No, typing speed is irrelevant related to content quality. Think of poetry - it is all about finding the right word rather than committing them into writing.
He just plainly typing too much - a thick book fallacy. Truth does not require lots of verbiage, on the contrary, it requires a short, clean, precise, adequate "just right" formulation.
That piece of text in in the link could be reduced 10x without losing anything meaningful (which is very sparse indeed).
What is the book title? This article or the previous Dan Luu's "Some reasons to measure" doesn't seem to mention his name. Googling "Taylor measure" just gave me some pure math textbooks.
I'm sympathetic to the analogy of practice. Too many people are extremely static in their assessment of their skills. They make overarching claims like "oh I'm just not good at cooking" or "I just can't type very fast", when they can remedy these issues with practice. Of course they aren't obligated to do so, but it's a useful mindset to see weaknesses as potential places of improvement instead of permanent failings. It's also true that if you're racing against someone who doesn't see it as a race, you'll win. Granted they probably won't care, but sometimes people get to the end, realize they did care about the race, and were just never clued into the fact that it was a race.
My yearly work output is OKish but my daily or weekly productivity has very high variance, which has caused me some trouble in the past (especially in agile shops where constant productivity is expected).
Personally I haven’t found any magical way to meaningfully improve my average productivity. Every time I think I just found a magic bullet, it usually boils down to working closer to my peak productivity for some time (sometimes without noticing it myself) then realizing I can not sustain that on a full year / full decade / full career.
Before thinking of improving specific skills, just being able to be focused and working without distraction all day every day would be an order-of-magnitude improvement for me.
I solved this problem by going to a psychiatrist, getting diagnosed with ADHD (at age 35), and starting medication.
Not an exaggeration—I struggled with compulsive video gaming for almost my entire life; now on medication that issue has just completely vanished.
I could try to get really good at programming. I could try to really learn something like databases or systems programming extremely well. But is a recruiter looking at my resume going to see that? Is a management chain that doesn’t really understand software going to reward that? Does the 100th startup building your average webapp need that skillset at all? Does your manager even look at a pull request and have any idea of the quality of your code, or do they simply evaluate # tickets / day?
I have never worked at a FAANG or any of these beautiful environments with amazing people dedicated to the craft of engineering. I have worked in places where great engineering is not recognized, or (more often) just not as important as okay engineering + project management + communication + being friends with the right people. The job of a modern software developer in most places is only partly about programming. Pure programmers are just low value cogs in an assembly line, and being a great programmer only makes you a slightly better low value cog because it won’t be recognized. Your average manager sees you do the task in X days and assumes it was about X days worth of work - they have 0 idea if it would’ve taken someone else 5X the time. Its a luxury to work somewhere where your job really is just engineering and good engineering is recognized and rewarded. When your chances of working somewhere like that are low and you have limited time, maybe its not worth investing time and energy into leveling up as an engineer.
Likewise, FAANGs are not in every case "beautiful environments with amazing people dedicated to the craft of engineering." The most toxic person I ever met in my life spent years at Google, and he was not an impressive engineer by any stretch of the imagination. Amazon, Microsoft, and to a lesser extent Netflix are all notorious for having Squid Game cultures where everybody knows somebody will get fired soon and they're working hard to make sure it's not them.
Also, this is just false:
Pure programmers are just low value cogs in an assembly line, and being a great programmer only makes you a slightly better low value cog because it won’t be recognized.
I'm not saying it isn't true at any company. But as a statement about the overall industry, it's false. Great architectural decisions can add substantial amounts to a company's bottom line.
Likewise, this feels very naive to me personally:
What is the track for promotion at most companies - being a better programmer or learning project management and becoming a manager/lead who only spends 10% of their day coding?
Principal engineer can be an astonishingly lucrative role.
But from being a better programmer you can still derive better monetary gains. Instead of striving to become a lead or manager or product owner, you can either become an entrepreneur or search for a company where being a better programmer is a highly desired skill.
A point he hammers home in the article is that he likes to be more productive so that he can go home earlier and do what he loves.
> Pure programmers are just low value cogs
The idea of improving productivity here is not only applicable to programming. One example he mentions is improving meetings. If you're a business person, you could improve at spreadsheet jockeying.
The people with the biggest blockers are those who argue along the lines of "learning skill X isn't even important, no learning skill X actually makes you worse!". That is the perspective so many here takes on becoming faster at programming. They actually argue that practicing being fast will actually make you worse at your job! Such people will never improve, they are stuck where they are forever.
I’ve beaten people in the race, and have been beaten myself. My career as a perpetual online matchmaking ranked game is … in so many words, not what I want.
To be forever racing, in age, under duress, or worse, needlessly, villages are not built this way.
Agile pits people against each other in an ultimate form of relativism. The constant question is ‘what did you do yesterday’, every single day. Hey, I did what I could, with the constant retort being ‘oh, but the other did this’, it’s gladiators. Forever stuck in the coliseum. And there will always be the other.
They use the simplest shittiest psychological tactic.
Too often, people arbitrarily choose what they’re good at, or what someone else they admire is good at, call that “productivity,” and then come up with a post-hoc rationalization of why that’s good.
Note: I only skimmed the article, so consider this a comment on productivity discussions in general rather than the specific article.
(Oh, and a pet peeve: the agile concept of “velocity” originally introduced by Extreme Programming is absolutely not a measure of productivity. It’s a way of predicting your capacity for the next iteration. I’ve taken to calling it “capacity” instead of velocity for that reason.)
I am typically energy constrained rather than time constrained, as I imagine is the case for many working in engineering/science. Yet, the author's advice remains useful. Deliberate practice should provide gains to both time and energy costs of tasks.
For me most productivity advice, including this post, ultimately reduces to "try to get better at your trade, and track your progress".
I've found that being energy constrained is much easier to track than time constrained. You notice instantly when a task takes a ton of your energy, you start hating the task so you work hard to ensure you don't have to do the task any more. Compare that to someone who mostly wastes time, they'd happily sit and waste tons of time every day since you don't really feel your time slip away.
There are many physical and psychological issues which diminish people’s mental energy. ADHD and depression being the most obvious.
Fortunately for many of those conditions there are also ways to increase the amount of mental energy you have available.
If you really are not comfortable with the consequences of your personal labor you should probably leave your job or not take it in the first place. This sounds like a decadent rationalization for highly compensated people that want to feel moral while being lazy.
Oh really? I don't think you're going to get anything like sort of "ethical" behavior until there's something like UBI implemented. Until then, people are going to hold onto high paid jobs they don't like, especially if they can slack off at them.
And so naturally, one must be at a very privileged position to be comfortable with the consequences of ones personal labor.
Three words that trap many: Employer Provided Healthcare.
sounds like a decadent rationalization of some kind.
> In part of a previous post, I described how long a tiny part of that process took and multiple people objected to that being impossibly fast in internet comments.
I remember that one. I think it was when he said he wrote up something ad-hoc to query one hundred thousand servers for some kind of performance profiling. It struck me as braggadocio. Partly, I guess, because I've _never_ worked in a place that had it's shit together to such an extent where something like that is even possible. And, it really was just too fast to be believable given the context I could imagine.BUT there was something missing in the back-story and it's apparent in this latest post from danluu. This...
> I find this a bit funny since I'm not a naturally quick programmer. Learning to program was a real struggle for me and I was pretty slow at it for a long time (and I still am in aspects that I haven't practiced). My "one weird trick" is that I've explicitly worked on speeding up things that I do frequently and most people have not.
He's had the foresight and latitude to be able to PRACTICE. Practice always means trying stuff out, failing, and trying it again and again. Kudos to danluu for putting himself through that and not just going on autopilot down the easy path.Crucially IMHO, getting to danluu-speed ALSO means enjoying the grace of being able to ask questions and discuss stuff with skilled folks that is completely outside of what's on some project manager's gnatt chart. That's not usually possible in a nose-to-the-grindstone workplace unless you find the right teammates and a protective, encouraging, and tolerant manager.
I find I'm always trying to learn the new code base or tech it's built on. I hate the hours wasted trying to find out how to do something I already know how to do in another stack.
Then there is the time wasted trying to learn git after mercurial and then Docker.
As for typing after loads of intentional practice I seem to have plateaued at 60-70wpm. No idea how to get beyond that.
- Extend your competence at least one layer below where you are working. So if you’re using Java, read through the code for the SDK data structures, understand the JVM, etc. If you’re using Rust, learn the Nomicon. If you’re using an asynchronous networking framework, read the Linux man pages for epoll.
- Separate speed runs and quality coding into different passes. Write it once as fast as you can with no concern for quality, error handling, maintainability, etc. Just get the functionality right. Then basically just delete that and write it again using what you’ve learned, and doing it “properly”. That is faster “batch mode” than trying to write it perfectly all at once.
> Any tips on how to get faster?
qualitytake the time to write quality code, design quality systems, debug things the right way, don't rush, take your time
before you know it, writing good code (and systems) becomes second nature and you will get faster as a result
in other words, fast people/teams know how to be fast because high quality is second nature and they don't waste their time fixing bugs and retesting again and again
One of the linked HN https://news.ycombinator.com/item?id=22253893 post has an interesting advice. Record yourself when you're coding. Watch them and identify possible improvements. Reminds me of James Woods' lawyer character in the TV show Shark. He did the same thing.
When I was drumming, it sometimes helped me see exactly where my movements where improper, hesitant, or superfluous/exaggerated.
When I look over junior developers' shoulders while they code, i kind of do something similar, where I point out small improvements in their "movement from one state of code to another", like IDE functions for refactoring, keyboard shortcuts to delete a line or to go back to the previous editing position.
(I always wonder, when is the right time to introduce someone to vim?)
And why does one even need to know vim at this point in time? Don't get me wrong, i know and use vim daily but does it differentiate me in any way from someone who uses nano or micro or whatever editor they have in their workflow? Not at all.
This sounds exactly like an instance of Jevon's paradox: https://en.wikipedia.org/wiki/Jevons_paradox.
Yeah, it's very similar in a lot of ways.
Dan Luu is a pretty prolific blogger / tweeter about engineering and this one is the later blogpost. I find it unlikely it was a "repurpose".
But I agree that if you find out that you have been working on the only problem worth solving for 10 years you should be able to take a break because the likelyhood that anyone else is able to run past you is very small. (they would have needed to start before you without you finding out for 10 years because hard problems are not solved faster in a group)
That’s many of our shitty codebases and Agile workflows that besiege one’s cognitive capacity. Couple that with a constant ‘what have you done for me lately’ expectation, and you have a recipe for apathy.
Subconsciously, the kid will internalize that and it’ll show. Your failure as this analogous business father is that at the every end, you blame the kid for not doing enough.
What about data science / research?
Curious if anyone has suggestions.
Seems to help me work fairly quickly, and fairly well.
I write good code, quickly.
I’m not at all interested in comparing myself to, or competing with, anyone else.
I can get the job done to my satisfaction, and in a timeframe the I consider acceptable.
If you are able to achieve speed that is 2x, then as long as your angle is less than 60 degrees off axis from the theoretical perfect direction, you're making progress towards the goal faster than everyone else. Though I wouldn't be surprised to find out that your error is not nearly that high, and given your high amount of practice/experience, you might even end up with the least amount of angular error amongst your peers.
The only example I see in the post is a typing test.
One comment mentioned a time-tracking app called Harvest.
If yet on on the other third hand, your goal is to maximize your free(idle) time, then you can measure your productivity by rejecting tasks thrown at you and spending less time on hacker news :)
Churning out code is something that bores me. I'm interested more in problem solving, computer science part of programming, optimizations, research, discovery, architecture.
I am not interested so much in how I do this common thing fast, but rather in how I solve this hard or interesting problem. If a problem is already solved, can I find a better solution? How fast the code will run? How robust it will be?
There are more optimal ways to being this machine than just slamming one’s head against a keyboard, the proverbial work smarter, not harder.
For example, say you're implementing a distributed consensus protocol like Viewstamped Replication, Paxos, ZAB or RAFT. This could be several thousand lines of code, just to get something up and running, excluding testing. Then months of writing unit tests and integration tests by hand and thereafter you would still expect several years of widespread industry use and sometimes weeks of debugging per reported issue just to shake out all the non-obvious edge cases.
How would you increase your velocity here?
The key insight is that the implementation phase represents only several months of work, whereas the actual maturation process or debugging phase represents perhaps years of work. And, until recently, both phases were typically treated the same way—people manually writing code, and then people manually writing tests, manually running the code on real systems in real time, manually filing issues, manually classifying these issues and manually debugging issues.
So, if you can accelerate the second debugging phase, automating all the manual steps, then—even if your team don't enjoy much velocity in the implementation phase—you could end up several years ahead in velocity where it really counts.
If we go back to our consensus example, then you could solve the velocity problem in the testing/debugging phase by spending a little extra time upfront in the design and implementation phase to make sure that all non-deterministic resources in your consensus software (such as message passing or networking, time, timeouts and storage I/O operations) are pluggable and can be swapped out with deterministic shims.
Then, when it comes to testing, you could write self-generating unit and integration tests, like Worms, Scorched Earth or SimCity.
Your test would spin up a randomly generated but fully deterministic simulated cluster in a single local process on your local developer machine, and then simulate random client requests and random network/storage fault injection, with random network/storage latency/reliability properties, while hooking into where the critical things like state transitions take place and checking linearizability immediately as these state transitions happen, also checking all other invariants along the way required for your software to be correct, so that your test simulator could even tell you if an issue is a liveness bug or a correctness bug, without you having to spend time to figure that out.
Then, because you're also shimming your time source, you can just speed up time, so that you can simulate hours of real-world runtime (that would otherwise have literally taken hours if you were using something non-deterministic like Jepsen) in just a few seconds.
And now, if a test finds an invariant violation, you can just replay the randomly generated test, again and again, but with debugging logs turned on, to also accelarate the time it takes to reproduce and fix the issue and then verify the fix.
For me at least coding seems to take less time objectively than subjectively, but it's also quite obvious that most of my time is not spent on coding, sadly. A good chunk of it is completely unproductive bullshit that simply has to happen because that's how the company chooses to operate. I tell them it's not the only way to do things, but they insist on wasting ~1.5 person days a week on "standups" and "scrum" (the team is 12 people, excluding me). They could _easily_ move 50% faster if they shed that bullshit and just gave people sizable tasks and some degree of autonomy and personal responsibility. Instead it's down to who can _appear_ the busiest during standup.
I work in medical devices and this is so true.
A thorough design doc or a thorough code review takes a very long time. It actually may take as much or more time as the actual coding. Somehow we never account for this time in planning so either things are rushed or the project will be delayed significantly. Add to that the fact we don't have good tools either for writing docs neither or for code reviews.
If your product manager asks for a new widget or api, can you implement it without any major bugs in 1 hour? Or will you take three days because you don't understand your programming language, your codebase and your requirements?
Will the widget/api be free of major bugs, or will it fail on a variety of edge cases that could have been solved ahead of time?
Productivity may not have crisp, clear lines. There's always context. But it comes down to: if you can do X in half the time at the same level of quality, you're twice as productive.
I admire Dan Luu's work and this article in particular really resonated with me.
That's the wrong question for anyone who's not a new grad junior engineer. If these are the only kinds of question you're addressing, you're probably replaceable by a Ukrainian dev shop.
In reality depending on your particular role and organization the questions you need to answer range from "How do I find product-market fit" at an early-stage startup to "How do I meet my client's requirements" to "How do I move the needle on X metrics" at a big company.
The key difference between these kinds of questions is that there can be many different routes, and measuring "productivity" in one metric limits the ability to explore. For example, "How fast can you implement a chat widget" doesn't allow for the exploration of alternative ways to engage with customers -- emailing them directly might've been much better.
Even assuming you are very "focused" on pure engineering, measuring the speed of implementing X doesn't account for "productivity" on a personal level, i.e. perhaps you built it in 5 days but now you're burnt out for the next month. Or you had other projects you didn't end up working on. Or you neglected your family. By the way, you handwaved over "X level of quality" but I'm sure we all know that this in itself is nontrivial to gauge.
There are many goals that may count as "productivity", and you don't necessarily even know all of them. Therefore its quantification is nontrivial.
One who pounds out the solution in an hour, is not smart enough to perceive its flaws.
One who takes three days because they understand their language, codebase, and requirements.
- food retail: producing hundreds of sandwiches an serving hundreds of customers back to back, teaches you about productivity
- landwork: 8000 picks per day teaches you about work
maybe i'm masochistic, but whenever I see people relaxed at work, neither doing much nor thinking much, I consider it's not work. There's no difference between what they do and me at home chilling.Mind blown.
Thanks!
Here's what it's not: It's not about how much code you write. It's not about the quality of the code. It's not about clever engineering solutions. All these can (and should) be part of the above, or they may not. Sometimes sucky code that can bring in a billion dollars is better than great code that brings in nothing. Technical debt is fine as long as the "interest" on that debt is << the profit you made by taking on that debt. Just like any other debt.
A business pays you $X an hour, what are they getting out of you $-wise?
To be clear, that doesn't mean that e.g. someone working on internal tooling can't be productive, but their productivity is measured by the impact on someone else who eventually uses the tooling to make money somehow.
This is incredibly difficult/impossible to measure perfectly, certainly on an individual level, but I still think it's worthwhile to look at it like this...
EDIT: I totally agree with the spirit of "sharpen your axe" and "be good at what you do". I spent a lot of time as a teenager learning to type fast. I did coding competitions to learn how to code real fast. This is part of what being a craftsman is about. But the leverage there is really limited. I liked what one of my ex-CEOs used to say, that just because he types fast doesn't mean he should do his secretary's work. So after you know what you're doing, you have the right approach, you're the right person to do this, all the other business factors, you should definitely excel at doing it.
That's not an unreasonable proposal, but isn't the whole point of startups that we're playing with upsides that are extremely huge and extremely unlikely? It seems like it would be extremely difficult to apply this definition to an engineer or a very small engineering team at an early-stage startup. Surely all the functionally equivalent restaurant delivery apps (at least those above some reasonable baseline of engineering competence) had very similar engineering going on in the early days, yet most of them you barely remember while a very small number of them are unicorns. But could you really have looked at an engineer in the early days and picked out the difference?
The weak version of the term is one that enables the team to produce 10x, or ..., which I personally don't go for, it's watering down a difference in abilities which acknowledging makes people uncomfortable. I would call them sqrt(10)-x engineers who do 3x and let the team do 3x.
Identifying what is high impact, or what’s it’s important to focus on continuously is a form of autonomy that is oddly not offered too much to most of us.
Programmers protest too much about 10x programmers. Saying there isn't a 10x programmer is the same as saying nobody could possibly work hard and improve enough to be that much better at something. But we know that every single activity we can objectively measure has far more than a 10x variation in performance. Why is there someone 10x better than average at assembling Ikea furniture, or shooting a bow and arrow, or juggling, or running, or even eating, but programmers are interchangeable cogs? Its a totally bizarre thing to even consider without very strong evidence, and that evidence doesn't exist. Seems like sour grapes to me.
That said, I think software development is a relatively well defined task. There's typically some clear need from clients, and there's some restriction. Your problem space is somewhat confined.
Now, corollary is this: the more restriction you have, the easier you can be productive (or invent a way to be productive). Specialists can be generally more productive than generalists because they can have a more precise definition of "being productive".
> The top reasons I see people say that productivity doesn't matter (or is actually bad) fall into one of three buckets: 1. Working on the right thing is more important than working quickly 2. Speed at X doesn't matter because you don't spend much time doing X 3. Thinking about productivity is bad and you should "live life"
Here's his argument for your last point:
> The last major argument I see against working on velocity assigns negative moral weight to the idea of thinking about productivity and working on velocity at all. This kind of comment often assigns positive moral weight to various kinds of leisure, such as spending time with friends and family. I find this argument to be backwards. If someone thinks it's important to spend time with friends and family, an easy way to do that is to be more productive at work and spend less time working.
Personally, I deliberately avoid working long hours and I suspect I don't work more than the median person at my company, which is a company where I think work-life balance is pretty good overall. A lot of my productivity gains have gone to leisure and not work. Furthermore, deliberately working on velocity has allowed me to get promoted relatively quickly4, which means that I make more money than I would've made if I didn't get promoted, which gives me more freedom to spend time on things that I value.
In practice, if you improve your productivity at work, it's going to be mostly for your employer's benefit (other than bragging rights and some personal satisfaction).
Gaining time back is not always possible, and that is the core desire for most people (as your OP quote suggests you could do): incentive to improve significantly is not there in a job (even Luu acks this in his blog).
But GP is making a point that it should be perfectly acceptable to not want to (significantly) improve at work while meeting the bar for staying employed.
Not that GP and OP are not really in opposition: Luu is arguing for why it's ok to work on your speed/performance with deliberate practice, GP is arguing that it is ok not to. And I agree with both.
> an easy way to do that is to be more productive at work and spend less time working
Why is need to be more productive at work framed as a prerequisite to spending less time working? Just spend less time working. His moral stance, which he never reflects on, is that working is good, and relaxing is predicating on completing the work first. None of that is necessarily true, but it does fit well with the Protestant Work Ethic, which is, of course, a moral framework for putting work before leisure.
> the ability to go fast is a force multiplier for being productive
and what is the force multiplier for being fast?Nearly as lucrative as mid-level manager.
> And why does one even need to know vim at this point in time?
I was thinking about this a lot last night. I have learned drumming, bass guitar, guitar and I am learning piano now, so I may not be an authority on practicing, but I know that practice usually leads to a certain degree of improvement.
And very early in my career, I also practiced coding, more specifically I practiced using the IDE, and later I practiced using vim.
Both of these things give me confidence in the "writing and editing" aspects which let me focus on the other aspects of coding, like the abstract/ideas and the stack.
So I don't think it's important to know about vim, but it is important to at some point have deliberately practiced with the tools one uses daily for years to come.
While I cannot speak for anyone but myself, my performance on highly challenging tasks is capped at 4-5 hours per day. At that point, it is better for me to switch to lower hanging fruit.
If I am feeling especially inspired, sometimes I'll put in a 12+ hour day of hard work. Rarely, even two or more in a row. But inevitably, I will feel extra burned out in the subsequent days.
If you make a list of alternatives, and you don't know which one is the best, having higher overall velocity allows you to try more options.
My interpretation of these articles is that it is worthwhile to become faster and more productive, that there are real tangible benefits to your quality of life. And that you might gain a lot of productivity by deliberately training your skill at "low-level" components of your workflow, e.g. doubling your typing speed, practicing writing documents, perfecting the use of your tools.
This is true if you're bagging groceries, but certainly not true for most software developers. To quote the post again:
"I'm sympathetic to the argument and agree that upper management and shareholders capture most of the value from work. But as much as I sympathize with the idea of deliberately being unproductive to "stick it to the man", I value spending my time on things that I want enough that I'd rather get my work done quickly so I can do things I enjoy more than work. Additionally, having been productive in the past has given me good options for jobs, so I have work that I enjoy a lot more than my acquaintances in tech who have embraced the "antiwork" movement."
> But GP is making a point that it should be perfectly acceptable to not want to (significantly) improve at work while meeting the bar for staying employed.
I don't see any point in Dan's post against this idea... it's the GP who is elevating this into a moral choice, i.e. from his/her response to mine:
> Yeah but he doesn't recognize that his entire argument is personal choice elevated to moral imperative.
Much like how people didn't know they're spending 4+ hours on Instagram and YouTube every day until Apple started cataloging and surfacing phone usage. When I saw my own usage I was horrified, and I have cut it down significantly since then, and closed FB and Instagram accounts entirely.
To translate that into the professional domain, there may be some optional bullshit activities you participate in solely because you don't see their cost. You'd be able to identify them and cut down on your participation, possibly either improving your career situation, or improving work/life balance, or both.
There was a time when I worked at a BigCo where there was so much bullshit during the day, I only could do work from home in the evenings. So I worked ~14 hours a day for years - 8 hours spent on bullshit, then another 6 at home on actual work. That wasn't fun at all.
I was fearing/expecting someone to mention ADHD. I have never been formally diagnosed but everything I read about it feels suspiciously similar to the way my brain is wired. I might have to look into it more seriously. I’m currently 33.
This has a profound effect on things not related to focus like background anxiety, mild depression, impulsivity, managing relationships etc.
If you seek evaluation, seek it from someone with a lot of experience with Adult ADHD. If you get a diagnosis, make sure you work with a doctor who starts you at the lowest dose and slowly ups it as needed.
How to ADHD is a great YouTube channel, if you are curious.
Suffice it to say, the comment is not rooted in any reality of what Silicon Valley was like, it is pure uninformed speculation, salted with a heavy dose of facile anti-capitalist talking points. It's lazy and factually incorrect.
First, things weren't that fast in the past. They were more fast relative to the old system of being employed for life. You know, that system of hierarchy where even the office furniture you were allowed to have was spelled out in a corporate handbook that assigned levels to everyone and created a rigid hierarchy. So who broke that system? It was the treacherous eight. They broke it, and they started Silicon Valley.
Second, it was about empowering the worker. When the treacherous 8 left Schockley's Lab, they were told they would never work again because you don't go and quit your boss because you don't like him or disagree with his technical roadmap. You are supposed to be loyal and stay. They called and wrote to hundreds of businesses begging them to invest in their idea and couldn't find anyone until Fairchild took a chance on them. Their success changed that old system of workers being morally obligated to stay with their boss, and the boss being morally obligated to find something for them to do.
Third, workers were actually empowered with stock options. Something unheard of at the time. It was called communism. That investors and entrepeneurs would give a share of their company to their workers. That system originated in SV during this period, and it led to a lot of churn as start ups began to try to outbid each other and established companies for workers, draining talent from those companies that refused to play along and give stock options. Yes, this led to an emphasis on speed and higher employee turnover. But it was because firms kept outbidding each other to lure away workers by dangling stock options in front of them.
This is why Noyce left Fairchild semiconductor - not because he wanted stock options, he was already wealthy from the buyout, but because he couldn't retain his best employees, and Fairchild was morally opposed to the idea of stock options. All these workers leaving and staring their own companies and then luring away their coworkers led to skyrocketing wages rather than all the wealth leaving Silicon Valley and being distributed back to shareholders in Wall Street. A lot of that wealth was put in the pockets of workers for the first time. This is what led to the price of a bungalow in Palo Alto costing three million dollars. That's what happens when you dump so much money on workers.
I could go on and on actually talking about the history, but what's the point when someone reads a pamphlet about how unfair capitalism is, and decides to go on a rant about how oppressed SV workers must have been in the 70s. The 70s in general were bad for capital, great for labor, with rising wages and rising inflation, as well as massive investment -- extreme levels of investment. The 60s were a boom time for corporate profits, but not the 70s. Anyway, this is all part of basic econ history people should know before waxing about how workers were being abused, etc. So in most cases people just downvote statements like the GPs post and move on, without refuting each misconception in detail.
If you want to know more, check out the American Experience episodes on Silicon Valley. They are pretty good.
Craftsmanship still exists, but it’s specialized and focused on products that can demand the higher price.
Is this not the same with software?
CRUD work is almost infinite and demands higher output at the expense of quality.
Contrast that with unique OSS projects, and defining product features.
Of course there is a reason for that, it is just too hard with current tools for formal mathematics to achieve anything of the scale Apple needs.
So what will you spend your time on? Learn how to super fast crank out SwiftUI apps? Or solve the problem of doing formal mathematics properly so that companies can actually use it?
SwiftUI is pretty buggy still, by the way. Given that Apple controls its entire stack, why is that? Exactly, because they are following industry best practices, which are just not very good. Becoming super productive under these circumstances just means digging yourself deep into a local optimum that is not very good globally.
Nowhere did I see any judgement for those who don't agree with them: they merely proclaim what you can easily achieve with deliberate observation and practice and how it matters to them.
> you can accomplish enough tasks to not get fired in less amount of time.
And how many employers will look at the work you got done in less time and tell you to go home for the rest of the week because you've finished everything assigned?
This isn't a philosophical discussion, fact is that either you produce enough value at work or you get fired.
> And how many employers will look at the work you got done in less time and tell you to go home for the rest of the week because you've finished everything assigned?
You don't have to tell them you are done, you can just relax and browse HN or whatever. Being very productive at work gives you a lot more freedom at work, even if that freedom isn't 100% fairly allocated to you it still improves your situation.
Even the leisure time of fish and rabbits are subject to eating leaves and kelp. Time is useful. Your work may give 100x more leisure time to thousands of people. And even if it doesn’t, it’s still necessary - who will maintain the back ends for the porn sites? The mind reels to think of what would happen if Netflix’s sysadmins became simple bumbling 1xers. So many kdramas unwatched! One slip up in 2010 and million basic whitegirls not knowing be soft touch of The Office!
Close. You're not allowed to downvote a comment that is a reply to your comment. (Or a comment >24hrs old, or if your karma < 500 (IIRC).)
The unstated and unexamined assumption here is that professional obligations trump leisure and enjoyment. Do they? If so, why?
So be unproductive and risk getting fired but go home at a reasonable time. Be unproductive and work long hours to meet the obligations and not get your leisure and enjoyment. Or be efficient and go home at a reasonable hour and have your leisure and enjoyment. I choose the third, because it's sensible. Unlike my 90-hour workweek colleagues who stress about everything.
Note that they are referring to the worst software engineers that could keep their jobs; these people probably still had net positive productivity for their companies. Note also that this was across many companies that the author had consulted for; any individual company likely had a narrower range of ability. Because of company policies, management styles (aka manglement), mistakes, cost–cutting, or whatever, there are companies that absolutely fill up with 1× programmers. Also, the best and worst programmers are not necessarily at the same stage of their career; the 10× engineer is much more likely to be a greybeard who has seen it all and knows how to get results, while the 1× engineers are much more likely to be fresh out of college.
The whole point of the book is that we can deliberately set up an environment where engineers are allowed to grow and succeed, or we can set up an environment that drives away anyone with skill. If management can do the former, then the company can succeed. Too often management sets up a system that is actively hostile to success, and then has to hire consultants to come and tell them how to fix it.
If you go there, search for a tag, sort by popularity, etc. - most of those techniques and approaches and patterns are, if not timeless, then mostly timeless and relevant.
A person who hasn't mastered loops and conditionals will fail FizzBuzz. That is bad, you recognise that I hope. But it doesn't end there, you can master so many more powerful parts of programming and get as fast as you were at FizzBuzz att many other much more complicated tasks as well. Ultimately programming takes time due to all the parts you didn't master, but when you have mastered enough parts then you can fit just about any problem into parts you have mastered and code them up extremely quickly.
So the speedup you see is roughly the speedup you saw from at first struggling a lot with loops and conditionals early on when learning programming, to today when you do them effortlessly and instantly. Now the other things to master aren't as simple patterns as loops or conditionals, but the end result is the same improvement in speedup and effort.
For example, competitive programming is about mastering a ton of such chunks. You don't memorize solutions to get fast, you master thousands of such chunks and compose them to solve problems in 5 minutes that would take regular programmers 5 hours if they can solve it at all. I went that route and it is similar to how people master chess, a grandmaster makes better moves after a few seconds of thinking than a typical chess player who has played for years thinking for many minutes.
It took about a year and then I could solve hard problems at similar pace as the best in the world with basically no errors, compare that with spending 4 years in college, I think the practice is worth it, I have never needed to practice that again as the chunks I mastered doesn't go away, it is like learning how to ride a bike. You forget the details, but your subconscious wont forget those chunks. Of course I can't solve hard competitive programming problems in 5 minutes today, but I can solve most leetcode "hard" problems I haven't seen before in under 15 minutes and basically all of them in under 30 even though I haven't practiced these things for many years.
Now, this wont solve all your programming woes, you still need to understand requirements, talk to customers, learn API's etc. But at least you are no longer bottle necked by composing programs. Instead you can throw together MVP's quickly, show prototypes to make discussions more fruitful etc. Also most jobs doesn't requires this level of mastery, only do it if you aim to join top teams using your technical skills if you really get good at this then many teams that wouldn't care about you before now gets very interested in you since so few are this fast, or if you want to build your own products on your own, or if you find mastering things fun.
Edit: Sorry for edits, but here is last bit. When I worked at a high performing team at Google I averaged over 500 lines of code a day going through code review and running in production when I wasn't constrained on non-programming bits like understanding the problem etc. To do that you write 10 changes, each about 50 lines and trivial to review since everything is super clean, otherwise you can't get through code reviews fast enough. Code reviews, unit tests, fixing edge cases etc, none of that are excuses for being slow. Now it is still fine to be slow, I don't blame people, I'm just saying it is possible to be fast if you deliberately practice a lot to be fast.
No matter how small or clean the PRs were, I'm pretty sure I couldn't get reviews for 10 in one day.
If the change adds tests, has proper naming, solves the issue it says it is solving in a reasonable way, doesn't solve anything it doesn't say it is solving, and none of the tools complains then you just accept it after looking at the tests being reasonable and the code not looking strange. It takes a while to get new engineers where they do this consistently before review, and then review takes time, but once you know how to write changes that are easy to review then reviews are very quick.
Edit: Btw, optimizing the code you write to reduce review time is also another aspect of productivity. It isn't productive to give a lot of extra work to others, so you practice until everything is as obvious as possible. And as people get used to your changes being easy to review it gets even quicker.
For example, when is it useful to create a function instead of writing the code inline? Many times the amount of code grows exponentially with problem size unless you properly create good functions, so you need to learn to get good at that. Code reuse also greatly improves how fast you can write the solution and reduces bugs, so it is good even when it isn't absolutely necessary.
Where should the data be, who should own what data, how is the data supposed to be found where you need it? And so on. Many problems requires you to create quite elaborate data structures and relationships, finding the right data in a reasonable amount of time is one of the hardest problems to solve even in competitive programming.
Caching and lazy computations as well, it is used everywhere in competitive programming. The fastest solution is where you don't do anything at all, so you get good at understanding how and when to cache results, when to throw out caches in order to handle new data etc.
Writing proper tests, since you get no credit if your code fails for any case you need to write tests that stresses all parts of the code you are unsure about. This teaches you to get really good about understanding the weaknesses in the code you write, debugging and creating solutions that are bug free.
Stuff like that is really important to get good at competitive programming, you need to be able to get good answer those questions in minutes for complex problems if you want to compete with the best in the world. Now you might notice that many basic data structures and algorithms are just solutions to the above problems, the point is to learn many generic cases of the above so you can compose your own data structures and algorithms as everyone of the harder problems requires you to do that.
And as you can realize these things are very useful for any sort of program, not just competitive programming. Managing data layouts and when it is useful to create functions is the majority of normal programming, if you can do those really quickly then there isn't much left that will take time.
Now, the bad rep competitive programming has is mostly that people just do the easy problems that can be summarized as "implement this basic algorithm". Real competitive programming isn't like that at all. Of course you need to be able to do the simple algorithms, but knowing how to implement the algorithms is just table stakes.
"Don't I practice these things when writing normal programs?"
Not in the same way. Competitive programming is about doing these in their pure form. In normal programming there are so many other things that it is hard to focus on the code, while in competitive programming all you have is code and then a really good test suite you can do to verify your solution once you think you are done. This way you practice a huge range of programming chunks really quickly, compared to trying to test them out and learn them in real world codebases.
Edit: Btw, last time I checked Leetcode didn't have many questions that stresses these important points, its mostly just useful to learn algorithms used in these interviews, it isn't good to learn programming. There are many good competitive programming sites to use instead. Leetcode is good if you want to pass interviews with minimal effort right now, but it isn't good if you want to get good. Also you just get good at chunks, you will still need to practice writing and structuring larger programs and solutions. But practicing that is way easier when you have mastered these chunks.
After six hours of typey-typey in front of a screen I feel used up. Worthless. Dead. And that's a very good day—four is more typical for "how long can I do computer work before I just want to curl up and do nothing until I fall asleep?". I mean four hours of actually working, mind you, not screwing around, but still.
I know for a fact I don't have a general work ethic problem that prevents me from going past 4-6 hours of computer work in a day—I have a "this particular shit—computer shit—sucks the life out of me like nothing else" problem. Always been that way, even when I was young. Work? I'll do it 'till I drop and feel good about it. Computer work? Uuuuugh, if I have to, I guess, but I'll hate it the whole time and feel like shit when I'm done, which, BTW, won't take long.
But, anything I could do that wouldn't involve sitting in front of a computer much of the day would mean a 60+% pay cut, so... here I am.
The fuckaround time is important. It lets me re-evaluate the problem with a clearer mind.
Oftentimes this looks like I'm doing nothing for a day or two. Then by day 3 I just write everything that needs to be written in an hour or so.
I like computing work, but it depends the context, if it's grinding through obscure and unreliable program semantics .. it's less fun. Unless you approach it mathematically (like scientific inquiry trying to discover how it may work), it's gonna be grinding.
If you have simple building blocks and you can just unleash creativity.. then it's different, it's pleasurable. You're the only limit.
Now even in that case, my best days is when I can alternate thinking hard, and sport. 20 min of jogging whenever I'm stuck on a feature branch helped me a lot getting stuck mentally and emotionally.
And in a way, thinkers rarely sit down, they move around, it's vibrant.. it's not just grinding on a keyboard.
When I have to yield to hierarchy, maintain "agile" processes, and put up with other bs, it drains the work drive and gets tiring real quick. It's not just toll from hard mental labor but also from bad environments - which can exist in any industry.
And that's not denigrating programming, it's pointing out the reality that physical work requires mental effort too.
I've spent years trying to design code that would give me some benefits but in reality they were taking too much time for low use-case value. When you have time pressure, you write code very differently. You aim at the smallest patch that can solidly implement a feature. It minimizes code changes, patch size, bug introduction, time spent, client happiness. Also mentally beneficial to see tiny regular results.
However, can one also go much faster by: not writing tests one ought to have written; ignoring security issues; ignoring input edge-cases; ignoring output edge-cases; treating a variety of variables as constant, or as having bounds that they actually do not; not writing enough documentation; et c.? Oh my god, yes. Of course.
Anyone who's ever seen a "we're really happy with the output of our outsourced team on this Rails 'app', they've gotten this MVP ready so fast!" codebase knows that's definitely also a way to be fast, and that a team writing actual quality code and not putting in a ton more hours couldn't have matched that team's "productivity", because they'd have been doing way more work.
I've spent effective years of my life unfucking code written by fast programmers because no one can extend, change or understand their code.
As far as I am concerned the probability that a fast programmer also writes quality code is approximately 0.
There are outliers out there. But if you tell me someone is a fast programmer I'm not betting they write quality code.
Fast programmers writes most shitty code, yes, but that is because fast programmers writes most code period. I have seen nothing to suggest that an average slow programmer actually produces quality code when given the time, it seems to be the opposite, most slow programmers have terrible mental models and create even bigger messes if you give them the time to do it.
Are there slow programmers who produce quality code? Yes, but in my experience those are the exception and are even rarer than fast programmers who produce quality code.
Nobody here is saying you should do this, it is a strawman. Rather being fast means that you can revisit your interfaces 10 times rather than 2 times, spend more time thinking about your names, have more time to write tests, review everything several times before code review so no issues are found etc, ultimately producing much higher quality code.
It seems like you think this article is about "I write code quickly by not doing things properly", rather than "I practice to become faster".
See: the recent story about Missouri revealing SSNs of teachers.
If a project took only 1 month, I’d be very cautious with calling it easier to work with, because it likely means fewer tests (leading to lower velocity long-term) and fewer hours spent by other developers trying to understand it, and giving feedback on how to improve legibility.
Creating something quickly can be really important in specific contexts, but actually KEEPING something flexible to work with, hard to break, and easy to understand is more important when dealing with software that’s supposed to last over many developers and a long period of time.
Maintaining velocity requires you to spend more time on keeping the code base healthy.
I find the notion of being a fast programmer irrelevant in a business-context. Because there I think it’s more valuable to be a programmer that can ensure business goals are met on time, ensuring the correct problems are solved, ensuring contracts aren’t broken, while still keeping the code base professional (i.e. well-tested, clean, consistent).
Being a fast programmer is great and all, but being reliable is the more favorable trait if I had to pick one. Both require huge amounts of active training.
The real "10x programmers" I have known spend practically all of their time deleting and refactoring code. A handful of fake 10x'ers I have met in my career, who enjoyed a reputation of rapidly dashing off MVPs, were stone-cold idiots, one of whom wrecked an entire company with his 10x-ness.
I work remotely, so my (Small) team mostly works async even though we're in similar time zones. I doubt trying to ping them for 10 PR reviews in a single day would go well.
Async + people trying to do their own stuff + 10 interruptions is not a great combo. Comments/discussion on a PR can grind things to a halt as well.
I completely agree everything you're saying about making PRs easy to review though. My team already tend to do those things thanks to our manager.
Also as long as you have a pending review sent to you it shows up as a "you have stuff to do" icon in the google tools until you respond to it, just like if you got a message, I guess that helps as well.
I would say it's not uncommon to have to wait a day for reviews.
https://codeforces.com/?f0a28=1
It has the widest selection and types of problems as far as I know but that was a while ago. It runs competitions all the time, the problem descriptions are well defined unlike leetcode which often misses a lot of requirements, it has way more kinds of problems than topcoder, you can test yourself against old competitions as if they ran real time to properly ensure you don't take too much time or accidentally cheat etc.
> What would be the best way to learn these skills in your opinion?
I think today it is hard to practice without competitive programming. Ideally someone would make a similar format pushing your limits like this but without so much focus on complex algorithms and maths, but since that doesn't exist competitive programming is what we are left with. The competition aspect is really important since it is how people push each others limits. It is easy to think "you can't get much better than this" when you just sit and code by yourself, but in programming competitions you see how fast and accurately others can solve problems, so you realize that you could get just as fast and accurate with a bit of practice.
And no, it is not memorization. Consider this easy problem which mediocre competitive programmer manages to solve but those below mediocre fails at (we can see that from how well people did on it in the competition):
https://codeforces.com/contest/1496/problem/B
There is no algorithm you have to know for that, it is just good old logic and some coding. It is really easy and I could solve in in a few minutes even my todays rusty self, but you can't memorize solutions to such problems, you just have to be fast both with the reasoning and the code. Note "mex" is not a standard term, it is just something they made up for that problem.
I completely agree that senior and lead people should be doing more reviews and thus help everyone else, ultimately benefiting other programmers and the whole organization overall.
So the most important part is that the reviewer should be just as visible in all processes and tools as the writer of the code. That way both gets recognition and both gets the blame when the code is bad or adds technical debt. And for performance reviews you don't just look at all the code they wrote, you also look at all the code they reviewed.
You are right that it is dumb to just count the number and say more is better, but the same goes for code submissions. They are very similar problems though so you can just use the same process for both of them.
You mentioned another metric "code submissions", so say the number of reviews done is augmented by number or PRs merged. You've just created another incentive to just get a lot of code out fast.
After all, that's the point of the metrics, right? Have a few numbers that accurately describe the "value" of that employee. </sarcasm> No qualitative analysis needed, that would take time and money we don't have. Been there, had to do that (or write huge amounts of text to say why I think that this employee is actually really good at what they do and the number of PRs they did was low because they got the short end and worked on the hardest problems in the worst parts of our code base and did an amazing job especially given they were new.
If that's not how it's actually done where you work, great!