Showing posts with label commercial. Show all posts
Showing posts with label commercial. Show all posts

Visual Studio Exception Woes

Microsoft, in their infinite wisdom have decided to make programming easier. How? By setting the default behavior for Visual Studio 2010 Ultimate to be to ignore (i.e.- not break on) exceptions thrown from non user-code. Behold the default settings for exceptions in a brand new C# project:
Try as I might, I have not yet discovered a way to change the default for these settings for all projects. How am I supposed to teach students about exception handling when Microsoft are doing their best to get rid of them?

Bah.

Attention all Programmers:

As a user of open source software, I like to try and give something back to the community whenever I can. As a somewhat proficient programmer i can do this more often than most, but one of the most effective ways of giving back for non-programmers is by filing bug reports.


Unfortunately, there are two main issues with this:
  1. Submitting a bug report is often incredibly painful. Most software bug trackers I have seen require an account, which means registering a new username & password (I can't wait for more non-essential services like bug trackers to start using openId), activating my account... all this can take 30 minutes of more. Submitting a bug report should be a fire-and-forget affair, taking 10 minutes tops: any longer and I can't afford to spend my time.

    Many bug trackers ask users for information that is hard to obtain, or intimidating to non-programmers. How many users know their CPU architecture? Or distribution? Or even the software version they're using? One way around this is to have the bug-reporting done from within the application on the client machine itself, but still - bug trackers should be as friendly to users as possible. How about posting some simple instructions on how to obtain this information for non-technical users?

  2. Even after navigating the multiple hurdles involved in submitting a bug, you then have to deal with the programmers fielding the bug report. This is where it gets tricky. Many programmers view bug reports as a personal insult to them (perhaps subconsciously). Many programmers will triage bugs that they don't want to fix, giving excuses like "It's like that by design", or simply "Low priority, won't fix".

    Here's the thing though: The customer is (nearly) always right.

    If a user has taken the time to navigate your awful bug tracking software and submit a bug, it must be a big deal to them. If the matter at hand really is like that "by design", your design is probably screwy. If you won't fix it because it's low priority then you need to stop adding new features, and fix the ones you already have.
Open source software seems to suffer from these problems more than commercial software. I guess it's because we're not trying to extract money from our clients. Can you imagine a professional code shop telling a paying customer "I'm sorry, we're not going to fix that bug you reported, because we intended it to work like that"? Yeah, right.

So how do we fix this for the open source world?

There's no simple answer that I can fathom. It requires programmers to be a bit smarter and have a bit more empathy for the mere mortals who have to use their software. As a programmer, I include myself in this category.

That is all, thank you.

Compiling != Testing

Just a small note, folks, to remind you all that just because your code compiles, it's not guaranteed to work. Writing the code is only 10% of the total effort.

I've neglected this blog for a long time now. Hopefully I'll be back soon, but until then, watch this space!

WiiWare: Innovation and mistakes


I bought a Nintendo Wii earlier this year. I've never actually owned a console before, but have a reasonably strong loyalty to Nintendo. They appear to publish the best games (of course, that's entirely subjective). My game catalogue now includes the following titles:

You may have noticed that I'm not a big fan of the more lighthearted "party" style games out there - I prefer the more focused, single player games.Once I had purchased those titles I began to look for something else, but quickly found that there's not a whole lot of choice out there right now. Most new Wii games tend to be in the "party" category.

Thankfully, Nintendo have launched WiiWare. WiiWare is a collection of titles created by third party developers. There are many different titles to choose from, and each title costs around £10. I ended up purchasing two titles:
These are both splendid games. However, once again, the pool of good games in the WiiWare collection is very limited - the main reason for this as far as I can see is that it's incredibly difficult to get your hands on the tools required to develop games for the Wii. For a start, Nintendo are only selling their development kit to well-established development houses (you need a registerred business, proper offices, previously published titles etc.). Their application form states that:

The Application includes a NonDisclosure Agreement (NDA). Once the Application and NDA are
submitted by you, we will email you a copy of the Application and NDA for your records. Please
note that your submission of an Application and NDA does not imply that your company is approved,
or will be approved, as an Authorized Developer for the platforms above.

...
If the Application is approved by Nintendo, we will notify you by email. At this point, your
company will be considered an Authorized Developer for the platform(s) specified. If your company
is approved for Wii, this also includes WiiWare. If approved the appropriate SDKs can be downloaded
from Warioworld, and development kits can be purchased from Nintendo of America.

So First you need to sign an NDA, Then, if you are accepted you need to purchase the development kit (priced at over $1000 USD). All this makes is increadibly hard for "joe programmer" to start cutting code for the Wii.

I really think Nintendo have missed a trick here; imagine the community that could form behind a free development kit. Think about the success of the Apple AppStore for the iPhone, but with games instead. The Wii is a revolutionary platform, with a unique control interface: surely lowering the barriers to entry can only be a good thing?

There's another side to this as well: The Wii Homebrew team have already done a lot of work reverse engineering the Wii, to the point where there is already an SDKs available for use. Is it usable? I haven't tried it myself yet (perhaps when I finish some of my current projects I'll play with it), but there are already a fair number of games available for the homebrew channel: I count more than 70 games listed, as well as a number of utilities, emulators and other bits and pieces.

The free development kit is based on the gcc PPC port, and comes bundled with everything you need to start development. GNU gcc has been a well established payer on the compiler scene, so it's not like we're playing with untested technology here.

Given that many of the secrets of the Wii are out (or are being reverse engineered even as you read this), wouldn't it be prudent for Nintendo to officially welcome third party developers to the fold? More importantly, for other, future consoles, imagine a world where:

  • The original manufacturer (Nintendo, Microsoft, Sony or whoever) use an open source toolchain from the beginning. I assume that Nintendo have spent a lot of time and money developing their toolchain, which seems a little wasteful to me, when an open source solution already exists. Sure, it may need to be tailored for the Wii, but I'm sure there are plenty of people who would embrace these changes. An open source toolchain lowers development costs, and lowers the barrier to entry for third party developers.
  • Third party developers are encouraged to write applications themselves, and the cost to entry is kept as low as possible. The manufacturer supplies the hardware, points to a pre-packaged toolchain of open source applications, and provides a development SDK with decent documentation. If all you need to test your games is a copy of the console itself, that would be great. However, why not build an emulator that can run on a standard PC?
  • The manufacturer provides bug-fixes for the SDK when needed, and creates a community-oriented website for budding developers.
  • The manufacturer provides a free (or very cheap) means of distributing third party applications via the internet, and offers the option of DRM routines, should the initial autors wish to make use of them.

I believe this setup could bring about a number of beneficial changes to the console gaming market:
  • An overall increase in the diversity and quality of available games.
  • A vibrant community of developers who help the manufacturer maintain the platform SDK and development toolchain by submitting bugs, feature requests and other suggestions.
  • Increased popularity for the platform (I'd buy any platform that offered all of the above).
Unfortunately, I can't see it happening any time soon. It seems to me that the big three console manufacturers are still engrossed in the "proprietary hardware, closed source" paradigm. Still, a guy can dream, right?

Apathy, Apples and Understanding

You may notice that it's been a long time since my last post. Truth be told I've been lazy. It's tempting to say that I've been busy, but that's a sugar coating on apathy. For that I apologise! Hopefully I can get back into the habit of regular posting again soon.

Inspiration struck the other day when Jeff Atwood posted an interesting article on his blog. "Dealing With Bad Apples" talks about how single members of a programming team can be difficult, often working against the rest of the team.

Atwood quotes Robert Miesen:

I was part of a team writing an web-based job application and screening
system (a job kiosk the customer called it) and my team and our
customer signed on to implementing this job kiosk using Windows,
Apache, PHP5, and the ZendFramework -- everyone except one of our team
members, who I will refer to as "Joe". Joe kept advocating the use of
JavaScript throughout the technology deliberation phase, even though
the customer made it quite clear that he expected the vast majority of
the job kiosk to be implemented using a server-side technology and all
the validation should be done using server-side technology.

The fact that the customer signed off on this, however, did nothing
to deter Joe from advocating JavaScript -- abrasively. Every time our
project hit a bump in the road, Joe would go off on some tirade on how
much easier our lives would be if we were only writing this job kiosk
in JavaScript. Joe would constantly bicker about how we were all doing
this all wrong because we weren't doing it in JavaScript, not even
bother to learn the technologies we were actually using, and, whenever
fellow teammates would try and gently bring him back into the fold
(usually via email), Joe would just flame the poor guy. At the height
of Joe's pro-JavaScript bigotry, he would regularly belt off comments
like, "Well, if we had only done it in JavaScript," to such an extent
that the team would have been better off if he had just quit (or was
reassigned or fired.)

Jeff then goes on to suggest that perhaps the problem here is a "bad apple" - a team member that is doing more harm than good in a team. He's probably right, but I have a slightly different angle.

Perhaps the real problem here is poor team leadership / management? Without meeting "Joe" personally, I cannot make any accurate assessment of the situation, but it seems to me that perhaps Joe feels undervalued in his team? I say this because i recognize that behavior pattern - in myself.

In any team of programmers, each member will have different backgrounds, strengths and weaknesses. Joe obviously has experience using Javascript, and feels the need to share his expertise in that field. I'm not saying that this is a good thing, but perhaps the underlying problem is a lack of cohesion and understanding between team members?

So, further to Atwood's list of warning signs for detecting "bad apples", I have a list of actions team leaders could consider taking when dealing with a so-called "bad apple":
  • Listen to them. Most geeks (I use the term with all possible affection) are reasonable people. If a team member is repeating themselves, perhaps they feel that their point was never seriously considered in the first place? I can't count the number of times I've made contributions in meetings that were ignored, only to hear (usually six weeks later) "hey, we should have done X, what a pity it's too late now...". It always seems petty to point out that I suggested X from the start. Bear with me here - I'm certainly not suggesting that I'm always right - far from it; my point is that you ignore contributions from your team members at your own risk!

    Finally, I'm not suggesting that team leaders always act on suggestions from their team members, but listening is a good start.

  • Once you start listening to bad apples, you may find that some of your team members have strengths you didn't expect. Can you use these strengths in the future? This depends a lot on your business model and workload. From my own experience I can understand that programming code that doesn't interest you week in - week out can be incredibly draining. Perhaps bad-apples can be encouraged to pull together with the team?
  • Finally - I don't know what the IT job market is like where Jeff lives, but you can't fire programmers and expect to get a replacement any time soon. Jeff writes:

    You should never be afraid to remove -- or even fire -- people who do not have the best interests of the team at heart. You can develop skill, but you can't develop a positive attitude.


    I say "bollocks" to that - it's incredibly expensive to fire and replace someone. Not only is there the cost of looking for, and hiring someone new, but there's the training overhead, and there's no guarantee that you can find someone with the appropriate skill set any time soon. From where I'm sitting it looks like we have to wait around 6-8 weeks between looking for, and hiring a new programmer. That's almost two months of productivity down the drain! Suggesting that you can't develop a positive attitude in your team-members is incredibly negative and close-minded. I'm certainly glad I'm not on a team with a leader like that!


That said and done, I do hope that the current skill shortage in this country develops a greater appreciation of the worker. I suspect that most companies vastly underestimate the value of their skilled (and unskilled) workers.
Next time you have a problem with someone, consider the massive cost of replacing them, and - more importantly - consider the huge amounts of good work they've done, before you concentrate on the bad.

On Idealism and creating your career

I enjoy working with open source software - I guess that comes as no surprise to those of you who know me. There are many reasons why I'm drawn to the open source model, including the following:

  • I like making stuff, and have the skills to do so - It's getting easier too. Application developers are realizing that making it easy for their users to extend and customize their products can only be a good thing. KDE 4.0 does this very well - you can write many simple KDE extensions in a language of your choice. Of course there are more ways to extend an application than by programming - but that's hat I'm good at.
  • Most of the time, I enjoy the community. Like any community, there are always going to be your garden variety blockheads, who seem to live for the sole purpose of making every one else's lives difficult. The open nature of an open source community makes it harder to deal with these people, but I guess that's the price you pay for freedom. On the other hand, where else can you mingle with thousands of industry experts for free? It's like being at a huge tech conference twenty four hours a day for free!
  • Open != unprofitable. Many open source projects have gone on to be the basis for a successful business model. Sure, it's harder to make truck loads of cash by treating your customers poorly, but it is possible to grow a successful business by releasing open source software. The list of companies is huge - Trolltech springs to mind - they've just been bought by Nokia for some vast sum of money, so they must be doing something right.
  • Finally, I enjoy the fact that there are no boundaries. If you have an idea for a piece of software, you can make it. There are no closed protocols to get in the way, there are no commercial pressures forcing you to take shortcuts; you are free to write your software as you wish. If you feel that writing a product that consumes massive amounts of memory and randomly crashes is a good idea - go ahead. The measure of success will be how many users use your software.
    Another point here is that this openness and strong competition leads to some very careful planning of software features. Take KDE 4 for example. Some very intelligent people have sat down together and thought about the best new features they need to make KDE even better. Don't believe me? See Aaron Seigio's KDE4 release keynote speech; it'll knock your socks off.
In some ways, that last point leads to a kind of Darwinian evolution amongst software packages. Good packages survive because they're popular, and thus more developers work on them. Bad packages languish and die. Sometimes packages are forked and sometimes packages are merged. This seething "package soup" has given us a very rich mix of packages to choose from. I can name a dozen web browsers, at least fifteen email clients, and twenty text editors off the top of my head. They're all slightly different, but they're all good software. Some might argue that we're spoiled for choice, but that's another blog post for another day!

Working as a volunteer on an open source project takes skill, commitment and determination. There are very few external motivating factors. If the project you're working on doesn't interest you, chances are you won't complete the work. The reward at the end of the tunnel is the gratitude of your fellow developers and users; not to mention some new skills you can take to your next project.

I've been involved in open source software for the last 10 years in one way or another. In that time I've picked up many skills that I can be proud of. Unfortunately, in my professional life, these skills aren't recognized by my peers - and understandably so. I have no formal qualification in the subject area, they've never seen me apply my skills in a practical manner, there may even be a lack of understanding that it's possible to gain new skills outside professional development or formal qualifications.

Which brings me to the point of this post. I want the open attitudes of the open source world to migrate to the commercial software development world. I want to have an "anything is possible" attitude towards our commercial products. We've already seen time and time again how products that started out as garden-shed projects with this open attitude have merged into multi-billion dollar products. Why can't we replicate that in a real business?

Obviously these Utopian ideals need to be tempered with the reality of running a business, but I refuse to believe that the two trains of thought are mutually exclusive. I encourage any of the readers of this blog to try to develop an "anything is possible" attitude towards product development. If you set your mind to achieve greatness, it'll happen. Why settle for anything less?


I realize that this may sound a little naive - but that's the whole point. Naivety isn't something to be ashamed of, that idealism is what makes us great; our ability to see the world as it should be, and strive to meet that distant goal is (as far as I'm concerned) fundamental to what makes us human.