Ed Gibbs, one of my favorite bloggers, writes on the usefulness of javadoc comments. (I meant to write on Alfred Thompson's thoughts on the issue last month as well, but didn't get to it.) Here's my take: If you're coding properly, you have lots of little methods, as Ed says, and they should be just about self-documenting and not really in need of comments. But, when you have code organized like this, it becomes even more important that the big picture be kept in mind somewhere. This partly means working on good class-level documentation - how the class is intended to be used for example, but it also means having good diagrams of the entire application. With this, you may realize not only how the class is intended to be used, but how it's being used in an unintended way, or how it's duplicating the functionality of this other class over here and they need to be merged into a single class.
So where do the diagrams come from? As Alfred mentions, you can use class designers like the one in Visual Studio, but my feeling is that that is only a starting point. There are so many different diagrams you can make: dataflow, inheritance, etc., but you have to keep in mind that the point of any diagram is to help the reader grok the system. What I like to do is keep a documentation wiki around, and generate some diagrams that can be added as pictures, and as a starting point for some user-defined text to help explain them.
But when you do that, eventually you're going to want hyperlinks in the text that lead back to the class, and its description, and its methods. And this is where Javadoc comes in. In the build, throw in a step that generates HTML pages from the Javadocs, and make them available to the users of the project wiki. I think this gives you the nicest combination of high-level overviews and class-level references, both of which are essential to a well-managed project.
Ramblings of a software developer with a degree in bioinformatics. Agile development mixed with DNA sequencing - what could go wrong?
Showing posts with label software design. Show all posts
Showing posts with label software design. Show all posts
Wednesday, July 25, 2007
Monday, July 23, 2007
The 20 Dumbest Words in Software Development
Brandon McMillon writes on doing it right. (Thanks to Alfred Thompson for the link.) He doesn't touch on the agile side of software development - although I can guess his opinion by his planned article "Pair Programming is for Morons" - and so the article has a lot of stuff about Objectives and Requirements and Spending Design Time Up Front. The tricky bit about commenting on this sort of article is that I don't really disagree; his straw man comparison is that one group who just goes off and starts coding so they can get it done faster. That is bad. He does mention how getting sign-off and buy-in from users and stakeholders is valuable, and here's where we might differ: getting this sort of data is important throughout the life of the project, not just somewhere near the front. Because once a user gets some working software in his her hands, she's immediately going to have ideas to improve it, and they'll probably be good ones. So, while it's nice to do some designing up front, it's more important to have your code in a state where you can make changes easily and quickly, to respond to the inevitably changing user requirements.
What I have written here is short, and therefore oversimplifies the many issues. But the full range of agile practices can answer most objections, in my experience.
What I have written here is short, and therefore oversimplifies the many issues. But the full range of agile practices can answer most objections, in my experience.
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