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I am a long time agile advocated but one of the things that bothers me about Agile is that a lot of agile practitioners, especially the younger ones, have thrown out or are missing a whole lot of good (non Scrum, non XP) practices. Alistair Cockburn's style of writing Use Cases springs to mind; orthogonal arrays (pairwise testing) is another.
I read mostly Agile related books and articles and work with mostly Agile folk ... is there anything I'm missing?
It might be interesting in 5-10 years time to see how maintainable these systems are when nobody wrote down why a particular decision was made and all the people involved have left.
is there anything I'm missing?
Yes, I think a lot, but only if you are interested in Softawre Development Processes.
I like this paraphrase:
Each project should be as agile as possible but not more agile.
Not every project can be agile... but I think 80%+ can.
I see Agile as "car of the year". It is very well suited for most of the people, but if you need/want something special, for example car able to speed 300KM/H or car able to carry 20 tons of goods you need something else.
There is also so many cases when one may want something else than "car of the year" that requires a book to write them down :-) I recommend you Agility and Discipline Made Easy: Practices from OpenUP and RUP. In this book you'll find many "missing parts" very well illustrated. The key to understanding is that Agility is only a (requested) property of software development process which sometimes cannot be achieved. The book describes several Key Development Principles (which are basis for RUP) and explains which level of "ceremony" and "iterativeness" follows from using them on different levels of adoption.
An example
Practice: Automate change management and change propagation
In your project you may require very advanced and strict change management and decide to "Automate change management and change propagation" by implementing custom or re-configuring existing tools and by using Change and Control Board.
Effect: This most probably increase level of "ceremony" in your project.
(...) have thrown out or are missing a whole lot of good (non Scrum, non XP) practices.
Scrum is not prescriptive, it's up to you to choose how to do things. In other words, nothing forces you to use User Stories for example (even if User Stories work for lots of teams, there is no consensus) so feel free to use (light) use-cases if you think they are more appropriate in your context. To illustrate this, Jeff Sutherland reported he would never use User Stories again for PDA device projects (they use some kind of "light specifications" in his current company). And the same applies for testing, use whatever works for you. To summarize, if you find XP not flexible enough, use something else... and inspect and adapt.
Iterative development.
In practice, agile teams may do iterations (or anything for that matter, agile is a kind of "true scotsman"), but agile processes don't require or define iterative development sufficiently.
Take RUP, for example - clumsy and bloated, it does compile a few good methods for long-term development that agile misses.
On a general note, agile is a way to steer clear of problems: how to avoid long term planning, how to keep teams small, tasks short, customers involved, etc. It works more often than not, but sometimes you have to face and solve problems: how to reach strict deadline, make big team work, achieve distant and complex goals, make customer refine requirements. That's when one needs to look beyond agile.
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When you have sprint task in Scrum, where do you put how you want to program something? For example, say I am making a tetris game and I want to build the part of the game that tracks the current score and a high score table. I have my feature, my user story and my task, but now I want to talk about how to design it.
Is that design something that is recorded on the sprint somewhere as to how to do that or is that just somethign the programmer figures out. Do you put do task x use database such and such, create these columns, etc.? If not, do you record that at all? Is that what trac is for? I don't mean too high level design.
I touched on it here: Where in the scrum process is programming architecture discussed?
but my current question is later in the project after the infrastructure. I'm speaking more about the middle now. The actual typing in the code. Some said they decide along the way, some team-leads. Is this is even documented anywhere except in the code itself with docs and comments?
edit: does your boss just say, okay, you do this part, I don't care how?
Thank you.
There can be architectural requirements in addition to user-specified requirements that can muddy this a bit. Thus, one could have a, "You will use MVP on this," that does limit the design a bit.
In my current project, aside from requirements from outside the team, the programmer just figures it out is our standard operating procedure. This can mean crazy things can be done and re-worked later on as not everyone will code something so that the rest of the team can easily use it and change it.
Code, comments and docs cover 99% of where coding details would be found. What's left, if one assumes that wikis are part of docs?
Scrum says absolutely nothing about programming tasks. Up to you to work that out...
Scrum doesn't necessarily have anything explicitly to do with programming - you can use it to organise magazine publication, church administration, museum exhibitions... it's a management technique not explicitly a way of managing software development.
If you do extreme programming inside scrum, you just break your user stories for the iteration down into task cards, pair up and do them.
When I submit tasks to my programming team, the description usually takes the shape of a demo, a description on how the feature is shown in order to be reviewed.
How the task will be implemented is decided when we evaluate the task. The team members split the task in smaller items. If a design is necessary, the team will have to discuss it before being able to split it. If the design is too complex to be done inside this meeting, we will simply create a design task, agile/scrum doesn't force how this should be done (in a wiki, in a doc, in your mind, on a napkin, your choice) aside for saying as little documentation as possible. In most case the design is decided on a spot, after a bit of debate, and the resulting smaller tasks are the description of how things will be done.
Also, sometimes the person doing it will make discoveries along the way that change the design and so, the way to work on it. We may then thrash some cards, make new ones. The key is to be flexible.
You do what you need to do. Avoid designing everything up front, but if there are things you already know will not change, then just capture them. However, corollary to YAGNI is that you don't try to capture too much too soon as the understanding of what is needed will likely change before someone gets to do it.
I think your question sounds more like you should be asking who, not when or where. The reason Agile projects succeed is that they understand that people are part of the process. Agile projects that fail seem to tend to favor doing things according to someone's idea of "the book" and not understanding the people and project they have. If you have one senior team lead and a bunch of junior developers, then maybe the senior should spend more of their time on such details (emphasis on maybe). If you have a bunch of seniors, then leaving these to the individual may be a better idea. I assume you don't have any cross-team considerations. If you do, then hashing out some of the details like DB schema might need to come early if multiple teams depend on it.
If you (as team member) feels the need to talk about design, to so some design brainstorming with other team members, then just do it. About the how, many teams will just use a whiteboard and brain juice for this and keep things lightweight which is a good practice IMHO.
Personally, I don't see much value in writing down every decision and detail in a formalized document, at least not in early project phases. Written documents are very hard to maintain and get deprecated pretty fast. So I tend to prefer face to face communication. Actually, written documents should only be created if they're really going to be used, and in a very short term. This can sound obvious but I've seen several projects very proud of their (obsolete) documentation but without any line of code. That's just ridiculous. In other words, write extensive documentation as late as possible, and only if someone value it (e.g. the product owner).
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A friend of mine asked me the other day if I'm just looking at lists of numbers when I'm programming, or how it works. I tried to explain that it's generally more like math formulae, with the odd english word tossed in, and that it's generally mostly readable. But that's a very vague explanation, and it doesn't really explain much to a non-programmer.
But it got me to thinking about what would make a good example. Not because I want to teach her programming or anything, but simply to give her an idea of what program code "looks like".
And that got me to wonder about what would actually work as a good example. And that's turning out to be surprisingly difficult.
My first thought was obviously a simple "Hello World" program. But it really doesn't show anything useful. It doesn't really show how we use functions, or variables, or control flow structures like if or while to make a program that actually does something. There's no logic to it. The program doesn't react to anything.
So perhaps something like computing prime numbers would be a better example. But then again, that might be too theoretical and impractical... (What good is that? What does it have to do with writing "real" programs?) And again, there's no significant control flow logic in it. It's just a straight sequence of maths.
And also, which language should be used?
Ideally, I don't think it has to be a very "clean" language. But rather, it should probably make the structure clear. If it does that, then a certain amount of noise and clutter might be fine. Perhaps something like C++ would actually be a better example than Python for that reason. The explicit curly braces and type specifiers are obvious "hooks" to help explain how the program is structured, or to highlight that it's not just simple statements that can almost be read out as english.
But with C++ we also get into some downright weird syntax. Why is std::cout << x used to print out x? Why not a "normal" function call syntax? And printf isn't much better, with its arcane format string, and lack of extensibility (do I want to complicate the program by using char* for strings? Or do I use std::string and settle for calling the seemingly unnecessary s.c_str() to get a string that can be printed with printf?
Perhaps a higher level language would be better after all. But which one? And why?
I know there are plenty of similar questions here about which language/example program to use to teach programming. But I think the requirements here are different. When teaching programming, we want simplicity more than anything. We want to avoid anything that hasn't been taught yet. We want to make sure that the student can understand everything on the screen.
I'm not interested in simplicity per se. But rather in giving an "outsider" an idea of "what a program looks like". And programs aren't simple. But they do generally exhibit a certain structure and method to the madness. What language/program would best highlight that?
Edit
Thanks for all the suggestions so far. Some of you have had a somewhat different angle on it than I'd intended.
Perhaps an example is in order. I can't fly an airplane, but I've got a basic understanding of what the cockpit looks like, and what a pilot "does" while flying.
And I'm not a trained carpenter, but I know a saw or a hammer when I see one.
But when you see anything to do with programming in movies, for example, it's usually just screens filled with garbage (as in the green text in the Matrix). It doesn't look like something a normal human being can actually do. There's nothing recognizable in it. Someone who isn't a programmer simply thinks it's black magic.
I don't want to teach her to fly, or to program software.
But I'd like to give her a basic frame of reference. Just an idea of "ah, so that's what you're working with. So it's not just random symbols and numbers on the screen". Even just showing a simple if-statement would be a revelation compared to the Matrix-style random symbols and numbers.
Some of you have suggested explaining an algorithm, or using pseudocode, but that's what I want to avoid. I'd like something that simply shows what actual code looks like, in the same way that you don't have to be a carpenter to look at a saw and get a basic idea of what it is and how it works.
When I was a kid, we once went on vacation in Italy. On the way down, the pilot let me into the cockpit of the plane. Of course, I didn't learn how to fly the plane. But I did get a peek into the pilot's world. I got an idea of how they make the plane go, what the pilot actually does.
That's really all I want to do. My friend has no interest in learning programming, and I don't want to force her to understand source code. But she was curious about what kind of tools or entities I work with. Is it Matrix-style symbols scrolling across the screen? Pure mathematics? English in prose form?
All I'm interested in conveying is that very high-level understanding of "What does it look like when I work".
BASIC
10 PRINT "Sara is the best"
20 GOTO 10
Update: when I was 12, my cousin (he was 14) brought Turbo Pascal 7.0 and installed it in my computer.
He programmed a tic tac toe game from scratch (in BGI mode, for those who know).
I watched/observed step by step how a program evolves until it becomes a complete application.
Until then, I knew only how to print strings in BASIC :-B
You can do a similar thing. Pair programming. Well, actually your friend will be an observer but she'll get an idea ;)
Why not consider a language that doesn't exist (or does, if you so believe) and use Pseudo Code? I think, depending upon what you want to achieve - I'd consider the example of task familiar to the person, but carved up into a pseudo code example.
I generally find the idea of "cooking" or "recipes" to be a great fit when explaining things to non-programmers.
I ask the person to imagine they had a recipe that was fairly complex - e.g. a curry & rice dish. I then suggest that they should try and write it down for someone who has absolutely no idea what they are doing, so that they can cook it.
There is a very definite few stages involved:
Gather the ingredients and tools for the job.
Prepare the ingredients. This is complex. e.g.
get 3 Small Red Peppers.
for each red pepper you have, chop it into chunks about 1cm square.
place the red pepper chunks into a bowl for later.
Seperately to this, call the prepare rice function and have this working asynchronously in the background while you continue on with the cooking.
I'm sure you can see where this is going... ;)
There are a lot of similarities with Cooking and Programming (as there are with many things, but more people have an understanding of cooking than of building a house).
There stages / similarities (as I see it) are:
Gathering: (declaration of what is required to achieve the goal and getting them together).
Preperation: Chopping the ingredients or readying the data connection objects etc for first use.
Asynchronous: The ability to have one thing going while another thing going.
Functions: The rice making, the chicken cooking and the curry cooking all require separate processes and only at the end can you have the makeCurry(chickenMeat, rice) function.
Testing: Ensure that as you are going along, you aren't missing any bits and that everything is going smoothly - e.g. ensuring chicken is cooked before you move to the next stage.
Garbage: Once you've done, you must ensure that you tidy up. ;)
Principals of Best Practice: There are efficient ways of doing things that like cooking, beginning programmers have to learn in addition to the code - sometimes it can be hard to get your head around. e.g. D.R.Y, how to chop efficiently with a knife & don't eat raw chicken ;)
Basically, I think for teaching programming as a general topic - I wouldn't necessarily teach from a language unless you had a compelling reason to do so. Instead, teach initially from the abstract until they understand at least the fundamentals of how things might fall together. Then they may find it easier when sat in front of a monitor and keyboard.
I think there may not be one "right answer" for this one. But I think maybe a few really good ideas you could maybe take bits from all of.
I would explain that programming is giving detailed instructions so the computer can make complex tasks.
How to make two cups of coffee?
Fill the kettle
Boil water
Coffee in cup
Pour on water
Add sugar
Add milk
Do 3 to 6 again
To answer your question directly - what programming “looks like”, I'd show them a print out of a large application. Toy apps or cute things like qsort in haskell really give the wrong idea.
It looks a bit like this. Sometimes.
Maybe everyone is concentrating too much on the code rather than tools. Possibly it's best to show her a project in an IDE, and how it includes various source files and maybe some diagrammatic things like a database schema or a visual user interface designer too. Visual Studio, Eclipse or Xcode are quite far away from most people's mental image of rapidly scrolling glowing green symbols on a black background.
I think you should download some big win32 application, written in AT&T assembly language, and show it to her in notepad, and tell her, "As you can see, it takes a superhuman like myself to program."
Code something that has any comprehensible value to a non-programmer. If I'd demonstrate Quicksort to my mother, it wouldn't be of any use.
Ask the person about his interests. If he/she's into stock exchange for example, hack together a script that reads some stock statistics from a appropriate web page and compiles them into an excel sheet (use csv, to avoid heavy brain-damage ^^) or maybe into a nice graph.
If the person uses Twitter, code something that counts the followers of his followers or something like that.
These tasks are simple enough to be done in a very short time and they already utilize a lot of the basic tools that we programmers use, like loops, libraries (for all the http stuff involved), maybe recursion.
After you're finished or while you're coding (even better), you can explain how your program does its magic.
Just keep it simple and talk in human language. If you show them megabytes of code and talk about things like prototypal inheritance, you just intimidate them and they will lose interest immediately.
To give my wife an idea of what I do to bring in a paycheck (It's real work! I promise! we don't just browse the web all day!) I sat down with her one evening with Python and showed her a couple of the basic concepts: calling a function (print), assigning and reading a variable, and how an if statement works. Since she's a teacher, I likened the concept of conditionals to working with preschoolers :)
IF you hit Jonny THEN you're in time out OTHERWISE you can have a snack.
After reviewing a couple of the very high level concepts, I then showed her the code to a simple number guessing game and let her play it while looking though the code.
# Guessing Game
import random
print("Guess a number between 1 and 100: ")
target = random.randint(1, 100)
guess = 0
guess_count = 1
while guess != target:
guess_count += 1
guess = int(input())
if guess == target:
print("Correct!")
if guess < target:
print("Higher...")
if guess > target:
print("Lower...")
print("Congratulations! You guessed the number in " + str(guess_count) + " guesses!")
Aside from the somewhat abstract concept of "import", this is a very straightforward example that is easy to follow and "connect" to what's happening on the screen, not to mention it actually does something interesting and interactive. I think my wife walked away from the experience a little less mystified by the whole concept without really needing to know much in the way of code.
I think the key is being able to have someone see the code AND it's end result side by side.
There was a CLI graphics package called LOGO, and best known for Turtle Graphics, used to draw shapes on screen using commands like LT 90, RT 105 etc. See if you can find that, it would be a nice experience to try and draw something of medium complexity.
LOGO - Logic Oriented Graphic Oriented programming language.
REPEAT 360 [FD 1 RT 1] -- draws a circle, etc.
See more at logothings or Wikipedia which also has links to modern logo interpreters.
The computer programmer writes programs.
While not programming, the computer programmer annoys attractive women in his workplace.
Then:
(source: markharrison.net)
Now:
When my 5 y.o. daughter asked me the question I made her "develop" the program for a little arrow "robot" that will get him into the upper-left-corner of the board using flowchart-like pieces of paper signifying moves, turns and conditions. I think it applies to grown-ups as well.
I do not claim the invention of this answer, though.
About your edit: I'm afraid, programmers have even less idea of the idea others have about programming. ;-) People think that programming is a matrix-like green video card corruption about as much as they think that spies are all equipped with James Bond's hi tech toys. And any professional in any field is normally irritated when watching the movie concerning his job. Because the movie maker has no idea! Do we know how to properly depict programming in the movie on the other hand? ;-)
I've found that the best approach to "teach someone what programming is without teaching them programming" is actually to just drop anything related to a specific programming language.
Instead (assuming they're actually interested), I would talk them through implementing a function in a program, like a simple bank loan application (most people have had to deal with loans at some stage, if they're above a certain age), and then poking holes in all the assumptions.
Like, what should happen if the user types in a negative loan amount? What if the user cannot afford the loan? How would the loan application know that? How would the loan application know which bank account to check and which payment history to check (ie. who is the user actually)? What if the user tries to type in his name in the loan amount field? What if the user tries to take the loan over 75 years? Should we limit the choices to a list of available lengths?
And then in the end: Programming is taking all of those rules, and writing them in a language that the computer understands, so that it follows those rules to the letter. At this point, if it is felt necessary, I would pull out some simple code so that the overall language can be looked at, and then perhaps written out one of the rules in that language.
Bonus points if you can get your friend to then react with: But what if we forgot something? Well, then we have bugs, and now you know why no software program is bugfree too :)
Definitively something either with graphics, or windows, in a higher level language.
Why? A non-programmer is usually a non-matematician too, that's why he won't get the beauty of sorting. However showing something drawn on a screen ("look, a window!", "look, so little typing and we have a 3D box rotating!") can work wonders ;).
What does it look like when you work?
It looks like typing.
Seriously though, programming is kind of like if Legos were text, and to build a big Lego house, you had to type a lot of text in, just right, hooking up the right pegs with the right holes. So that is how I generally describe it.
It's really hard to understand what programming is like just from a source code example, because it is so abstract.
There is nothing wrong with starting on hello world, as long as you can show what the computer actually does with it. You can then introduce one construct at a time. That's what programming is like- Making incremental changes, and seeing the results.
So you have a hello world program. Now change it to
string Name = getLine();
printf("Hello, %s", name);
then the if construct
printf("Do you like cake?");
string answer = getLine();
if(answer == "yes") {
printf("Yeay! I like cake too!");
} else if(answer == "no") {
printf("Filthy cake hating pig!");
}
then demonstrate that the last program fails when it recieves an answer other than either "yes" or "no", and how you would go about fixing it....
and so on. I don't think you need to go into deep concepts like recursion, or even functions really.
It doesn't really matter what programming you use for this, as long as you're able to show, on a computer, the result of these different programs. (though these psuedocode examples are probably pretty close to being valid python)
Robotics is great for explaining programming, I think, because even simple, contrived examples are practical. The robotics equivalent of Hello World or printing a list of numbers might be having the robot move in a line or spin in a circle. It's easy for a non-programmer to understand that for a robot to do ANYTHING useful it must first move and position itself. This lets you explain simple program structure and flow control.
You want the robot to move forward, but only while there is nothing blocking its path. Then you want it to turn and move again. That's a simple routine using basic flow control, and the functions that you're calling are pretty easy to understand (if your platform has decent abstractions anyway).
Graphics might also work. Anything that has immediate results. jQuery even, because everyone is familiar with rotating pictures and web animations. Even contrived examples like pushing elements around in the DOM has an easy to see effect, and most people will understand what and why the statements in the program do.
Things like Robocode and LOGO are probably really good for this.
(source: wikimedia.org)
{
wait for 6/8;
play F (5), sustain it for 1/4 and a half;
play E flat (5), sustain it for 1/8;
play D flat (5), sustain it for 1/8 and a half;
play F (4), sustain it for 1/16;
// ...
}
Perhaps a metaphor could be that of a composer writing a musical score. The job of a composer is the intellectual activity of creating music. With a score, the composer is telling the pianist what to play, and he does it by means of precise instructions (notes, pauses and so on). If the "instructions" are not precise enough, the pianist will play something different.
The job of a software developer is the intellectual activity of solving problems (problems that have to do with automated processing of data). With source code, the developer is telling the computer what to do, and he does it by means of precise instructions. If the instructions are not precise enough, the computer will do something different and will not solve the problem correctly.
I would just write something in pseudocode that demonstrates how to use a computer to solve an everyday problem. Perhaps determining which store is cheaper to buy a particular grocery list from or some such.
Why not just show the timelapse video A Day in the Life of a Scrum Team?
A programmer writes instructions for the computer to perform.
Running the program results in the computer actually following those instructions.
An example is a cook will follow a recipe in order to bake a loaf of bread. (even if it's in their head)... that's programming. Unlike my wife, the computer follows the recipe exactly every time. My wife, does it in her head and it turns out different but delicious every time ;-)
If you want to go ahead and teach this in more detail then pseudo-code is easy to understand.
e.g.
IF today's date is the 1st of may then
print to screen "Happy Birthday"
ELSE
print to screen "It's not your birthday yet"
The beauty of psuedo code is nearly anyone can understand it and this is the point of it.
Want to show her what programming looks like? Just pop a terminal and
find /
Surprised this is still open, and surprised no one has already given this answer. (I think. I might have accidentally skipped one of the 40 questions that no one is going to read anyway.)
Your answer is in your question
When I was a kid, we once went on vacation in Italy. On the way down,
the pilot let me into the cockpit of the plane. Of course, I didn't
learn how to fly the plane. But I did get a peek into the pilot's
world. I got an idea of how they make the plane go, what the pilot
actually does.
That's really all I want to do.
That's all you have to do. Pick a short exercise out of a tutorial. A moderately longer GUI one could also be beneficial due to the added visuals. (Games might be pushing the length a bit.) And let her watch you code. That's it. It's the same as your pilot example.
Also there are a number of online REPLs that will make watching you code even more immediate.
I say show him bubble sort.
It's an easy, understandable trick, converted to a formal language.
That's what our job is about. Expressing our ideas in a strict, formal language, such that even a machine can understand. A little similar to designing procedures for organizational design.
Code up something quick that reads stock quotes and writes them to an excel spreadsheet. This is easy enough to do with a few minutes and impresses non technical types very quickly as they see the practical value of it.
My usual choice is to retrieve a set of customer records from a database. Using C# and LINQ in Visual Studio, it takes maybe 10 minutes at most to build a web page and dump out the "Northwind" database customers into a grid. The nice thing is that a "list of customers" is something that almost anybody can understand.
Totally depends on the level of her interest (or your level of interest in her). Most people ask that question as idle conversation, and don't really want to know.
Programming is more than algorithms (like "How to make a cup of coffee), it's also fundamentally rooted in mathematics. Most people will be quickly tripped up by the subtle use of mathematical terms (what's a "function"?).
In order to really teach programming, it may help to think back to your own first programming experiences, your first programming teacher, your first programming language. How did you learn? when you were learning, what skills did you already have fresh in your mind (i.e., calculus)? What motivated you to want to understand what a variable is or why there are three different kinds of loops?
Language-wise: Use something like python. Really high level, non-curly-bracket probably better.
Alice which was developed at Carnegie Mellon.
Alice is an innovative 3D programming environment that makes it easy to create an animation for telling a story, playing an interactive game, or a video to share on the web. Alice is a teaching tool for introductory computing. It uses 3D graphics and a drag-and-drop interface to facilitate a more engaging, less frustrating first programming experience.
In pseudo-code:
function dealWithPerson(person){
if(ILike(person)){
getCookie().giveTo(person);
}
else{
person.tell("You shall receive no cookies!");
}
}
dealWithPerson(Person.fromName("Nick"));
dealWithPerson(Person.fromName("John"));
This demonstrates the concept of functions, object-orientation and strings, in a C-like syntax(when I say C-like syntax I refer to the weird characters).
It also shows how code can be reused.
Note that although it is pseudo-code, I wouldn't be surprised if there was some language that accepted this syntax(perhaps JavaScript allows this?).
You could also adapt this example to have loops.
Hope this helps show that person how a program looks like(since it is a realistic syntax and it is relatively easy to understand).
I have been teaching programming for many years and found out that the number of ways you need to explain things is equal to the number of students you have. But one method that works most of the time is as follows:
Present a flow chart that shown the flow of logic of a simple application
Write the instructions in full human language (e.g. English)
Abbreviate each instruction to the short-hand used in the programming language
Choose a less cryptic language like Basic or Pascal for teaching purposes
All code is simply shorthand for natural language. Written in full English most programs seem trivial.
As for a good algorithm, that is another story. It is sad to see many Computer Science courses no longer teach algorithms or brush over it.
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I'm in a new contract where they seem to have gone overboard with Agile, including hiring a consultant merely for facilitating Agile processes. Something he is instituting is a notion of "core hours" where we will all actually be in the same room together. Is this really what "core hours" constitutes? I ask because it's highly inconvenient to pick up my laptop and go to this shared location for half the day; I always thought "core hours" meant you were available, not necessarily in the same room, from 9:30 to 4, for instance.
Yes and no.
Core hours are the period(s) when all team members commit to working on the project (and not doing administrative stuff or other projects). For many teams, this will imply being in the same room, but with proper planning and the necessary infrastructure, the team can work well from different locations.
I think what you have is an extension of the "core hours" where you are. The idea of being in the shared location is that ad-hoc meetings could occur as well as possibly being within earshot of various discussions so that you can jump in if it is something where you think your opinion or knowledge would be useful, e.g. why was this coded like that? or why do we have this requirement? kind of thing.
I'd like to think that I'm up to date on the Agile world. In reality I am not. With that being said, I'm not so sure this is an agile concept but rather a convenient way for the team to collaborate. It sounds more like something out of Peopleware.
As goes with any team and trying something new, one, there will be resistance to change and two, the team should really have buy in to the new process and working methodology. The Agile consultant shouldn't just be barking orders of what you need to do. He should also be explaining and convincing you why this is a good thing. If you already think the company has gone "overboard" then I think something is wrong. Agile is a great way to work for a many (but not all) teams and shouldn't evoke a reaction like that
Having core hours makes sense so that there is an overlap for collaboration. Having people work in a more open space, maybe 4 people per large cube instead of 1 per small cube, also helps foster collaboration. At work I can just spin my chair around and there are 2 people right there who can help me out or answer questions. However, trying to force something that is uncomfortable and inconvenient defeats the purpose.
I think it would be better to tear down the cubicle walls and rearrange the cubes to make the evirnonment more collaborative.
Slightly off topic but won't fit in a comment:
Agile is extremely disruptive of a programmers "Normal Practices". The word Agile means you are going to have to adapt to changes, I recommend you try to accept them and not fight, because one of adaptations is to cut out team members that cause disruptions in the team.
A consultant is virtually required for a smooth, quick transition.
If your consultant is doing it right, you should be much more unhappy than you seem. During those core hours, none of you should have your own computer--you should be sharing a group. If things are done right, you should be coding in a "Bullpen" without cube walls (facilitates pairing and general communication).
But there are various levels to Agile, and it's intended to be adaptable. Many programmers have a problem with pairing, so often it isn't forced, or is just recommended.
At any rate, it sounds like your consultant is taking it pretty easy on you guys. Try to drink the cool-aid and relax, it'll all be over soon.
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This question was asked by Ed Burns in his book 'Riding the Crest'. I remember that almost all of the rock star programmers found helpful if one had new and kool gadget. Programmer stays in touch with the latest design, hardware and software implementation which may affect also his work.
What is your opinion on this question?
New gadgets are useful if they expand your horizon.
For example, i recently got myself an iPod touch; this has deeply changed my appreciation for touch-screen user interfaces -- i only knew "point of sales" touchscreen interfaces, which are usually horrible.
I believe it is fairly irrelevant.
Firstly, every domain (for example Web, OS X, iPhone, Windows) has its own aesthetics which means experience from gadgets won't necessarily transfer that well, in the same way a great Windows UI won't necessarily be a great OS X interface.
And owning a gadget hardly ever teaches about the underlying hardware or software implementation.
However, being able to appreciate great design, whereever it appears, whether that is in gadgets, literature or architecture has to be useful. And a curiosity about the world and a determination for life to be better will probably often lead to great programmers getting gadgets, however this is a case or correlation not being the same as causation. The gadgets don't help the programming skills, but the same traits drive both.
I think what Burns might be getting at their is exposure to other design paradigms. If you are programming in Windows and you get the latest and greatest WinMo phone, you're exposed to a different platform but really it's just a baby Windows. Contrast that with being a Windows programmer and getting an iPhone or a G1. You're being shown a very different way to get things done and you'll be able to pick up the parts you like out of someone else's vision.
There's a competitive aspect to many fields that software is often lacking. Competition helps you by showing you how other people solved the problem that you're looking at. If they are selling like gangbusters and you aren't, well, something's up there huh?
Gadgets aren't so important, the PC itself is. Having a fairly new PC, with a nice screen, keyboard and mouse is a must. You are using them most of the day after all, so no point spending loads on the PC and getting cheap peripherals!
For me it's all about keeping things interesting, as I can get bored working on the same thing over and over.
Having a new gadget gives you something new to play with, thus increasing enthusiasm and helping to pick up new things, in turn making you a better developer.
I guess not everyone needs that motivation, but I find it can help during a lull, and it doesn't even need to be new hardware, I'm just as happy to pick up a new bit of technology / language etc, I find it has the same effect.
I'm not a big fan of all the gadget craze. I always try to stay current with new tecnologies but I don't think that consuming gadgets has anything to do with it.
Cool gadgets are a good excuse to spend money and increase your cool factor.
Depends on the programmer. Many programmers would be happy with cool gadgets as a job perk, but I wouldn't say it affects their productivity directly. If I had to choose, I'd rather get a good chair than a palmtop of the same price.
Things I've missed while working as a programmer in various companies of all sizes:
A decent chair (jesus people)
A good, fast computer (even if they don't work 3D)
A large screen (two if possible)
A hand-held device capable of reading mail (I suppose this would fit as a 'gadget')
Depends what you're working on. I'd say that if you're doing UI work, have lots of diverse UIs to play with. Make sure they have a Mac and a PC, maybe one or two different kinds of smartphones and/or a PDA -- if you're that kind of company, maybe even a Nintendo Wii in the breakroom.
If I can program on the gadget sure.
I get considerable less(for programming) if I don't get to program [on] it.
It's a self-image maintenance thing. Having the latest geekbling helps make one feel like the sort of wired.com poster boy who's on top of all the trends, which motivates one to keep on top of the trends.
Really, almost anything you see people doing that seems somewhat inexplicable is probably an identity maintenance activity.