Sunday, December 28, 2008
Software Engineer: Phases of Professional Development
Software Engineer Developmental Rubric
Dimension | Jr. Technician | Mid Carrier Level | Team Leader | Architect |
---|---|---|---|---|
Training | Learns job requirements | Teaches requirements | Teaches Technical Concepts | Disseminates cultural values |
Operating Procedures | Told what to do | Standard Operating Procedure | Best Practices | Patterns and Practices |
Standards | Writes code, waits for others to test | Test functionality, will settle for working functionality | Oversees build, replaces work that is substandard | Creates implementations of concepts |
Requirements | Only works on requirements that are supplied. | Gets requirements from stakeholders | Integrates stakeholder requirements with scope | Integrates requirements, scope with systems architecture and corporate vision. Sets Technical Vision |
Vision | Disregards vision, too distracting, too many other things to worry about | Disregards Vision, believes it is just another stupid HR initiative | Uses vision to generate excitement. | Set vision goals to expand the software community ecosystem and incorporates altruistic agenda. |
Value System | does not know | personal ethics | team ethics | community ethics |
Relationship between Effort and Result | Believes others are "smarter" | Believes excuses, if only everyone else would do something then this would work. | Takes responsibility for outgoing work. | Integrates contemplation of software concepts into leisure activities. Incorporates professional growth into Personal learning and private conversations. |
Programming Style | In line | some encapsulation | class hierarchies | Asyncronism processing, prototyping, Interface building |
Testing | Expects others to test | Ad-Hoc Testing | Testing Against use cases | Automated Testing Suites |
ref: Appendix A: Memetic system for the historical development of developmental research; Dr.D.K.Dirlam
Software Engineering Culture, Shared Cultural Traits
I have given some thought to traits that are common within individuals in the software culture.
Common Cultural Properties:
- Describes learning as exciting
- Caution - Pessimism
- Long Work Hours/Personal Responsibility - Doing anything it takes to get the job done.
- Strong Personal Sovereignty
- Anal - Process oriented
- Oriented towards knowledge acquisition
- Prone towards empirical experimentation
- Skeptical - proofs require measurable result
It is easy to see that when asking a knowledge worker if “learning is exciting?” All will know the only acceptable answer is yes. Not only would their peers would make fun of them (peer pressure?), but ansering in the negative during an interview will most likely cost you the job.
The cautious streak comes from the fact that we work in environments filled with possible problems with implications that can get us fired. If someone foolishly destroys the database server and all staff and all customers are not able to perform work related functions for days, there can be quite severe repercussions. We learn caution from getting burned a couple of times.
On project deadlines we all ramp up towards the end, crashing project timelines, leading us to trying to get things finished by the imposed timeline, which does not represent the amount of work that needed to be done, but the desired time to finish the work. We get used to very heavy workloads, and very late evenings. Most of us develop mitigation strategies like “work from home, ” to offset this. Even still it is common to work until 2am at least 5 times a year, in even the most relaxed environments.
I think a large part of the personal sovereignty comes from the monetization of the software engineer skill set. The negotiating leverage is useful far beyond acquiring money and benefits. After a knowledge worker achieves their financial goals, they can use this leverage to have a say in the development of the environment they work in.
Software engineers are process oriented as a group. The work attracts Type-A people and rewards “anal” behavior.
Knowledge acquisition is rewarded in our culture with more money, and career advancement, this positive re-enforcement causes this trait to be common amongst member of the knowledge worker community.
When dealing with complex problems that need to be solved I have heard, “when the going gets tough, the tough get empirical.” To ascertain the root cause of a wickedly complex issue (a quandary all software engineers find themselves in) empirical methods to test hypothesis is a necessary debugging tool.
Our skepticism and desire for measurable truths results from the relationship software engineers have with the business. In bad environments (you know we have all been in them) we work with the subjective emotional experience of “The Business” and try to convert that to testable rubrics and machine instructions.
Friday, December 26, 2008
Software Engineering Culture, a little background
The knowledge worker culture as we know it today began with the acceptance of the UNIX (AT&T) operating system in the 1980’s. The software language C(1) that was built to run the UNIX environment is the root of our modern systems.
In the late 1980’s modern database systems were completed, and added support for a common extraction language (Structured Query Language, SEQUEL developed by IBM) and support for Open Database Connectivity (developed by Microsoft) was added in the very early 1990’s. OS2, a joint project of IBM and Microsoft, which morphed into the Window NT family was started in the late 1980’s and released in 1993 was the final fundamental step that completed the move to the modern computer era. By 1995, with protocols like TCPIP, HTTP, OLE we had a platform that significantly resembles the modern age of software.
Most of the people that I know in the industry spent 1989 through 1996 developing data retrieval code for Windowed based GUIs. From 1996 to about 2001, 2002 the industry scrambled to implement web sites and web applications, with out much knowledge about their tool sets. So from 2002 to today, we have been cleaning up the mess we made in the late 1990’s.
So when people talk about the pace of change in software, I am taken aback. We have had two decades to get used to the current environment. The last big change in the industry came with Microsoft’s release of the .NET framework in 2001(we'll talk about SOA later, it came before this, and does have a large paradigm shift grade impact), and that was a shift that took the code base back to the Object Oriented Programming Ideals(2) of C. What .Net represented was not so much a rethinking of software, but a nanny system that forced bad programmers to correspond to established best practices.
The problem with having an idea of the changes in software is that the code changes from year to year, as better version (revisions) of software are released, not that the paradigm of development has changed. Add the fact that computer systems have immensely complexity, to this and it could appear that every thing has changed, when we are only discovering what we did not know last year (but really should have).
So, that almost unanimous statement that “Change” is part of IT culture is something that I always wince at, when I hear it. The only universal changing thing in IT is knowledge-workers abandoning their respective employers for better opportunities.
So what is the Zeitgeist of IT Culture, what are the traits that we share? Unfortunately I will need to weed out those people who write code as only their job, and talk only about Software Engineering Culture.
- Need for constant process improvement. “If I am not improving things here, I can just go somewhere else that I can make a difference.”
- Control over their own personal sovereignty. “If you don’t like it, I can just leave.”
- Aggressive negotiating skills. “I got five hits today on my monster resume.”
- Need to achieve to their own level of quality. “You don’t own quality, we all do.”
- Aggressive self-study program. “I will implement that new third party software in three days, I will learn it on the fly.”
- Consistent desire to implement new ideas. “Check out this recursive function I made!”
- Desire for a comprehensive solution to problems. “We need to fix the underlying problem, not just patch the patch.”
(1). C was a class based language with support for functions, it spawned C+, C++, and Java and is the basis for Microsoft.NET
(2). With some very cool API features and Visual Studio 2008 has a great code editor, but it still is a direct descendant of C.
Learning Culture in Software Engineering - Preamble
Often they are mistakenly thought of by others as being smarter. But in truth, they are simply diligently working a self-study program.
A self-study program is important because it trains the software engineer in acquiring new information quickly. It helps train the individual in the art of making informed assumptions that speed up knowledge acquisition. It shows the individual the size of knowledge chunks that they can consume, and through repetition trains them to be able to absorb larger information groups. The self in self study is important because it trains the individual in being able to go after information and knowledge on the individual’s own time and to correspond to the individuals life flow.
So if one believes that repetition leads to enhanced skill uptake, then following a self-study program would improve an individuals overall learning capacity.
Learning and being smart are core culture traits of the IT industry. This culture of learning in IT is nourished by Higher Education Establishments, Large Software Venders and by individual engineers. It is a common thread amongst all knowledge workers.
So we will want to look at this cultural trait a bit to understand it.
How do you foster and grow a culture of “life-long” learning?
- How does “life-long” learning benefit you personally?
- What value does “life-long” learning bring to organizational structures?
- How is “life-long” learning taught and passed on to incoming members of the community?
- Who makes their resources freely available and what benefits does that bring?
- Where does “life-long education” fit into “life-long learning?”
Wednesday, June 18, 2008
Memes as Class Objects
A Meme, as a transferable knowledge unit, would consist of at least one noun and one verb. This would correlate to properties and methods in OOP.
It would appear to transfer well as a method of capturing work-flow into an object oriented class structure.
Sunday, June 15, 2008
Memes = Knowledge Units
The User Stories are have more to do with the desired solution, then with what is currently happening, so that the shape of “System’s Analysis,” which was the documentation of current procedures has changed somewhat over time. As now we collaborate more on what we want to happen, then on what happens.
A partial understanding of what is currently happening could be gained using the sociological tools of memetics. Memetics is the study of transmittable pieces of knowledge replicated primarily through imitation. Lots of work flow analysis may benefit from capturing the information that is transmitted from position holder to position holder as natural turnover happens in the enterprise.
A meme is a unit of knowledge that can be transferred between people, usually through imitation. Transfer of knowledge units happens with replication and propagation. Knowledge transfer through an organization has a transformation vector. Knowledge vectors have a tendency to cluster and happen together or "herd", this is memetic association.
A knowledge unit can morph between propagations, not unlike a game of telephone, this is reflected in memetic drift or the meme's copying-fidelity. A meme is thought to have memetic inertia if its characteristics are manifested in the same manner, regardless of who receives or transmits the meme.
A knowledge unit may not always be health and helpful, this is reflected in the Meme's Fitness. A knowledge unit that does not allow another specfic meme to exist is an Allomeme, a mutually exclusive cultural trait.
A meme's rate of replication and therefore its spread is the meme's fecundity. The longer any instance of the replicating pattern survives, the more copies can be made of it, this is the Meme's longevity.
A cluster of meme's is known as a memeplex. A collection of memeplexes is know as a Deme.
As a software developer a portion of my job is to capture the processes in an organization. There are most likely great tools out there to do this, I just don't know about them. So I spend time wondering about how knowledge is transferred around the office, so that I can take my butterfly net and capture it for study so that I can turn it into "machine Instructions."
User Stories are great, but they don't get deep enough sometimes in the processes of knowledge. So I use "User Stories" but think about the propagation of knowledge in the enterprise.
Class-Responsibility-Collaboration hierarchies in databases
An organization, from where I sit in the back office “virtually” consists of a network skeleton that reaches across to nodes, and or satellites. A backbone of heavy iron churns that data and runs the processes, launched by request from workstations.
Usually an organization will have one or many databases that act as the repository of information in an organization. The purpose of this data is to monetize the information or processes for profit.
The way to think about the database is not to view it as a dog-pile of stuff, but to think of knowledge units. Many knowledge units are contained in the database and linked through processes and/or relationships.
Knowledge units are first understood through the analysis of existing (or new) business practices. This often is done through “Use Case” scenarios. These knowledge units are transformed (part of the problem?) into “machine Instructions†” by a programmer.
Knowledge Unit storage in the database, is the combination of data and the applied rules to the data in conjunction with the relationships that data has with other data (a variety of rule).
Yet, what so often happens in production of a database design, is too much of the design is set up because, “I need to store this somewhere,” and a table of codes is created. The structure reflects the needs of the designer at design time, but does not take into account that what needs to be stored are things from the real world. These knowledge units are digital depictions of a real world objects or processes. The real world intrudes on the digital with Class-Responsibility-Collaboration hierarchies, but too often the immediate needs of a program result in structures being created on the fly that are nonsense.
So what I am saying is that when we are storing data into a database, we are storing the digital representation of a real thing, a classification or series of actions. To miscellaneously toss this willy-nilly into a hierarchical structure risks moving the whole structure into a game of “Silly-Buggers.”
†Usage for me is anything set of instructions a computer can use to render results, i.e. Table relationships, SQL statements for data extraction, script or compiled code, ect.
Code as "Story-Telling" Introduction
But the life cycle of programs goes beyond the extent of the first publication. Some computer code exists in a modified state for over 30 years. This life expectancy of code impacts how the written instructions should be targeted. It is not just enough for a program to be designed so that it does exactly what was desired, another aspect of a programs is its human maintainability over its full life-cycle.
When developing code, the business processes are laid out in documents, these documents amount to the intention of what a program should do. The industry is getting better at producing these documents and putting together scope. The problem with the scope is when a change request is applied to the original scope the request amounts to an errata of the scope. Over the life of development of an item the original intention of the software is greatly modified, and you get errata, of errata, of errata and so forth. The issue comes into play that not even the documentation of the business process adequately defines what the true in production business process actually is.
I sometimes view software through the conceit of the software being the real story of a business and that reading a businesses’ software is an exercise in exploring an enterprises’ set of practices. This story telling view of software, when I am reading someone else’s programs or writing the software myself helps me to get into a mind frame while I am developing to know that there will be (most likely) many other people who will work on a piece of software before it’s useful life expires.
This view, as it has achieved fullness has led me to be slightly discouraged with the state of enterprise software that I have worked with. On the web, the software instruction set is usually just dog-pile. In-line code directives (line by line processed very similar to an old BASIC program) piled into pages that are not even organized well into directories, without even the use of basic programming plumbing like methods. In all the organizations I have worked at these code repository’s code could be best summed up by naming them “Silly Buggers.”
A large part of the software writing community strives only to get the exact desired result from software. If the desired result is achieved then software is deemed to be successful. This can be summed up best by programmers who are asked about their software and they reply in its defense with “It Works,” which somehow absolves the software from any necessity of organization, well-craftedness, or maintainability.
If software is the one true repository of the business processes of an enterprise, I wonder how a business can afford to have its’ processes stored in a manner that other human beings are not able to readily understand, or replicate. Additionally if the usage of code goes beyond just getting the correct result, but includes that code has a status as both a rules repository and a dynamic living document, then perhaps the way that the code itself is written should be looked at.
Wednesday, June 11, 2008
My History
As a programmer (A name that in my thoughts becomes me best) I moved from script hacking to object oriented design in 1999 with the assistance and mentoring of some excellent engineers. I now write almost exclusively in C# and VB.net when I am on the server side.
As a engineer and system's architect who cares about tiers, I have done a lot of work with databases, and think that the database is a fine place to be. I work in database systems as a database designer, and believe strongly in them. I work primarily in SQL Server.
I am mostly a web programmer, preferring that platform for ease of deployment and also comfort with a tool set I have worked with for a long time. I know HTML/XML, CSS, XSLT and Javascript, and use them to improve the overall experience of the web applications I develop.
New Blog
I will post here about my thoughts on programing, coordination of programing efforts, industry trends (past, present and future) and any aspects of the collaboration game that come to mind.