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Chapter 5. The Fuses > The 10 Fuse Rules

The 10 Fuse Rules

Now that we have some background covered, let’s cover the 10 rules of fuses. Why exactly 10? Well, it takes 10 points to cover using fuses in every scenario we could think of. No doubt, odd situations might require extrapolation of the purposes of some of these rules, but these 10 should cover most development.

Rule 1: A Fuse Is Length Challenged

Fuses do not like to be long. They can become hard to control and take on lives of their own. The last thing you want is a fuse that starts giving you back-talk in the form of unsquashable bugs. All fuses should be as short as possible. If many of the fuses you write are longer than one screen in ColdFusion Studio, you are probably writing longer fuses than you should be. Let’s take a look at a typical fuse:


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