ANTIPATTERNS THE SURVIVAL GUIDE PDF
This book will describe, in the style of anti-patterns, what often goes wrong in retrospectives and what you can do to help it. Based on 10+ years. 1. Com S Object-Oriented Analysis and Design. Anti-Patterns. 2. Com S Object-Oriented Analysis and Design. 2. Com S Object-Oriented Analysis. AntiPatterns Analysis Paralysis in Chapter 7 and Design by Committee in AntiPatterns clarify the negative patterns that cause development roadblocks, and.
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AntiPatterns In Java Application. Development. ExxonMobil Research & Engineering Co. Clinton, New Jersey. Michael P. Redlich. () time analyzing the problem and potential solutions. Avoid sources of misinformation. Source: Antipatterns: The survival Guide - dovolena-na-lodi.info wget dovolena-na-lodi.info++dovolena-na-lodi.info wget http:// dovolena-na-lodi.info wget dovolena-na-lodi.info dovolena-na-lodi.info /free/files/dovolena-na-lodi.info
Even when systems have been well designed, architectural concerns often must yield to more pragmatic ones as a deadline starts to loom. One reason that software architectures are so often mediocre is that architecture frequently takes a back seat to more mundane concerns such as cost, time-to-market, and programmer skill. Architecture is often seen as a luxury or a frill, or the indulgent pursuit of lily-gilding compulsives who have no concern for the bottom line.
Architecture is often treated with neglect, and even disdain. While such attitudes are unfortunate, they are not hard to understand. Architecture is a long-term concern. Architecture can be looked upon as a Risk, that will consume resources better directed at meeting a fleeting market window, or as an Opportunity to lay the groundwork for a commanding advantage down the road.
Indeed, an immature architecture can be an advantage in a growing system because data and functionality can migrate to their natural places in the system unencumbered by artificial architectural constraints. Premature architecture can be more dangerous than none at all, as unproved architectural hypotheses turn into straightjackets that discourage evolution and experimentation. Cost: Architecture is expensive, especially when a new domain is being explored. Getting the system right seems like a pointless luxury once the system is limping well enough to ship.
An investment in architecture usually does not pay off immediately. Who benefits from an investment in architecture, and when is a return on this investment seen?
Money spent on a quick-and-dirty project that allows an immediate entry into the market may be better spent than money spent on elaborate, speculative architectural fishing expedition. Programmers with the ability to discern and design quality architectures are reputed to command a premium. These expenses must be weighed against those of allowing an expensive system to slip into premature decline and obsolescence.
If you think good architecture is expensive, try bad architecture. Some programmers flourish in environments where they can discover and develop new abstractions, while others are more comfortable in more constrained environments for instance, Smalltalk vs.
Visual Basic programmers. Often, initial versions of a system are vehicles whereby programmers learn what pieces must be brought into play to solve a particular problem.
Only after these are identified do the architectural boundaries among parts of the system start to emerge. Inexperience can take a number of guises.
There is absolute, fresh out of school inexperience. A good architect may lack domain experience, or a domain expert who knows the code cold may not have architectural experience. Skill: Programmers differ in their levels of skill, as well as in expertise, predisposition and temperament. Some programmers have a passion for finding good abstractions, while some are skilled at navigating the swamps of complex code left to them by others.
Programmers differ tremendously in their degrees of experience with particular domains, and their capacities for adapting to new ones. Programmers differ in their language and tool preferences and experience as well.
Visibility: Buildings are tangible, physical structures. You can look at a building. You can watch it being built. You can walk inside it, and admire and critique its design. However, unlike buildings, only the people who build a program see how it looks inside. Programs are made of bits.
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The manner in which we present these bits greatly affects our sense of how they are put together. Some designers prefer to see systems depicted using modeling languages or PowerPoint pictures. Others prefer prose descriptions. Still others prefer to see code. The fashion in which we present our architectures affects our perceptions of whether they are good or bad, clear or muddled, and elegant or muddy.
Indeed, one of the reasons that architecture is neglected is that much of it is "under the hood", where nobody can see it.
If the system works, and it can be shipped, who cares what it looks like on the inside? Complexity: One reason for a muddled architecture is that software often reflects the inherent complexity of the application domain.
This is what Brooks called "essential complexity" [Brooks ]. In other words, the software is ugly because the problem is ugly, or at least not well understood. Renegotiating these relationships is often difficult once the basic boundaries among system elements are drawn. These relationships can take on the immutable character of "site" boundaries that Brand [Brand ] observed in real cities. Big problems can arises when the needs of the applications force unrestrained communication across these boundaries.
The system becomes a tangled mess, and what little structure is there can erode further. Change: Architecture is a hypothesis about the future that holds that subsequent change will be confined to that part of the design space encompassed by that architecture. Of course, the world has a way of mocking our attempts to make such predictions by tossing us the totally unexpected.
Such changes may cut directly across the grain of fundamental architectural decisions made in the light of the certainty that these new contingencies could never arise.
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The "right" thing to do might be to redesign the system. The more likely result is that the architecture of the system will be expediently perturbed to address the new requirements, with only passing regard for the effect of these radical changes on the structure of the system. Scale: Managing a large project is a qualitatively different problem from managing a small one, just as leading a division of infantry into battle is different from commanding a small special forces team.
Obviously, "divide and conquer" is, in general, an insufficient answer to the problems posed by scale. Everyone seems to agree they are a bad idea, but forces conspire to promote their emergence anyway.
What is it that they are doing right? Shantytowns are usually built from common, inexpensive materials and simple tools. Shantytowns can be built using relatively unskilled labor. Even though the labor force is "unskilled" in the customary sense, the construction and maintenance of this sort of housing can be quite labor intensive.
There is little specialization. Each housing unit is constructed and maintained primarily by its inhabitants, and each inhabitant must be a jack of all the necessary trades. There is little concern for infrastructure, since infrastructure requires coordination and capital, and specialized resources, equipment, and skills.
There is little overall planning or regulation of growth. Shantytowns emerge where there is a need for housing, a surplus of unskilled labor, and a dearth of capital investment. Shantytowns fulfill an immediate, local need for housing by bringing available resources to bear on the problem. Loftier architectural goals are a luxury that has to wait.
Maintaining a shantytown is labor-intensive and requires a broad range of skills. One must be able to improvise repairs with the materials on-hand, and master tasks from roof repair to ad hoc sanitation.
However, there is little of the sort of skilled specialization that one sees in a mature economy. All too many of our software systems are, architecturally, little more than shantytowns.
Investment in tools and infrastructure is too often inadequate. Tools are usually primitive, and infrastructure such as libraries and frameworks, is undercapitalized. Individual portions of the system grow unchecked, and the lack of infrastructure and architecture allows problems in one part of the system to erode and pollute adjacent portions.
Deadlines loom like monsoons, and architectural elegance seems unattainable. This experience may inspire changes to data formats and the user interface that undermine architectural decisions that had been thought to be settled.
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This phenomenon is not unique to software. The money is running out, and the finishing touches are being put on just those parts of the space that will interact the most with its occupants. During this period, it can become evident that certain wish-list items are not going to make it, and that exotic experiments are not going to work. Compromise becomes the "order of the day". The time and money to chase perfection are seldom available, nor should they be. To survive, we must do what it takes to get our software working and out the door on time.
You need to deliver quality software on time, and under budget. Cost: Architecture is a long-term investment. It is easy for the people who are paying the bills to dismiss it, unless there is some tangible immediate benefit, such a tax write-off, or unless surplus money and time happens to be available.
Such is seldom the case. More often, the customer needs something working by tomorrow. Often, the people who control and manage the development process simply do not regard architecture as a pressing concern. If programmers know that workmanship is invisible, and managers don't want to pay for it anyway, a vicious circle is born. Skill: Ralph Johnson is fond of observing that is inevitable that "on average, average organizations will have average people".
Organization: With larger projects, cultural, process, organizational and resource allocation issues can overwhelm technical concerns such as tools, languages, and architecture. It may seem to a programmer that whether to don hip boots and wade into a swamp is a major quality-of-life matter, but programmer comfort is but one concern to a manager, which can conflict with many others. Architecture and code quality may strike management as frills that have only an indirect impact on their bottom lines.
Therefore, focus first on features and functionality, then focus on architecture and performance. Why do slash-and-burn tactics drive out elegance?
Does bad architecture drive out good architecture? What does this muddy code look like to the programmers in the trenches who must confront it? Data structures may be haphazardly constructed, or even next to non-existent. Everything talks to everything else. Every shred of important state data may be global.
There are those who might construe this as a sort of blackboard approach [Buschmann ], but it more closely resembles a grab bag of undifferentiated state. Where state information is compartmentalized, it may be passed promiscuously about though Byzantine back channels that circumvent the system's original structure.
Variable and function names might be uninformative, or even misleading. Functions themselves may make extensive use of global variables, as well as long lists of poorly defined parameters. The function themselves are lengthy and convoluted, and perform several unrelated tasks.
Code is duplicated. The flow of control is hard to understand, and difficult to follow. The code is simply unreadable, and borders on indecipherable. The code exhibits the unmistakable signs of patch after patch at the hands of multiple maintainers, each of whom barely understood the consequences of what he or she was doing.
Did we mention documentation?
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What documentation? This book provides a fairly comprehensive shopping list of patterns. Accept cookies and close gkide message Disable cookies.
Emma Garland marked it as to-read Oct 22, Fowler's Analysis Patterns documents a collection of very detailed patterns focussed on the healthcare, banking, and financial genres. For many shops, the SQL Server installation is something that has been stood up with an off the shelf type approach.
Paying back technical debt is always cheaper to do sooner rather than later You will never get to work that technical debt ticket. Anix Pasbesoin marked it as to-read May 13, Coding practices to avoid or replace that can and will have an immediate impact on performance in your Entity Framework applications. After that, we'll take a look at some performance considerations on the Entity Framework application side itself, from the aspect of configurations, settings, and techniques that you should consider in a SQL Server environment.
Pattern Oriented Software Architecture: This book is not yet featured on Listopia. Apr 04, Anton Antonov rated it really liked it Shelves: Oftentimes, a refactor makes sense because antipxtterns functionality of the code has changed, and you want to change the design to match.
Sign up to get immediate access to this course plus thousands more you can watch anytime, anywhere. Dikel, David Kane, James R. Lists with This Book.
Kazoo rated it liked it Jul 21, You're the smartest person in the room. If you liked AntiPatterns, here's some more books you'll probably want! Not survkval shops have a full-time database developer, or even a DBA.Software Requirements and Specifications. It is interesting to ask whether some of the differences in productivity seen between hyper-productive organizations and typical shops are due not to differences in talent, but differences in terrain.
The Timeless Way of Building. This advantage can extend to those programmers who can find their ways around such code. My name is Russ Thomas on Twitter sqljudo, and the web at sqljudo.
Reading,MA: Addison Wesley. I will not accept any assignments that are sent via email. Combine Editions.
Often, the only way to get domain experience early in the lifecycle is to hire someone who has worked in a domain before from someone else.
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