Just a few days ago, I had a weekly one on one meeting with my boss. It's times like that where work becomes kind of like a game of Can I go a full hour without putting my foot in my mouth?
Turns out, I came out unscathed this time.
Recently, around the office, we've been talking a lot about the principles behind the agile manifesto. Pav (aka John Pavley, CTO) mentioned that I probably had a similar list of principles of software architecture I operate by. He pointed out that I hadn't really vocalized what those are in any obvious way and that doing so would probably be beneficial or at least interesting. Thinking about what those principles are and needing to actually enumerate them also helps me think about what's really important and why.
Before we get into the first principle I want to discuss, I want to clarify why I'm using the term principle rather than, well, anything else. During our discussions of the principles of the agile manifesto, we used this word because, like what I hope to describe in software architecture, those items are considered intrinsic properties of software development. As Pav would say, they're discovered, not invented.
I tend to think he's right and that the choice of the word principle
is deliberate and intentional. This is also my intention here.
One of the first two principles that came to mind was the idea of reduction and simplicity. When designing software, we strive to reduce or eliminate complexity wherever possible. There are times where a task is inherently complicated, but the design of the system need not necessarily be complicated. If that sounds counter-intuitive, consider the separation between designing the system's architecture - the way it behaves, the layering, the major objects in play, the way it interacts with constituent systems or resources, its fault semantics, and so on - from its implementation. In many cases, what you'll find is that the implementation may have some inherent level of complexity to meet the business requirements, but that a well designed system is almost obvious and easily fits in your brain without confusing you. Let's consider something concrete.
If you were to design an SQL query execution engine... I don't even need to finish that sentence for it to sound scary. Take a few minutes to think about how you might design a query execution engine. In five or ten minutes you might actually be able to work out a simple model that makes sense (within reason). The details of how to implement that design is where one gets into the shady details of how to make the magic happen. Even the design of a compiler is simple enough, in most cases, where as the implementation is where the complexity lies. A compiler will have a grammar, a lexer, a parser, probably an AST, a chain of optimization strategies, maybe a number of output generation strategies. Within each of those major components, you could break things down further and come up with an easily understood design for a modular compiler. I'm not trying to trivialize building a compiler (try implementing a C++ compiler some day) but I do think that with some thought, the design process would effect a reasonable, intuitive result.
The point I'm trying to make is that a well designed system should be intuitive to the person or team implementing the system as well as the architect. If you find it difficult to communicate a design, there's a high chance that the implementation of that design will not make things any simpler. In fact, it's probably impossible. To be clear, some things have an inherent degree of complexity, but we should always strive for the simplest, but still most complete, design possible.
These are all relative terms; simple, complex, intuitive, complete. You'll always have to rely on your judgement, experience, and best practices of the trade. By properly deconstructing an application, its components, their components, and so on, even the most complex system can be easily understood and digested.
Some techniques I find useful for making this happen are:
- Apply
Divide and Conquer.
Break down components recursively until you get to easy to understand units of functionality. - Never work alone. Statistically, you're more than likely to be surrounded by people who can contribute experiences and ideas during the design process that will yield a better result. The added benefit here is that you're constantly having to explain your thought process and ideas to other humans; the degree of complexity is probably proportional to the number of times a junior developer says
Huh?
- Follow patterns and best practices. Silly questions like
Does your class do one thing and do it well?
have saved me from my owncleverness
more than once (but admittedly not always). - Trust your gut. If it sounds too complicated, it probably is. Take a break, look at similar problems, ask around, and try a different approach.
There's no complexity blasting ray gun of designly awesomeness. There's no third party library that you can just drop in
to make it simple.
Sometimes, the business requirements are as tough as they sound. Most of the time though, you can reduce and simplify.