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author | Linus Torvalds <torvalds@ppc970.osdl.org> | 2005-04-16 18:20:36 -0400 |
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committer | Linus Torvalds <torvalds@ppc970.osdl.org> | 2005-04-16 18:20:36 -0400 |
commit | 1da177e4c3f41524e886b7f1b8a0c1fc7321cac2 (patch) | |
tree | 0bba044c4ce775e45a88a51686b5d9f90697ea9d /Documentation/ManagementStyle |
Linux-2.6.12-rc2
Initial git repository build. I'm not bothering with the full history,
even though we have it. We can create a separate "historical" git
archive of that later if we want to, and in the meantime it's about
3.2GB when imported into git - space that would just make the early
git days unnecessarily complicated, when we don't have a lot of good
infrastructure for it.
Let it rip!
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1 | |||
2 | Linux kernel management style | ||
3 | |||
4 | This is a short document describing the preferred (or made up, depending | ||
5 | on who you ask) management style for the linux kernel. It's meant to | ||
6 | mirror the CodingStyle document to some degree, and mainly written to | ||
7 | avoid answering (*) the same (or similar) questions over and over again. | ||
8 | |||
9 | Management style is very personal and much harder to quantify than | ||
10 | simple coding style rules, so this document may or may not have anything | ||
11 | to do with reality. It started as a lark, but that doesn't mean that it | ||
12 | might not actually be true. You'll have to decide for yourself. | ||
13 | |||
14 | Btw, when talking about "kernel manager", it's all about the technical | ||
15 | lead persons, not the people who do traditional management inside | ||
16 | companies. If you sign purchase orders or you have any clue about the | ||
17 | budget of your group, you're almost certainly not a kernel manager. | ||
18 | These suggestions may or may not apply to you. | ||
19 | |||
20 | First off, I'd suggest buying "Seven Habits of Highly Successful | ||
21 | People", and NOT read it. Burn it, it's a great symbolic gesture. | ||
22 | |||
23 | (*) This document does so not so much by answering the question, but by | ||
24 | making it painfully obvious to the questioner that we don't have a clue | ||
25 | to what the answer is. | ||
26 | |||
27 | Anyway, here goes: | ||
28 | |||
29 | |||
30 | Chapter 1: Decisions | ||
31 | |||
32 | Everybody thinks managers make decisions, and that decision-making is | ||
33 | important. The bigger and more painful the decision, the bigger the | ||
34 | manager must be to make it. That's very deep and obvious, but it's not | ||
35 | actually true. | ||
36 | |||
37 | The name of the game is to _avoid_ having to make a decision. In | ||
38 | particular, if somebody tells you "choose (a) or (b), we really need you | ||
39 | to decide on this", you're in trouble as a manager. The people you | ||
40 | manage had better know the details better than you, so if they come to | ||
41 | you for a technical decision, you're screwed. You're clearly not | ||
42 | competent to make that decision for them. | ||
43 | |||
44 | (Corollary:if the people you manage don't know the details better than | ||
45 | you, you're also screwed, although for a totally different reason. | ||
46 | Namely that you are in the wrong job, and that _they_ should be managing | ||
47 | your brilliance instead). | ||
48 | |||
49 | So the name of the game is to _avoid_ decisions, at least the big and | ||
50 | painful ones. Making small and non-consequential decisions is fine, and | ||
51 | makes you look like you know what you're doing, so what a kernel manager | ||
52 | needs to do is to turn the big and painful ones into small things where | ||
53 | nobody really cares. | ||
54 | |||
55 | It helps to realize that the key difference between a big decision and a | ||
56 | small one is whether you can fix your decision afterwards. Any decision | ||
57 | can be made small by just always making sure that if you were wrong (and | ||
58 | you _will_ be wrong), you can always undo the damage later by | ||
59 | backtracking. Suddenly, you get to be doubly managerial for making | ||
60 | _two_ inconsequential decisions - the wrong one _and_ the right one. | ||
61 | |||
62 | And people will even see that as true leadership (*cough* bullshit | ||
63 | *cough*). | ||
64 | |||
65 | Thus the key to avoiding big decisions becomes to just avoiding to do | ||
66 | things that can't be undone. Don't get ushered into a corner from which | ||
67 | you cannot escape. A cornered rat may be dangerous - a cornered manager | ||
68 | is just pitiful. | ||
69 | |||
70 | It turns out that since nobody would be stupid enough to ever really let | ||
71 | a kernel manager have huge fiscal responsibility _anyway_, it's usually | ||
72 | fairly easy to backtrack. Since you're not going to be able to waste | ||
73 | huge amounts of money that you might not be able to repay, the only | ||
74 | thing you can backtrack on is a technical decision, and there | ||
75 | back-tracking is very easy: just tell everybody that you were an | ||
76 | incompetent nincompoop, say you're sorry, and undo all the worthless | ||
77 | work you had people work on for the last year. Suddenly the decision | ||
78 | you made a year ago wasn't a big decision after all, since it could be | ||
79 | easily undone. | ||
80 | |||
81 | It turns out that some people have trouble with this approach, for two | ||
82 | reasons: | ||
83 | - admitting you were an idiot is harder than it looks. We all like to | ||
84 | maintain appearances, and coming out in public to say that you were | ||
85 | wrong is sometimes very hard indeed. | ||
86 | - having somebody tell you that what you worked on for the last year | ||
87 | wasn't worthwhile after all can be hard on the poor lowly engineers | ||
88 | too, and while the actual _work_ was easy enough to undo by just | ||
89 | deleting it, you may have irrevocably lost the trust of that | ||
90 | engineer. And remember: "irrevocable" was what we tried to avoid in | ||
91 | the first place, and your decision ended up being a big one after | ||
92 | all. | ||
93 | |||
94 | Happily, both of these reasons can be mitigated effectively by just | ||
95 | admitting up-front that you don't have a friggin' clue, and telling | ||
96 | people ahead of the fact that your decision is purely preliminary, and | ||
97 | might be the wrong thing. You should always reserve the right to change | ||
98 | your mind, and make people very _aware_ of that. And it's much easier | ||
99 | to admit that you are stupid when you haven't _yet_ done the really | ||
100 | stupid thing. | ||
101 | |||
102 | Then, when it really does turn out to be stupid, people just roll their | ||
103 | eyes and say "Oops, he did it again". | ||
104 | |||
105 | This preemptive admission of incompetence might also make the people who | ||
106 | actually do the work also think twice about whether it's worth doing or | ||
107 | not. After all, if _they_ aren't certain whether it's a good idea, you | ||
108 | sure as hell shouldn't encourage them by promising them that what they | ||
109 | work on will be included. Make them at least think twice before they | ||
110 | embark on a big endeavor. | ||
111 | |||
112 | Remember: they'd better know more about the details than you do, and | ||
113 | they usually already think they have the answer to everything. The best | ||
114 | thing you can do as a manager is not to instill confidence, but rather a | ||
115 | healthy dose of critical thinking on what they do. | ||
116 | |||
117 | Btw, another way to avoid a decision is to plaintively just whine "can't | ||
118 | we just do both?" and look pitiful. Trust me, it works. If it's not | ||
119 | clear which approach is better, they'll eventually figure it out. The | ||
120 | answer may end up being that both teams get so frustrated by the | ||
121 | situation that they just give up. | ||
122 | |||
123 | That may sound like a failure, but it's usually a sign that there was | ||
124 | something wrong with both projects, and the reason the people involved | ||
125 | couldn't decide was that they were both wrong. You end up coming up | ||
126 | smelling like roses, and you avoided yet another decision that you could | ||
127 | have screwed up on. | ||
128 | |||
129 | |||
130 | Chapter 2: People | ||
131 | |||
132 | Most people are idiots, and being a manager means you'll have to deal | ||
133 | with it, and perhaps more importantly, that _they_ have to deal with | ||
134 | _you_. | ||
135 | |||
136 | It turns out that while it's easy to undo technical mistakes, it's not | ||
137 | as easy to undo personality disorders. You just have to live with | ||
138 | theirs - and yours. | ||
139 | |||
140 | However, in order to prepare yourself as a kernel manager, it's best to | ||
141 | remember not to burn any bridges, bomb any innocent villagers, or | ||
142 | alienate too many kernel developers. It turns out that alienating people | ||
143 | is fairly easy, and un-alienating them is hard. Thus "alienating" | ||
144 | immediately falls under the heading of "not reversible", and becomes a | ||
145 | no-no according to Chapter 1. | ||
146 | |||
147 | There's just a few simple rules here: | ||
148 | (1) don't call people d*ckheads (at least not in public) | ||
149 | (2) learn how to apologize when you forgot rule (1) | ||
150 | |||
151 | The problem with #1 is that it's very easy to do, since you can say | ||
152 | "you're a d*ckhead" in millions of different ways (*), sometimes without | ||
153 | even realizing it, and almost always with a white-hot conviction that | ||
154 | you are right. | ||
155 | |||
156 | And the more convinced you are that you are right (and let's face it, | ||
157 | you can call just about _anybody_ a d*ckhead, and you often _will_ be | ||
158 | right), the harder it ends up being to apologize afterwards. | ||
159 | |||
160 | To solve this problem, you really only have two options: | ||
161 | - get really good at apologies | ||
162 | - spread the "love" out so evenly that nobody really ends up feeling | ||
163 | like they get unfairly targeted. Make it inventive enough, and they | ||
164 | might even be amused. | ||
165 | |||
166 | The option of being unfailingly polite really doesn't exist. Nobody will | ||
167 | trust somebody who is so clearly hiding his true character. | ||
168 | |||
169 | (*) Paul Simon sang "Fifty Ways to Lose Your Lover", because quite | ||
170 | frankly, "A Million Ways to Tell a Developer He Is a D*ckhead" doesn't | ||
171 | scan nearly as well. But I'm sure he thought about it. | ||
172 | |||
173 | |||
174 | Chapter 3: People II - the Good Kind | ||
175 | |||
176 | While it turns out that most people are idiots, the corollary to that is | ||
177 | sadly that you are one too, and that while we can all bask in the secure | ||
178 | knowledge that we're better than the average person (let's face it, | ||
179 | nobody ever believes that they're average or below-average), we should | ||
180 | also admit that we're not the sharpest knife around, and there will be | ||
181 | other people that are less of an idiot that you are. | ||
182 | |||
183 | Some people react badly to smart people. Others take advantage of them. | ||
184 | |||
185 | Make sure that you, as a kernel maintainer, are in the second group. | ||
186 | Suck up to them, because they are the people who will make your job | ||
187 | easier. In particular, they'll be able to make your decisions for you, | ||
188 | which is what the game is all about. | ||
189 | |||
190 | So when you find somebody smarter than you are, just coast along. Your | ||
191 | management responsibilities largely become ones of saying "Sounds like a | ||
192 | good idea - go wild", or "That sounds good, but what about xxx?". The | ||
193 | second version in particular is a great way to either learn something | ||
194 | new about "xxx" or seem _extra_ managerial by pointing out something the | ||
195 | smarter person hadn't thought about. In either case, you win. | ||
196 | |||
197 | One thing to look out for is to realize that greatness in one area does | ||
198 | not necessarily translate to other areas. So you might prod people in | ||
199 | specific directions, but let's face it, they might be good at what they | ||
200 | do, and suck at everything else. The good news is that people tend to | ||
201 | naturally gravitate back to what they are good at, so it's not like you | ||
202 | are doing something irreversible when you _do_ prod them in some | ||
203 | direction, just don't push too hard. | ||
204 | |||
205 | |||
206 | Chapter 4: Placing blame | ||
207 | |||
208 | Things will go wrong, and people want somebody to blame. Tag, you're it. | ||
209 | |||
210 | It's not actually that hard to accept the blame, especially if people | ||
211 | kind of realize that it wasn't _all_ your fault. Which brings us to the | ||
212 | best way of taking the blame: do it for another guy. You'll feel good | ||
213 | for taking the fall, he'll feel good about not getting blamed, and the | ||
214 | guy who lost his whole 36GB porn-collection because of your incompetence | ||
215 | will grudgingly admit that you at least didn't try to weasel out of it. | ||
216 | |||
217 | Then make the developer who really screwed up (if you can find him) know | ||
218 | _in_private_ that he screwed up. Not just so he can avoid it in the | ||
219 | future, but so that he knows he owes you one. And, perhaps even more | ||
220 | importantly, he's also likely the person who can fix it. Because, let's | ||
221 | face it, it sure ain't you. | ||
222 | |||
223 | Taking the blame is also why you get to be manager in the first place. | ||
224 | It's part of what makes people trust you, and allow you the potential | ||
225 | glory, because you're the one who gets to say "I screwed up". And if | ||
226 | you've followed the previous rules, you'll be pretty good at saying that | ||
227 | by now. | ||
228 | |||
229 | |||
230 | Chapter 5: Things to avoid | ||
231 | |||
232 | There's one thing people hate even more than being called "d*ckhead", | ||
233 | and that is being called a "d*ckhead" in a sanctimonious voice. The | ||
234 | first you can apologize for, the second one you won't really get the | ||
235 | chance. They likely will no longer be listening even if you otherwise | ||
236 | do a good job. | ||
237 | |||
238 | We all think we're better than anybody else, which means that when | ||
239 | somebody else puts on airs, it _really_ rubs us the wrong way. You may | ||
240 | be morally and intellectually superior to everybody around you, but | ||
241 | don't try to make it too obvious unless you really _intend_ to irritate | ||
242 | somebody (*). | ||
243 | |||
244 | Similarly, don't be too polite or subtle about things. Politeness easily | ||
245 | ends up going overboard and hiding the problem, and as they say, "On the | ||
246 | internet, nobody can hear you being subtle". Use a big blunt object to | ||
247 | hammer the point in, because you can't really depend on people getting | ||
248 | your point otherwise. | ||
249 | |||
250 | Some humor can help pad both the bluntness and the moralizing. Going | ||
251 | overboard to the point of being ridiculous can drive a point home | ||
252 | without making it painful to the recipient, who just thinks you're being | ||
253 | silly. It can thus help get through the personal mental block we all | ||
254 | have about criticism. | ||
255 | |||
256 | (*) Hint: internet newsgroups that are not directly related to your work | ||
257 | are great ways to take out your frustrations at other people. Write | ||
258 | insulting posts with a sneer just to get into a good flame every once in | ||
259 | a while, and you'll feel cleansed. Just don't crap too close to home. | ||
260 | |||
261 | |||
262 | Chapter 6: Why me? | ||
263 | |||
264 | Since your main responsibility seems to be to take the blame for other | ||
265 | peoples mistakes, and make it painfully obvious to everybody else that | ||
266 | you're incompetent, the obvious question becomes one of why do it in the | ||
267 | first place? | ||
268 | |||
269 | First off, while you may or may not get screaming teenage girls (or | ||
270 | boys, let's not be judgmental or sexist here) knocking on your dressing | ||
271 | room door, you _will_ get an immense feeling of personal accomplishment | ||
272 | for being "in charge". Never mind the fact that you're really leading | ||
273 | by trying to keep up with everybody else and running after them as fast | ||
274 | as you can. Everybody will still think you're the person in charge. | ||
275 | |||
276 | It's a great job if you can hack it. | ||