Merc Release 2.2 Wednesday 24 November 1993 Kahn Hatchet
=== 'I'm running a Mud so I can learn C programming!' Yeah, right. The purpose of this document is to record some of our knowledge, experience and philosophy. No matter what your level, we hope that this document will help you become a better software engineer. Remember that engineering is work, and NO document will substitute for your own thinking, learning and experimentation. === How to Learn in the First Place (1) Play with something. (2) Read the documentation on it. (3) Play with it some more. (4) Read documentation again. (5) Play with it some more. (6) Read documentation again. (7) Play with it some more. (8) Read documentation again. (9) Get the idea? The idea is that your mind can accept only so much 'new data' in a single session. Playing with something doesn't introduce very much new data, but it does transform data in your head from the 'new' category to the 'familiar' category. Reading documentation doesn't make anything 'familiar', but it refills your 'new' hopper. Most people, if they even read documentation in the first place, never return to it. They come to a certain minimum level of proficiency and then never learn any more. But modern operating systems, languages, networks, and even applications simply cannot be learned in a single session. You have to work through the two-step learning cycle MANY times to master it. *snip - editor's note - ripped from Merc 2.1 release (eg, from ROM's version)* === Schedule versus Features versus Quality Now for a few words on project management. Sooner or later, almost any project faces a trade-off between schedule, features, and quality. Consider a student writing a term paper on the last night. He has three unpalatable choices: he can turn it in late (miss the schedule). He can turn in a shorter paper that doesn't cover everything (reduce the features). Or he can churn out gibberish (lower the quality). Similarly in a software project, one often has a choice between making the release date, or dropping features, or shipping everything on time and hoping that it works (it usually doesn't). The most important thing to realize about this decision is that it IS a decision. One can't get out of it by hoping that some miracle will occur. If you don't react consciously, then external circumstances will drive the decision. Ok, so suppose you are faced with the trade-off and go for a schedule slip. Don't take a small slip ... take a big impressive slip. If you say 'I'll just fix this one problem and finish ASAP', then likely you will wish you had taken just a little more time later. If you say 'I think I need another day, so I'll slip by a week', then it's much more likely that what you'll have at the end of the week will do the job. It's better to slip a large block of time once then to slip day-by-day or hour-by-hour repeatedly. If you go for dropping features, again, carve off a big hunk. Don't be timid and pretend that you're going to do that work 'if you just get a little spare time.' That feature of your project is GONE, exploit the lessened requirements for all the savings you can! I can't offer much advise on how to reduce quality, because that's always my last choice for what to drop on a project. === Sleeping Simple and obvious, but true ... engineering takes an alert mind. It's very easy, very seductive, to throw a lot of consecutive hours at a problem. One can get into a 'flow' state where one's mind becomes filled with the problem, and the work just pours out, hour after hour. Many writers report that they watch a story take place, and just transcribe what they see, pounding out page after page of text. Many software engineers have experienced a similar feeling, where the code appears to arise spontaneously as they watch themselves type. I believe most real work gets done in this state. My experience, however, is that the 'flow' period can end subtly and gradually. Without ever noticing a change, I notice that new work isn't flowing out of my hands anymore, that I'm spending lots of time fixing up mistakes I made just a few moments ago. Instead of ideas flashing confidently through my mind, doubts and questions arise. At this point there is a temptation to throw some more hours at the problem. 'I'm here, and I was getting a lot of work done, why don't I just stay all night until I figure this out?' This is a trap! Don't do it! Instead, I suggest: go home, eat, shower, sleep, put yourself back together again. Resume the next day. While you sleep, your mind will work on the problem anyways, and you'll probably wake up with new ideas. You'll get more done between 10:00 am and 2:00 pm the next day, then if you stayed up between midnight and 10:00 am. There is a problem with this strategy: remotivating yourself in the morning. If the project is one of your choice, that's usually not a problem. If it's something you have to do but don't enjoy, you have to balance the remotivation problem versus the very low productivity of working without sleep. *snip* Moral of this story? Well, it just goes to show that there are people who already gave advice. And I happen to think this is some of the best advice I've ever read. I think that for some of us, it's been far too long since we read something from so long ago. And for the rest of us... well, there's a directory in your ROM distrobution... it's called "doc". I recommend READING it. It's pure gold, almost. It'll save you hours of frustration, and fill your mind with invaluable wisdom from people who have BEEN THERE and DONE THAT. Mark _________________________________________________________ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.com

