Really insightful article on improving technical skills, but also interpersonal skills. Some notable quotes that stood out to me:
PERSONAL SKILLS
Debugging is the cornerstone of being a programmer. The first meaning of the verb to debug is to remove errors, but the meaning that really matters is to see into the execution of a program by examining it. A programmer that cannot debug effectively is blind.
If there is a single key to debugging is to use the divide and conquer technique on the mystery.
The key to improving the performance of a very complicated system is to analyze it well enough to find the bottlenecks, or places where most of the resources are consumed. There is not much sense in optimizing a function that accounts for only 1% of the computation time. As a rule of thumb you should think carefully before doing anything unless you think it is going to make the system or a significant part of it at least twice as fast. There is usually a way to do this. Consider the test and quality assurance effort that your change will require. Each change brings a test burden with it, so it is much better to have a few big changes.
Sometimes you'll encounter loops, or recursive functions, that take a long time to execute and are bottlenecks in your product. Before you try to make the loop a little faster, but spend a few minutes considering if there is a way to remove it entirely. Would a different algorithm do? Could you compute that while computing something else? If you can't find away around it, then you can optimize the loop. This is simple; move stuff out. In the end, this will require not only ingenuity but also an understanding of the expense of each kind of statement and expression. Here are some suggestions:
- Remove floating point operations.
- Don't allocate new memory blocks unnecessarily.
- Fold constants together.
- Move I/O into a buffer.
- Try not to divide.
- Try not to do expensive typecasts.
- Move a pointer rather than recomputing indices.
Programming ought not to be an experimental science, but most working programmers do not have the luxury of engaging in what Dijkstra means by computing science. We must work in the realm of experimentation, just as some, but not all, physicists do. If thirty years from now programming can be performed without experimentation, it will be a great accomplishment of Computer Science.
TEAM SKILLS
When not possible to take the time for some investigation, you should first establish the meaning of the estimate very clearly. Restate that meaning as the first and last part of your written estimate. Prepare a written estimate by deconstructing the task into progressively smaller subtasks until each small task is no more than a day; ideally at most in length. The most important thing is not to leave anything out. For instance, documentation, testing, time for planning, time for communicating with other groups, and vacation time are all very important. If you spend part of each day dealing with knuckleheads, put a line item for that in the estimate. This gives your boss visibility into what is using up your time at a minimum, and might get you more time.
I know good engineers who pad estimates implicitly, but I recommend that you do not. One of the results of padding is trust in you may be depleted. For instance, an engineer might estimate three days for a task that she truly thinks will take one day. The engineer may plan to spend two days documenting it, or two days working on some other useful project. But it will be detectable that the task was done in only one day (if it turns out that way), and the appearance of slacking or overestimating is born. It's far better to give proper visibility into what you are actually doing. If documentation takes twice as long as coding and the estimate says so, tremendous advantage is gained by making this visible to the manager.
Pad explicitly instead. If a task will probably take one day---but might take ten days if your approach doesn't work---note this somehow in the estimate if you can; if not, at least do an average weighted by your estimates of the probabilities. Any risk factor that you can identify and assign an estimate to should go into the schedule. One person is unlikely to be sick in any given week. But a large project with many engineers will have some sick time; likewise vacation time. And what is the probability of a mandatory company-wide training seminar? If it can be estimated, stick it in. There are of course, unknown unknowns, orunk-unks. Unk-unks by definition cannot be estimated individually. You can try to create a global line item for all unk-unks, or handle them in some other way that you communicate to your boss. You cannot, however, let your boss forget that they exist, and it is devilishly easy for an estimate to become a schedule without the unk-unks considered.
If you need information about concrete things that are objective and easy to verify, for example the latest patch level of a software product, ask a large number of people politely by searching the internet for it or by posting on a discussion group. Don't search on the internet for anything that smacks of either opinion or subjective interpretation: the ratio of drivel to truth is too high.
If you need general knowledge about something subjective the history of what people have thought about it, go to the library (the physical building in which books are stored). For example, to learn about math or mushrooms or mysticism, go to the library.
If you need to know how to do something that is not trivial get two or three books on the subject and read them. You might learn how to do something trivial, like install a software package, from the Internet. You can even learn important things, like good programming technique, but you can easily spend more time searching and sorting the results and attempting to divine the authority of the results than it would take to read the pertinent part of a solid book.
If you need information that no one else could be expected to know for example, ‘does this software that is brand new work on gigantic data sets?’, you must still search the internet and the library. After those options are completely exhausted, you may design an experiment to ascertain it.
If you want an opinion or a value judgment that takes into account some unique circumstance, talk to an expert. For instance, if you want to know whether or not it is a good idea to build a modern database management system in LISP, you should talk to a LISP expert and a database expert.
If you want to know how likely it is that a faster algorithm for a particular application exists that has not yet been published, talk to someone working in that field.
If you want to make a personal decision that only you can make like whether or not you should start a business, try putting into writing a list of arguments for and against the idea. If that fails, consider divination. Suppose you have studied the idea from all angles, have done all your homework, and worked out all the consequences and pros and cons in your mind, and yet still remain indecisive. You now must follow your heart and tell your brain to shut up. The multitude of available divination techniques are very useful for determining your own semi-conscious desires, as they each present a complete ambiguous and random pattern that your own subconscious will assign meaning to.
Respect every person's time and balance it against your own. Asking someone a question accomplishes far more than just receiving the answer. The person learns about you, both by enjoying your presence and hearing the particular question. You learn about the person in the same way, and you may learn the answer you seek. This is usually far more important than your question.
However, the value of this diminishes the more you do it. You are, after all, using the most precious commodity a person has: their time. The benefits of communication must be weighed against the costs. Furthermore, the particular costs and benefits derived differ from person to person. I strongly believe that an executive of 100 people should spend five minutes a month talking to each person in her organization, which would be about 5% of their time. But ten minutes might be too much, and five minutes is too much if they have one thousand employees. The amount of time you spend talking to each person in your organization depends on their role (more than their position). You should talk to your boss more than your boss's boss, but you should talk to your boss's boss a little. It may be uncomfortable, but I believe you have a duty to talk a little bit to all your superiors, each month, no matter what.
The basic rule is that everyone benefits from talking to you a little bit, and the more they talk to you, the less benefit they derive. It is your job to provide them this benefit, and to get the benefit of communicating with them, keeping the benefit in balance with the time spent.
It is important to respect your own time. If talking to someone, even if it will cost them time, will save you a great deal of time, then you should do it unless you think their time is more valuable than yours, to the tribe, by that factor.
A strange example of this is the summer intern. A summer intern in a highly technical position can't be expected to accomplish too much; they can be expected to pester the hell out of everybody there. So why is this tolerated? Because the pestered are receiving something important from the intern. They get a chance to showoff a little. They get a chance to hear some new ideas, maybe; they get a chance to see things from a different perspective. They may also be trying to recruit the intern, but even if this is not the case there is much to gain.
You should ask people for a little bit of their wisdom and judgment whenever you honestly believe they have something to say. This flatters them and you will learn something and teach them something. A good programmer does not often need the advice of a Vice President of Sales, but if you ever do, you be sure to ask for it. I once asked to listen in on a few sales calls to better understand the job of our sales staff. This took no more than 30 minutes but I think that small effort made an impression on the sales force.
^6/2/2013: I am currently guilty of doing this a little too much. Sorry everybody, I'm working on improving!
Life is too short to write crap nobody will read; if you write crap, nobody will read it. Therefore a little good documentation is best. ... Writing good documentation is, first of all, good writing. I suggest you find books on writing, study them, and practice. But even if you are a lousy writer or have poor command of the language in which you must document, the Golden Rule is all you really need: ``Do unto others as you would have them do unto you.'' Take time to really think about who will be reading your documentation, what they need to get out of it, and how you can teach that to them. If you do that, you will be an above average documentation writer, and a good programmer.
To understand it, you will have to read the source code. You will probably have to experiment with it.
This is a good time to document, even if it is only for yourself, because the act of trying to document the code will force you to consider angles you might not have considered, and the resulting document may be useful. While you're doing this, consider what it would take to rewrite some or all of the code. Would it actually save time to rewrite some of it? Could you trust it better if you rewrote it? Be careful of arrogance here. If you rewrite it, it will be easier for you to deal with, but will it really be easier for the next person who has to read it? If you rewrite it, what will the test burden be? Will the need to re-test it outweigh any benefits that might be gained?
Use assertion checking and test drivers whenever possible. This not only catches bugs early, but is very useful later on and lets you eliminate mysteries that you would otherwise have to worry about.
Source code control systems let you manage projects effectively. They're very useful for one person and essential for a group. They track all changes in different versions so that no code is ever lost and meaning can be assigned to changes. One can create throw-away and debugging code with confidence with a source code control system, since the code you modify is kept carefully separate from committed, official code that will be shared with the team or released.
When stumped, take a break. I sometimes meditate for 15 minutes when stumped and the problem magically unravels when I come back to it. A night's sleep sometimes does the same thing on a larger scale. It's possible that temporarily switching to any other activity may work.
When disagreement arises, it must be resolved somehow, it cannot be ducked for long. Difficult people are often extremely intelligent and have something very useful to say. It is critical that you listen and understand the difficult person without prejudice caused by the person. A failure to communicate is often the basis of disagreement but it can sometimes be removed with great patience. Try to keep this communication cool and cordial, and don't accept any baits for greater conflict that may be offered. After a reasonable period of trying to understand, make a decision.
Don't let a bully force you to do something you don't agree with. If you are the leader, do what you think is best. Don't make a decision for any personal reasons, and be prepared to explain the reasons for your decision. If you are a teammate with a difficult person, don't let the leader's decision have any personal impact. If it doesn't go your way, do it the other way whole-heartedly.
Difficult people do change and improve. I've seen it with my own eyes, but it is very rare. However, everyone has transitory ups and downs.
Finally, if possible, measure the impact of your work in terms of something that will be personally motivating. For example, when fixing bugs, counting the number of bugs that I have fixed is not at all motivational to me, because it is independent of the number that may still exist, and is also affects the total value I'm adding to my company's customers in only the smallest possible way. Relating each bug to a happy customer, however, is personally motivating to me.
To be trusted you must be trustworthy. You must also be visible. If know one knows about you, no trust will be invested in you. With those close to you, such as your teammates, this should not be an issue. You establish trust by being responsive and informative to those outside your department or team. Occasionally someone will abuse this trust, and ask for unreasonable favors. Don't be afraid of this, just explain what you would have to give up doing to perform the favor.
Don't pretend to know something that you don't. With people that are not teammates, you may have to make a clear distinction between ``not knowing right off the top of my head'' and ``not being able to figure it out, ever.''
Learning new skills, especially non-technical ones, is the greatest fun of all. Most companies would have better morale if they understood how much this motivates programmers.
Humans learn by doing. Book-reading and class-taking are useful. But could you have any respect for a programmer who had never written a program? To learn any skill, you have to put yourself in a forgiving position where you can exercise that skill. When learning a new programming language, try to do a small project it in before you have to do a large project. When learning to manage a software project, try to manage a small one first.
A good mentor is no replacement for doing things yourself, but is a lot better than a book. What can you offer a potential mentor in exchange for their knowledge? At a minimum, you should offer to study hard so their time won't be wasted.
Try to get your boss to let you have formal training, but understand that it often not much better than the same amount of time spent simply playing with the new skill you want to learn. It is, however, easier to ask for training than playtime in our imperfect world, even though a lot of formal training is just sleeping through lectures waiting for the dinner party.
If you lead people, understand how they learn and assist them by assigning them projects that are the right size and that exercise skills they are interested in. Don't forget that the most important skills for a programmer are not the technical ones. Give your people a chance to play and practice courage, honesty, and communication.
Carefully consider the cost of a meeting; it costs its duration multiplied by the number of participants. Meetings are sometimes necessary, but smaller is usually better. The quality of communication in small meetings is better, and less time overall is wasted. If any one person is bored at a meeting take this as a sing, that the meeting should be smaller.
Disagreement is a great opportunity to make a good decision, but it should be handled delicately. Hopefully you feel that you have expressed your thoughts adequately and been heard before the decision is made. In that case there is nothing more to say, and you should decide whether you will stand behind the decision even though you disagree with it. If you can support this decision even though you disagree, say so. This shows how valuable you are because you are independent and are not a yes-man, but respectful of the decision and a team player.
Build vs. Buy: after considering these questions, you should perhaps prepare two draft project plans, one for building and one for buying. This will force you to consider the integration costs. You should also consider the long term maintenance costs of both solutions. To estimate the integration costs, you will have to do a thorough evaluation of the software before you buy it. If you can't evaluate it, you will assume an unreasonable risk in buying it and you should decide against buying that particular product. If there are several buy decisions under consideration, some energy will have to be spent evaluating each.
Assume responsibility in excess of your authority. Play the role that you desire. Express appreciation for people's contribution to the success of the larger organization, as well as things as that help you personally.
If you want to become a team leader, instigate the formation of consensus. If you want to become a manager, take responsibility for the schedule. You can usually do this comfortably while working with a leader or a manager, since this frees them up to take greater responsibility. If that is too much to try, do it a little at a time.
Evaluate yourself. If you want to become a better programmer, ask someone you admire how you can become like them. You can also ask your boss, who will know less but have a greater impact on your career.
Plan ways to learn new skills, both the trivial technical kind, like learning a new software system, and the hard social kind, like writing well, by integrating them into your work.
If there is not crisp definition of success, you will not succeed.
You should allow people (including yourself) to fail occasionally and should plan for some failure in your schedule. If there is never any failure, there can be no sense of adventure. If there are not occasional failures, you are not trying hard enough. When someone fails, you should be as gentle as you can with them while not treating them as though they had succeeded.
You balance your personal needs against the needs of the team in choosing what aspect of a project to work on. You should do what you are best at, but try to find a way to stretch yourself not by taking on more work but by exercising a new skill. Leadership and communication skills are more important than technical skills. If you are very strong, take on the hardest or riskiest task, and do it as early as possible in the project to decrease risk.
To get the most from your teammates, develop a good team spirit and try to keep every individual both personally challenged and personally engaged.
To develop team spirit, corny stuff like logoized clothing and parties are good, but not as good as personal respect. If everyone respects everyone else, nobody will want to let anybody down. Team spirit is created when people make sacrifices for the team and think in terms of the good of the team before their own personal good. As a leader, you can't ask for more than you give yourself in this respect.
One of the keys to team leadership is to facilitate consensus so that everyone has buy in. This occasionally means allowing your teammates to be wrong. That is, if it does not harm the project too much, you must let some of your team do things their own way, based on consensus, even if you believe with great confidence it is the wrong thing to do. When this happens, don't agree, simply disagree openly and accept the consensus. Don't sound hurt, or like you're being forced into it, simply state that you disagree but think the consensus of the team is more important. This will often cause them to backtrack. Don't insist that they go through with their initial plan if they do backtrack.
If there is an individual who will not consent after you have discussed the issues from all appropriate sides, simply assert that you have to make a decision and that is what your decision is. If there is a way to judge if your decision will be wrong or if it is later shown to be wrong, switch as quickly as you can and recognize the persons who were right.
Ask your team, both as a group and individually, what they think would create team spirit and make for an effective team.
Praise frequently rather than lavishly. Especially praise those who disagree with you when they are praiseworthy. Praise in public and criticize in private; with one exception: sometimes growth or the correction of a fault can't be praised without drawing embarrassing attention to the original fault, so that growth should be praised in private.
To gather support for a project, create and communicate a vision that demonstrates real value to the organization as a whole. Attempt to let others share in your vision creation. This gives them a reason to support you and gives you the benefit of their ideas. Individually recruit key supporters for your project. Wherever possible, show, don't tell. If possible, construct a prototype or a mockup to demonstrate your ideas. A prototype is always powerful but in software it is far superior to any written description.
The best way to tell someone about a problem is to offer a solution at the same time. The second best way is to appeal to them for help with the problem. If there is a danger that you won't be believed, you should gather some support for your assertion.
Below is the Table of Contents:
2. Beginner
- Personal Skills
-
- Learn to Debug
- How to Debug by Splitting the Problem Space
- How to Remove an Error
- How to Debug Using a Log
- How to Understand Performance Problems
- How to Fix Performance Problems
- How to Optimize Loops
- How to Deal with I/O Expense
- How to Manage Memory
- How to Deal with Intermittent Bugs
- How to Learn Design Skills
- How to Conduct Experiments
- Team Skills
-
- Why Estimation is Important
- How to Estimate Programming Time
- How to Find Out Information
- How to Utilize People as Information Sources
- How to Document Wisely
- How to Work with Poor Code
- How to Use Source Code Control
- How to Unit Test
- Take Breaks when Stumped
- How to Recognize When to Go Home
- How to Deal with Difficult People
3. Intermediate
- Personal Skills
-
- How to Stay Motivated
- How to be Widely Trusted
- How to Tradeoff Time vs. Space
- How to Stress Test
- How to Balance Brevity and Abstraction
- How to Learn New Skills
- Learn to Type
- How to Do Integration Testing
- Communication Languages
- Heavy Tools
- How to analyze data
- Team Skills
-
- How to Manage Development Time
- How to Manage Third-Party Software Risks
- How to Manage Consultants
- How to Communicate the Right Amount
- How to Disagree Honestly and Get Away with It
- Judgement
-
- How to Tradeoff Quality Against Development Time
- How to Manage Software System Dependence
- How to Decide if Software is Too Immature
- How to Make a Buy vs. Build Decision
- How to Grow Professionally
- How to Evaluate Interviewees
- How to Know When to Apply Fancy Computer Science
- How to Talk to Non-Engineers
4. Advanced
- Technological Judgment
-
- How to Tell the Hard From the Impossible
- How to Utilize Embedded Languages
- Choosing Languages
- Compromising Wisely
-
- How to Fight Schedule Pressure
- How to Understand the User
- How to Get a Promotion
- Serving Your Team
-
- How to Develop Talent
- How to Choose What to Work On
- How to Get the Most From Your Teammates
- How to Divide Problems Up
- How to Handle Boring Tasks
- How to Gather Support for a Project
- How to Grow a System
- How to Communicate Well
- How to Tell People Things They Don't Want to Hear
- How to Deal with Managerial Myths
- How to Deal with Organizational Chaos
http://samizdat.mines.edu/howto/HowToBeAProgrammer.html