continued work on program structure, pretty much done with Part 1
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@ -6,24 +6,39 @@ description: >-
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complex structures, and a pattern which helps in solving those problems.
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---
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## Part 0: Intro
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## Part 0: Introduction
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This post is focused on a concept I call "program structure", which I will try
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to shed some light on before moving on to discussing complex program structures,
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to shed some light on before discussing complex program structures, then
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discussing why complex structures can be problematic to deal with, and finally
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discussing a pattern for dealing with those problems.
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My background is as a backend engineer working on large projects that have had
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many moving parts; most had multiple services interacting, used many different
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databases in various contexts, and faced large amounts of load from millions of
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users. Most of this post will be framed from my perspective, and present
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problems in the way I have experienced them. I believe, however, that the
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concepts and problems I discuss here are applicable to many other domains, and I
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hope those with a foot in both backend systems and a second domain can help to
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translate the ideas between the two.
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many moving parts; most had multiple services interacting with each other, using
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many different databases in various contexts, and facing large amounts of load
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from millions of users. Most of this post will be framed from my perspective,
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and will present problems in the way I have experienced them. I believe,
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however, that the concepts and problems I discuss here are applicable to many
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other domains, and I hope those with a foot in both backend systems and a second
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domain can help to translate the ideas between the two.
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Also note that I will be using Go as my example language, but none of the
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concepts discussed here are specific to Go. To that end, I've decided to favor
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readable code over "correct" code, and so have elided things that most gophers
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hold near-and-dear, such as error checking and comments on all public types, in
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order to make the code as accessible as possible to non-gophers as well. As with
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before, I trust someone with a foot in Go and another language can translate
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help me translate between the two.
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## Part 1: Program Structure
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In this section I will discuss the difference between directory and program
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structure, show how global state is antithetical to compartmentalization (and
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therefore good program structure), and finally discuss a more effective way to
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think about program structure.
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### Directory Structure
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For a long time I thought about program structure in terms of the hierarchy
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present in the filesystem. In my mind, a program's structure looked like this:
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@ -40,10 +55,10 @@ src/
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main.go
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```
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What I grew to learn was that this consolidation of "program structure" with
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What I grew to learn was that this conflation of "program structure" with
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"directory structure" is ultimately unhelpful. While I won't deny that every
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program has a directory structure (and if not, it ought to), this does not mean
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that the way the program looks in a filesystem in anyway corresponds to how it
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that the way the program looks in a filesystem in any way corresponds to how it
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looks in our mind's eye.
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The most notable way to show this is to consider a library package. Here is the
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@ -57,30 +72,39 @@ src/
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main.go
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```
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(Note that I use go as my example language throughout this post, but none of the
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ideas I'll referring to are go specific.)
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If I were to ask you, based on that directory strucure, what the program does,
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in the most abstract terms, you might say something like: "The program
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establishes an http server which listens for requests, as well as a connection
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to the redis server. The program then interacts with redis in different ways,
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based on the http requests which are received on the server."
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And that would be a good guess. But consider another case: "The program
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establishes an http server which listens for requests, as well as connections to
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_two different_ redis servers. The program then interacts with one redis server
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or the other in different ways, based on the http requests which are received
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from the server.
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And that would be a good guess. Here's a diagram which depicts the program
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structure, wherein the root node, `main.go`, takes in requests from `http` and
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processes them using `redis`.
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TODO diagram
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This is certainly a viable guess for how a program with that directory structure
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operates, but consider another: "A component of the program called `server`
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establishes an http server which listens for requests, as well as a connection
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to a redis server. `server` then interacts with that redis connection in
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different ways, based on the http requests which are received on the http
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server. Additionally, `server` tracks statistics about these interactions and
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makes them available to other components. The root component of the program
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establishes a connection to a second redis server, and stores those statistics
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in that redis server."
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TODO diagram
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The directory structure could apply to either description; `redis` is just a
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library which allows for interacting with a redis server, but it doesn't specify
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_which_ server, or _how many_. And those are extremely important factors which
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are definitely reflected in our concept of the program's structure, and yet not
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in the directory structure. Even worse, thinking of structure in terms of
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directories might (and, I claim, often does) cause someone to assume that
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program only _could_ interact with one redis server, which is obviously untrue.
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in the directory structure. **What the directory structure reflects are the
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different _kinds_ of components available to use, but it does not reflect how a
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program will use those components.**
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### Global State and Microservices
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### Global State vs. Compartmentalization
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The directory-centric approach to structure often leads to the use of global
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singletons to manage access to external resources like RPC servers and
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@ -88,70 +112,157 @@ databases. In the above example the `redis` library might contain code which
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looks something like:
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```go
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// For the non-gophers, redisConnection is variable type which has been made up
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// for this example.
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var globalConn redisConnection
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// A mapping of connection names to redis connections.
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var globalConns = map[string]redisConnection
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func Get() redisConnection {
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if globalConn == nil {
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globalConn = makeConnection()
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func Get(name string) redisConnection {
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if globalConns[name] == nil {
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globalConns[name] = makeConnection(name)
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}
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return globalConn
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return globalConns[name]
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}
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```
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Ignoring that the above code is not thread-safe, the above pattern has some
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serious drawbacks. For starters, it does not play nicely with a microservices
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oriented system, or any other system with good separation of concerns between
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its components.
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Even though this pattern would work, it breaks with our conception of the
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program structure in the more complex case shown above. Rather than having the
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`server` component own the redis server it uses, the root component would be the
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owner of it, and `server` would be borrowing it. Compartmentalization has been
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broken, and can only be held together through sheer human discipline.
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I have been a part of building several large products with teams of various
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sizes. In each case we had a common library which was shared amongst all
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components of the system, and contained functionality which was desired to be
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kept the same across those components. For example, configuration was generally
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done through that library, so all components could be configured in the same
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way. Similarly, an RPC framework is usually included in the common library, so
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all components can communicate in a shared language. The common library also
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generally contains domain specific types, for example a `User` type which all
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components will need to be able to understand.
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This is the problem with all global state. It's shareable amongst all components
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of a program, and so is owned by none of them. One must look at an entire
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codebase to understand how a globally held component is used, which might not
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even be possible for a large codebase. And so the maintainers of these shared
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components rely entirely on the discipline of their fellow coders when making
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changes, usually discovering where that discipline broke down once the changes
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have been pushed live.
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Most common libraries also have parts dedicated to databases, such as the
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`redis` library example we've been using. In a medium-to-large sized system,
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with many components, there are likely to be multiple running instances of any
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database: multiple SQLs, different caches for each, different queues set up for
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different asynchronous tasks, etc... And this is good! The ideal
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compartmentalized system has components interact with each other directly, not
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via their databases, and so each component ought to, to the extent possible,
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keep its own databases to itself, with other components not touching them.
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Global state also makes it easier for disparate services/components to share
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datastores for completely unrelated tasks. In the above example, rather than
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creating a new redis instance for the root component's statistics storage, the
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coder might have instead said "well, there's already a redis instance available,
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I'll just use that." And so compartmentalization would have been broken further.
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Perhaps the two instances _could_ be coalesced into the same one, for the sake
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of resource efficiency, but that decision would be better made at runtime via
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the configuration of the program, rather than being hardcoded into the code.
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The singleton pattern breaks this separation, by forcing the configuration of
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_all_ databases through the common library. If one component in the system adds
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a database instance, all other components have access to it. While this doesn't
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necessarily mean the components will _use_ it, that will only be accomplished
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through sheer discipline, which will inevitably break down once management
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decides it's crunch time.
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From the perspective of team management, global state-based patterns do nothing
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except slow teams down. The person/team responsible for maintaining the central
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library which holds all the shared resources (`redis`, in the above example)
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becomes the bottleneck for creating new instances for new components, which will
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further lead to re-using existing instances rather than create new ones, further
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breaking compartmentalization. The person/team responsible for the central
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library often finds themselves as the maintainers of the shared resource as
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well, rather than the team actually using it.
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To be clear, I'm not suggesting that singletons make proper compartmentalization
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impossible, they simply add friction to it. In other words, compartmentalization
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is not the default mode of singletons.
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### Program Structure
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Another problem with singletons, as mentioned before, is that they don't handle
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multiple instances of the same thing very well. In order to support having
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multiple redis instances in the system, the above code would need to be modified
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to give every instance a name, and track the mapping of between that name, its
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singleton, and its configuration. For large projects the number of different
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instances can be enormous, and often the list which exists in code does not stay
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fully up-to-date.
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So what does proper program structure look like? In my mind the structure of a
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program is a hierarchy of components, or, in other words, a tree. The leaf nodes
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of the tree are almost _always_ IO related components, e.g. database
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connections, RPC server frameworks or clients, message queue consumers, etc...
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The non-leaf nodes will _generally_ be components which bring together the
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functionalities of their children in some useful way, though they may also have
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some IO functionality of their own.
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Let's look at an even more complex structure, still only using the `redis` and
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`http` component types:
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TODO diagram:
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```
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root
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rest-api
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redis
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http
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redis // for stats keeping
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debug
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http
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```
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This structure contains the addition of the `debug` component. Clearly the
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`http` and `redis` components are reusable in different contexts, but for this
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example the `debug` endpoint is as well. It creates a separate http server which
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can be queried to perform runtime debugging of the program, and can be tacked
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onto virtually any program. The `rest-api` component is specific to this program
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and therefore not reusable. Let's dive into it a bit to see how it might be
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implemented:
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```go
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// RestAPI is very much not thread-safe, hopefully it doesn't have to handle
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// more than one request at once.
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type RestAPI struct {
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redisConn *redis.Conn
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httpSrv *http.Server
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// Statistics exported for other components to see
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RequestCount int
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FooRequestCount int
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BarRequestCount int
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}
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func NewRestAPI() *RestAPI {
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r := new(RestAPI)
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r.redisConn := redis.NewConn("127.0.0.1:6379")
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// mux will route requests to different handlers based on their URL path.
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mux := http.NewServeMux()
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mux.Handle("/foo", http.HandlerFunc(r.fooHandler))
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mux.Handle("/bar", http.HandlerFunc(r.barHandler))
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r.httpSrv := http.NewServer(mux)
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// Listen for requests and serve them in the background.
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go r.httpSrv.Listen(":8000")
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return r
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}
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func (r *RestAPI) fooHandler(rw http.ResponseWriter, r *http.Request) {
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r.redisConn.Command("INCR", "fooKey")
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r.RequestCount++
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r.FooRequestCount++
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}
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func (r *RestAPI) barHandler(rw http.ResponseWriter, r *http.Request) {
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r.redisConn.Command("INCR", "barKey")
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r.RequestCount++
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r.BarRequestCount++
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}
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```
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As can be seen, `rest-api` coalesces `http` and `redis` into a simple REST api,
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using pre-made library components. `main.go`, the root component, does much the
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same:
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```go
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func main() {
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// Create debug server and start listening in the background
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debugSrv := debug.NewServer()
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// Set up the RestAPI, this will automatically start listening
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restAPI := NewRestAPI()
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// Create another redis connection and use it to store statistics
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statsRedisConn := redis.NewConn("127.0.0.1:6380")
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for {
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time.Sleep(1 * time.Second)
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statsRedisConn.Command("SET", "numReqs", restAPI.RequestCount)
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statsRedisConn.Command("SET", "numFooReqs", restAPI.FooRequestCount)
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statsRedisConn.Command("SET", "numBarReqs", restAPI.BarRequestCount)
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}
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}
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```
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One thing which is clearly missing in this program is proper configuration,
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whether from command-line, environment variables, etc.... As it stands, all
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configuration parameters, such as the redis addresses and http listen addresses,
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are hardcoded. Proper configuration actually ends up being somewhat difficult,
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as the ideal case would be for each component to set up the configuration
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variables of itself, without its parent needing to be aware. For example,
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`redis` could set up `addr` and `pool-size` parameters. The problem is that
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there are two `redis` components in the program, and their parameters would
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therefore conflict with each other. An elegant solution to this problem is
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discussed in the next section.
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## Part 2: Context, Configuration, and Runtime
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This might all sound petty, but I think it has a large impact. Ultimately, when
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a component is using a singleton which is housed in a common library, that
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component is borrowing the instance, rather than owning it. Put another way, the
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component's structure is partially held by the common library, and since all
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components are going to use the common library, all of their structures are
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incorporated together. The separation between components is less solidified, and
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systems become weaker.
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What I'm going to propose is an alternative way to think about program structure
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which still allows for all the useful aspects of a common library, without
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compromising on component separation, and therefore giving large teams more
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freedom to act independently of each other.
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