly with the client/user/customer, of what system attributes will yield results worth paying for."  (Mark W Maier, "The Art Systems of Architecting" 3rd Ed., 2009)

"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)

"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)

"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)

"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)

🏗️Software Engineering: Benefits (Just the Quotes)

"Object-oriented programming increases the value of these metrics by managing this complexity. The most effective tool available for dealing with complexity is abstraction. Many types of abstraction can be used, but encapsulation is the main form of abstraction by which complexity is managed in object-oriented programming. Programming in an object-oriented language, however, does not ensure that the complexity of an application will be well encapsulated. Applying good programming techniques can improve encapsulation, but the full benefit of object-oriented programming can be realized only if encapsulation is a recognized goal of the design process." (Rebecca Wirfs-Brock," Object-Oriented Design: A responsibility-driven approach", 1989)

"Object-oriented programming languages support encapsulation, thereby improving the ability of software to be reused, refined, tested, maintained, and extended. The full benefit of this support can only be realized if encapsulation is maximized during the design process. [...] design practices which take a data-driven approach fail to maximize encapsulation because they focus too quickly on the implementation of objects." (Rebecca Wirfs-Brock, "Object-oriented Design: A. responsibility-driven approach", 1989)

"Programming in an object-oriented language, however, does not ensure that the complexity of an application will be well encapsulated. Applying good programming techniques can improve encapsulation, but the full benefit of object-oriented programming can be realized only if encapsulation is a recognized goal of the design process." (Rebecca Wirfs-Brock, "Object-oriented Design: A responsibility-driven approach", 1989)

"The data-driven approach to object-oriented design focuses on the structure of the data in a system. This results in the incorporation of structural information in the definitions of classes. Doing so violates encapsulation. The responsibility-driven approach emphasizes the encapsulation of both the structure and behavior of objects. By focusing on the contractual responsibilities of a class, the designer is able to postpone implementation considerations until the implementation phase. While responsibility-driven design is not the only technique addressing this problem, most other techniques attempt to enforce encapsulation during the implementation phase. This is too late in the software life-cycle to achieve maximum benefits." (Rebecca Wirfs-Brock, "Object-oriented design: a responsibility-driven approach", 1989)

"Users are not designers, so it is not reasonable to expect them to come up with design ideas from scratch. However, they are very good at reacting to concrete designs they do not like or that will not work in practice. To get full benefits from user involvement, it is necessary to present these suggested system designs in a form the users can understand." (Jakob Nielsen, "Usability Engineering", 1993)

"Abstraction is the ability to engage with a concept while safely ignoring some of its details - handling different details at different levels. Any time you work with an aggregate, you're working with an abstraction. [...] From a complexity point of view, the principal benefit of abstraction is that it allows you to ignore irrelevant details. Most real-world objects are already abstractions of some kind." (Steve C McConnell, "Code Complete: A Practical Handbook of Software Construction" 2nd Ed., 2004)

"In addition to their complexity-management benefit, design patterns can accelerate design discussions by allowing designers to think and discuss at a larger level of granularity." (Steve C McConnell, "Code Complete: A Practical Handbook of Software Construction" 2nd Ed., 2004)

"On small, informal projects, a lot of design is done while the programmer sits at the keyboard. 'Design' might be just writing a class interface in pseudocode before writing the details. It might be drawing diagrams of a few class relationships before coding them. It might be asking another programmer which design pattern seems like a better choice. Regardless of how it's done, small projects benefit from careful design just as larger projects do, and recognizing design as an explicit activity maximizes the benefit you will receive from it." (Steve C McConnell, "Code Complete: A Practical Handbook of Software Construction" 2nd Ed., 2004)

"A commitment to simplicity of design means addressing the essence of design - the abstractions on which software is built - explicitly and up front. Abstractions are articulated, explained, reviewed and examined deeply, in isolation from the details of the implementation. This doesn't imply a waterfall process, in which all design and specification precedes all coding. But developers who have experienced the benefits of this separation of concerns are reluctant to rush to code, because they know that an hour spent on designing abstractions can save days of refactoring." (Daniel Jackson, "Software Abstractions", 2006)

"Data migration is not just about moving data from one place to another; it should be focused on: realizing all the benefits promised by the new system when you entertained the concept of new software in the first place; creating the improved enterprise performance that was the driver for the project; importing the best, the most appropriate and the cleanest data you can so that you enhance business intelligence; maintaining all your regulatory, legal and governance compliance criteria; staying securely in control of the project." (John Morris, "Practical Data Migration", 2009)

"New technology is an insufficient reason to refactor. One of the worst reasons to refactor is because the current code is way behind all the cool technology we have today, and we believe that a new language or framework can do things a lot more elegantly. Unless a cost-benefit analysis shows that a new language or framework will result in significant improvements in functionality, maintainability, or productivity, it is best to leave it as it is." (Rajith Attapattu [in Kevlin Henney’s "97 Things Every Programmer Should Know", 2010])

"Companies typically underestimate the importance of metadata management in general, and more specifically during data migration projects. Metadata management is normally postponed when data migration projects are behind schedule because it doesn���t necessarily provide immediate benefit. However, in the long run, it becomes critical. It is common to see data issues later, and without proper metadata or data lineage it becomes difficult to assess the root cause of the problem." (Dalton Cervo & Mark Allen, "Master Data Management in Practice: Achieving true customer MDM", 2011)

16 December 2007

🏗️Software Engineering: Framewoks (Just the Quotes)

"Architecture is defined as a clear representation of a conceptual framework of components and their relationships at a point in time [...] a discussion of architecture must take into account different levels of architecture. These levels can be illustrated by a pyramid, with the business unit at the top and the delivery system at the base. An enterprise is composed of one or more Business Units that are responsible for a specific business area. The five levels of architecture are Business Unit, Information, Information System, Data and Delivery System. The levels are separate yet interrelated. [...] The idea if an enterprise architecture reflects an awareness that the levels are logically connected and that a depiction at one level assumes or dictates that architectures at the higher level." (W Bradford Rigdon, "Architectures and Standards", 1989)

"Every software system needs to have a simple yet powerful organizational philosophy" (think of it as the software equivalent of a sound bite that describes the system's architecture). [A] step in [the] development process is to articulate this architectural framework, so that we might have a stable foundation upon which to evolve the system's function points." (Grady Booch, "Object-Oriented Design: with Applications", 1991)

"As the size of software systems increases, the algorithms and data structures of the computation no longer constitute the major design problems. When systems are constructed from many components, the organization of the overall system - the software architecture - presents a new set of design problems. This level of design has been addressed in a number of ways including informal diagrams and descriptive terms, module interconnection languages, templates and frameworks for systems that serve the needs of specific domains, and formal models of component integration mechanisms." (David Garlan & Mary Shaw, "An introduction to software architecture", Advances in software engineering and knowledge engineering Vol 1, 1993)

"Although the concept of an enterprise architecture" (EA) has not been well defined and agreed upon, EAs are being developed to support information system development and enterprise reengineering. Most EAs differ in content and nature, and most are incomplete because they represent only data and process aspects of the enterprise. [...] An EA is a conceptual framework that describes how an enterprise is constructed by defining its primary components and the relationships among these components." (M A Roos, "Enterprise architecture: definition, content, and utility", Enabling Technologies: Infrastructure for Collaborative Enterprises, 1994)

"Don't try to freeze requirements before you start implementing. Requirements changes show that the customer is learning! Sure, it would be nice if they knew just what they wanted before you started building things, but the fact is that when they see what you're building, they'll learn what they meant. XP lets you use a development and planning approach that allows for change, without big up-front investment in frameworks or flexibility." (Ron Jeffries, "Extreme Programming Installed", 2001)

"An architecture framework is a tool which can be used for developing a broad range of different architectures [architecture descriptions]. It should describe a method for designing an information system in terms of a set of building blocks, and for showing how the building blocks fit together. It should contain a set of tools and provide a common vocabulary. It should also include a list of recommended standards and compliant products that can be used to implement the building blocks." (TOGAF, 2002)

"All OO languages show some tendency to suck programmers into the trap of excessive layering. Object frameworks and object browsers are not a substitute for good design or documentation, but they often get treated as one. Too many layers destroy transparency: It becomes too difficult to see down through them and mentally model what the code is actually doing. The Rules of Simplicity, Clarity, and Transparency get violated wholesale, and the result is code full of obscure bugs and continuing maintenance problems." (Eric S Raymond, "The Art of Unix Programming", 2003)

"New technology is an insufficient reason to refactor. One of the worst reasons to refactor is because the current code is way behind all the cool technology we have today, and we believe that a new language or framework can do things a lot more elegantly. Unless a cost-benefit analysis shows that a new language or framework will result in significant improvements in functionality, maintainability, or productivity, it is best to leave it as it is." (Rajith Attapattu [in Kevlin Henney’s "97 Things Every Programmer Should Know", 2010])

"Using architecture leads to foundational stability, not rigidity. As long as the appropriate characteristics are in place to ensure positive architectural evolution, the architecture will remain a living construct. Well-developed architectures are frameworks that evolve as the business evolves." (Charles D Tupper, "Data Architecture: From Zen to Reality", 2011)

15 December 2007

🏗️Software Engineering: Maintainability (Just the Quotes)

"A clean design is more easily modified as requirements change or as more is learned about what parts of the code consume significant amounts of execution time. A 'clever' design that fails to work or to run fast enough can often be salvaged only at great cost. Efficiency does not have to be sacrificed in the interest of writing readable code - rather, writing readable code is often the only way to ensure efficient programs that are also easy to maintain and modify." (Brian W Kernighan & Phillip J Plauger, "The Elements of Programming Style", 1974)

"Most programs are too big to be comprehended as a single chunk. They must be divided into smaller pieces that can be conquered separately. That is the only way to write them reliably; it is the only way to read and understand them. [...] When a program is not broken up into small enough pieces, the larger modules often fail to deliver on these promises. They try to do too much, or too many different things, and hence are difficult to maintain and are too specialized for general use." (Brian W Kernighan & Phillip J Plauger, "The Elements of Programming Style", 1974)

"Programs are not used once and discarded, nor are they run forever without change. They evolve. The new version of the integration program has a greater likelihood of surviving changes later without acquiring bugs. It assists instead of intimidating those who must maintain it." (Brian W Kernighan & Phillip J Plauger, "The Elements of Programming Style", 1974)

"The beginning of wisdom for a programmer is to recognize the difference between getting his program to work and getting it right. A program which does not work is undoubtedly wrong; but a program which does work is not necessarily right. It may still be wrong because it is hard to understand; or because it is hard to maintain as the problem requirements change; or because its structure is different from the structure of the problem; or because we cannot be sure that it does indeed work." (Michael A Jackson, "Principles of Program Design", 1975)

"The design of a digital system starts with the specification of the architecture of the system and continues with its implementation and its subsequent realisation... the purpose of architecture is to provide a function. Once that function is established, the purpose of implementation is to give a proper cost-performance and the purpose of realisation is to build and maintain the appropriate logical organisation." (Gerrit A Blaauw, "Specification of Digital Systems", Proc. Seminar in Digital Systems Design, 1978)

"[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)

"Object-oriented programming languages support encapsulation, thereby improving the ability of software to be reused, refined, tested, maintained, and extended. The full benefit of this support can only be realized if encapsulation is maximized during the design process. [...] design practices which take a data-driven approach fail to maximize encapsulation because they focus too quickly on the implementation of objects." (Rebecca Wirfs-Brock, "Object-oriented Design: A. responsibility-driven approach", 1989)

"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)

"If the design, or some central part of it, does not map to the domain model, that model is of little value, and the correctness of the software is suspect. At the same time, complex mappings between models and design functions are difficult to understand and, in practice, impossible to maintain as the design changes. A deadly divide opens between analysis and design so that insight gained in each of those activities does not feed into the other." (Eric Evans, "Domain-Driven Design: Tackling complexity in the heart of software", 2003)

"It is unit tests that keep our code flexible, maintainable, and reusable. The reason is simple. If you have tests, you do not fear making changes to the code! Without tests every change is a possible bug."" (Robert C Martin, "Clean Code: A Handbook of Agile Software Craftsmanship", 2008)

"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)

"[…] beautiful code is simple code. Each individual part is kept simple with simple responsibilities and simple relationships with the other parts of the system. This is the way we can keep our systems maintainable over time, with clean, simple, testable code, ensuring a high speed of development throughout the lifetime of the system. Beauty is born of and found in simplicity." (Jørn Ølmheim [in Kevlin Henney’s "97 Things Every Programmer Should Know", 2010])

"New technology is an insufficient reason to refactor. One of the worst reasons to refactor is because the current code is way behind all the cool technology we have today, and we believe that a new language or framework can do things a lot more elegantly. Unless a cost-benefit analysis shows that a new language or framework will result in significant improvements in functionality, maintainability, or productivity, it is best to leave it as it is." (Rajith Attapattu [in Kevlin Henney’s "97 Things Every Programmer Should Know", 2010])

"Few would deny the importance of writing quality code. High quality code contains less bugs, and is easier to understand and easier to maintain. However, the precise definitions of code quality can be more subjective, varying between organizations, teams, and even individuals within a team." (John F Smart, "Jenkins: The Definitive Guide", 2011)

"A lack of focus on a shared language and knowledge of the problem domain results in a codebase that works but does not reveal the intent of the business. This makes codebases difficult to read and maintain because translations between the analysis model and the code model can be costly and error prone." (Scott Millett, "Patterns Principles and Practices of Domain Driven Design", 2015)

"An architecture that scales well for a particular application is built around assumptions of which operations will be common and which will be rare - the load parameters. If those assumptions turn out to be wrong, the engineering effort for scaling is at best wasted, and at worst counterproductive." (Martin Kleppmann, "Designing Data-Intensive Applications: The Big Ideas Behind Reliable, Scalable, and Maintainable Systems", 2015)

"The fact that software engineering is not like other forms of engineering should really come as no surprise. Medicine is not like the law. Carpentry is not like baking. Software development is like one thing, and one thing only: software development. We need practices that make what we do more efficient, more verifiable, and easier to change. If we can do this, we can slash the short-term cost of building software, and all but eliminate the crippling long-term cost of maintaining it." (David S Bernstein, "Beyond Legacy Code", 2015)

"The goal of software architecture is to minimize the human resources required to build and maintain the required system." (Robert C Martin, "Clean Architecture: A Craftsman's Guide to Software Structure and Design", 2017)

"When software is done right, it requires a fraction of the human resources to create and maintain. Changes are simple and rapid. Defects are few and far between. Effort is minimized, and functionality and flexibility are maximized." (Robert C Martin, "Clean Architecture: A Craftsman's Guide to Software Structure and Design", 2017)

14 December 2007

🏗️Software Engineering: Context (Just the Quotes)

"A design pattern systematically names, motivates, and explains a general design that addresses a recurring design problem in object-oriented systems. It describes the problem, the solution, when to apply the solution, and its consequences. It also gives implementation hints and examples. The solution is a general arrangement of objects and classes that solve the problem. The solution is customized and implemented to solve the problem in a particular context." (Erich Gamma et al, "Design Patterns: Elements of Reusable Object-Oriented Software", 1994)

"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)

"It is commonly said that a pattern, however it is written, has four essential parts: a statement of the context where the pattern is useful, the problem that the pattern addresses, the forces that play in forming a solution, and the solution that resolves those forces. [...] it supports the definition of a pattern as 'a solution to a problem in a context', a definition that [unfortunately] fixes the bounds of the pattern to a single problem-solution pair." (Martin Fowler, "Analysis Patterns: Reusable Object Models", 1997) 

"Design patterns are standard solutions to recurring problems, named to help people discuss them easily and to think about design. [...] Patterns are abstract, core solutions to problems that recur in different contexts but encounter the same 'forces' each time." (Ian Graham & Alan O'Callaghan, "An introduction to patterns", 2003)

"Models come in many varieties and serve many roles, even those restricted to the context of a software development project. Domain-driven design calls for a model that doesn't just aid early analysis but is the very foundation of the design [...]  Tightly relating the code to an underlying model gives the code meaning and makes the model relevant." (Eric Evans, "Domain-Driven Design: Tackling complexity in the heart of software", 2003)

"The technical model that drives the software development process must be strictly pared down to the necessary minimum to fulfill its functions. An explanatory model can include aspects of the domain that provide context that clarifies the more narrowly scoped model. Explanatory models offer the freedom to create much more communicative styles tailored to a particular topic. Visual metaphors used by the domain experts in a field often present clearer explanations, educating developers and harmonizing experts. Explanatory models also present the domain in a way that is simply different, and multiple, diverse explanations help people learn." (Eric Evans, "Domain-Driven Design: Tackling complexity in the heart of software", 2003)

"Mostly we rely on stories to put our ideas into context and give them meaning. It should be no surprise, then, that the human capacity for storytelling plays an important role in the intrinsically human-centered approach to problem solving, design thinking." (Tim Brown, "Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation", 2009)

"Acceptance testing relies on the ability to execute automated tests in a productionlike environment. However, a vital property of such a test environment is that it is able to successfully support automated testing. Automated acceptance testing is not the same as user acceptance testing. One of the differences is that automated acceptance tests should not run in an environment that includes integration to all external systems. Instead, your acceptance testing should be focused on providing a controllable environment in which the system under test can be run. 'Controllable' in this context means that you are able to create the correct initial state for our tests. Integrating with real external systems removes our ability to do this." (David Farley & Jez Humble, "Continuous Delivery: Reliable Software Releases through Build, Test, and Deployment Automation", 2010)

"Different tools may rely on different assumptions about their context - e.g., surrounding infrastructure, control model, data model, communication protocols, etc. - which can lead to an architectural mismatch between the application and the tools. Such a mismatch leads to hacks and workarounds that will make the code more complex than necessary." (Giovanni Asproni [in Kevlin Henney’s "97 Things Every Programmer Should Know", 2010])

"Polymorphism is one of the grand ideas that is fundamental to OO. The word, taken from Greek, means many (poly) forms (morph). In the context of programming, polymorphism refers to many forms of a particular class of objects or method. But polymorphism isn’t simply about alternate implementations. Used carefully, polymorphism creates tiny localized execution contexts that let us work without the need for verbose if-then-else blocks. Being in a context allows us to do the right thing directly, whereas being outside of that context forces us to reconstruct it so that we can then do the right thing. With careful use of alternate implementations, we can capture context that can help us produce less code that is more readable." (Kirk Pepperdine, [in Kevlin Henney’s "97 Things Every Programmer Should Know", 2010])

"An architecture represents combined perspectives in a structured format that is easily viewable and explains the context of the area being analyzed to all those viewing it." (Charles D Tupper, "Data Architecture: From Zen to Reality", 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)

"A software design can be described as a collection of design decisions. These design decisions include decisions about what classes should be included, how classes should behave, and how they should interact with each other. Each and every design decision is influenced by previously made design decisions, constraints on the design, and the requirements. In turn, every design decision also impacts the design; it can narrow down the set of future design decisions considerably or widen the scope of possible design decisions. In other words, each and every design decision impacts and even changes the context of the design." (Girish Suryanarayana et al, "Refactoring for Software Design Smells: Managing Technical Debt", 2015)

"It may seem sensible to model the entire problem domain using a single model. However, this can be problematic because it needs to cater to all the needs of your domain. This renders the model either too complex or overly generic and devoid of any behavior. If you have large systems, it is far better and more manageable to break down the problem space into smaller, more focused models that can be tied to a specific context. Remember DDD is all about reducing complexity; a single monolithic model would increase complexity. Instead you should break the problem domain down so that you are able to create smaller models in the solution space." (Scott Millett, "Patterns Principles and Practices of Domain Driven Design", 2015)

"[...] an architect's work [...] comprises the set of strategic and technical models that create a context for position" (capabilities), velocity" (directedness, ability to adjust), and potential" (relations) to harmonize strategic business and technology goals." (Eben Hewitt, "Technology Strategy Patterns: Architecture as strategy" 2nd Ed., 2019)

"Organizations that rely too heavily on org charts and matrixes to split and control work often fail to create the necessary conditions to embrace innovation while still delivering at a fast pace. In order to succeed at that, organizations need stable teams and effective team patterns and interactions. They need to invest in empowered, skilled teams as the foundation for agility and adaptability. To stay alive in ever more competitive markets, organizations need teams and people who are able to sense when context changes and evolve accordingly." (Matthew Skelton & Manuel Pais, "Team Topologies: Organizing Business and Technology Teams for Fast Flow", 2019)

"Programming is the process of taking an algorithm and encoding it into a notation that the computer can execute. These notation systems are referred to as programming languages. [...] Programming is an important part of what a computer scientist does. It is through programming that we create a representation of our solution. However, the solutions that we achieve are often affected by the process and language that we choose. [...] Programming languages must then provide a way to represent both the process and the data required by the solution." (Bradley N Miller et al, "Python Programming in Context", 2019)

"Knowledge graphs use an organizing principle so that a user" (or a computer system) can reason about the underlying data. The organizing principle gives us an additional layer of organizing data" (metadata) that adds connected context to support reasoning and knowledge discovery. [... ] Importantly, some processing can be done without knowledge of the domain, just by leveraging the features of the property graph model" (the organizing principle)." (Jesús Barrasa et al, "Knowledge Graphs: Data in Context for Responsive Businesses", 2021)

"Expert knowledge is a term covering various types of knowledge that can help define or disambiguate causal relations between two or more variables. Depending on the context, expert knowledge might refer to knowledge from randomized controlled trials, laws of physics, a broad scope of experiences in a given area, and more." (Aleksander Molak, "Causal Inference and Discovery in Python", 2023)

13 December 2007

🏗️Software Engineering: Rules (Just the Quotes)

"It is a good rule of thumb that a program should read from top to bottom in the order that it will be executed; if this is not true, watch out for the bugs that often accompany poor structure. Make your programs read from top to bottom." (Brian W Kernighan & Phillip J Plauger, "The Elements of Programming Style", 1974)

"Rule 4. Fancy algorithms are buggier than simple ones, and they're much harder to implement. Use simple algorithms as well as simple data structures." (Rob Pike, "Notes on Programming in C" , 1989)

"Rule 5. Data dominates. If you've chosen the right data structures and organized things well, the algorithms will almost always be self-evident. Data structures, not algorithms, are central to programming." (Rob Pike, "Notes on Programming in C", 1989)

"Apart from power laws, iteration is one of the prime sources of self-similarity. Iteration here means the repeated application of some rule or operation - doing the same thing over and over again. [... ] A concept closely related to iteration is recursion. In an age of increasing automation and computation, many processes and calculations are recursive, and if a recursive algorithm is in fact repetitious, self-similarity is waiting in the wings.(Manfred Schroeder, "Fractals, Chaos, Power Laws Minutes from an Infinite Paradise", 1990)

"At the heart of reengineering is the notion of discontinuous thinking - of recognizing and breaking away from the outdated rules and fundamental assumptions that underlie operations. Unless we change these rules, we are merely rearranging the deck chairs on the Titanic. We cannot achieve breakthroughs in performance by cutting fat or automating existing processes. Rather, we must challenge old assumptions and shed the old rules that made the business underperform in the first place." (Michael M Hammer, "Reengineering Work: Don't Automate, Obliterate", Magazine, 1990)

"The underlying message of all these rules is that inheritance tends to work against the primary technical imperative you have as a programmer, which is to manage complexity. For the sake of controlling complexity, you should maintain a heavy bias against inheritance." (Steve C McConnell," Code Complete: A Practical Handbook of Software Construction", 1993)

"Heuristic" (it is of Greek origin) means discovery. Heuristic methods are based on experience, rational ideas, and rules of thumb. Heuristics are based more on common sense than on mathematics. Heuristics are useful, for example, when the optimal solution needs an exhaustive search that is not realistic in terms of time. In principle, a heuristic does not guarantee the best solution, but a heuristic solution can provide a tremendous shortcut in cost and time." (Nikola K Kasabov, "Foundations of Neural Networks, Fuzzy Systems, and Knowledge Engineering", 1996)

"All OO languages show some tendency to suck programmers into the trap of excessive layering. Object frameworks and object browsers are not a substitute for good design or documentation, but they often get treated as one. Too many layers destroy transparency: It becomes too difficult to see down through them and mentally model what the code is actually doing. The Rules of Simplicity, Clarity, and Transparency get violated wholesale, and the result is code full of obscure bugs and continuing maintenance problems." (Eric S Raymond, "The Art of Unix Programming", 2003)

"Software design patterns are what allow us to describe design fragments, and reuse design ideas, helping developers leverage the expertise of others. Patterns give a name and form to abstract heuristics, rules and best practices of object-oriented techniques." (Philippe Kruchten, [foreword] 2004)

"The traditional view on software architecture suffers from a number of key problems that cannot be solved without changing our perspective on the notion of software architecture. These problems include the lack of first-class representation of design decisions, the fact that these design decisions are cross-cutting and intertwined, that these problems lead to high maintenance cost, because of which design rules and constraints are easily violated and obsolete design decisions are not removed." (Jan Bosch, "Software architecture: The next step", 2004)

"A heuristic is a rule applied to an existing solution represented in a perspective that generates a new" (and hopefully better) solution or a new set of possible solutions." (Scott E Page, "The Difference: How the Power of Diversity Creates Better Groups, Firms, Schools and Societies", 2008)

"You should choose a set of simple rules that govern the format of your code, and then you should consistently apply those rules. If you are working on a team, then the team should agree to a single set of formatting rules and all members should comply." (Robert C Martin, "Clean Code: A Handbook of Agile Software Craftsmanship", 2008)

"As a general rule, implementations do not just spontaneously combust. Failures tend to stem from the aggregation of many issues. Although some issues may have been known since the early stages of the project" (for example, the sales cycle or system design), implementation teams discover the majority of problems during the middle of the implementation, typically during some form of testing." (Phil Simon, "Why New Systems Fail: An Insider's Guide to Successful IT Projects", 2010)

"Making domain concepts explicit in your code means other programmers can gather the intent of the code much more easily than by trying to retrofit an algorithm into what they understand about a domain. It also means that when the domain model evolves - which it will, as your understanding of the domain grows - you are in a good position to evolve the code. Coupled with good encapsulation, the chances are good that the rule will exist in only one place, and that you can change it without any of the dependent code being any the wiser." (Dan North [in Kevlin Henney’s "97 Things Every Programmer Should Know", 2010])

"[...] heuristics are simple, efficient rules - either hard-wired in our brains or learned - that kick in especially when we're facing problems with incomplete information." (David DiSalvo, "What Makes Your Brain Happy and Why You Should Do the Opposite", 2011)

"But the history of large systems demonstrates that, once the hurdle of stability has been cleared, a more subtle challenge appears. It is the challenge of remaining stable when the rules change. Machines, like organizations or organisms, that fail to meet this challenge find that their previous stability is no longer of any use. The responses that once were life-saving now just make things worse. What is needed now is the capacity to re-write the procedure manual on short notice, or even" (most radical change of all) to change goals." (John Gall, "The Systems Bible: The Beginner's Guide to Systems Large and Small"[Systematics 3rd Ed.], 2011)

"Coding standards are rules, sometimes relatively arbitrary, that define the coding styles and conventions that are considered acceptable within a team or organization. In many cases, agreeing on a set of standards, and applying them, is more important than the standards themselves." (John F Smart, "Jenkins: The Definitive Guide", 2011)

"Heuristics are simplified rules of thumb that make things simple and easy to implement. But their main advantage is that the user knows that they are not perfect, just expedient, and is therefore less fooled by their powers. They become dangerous when we forget that." (Nassim N Taleb, "Antifragile: Things that gain from disorder", 2012)

"Ultimately, software quality boils down to a matter of tradeoffs, and there's no one universal rule for how to do things. [... ] Rigidly adhering to a notion of building something 'the right way' can paralyze discussions about tradeoffs and other viable options. Pragmatism - thinking in terms of what does and doesn't work for achieving our goals - is a more effective lens through which to reason about quality." (Edmond Lau, "The Effective Engineer: How to Leverage Your Efforts In Software Engineering to Make a Disproportionate and Meaningful Impact", 2015)

"Breaking rules is indeed an important part of creativity. Innovation needs a level of guidance." (Pearl Zhu,  "Digitizing Boardroom: The Multifaceted Aspects of Digital Ready Boards", 2016)

"It is not loyalty or internal motivation that drives us programmers forward. We must write our code when the road to our personal success is absolutely clear for us and writing high quality code obviously helps us move forward on this road. To make this happen, the management has to define the rules of the game, also known as process", and make sure they are strictly enforced, which is much more difficult than 'being agile'."" (Yegor Bugayenko, "Code Ahead", 2018)

"Engineering is an art of simplification, and the rules - when and how to simplify - are a matter of experience and intuition." (Olle I Elgerd)


12 December 2007

🏗️Software Engineering: Releases (Just the Quotes)

"Releasing software is too often an art; it should be an engineering discipline." (David Farley & Jez Humble, "Continuous Delivery: Reliable Software Releases through Build, Test, and Deployment Automation", 2010)

"Releasing software should be easy. It should be easy because you have tested every single part of the release process hundreds of times before. It should be as simple as pressing a button. The repeatability and reliability derive from two principles: automate almost everything, and keep everything you need to build, deploy, test, and release your application in version control." (David Farley & Jez Humble, "Continuous Delivery: Reliable Software Releases through Build, Test, and Deployment Automation", 2010)

"The deployment pipeline has its foundations in the process of continuous integration and is in essence the principle of continuous integration taken to its logical conclusion. The aim of the deployment pipeline is threefold. First, it makes every part of the process of building, deploying, testing, and releasing software visible to everybody involved, aiding collaboration. Second, it improves feedback so that problems are identified, and so resolved, as early in the process as possible. Finally, it enables teams to deploy and release any version of their software to any environment at will through a fully automated process." (David Farley & Jez Humble, "Continuous Delivery: Reliable Software Releases through Build, Test, and Deployment Automation", 2010)

"Conflicts between development and operations teams often originate from time pressures. Typically, a new software release must be deployed quickly. Another scenario that requires operations team to react quickly is when the system is down, and restoring it quickly becomes the highest priority. Th is situation often leads to a blame game where each side accuses the other of causing the problem." (Michael Hüttermann et al, "DevOps for Developers", 2013)

"DevOps is essentially about gaining fast feedback and decreasing the risk of releases through a holistic approach that is meaningful for both development and operations. One major step for achieving this approach is to improve the fl ow of features from their inception to availability. This process can be refined to the point that it becomes important to reduce batch size (the size of one package of changes or the amount of work that is done before the new version is shipped) without changing capacity or demand." (Michael Hüttermann et al, "DevOps for Developers", 2013)

"Why is continuous deployment such a powerful tool? Fundamentally, it allows engineers to make and deploy small, incremental changes rather than the larger, batched changes typical at other companies. That shift in approach eliminates a significant amount of overhead associated with traditional release processes, making it easier to reason about changes and enabling engineers to iterate much more quickly." (Edmond Lau, "The Effective Engineer: How to Leverage Your Efforts In Software Engineering to Make a Disproportionate and Meaningful Impact", 2015)

🏗️Software Engineering: Symbols (Just the Quotes)

"A symbol, however, should be something more than a convenient and compendious expression of facts. It is, in the strictest sense, an instrument for the discovery of facts, and is of value mainly with reference to this end, by its adaptation to which it is to be judged." (Benjamin C Brodie, "The Calculus of Chemical Observations", Philosophical Transactions of the Royal Society of London Vol. 156, 1866)

"I consider computer science to be the art and science of exploiting automatic digital computers, and of creating the technology necessary to understand their use. It deals with such related problems as the design of better machines using known components:, the design and implementation of adequate software systems for communication between man and machine, and the design and analysis of methods of representing information by abstract symbols and of processes for manipulating these symbols." (George E Forsythe, "Stanford University's Program in Computer Science", 1965) 

"Computer science is at once abstract and pragmatic. The focus on actual computers introduces the pragmatic component: our central questions are economic ones like the relations among speed, accuracy, and cost of a proposed computation, and the hardware and software organization required. The (often) better understood questions of existence and theoretical computability - however fundamental - remain in the background. On the other hand, the medium of computer science - information - is an abstract one. The meaning of symbols and numbers may change from application to application, either in mathematics or in computer science. Like mathematics, one goal of computer science is to create a basic structure in terms of inherently defined concepts that is independent of any particular application." (George E Forsythe, "What to do till the computer scientist comes", 1968)

"Knowledge can be considered as a collection of information, or as an activity, or as a potential. If we think of it as a collection of information, then the analogy of a computer's memory is helpful, for we can say that knowledge about something is like the storage of meaningful and true strings of symbols in a computer." (C West Churchman, "The Design of Inquiring Systems", 1971)

"Make no mistake about it: Computers process numbers — not symbols. We measure our understanding (and control) by the extent to which we can arithmetize an activity." (Alan J Perlis, "Epigrams on Programming", 1982)

"Software is under a constant tension. Being symbolic it is arbitrarily perfectible; but also it is arbitrarily changeable." (Alan J Perlis, "Epigrams on Programming", 1982)

"A computer is an interpreted automatic formal system - that is to say, a symbol-manipulating machine." (John Haugeland, "Artificial intelligence: The very idea", 1985)

"Schematic diagrams are more abstract than pictorial drawings, showing symbolic elements and their interconnection to make clear the configuration and/or operation of a system." (Ernest O Doebelin, "Engineering experimentation: planning, execution, reporting", 1995)

"A formal system consists of a number of tokens or symbols, like pieces in a game. These symbols can be combined into patterns by means of a set of rules which defines what is or is not permissible (e.g. the rules of chess). These rules are strictly formal, i.e. they conform to a precise logic. The configuration of the symbols at any specific moment constitutes a ‘state’ of the system. A specific state will activate the applicable rules which then transform the system from one state to another. If the set of rules governing the behaviour of the system are exact and complete, one could test whether various possible states of the system are or are not permissible." (Paul Cilliers, "Complexity and Postmodernism: Understanding Complex Systems", 1998)

"Meaning is conferred not by a one-to-one correspondence of a symbol with some external concept or object, but by the relationships between the structural components of the system itself." (Paul Cilliers, "Complexity and Postmodernism: Understanding Complex Systems", 1998)

"Design thinking taps into capacities we all have but that are overlooked by more conventional problem-solving practices. It is not only human-centered; it is deeply human in and of itself. Design thinking relies on our ability to be intuitive, to recognize patterns, to construct ideas that have emotional meaning as well as functionality, to express ourselves in media other than words or symbols." (Tim Brown, "Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation", 2009)

"The calculus of causation consists of two languages: causal diagrams, to express what we know, and a symbolic language, resembling algebra, to express what we want to know. The causal diagrams are simply dot-and-arrow pictures that summarize our existing scientific knowledge. The dots represent quantities of interest, called 'variables', and the arrows represent known or suspected causal relationships between those variables - namely, which variable 'listens' to which others." (Judea Pearl & Dana Mackenzie, "The Book of Why: The new science of cause and effect", 2018)

11 December 2007

📉Graphical Representation: Writing (Just the Quotes)

"Graphic methods convey to the mind a more comprehensive grasp of essential features than do written reports, because one can naturally gather interesting details from a picture in far less time than from a written description. Further than this, the examination of a picture allows one to make deductions of his own, while in the case of a written description the reader must, to a great degree, accept the conclusions of the author." (Allan C Haskell, "How to Make and Use Graphic Charts", 1919)

"Most authors would greatly resent it if they were told that their writings contained great exaggerations, yet many of these same authors permit their work to be illustrated with charts which are so arranged as to cause an erroneous interpretation. If authors and editors will inspect their charts as carefully as they revise their written matter, we shall have, in a very short time, a standard of reliability in charts and illustrations just as high as now found in the average printed page." (Willard C Brinton, "Graphic Methods for Presenting Facts", 1919) 

"The principles of charting and curve plotting are not at all complex, and it is surprising that many business men dodge the simplest charts as though they involved higher mathematics or contained some sort of black magic. [...] The trouble at present is that there are no standards by which graphic presentations can be prepared in accordance with definite rules so that their interpretation by the reader may be both rapid and accurate. It is certain that there will evolve for methods of graphic presentation a few useful and definite rules which will correspond with the rules of grammar for the spoken and written language." (Willard C Brinton, "Graphic Methods for Presenting Facts", 1919) 

"Just like the spoken or written word, statistics and graphs can lie. They can lie by not telling the full story. They can lead to wrong conclusions by omitting some of the important facts. [...] Always look at statistics with a critical eye, and you will not be the victim of misleading information." (Dyno Lowenstein, "Graphs", 1976)

"Clear, detailed, and thorough labeling should be used to defeat graphical distortion and ambiguity. Write out explanations of the data on the graphic itself. Label important events in the data." (Edward R Tufte, "The Visual Display of Quantitative Information", 1983)

"Vigorous writing is concise. A sentence should contain no unnecessary words, a paragraph no unnecessary sentences, for the same reason that a drawing should have no unnecessary lines and a machine no unnecessary parts. This requires not that the writer make all his sentences short, or that heavoid all detail and treat his subjects only in outline, but that every word tell." (Edward R Tufte, "The Visual Display of Quantitative Information", 1983)

"Don’t rush to write a headline or an entire story or to design a visualization immediately after you find an interesting pattern, data point, or fact. Stop and think. Look for other sources and for people who can help you escape from tunnel vision and confirmation bias. Explore your information at multiple levels of depth and breadth, looking for extraneous factors that may help explain your findings. Only then can you make a decision about what to say, and how to say it, and about what amount of detail you need to show to be true to the data." (Alberto Cairo, "The Functional Art", 2011)

"It is important to remember that a visual representation of a scientific concept (or data) is a re-presentation, and not the thing itself - some interpretation or translation is always involved. There are many parallels between creating a graphic and writing an article. First, you must carefully plan what to 'say', and in what order you will 'say it'. Then you must make judgments to determine a hierarchy of information - what must be included and what could be left out? The process of making a visual representation requires you to clarify your thinking and improve your ability to communicate with others. Furthermore, the process of making an effective graphic often leads to new insights into your work; when you make decisions about how to depict your data and underlying concepts, you must often clarify your basic assumptions." (Felice C Frankel & Angela H DePace, "Visual Strategies", 2012)

"Write the way you design. If you are a generalist designer, unfettered by a specific style, then follow that method. If you have a particular visual or conceptual stylistic leaning, then your writing voice might echo that. If you decide your design and writing sides are best when they are separate, then you will find the essential balance. But just as you never design without purpose, never write without it either. Your writing should be informative, enjoyable, perhaps even entertaining. The role of the voice is to ensure that your content does these things, and more." (Steven Heller, "Writing and Research for Graphic Designers: A Designer's Manual to Strategic Communication and Presentation", 2012)

"There are myriad questions that we can ask from data today. As such, it’s impossible to write enough reports or design a functioning dashboard that takes into account every conceivable contingency and answers every possible question." (Phil Simon, "The Visual Organization: Data Visualization, Big Data, and the Quest for Better Decisions", 2014)

If I had to pick a single go-to graph for categorical data, it would be the horizontal bar chart, which flips the vertical version on its side. Why? Because it is extremely easy to read. The horizontal bar chart is especially useful if your category names are long, as the text is written from left to right, as most audiences read, making your graph legible for your audience." (Cole N Knaflic, "Storytelling with Data: A Data Visualization Guide for Business Professionals", 2015)

Even though data is being thrust on more people, it doesn’t mean everyone is prepared to consume and use it effectively. As our dependence on data for guidance and insights increases, the need for greater data literacy also grows. If literacy is defined as the ability to read and write, data literacy can be defined as the ability to understand and communicate data. Today’s advanced data tools can offer unparalleled insights, but they require capable operators who can understand and interpret data." (Brent Dykes, "Effective Data Storytelling: How to Drive Change with Data, Narrative and Visuals", 2019)

"Chart choices can also create weight within the entire composition. Presenting information as a comprehensive visualization, such as in a dashboard, requires thinking beyond individual charts. In writing, we not only craft sentences, but write the composition as an entire piece. Certain sentences may drive the writing more, but all sentences play a role in conveying the message." (Vidya Setlur & Bridget Cogley, "Functional Aesthetics for data visualization", 2022)

"The rise of graphicacy and broader data literacy intersects with the technology that makes it possible and the critical need to understand information in ways current literacies fail. Like reading and writing, data literacy must become mainstream to fully democratize information access." (Vidya Setlur & Bridget Cogley, "Functional Aesthetics for data visualization", 2022)

🏗️Software Engineering: Reusability (Just the Quotes)

"Object-oriented programming languages support encapsulation, thereby improving the ability of software to be reused, refined, tested, maintained, and extended. The full benefit of this support can only be realized if encapsulation is maximized during the design process. [...] design practices which take a data-driven approach fail to maximize encapsulation because they focus too quickly on the implementation of objects." (Rebecca Wirfs-Brock, "Object-oriented Design: A. responsibility-driven approach", 1989)

"Object-oriented domain analysis seeks to identify reusable items localized around objects e. g., classes, instances, systems of interacting objects, and kits." (Edward V Berard, "Essays on object-oriented software engineering", 1993)

"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 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)

"It is unit tests that keep our code flexible, maintainable, and reusable. The reason is simple. If you have tests, you do not fear making changes to the code! Without tests every change is a possible bug." (Robert C Martin, "Clean Code: A Handbook of Agile Software Craftsmanship", 2008)

"Standards make it easier to reuse ideas and components, recruit people with relevant experience, encapsulate good ideas, and wire components together. However, the process of creating standards can sometimes take too long for industry to wait, and some standards lose touch with the real needs of the adopters they are intended to serve." (Robert C Martin, "Clean Code: A Handbook of Agile Software Craftsmanship", 2008)

"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)

"A software design pattern is a reusable solution to a reoccurring software design problem. […] A design pattern is not a concrete design or implementation, such as an algorithm that can be used as-is, but rather a gene." (Eddie Burris, "Programming in the Large with Design Patterns", 2012)

"The most common form of reuse in software development is code reuse. Libraries of reusable components (routines, classes, packages) are made available to programmers for integration (linking) into their applications. Design patterns enable another form of reuse—design reuse. Practicing design reuse means looking for a routine design before resorting to the creation of an original design." (Eddie Burris, "Programming in the Large with Design Patterns", 2012)
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IT Professional with more than 25 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.