"A clean design is more easily modified as requirements change or as more is learned about what parts of the code consume significant amounts of execution time. A 'clever' design that fails to work or to run fast enough can often be salvaged only at great cost. Efficiency does not have to be sacrificed in the interest of writing readable code - rather, writing readable code is often the only way to ensure efficient programs that are also easy to maintain and modify." (Brian W Kernighan & Phillip J Plauger, "The Elements of Programming Style", 1974)
"Most programs are too big to be comprehended as a single chunk. They must be divided into smaller pieces that can be conquered separately. That is the only way to write them reliably; it is the only way to read and understand them. [...] When a program is not broken up into small enough pieces, the larger modules often fail to deliver on these promises. They try to do too much, or too many different things, and hence are difficult to maintain and are too specialized for general use." (Brian W Kernighan & Phillip J Plauger, "The Elements of Programming Style", 1974)
"Programs are not used once and discarded, nor are they run forever without change. They evolve. The new version of the integration program has a greater likelihood of surviving changes later without acquiring bugs. It assists instead of intimidating those who must maintain it." (Brian W Kernighan & Phillip J Plauger, "The Elements of Programming Style", 1974)
"All repairs tend to destroy the structure, to increase the entropy and disorder of the system. Less and less effort is spent on fixing the original design flaws; more and more is spent on fixing flaws introduced by earlier fixes. As time passes, the system becomes less and less well-ordered. Sooner or later the fixing ceases to gain any ground. Each forward step is matched by a backward one. Although in principle usable forever, the system has worn out as a base for progress." (Frederick P. Brooks, "The Mythical Man-Month", 1975)
"Clearly, methods of designing programs so as to eliminate or at least illuminate side effects can have an immense payoff in maintenance costs. So can methods of implementing designs with fewer people, fewer interfaces, and hence fewer bugs." (Fred P Brooks, "The Mythical Man-Month: Essays", 1975)
"Program maintenance involves no cleaning, lubrication, or repair of deterioration. It consists chiefly of changes that repair design defects. Much more often than with hardware, these changes include added functions. Usually they are visible to the user." (Fred P Brooks, "The Mythical Man-Month: Essays", 1975)
"Systems program building is an entropy-decreasing process, hence inherently metastable. Program maintenance is an entropy-increasing process, and even its most skillful execution only delays the subsidence of the system into unfixable obsolescence." (Fred P Brooks, "The Mythical Man-Month: Essays", 1975)
"The fundamental problem with program maintenance is that fixing a defect has a substantial (20-50 percent) chance of introducing another. So the whole process is two steps forward and one step back." (Fred P Brooks, "The Mythical Man-Month: Essays", 1975)
"The fundamental problem with software maintenance is that fixing a defect has a substantial (20-50 percent) chance of introducing another. So the whole process is two steps forward and one step back. Why aren't defects fixed more cleanly? First, even a subtle defect shows itself as a local failure of some kind. In fact it often has system-wide ramifications, usually nonobvious. Any attempt to fix it with minimum effort will repair the local and obvious, but unless the structure is pure or the documentation very fine, the far-reaching effects of the repair will be overlooked. Second, the repairer is usually not the man who wrote the code, and often he is a junior programmer or trainee. (Frederick P. Brooks, "The Mythical Man-Month" , 1975)
"[Enterprise Architecture is] the set of descriptive representations (i. e., models) that are relevant for describing an Enterprise such that it can be produced to management's requirements (quality) and maintained over the period of its useful life." (John Zachman, 1987)
"The most common kind of coding bug, and often considered the least harmful, are documentation bugs (i.e., erroneous comments). Although many documentation bugs are simple spelling errors or the result of poor writing, many are actual errors - that is, misleading or erroneous comments. We can no longer afford to discount such bugs, because their consequences are as great as 'true' coding errors. Today programming labor is dominated by maintenance. This will increase as software becomes even longer-lived. Documentation bugs lead to incorrect maintenance actions and therefore cause the insertion of other bugs." (Boris Beizer, "Software Testing Techniques", 1990)
"The majority of the cost of a software project is in long-term maintenance. In order to minimize the potential for defects as we introduce change, it’s critical for us to be able to understand what a system does. As systems become more complex, they take more and more time for a developer to understand, and there is an ever greater opportunity for a misunderstanding. Therefore, code should clearly express the intent of its author. The clearer the author can make the code, the less time others will have to spend understanding it. This will reduce defects and shrink the cost of maintenance." (Robert C Martin, "Clean Code: A Handbook of Agile Software Craftsmanship", 2008)
"Architecture is the set of descriptive representations that are required in order to create an object. If you can’t describe it, you can’t create it. Also, if you ever want to change the object you created, Architecture constitutes the baseline for changing the object once it is created; that is, it is the baseline for changing the object IF you retain the descriptive representations used in its creation and IF you ensure that the descriptive representations are always maintained consistent with the instantiation." (John Zachman, "Architecture Is Architecture Is Architecture", [Ed. Leon A Kappelman, "The Sim Guide To Enterprise Architecture"] 2009)
"Writing and (particularly) maintaining software is a continual battle against entropy. Keeping on top of quality is tough, requiring high levels of discipline. This discipline is difficult enough to maintain under the best of circumstances, let alone when faced with concrete evidence that the software is uncared for, such as a long-unfixed bug. As soon as discipline slips, quality can go into a self-reinforcing downward spiral, and you’re in real trouble." (Paul Butcher, "Debug It! Find, Repair, and Prevent Bugs in Your Code", 2009)
"Few would deny the importance of writing quality code. High quality code contains less bugs, and is easier to understand and easier to maintain. However, the precise definitions of code quality can be more subjective, varying between organizations, teams, and even individuals within a team." (John F Smart, "Jenkins: The Definitive Guide", 2011)
"A lack of focus on a shared language and knowledge of the problem domain results in a codebase that works but does not reveal the intent of the business. This makes codebases difficult to read and maintain because translations between the analysis model and the code model can be costly and error prone." (Scott Millett, "Patterns Principles and Practices of Domain Driven Design", 2015)
"The fact that software engineering is not like other forms of engineering should really come as no surprise. Medicine is not like the law. Carpentry is not like baking. Software development is like one thing, and one thing only: software development. We need practices that make what we do more efficient, more verifiable, and easier to change. If we can do this, we can slash the short-term cost of building software, and all but eliminate the crippling long-term cost of maintaining it." (David S Bernstein, "Beyond Legacy Code", 2015)
"There is common but flawed notion in enterprise IT circles that maintenance work requires less skill than full-scale development. As a result, project sponsors looking to reduce cost opt for a different team of lower-cost people for maintenance work. This is false economy. It hurts the larger business outcome and reduces IT agility." (Sriram Narayan, "Agile IT Organization Design: For Digital Transformation and Continuous Delivery", 2015)
"The goal of software architecture is to minimize the human resources required to build and maintain the required system." (Robert C Martin, "Clean Architecture: A Craftsman's Guide to Software Structure and Design", 2017)
"When software is done right, it requires a fraction of the human resources to create and maintain. Changes are simple and rapid. Defects are few and far between. Effort is minimized, and functionality and flexibility are maximized." (Robert C Martin, "Clean Architecture: A Craftsman's Guide to Software Structure and Design", 2017)