Mike's 4-Bit Rules of Computing
Over the years I have found a handful of rules to work by when Computing. Some people have lots and lots of rules but I'm a simple bloke, and can carry only about 4-bits worth in my head.
None of these rules are my own invention. They are others' tips and advice, received and honed over about 30 years' experience in computing, since I began it as a hobby in primary school in the 1980's. Some of these rules are also applicable to Real Life. They are deliberately laconic (to make them easier to remember); I will blog about them to expand and explain — especially the controversial-sounding ones like Rules 5 and 6.
salt:
These are computing rules that I work by and recommend to
others, though you should feel free to adopt only what you like,
keeping Rule 0 in mind.
Rules 0011 (3) and 1100 (c) are break-outs overcoming the 4-bit limit….
0000
- 0
: All rules are broken
— and some were made to be
0001
- 1
: The First Law: Nothing works First time
— Peter Lukes, Amstrad Computer User magazine, Issue 32, September 1987
0010
- 2
: Don't Repeat Yourself
(tip: computers are good at that…)
0011
- 3
: python <(echo import this)
(Python PEP 20)
0100
- 4
: If you're exploring, keep a notebook/journal
0101
- 5
: Comments considered harmful
(embedded in code, as well as those on YouTube)
0110
- 6
: but Doc-Comments are a Force for Good
0111
- 7
: Test it. Test it Again
1000
- 8
: You can't proof-read after you hit Send
1001
- 9
: These aren't the bugs you're looking for — move along
(Pretty good is better than perfect)
1010
- A
: Fix Mistakes, don't break Promises
1011
- B
: You Ain't Gonna Need It
1100
- C
: Some Fundamental Networking Truths (IETF RFC 1925, April 1, 1996)
1101
- D
: DON'T PANIC, Read The Fine Manuals
1110
- E
: When there is no manual: Write The Missing Manual
1111
- F
: Read The Logs
(READ the logs)