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1.1 The Multiplicity of Software DesignSoftware engineering, maybe more than any other engineering discipline, exhibits a rich multiplicity: You can do the same thing in many correct ways, and there are infinite nuances between right and wrong. Each path opens up a new world. Once you choose a solution, a host of possible variants appears, on and on at all levels—from the system architecture level down to the smallest coding detail. The design of a software system is a choice of solutions out of a combinatorial solution space. Let's think of a simple, low-level design artifact: a smart pointer (Chapter 7). A smart pointer class can be single threaded or multithreaded, can use various ownership strategies, can make various trade-offs between safety and speed, and may or may not support automatic conversions to the underlying raw pointer type. All these features can be combined freely, and usually exactly one solution is best suited for a given area of your application. The multiplicity of the design space constantly confuses apprentice designers. Given a software design problem, what's a good solution to it? Events? Objects? Observers? Callbacks? Virtuals? Templates? Up to a certain scale and level of detail, many different solutions seem to work equally well. The most important difference between an expert software architect and a beginner is the knowledge of what works and what doesn't. For any given architectural problem, there are many competing ways of solving it. However, they scale differently and have distinct sets of advantages and disadvantages, which may or may not be suitable for the problem at hand. A solution that appears to be acceptable on the whiteboard might be unusable in practice. Designing software systems is hard because it constantly asks you to choose. And in program design, just as in life, choice is hard. Good, seasoned designers know what choices will lead to a good design. For a beginner, each design choice opens a door to the unknown. The experienced designer is like a good chess player: She can see more moves ahead. This takes time to learn. Maybe this is the reason why programming genius may show at an early age, whereas software design genius tends to take more time to ripen. In addition to being a puzzle for beginners, the combinatorial nature of design decisions is a major source of trouble for library writers. To implement a useful library of designs, the library designer must classify and accommodate many typical situations, yet still leave the library open-ended so that the application programmer can tailor it to the specific needs of a particular situation. Indeed, how can one package flexible, sound design components in libraries? How can one let the user configure these components? How does one fight the "evil multiplicity" of design with a reasonably sized army of code? These are the questions that the remainder of this chapter, and ultimately this whole book, tries to answer. |
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