Strangler Fig Pattern
In programming, the strangler fig pattern or strangler pattern is an architectural pattern that involves wrapping old code, with the intent of redirecting it to newer code or to log uses of the old code. Coined by Martin Fowler, its name derives from the strangler fig plant, which tends to grow on trees and eventually kill them. It has also been called Ship of Theseus pattern, named after a philosophical paradox. The pattern can be used at the method level or the class level. Rewrites One use of this pattern is during software rewrites. Code can be divided into many small sections, wrapped with the strangler fig pattern, then that section of old code can be swapped out with new code before moving on to the next section. This is less risky and more incremental than swapping out the entire piece of software. The strangler fig pattern can be used on monolithic applications to migrate them to a microservices architecture. Logging Another use of this pattern is the addition of ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
Architectural Pattern
Software architecture pattern is a reusable, proven solution to a specific, recurring problem focused on architectural design challenges, which can be applied within various architectural styles. Examples Some examples of architectural patterns: * Publish–subscribe pattern * Message broker See also * List of software architecture styles and patterns * Process Driven Messaging Service * Enterprise architecture Enterprise architecture (EA) is a business function concerned with the structures and behaviours of a business, especially business roles and processes that create and use business data. The international definition according to the Federation of ... * Common layers in an information system logical architecture References Bibliography * * * {{Design Patterns patterns Software design patterns ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
Martin Fowler (software Engineer)
Martin Fowler (18 December 1963) is a British software developer, author and international public speaker on software development, specialising in object-oriented analysis and design, UML, patterns, and agile software development methodologies, including extreme programming. His 1999 book ''Refactoring'' popularised the practice of code refactoring. In 2004 he introduced a new architectural pattern, called Presentation Model (PM). Biography Fowler was born and grew up in Walsall, England, where he went to Queen Mary's Grammar School for his secondary education. He graduated at University College London in 1986. In 1994, he moved to the United States, where he lives near Boston, Massachusetts in the suburb of Melrose.Martin Fowler at martinfowler.com. Retrieved 2012-11-15. Fowler started working with software in the early 1980s. Out of ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
Ship Of Theseus
The Ship of Theseus, also known as Theseus's Paradox, is a paradox and a common thought experiment about whether an object is the same object after having all of its original components replaced over time, typically one after the other. In Greek mythology, Theseus, the mythical king of the city of Athens, rescued the children of Athens from King Minos after slaying the minotaur and then escaped onto a ship going to Delos. Each year, the Athenians would commemorate this by taking the ship on a pilgrimage to Delos to honour Apollo. A question was raised by ancient philosophers: If no pieces of the original made up the current ship, was it still the Ship of Theseus? Furthermore, if it was no longer the same, when had it ceased existing as the original ship? In contemporary philosophy, the thought experiment has applications to the philosophical study of identity (philosophy), identity over time. Within the contemporary philosophy of mind, it has inspired a variety of proposed solu ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
Method (computer Programming)
A method in object-oriented programming (OOP) is a procedure associated with an object, and generally also a message. An object consists of ''state data'' and ''behavior''; these compose an ''interface'', which specifies how the object may be used. A method is a behavior of an object parametrized by a user. Data is represented as properties of the object, and behaviors are represented as methods. For example, a Window object could have methods such as open and close, while its state (whether it is open or closed at any given point in time) would be a property. In class-based programming, methods are defined within a class, and objects are instances of a given class. One of the most important capabilities that a method provides is '' method overriding'' - the same name (e.g., area) can be used for multiple different kinds of classes. This allows the sending objects to invoke behaviors and to delegate the implementation of those behaviors to the receiving object. A method in ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
Class (computer Programming)
In object-oriented programming, a class defines the shared aspects of objects created from the class. The capabilities of a class differ between programming languages, but generally the shared aspects consist of state ( variables) and behavior ( methods) that are each either associated with a particular object or with all objects of that class. Object state can differ between each instance of the class whereas the class state is shared by all of them. The object methods include access to the object state (via an implicit or explicit parameter that references the object) whereas class methods do not. If the language supports inheritance, a class can be defined based on another class with all of its state and behavior plus additional state and behavior that further specializes the class. The specialized class is a ''sub-class'', and the class it is based on is its ''superclass''. Attributes Object lifecycle As an instance of a class, an object is constructed from a class via '' ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
Addison-Wesley
Addison–Wesley is an American publisher of textbooks and computer literature. It is an imprint of Pearson plc, a global publishing and education company. In addition to publishing books, Addison–Wesley also distributes its technical titles through the O'Reilly Online Learning e-reference service. Addison–Wesley's majority of sales derive from the United States (55%) and Europe (22%). The Addison–Wesley Professional Imprint produces content including books, eBooks, and video for the professional IT worker including developers, programmers, managers, system administrators. Classic titles include '' The Art of Computer Programming'', '' The C++ Programming Language'', '' The Mythical Man-Month'', and '' Design Patterns''. History Lew Addison Cummings and Melbourne Wesley Cummings founded Addison–Wesley in 1942, with the first book published by Addison–Wesley being Massachusetts Institute of Technology professor Francis Weston Sears' ''Mechanics''. Its first comput ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
O'Reilly Media
O'Reilly Media, Inc. (formerly O'Reilly & Associates) is an American learning company established by Tim O'Reilly that provides technical and professional skills development courses via an online learning platform. O'Reilly also publishes books about programming and other technical content. Its distinctive brand features a woodcut of an animal on many of its book covers. The company was known as a popular tech conference organizer for more than 20 years before closing the live conferences arm of its business. Company Early days The company began in 1978 as a private consulting firm doing technical writing, based in the Cambridge, Massachusetts area. In 1984, it began to retain publishing rights on manuals created for Unix vendors. A few 70-page "Nutshell Handbooks" were well-received, but the focus remained on the consulting business until 1988. After a conference displaying O'Reilly's preliminary Xlib manuals attracted significant attention, the company began increas ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
Monolithic Application
In software engineering, a monolithic application is a single unified software application that is self-contained and independent from other applications, but typically lacks flexibility. There are advantages and disadvantages of building applications in a monolithic style of software architecture, depending on requirements. Monolith applications are relatively simple and have a low cost but their shortcomings are lack of elasticity, fault tolerance and scalability. Alternative styles to monolithic applications include multitier architectures, distributed computing and microservices. Despite their popularity in recent years, monolithic applications are still a good choice for applications with small team and little complexity. However, once it becomes too complex, you can consider refactoring it into microservices or a distributed application. Note that a monolithic application deployed on a single machine, may be performant enough for your current workload but it's less available ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
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 ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
Manning Publications
Manning Publications is an American publisher specializing in content relating to computers. Manning mainly publishes textbooks but also release videos and projects for professionals within the computing world. Company Manning was founded in 1990 as a book packaging business by business partners Marjan Bace and Lee Fitzpatrick. Manning did business with most of the established technical publishers as well as with the IEEE Computer Society, IEEE Computer Society Press. Their scope included all of engineering and computing. An early success was the publication of a materials science series of a dozen specialized tomes; it included the large Encyclopedia of Materials Characterization with over 50 contributors. Soon Manning began to see computing topics as the liveliest and most interesting. Manning would eventually be drawn to the computer industry. Computing soon became the focus of Manning's publishing. Manning's first customer for a computer book was Addison Wesley. Addison ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
|
List Of Software Architecture Styles And Patterns
Software Architecture Pattern refers to a reusable, proven solution to a recurring problem at the system level, addressing concerns related to the overall structure, component interactions, and quality attributes of the system. Software architecture patterns operate at a higher level of abstraction than software design patterns, solving broader system-level challenges. While these patterns typically affect system-level concerns, the distinction between architectural patterns and architectural styles can sometimes be blurry. Examples include Circuit Breaker. Software Architecture Style refers to a high-level structural organization that defines the overall system organization, specifying how components are organized, how they interact, and the constraints on those interactions. Architecture styles typically include a vocabulary of component and connector types, as well as semantic models for interpreting the system's properties. These styles represent the most coarse-grained level o ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |