Assumption Driven Programming

Assumption Driven Programming

Assumption Driven Programming refers to the developer practice of assuming all users are like them. The best way to avoid falling into this trap is to interact with users as much as possible. It’s certainly important to dogfood your software, … Continued
Antipatterns

Antipatterns

Antipatterns are simply design patterns that in many cases introduce more problems than they solve. Sometimes these are coding patterns, while others describe¬†problems within teams or organizations. Alphabetical list of antipatterns: Anemic Model Assumption Driven Programming The Blob Broken Windows … Continued
Death by Planning

Death by Planning

Although planning is an essential part of building quality software, keep in mind that shipping is a feature (your product must have it). Keep short term plans as close to the actual implementation of your software as possible, while keeping … Continued
Magic Strings

Magic Strings

Magic strings are string values that are specified directly within application code that have an impact on the application’s behavior. Frequently, such strings will end up being duplicated within the system, and since they cannot automatically be updated using refactoring … Continued
Found on Internet

Found on Internet

This anti-pattern refers to the practice of taking advice or code samples found on the Internet and immediately applying them to production code without taking the time to consider their effects. It’s true the Internet is a huge source of … Continued
Broken Windows

Broken Windows

Small problems, left uncorrected, signal a lack of care about the state of things. Hence, discipline degrades and problems multiply. Combat code rot in your application by agreeing to and following coding conventions and standards, and by practicing the Boy … Continued
Mushroom Management

Mushroom Management

Mushroom Management refers to the practice of treating your developers like mushrooms – to wit, “keep them in the dark and feed them BS.” By introducing barriers between those who develop the software and those who use it, feedback loops … Continued
Anemic Model

Anemic Model

In object-oriented programming, and especially in Domain-Driven Design, objects are said to be anemic if they have state but lack behavior. Some kinds of objects, such as Data Transfer Objects (DTOs), are expected to simply be a collection of data. … Continued
Shiny Toy

Shiny Toy

The Shiny Toy anti-pattern refers to the practice of always thinking today’s problems can all be solved by the latest bleeding-edge tool, technique, or library. While it’s true, the software industry is constantly trying to improve and evolve, new approaches … Continued
Static Cling

Static Cling

Static Cling is a code smell used to describe the undesirable coupling introduced by accessing static (global) functionality, either as variables or methods. This coupling can make it difficult to test or modify the behavior of software systems. Consider the … Continued