I feel like I’ve been learning a lot over the past 9 months that I’ve been working full time as an SDE. I want to get some of that understanding down in an open place. Here’s a doc, that will hopefully evolve over time, on some best practices that I’ve come to know about since working.

This is going to be a list of topics that I think are really core to being effective when working in a team on software projects that are intended to have a lifetime in the years or decades. Mostly this is from what I’ve learned at work, and there’s a large amount of overlap with the reading that I’ve done, particularly with Titus Winters’s great book Software Engineering at Google.

I really enjoyed the definition in there of Software Engineering being “programming over time”. The goal is not just to produce an implementation, but to create software that will last and evolve over the time you need it to. That’s going to vary from company to company and project to project, and that’s fine!

Best practices (that I know about)

I’m prefacing this with the disclaimer that these are all my relatively naive opinions and understandings. I also think these mostly apply in large organisations, where you’re working collaboratively with other engineers over long timescales. All of these make delivering software in those conditions easier, but they probably don’t make sense as a startup or an indie creator. The same problems that each of these ideas solve or mitigate will emerge, but they probably won’t be as big of a deal depending on your scale.

Build Systems

Build systems solve the problem of software packages relying on each other. A simple example of this is writing a simple Python script, and then trying to run that on another machine. This is very easy when its a simple script, with no dependencies, that uses features that have been stable for a long time. But what if the script uses features only in Python 3.10, and it also relies on packages like numpy or pandas. It starts to build up a graph of dependencies, and each of these dependencies will have dependencies of their own, and so on, until you reach libc and sys-calls.

I’m putting build systems right at the top because they’re so key to writing software that runs on any machine other than your own. A good build system should handle:

  • Package versioning
  • Dependency graphs
  • Build scripts (that include unit tests)

It should be:

  • Reproducible: the same dependency graph builds reliably. This essentially means that the system is determinstic taken as a whole, there’s no randomness in the “will it work/won’t it” when using the same “build”.
  • Declarative: you should be able to specify system requirements through a config file or set of configs. This means that the “build” can be replicated without sending an image of the entire system (as something like docker does). You can send a lightweight text file and replicate a system state.

I’m incredibly lucky to work at a place that has a long experience of working with build systems. Amazon (like other 10k+ engineering orgs) has had to invest heavily in its build infrastructure so engineers can be productive. If I wasn’t working at somewhere with such a strong existing solution for this issue, I’d be learning Nix - and I probably will one day.

Build systems should also ideally be fast! The longer an engineer is waiting for things to build, the slower their feedback loops, and in general, the shorter my feedback loop when working, the quicker I can get something done.

Individual best practices

This is a section on individual best practices. I think these are separate enough from the practices of how to work as part of a team over a long timescale. This is about being the best developer you can be.

The core idea for me is cutting down the feedback loop. I learn based on a feedback loop, I develop with one. It’s all about having a target state, and iteratively getting there in small steps. This is a lot like test driven development, where you write your tests first and then write code until they pass, except I’m defining my end goal first and getting feedback on my progress towards it. The shorter your feedback loop in making a change and seeing progress towards your goal, the better.

Know your tools (editing and reading code)

This element I think is universal. Tools should help you work, and get out of the way. The primary interface for programming is text. The tools you use to read, comprehend, and edit that text are key. It should be a buttery smooth experience for you to hop around a codebase. Your IDE should conform to how you like to work, and you should be able to customise it to extend its abilities.

This is something that The Primeagen has really influenced me on, but this is common with any practice. You should know your tools really well, and there’s no tool more important in Software than text manipulation tools.

IDEs and editors like Vim/Emacs are the core part of this, but I’m not even talking exclusively about these. Unix tools like grep, ripgrep, awk, sed, sort, all of these should be at your fingertips too. My editing is mostly done in VSCode and Neovim. I use Vim bindings in VSCode, and the benefit of learning some key movement bindings is that everything feels smoother. The ideal state of code editing is where you can edit as fast as you can think. I definitely believe that Software Engineering is not about typing, I know the majority of the work and understanding should be done before you’re setting things down in an editor, but there is a huge advantage to being fast when you are making changes. You don’t have to disrupt your chain of thought with a long winded “how should I do that” sidetrack. You can have a little blur at the keys and your change is already made. Most developers aren’t quicking between windows on their screen, they’re using Alt-tab to shift focus and keep their working memory on the task at hand. The more your tools become muscle memory, the more they fade into the background. It’s like driving, changing gears, or putting on your windshield wipers when it rains, all of that should be ingrained for you to be able to focus on reacting to the road around you.

The other way this is key is in reading code. You should have shortcuts in your IDE to hop to definitions. You should know how to quickly look up strings in your codebase, whether that’s telescope in nvim, or cmd + shift + f in VSCode. You can learn a lot about how some code is used with just grep.

Little scripts

One way I’m becoming a lot more productive is by writing and using one time scripts. This kind of development is at the opposite end of Team best practices. These scripts should be fast to write, lightweight, and help me do things that I’m going to have to do more than once.

An example would be where recently I was working on improving code quality in a Java package that my team had inherited. We use Checkstyle internally to make sure our code meets certain best practices, but this package was missing a bunch of our rules. When I first applied our rules to it, there were 1866 errors. To fix this, I wrote a series of small scripts to fix them. These errors were all categoriseable, so first I wrote a script that would parse the error log and split them into different types:

errs_file=checkstyle-errs.txt
# Get checkstyle output 
checkstyle > $errs_file

# Split error types into their own files
grep JavadocMethod $errs_file > javadoc-method-errs.txt 
grep FinalVariable $errs_file > final-var-errs.txt 
grep FinalParameter $errs_file > final-param-errs.txt 
... 
grep -v JavadocMethod $errs_file | grep -v FinalVariable | grep -v FinalParameter > other-errs.txt 

wc -l *errs.txt 

This script split all the different types of errors into their own files and gave me a way of tracking my progress fixing them. I used wc to see how many of the different errors I had left to fix.

I then set about parsing the errors with awk to produce small sed scripts that would fix them for me. For things like parameters or variables that should have been final this was pretty easy. You can get a lot done with relatively simple tools.

One area where I think generative LLMs are already incredibly useful1, and will continue to get better, is in getting over the learning curve for little scripts that help you get your work done. People like John Wiseman and Simon Willison have already pointed this out, and provided great examples. Tools are about making things easier or faster, so the scope of what you can do is expanded.

think this is one of them. They can also cause massive harm when misused. AI as a field is filled with people trying to make money by moving fast without considering the consequences.

  1. LLMs are controversial for good reason. They’re good at some things, I