Here are some topics I don't agree with but would be interesting to argue:
Comprehensive testing is a waste of time
Fishing is cruel
Most people are better off driving to work
Browsing the web is a useful way to spend time
Thursday, October 11, 2012
Tuesday, June 12, 2012
Individual Societies
Societies are similar to individual people in many ways.
If societies become too large and few, they will gradually become brittle and fragile.
Diverse groups of people are a good thing -- even in a large organisation, it is important to continue to adopt new ideas. Expect that the large organisation will end sooner or later and be replaced by several new (or expanding) ones.
Also, in large societies, ostracising mechanisms don't work very well. Stick up for people when they are being douchebagged.
Life Cycle
They are 'born' (often it is hard to pinpoint exactly when), grow, and eventually die.Size
Some are large and important -- countries, cities, towns, multinational businesses. Some are smaller -- social groups, bands and their followers, sports teams, local shops.Problematic components
They have an immune system for when individual members become detrimental to the group: perhaps a police force, or some sort of ostracising mechanism. Examples.Evolution
They exchange ideas, often through recordings -- writings, audio and video, meetings between delegations. "Memes".The Take-aways
Diverse groups of people are a good thing: evolution doesn't work with too few different individuals.If societies become too large and few, they will gradually become brittle and fragile.
Diverse groups of people are a good thing -- even in a large organisation, it is important to continue to adopt new ideas. Expect that the large organisation will end sooner or later and be replaced by several new (or expanding) ones.
Also, in large societies, ostracising mechanisms don't work very well. Stick up for people when they are being douchebagged.
Sunday, May 20, 2012
Unit Testing: Writing better code faster
Summary
- Writing tests makes writing code easier (and faster for complex tasks)
- Writing tests makes you write better code
- Having tests makes modifying other people's code easier and safer → makes maintenance easier.
Easier writing
- only have to think about one thing at a time (big advantage)
- encode assumptions in tests, can safely forget about them unless the test fails!
- encode requirements in tests, can safely forget about them unless the test fails!
- easy profiling (just run a test many times)
Better writing
- encourages consideration of corner cases
- encourages modularity
- encourages YAGNI
- makes refactoring much less stressful
Better maintenance
- quicker understanding of code by stepping through a couple of tests
- less worry about changing things -- the tests should tell you if you break something
- more refactoring better code (and LESS code :))
- safer -- the tests will tell you if you break something
- safer merging (if covered) -- unit tests often won't help here, not broad enough.
Caveats
Unit testing is a tool, not a goal. Don't get religious about it. For example, it won't catch SQL injection problems or XSS attacks. Don't write tests that will never fail. Don't test the same thing more than once.The more often a test fails, the more useful it is.
Sources and Quotes
Have Fun Testing!Probably the most important tip is to have fun. When I first encountered unit testing, I was sceptical and thought it was just extra work. But I gave it a chance, because smart people who I trusted told me that it's very useful.
Unit testing puts your brain into a state which is very different from coding state. It is challenging to
think about what is a simple and correct set of tests for this given component.
Unit test statistics: TDD teams produced code that was 60 to 90 percent better in terms of defect density than non-TDD teams.
They also discovered that TDD teams took longer to complete their projects—15 to 35 percent longer.
c2.com: The original took 3 people a year, and this took just me 9 months. The rate of bug reports has dropped off by more than 90%.
Personal experiences
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Sunday, April 01, 2012
Swearing
Most people know swearing allows you to bear pain more easily. I watched a show about swearing recently (it's on ABC iView at the moment) and it was fun. I did a bit of research, and discovered the following:
- I didn't find any swear words beginning with E, I, O or X.
- "Yed" is (2011) Thai street slang for "fuck".
- "Zabourah" is (2011) Arabic for "penis".
- Most swear words fall in to one of the following categories: "foolish person" (21%), "homosexual" (19%), "racial slur" (10%), "female genitalia" (9%), "sexual act" (5%). Male genitalia is about 3% and feces about 2%. (based on this list).
- Urban Dictionary's april fool's prank was to play random words out through the computer's speakers about once every thirty seconds
- "slut: a sexually popular person."
Sunday, March 25, 2012
Saturday, March 10, 2012
Skillset of a decent working programmer
- The ability to gather requirements: be able to milk clients with mockups, demonstrations and prototypes to help them work out what they need
-
the ability to design large systems reasonably well:
- knowledge of how to group functionality into a series of small modules that have minimal dependencies on each other
- knowledge of how to add features to an existing design without tangling it, and when to refactor certain components
- A solid understanding of your main language(s). You should have spent at least 50 hours working in at least one of the languages from each the following groups:
- Lisp
- Functional: haskell, ocaml (or F#), scheme, scala
- Procedural: C, C++, D, Go, (any) assembly, Java, C#, Objective-C
- Unmanaged (no garbage collection): C, C++, Assembly, GPU Shaders
- Dynamic: python, javascript, php, lua, perl, ruby, R
- (20 hours is enough for this one) Declarative: SQL, html/css, regex, TeX
- the ability to quickly recognise common patterns in code (branches, loops/iteration/recursion, records/structs/classes/modules, exceptions, as well as more specific patterns)
- a familiarity with common algorithms and data structures (pointers, lists, arrays, dictionaries, trees)
- the ability to apply useful patterns from other languages
- an appreciation of the performance characteristics of the various languages and data structures learned
- a beginner's knowledge of useful libraries in the various languages that can be used to speed up development
- a beginner's ability to estimate the amount of time required to implement features
- the ability to find bugs: generating and searching through multiple execution traces with a divide-and-conquer and "what-caused-this?" approach
- the ability to research: how to find information/techniques/examples that are needed to implement particular functionality
- Knowledge of how to comprehensively test a small piece of code: checking for edge cases and error conditions across all possible inputs/input-classes.
-
Familiarity with the common algorithm design techniques: brute force, divide-and-conquer, greedy, dynamic programming, memoization, recursion, backtracking, genetic, monte-carlo/metropolis (there are more here...)
- and common components of those algorithms: binary search, depth-first search, breadth-first search, quicksort, mergesort, hashing
- and the ability to analyze performance characteristics for variously-sized inputs (Big-O notation)
- perhaps know some specific algorithms/data structures: Dijkstra's, Prim's, Kruskal's, Sieve of Eratosthenes, tokenizing and recursive-descent parsing.. (others: Knight's Tour, 8-Queens, stable marriage, optimal selection, knapsack, topological sorting, b-trees, priority queues, boyer-moore string search, A* search, quadtrees/octrees/kd-trees, travelling salesman, convex hull by divide and conquer, permutation generation, GCD, FFT, more from TAOCP (summary by colin barker [5]))
- An understanding of the common pitfalls of various development methods and how to avoid them
- The ability to communicate/teach, and the ability to learn/be-taught ideas easily
- The ability to design easily-testable code (this comes from writing lots of tests)
- Familiarity with and appreciation of a version control system
- An appreciation of the difficulties of maintenance and reading other programmers' code:
- Data structures with many unrelated members are hard to understand
- Large functions doing multiple things are hard to understand
- Functions causing or relying on side effects are hard to understand
- Badly-named modules/functions/variables are hard to understand
- "Clever"/unusual code without comments is hard to understand
- Poorly-tested code is scary and hard to modify safely
- Code/data structures with many different approaches to using it/them is scary and hard to modify/"fix" safely
Glaring omissions
- Object-oriented programming: This comes naturally from the other requirements. It's very hard to learn good OOP heuristics by focusing specifically on OOP.
- Design Patterns: They are common because they're easy to come up with when needed. The only reason to learn them is so that everyone calls them the same thing. Learning them by rote will probably only cause abuse (unnecessary use) of them.
Recommended Reading
- The Pragmatic Programmer by Andrew Hunt and David Thomas
- The Art of Computer Programming by Donald Knuth
- Refactoring by Fowler, Beck, Brant, Opdyke and Roberts
Additional Reading
- Effective C++ (C++) by Meyers
- Programming Pearls (C++) by Jon Bentley
- The Algorithm Design Manual
- Introduction to Algorithms by Cormen
- Wikipedia: List of data structures, List of algorithms, Analysis of algorithms
- Applied Cryptography (second edition) by Schneier
References
- stackoverflow: language agnostic skills
- stackoverflow: is-knowing-some-basic-low-level-stuff-essential-to-all-programmers
- stackoverflow: basic algorithms
- stackoverflow: what-algorithms-should-every-developer-know
- hall-of-fame CS problems by Colin Barker
- stackoverflow: essential-math-for-excelling-as-a-programmer
- steve yegge: math for programmers
- steve yegge: get that job at google