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How to write a great README

appsmith.com

31–40 of 56 posts

Re: How to write a great README

#31
post #13

Since we are on this topic allow me to do an Ask HN comment here. Ask HN: What are some good Readmes you have found?

vidstack is very light on technical details but starts with a concise intro and a screenshot, as well as relevant links: https://github.com/vidstack/player payload is well-structured in general: https://github.com/payloadcms/payload nanostores starts out with an intro and telling code examples, followed by lots of technical details: https://github.com/nanostores/nanostores

We really appreciate the shoutout on our Payload readme! We put a lot of effort into making it impactful and useful for our community.

Re: How to write a great README

#32
post #26

This really stood out for me: 'We also think it is beneficial to show instead of tell wherever possible. We recommend using icons, images, and GIFs to keep it visually engaging and provide visual signposts — helping readers quickly navigate to the details that are important to them.' We know that things like bulleted lists, headings, and paragraph structure can have a massive impact on readability... and I think thos…

Are you really shilling for the project without disclosing your affiliation? https://github.com/rlnorthcutt

My apologies - it was a quick comment between calls :D In full disclosure, I'm the Head of DevRel at Appsmith. I didn't write this article, or contribute to it.

That being said, I do think its helpful, and I like the fact that other projects' READMEs are noted as good examples too.

Re: How to write a great README

#33

This really stood out for me: 'We also think it is beneficial to show instead of tell wherever possible. We recommend using icons, images, and GIFs to keep it visually engaging and provide visual signposts — helping readers quickly navigate to the details that are important to them.' We know that things like bulleted lists, headings, and paragraph structure can have a massive impact on readability... and I think thos…

To me, too much use of icons, images, and GIFs sort of looks spammy. But I think there's a middle-ground where you just use images to help explain the architecture and a GIF to show a demo but you don't go overboard with it all.

I totally agree - moderation is a good thing

Re: How to write a great README

#34

This really stood out for me: 'We also think it is beneficial to show instead of tell wherever possible. We recommend using icons, images, and GIFs to keep it visually engaging and provide visual signposts — helping readers quickly navigate to the details that are important to them.' We know that things like bulleted lists, headings, and paragraph structure can have a massive impact on readability... and I think thos…

It can also make your project inaccessible if you rely too heavily on images. Personally I don't like too many images in a README. It's not a SHOWME. That's for your product page.

True - but not every project is a product. I run across open source projects all the time where the README is the product page. In those cases, I appreciate some images which can help me figure out if I want to try it out.

Otherwise, I have to install or set it up just to preview it, and I will personally not do that most of the time. So, I appreciate some images when they help me evaluate the project.

Re: How to write a great README

#35
Here are the traditional best practices of how README files should look:

“The distribution should contain a file named README with a general overview of the package:

the name of the package;

the version number of the package, or refer to where in the package the version can be found;

a general description of what the package does;

a reference to the file INSTALL, which should in turn contain an explanation of the installation procedure;

a brief explanation of any unusual top-level directories or files, or other hints for readers to find their way around the source;

a reference to the file which contains the copying conditions. The GNU GPL, if used, should be in a file called COPYING. If the GNU LGPL is used, it should be in a file called COPYING.LESSER.”

— GNU Coding Standards, https://www.gnu.org/prep/standards/html_node/Releases.html#i... (July 1, 2021)

“Good things to have in the README include:

1. A brief description of the project.

2. A pointer to the project website (if it has one)

3. Notes on the developer's build environment and potential portability problems.

4. A roadmap describing important files and subdirectories.

5. Either build/installation instructions or a pointer to a file containing same (usually INSTALL).

6. Either a maintainers/credits list or a pointer to a file containing same (usually CREDITS).

7. Either recent project news or a pointer to a file containing same (usually NEWS).”

— Software Release Practice HOWTO, https://tldp.org/HOWTO/Software-Release-Practice-HOWTO/distp... (Revision 4.1)

Re: How to write a great README

#36
post #2

Hey everyone, I'm a co-founder and CPO at Appsmith. I have used this article to share our experiences with writing a great README, and I think it would be beneficial to hear about everyone's experiences with what actually makes a README useful for an open source project. Would love your feedback on the topic. And of course, if you have any feedback on how we can make Appsmith's README more useful for you, please let…

Great guide. One thing that seems to be missing is something I see in a lot of README's: a list of the core tech stack being used in the repo. Good examples here https://github.com/undb-xyz/undb#-tech-stack and here https://github.com/steven-tey/novel#tech-stack. Did you already consider adding this as part of the guide and decide against it, or was it just not something you thought to add?

Re: How to write a great README

#37
post #26

This really stood out for me: 'We also think it is beneficial to show instead of tell wherever possible. We recommend using icons, images, and GIFs to keep it visually engaging and provide visual signposts — helping readers quickly navigate to the details that are important to them.' We know that things like bulleted lists, headings, and paragraph structure can have a massive impact on readability... and I think thos…

Are you really shilling for the project without disclosing your affiliation? https://github.com/rlnorthcutt

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Re: How to write a great README

#38
post #2

Hey everyone, I'm a co-founder and CPO at Appsmith. I have used this article to share our experiences with writing a great README, and I think it would be beneficial to hear about everyone's experiences with what actually makes a README useful for an open source project. Would love your feedback on the topic. And of course, if you have any feedback on how we can make Appsmith's README more useful for you, please let…

*A self proclaimed great README

Re: How to write a great README

#39
post #2

Hey everyone, I'm a co-founder and CPO at Appsmith. I have used this article to share our experiences with writing a great README, and I think it would be beneficial to hear about everyone's experiences with what actually makes a README useful for an open source project. Would love your feedback on the topic. And of course, if you have any feedback on how we can make Appsmith's README more useful for you, please let…

*A self proclaimed great README

I was gonna say... what's the benchmark they used to decide it was great? Did they win the best README award somewhere?

Re: How to write a great README

#40
post #35

Here are the traditional best practices of how README files should look: “The distribution should contain a file named README with a general overview of the package: the name of the package; the version number of the package, or refer to where in the package the version can be found; a general description of what the package does; a reference to the file INSTALL, which should in turn contain an explanation of the ins…

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