more programming rules
Brian Kelsay
bkelsay at comcast.net
Sun Nov 2 16:40:53 CST 2003
I can't find the thread now, but Gerald Combs and I and a few others were talking about bad
programming practices and program bloat and themes, etc.
Well I ran across this article, a review of Eric Raymond's, The Art of Unix Programming.
http://rootprompt.org/article.php3?article=5706
What I was trying to get at, he said it better than I could:
The Unix philosophy in the words of Doug McIlroy :
"This is the Unix philosophy: Write programs that do one thing and
do it well. Write programs to work together. Write programs to
handle text streams, because that is a universal interface."
Eric abstracts the following rules from the Unix is put together and the
actions of the "Elders" (When I read this I wondered what they thought
about being called "The Elders"):
1. Rules of Modularity: Write simple parts connected by clean
interfaces.
2. Rule of Clarity: Clarity is better than cleverness.
3. Rule of Composition: Design programs to be connected to other
programs.
4. Rule of Separation: Separate policy from mechanism; separate
interfaces from engines.
5. Rule of Simplicity: Design for simplicity; add complexity only
where you must.
6. Rule of Parsimony: Write a big program only when it is clear by
demonstration that nothing else will do.
7. Rule of Transparency: Design for visibility to make inspection and
debugging easier.
8. Rule of Robustness: Robustness is the child of transparency and
simplicity.
9. Rule of Representation: Fold knowledge into data so program logic
can be stupid and robust.
10. Rule of Least Surprise: In interface design, always do the least
surprising thing.
11. Rule of Silence: When a program has nothing surprising to say, it
should say nothing.
12. Rule of Repair: When you must fail, fail noisily and as soon as
possible.
13. Rule of Economy: Programmer time is expensive; conserve it in
preference to machine time.
14. Rule of Generation: Avoid hand-hacking; write programs to write
programs when you can.
15. Rule of Optimization: Prototype before polishing. Get it working
before you optimize it.
16. Rule of Diversity: Distrust all claims for one true way.
17. Rule of Extensibility: Design for the future, because it will be
here sooner than you think.
---------------------------
Somewhere there is a village missing an idiot.
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