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Lecture 14
Summary and Conclusions
“Advice is a dangerous gift”
There are no right answers

Use the advice to prod your
thinking, but don’t use it as a
replacement for your thinking
And remember, architecture is not
cast in stone
Building Enterprise Applications
 Building computer systems is hard
– As the complexity of the
system gets greater, the
task of building the
software gets
exponentially harder
Building Enterprise Applications
 Building computer systems is hard
Software
Architecture
Design
Pattern

OO
Programming

Middleware

Frameworks
Building Enterprise Applications
 Building computer systems is hard
 But now when we know how to, it’s not that hard
anymore
Goals of an Enterprise Architecture







Be robust
Be performing and scalable
Take advantage of OO design principles
Avoid unnecessary complexity
Be maintainable and extensible
Be easy to test
Enterprise Systems
 Building large multi-tier systems is done one line
at a time
–
–
–
–
–
–
–
–

Layering
Clear interfaces
Minimize dependencies
Separation of concerns
Object Oriented programming
Design patterns
Frameworks
Testable code
Create Abstractions
 Minimize dependence on subsystems
– Must be easy to change
• Gateway, Mapper, Service Stub

 Abstract things that varies from what stays the
same
– Design principles
• Factory, Plugin, Dependency Injections
Separation of Concerns
One of the main challenge of frameworks is to
provide separation of concerns
Frameworks deal with generic functionality

Frameworks need patterns to combine generic and
domain specific functionality
Minimize dependencies
 Be careful with dependencies
– It is easy to create code where modules depend on
other modules
• Plugin, Factory, Service Layer, Separated Interface,
Dependency Injection and Observer Pattern
Layering
 Software systems can get complicated
– Abstractions are needed

 Provides abstraction by separating computer
systems in layers
– Higher layers use services from
lower layers
– Each layer has dedicated task
and hides complexity from upper
layers
The Three Layers
 Presentation
– User’s interface to the system
– User can be another system
– Accepts input, displays views

 Domain
– The Application of the system
– The “Business logic”
– Has the tendency to creep into other layers

 Data Source
– Connection to the database
Three Layers
 Presentation Layer for the User Interface
 Domain Layer for the domain logic
 Persistence Layer for the data access
Considerations
 Don’t overdesign!
– User Interfaces are really difficult to make generic and
reusable
– If there is no need for extra layer, don’t have it
– If you don’t need an interface, don’t have it

 Don’t let frameworks rule you!
– If you have to write code just to satisfy a framework,
maybe there is another way – or fix the framework
– Frameworks can overdo it
Considerations
 Don’t overdo Configurations
– Sometimes coding is better than config
– Testing and debugging config is hard

 Don’t be afraid to Refactor
– You can always add another indirection
– You can always add a new layer

 Design Principles are good guidelines
– Don’t be afraid to reevaluate them
Practical Considerations
 Risk is in feature creep and things out of control
Practical Considerations
 Solutions are designed and implemented
according to time schedule and budget
– Hardest part is management of people
Practical Considerations
 Agile is an answer to this
Daily
Standup

Sprint
stories

Backlog
Backlog
ordered by
Product Owner

Working
Product
1-2 week
sprints

Working
Product
Released
Future of Enterprise Software
THE DIGITAL DECADE

TV SHOWS

MOVIES

MUSIC
VOICE

PICTURE
S

SMARTPHONES
BOOKS

2000

2010
DIVERGE
Smartphones
Personal Computers

Wearable

Laptops

Tablets

Mini computers

Internet of things

2G Cell phones

Music player
Smart TV

Mainframes
Servers
Clusters

SaaS - APIs
Cloud – utility computing

CONVERGE
1960

1970

1980

1990

2000

2010
Wearable Era
Digital Online World
Work
More
information
Focused

Consuming
Video
Information

Browsing
Consuming
content

Checking
Mobile
Now

Real-time
VIDEO
BEFORE
Video stores, late
fees, clutter of DVDs

NOW
Any (almost) movie available
anytime anywhere

25
COMPUTERS
BEFORE

NOW

Desktops, clunky laptops

Mobile, light, easy to carry

26
INTERFACE
BEFORE

NOW

Keyboard, mouse

Touch, voice, gesture

27
BOOKS
BEFORE

NOW

Printed books, libraries,
clutter of books

Digital, online library,
audiobooks
MAGAZINES
BEFORE
Printed, clutter

NOW
Digital, automatically
delivered
MAPS
BEFORE

NOW

Printed, maps, static
and outdated

Real-time, satnav, with
directions, info
COOKBOOKS
BEFORE
Books with fixed units

NOW
Interactive, with variable
units, video demos
OWNERLESS LIFESTYLE
BEFORE
NOW
Own stuff, cluttered
home

Online
stuff, renting, freedom
The Post-PC Era
 The Personal Computer era is over
– Rise of the network
– APIs
– Enterprise systems are accessible
by consumers
– New devices, mobile phone,
ITV, game machines, MP3 players,...

Source: (cc) 1998-2008
Digibarn Computer Museum,

Source: Picture from Convergence Transforms Digital Home: Techno-Economic
Impact
Challenges in Computing
Hardware

1980

Connecting hardware
Network
1990

Software

Connecting
software

2000

 Software and integration of components and
devices are the challenges ahead
 Cloud computing and ubiquity
 Move to Service Oriented Architecture and APIs
Challenges in Computing
Software
2000






Connecting
software
2010

Mobility
Wearables
APIs, SaaS, real-time
2020

Multiple devices – anything can connect
Ability to predict – know the users
Data Analytics aka Big Data
Real-time streams
Objectives
 Know the basics of software design and
beautiful code
 Understand and know how to use design
patterns
 Implement software framework with component
reuse in mind
Objectives continued
 Understand different software architectures and
the different design choices
 Understand Software Oriented Architecture
(SOA) and Software as a Service (SaaS)
 Understand the practices of how professional
software is developed in the software industry
Lectures
L01 Enterprise Application Architecture
Introduction, 1
L02 Software Design
L03 Design Patterns Introduction
L04 Base Patterns 18
L05 Frameworks
L06 Process Design
L07 Organizing the Domain Layer 2, 9
Lectures
L08 Mapping to Relational Databases 3, 10
L09 Behavioral Design 3, 11
L10 Web Presentation 4, 14
L11 Application Architecture 8
L12 Concurrent Programming 5, 16
L13 Session State and Distribution Strategies 6, 7,
15, 16
L14 Summary and Conclusions
Thank You!
- Ólafur Andri
NEW TECHNOLOGY 2014, starts in January
2013 Course Description Trailer
http://www.youtube.com/watch?v=L0p9xU_XIdY

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L14 Summary and Conclusions