June 10, 2018

Learn TDD with Codemanship

Only This Week - Save Up To 65% On Codemanship Training




For one week only, we’re offering a veritable picnic of on-site code craft training at never-to-be repeated prices.

Save up to 65%, and train your developers in key skills like TDD, refactoring and OO design for as little as £40 per person per day. That’s full, action-packed hands-on days of code craft training.

Book any Codemanship training course before June 17th and save a whopping 50%. Book all four of our courses and save 65%. That’s a massive £12,000.


Find out more by visiting www.codemanship.com




June 8, 2018

Learn TDD with Codemanship

The Entire Codemanship TDD Course Book - Absolutely Free

Changes are afoot with my code craft training and coaching company, Codemanship, and as part of that, I'm making my 222-page TDD course book available to download as a spiffy full-colour PDF for free.



It covers everything from the basics of Red-Green-Refactor, through software design principles to apply to your growing code, all the way up to advanced topics other TDD books and courses don't reach, like mutation testing, property-based and data-driven testing and Continuous Inspection. Many people who've read the book have commented on how straightforward and to-the-point it is. Shorter than most TDD/code craft books, but covers more, all in practical detail.

Of course, to get the best from the book, you should try the exercises.

Better still, try the exercises with the guy who wrote the book in the room to guide you.





April 28, 2018

Learn TDD with Codemanship

8 Rules of Maintainable Code: A Handy Cut-Out-And-Keep Chart

If you've been on the Codemanship TDD training course, you may vaguely recall the first afternoon when we discuss design principles and how they can shape our code as it emerges.

I posit 8 principles that I ask participants to apply to the exercises, drawing from Simple Design, "Tell, Don't Ask" and S.O.L.I.D. These 8 factors are interrelated, and form a kind of virtuous - if somewhat complex - virtuous circle.

Code that's easier to change tends to be easier to test quickly. Fast-running tests make refactoring easier. Which helps us make our code easier to change. And around we go.

We don't do slides on the course (hoorah!), but I'm trying this morning to visualise these 8 principles and how they relate to each other in a single graphic.

There's the simple version:



And this is my latest iteration, to print off and hang on your toilet wall or put on a spiffy t-shirt. All non-profit uses are fine.



Going beyond maintainability, there's also a relationship between Clean code and reliability. Code that can be tested very quickly tends to have far fewer bugs. And code that's simpler and easier to understand is likely to get broken when we change it. So, it's more of a virtuous triangle, really.




April 6, 2018

Learn TDD with Codemanship

Could Refactoring (& Refuctoring) Help Us Test Claims About Benefits of Clean Code

One of the more frustrating things about teaching developers about code craft and "Clean Code" is the lack of credible hard evidence from respectable sources about the claimed benefits of it.

Not only does this make code craft a tougher sell to skeptics - and there was a time when I was one of them, decades ago - but it also calls into question whether the alleged benefits are real.

The biggest barrier to doing research in this area has been twofold:

1. The lack of data points. Most software engineering academic studies take data from a handful of projects. If this were, say, medical research, we'd never get our medicines on to the market.

2. The problem of comparing apples with apples. There are so many factors in software development that it's pretty much impossible to isolate one and rule out all others. Studies into the effects of adopting TDD can't account for the variations in experience and ability, for example. Teams new to TDD tend to have to deal with a steep learning curve before they become productive again.

When I consider some of the theories about what makes code harder to change - the central plank of the code craft thesis - some we have strong evidence to back them up, others... not so much.

I've had a bit of a brainwave in this area that might help researchers. Take a code base, then specifically vary it along a single dimension. e.g., refactor to remove duplication, or "refuctor" to introduce duplication (by inlining functions and modules). The resulting variants should all be functionally equivalent, but you could fine-grain the levels of variation. Then ask developers to make changes to the logic, and measure how much code had to be edited to achieve those changes. Automated acceptance tests would ensure that every change was logically equivalent.

I can easily envisage how refactoring (and it's evil twin, refuctoring) could be used to vary readability, complexity, duplication, coupling and cohesion (e.g., by moving methods between classes to introduce or eliminate feature envy), "swabbability" (e.g., by introducing dependency injection, or by reversing the dependency inversion by using explicit references to concrete implementations of interfaces) and a range of other code qualities. Automated tests could ensure that every variant still works exactly the same way on the outside.

And the tests themselves could be varied. For example, you could manipulate test suite execution time so that in some cases developers had to wait an hour for feedback, while others only need wait seconds for the same feedback.

I think I might be on to something. What do you think?


March 24, 2018

Learn TDD with Codemanship

Code Craft: What Is It, And Why Do You Need It?

One of my missions at the moment is to spread the word about the importance of code craft to organisations of all shapes and sizes.

The software craftsmanship (now "software crafters") movement may have left some observers with the impression that a bunch of prima donna programmers were throwing our toys out of the pram over "beautiful code".

For me, nothing could be further from the truth. It's always been clear in my mind - and I've tried to be clear when talking about craft - that it's not about "beautiful code", or about "masters and apprentices". It has always been about delivering software that works - does what end users need - and that can be easily changed to solve new problems.

I learned early on that iterating our designs was the ultimate requirements discipline. Any solution of any appreciable complexity is something we're unlikely to get right first time. That would be the proverbial "hole in one". We should expect to need multiple passes at it, each pass getting it less wrong.

Iterating software designs requires us to be able to keep changing the code over and over. If the code's difficult to change, then we get less throws of the dice. So there's a simple business truth here: the harder our code is to change, the less likely we are to deliver a good working solution. And, as times goes on, the less able we are to keep our working solution working, as the problem itself changes.

For me, code craft's about delivering the right thing in the short-to-medium term, and about sustaining the pace of innovation to keep our solution working in the long term.

The factors involved here are well-understood.

1. The longer it takes us to re-test our software, the bigger the cost of fixing anything we broke. This is supported by a mountain of evidence collected from thousands of projects over several decades. The cost of fixing bugs rises exponentially the longer they go undetected. So a comprehensive suite of good fast-running automated tests is an essential ingredient in minimising the cost of changing code. I see it being a major bottleneck for many organisations, and see the devastating effect long testing feedback loops can have on a business.

2. The harder it is to understand the code, the more likely it is we'll break it if we change it.

3. The more complex our code is, the harder it is to understand and the easier it is to break. More ways for it to be wrong, basically.

4. Duplication in our code multiplies the cost of changing common logic.

5. The more the different units* in our software depend on each other, the wider the potential impact of changing one unit on other units. (The "ripple effect").

6. When units aren't easily swappable, the impact of changing one unit can break other modules that interact with it.

* Where a "unit" could be a function, a module, a component, or a service. A unit of reusable code, essentially.

So, six key factors determine the cost of changing code:

* Test Assurance & Execution Time
* Readability
* Complexity
* Duplication
* Coupling
* Abstraction of Dependencies

Add to these, a few other factors can make a big difference.

Firstly, the amount of "friction" in the delivery pipeline. I'd classify "friction" here as "steps in releasing or deploying working software into production that take a long time and/or have a high cost". Manually testing the software before a release would be one example of high friction. Manually deploying the executable files would be another.

The longer it takes, the more it costs and the more error-prone the delivery process is, the less often we can deliver. When we deliver less often, we're iterating more slowly. When we iterate more slowly, we're back to my "less throws of the dice" metaphor.

Frequency of releases is directly related also to the size of each release. Releasing changes in big batches has other drawbacks, too. Most importantly - because software either works as a whole or it doesn't - big releases incorporating many changes present us with an all-or-nothing choice. If change X is wrong, we now have to carefully rework that one thing with all the other changes still in place. So much easier to do a single release for change X by itself, and if it doesn't work, roll it back.

Another aside factor to consider is how easy it is to undo mistakes if necessary. If my big refactoring goes awry, can I easily get back to the last good state of the code? If a release goes pear-shaped, can we easily roll it back to a working version, with minimal disruption to our end customer?

Small releases help a lot in this respect, as does Version Control and Continuous Integration. VCS and CI is like seatbelts for programmers. It can significantly reduce lost time if we have a little accident.

So, I add:

* Small & Frequent Releases
* Frictionless Delivery Processes (build-test-deploy automation)
* Version Control
* Continuous Integration

To my working definition of "code craft".

Noted that there's more to delivering software than these things. There's requirements, there's UX, there's InfoSec, there's data management, and a heap of other considerations. Which is why I'm clear to disambiguate code craft and software development.

Organisations who depend on software need code that works and that can change and stay working. My belief is that anyone writing software for a living needs to get to grips with code craft.

As software continues to "eat the world", this need will grow. I've watched $multi-billion on their knees because their software and systems couldn't change fast enough. As the influence of code spreads into every facet of life, our ability to change code becomes more and more a limiting factor on what we can achieve.

To borrow from Peter McBreen's original book on software craftsmanship, there's a code craft imperative.



March 11, 2018

Learn TDD with Codemanship

Proposing The xUnit "Meta-Kata"

A while back I ruminated on refactoring old-fashioned "test it all with a main method" test code (like we did back in the day) into the xUnit unit test framework pattern.

It occurred to me that this might make a good code kata. TDD a well-known kata (e.g., FizzBuzz, Bowling Game, "Rock, Paper, Scissors"), but starting without a unit testing framework doing it all in a single main method.

As the code evolves, refactor the test code to remove code smells like methods testing more than one thing, classes testing more than one "unit" or "feature" (depending on how you roll), high-level modules that depend directly on low-level test fixtures, multiple tests being different examples of the same test, and so on.

It could be an interesting exercise in discovering frameworks. Perhaps it'll take multiple katas for a complete xUnit framework to reveal itself, just as so many great and useful frameworks don't really take shape until they've been reused a few times on other problems.

It might also be an exercise in applying the TDD discipline on two problems simultaneously; a test of your Craft Fu.

Really, it would be a kata within a kata: a meta-kata, if you like. And as such, I think it could be really interesting and rather challenging. I'll hopefully be giving it a go - well, probably a few goes - when I pair with my "apprentice" Will Price soon. When I think we've cracked it, I'll post a screencast and the code (with version history, so you can play it back).



March 9, 2018

Learn TDD with Codemanship

S.O.L.I.D. C# - Online Training Event, Sat Apr 14th

Details of another upcoming 1-day live interactive training workshop for C# developers looking to take their design skills to the next level.

I'll be helping you get to grips with S.O.L.I.D. and much more besides with practical hands-on tutorials and exercises.

Places are limited. You can find out more and grab your place at https://www.eventbrite.co.uk/e/solid-c-tickets-44018827498


March 7, 2018

Learn TDD with Codemanship

C# Refactoring with Resharper - Live Online Training Workshop, March 17th

Just a quick note to plug a live online training event that's happening on Saturday March 17th. If you're a C# developer wants to get to grips with the refactoring discipline and the Resharper plug-in for Visual Studio, this is the perfect kick start.

Refactoring's an essential skill for a code crafter, but still something a lot of even quite experienced developers have yet to wrap their heads around. Take your code craft to the next level.

There's a morning and afternoon session, each lasting 3 hours. Places are limited to 8 in each session, to ensure you get more attention from your trainer (me) while you tackle the exercises.

Find out more and book your place at https://www.eventbrite.co.uk/e/c-refactoring-with-resharper-tickets-43923282721



February 4, 2018

Learn TDD with Codemanship

Don't Bake In Yesterday's Business Model With Unmaintainable Code

I'm running a little poll on the Codemanship Twitter account asking whether code craft skills should be something every professional developer should have.




I've always seen these skills as foundational for a career as a developer. Once we've learned to write code that kind of works, the next step in our learning should be to develop the skills needed to write reliable and maintainable code. The responses so far suggest that about 95% of us agree (more than 70% of us strongly).

Some enlightened employers recognise the need for these skills, and address the lack of them when taking on new graduates. Those new hires are the lucky ones, though. Most employers offer no training in unit testing, TDD, refactoring, Continuous Integration or design principles at all. They also often have nobody more experienced who could mentor developers in those things. It's still sadly very much the case that many software developers go through their careers without ever being exposed to code craft.

This translates into a majority of code being less reliable and less maintainable, which has a knock-on effect in the wider economy caused by the dramatically higher cost of changing that code. It's not the actual £ cost that has the impact, of course. It's the "drag factor" that hard-to-change code has on the pace of innovation. Bosses routinely cite IT as being a major factor in impeding progress. I'm sure we can all think of businesses that were held back by their inability to change their software and their systems.

For all our talk of "business agility", only a small percentage of organisations come anywhere close. It's not because they haven't bought into the idea of being agile. The management magazines are now full of chatter about agility. No shortage of companies that aspire to be more responsive to change. They just can't respond fast enough when things change. The code that helped them scale up their operations simultaneously bakes in a status quo, making it much harder to evolve the way they do business. Software giveth, and software taketh away. I see many businesses now achieving ever greater efficiencies at doing things the way they needed to be done 5, 10 or 20 years ago, but unable to adapt to the way things are today and might be tomorrow.

I see this is finance, in retail, in media, in telecoms, in law, in all manner of private sector organisations. And I see it in the public sector, too. "IT delays" is increasingly the reason why government policies are massively delayed or fail to be rolled out altogether. It's a pincer movement: we can't do X at the scale we need to without code, and we can't change the code to do X+1 for a rapidly changing business landscape.

I've always maintained that code craft is a business imperative. I might even go as far as to say a societal imperative, as software seeps into every nook and cranny of our lives. If we don't address issues like how easy to change our code is, we risk baking in the past, relying on inflexible and unreliable systems that are as anachronistic to the way things need to be in the future as our tired old and no-longer-fit-for-purpose systems of governance. An even bigger risk is that other countries will steal a march on us, in much the same way that more agile tech start-ups can steam ahead of established market players simply because they're not dragging millions of lines of legacy code behind them.

While the fashion today is for "digital transformations", encoding all our core operations in software, we must be mindful that legacy code = legacy business model.

So what is your company doing to improve their code craft?






January 26, 2018

Learn TDD with Codemanship

Good Code Speaks The Customer's Language

Something we devote time to on the Codemanship TDD training course is the importance of choosing good names for the stuff in our code.

Names are the best way to convey the meaning - the intent - of our code. A good method name clearly and concisely describes what that method does. A good class name clearly describes what that class represents. A good interface name clearly describes what role an object's playing when it implements that interface. And so on.

I strongly encourage developers to write code using the language of the customer. Not only should other developers be able to understand your code, your customers should be able to follow the gist of it, too.

Take this piece of mystery code:



What is this for? What the heck is a "Place Repository" when it's at home? For whom or for what are we "allocating" places?

Perhaps a look at the original user story will shed some light.

The passenger selects the flight they want to reserve a seat on.
They choose the seat by row and seat number (e.g., row A, seat 1) and reserve it.
We create a reservation for that passenger in that seat.


Now the mist clears. Let's refactor the code so that it speaks the customers language.



This code does exactly what it did before, but makes a lot more sense now. The impact of choosing better names can be profound, in terms of making the code easier to understand and therefore easier to change. And it's something we all need to work much harder at.