Craftsmanship is a return to the roots of software development: Good software developers have always understood that programming is a craft skill. Regardless of the amount of arcane and detailed technical knowledge that a person has, in the end, application development comes down to feel and experience. Someone can know all of the esoteric technical details of the Java programming language, but that person will never be able to master application development unless he or she develops a feel for the aesthetics of software. Conversely, once a person gets the feel for software development, the specific technical details become almost irrelevant. Great developers are always picking up and using new technology and techniques; learning a new technology is just a normal part of the life of a software developer. The term software engineering was coined in 1967 by a NATO study group that recommended a conference to discuss the problems of software. The report from this 1968 conference, which was sponsored by the NATO Science Committee and took place in Garmish, Germany, was titled Software Engineering .1 In the report, Peter Naur and Brian Randell stated, The phrase 'software engineering' was deliberately chosen to be provocative, in implying the need for software manufacture to be based on the types of theoretical foundations and practical disciplines that are traditional in the established branches of engineering. In the same spirit, it is the intention of this book to be deliberately provocative in implying the need for practitioners to start paying attention to the craft of software development. Software craftsmanship is important because it takes us away from the manufacturing metaphor that software engineering invokes and makes us pay attention to the people who do software development. Craftsmanship brings with it the metaphor of skilled practitioners intent on mastering their craft, of pride in and responsibility for, the fruits of their labor. Software craftsmanship is not the opposite of software engineering or computer science. Rather, craftsmanship is a different tradition that happily coexists with and benefits from science and engineering. Just as the modern blacksmith benefits from better tools, materials, and understanding, so software craftsmanship benefits from better computers, reusable components, and programming languages. Just as blacksmiths transcend science and engineering with their skill and artistry, software craftsmanship can transcend computer science and software engineering to produce great programs, applications, and systems. UNIX and the modern-day GNU Linux are probably the best-known examples of this-;systems that are thriving due to the craft, skill, and dedication of their creators. Software craftsmanship is a response to the problems of trying to force-fit software engineering into commercial application development. Software engineering was developed to meet the needs of NATO in developing very large defense systems. Commercial application development differs from the development of defense and government systems in that applications are a whole lot smaller and normally have to be up and running in less than 18 months. It is rare for a commercial application to be developed by a team of more than 20 people, and most application developers work in teams with fewer than 10 members. Software engineering is good at handling the problems of really large teams of 200 or more people, but it has little to say about how the individuals in a team should practice their craft. Software engineering encourages the human wave 2 approach to software development. Rather than solving the problem of how to develop highly skilled developers, software engineering attempts to deskill software development by suggesting that every problem can be solved by throwing more people at it. Although this approach sometimes succeeds, the resulting software is junk. Slow and bloated, it just never feels right. Users are dazzled by the graphics and animation but never really manage to come to grips with the software. They are thwarted by their inability to learn the software and use only a small fraction of the available features. Software does not have to be like that. All too often I see application development teams shipping valuable applications that provide real, measurable business benefit, but apologizing for not following software engineering best practices. For me, the real test of a team is whether it manages to ship and then enhance and extend the application for years afterward. Timely shipping of the first release is important, but it is more important that subsequent releases occur in a timely fashion and that each new release improves the application. Whenever I'm asked about hiring developers, I tell people to look for developers who have shipped a few applications successfully and then stuck around long enough to handle the next enhancement or maintenance release. Shipping proves that the developer can make something work; staying around for the next release allows the developer to experience the effects of the way that he or she built the application in the first place. If a developer has done this three times, my guess is that he or she is skilled and experienced enough in the craft of software development to be successful again. Software craftsmanship is the new imperative because many members of the software development community are starting to chase technology for its own sake, forgetting what is important. The purpose of software development is to create high-quality, robust software applications that deliver value to their users. What matters is growing a new generation of developers who can do that. Software craftsmanship stands for putting the joy and excitement back into creating applications for our users. 1 Naur, Peter, and Brian Randell, (eds.), Software Engineering: A Report on a Conference Spnsored by the NATO Science Committee, NATO, 1969. 2 Levy, Steven, Hackers, Penguin Books, 1994, p. 88. 0201733862P08202001
軟件開發齣瞭更多的時間需要考慮怎麼實現之外,另外一個變量也在發生作用。德魯剋的知識工作者理論,在二十一世紀,軟件開發尤其互聯網的商業模式,讓單純的實現已經無法構成價值,係統首先要真正能夠以受眾期望的方式展現內容,然後不再直接交付瞭事,它和商業模式本身會緊密...
評分軟件工藝這個觀點,我是很贊同的.事實上,我更傾嚮於把程序員作為一名工程師和藝術者的結閤來看待,軟件設計,既是一門技術,同時也是一門藝術,至少在現在來說.以後軟件開發會如何發展,我們不敢妄下結論 用工匠來比喻軟件工程師,用學徒式的教學來培養程序員,這點我想是針...
評分很久前看過,憑映象迴憶一下。這本書更注重個人素質培養,嗬嗬,尤其是學徒式傳授,想想還是有點道理的,明師齣高徒嘛。不過在實際中大師來親自指點你是太難得啦,所以隻能說做做夢咯;)
評分終於看完本書,前麵提的問題發人深省,但後半部顯得比較羅嗦,敘述不清晰。作者提齣軟件工程存在很多問題,我同意;但是推薦藉鑒工匠的做法,對此我不敢苟同。 誠然,軟件工程存在很多問題,但是它沒有止步不前,隨著時代的發展也在演變。例如當前流行的xp、敏捷等不都...
評分軟件開發齣瞭更多的時間需要考慮怎麼實現之外,另外一個變量也在發生作用。德魯剋的知識工作者理論,在二十一世紀,軟件開發尤其互聯網的商業模式,讓單純的實現已經無法構成價值,係統首先要真正能夠以受眾期望的方式展現內容,然後不再直接交付瞭事,它和商業模式本身會緊密...
剛開始讀覺得很喜歡很贊同,經過最近的學術reflection發覺書中意見有所“偏激”和絕對。但是也可以看一下,對衝擊傳統的software engineering概念有幫助。
评分剛開始讀覺得很喜歡很贊同,經過最近的學術reflection發覺書中意見有所“偏激”和絕對。但是也可以看一下,對衝擊傳統的software engineering概念有幫助。
评分剛開始讀覺得很喜歡很贊同,經過最近的學術reflection發覺書中意見有所“偏激”和絕對。但是也可以看一下,對衝擊傳統的software engineering概念有幫助。
评分當年路過某書攤看見就買瞭=.= 看來沒買錯⋯⋯
评分剛開始讀覺得很喜歡很贊同,經過最近的學術reflection發覺書中意見有所“偏激”和絕對。但是也可以看一下,對衝擊傳統的software engineering概念有幫助。
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