Laws of Software Engineering
A collection of principles and patterns that shape software systems, teams, and decisions.
Laws of Software Engineering #
A collection of principles and patterns that shape software systems, teams, and decisions.
56 laws • Click any card to learn more
LevelAll Junior Mid-Level SeniorCategoryAll Architecture Teams Planning Quality Scale Design DecisionsTeams## Conway's Law
Organizations design systems that mirror their own communication structure.
Planning## Premature Optimization (Knuth's Optimization Principle)
Premature optimization is the root of all evil.
Architecture## Hyrum's Law
With a sufficient number of API users, all observable behaviors of your system will be depended on by somebody.
Quality## The Boy Scout Rule
Leave the code better than you found it.
Design## YAGNI (You Aren't Gonna Need It)
Don't add functionality until it is necessary.
Teams## Brooks's Law
Adding manpower to a late software project makes it later.
Architecture## Gall's Law
A complex system that works is invariably found to have evolved from a simple system that worked.
Architecture## The Law of Leaky Abstractions
All non-trivial abstractions, to some degree, are leaky.
Architecture## Tesler's Law (Conservation of Complexity)
Every application has an inherent amount of irreducible complexity that can only be shifted, not eliminated.
CAPArchitecture## CAP Theorem
A distributed system can guarantee only two of: consistency, availability, and partition tolerance.
Architecture## Second-System Effect
Small, successful systems tend to be followed by overengineered, bloated replacements.
Architecture## Fallacies of Distributed Computing
A set of eight false assumptions that new distributed system designers often make.
Architecture## Law of Unintended Consequences
Whenever you change a complex system, expect surprise.
+++++Architecture## Zawinski's Law
Every program attempts to expand until it can read mail.
150Teams## Dunbar's Number
There is a cognitive limit of about 150 stable relationships one person can maintain.
Teams## The Ringelmann Effect
Individual productivity decreases as group size increases.
NTeams## Price's Law
The square root of the total number of participants does 50% of the work.
?⚙⚙Teams## Putt's Law
Those who understand technology don't manage it, and those who manage it don't understand it.
Teams## Peter Principle
In a hierarchy, every employee tends to rise to their level of incompetence.
1Teams## Bus Factor
The minimum number of team members whose loss would put the project in serious trouble.
✓?Teams## Dilbert Principle
Companies tend to promote incompetent employees to management to limit the damage they can do.
Planning## Parkinson's Law
Work expands to fill the time available for its completion.
90%+90%Planning## The Ninety-Ninety Rule
The first 90% of the code accounts for the first 90% of development time; the remaining 10% accounts for the other 90%.
+Planning## Hofstadter's Law
It always takes longer than you expect, even when you take into account Hofstadter's Law.
Planning## Goodhart's Law
When a measure becomes a target, it ceases to be a good measure.
Planning## Gilb's Law
Anything you need to quantify can be measured in some way better than not measuring it.
Quality## Murphy's Law / Sod's Law
Anything that can go wrong will go wrong.
Quality## Postel's Law
Be conservative in what you do, be liberal in what you accept from others.
Quality## Broken Windows Theory
Don't leave broken windows (bad designs, wrong decisions, or poor code) unrepaired.
$%Quality## Technical Debt
Technical Debt is everything that slows us down when developing software.
Quality## Linus's Law
Given enough eyeballs, all bugs are shallow.
Quality## Kernighan's Law
Debugging is twice as hard as writing the code in the first place.
Quality## Testing Pyramid
A project should have many fast unit tests, fewer integration tests, and only a small number of UI tests.
Quality## Pesticide Paradox
Repeatedly running the same tests becomes less effective over time.
Quality## Lehman's Laws of Software Evolution
Software that reflects the real world must evolve, and that evolution has predictable limits.
Quality## Sturgeon's Law
90% of everything is crap.
Scale## Amdahl's Law
The speedup from parallelization is limited by the fraction of work that cannot be parallelized.
Scale## Gustafson's Law
It is possible to achieve significant speedup in parallel processing by increasing the problem size.
Scale## Metcalfe's Law
The value of a network is proportional to the square of the number of users.
1Design## DRY (Don't Repeat Yourself)
Every piece of knowledge must have a single, unambiguous, authoritative representation.
Design## KISS (Keep It Simple, Stupid)
Designs and systems should be as simple as possible.
Design## SOLID Principles
Five main guidelines that enhance software design, making code more maintainable and scalable.
ABCDesign## Law of Demeter
An object should only interact with its immediate friends, not strangers.
Design## Principle of Least Astonishment
Software and interfaces should behave in a way that least surprises users and other developers.
Decisions## Dunning-Kruger Effect
The less you know about something, the more confident you tend to be.
Decisions## Hanlon's Razor
Never attribute to malice that which is adequately explained by stupidity or carelessness.
Decisions## Occam's Razor
The simplest explanation is often the most accurate one.
Decisions## Sunk Cost Fallacy
Sticking with a choice because you've invested time or energy in it, even when walking away helps you.
≠MAPREALDecisions## The Map Is Not the Territory
Our representations of reality are not the same as reality itself.
Decisions## Confirmation Bias
A tendency to favor information that supports our existing beliefs or ideas.
Decisions## The Hype Cycle & Amara's Law
We tend to overestimate the effect of a technology in the short run and underestimate the impact in the long run.
+Decisions## The Lindy Effect
The longer something has been in use, the more likely it is to continue being used.
?Decisions## First Principles Thinking
Breaking a complex problem into its most basic blocks and then building up from there.
Decisions## Inversion
Solving a problem by considering the opposite outcome and working backward from it.
80%20%Decisions## Pareto Principle (80/20 Rule)
80% of the problems result from 20% of the causes.
✗Decisions## Cunningham's Law
The best way to get the correct answer on the Internet is not to ask a question, it's to post the wrong answer.
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