Top 72 Quotes & Sayings by Fred Brooks

Explore popular quotes and sayings by an American scientist Fred Brooks.
Last updated on September 17, 2024.
Fred Brooks

Frederick Phillips "Fred" Brooks Jr. is an American computer architect, software engineer, and computer scientist, best known for managing the development of IBM's System/360 family of computers and the OS/360 software support package, then later writing candidly about the process in his seminal book The Mythical Man-Month.

Adding manpower to a late software project makes it later.
How does a project get to be a year late? One day at a time.
Good judgment comes from experience and experience comes from bad judgment. — © Fred Brooks
Good judgment comes from experience and experience comes from bad judgment.
There is no single development, in either technology or management technique, which by itself promises even one order-of-magnitude improvement within a decade in productivity, in reliability, in simplicity.
Systematically identity top designers as early as possible. The best are often not the most experienced.
How does a project get to be a year behind schedule? One day at a time.
The fundamental problem with program maintenance is that fixing a defect has a substantial chance of introducing another.
The critical thing about the design process is to identify your scarcest resource. Despite what you may think, that very often is not money. For example, in a NASA moon shot, money is abundant but lightness is scarce; every ounce of weight requires tons of material below. On the design of a beach vacation home, the limitation may be your ocean-front footage. You have to make sure your whole team understands what scarce resource you're optimizing.
The complexity of software is an essential property, not an accidental one. Hence, descriptions of a software entity that abstract away its complexity often abstracts away its essence.
The hardest part of the software task is arriving at a complete and consistent specification, and much of the essence of building a program is in fact the debugging of the specification.
The management question, therefore, is not whether to build a pilot system and throw it away. You will do that. Hence plan to throw one away; you will, anyhow.
The essence of a software entity is a construct of interlocking concepts. I believe the hard part of building software to be the specification, design, and testing of this conceptual construct, not the labor of representing it and testing the fidelity of the representation.
A scientist builds in order to learn; an engineer learns in order to build.
The term architecture is used here to describe the attributes of a system as seen by the programmer, i.e., the conceptual structure and functional behavior, as distinct from the organization of the data flow and controls, the logical design, and the physical implementation. i. Additional details concerning the architecture
Even the best planning is not so omniscient as to get it right the first time.
Product procedure...must securely protect the crown jewels, but, equally important, it must eschew building high fences around the garbage cans. — © Fred Brooks
Product procedure...must securely protect the crown jewels, but, equally important, it must eschew building high fences around the garbage cans.
Predictability and great design are not friends.
System debugging has always been a graveyard-shift occupation, like astronomy.
Present to inform, not to impress. If you inform, you will impress.
Originality is no excuse for ignorance.
Einstein repeatedly argued that there must be simplified explanations of nature, because God is not capricious or arbitrary. No such faith comforts the software engineer.
Men and months are interchangeable commodities only when a task can be partitioned among many workers with no communication among them.
Successful software always gets changed.
It is very difficult to make a vigorous, plausible, and job-risking defense of an estimate that is derived by no quantitative method, supported by little data, and certified chiefly by the hunches of the managers
Software and hardware design is less different than software designers think, but more different than hardware designers think.
An ancient adage warns, "Never go to sea with two chronometers; take one or three."
All programmers are optimists. Perhaps this modern sorcery especially attracts those who believe in happy endings and fairy godmothers. Perhaps the hundreds of nitty frustrations drive away all but those who habitually focus on the end goal. Perhaps it is merely that computers are young, programmers are younger, and the young are always optimists.
The hardest single part of building a software system is deciding precisely what to build the most important function that software builders do for their clients is the iterative extraction and refinement of the product requirements. For the truth is, the clients do not know what they want. They usually do not know what questions must be answered, and they have almost never thought of the problem in the detail that must be specified.
System debugging, like astronomy, has always been done chiefly at night.
Software work is the most complex that humanity has ever undertaken.
Nine people can't make a baby in a month.
Mediocre design provably wastes the world's resources, corrupts the environment, affects international competitiveness. Design is important.
Adjusting to the requirement for perfection is, I think, the most difficult part of learning to program.
Design work doesn't just satisfy requirements, it elicits them.
Improving your process won't move you from good to great design. It'll move you from bad to average.
The programmer's primary weapon in the never-ending battle against slow system is to change the intramodular structure. Our first response should be to reorganize the modules' data structures.
The first step toward the management of disease was replacement of demon theories and humours theories by the germ theory. That very step, the beginning of hope, in itself dashed all hopes of magical solutions. It told workers that progress would be made stepwise, at great effort, and that a persistent, unremitting care would have to be paid to a discipline of cleanliness. So it is with software engineering today.
The programmer, like the poet, works only slightly removed from pure thought-stuff. He builds his castles in the air, from air, creating by exertion of the imagination. Few media of creation are so flexible, so easy to polish and rework, so readily capable of realizing grand conceptual structures.
Observe that for the programmer, as for the chef, the urgency of the patron may govern the scheduled completion of the task, but it cannot govern the actual completion. An omelette, promised in two minutes, may appear to be progressing nicely. But when it has not set in two minutes, the customer has two choices - wait or eat it raw. Software customers have had the same choices.
Well over half of the time you spend working on a project (on the order of 70 percent) is spent thinking, and no tool, no matter how advanced, can think for you. Consequently, even if a tool did everything except the thinking for you - if it wrote 100 percent of the code, wrote 100 percent of the documentation, did 100 percent of the testing, burned the CD-ROMs, put them in boxes, and mailed them to your customers - the best you could hope for would be a 30 percent improvement in productivity. In order to do better than that, you have to change the way you think.
I have never seen an experienced programmer who routinely made detailed flow charts before beginning to write programs. — © Fred Brooks
I have never seen an experienced programmer who routinely made detailed flow charts before beginning to write programs.
The boss must first distinguish between action information and status information. He must discipline himself not to act on problems his managers can solve, and never to act on problems when he is explicitly reviewing status.
Conceptual integrity is the most important consideration in system design.
You can learn more from failure than success. In failure you're forced to find out what part did not work. But in success you can believe everything you did was great, when in fact some parts may not have worked at all. Failure forces you to face reality.
The hardest single part of building a software system is deciding precisely what to build.
The bearing of a child takes nine months, no matter how many women are assigned.
A little retrospection shows that although many fine, useful software systems have been designed by committees and built as part of multipart projects, those software systems that have excited passionate fans are those that are the products of one or a few designing minds, great designers.
Dissertations are not finished; they are abandoned.
The brain alone is intricate beyond mapping, powerful beyond imitation, rich in diversity, self-protecting, and self-renewing. The secret is that it is grown, not built.
A basic principle of data processing teaches the folly of trying to maintain independent files in synchonism.
A design style is defined by a set of microdecisions. A clear style reflects a consistent set. A clear style may not be a good style; a muddled one never is. — © Fred Brooks
A design style is defined by a set of microdecisions. A clear style reflects a consistent set. A clear style may not be a good style; a muddled one never is.
More software projects have gone awry for lack of calendar time than for all other causes combined.
When a task cannot be partitioned because of sequential constraints, the application of more effort has no effect on the schedule. The bearing of a child takes nine months, no matter how many women are assigned.
The fundamental problem with program maintenance is that fixing a defect has a substantial (20-50 percent) chance of introducing another. So the whole process is two steps forward and one step back.
To only a fraction of the human race does God give the privilege of earning one's bread doing what one would have gladly pursued free, for passion.
Adding manpower to a late software project makes it later
Show me your flowcharts and conceal your tables, and I shall continue to be mystified. Show me your tables, and I won't usually need your flowcharts; they'll be obvious.
The magic of myth and legend has come true in our time. One types the correct incantation on a keyboard, and a display screen comes to life, showing things that never were nor could be.... The computer resembles the magic of legend in this respect, too. If one character, one pause, of the incantation is not strictly in proper form, the magic doesn't work. Human beings are not accustomed to being perfect, and few areas of human activity demand it. Adjusting to the requirement for perfection is, I think, the most difficult part of learning to program.
I am more convinced than ever. Conceptual integrity is central to product quality.
Systems program building is an entropy-decreasing process, hence inherently metastable. Program maintenance is an entropy-increasing process, and even its most skillful execution only delays the subsidence of the system into unfixable obsolescence.
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