Another word for Business Logic? - language-agnostic

What is another good word for Business Logic?
Software might also run in civil service offices or for hobbyists, so I never felt that comfortable with using that term in certain modules and documentation.
App Logic is too specific as well, because logic modules might also be used in services.

You might be able to get away with Domain Logic?

Orchestration Layer or just Orchestration.

How about Core logic? It's exactly what you are referring to with business logic anyway - the core logic of your app

Workflow / Bussiness workflow / Domain modeling / Bussiness Process

Good question! I want to give 2, admittedly quite opinionated, answers.
The word business isn't actually that bad, if you think about the original meaning. Business comes from the work busy. It doesn't actually have anything to do economics, finance, professions or money. This is evident form expressions like "mind your own business", "let's get down to business" or "funny business". So "business" is simply the thing which keeps us, or an application, "busy". However, I do agree that the way the word is used currently often associated with money, so I understand why you would want another word.
So to offer an alternative, I like to use "controller". This comes from the "middle layer" of a model-view-cotroller artchitecture. MVC is designed for GUI applications, but IMO the concept can be extended also into other areas and types of applications.

Let's get wild:
Features
API
Functionality
BL
Modules
Core
Actions
Commands
all of them are way too broad or not equivalent to "business logic", but you still might want to name a module like this :)

Related

Does it considered as a good practice to write interfaces in a higher layer?

I was thinking that would be better to write on the "Application" layer (Business) the interfaces of the unit of work, and their implementations on the "Persistence" layer (DAL). The goal is to make the layers as much decoupled as possible.
Imagine the scenario where you decide to change DAL from EF core to Dapper. How this transition would be less painful? Isn' t better to have the interfaces pronouncing "I need this query, and this, and that, in order to work my business" and map it to the new Data Access Layer?
Your thoughts are correct and will put your business logic in focus and turn technical details into plug-ins to your business logic.
See also "Clean Architecture" by Robert C. Martin for even deeper thoughts into same direction.
https://blog.cleancoder.com/uncle-bob/2012/08/13/the-clean-architecture.html

framework for browser based MMO?

I want to create a browser based MMO similar to "monopoly city streets." Is there a good framework available for this kind of thing?
Generally speaking, browser based 'MMOs' have little in common on the technical level with MMOs and are usually just websites with a recreational element. As such, your options are much the same as they are for any website, with the added caveat that you probably want a richer client than Javascript can offer. Flash and Silverlight are your two main contenders there and there are various libraries and frameworks available for them.
One option I know about that is geared directly towards larger online games is SmartFoxServer, which comes highly recommended. This is better suited to games that require a real-time element, although in practice such games are rarer than you think.
The short answer: no.
The long answer:
Back in 2003 or so, I was using Game Maker extensively. I would frequent the Game Maker Community very often, and every now and then a question would pop up in the Novice Questions & Answers section: "How I make MMORPG?".
There is no framework for making a browser-based MMORPG because the subject is vast. RuneScape is an MMORPG, and it's Java-based. But so is Kingdom of Loathing, and it's based on PHP (turn-based).
Also, you will need a design that is better than "Our game is going to be like X."
You could use MMO.js... it allows you to build great MMORPG's without worrying about sockets, threads or the server side handling...
Monopoly City Streets is itself built upon two publically available APIs [1], one of which is suited nicely to real-time game development although neither is comprehensive nor designed for 'non technical' use.
MMO is a catchall term that can refer to a great deal of different technical approaches and the differing hazards and skills required to attempt them. Effectively it refers to scale, rather than the actual style of game. Whilst a framework might deal with a very specific type of game concept, it's unlikely to be what you had in mind.
Certainly to my knowledge there is no layman's MMO framework for any of the common mapping APIs.
[1] http://en.wikipedia.org/wiki/Monopoly_City_Streets

How do I explain APIs to a non-technical audience?

A little background: I have the opportunity to present the idea of a public API to the management of a large car sharing company in my country. Currently, the only options to book a car are a very slow web interface and a hard to reach call center. So I'm excited of the possiblity of writing my own search interface, integrating this functionality into other products and applications etc.
The problem: Due to the special nature of this company, I'll first have to get my proposal trough a comission, which is entirely made up of non-technical and rather conservative people. How do I explain the concept of an API to such an audience?
Don't explain technical details like an API. State the business problem and your solution to the business problem - and how it would impact their bottom line.
For years, sales people have based pitches on two things: Features and Benefit. Each feature should have an associated benefit (to somebody, and preferably everybody). In this case, you're apparently planning to break what's basically a monolithic application into (at least) two pieces: a front end and a back end. The obvious benefits are that 1) each works independently, so development of each is easier. 2) different people can develop the different pieces, 3) it's easier to increase capacity by simply buying more hardware.
Though you haven't said it explicitly, I'd guess one intent is to publicly document the API. This allows outside developers to take over (at least some) development of the front-end code (often for free, no less) while you retain control over the parts that are crucial to your business process. You can more easily [allow others to] add new front-end code to address new market segments while retaining security/certainty that the underlying business process won't be disturbed in the process.
HardCode's answer is correct in that you should really should concentrate on the business issues and benefits.
However, if you really feel you need to explain something you could use the medical receptionist analogue.
A medical practice has it's own patient database and appointment scheduling system used by it's admin and medical staff. This might be pretty complex internally.
However when you want to book an appointment as a patient you talk to the receptionist with a simple set of commands - 'I want an appointment', 'I want to see doctor X', 'I feel sick' and they interface to their systems based on your medical history, the symptoms presented and resource availability to give you an appointment - '4:30pm tomorrow' - in simple language.
So, roughly speaking using the receptionist is analogous to an exterior program using an API. It allows you to interact with a complex system to get the information you need without having to deal with the internal complexities.
They'll be able to understand the benefit of having a mobile phone app that can interact with the booking system, and an API is a necessary component of that. The second benefit of the API being public is that you won't necessarily have to write that app, someone else will be able to (whether or not they actually do is another question, of course).
You should explain which use cases will be improved by your project proposal. An what benefits they can expect, like customer satisfaction.

At what point should architecture become layered?

Obviously, "Hello World" doesn't require a separated, modular front-end and back-end. But any sort of Enterprise-grade project does.
Assuming some sort of spectrum between these points, at which stage should an application be (conceptually, or at a design level) multi-layered? When a database, or some external resource is introduced? When you find that the you're anticipating spaghetti code in your methods/functions?
when a database, or some external resource is introduced.
but also:
always (except for the most trivial of apps) separate AT LEAST presentation tier and application tier
see:
http://en.wikipedia.org/wiki/Multitier_architecture
Layers are a mean to keep a design loosely coupled and highly cohesive.
When you start to have a few classes (either implemented or just sketched with UML), they can be grouped logically, into layers - or more generally packages, or modules. This is called the art of separating the concerns.
The sooner the better: if you do not start layering early enough, then you risk to have never do it as the effort can be too important.
Here are some criteria of when to...
Any time you anticipate the need to
replace one part of it with a
different part.
Any time you find
yourself need to divide work amongst
parallel team.
There is no real answer to this question. It depends largely on your application's needs, and numerous other factors. I'd suggest reading some books on design patterns and enterprise application architecture. These two are invaluable:
Design Patterns: Elements of Reusable Object-Oriented Software
Patterns of Enterprise Application Architecture
Some other books that I highly recommend are:
The Pragmatic Programmer: From Journeyman to Master
Refactoring: Improving the Design of Existing Code
No matter your skill level, reading these will really open your eyes to a world of possibilities.
I'd say in most cases dealing with multiple distinct levels of abstraction in the concepts your code deals with would be a strong signal to mirror this with levels of abstraction in your implementation.
This does not override the scenarios that others have highlighted already though.
I think once you ask yourself "hmm should I layer this" the answer is yes.
I've worked on too many projects that probably started off as proof of concept/prototype that ended up being full projects used in production, which are horribly written and just wreak of "get it done quick, we'll fix it later." Trust me, you wont fix it later.
The Pragmatic Programmer lists this as the Broken Window Theory.
Try and always do it right from the start. Separate your concerns. Build it with modularity in mind.
And of course try and think of the poor maintenance programmer who might take over when you're done!
Thinking of it in terms of layers is a little limiting. It's what you see in whitepapers about a product, but it's not how products really work. They have "boxes" that depend on each other in various ways, and you can make it look like they fit into layers but you can do this in several different configurations, depending on what information you're leaving out of the diagram.
And in a really well-designed application, the boxes get very small. They are down to the level of individual interfaces and classes.
This is important because whenever you change a line of code, you need to have some understanding of the impact your change will have, which means you have to understand exactly what the code currently does, what its responsibilities are, which means it has to be a small chunk that has a single responsibility, implementing an interface that doesn't cause clients to be dependent on things they don't need (the S and the I of SOLID).
You may find that your application can look like it has two or three simple layers, if you narrow your eyes, but it may not. That isn't really a problem. Of course, a disastrously badly designed application can look like it has layers tiers if you squint as hard as you can. So those "high level" diagrams of an "architecture" can hide a multitude of sins.
My generic rule of thumb is to at least to separate the problem into a model and view layer, and throw in a controller if there is a possibility of more than one ways of handling the model or piping data to the view.
(Or as the first answer, at least the presentation tier and the application tier).
Loose coupling is all about minimising dependencies, so I would say 'layer' when a dependency is introduced. i.e. a database, third party application, etc.
Although 'layer' is probably the wrong term these days. Most of the time I use Dependency Injection (DI) through an Inversion of Control container such as Castle Windsor. This means that I can code on one part of my system without worrying about the rest. It has the side effect of ensuring loose coupling.
I would recommend DI as a general programming principle all of the time so that you have the choice on how to 'layer' your application later.
Give it a look.
R

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One thing I struggle with is planning an application's architecture before writing any code.
I don't mean gathering requirements to narrow in on what the application needs to do, but rather effectively thinking about a good way to lay out the overall class, data and flow structures, and iterating those thoughts so that I have a credible plan of action in mind before even opening the IDE. At the moment it is all to easy to just open the IDE, create a blank project, start writing bits and bobs and let the design 'grow out' from there.
I gather UML is one way to do this but I have no experience with it so it seems kind of nebulous.
How do you plan an application's architecture before writing any code? If UML is the way to go, can you recommend a concise and practical introduction for a developer of smallish applications?
I appreciate your input.
I consider the following:
what the system is supposed to do, that is, what is the problem that the system is trying to solve
who is the customer and what are their wishes
what the system has to integrate with
are there any legacy aspects that need to be considered
what are the user interractions
etc...
Then I start looking at the system as a black box and:
what are the interactions that need to happen with that black box
what are the behaviours that need to happen inside the black box, i.e. what needs to happen to those interactions for the black box to exhibit the desired behaviour at a higher level, e.g. receive and process incoming messages from a reservation system, update a database etc.
Then this will start to give you a view of the system that consists of various internal black boxes, each of which can be broken down further in the same manner.
UML is very good to represent such behaviour. You can describe most systems just using two of the many components of UML, namely:
class diagrams, and
sequence diagrams.
You may need activity diagrams as well if there is any parallelism in the behaviour that needs to be described.
A good resource for learning UML is Martin Fowler's excellent book "UML Distilled" (Amazon link - sanitised for the script kiddie link nazis out there (-: ). This book gives you a quick look at the essential parts of each of the components of UML.
Oh. What I've described is pretty much Ivar Jacobson's approach. Jacobson is one of the Three Amigos of OO. In fact UML was initially developed by the other two persons that form the Three Amigos, Grady Booch and Jim Rumbaugh
I really find that a first-off of writing on paper or whiteboard is really crucial. Then move to UML if you want, but nothing beats the flexibility of just drawing it by hand at first.
You should definitely take a look at Steve McConnell's Code Complete-
and especially at his giveaway chapter on "Design in Construction"
You can download it from his website:
http://cc2e.com/File.ashx?cid=336
If you're developing for .NET, Microsoft have just published (as a free e-book!) the Application Architecture Guide 2.0b1. It provides loads of really good information about planning your architecture before writing any code.
If you were desperate I expect you could use large chunks of it for non-.NET-based architectures.
I'll preface this by saying that I do mostly web development where much of the architecture is already decided in advance (WebForms, now MVC) and most of my projects are reasonably small, one-person efforts that take less than a year. I also know going in that I'll have an ORM and DAL to handle my business object and data interaction, respectively. Recently, I've switched to using LINQ for this, so much of the "design" becomes database design and mapping via the DBML designer.
Typically, I work in a TDD (test driven development) manner. I don't spend a lot of time up front working on architectural or design details. I do gather the overall interaction of the user with the application via stories. I use the stories to work out the interaction design and discover the major components of the application. I do a lot of whiteboarding during this process with the customer -- sometimes capturing details with a digital camera if they seem important enough to keep in diagram form. Mainly my stories get captured in story form in a wiki. Eventually, the stories get organized into releases and iterations.
By this time I usually have a pretty good idea of the architecture. If it's complicated or there are unusual bits -- things that differ from my normal practices -- or I'm working with someone else (not typical), I'll diagram things (again on a whiteboard). The same is true of complicated interactions -- I may design the page layout and flow on a whiteboard, keeping it (or capturing via camera) until I'm done with that section. Once I have a general idea of where I'm going and what needs to be done first, I'll start writing tests for the first stories. Usually, this goes like: "Okay, to do that I'll need these classes. I'll start with this one and it needs to do this." Then I start merrily TDDing along and the architecture/design grows from the needs of the application.
Periodically, I'll find myself wanting to write some bits of code over again or think "this really smells" and I'll refactor my design to remove duplication or replace the smelly bits with something more elegant. Mostly, I'm concerned with getting the functionality down while following good design principles. I find that using known patterns and paying attention to good principles as you go along works out pretty well.
http://dn.codegear.com/article/31863
I use UML, and find that guide pretty useful and easy to read. Let me know if you need something different.
UML is a notation. It is a way of recording your design, but not (in my opinion) of doing a design. If you need to write things down, I would recommend UML, though, not because it's the "best" but because it is a standard which others probably already know how to read, and it beats inventing your own "standard".
I think the best introduction to UML is still UML Distilled, by Martin Fowler, because it's concise, gives pratical guidance on where to use it, and makes it clear you don't have to buy into the whole UML/RUP story for it to be useful
Doing design is hard.It can't really be captured in one StackOverflow answer. Unfortunately, my design skills, such as they are, have evolved over the years and so I don't have one source I can refer you to.
However, one model I have found useful is robustness analysis (google for it, but there's an intro here). If you have your use-cases for what the system should do, a domain model of what things are involved, then I've found robustness analysis a useful tool in connecting the two and working out what the key components of the system need to be.
But the best advice is read widely, think hard, and practice. It's not a purely teachable skill, you've got to actually do it.
I'm not smart enough to plan ahead more than a little. When I do plan ahead, my plans always come out wrong, but now I've spend n days on bad plans. My limit seems to be about 15 minutes on the whiteboard.
Basically, I do as little work as I can to find out whether I'm headed in the right direction.
I look at my design for critical questions: when A does B to C, will it be fast enough for D? If not, we need a different design. Each of these questions can be answer with a spike. If the spikes look good, then we have the design and it's time to expand on it.
I code in the direction of getting some real customer value as soon as possible, so a customer can tell me where I should be going.
Because I always get things wrong, I rely on refactoring to help me get them right. Refactoring is risky, so I have to write unit tests as I go. Writing unit tests after the fact is hard because of coupling, so I write my tests first. Staying disciplined about this stuff is hard, and a different brain sees things differently, so I like to have a buddy coding with me. My coding buddy has a nose, so I shower regularly.
Let's call it "Extreme Programming".
"White boards, sketches and Post-it notes are excellent design
tools. Complicated modeling tools have a tendency to be more
distracting than illuminating." From Practices of an Agile Developer
by Venkat Subramaniam and Andy Hunt.
I'm not convinced anything can be planned in advance before implementation. I've got 10 years experience, but that's only been at 4 companies (including 2 sites at one company, that were almost polar opposites), and almost all of my experience has been in terms of watching colossal cluster********s occur. I'm starting to think that stuff like refactoring is really the best way to do things, but at the same time I realize that my experience is limited, and I might just be reacting to what I've seen. What I'd really like to know is how to gain the best experience so I'm able to arrive at proper conclusions, but it seems like there's no shortcut and it just involves a lot of time seeing people doing things wrong :(. I'd really like to give a go at working at a company where people do things right (as evidenced by successful product deployments), to know whether I'm a just a contrarian bastard, or if I'm really as smart as I think I am.
I beg to differ: UML can be used for application architecture, but is more often used for technical architecture (frameworks, class or sequence diagrams, ...), because this is where those diagrams can most easily been kept in sync with the development.
Application Architecture occurs when you take some functional specifications (which describe the nature and flows of operations without making any assumptions about a future implementation), and you transform them into technical specifications.
Those specifications represent the applications you need for implementing some business and functional needs.
So if you need to process several large financial portfolios (functional specification), you may determine that you need to divide that large specification into:
a dispatcher to assign those heavy calculations to different servers
a launcher to make sure all calculation servers are up and running before starting to process those portfolios.
a GUI to be able to show what is going on.
a "common" component to develop the specific portfolio algorithms, independently of the rest of the application architecture, in order to facilitate unit testing, but also some functional and regression testing.
So basically, to think about application architecture is to decide what "group of files" you need to develop in a coherent way (you can not develop in the same group of files a launcher, a GUI, a dispatcher, ...: they would not be able to evolve at the same pace)
When an application architecture is well defined, each of its components is usually a good candidate for a configuration component, that is a group of file which can be versionned as a all into a VCS (Version Control System), meaning all its files will be labeled together every time you need to record a snapshot of that application (again, it would be hard to label all your system, each of its application can not be in a stable state at the same time)
I have been doing architecture for a while. I use BPML to first refine the business process and then use UML to capture various details! Third step generally is ERD! By the time you are done with BPML and UML your ERD will be fairly stable! No plan is perfect and no abstraction is going to be 100%. Plan on refactoring, goal is to minimize refactoring as much as possible!
I try to break my thinking down into two areas: a representation of the things I'm trying to manipulate, and what I intend to do with them.
When I'm trying to model the stuff I'm trying to manipulate, I come up with a series of discrete item definitions- an ecommerce site will have a SKU, a product, a customer, and so forth. I'll also have some non-material things that I'm working with- an order, or a category. Once I have all of the "nouns" in the system, I'll make a domain model that shows how these objects are related to each other- an order has a customer and multiple SKUs, many skus are grouped into a product, and so on.
These domain models can be represented as UML domain models, class diagrams, and SQL ERD's.
Once I have the nouns of the system figured out, I move on to the verbs- for instance, the operations that each of these items go through to commit an order. These usually map pretty well to use cases from my functional requirements- the easiest way to express these that I've found is UML sequence, activity, or collaboration diagrams or swimlane diagrams.
It's important to think of this as an iterative process; I'll do a little corner of the domain, and then work on the actions, and then go back. Ideally I'll have time to write code to try stuff out as I'm going along- you never want the design to get too far ahead of the application. This process is usually terrible if you think that you are building the complete and final architecture for everything; really, all you're trying to do is establish the basic foundations that the team will be sharing in common as they move through development. You're mostly creating a shared vocabulary for team members to use as they describe the system, not laying down the law for how it's gotta be done.
I find myself having trouble fully thinking a system out before coding it. It's just too easy to only bring a cursory glance to some components which you only later realize are much more complicated than you thought they were.
One solution is to just try really hard. Write UML everywhere. Go through every class. Think how it will interact with your other classes. This is difficult to do.
What I like doing is to make a general overview at first. I don't like UML, but I do like drawing diagrams which get the point across. Then I begin to implement it. Even while I'm just writing out the class structure with empty methods, I often see things that I missed earlier, so then I update my design. As I'm coding, I'll realize I need to do something differently, so I'll update my design. It's an iterative process. The concept of "design everything first, and then implement it all" is known as the waterfall model, and I think others have shown it's a bad way of doing software.
Try Archimate.