Software Architectural Style
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Software Architectural Style
Software architecture is the set of structures needed to reason about a software system and the discipline of creating such structures and systems. Each structure comprises software elements, relations among them, and properties of both elements and relations. The ''architecture'' of a software system is a metaphor, analogous to the architecture of a building. It functions as the blueprints for the system and the development project, which project management can later use to extrapolate the tasks necessary to be executed by the teams and people involved. Software architecture is about making fundamental structural choices that are costly to change once implemented. Software architecture choices include specific structural options from possibilities in Software design, the design of the software. There are two fundamental laws in software architecture: # Everything is a trade-off # "Why is more important than how" "Architectural Kata" is a teamwork which can be used to produce an ...
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Software System
A software system is a system of intercommunicating software component, components based on software forming part of a computer system (a combination of Computer hardware, hardware and software). It "consists of a number of separate Computer program, programs, configuration files, which are used to set up these programs, system documentation, which describes the structure of the system, and user documentation, which explains how to use the system". A software system differs from a computer program or software. While a computer program is generally a set of instructions (source code, source, or object code) that perform a specific task, a software system is more or an encompassing concept with many more components such as specification, Software test automation, test results, end-user documentation, maintenance records, etc.' The use of the term software system is at times related to the application of systems theory approaches in the context of software engineering. A software sys ...
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Software Architecture Activities
Software consists of computer programs that instruct the execution of a computer. Software also includes design documents and specifications. The history of software is closely tied to the development of digital computers in the mid-20th century. Early programs were written in the machine language specific to the hardware. The introduction of high-level programming languages in 1958 allowed for more human-readable instructions, making software development easier and more portable across different computer architectures. Software in a programming language is run through a compiler or interpreter to execute on the architecture's hardware. Over time, software has become complex, owing to developments in networking, operating systems, and databases. Software can generally be categorized into two main types: # operating systems, which manage hardware resources and provide services for applications # application software, which performs specific tasks for users The rise of cloud ...
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Separation Of Concerns
In computer science, separation of concerns (sometimes abbreviated as SoC) is a design principle for separating a computer program into distinct sections. Each section addresses a separate '' concern'', a set of information that affects the code of a computer program. A concern can be as general as "the details of the hardware for an application", or as specific as "the name of which class to instantiate". A program that embodies SoC well is called a modular program. Modularity, and hence separation of concerns, is achieved by encapsulating information inside a section of code that has a well-defined interface. Encapsulation is a means of information hiding. Layered designs or packaging by feature in information systems are another embodiment of separation of concerns (e.g., presentation layer, business logic layer, data access layer, persistence layer). Separation of concerns results in more degrees of freedom for some aspect of the program's design, deployment, or usage. Comm ...
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Analysis Paralysis
Analysis paralysis (or paralysis by analysis) describes an individual or group process where overanalyzing or overthinking a situation can cause forward motion or decision-making to become " paralyzed", meaning that no solution or course of action is decided upon within a natural time frame. A situation may be deemed too complicated and a decision is never made, or made much too late, due to anxiety that a potentially larger problem may arise. A person may desire a perfect solution, but may fear making a decision that could result in error, while on the way to a better solution. Equally, a person may hold that a superior solution is a short step away, and stall in its endless pursuit, with no concept of diminishing returns. On the opposite end of the time spectrum is the phrase extinct by instinct, which is making a fatal decision based on hasty judgment or a gut reaction. Analysis paralysis is when the fear of either making an error or forgoing a superior solution outweighs th ...
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Anti-pattern
An anti-pattern in software engineering, project management, and business processes is a common response to a recurring problem that is usually ineffective and risks being highly counterproductive. The term, coined in 1995 by computer programmer Andrew Koenig (programmer), Andrew Koenig, was inspired by the book ''Design Patterns'' (which highlights a number of design patterns in software development that its authors considered to be highly reliable and effective) and first published in his article in the ''Journal of Object-Oriented Programming''. A further paper in 1996 presented by Michael Ackroyd at the Object World West Conference also documented anti-patterns. It was, however, the 1998 book ''AntiPatterns'' that both popularized the idea and extended its scope beyond the field of software design to include software architecture and project management. Other authors have extended it further since to encompass environmental, organizational, and cultural anti-patterns. Definiti ...
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Event-driven Architecture
Event-driven architecture (EDA) is a software architecture paradigm concerning the production and detection of Event (computing), events. Event-driven architectures are Continuous design, evolutionary in nature and provide a high degree of fault tolerance, performance, and scalability. However, they are complex and inherently challenging to Software testing, test. EDAs are good for complex and dynamic workloads. Overview An ''even'' can be defined as "a significant change in state (computer science), state". For example, when a consumer purchases a car, the car's state changes from "for sale" to "sold". A car dealer's system architecture may treat this state change as an event whose occurrence can be made known to other applications within the architecture. From a formal perspective, what is produced, published, propagated, detected or consumed is a (typically asynchronous) message called the event notification, and not the event itself, which is the state change that triggered the ...
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Microservices
In software engineering, a microservice architecture is an architectural pattern that organizes an application into a collection of loosely coupled, fine-grained services that communicate through lightweight protocols. This pattern is characterized by the ability to develop and deploy services independently, improving modularity, scalability, and adaptability. However, it introduces additional complexity, particularly in managing distributed systems and inter-service communication, making the initial implementation more challenging compared to a monolithic architecture. Definition There is no single, universally agreed-upon definition of microservices. However, they are generally characterized by a focus on modularity, with each service designed around a specific business capability. These services are loosely coupled, independently deployable, and often developed and scaled separately, enabling greater flexibility and agility in managing complex systems. Microservices architec ...
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Multitier Architecture
In software engineering, multitier architecture (often referred to as ''n''-tier architecture) is a client–server architecture in which presentation, application processing and data management functions are physically separated. The most widespread use of multitier architecture is the three-tier architecture (for example, Cisco's Hierarchical internetworking model). ''N''-tier application architecture provides a model by which developers can create flexible and reusable applications. By segregating an application into tiers, developers acquire the option of modifying or adding a specific tier, instead of reworking the entire application. N-tier architecture is a good fit for small and simple applications because of its simplicity and low-cost. Also, it can be a good starting point when architectural requirements are not clear yet. A three-tier architecture is typically composed of a ''presentation'' tier, a ''logic'' tier, and a ''data'' tier. While the concepts of layer an ...
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Circuit Breaker Design Pattern
The Circuit Breaker is a Design pattern (computer science), design pattern commonly used in software development to improve system resilience and fault tolerance. Circuit breaker pattern can prevent cascading failures particularly in Distributed computing, distributed systems. In distributed systems, the Circuit Breaker pattern can be used to monitor service health and can detect failures dynamically. Unlike Timeout (computing), timeout-based methods, which can lead to delayed error responses or the premature failure of healthy requests, the Circuit Breaker pattern can proactively identify unresponsive services and can prevent repeated attempts. This approach can enhance the user experience. The circuit breaker pattern can be used in conjunction with other patterns, such as retry, fallback, and timeout, to enhance fault tolerance in systems. Challenges According to Marc Brooker, circuit breakers can misinterpret a partial failure as total system failure and inadvertently bring d ...
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Software Design Pattern
In software engineering, a software design pattern or design pattern is a general, reusable solution to a commonly occurring problem in many contexts in software design. A design pattern is not a rigid structure to be transplanted directly into source code. Rather, it is a description or a template for solving a particular type of problem that can be deployed in many different situations. Design patterns can be viewed as formalized best practices that the programmer may use to solve common problems when designing a software application or system. Object-oriented design patterns typically show relationships and interactions between classes or objects, without specifying the final application classes or objects that are involved. Patterns that imply mutable state may be unsuited for functional programming languages. Some patterns can be rendered unnecessary in languages that have built-in support for solving the problem they are trying to solve, and object-oriented patterns are no ...
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