Note for The Art of Unix Programming(持续更新)

本文阐述了Unix哲学的核心原则,包括程序设计、模块化、清晰性等,并提出了多个编程规则,如性能优化、数据结构选择及算法设计等,强调简单性、透明性和经济性。

Chapter 1

Basics of the Unix Philosophy:

Doug McIlroy:

(i) Make each program do one thing well. To do a new job, build afresh rather than complicate old programs by adding new features.

(ii) Expect the output of every program to become the input to another, as yet unknown, program. Don't clutter output with extraneous information. Avoid stringently columnar or binary input formats. Don't insist on interactive input.

(iii) Design and build software, even operating systems, to be tried early, ideally within weeks. Don't hesitate to throw away the clumsy parts and rebuild them.

(iv) Use tools in preference to unskilled help to lighten a programming task, even if you have to detour to build the tools and expect to throw some of them out after you've finished using them.

summary:

This is the Unix philosophy: Write programs that do one thing and do it well. Write programs to work together. Write programs to handle text streams, because that is a universal interface.


Rob Pike:

Rule 1. You can't tell where a program is going to spend its time. Bottlenecks occur in surprising places, so don't try to second guess and put in a speed hack until you've proven that's where the bottleneck is.


Rule 2. Measure. Don't tune for speed until you've measured, and even then don't unless one part of the code overwhelms the rest.


Rule 3. Fancy algorithms are slow when n is small, and n is usually small. Fancy algorithms have big constants. Until you know that n is frequently going to be big, don't get fancy. (Even if n does get big, use Rule 2 first.)


Rule 4. Fancy algorithms are buggier than simple ones, and they're much harder to implement. Use simple algorithms as well as simple data structures.


Rule 5. Data dominates. If you've chosen the right data structures and organized things well, the algorithms will almost always be self-evident. Data structures, not algorithms, are central to programming.


Rule 6. There is no Rule 6.


More Unix philosophy:

1. Rule of Modularity: Write simple parts connected by clean interfaces.


2. Rule of Clarity: Clarity is better than cleverness.


3. Rule of Composition: Design programs to be connected to other programs.


4. Rule of Separation: Separate policy from mechanism; separate interfaces from engines.


5. Rule of Simplicity: Design for simplicity; add complexity only where you must.


6. Rule of Parsimony: Write a big program only when it is clear by demonstration that nothing else will do.


7. Rule of Transparency: Design for visibility to make inspection and debugging easier.


8. Rule of Robustness: Robustness is the child of transparency and simplicity.


9. Rule of Representation: Fold knowledge into data so program logic can be stupid and robust.


10. Rule of Least Surprise: In interface design, always do the least surprising thing.


11. Rule of Silence: When a program has nothing surprising to say, it should say nothing.


12. Rule of Repair: When you must fail, fail noisily and as soon as possible.


13. Rule of Economy: Programmer time is expensive; conserve it in preference to machine time.


14. Rule of Generation: Avoid hand-hacking; write programs to write programs when you can.


15. Rule of Optimization: Prototype before polishing. Get it working before you optimize it.


16. Rule of Diversity: Distrust all claims for “one true way”.


17. Rule of Extensibility: Design for the future, because it will be here sooner than you think.


Chapter 4

There are two ways of constructing a software design. One is to make it so simple that there are obviously no deficiencies; the other is to make it so complicated that there are no obvious deficiencies. The first method is far more difficult.


When the application is a network protocol, economy may demand that an internal data structure (such as, say, a message with source and destination addresses) be serialized not into a single blob of data but into a series of attempted transactions or messages which the receiving machine may reject (so that, for example, a large message can be rejected if the destination address is invalid).


Interoperability, transparency, extensibility, and storage or transaction economy: these are the important themes in designing file formats and application protocols.


通过短时倒谱(Cepstrogram)计算进行时-倒频分析研究(Matlab代码实现)内容概要:本文主要介绍了一项关于短时倒谱(Cepstrogram)计算在时-倒频分析中的研究,并提供了相应的Matlab代码实现。通过短时倒谱分析方法,能够有效提取信号在时间与倒频率域的特征,适用于语音、机械振动、生物医学等领域的信号处理与故障诊断。文中阐述了倒谱分析的基本原理、短时倒谱的计算流程及其在实际工程中的应用价值,展示了如何利用Matlab进行时-倒频图的可视化与分析,帮助研究人员深入理解非平稳信号的周期性成分与谐波结构。; 适合人群:具备一定信号处理基础,熟悉Matlab编程,从事电子信息、机械工程、生物医学或通信等相关领域科研工作的研究生、工程师及科研人员。; 使用场景及目标:①掌握倒谱分析与短时倒谱的基本理论及其与傅里叶变换的关系;②学习如何用Matlab实现Cepstrogram并应用于实际信号的周期性特征提取与故障诊断;③为语音识别、机械设备状态监测、振动信号分析等研究提供技术支持与方法参考; 阅读建议:建议读者结合提供的Matlab代码进行实践操作,先理解倒谱的基本概念再逐步实现短时倒谱分析,注意参数设置如窗长、重叠率等对结果的影响,同时可将该方法与其他时频分析方法(如STFT、小波变换)进行对比,以提升对信号特征的理解能力。
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