Evil is in the details

Design is choice. Most often, the struggle is not that there is no way to solve a design problem, but that there are too many ways that apparently solve the problem. You must know which collection of solutions solves the problem in a satisfactory manner. The need to choose propagates from the largest architectural levels down to the smallest unit of code. Furthermore, choices can be combined, which confers on design an evil multiplicity.

- Andrei Alexandrescu

powered by IMHO 1.3

posted @ lunedì 18 settembre 2006 23:28