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The Pragmatic Programmer: Quick Reference Guide
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The Pragmatic Programmer: Quick Reference Guide | |
This card summarizes the tips and checklists found in The Pragmatic Programmer. For more information about THE PRAGMATIC PROGRAMMERS LLC, source code for the examples, up-to-date pointers to Web resources, and an online bibliography, visit us at www.pragmaticprogrammer.com. | |
1. Care About Your Craft xix | |
Why spend your life developing software unless you care about doing it well? | |
2. Think! About Your Work xix | |
Turn off the autopilot and take control. Constantly critique and appraise your work. | |
3. Provide Options, Don't Make Lame Excuses 3 | |
Instead of excuses, provide options. Don't say it can't be done; explain what can be done. | |
4. Don't Live with Broken Windows. 5 | |
Fix bad designs, wrong decisions, and poor code when you see them. | |
5. Be a Catalyst for Change. 8 | |
You can't force change on people. Instead, show them how the future might be and help them participate in creating it. | |
6. Remember the Big Picture 8 | |
Don't get so engrossed in the details that you forget to check what's happening around you. | |
7. Make Quality a Requirements Issue 11 | |
Involve your users in determining the project's real quality requirements. | |
8. Invest Regularly in Your Knowledge Portfolio 14 | |
Make learning a habit. | |
9. Critically Analyze What You Read and Hear 16 | |
Don't be swayed by vendors, media hype, or dogma. Analyze information in terms of you and your project. | |
10. It's Both What You Say and theWay You Say It 21 | |
There's no point in having great ideas if you don't communicate them effectively. | |
11. DRY—Don't Repeat Yourself 27 | |
Every piece of knowledge must have a single, unambiguous, authoritative representation within a system. | |
12. Make It Easy to Reuse 33 | |
If it's easy to reuse, people will. Create an environment that supports reuse. | |
13. Eliminate Effects Between Unrelated Things 35 | |
Design components that are self-contained, independent, and have a single, well-defined purpose. | |
14. There Are No Final Decisions 46 | |
No decision is cast in stone. Instead, consider each as being written in the sand at the beach, and plan for change. | |
15. Use Tracer Bullets to Find the Target 49 | |
Tracer bullets let you home in on your target by trying things and seeing how close they land. | |
16. Prototype to Learn. 54 | |
Prototyping is a learning experience. Its value lies not in the code you produce, but in the lessons you learn. | |
17. Program Close to the Problem Domain 58 | |
Design and code in your user's language. | |
18. Estimate to Avoid Surprises 64 | |
Estimate before you start. You'll spot potential problems up front. | |
19. Iterate the Schedule with the Code. 69 | |
Use experience you gain as you implement to refine the project time scales. | |
20. Keep Knowledge in Plain Text. 74 | |
Plain text won't become obsolete. It helps leverage your work and simplifies debugging and testing. | |
21. Use the Power of Command Shells 80 | |
Use the shell when graphical user interfaces don't cut it. | |
22. Use a Single Editor Well 82 | |
The editor should be an extension of your hand; make sure your editor is configurable, extensible, and programmable. | |
23. Always Use Source Code Control 88 | |
Source code control is a time machine for your work—you can go back. | |
24. Fix the Problem, Not the Blame 91 | |
It doesn't really matter whether the bug is your fault or someone else's—it is still your problem, and it still needs to be fixed. | |
25. Don't Panic When Debugging 91 | |
Take a deep breath and THINK! about what could be causing the bug. | |
26. "select" Isn't Broken. 96 | |
It is rare to find a bug in the OS or the compiler, or even a third-party product or library. The bug is most likely in the application. | |
27. Don't Assume It—Prove It 97 | |
Prove your assumptions in the actual environment with real data and boundary conditions. | |
28. Learn a Text Manipulation Language 100 | |
You spend a large part of each day working with text. Why not have the computer do some of it for you? | |
29. Write Code That Writes Code 103 | |
Code generators increase your productivity and help avoid duplication. | |
30. You Can't Write Perfect Software 107 | |
Software can't be perfect. Protect your code and users from the inevitable errors. | |
31. Design with Contracts. 111 | |
Use contracts to document and verify that code does no more and no less than it claims to do. | |
32. Crash Early 120 | |
A dead program normally does a lot less damage than a crippled one. | |
33. Use Assertions to Prevent the Impossible 122 | |
Assertions validate your assumptions. Use them to protect your code from an uncertain world. | |
34. Use Exceptions for Exceptional Problems 127 | |
Exceptions can suffer from all the readability and maintainability problems of classic spaghetti code. Reserve exceptions for exceptional things. | |
35. Finish What You Start. 129 | |
Where possible, the routine or object that allocates a resource should be responsible for deallocating it. | |
36. Minimize Coupling Between Modules 140 | |
Avoid coupling by writing "shy" code and applying the Law of Demeter. | |
37. Con.gure, Don't Integrate 144 | |
Implement technology choices for an application as configuration options, not through integration or engineering. | |
38. Put Abstractions in Code, Details in Metadata 145 | |
Program for the general case, and put the specifics outside the compiled code base. | |
39. Analyze Work.ow to Improve Concurrency 151 | |
Exploit concurrency in your user's workflow. | |
40. Design Using Services. 154 | |
Design in terms of services—independent, concurrent objects behind well-defined, consistent interfaces. | |
41. Always Design for Concurrency 156 | |
Allow for concurrency, and you'll design cleaner interfaces with fewer assumptions. | |
42. Separate Views from Models. 161 | |
Gain flexibility at low cost by designing your application in terms of models and views. | |
43. Use Blackboards to Coordinate Work.ow. 169 | |
Use blackboards to coordinate disparate facts and agents, while maintaining independence and isolation among participants. | |
44. Don't Program by Coincidence 175 | |
Rely only on reliable things. Beware of accidental complexity, and don't confuse a happy coincidence with a purposeful plan. | |
45. Estimate the Order of Your Algorithms 181 | |
Get a feel for how long things are likely to take before you write code. | |
46. Test Your Estimates. 182 | |
Mathematical analysis of algorithms doesn't tell you everything. Try timing your code in its target environment. | |
47. Refactor Early, Refactor Often 186 | |
Just as you might weed and rearrange a garden, rewrite, rework, and re-architect code when it needs it. Fix the root of the problem. | |
48. Design to Test. 192 | |
Start thinking about testing before you write a line of code. | |
49. Test Your Software, or Your Users Will. 197 | |
Test ruthlessly. Don't make your users find bugs for you. | |
50. Don't UseWizard Code You Don't Understand 199 | |
Wizards can generate reams of code. Make sure you understand all of it before you incorporate it into your project. | |
51. Don't Gather Requirements—Dig for Them. 202 | |
Requirements rarely lie on the surface. They're buried deep beneath layers of assumptions, misconceptions, and politics. | |
52. Work with a User to Think Like a User 204 | |
It's the best way to gain insight into how the system will really be used. | |
53. Abstractions Live Longer than Details. 209 | |
Invest in the abstraction, not the implementation. Abstractions can survive the barrage of changes from different implementations and new technologies. | |
54. Use a Project Glossary 210 | |
Create and maintain a single source of all the specific terms and vocabulary for a project. | |
55. Don't Think Outside the Box—Find the Box 213 | |
When faced with an impossible problem, identify the real constraints. Ask yourself: "Does it have to be done this way? Does it have to be done at all?" | |
56. Start When You're Ready 215 | |
You've been building experience all your life. Don't ignore niggling doubts. | |
57. Some Things Are Better Done than Described 218 | |
Don't fall into the specification spiral—at some point you need to start coding. | |
58. Don't Be a Slave to Formal Methods 220 | |
Don't blindly adopt any technique without putting it into the context of your development practices and capabilities. | |
59. Costly Tools Don't Produce Better Designs 222 | |
Beware of vendor hype, industry dogma, and the aura of the price tag. Judge tools on their merits. | |
60. Organize Teams Around Functionality 227 | |
Don't separate designers from coders, testers from data modelers. Build teams the way you build code. | |
61. Don't Use Manual Procedures 231 | |
A shell script or batch file will execute the same instructions, in the same order, time after time. | |
62. Test Early. Test Often. Test Automatically. 237 | |
Tests that run with every build are much more effective than test plans that sit on a shelf. | |
63. Coding Ain't Done 'Til All the Tests Run 238 | |
'Nuff said. | |
64. Use Saboteurs to Test Your Testing. 244 | |
Introduce bugs on purpose in a separate copy of the source to verify that testing will catch them. | |
65. Test State Coverage, Not Code Coverage 245 | |
Identify and test significant program states. Just testing lines of code isn't enough. | |
66. Find Bugs Once 247 | |
Once a human tester finds a bug, it should be the last time a human tester finds that bug. Automatic tests should check for it from then on. | |
67. English is Just a Programming Language 248 | |
Write documents as you would write code: honor the DRY principle, use metadata, MVC, automatic generation, and so on. | |
68. Build Documentation In, Don't Bolt It On. 248 | |
Documentation created separately from code is less likely to be correct and up to date. | |
69. Gently Exceed Your Users' Expectations 255 | |
Come to understand your users' expectations, then deliver just that little bit more. | |
70. Sign Your Work 258 | |
Craftsmen of an earlier age were proud to sign their work. You should be, too. | |
Checklists | |
Languages to Learn page 17 | |
Tired of C, C++, and Java? Try CLOS, Dylan, Eiffel, Objective C, Prolog, Smalltalk, or TOM. Each of these languages has different capabilities and a different "flavor." Try a small project at home usingone or more of them. | |
The WISDOM Acrostic page 20 | |
How to Maintain Orthogonality page 34 | |
Design independent, well-defined components | |
Keep your code decoupled | |
Avoid global data | |
Refactor similar functions | |
Things to prototype page 53 | |
Architecture | |
New functionality in an existing system | |
Structure or contents of external data | |
Third-party tools or components | |
Performance issues | |
User interface design | |
Architectural Questions page 55 | |
Are responsibilities well defined? | |
Are the collaborations well defined? | |
Is coupling minimized? | |
Can you identify potential duplication? | |
Are interface definitions and constraints acceptable? | |
Can modules access needed data—when needed? | |
Debugging Checklist page 98 | |
Is the problem being reported a direct result of the underlying bug, or merely a symptom? | |
Is the bug really in the compiler? Is it in the OS? Or is it in your code? | |
If you explained this problem in detail to a coworker, what would you say? | |
If the suspect code passes its unit tests, are the tests complete enough? What happens if you run the unit test with this data? | |
Do the conditions that caused this bug exist anywhere else in the system? | |
Law of Demeter for Functions page 141 | |
An object's method should call only methods belonging to: | |
Itself | |
Any parameters passed in | |
Objects it creates | |
Component objects | |
How to ProgramDeliberately page 172 | |
Stay aware of what you're doing. | |
Don't code blindfolded. | |
Proceed from a plan. | |
Rely only on reliable things. | |
Document your assumptions. | |
Test assumptions as well as code. | |
Prioritize your effort. | |
Don't be a slave to history. | |
When to Refactor page 185 | |
You discover a violation of the DRY principle. | |
You find things that could be more orthogonal. | |
Your knowledge improves. | |
The requirements evolve. | |
You need to improve performance. | |
Cutting the Gordian Knot page 212 | |
When solving impossible problems, ask yourself: | |
Is there an easier way? | |
Am I solving the right problem? | |
Why is this a problem? | |
What makes it hard? | |
Do I have to do it this way? | |
Does it have to be done at all? | |
Aspects of Testing page 237 | |
Unit testing | |
Integration testing | |
Validation and verification | |
Resource exhaustion, errors, and recovery | |
Performance testing | |
Usability testing | |
Testing the tests themselves |
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