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>
diff --git a/Documentation/ManagementStyle b/Documentation/ManagementStyle
index a211ee8..1471df6 100644
--- a/Documentation/ManagementStyle
+++ b/Documentation/ManagementStyle
@@ -1,10 +1,10 @@
-
-                Linux kernel management style
+Linux kernel management style
+=============================
 
 This is a short document describing the preferred (or made up, depending
 on who you ask) management style for the linux kernel.  It's meant to
 mirror the CodingStyle document to some degree, and mainly written to
-avoid answering (*) the same (or similar) questions over and over again. 
+avoid answering [#f1]_  the same (or similar) questions over and over again.
 
 Management style is very personal and much harder to quantify than
 simple coding style rules, so this document may or may not have anything
@@ -14,50 +14,52 @@
 Btw, when talking about "kernel manager", it's all about the technical
 lead persons, not the people who do traditional management inside
 companies.  If you sign purchase orders or you have any clue about the
-budget of your group, you're almost certainly not a kernel manager. 
-These suggestions may or may not apply to you. 
+budget of your group, you're almost certainly not a kernel manager.
+These suggestions may or may not apply to you.
 
 First off, I'd suggest buying "Seven Habits of Highly Effective
-People", and NOT read it.  Burn it, it's a great symbolic gesture. 
+People", and NOT read it.  Burn it, it's a great symbolic gesture.
 
-(*) This document does so not so much by answering the question, but by
-making it painfully obvious to the questioner that we don't have a clue
-to what the answer is. 
+.. [#f1] This document does so not so much by answering the question, but by
+  making it painfully obvious to the questioner that we don't have a clue
+  to what the answer is.
 
 Anyway, here goes:
 
+.. _decisions:
 
-		Chapter 1: Decisions
+1) Decisions
+------------
 
 Everybody thinks managers make decisions, and that decision-making is
 important.  The bigger and more painful the decision, the bigger the
 manager must be to make it.  That's very deep and obvious, but it's not
-actually true. 
+actually true.
 
-The name of the game is to _avoid_ having to make a decision.  In
+The name of the game is to **avoid** having to make a decision.  In
 particular, if somebody tells you "choose (a) or (b), we really need you
 to decide on this", you're in trouble as a manager.  The people you
 manage had better know the details better than you, so if they come to
 you for a technical decision, you're screwed.  You're clearly not
-competent to make that decision for them. 
+competent to make that decision for them.
 
 (Corollary:if the people you manage don't know the details better than
-you, you're also screwed, although for a totally different reason. 
-Namely that you are in the wrong job, and that _they_ should be managing
-your brilliance instead). 
+you, you're also screwed, although for a totally different reason.
+Namely that you are in the wrong job, and that **they** should be managing
+your brilliance instead).
 
-So the name of the game is to _avoid_ decisions, at least the big and
+So the name of the game is to **avoid** decisions, at least the big and
 painful ones.  Making small and non-consequential decisions is fine, and
 makes you look like you know what you're doing, so what a kernel manager
 needs to do is to turn the big and painful ones into small things where
-nobody really cares. 
+nobody really cares.
 
 It helps to realize that the key difference between a big decision and a
 small one is whether you can fix your decision afterwards.  Any decision
 can be made small by just always making sure that if you were wrong (and
-you _will_ be wrong), you can always undo the damage later by
+you **will** be wrong), you can always undo the damage later by
 backtracking.  Suddenly, you get to be doubly managerial for making
-_two_ inconsequential decisions - the wrong one _and_ the right one. 
+**two** inconsequential decisions - the wrong one **and** the right one.
 
 And people will even see that as true leadership (*cough* bullshit
 *cough*).
@@ -65,10 +67,10 @@
 Thus the key to avoiding big decisions becomes to just avoiding to do
 things that can't be undone.  Don't get ushered into a corner from which
 you cannot escape.  A cornered rat may be dangerous - a cornered manager
-is just pitiful. 
+is just pitiful.
 
 It turns out that since nobody would be stupid enough to ever really let
-a kernel manager have huge fiscal responsibility _anyway_, it's usually
+a kernel manager have huge fiscal responsibility **anyway**, it's usually
 fairly easy to backtrack.  Since you're not going to be able to waste
 huge amounts of money that you might not be able to repay, the only
 thing you can backtrack on is a technical decision, and there
@@ -76,113 +78,118 @@
 incompetent nincompoop, say you're sorry, and undo all the worthless
 work you had people work on for the last year.  Suddenly the decision
 you made a year ago wasn't a big decision after all, since it could be
-easily undone. 
+easily undone.
 
 It turns out that some people have trouble with this approach, for two
 reasons:
+
  - admitting you were an idiot is harder than it looks.  We all like to
    maintain appearances, and coming out in public to say that you were
-   wrong is sometimes very hard indeed. 
+   wrong is sometimes very hard indeed.
  - having somebody tell you that what you worked on for the last year
    wasn't worthwhile after all can be hard on the poor lowly engineers
-   too, and while the actual _work_ was easy enough to undo by just
+   too, and while the actual **work** was easy enough to undo by just
    deleting it, you may have irrevocably lost the trust of that
    engineer.  And remember: "irrevocable" was what we tried to avoid in
    the first place, and your decision ended up being a big one after
-   all. 
+   all.
 
 Happily, both of these reasons can be mitigated effectively by just
 admitting up-front that you don't have a friggin' clue, and telling
 people ahead of the fact that your decision is purely preliminary, and
 might be the wrong thing.  You should always reserve the right to change
-your mind, and make people very _aware_ of that.  And it's much easier
-to admit that you are stupid when you haven't _yet_ done the really
+your mind, and make people very **aware** of that.  And it's much easier
+to admit that you are stupid when you haven't **yet** done the really
 stupid thing.
 
 Then, when it really does turn out to be stupid, people just roll their
-eyes and say "Oops, he did it again".  
+eyes and say "Oops, he did it again".
 
 This preemptive admission of incompetence might also make the people who
 actually do the work also think twice about whether it's worth doing or
-not.  After all, if _they_ aren't certain whether it's a good idea, you
+not.  After all, if **they** aren't certain whether it's a good idea, you
 sure as hell shouldn't encourage them by promising them that what they
 work on will be included.  Make them at least think twice before they
-embark on a big endeavor. 
+embark on a big endeavor.
 
 Remember: they'd better know more about the details than you do, and
 they usually already think they have the answer to everything.  The best
 thing you can do as a manager is not to instill confidence, but rather a
-healthy dose of critical thinking on what they do. 
+healthy dose of critical thinking on what they do.
 
 Btw, another way to avoid a decision is to plaintively just whine "can't
 we just do both?" and look pitiful.  Trust me, it works.  If it's not
 clear which approach is better, they'll eventually figure it out.  The
 answer may end up being that both teams get so frustrated by the
-situation that they just give up. 
+situation that they just give up.
 
 That may sound like a failure, but it's usually a sign that there was
 something wrong with both projects, and the reason the people involved
 couldn't decide was that they were both wrong.  You end up coming up
 smelling like roses, and you avoided yet another decision that you could
-have screwed up on. 
+have screwed up on.
 
 
-		Chapter 2: People
+2) People
+---------
 
 Most people are idiots, and being a manager means you'll have to deal
-with it, and perhaps more importantly, that _they_ have to deal with
-_you_. 
+with it, and perhaps more importantly, that **they** have to deal with
+**you**.
 
 It turns out that while it's easy to undo technical mistakes, it's not
 as easy to undo personality disorders.  You just have to live with
-theirs - and yours. 
+theirs - and yours.
 
 However, in order to prepare yourself as a kernel manager, it's best to
 remember not to burn any bridges, bomb any innocent villagers, or
 alienate too many kernel developers. It turns out that alienating people
 is fairly easy, and un-alienating them is hard. Thus "alienating"
 immediately falls under the heading of "not reversible", and becomes a
-no-no according to Chapter 1.
+no-no according to :ref:`decisions`.
 
 There's just a few simple rules here:
+
  (1) don't call people d*ckheads (at least not in public)
  (2) learn how to apologize when you forgot rule (1)
 
 The problem with #1 is that it's very easy to do, since you can say
-"you're a d*ckhead" in millions of different ways (*), sometimes without
+"you're a d*ckhead" in millions of different ways [#f2]_, sometimes without
 even realizing it, and almost always with a white-hot conviction that
-you are right. 
+you are right.
 
 And the more convinced you are that you are right (and let's face it,
-you can call just about _anybody_ a d*ckhead, and you often _will_ be
-right), the harder it ends up being to apologize afterwards. 
+you can call just about **anybody** a d*ckhead, and you often **will** be
+right), the harder it ends up being to apologize afterwards.
 
 To solve this problem, you really only have two options:
+
  - get really good at apologies
  - spread the "love" out so evenly that nobody really ends up feeling
    like they get unfairly targeted.  Make it inventive enough, and they
-   might even be amused. 
+   might even be amused.
 
 The option of being unfailingly polite really doesn't exist. Nobody will
 trust somebody who is so clearly hiding his true character.
 
-(*) Paul Simon sang "Fifty Ways to Leave Your Lover", because quite
-frankly, "A Million Ways to Tell a Developer He Is a D*ckhead" doesn't
-scan nearly as well.  But I'm sure he thought about it. 
+.. [#f2] Paul Simon sang "Fifty Ways to Leave Your Lover", because quite
+  frankly, "A Million Ways to Tell a Developer He Is a D*ckhead" doesn't
+  scan nearly as well.  But I'm sure he thought about it.
 
 
-		Chapter 3: People II - the Good Kind
+3) People II - the Good Kind
+----------------------------
 
 While it turns out that most people are idiots, the corollary to that is
 sadly that you are one too, and that while we can all bask in the secure
 knowledge that we're better than the average person (let's face it,
 nobody ever believes that they're average or below-average), we should
 also admit that we're not the sharpest knife around, and there will be
-other people that are less of an idiot than you are. 
+other people that are less of an idiot than you are.
 
-Some people react badly to smart people.  Others take advantage of them. 
+Some people react badly to smart people.  Others take advantage of them.
 
-Make sure that you, as a kernel maintainer, are in the second group. 
+Make sure that you, as a kernel maintainer, are in the second group.
 Suck up to them, because they are the people who will make your job
 easier. In particular, they'll be able to make your decisions for you,
 which is what the game is all about.
@@ -191,7 +198,7 @@
 management responsibilities largely become ones of saying "Sounds like a
 good idea - go wild", or "That sounds good, but what about xxx?".  The
 second version in particular is a great way to either learn something
-new about "xxx" or seem _extra_ managerial by pointing out something the
+new about "xxx" or seem **extra** managerial by pointing out something the
 smarter person hadn't thought about.  In either case, you win.
 
 One thing to look out for is to realize that greatness in one area does
@@ -199,47 +206,49 @@
 specific directions, but let's face it, they might be good at what they
 do, and suck at everything else.  The good news is that people tend to
 naturally gravitate back to what they are good at, so it's not like you
-are doing something irreversible when you _do_ prod them in some
+are doing something irreversible when you **do** prod them in some
 direction, just don't push too hard.
 
 
-		Chapter 4: Placing blame
+4) Placing blame
+----------------
 
 Things will go wrong, and people want somebody to blame. Tag, you're it.
 
 It's not actually that hard to accept the blame, especially if people
-kind of realize that it wasn't _all_ your fault.  Which brings us to the
+kind of realize that it wasn't **all** your fault.  Which brings us to the
 best way of taking the blame: do it for another guy. You'll feel good
 for taking the fall, he'll feel good about not getting blamed, and the
 guy who lost his whole 36GB porn-collection because of your incompetence
 will grudgingly admit that you at least didn't try to weasel out of it.
 
 Then make the developer who really screwed up (if you can find him) know
-_in_private_ that he screwed up.  Not just so he can avoid it in the
+**in_private** that he screwed up.  Not just so he can avoid it in the
 future, but so that he knows he owes you one.  And, perhaps even more
 importantly, he's also likely the person who can fix it.  Because, let's
-face it, it sure ain't you. 
+face it, it sure ain't you.
 
-Taking the blame is also why you get to be manager in the first place. 
+Taking the blame is also why you get to be manager in the first place.
 It's part of what makes people trust you, and allow you the potential
 glory, because you're the one who gets to say "I screwed up".  And if
 you've followed the previous rules, you'll be pretty good at saying that
-by now. 
+by now.
 
 
-		Chapter 5: Things to avoid
+5) Things to avoid
+------------------
 
 There's one thing people hate even more than being called "d*ckhead",
 and that is being called a "d*ckhead" in a sanctimonious voice.  The
 first you can apologize for, the second one you won't really get the
 chance.  They likely will no longer be listening even if you otherwise
-do a good job. 
+do a good job.
 
 We all think we're better than anybody else, which means that when
-somebody else puts on airs, it _really_ rubs us the wrong way.  You may
+somebody else puts on airs, it **really** rubs us the wrong way.  You may
 be morally and intellectually superior to everybody around you, but
-don't try to make it too obvious unless you really _intend_ to irritate
-somebody (*). 
+don't try to make it too obvious unless you really **intend** to irritate
+somebody [#f3]_.
 
 Similarly, don't be too polite or subtle about things. Politeness easily
 ends up going overboard and hiding the problem, and as they say, "On the
@@ -251,15 +260,16 @@
 overboard to the point of being ridiculous can drive a point home
 without making it painful to the recipient, who just thinks you're being
 silly.  It can thus help get through the personal mental block we all
-have about criticism. 
+have about criticism.
 
-(*) Hint: internet newsgroups that are not directly related to your work
-are great ways to take out your frustrations at other people. Write
-insulting posts with a sneer just to get into a good flame every once in
-a while, and you'll feel cleansed. Just don't crap too close to home.
+.. [#f3] Hint: internet newsgroups that are not directly related to your work
+  are great ways to take out your frustrations at other people. Write
+  insulting posts with a sneer just to get into a good flame every once in
+  a while, and you'll feel cleansed. Just don't crap too close to home.
 
 
-		Chapter 6: Why me?
+6) Why me?
+----------
 
 Since your main responsibility seems to be to take the blame for other
 peoples mistakes, and make it painfully obvious to everybody else that
@@ -268,9 +278,9 @@
 
 First off, while you may or may not get screaming teenage girls (or
 boys, let's not be judgmental or sexist here) knocking on your dressing
-room door, you _will_ get an immense feeling of personal accomplishment
+room door, you **will** get an immense feeling of personal accomplishment
 for being "in charge".  Never mind the fact that you're really leading
 by trying to keep up with everybody else and running after them as fast
-as you can.  Everybody will still think you're the person in charge. 
+as you can.  Everybody will still think you're the person in charge.
 
 It's a great job if you can hack it.