Rules that you need to keep in mind, this describes our work polices. We are redesigning ourselves to extend our enlightenment... Let's do our best! 1. Rule of '''Modularity''': Bee simple and do a clean work. 1. Rule of '''Clarity''': Clarity is better than cleverness. 1. Rule of '''Composition''': Design to be connected to other programs or programmers. 1. Rule of '''Separation''': Separate policy from mechanism; separate interfaces from engines.professional from friendship... 1. Rule of '''Simplicity''': Design for simplicity; add complexity only where you must. 1. Rule of '''Parsimony''': Write a big program only when it is clear by demonstration that nothing else will do. 1. Rule of '''Transparency''': Design for visibility to make inspection and debugging easier. 1. Rule of '''Robustness''': Robustness is the child of transparency and simplicity. 1. Rule of '''Representation''': Fold knowledge into data so program logic can be stupid and robust. 1. Rule of '''Least Surprise''': In interface design, always do the least surprising thing, also applied in any working field. 1. Rule of '''Silence''': When a program has nothing surprising to say, it should say nothing. 1. Rule of '''Repair''': When you must fail, fail noisily and as soon as possible. Get back on your feet and continue. if someone can do it .WE CAN DO IT! 1. Rule of '''Economy''': Programmer time is expensive; conserve it in preference to machine time. 1. Rule of '''Generation''': Avoid hand-hacking; write programs to write programs when you can. 1. Rule of '''Optimization''': Prototype before polishing. Get it working before you optimize it. 1. Rule of '''Diversity''': Distrust all claims for “one true way”. 1. Rule of '''Extensibility''': Design for the future, because it will be here sooner than you think. These rules are from the ''Art of Unix Programming'' book by Eric S. Raymond, you can read the original and better explained rules [http://www.faqs.org/docs/artu/ch01s06.html here]