(i) Make each program do one thing well. To do a new job, build
afresh rather than complicate old programs by adding new
features.
(ii) Expect the output of every program to become the input to
another, as yet unknown, program. Don't clutter output with
extraneous information. Avoid stringently columnar or binary input
formats. Don't insist on interactive input.
(iii) Design and build software, even operating systems, to be
tried early, ideally within weeks. Don't hesitate to throw away the
clumsy parts and rebuild them.
(iv) Use tools in preference to unskilled help to lighten a
programming task, even if you have to detour to build the tools and
expect to throw some of them out after you've finished using
them.
He later summarized it this way (quoted in A Quarter
Century of Unix [Salus]):
This is the Unix philosophy: Write programs that do one
thing and do it well. Write programs to work together. Write
programs to handle text streams, because that is a universal
interface.
Rule 1. You can't tell where a program is going to spend its
time. Bottlenecks occur in surprising places, so don't try to second
guess and put in a speed hack until you've proven that's where the
bottleneck
is.
The only way to write complex software that won't fall on its
face is to hold its global complexity down — to build it out of
simple parts connected by well-defined interfaces, so that most
problems are local and you can have some hope of upgrading
a part without breaking the whole.
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