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Documentation/ManagementStyle: convert it to ReST markup
- Convert document name to ReST; - Convert footnotes; - Convert sections to ReST format; - Don't use _foo_, as Sphinx doesn't support underline. Instead, use bold; - While here, remove whitespaces at the end of lines. Signed-off-by: Mauro Carvalho Chehab <mchehab@s-opensource.com> Signed-off-by: Jonathan Corbet <corbet@lwn.net>
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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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avoid answering [#f1]_ the same (or similar) questions over and over again.
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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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@ -20,21 +20,23 @@ These suggestions may or may not apply to you.
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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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(*) This document does so not so much by answering the question, but by
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.. [#f1] 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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Anyway, here goes:
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.. _decisions:
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Chapter 1: Decisions
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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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The name of the game is to _avoid_ having to make a decision. In
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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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@ -43,10 +45,10 @@ competent to make that decision for them.
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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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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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So the name of the game is to _avoid_ decisions, at least the big and
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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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@ -55,9 +57,9 @@ nobody really cares.
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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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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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**two** inconsequential decisions - the wrong one **and** the right one.
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And people will even see that as true leadership (*cough* bullshit
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*cough*).
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@ -68,7 +70,7 @@ you cannot escape. A cornered rat may be dangerous - a cornered manager
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is just pitiful.
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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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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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@ -80,12 +82,13 @@ easily undone.
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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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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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@ -95,8 +98,8 @@ 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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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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Then, when it really does turn out to be stupid, people just roll their
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@ -104,7 +107,7 @@ eyes and say "Oops, he did it again".
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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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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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@ -127,11 +130,12 @@ smelling like roses, and you avoided yet another decision that you could
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have screwed up on.
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Chapter 2: People
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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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with it, and perhaps more importantly, that **they** have to deal with
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**you**.
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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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@ -142,22 +146,24 @@ 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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no-no according to :ref:`decisions`.
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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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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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"you're a d*ckhead" in millions of different ways [#f2]_, 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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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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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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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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@ -166,12 +172,13 @@ To solve this problem, you really only have two options:
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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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(*) Paul Simon sang "Fifty Ways to Leave Your Lover", because quite
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.. [#f2] 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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Chapter 3: People II - the Good Kind
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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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@ -191,7 +198,7 @@ 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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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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One thing to look out for is to realize that greatness in one area does
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@ -199,23 +206,24 @@ 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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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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Chapter 4: Placing blame
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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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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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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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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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**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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@ -227,7 +235,8 @@ you've followed the previous rules, you'll be pretty good at saying that
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by now.
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Chapter 5: Things to avoid
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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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@ -236,10 +245,10 @@ chance. They likely will no longer be listening even if you otherwise
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do a good job.
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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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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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don't try to make it too obvious unless you really **intend** to irritate
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somebody [#f3]_.
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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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@ -253,13 +262,14 @@ 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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(*) Hint: internet newsgroups that are not directly related to your work
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.. [#f3] 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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Chapter 6: Why me?
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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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@ -268,7 +278,7 @@ first place?
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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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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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