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The great thing about measuring developer productivity is that you can quickly identify the bad programmers. I want to tell you about the worst programmer I know, and why I fought to keep him in the team. A few years ago I wrote a Twitter/X thread about the best programmer I know, which I should write up as a blog post. It seems only fair to tell you about the worst one too. His name is Tim Mackin
What started as lighthearted iconoclasm, poking at the bear of SOLID, has developed into something more concrete and tangible. If I do not think the SOLID principles are useful these days, then what would I replace them with? Can any set of principles hold for all software? What do we even mean by principles? I believe that there are properties or characteristics of software that make it a joy to
“If you had to offer some principles for modern software development, which would you choose?” At a recent Extreme Tuesday Club (XTC) virtual meet-up, we were discussing whether the SOLID principles are outdated. A while ago I gave a tongue-in-cheek talk on the topic, so ahead of the meet-up one of the organisers asked what principles I would replace SOLID with since I disagreed with them. I have
I’ve noticed a number of people recently declaring that BDD really is just TDD, such as Robert Martin on Twitter and Ron Jeffries on the XP list. I can understand where this mindset comes from and I’d like to offer my perspective. Is BDD the same as TDD? Yes. If you’re a programmer, and your entire team is programmers, and all your stakeholders are programmers and you have a single Subject Matter
I’ve been using JavaScript for a while now, but only really programming in anger with it during the last year. I’ve found it in turns frustrating and enlightening, ridiculous and brilliant. I have never felt so empowered by a language and its ecosystem, so I thought I’d take some time to write about why that is. I’m starting with a ramble through the history of JavaScript, or rather my undoubtedly
TL;DR ¶Software Craftsmanship risks putting the software at the centre rather than the benefit the software is supposed to deliver, mostly because we are romantics with big egos. Programming is about automating work like crunching data, processing and presenting information, or controlling and automating machines. Non-programmers don’t care about the aesthetics of software in the same way non-plum
RBehave is a framework for defining and executing application requirements. Using the vocabulary of behaviour-driven development, you define a feature in terms of a Story with Scenarios that describe how the feature behaves. Using a minimum of syntax (a few “quotes” mostly), this becomes an executable and self-describing requirements document. BDD has been around in the Ruby world for a while now,
Behaviour-driven development is an “outside-in” methodology. It starts at the outside by identifying business outcomes, and then drills down into the feature set that will achieve those outcomes. Each feature is captured as a “story”, which defines the scope of the feature along with its acceptance criteria. This article introduces the BDD approach to defining and identifying stories and their acc
I had a problem. While using and teaching agile practices like test-driven development (TDD) on projects in different environments, I kept coming across the same confusion and misunderstandings. Programmers wanted to know where to start, what to test and what not to test, how much to test in one go, what to call their tests, and how to understand why a test fails. The deeper I got into TDD, the mo
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