I was at a local Hackerspace get together and there were about 4 NASA guys there. My coworker and I were presenting a hardware project of ours, and the NASA guys started talking about one's solder join error rate. I'd never even thought about having one! I just operated on the premise that if I tried hard enough, I could get it all right. Of course, it almost never happens that way. The way those NASA guys thought of it is right: you have some average error rate. Use the error rate to estimate the number of expected defects, then look for them.
I guess that's the difference between the amateur and professional. (I am not a professional hardware person.)
Good umpire: "I call them as I see them."
Better umpire: "I call them as they are."
Best umpire: "They aren't anything until I call them."
Same idea: Good programmer: Smart and gets things done
Better programmer: Writes large correct programs
Best programmer: What he/she writes becomes the definition of success.But if you ask a computer scientist, they will know the right answer is "I have no way of knowing, but it works on some known cases".
And that's a very important part of looking for people who "Write large correct programs" - the fact that we simply can't know when a program is correct.
Poor programmer expect to be correct.
Better programmers guard against a variety of error types
The best programmers are constantly thinking up new ways
things could good wrong, not satisfied with just a set list
And I'm sure we could add more.What do you mean? Correctness of a program means it works according to the specification. Programs can be proven correct.
But you cannot prove it perfectly. You can sometimes strictly prove an algorithm is correct, but that still leaves your implementation, your compiler, your physical machine and a myriad other things in question.
No, it's not. People write proofs of algorithms all the time (see the Cormen Rivest book for several examples).
This belief stems from a misinterpretation of Rice's theorem ( http://en.wikipedia.org/wiki/Rice%27s_theorem ), which says that you can not, in general, create a Turing machine that gives a yes or no answer to any particular property of an input algorithm. That does not, however, mean that you cannot prove particular properties of algorithms for particular algorithms.
No one can do that.
I can write a number of small programs that are correct, however. This is easy, because I can check all of the inputs and outputs. When I combine them, I get another small program that is also correct.
P: "Doctor, it hurts when I do this"
D: "So don't do that"
This is the reason for FP, DSLs, etc.
edit: and I forgot n=⊥
All programs have an infinite number of possible inputs. You check the ones that you expect.
Is that somehow non-obvious?
You expect buffer overflows? Out-of-bounds arguments? These are the things the GP is referring to, I figure.
I always get the impression that people think the computer science field is completely orthogonal to software development, but I disagree. I suspect that the incompetent CS graduates this author mentions are in fact not good at CS as well as being poor programmers.
For example, for people working in theory, getting things done (in software) looks very boring compared to writing a new theorem. I find it perfectly acceptable that such people don't want to write software for such reasons. It is just that they decided to channel their intelligence to other domains.
Separate modules allows a developer to test core assumptions on the way to a massive program which ostensibly produces correct answers.
And yet that's the reality with any large employer.
Yes, that's what most programmers do for a living, and it's just plain hard. Nobody can sit down with a million-line program and whip out a quick change correctly, unless they're lucky. So you learn how to retrofit the code with unit tests (a la Michael Feather's book Legacy Code), get good at using analysis tools, etc.
Really, it depends on the definitions of: rapidly, correct, large, and the particular modification.
I've seen enterprise BS happen, such that the business asks for a new column in a database, which is just attached to a dumb text field that does nothing but save data, which is trivial, and gets done. Then the business points out that the business implications are that the value of something else needs to be this or that in response to this data, and that the original modification is now retroactively determined to be "wrong."
Also, there are some tricks that you can use in OO systems, along the same lines of Refactorings. I've done things, like verify that a certain method can only be called in a certain precisely delimited set of conditions, then carefully verify my code in those conditions. This doesn't always work, but it often does.
I think I'm just spoiled because I have more experience with less dysfunctional setups.
The skill of a decent programmer is to decompose a large problem space into orthogonal components, so that each appears to be a small program that keeps you from being mentally entangled into the needs of the larger problem. Or even better, be sufficiently knowledgeable of the field to recognize when some of these orthogonal components already exist.
Once you've crossed the line where a component is "large", by the above definition, you've reached the point where future programmers will find it easier to insert new functionality ad-hoc wherever it seems to work, rather than attempt to understand the design and modify it appropriately. This design-by-accretion style can rapidly make a codebase unmaintainable.
"Only writes necessary programs."
1 - he's already saying that: "One of the marks of a professional programmer is knowing how to organize software so that the complexity remains manageable as the size increases".
2 - the notion that you can just glue a bunch of small elegant programs together into one large, wonderful program is on of the great half-delivered promises of computer science. Spolsky wrote a nice article about 'leaky abstractions' a while back.
3 - in my experience, there are a number of problems that are simply disgusting and don't break up into small, elegant modules, and are better solved by enormous, disgusting 5 page functions. Really. If you haven't met one, be glad, but don't kid yourself that because you've only ever found nice elegant programs that everything out there is amenable to breaking into nice elegant components.
Disgusting code like this is particularly prevalent when you have to handle a lot of cases up against an interface that you don't control, especially when you have to write code that is high-performance and can't resort to some nice 'script-ish' or table-driven approach.
The guts of a real, high-performance compiler (not one of a toy language, but one that has to produce good code for a huge range of bizarre coding styles on the front end) at the point that it's dealing with actual hardware is a good example. On the front-end you've got input programs (many of the properties of which the compiler designers don't control) and on the back-end you've got an hardware ISA that the compiler designers don't control either. Some elegance usually happens here and there between those two points, but sometimes you have to build a large, complex system with a lot of interactions because you have a large, complex problem with a lot of interacting concerns. NOT because you're not using "Left-Handed Object Oriented Semi-Eager Inverness Haskell".
Often the difference between a successful product and a toy project is the willingness to deal with the nasty aspects of a problem that often force you to write these disgusting functions.
Various PL weenies will no doubt appear and tell us how this was all solved X years ago in language Y, but they were too busy proving theorems, writing a new compiler in Y for the even more awesome language Y', and reimplementing trivial projects (Web server, anyone?) in their chosen language to build anything substantial.