Software Design and Patterns
Reference documents in Software Design and Patterns.
Documents in Software Design and Patterns
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Service-Oriented Architecture (SOA) is a somewhat disappointing technology buzzword from the last decade, associated with expensive and heavyweight technology that does not provide as much of a return on investment as was hyped - or is it? Has the industry just failed to understand and exploit the power of SOA?
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Service-Oriented Architecture (SOA) is a somewhat disappointing technology buzzword from the last decade, associated with expensive and heavyweight technology that does not provide as much of a return on investment as was hyped - or is it? Has the industry just failed to understand and exploit the power of SOA?
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Design Datterns have become a staple of object-oriented design and programming by providing elegant, easy-to-reuse, and maintainable solutions to commonly encountered programming challenges. However, many busy Java programmers have yet to learn about design patterns and incorporate this powerful technology into their work.
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Domain Driven Design (DDD) is a vision and approach for dealing with highly complex domains that is based on making the domain itself the main focus of the project, and maintaining a software model that reflects a deep understanding of the domain.
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This reference gives a quick and authoritative summary of the key concepts of Domain Driven Design (DDD). It is not meant as a learning introduction to the subject. Eric Evans' original book and a handful of others explain DDD in depth from different perspectives. On the other hand, we often need to scan a topic quickly or get the gist of a particular pattern. That is the purpose of this reference. It is complementary to the more discursive books.
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This book aims to illuminate and stimulate the discipline of software design. Collecting insights and experience from experts in diverse fields, it addresses the growing demand that the software industry produce software that really works-software that fits people and situations far better than the examples we see today.
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In our homes, our schools, and our businesses, computers play an ever-increasing role. But while most of us today can work a computer - albeit with the help of the ever-present computer software manual - we know little about what goes on inside the box and virtually nothing about software design or the world of computer programming.
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The practice of enterprise application development has benefited from the emergence of many new enabling technologies. Multi-tiered object-oriented platforms, such as Java and .NET, have become commonplace. These new tools and technologies are capable of building powerful applications, but they are not easily implemented. Common failures in enterprise applications often occur because their developers do not understand the architectural lessons that experienced object developers have learned.
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Architects look at thousands of buildings during their training, and study critiques of those buildings written by masters. In contrast, most software developers only ever get to know a handful of large programs well - usually programs they wrote themselves - and never study the great programs of history. As a result, they repeat one another's mistakes rather than building on one another's successes.
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The objective of the book is to introduce its reader to the world of design patterns by working through some important ones. It is not an exaustive reference text on design patterns, rather a friendly tutorial type text. The reader is expected to be familiar with programming in an object oriented language like Java or Python.
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Learn a practical approach to modernizing enterprise Java systems, focusing on reducing costs and risks while keeping the business running. This book introduces the Four-Path Framework for making structured modernization decisions.
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The best way to learn design in any field is to study examples, and some of the best examples of software design come from the tools programmers use in their own work. This book builds small versions of the things programmers use in order to demystify them and give some insights into how experienced programmers think.
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Programming patterns are solutions to problems that require the creation of a small fragment of code that will be part of a larger program. Hence, this book is about teaching you how to write such fragments of code. However, it is not about teaching you the syntax of the statements in the fragments, it assumes that you already know the syntax. Instead, it is about finding solutions to problems that arise when first learning to program.
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Understanding Common Architectural Styles and When to Use Them.
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The clean architecture is the opposite of spaghetti code, where everything is interlaced and there are no single elements that can be easily detached from the rest and replaced without the whole system collapsing. The main point of the clean architecture is to make clear "what is where and why", and this should be your first concern while you design and implement a software system, whatever architecture or development methodology you want to follow.