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17 Cards in this Set
- Front
- Back
The Rule of Modularity |
Write simple parts connected by clean interfaces |
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Rule of Clarity |
Clarity is better than cleverness |
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Rule of Composition |
Design programs to be connected with other programs |
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Rule of Separation |
Separate policy from mechanism; separate interfaces from engines |
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Rule of Simplicity |
Design for simplicity; add complexity only where you must |
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Rule of Parsimony |
Write a big program only when it is clear by demonstration that nothing else will do |
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Rule of Transparency |
Design for visibility to make inspection and debugging easier |
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Rule of Robustness |
Robustness is the child of simplicity and transparency |
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Rule of Representation |
Fold knowledge into data, so program logic can be stupid and robust |
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Rule of Least Surprise |
In interface design, always do the least surprising thing |
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Rule of Silence |
When a program has nothing surprising to say, it should say nothing |
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Rule of Repair |
Repair what you can - but when you must fail, fail noisily and as soon as possible |
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Rule of Economy |
Programmer time is expensive; conserve it in preference to machine time |
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Rule of Generation |
Avoid hand-hacking; write programs to write programs when you can |
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Rule of Optimization |
Prototype before polishing. Get it working before you optimize it. |
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Rule of Diversity |
Distrust all claims for "one-true-way" |
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Rule of Extensibility |
Design for the future, because it will be here sooner than you think |