Principles catalog
Principles are general ideas. They explain why you do things a certain way, that is, they explain patterns. Take the sewing and woodworking pattern "measure twice, cut once." Why do that? Because of the principle "materials are expensive, and shouldn't be wasted." (OK, that's a pretty obvious principle.)
Here are principles on this website.
Title | Summary | Tags | Where referenced |
---|---|---|---|
Ask users | If you're not sure what a program should do in special cases, ask the people who are going to use it. |
Record subsets | |
Decomposition | Programs are too complex to think about all at one time. You need to break them into pieces, and work on one piece at a time. Of course, the pieces must work together. |
Cleaning | |
Don't repeat yourself (DRY) | Write code only once, and call it as many times as you need. |
Nested ifs | |
Don't trust user data | Validate and sanitize user data. |
Validation | |
Get requirements right | Make sure you know what a program is supposed to do, before you write it. |
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Good variable names |
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How the program works | |
Incremental testing | Test code as you write it. Write a bit, test a bit, write a bit, test a bit. It's more efficient than writing an entire program at once, and then testing it. |
Ray codes, Mars or bust! | |
Intention error | Computers don't know what you intend to do, only what you tell them to do. |
How the program works | |
Organize files | Life is easier when you organize files into subfolders. |
Spyder | |
Plan then zoom | Write a program as a broad plan first, leaving the deets for later. Then work on each deet separately. |
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