c++design-patternsarchitectural-patterns

How to select the right architectural/design patterns


I am doing my own research project, and I am quite struggling regarding the right choice of architectural/design patterns.

In this project, after the "system" start, I need to do something in background (tasks, processing, display data and so on) and at the same be able to interact with the system using, for example, keyboard and send some commands, like "give me status of this particular object" or "what is the data in this object".

So my question is - what software architectural/design patterns can be applied to this particular project? How the interraction between classes/objects should be organized? How should the objects be created?

Can, for example, "event-driven architecture" or "Microkernel" be applied here? Some references to useful resources will be very much appreciated! Thank you very much in advance!


Solution

  • Careful with design patterns. If you sprinkle them throughout your code hoping that everything will work great, you'll soon have an unreadable, boilerplate full mess. They are recipes, not solutions.

    My advice to you is pick a piece of paper and a pencil and start drawing all the entities of your domain, with all their requisites, and see how they relate. If you want to get somewhat serious about it, you can do something like this.

    When defining your entities, strive for high cohesion and loose coupling.

    High cohesion means that you should keep similar functionalities together. In a very simple example, if you have a class that reads stuff from a file and processes it, the class has low cohesion, since reading and processing are two very distinct functionalities. In this case, you would want a class for each functionality.

    As for loose coupling, it means that your entities should be independent of each other. Using the example above, supposed that you are now the proud owner of two highly cohesive classes - one that reads stuff from a file (Reader), and one that processes that stuff (Processor). Now, suppose that the Processor class has an instance of the Reader class, and calls it in order to get its input. In this case, we can say that both classes are tightly coupled, since Processor won't work without Reader. In the OOP world, the solution for this is typically the use of interfaces. You can find a neat example here.

    After defining an initial model of your domain and gathering as much knowledge about it as you can, you can now start to think about the implementation's architecture. This is were you can start thinking about the architectural patterns. Event driven architecture, clean architecture, MVP, MVVM... It will all depend on your domain. It is your job to know which pattern will fit best. Spoiler alert: this can be extremely hard to do correctly even for experienced engineers, so don't be afraid to fail.

    Finally, leave the design patterns for the implementation stage. Their use completely depends on your implementation problems and decisions. Also, DON'T FORCE THEM. Ideally, you will solve a problem and, IF APPLICABLE, you'll see a pattern emerging. Trust me, the last thing you want is to have a case of design patternitis. Anyway, if you need literature on patterns, I totally recommend this book. It's great no matter your level as an engineer.

    Further reading:

    Good luck!