Who Writes Microsoft Support Articles? Can They Always Be Trusted? [closed] - c#

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Closed 11 years ago.
Here is an example of the type of article I'm talking about:
http://support.microsoft.com/kb/319401
I assume these articles are written by people who work for Microsoft and that the code in the articles will always be rock solid and never contain any malicious code. I just want to make sure I can explain to my boss that this is an ok place to copy code from (I've been told never to copy code from the internet, but this seems like a safe source).

I would trust them not to be malicious, but they're not always good code. (MSDN samples are sometimes pretty awful.)
For example, here's some code in the sample you gave:
compareResult = ObjectCompare.Compare
(listviewX.SubItems[ColumnToSort].Text,
listviewY.SubItems[ColumnToSort].Text);
// Calculate correct return value based on object comparison
if (OrderOfSort == SortOrder.Ascending)
{
// Ascending sort is selected, return normal result of compare operation
return compareResult;
}
else if (OrderOfSort == SortOrder.Descending)
{
// Descending sort is selected, return negative result of compare operation
return (-compareResult);
}
else
{
// Return '0' to indicate they are equal
return 0;
}
Now, there are two issues here:
Why is it deemed valid to have a comparer with no sort order? This should be a constructor parameter, validated at the point of construction IMO.
You should not just negate the result of one comparison to perform a "reverse comparison". That breaks if the result of the first comparison is int.MinValue - because -int.MinValue == int.MinValue. It's better to reverse the arguments used to perform the original comparison.
There are other things I'd take issue with in this code, but these two should be enough to make my point.
I heartily agree with the other answers too, in terms of:
- Check the copyright / licence etc of any code you want to use
- Make sure you understand anything you want to use

Your boss probably wouldn't mind if you only copied the code into a test project that you use to test and understand the code. You can then use what you've learned to write the production code.
And while I don't think anyone outside of Microsoft knows the names of the people who write those support articles, they come from the same vendor that your toolchain does, so if you don't trust the support articles, then you can't trust the tools you've bought either.

Microsoft Knowledgebase articles show safe (as in non-malicious but not necessarily secure) code, but usually the example provides the most basic use case possible. There's a good chance that you'll have to tweak the code a bit for it to work the way you want.
You should also pay attention to the date of the articles. For example, the article you link to is almost three years old. There's definitely a better way to handle that situation now.

Be aware that most codes in articles are there to help you understand the concepts. They are not "production ready". Learn the concepts instead and implement your own.

Have you been told not to copy code from the internet because of rights issues? If so then you don't have to worry about this Microsoft code.
I would advise you not to use any code you don't understand. If you can't say if the code is malicious or not don't use it.

MSDN and kb support articles are written by MS employees that are part of the given product's UX team (user experience). These are people who typically have a background in technical writing, but are not necessarily developers themselves (although some are). It's very common for the UX team to collaborate with developers on the product to ensure their code samples are correct. However this collaboration in my experience is one of the lowest priorities a typical MS developer has and can go ignored, and so it can at times lead to poor code getting out.
With that said, I completely agree with Carl Norum's comment. Copying code you do not understand is done at your own risk. Make sure you understand any code you place in your product!

I've always found the Microsoft articles to be of the highest quality (sadly not their products).
However, there's always the danger of a spoofing site.

Explain that you carefully read the article to understand the information in there, and only copy code that you understand.
If you don't understand the code, then even if the code is correct it may not be doing what you actually need done, thus your program will be incorrect.
You also will have a hard time debugging and maintaining code if there are parts that you don't understand.

Related

Why doesn't C# allow an else clause on loops? [closed]

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Closed 9 years ago.
I decided to learn some Python (IronPython) syntax today. In doing so, I was impressed by a construct that it allows with its loops.
Python supports an else clause on its loops. An else on a loop basically says, "if this loop finished normally, then enter this clause".
Allow me to demonstrate using C#.
This code:
Something something = SomeCallToSetThisUp();
bool isCompatable = false;
foreach (Widget widget in widgets)
{
isCompatable = widget.IsCompatableWithSomething(something);
if (!isCompatable)
break;
}
if (isCompatable)
compatableSomethings.Add(something);
could become this code (not valid C#):
Something something = SomeCallToSetThisUp();
foreach (Widget widget in widgets)
{
if (!widget.IsCompatableWithSomething(something));
break;
}
else
compatableSomethings.Add(something);
Having never seen this, it struck me as cool. And once you learn it, it seemed as readable as any code I have seen.
While not universally needed (sometimes you want to affect every item in the list), I do think that it would be useful.
So, my question is: Why isn't this in C#?
I have a few ideas why:
break can make debugging harder, so the designers did not want to encourage it.
Not everything that is shiny can make it into the language. (limited scope).
But those are just guesses. I am asking for an actual canonical reason.
The usual answer is because no-one asked for it or the cost of developing and maintaining it outweights the benefits.
From Eric Lippert's blog:
I've already linked several times to Eric Gunnerson's great post on
the C# design process. The two most important points in Eric's post
are: (1) this is not a subtractive process; we don't start with C++ or
Java or Haskell and then decide whether to leave some feature of them
out. And (2) just being a good feature is not enough. Features have to
be so compelling that they are worth the enormous dollar costs of
designing, implementing, testing, documenting and shipping the
feature. They have to be worth the cost of complicating the language
and making it more difficult to design other features in the future.
After we finished the last-minute minor redesigns of various parts of
C# 3.0, we made a list of every feature we could think of that could
possibly go into a future version of C#. We spent many, many hours
going through each feature on that list, trying to "bucket" it. Each
feature got put into a unique bucket. The buckets were labelled:
Pri 1: Must have in the next version
Pri 2: Should have in the next version
Pri 3: Nice to have in the next version
Pri 4: Likely requires deep study for many years before we can do it
Pri 5: Bad idea
Obviously we immediately stopped considering the fours and fives in
the context of the next version. We then added up the costs of the
features in the first three buckets, compared them against the design,
implementation, testing and documenting resources we had available.
The costs were massively higher than the resources available, so we
cut everything in bucket 2 and 3, and about half of what was in bucket
1. Turns out that some of those "must haves" were actually "should haves".
Understanding this bucketing process will help when I talk about some
of the features suggested in that long forum topic. Many of the
features suggested were perfectly good, but fell into bucket 3. They
didn't make up the 100 point deficit, they just weren't compelling
enough.
http://blogs.msdn.com/b/ericlippert/archive/2008/10/08/the-future-of-c-part-one.aspx
Additionally, you need to weight if the feature will be easily understood by existing / new developers. IMHO else on loop is not very readable, especially since the keyword for 'execute this block if the previous one finished OK' is finally.
What is more, I think Enumerable.Any / Enumerable.All methods are much better in this scenarios.
Looping through a collection and checking a condition are different things, so they should be separate language constructs.
Because for else loops are a hack from languages like python. If you feel like you need a for else loop, you should probably put that code in a separate function.

Rules/guidelines for documenting C# code? [closed]

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I am a relatively new developer and have been assigned the task of documenting code written by an advanced C# developer. My boss told me to look through it, and to document it so that it would be easier to modify and update as needed.
My question is: Is there a standard type of Documentation/Comment structure I should follow? My boss made it sound like everyone knew exactly how to document the code to a certain standard so that anyone could understand it.
I am also curious if anyone has a good method for figuring out unfamiliar code or function uncertainty. Any help would be greatly appreciated.
The standard seems to be XML Doc (MSDN Technet article here).
You can use /// at the beginning of each line of documentation comments. There are standard XML style elements for documenting your code; each should follow the standard <element>Content</element> usage. Here are some of the elements:
<c> Used to differentiate code font from normal text
<c>class Foo</c>
<code>
<example>
<exception>
<para> Used to control formatting of documentation output.
<para>The <c>Foo</c> class...</para>
<param>
<paramref> Used to refer to a previously described <param>
If <paramref name="myFoo" /> is <c>null</c> the method will...
<remarks>
<returns>
<see> Creates a cross-ref to another topic.
The <see cref="System.String" /><paramref name="someString"/>
represents...
<summary> A description (summary) of the code you're documenting.
Sounds like you really did end up getting the short straw.
Unfortunately I think you've stumbled on one of the more controversial subjects of software development in general. Comments can be seen as extremely helpful where necessary, and unnecessary cruft when used wrongly. You'll have to be careful and decide quite carefully what goes where.
As far as commenting practice, it's usually down to the corporation or the developer. A few common rules I like to use are:
Comment logic that isn't clear (and consider a refactor)
Only Xml-Doc methods / properties that could be questioned (or, if you need to give a more detailed overview)
If your comments exceed the length of the containing method / class, you might want to think about comment verbosity, or even consider a refactor.
Try and imagine a new developer coming across this code. What questions would they ask?
It sounds like your boss is referring to commenting logic (most probably so that you can start understanding it) and using xml-doc comments.
If you haven't used xml-doc comments before, check out this link which should give you a little guidance on use and where appropriate.
If your workloadi s looking a little heavy (ie, lots of code to comment), I have some good news for you - there's an excellent plugin for Visual Studio that may help you out for xml-doc comments. GhostDoc can make xml-doc commenting methods / classes etc much easier (but remember to change the default placeholder text it inserts in there!)
Remember, you may want to check with your boss on just what parts of the code he wants documented before you go on a ghostdoc spree.
It's a bit of a worry that the original programmer didn't bother to do one of the most important parts of his job. However, there are lots of terrible "good" programmers out there, so this isn't really all that unusual.
However, getting you to document the code is also a pretty good training mechanism - you have to read and understand the code before you can write down what it does, and as well as gaining knowledge of the systems, you will undoubtedly pick up a few tips and tricks from the good (and bad!) things the other programmer has done.
To help get your documentation done quickly and consistently, you might like to try my add-in for Visual Studio, AtomineerUtils Pro Documentation. This will help with the boring grunt work of creating and updating the comments, make sure the comments are fully formed and in sync with the code, and let you concentrate on the code itself.
As to working out how the code works...
Hopefully the class, method, parameter and variable names will be descriptive. This should give you a pretty good starting point. You can then take one method or class at a time and determine if you believe that the code within it delivers what you think the naming implies. If there are unit tests then these will give a good indication of what the programmer expected the code to do (or handle). Regardless, try to write some (more) unit tests for the code, because thinking of special cases that might break the code, and working out why the code fails some of your tests, will give you a good understanding of what it does and how it does it. Then you can augment the basic documentation you've written with the more useful details (can this parameter be null? what range of values is legal? What will the return value be if you pass in a blank string? etc)
This can be daunting, but if you start with the little classes and methods first (e.g. that Name property that just returns a name string) you will gain familiarity with the surrounding code and be able to gradually work your way up to the more complex classes and methods.
Once you have basic code documentation written for the classes, you should then be in a position to write external overview documentation that describes how the system as a whole functions. And then you'll be ready to work on that part of the codebase because you'll understand how it all fits together.
I'd recommend using XML documentation (see the other answers) as this is immediately picked up by Visual Studio and used for intellisense help. Then anyone writing code that calls your classes will get help in tooltips as they type the code. This is such a major bonus when working with a team or a large codebase, but many companies/programmers just don't realise what they've been missing, banging their (undocumented) rocks together in the dark ages :-)
I suspect your boss is referring to the following XML Documentation Comments.
XML Documentation Comments (C# Programming Guide)
It might be worth asking your boss if he has any examples of code that is already documented so you can see first-hand what he is after.
Mark Needham has written a few blog posts about reading/documenting code (see Archive for the ‘Reading Code’ Category.
I remember reading Reading Code: Rhino Mocks some time ago that talks about diagramming the code to help keep track of where you are and to 'map out' what's going on.
Hope that helps - good luck!

isn't number localization just unnecessary? [closed]

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Closed 11 years ago.
I've just read this page http://weblogs.asp.net/scottgu/archive/2010/06/10/jquery-globalization-plugin-from-microsoft.aspx
One of the things they did was to convert the arabic date to the arabic calendar. I'm wondering if it is a good idea at all to do so. Will it actually be annoying/confusing for the user (even if the user is Arabic).
Also, my second question is that do we really need to change 3,899.99 to 3.899,99 for some cultures like German? I mean it doesn't hurt to do so since the library already does it for us but wouldn't this actually cause more confusion to the user (even if he is German).
I'm sure whatever culture these people come from, if i give you a number 3,899.99 there's no way you'd get that wrong right? (since he'd probably learned the universal format anyway)
Your problem here seems to be a bad assumption. There is no "universal format" for numbers. 3,899.99 is valid in some places, and confusing in others. Same for the converse. People can often figure out what they need to (especially if it's in software that is clearly doing a shoddy job of localization otherwise. :) ), but that's not the point.
Except in certain scientific and technical domains that general software doesn't usually address, there's no universal format for any of these things. If you want your software to be accepted on native terms anywhere but your own place, you'll need to work for it.
To me it seems like it would be much less confusing to see dates and numbers in the format you're used to (in your country or language) - why do you think it would be the other way around?
The point of localization is to make your application look more natural for the user. It is definitely advisable to do this in your application if you use it internationally. While you can use US standards, that is not very customer-friendly way of doing things.
How would it be more confusing to a person to see the format they are familiar with? Meet people where they are with your application. If their standard is 10.000,00 and you are showing them 10,000.00, even if they understand it, it does make it a bit disconcerting. Reverse the situation and think what you would like. Would you like a developer using 10.000,00 for their application because you can understand it just fine?
Depends. 3.899,99 to me looks like two numbers. 3.899 and 99. I imagine our number formatting looks similarly funny to foreigners. Sure, I could guess what it means here, but what if you had a whole bunch of numbers like this clustered together? The winning lotto numbers are 45,26,21,56,94,13. Is that one big number, or 6 2-digit numbers?
Date formatting is especially important. 01/02/03. Is that Jan 2 2003, Feb 1 2003, Feb 3 2001 or what? Different cultures specify the d/m/y in different orders. Also, when spelled out, they obviously have different names for the months.
If you have the time and resources to internationalize it, I think you should.
As a foreigner myself, I can assure you that localization helps a lot in terms of user satisfaction. Commas or dots in numbers may induce big mistakes. Another on is the relative position of days and months.
To improve even further, create translations and add an option to choose locale. That way you will have close to 100% customer satisfaction
another important thing is input. if you don't have localization, take the user input "1.234"... what does the user mean? 1.234 or 1234 ? ... there may be users that don't like their values to be off by factor 1000 ... who knows? ;)

Is a sudden occurence of an unbearable desire to write some comments, a symptom of a bad design? [closed]

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Closed 12 years ago.
Imagine... You have written some code; implemented some interfaces, used some design patterns, passed many unit tests, extracted many methods for sake of refactoring and so. You developed, developed, developed... But at some mysterious point, for some reason you, something inside you started to whisper you that you should write a comment now. Something pokes you that if you don't write a comment something will be missing or something can be not exactly clear...
Then you comment your code! :(
Can this be a secret sign of a bad design?
If you find yourself in a situation that if you don't comment your code at that spiritual(!) moment, it won't have its mission completed; can we consider it as a reliable symptom of a possible bad design in your code?
If you're feeling like you should add comments because something is missing (documentation for clients perhaps!), then it may not be an indication that your code itself is bad. If you're adding comments because something is unclear, you need to decide whether it's unclear because the code is hard or because the underlying domain is hard. If it's the code, you need to rewrite it to make it clearer. If it's the domain that's making it difficult, feel free to comment it extensively for people who aren't as familiar with the domain in question, and leave the code alone.
While I agree that the code should be as self documenting as possible, this is not always enough. There is only so much you can do without writing comment. A good example is, as one of my mentor said : "Code can only document what you do, not what you dont do".
Even if you have the best possible design, there will always be places where you will need comments to make your intentions clear.
Comments can be usefull to document a tricky technical problem. If a problem is complex, its implementation will be complex and will need documenting.
Comments are also usefull to document business rules. Those rules will be expressed into code, but the code will rarely explain the reasons behind the rules. Comments will make things clearer ...
Sometimes writing comments is easier than cleanup your code to make it clear enough the understand what it does and why. I usually do the later, but comments can be the best approach at times. esp. if you generate javadocs.
I tend to do this when I've already tried several other approaches which didn't work, in an effort to stop myself coming back in a few months, and trying to refactor back to those approaches again.
I put this as an asnwer because I think it's important. Basically I agree with Stuart:
A coding standard at a previous job said to only ever comment code if it is dealing with something exceptionally computationally difficult such as a complex compression or encryption algorithm. That company had the best damn code I have EVER seen and I have worked in a wide range of different types of company.
As much as I agree with everyone who is arguing for self documenting code, there is one place I feel they overlooked where comments are important: Interfaces, and to a lesser extent, abstract methods. The contract on an Interface method is usually (and probably should be) more complicated than can be described in the method name. The only way you can document that is with a comment.
If code falls into standard patterns with sensible method names etc then it's often not necessary to comment. However, often I'll write a quite short routine that does something nifty, usually involving a good dollop of maths and a bit of swishy logic. I'll usually comment every line of something like this, as if I don't I'll come back to it later and look at it and think 'Why is it doing that?' whereas if I've commented it it's so so much easier. It saves me a minute or more of re-thinking the problem every time I look at it.
So to answer the question, No, not necessarily.
Dittos to Guillaume. I strongly disagree with those who say that if you just write your code clearly enough, comments are unnecessary.
Yes, it is surely true that some types of comments are unnecessary if you just use meaningful variable and function names. Like, why write:
x17=bbq*rg; // Multiply price by tax rate to get tax amount
Better to write:
taxAmount=price*taxRate;
And I just find it mind-bogglingly annoying when someone writes a comment that just restates what any competent programmer should be able to instantly tell by reading the code. I don't know how many times I've seen useless comments like:
x=x+1; // Add one to x
Like, wow, thanks for telling me what "+" does. Without the comment I might have had to Google it.
But there are at least three types of comments that I find very useful:
Comments that explain the overall purpose or approach behind some large block of code. Something that gives me a clue why you're doing what you're doing. Like, "// When the delivery location is changed, recalculate the sales tax using the rates applicable to the new location". Sure, I could hack through the code and ultimately figuring out what you're doing, but if you tell me up front, I don't have to figure it out. This isn't supposed to be a game where we see how long it takes me to solve the problem. Just tell me the answer.
Comments that exlain how a function should be called or how to use an API in general. Like, "To retrieve the pricing data, first call contactPricingServer to make the connection, then call getPrice for each item you need a price for, and finally call closeConnection to release the resources." Maybe if I studied all the available functions long enough I could figure that out, but again, this isn't supposed to be a quiz. Just tell me the answer.
Probably the most valuable of all: Comments that explain a piece of code that might not be obvious. Like, "We must look up by sale date and customer number rather than by sale id because the sale id's on the recon server aren't updated until month end." I've had plenty of times that I've looked at some code that looked strange and wondered if it was a bug or if there is some good reason why the programmer did it that way. The problem is not that I cannot figure out what the program is doing. The problem is why it is doing X rather than doing Y, when Y seems like what it ought to do.
Update
I have to laugh. Right after making the above post, including the remark about useless comments that just restate what the programmer can instantly see from looking at the code, I went back to doing some real work, and the next piece of code I looked at said:
// Set the sales status to "S" and the delivery date to today.
setSalesStatus("S");
setDeliveryDate(today);
Like, wow, thanks for that helpful comment. That cleared up all my confusion immediately. Because, you see, the REAL question that I'm trying to figure out is, Why are we setting a delivery date here? This doesn't appear to be an appropriate place to be doing that. But instead of a comment that explains the purpose of the code, all I have is a restatement of the obvious. Arggh.
Personally, I always comment my code. No long lines, but short bits like
// parser starts here
...
// mail!
etc.
However, if you have a 5 line script, commenting might be a bit overkill... especially if your filename says it.
If it's for you, and you alone, you totally should do it if you feel like it. If you're working on something with a team, I'd do it always. Just to notify the others what they're looking at.
Comments and bad design are two different things. Comments help to understand certain things in a bigger context. Comments (and documentation in general) help new folks in a project to do some reading on their own.
Actually we have some unwritten rule that we must comment our stuff. If I wonder whether or not somebody can understand this at first glance it's already a sign of a required comment.
However, it's not a sign of bad design.

Looking for a few good C# interview problems [closed]

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I do not want to ask candidates questions, but rather give them several problems to resolve. The reason for this is that I've seen people be excellent with theory, but when confronted by a real world c# issue, just couldn't hack it.
These c# problems should be simple enough that it won't take more than 1-20 minutes to resolve, yet complicated enough that I'd be able to weed out candidates that can't code.
Right now, I typically ask the applicants to reverse a string and remove duplicates from a List. This alone weeds out a large number of people.
Any other examples I could use?
Edit: I should have mentioned that this is for a standard c# gig, where they'll be writing business code rather than finding the most optimal way to implement a linked list.
I like picking simple problems that I actually had to solve at some point; it doesn't get more relevant to the job than that.
When I worked on VBScript I'd ask college candidates how to write a simplified version of DateDiff, since doing so was what I did my first real day of work at Microsoft. More advanced candidates I would ask how to build a device which tracks the relationship between 32 bit handles and an associated 64 bit pointer, which again I actually had to do when working on VBScript.
More recently I tend to ask questions about tree manipulation algorithms, since the compiler is all about tree manipulation. Or about how to codegen new operators using monads, since that's how LINQ works.
My point is not that you should use questions in these areas, my point is that surely you must have had problems that you had to solve in your day-to-day work. Ask the candidates about those problems -- then you'll learn how they solve a realistic problem, and they'll learn what sorts of problems they'd be solving if they came to work with you.
dont ask for knowledge of class libraries or obscure corners of the language (unsafe, dynamic, ..); smart people can pick these up or look them up.
I would ask to design a class hierarchy to represent something real world (vehicles, animals, ...). This usually flushes out the people who dont get objects. Make them do it with interfaces too. Also make them reverse a string - no harm in oldies but goldies
I agree with you, it is surprising how many people claim to be experienced and you find out that all that they did was read the box…
I don’t know if testing for C# is as valuable as it first seems… sure you could ask them to describe an example of when they needed to use inheritance, or why casting might have a performance problem, etc. But these are easy to study for. You would be surprised at how many interviewees give the example using “car” or “color” when giving their real world example of inheritance…. Guess they are in a book somewhere.
When looking at this problem it helps me when I compare experience in development to learning Spanish. A short time into the class everyone is conjugating verbs and can pass a test on this… but nobody speaks Spanish yet. You want the guy that claims to speak Spanish and can actually do it.
So I like to be more specific with the other technologies that will tell me if they have traveled the well-worn path of development. If they say they are an ASP.Net developer I ask them simple questions, but ones that are on the path
EXAMPLES: Give me an example of where the connection string could live? If you need to pass an ID from one page to another, what are your options? If a page takes 5 minutes to load, tell me how you would go about troubleshooting it. If I had a web page that had a single button on it, how would I center that button? Tell me the difference between storing variables in the viewstate verses session state?
You don’t have to know everything, but eighty percent of the people interviewing for a senior level position will get 10% of these types of questions right. (And on 70% of the phone interviews you will hear them Googling for the answers – good thing these aren’t the types of questions you can easily Google for.)
SQL Server is about the same. They say they would rate themselves an 8 or 9 in SQL Sever development, but then get 10% of questions. The questions again are to see if you have been on the well-worn path.
EXAMPLES: If you had a table of customers and a table of orders, how would you find the customers that had no orders? What is a clustered index? If I had a table of developers and a table of projects, how would I set it up so that projects could have multiple developers on it and developers could be on multiple projects?
How could you develop in SQL Server for “years” and not have hit these concepts? A high percentage of candidates get almost none of these answers right!! (I guess the SQL Server box isn’t as informative.)
So if you say you are a senior level guy and you can say “Soy un revelador de software” (I am a software developer), but can’t say “He hecho eso antes” (I have done that before), I don’t think you are the senior level person you are claiming to be.
Now this tells you if they have been on the well-worn path, but not if they are smart and have good problem solving skills. Having gone thru a ton of these types of interviews I can tell you that by the time the process is done you will be satisfied with having enough information to have a strong opinion on both of these issues. You might also see that by then giving them a problem set to solve is unnecessary.
Show them a small section of code or architecture diagram from one of your own projects and ask them to suggest how they would refactor it. Even if you don't wind up hiring them, you might get some interesting suggestions on ways to improve your code.
Building Eric's and other answers here, but answering as an only-ever-so-far-interviewee, what I would like in an interview is a kind of pair-programming 'test', where you sit down together facing the screen, and talk through a real-world problem.
I think there would be many advantages:
For the interviewee, being in front of a screen instead of facing the interviewer makes it easier to think about the problem rather than the interview.
For the interviewer, being with the interviewee while they look through the code and ask questions about the problem space would give a much greater insight into how the interviewee thinks, how they approach problems, and how they communicate and interact with others.
I would expect that it's more important and interesting to see a candidate thinking round the edges of your real-world problem, even if they don't completely solve it, than to have them get 10 out of 10 on come algorithmic test.
Something mildly algorithmic.
Write a method that returns true if a string is a palindrome, and false otherwise.
Re-implement the String.Substring(int, int) method.
Something about object-oriented design too.
Design a checkers game (ie, define the classes and some of the methods).
One question I was asked, and subsequently ask interviewees, is"Describe how you would make this phone into an application". Have them describe the classes, their properties, methods, interfaces, etc. Then question them on why they chose to implement them in that specific way. It gives you a good idea if they understand how to code, and gives you some insight into how they approach and solve problems.
Also, if you offer a suggestion of how they could have implemented it a different way, it may show you whether they are open to new ideas, criticism, or if they are a team player or not.
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