Production Troubleshooting Methodology

Software issues in Production can be some of the most demanding challenges a team can face, especially when occurring on a system outside of your control.

Adapted from the OODA loop – a military strategy used to describe the decision cycle of observe, orient, decide and act — this process formalizes an approach to take control, establish facts, and progress towards a resolution for even the most difficult problems.

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OO Design is more about ‘Doing’ than ‘Being’

One of the most profound insights I have learnt about OO is that class design — the shaping of classes & types — is best informed by what processing needs to do, rather than the ‘kind’ of entities it goes between.

What we are talking about here is behavior, rather than trying to categorize entities at rest. Program code only acts by being executed; classes & interfaces (types) are a mechanism to despatch that execution to specific methods.

This shows that OO is really about active behavior, rather than any other arbitrary notions of classification.

But shouldn’t inheritance just follow Entity Properties?

At this point, we’ll address a common interjection — what about bean-style entities, and their properties? Surely inheritance should just follow these! Continue reading

‘Advanced OO Design’ series

Real software sees entities (Customer, File etc) involved in multiple interactions. Simple OO examples model behavior in entity classes directly, but this becomes tangled as behaviors & interactions increase; and results in broken inheritance structures.

Instead of modelling these all in the entity, a more advanced OO approach considers separating behavior from the entity. We’ll consider key principles in this multi-part series. Continue reading