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Fixed m-dashes.
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@ -16,7 +16,7 @@ More recent developers have investigated ideas of *architectural styles*, which
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Architectural styles come in all shapes and sizes. Some are smaller design patterns of information sharing<beck96>, whereas others are ubiquitous but specialized patterns such as the architectures required to support undo and cancel in user interfaces<bass03>.
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One fundamental unit of which an architecture is composed is a *component*. This is basically a word that refers to any abstraction—any code, really—that attempts to _encapsulate_ some well defined functionality or behavior separate from other functionality and behavior. For example, consider the Java class _Math_: it encapsulates a wide range of related mathematical functions. This class has an interface that decide how it can communicate with other components (sending arguments to a math function and getting a return value). Components can be more than classes though: they might be a data structure, a set of functions, a library, an API, or even something like a web service. All of these are abstractions that encapsulate interrelated computation and state for some well-define purpose.
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One fundamental unit of which an architecture is composed is a *component*. This is basically a word that refers to any abstraction--any code, really--that attempts to _encapsulate_ some well defined functionality or behavior separate from other functionality and behavior. For example, consider the Java class _Math_: it encapsulates a wide range of related mathematical functions. This class has an interface that decide how it can communicate with other components (sending arguments to a math function and getting a return value). Components can be more than classes though: they might be a data structure, a set of functions, a library, an API, or even something like a web service. All of these are abstractions that encapsulate interrelated computation and state for some well-define purpose.
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The second fundamental unit of architecture is *connectors*. Connectors are code that transmit information _between_ components. They're brokers that connect components, but do not necessarily have meaningful behaviors or states of their own. Connectors can be things like function calls, web service API calls, events, requests, and so on. None of these mechanisms store state or functionality themselves; instead, they are the things that tie components functionality and state together.
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Despite all of the activities that we've talked about so far—communicating, coordinating, planning, designing, architecting—really, most of a software engineers time is spent reading code<maalej14>. Sometimes this is their own code, which makes this reading easier. Most of the time, it is someone else's code, whether it's a teammate's, or part of a library or API you're using. We call this reading *program comprehension*.
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Despite all of the activities that we've talked about so far--communicating, coordinating, planning, designing, architecting--really, most of a software engineers time is spent reading code<maalej14>. Sometimes this is their own code, which makes this reading easier. Most of the time, it is someone else's code, whether it's a teammate's, or part of a library or API you're using. We call this reading *program comprehension*.
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Being good at program comprehension is a critical skill. You need to be able to read a function and know what it will do with its inputs; you need to be able to read a class and understand its state and functionality; you also need to be able to comprehend a whole implementation, understanding its architecture. Without these skills, you can't test well, you can't debug well, and you can't fix or enhance the systems you're building or maintaining. In fact, studies of software engineers' first year at their first job show that a significant majority of their time is spent trying to simply comprehend the architecture of the system they are building or maintaining and understanding the processes that are being followed to modify and enhance them<dagenais10>.
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@ -17,7 +17,7 @@ The individuals in a software organization take on different roles to achieve th
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As I noted above, sometimes the roles above get merged into individuals. When I was CTO at AnswerDash, I had software engineering roles, design roles, product roles, sales roles, _and_ support roles. This was partly because it was a small company when I was there. As organizations grow, these roles tend to be divided into smaller pieces. This division often means that different parts of the organization don't share knowledge, even when it would be advantageous<chilana11>.
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Note that in the division of responsibilities above, software engineers really aren't the designers by default. They don't decide what product is made or what problems that product solves. They may have opinions—and a great deal of power to enforce their opinions, as the people building the product—but it's not ultimately their decision.
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Note that in the division of responsibilities above, software engineers really aren't the designers by default. They don't decide what product is made or what problems that product solves. They may have opinions--and a great deal of power to enforce their opinions, as the people building the product--but it's not ultimately their decision.
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There are other roles you might be thinking of that I haven't mentioned:
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There are numerous ways a software project can fail: projects can be over budget, they can ship late, they can fail to be useful, or they can simply not be useful enough. Evidence clearly shows that success is highly contextual and stakeholder-dependent: success might be financial, social, physical and even emotional, suggesting that software engineering success is a multifaceted variable that cannot explained simply by user satisfaction, profitability or meeting requirements, budgets and schedules<ralph14>.
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One of the central reasons for this is that there are many distinct *software qualities* that software can have and depending on the stakeholders, each of these qualities might have more or less importance. For example, a safety critical system such as flight automation software should be reliable and defect-free, but it's okay if it's not particularly learnable—that's what training is for. A video game, however, should probably be fun and learnable, but it's fine if it ships with a few defects, as long as they don't interfere with fun<murphy14>
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One of the central reasons for this is that there are many distinct *software qualities* that software can have and depending on the stakeholders, each of these qualities might have more or less importance. For example, a safety critical system such as flight automation software should be reliable and defect-free, but it's okay if it's not particularly learnable--that's what training is for. A video game, however, should probably be fun and learnable, but it's fine if it ships with a few defects, as long as they don't interfere with fun<murphy14>
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There are a surprisingly large number of software qualities<boehm76>. Many concern properties that are intrisinc to a software's implementation:
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