PDL/81 Principles
The development of PDL was guided by three principles.
Today these are widely accepted as standard practice in developing
reliable and efficient software.
Design first, code second
The design process is the creative, and most crucial part of the
software developer's role.
It is a three-stage process.
First, you must understand and absorb the problem the software needs
to address.
Second, create the ideas which solve the problem.
Third, refine them until you can be highly confident that you have a
complete solution.
Along the way, however, the design ideas need to be expressed and
documented.
In this, the designer faces similar problems to those of a foreign
language translator, needing to make sure the quality of the original
design idea is not lost when expressed in a new language.
A language is needed in which design ideas can be expressed easily but
with complete accuracy.
And, it needs to be just as suited to early design sketches as to
finished, complex designs.
If a programming language is used, there is an immediate
handicap because its specifics only needed when
communicating with a machine quickly overshadow the design
ideas.
The result is an ill-conceived program which, at best, solves only
part of the original problem.
PDL avoids this predicament by using a design language,
not a programming language.
It recognizes that designing is a creative process, while coding is a
more mechanical one, and draws a clear distinction between the two.
Using PDL, a complete, considered, and printed design is produced
before any code is written.
Write in a form your customer can read
Software design exists to solve customers' problems.
Since these problems are often particular to each customer, it follows
that they are the best judges of whether a design will actually work.
But they can only do so it is is written in a form they can
understand.
This cuts both ways.
If the customer can read the design, the designer's grasp of the
problem can be easily assessed, as can the accuracy of the
specification of the problem.
This is why a design written in PDL is presented in a form that is
clear and uncomplicated.
Even people with no programming experience can understand it.
Customers are able, and encouraged, to iron-out problems and make
improvements at a stage when it is still economical to do so.
A customer isn't necessarily the party paying the bill.
It could be the manager who set the task, or even the software
developer with a personal design goal to be achieved.
In the broadest sense a customer can be anyone who knows the problem
and has an interest in seeing it solved.
PDL lets anyone read a design.
The more people who read it, the more likely it is to fully satisfy
all their needs.
Words speak louder than pictures
Up to a point, diagrams can play a useful role in software
development.
At the higher level of the process, their many shapes and forms can
communicate the fundamentals of a design and the broad relationships
between the various parts.
As the volume of detail increases, however, the usefulness of diagrams
becomes questionable.
They become hard to read, unwieldy to handle and expensive to
maintain.
They also have the dangerous tendency to highlight all that is good
and present in the design, while actually obscuring what's wrong or
missing.
The answer lies in the most basic, and yet most expansive,
information carrier we know: plain English.
Our experience and understanding of English is far greater than that of
diagrams.
With PDL, the designer has two powerful tools: the richness and
familiarity of English, and the structure and precision found in a
programming language.
The result is unambiguous English and total comprehension
all around.
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Copyright © 1991 Caine, Farber & Gordon, Inc.