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authorOwen Jacobson <owen@grimoire.ca>2020-01-28 20:49:17 -0500
committerOwen Jacobson <owen@grimoire.ca>2020-01-28 23:23:18 -0500
commit0d6f58c54a7af6c8b4e6cd98663eb36ec4e3accc (patch)
treea2af4dc93f09a920b0ca375c1adde6d8f64eb6be /wiki/dev/rich-shared-models.md
parentacf6f5d3bfa748e2f8810ab0fe807f82efcf3eb6 (diff)
Editorial pass & migration to mkdocs.
There's a lot in grimoire.ca that I either no longer stand behind or feel pretty weird about having out there.
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-# Rich Shared Models Must Die
-
-In a gaming system I once worked on, there was a single class which was
-responsible for remembering everything about a user: their name and contact
-information, their wagers, their balance, and every other fact about a user
-the system cared about. In a system I'm working with now, there's a set of
-classes that collaborate to track everything about the domain: prices,
-descriptions, custom search properties, and so on.
-
-Both of these are examples of shared, system-wide models.
-
-Shared models are evil.
-
-Shared models _must be destroyed_.
-
-A software system's model is the set of functions and data types it uses to
-decide what to do in response to various events. Models embody the development
-team's assumptions and knowledge about the problem space, and usually reflect
-the structure of the applications that use them. Not all systems have explicit
-models, and it's often hard to draw a line through the code base separating
-the code that is the model from the code that is not as every programmer sees
-models slightly differently.
-
-With the rise of object-oriented development, explicit models became the focus
-of several well-known practices. Many medium-to-large projects are built
-“model first,” with the interfaces to that model being sketched out later in
-the process. Since the model holds the system's understanding of its task,
-this makes sense, and so long as you keep the problem you're actually solving
-in mind, it works well. Unfortunately, it's too easy to lose sight of the
-problem and push the model as the whole reason for the system around it. This,
-in combination with both emotional and technical investment in any existing
-system, strongly encourages building `new` systems around the existing
-model pieces even if the relationship between the new system is tenuous at
-best.
-
-* Why do we share them?
- * Unmanaged growth
- * Adding features to an existing system
- * Building new systems on top of existing tools
- * Misguided applications of “simplicity” and “reuse”
- * Encouraged by distributed object systems (CORBA, EJB, SOAP, COM)
-* What are the consequences?
- * Models end up holding behaviour and data relevant to many applications
- * Every application using the model has to make the same assumptions
- * Changing the model usually requires upgrading everyone at the same time
- * Changes to the model are risky and impact many applications, even if the
- changes are only relevant to one application
-* What should we do instead?
- * Narrow, flat interfaces
- * Each system is responsible for its own modelling needs
- * Systems share data and protocols, not objects
- * Libraries are good, if the entire world doesn't need to upgrade at the
- same time
-
-It's easy to start building a system by figuring out what the various nouns it
-cares about are. In the gambling example, one of our nouns was a user (the guy
-sitting at a web browser somewhere), who would be able to log in, deposit
-money, place a wager, and would have to be notified when the wager was
-settled. This is a clear, reasonable entity for describing the goal of placing
-bets online, which we could make reasonable assumptions about. It's also a
-terrible thing to turn into a class.
-
-The User class in our gambling system was responsible for all of those things;
-as a result, every part of the system ended up using a User object somewhere.
-Because the User class had many responsibilities, it was subject to frequent
-changes; because it was used everywhere, those changes had the capability to
-break nearly any part of the overall system. Worse, because so much
-functionality was already in one place, it became psychologically easy to add
-one more responsibility to its already-bloated interface.
-
-What had been a clean model in the problem space eventually became one of a
-handful of “glue” pieces in a [big ball of
-mud](http://www.laputan.org/mud/mud.html#BigBallOfMud) program. The User
-object did not come about through conscious design, but rather through
-evolution from a simple system. There was no clear point where User became
-“too big”; instead, the vagueness of its role slowly grew until it became the
-default behaviour-holder for all things user-specific.
-
-The same problem modeling exercise also points at a better way to design the
-same system: it describes a number of capabilities the system needed to be
-able to perform, each of which is simpler than “build a gaming website.” Each
-of these capabilities (accept or reject logins, process deposits, accept and
-settle wagers, and send out notification emails to players) has a much simpler
-model and solves a much more constrained of problem. There is no reason the
-authentication service needs to share any data except an identity with the
-wagering service: one cares about login names, passwords, and authorization
-tickets while the other cares about accounting, wins and losses, and posted
-odds.
-
-There is a small set of key facts that can be used to correlate all of pieces:
-usernames, which uniquely identify a user, can be used to associate data and
-behaviour in the login domain with data and behaviour in the accounting and
-wagering domain, and with information in a contact management domain. All of
-these key facts are flat—they have very little structure and no behaviour, and
-can be passed from service to service without dragging along an entire
-application's worth of baggage data.
-
-Sharing model classes between many services creates a huge maintenance
-bottleneck. Isolating models within the services they support helps encourage
-clean separations between services, which in turn makes it much easier to
-understand individual services and much easier to maintain the system as a
-whole. Kindergarten lied: sharing is _wrong_.