Things to do before and after you write code
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somehowmanage.com
I've written about what this looks like:
https://henrikwarne.com/2016/04/28/learning-from-your-bugs/
and I have also written about general lessons extracted from all these notes:
https://henrikwarne.com/2016/06/16/18-lessons-from-13-years-...
Some of my findings end up in internal training if it's something the team needs to know. If it's something for me, I'll just keep it in my own notes for the next time I encounter it until it's burned into my memory.
I try to get teams I work on to retro on all defects that escape to production.
https://medium.com/expedia-group-tech/database-pointers-73e4...
When I get stuck on a problem, I'll imagine how I will soon be thinking back on what happened, after I solved the problem, hitting my fist on my forehead and exclaiming "why didn't I think of that?" It jogs me out of the rut and makes me remember other times I had to think "out of the box" to get around a problem. Often it's something I wouldn't normally think of when approaching the problem directly from the front, like something in the environment, or a broken tool, or an incorrect assumption, or a misunderstanding. So I imaging myself past the problem, looking back in the rear-view mirror at how I solved it with the 20-20 vision of hindsight. Simply reminding myself of other times I've gotten out of a rut in the past dissolves my present frustration and helps me get out of the current rut, even if the causes and effects are totally different.
I don’t mind the premise of “think things through before coding”, but I’m a pragmatist and I learn most from doing, and this current mentality is starting to feel stifling.
Whatever happened to “less talk, more action”?
I don't want to pay developers to find a tester, watch them use the new feature using full story/posthog, etc etc. That 1) delays the feature because it still needs to get formal QA treatment and customer feedback. And 2) halves the volume of work an engineer can actually deliver.
For that reason, I think it's important for individuals to own things from idea to implementation to maintenance. You know how best to test your software. You know why you're getting paged for it breaking. You should handle that.
I think the loss of quality when splitting up projects among multiple teams (or even individuals) is why startups produce so much more than huge corporations. (My personal view is that output scales logarithmically with the number of people involved -- to do a project that's 4x more complicated than what one person could do alone, you'll need 2^4 = 16 people. Part of that is all the communication required to hand ideas over from product to engineering, hand software from engineering over to QA, hand maintenance over to SREs, etc. You can skip all that and do more with less.)
During that time we all worked as one. Focus on one workflow, get it down, move to the next one. We finished on time, and the knowledge sharing that occurred during those 2 months were more than years of knowledge sharing than I had previously.
Once we completed the project, we went back to the old style. Productivity dropped like a rock. But during CO-VID we have had glimpses of that crunch style that come when everyone is on a call. Completing a story is so much better when the team completes that story.
A quick local build and cursory click through can be okay but should they be doing the above for every contribution?
Making prototypes and experimenting is one thing but something I consistently see with the "move fast and break things" philosophy is that production is your prototype. Sure things may go through testing first but at the end of the day features get pushed out to prod once they have an MVP and are iterated on and beta tested more or less live.
I'd love to see SWEs be more willing to sit down, make a prototype, and toss the entire thing away taking the lessons learned to build the real thing rather than trying to build the actual product off the bat or trying to send the prototype straight to production.
All this extra review and rigour is a good thing for anything going to production. The real problem is that we don't build our prototypes outside of production any more. Build your prototype on your own fast and loose but anything that actually gets near the master branch should be inspected and picked apart to the highest of standards.
Because people will die. Software engineers who, say, work in the airline industry don't do this either (they also probably use ada or something like it).
I'd also be willing to bet a significant amount of money that an engineer that works on something like soft drink bottles moves a lot faster than one who designs bridges.
Which is the proposal I tend to write the most when businesses send a requirement my way: "X is important. Ensure X." - whatever X is, you can usually then pretty quickly outline how to do X perfectly, and how much X will cost, and suddenly there's an acceptable degree of X (which is usually outlandishly far below the implied standard of the original request) because as it turns out, they simply didn't think X had any real cost associated with it.
More action has led to painfully bad engineering decisions in some working startups i've joined that leads to attrition & perhaps years of refactoring. Sure, the argument could be made, "well that's the learning!" you moved fast and realized it wouldn't scale. And in some cases, you're right and in other cases you wished you hired someone better for the job.
Perhaps, then, to minimize the pain of the future, the less talk more action mentality only works with better engineers who make better decisions. I don't have any data to back up this claim but it sure feels like better engineers who are successful are better at making fewer mistakes when wanting to move fast.
Is that really your concern? If you are following the spec, it should be irrelevant - sometimes as an engineer you are not privy to how things will integrate until later, unless you have a real concern, the “value add” is irrelevant.
I dislike these “non article articles” for exactly this reason, it just is not reflected in reality
Edit: The whole article just annoyed me, I don’t know why, so maybe I’m just snapping at things
That surely depends upon both the individual’s role and the culture in the organisation, but I tend to agree with the original author. As a developer, I can often provide better results if I’m aware of the context and not operating in isolation. As a manager, I get better results from the people working for me if we’re communicating openly and often enough to address any questions or problems quickly, and this applies to software developers as much as any other field.
Of course this matters more as you get more senior as a developer or perhaps start to take on hybrid roles like tech lead or software architect. However, in my experience the principle works very widely, except maybe for juniors who have enough to learn already and new starters who are still finding their way around.
No doubt there are some projects where for legitimate security reasons there is a culture of need-to-know and compartmentalisation of information, but I suspect that across the industry as a whole, variations of wilful ignorance among developers do far more harm than good. It happens at large scale, like pigeonholing developers into narrow roles and trying to make everything possible into someone else’s problem. It happens at smaller scales, like being too dogmatic about pretending we have no idea what we’re going to be working on a few days or even a few hours later and stubbornly refusing to make any allowance for it in code we’re currently writing.
That kind of culture can become toxic and unproductive, but it can often be fixed by sharing information more freely with those who might find it useful and then having those people take the extra context into account when making their own plans and decisions. A lot of the points in the article here could be specific examples of that general idea, and IMHO those are all sensible advice.
I think I agree with a lot of your post, but I do still disagree that everybody needs to be aware of the end goal.
This can work, and often seems to work well enough, but it also can fail spectacularly. See the recent Ask HN discussion on Google's 50 billion messaging clients.
If so, ok, your work will become much better if you ask those questions, but the party paying you does not care about it at all. You are just expected to deliver this feature.
But if you have any amount of goal alignment with the people that will get the software (as little as wanting them to perceive your work is useful), you will get much better results by having a picture of what your software is supposed to do. If you do not have access to this information, it's relevant to be aware that you are not receiving all the tools you need to succeed.
- see a feature request that sounds weird.
- ask what problem they are trying to solve
- come up with a less weird / more useful solution.
As engineers we have information and skills that designers and pms often lack. You can just build what you're asked to build and you'll be fine, but understanding the value that's added will make sure you build it better.
I have the opposite view, I think it matters a lot. As an engineer, I understand things better when I can see the "why". Being aware of the "why" means that I will follow more easily the spirit of the spec instead of just the word. It means I will be more aligned with the users, the business. All of these avoid the classic trap of having a dev team disconnected from the business, which usually leads to a bad atmosphere, late/failed projets.
It also allows you to use your experience and expertise to tell the writer of the spec that they have written a pile of junk and that what they are asking for is not what they need. Sometimes when I have done that I have also discovered that it was not what they wanted either but simply what they thought was practicable. Together we were able to thrash out a better spec that achieved the ends that were necessary.
I wish that people would remember that the vast majority of people writing code are doing it inside the same company or even department that will be using the final program. It is often the case that at least some of the software developers in such teams have as much or more expertise in the domain as the customers commissioning the software; it would be a dereliction of duty to fail to question a specification that seemed pointless, inconsistent, or inadequate to the problem it was purported to solve.
On the other side I like seeing metrics/feedback of something I made get used. Always sad when a venture dies/nothing happens to it.
If as an engineer these people give you the creeps, remember, you don't have to work for them. If you do currently work for someone like that, you can get out and keep your sanity. The best places to work are not sweatshops.
* the training needed to use it
* the equipment it will require
* the personnel needed to operate it
* the policy associated with its use
* the information it will require
* where it will sit in an organisation
* the infrastructure required
* how it will be supported through-life
And some others. These are a great checklist of things that if not considered can cause a system to fail / be unused.
Also... Before enlightenment, fetch water, chop wood. After enlightenment, fetch water, chop wood.
I'd rather review 10 extra files every PR if it means the code is improving. If you keep doing this, eventually there won't be so many extra changes because they're fixed already.
I'm curious, why do you think fixing tech debt is a time sink?
Before (0): Understand if it needs to be built at all
Have a smoke.