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Also, I think most of the lint rules can also be brought in as archunit rules.. |
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How would you define rules for Kiss, what is "simple" in terms of rules? Loc per method max depth of call trees / max call stack depth? I think theese rules are too generic to be rules. I think the rules that ppl create with ArchUnit already lead/work towards principles like KISS |
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I also think that many of these sorts of principles either need to be translated more towards code or they are plainly not testable this way. Take SOLID, what do the principles mean when looking at plain code? I can't write a rule I think what you can share with ArchUnit are concrete rules about the code structures. I.e. what components do we have, how do you identify them, how should they be in relation to each other, what patterns to we have, etc. By building a net of rules you can achieve higher consistency and maintainability. You can also share generic blueprints for such things, e.g. what we do with |
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We all know the best design principles are laid in
SOLID
DRY
GRASP
KISS
YAGNI
CUPID
Gang of Four
and many others at..
https://dzone.com/articles/solid-grasp-and-other-basic-principles-of-object-o
Are there any good ready-to-use archunit architecture rules, that be used along with the source code.. to understand them better..
Maybe it is good have a repo of archunit rules that are generic enough and reusable.. looks like a big project by itself repo of arcunit rules..
Is my understanding that most of the rules of archunit are generic enough or can be written for frameworks like structs, spring etc.. that can be used as is or with light modification in many projects/products is it true..
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