devel-rules.rst
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+.. -*- coding: utf-8; -*-
+.. include:: HEADER.rst
+
+============================
+ Software development rules
+============================
+.. contents::
+   :local:
+
+General discussion
+==================
+
+See:
+
+  http://en.wikipedia.org/wiki/List_of_software_development_philosophies
+  http://en.wikipedia.org/wiki/List_of_eponymous_laws
+
+Principle of good enough (POGE)
+===============================
+
+It favours quick-and-simple (but potentially extensible) designs over
+elaborate systems designed by committees.
+
+Once the quick-and-simple design is deployed, it can then evolve as needed,
+driven by user requirements.
+
+This kind of design is not appropriate in systems where it is not possible to
+evolve the system over time, or where the full functionality is required from
+the start.
+
+See:
+
+  http://en.wikipedia.org/wiki/Principle_of_good_enough
+
+No Silver Bullet
+================
+
+There is no single development, in either technology or management technique,
+which by itself promises even one order of magnitude improvement within a
+decade in productivity, in reliability, in simplicity.
+
+See:
+
+  http://en.wikipedia.org/wiki/No_Silver_Bullet
+
+Rule of thumb
+=============
+
+A rule of thumb is a principle that postulate in some case use simple
+procedure wich produce approximate result instead use complex but exact
+produce.
+
+See:
+
+  http://en.wikipedia.org/wiki/Rule_of_thumb
+
+The Zero One or Infinity
+========================
+
+The Zero One or Infinity (ZOI) rule is a rule of thumb in software design. It
+suggests that arbitrary limits on the number of instances of a particular
+entity should not be allowed. Specifically, that an entity should either be
+forbidden entirely, one should be allowed, or any number (presumably, to the
+limit of available storage) of them should be allowed. It should not be the
+software that puts a hard limit on the number of instances of the entity.
+
+  http://en.wikipedia.org/wiki/Zero_One_Infinity
+
+80-20 rule (pareto principle)
+=============================
+
+This rule postulate that roughly 80% of the effects come from 20% of the
+causes.
+
+This rule applied to optimisation (most time spent by program only by little
+piece of code), functionality (80% of users use only 20% of program
+functionality); bugs (fixing the top 20% of most reported bugs solve 80% of
+the error and crashes).
+
+See:
+
+  http://en.wikipedia.org/wiki/80:20_rule
+
+1% rule
+=======
+
+The 1% rule states that the number of people who create content on the
+internet represents approximately 1% (or less) of the people actually viewing
+that content.
+
+See:
+
+  http://en.wikipedia.org/wiki/1%25_rule_%28Internet_culture%29
+
+Parkinson's Law
+===============
+
+Work expands so as to fill the time available for its completion.
+
+Data expands to fill the space available for storage.
+
+See:
+
+  http://en.wikipedia.org/wiki/Parkinson%27s_law
+
+Ninety-ninety rule
+==================
+
+The first 90% of the code accounts for the first 10% of the development time.
+The remaining 10% of the code accounts for the other 90% of the development
+time.
+
+See:
+
+  http://en.wikipedia.org/wiki/Ninety-ninety_rule
+
+Wirth's law
+===========
+
+Software is getting slower more rapidly than hardware becomes faster.
+
+See:
+
+  http://en.wikipedia.org/wiki/Wirth%27s_law
+
+Student syndrome
+================
+
+Student syndrome refers to the phenomenon that many people will start to fully
+apply themselves to a task just at the last possible moment before a deadline.
+
+The student syndrome is a form of procrastination ().
+
+See:
+
+  http://en.wikipedia.org/wiki/Student_syndrome
+
+Conway's Law
+============
+
+...organizations which design systems ... are constrained to produce designs
+which are copies of the communication structures of these organizations.
+
+Example: Consider a two-person team of software engineers, A and B. Say A
+designs and codes a software class X. Later, the team discovers that class X
+needs some new features. If A adds the features, A is likely to simply expand X
+to include the new features. If B adds the new features, B may be afraid of
+breaking X, and so instead will create a new derived class X2 that inherits X's
+features, and puts the new features in X2. So the final design is a reflection
+of who implemented the functionality.
+
+A real life example: NASA's Mars Climate Orbiter crashed because one team used
+United States customary units (e.g., inches, feet and pounds) while the other
+used metric units for a key spacecraft operation.
+
+See:
+
+  http://en.wikipedia.org/wiki/Conway%27s_Law
+
+Brooks's law
+============
+
+It takes some time for the people added to a project to become productive.
+
+Communication overheads increase as the number of people increases.
+
+Adding manpower to a late software project makes it later.
+
+See:
+
+  http://en.wikipedia.org/wiki/Brooks%27_law
+
+Code bloat
+==========
+
+Code bloat is the production of code that is perceived as unnecessarily long,
+slow, or otherwise wasteful of resources. Code bloat generally refers to
+source code size but sometimes is used to refer to the generated code size or
+even the binary file size.
+
+  http://en.wikipedia.org/wiki/Code_bloat
+
+Software bloat
+==============
+
+Software bloat is a term used to describe the tendency of newer computer
+programs to have a larger installation footprint, or have many unnecessary
+features that are not used by end users, or just generally use more system
+resources than necessary, while offering little or no benefit to its users.
+
+
+Comparison of Microsoft Windows minimum hardware requirements (for 32-bit
+versions):
+
+Windows version     Processor   Memory  Hard disk
+Windows 95[4]        25 MHz      4 MB    ~50 MB
+Windows 98[5]        66 MHz     16 MB   ~200 MB
+Windows 2000[6]     133 MHz     32 MB    650 MB
+Windows XP[7]       233 MHz     64 MB    1.5 GB
+Windows Vista[8]    800 MHz    512 MB     15 GB
+Windows 7[9]          1 GHz      1 GB     16 GB
+
+.. epigraph::
+
+  Every program attempts to expand until it can read mail. Those programs which
+  cannot so expand are replaced by ones which can.
+
+  -- Jamie Zawinski
+
+Second-system effect
+====================
+
+In computing, the second-system effect or sometimes the second-system syndrome
+refers to the tendency, when following on from a relatively small, elegant,
+and successful system, to design the successor as an elephantine,
+feature-laden monstrosity. The term was first used by Fred Brooks in his
+classic The Mythical Man-Month.[1] It described the jump from a set of simple
+operating systems on the IBM 700/7000 series to OS/360 on the 360 series.
+
+Inner-platform effect
+=====================
+
+The inner-platform effect is the tendency of software architects to create a
+system so customizable as to become a replica, and often a poor replica, of
+the software development platform they are using.
+
+XXX read more http://thedailywtf.com/Articles/The_Inner-Platform_Effect.aspx
+
+  http://en.wikipedia.org/wiki/Inner-platform_effect
+
+Feature creep
+=============
+
+Feature creep is the proliferation of features in a product such as computer
+software. Extra features go beyond the basic function of the product and so
+can result in baroque over-complication, or "featuritis", rather than simple,
+elegant design.
+
+  http://en.wikipedia.org/wiki/Feature_creep
+
+Bullet-point engineering
+========================
+
+Bullet-point engineering is a software design anti-pattern where developers
+use the features of competing software packages as checklists of features to
+implement in their own product. These features are often implemented poorly
+and haphazardly, without any real design, merely so they can be added to a
+bulleted list of features in marketing material. Bullet point engineering
+often leads to feature creep and software bloat but may also simply result in
+a poorly designed imitative product.
+
+  http://en.wikipedia.org/wiki/Bullet-point_engineering
+
+KISS
+====
+
+Keep it simple and stupid, or keep it simple, stupid!
+
+Instruction creep and function creep, two instances of creeping featuritis,
+are examples of failure to follow the KISS principle in software development.
+
+  http://en.wikipedia.org/wiki/KISS_principle
+
+Minimalism
+==========
+
+In computing, minimalism refers to the application of minimalist philosophies
+and principles in hardware and software design and usage.
+
+  http://en.wikipedia.org/wiki/Minimalism_%28computing%29
+
+Unix philosophy
+===============
+
+.. epigraph::
+
+  "Do one thing and do it well."
+
+  -- Doug McIlroy
+
+.. epigraph::
+
+   "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."
+
+  -- Doug McIlroy
+
+.. epigraph::
+
+   #. You cannot tell where a program is going to spend its time. Bottlenecks
+      occur in surprising places, so do not try to second guess and put in a speed
+      hack until you've proven that's where the bottleneck is.
+   #. Measure. Do not tune for speed until your performance analysis tool tells
+      you which part of the code overwhelms the rest.
+   #. Fancy algorithms tend to run more slowly on small data sets than simple
+      algorithms. They tend to have a large constant factor in O(n) analysis, and
+      n is usually small. So don't get fancy unless Rule 2 indicates that n is big
+      enough.
+   #. Simplify your algorithms and data structures wherever it makes sense because
+      fancy algorithms are more difficult to implement without defects. The data
+      structures in most programs can be built from array lists, linked lists,
+      hash tables, and binary trees.
+   #. Data dominates. If you have chosen the right data structures and organized
+      things well, the algorithms will almost always be self-evident. Data
+      structures, not algorithms, are central to programming.
+
+   -- Pike: Notes on Programming in C.
+
+.. epigraph::
+
+   1. Small is beautiful.
+   2. Make each program do one thing well.
+   3. Build a prototype as soon as possible.
+   4. Choose portability over efficiency.
+   5. Store data in flat text files.
+   6. Use software leverage to your advantage.
+   7. Use shell scripts to increase leverage and portability.
+   8. Avoid captive user interfaces.
+   9. Make every program a filter.
+
+   -- Mike Gancarz: The UNIX Philosophy
+
+With this not all agree:
+
+ 1. Allow the user to tailor the environment.
+ 2. Make operating system kernels small and lightweight.
+ 3. Use lowercase and keep it short.
+ 4. Save trees.
+ 5. Silence is golden.
+ 6. Think parallel.
+ 7. The sum of the parts is greater than the whole.
+ 8. Look for the 90-percent solution.
+ 9. Worse is better.
+ 10. Think hierarchically.
+
+
+** Misc.
+
+"Unix is simple. It just takes a genius to understand its simplicity."
+                              -– Dennis Ritchie
+"Unix never says 'please'."
+                              -– Rob Pike
+
+  http://en.wikipedia.org/wiki/Unix_philosophy
+
+Worse is better
+===============
+
+In the "Worse is better" design style, simplicity of both the interface and
+the implementation is more important than any other attribute of the system —
+including correctness, consistency and completeness.
+
+Simplicity
+  The design must be simple, both in implementation and interface. It is
+  more important for the implementation to be simpler than the interface.
+  Simplicity is the most important consideration in a design.
+Correctness
+  The design must be correct in all observable aspects. It is slightly better
+  to be simple than correct.
+Consistency
+  The design must not be overly inconsistent. Consistency can be sacrificed
+  for simplicity in some cases, but it is better to drop those parts of the
+  design that deal with less common circumstances than to introduce either
+  implementational complexity or inconsistency.
+Completeness
+  The design must cover as many important situations as is practical. All
+  reasonably expected cases should be covered. Completeness can be sacrificed
+  in favor of any other quality. In fact, completeness must be sacrificed
+  whenever implementation simplicity is jeopardized. Consistency can be
+  sacrificed to achieve completeness if simplicity is retained; especially
+  worthless is consistency of interface.
+
+  http://dreamsongs.com/WIB.html
+                Lisp: Good News, Bad News, How to Win Big
+
+The right thing
+===============
+
+The MIT approach (known as "The right thing"):
+
+Simplicity
+  The design must be simple, both in implementation and interface. It is
+  more important for the interface to be simpler than the implementation.
+Correctness
+  The design must be correct in all observable aspects. Incorrectness is
+  simply not allowed.
+Consistency
+  The design must be consistent. A design is allowed to be slightly less
+  simple and less complete to avoid inconsistency. Consistency is as important
+  as correctness.
+Completeness
+  The design must cover as many important situations as is practical. All
+  reasonably expected cases must be covered. Simplicity is not allowed to
+  overly reduce completeness.
+
+  http://dreamsongs.com/WIB.html
+                Lisp: Good News, Bad News, How to Win Big
+
+YAGNI
+=====
+
+"You aren't gonna need it" (or YAGNI for short) is the principle in extreme
+programming that programmers should not add functionality until it is
+necessary.
+
+  http://en.wikipedia.org/wiki/You_ain%27t_gonna_need_it
+
+DRY (DIE)
+=========
+
+Don't Repeat Yourself (DRY) or Duplication is Evil (DIE).
+
+ * VCS allow multiple and diverging copies ("branches").
+ * Source code generation.
+
+  http://en.wikipedia.org/wiki/Don%27t_repeat_yourself
+
+Do it yourself (DIY)
+====================
+
+Do it yourself (or DIY) is a term used to describe building, modifying, or
+repairing of something without the aid of experts or professionals.
+
+when tasklist longer then people life mutch easy use already written libraries
+then wrote own.
+
+  http://en.wikipedia.org/wiki/Do_it_yourself
+
+Once and Only Once (OAOO)
+=========================
+
+MoSCoW Method
+=============
+
+The capital letters in MoSCoW stand for:
+
+ * M - MUST have this (included in the current delivery timebox in order
+   for it to be a success).
+ * S - SHOULD have this if at all possible (critical to the success of the
+   project, but are not necessary for delivery in the current delivery
+   timebox).
+ * C - COULD have this if it does not affect anything else (nice to have).
+ * W - WON'T have this time but WOULD like in the future.
+
+  http://en.wikipedia.org/wiki/MoSCoW_Method
+
+Separation of concerns
+======================
+
+In computer science, separation of concerns (SoC) is the process of separating
+a computer program into distinct features that overlap in functionality as
+little as possible. A concern is any piece of interest or focus in a program.
+Typically, concerns are synonymous with features or behaviors. Progress
+towards SoC is traditionally achieved through modularity of programming and
+encapsulation (or "transparency" of operation), with the help of information
+hiding. Layered designs in information systems are also often based on
+separation of concerns (e.g., presentation layer, business logic layer, data
+access layer, database layer).
+
+HyperText Markup Language (HTML) and cascading style sheets (CSS) are
+languages intended to separate style from content.
+
+  http://en.wikipedia.org/wiki/Separation_of_concerns
+
+Modular design
+==============
+
+In systems engineering, modular design — or "modularity in design" — is an
+approach that subdivides a system into smaller parts (modules) that can be
+independently created and then used in different systems to drive multiple
+functionalities.
+
+  http://en.wikipedia.org/wiki/Modular_design
+
+Occam's razor
+=============
+
+"entia non sunt multiplicanda praeter necessitatem"
+
+Entities must not be multiplied beyond necessity.
+
+Code and fix
+============
+
+Programmers immediately begin producing code. Bugs must be fixed before the
+product can be shipped.
+
+  http://en.wikipedia.org/wiki/Code_and_fix
+
+Cowboy coding
+=============
+
+Cowboy coding is a term used to describe software development where the
+developers have autonomy over the development process. This includes control
+of the project's schedule, algorithms, tools, and coding style.
+
+A cowboy coder can be a lone developer or part of a group of developers with
+either no external management or management that controls only non-development
+aspects of the project, such as its nature, scope, and feature set (the
+"what", but not the "how").
+
+  http://en.wikipedia.org/wiki/Cowboy_coding
+
+Extreme Programming
+===================
+
+  http://en.wikipedia.org/wiki/Extreme_Programming
+
+Hollywood Principle
+===================
+
+In computer programming, the Hollywood Principle is stated as "don't call us,
+we'll call you." It has applications in software engineering; see also
+implicit invocation for a related architectural principle.
+
+  http://en.wikipedia.org/wiki/Hollywood_Principle
+
+Inversion of control
+====================
+
+Inversion of control, or IoC, is an abstract principle describing an aspect of
+some software architecture designs in which the flow of control of a system is
+inverted in comparison to procedural programming.
+
+  http://en.wikipedia.org/wiki/Inversion_of_control
+
+Literate programming
+====================
+
+  http://en.wikipedia.org/wiki/Literate_Programming
+
+Model-driven architecture
+=========================
+
+  http://en.wikipedia.org/wiki/Model-driven_architecture
+
+Quick-and-dirty
+===============
+
+Quick-and-dirty is a term used in reference to anything that is an easy way to
+implement a workaround or "kludge." Its usage is popular among programmers,
+who use it to describe a crude solution or programming implementation that is
+imperfect, inelegant, or otherwise inadequate, but which solves or masks the
+problem at hand, and is generally faster and easier to put in place than a
+proper solution.
+
+  http://en.wikipedia.org/wiki/Quick-and-dirty
+
+Release early, release often
+============================
+
+Release early, release often (sometimes abbreviated RERO) is a software
+development philosophy that emphasizes the importance of early and frequent
+releases in creating a tight feedback loop between developers and testers or
+users.
+
+  http://en.wikipedia.org/wiki/Release_early,_release_often
+
+Test-driven development
+=======================
+
+Test-driven development (TDD) is a software development technique that relies
+on the repetition of a very short development cycle: First the developer
+writes a failing automated test case that defines a desired improvement or new
+function, then produces code to pass that test and finally refactors the new
+code to acceptable standards.
+
+  http://en.wikipedia.org/wiki/Test-driven_development
+
+Unified Process
+===============
+
+The Unified Software Development Process or Unified Process is a popular
+iterative and incremental software development process framework. The
+best-known and extensively documented refinement of the Unified Process is the
+Rational Unified Process (RUP).
+
+  http://en.wikipedia.org/wiki/Unified_Process
+
+Waterfall model
+===============
+
+   1. Requirements specification
+   2. Design
+   3. Construction (AKA implementation or coding)
+   4. Integration
+   5. Testing and debugging (AKA Validation)
+   6. Installation
+   7. Maintenance
+
+  http://en.wikipedia.org/wiki/Waterfall_model
+
+* Do it yourself.