Showing posts with label Software. Show all posts
Showing posts with label Software. Show all posts

Friday, February 13, 2009

My top ten tips for a software developer

I was updating the blog and getting a few advance posts in place for February 2009. Thanks Blogger.com for the neat features of scheduling blogs that you introduced last year. This saves me a lot of hassle in remembering to post pre-written content and also allows for me to have a blog day every now and then.

Anyhow, I was also reading a few "Top Ten" advice lists that were sent to me over the years by a trusted colleague called Jim. I always take the time to read these and he generally only sends over meaningful content and this time was no different.

This did get me thinking a little so I thought I'd write one and see if he agrees.

I have blogged in the past about what I believe makes a good developer.

Today, I'll issue my Top Ten tips for developers covering both work and life. In no particular order apart from number 10.

1. Always be on the look out for the next big thing (in IT) and see if you can get in early enough to actually ride the wave rather than be left behind frantically trying to swim there.

2. If you find something you like doing and the opportunity is there to continue doing it, then continue to do it! Don't be bullied into career progression if it is not for you. My old boss once said to me that there is a difference between earning and dying. Words of wisdom for everyone.

3. Always test your code no matter how trivial the change. You have no come back if you didn't test a change you have made, fullstop.

4. The ten minute tasks always seem to take a day, or two.

5. Never assume anything when it comes to user requirements or management reporting.

6. Never under estimate the desire of the testing team to see you fall on your developer sword.

7. Never code if you are drunk as you will need to recode the next day. Also never ever ever ever ever ever return to the office if you are inebriated. You will start to talk about 'Pink Screen' technology and how one day you will be everyones boss or worst case scenario, you will set off the fire alarm with a toaster and cause an evacuation of a 21 storey building. Again, certainly no come back here, you are on your own. Believe me, these are true stories......

8. Remember good quality applications and systems have corners. You simply can't cut them.

9. Remember it takes 20% of the time to build 80% of what the user sees and interacts with. The remaining 80% is making sure that they don't break anything.

10. Never compile a top ten list and not have a decent one for point number 10.

Thanks for reading.
Lee.

Monday, July 28, 2008

The context of programming

Recent events in my place of work have lead me to ponder the concept of programming context once again. I suspect it is a pervasive concept as I seem to come across it on a regular basis in quite different circumstances. Let me explain.

If I am asked to write a program that accepts two numbers and returns a third number, being the product of the two, then there is not a lot more I need to know. Perhaps knowing the possible range of input numbers would be useful, but really this is a pure mathematical problem and has no context.

If I am asked to write a program that accepts two numbers and returns a third number - the number of residential addresses in a database that fall between those two numbers - then there is quite a bit more I need to know. I need to know whether just street numbers alone should be checked, or whether street names should be included (5th Avenue, for example). Even within street numbers alone, what about flat numbers? It's a bit more complex than the first example as there is a context. I.e. what are we actually trying to achieve here?

Now in a third example, I am asked to write a program that accepts two numbers (x and y) and returns a third number which is the number of active users who have been logged in between x hours and y hours. Again, now the context is complex. How do I define a "logged in user"? Do I define one interactive session as one user, or do I need to reduce this to unique users because some may be logged in more than once. What about "special" users such as system supplied IDs? Should they all be counted, none, or only some?

But the third example is even more complex than I have shown so far. Consider that this function needs to work in a function test environment, in an integrated test environment, and in production. There are some processes that occur only in production, some only in test and some on both. Will this affect the outcome? Is testing on the test system going to be good enough to know it works in production?

Hang on a minute - aren't we talking about system programming? Well, maybe yes and maybe no. If this program is needed to manage software licensing, then it's a system program. But, if it is needed to manage the number of customer service representatives assigned to different parts of the call centre, then no it is not system programming. If it is being used to achieve load balancing for application service jobs then it could go one way or the other.

Now that was a somewhat contrived example, but it helps me to illustrate my point. In all three cases, take two numbers and return a third. The first example I would expect absolutely any programmer to be able to achieve. The second example I would expect any programmer to be able to achieve if complete requirements are provided. If the problem is only defined as I described, then you would need an analyst programmer. For the third example, who would you give the job to, generically speaking?

This is where I see a massive gap. I, myself, have been fortunate to have been involved in both application and systems programming fairly extensively and even if I say so myself I think I'm pretty good at covering off the sorts of issues described above. It also means I am frequently seeing other programmers who are failing to account for the "system" level factors.

In a specific recent case, a developer insisted that my team (who are a development & test support team) replace one version of a program with another so that it 'behaved like production'. That should have been the first red flag. (I was not involved at this stage so I don't know whether I would have caught this at the start.) Why was the test system behaving differently to production?

Well, the developer got his wish and proceeded to begin to make his related code work. Meanwhile, large numbers of other people were tripping over the problems introduced. After several days of analysing the problems we concluded we had to put things back the way they were. To quote Spock - "The needs of the many far outweigh the needs of the few." This programmer was looking in far too narrow a context in defining what needed to be done. He had no concept of the roles this particular program was playing, nor the large number of dependencies it had. For instance, an automated regression testing suite completely failed because of the change.

But perhaps the most spectacular case of lack of context that I have ever encountered was in a previous role.

The product in question was enterprise software being used all around the world and it was incredibly complex. Customers had requested the ability to use off-the-shelf reporting tools (such as Crystal Reports) to create their own reports. The development organisation realised this meant less work on such things for us and considered this was a good idea - but dangerous. Great they can write their own reports, but how to let them into a massive, complex database without (a) massive confusion and (b) the opportunity to corrupt it.

So a plan was hatched to deliver a new library (for self containment) of logical files (views) which would collate the data into meaningful constructs and, importantly, be read-only. My team (again in development & test support) figured out how to deal with this new library for the purposes of the testing done on it. For the most part we just manually created and destroyed these libraries as required and used some of our own toolset which, importantly, is not delivered to customers.

At some point I got to thinking...How are we going to deliver this? The initial response I got from the designer was "on a tape/CD with the rest of it." To cut a long story short, I soon proved that it is impossible to ship a library full of logical files. Period. Can't be done. I took this information back to the designer, along with a rough sketch design of a simple tool which could alleviate the problem, and also be useful within the development shop.

The response? "We didn't budget for that." * Sigh *.

In the end, I wrote a quick (hack) version of that tool on the day we packaged the software. Some months later someone contacted me saying that there was a bug in my code. I sent them to the designer to have it sorted out.

Thanks for reading.
Allister.

Sunday, June 22, 2008

The "Wooo! moment" Factor

This is another one of my general life blogs and follows up from my recent article about what makes a good programmer where I refer to a ‘Rocky Balboa’ moment that encompasses everything about being a great computer programmer.

I would like to clarify that this post has nothing to do with the incessant number of reality talent shows and is not in anyway linked or endorsed by those in the entertainment industry.

However, I recently went to the Smackdown/ECW world tour event here in Auckland, New Zealand.

Like most of the other hardcore WWE fans I registered for the internet presale, logging in a minute or two before midday and continually pressing the refresh (F5) button in Internet Explorer until the ticket selection page popped up. A quick combo-box click later and an anxious wait ensued whilst the system allocated my tickets and then the “Woo! moment” came.

I knew it was a full on “Wooo! moment” as it did turn the heads of a few people in my office.

The reason being was that I was lucky enough to get front row tickets, seat numbers 1 and 2 which was not only the closest you can get to the ring but also the closest you can get to the entrance ramps for when the wrestlers strut their stuff as part of the pre bout entertainment. The arena held thousands and thousands of people and to get to two best tickets in the house was reason enough for me to celebrate. Actually, celebrate for my daughter, as she is the wrestling fan. I just have transient knowledge.

For anybody that follows the WWE Wrestling you will probably know a guy called Ric Flair. He is a 16 times world champion as well as being regarded as one of the all time greats. He is also famous in WWE circles for his tag line “Wooo!”. So much so that the last three shows we have been to, Ric Flair has never been there, he has been retired since March 2008 and yet everyone was shouting “Wooo!” as the excitement began to build in the arena.

Now for me life is about experiences and the memories thereafter. We have both good and bad times that shape us all individually in some form or another. And one hopes that over the balance our lifetime that there are many more good times rather than bad and it is these good times that I affectionately refer to as the “Wooo! moments”.

Now if we spend on average a minimum of between 50 and 70 hours travelling and working each week I often ask myself why do people put up with a job or a career that doesn’t provide them with “Wooo moments”. I have been pretty lucky in this regard over the years. I am an analytical person and love computers. As a child at my local school jobs fair in 1983 I expressed that I wanted to be a computer programmer. After a few minutes searching the database (list of jobs on paper in those days). I was asked if I wanted to do commerce, a funny choice at first until you realise that it was the closest alphabetically to computing.

How times have changed.

Now everyone wants to do computing and whilst there are now more areas to become expert, I also believe that computing remains at risk of be dumbed down. I say this because many people are getting into computing because they see a higher than average salary trend, they only see the exciting parts of the job glamorised by Hollywood films or they see it as easy.

For me I got into computing because of the “Wooo! moments” and I continue to adore this line of work. But also as I get older I also find myself enjoying the fact that others around me are having their own “Wooo! moments”. I'm a little like grandparents who enjoy watching those cute little bundles known as grandchildren.

But of course it doesn’t stop there.

You may have a job that only has one or two “Woo!” moments in an entire career span. A recent example was the recent mission to detect life on Mars. Some of those guys had been working on that mission for 10 years or more. But that “Wooo! moment” when that million dollar craft landed on Mars and started to do its stuff.

Wow!!!!

The screams of joy and relief I could hear just by watching the footage on a 21” TV was there for the world to see.

The “Wooo! moments” are what drive me to get up each day and if you find yourself having less and less of these moments whilst at work.

Ask yourself why?

Work does dominate and validate many of ours lives so you might as well enjoy what you are doing. But please don't moan to me about your job. Do something about it.

Please, ensure that you do. Life is too short.
Thanks for reading.
Lee.

Tuesday, June 10, 2008

Knowledge capture & use in technical support communities - Part 1

This three-part article is adapted from one I wrote almost 5 years ago when much of what you will read about was fresh in my mind. This adaptation addresses only the passage of time and some points of style and meaning for a wide audience.

Whilst software development is the subject of this blog, let us not forget those who (typically in large organisations) support the developers and others.

The nature of technical support communities.

Technical communities come in many forms, be they design teams, development teams or support teams.

Whilst design and development teams are largely about the creation process, they still have many day-to-day activities which are defined and repeatable. Support teams, although fulfilling an entirely different role, often have to create on a very short-term basis. So it can be seen that the different types of teams have similar requirements.

However, the support team seems, most often, to be the one to get out of control. The difference is that the support team is always working on a short time frame. In addition, support teams often become involved in project work and this adds to the complexity of the day-to-day activities, as the time frames are shortened still more.

Most often, you will find that staff in a support team are very good at what they do - they have to be to survive. Unfortunately, the higher the skill of the staff, the more reliant you are on those staff to keep the systems running. It is a difficult and time-consuming option to bring 'green' members into the team.

How many support managers have not recognised that documentation is a key part to the support process? I would wager very few. Fewer still, I propose, have succeeded in completing the documentation requirements within their team and reaped the kinds of benefits they were expecting.

Documentation, to the 'tech', is a four-letter word. I, myself, recall asking the question "Do you want me to document it, or do it?" Simple economies prevent the techs from having enough time to complete the documentation task and many welcome this excuse not to do it.

Another trait of support teams is the experts. In virtually any support team, there will be experts in various disciplines. Most often, however, these experts are relied upon to provide most of the resource in fixing problems in their area of expertise when they should, in fact, be called upon to share their knowledge.

Shared knowledge is a powerful tool. Experts will always be needed when particularly difficult or unusual situations occur, but the team as a whole should be able to leverage the experience to improve task turnaround times through a more even spread of the load.

Knowledge transfer

It has been documented in studies that the best way to learn something is to have an expert stand over your shoulder while you go 'hands on'. The reality of the situation in front of the learner, coupled with specific and pertinent comments or instructions from the expert gives the learner an experience often indistinguishable from the real thing. The learner also has the opportunity to ask direct questions in the context of what they are doing. Book learning, on the other hand, can only go so far with static examples and predetermined situations.

Perhaps the most important aspect of 'over-the-shoulder' learning, however, is that the expert is unlikely to simply recite steps by rote. There will be an accompanying commentary and usually a significant amount of reasoning on why things are done that way. This is very important in equipping the learner for when things do not go to plan.

Learning the steps of a process by heart is well and good when the process works. Most often, however, processes do not cover all possibilities and the rote-learner of the steps is going to come unstuck when an unforeseen, or simply undocumented situation arises. Unless the learner understands why they are taking the steps and what they should be achieving, they are almost as much 'in the dark' as prior to learning the steps.

Having knowledge about the nature of the process and the goings on under the covers helps get through many small deviations from the norm and also helps in issue resolution, as the learner is able to return to the expert with an hypothesis, or at least having done some basic checks suggested by the nature of the operation.

The key issue with this type of knowledge transfer is that, in the majority of cases, the expert is already overworked and has no time to spend standing over shoulders.

A secondary issue is that the expert may have to impart their knowledge, over time, to a number of different people, and this is inefficient.

The 'Virtual Expert'

From what has been discussed so far, it is clear that expert knowledge is required, but that tying up the expert in this process is seen as unproductive in most situations. We cannot get away from requiring time from the expert, but we can minimise this time and capitilise on it by recording the knowledge in the right way.

In part 2 of this article I will go into methods for capturing this knowledge in the most effective way.

Thanks for reading.
Allister.

Saturday, June 7, 2008

What makes a good software developer?

I have decided to move on from my current role after over four years working at my present company. My reasons are varied and plentiful but as always the lure of a fresh new challenge often commands the majority of my thoughts.

I have started once more on the interview merry go round, first with agents and then in the coming weeks with potential employers. This is an interesting time in my career and certainly a change I am looking forward to albeit a little nervously as I have only ever had three IT related job interviews in my life.

During my early stages of interview with one particular agent I was asked a really good open question. The question was “What makes a good software developer?”. I waited no more than 2 seconds before I began rattling off my opinion. Normally in these situations you take the time to consider what you want to say and then lead up to the answer.

This felt different.

I guess this is because although I have never answered this question before (personally or via my blog), I have hired enough developers and non-developers over the years to understand what I believe a good developer to be. After all, one of my own interview questions to potential new hires is “Why software development for a career?”

I ask this question as I want to know what motivated them to get into software development and what maintains that desire to be a software developer. At my last firm a new project manager joined and we got talking about stuff. You know, the technical stuff. It was quite obvious to me that this guy didn’t want to be a project manager and that he still harboured that technical development desire. I knew this because as a project manager he would say stuff like “Worst case I can write that program.” or “Couldn’t we do this in x language or y language.” It was pretty obvious to me that this guy couldn’t let go, and this is what I look for.

For me the number one thing is the passion. I want to see this in the eyes of the candidate as they express to me their achievements and technical prowess. I look for the body language that backs up these passionate views.

I have been part of and built software development teams. I have written in other posts that you do need a mixture of people at varying stages in their careers with a good balance of personal motivating factors. Passion is certainly the one I look for when I am considering the lead roles within a team. The reason being that I believe as a lead developer you must bring others on by example.

Other factors to look for, especially for a permanent employee are:-

* Longevity in the industry and loyalty to an employer or two.
* Proof of learning multiple languages and having the desire to adapt to development trends.
* Good understanding of general development concepts and practices.

These are pretty generic but with passion, loyalty, desire, adaptability and a good all round understanding of development I believe I can teach any developer the technology of the month.

Without these attributes I guess you could be selling your business short. If I had to choose one then passion is the one I would go for.

If you see a developer struggling with some code all day but eventually they let out an enormous scream of relief as they finally solve their issue, jump up and then start punching the air in delight in the style of Rocky Balboa.

I’ll have that person in my team any day.

Thanks for reading.
Lee.

Saturday, May 31, 2008

The Great 3GL v 4GL debate - Part III

This is part III of a trilogy of articles regarding the usage and evolution of software development languages. Part I can be found here and part II here.

All of these technologies have issues to address. 20 years ago we were all happy with green screens for business applications with centralised platforms, then came client server with Windows and the distributed computing model became mainstream. Then along came the Internet and the return to HTML thin clients and now the evolution once more learns towards Rich/Smart clients.

The irony for me as that I have witnessed many people move on from the 4GL world of the nineties to emerging 3GL (albeit object based) technologies i.e. J2EE (Java) and .NET compatible languages etc.

With the extra layers of complication (some call it abstraction) added due to business usage of the internet I am seeing more and more tools coming onto the market that claim ‘code generation’ capabilities. You only have to look at the OMG’s ever growing list to see that once again people are looking for the holy grail of application creation as projects overrun and costs escalate.

I do see a trend towards total code generation once more. IBM has launched a 4GL called EGL. This looked quite promising and might me worth a look but to me it is not yet as mature as others.

The difference between tools like Plex/2e and this new breed of tools is that the ‘so called’ newer tools generally only cater for the singular environment and often really only create the initial code that requires manual intervention and coding in the generated language. In my mind, these tools have yet to evolve as far down the road as Plex/2e.

Plex and 2e both have their unique selling points.

2E is pretty easy to use and probably has a 3-6 months learning curve for a developer to become very proficient. Quicker with excellent training and in-house support. Software development room 101. Item 3. Always spend decent money getting a guru to help you set up your environment and train the developers. Too often mistakes are made is the early stages of application development. This is especially true when using new tools.

Plex will take longer (12 to 18 months) as it supports inheritance, shipped and customer business patterns, meta coding and many more target development platforms. It really is the Daddy of ARAD (Architected Rapid Application Development), hence the learning curve but the payback after this is judged in weeks, months or even years off a development projects timeline. And with the great pricing of the tool and generators nowadays, it really is an option to help protect you against the constant upskilling costs associated with other technologies.

When you also consider that the tool has localisation, application version partitioning built into the tool. From the single skill set perspective your developers will always remain current. That said, you would always create the optimum patterns and platform level code if some of your developers have the lower level skills.

I have been programming computer systems in Plex and 2e for 16 years and these systems have used the best aspects of these tools and have always been database focused applications.

These have been in Finance and Banking, Debt Management, Mortgage Application and Processing, MIS, Project Management, Time Recording and Environment Management. These were deployed on System I (now IBM Power System with ‘i’ as the operating system (RPG and RPG ILE code), Java, C++ server code all with either C++ or Java (Swing) clients.

With the plans for these tools heading towards .NET C# clients and the C# server code in 6.0 already available. The recent announcement of the WebClient partnership between ADC Austin and Websydian means that the future looks really bright.

Time will tell what will happen and often these battles are not won or lost by the technologies, often they are decided by the marketing budgets.

However, I know what playground I want to play in. And if you need a guru to help you. You should contact me.

Thanks for reading.
Lee.

Thursday, May 22, 2008

Where's the dishcloth?

Bugs!!!! Love them or loathe them, realistic developers understand that bugs are part of our everyday life. We have technical bugs, environment bugs, business logic bugs, integration bugs, somebody elses bugs and god forbid, stomach bugs.

Now apart from the stomach bugs. Who is responsible for clearing up this mess?

There are numerous approaches depending on the product(s) you have developed, your organisational structure and your focus on bugs in general. I prefer the ‘zero tolerance’ approach to bugs, however, others are quiet happy to have a level of bugs in their code and apply risk and cost ROI calcualtions to determine whether the bug is recitfied, and if so, when. I feel there is a whole post on that subject alone and I’ll save that for a slow news day.

Moving back to the tactics around who should be responsible for clearing up this shoddy code. If you work as part of a small team of developers or lone wolf it is likely you have little choice other than to get the developer who wrote the code to fix it up (look in the mirror). You are unlikely to have development support teams who act as dedicated bug fixers or access to a stream of developers on the graduate recruitment programme that fix up the bugs as part of their development induction process. The later two are certainly perfectly valid approaches although a little old fashioned in my view, after all, who trains up new recruits in the process of only showing you how not to write good code.

Personally, I believe that the developer who created the code should be the developer who fixes the bug. Obviously this won’t happen if they have left or are away on annual leave or a significant amount of time has passed, but in general it would be good practice to follow this process through. There are many fine reasons for either approach and no doubt I will conclude with some views around this a wee bit later.

For now, I prefer to use the anology of those everlasting worksurface ‘tea rings’ when referring to bug clearing methodologies.

“Tea Rings!!!”.

Yes you heard me correctly. Consider the communial kitchen in your office. You probably visit this vicinity between 4 and 10 times per day to make that cup of espresso stimulus or the relaxing afternoon chai tea.

The process is quite simple. You will carefully choose the serving vessel and may even warm it through first. You will likely compliment your brew with milk or cream and sweeten to taste, unless of course you actually listen to the advice of your dental hygienist and drink water only. Whilst queueing patiently for the kettle to boil like the quintessential englishman you will definitely have pondered your preferred order for mixing these ingredients. Water or milk first probably being the most important choice and certainly the one that has polarised the tea drinking world for generations.

More often than not this process is repeated throughout the day and with the exception of having to raid the dishwasher for a preloved teaspoon it generally goes without a hitch time after time after time. Software development generally pans out this way too. Once a developer becomes productive and uses your best practices they will be able to make a good brew (code) with no mishaps (bugs).

After all the effort analysing, prototyping, designing, creating and ensuring adherrence to your quality control processes you are finally ready to move your code (brew) to production or systems testing. From time to time though there is that unsightly spilage around the base of the cup as you pick it up. These are those tea rings that are etched on every spare post-it note pad on your desk or the coat the surface of that old CDR you are using as your cup coaster, the same coaster that once contained the backups of your companies servers.

So who is the best person to clear up this mess. As the creator it should be a small matter of picking up the nearest dishcloth and wiping the worksurface clean. But wait. When you look at the mess you notice that there are other tea rings there, some sugar mounds and a spattering of breadcrumbs from that cheese toasty you could smell from the other side of the office earlier. At this stage do you clean this lot up as well.

You may elect to wipe clean your own mess only, expell a little more elbow grease and time and clean all of it or choose to ignore the tea ring as in the whole scheme of things, it is hardly noticable in amongst the remainder of the mess. For me there is only one satisfactory approach and that is to deal with the issue as soon as it arrives.

It only takes seconds to analyse the problem and take effective corrective action. If you choose to mop up all the mess then you must be aware of the dependencies of fixing up all the issues. What appears quite simple may take longer and if the mess is particularly ingrained you could actually damage the efforts of others.

Doing nothing though really isn’t an option either as this creates an environment that bugs are satisfactory. Housekeeping is just as important in the office kitchen as it is with keeping your code and products bug free. If you do favour seperate teams or graduate programmes for doing the teams dirty work, imagine for one moment how they feel knowing that they are merely cleaning up other peoples mess.

Lastly, how are your developers ever going to get better and improve your product if there are no consequences for producing shoddy code in the first instance.

Thanks for reading.
Lee.

Monday, May 12, 2008

The Great 3GL v 4GL debate - Part II

This is part II of a trilogy of articles regarding the usage and evolution of software development languages. Part I can be found here.

So what are the benefits or otherwise of using a 3GL over a 4GL and visa versa. For me it certainly depends on all the usual factors that drive any technology decision. Cost of product, support, flexibility, the human factor, tool lifecycle, vendor direction and target platforms being a few that come to mind instantaneously.

The Pro’s of a 3GL

Embedded or mission critical applications like Air Traffic Control systems are generally handcrafted and more suited to a 3GL environment, as are operating systems, 4GL tools themselves (debatable), communications, hardware drivers and generally non database applications. As the developers have access to all the API’s and are that step closer to the CPU, they generally have wider usage opportunities.

Accessibility to wider developer pool. Whilst there are probably thousands of developers for your chosen 4GL, possibly even tens of thousands. These tools simply do not have the numbers associated to mainstream development languages and IDE’s. There is an estimated 4 to 5 million developers following the evolution of Java and no doubt Microsoft can boast even more for its most popular products. That said, of course, this also means that it is also harder to find a guru within that skills ocean, not to mention, filtering out those who have spent 15 minutes in the IDE and now claim some form of exposure on their curriculum vitae.

3GL’s are quicker to react to emerging markets and development trends. Generally the suppliers of these 3GL tools are inventing the future. They don’t often agree with each other but they certainly have the advantage over the 4GL creator. These guys have to wait and see what technology actually matures beyond the marketing hype and into mainstream best practice before committing to provide code generation for that area.

Flexibility. Languages at 3GL level, depending on the targeted platform, have virtually no restrictions with the type of application that can be written and how they are written. This means that applications where speed of performance is the critical measurement of success then it is most likely that a 4GL will fall short of the handwritten targeted code.

The Pro’s of a 4GL

Business rules focused development. Once you have learnt the code generators quirks you are in a situation where you mainly tackle your development from the business domain and you allow the code generator to handle the technical implementation. With this comes a significant reduction in the amount of time required to build an application. Many will say that there are standards and frameworks that help with 3GL development. This is actually quite true, but, also be aware that the code generator vendor will be skilled with the major best practices and will write more consistent code. Some may argue that the code is not as neat as code written by a good developer and in the regard, I quite agree. I will say that the underlying code will be written in the same way and style, therefore, after a while all the developers will become conversant in how the code is generated, that is, if they want or need to understand. (See Below)

Complexity avoidance. A 4GL will protect the majority of the developers using the tools from the underlying complexities of the generated language. When you couple this with the ability to influence how the code is generated using patterns, have the ability to take the design model from the 4GL and transform that into other language code, your business logic can truly be ported from platform to platform as trends become reality and your technical needs change.

Impact Analysis. For me this is one of the key features of using a 4GL tool. Generally these tools use a database to store design and program artefacts that are then transformed in the language code. Every reference for every field, File/Table, Access Path/Index/View, Function/Object/Program is stored in the repository and a developer can track each and every item through to where and how they are used. This is a powerful feature that cannot be overlooked versus manual reviewing of language source files.

Trusting the generator. When I train people to use CA 2E or CA Plex the defining moment for gauging the developers progress and understanding is the day that they learn to trust the generator. As with any tool, a badly constructed function in 2E, for example, can create badly generated and non compilable code. Once the developer realises that it is generally their fault if a generation of code fails they’re ready to move forward. If have seen far to many 3GL programmers migrate to the 4GL paradigm only to get bogged down into the details of the code produced, yet they will trust the compiler without hesitation. With the ability to change a shared function or the domain of a field and then apply detailed automated impact analysis to identify all affected programs, press a button to regenerate and compile all programs and database files affected is a very powerful feature.

The Con’s of a 3GL

Slower, more expensive development. The very nature and size of modern 3GL languages and their flexibility is also their Achilles Heel as there are so many ways to resolve a programming issue with literally thousands of opinions and many directions. In a nutshell for certain types of applications, particularly those that involve the extensive usage of a database, the ROI for using a 3GL versus a 4GL is very poor indeed. To contra some of the cost debate, 4GL tools are generally more expensive to purchase. The most expensive item in any development team is the human, even if it has been outsourced to an emerging development powerhouse.

You will spend more time debugging the application. A very good ex-colleague of mine once said “If the art of debugging is the removal of bugs from programs, then programming must be the art of putting them there in the first place.” Because we are relying on the developer to code all aspects of the application it is likely to cause some issues along the way. It is generally the developer’s prerogative to deal with memory leaks and usage in languages like Java or C++ but with a 4GL it would be the code generators responsibility.

Complexity. Once again due to the size of the languages and their strong reach it is unlikely that you will find developers that know all the aspects required to complete an application. Your staffing needs are generally much higher and the learning curve for the 3GL would be very significant indeed. This means that the developers must understand many technical as well as business problems.

The Con’s of a 4GL

Vendor lock in. Depending on the vendor this can be quite a significant issue. If the vendors are too slow to react to emerging technologies you will find yourself with a heterogeneous development environment and you will lose many of the advantages referred to above with regard to complexity protection and highly detailed impact analysis. Worse still, your vendor may well decide to stop production of the 4GL or chose other directions as the options with technology deployment balloon. These tools are often criticised as proprietary.

Flexibility. There will be limitations with the scope of applications that can be created by a single 4GL. There are of course others that target different platforms and purposes. Their flexibility is often measured in the lowest common denominator for which they have to support/generate code for. For example a generator that generates code for three different platforms may have to limit what can be done in one language due to limitations in another. For example different languages may have differing maximum field lengths meaning that for generic code construction in the 4GL platform x and y can only size fields to the limits of platform z.

Source Code. Many 3GL developers will argue that the code is not user friendly, bloated and often too generic in comparison to hand-written code. This can be true of some code generators and is certainly something that needs to be considered when choosing an approach for your development.

All of the above are by no sense of the imagine a definite list. Given time, I believe that I could have produced a list of 20+ Pro’s and Con’s for each approach.

Part III will discuss trends, fads and conclude the 3GL and 4GL debate with my own personal viewpoint.

Thanks for reading.
Lee.

Wednesday, April 30, 2008

The Great 3GL v 4GL debate - Part I

Ever since development languages were invented we have sought ways of making the development of software easier. We have attempted to do this by abstracting the level at which the developer is employed to create code and created languages and tools which are more 'natural English' in terms of human interaction. However, on the other hand we have also added to this extra levels of complexity with changing hardware, communications protocols, multi-tier server deployment, runtimes, middleware, messaging technology and language politics and I haven’t even bothered to discuss the internet.

Regarding language politics, read anywhere on the internet about the great .NET or J2EE debate or perhaps commercial languages versus open source and you will quickly realise that there is significant inroads to be made with IT vendors around the world. You will see an IT community that is split pretty much down the middle, although if you want my humble opinion as it currently stands, I believe that we will once again see a shift towards packaged and guaranteed software over that of open source and Microsoft will eventually win the development language tools war.

This three part article aims to discuss the evolution (not revolution) of software development languages with particular focus on third and fourth generation languages, a debate on the pro’s and con’s of these approaches and then conclude with a few comments regarding some of the repeating fads as I see it today.

It wasn’t that long ago that the typical software developer would have been aged between 35 and 60, male, probably balding (So that’s me covered), university educated and employed within those same hallowed institutional walls since passing his exams, quite ironically with his non IT related degree. He would have been wearing white coats in the office, have bottle bottomed glasses, a pocket full of pens and answered to the name of geek or dork.

Well this is how Hollywood and the urban stereotype would have it.

A bit harsh if you ask me but to be fair, they would have been fascinated by punch cards, saw value in paper tape with holes in it and probably would have missed any fads of the times with regard to musical revolution. There certainly would have been very few ordinary people and the numbers of women specialising in this field, countable on the one hand.

Now, time has moved on, as has technology and you now can’t tell an IT guy apart from your ordinary office worker. It actually amazes me that although we are making the art of software development easier, the extra layers of complexity should in theory have amounted to a increase in the numbers of geeky looking guys, so much so that if lined up ten abreast a communist regime would have been proud to show off their IT military might with these millions marching in city squares across the world. But this hasn’t happened, IT in general is now a mainstream activity and the working environments are certainly more aligned to that of a typical office environment. With this mass adoption of IT skills in the work place I also believe that IT guys are now considered a corporate commodity, where as 15 years ago the pay would have been relatively higher, how times are changing.

So we have worked hard to improve the scope and productivity of the average software developer. We have migrated from the punch card era to having keyboards, mice, laser pens and voice recognition input devices. We have languages that have evolved to make them more readable and understood by a human. The days of everyone programming in assembler or other low-level machine/processor level code began to change with the introduction of the 3GL languages of the day. COBOL, Fortran, RPG and Basic would be good examples here. I am sure that at that time some people would have embraced the new paradigm as much as developers have embraced Java or are now embracing Flex/Actionscript, Ruby on rails or C# as the perfect way forward. There would also have been the doubters and I guess the split would have been no different to many of the impasses that we see reported online and in periodicals every.

Still, software engineering took time.

We are improving and continue to improve 3GL languages to this very day. We now have a whole hard drive full of productivity features embedded within our integrated development environments (IDE). Features like wizards, auto code completion, and syntax auto-correction were non-existent back then, let alone globally accepted standards and minimum requirements.
I would say that any developer working 20 years ago would never have thought that freeware/open source (delete as appropriate) products like Openoffice or Eclipse would be a reality. They could have conceived that software was given away as a loss leader for professional services, but, a massive corporation like IBM giving away a product that it spent and to this day still spends millions of dollars on would have been considered insane. But this is the state of play today.

So when many thought that we had gone as far as we could with the evolution of the 3GL language we once again raised the bar with the next great technology advancement. This time we evolved to 4GL languages. These are otherwise known as code generators, CASE (Computer Aided System Engineering) tools or ARAD (Architected Rapid Application Development). This was hailed as the end of the expensive IT developer, the marketing expressed that the typical end user could now get involved in the development of the IT systems and return the ownership and power of your systems back to the business, and more importantly drive it out of the hands of that lowly IT department.

The same IT department that through these times was still considered a cost overhead rather than a business opportunity enabler. Many of you may remember the days when the IT function reported to the financial controller. I believe that most IT people are artists who can’t draw and we use the creative parts of our brain to build beautiful code and systems. To think that you’d stifle (some may still continue to do) this creativity with the frigidity of accountant mentality still frightens me. Imagine the marketing or sales director reporting to that same accountant? Actually I can, ouch!!!!!!!

With the marketing hype, 3GL project overruns and increasingly tight deliverables the 4GL era was born and in my view this has created some of the more interesting debates in IT circles. The simple reason being that I would anticipate that for each platform/system available there would be numerous languages that are either compatible (Java and the JVM) or targeted (Compiled) that are considered the language of choice, each with their own hardcore developer following. There will also, more than likely, be a 4GL that targets that platform and I bet my left one that a maximum of 10% of the users of the platform use a 4GL over that of the 3GL.

Are these 10% the visionaries?

Well I guess that depends on the tools of choice, but no one denounces the 10% of personal computer users that use the Apple Mac and all its gizmos.

You also have to consider that many of these 4GL languages evolved during a time of single platform computing. i.e. There would be a 4GL that would target the complete application development cycle. The tools were capable of constructing everything from the database, screen and reports though to catering for the applications menus. I have had experience developing in both 3GL and 4GL languages and I believe that I am well placed to comment accurately about both approaches. So as IT has evolved so have many of these 4GL tools.

The question is do you choose a 3GL or a 4GL?

This is still a fiercely debated argument online or at technology conferences just as much as the debate around the merits of client/server technology versus thin client or betamax v VHS (lol). With the emergence of more and more technologies and web 2.0 we are again beginning to witness the thin/rich client gloves come off. Which for me is quite ironic as web thin client was the reason for killing off the high deployment cost of client/server systems which itself was created to offset performance issues of software systems and distribute the processing load.

That said, cost is now measured in bandwidth and reach rather than hardware and employees required to support the system.

I personally believe that these architecture choices should be down to the type of application you’re creating and its accessibility and user requirements. Also, this is the same thinking behind why you would choose a given development tool and at which level of abstraction you wish to develop the application. Another interesting topic involved with the 3GL v 4GL debate is that many of these tools are capable of producing code for multiple platforms i.e. IBM Power System (RPG), Windows (C of one variant or another) as well as Java which is capable of being deployed on multiple platforms.

Java claims a write it once, deploy it many times approach. I would say that it should be rephrased as write it once and the tune it for each platform, JVM or application server of your choice. Now I make no bones that I am an advocate of the 4GL (especially CA Plex or CA 2e) over the 3GL for the applications that I have written over the years. Most 4GLs cater for the RDBMS systems and are best suited for these types of environments i.e. banking systems etc. Other 4GLs or tools for writing computer games are in existence and once again these are designed to protect the developer from the underlying complexities of the code. With these engines you do not need to understand the ins and outs of DirectX or DirectDraw API’s or the language that is generated. But your decision to use one of these tools must be twofold.

1. It must be appropriate for the type of application you are creating.
2. Once you have chosen the 4GL you must stick to it and use it properly.

There are many tools out there that claim that they can generate code into multiple languages and these tools in my opinion are great for ISV’s that need to have an offering across multiple platforms to negate the hard sell of one technology over another. After all, shouldn’t your marketing and sales teams be selling the values and merits of your software’s function and feature set rather than justifying your company’s technology decisions

Part II will discuss the many pro’s and con’s of the 3GL and 4GL languages and tools.

Thursday, April 10, 2008

"It's a funny old game."

This is a phrase that was immortalised many years ago into the educated soccer commentators punditry. To this day it is associated with the footballing legend Jimmy Greaves. He however denies that he has ever muttered these hallowed words, but I clearly recollect him talking to Ian St John on the Saint and Greavsie Show on numerous occasions. But if the man himself denies it then I guess I must be mistaken.

The ‘Saint and Greavsie show’ was a Saturday morning football preview show with a combination of the video highlights from the previous weeks games, interviews, opinion and a review of the upcoming games on the Saturday. With the advent of Sky and the commercialisation of the beautiful game, this show would now be a review of the upcoming games on the Saturday, Sunday and Monday.

I have been working in the software development business for far too long. My roles have ranged from day to day software developer, those with project and team management responsibilities to my current position of technology advocate for the CA 2E and CA Plex toolsets, specialising in enablement and best user practices in enterprise sized software development environments.

I often use analogies referring back to football to simplify describing issues or ideas to members of my teams, in fact, I find it rather amusing to compare football management to software development practices and the careful balancing act of creating high productivity software development teams.

My thoughts thus far are that the art of football management and that of software development team management have numerous parallels. I would historically refer to the construction industry or the car manufacturing industry to derive a comparison for the creation of the software product itself. But, when shaping your team it is quite clear that you require a myriad of skills, approaches, characters, opinions, ego’s, attitudes to name just a few of the attributes required to form a modern day software development team.

You will need to give careful consideration to your preferred team formation, management and coaching staff, youth development plans, team captaincy selection, picking the players for a particular project, substitutions, dealing with injuries to the squad, career mentoring as well as dabbling in the transfer market. The prospective number of parallels appears almost infinite.

So where do you possibly start?

I guess you have to look at yourself (The Manager) and decide on your style and approach. Are you going to be a hands on tree hugger or a hardnosed disciplinarian. i.e. A Steve McClaren or a Fabio Capello!

You then need to employ your trusted backroom staff (coaches and medical team). It is highly possible that as a manager you were also a former player and you probably still retain most of the skills required to perform many of the roles within your team, but be warned, if you do find yourself doing rather than managing then this is a sign that you have the incorrect balance in your team.

A manager that believes he can do every role within the team and often gets sucked into the detailed coding on the teams projects is guaranteed to be holding back the team come match day. He needs to empower his team with clear instructions and tactics in order to navigate the perils of developing quality software systems. His role should be to conduct the performance of the team from the broader viewpoint on the sidelines.

Your coaches are your technology evangelists. Their role is to ensure that the team fully understands industry best practices for your technology implementation and they are responsible for the day-to-day training and fitness of the players. These guys educate the players and control items like development standards and peer review processes. They play a pivotal role within the team to provide feedback about a player’s progress and readiness. The medical team are your DBA’s, they ensure that your players are in peak physical condition and provide ideas for improving performance and integrity of the team and products.

With the manager and backroom staff in situ along with the assumption that you have finalised team tactics and on field communication strategies, it is now time to concentrate on the squad.

The types of players that you have are critically important. It is imperative that the right mixture of roles and personalities are employed. It is no good having an entire squad made up of day coders or similarly overloading the human resources entirely out of super-coders and architecture astronauts. (Thanks Joel for that gem)

Great football teams have a mixture of leaders, defenders and all-rounders, as well as, specialist roles like striker or winger. These roles will have varying objectives and performance targets and are likely to be rewarded with differing pay levels. Generally, a striker will command a higher salary than a goalkeeper or a defender, they will also be motivated with bonuses linked to the number of goals that they score during a season.

Age is also important. Consider a team of 17 year old apprentices playing against a group of wiley old professionals with all the life experience caps that they have attained. Balance is a key element of this article and age along with the relevant fitness, naivety, passion, rawness and nerve is equally as important as any other attributes that make a strong team. Historically and with the only exception in soccer being the Busby Babes. Succesful sporting teams in general would have a mixture of ages.

All members of the team will have their objectives set at the start of the season and reiterated before each game. In fact the Post Implementation Review after the game will significantly affect the managers decision making for future games.

The yearly budget you have available will determine the number of star players that you can afford to employ. Just like when creating a fantasy football team online you will need to ensure that your team performs as a whole and doesn’t rely on a few heroes to score you those all important fantasy points. It is the same for a software development team. You can’t rely on a couple of heroes to do all the hard graft whilst the rest of the team sits back and watches. It is proven that heroes do not scale.

The type of project is also an important factor. The race for the league title could be considered a release of the software. Meticulous planning is paramount and this generally represents the highest team priority for the season. A cup competition could be described as PTF or service pack and generally has less lead time and the items of work are more random in scope and type. Emergency patches, I guess, would be extra time in a knockout match that has been tied after the first ninety minutes or the all important penalty shootout that the English always seem to lose.

Now that you have assembled your squad and understand the scope of your requirements you need to consider the team formation. Do you go for an attacking formation and line up for a project or a defensive approach? You can certainly draw from experience with similar projects and previous games against the same opposition. Do you go for an industry standard 4-4-2 formation or an attacking 4-3-3 with more focus of scoring goals with the risk that you may concede more.

So what roles do your players perform for your development team? Do you have a team of permanent players or do you have some on loan (contractors). You then have formation and player positional issues to consider.

Your goalkeeper is your gatekeeper. Their sole focus is to ensure that no errors make it into the production software. They perform the system regression testing.

Your defenders are your process converts and quality conscious developers, their stalwart approach ensures your projects have fewer bugs. These players traditionally lack flair and innovation and the technical ability to complete the highly intricate activities so should be avoided for high pressure or groundbreaking assignments. They are however, tenacious and determined and just as important to the overall performance of the team as any other team member. The defenders love solving configuration issues and enjoy debugging other developers code. They are advocates of unit testing processes and even talk to the testing team. There are of course exceptions to this sterotype, especailly in the modern game where the technical ability of players has been improved from the days of Chopper Harris.

Midfielders are much harder to quantify. They are generally the fitter members of your team and have the ability to perform many roles throughout the team. Some are specialist defensive minded players who protect the defenders with the extra level of security. They enjoy performing peer reviews.

Every team needs a playmaker. This is the person who enjoys having extra time on the ball and loves playing that killer pass to open up the projects defence. They are dead ball specialists and keen reference book readers.

Your wide players have speedy boots and code at a frenetic pace. They can sometimes trip up and get caught out of position but the times when they do get beyond the defence to create opportunities for the strikers can be crucial for a project that is running behind schedule. The amount of running they do during a project often ensures that they need to be substituted during a game.

The striker’s job is to produce the goals. They like to code all the sexy aspects of the deliverable. They tend to prefer GUI development to batch processing and they definitely pay lip service to the art of unit testing. They are generally calmer under pressure and have sublime belief in their own abilities which can lead to a sense of laziness as they tackle most projects with aplomb.

You also need to consider the preferred kicking foot or development skill. There are positions like wing back or winger where delivery is paramount. Having a rightfooter playing on the left or a leftfooter on the right has both good and not so good options. Again, with the modern game this is being phased out by two-footed players who have been nurtured since birth. But if you do have a one trick pony in your team then you need to consider their involvement carefully.

Getting the balance of your team right is important. Too many strikers and you will fail with every project as no-one wants to do the grunt work. Too many defenders and your project timelines will consistently slip. Every team needs to be carefully balanced, coached and briefed on the preferred ways of working.

It is a shame that so many managers just don’t understand the dynamics of a highly productive software development team. Perhaps we need to ensure that software development managers obtain their coaching badges and have performed at a professional level before progressing into the management arena, after all........

It’s a funny old game".

Thanks for reading.
Lee.

Thursday, March 27, 2008

Tuesday, March 18, 2008

The new millenium Bug?

There are only 17576 combinations that can be considered when allocating a TLA (Three Letter Acronym) for airport codes. Part of the challenge is that the code should also be meaningful and identifiable, for instance, everyone knows that London Heathrow is LHR and that Berlin in Germany is BER.

If you don't believe me take a look at this site http://www.world-airport-codes.com/.

After a while some of the codes appear confusing. Hwanga in Zimbabwe has the seemingly obvious code of WKI. I assume this is pronounced Wiki.

This may be of interest to some of the IT geeks reading this, assuming of course that the introduction of Google’s Knol has/will obliterated the Wiki concept. I can never work out why open source stuff like this "Wiki" is so damn difficult to maintain. I guarantee that Google or Microsoft will make this easy for Joe Bloggs general public to use. I can personally hear the death knell for Wiki already, largely IMHO its own fault for keeping it geeky and for the myriad of different syntax styles that are available.

Anyhow, back to airports. With over 9000 airports registered in the database to-date and our insatiable appetite to travel around the world, it is likely that more and more airports are going to be built, each requiring yet another unique meaningful code.

Presently, these codes do not include numeric characters so the basic math tells me that there are 26x26x26=17576 combinations available. This is stated with the assumption that unlike car license plates, we do use every letter available in the alphabet.

So what is going to happen come the day when we have used up all these codes. We could begin to use numeric characters, however, the numbers 0,1,2,3,5 and 7 are unavailable due to their similarities with the O, I ,Z,M (sideways), S and L. Also, unless we have taken a big step into the future, a code like KN9 really sounds like a it should remain in a novel by Arthur C Clarke rather than a domestic airport in deepest Taiwan.

That said, there is more than one way to skin this cat.

We could be tempted to extend the size of the code from say 3 characters to 4, or perhaps more. However, this will require a huge amount of effort to synchronise all the airline ticketing systems around the world, not to mention:-
  • Online and published guides.
  • Signage (i.e. Welcome to LAX).
  • All those travel agents whom for years had remembered these codes.
  • All those flight anoraks who have travelled to every airport known to humankind.
  • The humble fan website and all those pub quiz questions that have been written and are now negated.
All this hassel because someone decided to save a byte or two when naming the airports in order to save, at the time, valuable disk space. The irony being that this is the same disk space that the likes of Google and Yahoo are giving you gigabytes of just to sign up for an online email account.

It doesn't stop there though, what about the issued tickets that are already in the public domain. The transition period for change over would be huge (up to a year). So now we have to include all those check-in staff and the baggage handlers who now have to remember two codes for every airport into the debate.

I would suggest that the majority of those 9,000 airports have been created in the last 50 years. I find it quite daunting that we might experience the aviation equivalent of the millennium bug. This may not be that far off and once the developing nations reach full steam ahead with their expontential economic growth, you may well find yourself employed in the future to sort out the code written by those legacy developers.

Those same developers who didn't have the foresight to cater for tomorrow’s usage.

When we think about it, this has happened before. It was 20 years or so ago when it was concluded that 640kb of RAM was more than enough for any computing requirements in the home PC.

And those guys from the 70's that designed these airline systems have a lot to answer for. Not only did they earn good money back then with job security (outsourcing wasn't invented or trendy then). They now get rewarded for coming back in and fixing up their issues many years later.

So get travelling now. There might be some downtime in this industry and remember, someone has to pay for all this development. I pray to god (actually I don't as I am athiest) that you are using a 4GL like 2e or Plex to maintain this code. If you are using a 3GL you might have quite a lot of impact analysis to perform first.

Remember, you need to be extra cautious with your design and field domain management and regardless of what people tell you they want, look into the future and get it right first time.

Watch this space. You heard it here first.

Thanks for reading.
Lee.

Monday, March 17, 2008

What do you do for a living?

This has to be one of the most common questions asked of anyone in life. Apart from, How are you?, Can I buy you a drink? or cringingly, Do you come here often?. Well, this isn't an article about chat up lines or dating gotchas. I am long past all of that.

However, many people can simply reply “I am a plumber” or “Nah, I’m a sparky geezer!” (Electrician), or perhaps they might say "I have my own business selling cars" or "I work for a bank doing banking stuff". The point here is that no matter what they do, their audience will immediately be able to understand what they do and if they need their help or services, they can simply ask.

For the average IT geek, this is always a tricky and preferably avoidable question. We tend to shy away from disclosing our job because we are concerned about the impact of this little snippet of knowledge in the heads of a non IT savvy person.

There is a common phrase in IT that goes something like, 'A little bit of knowledge is a dangerous thing'. Actually, I guess this is true, in general. DIY being a good example.

As IT professionals we tend to try and answer this question ambiguously.

Mainly because we think that what we do is so very specialist and complicated, we also make allowances for the questioner as we believe that they will switch off. We have a primeval fear that we will not be able to complete communicating the fluffy, pinky greeny codey stuff, about why we love our job.

On this note, I do appreciate that in all professions there are general conversations and then there are the technical jargon and insider acronym riddled low level conversations.

As IT professionals we have invented more TLA's (Three Letter Acronyms) than any other profession, possibly with the exception of airport abbreviation naming committees.

Anyhow, a typical answer would be “Urrrrm, Computers”.

“Arghh, Right!!!” comes the reply, quickly followed by “Can you take a look at my computer?”.

And this is it, the single biggest fear of an IT professional. Your job might be that of a patterns and framework designer for J2EE or you may be a Mainframe performance specialist, but rest assured the simple mention that you work with “Computers” means that you are now their personal technical support helpdesk, for life........

Now, by contrast, our plumber and electrician are both in the home building or renovation trades, but, you never hear me asking them if they can do some plasterboard stopping, tile my roof or fit double glazing.

I guess that over time the general levels of understanding of the different roles within IT will improve. However, until this day has arrived I have learnt the hard way to always reply in a precise and exact manner.

"I specialise in software application modernisation, building and shaping high productivity development teams to meet the demands of developing enterprise business applications. I also provide bespoke consulting and training services and expertise in utilising multi-platform 4GL code generation tools.”

Now, for all but the most technical people out there, I tend to get that ‘lights out’ glare about halfway through that sentence, but, on the plus side, I also no longer get those requests for on the spot computer repairs.

Thanks for reading.
Lee.

Software Development Standards

Development Standards are an important aspect of software development. Whether you are a one man band developing a small product for sale over the internet or part of a multi-national multi-disciplined software development team, getting them right for your environment has a significant impact on your ability to grow and maintain your application.

Development Standards are all about best practices. This can be anything from a consistent screen design and menu layout right through to creating performance tuned code. Of course, in between there is a whole plethora of other important areas like architecture, naming conventions for your objects (tables, fields, programs etc), program layout, parameter interfaces, component selection and code comments to name a few.

A full list would be almost infinite and depends on the type of application, number of developers, platform, language choice etc as to what and how you implement a standards strategy. However, not having a development standards strategy is guaranteed ‘Developer Armageddon’ some time down the line.

Put simply, 90% of a software applications life is spent in maintenance mode. Not very nice but this is a simple truth of application development. Given this statement, it still amuses me that many software developers naively ignore development standards and certainly the importance of them during initial design and coding stages of a products evolution. I guess coding standards at that ‘Green Field’ stage of a project are not sexy, yet, this is probably the time when you have your best chance to positively affect the longevity of your creation.

I have witnessed development teams rush merrily down a rewrite in the newer technology/language/platform, only to rewrite the framework a release or two later.

This happens for two reasons, commercial pressures and time to market, but mainly through developer’s misguided curiosity and priorities. The developer is so eager to please their boss and desperate to use the new technology they naturally enter the feature race. A feature race is when a developer spends more time creating widgets and impact items for your application rather than design a sound framework.

Of all projects that I have worked on, the most successful are those that have been carefully thought out. A framework had been chosen/written, design patterns devised and standards implemented before the first line of production code had even been written.

Production code is quite an important term in this whole discussion. Too many shops go from prototype to production by renaming the application. People should be aware that the reason why car manufacturers make a prototype car out of clay is to ensure that it will look good and get early feedback. You don’t see Ford then add a couple of wheels and drive it away. Yet, time after time after time, this is how software projects start.

These are the projects that will hit framework 3.0, rewrite 2.3 and expiry 4.5.

So what are standards?

Effectively they are a collection of common points. They describe a common language, common style, common platform and environment techniques, common application attributes. Once everybody is doing their development in a consistent manner you have unlocked the door to a productive development environment, and that makes common sense.

So why do we need standards?

Most applications start off simple but over the years they invariably get more sophisticated and therefore difficult to maintain and grow. When you are dealing with thousands of programs and millions of lines of code it is quite obvious that having carefully applied standards would be more beneficial for software maintenance. Also that tight small development team that started the application development way back when is unlikely to still be the team developing/maintaining the application many years later. Therefore, these standards will serve the test of time and allow your application and organisation to change as these things do.

However, putting a standards strategy in place is one thing. As much as change is guaranteed your standards also have to evolve. Many are key development principles which apply to any situation and every developer, others need to be tweaked as things change whether that is new technology e.g. XML or identifying a better leaner way to perform an old standard. Be prepared to review your standards periodically and work extra hard to ensure that they are being implemented.

Ultimately the key issue about standards is the ‘buy in’.

It is absolutely pointless in agreeing a standard and then ignoring them. The best way to get developer ‘buy in’ is to involve your developers in the process. Ownership of standards is easy, they are owned by all interested stakeholders. This is from the Managing Director down.

So the standards are ‘ours’, the companies, they are a collection of guidelines to assist us in creating our application.

Strong standards and consistent implementation of the standards will improve our product, our productivity and our individual technical ability.

Thanks for reading.

Lee.