Tactical Design
summary
Argues that teaching small, actionable rules beats high‑level theory: enforce short methods and few methods per class, mentor by pair programming, and adopt three tactical principles — do one thing, DRY, and uniform level of abstraction. Shows concrete wins: a 500‑line Java driver refactored to ~40 lines that immediately reveals multiple bugs; Ward Cunningham’s “advancer” method object becoming a core domain concept that fixed recurring tax bugs; Rails evolution where DRY pushed learning Ruby metaprogramming. These practices aim for reliably decent, reviewable designs.
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chapters (10)
- 0:00Introduction
- 2:20Design is hard
- 3:43No Silver Bullet
- 5:05Productivity Graph
- 6:01catering to the average
- 7:37Natural designers
- 10:06Design principles
- 12:04Eric Evans
- 12:50Bob Martin
- 15:45Ralph Johnson
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