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  4. Suffering-Oriented Programming

Suffering-Oriented Programming

Nishant Chandra user avatar by
Nishant Chandra
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Jan. 25, 13 · Interview
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While 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:
  • 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.
Examples:
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
Such issues are never high priority to work on, but they build up and slow you down.

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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