On the randomness of file(s) that can be found on hard/flash drive

Professional Engineer & PE Exam Forum

Help Support Professional Engineer & PE Exam Forum:

This site may earn a commission from merchant affiliate links, including eBay, Amazon, and others.
G

Guest

I have been reviewing files from 'old' hard drive for things that I kept that I figured would have future beneficial use. Of course, I have stored them in such a safe place that they have proven quite difficult to extract ... but I digress.

Of the the files I have found on my 'old' hard drive ... CUSUM control charts monitoring ex-Mrs. JR's basal temperature. :beat:

Talk about your awkward turtle moments! :eek:hmy:

So .... who else has crazy, random files? Fess up!!

JR

 
CUSUM control charts monitoring ex-Mrs. JR's basal temperature. :beat:
As in, "Basal temperature for conducive baby-making opportunities"? You should drop to your knees right now and thank whatever higher power you genuflect to that nothing ever came from those calculations. What a nightmare.
But okay, I'll play. I have:

- old running/biking/training logs

- several turn of the century (this century) political articles that I wanted to remember for posterity

- some funny word docs from Dave Barry, George Carlin, and Akins Laws of Spacecraft Design.

Samples

Dave Barry:

When trouble arises and things look bad, there is always one individual who perceives a solution and is willing to take command. Very often, that individual is crazy.

George Carlin:

My wife uses fabric softener. I never knew what that stuff was for. Then I noticed women were coming up to me (sniff) "Married" (walked off). That's how they mark their territory. You can take off that ring, but it's hard to get that April fresh scent out of your clothes.

Akins:

Design is an iterative process. The necessary numbers of iterations is one more than the number you have currently done. This is true at any point in time.

 
Akins:Design is an iterative process. The necessary numbers of iterations is one more than the number you have currently done. This is true at any point in time.
Are these the rest? Someone sent me these, I thought they were funny. I bolded my favorites, and have used some (especially number 1) quite often in conversation.

  1. Engineering is done with numbers. Analysis without numbers is, at best, only an opinion.
  2. Design is an iterative process. The necessary number of iterations is one more than the number you have currently done. This is true at any point in time.
  3. Everything is linear if plotted log-log with a fat magic marker.
  4. When in doubt, estimate. In an emergency, guess. But be sure to go back and clean up the mess when real numbers come along.
  5. The odds are greatly against your being immensely smarter than everyone else in the field. If your analysis says your terminal velocity is twice the speed of light, the chances are better that you've screwed up than that you've invented warp drive.
  6. At the start of any design effort, the person who most wants to be team leader is least likely to be capable of it.
  7. In nature, the optimum is almost always in the middle somewhere. Distrust assertions that the optimum is at an extreme point.
  8. Not having all the information you need is never a satisfactory excuse for not starting the analysis.
  9. Your best efforts will inevitably wind up being useless in the final design. Learn to live with the disappointment.
  10. Sometimes, the fastest way to get to the end is to throw everything out and start over.
  11. There is never a single right solution. But there are always multiple wrong ones.
  12. Design is based on requirements. There's no justification for designing something one bit "better" than the requirements dictate.
  13. "Better" is the enemy of "good".
  14. The ability to improve a design occurs primarily at the interfaces. This is also the prime location for screwing it up.
  15. The previous people who did a similar analysis did not have a direct pipeline to the wisdom of the ages. There is therefore no reason to believe their analysis over yours. There is especially no reason to present their analysis as yours.
  16. The fact that an analysis appears in print has no relationship to the likelihood of its being correct.
  17. Past experience is excellent for providing a reality check. On the other hand, too much reality can doom an otherwise worthwhile design.
  18. A bad design with a good presentation is doomed eventually. A good design with a bad presentation is doomed immediately.
  19. Half of everything you hear in a classroom is crap. Education is figuring out which half is which.
  20. When in doubt, document. Documentation requirements will reach a maximum shortly after the termination of the project.
  21. It's called a "Work Breakdown Structure" because the Work remaining will grow until you have a Breakdown, unless you enforce some Structure on it.
  22. The first 90 percent of the project takes 90 percent of the allotted time. The last 10 percent of the project takes the other 90 percent.
 
Nothing really good, just some mid-fabrication racecar photos, my 80 something page long Engineering Economics final paper, and a final presentation for my Ceramics class which talked mostly about Palissy and Bottgher and how ceramics tied into Alchemy.

 
Are these the rest? Someone sent me these, I thought they were funny. I bolded my favorites, and have used some (especially number 1) quite often in conversation.
That's it. I had never seen your 6, 8, nor 15 before though. #15 is awesome.

 
#22 must have been from someone in Construction.

 
As in, "Basal temperature for conducive baby-making opportunities"? You should drop to your knees right now and thank whatever higher power you genuflect to that nothing ever came from those calculations. What a nightmare.
Heh .. yes .. I have A LOT to be thankful for!! :D

Are these the rest?
It seems that the 'canonical list' can be found at: Akin's Laws of Spacecraft Design (official site)

For your viewing pleasure ...

1. Engineering is done with numbers. Analysis without numbers is only an opinion.

2. To design a spacecraft right takes an infinite amount of effort. This is why it's a good idea to design them to operate when some things are wrong .

3. Design is an iterative process. The necessary number of iterations is one more than the number you have currently done. This is true at any point in time.

4. Your best design efforts will inevitably wind up being useless in the final design. Learn to live with the disappointment.

5. (Miller's Law) Three points determine a curve.

6. (Mar's Law) Everything is linear if plotted log-log with a fat magic marker.

7. At the start of any design effort, the person who most wants to be team leader is least likely to be capable of it.

8. In nature, the optimum is almost always in the middle somewhere. Distrust assertions that the optimum is at an extreme point.

9. Not having all the information you need is never a satisfactory excuse for not starting the analysis.

10. When in doubt, estimate. In an emergency, guess. But be sure to go back and clean up the mess when the real numbers come along.

11. Sometimes, the fastest way to get to the end is to throw everything out and start over.

12. There is never a single right solution. There are always multiple wrong ones, though.

13. Design is based on requirements. There's no justification for designing something one bit "better" than the requirements dictate.

14. (Edison's Law) "Better" is the enemy of "good".

15. (Shea's Law) The ability to improve a design occurs primarily at the interfaces. This is also the prime location for screwing it up.

16. The previous people who did a similar analysis did not have a direct pipeline to the wisdom of the ages. There is therefore no reason to believe their analysis over yours. There is especially no reason to present their analysis as yours.

17. The fact that an analysis appears in print has no relationship to the likelihood of its being correct.

18. Past experience is excellent for providing a reality check. Too much reality can doom an otherwise worthwhile design, though.

19. The odds are greatly against you being immensely smarter than everyone else in the field. If your analysis says your terminal velocity is twice the speed of light, you may have invented warp drive, but the chances are a lot better that you've screwed up.

20. A bad design with a good presentation is doomed eventually. A good design with a bad presentation is doomed immediately.

21. (Larrabee's Law) Half of everything you hear in a classroom is crap. Education is figuring out which half is which.

22. When in doubt, document. (Documentation requirements will reach a maximum shortly after the termination of a program.)

23. The schedule you develop will seem like a complete work of fiction up until the time your customer fires you for not meeting it.

24. It's called a "Work Breakdown Structure" because the Work remaining will grow until you have a Breakdown, unless you enforce some Structure on it.

25. (Bowden's Law) Following a testing failure, it's always possible to refine the analysis to show that you really had negative margins all along.

26. (Montemerlo's Law) Don't do nuthin' dumb.

27. (Varsi's Law) Schedules only move in one direction.

28. (Ranger's Law) There ain't no such thing as a free launch.

29. (von Tiesenhausen's Law of Program Management) To get an accurate estimate of final program requirements, multiply the initial time estimates by pi, and slide the decimal point on the cost estimates one place to the right.

30. (von Tiesenhausen's Law of Engineering Design) If you want to have a maximum effect on the design of a new engineering system, learn to draw. Engineers always wind up designing the vehicle to look like the initial artist's concept.

31. (Mo's Law of Evolutionary Development) You can't get to the moon by climbing successively taller trees.

32. (Atkin's Law of Demonstrations) When the hardware is working perfectly, the really important visitors don't show up.

33. (Patton's Law of Program Planning) A good plan violently executed now is better than a perfect plan next week.

34. (Roosevelt's Law of Task Planning) Do what you can, where you are, with what you have.

35. (de Saint-Exupery's Law of Design) A designer knows that he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.

36. Any run-of-the-mill engineer can design something which is elegant. A good engineer designs systems to be efficient. A great engineer designs them to be effective.

37. (Henshaw's Law) One key to success in a mission is establishing clear lines of blame.

38. Capabilities drive requirements, regardless of what the systems engineering textbooks say.

39. The three keys to keeping a new manned space program affordable and on schedule:

1) No new launch vehicles.

2) No new launch vehicles.

3) Whatever you do, don't decide to develop any new launch vehicles.

40. Space is a completely unforgiving environment. If you screw up the engineering, somebody dies (and there's no partial credit because most of the analysis was right...)

JR

 
That's it. I had never seen your 6, 8, nor 15 before though. #15 is awesome.
I agree:

6. At the start of any design effort, the person who most wants to be team leader is least likely to be capable of it.
This reminds me soooooo much of my senior design project.... the project that made me decide that I would never want to work on a large design project, simply because of all the assholes who floated themselves to the top.

 
bump

It's worth the read to be reintroduced to the canonical laws (some of which I am pirating for work)

JR

 
Back
Top