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Unix philosophy added.
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jgomo3 committed Mar 31, 2013
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24 changes: 24 additions & 0 deletions README.es.md
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Expand Up @@ -214,3 +214,27 @@ So what does the architecture of your application scream? When you look at the t
Architectures should not be supplied by frameworks. Frameworks are tools to be used, not architectures to be conformed to. If your architecture is based on frameworks, then it cannot be based on your use cases.

Source: Uncle Bob Martin "Screaming Architecture" http://blog.8thlight.com/uncle-bob/2011/09/30/Screaming-Architecture.html

##Unix Philosophy

"This is the Unix philosophy: 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, quoted in A Quarter Century of Unix [Salus]. Addison-Wesley. 1994. ISBN 0-201-54777-5.

* Rule of Modularity: Write simple parts connected by clean interfaces.
* Rule of Clarity: Clarity is better than cleverness.
* Rule of Composition: Design programs to be connected to other programs.
* Rule of Separation: Separate policy from mechanism; separate interfaces from engines.
* Rule of Simplicity: Design for simplicity; add complexity only where you must.
* Rule of Parsimony: Write a big program only when it is clear by demonstration that nothing else will do.
* Rule of Transparency: Design for visibility to make inspection and debugging easier.
* Rule of Robustness: Robustness is the child of transparency and simplicity.
* Rule of Representation: Fold knowledge into data so program logic can be stupid and robust.
* Rule of Least Surprise: In interface design, always do the least surprising thing.
* Rule of Silence: When a program has nothing surprising to say, it should say nothing.
* Rule of Repair: When you must fail, fail noisily and as soon as possible.
* Rule of Economy: Programmer time is expensive; conserve it in preference to machine time.
* Rule of Generation: Avoid hand-hacking; write programs to write programs when you can.
* Rule of Optimization: Prototype before polishing. Get it working before you optimize it.
* Rule of Diversity: Distrust all claims for “one true way”.
* Rule of Extensibility: Design for the future, because it will be here sooner than you think.

Source: Eric S. Raymond "The Art of Unix Programming" http://www.catb.org/esr/writings/taoup/html/ch01s06.html
24 changes: 24 additions & 0 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -214,3 +214,27 @@ So what does the architecture of your application scream? When you look at the t
Architectures should not be supplied by frameworks. Frameworks are tools to be used, not architectures to be conformed to. If your architecture is based on frameworks, then it cannot be based on your use cases.

Source: Uncle Bob Martin "Screaming Architecture" http://blog.8thlight.com/uncle-bob/2011/09/30/Screaming-Architecture.html

##Unix Philosophy

"This is the Unix philosophy: 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, quoted in A Quarter Century of Unix [Salus]. Addison-Wesley. 1994. ISBN 0-201-54777-5.

* Rule of Modularity: Write simple parts connected by clean interfaces.
* Rule of Clarity: Clarity is better than cleverness.
* Rule of Composition: Design programs to be connected to other programs.
* Rule of Separation: Separate policy from mechanism; separate interfaces from engines.
* Rule of Simplicity: Design for simplicity; add complexity only where you must.
* Rule of Parsimony: Write a big program only when it is clear by demonstration that nothing else will do.
* Rule of Transparency: Design for visibility to make inspection and debugging easier.
* Rule of Robustness: Robustness is the child of transparency and simplicity.
* Rule of Representation: Fold knowledge into data so program logic can be stupid and robust.
* Rule of Least Surprise: In interface design, always do the least surprising thing.
* Rule of Silence: When a program has nothing surprising to say, it should say nothing.
* Rule of Repair: When you must fail, fail noisily and as soon as possible.
* Rule of Economy: Programmer time is expensive; conserve it in preference to machine time.
* Rule of Generation: Avoid hand-hacking; write programs to write programs when you can.
* Rule of Optimization: Prototype before polishing. Get it working before you optimize it.
* Rule of Diversity: Distrust all claims for “one true way”.
* Rule of Extensibility: Design for the future, because it will be here sooner than you think.

Source: Eric S. Raymond "The Art of Unix Programming" http://www.catb.org/esr/writings/taoup/html/ch01s06.html

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