The introduction sets up the idea that despite decades of programming, we’re still fumbling with design like
it’s a
“black art.”
Software Design as a Black Art
● Core Idea:
○ Even after 80+ years of programming, there’s no agreed-upon “recipe” for good design.
○ It’s like trying to bake a perfect cake without a cookbook—everyone’s winging it based on gut
feeling.
● Design vs. Coding:
○ Should spend more time on how to design software itself.
○ Think of it like building a house where everyone focuses on buying the right tools, but nobody really
plans the architectural blueprint.
Basics
● Abstraction:
○ Often cited as the “most important idea” in computer science.
○ Imagine abstraction as the cover of a book—it hides the messy details (the text inside) so you can
quickly know what it’s about.
● Decomposition:
○ Breaking down a problem.
○ Like slicing a giant pizza into bite-sized pieces instead of trying to eat it whole.
Stanford Course
● Structure:
○ Students work in pairs to build a project (around 2,000–3,000 lines of code) in a short timeframe.
○ Review codes multiple times.
● Iterative Process:
○ First Iteration: Build a rough version of a system.
■ Rough draft.
○ Second Iteration: Receive detailed feedback.
■ Like having a seasoned chef tell you exactly why your soup is missing flavor.
○ Third Iteration: Redesign a new project from scratch with the lessons learned.
● IMPORTANT:
○ The course isn’t about writing “perfect” code right away. It’s about learning design through repeated
practice and feedback.
Red Flags & Design Principles
1. Deep Classes vs. Shallow Classes
● Deep Classes:
○ A deep class hides a lot of complexity behind a very simple interface.
○ Picture a tiny, neat mailbox that, when opened, reveals an entire storage room full of goodies.
● Shallow Classes:
○ These either do very little or expose too many messy details.
○ It’s like a window display that looks fancy but holds almost nothing valuable behind it.
● Takeaway:
○ A “deep” class gives you maximum benefit (lots of functionality) for minimal mental overhead (small
interface).
2. Defining Errors Out of Existence
● The Problem with Errors:
○ Throwing exceptions everywhere (like in Java’s substring methods) forces developers to write extra
error-handling code.
○ It’s like having a car that constantly sounds alarms for every little bump—annoying and distracting.
● Redesigning Error Handling:
○ Instead of letting errors occur and then catching them, design your systems so the error conditions just
“don’t happen.”
○ It’s like having a safety net in a playground that’s built into the design, so you never need to worry
about falling.
3. Exceptions
● For some errors , it might be better to crash, in most exceptions, if ahndled properly then are good.
● It’s like deciding to pull the emergency brake on a train when something goes seriously wrong, rather than
trying to patch up the tracks on the fly.
Approach
● Tactical:
○ Quick work, but messy.
● Strategic:
○ Slower, but well structured.
● Investment:
○ John suggests investing around 10–20% extra time now to reduce headaches (and extra work) later.
● Cultural Impact:
○ Companies that reward “tactical tornadoes” (those who churn out quick, messy code) may win
short-term but suffer long-term maintenance woes.
○ Example: Facebook’s “move quickly and break things” vs. the more measured approach seen in
places like Google or VMware.
Additional Insights
● Iterative Improvement & Learning from Mistakes:
○ Both the class and John himself evolve their thinking by repeatedly reviewing and refining code.
○ Like practicing a musical instrument—you get better note by note, even if your first attempts sound
off.
● Layering & Performance:
○ Layers help manage complexity but too many layers can hurt performance.
○ Think of it as having multiple layers of clothing. A few layers keep you comfortable, but too many
can make you sluggish and overheated.
● Hiring for Growth (Slope vs. Y-Intercept):
○ John prefers to hire people who have a steep “learning curve” (fast learners) rather than just those who
start off with a lot of skills.
○ It’s like choosing someone who’s an eager apprentice with tons of potential over someone who’s
already good but won’t grow much further.
● General Takeaway on Software Design:
○ There isn’t one magical formula; it’s a mix of principles, iterative practice, and learning to see red
flags in design.
○ Personal Thought: It reminds me of gardening—if you tend your garden (code) carefully, pruning the
weeds (bad patterns) regularly, you’ll eventually grow a much healthier, more sustainable system.
Final Reflections
● Evolving Philosophy:
○ John is still learning from his students’ code reviews and evolving his own ideas. He sees his book
and course as starting points for a larger, ongoing conversation.
● Invitation to Debate:
○ He encourages discussion and feedback, hoping that over time a community will form around better,
shared design principles.
○ It’s like opening a community cookbook—everyone brings a recipe, and together you find the best
way to cook up quality software.
● Real-World Constraints:
○ While ideal design is the goal, real-life pressures (deadlines, legacy systems) often force a tactical
approach. The challenge is balancing speed with quality.
● Personal Wrap-Up:
○ I found the talk very relatable; it’s not polished in the sense of “one-size-fits-all” advice but is full of
practical, imperfect wisdom. It’s like talking to a seasoned friend who’s been through the coding
trenches and isn’t afraid to admit that sometimes, you just have to learn by doing (and redoing).