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			Fixed a spelling error (less that you -> less than you) Signed-off-by: Christopher L. Simons <christopherleesimons@gmail.com> Acked-by: Rob Landley <rob@landley.net> Signed-off-by: Jiri Kosina <jkosina@suse.cz>
		
			
				
	
	
		
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			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			277 lines
		
	
	
		
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			Plaintext
		
	
	
	
	
	
| 
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|                 Linux kernel management style
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| 
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| This is a short document describing the preferred (or made up, depending
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| on who you ask) management style for the linux kernel.  It's meant to
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| mirror the CodingStyle document to some degree, and mainly written to
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| avoid answering (*) the same (or similar) questions over and over again. 
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| 
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| Management style is very personal and much harder to quantify than
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| simple coding style rules, so this document may or may not have anything
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| to do with reality.  It started as a lark, but that doesn't mean that it
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| might not actually be true. You'll have to decide for yourself.
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| 
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| Btw, when talking about "kernel manager", it's all about the technical
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| lead persons, not the people who do traditional management inside
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| companies.  If you sign purchase orders or you have any clue about the
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| budget of your group, you're almost certainly not a kernel manager. 
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| These suggestions may or may not apply to you. 
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| 
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| First off, I'd suggest buying "Seven Habits of Highly Effective
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| People", and NOT read it.  Burn it, it's a great symbolic gesture. 
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| 
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| (*) This document does so not so much by answering the question, but by
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| making it painfully obvious to the questioner that we don't have a clue
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| to what the answer is. 
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| 
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| Anyway, here goes:
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| 
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| 
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| 		Chapter 1: Decisions
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| 
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| Everybody thinks managers make decisions, and that decision-making is
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| important.  The bigger and more painful the decision, the bigger the
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| manager must be to make it.  That's very deep and obvious, but it's not
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| actually true. 
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| 
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| The name of the game is to _avoid_ having to make a decision.  In
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| particular, if somebody tells you "choose (a) or (b), we really need you
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| to decide on this", you're in trouble as a manager.  The people you
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| manage had better know the details better than you, so if they come to
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| you for a technical decision, you're screwed.  You're clearly not
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| competent to make that decision for them. 
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| 
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| (Corollary:if the people you manage don't know the details better than
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| you, you're also screwed, although for a totally different reason. 
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| Namely that you are in the wrong job, and that _they_ should be managing
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| your brilliance instead). 
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| 
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| So the name of the game is to _avoid_ decisions, at least the big and
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| painful ones.  Making small and non-consequential decisions is fine, and
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| makes you look like you know what you're doing, so what a kernel manager
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| needs to do is to turn the big and painful ones into small things where
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| nobody really cares. 
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| 
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| It helps to realize that the key difference between a big decision and a
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| small one is whether you can fix your decision afterwards.  Any decision
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| can be made small by just always making sure that if you were wrong (and
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| you _will_ be wrong), you can always undo the damage later by
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| backtracking.  Suddenly, you get to be doubly managerial for making
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| _two_ inconsequential decisions - the wrong one _and_ the right one. 
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| 
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| And people will even see that as true leadership (*cough* bullshit
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| *cough*).
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| 
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| Thus the key to avoiding big decisions becomes to just avoiding to do
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| things that can't be undone.  Don't get ushered into a corner from which
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| you cannot escape.  A cornered rat may be dangerous - a cornered manager
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| is just pitiful. 
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| 
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| It turns out that since nobody would be stupid enough to ever really let
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| a kernel manager have huge fiscal responsibility _anyway_, it's usually
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| fairly easy to backtrack.  Since you're not going to be able to waste
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| huge amounts of money that you might not be able to repay, the only
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| thing you can backtrack on is a technical decision, and there
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| back-tracking is very easy: just tell everybody that you were an
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| incompetent nincompoop, say you're sorry, and undo all the worthless
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| work you had people work on for the last year.  Suddenly the decision
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| you made a year ago wasn't a big decision after all, since it could be
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| easily undone. 
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| 
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| It turns out that some people have trouble with this approach, for two
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| reasons:
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|  - admitting you were an idiot is harder than it looks.  We all like to
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|    maintain appearances, and coming out in public to say that you were
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|    wrong is sometimes very hard indeed. 
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|  - having somebody tell you that what you worked on for the last year
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|    wasn't worthwhile after all can be hard on the poor lowly engineers
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|    too, and while the actual _work_ was easy enough to undo by just
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|    deleting it, you may have irrevocably lost the trust of that
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|    engineer.  And remember: "irrevocable" was what we tried to avoid in
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|    the first place, and your decision ended up being a big one after
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|    all. 
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| 
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| Happily, both of these reasons can be mitigated effectively by just
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| admitting up-front that you don't have a friggin' clue, and telling
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| people ahead of the fact that your decision is purely preliminary, and
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| might be the wrong thing.  You should always reserve the right to change
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| your mind, and make people very _aware_ of that.  And it's much easier
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| to admit that you are stupid when you haven't _yet_ done the really
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| stupid thing.
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| 
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| Then, when it really does turn out to be stupid, people just roll their
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| eyes and say "Oops, he did it again".  
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| 
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| This preemptive admission of incompetence might also make the people who
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| actually do the work also think twice about whether it's worth doing or
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| not.  After all, if _they_ aren't certain whether it's a good idea, you
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| sure as hell shouldn't encourage them by promising them that what they
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| work on will be included.  Make them at least think twice before they
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| embark on a big endeavor. 
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| 
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| Remember: they'd better know more about the details than you do, and
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| they usually already think they have the answer to everything.  The best
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| thing you can do as a manager is not to instill confidence, but rather a
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| healthy dose of critical thinking on what they do. 
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| 
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| Btw, another way to avoid a decision is to plaintively just whine "can't
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| we just do both?" and look pitiful.  Trust me, it works.  If it's not
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| clear which approach is better, they'll eventually figure it out.  The
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| answer may end up being that both teams get so frustrated by the
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| situation that they just give up. 
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| 
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| That may sound like a failure, but it's usually a sign that there was
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| something wrong with both projects, and the reason the people involved
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| couldn't decide was that they were both wrong.  You end up coming up
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| smelling like roses, and you avoided yet another decision that you could
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| have screwed up on. 
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| 
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| 
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| 		Chapter 2: People
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| 
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| Most people are idiots, and being a manager means you'll have to deal
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| with it, and perhaps more importantly, that _they_ have to deal with
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| _you_. 
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| 
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| It turns out that while it's easy to undo technical mistakes, it's not
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| as easy to undo personality disorders.  You just have to live with
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| theirs - and yours. 
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| 
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| However, in order to prepare yourself as a kernel manager, it's best to
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| remember not to burn any bridges, bomb any innocent villagers, or
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| alienate too many kernel developers. It turns out that alienating people
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| is fairly easy, and un-alienating them is hard. Thus "alienating"
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| immediately falls under the heading of "not reversible", and becomes a
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| no-no according to Chapter 1.
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| 
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| There's just a few simple rules here:
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|  (1) don't call people d*ckheads (at least not in public)
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|  (2) learn how to apologize when you forgot rule (1)
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| 
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| The problem with #1 is that it's very easy to do, since you can say
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| "you're a d*ckhead" in millions of different ways (*), sometimes without
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| even realizing it, and almost always with a white-hot conviction that
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| you are right. 
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| 
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| And the more convinced you are that you are right (and let's face it,
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| you can call just about _anybody_ a d*ckhead, and you often _will_ be
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| right), the harder it ends up being to apologize afterwards. 
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| 
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| To solve this problem, you really only have two options:
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|  - get really good at apologies
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|  - spread the "love" out so evenly that nobody really ends up feeling
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|    like they get unfairly targeted.  Make it inventive enough, and they
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|    might even be amused. 
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| 
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| The option of being unfailingly polite really doesn't exist. Nobody will
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| trust somebody who is so clearly hiding his true character.
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| 
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| (*) Paul Simon sang "Fifty Ways to Leave Your Lover", because quite
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| frankly, "A Million Ways to Tell a Developer He Is a D*ckhead" doesn't
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| scan nearly as well.  But I'm sure he thought about it. 
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| 
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| 
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| 		Chapter 3: People II - the Good Kind
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| 
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| While it turns out that most people are idiots, the corollary to that is
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| sadly that you are one too, and that while we can all bask in the secure
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| knowledge that we're better than the average person (let's face it,
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| nobody ever believes that they're average or below-average), we should
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| also admit that we're not the sharpest knife around, and there will be
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| other people that are less of an idiot than you are. 
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| 
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| Some people react badly to smart people.  Others take advantage of them. 
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| 
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| Make sure that you, as a kernel maintainer, are in the second group. 
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| Suck up to them, because they are the people who will make your job
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| easier. In particular, they'll be able to make your decisions for you,
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| which is what the game is all about.
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| 
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| So when you find somebody smarter than you are, just coast along.  Your
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| management responsibilities largely become ones of saying "Sounds like a
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| good idea - go wild", or "That sounds good, but what about xxx?".  The
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| second version in particular is a great way to either learn something
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| new about "xxx" or seem _extra_ managerial by pointing out something the
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| smarter person hadn't thought about.  In either case, you win.
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| 
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| One thing to look out for is to realize that greatness in one area does
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| not necessarily translate to other areas.  So you might prod people in
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| specific directions, but let's face it, they might be good at what they
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| do, and suck at everything else.  The good news is that people tend to
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| naturally gravitate back to what they are good at, so it's not like you
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| are doing something irreversible when you _do_ prod them in some
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| direction, just don't push too hard.
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| 
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| 
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| 		Chapter 4: Placing blame
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| 
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| Things will go wrong, and people want somebody to blame. Tag, you're it.
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| 
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| It's not actually that hard to accept the blame, especially if people
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| kind of realize that it wasn't _all_ your fault.  Which brings us to the
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| best way of taking the blame: do it for another guy. You'll feel good
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| for taking the fall, he'll feel good about not getting blamed, and the
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| guy who lost his whole 36GB porn-collection because of your incompetence
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| will grudgingly admit that you at least didn't try to weasel out of it.
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| 
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| Then make the developer who really screwed up (if you can find him) know
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| _in_private_ that he screwed up.  Not just so he can avoid it in the
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| future, but so that he knows he owes you one.  And, perhaps even more
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| importantly, he's also likely the person who can fix it.  Because, let's
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| face it, it sure ain't you. 
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| 
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| Taking the blame is also why you get to be manager in the first place. 
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| It's part of what makes people trust you, and allow you the potential
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| glory, because you're the one who gets to say "I screwed up".  And if
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| you've followed the previous rules, you'll be pretty good at saying that
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| by now. 
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| 
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| 
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| 		Chapter 5: Things to avoid
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| 
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| There's one thing people hate even more than being called "d*ckhead",
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| and that is being called a "d*ckhead" in a sanctimonious voice.  The
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| first you can apologize for, the second one you won't really get the
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| chance.  They likely will no longer be listening even if you otherwise
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| do a good job. 
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| 
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| We all think we're better than anybody else, which means that when
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| somebody else puts on airs, it _really_ rubs us the wrong way.  You may
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| be morally and intellectually superior to everybody around you, but
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| don't try to make it too obvious unless you really _intend_ to irritate
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| somebody (*). 
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| 
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| Similarly, don't be too polite or subtle about things. Politeness easily
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| ends up going overboard and hiding the problem, and as they say, "On the
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| internet, nobody can hear you being subtle". Use a big blunt object to
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| hammer the point in, because you can't really depend on people getting
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| your point otherwise.
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| 
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| Some humor can help pad both the bluntness and the moralizing.  Going
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| overboard to the point of being ridiculous can drive a point home
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| without making it painful to the recipient, who just thinks you're being
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| silly.  It can thus help get through the personal mental block we all
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| have about criticism. 
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| 
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| (*) Hint: internet newsgroups that are not directly related to your work
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| are great ways to take out your frustrations at other people. Write
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| insulting posts with a sneer just to get into a good flame every once in
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| a while, and you'll feel cleansed. Just don't crap too close to home.
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| 
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| 
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| 		Chapter 6: Why me?
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| 
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| Since your main responsibility seems to be to take the blame for other
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| peoples mistakes, and make it painfully obvious to everybody else that
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| you're incompetent, the obvious question becomes one of why do it in the
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| first place?
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| 
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| First off, while you may or may not get screaming teenage girls (or
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| boys, let's not be judgmental or sexist here) knocking on your dressing
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| room door, you _will_ get an immense feeling of personal accomplishment
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| for being "in charge".  Never mind the fact that you're really leading
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| by trying to keep up with everybody else and running after them as fast
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| as you can.  Everybody will still think you're the person in charge. 
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| 
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| It's a great job if you can hack it.
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