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Posts Tagged ‘software development’

The Satoshi Personal Development Process

April 15, 2017 1 comment

A System Of Layers

The ability of the human mind to grasp and understand large, software-intensive, systems is severely constrained by the level of complexity that can be held within its boundaries at once.

One way of reasoning about a large system is to conceptually view it as a layered stack of increasingly abstract, reasonably distinct, entities.

“Each system level provides the context for the level(s) below.” – Unknown

At the top of the stack, we have the System layer: The set of interrelated capabilities and functions that capture the abstract ideas, wants, needs, and expectations for what we want the system to do for us.

The next layer down is the Architecture:  the patterns of structures and behaviors of the set of interconnected elements that comprise the system. Every system has an architecture, whether it is widely known or not.

The third layer down is the Design: the patterns of structures and behaviors of the set of interconnected modules within each architectural element.  Like at the system level, every architecture has a design, whether it is widely known or not.

Finally, at the bottom, where all is scrutably visible, we have the Implementation: the concrete, messy, raw materials (the source code and the hardware) which we create and mold over time to develop, build, integrate, and test, the system. In C++ implementations of a system, the source code is comprised of nested namespaces, classes, functions, and imperative statements stored on files that are compiled and linked together into a set of libraries and executable images deployed on the hardware that ultimately runs the software.

“It’s better to have a partial view of the whole than a complete view of the parts.” – Dave Snowden

When the system switch is flipped on, all the inter and intra connected layers begin an intricate shake-bake dance from which dynamic behaviors emerge to provide perceived value to (at least) some subset of its stakeholders (users, owners, builders, etc).

A System Of Systems

No system exists in a vacuum. Many four layer SADI systems are often inter-connected to provide more value to existing and newly added users. Take the Bitcoin eco-system, for example:

Many L2 systems like the Lightening and Liquid products are under development as we speak. L3 systems – who knows?

A large system can development can start unintentionally from the bottom up, intentionally from the top down, or semi-intentionally from both ends at once via an unknown, creative, iterative, schizophrenic, thinking process.

The Fused Satoshi Layers

If you read Satoshi Nakamoto’s writings, you can get some insight into the thought process he used to birth one of the potentially greatest man-made systems of all time, Bitcoin.

As Satoshi’s quote implies, instead of a neatly stacked, modular, four layer SADI system with crisply defined boundaries and interfaces, he thought about the top 3 “fused” layers for 2 years before hatching the first C++ implementation that ignited a movement intended to crush the existent, corrupt, world-wide banking system.

Other than his groundbreaking white paper, Bitcoin: A Peer-to-Peer Electronic Cash System, it is unknown if he captured/recorded any of his architectural and/or design ideas in writings and drawings like Leonardo daVinci.

Perhaps there seems to be no a-priori diagrams/notes avalailable for the world to marvel at because he kept obsessively massaging, molding, and simulating the top three SAD system layers deep inside his brilliant mind before writing/releasing the first version of the Bitcoin C++ implementation as an open source project for all to see:

Somewhat paradoxically, Satoshi also said that he wrote all the code before hatching the white paper:

So, Satoshi’s personal development process for Bitcoin seems to have been:

  1. Intense, iterative, simulative, thinking at the SAD layers of abstraction for over 2 years (like all brilliantly obsessed innovators do?)
  2. Intensive, iterative, detailed C++ coding at the Implementation level for an unknown period of time.
  3. Writing the white paper after the code was “done“.

Like life, system development is damn messy. Whether you start developing a system to implement a grand vision of yours rigorously from the top down, or haphazardly from the bottom up, you’re likely to get something working. However, you never know what you’re gonna git: 1) an elegant, highly maintainable code base, 2) a kludgy house of cards, or, most likely, 3) a semi-maintainable psuedo-mess in between those two extremes.

So, what’s the point of this post? Hell I don’t know. I just felt like writing it. Since I had no “grand vision” for what I wanted from this post, I started haphazardly from the bottom up and then bounced back and forth between bottom-up writing and top-down thinking until I decided it was “done“. In my day job, where I write C++ software, I always start from the top-down first (unless I’m trying trying to understand/localize/fix a bug in my or a peer’s sprawling code – which is, sadly, most of the time).

How about you? Do you start a new project with “Hello World” coding and pray for guidance from the good lord above to lead you to the promised land, or do you start rustling up and leading those billions of brain cells in your head that are just chomping at the bit to guide you to the holy grail of self-realization?

“The entire system also must have conceptual integrity, and that requires a system architect to design it all, from the top down.” – Fred Brooks

Advice That Transcends Time

September 10, 2016 2 comments

Please take a moment to temporarily push all you’ve learned about large-system software development on the stack in your brain and imbibe some timeless advice from this thoughtful, 1992, NASA report: “Recommended Approach To Software Development“:

timelessadvice

Ok, now that you’re done processing what you’ve just seen, you can pop the stack.

 

What Happened Before The First Product Backlog?

Some people like to ask: “What happened before the big bang?“. Being a geeko-nerd, I like to ask: “What happened before the first product backlog?”.

The missing artifact

Regarding agile framework definitions, IMO, Scrum has the most well-documented and coherent definition of the bunch. However, since it remains silent on the issue, I still wonder: “WTF happens before the first product backlog?”.

For innately complex systems requiring a large amount of coordinated effort, here’s what I think should happen:

  • A small group of senior domain analysts and system architects should spend a fair amount of un-pressured time to develop and document the high level, technical blueprints (structures + behaviors) for what needs to be built.
  • The authoring group should disseminate and educate the rest of the development team on the technical vision.
  • The team should populate and iterate on the first version of the product backlog.
  • The team should decide on, and put in place, the development toolset and infrastructure that will be used to develop and test the system throughout the effort.
  • The team, including the technical authors, should start incrementally and iteratively building the system – revisiting/updating the plans/product backlog frequently when new knowledge is discovered as the project moves forward.

What do YOU think should happen before the first product backlog?

Is There REALLY Such A Thing?

Scraditionally Speaking

April 20, 2016 1 comment

Scraditional

Gee, look at all those fancy, multidividual contributor titles. And then there is the development team, a.k.a the title-less induhvidual contributors.

The Borg

March 26, 2016 2 comments

The Real And The FAKE

March 20, 2016 2 comments

Customers, Features, Components

March 14, 2016 Leave a comment

Umm, let’s see. Customers interact with features. Features are implemented across components. Components are designed/coded/tested/integrated by developers. Well, duh!

CompsFeatures

 

 

Event Driven Behavior

February 21, 2016 2 comments

The Promotion Strategy

February 18, 2016 Leave a comment

On the left side of the following figure, we have a typical mega-project structure with a minimal Overhead-to-Production personnel ratio (O/P). If all goes well, the O/P ratio stays the same throughout the execution phase. However, if the originally planned schedule starts slipping, there’s a tendency of some orgs to unconsciously exacerbate the slippage. In order to reign in the slippage via exercising tighter control, the org “promotes” one or more senior personnel out of the realm of production and into the ranks of overhead to help things along.

moreoverhead

By executing the “promotion strategy“, the O/P ratio increases – which is never a good thing for profit margins. In addition, the remaining “unpromoted” senior + junior analysts and developers are left to pick up the work left behind by the newly minted overhead landlords.

So, if you’re in the uncomfortable position of being pressured to increase execution efficiency in order to pull in a slipping schedule, you might want to think twice about employing the “promotion strategy” to get things back on track.

The brilliant Fred Brooks famously stated something akin to “Adding people to a late project only makes it later“. In this infamous post, dimwit BD00 states that “Promoting personnel from production to overhead on a late project only makes it later“.

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