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Why Software is Hard

Posted by Zonk on Sat Feb 03, 2007 05:52 PM
from the comedy-and-software-are-in-the-same-club dept.
GoCanes writes "Salon's Scott Rosenberg explains why even small-scale programming projects can take years to complete, one programmer is often better than two, and the meaning of 'Rosenberg's Law.' After almost 50 years, the state of the art is still pretty darn bad. His point is that as long as you're trying to do something that has already been done, then you have an adequate frame of reference to estimate how long it will take/cost. But if software is at all interesting, it's because no one else has done it before."
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[+] News: The Death Of CS In Education? 521 comments
JohnnyKimble writes "A provocatively titled article recently appeared in the 'Future of Computing' section of the British Computer Society website. 'The Death Of Computing' was written by a lecturer at De Montfort University in the UK, and considers the problem of falling interest in computer science courses in the UK and what needs to be done to encourage more students to take the courses." This ties in well with our discussion last night about Why Software is Hard.
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  • by Mateo_LeFou (859634) on Saturday February 03 2007, @05:56PM (#17876502) Homepage
    ...can anyone explain Vista's schedule in light of this discovery?
  • Programmers (Score:5, Insightful)

    by bendodge (998616) <[moc.sremmargorpgsb] [ta] [egdodneb]> on Saturday February 03 2007, @06:00PM (#17876532) Homepage Journal
    One programmer is better than two for the same reason that one woman in the kitchen is better than 2. You have to get on a pretty large scale before you need multiple cooks/programmers.

    Software programming in general is hard for 2 reasons:
    1. Computers aren't built for interfacing with humans, thus UI us terribly time-consuming.
    2. The environments people like to drop an app into can be so bizarre, that rock-solid stability is very difficult to achieve.
  • by euice (953774) on Saturday February 03 2007, @06:03PM (#17876556)
    and of course, we are the better programmers, so better fire those other 8.
  • by petes_PoV (912422) on Saturday February 03 2007, @06:04PM (#17876560)
    Mostly programmers are trained in the technical details of languages and the libraries/APIs associated with them. They don't gain skills in knowing what users really want and are hurried into producing barely-working stuff, fast.

    Whatever testing is done often only tests that the product produces the correct answers when feed the proper input - no account is taken for how the program reacts to incorrect or incomplete data.
    Changes are requested faster than they can be implemented and often are not communicated very well.

    In short there are systemic failures throughout the whole process, from inception through to delivery. There is no single answer to why software is hard and there won't be until the industry matures and people start to get thrown out of the business for acting unprofessionally

  • by Allicorn (175921) on Saturday February 03 2007, @06:04PM (#17876574) Homepage
    Programming websites that let you actually view a page without requiring a cookie is obviously hard for the folks at Salon.
  • by Herkum01 (592704) on Saturday February 03 2007, @06:09PM (#17876620)

    I would say the reason a lot of projects, even small ones take so much time is that requirements cannot be defined.

    Compare building a house to software. Before you build a house

    1. Plans are drawn up
    2. A step-by-step schedule to created for the construction.
    3. Contractors are brought it to complete the work as needed

    Schedule times can slip but you still know where you are in terms of progression.

    If we built this house the way we do software development

    1. Hire all the construction workers
    2. Tell them to build something.
    3. At any point during construction tell them they are not doing it right.
    4. After missing all the deadlines (which were made up by wants/desires of the customer) hire more workers.
    5. Wonder why they cannot get the job done
    6. Cancel the project after everyone realizes they don't want it anymore.
    • by cowscows (103644) on Saturday February 03 2007, @06:19PM (#17876694) Journal
      I design buildings for a living, and I've dabbled in programming, and I think architecture and software development have a whole lot in common.

      Your step one in "building a house" can go through all 6 of the steps that you have listed for software development. We get hired by clients, sometimes they have a good idea what they want, sometimes they don't. Sometimes what they want is feasible, sometimes it isn't. It's not unusual for even smaller projects to drag on for years, because the client keeps changing his/her mind. Many projects that cross our desks will never be built.

      Many projects are not the traditional design phase ->building phase. They often overlap, and it's pretty messy.

      I could go on for paragraphs with the similarities that I see between software design and architecture, but I'll save that for another post.
  • by mrjb (547783) on Saturday February 03 2007, @06:10PM (#17876624)
    Yes, writing software is hard, especially writing good software. The hardest part is to make things simple, even harder is to make things simple AND flexible. The need for a thorough analysis is greatly underappreciated.

    Incompetent developers tend to make things more complex than necessary. From that point on, under economic pressure, workarounds are needed to get things done. This in turn makes things even more complex than necessary. THAT is what makes writing software hard. The problem is, it is difficult to be aware of the skills that we lack. As such, a lot of programmers with a huge ego don't deserve one.

    I'm not into Extreme Programming per se, but I've noticed that if multiple people look at a piece of software, chances of problems going undetected get smaller and smaller. Yes, even if you, a master programmer, show your code to a rookie, the chance of bugs going undetected will reduce. In fact, it will inevitably result in more bugs being detected before rolling them out to customers.
  • First Post! (Score:5, Funny)

    by Harmonious Botch (921977) on Saturday February 03 2007, @06:15PM (#17876662) Homepage Journal
    Two of us typed this. We thought it might be faster.
  • Product managers... (Score:5, Informative)

    by osolemirnix (107029) on Saturday February 03 2007, @06:21PM (#17876706) Homepage Journal
    I don't think I can fully agree. I think software development may be hard, but that's never the main reason projects fail. The main reason projects fail in my 10+ years experience is because of product managers, not coders.

    Product managers I have seen (and I have seen many) often don't know zilch about technology, but even worse they usually also don't know much about their market, target audience/users, User Interfaces, project management, etc.
    Consequently they simply don't know what they want and aren't able to explain it in one coherent paragraph of sentences. Once they would be able to explain it, the actual coding would be half as bad.

    So if this guy complains that their projects back in the days at salon went bad, I'm not suprised. He's not a coder after all, he was a typical clueless product manager - started out as a journalist and suddenly he was responsible for a type of product he knew nothing about: CMSs, in addition to having no other qualification in software development or a related area (UI design, project management).

    So am I surprised this project didn't succeed? LOL, of course not.

    You wouldn't let a journalist build a space shuttle or a car now would you? But software? Sure, software is easy, anyone can do it. In the end, it's probably not harder than building a car, but not easier either. it just takes proper skills for all roles in the team, is all.

  • by argoff (142580) * on Saturday February 03 2007, @06:25PM (#17876764)
    One thing I've noticed about companies is that they try to treat programmers like factory workers. Expect each one to be interchangeable and jump in anywhere on the "assembly line" at any place at any time for any piece of code. However, programming takes understanding, and complex programming takes complex understanding. Even a good programmer fixing a bug may need to analyze surrounding code for several hours before changing a single line.
    Unlike most engineering projects that are completed and done, most programming is a living growing process that is constantly changed modified and improved.

    That implies that there is a need for specialisation and clear boundries, to assign "ownership" or "territory" over certain parts of code. A programmer who understands it and gets the last say on how it's changed and have clear non-arbitrary rules for changing that "territory". Like in open source projects. If you want a kernel fix, you submit it to the proper maintainers, or make your own fork, but no corporate bureaucrat comes along and micromanage how the code is merged and managed.
  • by Bright Apollo (988736) on Saturday February 03 2007, @06:54PM (#17876978) Journal
    Implementing a good design is usually half the battle. Creating a good design is usually the other half, but in practice, a solid design is almost always the part that gets skipped. Let me bore you with a brief anecdote.

    I have a large, global project underway. User requirements are done and have been done, and we're turning those requirements into things we can code or deliver ("View a workorder", "Print asset detail", "Group revisions into single document"). Of that, we have 150 odd deliverable items, not to mention all the fit/ finish work we may have to do, and all of this barely touches on reports, security roles for users, etc.

    The reason we're going to make our date, despite the 1280 discrete requirements we need to test, is that we've taken the time to look at the requirements from a few different angles and come up with a solid design plan, before even thinking about implementation. Each piece will build on another, really hard parts are identified early, blockers and such are flagged ASAP. We know things will emerge that we didn't expect, but we've got the biggest chunks identified and working together on paper. We have the flows mapped out, exceptions and variations listed, and a user group that has to sign off on every iteration of the incremental build (we're spiraling out functions and features).

    The only thing "hard" about all of this is the incessant thinking about the details, and discipline required to focus on the un-fun part of software construction, i.e. the planning and design walkthroughs. The itch to code something already is growing, but delayed gratification means that when the time comes to actually write something, the design will almost certainly lead to a working, if not optimal, solution. We can refactor as we go, but it needs to work completely before it can work efficiently.

    I've been following Chandler off and on, somewhat through Spolsky's references to it and some stray links around the web, and sounds like design didn't go deep enough into what it'll really take to build some of the pieces.

    -BA

  • Once again... (Score:5, Insightful)

    by etnu (957152) on Saturday February 03 2007, @07:02PM (#17877018) Homepage
    Why doesn't anyone complain about how hard brain surgery is? Why doesn't anyone complain about how hard building space exploration vehicles is? Why doesn't anyone complain about how hard creating a successful marketing campaign is? Software engineering is difficult because it's a complex subject that takes a combination of intelligent people and training to produce good results. Just because businesses are too stupid to realize this doesn't make the problem go away. You can't throw complex projects at untrained, stupid, incompetent people and expect them to produce quality software. You can't just invent some magic formula for software development that will work 100% of the time to maximize efficiency. Software engineering is NOT manufacturing. Accept it and move on for fuck's sake.
  • No Silver Bullet (Score:5, Informative)

    by KillerCow (213458) on Saturday February 03 2007, @07:51PM (#17877308)
    This question was asked and answered in 1986. Why is it on Slashdot as if it was a new idea every two months?

    No Silver Bullet: Essence and Accidents of Software Engineering [wikipedia.org]
    • by SQLGuru (980662) on Saturday February 03 2007, @06:38PM (#17876844)
      I take game programming classes. One of the instructors made some very good points related to innovation. His context was game wise, but since my background is business application programming, I can easily see how it applies here.

      When you innovate in a game, only make one....maybe two innovations. Otherwise, you skew so far away that you usually end up a complete failure. Applying it here: sure, keep things interesting by doing some piece new, but keep it manageable by keeping the rest of it "boring". You gain predictability while retaining "fun".

      Layne
        • by SQLGuru (980662) on Saturday February 03 2007, @07:54PM (#17877334)
          Actually, every instructor I've had works in the industry. Not *DID WORK*....but *WORKS*. Classes are at night. It's in Austin, so there are plenty of studios to pull from. I've had instructors that have worked on games from all eras and genres. Some of the companies that represents: Sony and SOE, Midway, NCSoft, and Microsoft. Plenty who have started their own studios after having worked at bigger ones, too.

          http://www.austincc.edu/techcert/Video_Games.html [austincc.edu]

          It's not a degree program (yet), but I'm not too worried about that since I already have a CS degree. For me, it's more about having fun, learning some new stuff, and making good contacts for when I'm ready to jump into the industry.

          Check out the list of names on the Advisory Board and the list of Instructors. There are some influential names on that list.

          Layne

            • by SQLGuru (980662) on Saturday February 03 2007, @08:34PM (#17877568)
              Daunting at first. But once you get some instruction, it is actually a whole lot easier than it seems. I've even learned to make 3D models. Another thing that once you find out how to do it right, it's really pretty easy.

              In fact, I think that some of my business experience helps me more than others in the program. I have a better feel for structure within a process than most of them. Scope / Requirements / Design / Code / Test translates into the game world as Pitch / Game Design / Technical Design / Code / Test (with Art being like having a Web Tech team that does the HTML and Styles for you).

              But if you ever did any old school Windows programming (where you had to actually hand roll your event loops), that's basically the core of game programming. Everything else is event handling (fire event, score event, death event, etc.) and calling libraries (graphics, sound, etc.). Granted, that's boiling it way down, but equating it that way should give you an idea of how easy it really is.

              Layne
      • by alshithead (981606) * on Saturday February 03 2007, @06:24PM (#17876754)
        "Ideas are not the product of labor."

        Respectfully, I have to disagree. Some of my best ideas have come from pondering over a problem. Pondering can be effort. It's not like daydreaming. To think about a problem and apply logic to try and come up with a resolution requires effort in many, if not most, cases.
        • by ComputerSlicer23 (516509) on Saturday February 03 2007, @07:33PM (#17877200)

          I believe his point isn't that you're not doing work, but rather that scheduling pondering is impossible. Otherwise give me a fairly firm estimate of when you will either prove P = NP, or that you can prove that P < NP. Logical deduction isn't precisely the same as "resolving the unknown". One doesn't provide a time table for when the Twin Prime conjecture will be solved. I can apply logic deduction to lots of problems, but I can't necessarily provide a firm estimate of when I'll find the solution to a problem.

          Any time you provide an estimate of the time it will take to do anything in "problem solving", you are using statistical conjecture about how long you think it should taken given that you've solved other similar issues. How long will it take me to resolve a logic puzzle. How long will it take to construct a proof to show something? You think logically on those, but you don't provide a schedule. If you tell me, I'm going to give you 30 different distance, rate, time story problems that are geared for a high school freshmen, I can tell you that I'll be done in about an hour. If you tell me that you'd like me to prove Fermat's last theorem without using reference material. I know it's true, and I know that I can't provide a schedule for it. It's highly unlikely that if I took the rest of my life I couldn't do it. Both require deduction and logical thought. One is an entirely different scale then the other.

          When working in the unknown, you can't provide a schedule. Otherwise, you'd be working either in the known, or very close to the edge of known.

          Kirby