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>Write code that takes the above 3 into account and make sensible decisions. When something feels wrong ... don't do it.

The problem is that people often need specifics to guide them when they're less experienced. Something that "feels wrong" is usually due to vast experience being incorporated into your subconscious aesthetic judgement. But you can't rely on your subconscious until you've had enough trials to hone your senses. Hard rules can and often are overapplied, but its usually better than the opposite case of someone without good judgement attempting to make unguided judgement calls.




You are right, but also I think the problem discussed in the article is that some of these hard rules are questionable. DRY for example: as a hard rule it leads to overly complex and hard to maintain code because of bad and/or useless abstractions everywhere (as illustrated in TFA). It needs either good experience to sense if they "feel good" like you say, or otherwise proven repetitions to reveal a relevant abstraction.




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