28 December 2007

🏗️Software Engineering: Understanding (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) 

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

"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)

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

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

"Wherever there is modularity there is the potential for misunderstanding: Hiding information implies a need to check communication." (Alan J Perlis, "Epigrams on Programming", 1982)

"Whether you call it a 'team' or an 'ensemble' or a 'harmonious work group' is not what matters; what matters is helping all parties understand that the success of the individual is tied irrevocably to the success of the whole." (Tom DeMarco & Timothy Lister, "Peopleware: Productive Projects and Teams", 1987)

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

"An important symptom of an emerging understanding is the capacity to represent a problem in a number of different ways and to approach its solution from varied vantage points; a single, rigid representation is unlikely to suffice." (Howard Gardner, "The Unschooled Mind", 1991)

"The fundamentals of language are not understood to this day. [...] Until we understand languages of communication involving humans as they are then it is unlikely many of our software problems will vanish." (Richard W Hamming, "The Art of Probability for Scientists and Engineers", 1991)

"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)

"One should not start full-scale implementation efforts based on early user interface designs. Instead, early usability evaluation can be based on prototypes of the final systems that can be developed much faster and much more cheaply, and which can thus be changed many times until a better understanding of the user interface design has been achieved." (Jakob Nielsen, "Usability Engineering", 1993)

"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)

"Crude complexity is the length of the shortest message that will describe a system, at a given level of coarse graining, to someone at a distance, employing language, knowledge, and understanding that both parties share (and know they share) beforehand." (Murray Gell-Mann, "What is Complexity?" Complexity Vol. 1" (1), 1995)

"Good design protects you from the need for too many highly accurate components in the system. But such design principles are still, to this date, ill-understood and need to be researched extensively. Not that good designers do not understand this intuitively, merely it is not easily incorporated into the design methods you were taught in school. Good minds are still needed in spite of all the computing tools we have developed." (Richard Hamming, "The Art of Doing Science and Engineering: Learning to Learn", 1997)

"In an argument between a specialist and a generalist the expert usually wins by simply:" (1) using unintelligible jargon, and" (2) citing their specialist results which are often completely irrelevant to the discussion. The expert is, therefore, a potent factor to be reckoned with in our society. Since experts are both necessary, and also at times do great harm in blocking significant progress, they need to be examined closely. All too often the expert misunderstands the problem at hand, but the generalist cannot carry though their side to completion. The person who thinks they understand the problem and does not is usually more of a curse" (blockage) than the person who knows they do not understand the problem." (Richard Hamming, "The Art of Doing Science and Engineering: Learning to Learn", 1997)

"Any fool can write code that a computer can understand. Good programmers write code that humans can understand." (Martin Fowler, "Refactoring: Improving the Design of Existing Code", 1999)

"Computer programs are complex by nature. Even if you could invent a programming language that operated exactly at the level of the problem domain, programming would be complicated because you would still need to precisely define relationships between real-world entities, identify exception cases, anticipate all possible state transitions, and so on. Strip away the accidental work involved in representing these factors in a specific programming language and in a specific computing environment, and you still have the essential difficulty of defining the underlying real-world concepts and debugging your understanding of them." (Steve C McConnell," After the Gold Rush : Creating a True Profession of Software Engineering", 1999)

"We plan because: We need to ensure that we are always working on the most important thing we need to do. We need to coordinate with other people. When unexpected events occur we need to understand the consequences for the first two." (Kent Beck & Martin Fowler, "Planning Extreme Programming", 2000)

"Note that a project always begins as a concept, and a concept is usually a bit fuzzy. Our job as a team is to clarify the concept, to turn it into a shared understanding that the entire team will accept. It is failure to do this that causes many project failures." (James P Lewis, "Project Planning, Scheduling, and Control" 3rd Ed., 2001)

"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)

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

"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)

"Many things can put a project off course: bureaucracy, unclear objectives, and lack of resources, to name a few. But it is the approach to design that largely determines how complex software can become. When complexity gets out of hand, developers can no longer understand the software well enough to change or extend it easily and safely. On the other hand, a good design can create opportunities to exploit those complex features." (Eric Evans, "Domain-Driven Design: Tackling complexity in the heart of software", 2003)

"Design patterns give names to practical knowledge; they define a high-level vocabulary for understanding and solving business statements graphically. Design patterns are presented in a standard format; they're like recipes in a cookbook or dress patterns in a catalog. Above all, they are practical, first as instructional materials and then as development tools." (Alan Chmura & J Mark Heumann, "Logical Data Modeling: What it is and How to do it", 2005)

"Abstractions matter to users too. Novice users want programs whose abstractions are simple and easy to understand; experts want abstractions that are robust and general enough to be combined in new ways. When good abstractions are missing from the design, or erode as the system evolves, the resulting program grows barnacles of complexity. The user is then forced to master a mass of spurious details, to develop workarounds, and to accept frequent, inexplicable failures." (Daniel Jackson, "Software Abstractions", 2006)

"Programming is the ability to talk to the computer in a language it can understand and using grammar and syntax that it can follow to get it to perform useful tasks for you." (Adrian Kingsley-Hughes & Kathie Kingsley-Hughes, "Beginning Programming", 2007)

"We tend to form mental models that are simpler than reality; so if we create represented models that are simpler than the actual implementation model, we help the user achieve a better understanding. [...] Understanding how software actually works always helps someone to use it, but this understanding usually comes at a significant cost. One of the most significant ways in which computers can assist human beings is by putting a simple face on complex processes and situations. As a result, user interfaces that are consistent with users' mental models are vastly superior to those that are merely reflections of the implementation model." (Alan Cooper et al,  "About Face 3: The Essentials of Interaction Design", 2007)

"I find OOP methodologically wrong. It starts with classes. It is as if mathematicians would start with axioms. You do not start with axioms - you start with proofs. Only when you have found a bunch of related proofs, can you come up with axioms. You end with axioms. The same thing is true in programming: you have to start with interesting algorithms. Only when you understand them well, can you come up with an interface that will let them work." (Alexander Stepanov, [Interview with A. Stepanov] 2008)

"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)

"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)

"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)

"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)

"We developers can easily develop blind spots. We necessarily have a different perspective from our users, and that can mean we miss important information that would be obvious to someone who understands things from their point of view. Furthermore, our focus tends to be on working out how to make the software work, not proving that it's broken." (Paul Butcher, "Debug It! Find, Repair, and Prevent Bugs in Your Code", 2009)

"Although it is focused on the code, refactoring has a large impact on the design of a system. It is vital for senior designers and architects to understand the principles of refactoring and to use them in their projects." (Jay Fields et al, "Refactoring: Ruby Edition", 2010)

"Understanding the causes of system failures may help organizations avoid them, although there are no guarantees." (Phil Simon, "Why New Systems Fail: An Insider's Guide to Successful IT Projects", 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])

"Complexity carries with it a lack of predictability different to that of chaotic systems, i.e. sensitivity to initial conditions. In the case of complexity, the lack of predictability is due to relevant interactions and novel information created by them." (Carlos Gershenson, "Understanding Complex Systems", 2011)

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

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

"The conceptual model is not the users' mental model of the application. [...] users of an application form mental models of it to allow them to predict its behavior. A mental model is the user's high-level understanding of how the application works; it allows the user to predict what the application will do in response to various user-actions. Ideally, a user's mental model of an application should be similar to the designers' conceptual model, but in practice the two models may differ signicantly. Even if a user-s mental model is the same as the designer's conceptual model, they are distinct models." (Jeff Johnson & Austin Henderson, "Conceptual Models", 2011)

"If the user can't understand it, the design and the designer have failed." (Joel Katz, "Designing Information: Human factors and common sense in information design", 2012)

"Programming is a science dressed up as art, because most of us don't understand the physics of software and it's rarely, if ever, taught. The physics of software is not algorithms, data structures, languages, and abstractions. These are just tools we make, use, and throw away. The real physics of software is the physics of people. Specifically, it's about our limitations when it comes to complexity and our desire to work together to solve large problems in pieces. This is the science of programming: make building blocks that people can understand and use easily, and people will work together to solve the very largest problems." (Pieter Hintjens, "ZeroMQ: Messaging for Many Applications", 2012)

"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)

"Feature extraction is also the most creative part of data science and the one most closely tied to domain expertise. Typically, a really good feature will correspond to some real-world phenomenon. Data scientists should work closely with domain experts and understand what these phenomena mean and how to distill them into numbers." (Field Cady, "The Data Science Handbook", 2017)

"Once we understand our user's mental model, we can capture it in a conceptual model. The conceptual model is a representation of the mental model using elements, relationships, and conditions. Our design and final system will be the tangible result of this conceptual model." (Pau Giner & Pablo Perea, "UX Design for Mobile, 2017)

"There aren't enough programmers in the world to do the amount of programming involved in making computers do everything we want or need." (Brian W Kernighan, "Understanding the Digital World", 2017)

"A key contribution of DevOps was to raise awareness of the problems lingering in how teams interacted" (or not) across the delivery chain, causing delays, rework, failures, and a lack of understanding and empathy toward other teams. It also became clear that such issues were not only happening between application development and operations teams but in interactions with many other teams involved in software delivery, like QA, InfoSec, networking, and more." (Matthew Skelton & Manuel Pais, "Team Topologies: Organizing Business and Technology Teams for Fast Flow", 2019)

"Data-intensive projects generally involve at least one person who understands all the nuances of the application, process, and source and target data. These are the people who also know about all the abnormalities in the data and the workarounds to deal with them, and are the experts. This is especially true in the case of legacy systems that store and use data in a manner it should not be used. The knowledge is not documented anywhere and is usually inside the minds of the people. When the experts leave, with no one having a true understanding of the data, the data are not used properly and everything goes haywire." (Rupa Mahanti, "Data Quality: Dimensions, Measurement, Strategy, Management, and Governance", 2019)

"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)

"People are inherently imperfect - we like to say that humans are mostly a collection of intermittent bugs. But before you can understand the bugs in your coworkers, you need to understand the bugs in yourself. We're going to ask you to think about your own reactions, behaviors, and attitudes - and in return, we hope you gain some real insight into how to become a more efficient and successful software engineer who spends less energy dealing with people-related problems and more time writing great code." (Titus Winters, "Software Engineering at Google: Lessons Learned from Programming Over Time", 2020)

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

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

"Documentation is not understanding, process is not discipline, formality is not skill." (Jim Highsmith)

"One measure of our understanding is the number of independent ways we are able to get to the same result." (Richard P Feynman) 

"The guy who knows about computers is the last person you want to have creating documentation for people who don't understand computers." (Adam Osborne)

27 December 2007

🏗️Software Engineering: Data Structures (Just the Quotes)

"At the present time, choosing a programming language is equivalent to choosing a data structure, and if that data structure does not fit the data you want to manipulate then it is too bad. It would, in a sense, be more logical first to choose a data structure appropriate to the problem and then look around for, or construct with a kit of tools provided, a language suitable for manipulating that data structure." (Maurice V Wilkes, "Computers Then and Now", 1968)

"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)

"Let the data structure the program." (Brian W Kernighan & Phillip J Plauger, "The Elements of Programming Style", 1974)

"Use recursive procedures for recursively-defined data structures." (Brian W Kernighan & Phillip J Plauger, "The Elements of Programming Style", 1974)

"The programmer's primary weapon in the never-ending battle against slow system is to change the intramodular structure. Our first response should be to reorganize the modules' data structures." (Fred Brooks, "The Mythical Man-Month: Essays on Software Engineering", 1975)

"The representation of knowledge in symbolic form is a matter that has pre-occupied the world of documentation since its origin. The problem is now relevant in many situations other than documents and indexes. The structure of records and files in databases: data structures in computer programming; the syntactic and semantic structure of natural language; knowledge representation in artificial intelligence; models of human memory: in all these fields it is necessary to decide how knowledge may be represented so that the representations may be manipulated." (Brian C Vickery, "Concepts of documentation", 1978)

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

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

"If a programmer designs a program, only half the job is done if they have only designed the data structures. They also have to design the procedures for operating on the structures. (Specifically, a programmer designs abstract data types.) Without the appropriate procedures for operating on data structures, a computer would literally get lost in the structures, even supposing it could start executing anything sensible." (Yin L Theng et al," 'Lost in hhyperspace': Psychological problem or bad design?", 1996)

"Often you'll see the same three or four data items together in lots of places: fields in a couple of classes, parameters in many method signatures. Bunches of data that hang around together really ought to be made into their own object." (Kent Beck, "Refactoring: Improving the Design of Existing Code", 1999)

"Smart data structures and dumb code works a lot better than the other way around." (Eric S Raymond, "The Cathedral & the Bazaar: Musings on Linux and Open Source by an Accidental Revolutionary", 2001)

"In fact, I'm a huge proponent of designing your code around the data, rather than the other way around, and I think it's one of the reasons git has been fairly successful. […] I will, in fact, claim that the difference between a bad programmer and a good one is whether he considers his code or his data structures more important. Bad programmers worry about the code. Good programmers worry about data structures and their relationships." (Linus Torvalds, [email] 2006)

"Computation at its root consists of a data structure (for input, output, and perhaps something being stored in between) and some process. One cannot talk about the process without describing the data structure. More importantly, different data structures enable certain computations to be done easily, whereas other data structures support other computations. Thus, the choice of data structure (representation) helps explain why a problem-solver does or does not successfully engage in a given process (cognition/behavior) or perhaps why a process takes as long or as short as it does." (Christian D Schunn et al, "Complex Visual Data Analysis, Uncertainty, and Representation", 2007)

"One of the essential parts of a formal training in programming is a long and demanding study of the large collection of algorithms that have already been discovered and analyzed, together with the Data Structures (carefully tailored, seemingly unnatural ways of organizing data for effective access) that go with them. As with any other engineering profession, it is impossible to do a good job without a thorough knowledge of what has been tried before. If a programmer starts the job fully armed with what is already known, they will have some chance of finding something new. Inventiveness is important: not all problems have been seen before. A programmer who does not already know the standard algorithms and data structures is doomed to nothing more than rediscovering the basics." (Robert Plant & Stephen Murrell, "An Executive’s Guide to Information Technology: Principles, Business Models, and Terminology", 2007)

"A modeling language is usually based on some kind of computational model, such as a state machine, data flow, or data structure. The choice of this model, or a combination of many, depends on the modeling target. Most of us make this choice implicitly without further thinking: some systems call for capturing dynamics and thus we apply for example state machines, whereas other systems may be better specified by focusing on their static structures using feature diagrams or component diagrams. For these reasons a variety of modeling languages are available." (Steven Kelly & Juha-Pekka Tolvanen, "Domain-specific Modeling", 2008)

"Clearly, the search for a dividing line between code and data is fruitless—and not particularly flattering to our egos. Let’s abandon any attempt to find a higher truth here, and settle for a pragmatic definition. If a piece of generated text simply instantiates and provides values for a data structure, it’s data; otherwise, it’s code." (Steven Kelly & Juha-Pekka Tolvanen, "Domain-specific Modeling", 2008)

"Generally, the craft of programming is the factoring of a set of requirements into a a set of functions and data structures." (Douglas Crockford, "JavaScript: The Good Parts", 2008)

"If the data structure can’t be explained on a beer coaster, it’s too complex." (Felix von Leitner, "Source Code Optimization", 2009)

🏗️Software Engineering: Intent (Just the Quotes)

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

"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)

"But code as a design document does have its limits. It can overwhelm the reader with detail. Although its behavior is unambiguous, that doesn't mean it is obvious. And the meaning behind a behavior can be hard to convey. [...] A document shouldn't try to do what the code already does well. The code already supplies the detail. It is an exact specification of program behavior. Other documents need to illuminate meaning, to give insight into large-scale structures, and to focus attention on core elements. Documents can clarify design intent when the programming language does not support a straightforward implementation of a concept. Written documents should complement the code and the talking." (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)

"Treat your code like any other composition, such as a poem, an essay, a public blog, or an important email. Craft what you express carefully, so that it does what it should and communicates as directly as possible what it is doing; so that it still communicates your intention when you are no longer around. Remember that useful code is used much longer than ever intended." (Peter Sommerlad, [in Kevlin Henney’s "97 Things Every Programmer Should Know", 2010])

"When designers intentionally trick users into inviting friends or blasting a message to their social networks, they may see some initial growth, but it comes at the expense of users' goodwill and trust. When people discover they've been duped, they vent their frustration and stop using the product." (Nir Eyal, "Hooked: How to Build Habit-Forming Products", 2014)

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

"The primary intent behind the principle of encapsulation is to separate the interface and the implementation, which enables the two to change nearly independently. This separation of concerns allows the implementation details to be hidden from the clients who must depend only on the interface of the abstraction. If an abstraction exposes implementation details to the clients, it leads to undesirable coupling between the abstraction and its clients, which will impact the clients whenever the abstraction needs to change its implementation details. Providing more access than required can expose implementation details to the clients, thereby, violating the 'principle of hiding'." (Girish Suryanarayana et al, "Refactoring for Software Design Smells: Managing Technical Debt", 2015)

"The intention behind prototypes is to explore the visualization design space, as opposed to the data space. A typical project usually entails a series of prototypes; each is a tool to gather feedback from stakeholders and help explore different ways to most effectively support the higher-level questions that they have. The repeated feedback also helps validate the operationalization along the way." (Danyel Fisher & Miriah Meyer, "Making Data Visual", 2018)

"I believe that the backlash against statistics is due to four primary reasons. The first, and easiest for most people to relate to, is that even the most basic concepts of descriptive and inferential statistics can be difficult to grasp and even harder to explain. [...] The second cause for vitriol is that even well-intentioned experts misapply the tools and techniques of statistics far too often, myself included. Statistical pitfalls are numerous and tough to avoid. When we can't trust the experts to get it right, there's a temptation to throw the baby out with the bathwater. The third reason behind all the hate is that those with an agenda can easily craft statistics to lie when they communicate with us  [...] And finally, the fourth cause is that often statistics can be perceived as cold and detached, and they can fail to communicate the human element of an issue." (Ben Jones, "Avoiding Data Pitfalls: How to Steer Clear of Common Blunders When Working with Data and Presenting Analysis and Visualizations", 2020)

26 December 2007

🏗️Software Engineering: Skills (Just the Quotes)

"We have seen that computer programming is an art, because it applies accumulated knowledge to the world, because it requires skill and ingenuity, and especially because it produces objects of beauty. A programmer who subconsciously views himself as an artist will enjoy what he does and will do it better. Therefore we can be glad that people who lecture at computer conferences speak of the state of the Art." (Donald E Knuth, "The Art of Computer Programming", 1968)

"Systems program building is an entropy-decreasing process, hence inherently metastable. Program maintenance is an entropy-increasing process, and even its most skillful execution only delays the subsidence of the system into unfixable obsolescence." (Fred P Brooks, "The Mythical Man-Month: Essays", 1975)

"[By understanding] I mean simply a sufficient grasp of concepts, principles, or skills so that one can bring them to bear on new problems and situations, deciding in which ways one's present competencies can suffice and in which ways one may require new skills or knowledge." (Howard Gardner, "The Unschooled Mind", 1991) 

"Even when you have skilled, motivated, hard-working people, the wrong team structure can undercut their efforts instead of catapulting them to success. A poor team structure can increase development time, reduce quality, damage morale, increase turnover, and ultimately lead to project cancellation." (Steve McConnell, "Rapid Development", 1996)

"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)

"Given the choice between an extremely skilled loner and a competent-but-social programmer, XP teams consistently choose the more social candidate. The best interviewing technique is to have the candidate work with the team for a day. Pair programming provides an excellent test of technical and social skills." (Kent Beck, "Extreme Programming Explained: Embrace Change", 1999)

"Computer programming is tremendous fun. Like music, it is a skill that derives from an unknown blend of innate talent and constant practice. Like drawing, it can be shaped to a variety of ends - commercial, artistic, and pure entertainment. Programmers have a well-deserved reputation for working long hours, but are rarely credited with being driven by creative fevers. Programmers talk about software development on weekends, vacations, and over meals not because they lack imagination, but because their imagination reveals worlds that others cannot see." (Larry O'Brien & Bruce Eckel, "Thinking in C#", 2002)

"[Corporate programming] is often done to the point where the individual is completely submerged in corporate 'culture' with no outlet for unique talents and skills. Corporate practices can be directly hostile to individuals with exceptional skills and initiative in technical matters. I consider such management of technical people cruel and wasteful." ( Bjarne Stroustrup, ["The Problem with Programming", MIT Technology Review, [interview] ] 2006)

"Generally, the craft of programming is the factoring of a set of requirements into a a set of functions and data structures." (Douglas Crockford, "JavaScript: The Good Parts", 2008)

"There are two parts to learning craftsmanship: knowledge and work. You must gain the knowledge of principles, patterns, practices, and heuristics that a craftsman knows, and you must also grind that knowledge into your fingers, eyes, and gut by working hard and practicing." (Robert C Martin, "Clean Code: A Handbook of Agile Software Craftsmanship", 2008)

"Treat your code like any other composition, such as a poem, an essay, a public blog, or an important email. Craft what you express carefully, so that it does what it should and communicates as directly as possible what it is doing; so that it still communicates your intention when you are no longer around. Remember that useful code is used much longer than ever intended." (Peter Sommerlad, [in Kevlin Henney’s "97 Things Every Programmer Should Know", 2010])

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

"DevOps is about team play and a collaborative problem-solving approach. If a service goes down, everyone must know what procedures to follow to diagnose the problem and get the system up and running again. Additionally, all of the roles and skills necessary to perform these tasks must be available and able to work together well. Training and effective collaboration are critical here." (Michael Hüttermann et al, "DevOps for Developers", 2013)

"There is common but flawed notion in enterprise IT circles that maintenance work requires less skill than full-scale development. As a result, project sponsors looking to reduce cost opt for a different team of lower-cost people for maintenance work. This is false economy. It hurts the larger business outcome and reduces IT agility." (Sriram Narayan, "Agile IT Organization Design: For Digital Transformation and Continuous Delivery", 2015)

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

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

"Computer programming is like the ability or skill to see what Picasso saw from all the different angles at once. If it is an art, the crucial element of art is to look at things from an angle that produces new insight or at least has that potential." (Erik Naggum)

"Documentation is not understanding, process is not discipline, formality is not skill." (Jim Highsmith)

"Solving problems is a practical skill like, let us say, swimming. We acquire any practical skill by imitation and practice." (George Polya)

"Finding the right answer is important, of course. But more important is developing the ability to see that problems have multiple solutions, that getting from X to Y demands basic skills and mental agility, imagination, persistence, patience." (Mary H Futrell)

🏗️Software Engineering: Programing Languages (Just the Quotes)

"The establishment of formal standards for proofs about programs [...] and the proposal that the semantics of a programming language may be defined independently of all processors for that language, by establishing standards of rigor for proofs about programs in the language, appears to be novel." (Robert Floyd, "Assigning Meanings to Programs", 1967)

"Computer languages of the future will be more concerned with goals and less with procedures specified by the programmer." (Marvin Minsky, "Form and Content in Computer Science", [Turing Award lecture] 1969)

"There is no programming language, no matter how structured, that will prevent programmers from making bad programs." (Larry Flon, "On research in structured programming", SIGPLAN 10(10), 1975)

"Most programming languages are decidedly inferior to mathematical notation and are little used as tools of thought in ways that would be considered significant by, say, an applied mathematician." (Kenneth E Iverson, "Notation as a Tool of Thought", 1979)

"The properties of executability and universality associated with programming languages can be combined, in a single language, with the well-known properties of mathematical notation which make it such an effective tool of thought." (Kenneth E Iverson, "Notation as a Tool of Thought", 1979)

"A language that doesn't affect the way you think about programming, is not worth knowing." (Alan Perlis, "Epigrams on Programming", 1982)

"A programming language is low level when its programs require attention to the irrelevant." (Alan J Perlis, "Epigrams on Programming", 1982)

"Some programming languages manage to absorb change, but withstand progress." (Alan J Perlis, "Epigrams on Programming", 1982)

"The only way to learn a new programming language is by writing programs in it." (Dennis Ritchie, "C Programming Language", 1988)

"A programming language is like a natural, human language in that it favors certain methaphors, images, and ways of thinking." (Seymour Papert, "Mindstorms: Children, Computers, And Powerful Ideas", 1993) 

"Although mathematical notation undoubtedly possesses parsing rules, they are rather loose, sometimes contradictory, and seldom clearly stated. [...] The proliferation of programming languages shows no more uniformity than mathematics. Nevertheless, programming languages do bring a different perspective. [...] Because of their application to a broad range of topics, their strict grammar, and their strict interpretation, programming languages can provide new insights into mathematical notation." (Kenneth E Iverson, "Math for the Layman", 1999) 

"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)

"Computer programs are complex by nature. Even if you could invent a programming language that operated exactly at the level of the problem domain, programming would be complicated because you would still need to precisely define relationships between real-world entities, identify exception cases, anticipate all possible state transitions, and so on. Strip away the accidental work involved in representing these factors in a specific programming language and in a specific computing environment, and you still have the essential difficulty of defining the underlying real-world concepts and debugging your understanding of them." (Steve C McConnell," After the Gold Rush : Creating a True Profession of Software Engineering", 1999)

“The precision provided (or enforced) by programming languages and their execution can identify lacunas, ambiguities, and other areas of potential confusion in conventional [mathematical] notation." (Kenneth E Iverson, "Math for the Layman", 1999)

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

"A programming language is for thinking of programs, not for expressing programs you've already thought of." (Paul Graham, "Hackers and Painters", 2003)

"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)

"Few classical programmers found prototypal inheritance to be acceptable, and classically inspired syntax obscures the language’s true prototypal nature. It is the worst of both worlds." (Douglas Crockford, "JavaScript: The Good Parts", 2008)

"Most programming languages contain good parts and bad parts. I discovered that I could be better programmer by using only the good parts and avoiding the bad parts." (Douglas Crockford, "JavaScript: The Good Parts", 2008)

"Programmers need to be fluent in the language of the machine, whether real or virtual, and in the abstractions that can be related to that language via development tools. It is important to learn many different abstractions, otherwise some ideas become incredibly hard to express. Good programmers need to be able to stand outside their daily routine, to be aware of other languages that are expressive for other purposes. The time always comes when this pays off." (Klaus Marquardt, [in Kevlin Henney’s "97 Things Every Programmer Should Know", 2010])

25 December 2007

🏗️Software Engineering: Documentation (Just the Quotes)

"Amid a wash of paper, a small number of documents become the critical pivots around which every project's management revolves. These are the manager's chief personal tools." (William Bengough, "Scene in the old Congressional Library", 1897)

"Notice that even the data is commented. One of the most effective ways to document a program is simply to describe the data layout in detail. If you can specify for each important variable what values it can assume and how it gets changed, you have gone a long way to describing the program. [...] Document your data layouts." (Brian W Kernighan & Phillip J Plauger, "The Elements of Programming Style", 1974)

"The best documentation for a computer program is a clean structure. It also helps if the code is well formatted, with good mnemonic identifiers and labels (if any are needed), and a smattering of enlightening comments. Flowcharts and program descriptions are of secondary importance; the only reliable documentation of a computer program is the code itself. The reason is simple -whenever there are multiple representations of a program, the chance for discrepancy exists. If the code is in error, artistic flowcharts and detailed comments are to no avail. Only by reading the code can the programmer know for sure what the program does." (Brian W Kernighan & Phillip J Plauger, "The Elements of Programming Style", 1974)

"Writing a computer program eventually boils down to writing a sequence of statements in the language at hand. How each of those statements is expressed determines in large measure the intelligibility of the whole; no amount of commenting, formatting, or supplementary documentation can entirely replace well expressed statements. After all, they determine what the program actually does." (Brian W Kernighan & Phillip J Plauger, "The Elements of Programming Style", 1974)

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

"The representation of knowledge in symbolic form is a matter that has pre-occupied the world of documentation since its origin. The problem is now relevant in many situations other than documents and indexes. The structure of records and files in databases: data structures in computer programming; the syntactic and semantic structure of natural language; knowledge representation in artificial intelligence; models of human memory: in all these fields it is necessary to decide how knowledge may be represented so that the representations may be manipulated." (Brian C Vickery, "Concepts of Documentation", 1978)

"Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large." (Jakob Nielsen, "Usability Engineering", 1994)

"The following two statements are usually both true: 
There's not enough documentation. 
There's too much documentation." (Larry Wall, [Usenet article], 1997)

"But code as a design document does have its limits. It can overwhelm the reader with detail. Although its behavior is unambiguous, that doesn’t mean it is obvious. And the meaning behind a behavior can be hard to convey. […] A document shouldn’t try to do what the code already does well. The code already supplies the detail. It is an exact specification of program behavior. Other documents need to illuminate meaning, to give insight into large-scale structures, and to focus attention on core elements. Documents can clarify design intent when the programming language does not support a straightforward implementation of a concept. Written documents should complement the code and the talking." (Eric Evans, "Domain-Driven Design: Tackling complexity in the heart of software", 2003)

"Good code is its own best documentation." (Steve McConnell, "Code Complete", 2004)

"Documentation is a love letter that you write to your future self." (Damian Conway, "Perl Best Practices", 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)

"Any comment that forces you to look in another module for the meaning of that comment has failed to communicate to you and is not worth the bits it consumes." (Robert C Martin, "Clean Code: A Handbook of Agile Software Craftsmanship", 2008) 

"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)

Software is usually accompanied by documentation in the form of big fat scary manuals that nobody ever reads. (Dave Barry, "Dave Barry in Cyberspace", 2010)

"In addition to developing the proper culture, invest in your testing infrastructure by developing linters, documentation, or other assistance that makes it more difficult to write bad tests." (Titus Winters, "Software Engineering at Google: Lessons Learned from Programming Over Time", 2020)

"Documentation is a practice concerned with all the processes involved in transferring documents from sources to users." (Brian C Vickery)

"Documentation is not understanding, process is not discipline, formality is not skill." (Jim Highsmith)

"The guy who knows about computers is the last person you want to have creating documentation for people who don't understand computers." (Adam Osborne)

"This is generally true: any sizeable piece of program, or even a complete program package, is only a useful tool that can be used in a reliable fashion, provided that the documentation pertinent for the user is much shorter than the program text. If any machine or system requires a very thick manual, its usefulness becomes for that very circumstance subject to doubt!" (Edsger W. Dijkstra, "On the reliability of programs")

🏗️Software Engineering: Object-Oriented Programming [OOP] (Just the Quotes)

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

"Perhaps the greatest strength of an object-oriented approach to development is that it offers a mechanism that captures a model of the real world." (Grady Booch, "Software Engineering with Ada", 1986)

"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)

"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)

"In object-oriented analysis, we seek to model the world by identifying the classes and objects that form the vocabulary of the problem domain, and in object-oriented design, we invent the abstractions and mechanisms that provide the behavior that this model requires." (Grady Booch, "Object-Oriented Design: With Applications", 1991) 

"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)

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

"Object-oriented programming is a method of implementation in which programs are organized as cooperative collections of objects, each of which represents an instance of some class, and whose classes are all members of a hierarchy of classes united via inheritance relationships." (Grady Booch, "Object-oriented design: With Applications", 1991)

"Structured design does not scale up well for extremely complex systems, and this method is largely inappropriate for use with object-based and object-oriented programming languages." (Grady Booch, "Object-oriented design: With Applications", 1991) 

"The object-oriented paradigm is useful when building software systems where there is a hierarchy defined as a ranking or ordering of abstractions. (Grady Booch, "Object-Oriented Design: With Applications", 1991)

"Whereas object-oriented analysis typically focuses upon one specific problem at a time, domain analysis seeks to identify the classes and objects that are common to all applications within a given domain, such as missile avionics systems, compilers, or accounting software." (Grady Booch, "Object-oriented design: With Applications", 1991)

"Object-oriented methods tend to focus on the lowest-level building block: the class and its objects." (Peter Coad, "Object-oriented patterns", 1992)

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

"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)

"Objects are the real and conceptual things we find in the world around us. An object may be hardware, software, a concept (e. g., velocity), or even 'flesh and blood'. Objects are complete entities, i. e., they are not 'simply information' or 'simply information and actions'. Software objects strive to capture as completely as possible the characteristics of the 'real world' objects which they represent. Finally, objects are 'black boxes', i. e., their internal implementations are hidden from the outside world, and all interactions with an object take place via a well-defined interface." (Edward V Berard, "Essays onObject-Oriented Software Engineering", 1993) 

"The combination of threads, remote-procedure-call interfaces, and heavyweight object-oriented design is especially dangerous [...] if you are ever invited onto a project that is supposed to feature all three, fleeing in terror might well be an appropriate reaction." (Eric S Raymond, "The Art of UNIX Programming", 2003)

"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)

"Coupling describes how tightly a class or routine is related to other classes or routines. The goal is to create classes and routines with small, direct, visible, and flexible relations to other classes and routines, which is known as "loose coupling." The concept of coupling applies equally to classes and routines […] Good coupling between modules is loose enough that one module can easily be used by other modules." (Steve C McConnell, "Code Complete: A Practical Handbook of Software Construction" 2nd Ed., 2004)

"Encapsulation picks up where abstraction leaves off. Abstraction says, ‘You're allowed to look at an object at a high level of detail’. Encapsulation says, ‘Furthermore, you aren't allowed to look at an object at any other level of detail’." (Steve C McConnell, "Code Complete: A Practical Handbook of Software Construction" 2nd Ed., 2004)

"Object-oriented design is the roman numerals of computing." (Rob Pike, 2004)

"On a related topic, let me say that I'm not much of a fan of object-oriented design. I've seen some beautiful stuff done with OO, and I've even done some OO stuff myself, but it's just one way to approach a problem. For some problems, it's an ideal way; for others, it's not such a good fit. […] OO is great for problems where an interface applies naturally to a wide range of types, not so good for managing polymorphism (the machinations to get collections into OO languages are astounding to watch and can be hellish to work with), and remarkably ill-suited for network computing. That's why I reserve the right to match the language to the problem, and even - often - to coordinate software written in several languages towards solving a single problem. It's that last point - different languages for different subproblems - that sometimes seems lost to the OO crowd." (Rob Pike, [interview] 2004) 

"The steps in designing with objects are
- Identify the objects and their attributes (methods and data).
- Determine what can be done to each object.
- Determine what each object is allowed to do to other objects.
- Determine the parts of each object that will be visible to other objects—which parts will be public and which will be private.
- Define each object's public interface. 
These steps aren't necessarily performed in order, and they're often repeated. Iteration is important." (Steve C McConnell, "Code Complete: A Practical Handbook of Software Construction" 2nd Ed., 2004)

"Every system is built from a domain-specific language designed by the programmers to describe that system. Functions are the verbs of that language, and classes are the nouns."  (Robert C Martin, "Clean Code: A Handbook of Agile Software Craftsmanship", 2008)

"I find OOP methodologically wrong. It starts with classes. It is as if mathematicians would start with axioms. You do not start with axioms - you start with proofs. Only when you have found a bunch of related proofs, can you come up with axioms. You end with axioms. The same thing is true in programming: you have to start with interesting algorithms. Only when you understand them well, can you come up with an interface that will let them work." (Alexander Stepanov, [Interview with A. Stepanov] 2008)

"We do not want to expose the details of our data. Rather we want to express our data in abstract terms. This is not merely accomplished by using interfaces and/or getters and setters. Serious thought needs to be put into the best way to represent the data that an object contains. The worst option is to blithely add getters and setters." (Robert C Martin, "Clean Code: A Handbook of Agile Software Craftsmanship", 2008)

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

"More generally, each unit of code, from a block to a library, should have a narrow interface. Less communication reduces the reasoning required. This means that getters that return internal state are a liability - don’t ask an object for information to work with. Instead, ask the object to do the work with the information it already has. In other words, encapsulation is all - and only - about narrow interfaces." (Yechiel Kimchi [in Kevlin Henney’s "97 Things Every Programmer Should Know", 2010])

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

"Strive for class interfaces that are complete and minimal." (Scott Meyers) 

🏗️Software Engineering: The Good (Just the Quotes)

"The engineer must be able not only to design, but to execute. A draftsman may be able to design, but unless he is able to execute his designs to successful operation he cannot be classed as an engineer. The production engineer must be able to execute his work as he has planned it. This requires two qualifications in addition to technical engineering ability: He must know men, and he must have creative ability in applying good statistical, accounting, and 'system' methods to any particular production work he may undertake." (Hugo Diemer, "Industrial Engineering", 1905)

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

"The best documentation for a computer program is a clean structure. It also helps if the code is well formatted, with good mnemonic identifiers and labels" (if any are needed), and a smattering of enlightening comments. Flowcharts and program descriptions are of secondary importance; the only reliable documentation of a computer program is the code itself. The reason is simple -whenever there are multiple representations of a program, the chance for discrepancy exists. If the code is in error, artistic flowcharts and detailed comments are to no avail. Only by reading the code can the programmer know for sure what the program does." (Brian W Kernighan & Phillip J Plauger, "The Elements of Programming Style", 1974)

"A good information system both exposes interface errors and stimulates their correction" (Fred P Brooks, "The Mythical Man-Month: Essays", 1975)

"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)

"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)

"In the good old days physicists repeated each other's experiments, just to be sure. Today they stick to FORTRAN, so that they can share each other's programs, bugs included." (Edsger W Dijkstra, "How do we tell truths that might hurt?", 1975)

"A good scientist is a person with original ideas. A good engineer is a person who makes a design that works with as few original ideas as possible. There are no prima donnas in engineering." (Freeman Dyson, "Disturbing the Universe", 1979)

"Today's scientific investigations are so complicated that even experts in related fields may not understand them well. But there is a logic in the planning of experiments and in the analysis of their results that all intelligent people can grasp, and this logic is a great help in determining when to believe what we hear and read and when to be skeptical. This logic has a great deal to do with statistics, which is why statisticians have a unique interest in the scientific method, and why some knowledge of statistics can so often be brought to bear in distinguishing good arguments from bad ones." (Robert Hooke, "How to Tell the Liars from the Statisticians", 1983)

"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)

"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)

"Good engineering is not a matter of creativity or centering or grounding or inspiration or lateral thinking, as useful as those might be, but of decoding the clever, even witty, messages the solution space carves on the corpses of the ideas in which you believed with all your heart, and then building the road to the next message." (Fred Hapgood, "Up the infinite Corridor: MIT and the Technical Imagination", 1993)

"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)

"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)

"When one considers how hard it is to write a computer program even approaching the intellectual scope of a good mathematical paper, and how much greater time and effort have to be put into it to make it 'almost' formally correct, it is preposterous to claim that mathematics as we practice it is anywhere near formally correct." (William P Thurston, "On proof and progress in mathematics", Bulletin of the AMS 30" (2), 1994)

"Good design protects you from the need for too many highly accurate components in the system. But such design principles are still, to this date, ill-understood and need to be researched extensively. Not that good designers do not understand this intuitively, merely it is not easily incorporated into the design methods you were taught in school. Good minds are still needed in spite of all the computing tools we have developed." (Richard Hamming, "The Art of Doing Science and Engineering: Learning to Learn", 1997)

"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)

"Any fool can write code that a computer can understand. Good programmers write code that humans can understand." (Martin Fowler, "Refactoring: Improving the Design of Existing Code", 1999)

"Good programmers know what to write. Great ones know what to rewrite." (Eric S Raymond, "The Cathedral and the Bazaar", 1999)

"The next best thing to having good ideas is recognizing good ideas from your users. Sometimes the latter is better." (Eric S Raymond, "The Cathedral & the Bazaar: Musings on Linux and Open Source by an Accidental Revolutionary", 1999)

"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)

"The physical design process is a key phase in the overall design process. It is too often ignored until the last minute in the vain hope that performance will be satisfactory. Without a good physical design, performance is rarely satisfactory and throwing hardware at the problem is rarely completely effective. There is no substitute for a good physical design, and the time and effort spent in the physical design process will be rewarded with an efficient and well-tuned database, not to mention happy users!" (Ken England, "Microsoft SQL Server 2000 Performance Optimization and Tuning Handbook", 2001)

"Good design is also an act of communication between the designer and the user, except that all the communication has to come about by the appearance of the device itself. The device must explain itself." (Donald Norman, "The Design of Everyday Things", 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)

"Many things can put a project off course: bureaucracy, unclear objectives, and lack of resources, to name a few. But it is the approach to design that largely determines how complex software can become. When complexity gets out of hand, developers can no longer understand the software well enough to change or extend it easily and safely. On the other hand, a good design can create opportunities to exploit those complex features." (Eric Evans, "Domain-Driven Design: Tackling complexity in the heart of software", 2003)

"The effectiveness of an overall design is very sensitive to the quality and consistency of fine-grained design and implementation decisions. With a MODEL-DRIVEN DESIGN, a portion of the code is an expression of the model; changing that code changes the model. Programmers are modelers, whether anyone likes it or not. So it is better to set up the project so that the programmers do good modeling work." (Eric Evans, "Domain-Driven Design: Tackling complexity in the heart of software", 2003)

"Coupling describes how tightly a class or routine is related to other classes or routines. The goal is to create classes and routines with small, direct, visible, and flexible relations to other classes and routines, which is known as loose coupling." The concept of coupling applies equally to classes and routines [...] Good coupling between modules is loose enough that one module can easily be used by other modules."" (Steve C McConnell, "Code Complete: A Practical Handbook of Software Construction" 2nd Ed., 2004)

"Good code is its own best documentation." (Steve McConnell, "Code Complete", 2004)

"On a related topic, let me say that I'm not much of a fan of object-oriented design. I've seen some beautiful stuff done with OO, and I've even done some OO stuff myself, but it's just one way to approach a problem. For some problems, it's an ideal way; for others, it's not such a good fit. [...] OO is great for problems where an interface applies naturally to a wide range of types, not so good for managing polymorphism" (the machinations to get collections into OO languages are astounding to watch and can be hellish to work with), and remarkably ill-suited for network computing. That's why I reserve the right to match the language to the problem, and even - often - to coordinate software written in several languages towards solving a single problem. It's that last point - different languages for different subproblems - that sometimes seems lost to the OO crowd." (Rob Pike, [interview] 2004) 

"The flip side of the coin was that even good programmers and language designers tended to do terrible extensions when they were in the heat of programming, because design is something that is best done slowly and carefully." (Alan Kay, [ACM Queue A Conversation with Alan Kay Vol. 2" (9)] 2004-2005)

"Abstractions matter to users too. Novice users want programs whose abstractions are simple and easy to understand; experts want abstractions that are robust and general enough to be combined in new ways. When good abstractions are missing from the design, or erode as the system evolves, the resulting program grows barnacles of complexity. The user is then forced to master a mass of spurious details, to develop workarounds, and to accept frequent, inexplicable failures." (Daniel Jackson, "Software Abstractions", 2006)

"In fact, I'm a huge proponent of designing your code around the data, rather than the other way around, and I think it's one of the reasons git has been fairly successful. [... I will, in fact, claim that the difference between a bad programmer and a good one is whether he considers his code or his data structures more important. Bad programmers worry about the code. Good programmers worry about data structures and their relationships." (Linus Torvalds, [email] 2006)

"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)

"One of the essential parts of a formal training in programming is a long and demanding study of the large collection of algorithms that have already been discovered and analyzed, together with the Data Structures" (carefully tailored, seemingly unnatural ways of organizing data for effective access) that go with them. As with any other engineering profession, it is impossible to do a good job without a thorough knowledge of what has been tried before. If a programmer starts the job fully armed with what is already known, they will have some chance of finding something new. Inventiveness is important: not all problems have been seen before. A programmer who does not already know the standard algorithms and data structures is doomed to nothing more than rediscovering the basics." (Robert Plant & Stephen Murrell, "An Executive's Guide to Information Technology: Principles, Business Models, and Terminology", 2007)

"We are also limited by the fact that verbalization works best when mental model manipulation is an inherent element of the task of interest. Troubleshooting, computer programming, and mathematics are good examples of tasks where mental model manipulation is central and explicit. In contrast, the vast majority of tasks do not involve explicit manipulation of task representations. Thus, our access of mental models - and the access of people doing these tasks - is limited." (William B Rouse, "People and Organizations: Explorations of Human-Centered Design", 2007)

"Well-commented code is one hallmark of good programming practice; it shows that you care about what you're doing, and it is considerate to those who will come after you to fix your bugs. But comments also serve as a kind of back channel for programmer-to-programmer communication and even occasionally as a competitive arena or an outlet for silliness." (Scott Rosenberg, "Dreaming in Code", 2007)

"Good software designs accommodate change without huge investments and rework. When we use code that is out of our control, special care must be taken to protect our investment and make sure future change is not too costly." (Robert C Martin, "Clean Code: A Handbook of Agile Software Craftsmanship", 2008)

"Most programming languages contain good parts and bad parts. I discovered that I could be better programmer by using only the good parts and avoiding the bad parts." (Douglas Crockford, "JavaScript: The Good Parts", 2008) 

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

"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)

"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)

"One final point - whether fixing bugs or implementing new functionality, it's good practice to always examine exactly what it is that you're about to check in before every check-in. It won't take long, and every once in a while, you'll catch a change that you really didn't intend to make from slipping through."" (Paul Butcher, "Debug It! Find, Repair, and Prevent Bugs in Your Code", 2009)

"For some reason software developers don't think of debugging time as coding time. They think of debugging time as a call of nature, something that just has to be done. But debugging time is just as expensive to the business as coding time is, and therefore anything we can do to avoid or diminish it is good." (Robert C Martin, "The Clean Coder: A code of conduct for professional programmers", 2011)

"A complete data analysis will involve the following steps: (i) Finding a good model to fit the signal based on the data. (ii) Finding a good model to fit the noise, based on the residuals from the model." (iii) Adjusting variances, test statistics, confidence intervals, and predictions, based on the model for the noise." (DeWayne R Derryberry, "Basic data analysis for time series with R", 2014)

"A good heuristic decision is made by 1) knowing what to look for, 2) knowing when enough information is enough" (the 'threshold of decision' ), and 3) knowing what decision to make." (Patrick Van Horne, "Left of Bang", 2014)

"Good architecture is all about splitting stuff reliably into self-contained parcels that allow work on them to continue relatively independently in parallel" (often these days in different locations)." (Richard Hopkins & Stephen Harcombe, "Agile Architecting: Enabling the Delivery of Complex Agile Systems Development Projects", 2014)

"Good architecture provides good interfaces that separate the shear layers of its implementation: a necessity for evolution and maintenance. Class-oriented programming puts both data evolution and method evolution in the same shear layer: the class. Data tend to remain fairly stable over time, while methods change regularly to support new services and system operations. The tension in these rates of change stresses the design." (James O Coplien & Trygve Reenskaug, "The DCI Paradigm: Taking Object Orientation into the Architecture World", 2014)

"In more ways than one, architecture is all about avoiding bottlenecks. In architecture, the term bottleneck typically refers to a design problem that is preventing processing from occurring at full speed. [...] A good architecture will avoid bottlenecks in both." (Richard Hopkins & Stephen Harcombe, "Agile Architecting: Enabling the Delivery of Complex Agile Systems Development Projects", 2014)

"There is a tendency to believe that good architecture leads to systems that perform better and are more secure, but such claims relate less to any given architectural principle than to the timing of big-picture deliberations in the design cycle and to the proper engagement of suitable stakeholders." (James O Coplien & Trygve Reenskaug, "The DCI Paradigm: Taking Object Orientation into the Architecture World", 2014)

"When designers intentionally trick users into inviting friends or blasting a message to their social networks, they may see some initial growth, but it comes at the expense of users' goodwill and trust. When people discover they've been duped, they vent their frustration and stop using the product." (Nir Eyal, "Hooked: How to Build Habit-Forming Products", 2014)

"When you write a computer program you've got to not just list things out and sort of take an algorithm and translate it into a set of instructions. But when there's a bug - and all programs have bugs - you've got to debug it. You've got to go in, change it, and then re-execute [...] and you iterate. And that iteration is really a very, very good approximation of learning." (Nicholas Negroponte, "A 30-year history of the future", [Ted Talk] 2014)

"Areas of low complexity or that are unlikely to be invested in can be built without the need for perfect code quality; working software is good enough. Sometimes feedback and first-to-market are core to the success of a product; in this instance, it can make business sense to get working software up as soon as possible, whatever the architecture." (Scott Millett, "Patterns Principles and Practices of Domain Driven Design", 2015)

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

"Good user stories are expected to be independent, negotiable, valuable, estimable, small, and testable" (mnemonic INVEST). Good tasks are expected to be specific, measurable, achievable, relevant, and time-boxed" (mnemonic SMART). The key difference is that tasks need not be independent or valuable by themselves." (Sriram Narayan, "Agile IT Organization Design: For Digital Transformation and Continuous Delivery", 2015)

"This is what the Agile Manifesto means when it says responding to change over following a plan. To maximize adaptability, it is essential to have good, fast feedback loops. This is why there is so much emphasis on iterative development." (Sriram Narayan, "Agile IT Organization Design: For Digital Transformation and Continuous Delivery", 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)

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

"Feature extraction is also the most creative part of data science and the one most closely tied to domain expertise. Typically, a really good feature will correspond to some real-world phenomenon. Data scientists should work closely with domain experts and understand what these phenomena mean and how to distill them into numbers." (Field Cady, "The Data Science Handbook", 2017)

"Making good engineering decisions is all about weighing all of the available inputs and making informed decisions about the trade-offs. Sometimes, those decisions are based on instinct or accepted best practice, but only after we have exhausted approaches that try to measure or estimate the true underlying costs." (Titus Winters, "Software Engineering at Google: Lessons Learned from Programming Over Time", 2020)


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Koeln, NRW, Germany
IT Professional with more than 25 years experience in IT in the area of full life-cycle of Web/Desktop/Database Applications Development, Software Engineering, Consultancy, Data Management, Data Quality, Data Migrations, Reporting, ERP implementations & support, Team/Project/IT Management, etc.