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The Architecture of Unusual Things

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Title: The Architecture of Unusual Things


1
The Architecture of Unusual Things
  • Grady Booch
  • IBM Fellow
  • gbooch_at_us.ibm.com

2
The Limits of Software
  • The laws of physics
  • The laws of software
  • The challenge of algorithms
  • The difficulty of distribution
  • The problems of design
  • The importance of organization
  • The impact of economics
  • The influence of politics
  • The limits of human imagination

3
Software Development as a Human Activity
Some designers are equally inept at following
rules or breaking them. Good designers can do
either. Jim Alley Savannah College of Art and
Design

4
Some Unusual Things
5
Lessons Learned
Everything has an architecture
6
The Architecture of Eric
  • The human body is composed of ten interdependent
    systems
  • Skeletal Muscular Circulatory Nervous
  • Respiratory Digestive Excretory Endocrine
  • Reproductive Immune
  • Each such system is composed of a network of
    interacting tissues and organs
  • Every class of tissue and organ is composed of a
    unique collection of cell types
  • Over 200 types of cells exist, varying greatly in
    appearance, lifespan, and function
  • Every cell is composed of organelles

Dennis and Gallagher, 2003, The Human Genome,
Nature Publishing Group
7
The Architecture of Eric
  • Multi-cellular organisms rely upon intercellular
    signaling molecules to coordinate the functions
    of different cells

http//receptome.stanford.edu/hpmr/
8
The Architecture of Eric
  • Every cell type, tissue, organ, and subsystem is
    ultimately regulated by one common mechanism,
    manifest in DNA

http//www.genome.gov
9
Lessons Learned
The soul of an architecture is found in its
mechanisms which cut across the components of the
system, thus yielding its essential behaviors
10
The Architecture of DNA
Dennis and Gallagher, 2003, The Human Genome,
Nature Publishing Group
11
The Architecture of DNA
  • To sequence DNA
  • Isolate the DNA under investigation
  • Use DNA polymerase to make a large number of
    copies
  • Cut those copies at random into reasonably sized,
    overlapping pieces, marking the ends of each
    piece with a terminator base
  • Order those pieces by size using electrophoresis
  • Read the sequence from the progression of
    terminator bases
  • To assemble a sequence
  • Place all sequences into a DNA library
  • Sequence those sequences by matching their
    overlapping parts

3,200,000,000 bases 1,000 raw sequences per
second 9x coverage required for final sequence
http//www.ncbi.nlm.nih.gov/genbank
12
The Architecture of a Sequencer
  • Two fundamental approaches
  • NIH map-based (reliable but slow)
  • Celera whole genome shotgun (fast but
    computationally wicked)

13
The Architecture of a Sequencer
  • Phred (Phil Green and Brent Ewing)
  • Reads DNA sequencer trace data, calls bases,
    assigns quality values to the bases, and writes
    the base calls and quality values to output files
  • Phrap (Phil Green)
  • A program for assembling shotgun DNA sequence
    data

http//www.phrap.org
14
The Architecture of a Sequencer
  • Phred
  • Use Fourier methods to predict base traces around
    each point
  • Examine each trace to find actuals
  • Match the predicted traces with actuals
  • Evaluate each match according to specific quality
    measures
  • Phrap
  • Eliminate garbage sequences
  • Identify all potentially overlapping pairs of
    sequences (must have an exact match of
    approximately 14 bases and a quality alignment of
    the whole sequence
  • Establish scores for pairwise alignment, overlap,
    length, and quality
  • Create a candidate merged sequence starting with
    pairs from the highest scores
  • Produce a consensus sequence based on voting from
    the quality scores of each base

15
The Architecture of SETI_at_home
http//www.computer.org/cise/articles/seti.htm
16
The Architecture of the Dead Sea Scrolls Analysis
  • Tens of thousands of fragments discovered in 1947
  • Study of the scrolls was confined to a small set
    of scholars, who published a concordance to
    assist their analysis
  • In 1991, Professor Ben Zion Wacholder of Hebrew
    Union College, and Martin Abegg transferred the
    concordance to a Macintosh, and using matching
    algorithms, generated a complete and relatively
    accurate combined transcript

http//www.judaica.org
17
Lessons Learned
Common architectures may be found in uncommon
places
18
The Architecture of Autonomous Robots
  • Shakey, built in 1969 at SRI, was the first
    significant mobile, autonomous robot
  • Shakey should never have been built. There was a
    failure to recognize the deep problems in AI.
  • Asimo, built at Honda, is an intelligent,
    two-legged humanoid robot
  • Asmio can react to movements, voice, and facial
    expressions

http//world.honda/asimo
19
The Architecture of Ghengis
  • Rodney Brooks at the MIT AI Lab has explored
    subsumption architectures
  • Fast, cheap, and out of control

Brooks, 2002, Flesh and Machines, MIT Press
20
The Architecture of a Mindstorms Robot
  • Developed by Rationals team in Singapore
  • A Rose/RT to Mindstorms connection

http//www.rational.net/content/images/catapulse/p
ublicattachment/doc/8097_ps_2599.doc
21
Lessons Learned
The simplest architectures are best
22
The Architecture of an Interpreter
  • The Altair 8080 was the first really personal
    computer
  • Its basic interpreter was written by Bill Gates
    and Paul Allen
  • Lots of tricks were required to save memory

Reuben Harris
23
The Architecture of Classic Systems
  • All legacy systems exhibit sedimentation

http//www.computerhistory.org
Jason Lanier, 2002, The Complexity Ceiling, The
Next Fifty Years
24
Lessons Learned
You can learn a great deal from an archeological
dig
25
The Architecture of a Web-centric System
Integrated Service Request
App. Server
Company A
Company B
WebServer
App. Server
26
The Architecture of a First-Generation System
  • Push information in a linear fashion
  • HTML-centric
  • Architecturally trivial

Siegel, 1996, Creating Killer Web Sites, Hayden
27
The Architecture of a Second-Generation System
  • Push visitors using simile and hierarchy
  • HTML-centric, but more graphical and modestly
    dynamic
  • Architecturally simple

Siegel, 1996, Creating Killer Web Sites, Hayden
28
The Architecture of a Third-Generation System
  • Pull visitors in the door
  • Platform-centric
  • Architecturally expressive but complex

Siegel, 1996, Creating Killer Web Sites, Hayden
29
Demo
  • Scenario
  • Existing shopping cart website produces invoices
    for online purchases
  • Need to update the existing system with a credit
    card web service

30
Lessons Learned
An architecture must grow and adapt or die
31
The Architecture of Buildings
32
Lessons Learned
Sometimes you have to break the foundation
33
The Architecture of Buildings
34
The Architecture of e-Business
http//www.ibm.com/developerworks/patterns/
35
Lessons Learned
The best architectures are full of patterns
36
Handbook of Software Engineering
  • Working to provide a reference book of common
    architectures across the breadth of
    software-intensive systems
  • Artificial intelligence systems Commercial
    systems
  • Communications systems Development environments
  • Devices Entertainment/sports systems
  • Financial systems Industrial systems
  • Legal systems Multimedia systems
  • Medical systems Military systems
  • Operating systems Platforms
  • Scientific systems Transportation systems
  • Utilities

37
Lessons Learned
Fundamentals never go out of style
38
The Architecture of Unusual Things
  • Everything has an architecture
  • The soul of an architecture is found in its
    mechanisms
  • Common architectures may be found in uncommon
    places
  • The simplest architectures are best
  • You can learn a great deal from an archeological
    dig
  • An architectures must grow and adapt or die
  • Sometimes you have to break the foundation
  • The best architectures are full of patterns
  • Fundamentals never go out of style

39
The driving force behind software engineering is
the rise in levels of abstraction
40
Thank You
Grady Booch gbooch_at_us.ibm.com (email) 39.620/-105.
076(GPS)
The Architecture of Unusual Things
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