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diff --git a/wiki/dev/rich-shared-models.md b/wiki/dev/rich-shared-models.md new file mode 100644 index 0000000..7309dbe --- /dev/null +++ b/wiki/dev/rich-shared-models.md @@ -0,0 +1,102 @@ +# 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_. |
