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Correl Roush
966a3248a4
This will be removed once travis-ci can take care of running emacs & ox-hugo.
252 lines
12 KiB
Markdown
252 lines
12 KiB
Markdown
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title = "Coders at Work"
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author = ["Correl Roush"]
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date = 2015-01-28T00:00:00-05:00
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keywords = ["emacs", "org-mode", "themes"]
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tags = ["programming", "books"]
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draft = false
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+++
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A few days before leaving work for a week and a half of flying and
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cruising to escape frigid Pennsylvania, I came across a [Joe Armstrong
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quote](#orgfd943c5) during my regularly scheduled slacking off on twitter and Hacker
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News. I'd come across a couple times before, only this time I noticed
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it had a source link. This led me to discovering (and shortly
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thereafter, buying) Peter Seibel's "[Coders at Work -- Reflections on
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the Craft of Programming](http://www.codersatwork.com/)". I loaded it onto my nook, and off I went.
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The book is essentially a collection of interviews with a series of
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highly accomplished software developers. Each of them has their own
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fascinating insights into the craft and its rich history.
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While making my way through the book, I highlighted some excerpts
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that, for one reason or another, resonated with me. I've organized and
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elaborated on them below.
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## Incremental Changes {#incremental-changes}
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<a id="org739bd9a"></a>
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> I've seen young programmers say, "Oh, shit, it doesn't work," and then
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> rewrite it all. Stop. Try to figure out what's going on. **Learn how to
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> write things incrementally so that at each stage you could verify it.**<br />
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> -- Brad Fitzpatrick
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I can remember doing this to myself when I was still relatively new to
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coding (and even worse, before I discovered source control!). Some
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subroutine or other would be misbehaving, and rather than picking it
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apart and figuring out what it was I'd done wrong, I'd just blow it
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away and attempt to write it fresh. While I _might_ be successful,
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that likely depended on the issue being some sort of typo or missed
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logic; if it was broken because I misunderstood something or had a bad
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plan to begin with, rewriting it would only result in more broken
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code, sometimes in more or different ways than before. I don't think
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I've ever rewritten someone else's code without first at least getting
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a firm understanding of it and what it was trying to accomplish, but
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even then, breaking down changes piece by piece makes it all the
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easier to maintain sanity.
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I do still sometimes catch myself doing too much at once when building
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a new feature or fixing a bug. I may have to fix a separate bug that's
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in my way, or I may have to make several different changes in various
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parts of the code. If I'm not careful, things can get out of hand
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pretty quickly, and before I know it I have a blob of changes strewn
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across the codebase in my working directory without a clear picture of
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what's what. If something goes wrong, it can be pretty tough to sort
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out which change broke things (or fixed them). Committing changes
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often helps tremendously to avoid this sort of situation, and when I
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catch myself going off the rails I try to find a stopping point and
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split changes up into commits as soon as possible to regain
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control. Related changes and fixes can always be squashed together
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afterwards to keep things tidy.
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## Specifications & Documentation {#specifications-and-documentation}
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<a id="org5faa2e2"></a>
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> **Many customers won't tell you a problem; they'll tell you a
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> solution.** A customer might say, for instance, "I need you to add
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> support for the following 17 attributes to this system. Then you have
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> to ask, 'Why? What are you going to do with the system? How do you
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> expect it to evolve?'" And so on. You go back and forth until you
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> figure out what all the customer really needs the software to
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> do. These are the use cases.<br />
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> -- Joshua Bloch
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Whether your customer is your customer, or your CEO, the point stands:
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customers are _really bad_ at expressing what they want. It's hard to
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blame them, though; analyzing what you really want and distilling it
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into a clear specification is tough work. If your customer is your
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boss, it can be intimidating to push back with questions like "Why?",
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but if you can get those questions answered you'll end up with a
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better product, a better _understanding_ of the product, and a happy
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customer. The agile process of doing quick iterations to get tangible
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results in front of them is a great way of getting the feedback and
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answers you need.
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<a id="org37ca046"></a>
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> The code shows me what it _does_. It doesn't show me what it's
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> supposed to do. I think the code is the answer to a problem.
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> **If you don't have the spec or you don't have any documentation, you have to guess what the problem is from the answer. You might guess wrong.**<br />
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> -- Joe Armstrong
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Once you've got the definition of what you've got to build and how
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it's got to work, it's extremely important that you get it
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documented. Too often, I'm faced with code that's doing something in
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some way that somebody, either a customer or a developer reading it,
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takes issue with, and there's no documentation anywhere on why it's
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doing what it's doing. What happens next is anybody's guess. Code
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that's clear and conveys its intent is a good start towards avoiding
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this sort of situation. Comments explaining intent help too, though
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making sure they're kept up to date with the code can be
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challenging. At the very least, I try to promote useful commit
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messages explaining what the purpose of a change is, and reference a
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ticket in our issue tracker which (hopefully) has a clear accounting
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of the feature or bugfix that prompted it.
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## Pair Programming {#pair-programming}
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<a id="org2b23bda"></a>
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> ... **if you don't know what you're doing then I think it can be very
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> helpful with someone who also doesn't know what they're doing.** If you
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> have one programmer who's better than the other one, then there's
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> probably benefit for the weaker programmer or the less-experienced
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> programmer to observe the other one. They're going to learn something
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> from that. But if the gap's too great then they won't learn, they'll
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> just sit there feeling stupid.<br />
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> -- Joe Armstrong
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Pairing isn't something I do much. At least, it's pretty rare that I
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have someone sitting next to me as I code. I **do** involve peers while
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I'm figuring out what I want to build as often as I can. The tougher
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the problem, the more important it is, I think, to get as much
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feedback and brainstorming in as possible. This way, everybody gets to
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tackle the problem and learn together, and anyone's input, however
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small it might seem, can be the key to the "a-ha" moment to figuring
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out a solution.
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## Peer Review {#peer-review}
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<a id="org02f3602"></a>
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> **I think an hour of code reading is worth two weeks of QA.** It's just
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> a really effective way of removing errors. If you have someone who is
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> strong reading, then the novices around them are going to learn a lot
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> that they wouldn't be learning otherwise, and if you have a novice
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> reading, he's going to get a lot of really good advice.<br />
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> -- Douglas Crockford
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Just as important as designing the software as a team, I think, is
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reviewing it as a team. In doing so, each member of the team has an
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opportunity to understand _how_ the system has been implemented, and
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to offer their suggestions and constructive criticisms. This helps the
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team grow together, and results in a higher quality of code overall.
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This benefits QA as well as the developers themselves for the next
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time they find themselves in that particular bit of the system.
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## Object-Oriented Programming {#object-oriented-programming}
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<a id="orgfd943c5"></a>
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> I think the lack of reusability comes in object-oriented languages,
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> not in functional languages.
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> **Because the problem with object-oriented languages is they've got all this implicit environment that they carry around with them. You wanted a banana but what you got was a gorilla holding the banana and the entire jungle.**<br />
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> -- Joe Armstrong
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A lot has been written on why OOP isn't the great thing it claims to
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be, or was ever intended to be. Having grappled with it myself for
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years, attempting to find ways to keep my code clean, concise and
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extensible, I've more or less come to the same conclusion as Armstrong
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in that coupling data structures with behaviour makes for a terrible
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mess. Dividing the two led to a sort of moment of clarity; there was
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no more confusion about what methods belong on what object. There was
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simply the data, and the methods that act on it. I am still struggling
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a bit, though, on how to bring this mindset to the PHP I maintain at
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work. The language seems particularly ill-suited to managing complex
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data structures (or even simple ones -- vectors and hashes are
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bizarrely intertwined).
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## Writing {#writing}
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<a id="orgec22cec"></a>
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> You should read _[Elements of Style]_ for two reasons: The first is
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> that a large part of every software engineer's job is writing
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> prose. **If you can't write precise, coherent, readable specs, nobody
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> is going to be able to use your stuff.** So anything that improves your
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> prose style is good. The second reason is that most of the ideas in
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> that book are also applicable to programs.<br />
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> -- Joshua Bloch
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<a id="org80f7fc6"></a>
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> **My advice to everybody is pretty much the same, to read and write.**<br />
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> ...<br />
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> Are you a good Java programmer, a good C programmer, or whatever? I
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> don't care. I just want to know that you know how to put an algorithm
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> together, you understand data structures, and you know how to document
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> it.<br />
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> -- Douglas Crockford
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<a id="org81f1dbf"></a>
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> This is what literate programming is so great for --<br />
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> **I can talk to myself. I can read my program a year later and know
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> exactly what I was thinking.**<br />
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> -- Donald Knuth
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The more I've program professionally, the clearer it is that writing
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(and communication in general) is a very important skill to
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develop. Whether it be writing documentation, putting together a
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project plan, or whiteboarding and discussing something, clear and
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concise communication skills are a must. Clarity in writing translates
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into clarity in coding as well, in my opinion. Code that is short, to
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the point, clear in its intention, making good use of structure and
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wording (in the form of function and variable names) is far easier to
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read and reason about than code that is disorganized and obtuse.
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## Knuth {#knuth}
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<a id="org5a4529f"></a>
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> I tried to make familiarity with Knuth a hiring criteria, and I was
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> disappointed that I couldn't find enough people that had read him. In
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> my view,
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> **anybody who calls himself a professional programmer should have read
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> Knuth's books or at least should have copies of his books.**<br />
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> -- Douglas Crockford
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<a id="org9e64397"></a>
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> ... Knuth is really good at telling a story about code. When you read
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> your way through _The Art of Computer Programming_ and you read your
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> way through an algorithm, he's explained it to you and showed you some
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> applications and given you some exercises to work, and **you feel like
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> you've been led on a worthwhile journey.**<br />
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> -- Guy Steele
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<a id="orgaa47f8d"></a>
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> At one point I had _[The Art of Computer Programming]_ as my monitor
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> stand because it was one of the biggest set of books I had, and it was
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> just the right height. That was nice because it was always there, and
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> I guess then I was more prone to use it as a reference because it was
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> right in front of me.<br />
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> -- Peter Norvig
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I haven't read any of Knuth's books yet, which is something I'll have
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to rectify soon. I don't think I have the mathematical background
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necessary to get through some of his stuff, but I expect it will be
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rewarding nonetheless. I'm also intrigued by his concept of literate
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programming, and I'm curious to learn more about TeX. I imagine I'll
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be skimming through [TeX: The Program](http://brokestream.com/tex-web.html) pretty soon now that I've
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finished Coders at Work :)
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