I am probably an outlier on this list, but I disagree. To me "rework"  is 
anytime I have to touch previously done work, whether that is predicted or  
unpredicted. And it has nothing to do with manufacturing concepts to me, since  I 
know the difference between manufacturing and software  development.
 
To me, if I type in the code and it runs, then in some sense of the word,  
I'm "done". If I decide that I'll probably make it look funny and that  
therefore I want a second pass at the structure of teh code, then I sign up  for 
"rework", and I accept the cost - the time spent doing it - and pray for  the 
advantage - the time saved in future. I make a decision on whether or not  to 
rework that code based on my view of the cost/benefit.
 
e.g., If I'm writing a one-off script, then the savings aren't worth it.  I'd 
suggest if you spend time refactoring a one-off script for OAOO, then you  
are doing "rework" and you're quite likely spending unnecessary time at it  (you 
might do it anyway, for the exercise, for the purity, etc., but not with  a 
cost savings in mind.)
 
 
 
<<From: "jhrothjr" <[EMAIL PROTECTED]>
Subject:  Re: What Does Evolutionary Design mean to you?

"Rework" is work that  you could *reasonably* expect
to have done right the first time. For  example,
when I put in a couple of lines of code, and the
compiler  complains because I misspelled "if",
then the correction is rework.  

Refactoring is generally not rework: you normally
don't know what  you're going to refactor until you
see the  code.>>

<<This is why "rework" is usually a manufacturing  
production concept: manufacturing is about reducing
variability, while  developement is about embedding
learning acquired during the project into a  product.>>





Alistair Cockburn
 
 


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