diff --git a/Words/accounting.html b/Words/accounting.html new file mode 100644 index 0000000..d4b1b89 --- /dev/null +++ b/Words/accounting.html @@ -0,0 +1,494 @@ + + + + +The Models of Accounting + + + + + + + + +
+

The Models of Accounting

+
+

Table of Contents

+ +
+
+

1 Models

+
+

+My idea is to write this system in Python, using SQLAlchemy for +persistent storage. +

+ +

+The following subsections are the models that I think apply to a +bare-bone accounting API. The word "Model" is borrowed from +SQLAlchemy where a Model is an abstraction of an SQL database table. +

+ +

+Each of the subsections present the attributes of the model, in SQL +these would be "fields". +

+ +

+My choice of SQLAlchemy and SQL is because of familiarity [from +mediagoblin, talkatv, [proprietary] projects] and that transactions, +accounts both have strong relations inbetween. +

+
+ +
+

1.1 Account

+
+
    +
  • Unique ID +
  • +
  • Name +
  • +
  • Parent ID, for hierarchical account structures +
  • +
+
+
+ +
+

1.2 Entry

+
+
    +
  • Unique ID +
  • +
  • Summary, descriptive summary of the Changes herein +
  • +
  • Timestamp +
  • +
+ +

+Represents a series of transactions(Changes) between different +accounts. The sum of the transactions must be 0. +

+
+
+ +
+

1.3 Change

+
+
    +
  • Unique ID +
  • +
  • Entry ID +
  • +
  • Account ID +
  • +
  • Value, fixed-precision value between -Infinity..+Infinity +
  • +
+ +

+This model represents a change in an Account's value. +

+ +

+TODO: multi-currency +

+
+
+ +
+

1.4 Reports

+
+
+ +
+

2 The Unix philosophy

+ + +
+

2.1 Rule of Modularity

+
+

+Developers should build a program out of simple parts connected by +well defined interfaces, so problems are local, and parts of the +program can be replaced in future versions to support new +features. This rule aims to save time on debugging code that is +complex, long, and unreadable. +

+
+
+ +
+

2.2 Rule of Clarity

+
+

+Developers should write programs as if the most important +communication is to the developer, including him- or herself, who +will read and maintain the program rather than the computer. This +rule aims to make code readable and comprehensible for whomever +works on the code in future. +

+
+
+ +
+

2.3 Rule of Composition

+
+

+Developers should write programs that can communicate easily with +other programs. This rule aims to allow developers to break down +projects into small, simple programs rather than overly complex +monolithic programs. +

+
+
+ +
+

2.4 Rule of Separation

+
+

+Developers should separate the mechanisms of the programs from the +policies of the programs; one method is to divide a program into a +front-end interface and back-end engine that interface communicates +with. This rule aims to let policies be changed without +destabilizing mechanisms and consequently reducing the number of +bugs. +

+
+
+ +
+

2.5 Rule of Simplicity

+
+

+Developers should design for simplicity by looking for ways to +break up program systems into small, straightforward cooperating +pieces. This rule aims to discourage developers’ affection for +writing “intricate and beautiful complexities” that are in reality +bug prone programs. +

+
+
+ +
+

2.6 Rule of Parsimony

+
+

+Developers should avoid writing big programs. This rule aims to +prevent overinvestment of development time in failed or suboptimal +approaches caused by the owners of the program’s reluctance to +throw away visibly large pieces of work. Smaller programs are not +only easier to optimize and maintain; they are easier to delete +when deprecated. +

+
+
+ +
+

2.7 Rule of Transparency

+
+

+Developers should design for visibility and discoverability by +writing in a way that their thought process can lucidly be seen by +future developers working on the project and using input and output +formats that make it easy to identify valid input and correct +output. This rule aims to reduce debugging time and extend the +lifespan of programs. +

+
+
+ +
+

2.8 Rule of Robustness

+
+

+Developers should design robust programs by designing for +transparency and discoverability, because code that is easy to +understand is easier to stress test for unexpected conditions that +may not be foreseeable in complex programs. This rule aims to help +developers build robust, reliable products. +

+
+
+ +
+

2.9 Rule of Representation

+
+

+Developers should choose to make data more complicated rather than +the procedural logic of the program when faced with the choice, +because it is easier for humans to understand complex data compared +with complex logic. This rule aims to make programs more readable +for any developer working on the project, which allows the program +to be maintained. +

+
+
+ +
+

2.10 Rule of Least Surprise

+
+

+Developers should design programs that build on top of the +potential users' expected knowledge; for example, ‘+’ should always +mean addition in a calculator program. This rule aims to encourage +developers to build intuitive products that are easy to use. +

+
+
+ +
+

2.11 Rule of Silence

+
+

+Developers should design programs so that they do not print +unnecessary output. This rule aims to allows other programs and +developers to pick out the information they need from a program's +output without having to parse verbosity. +

+
+
+ +
+

2.12 Rule of Repair

+
+

+Developers should design programs that fail in a manner that is +easy to localize and diagnose or in other words “fail +noisily”. This rule aims to prevent incorrect output from a program +from becoming an input and corrupting the output of other code +undetected. +

+
+
+ +
+

2.13 Rule of Economy

+
+

+Developers should value developer time over machine time, because +machine cycles as of the year 2013 are relatively inexpensive +compared to prices in the 1970s. This rule aims to reduce +development costs of projects. +

+
+
+ +
+

2.14 Rule of Generation

+
+

+Developers should avoid writing code by hand and instead write +abstract high-level programs that generate code. This rule aims to +reduce humans errors and save time. +

+
+
+ +
+

2.15 Rule of Optimization

+
+

+Developers should prototype software before polishing it. This rule +aims to prevent developers from spending too much time for marginal +gains. +

+
+
+ +
+

2.16 Rule of Diversity

+
+

+Developers should design their programs to be flexible and +open. This rule aims to make programs flexible, allowing them to be +used in other ways than their developers intended. +

+
+
+ +
+

2.17 Rule of Extensibility

+
+

+Developers should design for the future by making their protocols +extensible, allowing for easy plugins without modification to the +program's architecture by other developers, noting the version of +the program, and more. This rule aims to extend the lifespan and +enhance the utility of the code the developer writes. +

+
+
+
+
+
+

Author: Joar Wandborg

+

Created: 2013-11-25 Mon 22:56

+

Emacs 24.3.1 (Org mode 8.0.6)

+

Validate XHTML 1.0

+
+ + diff --git a/Words/accounting.org b/Words/accounting.org new file mode 100644 index 0000000..e8c49c1 --- /dev/null +++ b/Words/accounting.org @@ -0,0 +1,138 @@ +#+TITLE: The Models of Accounting +#+AUTHOR: Joar Wandborg +* Models + My idea is to write this system in Python, using SQLAlchemy for + persistent storage. + + The following subsections are the models that I think apply to a + bare-bone accounting API. The word "Model" is borrowed from + SQLAlchemy where a Model is an abstraction of an SQL database table. + + Each of the subsections present the attributes of the model, in SQL + these would be "fields". + + My choice of SQLAlchemy and SQL is because of familiarity [from + mediagoblin, talkatv, [proprietary] projects] and that transactions, + accounts both have strong relations inbetween. + +** Account + - Unique ID + - Name + - Parent ID, for hierarchical account structures +** Entry + - Unique ID + - Summary, descriptive summary of the Changes herein + - Timestamp + + Represents a series of transactions(Changes) between different + accounts. The sum of the transactions must be 0. +** Change + - Unique ID + - Entry ID + - Account ID + - Value, fixed-precision value between -Infinity..+Infinity + + This model represents a change in an Account's value. + + TODO: multi-currency +** Reports +* The Unix philosophy + Included for reference from + http://en.wikipedia.org/wiki/Unix_philosophy#Eric_Raymond.E2.80.99s_17_Unix_Rules + +** Rule of Modularity + Developers should build a program out of simple parts connected by + well defined interfaces, so problems are local, and parts of the + program can be replaced in future versions to support new + features. This rule aims to save time on debugging code that is + complex, long, and unreadable. +** Rule of Clarity + Developers should write programs as if the most important + communication is to the developer, including him- or herself, who + will read and maintain the program rather than the computer. This + rule aims to make code readable and comprehensible for whomever + works on the code in future. +** Rule of Composition + Developers should write programs that can communicate easily with + other programs. This rule aims to allow developers to break down + projects into small, simple programs rather than overly complex + monolithic programs. +** Rule of Separation + Developers should separate the mechanisms of the programs from the + policies of the programs; one method is to divide a program into a + front-end interface and back-end engine that interface communicates + with. This rule aims to let policies be changed without + destabilizing mechanisms and consequently reducing the number of + bugs. +** Rule of Simplicity + Developers should design for simplicity by looking for ways to + break up program systems into small, straightforward cooperating + pieces. This rule aims to discourage developers’ affection for + writing “intricate and beautiful complexities” that are in reality + bug prone programs. +** Rule of Parsimony + Developers should avoid writing big programs. This rule aims to + prevent overinvestment of development time in failed or suboptimal + approaches caused by the owners of the program’s reluctance to + throw away visibly large pieces of work. Smaller programs are not + only easier to optimize and maintain; they are easier to delete + when deprecated. +** Rule of Transparency + Developers should design for visibility and discoverability by + writing in a way that their thought process can lucidly be seen by + future developers working on the project and using input and output + formats that make it easy to identify valid input and correct + output. This rule aims to reduce debugging time and extend the + lifespan of programs. +** Rule of Robustness + Developers should design robust programs by designing for + transparency and discoverability, because code that is easy to + understand is easier to stress test for unexpected conditions that + may not be foreseeable in complex programs. This rule aims to help + developers build robust, reliable products. +** Rule of Representation + Developers should choose to make data more complicated rather than + the procedural logic of the program when faced with the choice, + because it is easier for humans to understand complex data compared + with complex logic. This rule aims to make programs more readable + for any developer working on the project, which allows the program + to be maintained. +** Rule of Least Surprise + Developers should design programs that build on top of the + potential users' expected knowledge; for example, ‘+’ should always + mean addition in a calculator program. This rule aims to encourage + developers to build intuitive products that are easy to use. +** Rule of Silence + Developers should design programs so that they do not print + unnecessary output. This rule aims to allows other programs and + developers to pick out the information they need from a program's + output without having to parse verbosity. +** Rule of Repair + Developers should design programs that fail in a manner that is + easy to localize and diagnose or in other words “fail + noisily”. This rule aims to prevent incorrect output from a program + from becoming an input and corrupting the output of other code + undetected. +** Rule of Economy + Developers should value developer time over machine time, because + machine cycles as of the year 2013 are relatively inexpensive + compared to prices in the 1970s. This rule aims to reduce + development costs of projects. +** Rule of Generation + Developers should avoid writing code by hand and instead write + abstract high-level programs that generate code. This rule aims to + reduce humans errors and save time. +** Rule of Optimization + Developers should prototype software before polishing it. This rule + aims to prevent developers from spending too much time for marginal + gains. +** Rule of Diversity + Developers should design their programs to be flexible and + open. This rule aims to make programs flexible, allowing them to be + used in other ways than their developers intended. +** Rule of Extensibility + Developers should design for the future by making their protocols + extensible, allowing for easy plugins without modification to the + program's architecture by other developers, noting the version of + the program, and more. This rule aims to extend the lifespan and + enhance the utility of the code the developer writes.