What We Can Learn from the Ojibwe Language 3
Ojibwe (sometimes spelled Ojibwa; the last syllable is pronounced “way”) is one of the few Native American languages that isn’t immediately threatened with extinction. It is spoken by about 10,000 people around the Great Lakes region. Brothers David and Anton Treuer are helping to keep it alive, as they discussed in a recent Fresh Air interview.
Ojibwe is a language that is optimized for an aboriginal people whose lives and livelihoods depend on an intimate awareness of their environment, especially the weather and water conditions. They have many nouns and verbs for fine gradations of rain, snow, ice conditions, the way water waves look and sound, etc. You would want this clarity of detail if you ventured out on a lake every day to fish for dinner.
In the past, speaking languages like Ojibwe was actively suppressed by the government, in an attempt to assimilate Native Americans. Today, the threat of extinction is more from the sheer ubiquity of English. I think there is another force at play, too. People living a modern, so-called “developed” lifestyle just don’t need to be so aware of their environment anymore. In fact, most of us are pretty “tone deaf” to the nuances of weather and water, which is sad in a way. We just don’t perceive the need for the richness of an Ojibwe to communicate what’s important to us, like sports trivia and fashion tips.
So, what does Ojibwe have to do with programming languages? Our language choices inform the way we frame problem solving and design. I was reminded of this recently while reading Ted Neward’s series of articles on Scala. Scala is a JVM language that provides first-class support for functional programming and object-oriented design refinements like traits, which provide mixin behavior.
While you can write Java-like code in Scala, Neward demonstrates how exploiting Scala features can result in very different code for many problems. The Scala examples are simpler, but sometimes that simplicity only becomes apparent after you grasp the underlying design principle in use, like closures or functional idioms.
One of the best pieces of advice in the Pragmatic Programmer is to learn a new language every year. You should pick a language that is very different from what you know already, not one that is fundamentally similar. Even if you won’t use that language in your professional work, understanding its principles, patterns, and idioms will inform your work in whatever languages you actually use.
For example, there is a lot of fretting these days about concurrent programming, given the rise of multi-core CPUs and multiprocessor computers. We know how to write concurrent programs in our most popular imperative languages, like Java and C++, but that knowledge is somewhat specialized and not widely known in the community. This is the main reason that functional programming is suddenly interesting again. It is inherently easier to write concurrent applications using side-effect-free code. I expect that we will fail to meet the concurrency challenge if we rely exclusively on the mechanisms in our imperative languages.
So, you could adopt a functional language for all or part of your concurrent application. Or, if you can’t use Scala (or Haskell or Erlang or …) you could at least apply functional idioms, like side-effect-free functions, avoidance of mutable objects, etc. in your current imperative language. However, even that won’t be an option unless you understand those principles in the first place.
Learning a new language is more than learning a new vocabulary. It’s even more than learning new design techniques. It’s also learning to see common things from a fresh perspective, with greater clarity.
You Don't Know What You Don't Know Until You Take the Next Step 2
I was teaching our brand new Principles, Patterns, and Practices course recently (http://objectmentor.com/omTraining/course_ood_java_programmers.html) and I was starting the section on The Single Responsibility Principle.
I had this UML class diagram projected on the screen:
Employee
+ calculatePay()
+ save()
+ printReport()
I asked the class, “How many responsibilities does this class have?” Those students who had the courage to answer a question out loud (sadly, a rare subset of students) all mumbled, “Three.” I guess that makes sense, three methods means three responsibilities. My friend and colleague Dean Wampler would call this a first-order answer (he’s a physicist and that’s how he talks ;-) ). The number will increase as we dig into details. I held one finger in the air and said, “It knows the business rules for how to calculate its pay.” I put up a second finger and said, “It knows how to save its fields to some persistence store.”
“I happen to know that you folks use JDBC to talk to your Oracle database.” Another finger for, “It knows the SQL to save its data.” Another finger for, “It knows how to establish a database connection.” My entire hand is held up for, “It knows how to map its fields to SQLStatement parameters.” I start working on my other hand with, “It knows the content of the report.” Another finger for, “It knows the formatting of the report.” If this example was a real class from this company’s code base I knew I’d be taking off my shoes and socks.
Not that my answer was any better than the students’ answer, given the information at hand there can’t be a right answer because I didn’t provide any context for my question. I found our different answers interesting though. This particular company would have a design phase for a project where UML diagrams would be produced and discussed. How can any reviewer know if a class diagram is “right”?
I have this belief (hang-up?) that you don’t really know what you don’t know, until you take the next step and actually use what you currently have. Looking at UML, we can’t really say that it’s going to work or that it satisfies the Principles of Object Oriented Design, until we take the next step, i.e., write some code and see whether it works or not. The devil is in the details and those devilish dirty details just can’t be seen in a picture.
Let’s take a step back. Before there is UML specifying a design, there must have been requirements stating a problem that the design addresses. Have we captured all of the requirements? Are they complete? Are they accurate? Are they unambiguous? How do you know? I believe that you don’t know, and worse, you don’t even know what you don’t know. You don’t know until you take that next step and try to design a solution. It’s only during design that phrases like, “What’s supposed to happen here,” or, “That doesn’t seem to have been addressed in the spec,” are heard. You don’t know what you don’t know until you take that next step.
It is very easy for everybody on a project to believe that they are doing good work and that the project is going according to plan. If we don’t know what we don’t know, it’s hard to know if we’re on the right track. During requirements gathering, business analysts can crank out user stories, use cases, functional requirements, or whatever artifacts the process du jour dictates they produce. Meetings can be scheduled and documents can be approved once every last detail has been captured, discussed to death, and revised to everybody’s liking. Unfortunately, until solutions for these requirements are designed, they are but a dream. There is no way to predict how long implementation will take so project plans are really interpretations of dreams.
The same danger exists during design. Architects can be cranking out UML class diagrams, sequence diagrams, and state transition diagrams. Abstractions are captured, Design Patterns are applied, and the size of the project documentation archive grows. Good work must be happening. But are the abstractions “right”? Can the code be made to do what our diagrams require? Is the design flexible, maintainable, extensible, testable (add a few more of your favorite -able’s)? You just don’t know.
The problem with Waterfall, or at least the problem with the way most companies implement it, is that there either isn’t a feedback mechanism or the feedback loop is way too long. Projects are divided into phases and people feel that they aren’t allowed to take that crucial next step because the next step isn’t scheduled until next quarter on somebody’s PERT chart. If you don’t know what you don’t know until you use what you currently have, and the process doesn’t allow you to take the next step (more likely somebody’s interpretation of the process doesn’t let you take the next step), then we don’t have a very efficient process in place.
In order to not delude myself that I am on the right track when in reality I’m heading down a blind alley, I would like to know the error of my ways as quickly as possible. Rapid feedback is a characteristic of all of the Agile methodologies. By learning what’s missing or wrong with what I’m currently doing, I can make corrections before too much time is wasted going in the wrong direction. A short feedback loop minimizes the amount of work that I must throw away and do again.
I’m currently working with a client who wants to adopt Extreme Programming (XP) as their development methodology. What makes this difficult is that they are enhancing legacy code and the project members are geographically distributed. The legacy code aspect means that we have to figure out how we’re going to write tests and hook them into the existing code. The fact that we’re not all sitting in the same room means that we have to have more written documentation. We don’t know the nature of the test points in the system, nor do we know what to document and how much detail to provide in documentation. We can’t rely mostly on verbal communication but we don’t want to go back to writing detailed functional specs either. There are many unknowns and what makes this relevant to this discussion is, we don’t even know all of the unknowns. Rapid feedback has to be our modus operandi.
An XP project is driven by User Stories developed by the Customer Team, composed of Business Analysts and QA people. A User Story, by definition, must be sized so that the developers can complete it within an iteration. I have a sense how much work that I personally can do in a two week iteration, but I’m not the one doing the work and I don’t know how much of an obstacle the existing code is going to be. The Customer Team could go off and blindly write stories, but that would lead to a high probability that we’d have to rewrite, rework, split, and join once the developers saw the stories and gave us their estimates. To minimize the amount of rework, I suggested that the Customer Team write about twenty or so stories and then meet with the developers to go over the stories and allow them to give estimates.
My plan to get a feedback loop going on user story development worked quite well. The Customer Team actually erred on the side of stories that were too small. The developers wanted to put estimates of 0.5 on some of the stories (I have my teams estimate on a scale of 1-5. I’ll write up a blog entry on the estimation process I’ve been using.) so we combined a few of them and rewrote others to tackle a larger scope. We took the next step in our process, learned what we didn’t know, took corrective action, and moved forward.
Writing Customer Acceptance Tests didn’t go quite as smoothly, but it is yet another example of learning what didn’t work and making corrections. I advise my clients to write tests for their business logic and to specifically not write business tests through the user interface. Well guess where a lot of business logic resided – yep, in the user interface. We ran into the situation where the acceptance tests passed, but when the application was actually used through the user interface, it failed to satisfy the requirements. I’m very happy that we had a short feedback loop in place that revealed that our tests weren’t really testing anything interesting before the Customer Team had written too many FitNesse tests and the Development Team had written too many test fixtures.
Feedback is good. Rapid feedback is better. Seek it whenever you can. Learn what you don’t know, make corrections, and proceed.
Announcement: Aquarium v0.1.0 - An Aspect-Oriented Programming Toolkit for Ruby 1
- Create a powerful pointcut language, the most important part of an AOP toolkit.
- Provide Robust support for concurrent advice at the same join point..
- Provide runtime addition and removal of aspects.
- Provide a test bed for implementation ideas for DSL's.
