23 December 2007

🏗️Software Engineering: Value (Just the Quotes)

"There is one very good reason to learn programming, but it has nothing to do with preparing for high-tech careers or with making sure one is computer literate in order to avoid being cynically manipulated by the computers of the future. The real value of learning to program can only be understood if we look at learning to program as an exercise of the intellect, as a kind of modern-day Latin that we learn to sharpen our minds." (Roger Schank, "The Cognitive Computer: on language, learning, and artificial intelligence", 1984) 

"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)

"It is important to emphasize the value of simplicity and elegance, for complexity has a way of compounding difficulties and as we have seen, creating mistakes. My definition of elegance is the achievement of a given functionality with a minimum of mechanism and a maximum of clarity."" (Fernando J Corbató, "On Building Systems That Will Fail", 1991)

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

"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)

"Successful software development is a team effort - not just the development team, but the larger team consisting of customer, management and developers. [...] Every software project needs to deliver business value. To be successful, the team needs to build the right things, in the right order, and to be sure that what they build actually works." (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)

"Refactoring is the process of taking a running program and adding to its value, not by changing its behavior but by giving it more of these qualities that enable us to continue developing at speed." (Kent Beck, "Why Refactoring Works", 2002)

"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)

"Much data in databases has a long history. It might have come from old 'legacy' systems or have been changed several times in the past. The usage of data fields and value codes changes over time. The same value in the same field will mean totally different thing in different records. Knowledge or these facts allows experts to use the data properly. Without this knowledge, the data may bc used literally and with sad consequences. The same is about data quality. Data users in the trenches usually know good data from bad and can still use it efficiently. They know where to look and what to check. Without these experts, incorrect data quality assumptions are often made and poor data quality becomes exposed." (Arkady Maydanchik, "Data Quality Assessment", 2007)

"Features that offer value to a minority of users impose a cost on all users." (Douglas Crockford, "JavaScript: The Good Parts", 2008)

"We see a lot of feature-driven product design in which the cost of features is not properly accounted. Features can have a negative value to customers because they make the products more difficult to understand and use. We are finding that people like products that just work. It turns out that designs that just work are much harder to produce that designs that assemble long lists of features." (Douglas Crockford, "JavaScript: The Good Parts", 2008)

"Prototypes should command only as much time, effort, and investment as is necessary to generate useful feedback and drive an idea forward. The greater the complexity and expense, the more 'finished' it is likely to seem and the less likely its creators will be to profit from constructive feedback - or even to listen to it. The goal of prototyping is not to create a working model. It is to give form to an idea to learn about its strengths and weaknesses and to identify new directions for the next generation of more detailed, more refined prototypes. A prototype's scope should be limited. The purpose of early prototypes might be to understand whether an idea has functional value." (Tim Brown, "Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation", 2009)

"Interim solutions, however, acquire inertia (or momentum, depending on your point of view). Because they are there, ultimately useful and widely accepted, there is no immediate need to do anything else. Whenever a stakeholder has to decide what action adds the most value, there will be many that are ranked higher than proper integration of an interim solution. Why? Because it is there, it works, and it is accepted. The only perceived downside is that it does not follow the chosen standards and guidelines - except for a few niche markets, this is not considered to be a significant force." (Klaus Marquardt, [in Kevlin Henney’s "97 Things Every Programmer Should Know", 2010])

"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)

"Users who continually find value in a product are more likely to tell their friends about it." (Nir Eyal, "Hooked: How to Build Habit-Forming Products", 2014) 

"A value stream is a series of activities required to deliver an outcome. The software development value stream may be described as: validate business case, analyze, design, build, test, deploy, learn from usage analytics and other feedback - rinse and repeat." (Sriram Narayan, "Agile IT Organization Design: For Digital Transformation and Continuous Delivery", 2015)

"Development is a design process. Design processes are generally evaluated by the value they deliver rather than a conformance to plan. Therefore, it makes sense to move away from plan-driven projects and toward value-driven projects. [...] The realization that the source code is part of the design, not the product, fundamentally rewires our understanding of software." (Sriram Narayan, "Agile IT Organization Design: For Digital Transformation and Continuous Delivery", 2015)

"Teams are always works in progress, but they are also your best shot at delivering value continuously and sustainably by aligning them with the business. Ideally, teams should be long lived and autonomous, with engaged team members. However, teams don't live in isolation. They need to understand how and when to interact with each other. And these team interactions need to evolve over time to support the distinct phases of discovery and execution that products and technology go through during their lifetimes." (Matthew Skelton & Manuel Pais, "Team Topologies: Organizing Business and Technology Teams for Fast Flow", 2019)

"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)

🏗️Software Engineering: Features (Just the Quotes)

"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)

"Design bugs are often subtle and occur by evolution with early assumptions being forgotten as new features or uses are added to systems." (Fernando J Corbató, "On Building Systems That Will Fail", 1991)

"When you find you have to add a feature to a program, and the program's code is not structured in a convenient way to add the feature, first refactor the program to make it easy to add the feature, then add the feature." (Martin Fowler, "Refactoring: Improving the Design of Existing Code", 1999)

"One of the purposes of planning is we always want to work on the most valuable thing possible at any given time. We can’t pick features at random and expect them to be most valuable. We have to begin development by taking a quick look at everything that might be valuable, putting all our cards on the table. At the beginning of each iteration the business (remember the balance of power) will pick the most valuable features for the next iteration." (Kent Beck & Martin Fowler, "Planning Extreme Programming", 2000)

"Putting a new feature into a program is important, but refactoring so new features can be added in the future is equally important." (Ward Cunningham, "Crucible of Creativity", 2005)

"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) 

"Features have a specification cost, a design cost, and a development cost. There is a testing cost and a reliability cost. […] Features have a documentation cost. Every feature adds pages to the manual increasing training costs." (Douglas Crockford, "JavaScript: The Good Parts: The Good Parts", 2008)

"Features that offer value to a minority of users impose a cost on all users." (Douglas Crockford, "JavaScript: The Good Parts", 2008)

"In an ideal system, we incorporate new features by extending the system, not by making modifications to existing code." (Robert C Martin, "Clean Code: A Handbook of Agile Software Craftsmanship", 2008)

"We see a lot of feature-driven product design in which the cost of features is not properly accounted. Features can have a negative value to customers because they make the products more difficult to understand and use. We are finding that people like products that just work. It turns out that designs that just work are much harder to produce that designs that assemble long lists of features." (Douglas Crockford, "JavaScript: The Good Parts", 2008)

"Technical debt is like a loan: you benefit from it in the short term, but you have to pay interest on it until it is fully paid off. Shortcuts in the code make it harder to add features or refactor your code. They are breeding grounds for defects and brittle test cases. The longer you leave it, the worse it gets." (Seb Rose [in Kevlin Henney’s "97 Things Every Programmer Should Know", 2010]) 

22 December 2007

🏗️Software Engineering: Automation (Just the Quotes)

"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) 

"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)

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

"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)

"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)

"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)

"Many processes in software development are repetitive and easily automated. The DRY principle applies in these contexts, as well as in the source code of the application. Manual testing is slow, error-prone, and difficult to repeat, so automated test suites should be used where possible. Integrating software can be time consuming and error-prone if done manually, so a build process should be run as frequently as possible, ideally with every check-in. Wherever painful manual processes exist that can be automated, they should be automated and standardized. The goal is to ensure that there is only one way of accomplishing the task, and it is as painless as possible." (Steve Smith, [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)

"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)

"What can you do to actually make your code tell the truth as clearly as possible? Strive for good names. Structure your code with respect to cohesive functionality, which also eases naming. Decouple your code to achieve orthogonality. Write automated tests explaining the intended behavior and check the interfaces. Refactor mercilessly when you learn how to code a simpler, better solution. Make your code as simple as possible to read and understand." (Peter Sommerlad, [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)

"Automation is an essential backbone of DevOps. Automation is the use of solutions to reduce the need for human work. Automation can ensure that the software is built the same way each time, that the team sees every change made to the software, and that the software is tested and reviewed in the same way every day so that no defects slip through or are introduced through human error." (Michael Hüttermann et al, "DevOps for Developers", 2013)

"DevOps recognizes the importance of culture. The acronym CAMS (culture, automation, measurement, and sharing) is used to encapsulate its key themes. Culture is acknowledged as all important in making development and IT operations work together effectively. But what is culture in this context? It is not so much about an informal dress code, flexible hours, or a free in-house cafeteria as it is about how decisions are taken, norms of behavior, protocols of communication, and the ways of navigating hierarchy and bureaucracy to get things done." (Sriram Narayan, "Agile IT Organization Design: For Digital Transformation and Continuous Delivery", 2015)

"Automated testing is a safety net that protects the program from its programmers." (Yegor Bugayenko, "Code Ahead", 2018)

🏗️Software Engineering: Software Engineering (Just the Quotes)

"Software engineering is the part of computer science which is too difficult for the computer scientist." (Friedrich Bauer, "Software Engineering", 1971)

"[Software engineering is the] establishment and use of sound engineering principles to obtain economically software that is reliable and works on real machines efficiently." (Friedrich Bauer, "Software Engineering", Information Processing, 1972)

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

"Einstein repeatedly argued that there must be simplified explanations of nature, because God is not capricious or arbitrary. No such faith comforts the software engineer. Much of the complexity he must master is arbitrary complexity [… ] because they were designed by different people, rather than by God." (Fred Brooks, "No Silver Bullet", 1986) 

"Software engineering, of course, presents itself as another worthy cause, but that is eyewash: if you carefully read its literature and analyse what its devotees actually do, you will discover that software engineering has accepted as its charter 'How to program if you cannot'." (Edsger W Dijkstra, "On the cruelty of really teaching computing science", 1988)

"One principle problem of educating software engineers is that they will not use a new method until they believe it works and, more importantly, that they will not believe the method will work until they see it for themselves." (Watts S Humphrey, "The Personal Software Process", 1997) 

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

"In all engineering disciplines nowadays, software engineering excluded, there exists an established engineering process to develop a system, which is accompanied by a number of suited modeling description techniques. Software engineering, being a rather new field, has not as yet established any clear methodical guidance or a fully standardized modeling notation." (Bernhard Rumpe, "Executable Modeling with UML: A Vision or a Nightmare", 2002)

"The entire history of software engineering is that of the rise in levels of abstraction." (Grady Booch, "The Limits of Software", 2003)

"Software engineering concerns methods and techniques to develop large software systems. The engineering metaphor is used to emphasize a systematic approach to develop systems that satisfy organizational requirements and constraints." (Hans van Vliet, "Software Engineering: Principles and Practice", 2007)

"The amateur software engineer is always in search of magic, some sensational method or tool whose application promises to render software development trivial. It is the mark of the professional software engineer to know that no such panacea exist." (Grady Booch et al, "Object-Oriented Analysis and Design with Applications", 2007)

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

"Design is the process of taking something that appears in the mind’s eye, modeling it in one or more of a number of ways, predicting how that thing will behave if it is made, and then making it, sometimes modifying the design as we make it. Design is what engineering is about. Furthermore, modeling is how engineering design is done. This includes mental models, mathematical models, computer models, plans and drawings, written language, and (sometimes) physical models." (William M Bulleit, "The Engineering Way of Thinking: The Idea", Structure [magazine], 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)

"Over-engineering is a real disease of many engineers as they delight in design purity and ignore tradeoffs." (Alex Xu, "System Design Interview: An insider's guide", 2017)

"Good engineering is the difference between code running in eight minutes or eight hours. It affects real people in real ways. It's not a 'matter of opinion' any more than a bird taking flight is a 'matter of opinion'." (H W Kenton)

🏗️Software Engineering: Methodology (Just the Quotes)

"The obsession with methodologies in the workplace is another instance of the high-tech illusion. It stems from the belief that what really matters is the technology. [...] Whatever the technological advantage may be, it may come only at the price of a significant worsening of the team's sociology." (Tom DeMarco & Timothy Lister, "Peopleware", 1987)

"The future prospects of management science will be much enhanced if (a) the diversity of issues confronting managers is accepted, (b) work on developing a rich variety of problem-solving methodologies is undertaken, and (c) we continually ask the question: 'What kind of issue can be managed with which sort of methodology?'." (Robert L Flood & Michael C Jackson, "Creative Problem Solving: Total Systems Intervention", 1991)

"As systems became more varied and more complex, we find that no single methodology suffices to deal with them. This is particularly true of what may be called information intelligent systems - systems which form the core of modern technology. To conceive, design, analyze and use such systems we frequently have to employ the totality of tools that are available. Among such tools are the techniques centered on fuzzy logic, neurocomputing, evolutionary computing, probabilistic computing and related methodologies. It is this conclusion that formed the genesis of the concept of soft computing." (Lotfi A Zadeh, "The Birth and Evolution of Fuzzy Logic: A personal perspective", 1999)

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

"A methodology should be as simple as possible to get the job done. If you make the requirements a burden, rather than a help, then people will resist following them. You want to achieve a consistent, workable approach to managing projects, not hang a noose around the manager’s neck." (James P Lewis, "Project Planning, Scheduling, and Control" 3rd Ed., 2001)

"A project methodology must unambiguously specify what a manager must do to document, execute, and control a project. It must also specify what approvals are needed for various actions, such as procurement, changes to plan, budget variances, risks, and so on. It should tell who is responsible for various aspects of the project, and should spell out the limits of each stakeholder’s authority, responsibility, and accountability." (James P Lewis, "Project Planning, Scheduling, and Control" 3rd Ed., 2001)

"Project failures are not always the result of poor methodology; the problem may be poor implementation. Unrealistic objectives or poorly defined executive expectations are two common causes of poor implementation. Good methodologies do not guarantee success, but they do imply that the project will be managed correctly." (Harold Kerzner, "Strategic Planning for Project Management using a Project Management Maturity Model", 2001)

"Today, most project management practitioners focus on planning failure. If this aspect of the project can be compressed, or even eliminated, then the magnitude of the actual failure, should it occur, would be diminished. A good project management methodology helps to reduce planning failure. Today, we believe that planning failure, when it occurs, is due in large part to the project manager’s inability to perform effective risk management." (Harold Kerzner, "Strategic Planning for Project Management using a Project Management Maturity Model", 2001)

"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)

"Design is heuristic. Dogmatic adherence to any single methodology hurts creativity and hurts your programs." (Steve C McConnell, "Code Complete: A Practical Handbook of Software Construction" 2nd Ed., 2004)

"A project life cycle represents the highest-level project management approach, depicted as a series of periods and phases, each with a defined output. A project life cycle can be documented with a methodology, which is a system of practices, techniques, procedures, and rules used by those who work in a discipline." (Kathleen B Hass, "Professionalizing Business Analysis: Breaking the Cycle of Challenged Projects", 2007)

"Methodologies provide guidelines for the application development process. They specify analysis and design techniques as well as the stages in which they occur. They also develop event sequencing. Lastly, they specify milestones and work products that must be created and the appropriate documentation that should be generated." (Charles D Tupper, "Data Architecture: From Zen to Reality", 2011)

"Effective project and program management involves more than strict adherence to a prescriptive methodology. Leadership skills, judgement, common sense, initiative, effective communication, negotiation skills and a broad perspective on the surrounding environment are all essential. Project and program management is a creative and collaborative process." (Peter Shergold, "Learning from Failure", 2015)

"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)

"Building a comprehensive problem-solving framework is about leveraging a structured methodology that allows you to frame problems systematically and solve problems creatively." (Pearl Zhu, "Problem Solving Master: Frame Problems Systematically and Solve Problem Creatively", 2017)

21 December 2007

🏗️Software Engineering: Software Projects (Just the Quotes)

"More software projects have gone awry for lack of calendar time than for all other causes combined. Why is this cause of disaster so common? First, our techniques of estimating are poorly developed. More seriously, they reflect an unvoiced assumption which is quite untrue, i.e., that all will go well. Second, our estimating techniques fallaciously confuse effort with progress, hiding the assumption that men and months are interchangeable. Third, because we are uncertain of our estimates, software managers often lack the courteous stubbornness of Antoine's chef. Fourth, schedule progress is poorly monitored. Techniques proven and routine in other engineering disciplines are considered radical innovations in software engineering. Fifth, when schedule slippage is recognized, the natural (and traditional) response is to add manpower." (Fred P Brooks, "The Mythical Man-Month: Essays", 1975)"

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

"A typical software project can present more opportunities to learn from mistakes than some people get in a lifetime." (Steve McConnell, "Rapid Development", 1996)

"Software projects fail for one of two general reasons: the project team lacks the knowledge to conduct a software project successfully, or the project team lacks the resolve to conduct a project effectively." (Steve McConnell, "Software Project Survival Guide", 1997)

"Successful software development is a team effort - not just the development team, but the larger team consisting of customer, management and developers. [...] Every software project needs to deliver business value. To be successful, the team needs to build the right things, in the right order, and to be sure that what they build actually works." (Ron Jeffries, "Extreme Programming Installed", 2001)

"Domain-driven design is both a way of thinking and a set of priorities, aimed at accelerating software projects that have to deal with complicated domains." (Eric Evans, "Domain-Driven Design: Tackling complexity in the heart of software", 2003)

"The majority of the cost of a software project is in long-term maintenance. In order to minimize the potential for defects as we introduce change, it's critical for us to be able to understand what a system does. As systems become more complex, they take more and more time for a developer to understand, and there is an ever greater opportunity for a misunderstanding. Therefore, code should clearly express the intent of its author. The clearer the author can make the code, the less time others will have to spend understanding it. This will reduce defects and shrink the cost of maintenance." (Robert C Martin, "Clean Code: A Handbook of Agile Software Craftsmanship", 2008)

"Professional programming is usually not like running hard for a few kilome ters, where the goal can be seen at the end of a paved road. Most software projects are more like a long orienteering marathon. In the dark. With only a sketchy map as guidance. If you just set off in one direction, running as fast as you can, you might impress some, but you are not likely to succeed. You need to keep a sustainable pace, and you need to adjust the course when you learn more about where you are and where you are heading." (Olve Maudal, [in Kevlin Henney’s "97 Things Every Programmer Should Know", 2010])

"The fundamental assumption underlying all software projects is that software is easy to change. If you violate this assumption by creating inflexible structures, then you undercut the economic model that the entire industry is based on." (Robert C Martin, "The Clean Coder: A code of conduct for professional programmers", 2011)

"Any software project must have a technical leader, who is responsible for all technical decisions made by the team and have enough authority to make them. Responsibility and authority are two mandatory components that must be present in order to make it possible to call such a person an architect." (Yegor Bugayenko, "Code Ahead", 2018)

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)

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