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Reading an enumeration of architecture options can be helpful, but I've probably found more value in works like Ousterhout's "A Philosophy of Software Design" that cover fundamental design principles. Such principles seem to be applicable no matter the project. I appreciate that Ousterhout tries to support these principles with some data from his own experience (building Tcl, RamCloud where Raft consensus was discovered, etc) and from code reviews of student projects in his design course, but he admits that there is a lack of data about things like design. Sample principles from Ousterhout: * When developing an interface, favor exposing a small number of functions each with deep functionality over exposing a large number of functions each with shallow functionality. For example, favor Unix file I/O interface (open, close, read, write, unlink) over Java file I/O interface (File, FileReader, BufferedReader, FileWriter, BufferedWriter, FileNotFoundException, ... etc.) * When choosing between keeping your code specific and keeping your code general, favor "somewhat" general. For example, instead of exposing "deleteNextCharacter(text, pos), deleteNextWord(text, pos), deleteNextSentence(text, pos)", just expose "delete(text, pos, length)" and let the caller use it how they will. |
The fact that they're the author of a well-known piece of software helps, although we should not use this as the main criteria to evaluate a text.
Offering at least evidence based on experimentation is essential if we want to move past personality cults and having entire teams work based on what someone wrote on a blog somewhere.