system-design

Principles for building reusable, maintainable coding systems. From "A Philosophy of Software Design" by John Ousterhout.

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System Design

Principles for building reusable, maintainable coding systems. From "A Philosophy of Software Design" by John Ousterhout.

Core Principle: Fight Complexity

Complexity is the root cause of most software problems. It accumulates incrementally—each shortcut adds a little, until the system becomes unmaintainable.

Complexity defined: Anything that makes software hard to understand or modify.

Symptoms:

  • Change amplification: simple change requires many modifications

  • Cognitive load: how much you need to know to make a change

  • Unknown unknowns: not obvious what needs to change

Deep Modules

The most important design principle: make modules deep.

┌─────────────────────────────┐ │ Simple Interface │ ← Small surface area ├─────────────────────────────┤ │ │ │ │ │ Deep Implementation │ ← Lots of functionality │ │ │ │ └─────────────────────────────┘

Deep module: Simple interface, lots of functionality hidden behind it.

Shallow module: Complex interface relative to functionality provided. Red flag.

Examples

Deep: Unix file I/O - just 5 calls (open, read, write, lseek, close) hide enormous complexity (buffering, caching, device drivers, permissions, journaling).

Shallow: Java's file reading requires BufferedReader wrapping FileReader wrapping FileInputStream. Interface complexity matches implementation complexity.

Apply This

  • Prefer fewer methods that do more over many small methods

  • Hide implementation details aggressively

  • A module's interface should be much simpler than its implementation

  • If interface is as complex as implementation, reconsider the abstraction

Strategic vs Tactical Programming

Tactical: Get it working now. Each task adds small complexities. Debt accumulates.

Strategic: Invest time in good design. Slower initially, faster long-term.

Progress │ │ Strategic ────────────────→ │ / │ / │ / Tactical ─────────→ │ / ↘ (slows down) │ / └──┴─────────────────────────────────→ Time

Rule of thumb: Spend 10-20% of development time on design improvements.

Working Code Isn't Enough

"Working code" is not the goal. The goal is a great design that also works. If you're satisfied with "it works," you're programming tactically.

Information Hiding

Each module should encapsulate knowledge that other modules don't need.

Information leakage (red flag): Same knowledge appears in multiple places. If one changes, all must change.

Temporal decomposition (red flag): Splitting code based on when things happen rather than what information they use. Often causes leakage.

Apply This

  • Ask: "What knowledge does this module encapsulate?"

  • If the answer is "not much," the module is probably shallow

  • Group code by what it knows, not when it runs

  • Private by default; expose only what's necessary

Define Errors Out of Existence

Exceptions add complexity. The best way to handle them: design so they can't happen.

Instead of:

function deleteFile(path: string): void { if (!exists(path)) throw new FileNotFoundError(); // delete... }

Do:

function deleteFile(path: string): void { // Just delete. If it doesn't exist, goal is achieved. // No error to handle. }

Apply This

  • Redefine semantics so errors become non-issues

  • Handle edge cases internally rather than exposing them

  • Fewer exceptions = simpler interface = deeper module

  • Ask: "Can I change the definition so this isn't an error?"

General-Purpose Modules

Somewhat general-purpose modules are deeper than special-purpose ones.

Not too general: Don't build a framework when you need a function.

Not too specific: Don't hardcode assumptions that limit reuse.

Sweet spot: Solve today's problem in a way that naturally handles tomorrow's.

Questions to Ask

  • What is the simplest interface that covers all current needs?

  • How many situations will this method be used in?

  • Is this API easy to use for my current needs?

Pull Complexity Downward

When complexity is unavoidable, put it in the implementation, not the interface.

Bad: Expose complexity to all callers. Good: Handle complexity once, internally.

It's more important for a module to have a simple interface than a simple implementation.

Example

Configuration: Instead of requiring callers to configure everything, provide sensible defaults. Handle the complexity of choosing defaults internally.

Design Twice

Before implementing, consider at least two different designs. Compare them.

Benefits:

  • Reveals assumptions you didn't know you were making

  • Often the second design is better

  • Even if first design wins, you understand why

Don't skip this: "I can't think of another approach" usually means you haven't tried hard enough.

Red Flags Summary

Red Flag Symptom

Shallow module Interface complexity ≈ implementation complexity

Information leakage Same knowledge in multiple modules

Temporal decomposition Code split by time, not information

Overexposure Too many methods/params in interface

Pass-through methods Method does little except call another

Repetition Same code pattern appears multiple times

Special-general mixture General-purpose code mixed with special-purpose

Conjoined methods Can't understand one without reading another

Comment repeats code Comment says what code obviously does

Vague name Name doesn't convey much information

Applying to CLI/Tool Design

When building CLIs, plugins, or tools:

  • Deep commands: Few commands that do a lot, not many shallow ones

  • Sensible defaults: Work without configuration for common cases

  • Progressive disclosure: Simple usage first, advanced options available

  • Consistent interface: Same patterns across all commands

  • Error elimination: Design so common mistakes are impossible

Example: Good CLI Design

Deep: one command handles the common case well

swarm setup

Not shallow: doesn't require 10 flags for basic usage

Sensible defaults: picks reasonable models

Progressive: advanced users can customize later

Key Takeaways

  • Complexity is the enemy. Every design decision should reduce it.

  • Deep modules win. Simple interface, rich functionality.

  • Hide information. Each module owns specific knowledge.

  • Define errors away. Change semantics to eliminate edge cases.

  • Design twice. Always consider alternatives.

  • Strategic > tactical. Invest in design, not just working code.

  • Pull complexity down. Implementation absorbs complexity, interface stays simple.

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