# Design Principles A design principle is a test that lets us **reject** things. Hopefully, when combined with other design principles, it forms a basis for making coherent and consistent decisions about design goals and system features. [1] ## Stated design principles None defined yet, but there seems to be consensus that ngHurd should be a principle-driven design. ## Potential design principles Here is an incomplete list of potential design principles for the ngHurd. It is taken from [2]. I left out some principles I think do not apply or are not in question. Feel free to add more. ### Principles from the Multics Project * _Economy of mechanism_: Keep the design as simple as possible. * _Fail-safe defaults_: Base access decisions on permission rather than exclusion. * _Least priviledge_: Components should have no more authority than they require. * _Least common mechanism_: Minimize the amount of shared instances in the system. ### Commonly accepted principles * _Separation of policy and mechanism_ * _Least astonishment (also known as principle of least surprise):_ The system�s behavior should match what is naively expected. * _Complete accountability_: All real resources held by an application must come from some accounted pool. * _Safe restart_: On restart, the system must either already have, or be able to rapidly establish, a consistent and secure execution state. * _Reproducibility_: Correct operations should produce identical results regardless of workload. ### Principles specific to EROS * _Credible policy_: If a security policy cannot be implemented by correct application of the system�s protection mechanisms, do not claim to enforce it. * _Explicit authority designation_: Every operation that uses authority should explicitely designate the source of the authority it is using. * _Relinquishable authority_: If an application holds some authority, it should be able to voluntarily reduce this authority. ---- See also: * [1] * [2] EROS: A Principle-Driven Operating System from the Ground Up