Inside Front Cover

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

image 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.

image The WISDOM Acrostic page 20

image

image How to Maintain Orthogonality page 34

  • Design independent, well-defined components
  • Keep your code decoupled
  • Avoid global data
  • Refactor similar functions

image 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

image 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?

image 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?

image 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

image 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.

image 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.

image 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?

image 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