Software Engineering Ideas That Influence Me

I watch a lot of conference talks on YouTube and I read a lot of software engineering articles. Some of that media has really helped me become a better engineer. As a relative newcomer to engineering, I know my style will develop further and my current judgment of "best practice" will change (and I can see how it's changed historically by looking at my old code), but I plan to read/watch these resources every year. I look forward to future me gaining new perspective on them.


Casey Muratori

Casey Muratori is a game tools programmer who has a lot of ideas I really like. In particular, he advocates eschewing object oriented programming for imperative code with plain old data types.

  • Semantic Compression: This post (and the rest of the series) have really helped me to grasp the "semantic compression" concept Casey uses here. I can actually trace its influence on my thought process through my historical code.
  • Designing and Evaluating Reusable Components (2004): This talk is about what makes an API great. One particualr thing that stands out to me is how an API needs to cater to beginner users with simple functions yet also cater to more experienced users by offering more complicated knobs to twiddle.
  • The Worst API Ever Made: This is a rather hilarious post that really emphasizes how, when architecting a program, you should write the usage code first, so your users don't hate their experience with your API.


  • Advanced Testing in Go (Hashimoto) (transcript): In this talk, Michael Hashimoto splits his time between talking about creating tests creating testable code. Very useful and pragmatic.
  • Functional Core, Imperative Shell and Boundaries: Gary Bernhart has a bunch of great videos on his website. These two talks build off one another and talk about how you should make as much of your code as possible pure functions. This makes testing and extending it much easier.
  • CppCon 2014: Mike Acton "Data-Oriented Design and C++": This is another hugely influential talk. Mike Acton has a lot of efficiency-oriented ideas for designing code performantly.
  • Hammock Driven Development: Rich Hickey: Lectures like this are hard to come by. Rich Hickey gives wonderful tips on how to solve hard problems. The main one is that it can take a lot of time and conscious/unconscious thought to get an elegant solution.
  • Types as Sets: Types as Sets (unfortunately relegated to an appendix) really helped me understand how you can use types to force your data structures to be correct- to "make invalid states unrepresentable". Also see this Handmade Hero QA for a great overlapping explanation of discriminated unions in C/C++ and perhaps What the Heck are Algebraic Data Types? ( for Programmers ). If you're intrigued and want to really explore the math behind this, check out The algebra (and calculus!) of algebraic data types for an interesting exploration.
  • John Carmack on Inlined Code: This John Carmack article talks about the benefits of inlining code that's only going to be called once. It also links to another functional programming article and you can follow that rabbit hole for far longer than you originally intended (don't ask me how I know that).
  • Google's networked API Design Guide: Google's REST/RPC design guide is pretty opinionated, but looks very reasonable to me. I haven't designed many REST APIs, and I've been using this guide to shape how I design a side project of mine. In particular, creating "collection" and "item" abstractions and building operations on top of those has been revelatory (it turns out it's a common pattern, but I never noticed it before).
  • The Mathematical Hacker: Evan Miller argues here that math is a tool for understanding the world, and that programmers should use it to do a lot of the heavy lifting. It's a bit of a reality check to some of my "well I can add this thingie here, and won't that be elegant" daydreams. Code is to solve a problem, and most of the harder problems are best solved mathmatically and simply transcribed as code.
  • The Architecture of Open Source Applications: a couple of free online books about the architecture of existing oplications. I've read parts of it, but I really need to read it in it's entirety.
  • Safe and Efficient, Now: This site talks about how to use the type system to protect against invalid data. I particularly like the "DirtyString" example - using a separate type to represent untrusted data, along with a function that validates it and returns a validated version of the type. You can design your other functions to simply take an instance of the validated type, and be confident that their already validated!
  • Using Rust For Game Development, Is There More to Game Architecture than ECS?, SIMD at Insomniac Games: How We Do the Shuffle, and Parallelizing the Naughty Dog Engine Using Fibers are examples of programming patterns that fall out of the somewhat extreme needs video game designs impose on their architects. I haven't tried these architectures but I really liked these talks.


These are libraries that have really impressed me with their usability; whatever they're doing, I want to emulate it!

  • Python's pathlib library - pathlib is easily my preferred way to work with paths. Most (all?) methods returns a new instance instead of mutating.
  • Python's requests library - requests optimizes for the common case (making a single HTTP request), but provides mechanisms for TCP connection reuse, auto-adding headers, authorization, and many other conveniences for dealing with HTTP.
  • SQLite3 - SQLite3 runs everywhere, has insanely good docs, and is so useful it might be the most used library in the world.
  • Go's kingpin library - kingpin provides a relatively simple way to parse command line arguments for Go programs. It exposes a powerful yet readable fluent-style API that makes it fairly easy to do what you want to do.

TODO: add blurbs about trio, httpx, FastAPI