Friday, March 12, 2010
Where is your Knowledge?
Software development is a process of knowledge acquisition and knowledge encoding (see Phillip Armour, copiously quoted in this blog). Where, and how, do we store that knowledge? In several places, in several ways:
In source code: that's executable knowledge
In models: that's formal knowledge
In other kind of documents: that's written knowledge
In our brain, consciously: that's explicit knowledge
In our brain, unconsciously: that's tacit knowledge
Knowledge stored in source code has the extremely useful property of being executable, but we can't store the entire development knowledge in executable statements. Design Rationale, for instance, is not present in code (and not even in most UML diagrams, for that matter), and is basically stored at the conscious/unconscious level. My forcefield diagram is much better at formally capturing rationale.
Explicit knowledge is often passed by as oral tradition, while tacit knowledge is often passed by as "a way of doing things", just by working together. Pair programming, reviews, joint design sessions (and so on) help distribute both explicit and tacit knowledge.
Knowledge has value, but that value is not constant over time. In 1962, Fritz Machlup came up with the concept of Half-life of knowledge: the amount of time that has to elapse before half of the knowledge in a particular area is superseded or shown to be untrue.
Moreover, the initial value of a particular piece of knowledge can be very high, like a new algorithm that took you years to get right, or very small, like a trivial validation rule.
Recently, I began to think about the half-life of our knowledge repositories as well. With my usual boldness, I'll go ahead and define the Half-Life of a Knowledge Repository: the amount of time that has to elapse before half of the knowledge in a repository is unrecoverable or just too costly to recover. I could even define "too costly" as "higher than the discounted value of that knowledge when lookup is attempted".
The concept of recoverable knowledge is slightly deeper than it may seem. Sure, it does cover the obvious problems of losing knowledge for lack of backup procedures, or because it's stored in a proprietary format no longer supported, and so on. But it covers also several interesting cases:
- the knowledge is in the brain of an employee, who leaves the company
- the knowledge is in source code, but it's in an obsolete language
- the knowledge is in source code, but it's extremely hard to read
- etc.
I'll leave it up to you to define the half-life of source code, models, documents, brain (conscious and unconscious). Of course, more details are needed: niche languages, for instance, tend to have a shorter half-life.
Now, here is the real boon :-). We can combine the concept of Knowledge Half-Life, Knowledge Value, and Knowledge Repository Half-Life to map the risk of storing a particular piece of knowledge in a particular repository (only). Here is my first-cut map:
It's interesting to review one of the values in the Agile Manifesto (Working software over comprehensive documentation) under this perspective.
Let's say we have a piece of knowledge, and that knowledge can be indeed stored in code (as I said, you can't store everything in code).
If the half-life of knowledge is short, storing it in code only is probably the best economical choice. If the half-life of knowledge is long, we have to worry a little more. If we add relevant unit tests to that piece of code, we increase the repository half-life, as they make it easier to recover knowledge from code. If we use a mainstream language, we can also increase the repository half-life.
This may still not be enough. If you had to recover the entire knowledge stored in a non-trivial piece of code (say, an mp4 codec) having only the source code, and no (comprehensive) documentation on what that piece of code is doing, why, and how, it would take you far too much. The half-life of code is shorter than the half-life of code + documents.
Actually, depending on context, given the choice to have just the code and nothing else, or just comprehensive documentation and nothing else, we better be careful about what we choose (when knowledge half-life is long, of course).
Of course, the opposite is also true: if you store knowledge with short half-life outside code, you seriously risk wasting your time.
I've often been critic about teaching and applying principles and techniques without the necessary context. I hope that somehow, the table above and the underlying concepts can move our understanding of when to use what a little further.
In source code: that's executable knowledge
In models: that's formal knowledge
In other kind of documents: that's written knowledge
In our brain, consciously: that's explicit knowledge
In our brain, unconsciously: that's tacit knowledge
Knowledge stored in source code has the extremely useful property of being executable, but we can't store the entire development knowledge in executable statements. Design Rationale, for instance, is not present in code (and not even in most UML diagrams, for that matter), and is basically stored at the conscious/unconscious level. My forcefield diagram is much better at formally capturing rationale.
Explicit knowledge is often passed by as oral tradition, while tacit knowledge is often passed by as "a way of doing things", just by working together. Pair programming, reviews, joint design sessions (and so on) help distribute both explicit and tacit knowledge.
Knowledge has value, but that value is not constant over time. In 1962, Fritz Machlup came up with the concept of Half-life of knowledge: the amount of time that has to elapse before half of the knowledge in a particular area is superseded or shown to be untrue.
Moreover, the initial value of a particular piece of knowledge can be very high, like a new algorithm that took you years to get right, or very small, like a trivial validation rule.
Recently, I began to think about the half-life of our knowledge repositories as well. With my usual boldness, I'll go ahead and define the Half-Life of a Knowledge Repository: the amount of time that has to elapse before half of the knowledge in a repository is unrecoverable or just too costly to recover. I could even define "too costly" as "higher than the discounted value of that knowledge when lookup is attempted".
The concept of recoverable knowledge is slightly deeper than it may seem. Sure, it does cover the obvious problems of losing knowledge for lack of backup procedures, or because it's stored in a proprietary format no longer supported, and so on. But it covers also several interesting cases:
- the knowledge is in the brain of an employee, who leaves the company
- the knowledge is in source code, but it's in an obsolete language
- the knowledge is in source code, but it's extremely hard to read
- etc.
I'll leave it up to you to define the half-life of source code, models, documents, brain (conscious and unconscious). Of course, more details are needed: niche languages, for instance, tend to have a shorter half-life.
Now, here is the real boon :-). We can combine the concept of Knowledge Half-Life, Knowledge Value, and Knowledge Repository Half-Life to map the risk of storing a particular piece of knowledge in a particular repository (only). Here is my first-cut map:
| Knowledge Half-Life | Knowledge (initial) Value | Repository Half-Life | Result |
| Long | Long | Long | OK |
| Long | Long | Short | Risk |
| Long | Short | Long | Little Waste |
| Long | Short | Short | Little Risk |
| Short | Long | Long | Little Waste |
| Short | Long | Short | Little Risk |
| Short | Short | Long | Waste |
| Short | Short | Short | OK |
It's interesting to review one of the values in the Agile Manifesto (Working software over comprehensive documentation) under this perspective.
Let's say we have a piece of knowledge, and that knowledge can be indeed stored in code (as I said, you can't store everything in code).
If the half-life of knowledge is short, storing it in code only is probably the best economical choice. If the half-life of knowledge is long, we have to worry a little more. If we add relevant unit tests to that piece of code, we increase the repository half-life, as they make it easier to recover knowledge from code. If we use a mainstream language, we can also increase the repository half-life.
This may still not be enough. If you had to recover the entire knowledge stored in a non-trivial piece of code (say, an mp4 codec) having only the source code, and no (comprehensive) documentation on what that piece of code is doing, why, and how, it would take you far too much. The half-life of code is shorter than the half-life of code + documents.
Actually, depending on context, given the choice to have just the code and nothing else, or just comprehensive documentation and nothing else, we better be careful about what we choose (when knowledge half-life is long, of course).
Of course, the opposite is also true: if you store knowledge with short half-life outside code, you seriously risk wasting your time.
I've often been critic about teaching and applying principles and techniques without the necessary context. I hope that somehow, the table above and the underlying concepts can move our understanding of when to use what a little further.
Labels: agile, project management
Monday, March 08, 2010
Why you should learn AOP
A few days ago, I've spent some time reading a critic of AOP (The Paradoxical Success of Aspect-Oriented Programming by Friedrich Steimann). As often, I felt compelled to read some of the bibliographical references too, which took me a little more (week-end) time.
Overall, in the last few years I've devoted quite some time to learn, think, and even write a little about AOP. I'm well aware of the problems Steimann describes, and I share some skepticism about the viability of the AOP paradigm as we know it.
Too much literature, for instance, is focused on a small set of pervasive concerns like logging. I believe that as we move toward higher-level concerns, we must make a clear distinction between pervasive concerns and cross-cutting concerns. A concern can be cross-cutting without being pervasive, and in this sense, for instance, I don't really agree that AOP is not for singletons (see my old post Some notes on AOP).
Also, I wouldn't dismiss the distinction between spectators and assistants so easily, especially because many pervasive concerns can be modeled as spectators. Overall, the paradigm seems indeed a little immature when you look at the long-term maintenance effects of aspects as they're known today.
Still, I think the time I've spent pondering on AOP was truly well spent. Actually, I would suggest that you spend some time learning about AOP too, even if you're not planning to use AOP in the foreseeable future.
I don't really mean learning a specific language - unless you want/need to try out a few things. I mean learning the concepts, the AOP perspective, the AOP terminology, the effects and side-effects of an Aspect Oriented solution.
I'm suggesting that you learn all that despite the obvious (or perhaps not so obvious) deficiencies in the current approaches and languages, the excessive hype and the underdeveloped concepts. I'm suggesting that you learn all that because it will make you a better designer.
Why? Because it will expand your mind. It will add a new, alternative perspective through which you can look at your problems. New questions to ask. New concepts. New names. Sometimes, all we need is a name. A beacon in the brainstorm, and a steady hand.
As I've said many times now, as designers we're shaping software. We can choose many shapes, and ideally, we will find a shape that is in frictionless contact with the forcefield. Any given paradigm will suggest a set of privileged shapes, at macro and micro-level. Including the aspect-oriented paradigm in your thinking will expand the set of shapes you can apply and conceive.
Time for a short war story :-). In the past months I've been thinking a lot about some issues in a large CAD system. While shaping a solution, I'm constantly getting back to what I could call aspect-thinking. There are many cross-cutting concerns to be resolved. Not programming-level concerns (like the usual, boring logging stuff). Full-fledged application-domain concerns, that tend to cross-cut the principal decomposition.
Now, you see, even thinking "principal decomposition" and "cross-cutting" is making your first step into aspect-thinking. Then you can think about ways to bring those concerns inside the principal decomposition (if appropriate and/or possible and/or convenient) or think about the best way to keep them outside without code-level tangling. Tangling. Another interesting name, another interesting concept.
Sure, if you ain't using true AOP (for instance, we're using plain old C++), you'll have to give up some oblivousness (another name, another concept!), but it can be done, and it works fine (for a small scale example, see part 1 and part 2 of my "Can AOP inform OOP?")
So far, the candidate shape is causing some discomfort. That's reasonable. It's not a "traditional" solution. Which is fine, because so far, tradition didn't work so well :-). Somehow, I hope the team will get out of this experience with a new mindset. Nobody used to talk about "principal decomposition" or "cross-cutting concern" in the company. And you can't control what you can't name.
I hope they will gradually internalize the new concepts, as well as the tactics we can use inside traditional languages. That would be a major accomplishment. Much more important than the design we're creating, or the tons of code we'll be writing. Well, we'll see...
Overall, in the last few years I've devoted quite some time to learn, think, and even write a little about AOP. I'm well aware of the problems Steimann describes, and I share some skepticism about the viability of the AOP paradigm as we know it.
Too much literature, for instance, is focused on a small set of pervasive concerns like logging. I believe that as we move toward higher-level concerns, we must make a clear distinction between pervasive concerns and cross-cutting concerns. A concern can be cross-cutting without being pervasive, and in this sense, for instance, I don't really agree that AOP is not for singletons (see my old post Some notes on AOP).
Also, I wouldn't dismiss the distinction between spectators and assistants so easily, especially because many pervasive concerns can be modeled as spectators. Overall, the paradigm seems indeed a little immature when you look at the long-term maintenance effects of aspects as they're known today.
Still, I think the time I've spent pondering on AOP was truly well spent. Actually, I would suggest that you spend some time learning about AOP too, even if you're not planning to use AOP in the foreseeable future.
I don't really mean learning a specific language - unless you want/need to try out a few things. I mean learning the concepts, the AOP perspective, the AOP terminology, the effects and side-effects of an Aspect Oriented solution.
I'm suggesting that you learn all that despite the obvious (or perhaps not so obvious) deficiencies in the current approaches and languages, the excessive hype and the underdeveloped concepts. I'm suggesting that you learn all that because it will make you a better designer.
Why? Because it will expand your mind. It will add a new, alternative perspective through which you can look at your problems. New questions to ask. New concepts. New names. Sometimes, all we need is a name. A beacon in the brainstorm, and a steady hand.
As I've said many times now, as designers we're shaping software. We can choose many shapes, and ideally, we will find a shape that is in frictionless contact with the forcefield. Any given paradigm will suggest a set of privileged shapes, at macro and micro-level. Including the aspect-oriented paradigm in your thinking will expand the set of shapes you can apply and conceive.
Time for a short war story :-). In the past months I've been thinking a lot about some issues in a large CAD system. While shaping a solution, I'm constantly getting back to what I could call aspect-thinking. There are many cross-cutting concerns to be resolved. Not programming-level concerns (like the usual, boring logging stuff). Full-fledged application-domain concerns, that tend to cross-cut the principal decomposition.
Now, you see, even thinking "principal decomposition" and "cross-cutting" is making your first step into aspect-thinking. Then you can think about ways to bring those concerns inside the principal decomposition (if appropriate and/or possible and/or convenient) or think about the best way to keep them outside without code-level tangling. Tangling. Another interesting name, another interesting concept.
Sure, if you ain't using true AOP (for instance, we're using plain old C++), you'll have to give up some oblivousness (another name, another concept!), but it can be done, and it works fine (for a small scale example, see part 1 and part 2 of my "Can AOP inform OOP?")
So far, the candidate shape is causing some discomfort. That's reasonable. It's not a "traditional" solution. Which is fine, because so far, tradition didn't work so well :-). Somehow, I hope the team will get out of this experience with a new mindset. Nobody used to talk about "principal decomposition" or "cross-cutting concern" in the company. And you can't control what you can't name.
I hope they will gradually internalize the new concepts, as well as the tactics we can use inside traditional languages. That would be a major accomplishment. Much more important than the design we're creating, or the tons of code we'll be writing. Well, we'll see...
Labels: AOP, article reference, design, profession
Sunday, March 07, 2010
You can't control what you can't …
… measure, Tom de Marco used to say ("Controlling Software Projects: Management, Measurement, and Estimation", 1982). Tom recently confessed he no longer subscribes to that point of view. Now, I like Tom and I've learnt a lot from him, but I don't really agree about most of what he's saying in that paper.
Sure, the overall message is interesting: earth-shaking projects have a ROI so big that you don't really care about spending a little more money. But money isn't the only thing you may need to control (what about time, and your window of opportunity?) and not each and every project can be a earth-shaking project. If you need to comply with some policy or regulation by a given date, it may well be a moot project, but you better control for time :-). More examples (tons, actually) on demand. Relinquishing control is a fascinating concept, and by all means, if you can redefine your projects so that control is no longer necessary, just do it. But frankly, it's not always an option.
Still, can we control what we can't measure? As usual, it depends. It depends on what you want to control, and on your definition of control. We can watch over some things informally, that is, using a rough, imprecise, perhaps intuitive measure ("feeling") and still keep inside reasonable boundaries. This might be enough to be "in control". As others have noted (see for instance Managing What You Can’t Measure) sometimes all we need is a feeling that we're going off track, and a sensible set of tactics to get back on.
All that said, I feel adventurous enough today :-) to offer my own version of Tom's (repudiated) law. I just hope I won't have to take it back in 30 years :-).
You can't control what you can't name.
I would have said "define", but a precise definition is almost like a measure. But if you can't even name the concept (which, yes, requires at least a very informal definition of the term), you're consciously unaware of it. Without awareness, there is no control.
I can say that better: you can't control it intentionally. For a long time, people have controlled forces they didn't fully understand, and perhaps couldn't even name, for instance in building construction. They did that through what Alexander called the unselfconscious process, by relying on tradition (which was largely based on trial and error).
I see this very often in software projects too. People doing things because tradition taught them to do so. They don't really understand why - and would react vehemently if you dare to question their approach or suggest another way. They do so because tradition provides safety, and you're threatening their safety.
The problem with the unselfconscious process is that it doesn't scale well. When the problem is new, when the rate of change in the problem domain increases, whenever the right answer can't be found in tradition, the unselfconscious process doesn't work anymore. We gotta move to the selfconscious process. You gotta learn concepts. Names. Forces. Nonlinear interactions. We gotta think before we do. We gotta ask questions. Question the unquestionable. Move outside our comfort area. Learn, learn, learn.
Speaking of learning, I've got something to say, which is why I wrote this post in the first place, but I'll save that for tomorrow :-).
Sure, the overall message is interesting: earth-shaking projects have a ROI so big that you don't really care about spending a little more money. But money isn't the only thing you may need to control (what about time, and your window of opportunity?) and not each and every project can be a earth-shaking project. If you need to comply with some policy or regulation by a given date, it may well be a moot project, but you better control for time :-). More examples (tons, actually) on demand. Relinquishing control is a fascinating concept, and by all means, if you can redefine your projects so that control is no longer necessary, just do it. But frankly, it's not always an option.
Still, can we control what we can't measure? As usual, it depends. It depends on what you want to control, and on your definition of control. We can watch over some things informally, that is, using a rough, imprecise, perhaps intuitive measure ("feeling") and still keep inside reasonable boundaries. This might be enough to be "in control". As others have noted (see for instance Managing What You Can’t Measure) sometimes all we need is a feeling that we're going off track, and a sensible set of tactics to get back on.
All that said, I feel adventurous enough today :-) to offer my own version of Tom's (repudiated) law. I just hope I won't have to take it back in 30 years :-).
You can't control what you can't name.
I would have said "define", but a precise definition is almost like a measure. But if you can't even name the concept (which, yes, requires at least a very informal definition of the term), you're consciously unaware of it. Without awareness, there is no control.
I can say that better: you can't control it intentionally. For a long time, people have controlled forces they didn't fully understand, and perhaps couldn't even name, for instance in building construction. They did that through what Alexander called the unselfconscious process, by relying on tradition (which was largely based on trial and error).
I see this very often in software projects too. People doing things because tradition taught them to do so. They don't really understand why - and would react vehemently if you dare to question their approach or suggest another way. They do so because tradition provides safety, and you're threatening their safety.
The problem with the unselfconscious process is that it doesn't scale well. When the problem is new, when the rate of change in the problem domain increases, whenever the right answer can't be found in tradition, the unselfconscious process doesn't work anymore. We gotta move to the selfconscious process. You gotta learn concepts. Names. Forces. Nonlinear interactions. We gotta think before we do. We gotta ask questions. Question the unquestionable. Move outside our comfort area. Learn, learn, learn.
Speaking of learning, I've got something to say, which is why I wrote this post in the first place, but I'll save that for tomorrow :-).
Labels: book reference, link, project management, thinking
Friday, February 12, 2010
Form vs. Function: a Space Odyssey
I was teaching Object Oriented Design past week, and I mentioned the interplay between form and function (form follows function; function follows form). I'm rather cautious not to spend too much time on philosophy, although a little philosophy shouldn't hurt, and people who know me tend to expect a short philosophical digression every now and then.
Function follows form: that is to say, the shape of an object will suggest possible uses. Form follows function: the intended usage of an object will constrain, and therefore guide, its physical shape. This is true for software objects as well. It's just a different material, something we can't immediately see and shape with our hands.
Realizing that function follows form is a pivotal moment in the development of intelligence. You probably remember the opening of 2001: A Space Odyssey. The apes are touching the monolith and, shortly after, one of them is playing with a bone and bang! - it's not just a bone anymore: it's a tool. Function follows form. This chapter is known as "The Dawn of Man", and rightly so.
Watch a little more, and you'll see a doughnut-shaped space station. That's a very good example of form following function (exercise for the reader :-)
By the way, if you have never seen that apes stuff till now :-), here it is, at least until it gets removed from YouTube...
Function follows form: that is to say, the shape of an object will suggest possible uses. Form follows function: the intended usage of an object will constrain, and therefore guide, its physical shape. This is true for software objects as well. It's just a different material, something we can't immediately see and shape with our hands.
Realizing that function follows form is a pivotal moment in the development of intelligence. You probably remember the opening of 2001: A Space Odyssey. The apes are touching the monolith and, shortly after, one of them is playing with a bone and bang! - it's not just a bone anymore: it's a tool. Function follows form. This chapter is known as "The Dawn of Man", and rightly so.
Watch a little more, and you'll see a doughnut-shaped space station. That's a very good example of form following function (exercise for the reader :-)
By the way, if you have never seen that apes stuff till now :-), here it is, at least until it gets removed from YouTube...
Labels: form, link, profession
Monday, January 25, 2010
[Long] Quote of the Day
"I learned this, at least, by my experiment: that if one advances confidently in the direction of his dreams, and endeavours to live the life which he has imagined, he will meet with a success unexpected in common hours. He will put some things behind, will pass an invisible boundary; new, universal, and more liberal laws will begin to establish themselves around and within him; or the old laws be expanded, and interpreted in his favour in a more liberal sense, and he will live with the license of a higher order of beings. In proportion as he simplifies his life, the laws of the universe will appear less complex, and solitude will not be solitude, nor poverty poverty, nor weakness weakness. If you have built castles in the air, your work need not be lost; that is where they should be. Now put the foundations under them."
Henry David Thoreau
Henry David Thoreau
Labels: quote
Sunday, January 10, 2010
Delaying Decisions
Since microblogging is not my thing, I decided to start 2010 by writing my longer post ever :-). It will start with a light review of a well-known principle and end up with a new design concept. Fasten your seatbelt :-).
The Last Responsible Moment
When we develop a software product, we make decisions. We decide about individual features, we make design decisions, we make coding decisions, we even decide which bugs we really want to fix before going public. Some decisions are taken on the fly; some, at least in the old school, are somewhat planned.
A key principle of Lean Development is to delay decisions, so that:
a) decisions can be based on (yet-to-discover) facts, not on speculation
b) you exercise the wait option (more on this below) and avoid early commitment
The principle is often spelled as "Delay decisions until the last responsible moment", but a quick look at Mary Poppendieck's website (Mary co-created the Lean Development approach) shows a more interesting nuance: "Schedule Irreversible Decisions at the Last Responsible Moment".
Defining "Irreversible" and "Last Responsible" is not trivial. In a sense, there is nothing in software that is truly irreversible, because you can always start over. I haven't found a good definition for "irreversible decision" in literature, but I would define it as follows: if you make an irreversible decision at time T, undoing the decision at a later time will entail a complete (or almost complete) waste of everything that has been created after time T.
There are some documented definitions for "last responsible moment". A popular one is "The point when failing to decide eliminates an important option", which I found rather unsatisfactory. I've also seen some attempts to quantify that better, as in this funny story, except that in the real world you never have a problem which is that simple (very few ramifications in the decision graph) and that detailed (you know the schedule beforehand). I would probably define the Last Responsible Moment as follows: time T is the last responsible moment to make a decision D if, by postponing D, the probability of completing on schedule/budget (even when you factor-in the hypothetical learning effect of postponing) decreases below an acceptable threshold. That, of course, allows us to scrap everything and restart, if schedule and budget allows for it, and in this sense it's kinda coupled with the definition of irreversible.
Now, irreversibility is bad. We don't want to make irreversible decisions. We certainly don't want to make them too soon. Is there anything we can do? I've got a few important things to say about modularity vs. irreversibility and passive vs. proactive option thinking, but right now, it's useful to recap the major decision areas within a software project, so that we can clearly understand what we can actually delay, and what is usually suggested that we delay.
Major Decision Areas
I'll skip on a few very-high-level, strategic decisions here (scope, strategy, business model, etc). It's not that they can't be postponed, but I need to give some focus to this post :-). So I'll get down to the more ordinarily taken decisions.
People
Choosing the right people for the project is a well-known ingredient for success.
Approach/Process
Are we going XP, Waterfall, something in between? :-).
Feature Set
Are we going to include this feature or not?
Design
What is the internal shape (form) of our product?
Coding
Much like design, at a finer granularity level.
Now, "design" is an overly general concept. Too general to be useful. Therefore, I'll split it into a few major decisions.
Architectural Style
Is this going to be an embedded application, a rich client, a web application? This is a rather irreversible decision.
Platform
Goes somewhat in pair with Architectural Style. Are we going with an embedded application burnt into an FPGA? Do you want to target a PIC? Perhaps an embedded PC? Is the client a Windows machine, or you want to support Mac/Linux? A .NET server side, or maybe Java? It's all rather irreversible, although not completely irreversible.
3rd-Party Libraries/Components/Etc
Are we going to use some existing component (of various scale)? Unless you plan on wrapping everything (which may not even be possible), this often end up being an irreversible decision. For instance, once you commit yourself to using Hibernate for persistence, it's not trivial to move away.
Programming Language
This is the quintessential irreversible decision, unless you want to play with language converters. Note that this is not a coding decisions: coding decisions are made after the language has been chosen.
Structure / Shape / Form
This is what we usually call "design": the shape we want to impose to our material (or, if you live in the "emergent design" side, the shape that our material will take as the final result of several incremental decisions).
So, what are we going to delay? We can't delay all decisions, or we'll be stuck. Sure, we can delay something in each and every area, but truth is, every popular method has been focusing on just a few of them. Of course, different methods tried to delay different choices.
A Little Historical Perspective
Experience brings perspective; at least, true experience does :-). Perspective allows to look at something and see more than it's usually seen. For instance, perspective allows to look at the old, outdated, obsolete waterfall approach and see that it (too) was meant to delay decisions, just different decisions.
Waterfall was meant to delay people decisions, design decisions (which include platform, library, component decisions) and coding decisions. People decision was delayed by specialization: you only have to pick the analyst first, everyone else can be chosen later, when you know what you gotta do (it even makes sense -)). Design decision was delayed because platform, including languages, OS, etc, were way more balkanized than today. Also, architectural styles and patterns were much less understood, and it made sense to look at a larger picture before committing to an overall architecture.
Although this may seem rather ridiculous from the perspective of a 2010 programmer working on Java corporate web applications, most of this stuff is still relevant for (e.g.) mass-produced embedded systems, where choosing the right platform may radically change the total development and production cost, yet choosing the wrong platform may over-constrain the feature set.
Indeed, open systems (another legacy term from late '80s - early '90s) were born exactly to lighten up that choice. Choose the *nix world, and forget about it. Of course, the decision was still irreversible, but granted you some latitude in choosing the exact hw/sw. The entire multi-platform industry (from multi-OS libraries to Java) is basically built on the same foundations. Well, that's the bright side, of course :-).
Looking beyond platform independence, the entire concept of "standard" allows to delay some decision. TCP/IP, for instance, allows me to choose modularly (a concept I'll elaborate later). I can choose TCP/IP as the transport mechanism, and then delay the choice of (e.g.) the client side, and focus on the server side. Of course, a choice is still made (the client must have TCP/IP support), so let's say that widely adopted standards allow for some modularity in the decision process, and therefore to delay some decision, mostly design decisions, but perhaps some other as well (like people).
It's already going to be a long post, so I won't look at each and every method/principle/tool ever conceived, but if you do your homework, you'll find that a lot of what has been proposed in the last 40 years or so (from code generators to MDA, from spiral development to XP, from stepwise refinement to OOP) includes some magic ingredient that allows us to postpone some kind of decision.
It's 2010, guys
So, if you ain't agile, you are clumsy :-)) and c'mon, you don't wanna be clumsy :-). So, seriously, which kind of decisions are usually delayed in (e.g.) XP?
People? I must say I haven't seen much on this. Most literature on XP seems based on the concept that team members are mostly programmers with a wide set of skills, so there should be no particular reason to delay decision about who's gonna work on what. I may have missed some particularly relevant work, however.
Feature Set? Sure. Every incremental approach allows us to delay decisions about features. This can be very advantageous if we can play the learning game, which includes rapid/frequent delivery, or we won't learn enough to actually steer the feature set.
Of course, delaying some decisions on feature set can make some design options viable now, and totally bogus later. Here is where you really have to understand the concept of irreversible and last responsible moment. Of course, if you work on a settled platform, things get simpler, which is one more reason why people get religiously attached to a platform.
Design? Sure, but let's take a deeper look.
Architectural Style: not much. Quoting Booch, "agile projects often start out assuming a given platform and environmental context together with a set of proven design patterns for that domain, all of which represent architectural decisions in a very real sense". See my post Architecture as Tradition in the Unselfconscious Process for more.
Seriously, nobody ever expected to start with a monolithic client and end up with a three-tier web application built around a MVC pattern just by coding and refactoring. The architectural style is pretty much a given in many contemporary projects.
Platform: sorry guys, but if you want to start coding now, you gotta choose your platform now. Another irreversible decision made right at the beginning.
3rd-Party Libraries/Components/Etc: some delay is possible for modularized decisions. If you wanna use hibernate, you gotta choose pretty soon. If you wanna use Seam, you gotta choose pretty soon. Pervasive libraries are so entangled with architectural styles that it's relatively hard to delay some decisions here. Modularized components (e.g. the choice of a PDF rendering library) are simple to delay, and can be proactively delayed (see later).
Programming Language: no way guys, you have to choose right here, right now.
Structure / Shape / Form: of course!!! Here we are. This is it :-). You can delay a lot of detailed design choices. Of course, we always postpone some design decision, even when we design before coding. But let's say that this is where I see a lot of suggestions to delay decisions in the agile literature, often using the dreaded Big Upfront Design as a straw man argument. Of course, the emergent design (or accidental architecture) may or may not be good. If I had to compare the design and code coming out of the XP Episode with my own, I would say that a little upfront design can do wonders, but hey, you know me :-).
Practicing
OK guys, what follows may sound a little odd, but in the end it will prove useful. Have faith :-).
You can get better at everything by doing anything :-), so why not getting better at delaying decisions by playing Windows Solitaire? All you have to do is set the options in the hardest possible way:

now, play a little, until you have to make some decision, like here:

I could move the 9 of spades or the 9 of clubs over the 10 of hearts. It's an irreversible decision (well, not if you use the undo, but that's lame :-). There are some ramifications for both choices.
If I move the 9 of clubs, I can later move the king of clubs and uncover a new card. After that, it's all unknown, and no further speculation is possible. Here, learning requires an irreversible decision; this is very common in real-world projects, but seldom discussed in literature.
If I move the 9 of spades, I uncover the 6 of clubs, which I can move over the 7 of aces. Then, it's kinda unknown, meaning: if you're a serious player (I'm not) you'll remember the previous cards, which would allow you to speculate a little better. Otherwise, it's just as above, you have to make an irreversible decision to learn the outcome.
But wait: what about the last responsible moment? Maybe we can delay this decision! Now, if you delay the decision by clicking on the deck and moving further, you're not delaying the decision: you're wasting a chance. In order to delay this decision, there must be something else you can do.
Well, indeed, there is something you can do. You can move the 8 of aces above the 9 of clubs. This will uncover a new card (learning) without wasting any present opportunity (it could still waste a future opportunity; life it tough). Maybe you'll get a 10 of aces under that 8, at which point there won't be any choice to be made about the 9. Or you might get a black 7, at which point you'll have a different way to move the king of clubs, so moving the 9 of spades would be a more attractive option. So, delay the 9 and move the 8 :-). Add some luck, and it works:

and you get some money too (total at decision time Vs. total at the end)

Novice solitaire players are also known to make irreversible decision without necessity. For instance, in similar cases:

I've seen people eagerly moving the 6 of aces (actually, whatever they got) over the 7 of spades, because "that will free up a slot". Which is true, but irrelevant. This is a decision you can easily delay. Actually, it's a decision you must delay, because:
- if you happen to uncover a king, you can always move the 6. It's not the last responsible moment yet: if you do nothing now, nothing bad will happen.
- you may uncover a 6 of hearts before you uncover a king. And moving that 6 might be more advantageous than moving the 6 of aces. So, don't do it :-). If you want to look good, quote Option Theory, call this a Deferral Option and write a paper about it :-).
Proactive Option Thinking
I've recently read an interesting paper in IEEE TSE ("An Integrative Economic Optimization Approach to Systems Development Risk Management", by Michel Benaroch and James Goldstein). Although the real meat starts in chapter 4, chapters 1-3 are probably more interesting for the casual reader (including myself).
There, authors recap some literature about Real Options in Software Engineering, including the popular argument that delaying decisions is akin to a deferral option. They also make important distinctions, like the one between passive learning through deferral of decisions, and proactive learning, but also between responsiveness to change (a central theme in agility literature) and manipulation of change (relatively less explored), and so on. There is a a lot of food for thought in those 3 chapters, so if you can get a copy, I suggest that you spend a little time pondering over it.
Now, I'm a strong supporter of Proactive Option Thinking. Waiting for opportunities (and then react quickly) is not enough. I believe that options should be "implanted" in our project, and that can be done by applying the right design techniques. How? Keep reading : ).
The Invariant Decision
If you look back at those pictures of Solitaire, you'll see that I wasn't really delaying irreversible decisions. All decisions in solitaire are irreversible (real men don't use CTRL-Z). Many decisions in software development are irreversible as well, especially when you are in a tight budget/schedule, so starting over is not an option. Therefore, irreversibility can't really be the key here. Indeed, I was trying to delay Invariant Decisions. Decisions that I can take now, or I can take later, with little or no impact on the outcomes. The concept itself may seem like a minor change from "irreversible", but it allows me to do some magic:
- I can get rid of the "last responsible moment" part, which is poorly defined anyway. I can just say: delay invariant decisions. Period. You can delay them as much as you want, provided they are still invariant. No ambiguity here. That's much better.
- I can proactively make some decisions invariant. This is so important I'll have to say it again, this time in bold: I can proactively make some decisions invariant.
Invariance, Design, Modularity
If you go back to the Historical Perspective paragraph, you can now read it under a different... perspective :-). Several tools, techniques, methods can be adopted not just to delay some decision, but to create the option to delay the decision. How? Through careful design, of course!
Consider the strong modularity you get from service-oriented architecture, and the platform independence that comes through (well-designed) web services. This is a powerful weapon to delay a lot of decisions on one side or another (client or server).
Consider standard protocols: they are a way to make some decision invariant, and to modularize the impact of some choices.
Consider encapsulation, abstraction and interfaces: they allow you to delay quite a few low-level decisions, and to modularize the impact of change as well. If your choice turn out to be wrong, but it's highly localized (modularized) you may afford undoing your decision, therefore turning irreversible into reversible. A barebone example can be found in my old post (2005!) Builder [pattern] as an option.
Consider a very old OOA/OOD principle, now somehow resurrected under the "ubiquitous language" umbrella. It states that you should try to reflect the real-world entities that you're dealing with in your design, and then in your code. That includes avoiding primitive types like integer, and create meaningful classes instead. Of course, you have to understand what you're doing (that is, you gotta be a good designer) to avoid useless overengineering. See part 4 of my digression on the XP Episode for a discussion about adding a seemingly useless Ball class (that is: implanting a low cost - high premium option).
Names alter the forcefield. A named concept stands apart. My next post on the forcefield theme, by the way, will explore this issue in depth :-).
And so on. I could go on forever, but the point is: you can make many (but not all, of course!) decisions invariant, if you apply the right design techniques. Most of those techniques will also modularize the cost of rework if you make the wrong decision. And sure, you can try to do this on the fly as you code. Or you may want to to some upfront design. You know what I'm thinking.
OK guys, it took quite a while, but now we have a new concept to play with, so more on this will follow, randomly as usual. Stay tuned.
The Last Responsible Moment
When we develop a software product, we make decisions. We decide about individual features, we make design decisions, we make coding decisions, we even decide which bugs we really want to fix before going public. Some decisions are taken on the fly; some, at least in the old school, are somewhat planned.
A key principle of Lean Development is to delay decisions, so that:
a) decisions can be based on (yet-to-discover) facts, not on speculation
b) you exercise the wait option (more on this below) and avoid early commitment
The principle is often spelled as "Delay decisions until the last responsible moment", but a quick look at Mary Poppendieck's website (Mary co-created the Lean Development approach) shows a more interesting nuance: "Schedule Irreversible Decisions at the Last Responsible Moment".
Defining "Irreversible" and "Last Responsible" is not trivial. In a sense, there is nothing in software that is truly irreversible, because you can always start over. I haven't found a good definition for "irreversible decision" in literature, but I would define it as follows: if you make an irreversible decision at time T, undoing the decision at a later time will entail a complete (or almost complete) waste of everything that has been created after time T.
There are some documented definitions for "last responsible moment". A popular one is "The point when failing to decide eliminates an important option", which I found rather unsatisfactory. I've also seen some attempts to quantify that better, as in this funny story, except that in the real world you never have a problem which is that simple (very few ramifications in the decision graph) and that detailed (you know the schedule beforehand). I would probably define the Last Responsible Moment as follows: time T is the last responsible moment to make a decision D if, by postponing D, the probability of completing on schedule/budget (even when you factor-in the hypothetical learning effect of postponing) decreases below an acceptable threshold. That, of course, allows us to scrap everything and restart, if schedule and budget allows for it, and in this sense it's kinda coupled with the definition of irreversible.
Now, irreversibility is bad. We don't want to make irreversible decisions. We certainly don't want to make them too soon. Is there anything we can do? I've got a few important things to say about modularity vs. irreversibility and passive vs. proactive option thinking, but right now, it's useful to recap the major decision areas within a software project, so that we can clearly understand what we can actually delay, and what is usually suggested that we delay.
Major Decision Areas
I'll skip on a few very-high-level, strategic decisions here (scope, strategy, business model, etc). It's not that they can't be postponed, but I need to give some focus to this post :-). So I'll get down to the more ordinarily taken decisions.
People
Choosing the right people for the project is a well-known ingredient for success.
Approach/Process
Are we going XP, Waterfall, something in between? :-).
Feature Set
Are we going to include this feature or not?
Design
What is the internal shape (form) of our product?
Coding
Much like design, at a finer granularity level.
Now, "design" is an overly general concept. Too general to be useful. Therefore, I'll split it into a few major decisions.
Architectural Style
Is this going to be an embedded application, a rich client, a web application? This is a rather irreversible decision.
Platform
Goes somewhat in pair with Architectural Style. Are we going with an embedded application burnt into an FPGA? Do you want to target a PIC? Perhaps an embedded PC? Is the client a Windows machine, or you want to support Mac/Linux? A .NET server side, or maybe Java? It's all rather irreversible, although not completely irreversible.
3rd-Party Libraries/Components/Etc
Are we going to use some existing component (of various scale)? Unless you plan on wrapping everything (which may not even be possible), this often end up being an irreversible decision. For instance, once you commit yourself to using Hibernate for persistence, it's not trivial to move away.
Programming Language
This is the quintessential irreversible decision, unless you want to play with language converters. Note that this is not a coding decisions: coding decisions are made after the language has been chosen.
Structure / Shape / Form
This is what we usually call "design": the shape we want to impose to our material (or, if you live in the "emergent design" side, the shape that our material will take as the final result of several incremental decisions).
So, what are we going to delay? We can't delay all decisions, or we'll be stuck. Sure, we can delay something in each and every area, but truth is, every popular method has been focusing on just a few of them. Of course, different methods tried to delay different choices.
A Little Historical Perspective
Experience brings perspective; at least, true experience does :-). Perspective allows to look at something and see more than it's usually seen. For instance, perspective allows to look at the old, outdated, obsolete waterfall approach and see that it (too) was meant to delay decisions, just different decisions.
Waterfall was meant to delay people decisions, design decisions (which include platform, library, component decisions) and coding decisions. People decision was delayed by specialization: you only have to pick the analyst first, everyone else can be chosen later, when you know what you gotta do (it even makes sense -)). Design decision was delayed because platform, including languages, OS, etc, were way more balkanized than today. Also, architectural styles and patterns were much less understood, and it made sense to look at a larger picture before committing to an overall architecture.
Although this may seem rather ridiculous from the perspective of a 2010 programmer working on Java corporate web applications, most of this stuff is still relevant for (e.g.) mass-produced embedded systems, where choosing the right platform may radically change the total development and production cost, yet choosing the wrong platform may over-constrain the feature set.
Indeed, open systems (another legacy term from late '80s - early '90s) were born exactly to lighten up that choice. Choose the *nix world, and forget about it. Of course, the decision was still irreversible, but granted you some latitude in choosing the exact hw/sw. The entire multi-platform industry (from multi-OS libraries to Java) is basically built on the same foundations. Well, that's the bright side, of course :-).
Looking beyond platform independence, the entire concept of "standard" allows to delay some decision. TCP/IP, for instance, allows me to choose modularly (a concept I'll elaborate later). I can choose TCP/IP as the transport mechanism, and then delay the choice of (e.g.) the client side, and focus on the server side. Of course, a choice is still made (the client must have TCP/IP support), so let's say that widely adopted standards allow for some modularity in the decision process, and therefore to delay some decision, mostly design decisions, but perhaps some other as well (like people).
It's already going to be a long post, so I won't look at each and every method/principle/tool ever conceived, but if you do your homework, you'll find that a lot of what has been proposed in the last 40 years or so (from code generators to MDA, from spiral development to XP, from stepwise refinement to OOP) includes some magic ingredient that allows us to postpone some kind of decision.
It's 2010, guys
So, if you ain't agile, you are clumsy :-)) and c'mon, you don't wanna be clumsy :-). So, seriously, which kind of decisions are usually delayed in (e.g.) XP?
People? I must say I haven't seen much on this. Most literature on XP seems based on the concept that team members are mostly programmers with a wide set of skills, so there should be no particular reason to delay decision about who's gonna work on what. I may have missed some particularly relevant work, however.
Feature Set? Sure. Every incremental approach allows us to delay decisions about features. This can be very advantageous if we can play the learning game, which includes rapid/frequent delivery, or we won't learn enough to actually steer the feature set.
Of course, delaying some decisions on feature set can make some design options viable now, and totally bogus later. Here is where you really have to understand the concept of irreversible and last responsible moment. Of course, if you work on a settled platform, things get simpler, which is one more reason why people get religiously attached to a platform.
Design? Sure, but let's take a deeper look.
Architectural Style: not much. Quoting Booch, "agile projects often start out assuming a given platform and environmental context together with a set of proven design patterns for that domain, all of which represent architectural decisions in a very real sense". See my post Architecture as Tradition in the Unselfconscious Process for more.
Seriously, nobody ever expected to start with a monolithic client and end up with a three-tier web application built around a MVC pattern just by coding and refactoring. The architectural style is pretty much a given in many contemporary projects.
Platform: sorry guys, but if you want to start coding now, you gotta choose your platform now. Another irreversible decision made right at the beginning.
3rd-Party Libraries/Components/Etc: some delay is possible for modularized decisions. If you wanna use hibernate, you gotta choose pretty soon. If you wanna use Seam, you gotta choose pretty soon. Pervasive libraries are so entangled with architectural styles that it's relatively hard to delay some decisions here. Modularized components (e.g. the choice of a PDF rendering library) are simple to delay, and can be proactively delayed (see later).
Programming Language: no way guys, you have to choose right here, right now.
Structure / Shape / Form: of course!!! Here we are. This is it :-). You can delay a lot of detailed design choices. Of course, we always postpone some design decision, even when we design before coding. But let's say that this is where I see a lot of suggestions to delay decisions in the agile literature, often using the dreaded Big Upfront Design as a straw man argument. Of course, the emergent design (or accidental architecture) may or may not be good. If I had to compare the design and code coming out of the XP Episode with my own, I would say that a little upfront design can do wonders, but hey, you know me :-).
Practicing
OK guys, what follows may sound a little odd, but in the end it will prove useful. Have faith :-).
You can get better at everything by doing anything :-), so why not getting better at delaying decisions by playing Windows Solitaire? All you have to do is set the options in the hardest possible way:

now, play a little, until you have to make some decision, like here:

I could move the 9 of spades or the 9 of clubs over the 10 of hearts. It's an irreversible decision (well, not if you use the undo, but that's lame :-). There are some ramifications for both choices.
If I move the 9 of clubs, I can later move the king of clubs and uncover a new card. After that, it's all unknown, and no further speculation is possible. Here, learning requires an irreversible decision; this is very common in real-world projects, but seldom discussed in literature.
If I move the 9 of spades, I uncover the 6 of clubs, which I can move over the 7 of aces. Then, it's kinda unknown, meaning: if you're a serious player (I'm not) you'll remember the previous cards, which would allow you to speculate a little better. Otherwise, it's just as above, you have to make an irreversible decision to learn the outcome.
But wait: what about the last responsible moment? Maybe we can delay this decision! Now, if you delay the decision by clicking on the deck and moving further, you're not delaying the decision: you're wasting a chance. In order to delay this decision, there must be something else you can do.
Well, indeed, there is something you can do. You can move the 8 of aces above the 9 of clubs. This will uncover a new card (learning) without wasting any present opportunity (it could still waste a future opportunity; life it tough). Maybe you'll get a 10 of aces under that 8, at which point there won't be any choice to be made about the 9. Or you might get a black 7, at which point you'll have a different way to move the king of clubs, so moving the 9 of spades would be a more attractive option. So, delay the 9 and move the 8 :-). Add some luck, and it works:

and you get some money too (total at decision time Vs. total at the end)

Novice solitaire players are also known to make irreversible decision without necessity. For instance, in similar cases:

I've seen people eagerly moving the 6 of aces (actually, whatever they got) over the 7 of spades, because "that will free up a slot". Which is true, but irrelevant. This is a decision you can easily delay. Actually, it's a decision you must delay, because:
- if you happen to uncover a king, you can always move the 6. It's not the last responsible moment yet: if you do nothing now, nothing bad will happen.
- you may uncover a 6 of hearts before you uncover a king. And moving that 6 might be more advantageous than moving the 6 of aces. So, don't do it :-). If you want to look good, quote Option Theory, call this a Deferral Option and write a paper about it :-).
Proactive Option Thinking
I've recently read an interesting paper in IEEE TSE ("An Integrative Economic Optimization Approach to Systems Development Risk Management", by Michel Benaroch and James Goldstein). Although the real meat starts in chapter 4, chapters 1-3 are probably more interesting for the casual reader (including myself).
There, authors recap some literature about Real Options in Software Engineering, including the popular argument that delaying decisions is akin to a deferral option. They also make important distinctions, like the one between passive learning through deferral of decisions, and proactive learning, but also between responsiveness to change (a central theme in agility literature) and manipulation of change (relatively less explored), and so on. There is a a lot of food for thought in those 3 chapters, so if you can get a copy, I suggest that you spend a little time pondering over it.
Now, I'm a strong supporter of Proactive Option Thinking. Waiting for opportunities (and then react quickly) is not enough. I believe that options should be "implanted" in our project, and that can be done by applying the right design techniques. How? Keep reading : ).
The Invariant Decision
If you look back at those pictures of Solitaire, you'll see that I wasn't really delaying irreversible decisions. All decisions in solitaire are irreversible (real men don't use CTRL-Z). Many decisions in software development are irreversible as well, especially when you are in a tight budget/schedule, so starting over is not an option. Therefore, irreversibility can't really be the key here. Indeed, I was trying to delay Invariant Decisions. Decisions that I can take now, or I can take later, with little or no impact on the outcomes. The concept itself may seem like a minor change from "irreversible", but it allows me to do some magic:
- I can get rid of the "last responsible moment" part, which is poorly defined anyway. I can just say: delay invariant decisions. Period. You can delay them as much as you want, provided they are still invariant. No ambiguity here. That's much better.
- I can proactively make some decisions invariant. This is so important I'll have to say it again, this time in bold: I can proactively make some decisions invariant.
Invariance, Design, Modularity
If you go back to the Historical Perspective paragraph, you can now read it under a different... perspective :-). Several tools, techniques, methods can be adopted not just to delay some decision, but to create the option to delay the decision. How? Through careful design, of course!
Consider the strong modularity you get from service-oriented architecture, and the platform independence that comes through (well-designed) web services. This is a powerful weapon to delay a lot of decisions on one side or another (client or server).
Consider standard protocols: they are a way to make some decision invariant, and to modularize the impact of some choices.
Consider encapsulation, abstraction and interfaces: they allow you to delay quite a few low-level decisions, and to modularize the impact of change as well. If your choice turn out to be wrong, but it's highly localized (modularized) you may afford undoing your decision, therefore turning irreversible into reversible. A barebone example can be found in my old post (2005!) Builder [pattern] as an option.
Consider a very old OOA/OOD principle, now somehow resurrected under the "ubiquitous language" umbrella. It states that you should try to reflect the real-world entities that you're dealing with in your design, and then in your code. That includes avoiding primitive types like integer, and create meaningful classes instead. Of course, you have to understand what you're doing (that is, you gotta be a good designer) to avoid useless overengineering. See part 4 of my digression on the XP Episode for a discussion about adding a seemingly useless Ball class (that is: implanting a low cost - high premium option).
Names alter the forcefield. A named concept stands apart. My next post on the forcefield theme, by the way, will explore this issue in depth :-).
And so on. I could go on forever, but the point is: you can make many (but not all, of course!) decisions invariant, if you apply the right design techniques. Most of those techniques will also modularize the cost of rework if you make the wrong decision. And sure, you can try to do this on the fly as you code. Or you may want to to some upfront design. You know what I'm thinking.
OK guys, it took quite a while, but now we have a new concept to play with, so more on this will follow, randomly as usual. Stay tuned.
Labels: agile, architecture, article reference, design, form, project management, real options
Friday, January 01, 2010
Inspirational reading
The Self as a Center of Narrative Gravity
By the way guys, happy new year : )
By the way guys, happy new year : )
Labels: article reference, form





