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A walking skeleton when there are lots of communicating components
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Raoul Duke  
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 More options Oct 18 2012, 4:56 pm
From: Raoul Duke <rao...@gmail.com>
Date: Thu, 18 Oct 2012 13:56:21 -0700
Local: Thurs, Oct 18 2012 4:56 pm
Subject: Re: [GOOS] A walking skeleton when there are lots of communicating components
On Thu, Oct 18, 2012 at 1:49 PM, Lance Walton

<lance.c.wal...@googlemail.com> wrote:
> I should have been more specific. I don't want to know what all possible ideas of 'architecture' are. I'd like to know what people mean by it in this thread.

no, you actually said that a few times, no problem, but nobody can
resist giving their opinion when the subject comes up!!! that's part
of the effing problem with the whole subject, i bet :-)

 
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Reuven Yagel  
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 More options Oct 19 2012, 6:22 am
From: Reuven Yagel <reuven.ya...@gmail.com>
Date: Fri, 19 Oct 2012 03:22:16 -0700 (PDT)
Local: Fri, Oct 19 2012 6:22 am
Subject: Re: [GOOS] A walking skeleton when there are lots of communicating components

But in his lean arch. book (2010) Coplien just say that it is:"the form of
a system"
-Reuven


 
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Steve Freeman  
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 More options Oct 19 2012, 6:31 am
From: Steve Freeman <st...@m3p.co.uk>
Date: Fri, 19 Oct 2012 11:30:58 +0100
Local: Fri, Oct 19 2012 6:30 am
Subject: Re: [GOOS] A walking skeleton when there are lots of communicating components
ah, now I understand...

S.

On 19 Oct 2012, at 11:22, Reuven Yagel wrote:


 
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Donaldson, John  
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 More options Oct 19 2012, 6:34 am
From: "Donaldson, John" <John.M.Donald...@hp.com>
Date: Fri, 19 Oct 2012 10:33:31 +0000
Local: Fri, Oct 19 2012 6:33 am
Subject: RE: [GOOS] A walking skeleton when there are lots of communicating components

I always go back to the analogy of software architecture with house and town architecture.
How do you ensure the plumbing of a house works, and that the rooms are friendly, and the house doesn’t fall down?
How do you ensure that the houses and the roads and the bridges and the business fit together nicely?
It’s all what we might call architecture at different levels.

If you get to an architecture by letting it evolve, or you impose it from the outside – it’s still there and you can still – fruitfully – discuss it.

You may want to deny the word – but there’s something behind them.

John D.

But in his lean arch. book (2010) Coplien just say that it is:"the form of a system"
-Reuven

On Thursday, October 18, 2012 1:15:26 PM UTC+2, Kim Gräsman wrote:

Ask Jim Coplien. I did, and I still haven't recovered.

- Kim


 
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Steve Freeman  
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 More options Oct 19 2012, 6:36 am
From: Steve Freeman <st...@m3p.co.uk>
Date: Fri, 19 Oct 2012 11:36:13 +0100
Local: Fri, Oct 19 2012 6:36 am
Subject: Re: [GOOS] A walking skeleton when there are lots of communicating components
Agreed. And there are metaphors out there about how enterprise architecture is more like town planning.

S

On 19 Oct 2012, at 11:33, Donaldson, John wrote:


 
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Donaldson, John  
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 More options Oct 19 2012, 6:50 am
From: "Donaldson, John" <John.M.Donald...@hp.com>
Date: Fri, 19 Oct 2012 10:49:12 +0000
Local: Fri, Oct 19 2012 6:49 am
Subject: RE: [GOOS] A walking skeleton when there are lots of communicating components
Yes - the French seem to call it "urbanization" - as far as I can tell "town planning" - but still a sort of architecture.
John D.


 
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Eric Lefevre-Ardant  
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 More options Oct 19 2012, 7:49 am
From: Eric Lefevre-Ardant <e...@ericlefevre.net>
Date: Fri, 19 Oct 2012 13:48:41 +0200
Local: Fri, Oct 19 2012 7:48 am
Subject: Re: [GOOS] A walking skeleton when there are lots of communicating components

FWIW, "urbanisation" in France applies mostly to enterprise-wide
architecture. So, big companies would be interested in it; smaller
companies, less so. In fact, I've only heard it in connection to the likes
of EDF, Eurocontrol, etc. Somehow, their presentations always involved
(that was years ago) EAI software.

Indeed, "urbanisation" translates as "town planning".

On 19 October 2012 12:49, Donaldson, John <John.M.Donald...@hp.com> wrote:


 
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Lance Walton  
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 More options Oct 19 2012, 10:22 am
From: Lance Walton <lance.c.wal...@googlemail.com>
Date: Fri, 19 Oct 2012 15:22:35 +0100
Local: Fri, Oct 19 2012 10:22 am
Subject: Re: [GOOS] A walking skeleton when there are lots of communicating components

On 18 Oct 2012, at 21:56, Raoul Duke wrote:

> On Thu, Oct 18, 2012 at 1:49 PM, Lance Walton
> <lance.c.wal...@googlemail.com> wrote:
>> I should have been more specific. I don't want to know what all possible ideas of 'architecture' are. I'd like to know what people mean by it in this thread.

> no, you actually said that a few times, no problem, but nobody can
> resist giving their opinion when the subject comes up!!! that's part
> of the effing problem with the whole subject, i bet :-)

:-)

A few years ago, in the Zachman Framework web-pages, this definition was given: Architecture is the set of documents that ...

I can't remember what the '...' was, but I'm pretty sure that that definition was about as wrong as it's possible to be, just given the way it started.


 
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Nat Pryce  
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 More options Oct 19 2012, 10:31 am
From: Nat Pryce <nat.pr...@gmail.com>
Date: Fri, 19 Oct 2012 15:31:48 +0100
Local: Fri, Oct 19 2012 10:31 am
Subject: Re: [GOOS] A walking skeleton when there are lots of communicating components
I'm currently preparing a lecture & exercise on architecture for an
undergraduate course, and the term is actually defined by an IEEE
standard. IEEE1491 I think.

www.natpryce.com

On 19 Oct 2012, at 15:22, Lance Walton <lance.c.wal...@googlemail.com> wrote:


 
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Antonio Carpentieri  
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 More options Oct 19 2012, 10:36 am
From: Antonio Carpentieri <a.ca...@gmail.com>
Date: Fri, 19 Oct 2012 16:36:30 +0200
Local: Fri, Oct 19 2012 10:36 am
Subject: Re: [GOOS] A walking skeleton when there are lots of communicating components

this one?

https://en.wikipedia.org/wiki/IEEE_1471


 
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Nat Pryce  
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 More options Oct 19 2012, 10:47 am
From: Nat Pryce <nat.pr...@gmail.com>
Date: Fri, 19 Oct 2012 15:47:20 +0100
Local: Fri, Oct 19 2012 10:47 am
Subject: Re: [GOOS] A walking skeleton when there are lots of communicating components
That's it.  IEEE 1471 defines architecture as:

The fundamental organization of a system embodied in its components,
their relationships to each other, and to the environment, and the
principles guiding its design and evolution.

But I prefer JB Rainsberger's definition -- it's far snappier.

--Nat

On 19 October 2012 15:36, Antonio Carpentieri <a.ca...@gmail.com> wrote:

--
http://www.natpryce.com

 
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Lance Walton  
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 More options Oct 19 2012, 12:15 pm
From: Lance Walton <lance.c.wal...@googlemail.com>
Date: Fri, 19 Oct 2012 17:15:34 +0100
Local: Fri, Oct 19 2012 12:15 pm
Subject: Re: [GOOS] A walking skeleton when there are lots of communicating components

Ah. Now I understand.

On 19 Oct 2012, at 11:22, Reuven Yagel wrote:


 
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Lance Walton  
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 More options Oct 19 2012, 12:21 pm
From: Lance Walton <lance.c.wal...@googlemail.com>
Date: Fri, 19 Oct 2012 17:21:16 +0100
Local: Fri, Oct 19 2012 12:21 pm
Subject: Re: [GOOS] A walking skeleton when there are lots of communicating components
'fundamental', 'components', 'environment', 'principles' : I probably need to circle around a few more times before grokking this.

I prefer JB's definition better. I think Martin Fowler also said something like "architecture is the stuff that you will wish you'd done differently" or something like that.

On 19 Oct 2012, at 15:47, Nat Pryce wrote:


 
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David Peterson  
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 More options Oct 19 2012, 1:51 pm
From: David Peterson <da...@crowdsoft.com>
Date: Fri, 19 Oct 2012 18:51:25 +0100
Local: Fri, Oct 19 2012 1:51 pm
Subject: Re: [GOOS] A walking skeleton when there are lots of communicating components

Heh, I actually like the IEEE definition, although I agree it is a bit
wordy. What I like is that it's expressed in terms of a "system" and, since
systems can be nested, implies that architecture is at every level not any
specific level. That's the way I see architecture: fractal.

On 19 October 2012 17:21, Lance Walton <lance.c.wal...@googlemail.com>wrote:


 
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Matt Savage  
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 More options Oct 19 2012, 2:12 pm
From: Matt Savage <matthew.sav...@gmail.com>
Date: Fri, 19 Oct 2012 19:11:50 +0100
Local: Fri, Oct 19 2012 2:11 pm
Subject: Re: [GOOS] A walking skeleton when there are lots of communicating components

David Peterson <da...@crowdsoft.com> wrote:
> That's the way I see architecture: fractal.

That's been my experience too.

http://deadwildroses.files.wordpress.com/2012/09/fractal-wrongness.jpg


 
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Esko Luontola  
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 More options Oct 19 2012, 3:02 pm
From: Esko Luontola <esko.luont...@gmail.com>
Date: Fri, 19 Oct 2012 12:02:18 -0700 (PDT)
Local: Fri, Oct 19 2012 3:02 pm
Subject: Re: [GOOS] A walking skeleton when there are lots of communicating components

On Friday, 19 October 2012 19:21:16 UTC+3, Lance Walton wrote:
> 'fundamental', 'components', 'environment', 'principles' : I probably need
> to circle around a few more times before grokking this.

> I prefer JB's definition better. I think Martin Fowler also said something
> like "architecture is the stuff that you will wish you'd done differently"
> or something like that.

In "Who Needs an Architect?" [1] Martin Fowler says "I define *architecture
*as a word we use when we want to talk about design but want to puff it up
to make it sound important."

He also quotes Ralph Johnson who mentions some definitions, such as it
being the "shared understanding" of the developers, *"the set of design
decisions that must be made early in a project"* (commenting about it *"I
complain about that one, too, saying that architecture is the decisions
that you wish you could get right early in a project, but that you are not
necessarily more likely to get them right than any other."*), and finally *"Architecture
is about the important stuff. Whatever that is."*

I like Martin Fowler's definition of architecture being the things that are
preceived as hard to change. I quote:

*Remember Johnson’s secondary definition: “Architecture is the
decisions that you wish you could get right early in a project.” Why do
people feel the need to get some things right early in the project? The
answer, of course, is because they perceive those things as hard to change.
So you might end up defining architecture as “things that people
perceive as hard to change.” [--] I think that one of an architect’s most
important tasks is to remove architecture by finding ways to
eliminate irreversibility in software designs.*

[1] http://www.in-ag.eu/uploads/media/whoNeedsArchitect.pdf


 
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Lance Walton  
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 More options Oct 19 2012, 3:48 pm
From: Lance Walton <lance.c.wal...@googlemail.com>
Date: Fri, 19 Oct 2012 20:48:34 +0100
Local: Fri, Oct 19 2012 3:48 pm
Subject: Re: [GOOS] A walking skeleton when there are lots of communicating components

On 19 Oct 2012, at 20:02, Esko Luontola wrote:

> On Friday, 19 October 2012 19:21:16 UTC+3, Lance Walton wrote:
> 'fundamental', 'components', 'environment', 'principles' : I probably need to circle around a few more times before grokking this.

> I prefer JB's definition better. I think Martin Fowler also said something like "architecture is the stuff that you will wish you'd done differently" or something like that.

> In "Who Needs an Architect?" [1] Martin Fowler says "I define architecture as a word we use when we want to talk about design but want to puff it up to make it sound important."

> He also quotes Ralph Johnson who mentions some definitions, such as it being the "shared understanding" of the developers, "the set of design decisions that must be made early in a project" (commenting about it "I complain about that one, too, saying that architecture is the decisions that you wish you could get right early in a project, but that you are not necessarily more likely to get them right than any other."), and finally "Architecture is about the important stuff. Whatever that is."

> I like Martin Fowler's definition of architecture being the things that are preceived as hard to change. I quote:

> Remember Johnson’s secondary definition: “Architecture is the decisions that you wish you could get right early in a project.” Why do people feel the need to get some things right early in the project? The answer, of course, is because they perceive those things as hard to change. So you might end up defining architecture as “things that people perceive as hard to change.” [--] I think that one of an architect’s most important tasks is to remove architecture by finding ways to eliminate irreversibility in software designs.

> [1] http://www.in-ag.eu/uploads/media/whoNeedsArchitect.pdf

Thanks. Looks like I might have made up a definition too :-)

 
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Lance Walton  
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 More options Oct 19 2012, 3:52 pm
From: Lance Walton <lance.c.wal...@googlemail.com>
Date: Fri, 19 Oct 2012 20:52:43 +0100
Local: Fri, Oct 19 2012 3:52 pm
Subject: Re: [GOOS] A walking skeleton when there are lots of communicating components

Maybe it's the kinds of systems I work on (simple ones), but I've never needed anything like that.

On 19 Oct 2012, at 15:36, Antonio Carpentieri wrote:


 
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J. B. Rainsberger  
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 More options Oct 19 2012, 4:16 pm
From: "J. B. Rainsberger" <m...@jbrains.ca>
Date: Fri, 19 Oct 2012 17:16:21 -0300
Local: Fri, Oct 19 2012 4:16 pm
Subject: Re: [GOOS] A walking skeleton when there are lots of communicating components

On Fri, Oct 19, 2012 at 1:21 PM, Lance Walton <lance.c.wal...@googlemail.com

> wrote:
> 'fundamental', 'components', 'environment', 'principles' : I probably need
> to circle around a few more times before grokking this.

> I prefer JB's definition better. I think Martin Fowler also said something
> like "architecture is the stuff that you will wish you'd done differently"
> or something like that.

I learned my formulation from Fowler. In "PEAA" he wrote about irreversible
decisions, and that really stuck with me.
--
J. B. (Joe) Rainsberger :: http://www.jbrains.ca ::
http://blog.thecodewhisperer.com
Author, JUnit Recipes
Free Your Mind to Do Great Work :: http://www.freeyourmind-dogreatwork.com

 
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J. B. Rainsberger  
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 More options Oct 19 2012, 4:17 pm
From: "J. B. Rainsberger" <m...@jbrains.ca>
Date: Fri, 19 Oct 2012 17:17:01 -0300
Local: Fri, Oct 19 2012 4:17 pm
Subject: Re: [GOOS] A walking skeleton when there are lots of communicating components

On Fri, Oct 19, 2012 at 2:51 PM, David Peterson <da...@crowdsoft.com> wrote:
> Heh, I actually like the IEEE definition, although I agree it is a bit
> wordy. What I like is that it's expressed in terms of a "system" and, since
> systems can be nested, implies that architecture is at every level not any
> specific level. That's the way I see architecture: fractal.

I tell people that architecture is just large-scale design, and so the same
principles apply in the large as in the small. Most people don't buy it at
first.
--
J. B. (Joe) Rainsberger :: http://www.jbrains.ca ::
http://blog.thecodewhisperer.com
Author, JUnit Recipes
Free Your Mind to Do Great Work :: http://www.freeyourmind-dogreatwork.com

 
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Esko Luontola  
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 More options Oct 19 2012, 5:53 pm
From: Esko Luontola <esko.luont...@gmail.com>
Date: Fri, 19 Oct 2012 14:53:13 -0700 (PDT)
Local: Fri, Oct 19 2012 5:53 pm
Subject: Re: [GOOS] A walking skeleton when there are lots of communicating components

On Friday, 19 October 2012 23:17:45 UTC+3, J. B. Rainsberger wrote:
> I tell people that architecture is just large-scale design, and so the
> same principles apply in the large as in the small. Most people don't buy
> it at first.

I love Kent Beck's experience about his daughter in
http://www.infoq.com/presentations/responsive-design at 46-48 min. :)

 
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J. B. Rainsberger  
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 More options Oct 20 2012, 1:30 pm
From: "J. B. Rainsberger" <m...@jbrains.ca>
Date: Sat, 20 Oct 2012 14:29:41 -0300
Local: Sat, Oct 20 2012 1:29 pm
Subject: Re: [GOOS] A walking skeleton when there are lots of communicating components

On Fri, Oct 19, 2012 at 6:53 PM, Esko Luontola <esko.luont...@gmail.com>wrote:

> On Friday, 19 October 2012 23:17:45 UTC+3, J. B. Rainsberger wrote:

>> I tell people that architecture is just large-scale design, and so the
>> same principles apply in the large as in the small. Most people don't buy
>> it at first.

> I love Kent Beck's experience about his daughter in
> http://www.infoq.com/presentations/responsive-design at 46-48 min. :)

Thank you. I hadn't heard that before.
--
J. B. (Joe) Rainsberger :: http://www.jbrains.ca ::
http://blog.thecodewhisperer.com
Author, JUnit Recipes
Free Your Mind to Do Great Work :: http://www.freeyourmind-dogreatwork.com

 
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Matteo Vaccari  
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 More options Oct 21 2012, 2:41 am
From: Matteo Vaccari <vacc...@pobox.com>
Date: Sun, 21 Oct 2012 08:40:43 +0200
Local: Sun, Oct 21 2012 2:40 am
Subject: Re: [GOOS] A walking skeleton when there are lots of communicating components

To me, "architecture" is about things I sometimes need:

   - make sure that we all have a rough idea of how we'll develop the system
   - make sure new team members can find their way around
   - make sure we can show the stakeholders that we have a clear idea of
   how their problem could be solved, and how our solution will fit within the
   rest of the enterprise system

The last point is about an attitude I've seen in some XP teams that might
say "we don't know how the system will be, we'll learn along the way" which
might be true but is not what will get you the trust of the stakeholders.

What do you think?

Matteo

On Fri, Oct 19, 2012 at 9:52 PM, Lance Walton <lance.c.wal...@googlemail.com


 
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Steve Freeman  
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 More options Oct 21 2012, 6:39 am
From: Steve Freeman <st...@m3p.co.uk>
Date: Sun, 21 Oct 2012 11:39:43 +0100
Local: Sun, Oct 21 2012 6:39 am
Subject: Re: [GOOS] A walking skeleton when there are lots of communicating components
Of course everything depends on context. Like most projects, the original C3 had various critical features fixed before anyone started, including the most flexible dev environment ever.

The trick that many organisations miss is that often the best way to achieve what the stakeholders want (a degree of confidence in the result) is to do a minimum of validation and then get on with it. Actually making this work requires skill and flexibility, both of which tend to be lacking in enterprise situations.

I think it's reasonable for a dev team to say "this is how we do things" (that's what Energized Work do), as long as they can find consenting clients. Less sophisticated clients will need different teams.

S.

On 21 Oct 2012, at 07:40, Matteo Vaccari wrote:


 
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Nat Pryce  
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 More options Oct 21 2012, 8:18 am
From: Nat Pryce <nat.pr...@gmail.com>
Date: Sun, 21 Oct 2012 13:18:55 +0100
Local: Sun, Oct 21 2012 8:18 am
Subject: Re: [GOOS] A walking skeleton when there are lots of communicating components
I remember reading a definition of architecture that was something
like "decisions that would be too expensive to change".  Anyone know
where that comes from?

--Nat

On 18 October 2012 13:04, J. B. Rainsberger <m...@jbrains.ca> wrote:

--
http://www.natpryce.com

 
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