Mike's 4-Bit Rules of Computing

Over the years I have found a handful of rules to work by when Computing. Some people have lots and lots of rules but I'm a simple bloke, and can carry only about 4-bits worth in my head.

None of these rules are my own invention. They are others' tips and advice, received and honed over about 30 years' experience in computing, since I began it as a hobby in primary school in the 1980's. Some of these rules are also applicable to Real Life. They are deliberately laconic (to make them easier to remember); I will blog about them to expand and explain — especially the controversial-sounding ones like Rules 5 and 6.

salt: These are computing rules that I work by and recommend to others, though you should feel free to adopt only what you like, keeping Rule 0 in mind.

Rules 0011 (3) and 1100 (c) are break-outs overcoming the 4-bit limit….


0000 - 0: All rules are brokenand some were made to be

0001 - 1: The First Law: Nothing works First time — Peter Lukes, Amstrad Computer User magazine, Issue 32, September 1987

0010 - 2: Don't Repeat Yourself (tip: computers are good at that…)

0011 - 3: python <(echo import this) (Python PEP 20)

0100 - 4: If you're exploring, keep a notebook/journal

0101 - 5: Comments considered harmful (embedded in code, as well as those on YouTube)

0110 - 6: but Doc-Comments are a Force for Good

0111 - 7: Test it. Test it Again

1000 - 8: You can't proof-read after you hit Send

1001 - 9: These aren't the bugs you're looking for — move along (Pretty good is better than perfect)

1010 - A: Fix Mistakes, don't break Promises

1011 - B: You Ain't Gonna Need It

1100 - C: Some Fundamental Networking Truths (IETF RFC 1925, April 1, 1996)

1101 - D: DON'T PANIC, Read The Fine Manuals

1110 - E: When there is no manual: Write The Missing Manual

1111 - F: Read The Logs (READ the logs)