Showing posts with label collaboration. Show all posts
Showing posts with label collaboration. Show all posts

Saturday, 8 September 2012

Stubs Aren't Mocks; BDD Isn't TDD; Which Side(s) Are You On?

I just finished re-reading Martin Fowler's Mocks Aren't Stubs from 2007. I wasn't as experienced then in the various forms of agile development as I am now, so couldn't quite appreciate his perspective until somebody (and I'm sorry I can't find whom) brought up the paper again in a tweet a month or two ago. (Yes, that's how far behind I am; how do you do when you're working 15- to 18-hour days, 6 or 7 days a week for 6 months?)

In particular, the distinctions he draws between "classical" and "mockist" test-driven development (TDD), and then between mockist TDD and behaviour-driven development (BDD) are particularly useful given the successes and challenges of the last dozen or so projects I've been involved with. I wouldn't quite say that many teams are doing it wrong. They/we have been, however, operating on intuition, local folklore and nebulously-understood principles gained through trial-and-error experience. Having a systematic, non-evangelistic, nuts-and-bolts differentiation and exploration of various techniques and processes is (and should be) a basic building block in any practitioner's understanding of his craft.

Put (perhaps too simply), the major distinction between classic and mockist TDD is that one focuses on state while the other focuses on specific, per-entity function; projects that mix the two too freely often come to grief. I believe that projects, especially midsize, greenfield development projects by small or inexperienced teams should pick one approach (classic or mockist TDD, or BDD) and stick with it throughout a single major-release cycle. You may credibly say "we made the wrong choice for this product" after getting an initial, complete version out the door, and you should be able to switch the next full release cycle to a different approach. But if you don't know why you're doing what you're doing, and what the coarse- and fine-grained alternatives are to your current approach, you can't benefit from having made a conscious, rational decision and your project thus can't benefit from that choice.

Anything that gives your team better understanding of what you're doing, why and how will enhance the likelihood of successfully delivering your project and delighting, or at least satisfying, your customers. Even on a hobby project where your customer is…you yourself. Because, after all, your time is worth something to you, isn't it?

Friday, 2 December 2005

What You've Known Since You Were Six: Sharing Helps Everyone

By the mid-1980s, it became virtually impossible to write a technically and economically interesting, large-scale application in a market-friendly period of time by a single developer. Likewise, by the mid-1990s, it became unusual to find application-level software which did not make use of some sort of database, both as part of the application itself and (for relatively mature development shops) as an integral part of development tools (configuration management, defect tracking and so on).

I would argue that, by 2004, it became infeasible to do development work — commercial or otherwise — in a craftsmanlike manner without the pervasive use of collaboration software. These systems — wikis, blogs, message boards/discussion software, and so on — dramatically improve the capability and effectiveness of a development team. (All of these applications, incidentally, make heavy use of databases.)

Any craft, arguably especially the craft of software development, lives by the traditional medical manifesto, "if you don't write it down, it never happened". Too often, however, information is written down (captured), but there is no means for organising and retrieving that information effectively. These collaboration tools each address that need for capture, (flexible) organisation and presentation of information in subtly, but importantly, different ways.

wikis are great for organising documents in a way that they can be shared, collaborated on, retrieved, and massively hyperlinked, with attachments, comments and so on. blogs (also look at blogger.com) are where individuals can write about anything and everything, with links to outside pages and other resources of interest. Most blogs, including this one, support readers posting comments to blog entries, or to other comments. (So please let me know what you think!) This differs from a wiki in a manner similar to the way that newspaper columns differ from journal articles or books; mainly in the semantics and scope and style of information being presented. Also, while blogs can be edited after the fact, they rarely are, whereas a wiki with a good community around it has its content change regularly.

Finally, we come to discussion software, sometimes referred to as message boards or bulletin boards. These are the latest form of a general system as old as networked computing itself. Systems like phorum, phpBB and vBulletin are all Web-based systems which allow users to post messages in forums, which contain discussions of a particular subject. These can be searched, attachments can be made, and so on. If a group needs to have a discussion, come to a consensus, and see how it got there later, this is a better tool for that sort of thing than a wiki or a blog would be. (Documents which are created in response to whatever decision was taken can be collaborated on in a wiki; individuals can expound on related opinions or useful information in their blogs.)

Another bonus to all of this is that all of these applications involve databases, with most of the information being text or (hopefully) relatively small binary files. The means to do backups and restores, as well as formal version control, for each of these is well known. Often such facilities are supported directly by the administrative interface for the software. Thus, development organisations can record, preserve and recall vital information without having it locked up in people's heads, or (possibly worse) written down haphazardly on random bits of paper and requiring significant decoding effort by people other than the author who wish to read them.

These tools also, combined with email and instant messaging, almost completely remove the need (or even benefit) for teams to be located in the same physicall location, working at the same time. Development teams now have the tools to be highly effective regardless of the physical location or time-zone differences of the team members. Indeed, this writer has participated in such distributed teams, developing both commercial and non-commercial software systems, and can enthusiastically vouch for its effectiveness.

In short, within a very short period of time, we can exxpect the adoption of collaborative tools by software development teams of all environments and domains to increase dramatically. Use of these tools is, or shortly will be, an effective discriminator for success, especially in explicitly competitive environments. If you are participating in a team developing software, Web sites, or similar systems and you're not using these tools, why not? Your competition probably is.

Tuesday, 18 October 2005

A Lever, or a toothpick?

Any modern development effort which is complex enough to be commercially and/or technically interesting requires active, continuous collaboration between professionals and craftsfolk of various disciplines and specialisations. For instance, most organisations developing computer software have, in addition to the designers and coders of the software itself, several other interested stakeholders: quality engineers, documentation authors and editors, sales and marketing specialists, and various flavours of managers. Each of these individuals and groups have different capabilities and roles with regard to the project being developed, each of the groups have different perspectives, different needs — but one need that all share, knowingly or not, is the ability to communicate effectively and efficiently with each other. This involves the creation or acquisition of information, its refinement, analysis, discussion and use within the context of the project. The end goal, of course, is the completion and delivery of some sort of artifact that meets the needs of the organisation and delights that product's customers, without sending the development organisation on a death march in the process.

"But wait", you might reasonably say, "we already do this. We have meetings, minutes are taken, transcribed and emailed about, lots of other emails get sent back and forth, we have documents like functional specifications and design documents and whatnot to keep ourselves organised — what do we need all this gimcrackery for?" All of which is perfectly true, just as you can put harness and bit on your horse, hitch up a carriage, and travel from Kuala Lumpur to Singapore — or you could catch an airline flight instead. There are countless organisations, and a depressingly high proportion of smaller ones, who continue to solve earl-21st-century problems with early-20th-century tools and practices. We know better. One of the points that many leading authorities, such as Steve Maguire in his excellent book Debugging the Development Process, make is that for each hour of meetings which a knowledge worker attends, it takes at least another hour for him or her to regain the level of productivity in work product creation which would have been effected had the meeting not taken place. So, for a typical large-corporate developer who spends an hour every day in meetings that could have their purpose accomplished through less intrusive means, the company is taking a 25% hit in productivity for that individual. Take 1/4 of the payroll of, say, Maxis, or even my own company Cilix, and that starts to add up.