<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>CheatSheets :: Category :: onlythoughts</title><link>https://private.onlythoughts.io/categories/cheatsheets/index.html</link><description/><generator>Hugo</generator><language>de-ch</language><lastBuildDate>Fri, 07 Feb 2025 19:23:25 +0100</lastBuildDate><atom:link href="https://private.onlythoughts.io/categories/cheatsheets/index.xml" rel="self" type="application/rss+xml"/><item><title>The Architecture Compendium: Principles &amp; Patterns</title><link>https://private.onlythoughts.io/guides/architecture/index.html</link><pubDate>Fri, 07 Feb 2025 19:23:25 +0100</pubDate><guid>https://private.onlythoughts.io/guides/architecture/index.html</guid><description>This is a curated collection of fundamental software development principles, architectural patterns, and industry standards. It serves as a quick reference for designing robust and scalable systems.
1. Software Development Principles 🛠️ Fundamental rules for writing clean and maintainable code.
SOLID (Object-Oriented Design): The bedrock of OOP. Read my detailed post on SOLID. DRY (Don’t Repeat Yourself): Every piece of knowledge must have a single, unambiguous, authoritative representation within a system. KISS (Keep It Simple, Stupid): Most systems work best if they are kept simple rather than made complicated. YAGNI (You Ain’t Gonna Need It): A principle of extreme programming (XP) that states a programmer should not add functionality until deemed necessary. GRASP (General Responsibility Assignment Software Patterns): Nine basic principles in object-oriented design and responsibility assignment (e.g., Creator, Controller, Low Coupling, High Cohesion). 2. Software Architecture Patterns 🏗️ High-level structures used to organize software systems.</description></item></channel></rss>