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The software-engineering field makes extraordinarily limited use of examples of past successes and failures. If you were interested in architecture, you d study the drawings of Louis Sullivan, Frank Lloyd Wright, and I. M. Pei. You d probably visit some of their buildings. If you were interested in structural engineering, you d study the Brooklyn bridge, the Tacoma Narrows bridge, and a variety of other concrete, steel, and wood structures. You would study examples of successes and failures in your field. Thomas Kuhn points out that a part of any mature science is a set of solved problems that are commonly recognized as examples of good work in the field and serve as examples for future work (Kuhn 1996). Software engineering is only beginning to mature to this level. In 1990, the Computer Science and Technology Board concluded that there were few documented case studies of either successes or failures in the software field (CSTB 1990). An article in the Communications of the ACM argued for learning from case studies of programming problems (Linn and Clancy 1992). The fact that someone has to argue for this is significant. That one of the most popular computing columns, Programming Pearls, was built around case studies of programming problems is suggestive. One of the most popular books in software engineering is The Mythical Man-Month, a postmortem on the IBM OS/360 project, a case study in programming management. With or without a book of case studies in programming, find code written by superior programmers and read it. Ask to look at the code of programmers you respect. Ask to look at the code of programmers you don t. Compare their code, and compare their code to your own. What are the differences Why are they different Which way is better Why In addition to reading other people s code, develop a desire to know what expert programmers think about your code. Find world-class programmers who ll give you their criticism. As you listen to the criticism, filter out points that have to do with their personal idiosyncrasies and concentrate on the points that matter. Then change your programming so that it s better.
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Read! Documentation phobia is rampant among programmers. Computer documentation tends to be poorly written and poorly organized, but for all its problems, there s much to gain from overcoming an excessive fear of computerscreen photons or paper products. Documentation contains the keys to the castle, and it s worth spending time reading it. Overlooking information that s readily available is such a common oversight that a familiar acronym on newsgroups and bulletin boards is RTFM!, which stands for Read the !#*%*@ Manual!
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A modern language product is usually bundled with an enormous set of library code. Time spent browsing through the library documentation is well invested. Often the company that provides the language product has already created many of the classes you need. If it has, make sure you know about them. Skim the documentation every couple of months.
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9 books you can use in a
personal reading program, see Section 35.4, A 1 Software Developer s 2 Reading Plan.
Read other books and periodicals Pat yourself on the back for reading this book. You re already learning more than most people in the software industry because one book is more than most programmers read each year (DeMarco and Lister 1999). A little reading goes a long way toward professional advancement. If you read even one good programming book every two months, roughly 35 pages a week, you ll soon have a firm grasp on the industry and distinguish yourself from nearly everyone around you. Make a commitment to professional development Good programmers constantly look for ways to become better. Consider the following professional development ladder used at my company and several others:
Level 1: Beginning. A beginner is a programmer capable of using the basic capabilities of one language. Such a person can write classes, routines, loops, and conditionals and use many of the features of a language. Level 2: Introductory. An intermediate programmer who has moved past the beginner phase is capable of using the basic capabilities of multiple languages and is very comfortable in at least one language. Level 3: Competency. A competent programmer has expertise in a language or an environment or both. A programmer at this level might know all the intricacies of J2EE or have the C++ Annotated C++ Reference Manual memorized. Programmers at this level are valuable to their companies, and many programmers never move beyond this level. Level 4: Leadership. A leader has the expertise of a Level 3 programmer and recognizes that programming is only 15 percent communicating with the computer, that it s 85 percent communicating with people. Only 30 percent of an average programmer s time is spent working alone (McCue 1978). Even less time is spent communicating with the computer. The guru writes code for an audience of people rather than machines. True guru-level programmers write code that s crystal-clear, and they document it too. They don t want to waste their valuable gray cells reconstructing the logic of a section of code that they could have read in a one-sentence comment.
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