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diff --git a/wiki/dev/rich-shared-models.md b/wiki/dev/rich-shared-models.md deleted file mode 100644 index 7fac072..0000000 --- a/wiki/dev/rich-shared-models.md +++ /dev/null @@ -1,102 +0,0 @@ -# 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_. |
