Explaining a concept: Does showing code early make it clearer? - language-agnostic

I guess this is a question that may interest many, so please discuss! :-)
Now, imagine you want to show people you work with a concept for future development (like a new product or a new technology you want to introduce).
Does it make sense to show code early or would you go with the PPT first? Or what would you recommend?

+1 to Stijn, because really, that's all that matters.
But, it really depends on what you're doing. What is your "concept"?
An API (e.g. mapreduce)?
Show the code of the API, don't waste people's time with the implementation code, that's not important - "hey, check out how I iterate over your input! it's so clever!". Nope. Nobody cares. If your API is wonderful, it will get used, nobody cares how crufty the code is to make it work.
A product (e.g. facebook)?
Show the code? Nobody cares. Not even facebook cares (if they did, why would they use php? I kid!). Blow their mind with a demo of the half-complete prototype that does a few things poorly, but shows how great it can be.
The implementation itself (e.g. a new std::sort routine)?
A lot of people might be interested in seeing the innards. Especially people on SO. So, publish the code, or a whitepaper, when you get something working. It's not "my twitter clone is gonna be sweet, check out how cool my TruncateTo140Chars() function is!". On the other hand, you can get quick feedback on your new implementation's approach by showing your algorithm (in code or pseudocode). You can show benchmarks, which is better than "this code should be faster because I do one less compare with zero".
Please just prototype, get something demo'd that your Users will care about. Only worry about the code if that's what your users want to see (It's usually not).

I like the no-bullshit approach of a proof of concept. Just blow them off their feet and prove that it works.

It depends on the audience and the nature of the product. If the audience and/or product is considered "technical" than consider presenting code. However, you should make it an integral part of the presentation not the entire thing.

I don't believe it is very useful to show your code early. "Us" technical people are always proud to show off our new technical details and ideas. However, people using the products and technologies are only interested in what they can accomplish with it. They will often not share your enthousiasm of the techniques, in this case the code.
My advice is to stick with a more general approach, explain why it's useful and how it will make their lives better. To add a car-analogy: people want to know how much horse-power it has, not how a combustion-engine works!
These implementation-details might however be interesting to your co-workers!

If it really isn't tech people at all, then I have found out that paper models works great.
People are scared to criticize when it has been coded, it much easier (and cheaper) to scrap a paper model then the real thing.
When showing a concept of a website/application to a non tech, draw the different pages, the login dialogs etc.
When showing a concept to a fellow developer (if he just don't get it) draw the different classes on paper and show the relations. UML could be useful here if both of you know the syntax.
Else if you got the time, I would say, blow them away with a full implementation :-)

I agree with rtalbot. If the audience is non-technical, perhaps future users, or your boss, I'd go with some diagrams. Perhaps Use Cases. Show them what you can do with it. If it's small, and your friends are nerdy, code up a smoke-and-mirrors demo.

Show customers / stake holders the prototypes early, and review the code among peers later.
Stake holders control what functionality you want to deliver (finding this out early is key to delivering something profitable / useful).
But to increase code quality, code reviews are extremely powerful if done at the right time. My experience has been that doing this towards the end of an iteration provides the most bank for the buck. Your mileage may vary in terms of the optimum time to perform code review (junior devs need review early and often, senior devs are usually fine until later).

Related

Disagreement on software time estimation

How do you deal with a client who has different time estimates for the software product than yours?
I am going to describe a scenario that is not mine, but that captures broadly the same problem. I am working as a subcontractor to a large company that has a programming department. The software project we are working on is in an area that the department believe they have a handle on, but because their expertise and mine are very different we tend to get different results.
Example: At the start of the project I suggested one way of development which they rubbished as being unrealistically difficult and suggested integrating a different framework (one they are familiar with) with the programming language we are using (Python) to get more or less the same result.
Their estimate for this integration: less than a week (they haven't done the integration before).
My estimate for the integration: above two weeks.
Using my suggested way to get the result needed (including using matplotlib among other libraries used elsewhere within the project): 45 minutes. This is not an estimate, the bit was actually finished in 45 minutes.
Example: for the software to be integrated with their internal system, they needed to provide a web service for me to use. They provided a broken one, though it does work with their internal tool (doesn't work with .Net or Java mainstream packages among other options). They maintain that it is my fault that the integration has taken longer than the time estimated.
The problem is not that they don't know, the problem is that they have enough knowledge about programming to be dangerous (in my opinion). Is there some guidelines for how to deal with this type of situation? A way for expectation management? Or may be I shouldn't get involved in such projects from the start and in this case what are the telltale signs?
If a client isn't happy with a time estimate, don't do the work. If they think they can do it better or faster, tell them to go ahead.
The one thing I never allow is for my estimates to be modified. That's something that caught me out early on in my career but we learn our lessons.
If clients were so good at doing the work, they wouldn't be hiring me. I'd simply point out that they hired me for my expertise so why are they disregarding that expertise. Of course, if they were to allow the scope of the project to change (i.e., less work), that would be another matter, and one up for discussion.
If you didn't lock in exactly what they were meant to provide as part of the deal, then it's a "he says, she says" situation and, unfortunately, the customer controls the purse strings. However, often, the greatest power you can have is the ability to just walk away.
No-one says you have to do the job.
Of course, all that advice above is worth every cent you paid for it :-)
I don't know your specific circumstances.
Or may be I shouldn't get involved in such projects from the start and in this case what are the telltale signs?
My answer for sure. If you can avoid those projects, do it.
Some signs : people thinking they know how to do things when you can guess they can't. The "oh no let's not use this perfectly suitable tool because I don't know it" is a major indicator that the person is technically challenged.
first of all, it is no fun to be in such an environment.
So, if you like to have fun at your job, and you do not need to take this job for extenuating financial reasons, then simply do not take the job that is not fun.
Since that is hardly realistic in many cases, you will end up with the job and need to manage the situation as best you can. One way is to make sure there is a paper trail documenting your objections and concerns with the plan. Try not to be overtly negative, but try to be constructive and present valid alternatives. Here you will need to feel out the political landscape, determine if the 'boss' will be appreciative or threatened by your commentary, and act accordingly.
Many times there are other issues that management is dealing with that you are not aware of. Be cautious of this fact, and maybe ask the management team if this is the case, again without being condescending or negative.
Finally, if you have alternatives that take less time than the meetings it would take to discuss them, just try it in a sandbox, and show it off. This would go a long way to 'proving' your points. Caution here is that you could be accused of not being a team player, or of wasting resources, or not following direction. Make sure this is mitigated by doing these types of things on your own time, or after careful consideration of how long you are spending on these things as well as how vested your boss seems to be on the alternatives.
hth
I ran into the same problem with integration. Example: for the
software to be integrated with their internal system, they needed to
provide a web service for me to use...They maintain that it is my
fault that the integration has taken longer than the time estimated.
Wow very similar to what I was experiencing with a client. The best thing I can suggest is to keep good documentation. In the end that is what saved me. When it came to finger pointing I had all of the emails and facts in order and was prepared to defend my self.
One thing I would suggest is to separate out a target/goal and an estimation. I would not change my estimate unless it involved actually removing features or something is revealed that would make it easier. Tell them you will try to hit the target in anyway you can and you care about the business goal. However, your estimate will not change. If its getting no where and they are just dense then smile and nod and take it if its the only gig around.
Was just writing about this in my blog
How to estimate the WRONG way

How to tell someone that their mod's to my program are not good?

G'day,
This is related to my question on star developers and to this question regarding telling someone that they're writing bad code but I'm looking at a situation that is more specific.
That is, how do I tell a "star" that their changes to a program that I'd written are poorly made and inconsistently implemented without just sounding like I'm annoyed at someone "playing with my stuff"?
The new functionality added was deliberatly left out of the original version of this shell script to keep the it as simple as possible until we got an idea of the errors we were going to see with the system under load.
Basically, I'd argued that to try and second guess all error situations was impossible and in fact could leave us heading down a completely wrong path after having done a lot of work.
After seeing what needed to be added, someone dived in and made the additions but unfortunately:
the logic is not consistent
the variable names no longer describe the data they contain
there are almost no comments at all
the way in which the variables are used is not easy to follow and massively decreases readability and hence maintainability.
I always try and approach coding from the Damien Conway point of view "Always code as if your system is going to be maintained by a psychopath who knows where you live." That is, I try to make it easy for follow and not as an advertisement for my own brilliance. "What does this piece of code do?" exercises are fun and are best left to obfuscation contests IMHO.
Any suggestions greatly received.
cheers,
I would just be honest about it. You don't necessarily need to point every little detail that's wrong, but it's worth having a couple of examples of any general points you're going to make. You might want to make notes about other examples that you don't call out in the first brief feedback, in case they challenge your reasoning.
Try to make sure that the feedback is entirely about the code rather than the person. For example:
Good: The argument validation in foo() seems inconsistent with that in bar(). In foo(), a NullPointerException is thrown if the caller passes in null, whereas bar() throws IllegalArgumentException.
Bad: Your argument validation is all over the place. You throw NullPointerException in foo() but IllegalArgumentException in bar(). Please try to be consistent.
Even with a "please," the second form is talking about the developer rather than the code.
Of course in many cases you don't need to worry about being so careful, but if you think they're going to be very sensitive about it, it's worth making the effort. (Read what you've written carefully, if it's written feedback: I accidentally included a "you" in the first version to start with :)
I've found that most developers (superstar or not) are pretty reasonable about accepting, "No, I didn't implement that feature because it has problem X." It's possible that I've been lucky though.
Coming from the other perspective, I would encourage you to think about it in their shoes. I will describe a "hypothetical" experience.
Some things to keep in mind:
The guy was trying to do something
good.
Programmers are terrible at
mind reading. They tend to only know
what they read.
He may have not been given complete guidance as what needs to be done(or what doesn't need to be done)
He is likely doing the best he knows how to.
Just keep that in mind and talk to them. Teach them. No need for yelling or pissing contests. Just remember that they are not intentionally trying to make your life difficult.
I see that you've asked a lot of questions about how to deal with certain kinds of developers. It seems to be a common thread for you. You keep asking about how to change people around you. If this is a constant problem for you, then perhaps you are the problem.
Now I know you are asking questions to learn how to deal with people you find difficult, and that's good, however, you keep asking (and getting answers) about how to change people.
It seems to me that you need to change. Work with these people to change the code to what you want it to be. With them. Don't try to get them to do it. Just do it, and tell them what you did and why, and ask suggestions for further improvement, and learn from each other. Play off of each other's experience and strengths. Just my 2 cents.
If you have clearly defined coding standards for the project, point out that the code needs to be changed to meet those standards. The list you have there seems like quite reasonable feedback (though #3 is much argued-over; I would only push to document the really confusing parts as fixing the other three points, hopefully, makes the code less confusing).
If there are any other examples you have in your repository from this developer that are several months old, show one to him and ask him what it is doing. (Show him this one in a few months). When he has to zip around to find out what is actually in his variables, and deconstructing every line of code to figure out what it is doing. Break into a code review / pair programming session right there. Refactor and rename together so that he hopefully begins to see for himself exactly why these things are important.
Frankly, I think this is a political problem, not a coding problem. Specifically...
WHO SAID THIS PERSON WAS A "STAR"? If this is the same person you described in your other question, then you already have your answer there: THIS PERSON IS NO "STAR".
So then you get into the other effects of politics...
Who is claiming this person to be a star? Why can you not just tell the person "this is crap code"? Who is protecting them / defending them were you to do that? Can you do that or would you get blasted / demoted / put on the "to be laid off" pile?
You are asking questions that cannot really be answered in isolation. IF the code is crap, then throw it away and do it correctly yourself. IF there are reasons that you cannot do that, then you need to ask yourself if the benefits of this place outweigh the negatives.
Cheers,
-R
Creating a program and then releasing it to be worked on by other developers is tough. You are throwing your code to the mercy of others' development styles, coding conventions, etc.
Telling those developers that they are doing coding poorly, after the code is in, is one of the hardest things that you can do. It is best to address your concerns before they ever start working with your code. This can be done in two ways: Maintaining a detailed coding standard, requiring that submitted code adheres to this and maintaining a development road map, not to just outline when new features will be in, but to create dependencies to avoid such mishaps.
More to your situation, it is important not to criticize or it could cause hostility and worse code coming in. Maybe you can work with that developer to create standards documentation. You will be able to express your ideas about what the standards should be, and you will get their input, without causing any hard feelings.
Always point out the good things in their code, and be sure when discussing the weaknesses that you frame them pointing out the reasons that it will benefit everyone (the developer included), never criticize.
Good luck.
I would do the following:
Make sure he knows that his hard work is appreciated (preferably, this should be the truth)
Ask him if he would mind making a few changes, making it sound like no big deal and easy to fix
Explain the issues, including why they are issues, and suggest specific changes to set him on the right path.
Hopefully, the exercise will help him integrate into the culture project better.
We try to solve these potential 'issues' proactively:
Every 'bigger' project where people work together gets assigned a project 'codelead' (one of the developers). This rotates every project (based on preferences, experience with the particular task ...) so everyone gets to be in the 'contributing' and 'code-project-lead' roles once in a while.
We explicitely made an agreement that
these project 'leads' can decide
whatever they want to with the code
contributions of the others (sort of
like a temporary dictatorship: change
it, make suggestions, ask people to
redo stuff etc.). The projectcode
'lead' bears the complete
responsibility for the aggregated
code to work.
With these formalised 'leads' (and the changing roles) I think people have less problems with (constructive) criticism of the parts they contribute.
Yes, keep the feedback as appreciative, professional and technical as possible, back up your concerns with possible "worst case" scenarios so that the disadvantages of those features and/or this particular implementation, become blatantly obvious.
Also, if this is about features/code that are very specific and are not of any use to most users, express your concerns about the code/use ratio - indicating concerns about increased code base complexity etc.
Ideally, present your concerns as open-ended questions - in the sense of: "Though, I am wondering if this way of doing it may work in the long term, due to ...". So that you actually encourage an active dialogue between contributors.
Invite your fellow contributors and user to provide their opinions on these concerns, in fact ask other people/contributors what they are thinking about this addition (in terms of pros & cons, requirements, code quality), do make the statement that you are willing to reconsider your current position if other contributors/users can provide corresponding insight.
You are basically encouraging an informal review that way, asking your community to also look into the proposed additions, so that the advantages and disadvantages can be discussed.
So, whatever the decision will be, it will be one that is community-backed, and not just simply made by you.
You being the architect of the original design, are also in an excellent position to provide architectural reasons why something is not (yet) suitable for inclusion/deployment.
If stability, complexity or code quality are a real concern, do illustrate how other contributions also had to go through a certain review process in order to be acceptable.
You can also mention how specific code doesn't really align with your current design, or how it may not scale too well with future extension to your current design, similarly you can highlight why certain stuff was left out explicitly.
If you actually like the features or the core idea, be sure to highlight the excellent addition these features would make if properly implemented and integrated, but do also highlight that the existing implementation isn't really appropriate due to a number of reasons.
If you can, do make specific suggestions for improvements, provide examples of how to do things better, and what to avoid and do express that you hope, this can be reworked to be added with the help of your project's community.
Ideally, present your requirements for actually accepting this contribution and do mention the background for your requirements, you may in fact say that you hate some of these requirements yourself.
Preferably, present and discuss instances where you yourself contributed similar code (or even worse code) and that you ended up facing huge issues due to your own code, so that these policies are now in place to prevent such issues. By actually talking about your own bad code, you can actually be very subjective.
Emphasize that you generally appreciate the effort itself, and that you are willing to provide the necessary help and pointers to bring the code in question into a better shape and form. Also, encourage that similar contributions in the future should be properly coordinated within your community, in order to avoid similar issues.
Always think in terms of features and functionality (and remind your contributor to do the same), not code - imagine it like a thorough code review process, where the final code that ends up being committed/accepted, may have hardly anything in common with the original implementation.
This is again a good possibility, to present examples where you yourself developed code that ended up largely reworked, so that much of it is now replaced by a much better implementation.
Similarly, there's always the issue with code that has no active maintainers, so you can just as easily suggest that you feel concerned about code that may end up being unmaintained, you could even ask if the corresponding developer would be willing to help maintain that code, possibly in a separate branch.
In the same sense, always require new code to be accompanied with proper comments, documentation and other updates. In other words, code that adds new or changes existing functionality, should always be accompanied with updates to all relevant documentation.
Ultimately, if you know right away that you cannot and will not accept any of that code in the near future, you can at least invite the developer to branch or even fork your project, possibly in you repository and with your help and guidance, so that you still express your gratitude for working with your project.

Is writing specifications for hobby projects the only way for them to be finished?

Here's what I'm wondering. Every night that our 3 months old baby lets us sleep, I jump to my computer and start coding my hobby projects. I have about 20 different projects that I'm working on: different types of projects, from C++ games to web apps along with some contribution to open source projects. It's truly a passion and has been for a lot of years.
Yet, when I look back, I see that I haven't been able to fully complete one of my hobby projects. I've always done the prototypes and setup the most important features, but with time instead of finishing my project I end up switching to another project that seems "so much cooler" at the moment. Hence I usually end up with buggy and incomplete games that have no end nor story, 3D engines that have the fastest PolygonDraw routine ever, yet lack to implement anything else, etc... The list is long. I think I must have written unfinished Pong over a hundred times different!
I've been told that the remedy is to write specs for my hobby projects.
On one hand, I write a lot of specs at work. I know how crucial they are for defining a product's roadmap and staying within schedule. On the other hand, specs and hobby project just quite don't seem to go along! It seems to me that the learning curve to building a game is actually what makes it fun; not the game itself. Hence the fun of losing time restructuring an entire engine, the fun of creating the most useless features, and so on...
So here comes the question: Do you ever write specifications for your hobby projects? How are they different then the ones from work? How do you manage to complete your hobby projects?
I'd be glad to know while I work on my new project: a piano sonata generator :)
I don't think writing specs is the solution to your problem. Clearly, your "hobby projects" are things that you find fun. You write the fun parts but then avoid the not fun parts that would be necessary to complete something.
If you're just "programming for fun" then good, you're succeeding. I don't think writing specs is fun.
If you really want to "finish" something, the best way isn't to write a spec, it's to not jump to another project when the fun factor dips.
It is all about 'Self project management' ... even for fun.
I feel for you ... I used to have many repos that tended to all get stuck at around revision 200 or so.
Here is what used to happen, because I didn't do enough planning, after around 200 commits, things get messy and need a rewrite ... then interest disappears because it seems like too much hassle.
I learned to write my own specs for personal use
to
Give me focus to get the job done, and not go off into feature creep lane
Remind me what I am working towards
To have great ideas before I get coding
Keep thing more fun for a longer time
For me, writing my own specs is vital to getting anything done!
You wouldn't start a business without a plan would you?
For personal projects I have tons of moleskine books filled with rough specs and ideas. When they mature, they migrate from the note books into real documents and the coding begins.
BIG EDIT: On a drive for personal efficiency and, to get projects finished. I read "Getting Things Done" ... Despite all the hippy crap about 'psyche' and various levels of mind (which im sure is not based in any science) the tips are very good.
I don't get too complicated, but listing out all of the features and requirements that you want included in your application really does help. As with most hobby projects you often don't just sit down and code them straight through for 2 months and finish them. It's an hour here, two hours there, etc. Basically it's very common to forget what you were working on last and what the original purpose of this super great idea for an application was.
If you spend a few hours writing down specs and requirements it will be very valuable to you 6 months down the road when you get some free time or your ADD switches to that project and you try to remember what it is this was suppose to do.
I just found out recently that writing specs is really the thing I need to get my projects done.
I've been a bit like you, tons of projects, jumping from one to the other and never getting things finished. Until about 6 months ago, when I started to actually write specs and have a kind of roadmap for my projects.
All that I can say is that, it actually works, because you break your projects into smaller steps, just like a race with checkpoints, and when you start to mark the checkpoints as done, it feels good, addictive and your focus will be on the finish line.
This way, you get to keep only 1 or 2 projects at the same time, but actually finish them. And of course, you have the extra and pretty valuable bonus of keeping up with the project even if you don't touch it for about a month or more. The specs will always be there to remind you of the goals and purposes of your project.
This is just my personal experience, and I believe that you should give it a try. Hopefully it will workout for you too.
I've been able to do some hobby projects and finish some of them. I try to finish them all but some i just cant muster.
The reason i think is that the amount of details that are needed to finish a projects are so many that it goes from a passion project to a chore of a project.
What helped me finish most of mine is that they stayed a passion until the finishing touches were left. So i just plowed through them.
Will a spec help, to some degree yes. They get you further into the project but almost always there's a point where the passion fades and you look for the next shiny object.
It doesn't work for me! Infact whenever I'm writing up specs I'm generally making the projects even bigger, and less likely to be finished.
Sometimes the best way to do it is to just do it.
Ze Frank explains this much better than me:
http://www.zefrank.com/theshow/archives/2006/07/071106.html (video link with swearing)
EDIT: Just to add. If you are finding you want to leave your half-finished project for a new, grand idea... do it! Don't look back!
Completion is not a requirement for your own pet projects. Nobody will blame you for not finishing stuff that barely anyone else would even bother starting.
The reason you started was because of passion. That is very important. You should not force yourself to 'slog through' in your free time. You will drain your passion which is your most vital resource.
I usually write a first set of spec when I get started.
I'm also a big fan of paper thinking, so I'll draw screens, UML, diagrams, flow charts, design elements... It's just a matter of defining the scope of your project and be able to watch what you had in mind. It really helps me think.
These documents will be my specs for the whole project. I will add others as I go, but I'm not trying to maintain the old ones as much as I would have it it was a work project: I know where I'm going and I can keep track of the changes looking at my code.
Of course, some of my hobby projects are done collaboratively. In these cases, I write down more specs in order to have a better communication with my team and I try to keep documents such as DB Diagrams up to date.
I also have several hobby projects that I have not finished. I have about 10 and have written a specification for exactly one of them, the largest in scope (also a game).
I have not finished either the ones without specifications, nor the one with. I think this is because I never publish the work or show it to anyone so it remains full of bugs and never 'finished.
I suppose that this means that regardless of whether or not you have a spec, it will not affect the success of the project as much as other factors, like having the time, motivation, help, and having confidence.
The single best thing I've ever found to help move towards completion is to have someone else working on the project with you. Find a friend (or two) who is interested in the same thing and design/code it with them. Not only do you have someone to bounce ideas off of, but you've also got someone to motivate you, not to mention progress is twice as fast so you'll hopefully finish before you give up :)
Of course, it requires source control, but you were already using that for your projects, right? :)
Do you want to finish them?
I think it's reasonable to never finish a hobby project. You can just keep working on it as long as you live. Aciddose has been working on his virtual instrument xhip for years, stubbornly never getting to 1.0, making the instrument patches people program worthless from one release to the next. Yet he and the users of his softsynth seem to be having a grand time.
Maybe if you just aim for a "release" and not being "finished" you'll be more satisfied. Betas let you keep dreaming.
Yes and no. I write notes in a notebook as I'm thinking about it, and add to it as I implement it. It is a somewhat different process from work projects where someone else may have to see the spec.
I finish about half of what I start.
I've helped with development on a range of systems from safety critical avionics to throwaway personal projects like a Sudoku solver. Obviously with the avionics systems, specifications were critical to the safe operation of the system and to prevent killing somebody, but I've never bothered with my personal projects.
I think this is because specs are generally boring to read and write. Joel wrote an interesting article about this, and how to make them better if you do write them:
Painless Functional Specifications
Unfortunately I haven't had the guts to try making my specs more fun to read at work yet.
Maybe intead of writing specs you should try working on some projects for or with other people? That could provide some external motivation. I do some web devleopment for my cousin's drive in theater, and if they need a feature they won't stop asking me about it until I finish it.
The single biggest piece of advice I could give you would be to get something out there - make the spec for your first version small enough that you actually feel you can complete it, even though it won't have nearly all the features you want.
Once you get something out there, the pressure from users of your software will be enough to hopefully keep you going on it. It also ensures that the direction you take in development is the same direction your users want you to go.
If you don't actually get any users, then don't feel so bad about dropping the project - if nobody is interested, it probably isn't worth pursuing.
If pressure from your users isn't enough to keep you focused, then open source it. If there's enough interest in it, somebody else will pick it up where you left off, and you are free to move on to bigger and better things.
Unfortunately, after writing specs for the core of the DIFL engine (don't bother looking it up, as there's no trace of it outside my home systems), I still didn't finish it up.
Short answer: developing specifications for a hobby project is neither necessary nor sufficient to guarantee completion.
That being said...
I keep an engineering notebook for all of my personal projects. I use the notebook to capture all sorts of things about the projects on which I work. This includes project motivation, valuable resources leveraged during the project, things developed over the course of the project that might potentially be reused later, key insights gained, etc. etc. It also includes, more to your question, specifications for most of the projects. I employ an agile/lean approach to creating these specifications which, for me, is compelling from a cost/benefit perspective.
btw...I have many, many personal projects that did not culminate in a complete working system. Some of these I might get around to completing 'someday maybe'. I consciously chose to stop working on some of the others because they had served their purpose (e.g. introduced me to a new technology, helped me better understand a language feature, etc.) Continuing to crank away at projects like these would have led to diminishing returns so I chose to reallocate my time to projects I felt were higher leverage.
The real question is: what is your hobby? Is it finishing a project, or tinkering. If getting the last ten yards is a chore, you have to decide if it's worth it to you. Writing detailed specs will work; so will self-flagellation if you're into that sort of self-discipline. Nothing will make it easy if it's against your make-up, so you have to decide whether the end-goal is worth anything to you.
And, just to demonstrate that there is nothing programming-specific about this point, you might really like this guy. One of the main points in his work is that conceptual artists, such as Picasso and Da Vinci never really cared about the final execution--the idea was everything, and, having asserted it, they were strangely content with someone else finishing the actual work or leaving the sketch unfinished and unpublished.
I'm not sure that writing specs is the solution to your problems (or mine which seem similar) however in the case where I want to make something more than a throwaway experiment there are a few things that help me slightly without taking the fun out of it.
Specs really are quite tight and should be technical but for a hobby approach you could write up a little bit of something similar much more loose that outlines some of the things you would like to feature and shows how they fit together in a sort of design draft. Though not as detailed or restrictive as a proper spec it might help to keep the tinkering leading in the right direction.
Secondly you could break it down and depending on your time allowances maybe add a few goals in. If you focus on building one part of the project as a time breaking it into subprojects that can be linked together at the end, it gives a feeling of progress as you move from part to part rather than feeling like you have been working on the same thing for ages and can't be bothered any more. It works if you tick it off on a list, since usually it has to happen atleast mentally anyway.
In saying this if your goal is to play with certain concepts and not actually create a final product then you probably won't because you aren't working towards it. One way might be to take the above mentioned idea of breaking it up and then find a way of adding something personally interesting into each part that bores you, maybe trying to add a challenge into it or something.
I'm not particularly experienced still learning, but this is how I keep my tinkering together(sometimes unless I hit a total block cause by inexperience) and how I've approached many multimedia and web projects on a hobby basis in past years. Though the guy who said open-source it when you get bored and let someone else pick it up, that was a good idea if you want to see your code used but have satisfied your personal goals.
I have much the same problem. One thing I've noticed that HAS helped though, is lowering my ambitions. like WAY WAY low. Writing a spec is one way to reign in the ambitions, if you have some kind of limiting rule for the spec, like "The spec can only be one page", or "the spec can be no longer than 300 words long", or "Spec only something that I can get done in one day of coding". Getting the balance right can take some practice. If you go with the last limit, you can impose the rule of MANDATORY dismissal of the project if you can't finish it in one day.
The nice thing about this, is it limits you to achievable goals. This might sound really stupid or wrong at first. Or maybe it sounds reasonable, but you just can't help it, you wanna do amazing things, not ordinary things! Not small things that you can only get done in a few hours!
but keep this in mind:
“A complex system that works is
invariably found to have evolved from
a simple system that worked. The
inverse proposition also appears to be
true: A complex system designed from
scratch never works and cannot be made
to work. You have to start over,
beginning with a working simple
system.”
—John Gall
It is SO MUCH easier to make that ambitious project, if you already have a FINISHED and WORKING project to base it on. Then the "more complex thing" CAN be a project that fits in a day. This is the ideal and philosophy I'm working towards, because I think it has the best chance of succeeding. Looking at past successful projects, the vast majority of them evolved in this way, whether it was intentional or not.
What helps me a lot is to split a new feature into small tasks that could each be done in an evening hacksession. So if I have time, I simply pick one task from the list and just finish it. This is often enough to get "in the flow" and do "just one more".
I do this only for one feature at a time so I don't get distracted by all the other cool things I could add to my application.
I constantly write specs for my projects, in work, at university and outside in my free time. The biggest weakness of a programmer is his/her memory, so I find it good to keep myself busy during my thinking time by writing down my every thought into some sort of structured document. Before you know it you've written a full database schema or have a Requirements Specification.
At the moment I'm working on improving my SQL skills, and I've been spending a lot of this free time between writing queries writing down my experienced. After a couple of tweaks I had a decent document outlining what needed to be done.
I think the core problem is not the lack of specs, but rather that finishing something (anything) is hard.
It is hard work. It may seem as if your program is 90 % done. But doing those last 10 % (rooting out all bugs, getting the application to release quality, writing documentation, etc) requires as much work as the first 90 %. And if you want to be serious about marketing your program, answering support emails, fixing other people's bugs, that's more work still. And perhaps not the kind of work you are most interested in.
It is also hard mentally. An unfinished project has unlimited potential. It is an empty canvas where you can project your unbridled ambitions, lofty ideals and revolutionary thoughts. Once it is finished and made real you have to see it for what it is. Limited. Flawed. Never as pretty as the idea that spawned it.
That said, finishing something can also be very rewarding. You learn a lot, get a reality check on your ideas, the satisfaction of having completed something and you get to see what other people think of your work.
Some advice:
Make sure that you really want to finish the project. I.e., that the rewards are worth all the hard work. (If not, then accept that fact and remain a happy tinkerer.)
Find ways of motiviating yourself through the "boring" parts. Specs, maybe, if it keeps you focused. But find whatever works for you, whether it is ticking of todo-items, rewarding yourself with a cookie or dreaming of fame and fortune.
Release early, release often. The more you save for a "big release" the bigger is the chance that that release never happens.
First release, then rewrite. When you feel the urge to do a major rewrite, do a release first, then do the rewrite (if you are still up for it). Software is never perfect. If you strive for perfection without any pressure to release your half-baked (but existing) code, then you will never be done.
Most hobby projects of mine don't really get finished either. As long as I'm working on something and learning though I don't think thats a problem. Currently I'm not writing specs, but I am practicing/training TDD. I bring it up as I write tests that are the specs. Some days I'll sit down and just create a bunch of tests outlining what the software should do. Some days I make those tests pass. Its enjoyable in that I don't have to keep the code all in my head, and at any point I can sit down and make further progress by fixing the broken tests. Things just work, its kind of surreal.
Joel's article about the Evidence Based Scheduling works for me. Though I implemented it differently.
The idea is to break the project into small tasks and give estimates, then make a forecast when your project will finish based on the time the finished tasks took to finish them.
You may think your project will take years to finish, but actually from the estimate it's just two months or less. If you work more and finish tasks quickly, you will see the finish date coming earlier.
I think the most motivating thing to proceed forward is seeing the goal coming closer you run towards.
Plus: create something you will use later. Using stuff gives you incentive to improve it later.

We made it reliable. What's next? Usability?

I'm working in a small development group. We are building and improving our product.
Half a year ago we couldn't think about higher characteristics, such as usability, because we had so many problems with our product. Many bugs, high technical debt, low performance and other problems kept us from being able to focus on usability.
With time we've improved our process substantially. What we've done:
Real Agile iterations
Continuous integration
Testing(unit-tests, functional Smoke tests, performance)
Code quality is 'good'
Painless deployment process
So we are now producing stable, reliable releases. The following quote (paraphrased) describes our current situation:
first - make it work; after that, make it reliable; after that, make it usable
We are geeks, so we can't 'make' a great UI by ourselves.
So what should we do? What direction can you recommend?
Maybe we should hire Usability experts part-time or full-time?
How can we explain the importance of Usability to our stakeholders?
How do we convince them that this is useful?
What do your Business people say will make you the most money? Do that. Maybe usability is the next thing to do, maybe more features, maybe a different product. It's not something a "geek" will necessarily be able to guess.
I'm in the same boat as you are - I basically live on the command line, and I'm completely out of touch with the modern UI (both web and desktop application).
The solution for me was using a real UI developer for all my GUIs, and I just live in the back-end as it were.
There are quite a few benefits of this arrangement:
You don't have to debug your own crappy UIs anymore :) that's their job, and they're better at it than you, so no worries.
Your code will naturally gravitate to a MVC or at least tiered API approach, which is easier to code against for all parties involved.
Good UI people know what questions to ask end users, and know when those users don't know what they're talking about. I certainly don't have that skill.
You can do what you do best, and they do what they do best, making a stronger team overall.
The cons are obvious - you need to not only find the money for a talented UI dev, but you need to find a talented UI dev!
Now, I can't speak for you and your company's position in your market etc etc (I also don't do buisnessspeak :) ) but if you can afford another hire, it will give back more to the team than the cost of the position. It did for me!
You ask, "How can we explain the importance of Usability to our stakeholders?" but I'm not sure that you yourselves get it!
Interaction design (iD) and usability aren't things that you can tack on to an existing products when the "important" things are done. They should be there from the very first start, preferably done in small iterations with small tests and studies. I'm talking about cheap and dirty iD/usability, stuff like lo-fi prototyping, user testing with just four people, having enough stats to be able to detect user errors and such.
If you don't to iD/usability from the start, you risk ending up with the same crappy product as your competitors and/or providing users with band aids when they need surgery.
What do your users want ? They're probably the people best placed to identify requirements.
You are the ones who know and understand the product, so don't assume that just because someone else has 'usability expert' in their title that hiring them will somehow make your product usable.
Also, don't undercut your own instincts for usability. As a programmer, you use software all the time, what products do find the most usable? Think about what you like about them and compare them to your product.
Think about what your product does, and imagine that you are the person having to use the product and imagine how you would want it to work. Think of what a user wants to accomplish using your product, and imagine the steps they would have to go through to do it. Does it seem easy to understand what to do? Can it be done in fewer steps?
Most importantly, talk to your customers. Find out what they found confusing or difficult to accomplish. See if they have come up with their own workarounds for using your product in ways you didn't initially picture.
If you put as much thought, planning and effort into usability as you did into improving the reliability and deployment, you will end up with a much better product.
When analyzing the next step it really all comes down to business requirements & goals.
What is upper management like? Are they tech-savy? Are they open to new ideas? Do they think that the current product needs adjustment, improvement, etc? Is the product still in high demand? Is the marketplace changing such that the product/service will soon be obsolete? etc. etc. etc.
IF there are real business reasons for spending the $/time/resources then you can begin to explore product improvements. At that point consider the opinions of previous posters regarding user opinion.
I know so many geeks including myself who know usability, so one way would be learning it. Another way bringing someone in who can do UI design and usability.
To convince them that usability is important:
It's useless if you can't use it!
I don't know what sort of product you build but you always got clients, and clients always love usable applications. This will increase sales, happy client count and decrease tech support.
What does it do for your users? What do they think about the usability? Maybe it's not an ssue for them.
Make it more valueable to your users. Deliver more business value. Help your customers getter a better return on their investment. Do this by making it do more of what they need it to do, to do it better (more accurately, more quickly, more reliably more useably), or to do it at lower cost (less infrastructure needed to run it, reduced maintenance costs because you improved reliability), more flexibly (deals with their business changes)...
Lots of dimensions which do connect with the technical ones you refer to (usability reliabilty stability etc). But paying customers normally care about their business needs/features, not your technical ones that deliver them.
Go talk to your users (or potential users)
My one-liner about the importance of usability:
What use is a reliable system that is not usable?
If you have an existing product with existing users, then what makes you think that your current UI is not usable?
Do you suspect that there are some minor changes you can make that will greatly improve usability or is something more revolutionary required? If the latter, then what about the needs of your existing users, will they be willing to re-learn a whole new UI?
Edit
A user interface can be considered "poor" for a variety of reasons...
It is just plain ugly / old fashioned / does not "look like a Windows application"
It uses metaphors or workflows which do not relate to things that the user understands or wants to do
The first of these is relatively easy to fix, especially if you hire in a great designer. The fix would be the equivalent of redecorating your lounge and buying a new sofa and TV. Same room, different experience. Your existing users would still be able to use this application.
Fixing the second of these gets a lot more complex and involved, and might really impact your codebase. It's hard to comment further without knowing more about your application.
I think the answer is in the order of things, you say its:
"first - make it work; after that, make it reliable; after that, make it usable"
But the most important thing here is "make it work". Acceptance criteria for a functionality to "work" is that it is in fact - usable. If not, it will not be executed. Then it's just a block of dead code. And dead code should not be in the system in the first place.
Make a UI.
Then throw that away, and make another after you tried to use the first one. Then simplify as much as you can. Any time you can programmatically determine what the user wants from inputs, instead of multiple explicit choices, do so. Too many buttons induces paralysis.

What's your most controversial programming opinion?

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This is definitely subjective, but I'd like to try to avoid it becoming argumentative. I think it could be an interesting question if people treat it appropriately.
The idea for this question came from the comment thread from my answer to the "What are five things you hate about your favorite language?" question. I contended that classes in C# should be sealed by default - I won't put my reasoning in the question, but I might write a fuller explanation as an answer to this question. I was surprised at the heat of the discussion in the comments (25 comments currently).
So, what contentious opinions do you hold? I'd rather avoid the kind of thing which ends up being pretty religious with relatively little basis (e.g. brace placing) but examples might include things like "unit testing isn't actually terribly helpful" or "public fields are okay really". The important thing (to me, anyway) is that you've got reasons behind your opinions.
Please present your opinion and reasoning - I would encourage people to vote for opinions which are well-argued and interesting, whether or not you happen to agree with them.
Programmers who don't code in their spare time for fun will never become as good as those that do.
I think even the smartest and most talented people will never become truly good programmers unless they treat it as more than a job. Meaning that they do little projects on the side, or just mess with lots of different languages and ideas in their spare time.
(Note: I'm not saying good programmers do nothing else than programming, but they do more than program from 9 to 5)
The only "best practice" you should be using all the time is "Use Your Brain".
Too many people jumping on too many bandwagons and trying to force methods, patterns, frameworks etc onto things that don't warrant them. Just because something is new, or because someone respected has an opinion, doesn't mean it fits all :)
EDIT:
Just to clarify - I don't think people should ignore best practices, valued opinions etc. Just that people shouldn't just blindly jump on something without thinking about WHY this "thing" is so great, IS it applicable to what I'm doing, and WHAT benefits/drawbacks does it bring?
"Googling it" is okay!
Yes, I know it offends some people out there that their years of intense memorization and/or glorious stacks of programming books are starting to fall by the wayside to a resource that anyone can access within seconds, but you shouldn't hold that against people that use it.
Too often I hear googling answers to problems the result of criticism, and it really is without sense. First of all, it must be conceded that everyone needs materials to reference. You don't know everything and you will need to look things up. Conceding that, does it really matter where you got the information? Does it matter if you looked it up in a book, looked it up on Google, or heard it from a talking frog that you hallucinated? No. A right answer is a right answer.
What is important is that you understand the material, use it as the means to an end of a successful programming solution, and the client/your employer is happy with the results.
(although if you are getting answers from hallucinatory talking frogs, you should probably get some help all the same)
Most comments in code are in fact a pernicious form of code duplication.
We spend most of our time maintaining code written by others (or ourselves) and poor, incorrect, outdated, misleading comments must be near the top of the list of most annoying artifacts in code.
I think eventually many people just blank them out, especially those flowerbox monstrosities.
Much better to concentrate on making the code readable, refactoring as necessary, and minimising idioms and quirkiness.
On the other hand, many courses teach that comments are very nearly more important than the code itself, leading to the this next line adds one to invoiceTotal style of commenting.
XML is highly overrated
I think too many jump onto the XML bandwagon before using their brains...
XML for web stuff is great, as it's designed for it. Otherwise I think some problem definition and design thoughts should preempt any decision to use it.
My 5 cents
Not all programmers are created equal
Quite often managers think that DeveloperA == DeveloperB simply because they have same level of experience and so on. In actual fact, the performance of one developer can be 10x or even 100x that of another.
It's politically risky to talk about it, but sometimes I feel like pointing out that, even though several team members may appear to be of equal skill, it's not always the case. I have even seen cases where lead developers were 'beyond hope' and junior devs did all the actual work - I made sure they got the credit, though. :)
I fail to understand why people think that Java is absolutely the best "first" programming language to be taught in universities.
For one, I believe that first programming language should be such that it highlights the need to learn control flow and variables, not objects and syntax
For another, I believe that people who have not had experience in debugging memory leaks in C / C++ cannot fully appreciate what Java brings to the table.
Also the natural progression should be from "how can I do this" to "how can I find the library which does that" and not the other way round.
If you only know one language, no matter how well you know it, you're not a great programmer.
There seems to be an attitude that says once you're really good at C# or Java or whatever other language you started out learning then that's all you need. I don't believe it- every language I have ever learned has taught me something new about programming that I have been able to bring back into my work with all the others. I think that anyone who restricts themselves to one language will never be as good as they could be.
It also indicates to me a certain lack of inquistiveness and willingness to experiment that doesn't necessarily tally with the qualities I would expect to find in a really good programmer.
Performance does matter.
Print statements are a valid way to debug code
I believe it is perfectly fine to debug your code by littering it with System.out.println (or whatever print statement works for your language). Often, this can be quicker than debugging, and you can compare printed outputs against other runs of the app.
Just make sure to remove the print statements when you go to production (or better, turn them into logging statements)
Your job is to put yourself out of work.
When you're writing software for your employer, any software that you create is to be written in such a way that it can be picked up by any developer and understood with a minimal amount of effort. It is well designed, clearly and consistently written, formatted cleanly, documented where it needs to be, builds daily as expected, checked into the repository, and appropriately versioned.
If you get hit by a bus, laid off, fired, or walk off the job, your employer should be able to replace you on a moment's notice, and the next guy could step into your role, pick up your code and be up and running within a week tops. If he or she can't do that, then you've failed miserably.
Interestingly, I've found that having that goal has made me more valuable to my employers. The more I strive to be disposable, the more valuable I become to them.
1) The Business Apps farce:
I think that the whole "Enterprise" frameworks thing is smoke and mirrors. J2EE, .NET, the majority of the Apache frameworks and most abstractions to manage such things create far more complexity than they solve.
Take any regular Java or .NET ORM, or any supposedly modern MVC framework for either which does "magic" to solve tedious, simple tasks. You end up writing huge amounts of ugly XML boilerplate that is difficult to validate and write quickly. You have massive APIs where half of those are just to integrate the work of the other APIs, interfaces that are impossible to recycle, and abstract classes that are needed only to overcome the inflexibility of Java and C#. We simply don't need most of that.
How about all the different application servers with their own darned descriptor syntax, the overly complex database and groupware products?
The point of this is not that complexity==bad, it's that unnecessary complexity==bad. I've worked in massive enterprise installations where some of it was necessary, but even in most cases a few home-grown scripts and a simple web frontend is all that's needed to solve most use cases.
I'd try to replace all of these enterprisey apps with simple web frameworks, open source DBs, and trivial programming constructs.
2) The n-years-of-experience-required:
Unless you need a consultant or a technician to handle a specific issue related to an application, API or framework, then you don't really need someone with 5 years of experience in that application. What you need is a developer/admin who can read documentation, who has domain knowledge in whatever it is you're doing, and who can learn quickly. If you need to develop in some kind of language, a decent developer will pick it up in less than 2 months. If you need an administrator for X web server, in two days he should have read the man pages and newsgroups and be up to speed. Anything less and that person is not worth what he is paid.
3) The common "computer science" degree curriculum:
The majority of computer science and software engineering degrees are bull. If your first programming language is Java or C#, then you're doing something wrong. If you don't get several courses full of algebra and math, it's wrong. If you don't delve into functional programming, it's incomplete. If you can't apply loop invariants to a trivial for loop, you're not worth your salt as a supposed computer scientist. If you come out with experience in x and y languages and object orientation, it's full of s***. A real computer scientist sees a language in terms of the concepts and syntaxes it uses, and sees programming methodologies as one among many, and has such a good understanding of the underlying philosophies of both that picking new languages, design methods, or specification languages should be trivial.
Getters and Setters are Highly Overused
I've seen millions of people claiming that public fields are evil, so they make them private and provide getters and setters for all of them. I believe this is almost identical to making the fields public, maybe a bit different if you're using threads (but generally is not the case) or if your accessors have business/presentation logic (something 'strange' at least).
I'm not in favor of public fields, but against making a getter/setter (or Property) for everyone of them, and then claiming that doing that is encapsulation or information hiding... ha!
UPDATE:
This answer has raised some controversy in it's comments, so I'll try to clarify it a bit (I'll leave the original untouched since that is what many people upvoted).
First of all: anyone who uses public fields deserves jail time
Now, creating private fields and then using the IDE to automatically generate getters and setters for every one of them is nearly as bad as using public fields.
Many people think:
private fields + public accessors == encapsulation
I say (automatic or not) generation of getter/setter pair for your fields effectively goes against the so called encapsulation you are trying to achieve.
Lastly, let me quote Uncle Bob in this topic (taken from chapter 6 of "Clean Code"):
There is a reason that we keep our
variables private. We don't want
anyone else to depend on them. We want
the freedom to change their type or
implementation on a whim or an
impulse. Why, then, do so many
programmers automatically add getters
and setters to their objects, exposing
their private fields as if they were
public?
UML diagrams are highly overrated
Of course there are useful diagrams e.g. class diagram for the Composite Pattern, but many UML diagrams have absolutely no value.
Opinion: SQL is code. Treat it as such
That is, just like your C#, Java, or other favorite object/procedure language, develop a formatting style that is readable and maintainable.
I hate when I see sloppy free-formatted SQL code. If you scream when you see both styles of curly braces on a page, why or why don't you scream when you see free formatted SQL or SQL that obscures or obfuscates the JOIN condition?
Readability is the most important aspect of your code.
Even more so than correctness. If it's readable, it's easy to fix. It's also easy to optimize, easy to change, easy to understand. And hopefully other developers can learn something from it too.
If you're a developer, you should be able to write code
I did quite a bit of interviewing last year, and for my part of the interview I was supposed to test the way people thought, and how they implemented simple-to-moderate algorithms on a white board. I'd initially started out with questions like:
Given that Pi can be estimated using the function 4 * (1 - 1/3 + 1/5 - 1/7 + ...) with more terms giving greater accuracy, write a function that calculates Pi to an accuracy of 5 decimal places.
It's a problem that should make you think, but shouldn't be out of reach to a seasoned developer (it can be answered in about 10 lines of C#). However, many of our (supposedly pre-screened by the agency) candidates couldn't even begin to answer it, or even explain how they might go about answering it. So after a while I started asking simpler questions like:
Given the area of a circle is given by Pi times the radius squared, write a function to calculate the area of a circle.
Amazingly, more than half the candidates couldn't write this function in any language (I can read most popular languages so I let them use any language of their choice, including pseudo-code). We had "C# developers" who could not write this function in C#.
I was surprised by this. I had always thought that developers should be able to write code. It seems that, nowadays, this is a controversial opinion. Certainly it is amongst interview candidates!
Edit:
There's a lot of discussion in the comments about whether the first question is a good or bad one, and whether you should ask questions as complex as this in an interview. I'm not going to delve into this here (that's a whole new question) apart from to say you're largely missing the point of the post.
Yes, I said people couldn't make any headway with this, but the second question is trivial and many people couldn't make any headway with that one either! Anybody who calls themselves a developer should be able to write the answer to the second one in a few seconds without even thinking. And many can't.
The use of hungarian notation should be punished with death.
That should be controversial enough ;)
Design patterns are hurting good design more than they're helping it.
IMO software design, especially good software design is far too varied to be meaningfully captured in patterns, especially in the small number of patterns people can actually remember - and they're far too abstract for people to really remember more than a handful. So they're not helping much.
And on the other hand, far too many people become enamoured with the concept and try to apply patterns everywhere - usually, in the resulting code you can't find the actual design between all the (completely meaningless) Singletons and Abstract Factories.
Less code is better than more!
If the users say "that's it?", and your work remains invisible, it's done right. Glory can be found elsewhere.
PHP sucks ;-)
The proof is in the pudding.
Unit Testing won't help you write good code
The only reason to have Unit tests is to make sure that code that already works doesn't break. Writing tests first, or writing code to the tests is ridiculous. If you write to the tests before the code, you won't even know what the edge cases are. You could have code that passes the tests but still fails in unforeseen circumstances.
And furthermore, good developers will keep cohesion low, which will make the addition of new code unlikely to cause problems with existing stuff.
In fact, I'll generalize that even further,
Most "Best Practices" in Software Engineering are there to keep bad programmers from doing too much damage.
They're there to hand-hold bad developers and keep them from making dumbass mistakes. Of course, since most developers are bad, this is a good thing, but good developers should get a pass.
Write small methods. It seems that programmers love to write loooong methods where they do multiple different things.
I think that a method should be created wherever you can name one.
It's ok to write garbage code once in a while
Sometimes a quick and dirty piece of garbage code is all that is needed to fulfill a particular task. Patterns, ORMs, SRP, whatever... Throw up a Console or Web App, write some inline sql ( feels good ), and blast out the requirement.
Code == Design
I'm no fan of sophisticated UML diagrams and endless code documentation. In a high level language, your code should be readable and understandable as is. Complex documentation and diagrams aren't really any more user friendly.
Here's an article on the topic of Code as Design.
Software development is just a job
Don't get me wrong, I enjoy software development a lot. I've written a blog for the last few years on the subject. I've spent enough time on here to have >5000 reputation points. And I work in a start-up doing typically 60 hour weeks for much less money than I could get as a contractor because the team is fantastic and the work is interesting.
But in the grand scheme of things, it is just a job.
It ranks in importance below many things such as family, my girlfriend, friends, happiness etc., and below other things I'd rather be doing if I had an unlimited supply of cash such as riding motorbikes, sailing yachts, or snowboarding.
I think sometimes a lot of developers forget that developing is just something that allows us to have the more important things in life (and to have them by doing something we enjoy) rather than being the end goal in itself.
I also think there's nothing wrong with having binaries in source control.. if there is a good reason for it. If I have an assembly I don't have the source for, and might not necessarily be in the same place on each devs machine, then I will usually stick it in a "binaries" directory and reference it in a project using a relative path.
Quite a lot of people seem to think I should be burned at the stake for even mentioning "source control" and "binary" in the same sentence. I even know of places that have strict rules saying you can't add them.
Every developer should be familiar with the basic architecture of modern computers. This also applies to developers who target a virtual machine (maybe even more so, because they have been told time and time again that they don't need to worry themselves with memory management etc.)
Software Architects/Designers are Overrated
As a developer, I hate the idea of Software Architects. They are basically people that no longer code full time, read magazines and articles, and then tell you how to design software. Only people that actually write software full time for a living should be doing that. I don't care if you were the worlds best coder 5 years ago before you became an Architect, your opinion is useless to me.
How's that for controversial?
Edit (to clarify): I think most Software Architects make great Business Analysts (talking with customers, writing requirements, tests, etc), I simply think they have no place in designing software, high level or otherwise.
There is no "one size fits all" approach to development
I'm surprised that this is a controversial opinion, because it seems to me like common sense. However, there are many entries on popular blogs promoting the "one size fits all" approach to development so I think I may actually be in the minority.
Things I've seen being touted as the correct approach for any project - before any information is known about it - are things like the use of Test Driven Development (TDD), Domain Driven Design (DDD), Object-Relational Mapping (ORM), Agile (capital A), Object Orientation (OO), etc. etc. encompassing everything from methodologies to architectures to components. All with nice marketable acronyms, of course.
People even seem to go as far as putting badges on their blogs such as "I'm Test Driven" or similar, as if their strict adherence to a single approach whatever the details of the project project is actually a good thing.
It isn't.
Choosing the correct methodologies and architectures and components, etc., is something that should be done on a per-project basis, and depends not only on the type of project you're working on and its unique requirements, but also the size and ability of the team you're working with.