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So per request I'm going to give a talk about how to structure uh large uh |
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software projects and um I'm going to talk about like my |
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philosophy for how to do design and how I think about like the structure of large things. Um I recently gave a talk |
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where I talked about how every any piece of software should be able to be written by one person and a lot of people didn't |
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understand or had questions. So it's kind of a followup to that. Um if you |
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want to go watch that um go to better software conference their uh channel I |
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will link to them and you can see the talk. Um but this is more of a deep dive how to actually build software. So let's |
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let's get going. So I'm going to very very brief sort of |
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handwavy develop three pieces of software today. And uh I'm going to make a video editor. I'm going to make um a |
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digital health health care system because that seems to be something that every government fails at and I'm going |
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to build a jet fighter. So, um those are all complicated things and uh just |
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before you, you know, start typing that I don't know what I'm talking about, um |
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I won't go into every detail. Obviously, these are huge software projects. There's lots of new ends and I'm also |
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not really a domain expert in any of these. So, um I'm not actually teaching |
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you how to write these specific pieces of software. I'm trying to tell you how I approach various pieces of software. |
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So, um any of these projects, you know, you would need a lot of people who are |
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have like domain expertise. you would need to have like people have a good idea of the problems that need to be |
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solved and and so on so forth. I know a little bit. So I'm going to use this as a stepping off point to u talk about how |
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to develop software. But um if you if you want to know details or about any of |
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this like I've never developed software for for a jet fighter. So you know um |
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don't take all of that with a grain of salt. That's that's not the point here. Okay. Um so this is about process not |
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the specifics. Um, so let's talk about the structure. Like how do we structure |
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things? That's the main thing. And when we plan a big project like this, we want to optimize for certain things. We want |
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to optimize for or I want to optimize for dependability. You want a project that lasts forever and never breaks. You |
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want it to be extendable so that you can add new features and capabilities and, you know, things that can change. Um, |
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you want to have team scalability and a lot of this comes down to that you want to have very few people or preferably |
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one person working on each section of the problem. And therefore, if they are |
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insulated from everybody else, you don't have to have like huge team meetings where everybody's working on the same |
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thing. You want to create a lot of small projects instead of having one big project. And obviously, you want |
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development velocity. You want to be able to get done basically and you don't want, you know, usually with |
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software, the the longer you work, the slower things get. And you don't want that. You want, you know, same velocity |
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all the time. Um, and a big portion of this is just reducing risk. Like things are going to |
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go wrong. That's is just life. But you want to reduce it. So what you got to do |
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is you got to think about what your risk profile. What what is most likely going to fail, right? and you want to want to |
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really avoid those problems. Um, so here are some of the things that can change, right? Um, platforms can change either |
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through API or maybe they change their terms of service or maybe they're not |
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hip with the users anymore or things like that. So you want to insulate |
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yourself from platforms that change. Um, you have language implementations. If |
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you write something in, you know, the hip cool language today, if you're building a system that's going to be |
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around for, you know, 20 years or longer, like a jet fighter will be along |
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around for 50 years. A healthc care system will probably be around for close |
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to that, right? U a lot of the video editors are from the 80s and 90s. So |
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having software that can live for decades is really important. And therefore you need to make sure you write it in a language that there will |
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be compilers for in the future and things like that. And then obviously changing hardware, |
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changing priorities. You may need certain things in the future that you don't need today. And you may lose |
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people, right? So what happens if you're a star programmer leaves the the thing? |
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Um these are things you really want to worry about, right? |
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So a lot of small chances of failures equals a big chance of failure, right? |
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Um a lot of little things that might be easy to fix, um if you have enough of them and they happen frequently enough, |
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uh things grow really really tiresome, right? So you even if things you know a |
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