Suffering-Oriented Programming
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Join For FreeWhile exploring the Flume architecture, I came across a presentation called 'Become Efficient or Die: The Story of BackType' that coined a new term - 'suffering-oriented programming'. It is a simple concept which means:
Growing from 2 people to 3 people.
Other interesting points from the presentation:
Over-engineering = Attempting to create beautiful software without a thorough understanding of the problem domain.
Premature optimization = Optimizing before creating “beautiful” design, creating unnecessary complexity.
Refactoring and reducing technical debt = Garbage collection for the code base.
Technical debt:
The presentation is available here.
- Don’t add process until you feel the pain of not having it.
- Don’t build new technology until you feel the pain of not having it.
- First make it possible. Then, make it beautiful. Then, make it fast.
Growing from 2 people to 3 people.
Other interesting points from the presentation:
Over-engineering = Attempting to create beautiful software without a thorough understanding of the problem domain.
Premature optimization = Optimizing before creating “beautiful” design, creating unnecessary complexity.
Refactoring and reducing technical debt = Garbage collection for the code base.
Technical debt:
- W needs to be refactored
- X deploy should be faster
- Y needs more unit tests
- Z needs more documentation
The presentation is available here.
unit test
garbage collection
tech debt
Build (game engine)
Concept (generic programming)
Die (manufacturing)
Architecture
Documentation
Published at DZone with permission of Nishant Chandra, DZone MVB. See the original article here.
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