5 | | 1. Rule of Composition: Design to be connected to other programs. |
6 | | 1. Rule of Separation: Separate policy from mechanism; separate interfaces from engines. |
7 | | 1. Rule of Simplicity: Design for simplicity; add complexity only where you must. |
8 | | 1. Rule of Parsimony: Write a big program only when it is clear by demonstration that nothing else will do. |
9 | | 1. Rule of Transparency: Design for visibility to make inspection and debugging easier. |
10 | | 1. Rule of Robustness: Robustness is the child of transparency and simplicity. |
11 | | 1. Rule of Representation: Fold knowledge into data so program logic can be stupid and robust. |
12 | | 1. Rule of Least Surprise: In interface design, always do the least surprising thing. |
13 | | 1. Rule of Silence: When a program has nothing surprising to say, it should say nothing. |
14 | | 1. Rule of Repair: When you must fail, fail noisily and as soon as possible. |
15 | | 1. Rule of Economy: Programmer time is expensive; conserve it in preference to machine time. |
16 | | 1. Rule of Generation: Avoid hand-hacking; write programs to write programs when you can. |
17 | | 1. Rule of Optimization: Prototype before polishing. Get it working before you optimize it. |
18 | | 1. Rule of Diversity: Distrust all claims for “one true way”. |
19 | | 1. Rule of Extensibility: Design for the future, because it will be here sooner than you think. |
| 9 | 1. Rule of '''Composition''': Design to be connected to other programs or programmers. |
| 10 | 1. Rule of '''Separation''': Separate policy from mechanism; separate interfaces from engines.professional from friendship... |
| 11 | 1. Rule of '''Simplicity''': Design for simplicity; add complexity only where you must. |
| 12 | 1. Rule of '''Parsimony''': Write a big program only when it is clear by demonstration that nothing else will do. |
| 13 | 1. Rule of '''Transparency''': Design for visibility to make inspection and debugging easier. |
| 14 | 1. Rule of '''Robustness''': Robustness is the child of transparency and simplicity. |
| 15 | 1. Rule of '''Representation''': Fold knowledge into data so program logic can be stupid and robust. |
| 16 | 1. Rule of '''Least Surprise''': In interface design, always do the least surprising thing, also applied in any working field. |
| 17 | 1. Rule of '''Silence''': When a program has nothing surprising to say, it should say nothing. |
| 18 | 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! |
| 19 | 1. Rule of '''Economy''': Programmer time is expensive; conserve it in preference to machine time. |
| 20 | 1. Rule of '''Generation''': Avoid hand-hacking; write programs to write programs when you can. |
| 21 | 1. Rule of '''Optimization''': Prototype before polishing. Get it working before you optimize it. |
| 22 | 1. Rule of '''Diversity''': Distrust all claims for “one true way”. |
| 23 | 1. Rule of '''Extensibility''': Design for the future, because it will be here sooner than you think. |