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Selling XP   25 Sep 04
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Alistair Cockburn has a very interesting paper on "The Costs and Benefits of Pair Programming". Of course Pair Programming is not the only "extreme" aspect of extreme programming but Alistair’s article contains some very interesting metrics (seems a lot less "extreme" after reading Alistair’s article). members.aol.com/humansandt/papers/pairprogrammingcostbene/pairprogrammingcostbene.htm

The Irony of Extreme Programming   25 Sep 04
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(Source: Ron Jeffries) The irony of Extreme Programming is that while detractors continue to explain why it cannot work, software developers all over the world are having success with it. www.xprogramming.com/xpmag/jatIronyOfXP.htm

"Example instead of test-first"   25 Sep 04
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Just now seen on the pragprog-list by Massimiliano Mirra: Many have a problem with ``test-first’’ because they can’t see how a test can come before the thing to be tested even exists. So I just replace the word ``test’’ with ``example’’, and tell the student that ``one great thing is that not only examples do tell you where to go with your program, but if you shape them in a certain way, they’ll also serve as tests later’.

Example isn’t another way to teach, it is the only way to teach.

   --Albert Einstei

Working on a book: Driving Software Projects with Examples   25 Sep 04
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Brian Marick posted this to agile-testing.

I’ve started work on a book, tentatively titled _Driving Projects with Examples: a Handbook for Agile Teams_. All that’s done to date is the Preface.

Two years ago, this would have been about driving projects with tests, but I think the role of examples in projects is larger than that. Also, examples fit more obviously into the whole "individuals and interactions over processes and tools" thing. Examples are something people use to explain themselves to each other. Conversations and learning are more obviously part of the picture.

Because I’m so hot on examples, I’ve put the draft book on a new site, exampler.com. Here’s the book: <www.exampler.com/book/>

(And, rather than "QA", "tester", or even "ECaBian", "exampler" might be a good name for those people on an Agile project that exhibit certain traits more strongly than other team members.)

Some of you practice the style of development I’m documenting - or variants of it. If you do, I want to talk to you, be it on the phone, or via emai, or in person. (I am budgeting travel money to visit worthy sites.) I’m serious about the "handbook" in the title: I want to fill it with tricks, tips, techniques, and stories. The more people I gather them from, the better the book will be.

A Metric Leading to Agility   25 Sep 04
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(Source: Ron Jeffries) Nearly every metric can be perverted, since up- and down-ticks in the metric can come from good or bad causes. Teams driven by metrics often game the metrics rather than deliver useful software. There is a single metric that demands that a team become both agile and productive.The result: better projects done in better ways. www.xprogramming.com/xpmag/jatRtsMetric.htm

Test First, by Intention   25 Sep 04
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A code and culture translation from the original Smalltalk to Ruby Original by Ronald Jeffries, translation by Aleksi Niemela and Dave Thomas. www.rubycentral.com/articles/pink

In this document we show you the Ruby version of the Smalltalk code published in the pink book.

Succinctness is Power!   25 Sep 04
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(Source: Paul Graham)

"The quantity of meaning compressed into a small space by algebraic signs, is another circumstance that facilitates the reasonings we are accustomed to carry on by their aid."

  • Charles Babbage, quoted in Iverson’s Turing Award Lecture

paulgraham.com/power.html

The first person to write about these issues, as far as I know, was Fred Brooks in the Mythical Man Month. He wrote that programmers seemed to generate about the same amount of code per day regardless of the language. When I first read this in my early twenties, it was a big surprise to me and seemed to have huge implications. It meant that (a) the only way to get software written faster was to use a more succinct language, and (b) someone who took the trouble to do this could leave competitors who didn’t in the dust.

Brooks’ hypothesis, if it’s true, seems to be at the very heart of hacking. In the years since, I’ve paid close attention to any evidence I could get on the question, from formal studies to anecdotes about individual projects. I have seen nothing to contradict him.

Software for your head by Jim and Michelle McCarthy   25 Sep 04
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What Ron Jeffries says: if you read this book, really study and consider it, you will think thoughts you haven’t thought before, and you will likely learn something about yourself, your colleagues, and your projects. I read a lot of books and recommend a lot of books. This one is special. Do yourself a favor: buy it, read it, and give it deep consideration.

Game Design & Engineering Theory   25 Sep 04
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(Source: Miyamoto’s Tokyo Univ. Lecture Today (July 3), at the Komaba campus of Tokyo University, a lecture was held by Shigeru Miyamoto, director and head of information development at Nintendo Co., Ltd. I’ll write out the main points of the lecture here. I’ve deliberately left some parts out; my apologies for this.

…I arrived at the classroom ten minutes before the lecture began. I was worried that there wouldn’t be any seats left, but I discovered one at the fourth row from the front so I hurried over and sat down. The classroom, which can hold around 200 people, filled up almost instantly. By the time I entered the room, Mr. Miyamoto was already sitting in a chair next to the blackboard.

Since Miyamoto was apparently too busy to make any special preparations for the event, it was decided to move from a traditional lecture format to a more informal discussion. To start off things, the instructor in charge discussed CERO [the Japanese game rating system], age restrictions, GTA, Kakuto Chojin, and other topics related to game regulation.

And then Miyamoto stepped up to the mike. Applause…

www.video-fenky.com/features/miyamoto.html

I've never been a Project Manager before   25 Sep 04
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Check out the excellent Dilbert

IT WON'T WORK HERE doesn't work here   25 Sep 04
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(Source: Kent Beck posted this to the XP mailinglist) This came up in a discussion of how to handle long-lead-time materials. The OP basically said,
 "I can't do all that stuff you say I should do, but how do I handle the situation ..."
  The response:
  -- IT WON'T WORK HERE doesn't work here.

Executive Dashboard   25 Sep 04
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Thanks to Sven C. Koehler. He pointed out me to Edward Tufte’s interesting forum. There are some interesting answeres in the thread, esp. the graphic about the patient. Isn’t every company a patient? :-)
 I'm developing an executive dashboard, and I haven't been satisfied
 with the business graphics that are widely available
 (e.g. gauges, dials, stoplights). I decided to make a "Zen" version
 of a KPI status indicator, using as little color as possible,
 and incorporating E.T's innovative "Spark Line" metaphor for display
 of trends. The graphic below shows the proposed KPI display across
 the top of a browser screen with a descriptive example in the middle.
 Any feedback would be wonderful!

 Comments: Because of complex KPI names (e.g. This Week versus Last Week
 Sales (All Divisions), KPIs were labeled with Roman numerals.
 Balloon help could display the KPI name when the cursor brushes the
 KPI indicator.

link

Hackers and Painters   25 Sep 04
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(Source: Paul Graham) When I finished grad school in computer science I went to art school to study painting. A lot of people seemed surprised that someone interested in computers would also be interested in painting. They seemed to think that hacking and painting were very different kinds of work— that hacking was cold, precise, and methodical, and that painting was the frenzied expression of some primal urge.

Both of these images are wrong. Hacking and painting have a lot in common. In fact, of all the different types of people I’ve known, hackers and painters are among the most alike. www.paulgraham.com/hp.html

XP is fractal.   25 Sep 04
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(Source: Ken Boucher posted this to the xp-mailinglist)
 > Surely, you're not calling design documents you built in the middle
 > of a project "up-front" design?

Let’s talk about "project" and "up-front" for a second.

In the old world I came from, a project had a feedback loop. This feedback loop could be considered to have covered design to unit testing, roughly a period of 6 months to a year on many projects. In other words, I would get feedback on my design 6 months after I made it.

Now let’s enter the fractal nature of XP.

My design to unit test feedback loop is the duration of a card in most cases. In some cases it’s as small as design/refactor/new test/new code/refactor/ (which may be a scope of minutes). In some cases it may be as large as an iteration (after all, we didn’t pick the cards in this iteration at random, we had a plan). It may even have been as large as a release plan.

The difference is that I get my feedback quickly and the design I do at any given stage is as small as it needs to be instead of as large as it can be. But I still do design "up-front". I have a plan before I leave the release meeting. I have a plan before I leave the iteration meeting. I have a plan before I even start refactoring before that first unit test. I have to make the same decisions I would have made in the BDUF, the only difference is that I make them as late as possible. In short, I make them just before I do the task that requires that decision to have been made.

XP is fractal. It’s possible to think about an XP project as a large collection of projects, each small enough to be written on 3*5 cards. And I do design for every one of those projects up front.

Story cards are like poker   25 Sep 04
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(Source: Brad Appleton, XP-ML) How cool would it be actually to /use/ poker chips in the Planning Game? Interesting - I interpreted the above statement to be talking about having the planning game include both cards and chips (just like poker). The chips would correspond to story points, and would be attached to a story card with the appropriate number of chips. And when a story was "split" the corresponding chips would be split between the resulting new card(s).
  • The dealer gives the customer all the chips for this iteration
  • Then the customer "shuffles" the cards and lays them down
  • As each one is laid down, development uses a different color of chips and places the number of chips that story costs.
  • If the customer is okay with it, they then take an equivalent number of chips from their "stack" and place it to the "bet" pile.
  • If the customer isn't okay with it, the story can be split (kind of like "double down" in blackjack) and/or cards can be "reshuffled"
  • At any time, the customer may "reshuffle"
  • When the customer is out of chips and is okay with the current "bets" and card order, the planning session is adjourned

Test-Driven Writing   25 Sep 04
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(Source: Stefan Schmiedl)
 >An activity that I /do/ still have trouble with, however, is writing.
 > When faced with having to compse anything more substantial than an
 > email response, I feel the fear start to creep in and I get myself all
 > tied in knots.  Even after I start to put some words down, I often
 > find myself getting stuck because the thing isn't flowing and the task
 > of finishing seems overwhelming.

Yup, writers block definitively, as John Roth diagnosed already. But if you’re able to describe it in such flowering detail as above, there’s no need to have it.

 > So on my way home last night (after another frustrating couple of
 > hours trying to get some thoughts on paper), I was thinking about how
 > I could make my prose writing come as easily as my code writing.  I
 > started wondering if I couldn't somehow employ a TDD-like cycle in my
 > writing process.

I am often writing articles with my business partner, who’s<br>especially good at collecting lots of nice stuff on the web. The first thing I have do with the "drafts" I get from him, is to find the<br>structure fitting best to the available data. This is currently donein a Mindmap using freemind (freely available at sf.net, IIRC). For some<br>time I also tried vimoutliner (www.vimoutliner.org) for this, but found that for this process, the two-dimensional display of a mindmap is better suited to my brain.

When the outline is finished, I start to grow the flesh on the bones. That’s relatively easy, as I confine my work strictly to the current paragraph.>

The next step is easy, if I have the time: I let the stuff settle for a few days, then go over it once more and clean up the unbelievable mess I created then. If I don’t have the time, I need to play about two hours nethack, which erases my brain just as well…

So the steps are:

 - data collection
  - gradually by experience
  - by force (coauthor delivery)
 - data organization
   - mindmap
   - outline
 - draft
   - follow the map
   - work local
 - refactor or polish
   - grammar, spelling, rhetoric
   - present line of thought more clearly

I think that there’s a difference between code and prose showing here. You expect your code to give certain results for a given input, and you are free to not care about the implementation at all. With prose, implementation is almost everything. So the cost of providing a "working release" is higher with prose than with code. At least for me.

 >find myself getting stuck because the thing isn't flowing and the task
 >of finishing seems overwhelming.

Writing is like every other kind of art. It is never finished. Feeling better now?

Writing is like dealing with animals. Don’t be afraid of it, and it won’t hurt you.

Your fellow author in pain, S.

Don't do code reviews. Do pair programming   25 Sep 04
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(Source: Ron Jeffries in the XP-mailinglist) Well, Don't do Code Reviews, do Pair Programming. Frankly, code reviews are /so/ much worse than pair programming that a dose of them would make me fly to pair. Let's see if we can replicate my experience.

Here's one path through a network of a million decision points:

To do code reviews, everyone has to read the code beforehand, unless you're doing a walkthrough, see below. I'd ask everyone to come together physically to the review. Then I'd ask them to report truthfully how much time they spent reviewing the code. Early on, I would report truthfully that I had spent zero or very little time, in hopes of getting others to admit the truth. When they admit the truth, I'd dismiss the meeting and reschedule it.

Then, after a while, the only alternative is a walkthrough, since no one is preparing effectively for the review. So we do walkthroughs for a while. They are intensely boring, and few people stay involved. Note in your mind the people who are present but not involved. At the end of the session, say, holding your hand up, "Who else had a real problem staying engaged with this walkthrough?" If there's honesty in the room, hands will go up. Prompting may be necessary. Then: "Any ideas?"

Surely someone will think of "doing this in smaller groups or one on one". Try it. Ask the team whether "we should empower the one-on-one folks to change the code, and under what circumstances." Don't mention that this is pair programming.

Try an experiment. You're "interested in collaborative programming". Interested parties should come to the room to help. On the screen, start writing a program. Ask for help with it, get the room to pair with you. Get stuck (no need to fake this if you are me). Someone will start telling you what to do. Don't get it (no need to fake this either). Get them to come up and do it ... grabbing the chair that is accidentally beside you, while you move over.

Note that reviews often find things. Observe how many of them are resisted by the original programmer, or are "too much trouble to fix now". Build a few BVCs relating to time spent prepping, in the meetings, number of useful suggestions (by person if you can do it without problems), number of changes made in response to suggestions, ...

Code reviews are intensely painful, in my experience, and we were trained by Freedman himself. There will be no need to set them up to be perceived that way, though it will take honesty among the group to express it. After doing enough code reviews, which take way more than half the groups' time by the way, a team who has heard of pair programming should be begging to pair. About all you have to do is make sure that no one treats the review session as nap time, and that you are /early/ in recognizing the people who think it's a waste of time. Because they're right.

Hang the code, and hang the rules   25 Sep 04
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Douglas Seelinger posted this in the XP-list:
 A quote from "Pirates of the Caribbean: The Curse of the Black Pearl":
 --You're pirates. Hang the code, and hang the rules. They're more like
 guidelines anyway.

Installing Oracle 10g On Debian   25 Sep 04
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We go through, step-by-step, the process of installing Oracle 10g Release 1 (10.1.0.2) Enterprise/Standard Edition for Linux x86 on a Debian unstable installation as of 2004-06-04. This chapter was originally written by Damien McAullay with suggestions from Giuseppe Sacco and Oliver Bankel. link

Paris Metro firm to run Wi-Fi buses   25 Sep 04
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(Sourc: register) Wireless Internet access will soon move beyond railways and onto the roads if RATP, the company which runs the Paris Metro and the capital’s bus services, has its way.

The organisation will next week show off a Wi-Fi enabled bus at the Paris-hosted Public Transport Exhibition 2004. It will also launch a public trial of the technology, on the number 38 bus, which runs between North and South Paris. Buses on the route have already been equipped with Wi-Fi, RATP said. Travellers will be able to connect their (suitably equipped) PDAs and notebooks with the bus’ on-board access point. However, Internet connectivity is only provided at Wi-Fi speeds when the vehicle passes within range of a fixed hotspot - at a major terminus, for example. For the rest of the journey, connectivity is maintained through a GPRS link. link

 

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