review-design ยท diff

git:20260529.9238f59 to git:20260530.d3be4dd

7 added, 5 removed. Audit A to A.

---
name: review-design
description: >
- Pragmatic Programmer principles: DRY, orthogonality, tracer bullets, design by
- contract, pragmatic paranoia. The 'why' layer between assess-quality (framework)
- and write-code (operational). Use when reasoning about design tradeoffs, not
- when picking specific tools.
- allowed-tools: Read Grep Glob Bash Edit Write
+ Pragmatic Programmer principles: DRY, orthogonality, ETC, reversibility, tracer
+ bullets, design by contract, decoupling/Law of Demeter, pragmatic paranoia. The
+ 'why' layer between assess-quality (framework) and write-code (operational). Use
+ when reasoning about design tradeoffs, coupling, or whether a decision is
+ reversible. Do NOT use for the underlying quality framework (use assess-quality)
+ or for concrete tool/idiom/library picks (use write-code).
+ allowed-tools: Read, Grep, Glob
metadata:
title: Pragmatic Programming
category: development
order: 1
---
# Pragmatic Programming
> **Layering:** Principles layer above `assess-quality` (foundational framework) and are operationalized by `write-code` (tool/pattern picks). Use this skill when reasoning about *why* a design tradeoff matters; use `assess-quality` for the underlying quality framework; use `write-code` for concrete picks.
Principles from *The Pragmatic Programmer* (Hunt & Thomas) distilled into actionable rules for everyday development.
## Core Philosophy
- **Care about your craft** why spend your life developing software unless you care about doing it well?
- **Think critically** question assumptions, challenge "because we've always done it that way"
- **Be a catalyst for change** show people a future they can rally around (stone soup)
- **Remember the big picture** don't get so absorbed in details that you forget the system as a whole (boiling frog)
- **Good enough software** know when to stop; perfect is the enemy of shipped
## ETC: Easy to Change
The fundamental design principle. Every decision should make future change easier.
- When choosing between approaches, pick the one that's easier to change later
- If you can't decide which path is more changeable, fall back on: make it replaceable
- Decoupled code is easier to change; single-responsibility code is easier to change; well-named code is easier to change. ETC is the *why* behind all of them
## DRY: Don't Repeat Yourself
> Every piece of knowledge must have a single, unambiguous, authoritative representation within a system.
| Violation | Fix |
|-----------|-----|
| Copy-pasted logic | Extract shared function/module |
| Knowledge in code AND comments | Let code be the authority; remove redundant comments |
| Same validation in client and server | Single schema, generate both |
| Repeated config across environments | Template or derive from one source |
| Data structure duplicated across types | Single source type, derive others |
- DRY applies to **knowledge**, not text. Two functions with identical code but representing different knowledge are not DRY violations
- Watch for DRY violations across: code, documentation, data schemas, API specs, build config
## Orthogonality
Keep components independent. Changes in one should not affect others.
- **Test:** If I change X, how many other things must also change? Aim for zero
- Eliminate effects between unrelated things
- Avoid global/shared mutable state
- Prefer composition over inheritance
- Shy code: modules that don't reveal anything unnecessary and don't rely on other modules' implementations
## Reversibility
- Don't commit to a single vendor, platform, database, or architecture prematurely
- Abstract external dependencies behind interfaces
- Prefer configuration over hard-coding
- No critical decisions should be irreversible. If they must be, document and isolate them
## Tracer Bullets
Build thin, end-to-end slices that work, then iterate.
- First version connects all layers (UI to DB) with minimal functionality
- Proves the architecture works, reveals integration problems early
- Different from prototypes: tracer bullet code is kept and built upon
- Use when: requirements are vague, risk is high, or the team hasn't used the stack before
## Prototypes
- Prototype to **learn**, then throw away the code
- Prototypes can ignore: correctness, completeness, robustness, style
- Make it absolutely clear to stakeholders that prototype code is disposable
- Prototype when exploring: architecture, new libraries, UI design, performance approaches
## Estimation
| Duration | Quote in |
|----------|----------|
| 1-15 days | days |
| 3-6 weeks | weeks |
| 8-20 weeks | months |
| > 20 weeks | re-scope before estimating |
- Build a model of the system, identify driving parameters, calculate
- Track your estimates vs. actuals to improve over time
- When asked for an estimate you're not ready to give: "I'll get back to you"
## Design by Contract
- Define **preconditions** (what must be true before), **postconditions** (what's guaranteed after), and **class invariants**
- Crash early. A dead program does less damage than a crippled one
- Use assertions liberally for invariants; don't use them for normal error handling
- Lazy code: be strict in what you accept, promise as little as possible in return
## Pragmatic Paranoia
- **You can't write perfect software** design assuming your code will fail
- Crash early rather than propagate bad state
- Use `try/finally` or equivalent to guarantee resource cleanup
- Assert aggressively. Leave assertions on in production when cost is low
- Don't assume; prove it with assertions and tests
## Decoupling & the Law of Demeter
- **Tell, Don't Ask** tell objects what to do, don't query state and decide for them
- **Law of Demeter** a method should only call methods on: itself, its parameters, objects it creates, its direct fields
- Avoid train wrecks: `a.b().c().d()`. Each dot is a coupling point
- Use events/pub-sub to decouple temporal and structural dependencies
- Prefer: pass in what you need (dependency injection) over reaching out to get it (service locator)
## Transforming Programming
- Think of programs as **data transformations** input -> pipeline of steps -> output
- Prefer pipelines of small transforms over stateful methods that mutate objects
- `|>` thinking: each step takes data, returns transformed data
- Reduces coupling, improves testability, makes data flow visible
## Refactoring
- Refactor **early and often** don't let technical debt compound
- Don't live with **broken windows** fix bad code, bad design, and poor decisions as soon as you see them
- Refactor when you learn something new, not on a schedule
- Disciplined refactoring: keep behavior identical, test before and after, take small steps
## Testing
For per-language conventions, test types, and CI strategy, see the `test-code` skill.
- **Test your software, or your users will**
- Test state coverage, not code coverage. Exercise meaningful paths, not just lines
- Use **property-based testing** to discover edge cases you didn't think of
- Build a test window: logging, diagnostics, hot-key status that lets you peer inside running code
- Test against contract (what it should do), not implementation (how it does it)
- Unit tests are the first users of your API. If tests are hard to write, the design is wrong
## Naming
- A good name captures **intent**, not implementation (`processedItems` not `list2`)
- Name length should be proportional to scope. Short in small lambdas, descriptive in public APIs
- Rename when the name no longer fits. Outdated names are worse than no name
- Naming conventions are a team contract; follow them consistently
## Power of Plain Text
- Keep knowledge in plain text where possible. It outlives all applications
- Config, data formats, build scripts: prefer human-readable formats
- Plain text is self-describing, easier to test, easier to diff, and version-control friendly
## Domain Languages
- Write code in the vocabulary of the problem domain, not the solution domain
- Internal DSLs (fluent APIs, builder patterns) reduce the gap between spec and code
- When the same concept appears repeatedly in different forms, consider whether a mini-language would simplify things
## Pragmatic Teams
- **No broken windows** quality is a team responsibility, not an individual one
- Automate everything: builds, tests, deployments, code formatting
- **Don't outrun your headlights** take small steps, get frequent feedback
- Schedule time to work ON the project (tooling, process), not just IN it