[{"n": "80:20 rule", "u": "/e/software-engineering-folklore/80-20-rule/", "s": "Roughly 80% of effects come from 20% of causes."}, {"n": "Boilerplate code", "u": "/e/software-engineering-folklore/boilerplate-code/", "s": "Repeated code sections with little variation across a program."}, {"n": "Cargo cult programming", "u": "/e/software-engineering-folklore/cargo-cult-programming/", "s": "Ritual inclusion of code that serves no real purpose."}, {"n": "Code bloat", "u": "/e/software-engineering-folklore/code-bloat/", "s": "Unnecessary code that wastes resources in size or speed."}, {"n": "Code smell", "u": "/e/software-engineering-folklore/code-smell/", "s": "A heuristic indicator for when to refactor code."}, {"n": "Cowboy coding", "u": "/e/software-engineering-folklore/cowboy-coding/", "s": "A development approach with minimal process and high programmer autonomy."}, {"n": "Dependency hell", "u": "/e/software-engineering-folklore/dependency-hell/", "s": "Frustration from incompatible version requirements among shared software packages."}, {"n": "Design smell", "u": "/e/software-engineering-folklore/design-smell/", "s": "Design structures that signal violations of fundamental design principles."}, {"n": "Don't repeat yourself", "u": "/e/software-engineering-folklore/don-t-repeat-yourself/", "s": "Every piece of knowledge has one authoritative representation."}, {"n": "Experimental software engineering", "u": "/e/software-engineering-folklore/experimental-software-engineering/", "s": "Using data to build theories of software engineering processes."}, {"n": "Fundamental theorem of software engineering", "u": "/e/software-engineering-folklore/fundamental-theorem-of-software-engineering/", "s": "All problems can be solved by another level of indirection."}, {"n": "Law of conservation of complexity", "u": "/e/software-engineering-folklore/law-of-conservation-of-complexity/", "s": "Complexity in an application can only be shifted, not eliminated."}, {"n": "Leaning toothpick syndrome", "u": "/e/software-engineering-folklore/leaning-toothpick-syndrome/", "s": "Visual clutter from excessive escape characters in code."}, {"n": "Magic (programming)", "u": "/e/software-engineering-folklore/magic-programming/", "s": "Magic is informal abstraction hiding complexity behind a simple interface."}, {"n": "Magic number (programming)", "u": "/e/software-engineering-folklore/magic-number-programming/", "s": "A numeric literal whose meaning is unclear without context."}, {"n": "Ousterhout's dichotomy", "u": "/e/software-engineering-folklore/ousterhout-s-dichotomy/", "s": "A categorization of languages into system and scripting types."}, {"n": "Programming in the large and programming in the small", "u": "/e/software-engineering-folklore/programming-in-the-large-and-programming-in-the-small/", "s": "Two distinct activities in software development: composing systems versus writing code."}, {"n": "Reinventing the wheel", "u": "/e/software-engineering-folklore/reinventing-the-wheel/", "s": "Duplicating an existing solution, often with inferior results."}, {"n": "Rule of least power", "u": "/e/software-engineering-folklore/rule-of-least-power/", "s": "Choose the least powerful language suitable for the purpose."}, {"n": "Rule of three (C++ programming)", "u": "/e/software-engineering-folklore/rule-of-three-c-programming/", "s": "C++ guideline for defining destructor, copy constructor, copy assignment."}, {"n": "Software rot", "u": "/e/software-engineering-folklore/software-rot/", "s": "Gradual degradation of software over time."}, {"n": "Spaghetti code", "u": "/e/software-engineering-folklore/spaghetti-code/", "s": "Convoluted control flow that is hard to understand and maintain."}, {"n": "Turing tarpit", "u": "/e/software-engineering-folklore/turing-tarpit/", "s": "A universal but impractical programming language."}, {"n": "Heisenbug", "u": "/e/software-engineering-folklore/heisenbug/", "s": "A bug that hides when you look for it."}, {"n": "Write once, compile anywhere", "u": "/e/software-engineering-folklore/write-once-compile-anywhere/", "s": "Source code compiles on multiple platforms without modification."}, {"n": "Zero-one-infinity rule", "u": "/e/software-engineering-folklore/zero-one-infinity-rule/", "s": "A design heuristic forbidding arbitrary limits on instance counts."}]