Agile Glossary

Rules of Simplicity

What is Rules of Simplicity?

A set of criteria, in priority order, proposed by Kent Beck to judge whether some source code is “simple enough”:

  • the code is verified by automated tests, and all such tests pass
  • the code contains no duplication
  • the code expresses separately each distinct idea or responsibility
  • the code is composed of the minimum number of components (classes, methods, lines) compatible with the first three criteria

Common Pitfalls

The first criterion is easy to judge but implies something far from trivial: namely that the source code in question is “correct”, or has no defects. Unit tests are at best suggestive evidence that a program has no defects and certainly no definite proof. Pragmatically, however, Agile discourse considers them an excellent first line of defense.

The next two criteria leave more room for subjective judgment. For instance, code duplication can be taken literally, as character-for-character duplication. Since unfortunately “copy-paste programming” remains common industry practice, this is a frequent occurrence, which can be alleviated through diligent refactoring. However, competent programmers also recognize more subtle forms of duplication.

Similarly, many distinct attempts at formalizing the third criterion exist, none of them regarded as definitive. Examples include “low coupling and high cohesion” and the SOLID design principles.

Origins

Join us today!

Agile Alliance offers many online and in-person events and workshops for our members. If you’re not currently a member, you can join now to take advantage of our many members-only resources and programs. LEARN MORE >

Get the latest Agile news!

  • This field is for validation purposes and should be left unchanged.

By subscribing, you acknowledge the Agile Alliance Privacy Policy, and agree to receive our emails.

Additional Agile Glossary Terms

The daily meeting is structured around the following three questions: What have you completed? What will you do next? What is getting in your way?
An iteration is a timebox during which development takes place. The duration may vary from project to project and is usually fixed.
Splitting consists of breaking up one user story into smaller ones, while preserving the property that each user story separately has measurable business value.
An acceptance test is a formal description of the behavior of a software product, generally expressed as an example or a usage scenario. A number of different notations and approaches have been proposed for such examples or scenarios.
Story mapping consists of ordering user stories along two independent dimensions based on the order activities occur and sophistication of implementation.
An Agile team frequently releases its product into the hands of end users, listening to feedback, whether critical or appreciative.
Antipatterns are common solutions to common problems where the solution is ineffective and may result in undesired consequences.

Help us keep the definitions updated

Ready to join Agile Alliance?

Unlock members-only access to online learning sessions, Agile resources, annual conference discounts, and more! And when you join, you’ll be supporting our member initiatives, regional events, and global community groups.

Privacy Preference Center

IMPORTANT: We have transitioned to a new membership platform. If you have not already done so, you will need to SET UP AN ACCOUNT on the new platform to establish your user profile. Your previous login credentials will not work until you do this set up.

When you see the login screen, choose “Set up Account” and follow the prompts to create your new account. You can choose to log in using your social credentials for either Google or Linkedin (recommended), or you can set up your account using an email address.