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9780201733860

Software Craftsmanship The New Imperative

by ;
  • ISBN13:

    9780201733860

  • ISBN10:

    0201733862

  • Edition: 1st
  • Format: Paperback
  • Copyright: 2001-08-23
  • Publisher: Addison-Wesley Professional
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List Price: $29.99

Summary

This book introduces the author's collection of wisdom under one umbrella: Software Craftmanship. This approach is unique in that it spells out a programmer-centric way to build software. In other words, all the best computers, proven components, and most robust languages mean nothing if the programmer does not understand their craft.

Author Biography

Pete McBreen is an independent consultant who actually enjoys writing and delivering software. Despite spending a lot of time writing, teaching and mentoring, he goes out of his way to ensure that he does hands-on coding on a live project every year. Pete specializes in finding creative solutions to problems that software developers face. After many years of working on formal and informal process improvement initiatives, he took a sideways look at the problem and realized, "Software development is meant to be fun. If it isn't, the process is wrong." Pete lives in Cochrane, Alberta, Canada and has no plans to move back to a big city.

Table of Contents

Foreword xiii
Preface xv
Part 1 Questioning Software Engineering 1(30)
Understanding Software Engineering
3(8)
The Paradox of Software Engineering
4(3)
The Modern Definition of Software Engineering
7(1)
Is Software Engineering a Good Choice for Your Project?
8(3)
The Problems with Software Engineering
11(6)
Can Software Development Be Made Systematic and Quantified?
13(2)
The Hazards of the Good Enough Software Approach
15(1)
What Is the Alternative to Software Engineering?
16(1)
Understanding Software Development
17(8)
Software as Capital
18(2)
Does the Division of Labor Work for Software Development?
20(1)
One Size Does Not Fit All
21(2)
Finding a More Applicable Metaphor Than Software Engineering
23(2)
Finding a Better Metaphor Than Software Engineering
25(6)
The Craft of Software Development
26(2)
Parallels with Traditional Craftsmanship
28(1)
The Resurgence of the Craft of Software Development
29(2)
Part 2 Software Craftsmanship 31(14)
Putting People Back into Software Development
33(4)
Craftsmanship Is About Getting Better at Software Development
34(1)
Craftsmanship Encourages Developers to Write Great Software
35(1)
A Call to Arms
35(2)
Craftsmanship Is the Opposite of Licensing
37(8)
Craftsmanship Is Personal
37(2)
Licensing Is an Illusion
39(2)
Craftsmanship Focuses on the Individual
41(4)
Part 3 Implications of Software Craftsmanship 45(64)
How Craftsmanship Affects the Users of Systems
47(8)
Software Craftsmanship Works Because Software Is Easy to Copy
48(2)
Craftsmen Have a Different Relationship with Their Users
50(2)
Great Software Deserves to Be Signed
52(1)
Craftsmen Need Demanding Users
53(1)
Software Craftsmanship Leads to Collaborative Development
54(1)
Customers Have a Different Relationship with Craftsmen
55(14)
Setting Realistic Delivery Dates
55(1)
Exposing the Fallacy of Good Enough Software
56(3)
Allowing Software Craftsmen to Take Credit for Their Work
59(1)
Start Exploiting the Difference in Productivity Between Developers
60(1)
But How Do We Know How Good a Developer Really Is?
61(2)
Customers Make a Cost / Quality Trade-off When Choosing Craftsmen
63(2)
Customers Have Long Term Relationships with Software Craftsmen
65(2)
Customer Interests Are Aligned with the Interests of Software Craftsmen
67(2)
Managing Craftsmen
69(10)
Software Craftsmen Are Not Hired Hands
70(1)
Good Developers Are More Valuable Than Their Managers
70(1)
Software Craftsmen Have a Different Relationship with Their Managers
71(1)
Managing Great Developers Is a Pleasure and a Privilege
72(1)
Software Craftsmen Like Creating Applications
73(2)
Managing Software Craftsmen Is Different
75(1)
Software Craftsmen Push for What They Need
76(3)
Becoming a Software Craftsman
79(6)
Software Craftsmanship Is a Rejection of Narrow Specialization
80(1)
Craftsmanship Requires Dedication
81(1)
How Does a Person Become a Software Craftsman?
81(2)
The Craft Tradition Has Endured for Centuries
83(2)
Mastering the Craft
85(8)
What Does a Master Software Craftsman Look Like?
86(1)
Use Your Old-timers
86(1)
Mastery Implies the Use of Stable Technologies
87(2)
Developing Mastery Takes Time
89(1)
Mastery Implies Taking Responsibility for Passing on the Craft
90(3)
Apprentice Developers
93(12)
We Must Reverse the Decline in the Quality of Developer Training
93(4)
Becoming an Apprentice Is a Significant Step
97(1)
Apprenticeship Instills Lifelong Learning
98(2)
The Role of Apprentices
100(2)
An Apprenticeship Is a Significant Investment of Time and Energy
102(3)
Journeymen Developers
105(4)
Where Journeymen Fit in the Craft Tradition
106(1)
Journeymen Developers
106(1)
Journeymen Are Focused on Delivering Applications
107(1)
Journeymen Play a Key Role in Software Craftsmanship
108(1)
Part 4 Repositioning Software Engineering 109(30)
Software Engineering Projects
111(6)
Software Engineering Is Designed for Large Systems Projects
112(2)
Software Engineering Projects Are Diverse and Varied
114(3)
Hazards of the Software Engineering Metaphor
117(14)
You Cannot Do Software Engineering on a Low Budget
117(2)
Software Engineering Encourages Scientific Management
119(2)
Software Factories: The Production Line for Software
121(1)
Reuse over Time Is Hazardous
122(1)
The Myth of the Standardized Software Development Process
123(3)
Software Engineering Forces Us to Forget the Individual
126(2)
We Need More Variety in Our Development Processes, Not Less
128(3)
Learning from Software Engineering
131(8)
Size and Complexity Matter
131(2)
Applications Need to Be Well Structured
133(1)
Change Can Be Expensive Unless You Allow for It
133(2)
Communication Inside the Team and with Users Is Crucial
135(1)
Producing Accurate Estimates Is Very Expensive
136(3)
Part 5 What to Do on Monday Morning 139(40)
Experience---The Best Indicator of Project Success
141(14)
Choose Software Craftsmen Based on Their Reputations
142(1)
Evaluate Craftsmen Based on Their Reputations and Portfolio
143(1)
Auditioning a Software Craftsman
144(1)
Let Your Software Craftsman Pick the Rest of the Development Team
145(2)
Collaborative Development
147(1)
Avoid Bleeding-Edge Technology If At All Possible
148(1)
Paying for Experience
149(3)
Be Prepared to Be Amazed
152(3)
Design for Testing and Maintenance
155(16)
Think Applications, Not Projects
156(1)
Maintenance Teams Should Refuse to Accept Bad Applications
157(1)
Design for Maintenance
158(2)
Software Craftsmen Prefer Nonproprietary, Open Source Tools
160(1)
Great Software Is Global
161(2)
Software Craftsmen Need to Fight Back Against Planned Obsolescence
163(1)
Great Software Needs to Be Given a Great User Interface
163(1)
Maintainable Software Is Easy to Diagnose
164(1)
The Hazards of Outsourcing
165(2)
You Can Still Use Outside Craftsmen to Create Your Application
167(1)
Maintenance Is the Most Important Part of the Life of Any Application
167(2)
Not All Software Has to Be Maintainable
169(1)
Design for Testing and Maintenance Is Not Rocket Science
169(2)
Perpetual Learning
171(8)
Creating a Learning Environment
171(2)
Mastering the Craft of Software Development
173(1)
Choose Training Courses Very Carefully
174(2)
Encourage Your People to Be Visible in the Software Development Community
176(2)
Becoming a Reflective Practitioner
178(1)
Epilogue 179(2)
Acknowledgments 181(2)
Index 183

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Excerpts

Craftsmanship is a return to the roots of software development: Good software developers have always understood that programming is a craft skill. Regardless of the amount of arcane and detailed technical knowledge that a person has, in the end, application development comes down to feel and experience. Someone can know all of the esoteric technical details of the Java programming language, but that person will never be able to master application development unless he or she develops a feel for the aesthetics of software. Conversely, once a person gets the feel for software development, the specific technical details become almost irrelevant. Great developers are always picking up and using new technology and techniques; learning a new technology is just a normal part of the life of a software developer. The term software engineering was coined in 1967 by a NATO study group that recommended a conference to discuss "the problems of software." The report from this 1968 conference, which was sponsored by the NATO Science Committee and took place in Garmish, Germany, was titled Software Engineering.1 In the report, Peter Naur and Brian Randell stated, "The phrase 'software engineering' was deliberately chosen to be provocative, in implying the need for software manufacture to be based on the types of theoretical foundations and practical disciplines that are traditional in the established branches of engineering." In the same spirit, it is the intention of this book to be deliberately provocative in implying the need for practitioners to start paying attention to the craft of software development. Software craftsmanship is important because it takes us away from the manufacturing metaphor that software engineering invokes and makes us pay attention to the people who do software development. Craftsmanship brings with it the metaphor of skilled practitioners intent on mastering their craft, of pride in and responsibility for, the fruits of their labor. Software craftsmanship is not the opposite of software engineering or computer science. Rather, craftsmanship is a different tradition that happily coexists with and benefits from science and engineering. Just as the modern blacksmith benefits from better tools, materials, and understanding, so software craftsmanship benefits from better computers, reusable components, and programming languages. Just as blacksmiths transcend science and engineering with their skill and artistry, software craftsmanship can transcend computer science and software engineering to produce great programs, applications, and systems. UNIX and the modern-day GNU Linux are probably the best-known examples of thissystems that are thriving due to the craft, skill, and dedication of their creators. Software craftsmanship is a response to the problems of trying to force-fit software engineering into commercial application development. Software engineering was developed to meet the needs of NATO in developing very large defense systems. Commercial application development differs from the development of defense and government systems in that applications are a whole lot smaller and normally have to be up and running in less than 18 months. It is rare for a commercial application to be developed by a team of more than 20 people, and most application developers work in teams with fewer than 10 members. Software engineering is good at handling the problems of really large teams of 200 or more people, but it has little to say about how the individuals in a team should practice their craft. Software engineering encourages the "human wave" 2 approach to software development. Rather than solving the problem of how to develop highly skilled developers, software engineering attempts to deskill software development by suggesting that every problem can be solved by throwing more people at it. Although this approach sometimes succeeds, the resulting software is junk. Slow and bloated, it just never feels right. Users are dazzled by the graphics and animation but never really manage to come to grips with the software. They are thwarted by their inability to learn the software and use only a small fraction of the available features. Software does not have to be like that. All too often I see application development teams shipping valuable applications that provide real, measurable business benefit, but apologizing for not following software engineering best practices. For me, the real test of a team is whether it manages to ship and then enhance and extend the application for years afterward. Timely shipping of the first release is important, but it is more important that subsequent releases occur in a timely fashion and that each new release improves the application. Whenever I'm asked about hiring developers, I tell people to look for developers who have shipped a few applications successfully and then stuck around long enough to handle the next enhancement or maintenance release. Shipping proves that the developer can make something work; staying around for the next release allows the developer to experience the effects of the way that he or she built the application in the first place. If a developer has done this three times, my guess is that he or she is skilled and experienced enough in the craft of software development to be successful again. Software craftsmanship is the new imperative because many members of the software development community are starting to chase technology for its own sake, forgetting what is important. The purpose of software development is to create high-quality, robust software applications that deliver value to their users. What matters is growing a new generation of developers who can do that. Software craftsmanship stands for putting the joy and excitement back into creating applications for our users. 1 Naur, Peter, and Brian Randell, (eds.), Software Engineering: A Report on a Conference Spnsored by the NATO Science Committee,NATO, 1969. 2 Levy, Steven, Hackers,Penguin Books, 1994, p. 88. 0201733862P08202001

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