Paulo Coelho’s “The Alchemist” has been around a while but I’ve never read it before until now. It’s a short book that tells the adventure of a young Santiago in pursuit of his treasure under the pyramids of Egypt, and tries to inspire readers to do the same, to go in pursuit of their own dreams. It’s a story that has remained popular in bookstores all these years and now I understand why. Personally, however, I’ve found it to be a bit underwhelming, perhaps because the writing wasn’t to my taste.
Nevertheless, here are some interesting lines from the book:
- That was what made traveling appeal to him – he always made new friends, and he didn’t need to spend all of his time with them. When someone sees the same people every day, as had happened with him at the seminary, they wind up becoming a part of that person’s life. And then they want the person to change. If someone isn’t what others want them to be, the others become angry. Everyone seems to have a clear idea of how other people should lead their lives, but none about his or her own.
- “People learn, early in their lives, what is their reason for being,” said the old man, with a certain bitterness. “Maybe that’s why they give up on it so early, too.”
- The sheep had taught him something even more important; that there was a language in the world that everyone understood, a language the boy had used throughout the time that he was trying to improve things at that shop. It was the language of enthusiasm, of things accomplished with love and purpose, and as part of a search for something believed in and desired.
- I know why I want to get back to my flock, he thought. I understand sheep; they’re no longer a problem, and they can be good friends. On the other hand, I don’t know if the desert can be a friend, and it’s in the desert that I have to search for my treasure.
- He still had some doubts about the decision he had made. But he was able to understand one thing; making a decision was only the beginning of things.
- “I’m alive,” he said to the boy, as they ate a bunch of dates one night, with no fires and no moon. “When I’m eating, that’s all I think about. If I’m on the march, I just concentrate on marching. If I have to fight, it will be just as good a day to die as any other.”
- Most people see the world as a threatening place, and, because they do, the world turns out, indeed, to be a threatening place.
- “Everyone has his or her own way of learning things,” he said to himself. “His way isn’t the same way as mine, nor mine as his. But we’re both in search of our Personal Legends, and I respect him for that.”
A week ago I was working on a quick automation project which asks for an HTML report of the test results to go along with the scripts. It was a straightforward request, but it was something that I don’t usually generate. Personally I find test results being displayed in a terminal to be enough, but for the said task I needed a report generator. I had already decided to use Cypress for the job so I needed something that plays well with it. In their docs I found a custom reporter called Mochawesome.
To install it, I updated the
package.json file inside the project directory to include the reporter:
The Cypress documentation on Reporters also said that for Mochawesome to properly work I should also install mocha as a dev dependency, so that’s what I did.
And then run
npm install on the terminal to actually install the reporter.
Before running tests, there’s a tiny change we need to write on the
cypress.json file inside the project directory, which tells Cypress which reporter do we want to use for generating test reports.
And we’re all set after all that. 🙂
Run Cypress tests by running
cypress run --reporter mochawesome. Or if you specified a script in the package.json file the same way I did in the first photo above, just run
After running tests, we’re going to find out that a mochawesome-report directory has been added to our project directory which houses both HTML and JSON reports of the tests.
A sample HTML test report looks something like this:
Looks nice and simple and ready for archiving.
Derek Sivers, in his book titled “Anything You Want“, shares tales and lessons he’s learned when he started, built, and sold CD Baby, a global music distribution platform, for $22M (which will return to musicians after he dies). He’s an entrepreneur, but a divergent kind of entrepreneur from the ones I’m accustomed to, and I’ve grown fond of his philosophies in both business and in life. Perhaps it’s because of Seth Godin‘s influence, perhaps it’s because he’s a very slow thinker, perhaps it’s because the things he says just sounds about right.
Some favorite lines from the book:
- Most people don’t know why they’re doing what they’re doing. They imitate others, go with the flow, and follow paths without making their own. They spend decades in pursuit of something that someone convinced them they should want, without realizing that it won’t make them happy. Don’t be on your deathbed someday, having squandered your one chance at life, full of regret because you pursued little distractions instead of big dreams. You need to know your personal philosophy of what makes you happy and what’s worth doing.
- The key point is that I wasn’t trying to make a big business. I was just daydreaming about how one little thing would look in a perfect world. When you make a business, you get to make a little universe where you control all the laws. This is your utopia. When you make it a dream come true for yourself, it’ll be a dream come true for someone else, too.
- Success comes from persistently improving and inventing, not from persistently doing what’s not working. We all have lots of ideas, creations, and projects. When you present one to the world and it’s not a hit, don’t keep pushing it as is. Instead, get back to improving and inventing. Present each new idea or improvement to the world. If multiple people are saying, “Wow! Yes! I need this! I’d be happy to pay you to do this!” then you should probably do it. But if the response is anything less, don’t pursue it.
- If you’re not saying “Hell yeah!” about something, say no. When deciding whether to do something, if you feel anything less than “Wow! That would be amazing! Absolutely! Hell yeah!” then say no. When you say no to most things, you leave room in your life to throw yourself completely into that rare thing that makes you say, “Hell yeah!” We’re all busy. We’ve all taken on too much. Saying yes to less is the way out.
- Never forget that absolutely everything you do is for your customers. Make every decision – even decisions about whether to expand the business, raise money, or promote someone – according to what’s best for your customers. If you’re ever unsure what to prioritize, just ask your customers the open-ended question, “How can I best help you now?” Then focus on satisfying those requests. None of your customers will ask you to turn your attention to expanding. They want you to keep your attention focused on them. It’s counter-intuitive, but the way to grow your business is to focus entirely on your existing customers. Just thrill them, and they’ll tell everyone.
- Watch out when anyone (including you) says he wants to do something big, but can’t until he raises money. It usually means the person is more in love with the idea of being big-big-big than with actually doing something useful. For an idea to get big-big-big, it has to be useful. And being useful doesn’t need funding. If you want to be useful, you can always start now, with only 1 percent of what you have in your grand vision. It’ll be a humble prototype version of your grand vision, but you’ll be in the game. You’ll be ahead of the rest, because you actually started, while others are waiting for the finish line to magically appear at the starting line.
- Never forget why you’re really doing what you’re doing. Are you helping people? Are they happy? Are you happy? Are you profitable? Isn’t that enough?
- We all grade ourselves by different measures:
- For some people, it’s as simple as how much money they make. When their net worth is going up, they know they’re doing well.
- For others, it’s how much money they give.
- For some, it’s how many people’s lives they can influence for the better.
- For others, it’s how deeply they can influence just a few people’s lives.
- For me, it’s how many useful things I create, whether songs, companies, articles, websites, or anything else. If I create something that is not useful to others, it doesn’t count. But I’m also not interested in doing something useful unless it needs my creative input.
- When you want to learn how to do something yourself, most people won’t understand. They’ll assume the only reason we do anything is to get it done, and doing it yourself is not the most efficient way. But that’s forgetting about the joy of learning and doing. Yes, it may take longer. Yes, it may be inefficient. Yes, it may even cost you millions of dollars in lost opportunities because your business is growing slower because you’re insisting on doing something yourself. But the whole point of doing anything is because it makes you happy! That’s it! You might get bigger faster and make millions if you outsource everything to the experts. But what’s the point of getting bigger and making millions? To be happy, right? In the end, it’s about what you want to be, not what you want to have. To have something (a finished recording, a business, or millions of dollars) is the means, not the end. To be something (a good singer, a skilled entrepreneur, or just plain happy) is the real point. When you sign up to run a marathon, you don’t want a taxi to take you to the finish line.
How does your day-to-day work look like?
What do you know about software testing? How about being a scrum master?
What is your most favorite part of the work? Your least favorite?
Have you taken part in a project that you’re really proud of?
What made you decide to apply for this position?
Why not apply for a programmer job?
What three skills do you think matters most to a tester? To a scrum master?
How do you rate yourself in those skills?
What skill would you say you’ve actively pursued recently?
Are you familiar with the following?
- Exploratory testing
- Test-driven development
- Behavior-driven development
Do you have hobbies that are important enough to waste time on?
What is one of your favorite movies? A favorite book? A favorite TV series?
Do you have specific goals in mind that you want to achieve when you get this role?
In what ways do you think we can help you achieve those goals?
Do you have questions for me or for your employer?
(Because I’ve been scheduled to interview a number of applicants in the coming week and I often forget to ask some of the important questions when I go at it head-on, I thought I needed some sort of template I can always grab and bring)
It’s been seven years since I got employed at the private company I currently work for. I didn’t set out to be employed for them this long but the pay was okay and there was a lot of freedom in the testing work so I stuck around. That freedom allowed for opportunities to learn and improve on the testing (and software development) craft consistently, even though there really wasn’t any in-house training available, as long as I managed myself well year in and year out. At that time, I thought that all I needed was time to train myself and so that’s what I did. I managed my tasks well, I asked people and the world wide web questions and tried their suggestions one at a time, and that pattern continues to this day.
Don’t know where to start testing? Look at what’s available, see which ones could be interesting, and then just dive right in to those. Too many things to test? Find which features are most important and start with those, not worrying too much about testing everything. Found something odd? Ask the customer whether it’s something worth exploring. Think a particular task isn’t worth doing over and over again? Automate it, if there’s really some value in automating it. Not technically savvy? There’s tons of materials out there you could study a little at a time. Something troubling the team? Ask and listen to what they have in mind. Is a certain process annoying? Find out why that is and think whether there’s something you can do about it. Bored? Do something else. Tired? Take a break. Want to get better at a particular skill? Read books and blog posts, watch webinars or take courses, and build projects with what you’ve learned. Day in and day out, the fun is in hunting for intriguing problems to solve and testing one possible solution after another. And the trick in having the most fun is in finding out what problems are worth solving for, both for your customer and for yourself.
Yes, it’s been an extraordinary seven years. I got the growth spurt that I wanted while performing valuable work on time. Now thinking about it, I’m actually not sure if there will be many years more to add to that record, but all is well because it’s been a great run.
The first edition of “Planning Extreme Programming” by Kent Beck and Martin Fowler was published about 18 years (that long) ago, and already it says so much about how planning for software projects can be done well. It talks about programmers and customers, their fears and frustrations, their rights and responsibilities, and putting all those knowledge into a planning style that can work for development teams. It doesn’t have to be labeled XP, but it does need to help people be focused, confident, and hopeful.
Here are some noteworthy lines from the book:
- Planning is not about predicting the future. When you make a plan for developing a piece of software, development is not going to go like that. Not ever. Your customers wouldn’t even be happy if it did, because by the time the software gets there, the customers don’t want what was planned; they want something different.
- We plan to ensure that we are always doing the most important thing left to do, to coordinate effectively with other people, and to respond quickly to unexpected events.
- If you know you have a tight deadline, but you make a plan and the plans says you can make the deadline, then you’ll start on your first task with a sense of urgency but still working as well as possible. After all, you have enough time. This is exactly the behavior that is most likely to cause the plan to come true. Panic leads to fatigue, defects, and communication breakdowns.
- Any software planning technique must try to create visibility, so everyone involved in the project can really see how far along a project is. This means that you need clear milestones, ones that cannot be fudged, and clearly represent progress. Milestones must also be things that everyone involved in the project, including the customer, can understand and learn to trust.
- We need a planning style that
- Preserves the programmer’s confidence that the plan is possible
- Preserves the customer’s confidence that they are getting as much as they can
- Costs as little to execute as possible (because we’ll be planning often, but nobody pays for plans; they pay for results)
- If we are going to develop well, we must create a culture that makes it possible for programmers and customers to acknowledge their fears and accept their rights and responsibilities. Without such guarantees, we cannot be courageous. We huddle in fear behind fortress walls, building them ever stronger, adding ever more weight to the development processes we have adopted. We continually add cannonades and battlements, documents and reviews, procedures and sign-offs, moats with crocodiles, torture chambers, and huge pots of boiling oil. But when our fears are acknowledged and our rights are accepted, then we can be courageous. We can set goals that are hard to reach and collaborate to make those goals. We can tear down the structures that we built out of fear and that impeded us. We will have the courage to do only what is necessary and no more, to spend our time on what’s important rather than on protecting ourselves.
- We use driving as a metaphor for developing software. Driving is not about pointing in one direction and holding to it; driving is about making lots of little course corrections. You don’t drive software development by getting your project pointed in the right direction (The Plan). You drive software development by seeing that you are drifting a little this way and steering a little that way. This way, that way, as long as you develop the software.
- When you don’t have enough time you are out of luck. You can’t make more time. Not having enough time is a position of helplessness. And hopelessness breeds frustration, mistakes, burnout, and failure. Having too much to do, however, is a situation we all know. When you have too much to do you can prioritize and not do some things, reduce the size of some of the things you do, ask someone else to do some things. Having too much to do breeds hope. We may not like being there, but at least we know what to do.
- Focusing on one or two iterations means that the programmers clearly need to know that stories are in the iteration they are currently working on. It’s also useful to know what’s in the next iteration. Beyond that the iteration allocation is not so useful. The real decider for how far in advance you should plan is the cost of keeping the plan up-to-date versus the benefit you get when you know that plans are inherently unstable. You have to honestly asses the value compared to the volatility of the plans.
- Writing the stories is not the point. Communicating is the point. We’ve seen too many requirements documents that are written down but don’t involve communication.
- We want to get a release to the customer as soon as possible. We want this release to be as valuable to the customer as possible. That way the customer will like us and keep feeding us cookies. So we give her the things she wants most. That way we can release quickly and the customer feels the benefit. Should everything go to pot at the end of the schedule, it’s okay, because the stories at risk are less important than the stories we have already completed. Even if we can’t release quickly, the customer will be happier if we do the most valuable things first. It shows we are listening, and really trying to solve her problems. It also may prompt the customer to go for an earlier release once she sees that value of what appears.
- One of the worst things about software bugs is that they come with a strong element of blame (from the customer) and guilt (from the programmer). If only we’d tested more, if only you were competent programmers, there wouldn’t be these bugs. We’ve seen people screaming on news groups and managers banging on tables saying that no bugs are acceptable. All this emotion really screws up the process of dealing with bugs and hurts the key human relationships that are essential if software development is to work well.
- We assume that the programmers are trying to do the most professional job they can. As part of this they will go to great lengths to eliminate bugs. But nobody can eliminate all of them. The customer has to trust that the programmers are working hard to reduce bugs, and can monitor the testing process to see that they are doing as much as they should.
- For most software, however, we don’t actually want zero bugs. (Now there’s a statement that we guarantee will be used against us out of context.) Any defect, once it’s in there, takes time and effort to remove. That time and effort will take away from effort spent putting in features. So you have to decide which to do. Even when you know about a bug, someone has to decide whether you want to eliminate the bug or add another feature. Who decides? In our view it must be the customer. The customer has to make a business decision based on the cost of having the bug versus the value of having another feature – or the value of deploying now instead of waiting to reduce the bug count. (We would argue that this does not hold true for bugs that could be life-threatening. In that case we think the programmers have a duty to public safety that is far greater than their duty to the customer.) There are plenty of cases where the business decision is to have the feature instead.
- All the planning techniques in the world, can’t save you if you forget that software is built by human beings. In the end keep the human beings focused, happy, and motivated and they will deliver.
Do we think we can do that?
Is that a goal worth something for us to reach for, or are we satisfied with weekly, monthly, or yearly project releases?
If we do decide to release to live daily, is it going to take a lot of work?
For what reasons do we have to put in the effort for?
What changes should we have to make so we can push as early and as often as possible?
How does that affect our existing software development process?
Does our team have sufficient expertise to follow through?
Do sprints even matter in that case? What about daily stand ups and retrospectives?
Should we push to live our long-running projects? What happens to feature branches?
How much testing is enough for us to be comfortable with daily releases?
Do we still need as many test environments as we do before?
What happens to our testing when we don’t have plenty of time to manually check everything?
Are our customers supposed to be delighted if we release daily?
Will the team be more pleased with a presumably increased efficiency or are we happy where we are?
If we decide to forego a daily release schedule, where else do we want to focus our attention to?